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Manual completo
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Rules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference BookRules Reference Book
- -
RRRR
---
Components
77
Hero boards
6060
Stamina chips
2424
Hero tokens
C per Hero
105105
Action tokens
1 2
3 4
5 6
7 8
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33
Enemy boards
33 Story Book 33
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3333 Story Book Story Book Story Book 3333
22 Scenario Book 22
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2222 Scenario Book Scenario Book Scenario Book 2222
11 Campaign Book 11
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Spiralbound books
3535
Vitality disks
Small sized cards
Tarot sized cards
Standard sized cards
Zuva'SaiTorraxVeniaLunaraDrenosh MatajamNalamJonai
Hero miniatures
Story
(am decks)
598598
Scenario
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3333
City Event
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3232
World Event
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3232
Artifact
01
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1010
Profession
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77
Reference
After an Arena scenario:After an Arena scenario:After an Arena scenario:
City step
Journey step
Reference
Start
Place your Action Selection marker
in the Disturbed Sleep location.
During
Visit city locations, use services, and sell
items. See the section for your level in
11 .
End
If you Action Selection marker is in the
Disturbed Sleep location, lose 2 stamina.
1. Choose a Scenario card in the Stock.
» You may only choose a Scenario card if
you fulfill any requirements it may have.
» You may only choose an arena Scenario
card if you did not play an arena scenario
in the previous Scenario step.
2. Complete each numbered journey
stage on the Scenario card.
» If the journey stages are split into A and
B stages, choose one letter to follow.
» You may only choose a particular split journey
stage if you fulfill any requirements it may have.
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88
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(p. p, pi)
1818
Growing up in moonlit Heartwood
makes assassins experts at hiding in
shadows and sneaking up on unsuspecting
victims. They have always worshiped
the spirits of the dead, so life has little
meaning for them. Death is a gift, and
quothian assassins are most generous.
Assassin
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1414
01
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77
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88
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77
Stickers
Reputation
6060
Lock
55
Progress
100100
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2020
Item
208208
Injury
1414
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66
Condition
4040
77
Extra Actions
boards
Note: Do not
read or reorder
any cards unless
instructed to do so.
Scenario Record
Party Journal
Tutorials
The Flooded Inn
The Road to Runedale
The Secrets of the Ancients
1
2
3
Level 1
Twilight Watch
The Cave of Happiness
The Vault of the Ancients
4
5
6
Level 2
Tremors of Barricade Isle
The Pillar of Blade Thicket
The Grove of Death
The Pools of Gnatmarsh
Sign of the Squid
The Zlohian Menace
7
8
9
10
11
12
Level 3
The Slugvale Enigma
The Chest of the Gods
Beacon of Hope
The Key to the Past
The Guardian of Lok Torr
The Great Old One
13
14
15
16
17
18
ABC
Level 4
The Vault of Time
Rotwood Madness
The Summoning
Lanimora’s Tear
The Day of the Living
Storming Naedel Falls
Upholding the Shroud
A Dark Dungeon
Magical Menagerie
19
20
21
22
23
24
25
26
27
Level 5
The Furnace of the Ancients
The Battle of Echo Mountain
The Mansion of Broken Hearts
Beacon of Destiny
Beacon of Doom
The Cursed Sepulchre
Keepers of the Breach
The Fall of the Keepers
The Five-Maw
28
29
30
31
35
36
32
33
34
Party Name:
Hero Journal
Notes
Player:
Hero Name:
Class (Level 2):
Profession (Level 2):
Hero & Party sheets
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77
Hero books
1212
Red & Black Counter
55
Action
55
Reaction
33
Dice
Runedale
Ambergate
Kyther Point
Mossport
1
8
9
5
34
28
16
24
26
34
35
29
16
17
25
A
B
C
D
E
19
3
32
7
1413
31
2
20
10
T WO PAGE
scenario
1
A
a
B
1
D
1
G
1
K
a
H
a
J
o
E
a
F
a
L
a
C
Start
1
A
a
B
1
D
1
G
1
K
a
H
a
J
o
E
a
F
a
L
a
C
Start
C
M
Y
CM
MY
CY
CMY
K
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Big scenario maps & Game map
77
55 Action 55 Reaction 33 Dice Runedale Ambergate Kyther Point Mossport 1 8 9 5 34 28 16 24 26 34 35 29 16 17 25 A B C D E 19 3 32 7 1413 31 2 20 10 T WO PAGE scenario 1 A a B 1 D 1 G 1 K a H a J o E a F a L a C Start 1 A a B 1 D 1 G 1 K a H a J o E a F a L a C Start C M Y CM MY CY CMY K Agemonia Scenario map Blade Thicket 2022 12 05 pdf 1 26 4 2024 11 59 59 Big scenario maps Game map 77
---
Components
Star
Star Star Star
Star Star
Various tokens and markers
Ally & Enemy standees
Boss standees
Runic Plates
Circle
tokens
2020
Mirror
globe
44
Teleport tokens
4422
Action
Selection
44
Condition
tokens
2828
Activity
tokens
1212
Trap
tokens
44
Hook &
Rope
22
Skitterer
88
Zlohian
8
Asputil
44
Doom
Knight
22
Warlock
33
Togrel
Roglu
Benaethid
Hive MotherBulbous Disgorger Lusar
Revenant
33
Phrenipede
33
Lugat
33
Arcane Golem
33
Ustrig
33
Amon
Pennark
Hyperion
Gramask
Wollyon
Pennark
Tan
Gunagill
Hemet
One-Flame
EssylitMazog Guardian of
Lok Torr
Graznak
Lumin
55
Vespir
66
Shiver
Captain
33
Redskull
Legionnaire
55
Archer
44
Bruiser
44
Chirelid
33
Void Revenant
22
Watchmen
55
Podling
88
Cultist
44
Chest
tokens
22
Initiative
tokens
99
× Achievement gem
token
88
Scenario
Specific Ally
Henchman
Spawn
tokens
44
Square
tokens
1515
Cross
tokens
1010
Triangle
tokens
1010 2020 101055 5510101010
8888
Achievement
gem
2020
Inspiration
gem
2020
Star
size Star
size
Star
size
Star
size
Star
size
Item tokens (p. 55)
5454 13136644442828
22
Map tiles
33
Barricades
Togrel & Wagon
Wagon
Boat
Grand Harp of
the Dead
Bloodrock
Metal
Disk
Small & Large
Tussocks / Rocks
Mazog, Luawa, Withered Hand
pets
---
Contents
Campaign Rules 3
How to Get Started ________________________ 3
Errata and FAQ ___________________________ 3
Overview _______________________________ 3
Rule Book, Scenario Rules, and Component Rules __ 3
Card Deck Shuffling ________________________ 3
Failing Forward ___________________________ 3
The Agemonia Companion App ________________ 3
The Stock and the Archive ___________________ 3
Recording and Storing Your Campaign __________ 3
Journals and Keywords ____________________ 4
Faction Tracks ___________________________ 4
The Story Book ___________________________ 4
City and World Event Cards __________________ 5
Allies: Heroes and Non-Hero Allies _____________ 5
Stamina and Health ________________________ 5
Damage _________________________________ 5
Achievement Gems ________________________ 5
Inspiration Gems __________________________ 5
Ability Checks ____________________________ 6
Active Ability Checks _____________________
Reactive Ability Checks ____________________
Items ________________________________ 7
Stars__________________________________ 7
Campaign Steps 8
Rules for City and Journey Steps ______________ 8
1. City Step _____________________________ 8
Setup _________________________________
Overview ______________________________
The City Step After an Arena Scenario _________
Locations and Services ____________________
Selling Items __________________________
Quest Item cards _________________________
Hero Specific Item cards ___________________
Illegal Items __________________________
Resolve a City Event card __________________
City Activity points _____________________
End of the City Step _____________________
2. Journey Step __________________________ 11
Scenario cards _________________________
3. Scenario Step __________________________ 11
Reactive Ability Checks ____________________
Items ________________________________ 7
Stars__________________________________ 7
---
Contents
Scenario Rules 12
Scenario Setup __________________________ 12
Main _________________________________
Scenario Specific________________________
Each Hero _____________________________
Additional Scenario Rules __________________ 13
The Scenario Map ________________________ 14
Areas on the Scenario Map ________________
Range ________________________________
Height of an Area _______________________
Line of Sight _________________________
Story Points ___________________________
Moving Between Areas of Different Height ____
Falling _______________________________
Maximum Capacity _____________________
Gameplay 15
1. Select Hero Action ______________________ 15
2. Reveal Initiative Card ___________________ 16
3. Ally and Enemy Turns ____________________ 16
A Hero Turn ___________________________
A Non-Hero Ally Turn ___________________
Move Maneuvers _______________________
Recover Maneuvers _____________________
Spending a Maneuver ____________________
Active Ability Checks ___________________
Ally Attacks ___________________________
Revealing an Enemy card _________________
An Enemy Turn ________________________
Items ________________________________
Becoming Wounded _____________________
Becoming Exhausted_____________________
Injury cards ___________________________
Conditions ____________________________
Being Hindered _________________________
4. Discard Fate Card _______________________ 25
The End Of A Scenario _____________________ 25
Story Cards ____________________________ 25
Flipping Story cards _____________________
Overlaying Story cards ___________________
Connecting Story cards __________________
Timers ________________________________ 26
Traps _________________________________ 26
Connecting Story cards __________________
Timers ________________________________ 26
Traps _________________________________ 26
---
Contents
Additional Rules 27
Non-Hero Allies __________________________ 42
Henchmen ____________________________
Summoned Allies ______________________
Scenario Specific Allies __________________
Ally Effects ____________________________
Enemies _______________________________ 43
Enemy Effects __________________________
Hideouts _______________________________ 43
Items _________________________________ 43
Item Cards ____________________________
Item Card Descriptions ___________________
Common Item Card Effects ________________
Common Weapon Effects _________________
Weapon Runes, Arrows, and Poisons _________
Common Armor and Shield Effects _________
Armor and Shield Runes _________________
Pets _________________________________
Additional Item Descriptions and Clarifications
Item Token Descriptions __________________
Conditions _____________________________ 58
Injury cards ____________________________ 59
Trap cards _____________________________ 59
Artifact cards ___________________________ 60
Difficulty Level _________________________ 60
Exploration Mode ________________________ 60
Component Limits ________________________ 60
Experience Points and Gaining a Level _________ 27
Reading Your Hero Book __________________
Reading the Campaign Book _______________
Gain a New Vitality disk and a Stamina Chip __
Choosing a Class _______________________
Gaining a Class Skill _____________________
Gaining Action Tokens ___________________
Unlocking an Action Slot__________________
Learning a Profession ____________________
Gain an Inspiration gem.__________________
Game Effects ____________________________ 29
Class Skills _____________________________ 31
Drenosh ______________________________
Jonai _________________________________
Lunara _______________________________
Matajam ______________________________
Torrax ________________________________
Venia ________________________________
Zuva’Sai ______________________________
Hero Actions ____________________________ 33
Focus Action ___________________________
Extra Maneuver Action ___________________
Drenosh ______________________________
Jonai _________________________________
Lunara _______________________________
Matajam ______________________________
Torrax ________________________________
Venia ________________________________
Zuva'Sai ______________________________
Professions _____________________________ 41
Alchemy ______________________________
Enchanting ____________________________
Inscription ____________________________
Pet Training ___________________________
Runesmithing __________________________
Streetwise _____________________________
Toxicology_____________________________
---
1
Campaign Rules
How to Get Started
If you are reading this book first, then stop! You should start with
Book 1 11 - the Campaign Book. The Campaign Book will guide
you through the tutorial scenarios, teaching you the rules as you go.
Once you have played the tutorial scenarios, come back and read
this Rules Reference.
Errata and FAQ
Although we make every effort to make sure this product is error
free, we have a living Errata and FAQ at agemonia.com/resources/
Overview
Once you have completed the tutorial scenarios the full Agemonia
campaign begins. The campaign is played over a number of
campaign rounds. During each campaign round you will visit
various locations in Runedale and then journey to a location on the
City or World map to play your next chosen scenario.
Rule Book, Scenario Rules, and Component Rules
If there is a conflict between rules in this rule book and the rules
in a scenario, the rules in the scenario take precedence. If there is
a conflict between rules in this rule book or in a scenario and the
rules on a card, the rules on the card take precedence.
Card Deck Shuffling
Some decks of cards in this game should not be shuffled. Only
shuffle a deck of cards if you have been told to do so.
Failing Forward
Most (but not all) scenarios use a Fail Forward system, meaning
the scenario is completed even if you fail it, so your campaign will
still progress. Of course, the rewards for succeeding are better
than for failing, and failing may lead to certain unfortunate
consequences. Some scenarios have a Fail outcome. In this case
you will usually replay the scenario if you fail.
The Agemonia Companion App
The Agemonia Companion App helps you keep track of
many aspects of your campaign as well as containing voice overs
and background sounds, immersing you even deeper in the world
of Agemonia. Use of the Companion App is optional; you do not
need it in order to be able to play, and you may use it for some
parts of its functionality, but not others.
The Companion App provides:
»An introduction and audiobook for each Hero
»An interactive map of Runedale detailing all locations
and scenarios in the city
»An interactive map of the world of Agemonia
detailing all scenarios and special locations outside of
Runedale
»Tracking of your party level and available scenarios
»Tracking of your reputation with the factions of
Agemonia
»Tracking of keywords in your Party Journal
»Individual tracking for multiple Agemonia campaigns
And for each scenario:
»Voice acted journeys, introductions, and outcomes
»Atmospheric soundscapes
»Tracking of Enemy Health and Conditions
»Recording of scenario outcomes and
achievements attained
The Stock and the Archive
The Stock contains various cards and tokens that your Heroes
have knowledge of. These are placed in the Stock tray.
The Stock consists of:
»The Item cards and Item tokens that are available to buy, if you
can find the right seller.
»The Scenario cards you have gained.
»The Henchmen cards that are available to be hired (from Level
onwards).
»The Artifact cards that are available to buy (from Level onwards)
The Archive contains various cards and tokens that are currently
unknown to your Heroes. These are placed in the Archive tray.
If an item in the Archive becomes available to buy, move all
copies of it to the Stock.
You may look at the contents of the Stock at any time, however
you may not look at the contents of the Archive unless instructed
to do so.
Recording and Storing Your Campaign
To keep a record of your campaign, use a Party sheet and one
Hero sheet for each Hero. If you are using the Companion App,
you may use that instead of your Party sheet.
The Party sheet has space for:
»The name of your party (optional)
»A record of the outcomes of the scenarios you have played and
the level you have achieved
»A Party Journal for recording keywords
Each Hero sheet has space for
»The player's name
»The Hero's name
»The Hero's Class (chosen when they reach level )
»The Hero's profession (optional after they reach level )
»A Hero Journal for recording keywords
»Other notes you wish to make
As you are playing you record:
»Keywords added to your Party and Hero Journals
»Professions and Talents learned (from Level onwards)
»Artifact card progress (from Level onwards)
At the end of each scenario you record:
»The outcome of the scenario. For example, if the outcome was
“Outcome: Scenario Success ”, write “S ”. If your outcome was
a Fail outcome (not Fail Forward), do not write this on your
Party sheet as you may replay the scenario. If the scenario is an
Arena scenario, write your best score in the space provided.
If you are using the Companion App you may also record:
»Any group or individual achievements attained during the
scenario
In addition, if you have now gained enough experience points to
gain a level (see Experience Points and Gaining a Level on p. ),
record your new level on your Party sheet by ticking the tickbox to
the left of that level.
Go to:
agemonia.com/app/agemonia.com/app/
scenario For example if the outcome was Outcome Scenario Success write S If your outcome was a Fail outcome not Fail Forward do not write this on your Party sheet as you may replay the scenario If the scenario is an Arena scenario write your best score in the space provided If you are using the Companion App you may also record Any group or individual achievements attained during the scenario In addition if you have now gained enough experience points to gain a level see Experience Points and Gaining a Level on p record your new level on your Party sheet by ticking the tickbox to the left of that level Go to agemonia com app agemonia com app
---
e
At the end of each game session you store:
»Your Hero in your Hero tray (Hero board, Hero miniature(s), Vitality disk, Stamina chips, Action
tokens, Extra Actions board, Hero book, Hero sheet, Hero tokens, Achievement and Inspiration
gems, items, Stars, Injury cards, Class card, Profession card, Master Talent card, Artifact cards, and
any Story cards you have been told to keep)
»Items in the Stock and in the Archive
Hero trays
The diagram below shows you how to store your Hero between play sessions.
Stamina chipsStamina chips
Action tokensAction tokens
Class & Profession Class & Profession
cardscards
Action Selection Action Selection
markermarker GemsGems
Vitality diskVitality disk
Extra Actions boardExtra Actions board
Hero bookHero book
Hero boardHero board
MiniatureMiniature
Generic storageGeneric storage
Journals and Keywords
Keywords are written in your Party and Hero Journals to record your progress
through the various plots and storylines of the Agemonia campaign.
You will often be instructed to cross a keyword out. If a keyword in a journal is
crossed out, it no longer counts as being in that journal.
If you are instructed to write a keyword in a journal and the keyword is already in that journal, do not
write that keyword in again.
Adding Tally Marks
When you are instructed to add a tally mark after a keyword in a journal, draw a single vertical line
after the keyword. There may be multiple tally marks after the same keyword. If the keyword is not
written in the journal, write it in and add the first tally mark.
Faction Tracks
The side of the map showing the City of Runedale also shows ten Faction tracks, one for each of
the major factions in Agemonia. The ten Faction tracks are arranged in five pairs of rival factions.
For example, House Gramask and House Pennark are rival factions. As you progress through your
campaign you will gain reputation with one or more of these ten factions.
Gaining Reputation with a Faction
Each time you gain a reputation with a faction, you may add a Reputation sticker
to the leftmost
empty space of the corresponding Faction track.
Whenever you place the rrd, eth, or ath Reputation sticker on a Faction track during the City step,
read the Story book entry shown on the space where the sticker is being added.
If you place a rrd, eth, or ath Reputation sticker on a Faction track during the Journey or Scenario
step, read the appropriate Story book entry at the start of the next City step.
Additionally, placing a rth Reputation sticker on the same Faction track has two further effects:
»You gain the permanent benefit shown below the Faction track.
»You must place a Lock sticker
You gain the permanent benefit shown below the Faction track.
on the leftmost empty space of the corresponding rival Faction
track. You may no longer place Reputation stickers on that Faction track.
33 The Story Book
The Story Book symbol 33 followed by an entry number directs you to read that entry in the Story
Book. If there are requirements shown, only read the Story Book entry if you meet those requirements.
»See the Story Book for more information on how to read and follow Story Book entries.
Hero Journal
Notes
Player:
Hero Name:
Class (Level 2):
Profession (Level 2):
If you have “Letter of If you have “Letter of If you have “Letter of If you have “Letter of If you have “Letter of If you have “Letter of
---
City and World Event Cards
There are types of Event card in
Agemonia: City Event cards and
World Event cards. A City Event
card is resolved during most City
steps. When your Heroes journey to
a scenario outside of Runedale, you
may be instructed to resolve one or
more World Event cards.
Allies: Heroes and Non-Hero Allies
An Ally is either a Hero (the character you are playing) or a Non-
Hero Ally (a Henchman, Summoned Ally, or scenario specific Ally).
Non-Hero Allies are limited in the activities they may perform
compared to Heroes: most active ability checks may only be
performed by a Hero and only Heroes may interact with optional
sections on Story cards, carry and use items and Stars, and have
Achievement gems and Inspiration gems.
Controlling Allies
Most Allies have a designated player that controls that Ally. For
a Hero or an Ally summoned by a Hero, it is the player playing
that Hero. You may choose any method you like to control a
Henchman, an Ally summoned by several Heroes, or a scenario
specific Ally, but that method should be clearly known by all
players.
Stamina and Health
Stamina chips are used to represent a Hero’s stamina (the
number of unspent Stamina chips) and health (the number of
Stamina chips that are stamina (blue) side up, spent or unspent).
Non-Hero Allies and Enemies have health, represented by one or
more red Counter dice, but do not have stamina.
Spending Stamina
You spend an amount of stamina by removing an equal number
of Stamina chips from your Vitality disk and placing them,
stamina (blue) side up, above your Hero board. You may not
spend an amount of stamina if you do not have enough Stamina
chips remaining on your Vitality disk.
Losing Stamina
You lose an amount of stamina by removing an equal number of
Stamina chips from your Vitality disk and placing them, stamina
(blue) side up, above your Hero board. These Stamina chips count
as spent stamina and may be restored in the same way. If you do
not have enough Stamina chips remaining on your Hero board,
the remainder of the stamina loss is treated as an equal amount
of damage.
