special scenarios assive arkness special scenario 1: … · the darkness works in mysterious and...

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SPECIAL SCENARIO 1: THE CURE The Darkness works in mysterious and nefarious ways. As if everything the Darkness brought was not enough, now the Darkness is consuming people from the inside via a new plague-and the Lightbringers are no exception! However, deep down in one of the dun- geons, a sorcerer seems to have left behind some form of cure. The plan seems simple: Grab the cure and leave! Material needed Massive Darkness Core Box Tiles needed 1R, 2V, 4R & 7V QUEST OBJECTIVES × Get the Cure: Pick up the Cure × Escape: The Hero with the Cure must leave the Board. QUEST SPECIAL RULES × The Nefarious Darkness One Hero starts with the Darkness Plague. Place a Health Token on the Hero Card to mark this. At the start of each of their turns, they suffer 1 Damage. × The Darkness spread! If a Hero with the Darkness Plague ends their turn in the same zone as another Hero, they also contract the Darkness Plague (and begin suffering the effects!) × The Cure… A Hero that picks up the Library Token im- mediately gain 5 XP and keeps the Token. They are carrying The Cure. The Cure can be trade normally, just like any Item during a Reorganzie/Trade Action × …Is Fragile A Hero carrying The Cure can’t use Slippery, Charge or Teleport skills. In addition, if a Hero carrying the Cure is KO’d the Cure breaks and the game is lost! SPECIAL SCENARIOS - MASSIVE DARKNESS 1 4R 2V 7V 1R Closed Door Library Hero Starting Zone Level (Level 1 to 4) Exit

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Page 1: SPECIAL SCENARIOS ASSIVE ARKNESS SPECIAL SCENARIO 1: … · The Darkness works in mysterious and nefarious ways. As if everything the Darkness brought was not enough, now the Darkness

SPECIAL SCENARIO 1: THE CUREThe Darkness works in mysterious and nefarious ways. As if everything the Darkness brought was not enough, now the Darkness is consuming people from the inside via a new plague-and the Lightbringers are no exception! However, deep down in one of the dun-geons, a sorcerer seems to have left behind some form of cure. The plan seems simple: Grab the cure and leave!

Material neededMassive Darkness Core Box

Tiles needed1R, 2V, 4R & 7V

QUEST OBJECTIVES× Get the Cure: Pick up the Cure× Escape: The Hero with the Cure must leave the Board.

QUEST SPECIAL RULES× The Nefarious Darkness One Hero starts with the Darkness Plague. Place a Health Token on the Hero Card to mark this. At the start of each of their turns, they suffer 1 Damage. × The Darkness spread! If a Hero with the Darkness Plague ends their turn in the same zone as another Hero, they also contract the Darkness Plague (and begin suffering the effects!) × The Cure…A Hero that picks up the Library Token im-mediately gain 5 XP and keeps the Token. They are carrying The Cure. The Cure can be trade normally, just like any Item during a Reorganzie/Trade Action

× …Is FragileA Hero carrying The Cure can’t use Slippery, Charge or Teleport skills. In addition, if a Hero carrying the Cure is KO’d the Cure breaks and the game is lost!

SPECIAL SCENARIOS - MASSIVE DARKNESS

1

4R

2V

7V

1R Closed Door

LibraryHero

Starting ZoneLevel

(Level 1 to 4)Exit