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Page 1: Relic Rulebook

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 124

TM

reg

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 224

Enter the Grim Future of the 41st Millennium

Te Imperium o Man stretches across the known galaxyencompassing millions o worlds From the dawn o theGreat Crusades 10000 years ago the Imperium has enduredcountless wars through blood and sacrifice Untold billions ohumans fight each day to preserve it all in the name o theimmortal Emperor o Man

Te elite Space Marines genetically-enhanced supersoldiers strike across the galaxy with superior weapons andarmour Te Holy Ordos o the Inquisition purges dangersthat might subvert the Imperium each agent dedicatedto rooting out heresy wherever they find it Te Adeptus

Ministorum shepherds humanity and ensures proper aith intheir Emperor while the Adeptus Mechanicus oversees theholy technology that sustains the Imperium and its fighting

orces Te Imperial Guard the largest fighting orce in the galaxy employs countless millions o men tanks and hugewar machines to fight battles on thousands o planets theirvast numbers acting to stem the tide against the unbearable

pressures that would destroy the Imperium

Te distant Antian Sector has known its share o horrorsand strie but even darker times lie ahead Within thewilight Fringe an Eldar Crafworld drifs ominouslythrough the void Te ancient and mysterious Eldar areattacking anyone who dares defile their ancestral MaidenWorlds while also guarding the Warp Rif that has recently

erupted nearby Teir reasons are as enigmatic as the raceitsel but they are determined to keep those they deemunworthy rom venturing inside the rif to investigate itsorigin less they awaken even greater horrors

Te baleul influence o the rif has sown seeds o Chaosacross the sector Chaos cultists and their Daemonicmasters have begun to surace in great numbers Foul xenosraces attack on all ronts a constant menace to humanityrsquosrightul destiny to rule the galaxy Te Devastated Reachesare inested with Ork raiders brutal savages known to havedestroyed entire systems yranid Hive Fleets roam the Lost

Front engulfing world afer world consuming all preciousorganic lie to eed their never-ending hunger

Facing such enemies even the most powerul o theImperiumrsquos heroes might all Tough the Emperor surely

guides their paths granting them opportunities to strengthentheir bodies and minds they will ace unimaginable dangersTey must withstand the constant temptation o Chaos acelethal xenos and ultimately seek to deeat whatever evil iscausing the Warp rif o succeed heroes will need all theirskills weapons and aith

Yet even this may not be enough the wisest know they needthe assistance o powerul relicsmdashwondrous devices andarcane creations rom the Dark Age o echnology and other

orgotten times Only with such powers may the heroes ensurethe survival o the sector

Game OverviewIn Relic two to four players assume the roles of charactersfrom the Warhammer 40000 universe each with unique

strengths weaknesses and special abilities Players move

around the game board engaging threats and battling enemies

to complete missions gain levels and acquire weapons

By completing missions players can acquire mightyarteacts called relics Relics are used to enter the Inner tierwhere players conront the ultimate threat to the ImperiumTe first player to move to the centre o the game board andsatisy the victory condition described on the scenario sheetwins the game

Assembling DialsBeore playing Relic or the first time careullypunch the cardboard pieces out o their ramesand attach one Strength (red) Willpower (blue)Cunning (yellow) and Lie (green) dial to eachcharacter board Push one hal o a plastic connector

pair through the character board and the other halthrough the dial Ten push the halves together untilthey fit tightly

Do not remove the dials afer they are attached to thecharacter board

Be sure to affix the dials in the correct locations asshown in the diagram

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Component ListThis section lists the components for Relic

bull Tis Rulebook

bull 10 Plastic Character Pieces

bull 4 Plastic Character Bases

bull 4 Plastic Level Pegs

bull 16 Plastic Dial Connectors

bull 16 Dials consisting o

ndash 4 Strength Dials

ndash 4 Willpower Dials

ndash 4 Cunning Dials

ndash 4 Lie Dials

bull 4 Six-Sided Dice

bull 1 Game Board

bull 150 okens consisting o

ndash 40 Character okens

ndash 55 Charge okens

ndash 55 Influence okens

bull 4 Character Boards

bull 10 Character Sheets

bull 5 Scenario Sheets

bull 336 Cards consisting o

ndash 30 Corruption Cards

ndash 24 Mission Cards

ndash 36 Power Cards

ndash 18 Relic Cards

ndash 68 Red Treat Cards

ndash 68 Blue Treat Cards

ndash 68 Yellow Treat Cards

ndash 24 Wargear Cards

Component OverviewTis section briefly describes the game components

Plastic CharacterPieces and BasesPlastic character pieces

correspond to the characters inRelic and represent them on thegame board

Six-Sided DiceTe six-sided dice are used or movingresolving battles and determining results orskill tests and abilities detailed on cards andthe game board

Game BoardTe game board represents a portion

o the Warhammer 40000 universeIt is divided into tiers areas andspaces (see ldquoGame Board Anatomyrdquoon page 6)

Character Boards andPlastic Level PegsEach character board is used totrack a characterrsquos attributes Lieand level Plastic level pegs fit into slots on the characterboard to indicate a characterrsquos current level

Character SheetsCharacter sheets contain characterinormation including startingattributes level rewards andspecial abilities

Scenario SheetsScenario sheets detail the victorycondition or each game and describeany special rules that may alter playduring the course o the game

Character TokensCharacter tokens are used or various purposes including trackingmissions and ulfilling objectives onscenario sheets

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Charge TokensCharge tokens are placed on specificWargear and Treat cards to indicate thenumber o uses the card has remaining

Influence TokensInfluence tokens are a currency

players can accumulate and spendduring the game

Corruption CardsCorruption cards represent mutationsthat can affect players in both positiveand negative ways

Mission CardsMission cards describe missionobjectives and the rewards orcompleting them

Power CardsPower cards grant players temporaryabilities and bonuses Each Power carddescribes the effect and timing o theability or bonus it provides

Relic CardsRelic cards represent sacred arteactsthat have powerul abilities

Threat CardsTreat cards represent events enemiesencounters and assets players candiscover during the game

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game

Setupo set up a game o Relic ollow these steps

1 Place Game Board Unold the game board and placeit in the centre o the play area

2 Choose Scenario Shuffle the scenario sheets under

the table choose one randomly and place it aceup onthe scenario space in the centre o the game board Fortheir first game players should use the ldquoTe MysteryBeyondrdquo scenario sheet

Ten one player reads the chosen scenario sheet aloudso that all players understand the special rules andobjective or this game

3 Prepare Decks Separate the cards into their respectivedecks (Corruption Mission Power Relic red Treatblue Treat yellow Treat Wargear) Shuffle each deckand place it acedown near the game board

4 Prepare okens Place all charge and influencetokens in separate supply piles where all playerscan reach them

5 Choose Characters Shuffle the character sheetsacedown and deal two to each player Ten eachplayer secretly and simultaneously chooses one Returnall unused character sheets to the game box

6 Choose Player Colour Each player chooses one othe our player colours (grey brown green or purple)and takes the character board plastic character basecharacter tokens and level peg corresponding to thecolour he chose and places them in his play area

7 Place Plastic Character Pieces Each player attaches hisplastic character piece to his character base and places iton the starting space o the game board printed on hischaracter sheet

8 Prepare Character Board Each player slides the top ohis character sheet into his character board and insertshis level peg into the slot on the level track above theword ldquoStartrdquo (see ldquoCharacter Anatomyrdquo on page 7)

9 Set Starting Attributes and Lie Each player adjustshis dials to match the starting Strength Willpower

Cunning and Lie values printed on his character sheet10 Distribute Starting Influence okens Each player takes

three influence tokens and places them in his play area

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11 Distribute Starting Power Cards Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the ldquoStartrdquo spaceon his level track (see ldquoPower Limitsrdquo on page 16)Each player places his Power cards acedown in hisplay area so they are hidden rom other players Aplayer may look at his own Power cards at any time

12 Distribute Missions Cards Each player draws oneMission card and places it aceup in his play area I hismission requires him to take any immediate actionsuch as placing character tokens on the game board hedoes so at this time

Te oldest player takes the first turn o the game urnsproceed clockwise around the play area (see ldquoPlaying theGamerdquo on page 8)

Setup Diagram (three-player example)

1 Game Board

2 Scenario Sheet

3 Influence oken Supply

4 Charge oken Supply

5 Power Card Deck

6 Mission Card Deck

7 Wargear Card Deck

8 Corruption Card Deck

9 Relic Card Deck

10 Red Blue and YellowTreat Decks

11 Character Boards

12 Character Sheets

13 Character okens

14 Starting Mission Card

15 Starting Power Card(s)

16 Starting Influence okens

7

10

9

6

8

4

2

5

1

3

12

11

16

14

15

13

12

11

1614 15

13

12

11

16

14

15

13

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

8202019 Relic Rulebook

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

8202019 Relic Rulebook

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 2: Relic Rulebook

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Enter the Grim Future of the 41st Millennium

Te Imperium o Man stretches across the known galaxyencompassing millions o worlds From the dawn o theGreat Crusades 10000 years ago the Imperium has enduredcountless wars through blood and sacrifice Untold billions ohumans fight each day to preserve it all in the name o theimmortal Emperor o Man

Te elite Space Marines genetically-enhanced supersoldiers strike across the galaxy with superior weapons andarmour Te Holy Ordos o the Inquisition purges dangersthat might subvert the Imperium each agent dedicatedto rooting out heresy wherever they find it Te Adeptus

Ministorum shepherds humanity and ensures proper aith intheir Emperor while the Adeptus Mechanicus oversees theholy technology that sustains the Imperium and its fighting

orces Te Imperial Guard the largest fighting orce in the galaxy employs countless millions o men tanks and hugewar machines to fight battles on thousands o planets theirvast numbers acting to stem the tide against the unbearable

pressures that would destroy the Imperium

Te distant Antian Sector has known its share o horrorsand strie but even darker times lie ahead Within thewilight Fringe an Eldar Crafworld drifs ominouslythrough the void Te ancient and mysterious Eldar areattacking anyone who dares defile their ancestral MaidenWorlds while also guarding the Warp Rif that has recently

erupted nearby Teir reasons are as enigmatic as the raceitsel but they are determined to keep those they deemunworthy rom venturing inside the rif to investigate itsorigin less they awaken even greater horrors