Non-Hero Allies and Enemies treat all stamina loss as an equal
amount of damage.
Restoring Stamina
Certain effects will allow you to restore stamina. To restore an
amount of stamina, move an equal number of spent Stamina
chips back onto your Vitality disk, stamina (blue) side up. If you
are attempting to restore more stamina than you have spent,
simply restore as many as you are able.
Non-Hero Allies and Enemies ignore effects that restore stamina.
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Damage
Whenever your Hero takes an amount of damage, remove that
number of Stamina chips from your Vitality disk and flip them
over to their wound (red) side, placing them to the right of your
Hero board. If there are no Stamina chips left on your Vitality disk,
any remaining damage is taken by flipping over spent Stamina
chips to their wound side, placing them to the right of your Hero
board. If you do not have enough spent Stamina chips to do so, your
Hero becomes wounded (see Becoming Wounded on p. ).
When a Non-Hero Ally or Enemy suffers damage, reduce its health
by the amount of damage suffered. If a Non-Hero Ally is reduced to
health, they are exhausted (see Exhausted on p. ). If an Enemy
is reduced to health, they are defeated (see Defeated on p. ).
Healing Damage
Whenever your Hero is healed, flip an equal number of Stamina
chips showing their wound (red) side, back to their Stamina
(blue) side, and place them on your Vitality disk.
Whenever a Non-Hero Ally or Enemy is healed, increase the value
on their Health Counter die by the amount being healed.
In all cases, if you are attempting to heal more damage than the
Ally or Enemy has taken, simply heal as much as you are able.
Achievement Gems
Your Hero may discard an Achievement gem for one of the
following benefits:
During a scenario:
»+ : Gain extra movement point during a move maneuver
or rethink action.
»+ Recover: Restore extra stamina or heal extra damage
during a recover maneuver or rethink action.
»+ Attack
: Gain extra success when performing an attack.
At any time:
»+ Ability Check / : Gain extra success when
performing an active or reactive ability check.
You may only discard one Achievement gem during each
maneuver or action (for + move or + recover), attack (for +
attack success) or ability check (for + ability check success).
You may discard the Achievement gem at any point during the
maneuver, action, or roll, including after you have spent your last
movement point, or after you have rolled all of your dice. Each
Hero may have up to Achievement gems at a time. You may not
give Achievement gems to other Heroes.
A x Achievement gem token represents Achievement
gems. You may exchange one of these tokens for
Achievement gems or vice versa at any time.
Inspiration Gems
When your Hero reaches level , each time they successfully complete
a non-Arena level or level scenario, as well as at various other times
during the game, your Hero may gain an Inspiration gem . Each
Hero may have up to Inspiration gems at a time. If your Hero would
gain a sixth Inspiration gem, gain an Achievement gem instead.
An Inspiration gem may be discarded to roll more on any attack
or active ability check, or more on any reactive ability check. You
must decide to discard the Inspiration gem before rolling any dice.
You may only discard one Inspiration gem before each such roll.
In addition, at level your Hero gains actions that cost an
Inspiration gem to perform. You may not perform the action if
you do not have an Inspiration gem. You may still perform the
rethink action instead.
A x Achievement gem token represents Achievement A x Achievement gem token represents Achievement A x Achievement gem token represents Achievement
a time If your Hero would gain a sixth Inspiration gem gain an Achievement gem instead An Inspiration gem may be discarded to roll more on any attack or active ability check or more on any reactive ability check You must decide to discard the Inspiration gem before rolling any dice You may only discard one Inspiration gem before each such roll In addition at level your Hero gains actions that cost an Inspiration gem to perform You may not perform the action if you do not have an Inspiration gem You may still perform the rethink action instead A x Achievement gem token represents Achievement A x Achievement gem token represents Achievement A x Achievement gem token represents Achievement
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Ab ility Checks
An ability check may be either active or reactive. Active ability checks are used when an Ally is actively
trying to achieve a task or resist certain effects. Reactive ability checks are used when an Ally is trying
to react to something, such as resisting damage from an Enemy attack.
Ac tive Ability Checks
An active ability check is signified by a number in a red box preceded by one of the ability symbols.
An active ability check is performed by rolling a number of equal to your Ally’s level in the given
ability. The ability symbol displayed in the check determines the ability being used, and corresponds
to one of the abilities your Ally has.
These abilities, and the level your Ally has in each, are shown at the bottom of your Hero board or
Ally card. Some active ability checks may allow you to choose between or more abilities. In this case,
the ability symbols are separated by a ‘|’.
Before you roll the , you must decide which optional effect(s) you are using (such as discarding an
item to fulfill the requirements of a modifier, or using a once per scenario effect).
To calculate the number of successes achieved, add together:
»The number of successes you roll.
»Any modifiers shown in the check that you fulfill the requirements of.
The active ability check is successful if you achieve a total number of successes equal to or higher than
the number specified by the check, shown in a red box.
Action dice
There are various symbols on an Action die:
success successes
success, and extra roll
While playing a scenario, a Hero may spend or stamina to get an equal number of successes.
At all other times, this counts as successes for a Hero, shown as + .
For a Non-Hero Ally, this always counts as successes.
You may roll any extra rolls before deciding how much stamina you wish to spend.
Ability Check Modifiers
Modifiers may be shown in an ability check. If you fulfill the requirements of one or more modifiers,
add those modifiers to the number of successes you roll. The types of requirement and when they are
fulfilled are:
»Hero Name: If you are playing the Hero shown.
»Class: If your Hero is the Class shown.
»Profession: If your Hero has the Profession shown.
»Talent: If your Hero has a Talent of that name.
»Keyword: If the Keyword shown is in your Hero or Party Journal. Keywords are shown in quotation
marks.
»Item card or token: If your Hero is carrying or more of the item shown. During a scenario, if the
Item card has a hand symbol on it, the item must be an active item for you to fulfil this requirement.
»
Item card or token: If your Hero discards the Item card or token shown before they roll the .
»Item card phrase: If an Item card you are carrying has a matching phrase on it.
If multiple requirements separated by commas are shown, you get the indicated modifier for each of
the requirements you fulfill. Sometimes other modifiers may be shown. In this case the modifier will
be explained in the check. Note that occasionally a modifier may be negative.
Active Ability Checks with a ?
Some active ability checks show a ? instead of specifying a number of successes. This is because either:
»It is a group ability check (see p. ).
»The check has more than two different outcomes.
»The precise number of successes required is meant to be unknown.
Some active ability checks show a ? instead of specifying a number of successes. This is because either:
---
Reactive Ability Checks
A reactive ability check is signified by a number in a blue box followed by one of the ability symbols.
Some reactive ability checks allow you to choose between two or more abilities. In this case, the ability
symbols are separated by a ‘|’.
Reactive ability checks are performed by rolling a number of Reaction (blue) dice equal to your Ally’s
level in the given ability.
Reaction dice
There are various symbols on a Reaction die:
successes success successes
May be used to activate an effect your Ally has.
If your Ally has no such effects, it counts as successes.
Reactive Ability Check to Reduce Damage
or Stamina Loss
The most common use of a reactive ability check is to reduce damage. These checks show the damage
symbol before the check. Some attacks and other effects cause stamina loss. These checks show the
stamina symbol before the check.
In either case, for each you roll, the damage or stamina loss is reduced by .
Remember that Non-Hero Allies treat stamina loss as damage.
It ems
During the game your Hero will gain items in the form of Item cards and Item tokens. See p. for an
explanation of the various item effects.
Ga ining Item Cards
When your Hero gains an Item card, you will be told the number and name of that Item card. Find
the relevant Item card using the number. Look for the Item card in the Stock first and then the
Archive. When looking through the Archive, be careful not to see the front of any other Item cards.
If it is not in the Stock or the Archive (because all copies of it are already in use), instead gain an
amount of Star equal to the sale price of the Item card.
Ga ining Item Tokens
When your Hero gains an Item token, you will be told the name and shown an image of the Item token.
If it is not in the Stock (because all copies of it are already in use), instead gain an amount of Star equal
to the sale price of the Item token.
Use the same approach if you are instructed to place an unavailable Item token on a Story card; place an
amount of Star equal to the sale price of the Item token on the Story card instead.
Taking from the Stock
You may sometimes be told to take an item from the Stock. In this case, if the item is not in the Stock
you may not take it from the Archive (in the case of an Item card) and do not gain Star equal to its
sale price instead.
St ars
Stars are the currency used in Agemonia and are represented by the symbol. Only the total value
you have matters, so feel free to exchange coins for others of the same total value whenever you like.you have matters, so feel free to exchange coins for others of the same total value whenever you like.you have matters, so feel free to exchange coins for others of the same total value whenever you like.you have matters, so feel free to exchange coins for others of the same total value whenever you like.
There are various symbols on a Reaction die:
Reactive Ability Check to Reduce Damage
The most common use of a reactive ability check is to reduce damage. These checks show the damage
symbol
stamina symbol
In either case, for each
Remember that Non-Hero Allies treat stamina loss as damage.
to exchange coins for others of the same total value whenever you like you have matters so feel free to exchange coins for others of the same total value whenever you like you have matters so feel free to exchange coins for others of the same total value whenever you like you have matters so feel free to exchange coins for others of the same total value whenever you like There are various symbols on a Reaction die Reactive Ability Check to Reduce Damage The most common use of a reactive ability check is to reduce damage These checks show the damage symbol stamina symbol In either case for each Remember that Non Hero Allies treat stamina loss as damage
Reactive Ability Checks
A reactive ability check is signified by a number in a blue box followed by one of the ability symbols.
Some reactive ability checks allow you to choose between two or more abilities. In this case, the ability
symbols are separated by a ‘|’.
Reactive ability checks are performed by rolling a number of Reaction (blue) dice equal to your Ally’s
level in the given ability.
During the game your Hero will gain items in the form of Item cards and Item tokens. See p. for an
explanation of the various item effects.
Ga ining Item Cards
When your Hero gains an Item card, you will be told the number and name of that Item card. Find
the relevant Item card using the number. Look for the Item card in the Stock first and then the
Archive. When looking through the Archive, be careful not to see the front of any other Item cards.
If it is not in the Stock or the Archive (because all copies of it are already in use), instead gain an
amount of Star equal to the sale price of the Item card.
Ga ining Item Tokens
When your Hero gains an Item token, you will be told the name and shown an image of the Item token.
If it is not in the Stock (because all copies of it are already in use), instead gain an amount of Star equal If it is not in the Stock (because all copies of it are already in use), instead gain an amount of Star equal
to the sale price of the Item token.
Use the same approach if you are instructed to place an unavailable Item token on a Story card; place an
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Campaign Steps
When playing the Agemonia Campaign, repeat the following campaign steps:
. City Step . Journey Step . Scenario Step
Rules for City and Journey Steps
The following rules apply during the City and Journey steps.
Stamina Loss, Damage, and Conditions
Stamina lost, damage taken, and conditions gained during the City and Journey steps carry over into
the Scenario step. Conditions have no effect during the City and Journey steps.
Using Discard Items
An item that is discarded when used may be used to restore spent stamina, heal damage, and remove
conditions during the City and Journey steps. Any requirement to spend a maneuver when using one
of these items is ignored. For items that have a ranged effect, any one Ally may be assumed to be within
that range. For items that have an area effect, any number of Allies may be included in that area.
G roup Ability Checks
Group ability checks require several Heroes (all Heroes unless indicated otherwise) to roll an active
ability check. You may collectively decide on the order each Hero makes their check. If you cannot
decide, perform the checks in order of Taunt value, highest to lowest.
Before each Hero performs their active ability check, they must decide which optional effect(s) they
are using during the check (such as discarding an item) just as for a normal Active Ability check.
All Heroes roll their active ability check before each decides whether to spend an Achievement
gem. Note that as group ability checks are only used outside of a scenario, they all show + , so
deciding whether to spend stamina is not necessary.
The number of successes achieved by each Hero are added together before being compared to a
specified number.
Al locating Items and Star
Each item and coin your Heroes own must be allocated to a Hero during the City and Journey steps.
Your Hero may exchange items and coins with other Heroes at any time during these steps. Your Hero
may discard items at any time during these steps, placing the discarded items in the Stock.
Ignore encumbrance limits during the City and Journey steps.
1. City Step
Se tup
Place the map in the center of your playing area, Runedale map side up.
Each player:
. Place your Hero tray in front of you.
. Remove your Hero board from your Hero tray and place it in front of you.
. Place your Hero miniature in the Disturbed Sleep location on the Runedale map.
. Take your Hero’s Vitality disk for their current level (showing your Hero’s name followed by their
level) and place it in the top right corner of your Hero board, stamina (blue) side up.
. On your Vitality disk is a number. Take that number of Stamina chips and stack them on top of
your Vitality disk, stamina (blue) side up.
. Take a City and Journey steps Reference card (with a green background).
Ove rview
At the start of each City step:
»If your Heroes have gained enough experience points, they gain a level (see Experience Points and
Gaining a Level on p. ).
»If, since your last City step, your Heroes have gained enough reputation with a faction to gain a
new Rank, read the appropriate Story book entry shown on the Faction track.
During the City step:
»Heroes may visit locations, use services, and sell items.
»The top card of the City Event deck is revealed and resolved.
»Once the City Event card has been resolved, each Hero may once again visit locations, use services,
and sell items, as well as spend their City Activity points.
The City Step After an Arena Scenario
From level onwards you will be able to play one or more arena scenarios. These arena scenarios do
not form part of the storyline of the Agemonia campaign, they are optional extra scenarios. As such,
do not reveal a City Event card or spend any City Activity points in the next City step after playing
an arena scenario. You may not play an arena scenario if you played an arena scenario during the
previous Scenario step. The conclusion of each arena scenario includes a reminder of these rules.
Your Hero may exchange items and coins with other Heroes at any time during these steps. Your Hero
Disturbed Sleep location
---
Loc ations and Services
There are various locations in the city that your Heroes may visit, and various services at these
locations that your Heroes may use. Your Heroes may visit any location and its services any number of
times during each City step, and in any order unless instructed otherwise.
The locations and services available to your Heroes are detailed in the Campaign Book. Heroes may
visit any location in the section of the Campaign Book (Level , Level , etc) that is equal to their
current level. Each time your Heroes gain a level, new locations and services become available, and
some may disappear.
Services allow your Heroes to buy items, rent a room, obtain boons, find new scenarios, or possibly
gain other benefits.
Buy ing Items
Some services offer items your Heroes may buy. Your Hero buys an item by spending Star equal to the
cost shown, and taking the item from the Stock. If you have the opportunity to buy an item, all copies
of the item in the Archive should be immediately added to the Stock.
Renting a Room
If your Hero finds a place to sleep, place your Hero miniature on the corresponding location on the
city map.
If your Hero does not find a place to sleep, they lose stamina at the end of the City step.
Boons
Some services offer unusual or unique boons.
Finding New Scenarios
Your Heroes may find a new scenario at a location. If they do, gain the Scenario card and add it to the
Stock. See “Journey Step” on p. for more information on Scenario cards.
Learning a Profession
Once your Hero is level , they may learn a profession. Each profession may only be learned by one
Hero, and each Hero may only learn one profession.
To learn a profession, visit the relevant service and pay the cost shown. Take the Profession card. For
more information, see “Professions” on p. .
Stashing Items and Stars
You may find places where items may be stashed. This is useful for hiding illegal items from the
authorities or keeping your belongings safe from thieves and other unfortunate events. See “Illegal
Items” on p. . You may not stash Quest items or Hero specific items.
Instead of stashing an item, you may stash up to
.
Stashed items and Stars do not count as being carried by your Hero. You Hero may not use a stashed
item or spend stashed Stars, but they may retrieve them at any time during the City step except when
resolving a City Event card.
Selling Items
Your Hero may sell an item at any time during the City step. Place the sold item in the Stock and take
an amount of Star equal to the sale value of the item.
The sale value of an Item card is shown on the coin on the card. If there is no coin shown, the item
may not be sold.
The sale value of an Item token is indicated by the size and shape of the token:
» Small circular Item tokens have a sale value of
» Triangular Item tokens have a sale value of
» Pentagonal Item tokens have a sale value of
» Large circular Item tokens have a sale value of
» Octagonal Item tokens have a sale value of
Quest Item cards
Quest Item cards have "Quest" on them. These cards may not be sold, discarded, or stashed.
Hero Specific Item cards
Hero Specific Item cards display the name of the Hero that may use them. These cards may not be
given to any other Hero, sold, discarded, or stashed.
current level. Each time your Heroes gain a level, new locations and services become available, and
some may disappear.
Services allow your Heroes to buy items, rent a room, obtain boons, find new scenarios, or possibly
gain other benefits.
Buy ing Items
Some services offer items your Heroes may buy. Your Hero buys an item by spending Star equal to the
cost shown, and taking the item from the Stock. If you have the opportunity to buy an item, all copies
of the item in the Archive should be immediately added to the Stock.
Renting a Room
If your Hero finds a place to sleep, place your Hero miniature on the corresponding location on the
city map.
If your Hero does not find a place to sleep, they lose stamina at the end of the City step.
Boons
Some services offer unusual or unique boons.
Finding New Scenarios
Your Heroes may find a new scenario at a location. If they do, gain the Scenario card and add it to the Your Heroes may find a new scenario at a location. If they do, gain the Scenario card and add it to the
Stock. See “Journey Step” on p. for more information on Scenario cards.
Learning a Profession
If your Hero finds a place to sleep, place your Hero miniature on the corresponding location on the
The sale value of an Item token is indicated by the size and shape of the token:
more information, see “Professions” on p. .
Stashing Items and Stars
You may find places where items may be stashed. This is useful for hiding illegal items from the You may find places where items may be stashed. This is useful for hiding illegal items from the
authorities or keeping your belongings safe from thieves and other unfortunate events. See “Illegal
Items” on p. . You may not stash Quest items or Hero specific items.Items” on p. . You may not stash Quest items or Hero specific items.
Instead of stashing an item, you may stash up to
Stashed items and Stars do not count as being carried by your Hero. You Hero may not use a stashed
item or spend stashed Stars, but they may retrieve them at any time during the City step except when
resolving a City Event card.
Selling Items
Your Hero may sell an item at any time during the City step. Place the sold item in the Stock and take Your Hero may sell an item at any time during the City step. Place the sold item in the Stock and take
an amount of Star equal to the sale value of the item.
The sale value of an Item card is shown on the coin on the card. If there is no coin shown, the item
may not be sold.
Quest Item cards
Quest Item cards have "Quest" on them. These cards may not be sold, discarded, or stashed.
Hero Specific Item cards
time during the City step except when resolving a City Event card Selling Items Your Hero may sell an item at any time during the City step Place the sold item in the Stock and take Your Hero may sell an item at any time during the City step Place the sold item in the Stock and take an amount of Star equal to the sale value of the item The sale value of an Item card is shown on the coin on the card If there is no coin shown the item may not be sold Quest Item cards Quest Item cards have Quest on them These cards may not be sold discarded or stashed Hero Specific Item cards
---
at
Illegal Items
Illegal Item cards have a red background behind the name at the top of the card and have “illegal”
shown underneath the name.
Illegal Item tokens have a red border on the side showing their effect.
Illegal items may not be sold unless you are instructed otherwise. Illegal items may be discarded or
stashed.
Be warned, if your Heroes are caught carrying illegal items, there may be unfortunate consequences!
Resolve a City Event card
Once during each City step, after you have visited all the locations you wish to visit and used all the
services you wish to use for now, reveal the top card of the City Event deck, read the description on the
card, and follow the instructions.
Most City Event cards will require you to choose one of several options on the card. If an option has a
requirement, you must fulfill that requirement to choose that option. Your chosen option will usually
direct you to read an entry in the Story Book.
Heroes may exchange items while resolving the card, but may not sell items, visit any locations, use
any services, or retrieve stashed items unless instructed otherwise.
After resolving the card, remove it from play.
Heroes may then once again sell items, visit locations, use services, and retrieve stashed items as well
as spend their City Activity points until the end of the City step.
Event card anatomy
Muggers at the Dock
002
What do you do?
It is a peaceful night, and the two moons are reflected
in the river. The insects are chirping loudly at Anglers'
Pier, when you witness a brawl on a sailing boat. Three
large thugs are beating up some weak looking nihteegris.
You approach close enough to get a better view,
and see two muscular boryot throw one of their
victims overboard and stab the others.
Their ignisaur leader picks up a small casket and a
pouch, and motions for them to move quickly towards
the crevice which splits the Exalted Bank in half.