Te baleul influence o the rif has sown seeds o Chaosacross the sector Chaos cultists and their Daemonicmasters have begun to surace in great numbers Foul xenosraces attack on all ronts a constant menace to humanityrsquosrightul destiny to rule the galaxy Te Devastated Reachesare inested with Ork raiders brutal savages known to havedestroyed entire systems yranid Hive Fleets roam the Lost

Front engulfing world afer world consuming all preciousorganic lie to eed their never-ending hunger

Facing such enemies even the most powerul o theImperiumrsquos heroes might all Tough the Emperor surely

guides their paths granting them opportunities to strengthentheir bodies and minds they will ace unimaginable dangersTey must withstand the constant temptation o Chaos acelethal xenos and ultimately seek to deeat whatever evil iscausing the Warp rif o succeed heroes will need all theirskills weapons and aith

Yet even this may not be enough the wisest know they needthe assistance o powerul relicsmdashwondrous devices andarcane creations rom the Dark Age o echnology and other

orgotten times Only with such powers may the heroes ensurethe survival o the sector

Game OverviewIn Relic two to four players assume the roles of charactersfrom the Warhammer 40000 universe each with unique

strengths weaknesses and special abilities Players move

around the game board engaging threats and battling enemies

to complete missions gain levels and acquire weapons

By completing missions players can acquire mightyarteacts called relics Relics are used to enter the Inner tierwhere players conront the ultimate threat to the ImperiumTe first player to move to the centre o the game board andsatisy the victory condition described on the scenario sheetwins the game

Assembling DialsBeore playing Relic or the first time careullypunch the cardboard pieces out o their ramesand attach one Strength (red) Willpower (blue)Cunning (yellow) and Lie (green) dial to eachcharacter board Push one hal o a plastic connector

pair through the character board and the other halthrough the dial Ten push the halves together untilthey fit tightly

Do not remove the dials afer they are attached to thecharacter board

Be sure to affix the dials in the correct locations asshown in the diagram

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Component ListThis section lists the components for Relic

bull Tis Rulebook

bull 10 Plastic Character Pieces

bull 4 Plastic Character Bases

bull 4 Plastic Level Pegs

bull 16 Plastic Dial Connectors

bull 16 Dials consisting o

ndash 4 Strength Dials

ndash 4 Willpower Dials

ndash 4 Cunning Dials

ndash 4 Lie Dials

bull 4 Six-Sided Dice

bull 1 Game Board

bull 150 okens consisting o

ndash 40 Character okens

ndash 55 Charge okens

ndash 55 Influence okens

bull 4 Character Boards

bull 10 Character Sheets

bull 5 Scenario Sheets

bull 336 Cards consisting o

ndash 30 Corruption Cards

ndash 24 Mission Cards

ndash 36 Power Cards

ndash 18 Relic Cards

ndash 68 Red Treat Cards

ndash 68 Blue Treat Cards

ndash 68 Yellow Treat Cards

ndash 24 Wargear Cards

Component OverviewTis section briefly describes the game components

Plastic CharacterPieces and BasesPlastic character pieces

correspond to the characters inRelic and represent them on thegame board

Six-Sided DiceTe six-sided dice are used or movingresolving battles and determining results orskill tests and abilities detailed on cards andthe game board

Game BoardTe game board represents a portion

o the Warhammer 40000 universeIt is divided into tiers areas andspaces (see ldquoGame Board Anatomyrdquoon page 6)

Character Boards andPlastic Level PegsEach character board is used totrack a characterrsquos attributes Lieand level Plastic level pegs fit into slots on the characterboard to indicate a characterrsquos current level

Character SheetsCharacter sheets contain characterinormation including startingattributes level rewards andspecial abilities

Scenario SheetsScenario sheets detail the victorycondition or each game and describeany special rules that may alter playduring the course o the game

Character TokensCharacter tokens are used or various purposes including trackingmissions and ulfilling objectives onscenario sheets

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Charge TokensCharge tokens are placed on specificWargear and Treat cards to indicate thenumber o uses the card has remaining

Influence TokensInfluence tokens are a currency

players can accumulate and spendduring the game

Corruption CardsCorruption cards represent mutationsthat can affect players in both positiveand negative ways

Mission CardsMission cards describe missionobjectives and the rewards orcompleting them

Power CardsPower cards grant players temporaryabilities and bonuses Each Power carddescribes the effect and timing o theability or bonus it provides

Relic CardsRelic cards represent sacred arteactsthat have powerul abilities

Threat CardsTreat cards represent events enemiesencounters and assets players candiscover during the game

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game

Setupo set up a game o Relic ollow these steps

1 Place Game Board Unold the game board and placeit in the centre o the play area

2 Choose Scenario Shuffle the scenario sheets under

the table choose one randomly and place it aceup onthe scenario space in the centre o the game board Fortheir first game players should use the ldquoTe MysteryBeyondrdquo scenario sheet

Ten one player reads the chosen scenario sheet aloudso that all players understand the special rules andobjective or this game

3 Prepare Decks Separate the cards into their respectivedecks (Corruption Mission Power Relic red Treatblue Treat yellow Treat Wargear) Shuffle each deckand place it acedown near the game board

4 Prepare okens Place all charge and influencetokens in separate supply piles where all playerscan reach them

5 Choose Characters Shuffle the character sheetsacedown and deal two to each player Ten eachplayer secretly and simultaneously chooses one Returnall unused character sheets to the game box

6 Choose Player Colour Each player chooses one othe our player colours (grey brown green or purple)and takes the character board plastic character basecharacter tokens and level peg corresponding to thecolour he chose and places them in his play area

7 Place Plastic Character Pieces Each player attaches hisplastic character piece to his character base and places iton the starting space o the game board printed on hischaracter sheet

8 Prepare Character Board Each player slides the top ohis character sheet into his character board and insertshis level peg into the slot on the level track above theword ldquoStartrdquo (see ldquoCharacter Anatomyrdquo on page 7)

9 Set Starting Attributes and Lie Each player adjustshis dials to match the starting Strength Willpower

Cunning and Lie values printed on his character sheet10 Distribute Starting Influence okens Each player takes

three influence tokens and places them in his play area

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11 Distribute Starting Power Cards Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the ldquoStartrdquo spaceon his level track (see ldquoPower Limitsrdquo on page 16)Each player places his Power cards acedown in hisplay area so they are hidden rom other players Aplayer may look at his own Power cards at any time

12 Distribute Missions Cards Each player draws oneMission card and places it aceup in his play area I hismission requires him to take any immediate actionsuch as placing character tokens on the game board hedoes so at this time

Te oldest player takes the first turn o the game urnsproceed clockwise around the play area (see ldquoPlaying theGamerdquo on page 8)

Setup Diagram (three-player example)

1 Game Board

2 Scenario Sheet

3 Influence oken Supply

4 Charge oken Supply

5 Power Card Deck

6 Mission Card Deck

7 Wargear Card Deck

8 Corruption Card Deck

9 Relic Card Deck

10 Red Blue and YellowTreat Decks

11 Character Boards

12 Character Sheets

13 Character okens

14 Starting Mission Card

15 Starting Power Card(s)

16 Starting Influence okens

7

10

9

6

8

4

2

5

1

3

12

11

16

14

15

13

12

11

1614 15

13

12

11

16

14

15

13

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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httpslidepdfcomreaderfullrelic-rulebook 18248

Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 3: Relic Rulebook

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Component ListThis section lists the components for Relic

bull Tis Rulebook

bull 10 Plastic Character Pieces

bull 4 Plastic Character Bases

bull 4 Plastic Level Pegs

bull 16 Plastic Dial Connectors

bull 16 Dials consisting o

ndash 4 Strength Dials

ndash 4 Willpower Dials

ndash 4 Cunning Dials

ndash 4 Lie Dials

bull 4 Six-Sided Dice

bull 1 Game Board

bull 150 okens consisting o

ndash 40 Character okens

ndash 55 Charge okens

ndash 55 Influence okens

bull 4 Character Boards

bull 10 Character Sheets

bull 5 Scenario Sheets

bull 336 Cards consisting o

ndash 30 Corruption Cards

ndash 24 Mission Cards

ndash 36 Power Cards

ndash 18 Relic Cards

ndash 68 Red Treat Cards

ndash 68 Blue Treat Cards

ndash 68 Yellow Treat Cards

ndash 24 Wargear Cards

Component OverviewTis section briefly describes the game components

Plastic CharacterPieces and BasesPlastic character pieces

correspond to the characters inRelic and represent them on thegame board

Six-Sided DiceTe six-sided dice are used or movingresolving battles and determining results orskill tests and abilities detailed on cards andthe game board

Game BoardTe game board represents a portion

o the Warhammer 40000 universeIt is divided into tiers areas andspaces (see ldquoGame Board Anatomyrdquoon page 6)

Character Boards andPlastic Level PegsEach character board is used totrack a characterrsquos attributes Lieand level Plastic level pegs fit into slots on the characterboard to indicate a characterrsquos current level

Character SheetsCharacter sheets contain characterinormation including startingattributes level rewards andspecial abilities

Scenario SheetsScenario sheets detail the victorycondition or each game and describeany special rules that may alter playduring the course o the game

Character TokensCharacter tokens are used or various purposes including trackingmissions and ulfilling objectives onscenario sheets

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Charge TokensCharge tokens are placed on specificWargear and Treat cards to indicate thenumber o uses the card has remaining

Influence TokensInfluence tokens are a currency

players can accumulate and spendduring the game

Corruption CardsCorruption cards represent mutationsthat can affect players in both positiveand negative ways

Mission CardsMission cards describe missionobjectives and the rewards orcompleting them

Power CardsPower cards grant players temporaryabilities and bonuses Each Power carddescribes the effect and timing o theability or bonus it provides

Relic CardsRelic cards represent sacred arteactsthat have powerul abilities

Threat CardsTreat cards represent events enemiesencounters and assets players candiscover during the game

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game

Setupo set up a game o Relic ollow these steps

1 Place Game Board Unold the game board and placeit in the centre o the play area

2 Choose Scenario Shuffle the scenario sheets under

the table choose one randomly and place it aceup onthe scenario space in the centre o the game board Fortheir first game players should use the ldquoTe MysteryBeyondrdquo scenario sheet

Ten one player reads the chosen scenario sheet aloudso that all players understand the special rules andobjective or this game

3 Prepare Decks Separate the cards into their respectivedecks (Corruption Mission Power Relic red Treatblue Treat yellow Treat Wargear) Shuffle each deckand place it acedown near the game board

4 Prepare okens Place all charge and influencetokens in separate supply piles where all playerscan reach them

5 Choose Characters Shuffle the character sheetsacedown and deal two to each player Ten eachplayer secretly and simultaneously chooses one Returnall unused character sheets to the game box

6 Choose Player Colour Each player chooses one othe our player colours (grey brown green or purple)and takes the character board plastic character basecharacter tokens and level peg corresponding to thecolour he chose and places them in his play area

7 Place Plastic Character Pieces Each player attaches hisplastic character piece to his character base and places iton the starting space o the game board printed on hischaracter sheet

8 Prepare Character Board Each player slides the top ohis character sheet into his character board and insertshis level peg into the slot on the level track above theword ldquoStartrdquo (see ldquoCharacter Anatomyrdquo on page 7)

9 Set Starting Attributes and Lie Each player adjustshis dials to match the starting Strength Willpower

Cunning and Lie values printed on his character sheet10 Distribute Starting Influence okens Each player takes

three influence tokens and places them in his play area

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11 Distribute Starting Power Cards Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the ldquoStartrdquo spaceon his level track (see ldquoPower Limitsrdquo on page 16)Each player places his Power cards acedown in hisplay area so they are hidden rom other players Aplayer may look at his own Power cards at any time

12 Distribute Missions Cards Each player draws oneMission card and places it aceup in his play area I hismission requires him to take any immediate actionsuch as placing character tokens on the game board hedoes so at this time

Te oldest player takes the first turn o the game urnsproceed clockwise around the play area (see ldquoPlaying theGamerdquo on page 8)

Setup Diagram (three-player example)

1 Game Board

2 Scenario Sheet

3 Influence oken Supply

4 Charge oken Supply

5 Power Card Deck

6 Mission Card Deck

7 Wargear Card Deck

8 Corruption Card Deck

9 Relic Card Deck

10 Red Blue and YellowTreat Decks

11 Character Boards

12 Character Sheets

13 Character okens

14 Starting Mission Card

15 Starting Power Card(s)

16 Starting Influence okens

7

10

9

6

8

4

2

5

1

3

12

11

16

14

15

13

12

11

1614 15

13

12

11

16

14

15

13

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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httpslidepdfcomreaderfullrelic-rulebook 1024

Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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httpslidepdfcomreaderfullrelic-rulebook 1324

3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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httpslidepdfcomreaderfullrelic-rulebook 14244

Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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httpslidepdfcomreaderfullrelic-rulebook 1524

Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 18248

Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 4: Relic Rulebook

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Charge TokensCharge tokens are placed on specificWargear and Treat cards to indicate thenumber o uses the card has remaining

Influence TokensInfluence tokens are a currency

players can accumulate and spendduring the game

Corruption CardsCorruption cards represent mutationsthat can affect players in both positiveand negative ways

Mission CardsMission cards describe missionobjectives and the rewards orcompleting them

Power CardsPower cards grant players temporaryabilities and bonuses Each Power carddescribes the effect and timing o theability or bonus it provides

Relic CardsRelic cards represent sacred arteactsthat have powerul abilities

Threat CardsTreat cards represent events enemiesencounters and assets players candiscover during the game

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game

Setupo set up a game o Relic ollow these steps

1 Place Game Board Unold the game board and placeit in the centre o the play area

2 Choose Scenario Shuffle the scenario sheets under

the table choose one randomly and place it aceup onthe scenario space in the centre o the game board Fortheir first game players should use the ldquoTe MysteryBeyondrdquo scenario sheet

Ten one player reads the chosen scenario sheet aloudso that all players understand the special rules andobjective or this game

3 Prepare Decks Separate the cards into their respectivedecks (Corruption Mission Power Relic red Treatblue Treat yellow Treat Wargear) Shuffle each deckand place it acedown near the game board

4 Prepare okens Place all charge and influencetokens in separate supply piles where all playerscan reach them

5 Choose Characters Shuffle the character sheetsacedown and deal two to each player Ten eachplayer secretly and simultaneously chooses one Returnall unused character sheets to the game box

6 Choose Player Colour Each player chooses one othe our player colours (grey brown green or purple)and takes the character board plastic character basecharacter tokens and level peg corresponding to thecolour he chose and places them in his play area

7 Place Plastic Character Pieces Each player attaches hisplastic character piece to his character base and places iton the starting space o the game board printed on hischaracter sheet

8 Prepare Character Board Each player slides the top ohis character sheet into his character board and insertshis level peg into the slot on the level track above theword ldquoStartrdquo (see ldquoCharacter Anatomyrdquo on page 7)

9 Set Starting Attributes and Lie Each player adjustshis dials to match the starting Strength Willpower

Cunning and Lie values printed on his character sheet10 Distribute Starting Influence okens Each player takes

three influence tokens and places them in his play area

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11 Distribute Starting Power Cards Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the ldquoStartrdquo spaceon his level track (see ldquoPower Limitsrdquo on page 16)Each player places his Power cards acedown in hisplay area so they are hidden rom other players Aplayer may look at his own Power cards at any time

12 Distribute Missions Cards Each player draws oneMission card and places it aceup in his play area I hismission requires him to take any immediate actionsuch as placing character tokens on the game board hedoes so at this time

Te oldest player takes the first turn o the game urnsproceed clockwise around the play area (see ldquoPlaying theGamerdquo on page 8)

Setup Diagram (three-player example)

1 Game Board

2 Scenario Sheet

3 Influence oken Supply

4 Charge oken Supply

5 Power Card Deck

6 Mission Card Deck

7 Wargear Card Deck

8 Corruption Card Deck

9 Relic Card Deck

10 Red Blue and YellowTreat Decks

11 Character Boards

12 Character Sheets

13 Character okens

14 Starting Mission Card

15 Starting Power Card(s)

16 Starting Influence okens

7

10

9

6

8

4

2

5

1

3

12

11

16

14

15

13

12

11

1614 15

13

12

11

16

14

15

13

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

8202019 Relic Rulebook

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 5: Relic Rulebook

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11 Distribute Starting Power Cards Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the ldquoStartrdquo spaceon his level track (see ldquoPower Limitsrdquo on page 16)Each player places his Power cards acedown in hisplay area so they are hidden rom other players Aplayer may look at his own Power cards at any time

12 Distribute Missions Cards Each player draws oneMission card and places it aceup in his play area I hismission requires him to take any immediate actionsuch as placing character tokens on the game board hedoes so at this time

Te oldest player takes the first turn o the game urnsproceed clockwise around the play area (see ldquoPlaying theGamerdquo on page 8)

Setup Diagram (three-player example)

1 Game Board

2 Scenario Sheet

3 Influence oken Supply

4 Charge oken Supply

5 Power Card Deck

6 Mission Card Deck

7 Wargear Card Deck

8 Corruption Card Deck

9 Relic Card Deck

10 Red Blue and YellowTreat Decks

11 Character Boards

12 Character Sheets

13 Character okens

14 Starting Mission Card

15 Starting Power Card(s)

16 Starting Influence okens

7

10

9

6

8

4

2

5

1

3

12

11

16

14

15

13

12

11

1614 15

13

12

11

16

14

15

13

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

8202019 Relic Rulebook

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

8202019 Relic Rulebook

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 6: Relic Rulebook

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Character OverviewDuring a game o Relic each player assumes the role oa character Trough his character each player interactswith the game board travels to new tiers battles enemiesand acquires assets Te rulebook and components reerto the person playing the game and the character thatperson controls as the PLAYER

AttributesEach player has three attributes S983156983154983141983150983143983156983144W983145983148983148983152983151983159983141983154 and C983157983150983150983145983150983143 Players use these attributesto resolve battles and skill tests during the game

Starting Attribute ValuesDuring setup each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet

Gaining and Losing AttributesA player can 983143983137983145983150 attributes Each time this happens headjusts the corresponding dial on his character board byrotating it clockwise by the specified amount

An attribute dial has a maximum value o 12 I an

attribute dial reads ldquo12rdquo and a player gains an attributecorresponding to that dial he cannot adjust his dialurther and he ignores the attribute gain

A player can 983148983151983155983141 attributes Each time this happenshe adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specified amount Aplayerrsquos attribute dials have a minimum value o 1 I aplayerrsquos attribute dial reads ldquo1rdquo and he loses an attributehe does not adjust his attribute dial urther and heignores the attribute lost

LifeA playerrsquos durability is represented by his L983145983142983141 valueLie is not an attribute When rules and card textreerence attributes they reer only to StrengthWillpower and Cunning

Starting Life ValueDuring setup each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet

3 Middle ier Te Middle tier includes all spaces

between the Outer and Inner tiers and is divided intoour areas Te wilight Fringe Devastated ReachesLost Front and Phantom Stars

4 Inner ier Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas

5 Scenario Space Te scenario space holds the scenariosheet or the current game

1 Areas Areas o the game board are composed

o three to five consecutive adjacent spacesdistinguished by an area label Corner spaces are notpart o any area