A: Attack the muggers. » 33 546
B: Spy on the muggers unseen. » 33 765
C: Wait until they are gone and
then search the boat. » 33 189
CityCity
002
Type of Event card
(City / World)
Illustration
Title
Section title
Instructions
Card number
Description
City Activity points
During each City step, each Hero may normally spend up to City Activity points .
Various effects may change the number of points you actually get to spend. Your Hero
book, certain locations in the Campaign Book, and various cards show how these points may be spent.
City Activity points may not be spent until after the City Event card has been revealed and resolved.
Once the City Event card has been resolved, take a number of Activity tokens equal to the number
of City Activity points you have ( unless otherwise instructed). Remember, you do not reveal a City
Event card and may not spend any City Activity points in the City step following an arena scenario..
When you spend a City Activity point, discard an Activity token.
Unspent Activity tokens are discarded at the end of the City step.
End of the City Step
Once a City Event card has been resolved (or at any time in the City step following an Arena scenario),
you may agree to end the City step.
Remember, if your Hero miniature is in the Disturbed Sleep location at the end of the City step, your
Hero loses stamina
services you wish to use for now, reveal the top card of the City Event deck, read the description on the
book, certain locations in the Campaign Book, and various cards show how these points may be spent.
---
rr
2. Journey Step
Choose a Scenario card in the Stock. Some Scenario cards have requirements; you may only choose a
Scenario card if you have fulfilled its requirements. You may not choose an arena Scenario card if you
played an arena scenario in the previous Scenario step.
Scenario cards
Each Scenario card shows the number, name, requirements (if any), duration, location illustration,
introduction, and numbered journey stages for a particular scenario.
If the card shows an experience symbol
, completing the scenario via a Scenario Success or Fail
Forward outcome will gain you an experience point (see Experience Points and Gaining a Level on p. er).
Completing a scenario via a Fail outcome does not gain you an experience point and you do not record
the Fail on your Party sheet. You may replay that scenario.
If the Scenario card shows the replay symbol
!, the Scenario card is not removed from the game
after playing the scenario unless you are instructed otherwise.
If the Scenario card shows the arena symbol , the scenario is an arena scenario. Arena scenarios
may be played multiple times, although you may not play two arena scenarios consecutively.
Scenario card anatomy
!!!
Journey
1A: Travel the dangerous road to
Gnatmarsh on foot. » 33 013
1B:Each Hero spends 1 : Hire a riverboat
to take you to the swamp. » 33 066
2. BTabbart Castle » 33 518
3. Resolve a World Event card.
4. Play the scenario. » 22 p. 24
Find a moonlily in Gnatmarsh and
deliver it to the Council of Eight.
Level 2
The Pools of Gnatmarsh10
Agemonia_Scenario-cards_2024-07-22.indd 13 Agemonia_Scenario-cards_2024-07-22.indd 13 23/07/2024 9.18.59 23/07/2024 9.18.59
Find a moonlily in Gnatmarsh and
!
10
Location illustration
Experience symbol
Replay symbol
Scenario name Scenario number
Duration
Scenario requirements
Journey stages
Int roduction
Shows the approximate
length of the scenario.
Short Medium
Epic
Numbered journey stages
Read the introduction on the Scenario card carefully and follow the numbered journey stages shown
on the card in order. Each journey stage directs you to do one of the following:
»Read an entry in the Story Book.
»Visit a special location.
»Resolve one or more World Event cards.
»Play the corresponding scenario.
Split Journey Stages
Some numbered stages are split into an A and a B stage. In this case, choose one of the two lettered
journey stages to follow. Some of these stages have a requirement, such as spending an amount of
Star. You may only choose a lettered stage if you fulfill this requirement.
If the numbered stage after a split journey stage is also split, you must choose the stage with the same
letter as you chose previously.
Visiting Special Locations
To visit a special location, read the entry number in the Story Book shown in the stage. Special
locations have ongoing plots and storylines which advance each time you visit the special location.
Resolving World Event cards
Some journey stages will instruct you to resolve a World Event card. Reveal the top card of the World
Event deck, read the description on the card, and follow the instructions.
Particularly long journeys may instruct you resolve more than one World Event card. If you are
instructed to resolve more than one World Event card, resolve them one at a time.
Most World Event cards will require you to choose one of several options on the card. If an option
has a requirement, you must fulfill that requirement to choose that option. Your chosen option will
usually direct you to read an entry in the Story Book.
After resolving the card, remove it from play.
3. Scenario Step
Follow the Scenario Rules in the next section. To customize the difficulty of the scenario, see the
Difficulty Level and Exploration Mode rules on p. H.
Choose a Scenario card in the Stock. Some Scenario cards have requirements; you may only choose a
Scenario card if you have fulfilled its requirements. You may not choose an arena Scenario card if you
played an arena scenario in the previous Scenario step.
Scenario cards
Each Scenario card shows the number, name, requirements (if any), duration, location illustration,
introduction, and numbered journey stages for a particular scenario.
If the card shows an experience symbol
Forward outcome will gain you an experience point (see Experience Points and Gaining a Level on p. er).
Completing a scenario via a Fail outcome does not gain you an experience point and you do not record
the Fail on your Party sheet. You may replay that scenario.
If the Scenario card shows the replay symbol
Numbered journey stages
Read the introduction on the Scenario card carefully and follow the numbered journey stages shown
on the card in order. Each journey stage directs you to do one of the following:
Split Journey Stages
Some numbered stages are split into an A and a B stage. In this case, choose one of the two lettered
journey stages to follow. Some of these stages have a requirement, such as spending an amount of journey stages to follow. Some of these stages have a requirement, such as spending an amount of
Star. You may only choose a lettered stage if you fulfill this requirement.
If the numbered stage after a split journey stage is also split, you must choose the stage with the same
letter as you chose previously.
Visiting Special Locations Visiting Special Locations
To visit a special location, read the entry number in the Story Book shown in the stage. Special
locations have ongoing plots and storylines which advance each time you visit the special location.
Resolving World Event cards
Some journey stages will instruct you to resolve a World Event card. Reveal the top card of the World
Event deck, read the description on the card, and follow the instructions.
Most World Event cards will require you to choose one of several options on the card. If an option
has a requirement, you must fulfill that requirement to choose that option. Your chosen option will
usually direct you to read an entry in the Story Book.
After resolving the card, remove it from play.
a special location read the entry number in the Story Book shown in the stage Special locations have ongoing plots and storylines which advance each time you visit the special location Resolving World Event cards Some journey stages will instruct you to resolve a World Event card Reveal the top card of the World Event deck read the description on the card and follow the instructions Most World Event cards will require you to choose one of several options on the card If an option has a requirement you must fulfill that requirement to choose that option Your chosen option will usually direct you to read an entry in the Story Book After resolving the card remove it from play
---
Scenario Rules
Scenario Setup
Main
Place the Scenario book in the middle of the play area and open it to the page shown on the
Scenario card.
Place the Story deck for the chosen scenario face down to the right of the Scenario book. Do not
shuffle this deck or read any of the Story cards.
Shuffle the Initiative deck and place it face down to the right of the Scenario book.
Note: The cards you use in your Initiative deck depend on the difficulty level you decide to play
this scenario at, see p. .
Shuffle the Fate cards and place them face down to the right of the Scenario book to create the
Fate deck.
Shuffle the Injury cards and place them face down below the Scenario book to create the Injury
deck.
Place the Condition cards in a face up pile below the Scenario book. Do not shuffle these cards.
Place the Condition tokens in a pile next to the Condition cards.
Place the Enemy boards in a stack below the Scenario book.
Place the Action dice, Reaction dice, and Counter dice within easy reach of all players.
S cenario Specific
Choose one player to be the narrator. That player reads aloud the introduction in the Scenario
book for your chosen scenario. If the Scenario book does not show a scenario map, the scenario
uses one or more of the separate double-sized maps.
Follow the additional setup shown in the Scenario book for your chosen scenario. If there
is a conflict between the default setup rules and the additional setup in a scenario, the
additional setup in the scenario takes precedence.
---
nA
AllyAlly
1
Invisible
You may not be
targeted by an
Enemy attack
To discard:
Attack an Enemy or
Enemy is in
1
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Invisible
To discard:
Attack an Enemy or Attack an Enemy or
Enemy is in Enemy is in
–1
Attack an Enemy or Attack an Enemy or
Enemy is in Enemy is in
Attack an Enemy or
1
Injured Eye
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er
e
e
et
et
en
ea
Eac h Hero
eA Unless the scenario has instructed you otherwise, place your Hero miniature in the start
area (the area with “Start” written on it). Some scenarios may have multiple start areas. If the
start area does not have sufficient maximum capacity (common in a c-player game with a
Henchman) place excess figures in an adjacent area.
er If your Hero is level or above, place your Hero’s Extra Actions board to the left of your Hero
board.
e Take your Hero’s Action tokens (according to your Hero’s level and, if level or above, chosen
class) and choose which ones you will use during the scenario by placing them on the relevant
spaces of your Hero board and Extra Actions board. If you are level a or below, place the
unchosen Action tokens back in your Hero board. If you are level y or above, leave the level y and
level l slot of your Extra Actions board empty, and place the unchosen Action tokens to the left
of your Extra Actions board.
et Choose which of your Hero’s items you wish to take with you during this scenario and place
them below your Hero board (active items on the left and others on the right). Quest and
Hero specific items must always be chosen. Remember to obey your active item limit, your
encumbrance limit, and any other requirements your individual items may have. See Item cards
on p. ct. Place any items you do not choose to take with you in your Hero tray; they may not be
used during this scenario.
ea If your Hero has any Condition or Injury cards, place them on your Hero board.
en You may lock stamina on any items that require locked stamina to use (see Locking Stamina on
p. ae).
es Take a Scenario step Reference card (with a red background).
Additional Scenario Rules
All scenarios have additional rules specific to that scenario. If a conflict arises, scenario specific rules
override the rules in this Rules Reference.
After an Arena
scenario: scenario: scenario:
City step
Journey step
Reference
Start
Place your Action Selection marker
in the Disturbed Sleep location.
During
Visit city locations, use services, and sell
items. See the section for your level in
11 .
End
If you Action Selection marker is in the
Disturbed Sleep location, lose 2
stamina.
1. Choose a Scenario card in the Stock.
» You may only choose a Scenario card if
you fulfill any requirements it may have.
» You may only choose an arena Scenario
card if you did not play an arena scenario
in the previous Scenario step.
2. Complete each numbered journey
stage on the Scenario card.
» If the journey stages are split into A and
B stages, choose one letter to follow.
» You may only choose a particular split journey
stage if you fulfill any requirements it may have.
Agemonia_Reference-cards_2024-06-23.indd 2 Agemonia_Reference-cards_2024-06-23.indd 2 23.6.2024 11.39.05 23.6.2024 11.39.05
Place your Action Selection marker
in the Disturbed Sleep location.
During
Visit city locations, use services, and sell Visit city locations, use services, and sell
items. See the section for your level in
End
Journey step
1. Choose a Scenario card in the Stock.1. Choose a Scenario card in the Stock.
» You may only choose a Scenario card if
you fulfill any requirements it may have.
» You may only choose an arena Scenario
card if you did not play an arena scenario
in the previous Scenario step.
2. Complete each numbered journey
stage on the Scenario card.
» If the journey stages are split into A and
B stages, choose one letter to follow.
» You may only choose a particular split journey
stage if you fulfill any requirements it may have.
Journey step
End
If you Action Selection marker is in the If you Action Selection marker is in the
Disturbed Sleep location, lose 2
Visit city locations, use services, and sell Visit city locations, use services, and sell
items. See the section for your level in
After an Arena After an Arena
City step
StartStart
Place your Action Selection marker
in the Disturbed Sleep location.
City step
Reference
Scenario step 1/2
ReferenceReference
Each Round
1. Select Hero Action (RRRR p. 15): Each player
selects their Hero’s action for this round.
2. Reveal Initiative Card (RRRR p. 16): The
Initiative card for this round is revealed.
3. Ally and Enemy Turns (RRRR p. 16): Allies and
Enemies take their turns in initiative order.
» Allies perform one action and one maneuver
(two if +
» Allies perform one action and one maneuver
is shown on the Initiative card).
» = Heroes may spend 1 or 2 stamina
to get an equal number of .
» = 1 and 1 extra roll.
» Heroes may perform the Rethink action
Disturbed Sleep location, lose 2
instead of their chosen action.
» Enemies perform the action
shown on the Initiative card along with
any special abilities shown.
4. Discard Fate Card (RRRR p. 25): The effect
of this Fate card is scenario specific.
End
» Take any items or Star on the Scenario map.
» Read the appropriate Outcome and
the Conclusion if there is one.
» If not an arena scenario, read Achievements.
» Heroes: Remove any wounded or
exhausted status and any conditions.
Restore and heal to full heath.
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es
Heroes may perform the Rethink action Disturbed Sleep location lose 2 instead of their chosen action Enemies perform the action shown on the Initiative card along with any special abilities shown 4 Discard Fate Card RRRR p 25 The effect of this Fate card is scenario specific End Take any items or Star on the Scenario map Read the appropriate Outcome and the Conclusion if there is one If not an arena scenario read Achievements Heroes Remove any wounded or exhausted status and any conditions Restore and heal to full heath Agemonia Reference cards 2024 06 23 indd 9 Agemonia Reference cards 2024 06 23 indd 9 23 6 2024 11 39 09 23 6 2024 11 39 09 es
---
The Scenario M ap
Areas on the Scenario Map
An area on the Scenario map may be bordered by any combination of single white lines, double white
lines, and solid barriers (such as a wall). For clarity, double red lines are sometimes used to denote a
solid barrier.
Two areas are adjacent if there is a single or double white line separating them.
Movement may only be performed across single white lines.
Identifying Area s using Story Points
An area may be identified using a Story Point that it contains.
The phrase “adjacent to
B” means “adjacent to the area containing B”.
Range
The range of one area from another on the Scenario map is measured in adjacent areas, using the
shortest possible route. You may measure range through single or double white lines, but not through
a solid barrier.
Height of an Area
A height symbol on a border between two areas signifies that one of those areas is at a different
height to the other.
The height symbol points towards the group of higher level areas and away from the lower level areas.
Line of Sight
Ranged attacks, Magic attacks, and some other effects require line of sight from one figure to another
figure, or from a figure in one area to another area.
In order for a figure to have line of sight to an area, it must be possible to draw a straight line from
a part of the area the figure is in to a part of the other area, without going through a solid barrier.
Additionally, line of sight may only go through a border showing the height symbol if the higher of
the two areas adjacent to that border is either the area where the figure is, or the area they require line
of sight to.
A figure that has line of sight to an area also has line of sight to all figures in that area.
Story Points
Story Point s are shown in various areas on a Scenario map.
A Story Point shows values:
»The letter indicates the Story card you should reveal. You may sometimes see a symbol
instead of a letter.
»The number indicates the range an Ally needs to be within to trigger the revealing of the
Story card.
At any point in your Ally’s turn, if they are within the range of a Story Point whose corresponding
Story card has not yet been revealed, interrupt your turn and reveal and read the back of the relevant
Story card, following any instructions shown. Note: This may occur at the start of an Ally’s turn.
Once you have revealed and read the Story card, place it face down on the table and continue your
turn. If your Ally is within the range of several Story Points at the same time, reveal and read all of the
relevant Story cards (in any order) before continuing your turn.
Moving Between Areas of Different Height
An Ally or Enemy may move normally between two areas separated by a single white line with a
height symbol on.
In some circumstances it is possible for an Ally or Enemy to move between two adjacent areas of
different height that are separated by a double white line:
»An Ally may fall from the higher area to the lower area (see Falling below)
»An Ally may use a Hook & Rope (see Hook & Rope on p. )
»An Ally or Enemy with Fly may move between them as if they were separated by a single white line
(see Fly on p. )
Falling
An Ally may m ove from an area of higher ground across a double white line into an adjacent area of
lower ground by spending movement point and:
+ The Ally gains if they take any damage.
The height symbol points towards the group of higher level areas and away from the lower level areas.
Ranged attacks, Magic attacks, and some other effects require line of sight from one figure to another
the two areas adjacent to that border is either the area where the figure is, or the area they require line
B
---
The Scenario M ap
Areas on the Scenario Map
An area on the Scenario map may be bordered by any combination of single white lines, double white
lines, and solid barriers (such as a wall). For clarity, double red lines are sometimes used to denote a
solid barrier.
Two areas are adjacent if there is a single or double white line separating them.
Movement may only be performed across single white lines.
Identifying Area s using Story Points
An area may be identified using a Story Point that it contains.
The phrase “adjacent to
B” means “adjacent to the area containing B”.
Range
The range of one area from another on the Scenario map is measured in adjacent areas, using the
shortest possible route. You may measure range through single or double white lines, but not through
a solid barrier.
Height of an Area
A height symbol on a border between two areas signifies that one of those areas is at a different
height to the other.
The height symbol points towards the group of higher level areas and away from the lower level areas.
Line of Sight
Ranged attacks, Magic attacks, and some other effects require line of sight from one figure to another
figure, or from a figure in one area to another area.
In order for a figure to have line of sight to an area, it must be possible to draw a straight line from
a part of the area the figure is in to a part of the other area, without going through a solid barrier.
Additionally, line of sight may only go through a border showing the height symbol if the higher of
the two areas adjacent to that border is either the area where the figure is, or the area they require line
of sight to.
A figure that has line of sight to an area also has line of sight to all figures in that area.
Story Points
Story Point s are shown in various areas on a Scenario map.
A Story Point shows values:
»The letter indicates the Story card you should reveal. You may sometimes see a symbol
instead of a letter.
»The number indicates the range an Ally needs to be within to trigger the revealing of the
Story card.
At any point in your Ally’s turn, if they are within the range of a Story Point whose corresponding
Story card has not yet been revealed, interrupt your turn and reveal and read the back of the relevant
Story card, following any instructions shown. Note: This may occur at the start of an Ally’s turn.
Once you have revealed and read the Story card, place it face down on the table and continue your
turn. If your Ally is within the range of several Story Points at the same time, reveal and read all of the
relevant Story cards (in any order) before continuing your turn.
Moving Between Areas of Different Height
An Ally or Enemy may move normally between two areas separated by a single white line with a
height symbol on.
In some circumstances it is possible for an Ally or Enemy to move between two adjacent areas of
different height that are separated by a double white line:
»An Ally may fall from the higher area to the lower area (see Falling below)
»An Ally may use a Hook & Rope (see Hook & Rope on p. )
»An Ally or Enemy with Fly may move between them as if they were separated by a single white line
(see Fly on p. )
Falling
An Ally may m ove from an area of higher ground across a double white line into an adjacent area of
lower ground by spending movement point and:
+ The Ally gains if they take any damage.
B
Maximum Capacit y
All areas of the Scenario map that Allies and Enemies may move into contain or more white dots.
These dots show the maximum capacity of the area; that is, the maximum number of figures that
may occupy the area.
An Ally may only move into an area that is already at maximum capacity if:
»The area contains no Enemies.
»They move out of the area on the same turn.
An Enemy may only move into an area that is already at maximum capacity if:
»The area contains no Allies.
»They move out of the area on the same turn.
In some circumstances it may still happen that an Ally or Enemy ends their turn in an area that is
above its maximum capacity. If this happens, move that Ally or Enemy back to the previous area they
were in that was not above its maximum capacity.
Gameplay
An Agemonia scenario is played over several rounds. Each round is divided into phases, carried out
in the following order:
. Select Hero Action: Each player selects their Hero’s action for this round.
. Reveal Initiative Card: The Initiative card for this round is revealed.
. Ally and Enemy Turns: Allies and Enemies take their turns in the order determined by the
Initiative card.
. Discard Fate Card: A Fate card is revealed and discarded. The effect of this card is scenario specific.
1. Select Hero Action
Select the action you wish your Hero to perform this round and place your Action Selection marker,
blank side up, in the space to the left of the selected action. A description of all Hero actions is given
on p. to .
The chosen action will determine your Initiative symbol for this round.
Open Action Slots
The Action slots you unlock at level and level are open Action slots (shown by the
symbol).
You do not have to choose which of your available Action tokens to place in these slots at the start of
a scenario. When you select your Hero action at the start of each round, you may place one of your
unchosen Action tokens in an empty open Action slot and select that action to perform that round.
Once an open Action slot has been filled this way during a scenario, you may not remove the Action
token again until the end of the scenario.
Example: Lunara has chosen her
Extra Maneuver action this round.
Her initiative for the round is shown
by the blue Initiative symbol.
Action slot
unlocked at level 2
Open Action slot
unlocked at level 3
Action slot
unlocked at level 4
Open Action slot
unlocked at level 5
blank side up, in the space to the left of the selected action. A description of all Hero actions is given
on p. to .
The chosen action will determine your Initiative symbol for this round.