2 Outer ier Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas Hive World Forge World Death World andMaiden World

Game Board Anatomy

5

3

2

4

1

1

Area Label

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 724

Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 7: Relic Rulebook

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Gaining and Losing LifeA player can gain Lie Each time this happens headjusts the Lie dial on his character board by rotating itclockwise by the specified amount

A playerrsquos Lie dial has a maximum value o 12 I a playerrsquos

Lie dial reads ldquo12rdquo and he gains Lie he cannot adjust hisLie dial urther and he ignores the excess Lie gained

A player can lose Lie Each time this happenshe adjusts the Lie dial on his character board by rotatingit anticlockwise by the specified amount

I a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140 (see ldquoVanquished Playersrdquo on page 15)

4 Power Limit Te power limit indicates the numbero Power cards a player can have (see ldquoPower Limitsrdquoon page 16)

5 Name and Affiliation Te name o the characterappears to the lef and describes what particular entityrom the Warhammer 40000 universe the characterrepresents Te characterrsquos affiliation appears to theright o the characterrsquos name and describes the groupthat character most identifies with

6 Asset Limit Te asset limit indicates the numbero assets a player can have (see ldquoAssets and AssetLimitsrdquo on page 14)

7 Level Rewards Level rewards are listed in columnsbeneath each level on the level track Afer a playergains a level he receives the level rewards listed belowhis level peg (see ldquoGaining Levelsrdquo on page 14)

8 Special Abilities Each player has one or morespecial abilities described on his character sheetUsing a special ability is mandatory unless it usesthe word ldquomayrdquo

9 Starting Space Te starting space indicates whereon the game board a player places his character pieceduring setup

10 Starting Attribute and Lie Values Te StrengthWillpower and Cunning values indicate how mucho each attribute a player has at the beginning othe game A player cannot reduce his attribute dialsbelow this value Te Lie value indicates how muchLie a player has at the beginning o the game

1 Attribute Dials Each character board has aStrength (red) Willpower (blue) and Cunning(yellow) attribute dial Each time a player gainsor loses attributes he adjusts his attribute dialsaccordingly (see ldquoAttributesrdquo on page 6)

2 Lie Dial Each character board has a Lie (green)dial Each time a player gains or loses Lie he adjustshis Lie dial accordingly (seeldquoLierdquo on page 6)

3 Level rack Te level track indicates a playerrsquoscurrent level Each time a player gains a level hemoves the level peg one slot to the right on his leveltrack Players are level 0 until they gaintheir first level

Character Anatomy

10

9

7

2

6

3

8

1

4

5

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

8202019 Relic Rulebook

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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httpslidepdfcomreaderfullrelic-rulebook 1024

Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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httpslidepdfcomreaderfullrelic-rulebook 18248

Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 8: Relic Rulebook

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Playing the GameRelic is played over a series o turns starting with theoldest player Te player taking a turn is the 983137983139983156983145983158983141983152983148983137983161983141983154 A player must complete his entire turn beorethe next player takes a turn urns proceed clockwise inthis manner until one player wins

During each turn the active player perorms theollowing our phases in order

1 Movement Phase Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result

2 Exploration Phase Te player draws Treat cardsas specified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on his space

he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Movement PhaseTe game board is composed o 983155983152983137983139983141983155 During theMovement phase the active player must move to a newspace He cannot remain on his space even i it contains aTreat card

Outer and Middle iers I a player begins his turn in theOuter or Middle tier he rolls one die or his 983149983151983158983141983149983141983150983156983154983151983148983148 Te result o the die is his 983149983151983158983141983149983141983150983156 983155983139983151983154983141His movement score indicates the number o 983149983151983158983141983149983141983150983156983152983151983145983150983156983155 he must spend during his Movement phase Hemoves one space at a time clockwise or anticlockwisearound the game board spending one movement point oreach space he enters Afer he begins to move he cannotreverse direction until his next turn

Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

moving In these situations ollow the instructions on thecards and character sheets

Te Inner ier A player does not roll a die or movementi he is in the Inner tier Instead he moves one space perturn in the direction indicated by the arrow on his space(see ldquoTe Inner ierrdquo on page 21)

Exploration PhaseDuring the Exploration phase the active player drawsTreat cards or each threat icon and places them onhis space

o resolve the Exploration phase the active playerperorms the ollowing steps

1 Check or Treat Icons

2 Draw Treat Cards

1 Check for Threat IconsMany spaces on the game boardcontain one or more threat iconsTreat icons appear as wax sealsimprinted with a chaos star and arecoloured red blue or yellow Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase

I the active player is on a space withoutthreat icons his Exploration phase ends immediately

I the active player is on a space with threat icons heproceeds to the Draw Treat Cards step

Threat Deck Composition

Tere are three different Treat decks in Relic redblue and yellow When rulebook and card textreer to the colour o a Treat card it is reerring tothe deck to which that card belongs For example ared Treat card is any card that originated rom thered Treat deck

Each Treat deck is largely composed o enemieshowever events encounters and assets are presentas well For thematic consistency each Treat deckhas common attributes and enemy types

Red Treat Deck The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait

Blue Treat Deck The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait

Yellow Treat Deck The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait

Two red threat ico

One blue threat ic

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 9: Relic Rulebook

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2 Draw Threat Cardso determine the number o Treat cards to draw theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space

For each threat icon that exceeds the number o matchingTreat cards the active player draws one card rom

the Treat deck o the matching colour and places itaceup on his space He does not resolve drawn cardsat this time most Treat cards are resolved during theEngagement phase

Certain player or card abilities can cause a space tocontain more Treat cards than threat icons Tese cardsremain in that space until resolved by a player or affectedby another ability

I the number and colour o Treat cards on theactive playerrsquos space equals or exceeds the number ocorresponding threat icons on his space the active player

proceeds to his Engagement phase

Example A player starts his Exploration phase on a spacewith three blue threat icons Tere is already one blue Treatcard on his space so he draws two cards rom the blue Treatdeck and places them aceup on his space Tere are nowthree blue Treat cards on a space that contains three bluethreat icons the player proceeds to his Engagement phase

Threat Icons on CardsSome Treat cards contain threat icons Tese cards addtheir threat icons to the space they are on during each

Exploration phase Tese icons have no effect duringother phases o the game

Treat icons on cards unction similarly to threat iconson the game board they orce the active player to drawone additional card during his Draw Treat Cards stepincluding the step in which a card containing a threaticon is placed on a space

A Treat card containing a threat icon

Threat Card Anatomy

1 itle Te name o the card

2 ype and rait Te bold word on the lef (orthe only word) is the cardrsquos 983156983161983152983141 A cardrsquos typedetermines when and how it is resolved I more

than one word is shown the word on the right isthe cardrsquos 983156983154983137983145983156 Some rules and special abilitiesreer to specific card traits

3 Ability Te special ability unique to the card Mostabilities are resolved during a playerrsquos Engagementphase

4 Attribute Te icon colour corresponds to anattribute type (Strength Willpower Cunning) andthe number is the enemyrsquos attribute value

5 Omen Icon An icon that appears on some cardsIt has no inherent effect but interacts with some

abilities6 Charge oken Icons Te number o charge tokens

placed on the card when it first enters play (seeldquoChargesrdquo on page 19)

6

3

5

2

1

4

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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httpslidepdfcomreaderfullrelic-rulebook 1524

Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 10: Relic Rulebook

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Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase Te specific time heresolves Treat card abilities is determined by thecardrsquos type (see ldquoTreat Card Anatomyrdquo on page 9)

A player only resolves Treat card abilities i thecard is on his space (except or assets)

E983158983141983150983156 abilities are resolved during the first stepo the active playerrsquos Engagement phase Afer heresolves these cards he discards them

E983150983141983149983161 abilities are resolved when the active playerparticipates in a battle against the enemy Te cardsspeciy the time during a battle at which he resolvesthe ability

E983150983139983151983157983150983156983141983154 abilities are resolved during the third

step o the active playerrsquos Engagement phaseTese cards typically remain on the active playerrsquosspace afer he resolves them

A983155983155983141983156 abilities are only resolved when in a playerrsquosplay area they cannot be used while on the gameboard Te player that owns the card triggers thecardrsquos abilities at the time specified on the card

Special TimingSome Treat cards contain the heading ldquoSpecialiming rdquomdashthis heading indicates an exception tothe standard timing rules or Treat cards Tesecards specifically state the time at which a playerresolves the cardrsquos ability (such as ldquoat the start o theEngagement phaserdquo)

I an enemy has a ldquoSpecial iming rdquo ability theactive player must still battle the enemy normallyduring his Engagement phase however the abilityhas no effect during the battle

0

Engagement PhaseDuring the Engagement phase the active player interactswith Treat cards and text boxes on his space o do sohe resolves one o the ollowing steps I at least one Treatcard is on his space when the Engagement phase beginshe must resolve step A I there are no Treat cards on hisspace he must resolve step B

A Resolve Treat Cards

B Resolve ext Box

I the active player is on a space without Treat cards or atext box his Engagement phase ends immediately

A Resolve Threat CardsDuring the Engagement phase the active player mustresolve all Treat cards on his space Te order in whichhe resolves the cards is based on their type (event enemyencounter or asset)

o resolve Treat cards the active player perorms theollowing steps

1 Resolve Events Te active player resolves the abilitieso all events on his space Afer resolving an event itis discarded I there are multiple events on the activeplayerrsquos space he resolves them one at a time in anyorder he chooses

2 Battle Enemies Te active player must participatein a battle with each enemy on his space (see ldquoBattleRulesrdquo on page 12) beore proceeding to the nextstep I the player loses a battle his Engagement phase

ends immediately and he cannot resolve other Treatcards on his space

3 Resolve Encounters Te active player resolves theabilities o all encounters on his space Afer resolvingan encounter it remains on his space unless specifiedotherwise I there are multiple encounters heresolves them one at a time in any order he choosesTe active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase

4 Acquire Assets Te active player takes all assets on

his space and places them aceup in his play area Aplayer can only use asset card abilities i the card is inhis play area

Afer resolving these steps the active playerrsquos Engagementphase ends and he proceeds to the Experience phase

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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httpslidepdfcomreaderfullrelic-rulebook 1324

3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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httpslidepdfcomreaderfullrelic-rulebook 1524

Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 18248

Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 11: Relic Rulebook

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B Resolve Text BoxMany spaces on the game board contain one or more textboxes ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards A player resolves a text box byollowing the instructions printed in it Afer resolvingthe instructions his Engagement phase ends immediately

Some spaces contain two text boxes and instructions thatread ldquoChoose One or End Engagement Phaserdquo Te textboxes on these spaces are optional I a player chooses toresolve a text box in one o these optional spaces he selectsone text box and ollows the instructions printed in it Ihe chooses not to resolve a text box his Engagement phaseends immediately

Some text boxes instruct a player to ldquodrawrdquo and ldquoresolverdquoa Treat card o perorm this action he draws allrequired cards places them on his space and resolvesthem ollowing the ldquoResolve Treat Cardsrdquosteps on page 10

Experience PhaseDuring this phase the active player gains levels acquiresrelics and discards cards that exceed his limits A player

resolves his Experience phase ollowing these steps

1 Spend rophies

2 Manage Mission Cards

3 Discard Excess Cards

1 Spend TrophiesEach time a player wins a battle against an enemy hetakes the enemy Treat card as a 983156983154983151983152983144983161 (see ldquoBattlesrdquoon page 12) Each trophy has a 983156983154983151983152983144983161 983152983151983145983150983156 valueequal to the enemyrsquos attribute value For example i an

enemy has a Strength o 3 that enemy is worth threetrophy points

Te active player may spend (discard) trophies duringthis step to gain levels For every six trophy points hespends during this step he gains one level (see ldquoGainingLevelsrdquo on page 14) He may spend any numbero trophies however any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level

2 Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see ldquoRelic Cardsrdquo on page 10)

I the active player has no active mission he draws 1 Missioncard during this step (see ldquoMission Cardsrdquo on page 4)

3 Discard Excess CardsTe active player must discard any cards that cause him toexceed his power or asset limit o discard a card the playerplaces it aceup on top o its corresponding discard pileDuring this step a player may also choose to discard Powercards and assets even i they do not exceed his limits

Winning the Gameo win the game a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board o do this a player must first

complete three missions (see ldquoMission Cardsrdquo on page4) to acquire a relic which is necessary to enter theInner tier When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet Te conrontation section oeach scenario sheet describes how to win the game (seeldquoScenario Sheetsrdquo on page 20)

Afer a player enters the scenario space he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 12: Relic Rulebook

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Battle RulesDuring a playerrsquos Engagement phase he participates in983138983137983156983156983148983141983155 against enemies on his space

Tere are three 983138983137983156983156983148983141 983142983151983154983149983155 Strength battleWillpower battle and Cunning battle Each orm dictatesthe attribute a player uses to resolve a battle

BattlesResolve battles using the ollowing steps

1 Determine Battle Form When the active playerparticipates in a battle with an enemy the battleorm he uses matches the enemyrsquos attribute type Forexample i the active player participates in a battlewith an enemy that has a Cunning (yellow) attributehe must resolve a Cunning battle with that enemy

CunningAttribute

StrengthAttribute

WillpowerAttribute

2 Prepare or Battle During this step the active playermay declare and apply any battle bonuses used to modiyhis battle score (see ldquoBattle Bonusesrdquo on page 19)

A player may only use one weapon and onearmour during a battle (see ldquoWeapon Armour andEquipmentrdquo on page 18)

3 Roll Battle Die (Enemy) Te player to the lef o theactive player makes a 983138983137983156983156983148983141 983154983151983148983148 or the enemyby rolling one die Any battle roll that produces aresult explodes allowing him to roll an additional die(see ldquoExploding Dicerdquo on page 20)

Te player rolling a die or the enemy may not use anyo his character or card abilities that affect his die rolls

4 Roll Battle Die (Active Player) Te active playermakes a battle roll by rolling one die I he has anability that allows the use o additional dice he rollsall dice simultaneously Any battle roll that producesa result explodes allowing him to roll an additional

die (see ldquoExploding Dicerdquo on page 20)

I a player wishes to use an ability to reroll or changethe result o his battle roll he does so during this step

5 Determine Battle Scores At the start o this step anycard abilities that add to the enemyrsquos battle score areresolved For example i an enemyrsquos ability reads ldquoadd1 to this enemyrsquos battle score or each Power card youhaverdquo any Power cards discarded or played beore thisstep do not count toward that penalty

Te enemy calculates its 983138983137983156983156983148983141 983155983139983151983154983141 by addingits battle roll its attribute value and any modifiersthat apply

Te active player calculates his battle score by addinghis battle roll his attribute value and any modifiersthat apply

6 Determine Battle Result Tere are three possible

battle results I the active playerrsquos battle score is higherthan the enemyrsquos the active player 983159983145983150983155 the battleI the enemyrsquos battle score is higher than the activeplayerrsquos the active player 983148983151983155983141983155 the battle I the battlescores are equal the battle result is a 983156983145983141 (see below)

Players resolve any card abilities triggered by battleresults (win lose or tie) during this step

7 Apply Consequence I the active player wins the battlehe takes the enemy Treat card as a 983156983154983151983152983144983161 and placesit aceup in his play area unless instructed otherwise

I the active player loses the battle he loses one Lie

(see ldquoGaining and Losing Lierdquo on page 7) appliesany penalties the enemy inflicts or losing and endshis Engagement phase I there are any Treat cardsremaining on the active playerrsquos space he cannotresolve them this turn

I a battle results in a tie the active player does notclaim a trophy or lose lie his Engagement phase endsimmediately and the enemy card remains on his space

Multiple EnemiesI there is more than one enemy with different attributes onthe active playerrsquos space he determines the order in which

he battles those enemies resolving each battle separatelyI there is more than one enemy with the same attributeon the active playerrsquos space he resolves a battle with allenemies that share an attribute at the same time

o resolve a battle against multiple enemies with the sameattribute the player to the lef o the active player addseach enemyrsquos attribute value to a single battle roll to createa single battle score or all enemies Tat player ollows allinstructions on enemy cards normally I the active playerproduces a higher battle score than the enemiesrsquo battlescore he wins the battle and all enemies that participatedin the battle are claimed as trophies I the active playerproduces a lower battle score than the enemiesrsquo battle scorethe active player loses one Lie applies all penalties romparticipating enemies and ends his Engagement phase

Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle Players resolve scenario sheet battles using thenormal steps or battles

Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card Itcannot be taken as a trophy and does not leave play

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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httpslidepdfcomreaderfullrelic-rulebook 1624

Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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httpslidepdfcomreaderfullrelic-rulebook 18248

Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 13: Relic Rulebook

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3 Battle scores are now calculated Te enemy adds 2rom the Apostate Preacherrsquos attribute 4 rom theDeath Guard Heavy Bolterrsquos attribute and 2 rom hisbattle roll to produce a battle score o 8

Te active player adds 3 rom his attribute dial 3rom his Force Swordrsquos battle bonus and 4 rom theresults o his battle roll to produce a battle score o10 Te active player wins the battle as he has ahigher battle score than the enemy He draws onePower card as described on the Apostate Preachercard and receives one influence as described on the

Death Guard Heavy Bolter cardTe active player claims both blue Treat cards astrophies and moves them to his play area Ten hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin

1 Te active player ends his Movement phase on athreat space containing two blue threat icons ablue Treat card (ldquoApostate Preacherrdquo) and a redTreat card (ldquoBlood Axe Gretchinrdquo) He begins hisExploration phase and draws one blue Treat card(ldquoDeath Guard Heavy Bolterrdquo) Since each threaticon in his space now has a matching Treat cardhe ends his Exploration phase

During his Engagement phase the active playermust participate in a battle against all enemies in thatspace He chooses to battle the Willpower enemies

first Te two enemies with Willpower attributesbattle together

2 During his Prepare or Battle step Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score

Te player to the lef o the active player rolls onedie or the enemyrsquos battle roll which produces aresult Te active player rolls one die or his ownbattle roll which produces a result

Battle Example

+

+

+

+

Enemy Battle Score

Player Battle Score

Total BattleScores

= 8

= 10

3

Enemy Battle

Roll

Player Battle Roll

21

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 1724

ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 14: Relic Rulebook

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Additional Character RulesTis section contains more detailed character rules

EvadingSome special abilities allow players to evade enemiesPlayers trigger such abilities during the Engagement

phase beore the start o a battle with the enemy A playercan only evade when a special ability allows him to do so

When a player evades an enemy that enemy is preventedrom participating in a battle during the Engagementphase this turn Te enemy remains on its space and isignored or this turnmdashthe active player does not needto participate in a battle with the enemy to continuehis turn When evading multiple enemies that share anattribute the evading player chooses to evade each enemyindividually Te evading player is not required to evadeall enemies in his space and any enemies not evadedmust participate in battles as normal Evading an enemy

does not end the playerrsquos Engagement phase

Gaining LevelsEach time a player gains a level he moves the level peg onhis level track one slot to the right Ten he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg starting with the rewardon the top o the column and proceeding downward

Receive this reward first

Receive thisreward second

Tese rewards aid players by providing them withadditional attributes Lie influence and cards (see ldquoLevelReward Iconsrdquo on page 14)

A player may gain a maximum o 12 levels I he gainsa level but has already reached level 12 he gains onecompleted mission instead (see ldquoCompleting Missionsrdquo on

page 17)

Assets and Asset LimitsSome cards are labeled as 983137983155983155983141983156983155 while other cardscan turn into assets Each character sheet has an 983137983155983155983141983156983148983145983149983145983156 that indicates how many assets the player can haveat the end o his Experience phase Each asset a player hascounts as one card against his asset limit