Open Action Slots
The Action slots you unlock at level and level are open Action slots (shown by the
You do not have to choose which of your available Action tokens to place in these slots at the start of You do not have to choose which of your available Action tokens to place in these slots at the start of You do not have to choose which of your available Action tokens to place in these slots at the start of You do not have to choose which of your available Action tokens to place in these slots at the start of
a scenario. When you select your Hero action at the start of each round, you may place one of your
unchosen Action tokens in an empty open Action slot and select that action to perform that round.
Once an open Action slot has been filled this way during a scenario, you may not remove the Action
of You do not have to choose which of your available Action tokens to place in these slots at the start of You do not have to choose which of your available Action tokens to place in these slots at the start of You do not have to choose which of your available Action tokens to place in these slots at the start of a scenario When you select your Hero action at the start of each round you may place one of your unchosen Action tokens in an empty open Action slot and select that action to perform that round Once an open Action slot has been filled this way during a scenario you may not remove the Action
---
2. Reveal Initiative Card
From the second round onwards, check if the Initiative card for the previous round shows “Shuffle”. If
it does, shuffle the Initiative deck and Initiative discard pile together to form a new Initiative deck.
Reveal the top card from the Initiative deck and place it face up in a discard pile next to the deck.
The Initiative card indicates five things:
Ally and Enemy initiative. From top to bottom, the order in which Allies and Enemies will take
their turns this round.
A Hero’s turn is represented by the circular symbol which matches the symbol of the
Hero’s selected action. A Non-Hero Ally’s turn is represented by the circular symbol which matches
the symbol shown in the top left of the Ally card.the symbol shown in the top left of the Ally card.the symbol shown in the top left of the Ally card.the symbol shown in the top left of the Ally card.the symbol shown in the top left of the Ally card.the symbol shown in the top left of the Ally card.
An Enemy’s turn is represented by the square symbol which matches the symbol
shown in the top left of the Enemy card.
For both Allies and Enemies, red symbols will usually appear earlier on the Initiative card, while
green symbols will usually appear later.
Enemy actions.
The action symbol shown on an Enemy initiative bar will determine which action that Enemy
performs on its turn, as indicated by the matching symbol on its Enemy card.
Ally bonus maneuver symbol. +
Some Initiative cards show a bonus maneuver symbol next to or more Ally initiative symbols.
Each Hero that has selected an action with a matching initiative symbol and each Ally with a
matching initiative symbol gets an extra maneuver during their turn.
Enemy special ability symbols.
Some Initiative cards show an Enemy special ability symbol next to or more Enemy initiative
symbols. Each Enemy with a matching Enemy initiative symbol uses the relevant special ability
during their turn.
Initiative deck shuffling.
3. Ally and Enemy Turns
Allies and Enemies take their turns in the order determined by the Initiative card.
A Hero’s turn is significantly different from a Non-Hero Ally’s turn, so they are explained separately.
A Hero Turn
During your turn, your Hero performs your chosen action and one maneuver, in either order. You do
not choose which maneuver you wish to perform until it is time to perform it. Once you have started
an action or maneuver, you must complete it before starting another action or maneuver. You may
forfeit an action or maneuver, or both.
A full description of all Hero actions and maneuvers may be found on p. to .
R ethink Action
This action is not chosen at the start of the round and is not shown on your Hero board.
During your turn, you may perform the rethink action in place of your chosen action. Your
initiative color does not change. The rethink action allows you to either spend movement point to
move your Hero, or restore spent stamina. If you choose to perform the rethink action, flip your
Action Selection marker over to its rethink side.
Note: If you have chosen the focus action as your action for the round, you may only perform the
rethink action instead if you have not yet used the focus action to roll an extra die this round.
A Non-Hero Ally Turn
During their turn, a Non-Hero Ally may perform one action and one maneuver, in either order. You
do not choose which action or maneuver they perform until it is time to perform it. Once they have
started an action or maneuver, they must complete it before starting another action or maneuver.
They may forfeit their action or maneuver, or both.
Non-Hero Allies each have an Ally card that shows the actions and maneuvers they may perform.
There are actions shown on the left hand side of their Ally card and maneuvers shown on the right
hand side. Additionally, each also has a special skill shown in the bottom right of their Ally card. A full
description of all Ally actions, maneuvers, and special skills may be found on p. .
Non-Hero Allies reveal Story cards as normal, however they may not interact with optional sections of
a Story card (those with a numerical, non-infinite range). Additionally, they may not use the rethink
action, spend stamina, or carry or use items.
From the second round onwards, check if the Initiative card for the previous round shows “Shuffle”. If
---
a2
Al ly card
5
1
+
Extra Maneuver
Maneuver
2
Henchman
» +1
Mighty Strike
2 1 1
1
2
Taunt:6
Sol Skyfford33527
Sword Slash
+2
+1
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6
HenchmanHenchman
Sol Skyfford
+
7
+1
Illustration
Taunt value
Name Type
Initiative
First Action
Second Action
Ability Levels
Health & Shields
Level Sticker Slot
Story Book entry
Special Skill
Maneuvers
(if any)
(Henchmen only)
(Henchmen only)
2 2 1 1 1
Ability Levels
Move Maneuvers
A move maneuver allows you to move your Ally by spending the movement points indicated. Each
movement point spent allows you to move your Ally across a single white line into an adjacent area on
the Scenario map.
Heroes have two different move maneuvers shown on the right of their Hero board: the first does not
require you to spend any stamina, the second does. The second move maneuver shows the amount of
stamina which must be spent to the left of the movement points.
Note: If you decide to perform a move maneuver, you must choose which of the two to perform,
and spend any stamina required, before you start spending your movement points.
Non-Hero Allies have one move maneuver shown on the right of their Ally card.
Maximum Capacity
An Ally may only move into an area already at maximum capacity if:
»There are no Enemies in that area, and
»They move out of that area during the same turn.
If, for any reason, an Ally ends their turn in an area that is above its maximum capacity, move that
Ally back to the previous area they were in that was not above maximum capacity.
Fl y
An Ally with Fly may move over double white lines as if they were single white lines, including
between two areas of different height. They may move into an area that does not have a maximum
capacity, but may not end their turn there. An Ally with Fly will not trigger a trap (unless they choose
to), although they are still affected by one if they are in its area when it is triggered.
Rec over Maneuvers
A recover maneuver allows your Hero to either restore their spent stamina or heal their damage. Each
time your Hero uses the recover maneuver you must decide which of these T options to use.
Most Non-Hero Allies also have a recover maneuver which is always a heal effect.
Spen ding a Maneuver
Some tasks require your Ally to spend a maneuver. These are indicated by the maneuver symbol .
Remember: You must finish one action or maneuver before starting another. If, for example, you
still have unspent movement points from a Move maneuver, and you spend a maneuver, those
movement points will be lost.
Move Maneuvers
A move maneuver allows you to move your Ally by spending the movement points indicated. Each
movement point spent allows you to move your Ally across a single white line into an adjacent area on
the Scenario map.
Heroes have two different move maneuvers shown on the right of their Hero board: the first does not
require you to spend any stamina, the second does. The second move maneuver shows the amount of
stamina which must be spent to the left of the movement points.
Non-Hero Allies have one move maneuver shown on the right of their Ally card.
Maximum Capacity Maximum Capacity
An Ally may only move into an area already at maximum capacity if:
If, for any reason, an Ally ends their turn in an area that is above its maximum capacity, move that
Ally back to the previous area they were in that was not above maximum capacity.
Fl y
An Ally with Fly may move over double white lines as if they were single white lines, including
between two areas of different height. They may move into an area that does not have a maximum
capacity, but may not end their turn there. An Ally with Fly will not trigger a trap (unless they choose
to), although they are still affected by one if they are in its area when it is triggered.
Rec over Maneuvers
A recover maneuver allows your Hero to either restore their spent stamina or heal their damage. Each
time your Hero uses the recover maneuver you must decide which of these T options to use.
Most Non-Hero Allies also have a recover maneuver which is always a heal effect.
Some tasks require your Ally to spend a maneuver. These are indicated by the maneuver symbol
---
Ac tive Ability Checks
An Ally may attempt as many different active ability checks as they wish during their turn, but may
only perform a particular active ability check once per turn unless instructed otherwise.
An Ally may perform an active ability check during an action or maneuver, and then continue with
that action or maneuver afterwards.
P rogressive Ability Checks
A progressive ability check is an active ability check that allows your Heroes to build up successes
over a number of attempts. Use one or more black Counter dice placed on the Story card or other
appropriate place to record the number of successes achieved so far.
A progressive ability check succeeds once the specified number of successes have been achieved. They
otherwise follow the same rules as active ability checks.
Often, the number of successes required for a progressive ability check will depend on the number of
Heroes you are playing with. These show a simple equation using the Hero Count symbol .
A progressive check on a Story card that has or more corresponding Story Points may be increased
by performing the check within the given range of any of those Story Points.
Ally Attacks
When your Ally performs an attack action , you must first select the Enemy you are attacking. The
Enemies you may attack depend on the type of attack your Ally is performing. There are types of
attack:
Melee Ranged Magic
Melee attack
Before your Melee attack
Before performing a melee attack with your Hero:
»You must decide which Enemy you are attacking.
»If you have more than one active melee attack weapon, you must decide which one you are using
to attack with.
»You must decide which optional effect(s) you are using (such as using a rune, poison, or once per
scenario effect).
Requirements
Your Hero may perform a melee attack if the following requirements are met:
»Your chosen action shows the melee attack symbol .
»You have an active melee attack weapon; an Item card placed in your active Item cards area that
shows the melee attack symbol in its effect box.
»There is an Enemy in the same area as your Hero, or in an adjacent area to your Hero that is
at maximum capacity. Melee attacks may not be performed across a solid barrier or into an
adjacent area of a different height.
The same requirements apply to a Non-Hero Ally, except that they do not require a weapon (Non-
Hero Allies may not use items).
Exception: Some melee weapon and Ally effects allow you to perform a melee attack at range.
In this case, the Enemy must be within the range shown. These melee attacks may still not be
performed across a solid barrier or into an area of a different height.
Damage
The melee attack Action token shows the number of Action dice your Hero should roll in a red box.
To calculate the damage caused by your Hero’s melee attack, add together:
»The number of successes you roll.
»Any weapon modifiers you may have, shown in the effect box of your active melee attack weapon.
»Any other modifiers you may have.
Melee attacks of Non-Hero Allies show a fixed amount of damage on the attack on their Ally card.
If a melee attack does not show any damage, it does not cause any damage, but will have another
effect as shown on the attack.
A progressive ability check succeeds once the specified number of successes have been achieved. They
+ + +
---
Ac tive Ability Checks
An Ally may attempt as many different active ability checks as they wish during their turn, but may
only perform a particular active ability check once per turn unless instructed otherwise.
An Ally may perform an active ability check during an action or maneuver, and then continue with
that action or maneuver afterwards.
P rogressive Ability Checks
A progressive ability check is an active ability check that allows your Heroes to build up successes
over a number of attempts. Use one or more black Counter dice placed on the Story card or other
appropriate place to record the number of successes achieved so far.
A progressive ability check succeeds once the specified number of successes have been achieved. They
otherwise follow the same rules as active ability checks.
Often, the number of successes required for a progressive ability check will depend on the number of
Heroes you are playing with. These show a simple equation using the Hero Count symbol .
A progressive check on a Story card that has or more corresponding Story Points may be increased
by performing the check within the given range of any of those Story Points.
Ally Attacks
When your Ally performs an attack action , you must first select the Enemy you are attacking. The
Enemies you may attack depend on the type of attack your Ally is performing. There are types of
attack:
Melee Ranged Magic
Melee attack
Before your Melee attack
Before performing a melee attack with your Hero:
»You must decide which Enemy you are attacking.
»If you have more than one active melee attack weapon, you must decide which one you are using
to attack with.
»You must decide which optional effect(s) you are using (such as using a rune, poison, or once per
scenario effect).
Requirements
Your Hero may perform a melee attack if the following requirements are met:
»Your chosen action shows the melee attack symbol .
»You have an active melee attack weapon; an Item card placed in your active Item cards area that
shows the melee attack symbol in its effect box.
»There is an Enemy in the same area as your Hero, or in an adjacent area to your Hero that is
at maximum capacity. Melee attacks may not be performed across a solid barrier or into an
adjacent area of a different height.
The same requirements apply to a Non-Hero Ally, except that they do not require a weapon (Non-
Hero Allies may not use items).
Exception: Some melee weapon and Ally effects allow you to perform a melee attack at range.
In this case, the Enemy must be within the range shown. These melee attacks may still not be
performed across a solid barrier or into an area of a different height.
Damage
The melee attack Action token shows the number of Action dice your Hero should roll in a red box.
To calculate the damage caused by your Hero’s melee attack, add together:
»The number of successes you roll.
»Any weapon modifiers you may have, shown in the effect box of your active melee attack weapon.
»Any other modifiers you may have.
Melee attacks of Non-Hero Allies show a fixed amount of damage on the attack on their Ally card.
If a melee attack does not show any damage, it does not cause any damage, but will have another
effect as shown on the attack.
Ranged attack
Before your Ranged attack
Before performing a Ranged attack with your Hero:
»You must decide which Enemy you are attacking.
»If you have more than one active ranged attack weapon, you must decide which one you are
using to attack with.
»You must decide which optional effect(s) you are using (such as using a rune, poison, arrow, or
once per scenario effect).
Requirements
Your Hero may perform a ranged attack if the following requirements are met:
»Your chosen action shows the ranged attack symbol .
»You have an active ranged attack weapon; an Item card placed in your active Item cards area,
showing the ranged attack symbol in its effect box.
»There is an Enemy within the range shown in the effect box of your active ranged attack weapon.
Ranged attack weapons have both a minimum and maximum range.
»That enemy is in line of sight.
The same requirements apply to a Non-Hero Ally, except that they do not require a weapon (Non-
Hero Allies may not use items).
Damage
The ranged attack Action token shows the number of Action dice you should roll in a red box.
To calculate the damage caused by your Hero’s ranged attack, add together:
»The number of successes you roll.
»Any weapon modifiers you may have, shown in the effect box of your active ranged attack weapon.
»Any other modifiers you may have.
»Reduce the damage by if your Hero’s aim is obstructed.
Ranged attacks of Non-Hero Allies show a fixed amount of damage on the attack on their Ally card.
This damage is reduced by if their aim is obstructed.
If a ranged attack does not show any damage, it does not cause any damage, but will have another
effect as shown on the attack.
Obstructed Aim
Reduce your Ally’s Ranged or Magic Attack damage by if there are
any:
»Enemies in the same area as your Ally.
»Allies or Enemies in the same area as the Enemy being attacked.
»Allies or Enemies in any areas the line of sight passes through.
Apply this reduction no more than once to each attack.
Example: Lunara is performing a Ranged Attack against skitterer number
. There is an Enemy a in the same area as her, there is a Hero (Zuva'Sai)
b and an Enemy b in the same area as the Enemy being attacked, and
there is a Hero (Torrax) c and an Enemy c in an area that the line of
sight passes through. Regardless of how many times her aim is obstructed,
Lunara only gets a - penalty to her Ranged Attack damage.
a
c
b
c
b
Allies or Enemies in the same area as the Enemy being attacked Allies or Enemies in any areas the line of sight passes through Apply this reduction no more than once to each attack Example Lunara is performing a Ranged Attack against skitterer number There is an Enemy a in the same area as her there is a Hero Zuva Sai b and an Enemy b in the same area as the Enemy being attacked and there is a Hero Torrax c and an Enemy c in an area that the line of sight passes through Regardless of how many times her aim is obstructed Lunara only gets a penalty to her Ranged Attack damage a c b c b
---
ts
Magic attack
Before your Magic attack
Before performing a magic attack with your Hero:
»You must decide which Enemy you are attacking.
»If you have more than one active magic attack weapon, you must decide which one you are using to attack with.
»You must decide which optional effect(s) you are using (such as discarding an Item token or using a once per scenario effect).
Requirements
Unlike with melee and ranged attacks, your Hero does not require a weapon to perform a magic attack. However, they may still use an
appropriate weapon if they like.
Your Ally may perform a magic attack if the following a requirements are met:
»Your chosen action shows the magic attack symbol .
»There is an Enemy within the range shown on that action. Magic attacks only show a maximum range. The minimum range of a
magic attack is always .
»That enemy is in line of sight
Damage
The magic attack Action token shows the number of Action dice you should roll in a red box.
To calculate the damage caused by your Hero’s magic attack, add together:
»The number of successes you roll.
»Any weapon modifiers you may have, shown in the effect box of your active magic attack weapon (if any).
»Any other modifiers you may have.
»Reduced the damage by A if your Hero’s aim is obstructed.
Magic attacks of Non-Hero Allies show a fixed amount of damage on the attack on their Ally card. This damage is reduced by A if their
aim is obstructed.
If a magic attack does not show any damage, it does not cause any damage, but will have another effect as shown on the attack.
Enemy card
Agura Crystal token
3 4 +1
Spawn 1 skitterer
Beast • Large
Hive Mother
+122
Web Reach
Stomp Charge
2 4 +
Spike Venom
Birth
1
5
+5
2
Agemonia_Story-cards_Tutorial-III_2024-07-18.indd 6 Agemonia_Story-cards_Tutorial-III_2024-07-18.indd 6 18.7.2024 8.40.11 18.7.2024 8.40.11
Hive MotherHive MotherHive Mother
Beast • LargeBeast • Large
Hive MotherHive MotherHive MotherHive MotherHive MotherHive Mother
Snake Special
Ability
Name Type(s)
Ability
Reminder
Defeat Box
Provoke value
Shield value
Health
Initiative
+1 +1 +1
+1
Reach
Charge
+ +
Venom
Agura Crystal token Agura Crystal token
+1
22
Web
111
5 5
+5+5+5+5+5+5
2
Agura Crystal token Agura Crystal token
2
111
5 5
+5+5
+1
+ +
3 3 4 +1
StompStomp
2 2 4 +
SpikeSpike
Horns Special
Abilities
Closed Eye ActionOpen Eye ActionStaring Eye Action
bar on the Initiative card (
, , or ). An Enemy action
typically consists of two parts: a move and an attack. Complete
each part in full before moving on to the next.
Some Enemies may perform several effects as part of their attack.
In this case, each effect is separated by a comma.
Snake and Horns Special Abilities
Some Initiative cards show an Enemy special ability symbol on
one or more Enemy initiative bars. Each Enemy with a matching
initiative uses the corresponding special ability during their turn.
The effect of the snake special ability (shown on the top right
of the Enemy card) either takes place before the Enemy’s action
or modifies the Enemy’s action.
The effect of the horns special ability (shown to the right of
each Enemy action) either modifies the Enemy’s action or takes
place after the Enemy’s action.
Revealing an Enemy card
r
When you are instructed to reveal an Enemy card, take the card
from the Story card deck and place it on an Enemy board. Use the
a-Enemy side of the Enemy board if there are a or fewer figures
for that Enemy. Use the s-Enemy side of the Enemy board if there
are more than a figures for that Enemy. If there is only A figure
for that Enemy then you do not need to use an Enemy board;
simply place the Enemy card directly on the table.
An Enemy Turn
Each type of Enemy has an Enemy card that shows its initiative
and the actions that Enemy may perform on its turn. Enemies of
the same type take their turn one at a time, in the order shown by
the number on their figure (lowest to highest). If two different
types of Enemies have the same initiative, you may choose which
type takes their turns first.
On its turn, each Enemy will perform the action on its Enemy
card that matches the action symbol indicated on its activation
---
ty
Enem y Actions
+1+1222
WebWebWebWebWeb ReachReachReachReach
StompStompStomp ChargeCharge
WebWebWeb ReachReach
Enemy Movement Enemy AttackHorns Special Ability
Action Symbol
Enemy Movement
The number below the move symbol indicates the number of
areas on the Scenario map the Enemy may move. If is shown,
the Enemy does not move.
When moving an Enemy:
»If it is already in an area it can attack from, it does not move.
»Otherwise, it moves towards the area it can attack from that
requires the least amount of movement to reach.
»If two or more areas are tied in this respect, it moves towards the
one that allows it to attack an Ally with a higher Taunt value.
Note: If you are playing a scenario with a Non-Hero Ally, it is
possible they may have the same Taunt value as one of your
Heroes. The player controlling the Hero with the same Taunt
value decides in each case if their Hero or the Non-Hero Ally
has the higher Taunt value.
»If two or more areas are valid in this respect, you may choose
which of these areas it moves towards.
»If the Enemy cannot reach the area with the movement it has
this turn, it will move as far towards the area as its movement
allows.