I a player has a number o assets that exceeds his assetlimit he must discard any excess cards at the end o hisExperience phase (see ldquoExperience Phaserdquo on page 11)

Skill TestsOccasionally a player must use his attributes to overcomechallenges represented by 983155983147983145983148983148 983156983141983155983156983155 Each time aplayer is directed to perorm a skill test the instructionspresent an attribute ollowed by a target number Forexample a Treat card may read ldquoest Strength 10rdquo

o resolve a skill test a player makes a 983155983147983145983148983148 983154983151983148983148 byrolling one die Te results are added to his correspondingattribute value and any modifiers that apply to create a983155983147983145983148983148 983155983139983151983154983141 I his skill score is equal to or greater thanthe target number he passes the skill test I the score isless than the target number he ails the skill test Aferpassing or ailing a skill test a player receives the rewardor penalty described by the skill testrsquos source such as acard or game board space I a skill test has no printedpass or ail effect there is no effect

I a skill roll produces a result the player automaticallyails the test regardless o his skill score I a player rollsmultiple dice during a skill roll the player automatically ailsthe test i each die produces a result

I a skill roll produces a result it explodes allowing theplayer to roll an additional die (see ldquoExploding Dicerdquo onpage 20)

InfluenceInfluence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specific cards and textboxes Each player begins the gamewith three influence Players can gain additional influence

by winning battles against enemies completing missionsusing cards and abilities and resolving text boxes on thegame board

Each time a player gains influence he takes influencetokens rom the influence supply and places them in hisplay area Each time he spends or loses influence he takesinfluence tokens rom his play area and places them in theinfluence supply

Missing TurnsI instructed to miss a turn the player tips his characterpiece over on its side indicating he is not eligible to take

a turn When he is eligible to begin taking turns again hestands his character piece back up Game effects can stillinteract with a character piece that is on its side

Each time a player misses a turn his current turn endsimmediately he skips his Experience phase and doesnot implement any power or asset limits Additionallyhe skips the Movement Exploration Engagement andExperience phases o his ollowing turn Any abilitiesimplemented at the start or end o his turn cannot occur

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 15: Relic Rulebook

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Vanquished PlayersI a playerrsquos Lie is reduced to zero he is 983158983137983150983153983157983145983155983144983141983140Each time a player is vanquished he perorms theollowing steps

1 Discard Power Cards and rophies Te playerdiscards all o his Power cards and trophies

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Reset Lie Te player adjusts his Lie dial to match thestarting Lie value printed on his character board

4 Relocate Te player places his character piece on theSt Antiasrsquo Sanctuary space

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain

I a player is vanquished during his turn his turn endsafer resolving these steps He takes his next

turn normally

Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6) he is 983139983151983154983154983157983152983156983141983140 and mustart a new character When a player is instructed to start anew character he must perorm the ollowing steps

1 Discard Power Cards rophies and CorruptionCards Te player discards all o his Power cardstrophies and Corruption cards

2 Lose Influence Te player returns all o his influencetokens to the supply

3 Receive New Character Te player returns his charactesheet and character piece to the game box Tis charactsheet cannot be used by any player or the remainder othe game

Te player is dealt a random unused character sheetI none are available (because all unused characterswere corrupted) the player is eliminated instead (see

ldquoEliminationrdquo below)4 Reset Lie Level and Attributes Te player inserts his

level peg into the slot on the level track above the wordldquoStartrdquo and adjusts all o his dials to match the startingStrength Willpower Cunning and Lie printed on hisnew character sheet

5 Place New Character Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet

Te player keeps all other cards and tokens Any charactertokens on the game board assets or Power cards remain A

cards inherited rom the playerrsquos old character now belong tthe new character

I a player is corrupted during his turn his turn ends aferresolving these steps He takes his next turn normally

Te player may choose not to start a new character and losethe game instead (see ldquoEliminated Playersrdquo below)

Eliminated PlayersA player can be 983141983148983145983149983145983150983137983156983141983140 rom the game usually by thespecial rules o a scenario sheet I this happens he removes hicharacter piece rom the game board and discards all cards an

tokens he accumulated during the game An eliminated playerloses the game cannot start a new character and cannot affectthe game in any way

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 16: Relic Rulebook

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Power Card Anatomy

1 itle Te name o the card

2 Power Number Te number used instead omaking a movement battle or skill roll

3 iming Te text describing when the card may beplayed to use its special ability

4 Ability Te special ability unique to the card

4

2

1

3

6

Cards RulesTis section contains more detailed rules regarding cards

Power CardsPower cards provide a player with one-time special abilities Power cards also

allow a player to substitute random rollsor movement battles and skill checks

Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier I he chooses to draw additional Powercards at these locations he must declare how many cardshe wishes to draw spend all o the necessary influenceand then draw the required number o Power cards

Each time a player draws a Power card he takes it romthe top o the Power deck and keeps it acedown so that

the other players cannot see it A player may look at hisown Power cards at any time

Playing Power CardsPlaying Power cards is always optional Te text on aPower card indicates when the card can be played anddescribes the special ability it provides

Additionally all Power cards eature a 983152983151983159983141983154 983150983157983149983138983141983154 at the top o the card Immediately beore a player isrequired to roll a die to make a movement battle or

skill roll he may declare that he is playing a Power cardinstead Each time a player uses a Power card instead orolling a die the power number on the card is treated asa substitute or the die result For the purposes o specialabilities and effects a Power card used in this way isequivalent to a die roll A player cannot use more thanone power number as a substitute or a single movementbattle or skill roll

Example Te Ultramarine Captain player has a Powercard with a power number o ldquo5rdquo He may play the cardinstead o rolling a die or his movement to automatically

produce a movement roll o during battle toautomatically produce a battle roll o or during a skilltest to automatically produce a skill roll o

I a player substitutes a die roll with a Power card it canexplode ollowing normal rules (see ldquoExploding Dicerdquo onpage 20) A player can substitute additional die rollscaused by an exploding die with a Power card

When playing a Power card the player may use the powernumber or the special ability he may not use both Afera player uses a Power card he must discard it Tere isno limit to the number o Power cards a player may useduring a turn

Power LimitsCharacter sheets contain a series o 983152983151983159983141983154 983148983145983149983145983156983155 presented below the level track Each power limit is associatedwith a level range As a player gains levels his power limitmay increase allowing him to have more Power cards

Each Power card a player has counts as one card againsthis power limit He can draw Power cards beyond hispower limit however during the Discard Excess Cardsstep o his Experience phase he must discard any Powercards that exceed his power limit (see ldquoExperience Phaserdquo

on page 11)

Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways Each timea player is orced to draw a Corruptioncard he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeldquoActivationrdquo on page 17)

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 17: Relic Rulebook

8202019 Relic Rulebook

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ActivationEach Corruption card has an 983137983139983156983145983158983137983156983145983151983150 983150983157983149983138983141983154 inits upper right corner Afer drawing a Corruption card ithe activation number is greater than the total number o

Corruption cards a player has including the Corruptioncard just drawn the card is flipped acedown and thecardrsquos ability is ignored A acedown Corruption card isin play and counts toward the playerrsquos total number oCorruption cards but has no other effect

I the Corruption cardrsquos activation number is less than orequal to the total number o Corruption cards a playerhas the card 983137983139983156983145983158983137983156983141983155 and remains aceup in his playarea Tat player must resolve the activated Corruptioncardrsquos ability immediately Te card remains activatedand any constant effects rom its ability continue until it isdiscarded or flipped acedown

Te more Corruption cards a player accumulates themore likely uture Corruption cards activate Whilesome Corruption cards are harmul and inflict penaltiesother Corruption cards grant positive abilities Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers

Example A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tierand must draw two Corruption cards First the player drawsa Corruption card with an activation number o ldquo2rdquo Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one) soit is placed acedown in his play area Ten the player drawshis second Corruption card which also has an activation

number o ldquo2rdquo Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew) so the card activates andthe player must resolve the ability on the card Te first cardremains acedown Both Corruption cards are kept in the

playerrsquos play area and increase his chances o activating utureCorruption cards

Corruption ThresholdEach player has a 983139983151983154983154983157983152983156983145983151983150 983156983144983154983141983155983144983151983148983140 o sixsome cards and abilities may alter this number I aplayer accumulates six Corruption cards he reaches his

threshold is corrupted and must start a new character (seeldquoCorrupted Playersrdquo on page 15)

A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier

Mission CardsMission cards are essential to winninga game o Relic Completing missionsprovides players with Relic cards andother useul rewards

Each Mission card describes an 983151983138983146983141983139983156983145983158983141 a player cancomplete as well as a 983154983141983159983137983154983140 he receives or completingit While a player is working toward completing anobjective on a Mission card he keeps it aceup near hischaracter sheet A aceup incomplete Mission card is an983137983139983156983145983158983141 983149983145983155983155983145983151983150

Completing MissionsAfer a player completes the objective on a mission cardhe immediately receives the rewards described on the cardTen he flips the Mission card acedown A acedownMission card is a 983139983151983149983152983148983141983156983141983140 983149983145983155983155983145983151983150 A player may

complete his active mission at any time even i he is notthe active player as long as he meets the objective

During his Experience phase i a player has three or morecompleted missions he may spend three to acquire oneRelic card (see ldquoRelic Cardsrdquo on page 18)

Some card abilities and rewards allow a player to gain acompleted mission without having to ulfil a missionrsquosobjective When this occurs the player draws the topcard o the mission deck and places it acedown near hischaracter sheet He does not receive any rewards on thatMission card

Corruption Card Anatomy

1 itle Te name o the card

2 Activation Number When a player draws aCorruption card he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates

3 Flavor ext Te thematic description o the effectsrom which the character is suffering

4 Ability Te effect applied to a player when thiscard is aceup (activated) in his play area

4

2

1

3

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 18: Relic Rulebook

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Drawing MissionsEach player begins the game with one Mission cardmdashhisactive mission I the active player does not have an activemission he automatically draws a new Mission cardduring his Experience phase Each time a player draws aMission card he takes it rom the top o the Mission deckand keeps it aceup near his character sheet so that otherplayers can see it A player can never have more than oneactive mission at a time I a player with an active missiondraws a Mission card he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards

Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the ImperiumA player must have at least one Reliccard to enter the Inner tier (see ldquoTeInner ierrdquo on page 21)

A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see ldquoExperience Phaserdquo on page 11) When acquiringa Relic card he reveals the top two cards rom the Relicdeck chooses one to place in his play area and shufflesthe other back into the Relic deck A player can have asmany relics as his asset limit allows and he can use anynumber o relics at a given time

Wargear CardsWargear cards represent weaponsarmour and equipment players canacquire during the game A player canbuy Wargear cards at the BattlefleetAntias space in the Outer tier byresolving the appropriate text box

o buy a Wargear card the player must spend influenceequal to the cost printed in the upper lef corner o the cardTen he acquires the card by placing it aceup in his playarea Additionally some abilities allow players to acquireWargear cards at no cost without spending influence

All Wargear cards are assets Tey can only be used whenin a playerrsquos play area and they count toward his asset

limit (see ldquoAssets and Asset Limitsrdquo on page 14)

Weapon Armour and EquipmentWargear in Relic have one o three different traits983159983141983137983152983151983150 983137983154983149983151983157983154 or 983141983153983157983145983152983149983141983150983156

Weapons armour and equipment provide players withuseul abilities modifications and bonuses Weapons andarmour can only be used in a battle and do not applyduring skill tests A player can use only one weapon andone armour card during each battle there is no limit tothe number o equipment cards he can use

Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see ldquoSkillestsrdquo on page 14) A player may add skill bonuses tohis skill score during skill tests (they do not affect battlescores) Te colour o the circle indicates which attributereceives the bonus red provides a Strength bonus blueprovides a Willpower bonus and yellow provides aCunning bonus A player must declare that he is using askill bonus beore making his skill roll

Some examples o skill bonuses are listed below

Add 2 to a

Strength skill score

Add 1 to a Cunning

skill score

Add 2 to a

Willpower skill score

Wargear Card Anatomy

1 itle The name of the card

2 Influence Cost The amount of inuence requiredto buy the card

3 ype and rait The bold word on the left is thecardrsquos type The word on the right is the cardrsquostrait The trait (weapon armour or equipment)indicates when it can be used

4 Ability The special ability unique to the card

5 Charge oken Icons The number of charge tokensplaced on the card when it rst enters play (seeldquoChargesrdquo on page 19)

4

5

2

1

3

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 20240

Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

8202019 Relic Rulebook

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

8202019 Relic Rulebook

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

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FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

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Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 19: Relic Rulebook

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Timing LanguageMany card abilities use the ollowing timing languageldquostartrdquo ldquoendrdquo and ldquoduringrdquo For example ldquoAt the starto this battlerdquo ldquoAt the end o your Exploration phaserdquoand ldquoDuring the Acquire Assets steprdquo Te timingwindows or abilities that use this language areas ollows

Start Players must resolve abilities that use the wordldquostartrdquo beore all other rules in the turn phase or stepto which ldquostartrdquo is reerring

End Players must resolve abilities that use the wordldquoendrdquo afer all other rules in the turn phase or step towhich ldquoendrdquo is reerring

During Players can resolve abilities that use the wordldquoduringrdquo at any time (o the playerrsquos choice) in the turnphase or step to which ldquoduringrdquo is reerring Teseeffects are resolved afer any ldquostartrdquo effects and beoreany ldquoendrdquo effects in the same turn phase or step

When resolving multiple abilities that use the sametiming language the active player chooses the orderin which each ability is resolved

Example Te active player is about to resolve a battleagainst two enemies Beore resolving the first step o thebattle he notes that both enemies have an ability that isresolved at the start o battle He immediately resolvesthese abilities one at a time in the order o his choosing

Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border Battle bonuses unction similarly to skillbonuses but a player can only apply them to his battlescore Te colour o the circle indicates which battle ormreceives the bonus red provides a bonus during a Strengthbattle blue during a Willpower battle yellow during a

Cunning battle and gray provides a bonus during anybattle A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle

Some examples o battle bonuses are listed below

ChargesSome cards display a number ocharge icons ( ) at the top o the cardTe number o charge icons on a cardis the cardrsquos 983139983144983137983154983143983141 983158983137983148983157983141 Whena player draws a card with charge

icons he places a number o charge tokens on the cardequal to the cardrsquos charge value Players can spend thesetokens to trigger specific abilities on the card

Te cardrsquos ability specifies when a player can spend acharge token rom the card When spending a chargetoken a player removes the spent token rom the cardand places it in the charge token supply pile When thelast charge token is removed rom a card the card isimmediately discarded

Some effects allow a player to add additional chargetokens to cards Added charge tokens can exceed the

cardrsquos charge valueEach player can spend a maximum o 1 charge tokenrom each card each turn

Example A player has a Needle Rifle with two chargetokens on it Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cardrsquos ability He cannot spend the second tokenduring this turn

Add 3 to a battle score during a StrengthWillpower or Cunning battle

Add 2 to a battle score during any battle

Discarding CardsEach time a player is orced to discard one o his cardshe chooses which card to discard unless instructedotherwise I a player does not have any o the requiredcards he discards nothing I a player is orced to discardmore cards than he has he must discard all cards o thelisted type

Each time cards are discarded they are placed aceup in adiscard pile next to their corresponding deck Any tokenspreviously placed on the cards are removed

A player cannot discard cards outside o his Experiencephase unless a special ability on a card character sheetor text box allows him to do so I a player has anyassets or Power cards that he no longer wishes to keephe may discard them during his Experience phase (seeldquoExperience Phaserdquo on page 10)

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Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

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The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

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IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2324

FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 20: Relic Rulebook

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httpslidepdfcomreaderfullrelic-rulebook 20240

Additional RulesTis section describes additional rules

Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation

Additionally a flavorul background story is provided onthe back o each scenario sheet

Te special game rules on the scenario sheets impactall players and can change the rules o the game insignificant ways Players must read these rules at the starto the game and keep them in mind while playing

When a player resolves his Engagement phase while onthe scenario space in the centre o the game board hemust resolve the conrontation section on the scenariosheet Te instructions in the conrontation section onlyaffect the active player unless stated otherwise I morethan one player reaches the scenario space each playerresolves the conrontation section o the scenario sheetduring his Engagement phase Te first player to ulfil thegame-winning condition described in the conrontationsection wins the game

DiceTis section contains rules clarifications or rolling andmodiying dice

Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see ldquoSkill estsrdquo on page 14) even when rolling

multiple dice the die with a result 983141983160983152983148983151983140983141983155 and theplayer immediately rolls another die or each result Tesecond die result is added to the previous result to create anew score Exploding dice values are cumulative and thereis no limit to the number o times a playerrsquos or enemyrsquos diecan explode i a result is continually produced

Example Te active player makes his battle roll and the die produces a result Ten he immediately rolls another diethat produces another result Ten he rolls yet anotherdie that produces a result Tese three dice add a total o14 to his battle score

Additional DiceI an ability allows a player to roll additional dice he mustroll all dice simultaneously Afer the player has rolled hisdice he cannot trigger any abilities that allow him to rolladditional dice excluding exploding dice (see above)

I a player is rolling multiple dice in a battle only a diewith a result can explode Tat is a and a cannotcombine to explode However multiple dice can explodei more than one dice produces a result

Modifying DiceEach time a player uses an ability to modiy a die headds or subtracts his die result by the modifier Only thedie result beore modifiers are applied is used or thepurposes o exploding dice and triggering special abilities

Rerolling a DieEach time a player rerolls a die the previous die resultis ignored or all abilities and effects Only the resultproduced rom the final rerolled die is used and only thisresult can explode A die may be rerolled multiple times bymultiple abilities

Running Out of Cards or TokensI a deck o cards is exhausted all o the discarded cardsrom that deck are shuffled and placed acedown to orma new deck I a deck o cards is exhausted and there areno discarded cards to orm a new deck cards o that typecannot be drawn

Te supply o charge influence and character tokensis unlimited I a tokenrsquos supply is ever exhausted playerscan substitute any convenient markers such as coins

Scenario Sheet Anatomy

1 Scenario itle Te name o the scenario

2 Special Game Rules Te special game rules thataffect all players throughout the duration o thegame

3 Conrontation Instructions or a player explainhow to win the game afer he has reached thescenario space

4 Enemy Attributes Attributes are presented onscenario sheets that are also enemies

3

2

4

1

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2124

The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 22242

IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2324

FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 21: Relic Rulebook

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2124

The Coming ConflictFans o alisman may notice that in Relic playerscannot directly attack each other Tis is importantbecause all players in the game serve and protect

the Imperium o Man

Tat said Relic is not a cooperative game andplayers can interact with each other through Treatcards Mission cards scenario sheets and characterabilities Tose seeking more direct conflict canrest assured that we have big plans or the utureTrough expansions we aim to provide more robustand exciting player-versus-player experiences

Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another

Moving to the Middle TierTere are three spaces (Grey Knight Envoy BattlefleetAntias and St Antiasrsquo Sanctuary) located in the corners

o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost

Afer moving to the Middle tier in this way theactive playerrsquos Engagement phase immediately ends Hedoes not resolve any cards or text on the new space towhich he moved

Movement BoxesTere are two spaces (Space Hulk and Guardian o theRif) on the game board that contain special text boxescalled 983149983151983158983141983149983141983150983156 983138983151983160983141983155 Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase he immediately resolves the text inthat box Afer resolving a movement box the playercontinues his Movement phase normally

When a player moves rom one tier to another he maychange the direction o his movement upon entering thenew tier

Example A player begins his Movement phase on TeHaunted Cluster He rolls a and decides to moveanticlockwise For his first movement point he moves to theSpace Hulk space He resolves the movement box in thatspace which allows him to spend his second movement pointto move to the Webway Portal space He decides to changehis movement direction to clockwise then spends his thirdmovement point to move to the Foothills o Liliath space