It may sometimes happen that there is no area an Enemy could
attack from, even if it had an unlimited amount of movement
points. If this happens, move the Enemy towards an area it
can reach that is as close as possible (counted in adjacent areas
over single or double white lines) to an area containing an Ally,
breaking ties with Taunt value as above.
Note:
»The areas an Enemy can attack from are determined by the
attack it is performing during its action this round.
»If an Enemy is not performing an attack during its action,
for the purposes of movement, assume it is performing a
melee attack.
»If an Enemy is performing an area attack
, or an attack
with Target X, for the purposes of movement, treat it as an
attack with a single target.
»An area that an Enemy cannot end their turn in due to its
maximum capacity being exceeded does not count as an
area they can attack from.
»An Enemy will always use the most direct (shortest) route it
can when it moves towards an area.
Enemy movement example: The
skitterer needs to move g area to be
able to attack Lunara with a melee
attack. However, it also only needs to
move g area to be able to attack
Torrax or Venia, as the areas they are
in are at maximum capacity.
As Torrax has the highest taunt value,
the skitterer will move towards him.
You may choose which of the u possible
areas it moves into.
Maxi mum Capacity
An Enemy may only move into an area already at maximum
capacity if:
»There are no Allies in that area, and
»They move out of that area during the same turn.
If, for any reason, an Enemy ends their turn in an area that is
above its maximum capacity, move that Enemy back to the
previous area they were in that was not above maximum capacity.
Large and Huge Enemies and Maximum Capacity
A large Enemy takes up C capacity in an area. A huge Enemy
takes up u capacity in an area. A large or huge Enemy may only
move into an area with a maximum capacity equal to or greater
than the capacity it takes up.
A large or huge Enemy may only move into an area that it would
take above its maximum capacity if:
»There are no Allies in that area, and
»They move out of that area during the same turn.
*
Sp ecial Enemy Movement
Some Enemies have an asterisk * after their Move value. This
indicates they use special rules for their movement. These rules will
be detailed in the additional scenario rules or on a Story card in that
scenario.
Fly
An Enemy with Fly may move over double white lines as if they
were single white lines, including between two areas of different
height. They may not end their move in an area that does not have
a maximum capacity. An Enemy with Fly will not trigger a trap,
although they are still affected by one if they are in its area when it
is triggered.
Enem y Effects
For descriptions of the various effects you may see on Enemy
cards, see p. tu.
Ene m y Attacks
Most Enemy attacks are either a melee
, ranged , or magic
attack.
Melee Attacks
An Enemy may perform its melee attack if there is an Ally in
the same area as that Enemy, or in an adjacent area that is at
maximum capacity. Melee attacks may not be performed into an
adjacent area of a different height.
If there is more than one Ally that may be attacked, the Enemy
will attack the one with the highest Taunt value.
Exception: If there are A or more Heroes in the same area as
the Ally being attacked, one of those Heroes may become the
target of the attack instead, as long as the players who control
the Ally being attacked and the Hero involved agree.
Large and huge En emies and Melee Attacks Into Adjacent Areas
Just as normal sized Allies and Enemies may make melee attacks
into an adjacent area that is at maximum capacity, in a similar
way, large and huge Enemies may make melee attacks into
an adjacent area they are prevented from moving into due to
maximum capacity.
Ranged and Magic Attacks
An Enemy may perform its ranged or Magic attack if there is an
Ally within the range shown in the attack and that Ally is in line
of sight. Enemy ranged and magic attacks show the maximum
range of the attack. The minimum range is always .
the players who control the Ally being attacked and the Hero involved agree Large and huge En emies and Melee Attacks Into Adjacent Areas Just as normal sized Allies and Enemies may make melee attacks into an adjacent area that is at maximum capacity in a similar way large and huge Enemies may make melee attacks into an adjacent area they are prevented from moving into due to maximum capacity Ranged and Magic Attacks An Enemy may perform its ranged or Magic attack if there is an Ally within the range shown in the attack and that Ally is in line of sight Enemy ranged and magic attacks show the maximum range of the attack The minimum range is always
---
ii
If there is more than one Ally that may be attacked, the Enemy
will attack the closest Ally. In the case of a tie, the Enemy will
attack the tied Ally with the highest Taunt value.
Exception: If there are R or more Heroes in the same area as
the Ally being attacked, one of those Heroes may become the
target of the attack instead, as long as the players whose control
the Ally being attacked and the Hero involved agree.
Damage fr om an Enemy Attack
Most Enemy attacks attempt to damage the attacked Ally,
signified by the damage symbol . These attacks require the
attacked Ally to roll a reactive check using the ability shown on
the Enemy attack in order to reduce the damage (see Reactive
Ability Check to Reduce Damage on p. n)
Stamina Loss from an Enemy Attack
Some Enemy attacks cause stamina loss instead of damage,
signified by the stamina symbol .
For Non-Hero Allies, these attacks are identical to attacks that
cause damage as Non-Hero Allies treat all stamina loss as an
equal amount of damage.
For Heroes, these attacks require the attacked Hero to roll a
reactive check using the ability shown on the Enemy attack in
order to reduce the stamina loss. This check is performed in a
similar way to Reactive Ability Check to Reduce Damage (see p. n),
except that each success reduces the stamina loss by R. See Losing
Stamina on p. e.
Obstructed Aim
Reduce an Enemy’s Ranged or Magic Attack damage / stamina
loss by R if there are any:
»Allies in the same area as the Enemy.
»Allies or Enemies in the same area as the Ally being attacked.
»Allies or Enemies in any areas the line of sight passes through.
Apply this reduction no more than once to each attack.
? C onditions
If an Enemy attack shows a condition after an attack that causes
damage or stamina loss, the attacked Ally gains that condition if
they take any amount of damage or stamina loss from that attack.
Conditions may also be shown following an active ability check.
In this case the attacked Ally gains that condition if they fail the
check.
If a condition is shown in an Enemy attack that does not cause
damage or stamina loss and which has no active ability check, the
attacked Ally gains the condition.
aFail »
Example R: If the attacked Ally fails to roll d or
more successes on an active will check, they gain the
Held condition.
i Example a: The attacked Ally gains the Held condition.
Area attacks
Area attacks affect every Ally in one or more areas.
If a range is also shown, the area of the attack is centered on the
area containing the Ally targeted by the attack. If no range is
shown, the area of the attack is centered on the area containing
the Enemy performing the attack.
The number in the hex symbol shows at what range areas are
affected.
All Allies in the area within the given range are affected by the
area attack. An area must be within line of sight of the targeted
Ally to be affected. Areas of a different height may be affected by
the attack as long as they are in line of sight.
Obstructed aim penalty does not apply to any damage or stamina
loss caused by an area attack.
Rx
Example: This attack will also affect every other Ally in the same area as
the Ally targeted by the attack.
No Att ack
If an Enemy attack shows , they do not perform an attack on
their turn.
Ability R eminder / Defeat Box
This box shows either:
»A reminder of an Enemy ability explained in the additional
scenario rules or on a Story card.
»The defeat symbol
, and what happens when the Enemy is
defeated. Defeating an Enemy will sometimes cause an Item card,
Item token, or an amount of Stars to be placed in the area it was
defeated.
Spawning a n Enemy
When instructed to spawn an Enemy, place an appropriate figure
for that Enemy in the area when the spawn effect occurred. As an
Enemy does not take a turn during the round it is spawned, you
may want to place an Enemy spawned during the Ally and Enemy
Turns phase on its side as a reminder that they will not take a
turn this round. If you do, place the figure upright at the end of
the round.
You should choose a figure at random from those available when
spawning an enemy. If no figure is available, the Enemy is not
spawned. If several Enemies are spawned at the same time and
figures are only available for some of them, place the Enemies
that are at the shortest range from an Ally first.
If spawning an Enemy would mean that an area is taken above
its maximum capacity, instead place the figure in the area at the
shortest range from that area that would not be taken above its
maximum capacity.
If a range is shown, the Enemy is spawned in the area within the
given range that is closest to an Ally. An area which would be
taken above its maximum capacity is invalid in this case.
When spawning an Enemy at range, measure that range across
single white lines only.
In all case, use highest Ally Taunt value to break any ties. If one or
more areas are still tied, you may choose which area the Enemy is
spawned in.
Spawning E nemies at Different Hero Counts
Sometimes the diagram showing where to spawn Enemies shows
one or more with a number and/or a ‘+’ on it. Only spawn that
Enemy if you are playing with a number of Heroes equal to or
greater than the number shown.
R
+
R
+
R
+
: Spawn when playing
with a or i Heroes. e ee : Spawn only when playing with i
Heroes.
Read the next Raid! description.Read the next Raid! description.
Spawn 1 'Razor Arrow' for eachSpawn 1 'Razor Arrow' for each on the map. on the map.
Spawn 1 'Razor Thug' for eachSpawn 1 'Razor Thug' for each on the map.
R
C
3
+3
+3
Example: In a game with a Heroes,
spawn a Razor Thug in the area
shown. In a game with or R Heroes,
also spawn a Razor Arrow. If there is
already a figure in that area in a
game with or R Heroes, spawn one
of those Enemies in the closest area not at maximum capacity; in this
case, that would likely be the area containing C.
Spawn only when playing with i Heroes Read the next Raid description Read the next Raid description Spawn 1 Razor Arrow for eachSpawn 1 Razor Arrow for each on the map on the map Spawn 1 Razor Thug for eachSpawn 1 Razor Thug for each on the map R C 3 3 3 Example In a game with a Heroes spawn a Razor Thug in the area shown In a game with or R Heroes also spawn a Razor Arrow If there is already a figure in that area in a game with or R Heroes spawn one of those Enemies in the closest area not at maximum capacity in this case that would likely be the area containing C
---
Items
For a description of various item effects, see p. .
Encumbrance
During a scenario each Hero may carry equipment totalling
up to encumbrance, as shown on the bottom right of their
Hero board. Active Items do not count towards this total. The
encumbrance of an item is shown next to the backpack symbol
on the Item card. Item cards that do not show an encumbrance
value have an encumbrance of . Item tokens always have an
encumbrance of .
Certain items, such as backpacks, increase your encumbrance limit.
Active Item Cards
Item cards that show one or two hand symbols (
/ ) must
be active in order to be used. At any time, you may have up to
two active Item cards showing one hand, or one active Item card
showing two hands. Your active Item cards should be placed
below your Hero board on the left hand side, while other Item
cards and tokens you own should be placed below your Hero
board on the right hand side.
Exception: If you are playing as the Hero Matajam (a four-
armed pattangan), you may have twice as many active items:
up to four -handed items, a -handed item and up to two
-handed items, or two -handed items.
Changing Your Active Item Cards
When you change your active Item cards, place the Item cards you no
longer wish to be active below your Hero board on the right hand side,
and place the Item cards you now wish to be active below your Hero
board on the left hand side.
Changing your active items for the first time during your turn may be
done at any time. For each subsequent time you wish to change your
active Item cards in the same turn, you must spend a maneuver to do so.
If you wish to use an item for a bonus during an ability check or as a
weapon during an attack, and that item is one that must be active in
order to be used, you must have that item as an active item before you
make the roll for the check or attack.
Dropping and P icking Up Items and Coins
During your turn your Hero may drop an item in the area they are
in, or pick up an item that is in the area they are in. You may do this
as many times as you like at any point in your turn.
To keep track of which items have been dropped and in which area, you
may simply place the Item cards and tokens in the area on the Scenario
map. However, if there is not enough space, instead, you may place a
Counter die in that area, and place the items next to the Scenario map
with another Counter die showing a matching number. Alternatively,
you may place a Square, Circle, or Triangle token in that area, and place
the items next to the Scenario map with another matching token.
Which method you use may depend on the scenario you are playing,
and whether that scenario already requires you to place Counter dice or
specific tokens on the Scenario map
If a Hero is exhausted, any other Hero may pick up any of the
exhausted Hero’s items from the area they were exhausted in.
When you pick up a previously dropped item, place it beneath your
Hero board on the right hand side.
You may not pick up an item if your Hero is Hindered.
Items dropped in an area may be taken back when the scenario ends.
Items carried by an exhausted Hero do not count as being dropped. All
of these rules also apply to coins.
Giving an Item or Coin to Another Hero
You may give one or more of your items to another Hero in the same area
as your Hero, on your turn or theirs. Any items you give them must be
placed below their Hero board on the right hand side.
You may not gi ve an item to another Hero or receive an item from another
Hero if your Hero is Hindered. All of these rules also apply to coins.
Enemy Heal th
Each Enemy starts with the amount of health shown on its
Enemy card. The health of an Enemy is tracked on its Enemy
board using a red Counter die. Place the die on the Enemy board
in the area corresponding to the number on the Enemy figure. For
Enemies with more than health you will need to use Counter
dice, one for the “tens” and one for the “units”, to represent a
-digit number.
Many Enemies have health values that vary depending on the
number of Heroes. This is shown as a simple equation using a
.
Some Enemies have infinite
∞ health. These Enemies may still
be attacked and gain conditions, but there is no need to track
their health and they cannot be defeated.
Blood Crystal token +
+
+
Aox
Lumin Demon
Glare Charge
Tail Slice Pierce
Pincer Rend
Bite
+
is tracked on its Enemy board using a red Counter die Place the die on the Enemy board in the area corresponding to the number on the Enemy figure For Enemies with more than health you will need to use Counter dice one for the tens and one for the units to represent a digit number Many Enemies have health values that vary depending on the number of Heroes This is shown as a simple equation using a Some Enemies have infinite health These Enemies may still be attacked and gain conditions but there is no need to track their health and they cannot be defeated Blood Crystal token Aox Lumin Demon Glare Charge Tail Slice Pierce Pincer Rend Bite
Example: This Enemy has health when playing with
Heroes, health when playing with Heroes, and health
when playing with Heroes.
Applying Da mage to Enemies
Each time an Enemy suffers damage, reduce its health by the
amount of damage suffered.
Once an Enemy is reduced to health or less, it is defeated and
removed from the Scenario map. Place its figure back in the
supply, and remove its Counter die from the Enemy board.
Enemy Shiel ds
Any damage an Enemy suffers from an attack is reduced by
their shield value.
Any damage an Enemy suffers from a source other than an
attack is not reduced by their shield value.
Provoke
Any Ally that moves out of an area containing an Enemy
with Provoke suffers damage equal to the number shown
on that Enemy's Provoke ability. If there are multiple Enemies in
the area that the Ally moves out of, the Ally suffers damage from
each one.
Some Enemies have a ranged Provoke ability, shown by
a range value underneath their Provoke value on their
Enemy card. In this case, an Ally that moves out of an area in line
of sight and within the range shown of the Enemy suffers that
Enemy's Provoke damage.
Some Enemy Provoke abilities cause stamina loss instead of
damage.
An Ally may only suffer Provoke damage / stamina loss from the
same Enemy once during that Ally’s turn, but more than one Ally
may suffer Provoke damage / stamina loss from the same Enemy
in the same round.
Examples:
An Ally that moves out of the area containing an Enemy
with this provoke ability suffers damage.
+
An Ally that moves out of an area in line of sight and
within range of the Enemy with this provoke ability loses
stamina.
Agura Crystal token
+
Spawn skitterer
Beast • Large
Hive Mother
+
Web Reach
Stomp Charge
+
Spike Venom
Birth
+
Fail»
+
+
+
Self:
damage
Illusion • Elite
Illusion of Wollyon
Shadow Bolt Held
Hypnotic Pattern Focus
Enfeeble Weaken
Unstable
+
Immune to all conditions
---
Discarding Items
When you discard an item, place it in the stock.
Scenario Specific Items
Some scenarios say to treat certain tokens as if they were items.
These scenario specific items follow all the same rules as other
items. They have encumbrance unless indicated otherwise.
Becoming Wound ed
If all of your Stamina chips are wound
side up and there is still damage
remaining, your Hero becomes wounded:
»Ignore the remaining damage.
»Flip your Vitality disk over to its wounded (red) side.
»The wounded side of your Vitality disk shows a number of
Stamina chips. Return that number of Stamina chips, stamina
side up, to your Vitality disk. While wounded, you may not have
more Stamina chips on your Vitality disk than this new value.
»Gain an Injury card.
Removing Wound ed Status
Some effects may remove wounded status from your Hero:
»Set aside any Stamina chips on your Vitality disk.
»Flip your Vitality disk over to its unwounded (blue) side.
»Replace all set aside Stamina chips onto your Vitality disk,
stamina (blue) side up.
Wounded status is also removed from your Hero at the end of a
scenario.
Note: Removing wounded status from your Hero does not
remove the Injury card they gained when they became wounded.
Becoming Exhau sted
If your Hero is wounded, all of your Stamina chips are wound
side up, and there is still damage remaining, your Hero becomes
exhausted:
»Lay their miniature down in the area they are in.
»Place your Action selection marker above your Hero board.
While your Hero is exhausted:
»They no longer take up any capacity in the area their
miniature is in.
»They will be ignored by all Enemies.
»They may not be affected by any effect except for one that
removes exhausted status..
»You do not select an action for your Hero and your Hero does
not take a turn.
»Other Heroes may pick up any items your Hero is carrying as
if they had been dropped in the area your Hero miniature is in.
If a Non-Hero Ally is reduced to health, they are exhausted and
removed from the Scenario map.
Removing Exhau sted Status
Some effects may remove exhausted status from your Hero:
»Place your Hero miniature upright in the area they are in.
»Flip your Vitality disk to its unwounded (blue) side.
»Stack all of your Stamina chips on top of your Vitality disk,
stamina (blue) side up.
From the following round onwards you will be able to select an
action for your Hero and take turns as normal.
Exhausted status is also removed from your Hero at the end of a
scenario.
remaining, your Hero becomes wounded:
Injury cards
W hen your Hero gains an Injury card (from becoming wounded,
or for any other reason), reveal the topmost Injury card from the
Injury deck and place it on your Hero board. Each Injury card has
a different effect (See Injury card effects, p. ).
Your Hero keep s the Injury card, even between scenarios, until
some effect removes it. When removed, shuffle the Injury card
back into the Injury deck.
Conditions
Con ditions apply certain positive or (more usually) negative
effects to an Ally or Enemy.
Whenever your Hero gains a condition, take the corresponding
Condition card and place it on your Hero board. Whenever a non-
Hero Ally gains a condition, take the corresponding Condition
card and place it on their Ally card. The Condition card remains
until its discard condition has been met or the scenario ends. It is
then discarded and placed back in the relevant pile of Condition
cards. If more than four Allies have the same condition, use
Condition tokens to mark the condition on some of them.
Whenever an Enemy gains a condition, place the corresponding
Condition token next to its Health Counter die. The Condition
token remains until its discard condition has been met or the
scenario ends. It is then discarded and placed back in the relevant
pile of Condition tokens. Look at the corresponding Condition
card to see what the condition’s effects are.
Conditions on Enemies only affect what they can do during
their turn. At all other times they can be ignored. For example,
they do not affect an Enemy's Provoke ability. An Ally or Enemy
may not have the same condition more than once at the same
time. Additionally, an Ally or Enemy may not have more than
two conditions at the same time. If an Ally or Enemy gains a
third condition, discard the condition with the lowest condition
number (shown on the Condition card in brackets after the
condition name).
Note: If an Ally or Enemy gains a condition during their turn,
that condition will effect the remainder of that turn if possible.
See p. for a full description of all conditions and p. for rules
on Component Limits for Condition cards and tokens..
Being Hindere d
An Ally is Hindered if there are at least as many Enemies as Allies
(including them) in the area they are in.
Whenever an Ally is Hindered:
»Their active ability checks achieve fewer success.
»Their recover maneuver restores fewer stamina and heals
fewer damage.
»They may not pick up an item.
»They may not give an item to another Hero or receive an item
from another Hero.
in brackets after the condition name Note If an Ally or Enemy gains a condition during their turn that condition will effect the remainder of that turn if possible See p for a full description of all conditions and p for rules on Component Limits for Condition cards and tokens Being Hindere d An Ally is Hindered if there are at least as many Enemies as Allies including them in the area they are in Whenever an Ally is Hindered Their active ability checks achieve fewer success Their recover maneuver restores fewer stamina and heals fewer damage They may not pick up an item They may not give an item to another Hero or receive an item from another Hero
---
oe
Story Cards
When you reveal a Story card, only read the back
of the card. Be careful not to read the other side
of the Story card, or the front or back of any of
the other Story cards until instructed to do so.
Following any instructions shown on the back of
the revealed Story card.
Note: Sometimes a Story card may be revealed
in multiple ways: by multiple Story Points showing the same
letter, or by instructions on another Story card or elsewhere.
However, each Story card can only be revealed once; once a
Story card has been revealed, ignore all further instructions to
reveal that Story card.