A player may also resolve a movement box in his space atthe start o his Movement phase

The Inner Tiero enter the Inner tier o the gameboard a player must have a relicand move rom the ldquoGuardian o theRifrdquo space

Afer entering the Inner tier a playerdoes not roll a die or movement andcannot spend movement points Instead

during his Movement phase he moves one space orwardollowing the directional arrow on his current space Aplayer cannot use effects and special abilities that modiyhis movement in the Inner tier

Afer entering the Inner tier a player may not return toprevious tiers (unless he is vanquished or corrupted)

While in the Inner tier a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase Aplayer cannot draw or resolve Treat cards while in theInner tier Afer a player reaches the scenario space in

the centre o the game board he cannot move and mustresolve the scenario sheetrsquos conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space

The Warp RiftWhen a player enters the Warp Rif (the first space o theInner tier) his Movement phase ends immediately

During a playerrsquos Engagement phase the text box on theWarp Rif space orces him to skip ahead one space plusone additional space or each condition listed he ulfils Aplayer does not resolve any text boxes on skipped spacesbut he must immediately resolve the text box on the spacewhere he lands

Example A player begins his Engagement phase onthe Warp Rif space He skips ahead one space plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 influence Skipping three spaces he lands on the DaemonWorld Braxas space Ten the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over

DirectionalArrow

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 22242

IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2324

FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 22: Relic Rulebook

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 22242

IndexAdditional Dice 20Areas iers and Spaces 6Asset Limits 14Attributes 6Battle Bonuses 19Battles 12

Battles with Scenario Sheets 12Character Anatomy 7Character Overview 6ndash7Charges 19Completing Missions 17Corruption Cards 16Corruption Treshold 17Eliminated Players 15Engagement Phase10Exploration Phase 8Evading 14Experience Phase 11Exploding Dice 20Corrupted Players15Gaining Levels14Game Board Anatomy 6Influence 14Te Inner ier 21Lie 6Missing urns 14Mission Cards 17Modiying Dice 20Movement Boxes 21Movement Phase 8Moving Between iers 21

Optional Abilities 22Playing the Game 8ndash11Power Card Anatomy 16Power Cards 16Power Limits 16Quick Reerence 24Relic Cards 18Rerolling a Die 20Scenario Sheet Anatomy 20Scenario Sheets 20Setup 5Setup Diagram 5Skill ests 14

ext Boxes 11Treat Card Anatomy 9Vanquished Players 15Wargear Card Anatomy 18Wargear Cards 18Weapon Armour and Equipment 18Winning the Game 11

ClarificationsTis section details rules or special circumstancesshould they occur during the game

Golden RuleIn any instance where a special ability or text box conflicts

with the rules in this book the special ability or text boxalways takes precedence

CannotEach time a special ability or text box states that a playerldquocannotrdquo use a card action or ability the player is unableto do so In other words any ability orbidding the useo cards actions or abilities overrides all other cardsabilities and effects

Example Te ldquoBlood Ragerdquo Corruption card states thatthe player cannot evade enemies Tereore the Callidus

Assassin cannot evade any enemies despite her specialability that normally allows her to do so

Special MovementI a player resolves a card that grants him specialmovement during his Movement phase he may use thespecial movement even i that card is discarded duringthat turn I a player misses his turn he may use the specialmovement during his next Movement phase

As a reminder that he has the option or specialmovement a player may place one o his character tokensunder his character piece I a memory aid o this type

and a game rule conflict the game rule takes precedence

I an ability (such as the Webway Portalrsquos text box) movesa player directly to another space he does not movethrough any spaces in between and is placed directly onthe destination space

Making DecisionsI an effect reers to a condition and there are two ormore available options that ulfil the condition the activeplayer decides which option to use or in which order toulfil them

Lowest and Highest AttributeI an effect reers to a playerrsquos highest or lowest attributeand he has two or more attributes o the same number hechooses which attribute to use

Optional AbilitiesAbilities on cards that include the word ldquomayrdquo areoptionalmdashplayers choose whether to trigger theseabilities All other card and character abilities aremandatory and players must trigger them when able

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2324

FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 23: Relic Rulebook

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2324

FFG CreditsGame Design John Goodenough

Based on alisman Designed by Robert Harris

Game Development Jason Walden with Adam Sadlerand Corey Konieczka

Producers Jason Walden with Christopher Hoschechnical Writing Adam Baker with Brendan Weiskotten

Editing amp Prooreading Matt Mehlhoff

Board Art Ben Zweiel

Cover Art Mathias Kollros and Ben Zweiel

Interior Art Ryan Barger Dimitri Bielak John BlancheMatt Bradbury Christopher Burdett Jon CaveVictor Corbella Kev Crossley Wayne EnglandZach Graves David Griffith Illich HenriquezNikolaus Ingeneri aylor Ingvarsson Igor Kieryluk

Yap Kun Rong Clint Langley Ignacio Bazan LazcanoAmeen Naksewee Oleg Le$hiY ShekhovtsovMark W Smith Matias apia and Liu Yang

Figure Design Nikolaus Ingeneri

Flavor ext Daniel Lovat Clark im Huckelberyand Christian Petersen

Graphic Design WiL Springer with aylor IngvarssonDallas Mehlhoff and Michael Silsby

Licensing and Development Coordinator Deb Beck

Managing Art Director Andrew Navaro

Art Administration Mike Linnemann and Zoeuml Robinson

Production Manager Eric Knight

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian Petersen

Playtesters Dan Ahlm Jaffer Batica Chris BeckGreta Berg Pedar Brown Tomas Brown Ed BrowneCliff Christiansen Marcin ldquoNemomonldquo ChrostowskiLachlan ldquoRaithrdquo Conley Sean Connor Frank Mark DardenRonald DeValk Jordan Dixon Dan Engskov Andrew

Fischer Chris Gorton David Hansen James Hata imHuckelbery Keesjan Klee James Kniffen Kalar KomarecRob Kouba Chris Lancaster Jay Little Mack MartinAntonio Martinez Pim Mauve Mark McLaughlin SteveMiller Rick Nauertz Jon New Jeff Phillips Scott PhilipsStephen Pitson Matt Ryan David Richardson BradySadler John Sanderson Micheal Schmeeckle LawrenceSimmons Joshua Sleeper WiL Springer Sam StewardBill Stivers II Richard atge Torin atge James rainorBrad waddell erry Unger Jan-Cees Voogd Joris VoogdRoss Watson Colin Webster Aric Wieder Barac WileyDavid Wilord Benn Williams Lynell Williams RebeccaWilliams Kevin Wilson Nik Wilson Gerlo WoudstraKatin Yang and Jamie Zephyr

Games Workshop CreditsLicensing Managers Graeme Nicoll and Owen Rees

Head o Licensing Jon Gillard

Head o Legal Licensing and Strategic Projects Andy Jones

Head o Intellectual Property Alan Merrett

A special thanks to all our dedicated beta testers Yourhard work is very much appreciated

Relic copy Games Workshop Limited 2013 GamesWorkshop Warhammer 40000 and all associated markslogos places names creatures races and race insigniadeviceslogossymbols vehicles locations weapons unitsand unit insignia characters and illustrations rom theWarhammer world and Warhammer 40000 game setting

are either trademarks registered trademarks andor copyGames Workshop Ltd 2000ndash2013 variably registeredin the UK and other countries around the world Tisedition published under license to Fantasy FlightPublishing Inc Fantasy Flight Games Fantasy FlightSupply and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing Inc All RightsReserved to their respective owners Fantasy FlightGames is located at 1975 West County Road B2 Suite 1Roseville Minnesota 55113 USA 651-639-1905 Retainthis inormation or your records Warning Not suitable

or children under 3 years due to small parts Choking

hazard Actual components may vary rom those shownMade in China HIS PRODUC IS NO A OY NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence

Page 24: Relic Rulebook

8202019 Relic Rulebook

httpslidepdfcomreaderfullrelic-rulebook 2424

Turn SequenceDuring each turn the active player perorms the ollowingour phases in order (see ldquoPlaying the Gamerdquo on page 8or more details)

1 Movement Phase Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result

2 Exploration Phase Te player draws Treat cards asspecified by the threat icons on his space Ten heplaces each drawn card on his space

3 Engagement Phase Te player resolves Treat cardson his space I there are no Treat cards on hisspace he resolves the text box in his space

4 Experience Phase Te player may spend trophiesto gain levels spend completed missions to acquirerelics and draw a Mission card i he does not havean active mission Additionally he must discard anycards that exceed his power and asset limits

Threat Card ResolutionI there are Treat cards in the active playerrsquos space duringhis Engagement phase he resolves them as ollows

1 Resolve Events

2 Battle Enemies3 Resolve Encounters

4 Acquire Assets

BattlesBattles are resolved using the ollowing steps (seeldquoBattlesrdquo on page 12 or more details)

1 Declare Battle Form2 Prepare or Battle

3 Roll Battle Die (Enemy)

4 Roll Battle Die (Active Player)

5 Determine Battle Scores

6 Determine Battle Result

7 Apply Consequence

Vanquished PlayersI a playerrsquos Lie is reduced to zero he discards all ohis Power cards trophies and influence Ten heresets his Lie to his starting Lie value and movesto the St Antias Sanctuary space (see page 15)

Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six) hediscards all his Power cards Corruption cardstrophies and influence

Ten he removes his character piece rom the gameboard and receives a new random character sheet

Finally he resets his Lie level and attributes to thestarting values and places his character piece on hisstarting space on the game board (see page 15)

Quick Reference

Level Reward Icons

Gain 1 StrengthGain 1 attributeo your choice

(Strength Willpoweror Cunning)

Gain 1 Willpower

Gain 1 completedmission

Gain 1 Cunning

Gain 1 Lie

Receive specialreward described

on character sheet

Draw 1 Power cardGain 2

influence