Layout of a Story card
Flipping Story cards (page 10)
Flooded Inn
Flipping Story cards (page 10)
0
Offer help
H
The Shimmering Squid
FLIP
H
In the common room, the innkeeper is desperately
trying to direct customers upstairs. One, a silk
merchant, is ignoring him, and is instead making
her way back to her room. Meanwhile the young
barmaid of the Shimmering Squid is standing
behind the bar, clearly concerned about something.
The stout korallian innkeeper heartily welcomed
you yestereve, but is now fighting off panic.
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Flooded Inn
00
Offer helpOffer help
The stout korallian innkeeper heartily welcomed
you yestereve, but is now fighting off panic.you yestereve, but is now fighting off panic.
H
H
H
Scenario name
Story card range
Illustration
Title
Section title
Resolution
Rules reminder
(tutorial scenarios only)
Story text
Story Point
Sections of a Story card Some sections on a Story card have a numerical (non-
infinite) range. Interacting with these sections is optional.
In order to interact with such a section, your Hero must be
within the range shown of the corresponding Story Point.
Non-Hero Allies may not interact with a section of a Story
card that has a numerical range.
The Secrets of the Ancients
∞ Mother's instinct
You spot something big moving behind the
ruins. Before you have a chance to react, a
Venorian Hive Mother rises up and towers
over you, webbing dripping from her body. She
seems uninterested in your presence, and you
realize it may be better to keep her docile.
A
The Mother
Hero attacks a skitterer » FLIP
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Some sections on a Scenario do not show a range or show
an infinite range. These sections are always active, and any
instructions in them must be followed immediately, even if
the card was revealed by a Non-Hero Ally.
Flipping Story cards
Story cards often have requirements under which they may be
flipped, such as a Hero making a successful active ability check
or spending a maneuver, or just by being within a certain range.
If the given requirement is fulfilled, flip the Story card over and
read the other side, following any instructions given.
Remember that only Heroes may interact with a section of a
Story card that has a numerical range value.
4. Discard Fat e Card
Reveal the top card of the Fate deck and place it face
up in the Fate card discard pile. Many scenarios have
special rules, such as the use of a timer (see p. rS),
which override this, or which cause the revealed Fate
card to trigger certain effects.
If the Fate deck is ever empty and you need to reveal a Fate card,
shuffle the Fate card discard pile to form a new Fate deck.
The End Of A Scenario
Each scenario has a different scenario end condition. When the
condition is met, read the appropriate outcome and conclusion. You may
take any items and Star on the scenario map at the end of the scenario.
Achievements
Check through the Achievements section at the end of the scenario
to see if you completed any of the achievements shown.
Each Hero that completed an individual achievement gains an
Achievement gem. Completing a group achievement gains every
Hero an Achievement gem
.
Note: Arena scenarios do not have achievements.
Clean Up
»If you have now completed all of the scenarios of your current
level that show an experience symbol , you will gain a level
at the start of the next City step (see Experience Points and
Gaining a Level on p. rt).
»If the Scenario card shows the replay symbol
, unless
instructed otherwise, keep the Scenario card; you may replay
this scenario. Otherwise, remove the Scenario card from the
game.
»R eturn all Story cards to the Story deck.
»D iscard any tokens (except for Item tokens) you gained during
the scenario, including tokens that are treated as items during
the scenario (such as Runic Plates).
R ecovering After a Scenario
At the end of each scenario, remove wounded and exhausted
status and any conditions from your Hero if they have them. Your
Hero is restored and healed to full stamina. They keep any Injury
cards they may have.
If you have a Henchman, read the relevant entry in the Story
Book shown in the Hire Henchman service, depending on
whether the Henchman was exhausted or not. If the Henchman
was exhausted, they are removed from play and may not be
hired again. If the Henchman was not exhausted, they may gain
experience.
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Scenario At the end of each scenario remove wounded and exhausted status and any conditions from your Hero if they have them Your Hero is restored and healed to full stamina They keep any Injury cards they may have If you have a Henchman read the relevant entry in the Story Book shown in the Hire Henchman service depending on whether the Henchman was exhausted or not If the Henchman was exhausted they are removed from play and may not be hired again If the Henchman was not exhausted they may gain experience Agemonia Fate cards 2021 03 16 indd 1 Agemonia Fate cards 2021 03 16 indd 19 4 2021 12 49 29 9 4 2021 12 49 29
---
Overlaying Story cards
Some Story cards show part of the Scenario map on them when
they are flipped. After flipping one of these Overlay cards, place
it on the Scenario map in the relevant position by matching the
overlay image on the card with the Scenario map.
To help you place the Overlay card, follow the steps below:
C. Align any Story Points or symbols on the Overlay card in the
same orientation as those already on the Scenario map.
s. Find the small diagram on the Overlay card. This gives an
indication of where on the Scenario map it should be placed.
If the diagram shows the card outside of the map, place it
next to the map in the position shown.
n. Place the Overlay card and then adjust its position until its
image exactly lines up with the image on the Scenario map.
If there are any Allies or Enemies or other game components in
the area where the Overlay card is placed, move them out of the
way, place the card, and then replace the figures and components.
Overlay cards: new areas
When an Overlay card splits an area into several new areas, any
figures in the area that is overlaid are placed in one of these new
areas. You may decide which of the new areas each of the figures
is placed in, being careful not to exceed the maximum capacity of
any of these areas.
Overlay cards: combining areas
When an Overlay card combines several areas into a single new
area, any figures in the areas that are overlaid are placed in the
new area. If this exceeds the maximum capacity of the new area,
place some of these figures in adjacent areas until the maximum
capacity is no longer exceeded. In this case an area is only
considered adjacent if it is separated by a single white line.
Connecting Story cards
Some Story cards show an extension to the Scenario map when
they are flipped and have a “Connects to” banner along one edge
that shows where they connect to the Scenario map. Sometimes a
Connecting Story card will connect to another Connecting Story
card instead of the Scenario map.
Once you place the Connecting Story card, for all purposes, treat
the banner as if it were a single white line separating the area the
card connects to (indicated on the banner) and the area adjacent
to the banner on the Connecting Story card.
Connects to Connects to L
Example: This banner shows that this Connecting Story card will connect
to the area containing L.
As the banner is now treated as a single white line, an Ally or Enemy may
move from the area containing L to the area adjacent to the banner on the
Connecting Story card and vice versa. They may also perform a ranged or
magic attack, or other ranged effect from one to the other, or through them
from other areas, etc.
T imers
A timer uses the values on the Fate cards to count to a target
number. On reaching this number an event will occur, and the
timer will usually be reset or stopped.
S tarting a Timer
When instructed to start a timer, from that round onwards, place
the Fate card revealed at the end of each round in a separate pile
from the Fate card discard pile. This new pile is called the Timer
pile. Any Fate cards that were discarded in previous rounds
remain in the Fate card discard pile.
R eaching a Target Number
Each time you place a Fate card in the Timer pile, total the values
of all Fate cards in the Timer pile, including the newly placed one.
If this total equals or exceeds the timer’s target number, the given
event will occur.
For timers with higher target numbers (over Ct) you may want
to use one or more Counter dice to record the total or arrange the
Fate cards in the Timer pile in separate groups, each with a total
value of ten.
R esetting a Timer
When instructed to reset a timer, remove all but the most
recently placed Fate card from the Timer pile and place them in
the Fate card discard pile. The timer will start its count again.
This count includes the Fate card remaining in the Timer pile.
Note: You may decide to play a scenario in Exploration Mode
(see p. ct). if you do, the most recent Fate card placed in the
Timer pile is also discarded when the timer is reset. The timer
starts its count again at zero.
S topping a Timer
When instructed to stop a timer, remove all Fate cards from the
Timer pile and place them in the Fate card discard pile. From
that round onwards, you should place the Fate card revealed at
the end of each round into the Fate card discard pile.
Note: Even if there is no timer running, you must still reveal
and discard a Fate card in the Discard Fate Card phase.
T raps
Whenever a trap is triggered, reveal and resolve the top Trap card
of the Trap deck, and then immediately shuffle the Trap card
back into the Trap deck.
T rap Deck
Most scenarios do not use the Trap deck, so we recommend
leaving the Trap cards in the box until required. If a scenario
instructs you to place C or more Trap tokens on the Scenario map
during setup, that scenario uses the Trap deck. Other scenarios
may also use the Trap deck, but you are not told at the start of
the scenario so as not to spoil the surprise! If the Trap deck is
required, shuffle the Trap cards and place them face down below
the Scenario book to create the Trap deck.
T rap Tokens
A Trap token in an area indicates there is a trap in that area.
If a Hero moves into or starts their turn in the same area as a
Trap token, they may try to disarm the trap:
s(Disarm traps: +s )
Success: Discard the Trap token.
Fail: Discard the Trap token and trigger a trap in that area.
If the Hero does not try to disarm the trap, or a Non-Hero Ally
or Enemy without Fly moves into or starts their turn in the same
area as a Trap token, discard the Trap token and trigger a trap in
that area.
Setting a Trap
Some effects allow an Ally or Enemy to set a trap. Place a Trap token
within the range designated by the effect. Enemies will always set a
trap as close to an Ally as possible. A trap may not be set in an area
of a different height to the area the Ally or Enemy is in.
Discard the Trap token Fail Discard the Trap token and trigger a trap in that area If the Hero does not try to disarm the trap or a Non Hero Ally or Enemy without Fly moves into or starts their turn in the same area as a Trap token discard the Trap token and trigger a trap in that area Setting a Trap Some effects allow an Ally or Enemy to set a trap Place a Trap token within the range designated by the effect Enemies will always set a trap as close to an Ally as possible A trap may not be set in an area of a different height to the area the Ally or Enemy is in
---
Wn
Additional Rules
Experience Points and Gaining a Level
In order to gain a level your Heroes must earn experience points
by playing scenarios; some scenarios reward your Heroes with
an experience point and some do not. Whether you successfully
complete a scenario or not, you will still gain any experience
point reward it may give.
To advance from level A to level u, your Heroes must earn u
experience points. To advance from level u to level a they must
earn an additional a experience points, and so on (an additional W
for level W, and an additional s for level s). Each Hero gains a level
at the same time; Heroes will always be the same level as each
other.
Example: At the start of the campaign there are a scenarios that will
earn your Heroes an experience point: Twilight Watch and The Vault of
the Ancients. Once you have played both of these scenarios, your Heroes
will all advance to level a.
When you have enough experience points, you will gain a level
at the start of the next City step. The following table details what
happens at each level:
Level i: Read Level i of your Hero Book and the Campaign Book
Level A: Read Level A of your Hero Book and the Campaign Book
»Gain a new Vitality disk and a Stamina chip.
»Choose a Class from the two available for your Hero.
»Gain a Class Skill.
»Gain two Level u Action tokens.
»Unlock an Action slot.
»Your Hero may learn a Profession.
Level n: Read Level n of your Hero Book and the Campaign Book
»Gain a new Vitality disk and a Stamina chip.
»Gain a Class Skill.
»Gain two Level a Action tokens.
»Unlock an open Action slot.
Level D: Read Level D of your Hero Book and the Campaign Book
»Gain a new Vitality disk and a Stamina chip.
»Gain a Class Skill.
»Gain two Level W Action tokens.
»Unlock an Action slot.
»Gain an Inspiration gem.
Level a: Read Level a of your Hero Book and the Campaign Book
»Gain a new Vitality disk and a Stamina chip.
»Gain a Class Skill.
»Gain two Level s Action tokens.
»Unlock an open Action slot.
Reading Your Hero Book
Your hero book is split into u sections.
Section A contains an entry for each level that you should read
when you gain that Level.
Follow any instructions contained in the entry when you read it
for the first time. You may read these entries again whenever you
like, but do not follow the instructions again.
After each of these entries is a list of City Activities that your
Hero may perform in the City Step. You may only perform
activities from the list for your current level.
Some may have conditions such as only being performed once,
once at this level, once per City step, spending Star, or having
a certain keyword in your Hero or Party journal. You may only
choose an option if you fulfill the condition.
Section u contains story entries that you may be instructed to
read. This will be shown by your Hero symbol and a u digit entry
number.
Find the correct entry number using the numbers at the start of
each entry title, trying not to looking at the title name or contents
of any other entries.
Once you find the correct entry, read its title and contents, and
follow any instructions within.
The entry may offer you a choice of several options. If it does,
make your choice and follow any instructions for that option.
An entry may instruct you to read another entry. If it does, find
and read that entry in the same way.
If you are not instructed to read another entry, close that page of
your Hero Book.
Reading the Campaign Book
At each level, read the next level of the Campaign Book. While
you may still read previous levels of the Campaign Book, you may
only interact with the section corresponding to your current level.
Gain a New Vitality disk and a Stamina Chip
At each level from level u onwards, you gain
your new level’s Vitality disk and another
Stamina chip (as shown on the disk).
Choosing a Class
When your Hero reaches Level u, you must
choose a Class from the two available for your
Hero. Once you have chosen a Class
it may not be changed.
Read both sides of the two Class
cards showing your Hero’s name
and icon. The back of each card
shows the name and description
of the Class. The front of each card
lists the five Class Skills you may
learn if you choose that Class. A
description of each of these Class
Skills is shown on p. aA.
Your choice of Class will also
determine the actions your
Hero gains as they gain levels. A
description of each Hero action is
shown on p. aa.
When you have chosen your Class, place the corresponding Class
card in your Hero board and return the other to the box.
Growing up in moonlit Heartwood
makes assassins experts at hiding in
shadows and sneaking up on unsuspecting
victims. They have always worshiped
the spirits of the dead, so life has little
meaning for them. Death is a gift, and
quothian assassins are most generous.
Assassin
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Growing up in moonlit Heartwood
makes assassins experts at hiding in
shadows and sneaking up on unsuspecting
victims. They have always worshiped
the spirits of the dead, so life has little
meaning for them. Death is a gift, and
quothian assassins are most generous.
Assassin
shadows and sneaking up on unsuspecting
victims. They have always worshiped
Assassin
Dual Wielder
You may use two active
weapons at the same time.
A
Sprint
3 » 4
Shadow Stalker
Dagger:
+1
the spirits of the dead, so life has little
meaning for them. Death is a gift, and
Evasion
Evade•1 (once per turn, ignore 1
shadows and sneaking up on unsuspecting
)
makes assassins experts at hiding in
shadows and sneaking up on unsuspecting
Tactics
1 » Change your Initiative
(Before Initiative card is revealed)
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assassins are most generous Assassin shadows and sneaking up on unsuspecting victims They have always worshiped Assassin Dual Wielder You may use two active weapons at the same time A Sprint 3 4 Shadow Stalker Dagger 1 the spirits of the dead so life has little meaning for them Death is a gift and Evasion Evade 1 once per turn ignore 1 shadows and sneaking up on unsuspecting makes assassins experts at hiding in shadows and sneaking up on unsuspecting Tactics 1 Change your Initiative Before Initiative card is revealed Agemonia Hero Class cards 2024 05 27 indd 1 Agemonia Hero Class cards 2024 05 27 indd 1 27 5 2024 11 13 13 27 5 2024 11 13 13
---
Gaining a Class Skill
When you gain a Class Skill, choose one of the five Class Skills shown on your chosen Class card and
tick the box to the left of it. Your Hero may now benefit from this Class Skill. A description of each
Class Skill is shown on p. oP.
You gain a new Class Skill at each level starting at level i. Therefore, by the time you are level r you
will have gained four of the five Class Skills shown on your chosen Class card.
Gaining Action Tokens
You gain two Action tokens at each level. One of the Action tokens you gain is determined by the Hero
you are playing and the other is determined by your Hero’s chosen Class. Take the two corresponding
Action tokens and place them in your Hero board.
A description of each Hero action is shown on p. oo.
Unlocking an Action Slot
At each level you unlock an Action slot, as shown on your Hero’s Extra Actions board. This enables you
to have another action available to use during a scenario, giving you more choice of which action to
select during each round.
The Action slots you unlock at level o and level r are open Action slots (see p. Pr).
Learning a Profession
Once your Hero has reached Level i, they may learn a profession. Each profession may only be
learned by one Hero, and each Hero may only learn one profession. Your Hero does not have to learn a
profession.
To learn a profession, visit the relevant service (see the Campaign Book) and pay the cost shown. For
more information, see “Professions” on p. P.
Gain an Inspiration gem.
At level your Hero gains an Inspiration gem. For more information, see “Inspiration Gems” on p. r.
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Profession
Runesmithing
Mining
Mining
Smelting
+ » +
+ » +
Weapon Runes (Weapon with)
» Item card 054 or 055 +
Armor Runes (Armor or Shield with)
» Item card 057 or 058 +
Runic Devices
+ 1 »
+ »
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gm
learned by one Hero, and each Hero may only learn one profession. Your Hero does not have to learn a learned by one Hero, and each Hero may only learn one profession. Your Hero does not have to learn a
profession.
To learn a profession, visit the relevant service (see the Campaign Book) and pay the cost shown. For To learn a profession, visit the relevant service (see the Campaign Book) and pay the cost shown. For
more information, see “Professions” on p. P.
Gain an Inspiration gem. Gain an Inspiration gem.
At level your Hero gains an Inspiration gem. For more information, see “Inspiration Gems” on p. r.At level your Hero gains an Inspiration gem. For more information, see “Inspiration Gems” on p. r.
---
Drain X
Wh en an Enemy is drained, it takes the amount of damage
shown (the X value) and the Ally who drained it is healed for the
same amount. If the amount of damage required to defeat an
Enemy was less that the amount of damage dealt to it, only heal
damage equal to this lower amount.
Defeated
An Enemy is defeated when its health is reduced to .
Some effects may also cause an Enemy to be defeated.
When an Enemy is defeated, remove its figure from the scenario
map. If it has a defeat effect shown in the Ability Reminder /
Defeat Box on its Enemy card, resolve that effect.
Evade
Eac h point of Evade an Ally has prevents damage / stamina loss
from Enemy’s provoke each turn.
Jump
Some effects allow an Ally to jump from one area on the Scenario
map to another area on the Scenario map.
To jump:
»You must have line of sight to the area you jump into and it
must be within the range shown on the jump effect you are
using.
»Your Hero is not considered to have entered any of the areas in
between.
»You may jump over single and double white lines, but not
through solid barriers.
»You are still subject to any Enemy Provoke abilities from the
area you leave.
»You may not jump into an area that is at maximum capacity.
»You may not jump into a higher area than the area you leave
unless you also have the Fly effect.
»If you jump into a lower area than the area you leave, you are
considered to have fallen into that area unless you also have
the Fly effect. See Falling on p. .
»Effects (such as conditions) that prevent or reduce movement
also prevent or reduce a jump.
Mirror
An Ally or Enemy with Mirror takes no damage or stamina loss
from an attack. Instead, the attacking Enemy or Ally suffers the
attack's damage (or the attack's stamina loss as an equal amount
of damage). Allies do not roll a reactive check to reduce the
damage or stamina loss and an Enemy's shield value does not
reduce the damage.
For attacks that apply a Condition as well as damage or stamina
loss, neither Ally nor Enemy gain that Condition.
Mirror has no effect on attacks that apply a Condition but do not
cause damage or stamina loss.
Overkill D amage
When you defeat an Enemy, the overkill damage is the difference
between the damage the attack did and the health that the
Enemy had before that attack. If you did not defeat the Enemy,
there is no overkill damage.
Pierce
Each point of Pierce on an attack allows you to ignore point of
shield each Enemy targeted by the attack has.
Game Effects
L ocking Stamina
Some Hero actions and Item cards require you to lock stamina to
use their effects. To lock an amount of stamina, remove an equal
amount of Stamina chips from your Vitality disk and place them:
»To the left of the Action token (underneath your Action
Selection marker), or
»On the Item card.
If you do not have enough Stamina chips remaining on your
Vitality disk, you may not perform the action / use the item.
The action or item remains in effect while the stamina remains
locked on it. You may voluntarily end one of these effects at any
time. If you do, place the locked Stamina chips above your Hero
board as spent stamina.
Locked Stamina chips count as being spent. As such, if you take
damage and
»There are no Stamina chips remaining on your Vitality disk,
»You have no spent Stamina chips above your Hero board, and
»There is damage remaining,
You must remove as many locked Stamina chips as there is
damage remaining, if possible, and flip them to their wound side,
placing them to the right of your Hero board. You may choose the
order in which to remove locked Stamina chips.
Then, if you have fewer locked Stamina chips to the left of an
Action token or on an Item card than it requires, place any of its
remaining locked Stamina chips above your Hero board, stamina
side up. The passive action ends / You are no longer using that
item.
Special Initiatives
Some Hero actions and Item cards have special initiatives:
: You take your turn first this round. You may not benefit
from any bonus maneuver symbols on this round’s Initiative
card.
: You take your turn last this round. You may not benefit from
any bonus maneuver symbols on this round’s Initiative card.
If a Hero has another special initiative effect,
any bonus maneuver symbols on this round’s Initiative card.
takes
precedence.
: After any Ally’s turn, you may decide to immediately take
your turn. You still only get one turn in each round. You
may not benefit from any bonus maneuver symbols on this
round’s Initiative card. If all other Allies are exhausted, Hero
actions with this initiative may no longer be selected at the
start of the round. If an Ally becomes exhausted during a
round, you may still choose to take your turn immediately
after what would have been their turn that round.
Even if you have used the special initiative part of an action,
you may still perform the rethink action in place of your chosen
action.
If several Allies or Enemies have the same special initiative,
decide on their turn order as normal for Allies or Enemies with
the same initiative.
If a Hero has both
and , they may choose which one to use.
bonus maneuver symbols on this round s Initiative card If all other Allies are exhausted Hero actions with this initiative may no longer be selected at the start of the round If an Ally becomes exhausted during a round you may still choose to take your turn immediately after what would have been their turn that round Even if you have used the special initiative part of an action you may still perform the rethink action in place of your chosen action If several Allies or Enemies have the same special initiative decide on their turn order as normal for Allies or Enemies with the same initiative If a Hero has both and they may choose which one to use
---
Pull•X
Wh e n an Ally or Enemy figure is pulled, move it the number of
areas shown (the X value) directly towards the source of the pull
effect. “Directly towards” means than each area it is moved into
must be closer to the source of the pull effect than the area it just
moved out of.
If no range is given for a Pull effect, it has a range equal to the X value.
The figure may be moved across either:
»Single white lines, or
»Double white lines, if moving from an area of higher ground
to an area of lower ground.
If a figure is moved across double white lines from an area of
higher ground to an area of lower ground, unless it has Fly:
»If it is an Ally:
+ The Ally gains
higher ground to an area of lower ground, unless it has Fly:
if they take any
damage.
»If it is an Enemy, it suffers damage and gains
If a figure is moved into an area that causes an effect to happen
when moved into (such as an area triggering a section on a Story
card or containing a Trap token), that effect is triggered. Being
Pulled does not trigger Provoke effects.
The figure may not move into an area that is at maximum
capacity. If there is more than one area the figure may move into,
you may choose one of those areas.
Large and huge Allies and Enemies may not be pulled.
The pull effect ends if the figure moves into the same area as the
source of the pull effect, or the figure is prevented from moving.
If multiple figures are being pulled, pull them in order from
closest to furthest away from the source of the pull effect.
Push•X
Wh e n an Ally or Enemy figure is pushed, move it the number
of areas shown (the X value) directly away from the source of
the push effect. “Directly away from” means than each area it is
moved into must be further away from the source of the push
effect than the area it just moved out of.
The figure may be moved across either:
»Single white lines, or
»Double white lines, if moving from an area of higher ground
to an area of lower ground.
If a figure is moved across double white lines from an area of
higher ground to an area of lower ground , unless it has Fly:
»If it is an Ally:
+ The Ally gains
higher ground to an area of lower ground , unless it has Fly:
if they take any
damage.
»If it is an Enemy, it suffers damage and gains
If a figure is moved into an area that causes an effect to happen
when moved into (such as an area triggering a section on a Story
card or containing a Trap token), that effect is triggered. Being
Pushed does not trigger Provoke effects.
The figure may not move into an area that is at maximum
capacity. If there is more than one area the figure may move into,
you may choose one of those areas.
Large and huge Allies and Enemies may not be pushed.
The push effect ends if the figure is prevented from moving.
If multiple figures are being pushed, push them in order from
furthest away to closest from the source of the push effect.
Revenge
When an Ally or Enemy with Revenge takes damage or stamina
loss from an attack, after the attack the attacking Enemy or Ally
also suffers an equal amount of damage (or the attack's stamina
loss as an equal amount of damage). Allies do not roll a reactive
check to reduce the Revenge damage or stamina loss and an
Enemy's shield value does not reduce the Revenge damage.
If an Enemy with Revenge is dealt more damage than it has
health remaining, the Revenge damage is limited to the amount
of health it had remaining. Similarly, Revenge damage dealt to an
Enemy by an Ally is limited to the amount of damage required to
wound or exhaust the Hero, or defeat the non-Hero Ally.
For attacks that apply a Condition as well as damage or stamina
loss, the attacker does not gain the Condition.
Revenge has no effect on attacks that apply a Condition but do
not cause damage or stamina loss.
If an Ally or Enemy with Revenge suffers or more Drain damage
(see p. ), the Drain effect happens before the Revenge effect.
Riposte X
Riposte causes the damage shown (the X value) to an Enemy
that attacks an Ally under the described circumstances, such
as within a certain range, or with a certain type of attack. If no
range is given, the range is infinite. An Enemy's shield value does
not reduce the Riposte damage.
Riposte damage is applied after the attack is resolved and after
any Revenge or Mirror effect the Ally may have. Riposte damage
is still applied even if the Ally is defeated by the attack.
Summoning
When a Hero action summons a token, place that token in a
stand and place it on the Scenario map as described.
Summoned tokens do not take up any capacity in an area and
may not be targeted by Enemies unless indicated otherwise.
Just as with spawned Enemies, summoned tokens may not move
or attack until the following round.
Teleport
S ome effects allow an Ally or Enemy to teleport from one area on
the Scenario map to another area on the Scenario map.
To teleport:
»The Ally or Enemy must have line of sight to the area it is
teleporting into and it must be within the range shown on the
teleport effect it is using.
»The Ally or Enemy is not considered to have entered any of the
areas in between.
»The Ally or Enemy may teleport over single and double white
lines, but not through solid barriers.
»Allies are not subject to any Enemy Provoke abilities from the
area they leave.
»The Ally or Enemy may teleport into an area that is at
maximum capacity whether it contains Enemies or Allies,
although they may still not end their turn there.
»Effects (such as conditions) that prevent or reduce movement
do not affect a teleport.
Teleport t okens
Some scenarios place blue Teleport tokens on the Scenario map.
The scenario will explain any additional rules for using these
teleporters, such as whether to place the tokens active or inactive
side up.
Some items allow you to place purple Teleporter tokens on the map.
An Ally in the same area as an active Teleport token may teleport
to another Teleport token (active or inactive) of the same color.
Follow the normal teleport rules above with the following
exceptions:
»Line of sight to the Teleport token your are teleporting to is
not required.
»If the effect that places the Teleporter token does not specify a
range for the teleport, the range is infinite.
»You must spend movement point to teleport.
Some scenarios place blue Teleport tokens on the Scenario map The scenario will explain any additional rules for using these teleporters such as whether to place the tokens active or inactive side up Some items allow you to place purple Teleporter tokens on the map An Ally in the same area as an active Teleport token may teleport to another Teleport token active or inactive of the same color Follow the normal teleport rules above with the following exceptions Line of sight to the Teleport token your are teleporting to is not required If the effect that places the Teleporter token does not specify a range for the teleport the range is infinite You must spend movement point to teleport
---
Lunara Knight
Skirmisher: Each time you perform a melee attack action you
may move either before or after the attack.
Mighty Strike: Spend a maneuver. Roll extra during each
melee attack you make this turn.
Retaliate: Each you roll during a reactive ability check against
a melee attack may be used to gain Riposte against that attack.
See Riposte on p. . If you do, you may not use that die for any
other purpose.
Armor & Shield Proficiency: You do not need to lock stamina to
use armor and shields. See Locking Stamina on p. .
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
Lunara Paladin
Redemption: Add maximum range and + success to your
Flash Heal and Revival actions and your Boon of Aiun Item card.
Bless: When you use your Flash Heal action, the targeted Ally
also gains the Bless condition.
Benevolent Aura: All other Allies within range heal extra
damage each time they perform a recover maneuver to heal
damage.
Armor & Shield Proficiency: You do not need to lock stamina to
use armor and shields. See Locking Stamina on p. .
Vigor: Each time you take damage from a melee attack, restore
spent stamina.
Matajam Ranger
Sniper: Your ranged attacks ignore the obstructed aim penalty.
Melee Weapon Mastery: Each melee attack on an Enemy who
has not yet taken their turn this round gets + success.
Targeting: Spend a maneuver. Add maximum range and
success to each ranged attack you make this turn.
Sharp Claws: Roll extra
during your Raging Nalam attack.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
Matajam Shaman
Abolish: Spend a maneuver to remove all conditions from an Ally
(including your Hero) within range of your Hero.
Clear Mind: Your will increases by .
Barkskin: If you are not wearing any armor (including Helmets
and Helms), each
you roll during a reactive ability check may
be used to add to your roll. If you do, you may not use that die
for any other purpose.
Spirit Link: All other Allies within range of your Nalam
restore extra spent stamina each time they perform a recover
maneuver to restore spent stamina.
Hex: Spend a maneuver to give an Enemy within range the
Weakened condition.
Class Ski l ls
Drenosh Marauder
Dual Wielder: You may use the effects and add the modifiers of
two weapons during your melee attack.
Skirmisher: Each time you perform a melee attack action you
may move either before or after the attack.
Eviscerate: Each Enemy that takes damage from your Charge
attack also gains the Bleeding condition.
Fiery Heart: Each time you defeat an Enemy, heal of your
damage.
Armor & Shield Proficiency: You do not need to lock stamina to
use armor and shields. See Locking Stamina on p. .
Drenosh Pyroblade
Immolation: Spend a maneuver. Roll extra
during each
melee or magic attack you make this turn.
Fire Shield: Each time you take damage from a melee attack,
gain Riposte against that attack. See Riposte on p. .
Combustion: Your Fire Blast attack becomes an area attack. See
Area Attacks on p. .
Fiery Soul: Each time you defeat an Enemy, restore spent
stamina.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
Jonai Blademaster
Dual Wielder: You may use the effects and add the modifiers of
two weapons during your melee attack.
Melee Weapon Mastery: Each melee attack on an Enemy who
has not yet taken their turn this round gets + success.
Energy Infusion: Once per turn you may flip one of your spent
Stamina chips from its stamina side to its wound side, placing
it to the right of your Hero board, or from its wound side to its
stamina side, placing it above your Hero board.
Armor & Shield Proficiency: You do not need to lock stamina to
use armor and shields. See Locking Stamina on p. .
Precision: Roll extra
during your first Blades of Wrath
attack.
Jonai Aox Hunter
Lightning Reflexes: You may use your Rethink action to gain an
extra maneuver instead of using it to gain movement point or
restore spent stamina.
Energy Infusion: Once per turn you may flip one of your spent
Stamina chips from its stamina side to its wound side, placing
it to the right of your Hero board, or from its wound side to its
stamina side, placing it above your Hero board.
Sniper: Your ranged attacks ignore the obstructed aim penalty.
Chosen One: Each time you defeat an Enemy, gain
Achievement gem.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
restore spent stamina Energy Infusion Once per turn you may flip one of your spent Stamina chips from its stamina side to its wound side placing it to the right of your Hero board or from its wound side to its stamina side placing it above your Hero board Sniper Your ranged attacks ignore the obstructed aim penalty Chosen One Each time you defeat an Enemy gain Achievement gem Tactics After you have selected your action but before the Initiative card is revealed you may spend stamina to change your Initiative to any Ally initiative Place the appropriate Initiative token over your chosen action s initiative symbol to remind you Remove the Initiative token at the end of the round
---
Torrax Guardian
Crystal Crust: Add to each reactive agility check you roll.
Swing Weapon: You may perform melee attacks at range . If
you are using a melee weapon that allows you to attack at range,
increase its maximum range by .
Forced March: This move maneuver allows you to spend
stamina to gain movement points.
Melee Focus: Do not reduce the damage you heal from your
recover maneuver when you are Hindered.
Protective Ward: All other Allies within range add to each
reactive ability check they roll against a melee attack.
Torrax Geomancer
Earth Link: Spend a maneuver. Add maximum range and
success to each magic attack you make this turn.
Willpower: When you roll a reactive Will check, roll extra
.
Molten Joints: Your agility increases by .
Diligent: Do not reduce the spent stamina you restore from your
recover maneuver when you are Hindered.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
Venia Assassin
Dual Wielder: You may use the effects and add the modifiers of
two weapons during your melee attack.
Sprint: This move maneuver allows you to spend stamina to
gain movement points.
Evasion: Prevent damage from Enemy’s provoke each turn.
See Evade on p. .
Shadow Stalker: Add success to each attack you make with a
dagger. Item cards , , and are daggers.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
Venia Witch
Touch of Aox: This recover maneuver allows you to heal
damage.
Warp Fate: You may suffer damage to reroll a magic attack. You
may reroll the same magic attack more than once.
Blood Bond: If you have or more Stamina chips that are wound
side up, gain extra success on each magic attack.
Dark Pact: For each
you roll during a magic attack you
may suffer damage to gain successes instead of spending
stamina. If you do, you may not use that die for any other
purpose.
Forbidden Magic: Each Enemy that takes damage from your
Void Bolt attack also gains the Bleeding condition.
Zuva’Sai Hydromancer
Infusion: This recover maneuver allows you to restore spent
stamina if you have used a magic action this turn .
Arcane Focus: Spend a maneuver. Roll extra
during each
magic attack you make this turn.
Spell Sniper: Your magic attacks ignore the obstructed aim
penalty.
Toughened Corals: When you roll a reactive Might check, roll
extra .
Exploding Runes: When using your Runic Trajection attack, you
may target an Enemy in each of adjacent areas. Roll once and
apply the result to both targets. Both targets must be in line of
sight and within range. The Obstructed Aim penalty may apply to
one or both targets.
Zuva’Sai Telepath
Levitate: This move maneuver allows you to spend stamina to
gain movement points.
Blurred Form: Each
you roll during a reactive ability check
may be used to reroll that die. If you do, you may not use that die
for any other purpose.
Telepathic Tendril: Add maximum range to your magic
attacks.
Psychic Aura: All other Allies within range restore extra
spent stamina each time they perform a recover maneuver to
restore spent stamina.
Tactics: After you have selected your action, but before the
Initiative card is revealed, you may spend stamina to change
your Initiative to any Ally initiative. Place the appropriate
Initiative token over your chosen action’s initiative symbol to
remind you. Remove the Initiative token at the end of the round.
---
Cleave
You ma y share the damage caused by an attack with cleave in any
way you like among several Enemies within range. You do not need
to decide which Enemy you are attacking before you roll the attack.
Passive Actio ns
All level Hero actions are passive actions. Passive actions require
you to lock or more stamina (see Locking Stamina on p. ).
If a passive action ends:
»Place any of its remaining locked Stamina chips above your
Hero board, stamina side up.
»If the passive action uses one or more tokens, take back those
tokens.
If you perform a passive action while the same passive action is
already active, the previous passive action ends.
You may voluntarily end a passive action at any time.
Area attacks
Area attacks affect every Enemy in one or more areas.
If a range is also shown, the area of the attack is centered on an
area of your choice within that range. If no range is shown, the
area of the attack is centered on the area containing the Ally
performing the attack.
The number in the hex symbol shows at what range areas are
affected.
All Enemies in the area within the given range are affected by the
area attack. An area must be within line of sight of the targeted
area to be affected. Areas of a different height may be affected by
the attack as long as they are in line of sight.
Obstructed aim penalty does not apply to any damage caused by
an area attack.
Adjacent Are a Attacks
Target all Enemies in adjacent areas.
- Straight Lin e Attacks
Target up to one Enemy in each of the areas in a straight line
of sight from your area. Obstructed aim penalty does not apply to
any damage caused by a straight line attack.
Any effect that increases or decreases the maximum range of a
magic attack also increases or decreases the maximum range and
therefore the number of areas a straight line attack affects. For
example, an effect that increases the maximum range of your
magic attacks by allows a range straight line attack to target
up to one Enemy in each of the areas in a straight line of sight
from your area.
Focus Action
Sel ecting the focus action allows you to roll extra die during
every active and reactive ability check you perform this round,
even before your turn. If you use the focus action to roll an extra
die, you may no longer change your action to the rethink action
on your turn.
Extra Maneuver A ction
The extra maneuver action allows you to perform another
maneuver during your turn.
Hero Acti o ns
Many of the Hero actions use common effects. These are
described below, followed by a detailed description of each Hero
action.
Attack Ac tions
When you perform an attack action you must make any
choices about which Enemies or areas you are targeting before
rolling any .
When you roll on one or more during an attack that
targets several Enemies, any stamina you spend will increase the
damage suffered by all Enemies targeted by the attack.
Marking Allie s, Enemies, Areas, and Weapons
Some Hero actions use one or more tokens to mark Allies,
Enemies, areas of the Scenario map, or Item cards.
To mark an Ally, place the token on that Ally’s Hero board or Ally
card.
To mark an Enemy, place the token next to that Enemy’s Health
Counter die on its Enemy board.
To mark an area of the Scenario map, place the token in that area.
To mark an Item card, place the token on that Item card.
If you perform the action again and the token(s) are still placed,
take them back and place them again.
You may want to place the token in a stand to make it more visible.
Zuva'Sai
Eye of
Serupod
Rippling
Image
Meta-
morphose
Psyclic
Link
Torrax
Stone
Form
Energy
Absorption
Venia
Curse of
Aox
Spider
Web (x )
Lunara
Divine
Shield
Consecrate
Armor of
Fate
Drenosh
Curse of
Blood
Fiery
Weapon
Wall of
Fire (x )
Fire Trap
Matajam
Enchanted
Nalam
Insect
Swarm
Stun
Trap
Jinx
Jonai
Channel
Energy
Sentinel’s
Mark
Spell
Shield
Hero tokens:
---
Drenosh
Drenosh ∙ Level 1
Judicious Shot
Make a melee or ranged attack using .
Fiery Strike
Spend stamina. Make a melee or ranged attack using .
Disengage
Spend stamina. Make a melee attack using . You get Evade this turn.
Drenosh ∙ Level 2
Flaming Fury
Spend stamina. Make a melee attack using , and then another using .
Charge (Marauder)
Spend stamina. Make a melee attack using . This attack gets + success for each movement
point you have spent on moving this turn.
Fire Blast (Pyroblade)
Spend stamina. Make a range magic attack using
.
Drenosh ∙ Level 3
Fiery Weapon
A passive action. When you lock stamina on this action, choose your Hero or another Hero
in the same area as your Hero. Mark a melee weapon that Hero is carrying with the Fiery
Weapon token. Each time the marked weapon is used to make a melee attack, add success to
that attack. The marked weapon counts as a Light source.
Sneak (Marauder)
A passive action. When you lock stamina on this action, gain the Invisible condition. If you lose
the Invisible condition or perform a recover maneuver, this passive action ends. If this passive action
ends, you lose the Invisible condition.
Fire Trap (Pyroblade)
A passive action. When you lock stamina on this action, mark the area you are in with the
Fire Trap token. If an Enemy moves into the marked area, that Enemy suffers damage and
this passive action ends.
Drenosh ∙ Level 4
Curse of Blood
Spend an Inspiration gem. Mark an Enemy in line of sight within range with the Curse
of Blood token. The marked Enemy permanently gains the Weakened condition while it is
marked. If the marked Enemy is defeated, take back the Curse of Blood token.
Bladefury (Marauder)
Spend an Inspiration gem. Roll a melee attack using
. This attack targets all Enemies in line of
sight in area .
Hellfire (Pyroblade)
Spend an Inspiration gem. Choose a number equal to or lower than the amount of Stamina chips you
have that are stamina side up (unspent, spent, or locked). Suffer damage equal to the chosen number.
Make an area magic attack using
+ a number of successes equal to the chosen number.
Drenosh ∙ Level 5
Intercept
Spend stamina. Make a melee attack using . Also, see "Special Initiatives" on p. .
C haos Strike (Marauder)
Spend stamina. Make a melee or ranged attack using . This attack gets + successes if the target
of the attack is at full health.
W all of Fire (Pyroblade)
Spend stamina. Mark adjacent areas in line of sight within range with a Wall of Fire
token. Each time an Enemy moves into either of the marked areas, they suffer damage.
---
Jonai
Jonai ∙ Level 1
True Strike
Make a melee or ranged attack using . This attack gets + successes.
Defender of Mion
Spend stamina. Make a melee attack using . Gain shield during each reactive ability check
against an attack until the end of the round.
Channel Energy
Mark another Ally in line of sight within range with the Channel Energy token. The next
time the marked Ally rolls or more
or , they roll more dice and you take back the
Channel Energy token.
Jonai ∙ Level 2
Reactive Attack
Spend stamina. Make a melee or ranged attack using
. Also, see "Special Initiatives" on p. .
B lades of Wrath (Blademaster)
Spend stamina. Make a melee attack using , and then another using .
R adiant Shot (Aox Hunter)
Make a ranged attack using . If you are attacking an Aox Enemy, this attack gets + success.
Jonai ∙ Level 3
Spell Shield
A passive action. When you lock stamina on this action, mark your Hero or another Ally
in line of sight within range with the Spell Shield token. The marked Ally has Riposte
against all magic attacks.
War Dancer (Blademaster)
A passive action. If there is stamina locked on this action, your Hero recovers an amount of spent
stamina equal to any Overkill damage that an attack you make does.
Sentinel’s Mark (Aox Hunter)
A passive action. When you lock stamina on this action, mark an Enemy in line of sight
within range with the Sentinel’s Mark token. Each time your Hero attacks the marked
Enemy, roll an
and add the number of successes you roll to the damage you do to that
Enemy.
Jonai ∙ Level 4
Alteration
Spend an Inspiration gem. Choose your Hero or another Hero in line of sight within range . The
chosen Hero may flip all of their Stamina chips that are wound side up to their stamina side. The
Stamina chips are still spent.
Split in Two (Blademaster)
Spend an Inspiration gem. Roll a melee attack using
. Double the attacks total successes before
applying the damage.
Summon Arrow (Aox Hunter)
Spend an Inspiration gem. If Item card “Heartseeker Arrow” is in the Stock, gain it. If you still
have this Item card at the end of the scenario, discard it.
Jonai ∙ Level 5
Phasing Strike
Spend stamina. Make a melee attack using
. You may Move , either before or after this attack.
Bladestorm (Blademaster)
Spend stamina. Roll a melee attack using . This attack has range and Cleave.
Arrowstorm (Aox Hunter)
Spend stamina. Make a ranged attack using , then another using , and then another using
.
---
Lunara
Lunara ∙ Level 1
Stalwart Smite
Make a melee or ranged attack using .
Flash Heal
Choose your Hero or another Ally in line of sight within range . Roll . The chosen Ally heals an
amount of their damage equal to the number of successes rolled.
Gallant Strike
Spend stamina. Make a melee or ranged attack using
.
Lunara ∙ Level 2
Shield Bash
Requires a shield as an active item. Make a melee attack using . No other weapon modifiers may
be used during this attack. This attack has Push• .
Debilitate (Knight)
Spend stamina. Make a melee or ranged attack using
. An Enemy that takes damage from this
attack gains the Weakened condition.
Blade of Justice (Paladin)
Spend stamina. Make a melee attack using a number of
equal to plus your Will.
Lunara ∙ Level 3
Guardian of Light
A passive action. If there is stamina locked on this action, it counts as a light source and any healing
effect (including the recover maneuver) performed by Lunara or on Lunara heals an extra damage.
Aura of Courage (Knight)
A passive action. If there is stamina locked on this action, whenever your Hero or another Ally in
line of sight within area makes a melee or ranged attack, add success to that attack.
Consecrate (Paladin)
A passive action. When you lock stamina on this action, place the Consecrate token in the
same area as your Hero. Any Ally in the same area as the Consecrate token and who is not
hindered may, once on their turn, heal of their damage.
Lunara ∙ Level 4
Revival
Spend an Inspiration gem. Choose your Hero or another Ally in the same area as your Hero, and one
of the following effects:
»Heal damage to the chosen Ally.
»Remove wounded status from the chosen Ally.
Armor of Faith (Knight)
Spend an Inspiration gem. Mark your Hero or another Ally in line of sight within range
with the Armor of Faith token. The marked Ally gains Mirror against the next melee attack
that targets them. After this attack, take back the Armor of Faith token.
Light of Aiun (Paladin)
Spend an Inspiration gem. Push• all Enemies in line of sight within range . All Allies in line of sight
within range heal of their damage and gain the Blessed condition.
Lunara ∙ Level 5
Weapon of Fate
Spend stamina. Make a melee attack using
. Heal an amount of damage to your Hero equal to
any Overkill damage this attack does.
Righteous Fury (Knight)
Spend stamina. Make a melee attack using
. Additionally, all Enemies in line of sight within
range suffer damage.
Divine Shield (Paladin)
Spend stamina. Mark your Hero or another Ally in line of sight within range with the
Divine Shield token. The next time the marked Ally rolls a Reaction check against an attack,
they get extra successes and gain the Blessed condition. After this attack, take back the
Divine Shield token.
---
Matajam
Matajam ∙ Level 1
Swift Strike
Make a melee or ranged attack using .
Aimed Shot
Spend stamina. Make a ranged attack using .
Dancing Blade
Spend stamina. Make a melee attack using . You may move either before or after this attack.
Matajam ∙ Level 2
Raging Nalam
Spend stamina. Your Nalam makes a melee attack using . An Enemy that takes damage from
this attack gains the Slowed condition.
Twin Shot (Ranger)
Spend stamina. Make a ranged attack using
, and then another using .
Bane (Shaman)
Spend stamina. Roll a magic attack using . This attack targets all Enemies in one area in line of
sight within range .
Matajam ∙ Level 3
Enchanted Nalam
A passive action. If there is stamina locked on this action, your Nalam may spend extra
movement point each time it moves and its Provoke increases by .
Stun Trap (Ranger)
A passive action. When you lock stamina on this action, mark the area your Hero is in with
the Stun Trap token. If an Enemy moves into the marked area, that Enemy gains the Stunned
condition and this passive action ends.
Insect Swarm (Shaman)
A passive action. When you lock stamina on this action, summon the Insect Swarm token
in line of sight within range .
Once on each of your subsequent turns, the Swarm may move and attack. This attack does
damage and targets all Enemies in the same area as the Insect Swarm. Each Enemy that takes
damage from this attack gains the Slowed condition.
Matajam ∙ Level 4
Spirit Transfer
Spend an Inspiration gem. Place your Hero in the same area as your Nalam.
Multi-Shot (Ranger)
Spend an Inspiration gem. Make a ranged attack using
, then another using , and then
another using .
Jinx (Shaman)
Spend an Inspiration gem. Mark a non-Elite Enemy in line of sight within range with the
Jinx token, Jinx symbol side up. The marked Enemy gains the Dominated condition for as
long as it is marked.
At the start of your next turn, flip the Jinx token to its Matajam symbol side. At the start of your next
turn after that, this effect ends. This effect also ends if the marked Enemy is defeated.
When this effect ends, take back the Jinx token.
Matajam ∙ Level 5
Hypnotic Gaze
Spend stamina. Choose a non-Elite Enemy in the same area as your Nalam. The chosen Enemy
gains the Stunned condition.
Slashing Blades (Ranger)
Spend stamina. Make a melee attack using
. Your Hero recovers an amount of spent stamina
equal to any Overkill damage this attack does.
Elemental Surge (Shaman)
Spend stamina. Roll a magic attack using
. This attack targets one Enemy in each of the first
areas in a straight line of sight from your area. Each Enemy that takes damage from this attack gains
the Bleeding condition.
---
Torrax
Torrax ∙ Level 1
Raging Smash
Make a melee attack using .
Colossal Crush
Spend stamina. Make a melee attack using .
Boulder
Spend stamina. Make a range magic attack using .
Torrax ∙ Level 2
Telekinesis
Move an item in line of sight within range to another area in line of sight within range . If the item
is being carried by a Hero, they must agree to the item being moved. If there is a Hero in the area the
item is moved to, you may give the item to that Hero.
Grapple (Guardian)
Spend stamina. Pull• an Enemy within range and make a melee attack using
against them.
Earth Bolt (Geomancer)
Spend stamina. Roll a magic attack using . This attack targets up to one Enemy in each of the
first areas in a straight line of sight from your area. Each Enemy that takes damage from this attack
gains the Slowed condition.
Torrax ∙ Level 3
Reconstruction
A passive action. If there are stamina locked on this action, once on each of your turns, you may heal
of your damage.
Battle Stance (Guardian)
A passive action. If there is stamina locked on this action, you have Riposte against all melee
attacks within range .
Energy Absorption (Geomancer)
A passive action. When you lock stamina on this action, mark your Hero or another Ally in
line of sight within range with the Energy Absorption token. The marked Ally may recover
spent stamina after each time they are attacked.
Torrax ∙ Level 4
Stone Form
Spend an Inspiration gem. Place the Stone Form token Stone Form symbol side up in the
same area as your Hero. You now take up capacity in that area. If that area is now above its
maximum capacity, Push• one normal sized figure in that area if possible.
If your Hero is in an area with a maximum capacity of or , no Ally or Enemy may move into that area.
Discard any conditions on your Hero. You do not take a turn and may not do anything during any other
Ally or Enemy’s turn. You may not be affected by any attack, condition, or other effect.
At the start of the next round, flip the Stone Form token to its Torrax symbol side.
At the start of the next round after that, choose an action as normal. At the start of that turn, this effect
ends. You may end this effect early, at the start of any Ally or Enemy turn (including your own).
When this effect ends, take back the Stone Form token and recover stamina.
Pulverizing Blow (Guardian)
Spend an Inspiration gem. Make a melee attack using
. Each rolled may be used as successes
instead of its normal effect.
Earthquake (Geomancer)
Spend an Inspiration gem. Make an area magic attack using
. Each Enemy that takes damage
from this attack gains the Stunned condition.
Torrax ∙ Level 5
Ferocious Swing
Spend stamina. Roll a melee attack using
. This attack has range and Cleave.
Repelling Strike (Guardian)
Spend stamina. Make a melee attack using . This attack has Push• .
Stone Barrage (Geomancer)
Spend stamina. Roll a magic attack using . This attack targets all Enemies in adjacent areas in
line of sight within range .
---
Venia
Venia ∙ Level 1
Shadow Strike
Make a melee attack using .
Void Bolt
Spend stamina. Make a range magic attack using .
Precise Shot
Make a melee or ranged attack using .
Venia ∙ Level 2
Bounding Charge
Spend stamina. Make a melee attack using . You may Jump , either before or after this attack.
Backstab (Assassin)
Spend stamina. Make a melee attack using . You may only target an Enemy with this attack if
they are in an area that contains another Ally or a Pet figure.
Shadow Tentacles (Witch)
Spend stamina. Make an area magic attack using
.
Venia ∙ Level 3
Shadow Form
A passive action. When you lock stamina on this action, gain the Invisible condition. If you lose
the Invisible condition, this passive action ends. If this passive action ends, you lose the Invisible
condition.
Lacerate (Assassin)
A passive action. If there is stamina locked on this action, each Enemy that takes damage from one
of your melee attacks gains the Bleeding condition.
Curse of Aox (Witch)
A passive action. When you lock stamina on this action, mark an Enemy in line of sight
within range with the Curse of Aox token. Once on each of your turns, you may Drain the
marked Enemy. If the marked Enemy is defeated, this passive action ends.
Venia ∙ Level 4
Venomous Jab
Spend an Inspiration gem. Make a melee attack using
. Double the effect of any poison used
during this attack. Also, see "Special Initiatives" on p. .
A ssassinate (Assassin)
Spend an Inspiration gem. Choose a non-Elite Enemy in the same area as your Hero and another Ally
or a Pet. The chosen Enemy is defeated.
W itch´s Flight (Witch)
Spend an Inspiration gem. Jump and gain Evade this turn.
Venia ∙ Level 5
Spider Web
Spend stamina. Mark adjacent areas in line of sight within range with a Spider Web
token. Each Enemy that moves into either of these areas gains the Slowed condition.
Hamstring (Assassin)
Spend stamina. Make a melee attack using
. An Enemy that takes damage from this attack
gains the Weakened condition. You may Move , either before or after this attack.
Life Transference (Witch)
Your Hero suffers damage. Another Ally in line of sight within range recovers spent stamina and
heals damage, in any combination, up to a total of .
---
Zuva'Sai
Zuva'Sai ∙ Level 1
Runic Trajection
Make a range magic attack using .
Runic Blast
Spend stamina. Make a range magic attack using .
Empower
Choose your Hero or another Hero within range . Roll . The chosen Hero recovers an amount of
spent stamina equal to the number of successes rolled.
Zuva'Sai ∙ Level 2
Bold Strike
Spend stamina. Make a melee attack using
. This attack gets + success.
Aquatic Jolt (Hydromancer)
Spend stamina. Roll a magic attack using . This attack targets one Enemy in each of the first
areas in a straight line of sight from your area.
D omination (Telepath)
Spend stamina. Choose a non-Elite Enemy in line of sight within range . The chosen Enemy gains
the Dominated condition.
Zuva'Sai ∙ Level 3
Eye of Serupod
A passive action. When you lock stamina on this action, summon the Eye of Serupod token
in line of sight within range . Once on each of your subsequent turns, the Eye may move .
Search: The Eye reveals Story cards and triggers compulsory effects on them as a Non-Hero
Ally does, but it may not interact with them in any other way.
Channel: When performing any action that has a ranged effect, you may perform that action as if
your Hero is in the same area as the Eye, but doing so ends this passive action.
Rippling Image (Hydromancer)
A passive action. When you lock stamina on this action, summon the Rippling Image token
in line of sight within range . The Image has a taunt value of and may be targeted by
Enemies. If an Enemy attacks the Image, this passive action ends.
Psychic Link (Telepath)
A passive action. When you lock stamina on this action, mark another Hero with the
Psychic Link token. Once on each of the marked Hero's turns, they may recover spent
stamina.
Zuva'Sai ∙ Level 4
Cyclone
Spend an Inspiration gem. Push• all Enemies in line of sight within range .
Metamorphose (Hydromancer)
Spend an Inspiration gem. Mark a non-Elite Enemy in line of sight within range with the
Metamorphose token, Metamorphose symbol side up. The marked Enemy does not take a
turn and moving out of its area does not provoke.
At the start of your next turn, flip the Metamorphose token to its Zuva’Sai symbol side. At the start of
your next turn after that, this effect ends. This effect also ends if the marked Enemy is defeated.
Mind Blast (Telepath)
Spend an Inspiration gem. Make a range magic attack using
. An Enemy that takes damage
from this attack gains the Stunned condition.
Zuva'Sai ∙ Level 5
Runic Dispersion
Spend stamina. Make a range magic attack using
, and then another using .
Shimmering Surge (Hydromancer)
Spend stamina. Make a range magic attack using An Enemy that takes damage from this
attack gains the Confused condition.
Wave of Apathy (Telepath)
Spend stamina. All Enemies in line of sight in area gain the Weakened condition.
---
Inscription
Silk Trader: You may spend to gain a Silk token.
Embroidery: Spend a and discard a Silk token to gain
an Embroidered Silk token, or spend a and discard an
Embroidered Silk token to gain an Enchanted Silk token.
Two Minor Scrolls: Discard a Silk token to gain any combination of
Item cards from Item card “Scroll of Telekinesis”, Item card
“Scroll of Minor Heal”, and Item card “Scroll of Lethargy”.
Scrolls of Recovery : Discard a Silk token and spend
to gain
Item card “Scroll of Stamina” or discard a Silk token and
spend to gain Item card “Scroll of Healing”.
Major Scrolls: Discard an Embroidered Silk token to gain Item
card “Scroll of Banishment” or discard an Embroidered Silk
token and spend to gain Item card “Scroll of Major Heal”.
Master Talent
Scroll of Resurrection : Discard an Enchanted Silk token and
spend to gain Item card “Scroll of Resurrection”.
Pet Training
Beast Friendship: You may use pet Item cards at a time.
Pet Circus: Spend a and roll . Count each as
successes and reroll if you roll a as normal.
»Gain equal to the successes you roll, to a maximum of .
Train Common Pets: Spend a stamina to flip any Hero's Gric,
Luawa, or Ophira pet Item card to its trained side until the start
of the next City step.
Train Exotic Pets: Spend stamina to flip any Hero's pet Item
card to its trained side until the start of the next City step, except
for Gric, Luawa, Ophira, Nalam, or Nazag.
Combat Training: Spend a
to give each of your Hero's pets that
have a figure + and + until the start of the next City step.
Master Talent
Jade Figurine: D iscard an Elemental Jade token and spend
stamina to gain Item card “Jade Figurine”.
Runesmithing
Mining: The “Minin g” phrase may allow you to choose a special
option or give you a bonus an an ability check.
Smelting: Spend a
and discard a Lanium Ore token to gain
a Lanium Bar token and a Scrap Metal token, or spend a and
discard a Moonsilver Ore token to gain a Moonsilver Bar token
and a Scrap Metal token.
Rune Talents
You must have a wea pon, armor, or shield to attach the rune to.
See Common Weapon Effects on p. and Common Armor and
Shield Effects on p. .
Weapon Runes: Discard a Lanium Bar token to gain Item card
“Rune of the Snake” or Item card “Rune of the Beast”.
Also gain a Scrap Metal token.
Armor Runes: Discard a Lanium Bar token to gain Item card
“Rune of the Tree” or Item card “Rune of the Moons”. Also
gain a Scrap Metal token.
Runic Devices: Spend a
and a stamina to gain a Runic Bone
token or spend a and a Scrap Metal token to gain a Spark token.
Master Talent
Rune of the Spider: Dis card a Moonsilver Bar token to gain Item
card “Rune of the Spider” and a Scrap Metal token..
Professions
There are professions your Hero may choose
from. Each profession may only be learned by
one Hero, and each Hero may only learn one
profession.
Each profession has basic talents you may learn
if you learn that profession. You automatically
learn the topmost basic talent when you learn
the profession. To learn one of the other basic
talent costs City Activity point
.
In addition, each profession has one master talent you may learn
if you have learned all basic talents. The master talents are
shown on the Master Talent cards which may be purchased from
various services in Runedale from level onwards.
Talents may only be used during the City step with the following
exceptions:
»Alchemy: Herbalism
»Pet Training: Beast Friendship
»Runesmithing: Mining
»Streetwise: Burglary and Perception
Alchemy
Herbalism: The “Herbalism” phrase may allow you to choose a
special option or give you a bonus on an ability check.
Gather Herbs: Spend a
to gain a Voidbloom, Blightcap, Star
Lotus, Togsbane, or Wormweed token. See Herbs on p. .
A bility Elixirs: Discard a Voidbloom token to gain Item card
“Togrel's Brawn Elixir”, Item card “Vespir's Grace Elixir”, or
Item card “Ophira's Mind Elixir”.
Po tions of Recovery: Discard a Blightcap token and spend
to gain Item card “Potion of Stamina” or discard a Star Lotus
token and spend to gain Item card “Potion of Healing”
Elixirs of Mobility: Discard a Togsbane token and spend to
gain Item card “Luawa’s Leap Elixir” or discard a Wormweed
token and spend to gain Item card “Fleetfoot Elixir”.
Master Talent
Draugh t of Veils: Discard a Ghost Lichen token and spend
to gain Item card “Draught of Veils”.
Enchanti ng
Transmut e: Discard an Elemental Jade token to gain Nature
Essence tokens, an Agura Crystal token to gain Magic Essence
tokens, a Runic Quartz token to gain Life Essence tokens, or a
Blood Crystal token to gain a Death Essence token.
Extract Essence: Spend a and a stamina to gain a Magic
Essence token or a Nature Essence token, or spend a and
stamina to gain a Life Essence token or a Death Essence token.
Magic Arro ws: Discard a Magic Essence token and spend a
stamina to gain any combination of Item cards from Item
cards “Keeneye Arrow” and “Corrosive Arrow”.
Elemental A rrows: Discard a Nature Essence token and spend
a stamina to gain any combination of Item cards from Item
cards “Flame Arrow” and “Frost Arrow”.
Enchanted Devices: Spend and a stamina to gain Item card
“Prismatic Jewel” or discard a Spark token to gain Item card
“Cube of Teleportation”.
Master Talent
Cube of Annihi lation: Discard a Spark token and spend
stamina to gain Item card “Cube of Annihilation”.
Agemonia_Profession-cards_2023-05-17.indd 2 Agemonia_Profession-cards_2023-05-17.indd 2 17.5.2023 13.05.32 17.5.2023 13.05.32
Essence token and spend a stamina to gain any combination of Item cards from Item cards Keeneye Arrow and Corrosive Arrow Elemental A rrows Discard a Nature Essence token and spend a stamina to gain any combination of Item cards from Item cards Flame Arrow and Frost Arrow Enchanted Devices Spend and a stamina to gain Item card Prismatic Jewel or discard a Spark token to gain Item card Cube of Teleportation Master Talent Cube of Annihi lation Discard a Spark token and spend stamina to gain Item card Cube of Annihilation Agemonia Profession cards 2023 05 17 indd 2 Agemonia Profession cards 2023 05 17 indd 2 17 5 2023 13 05 32 17 5 2023 13 05 32
---
Streetwise
Hideout: The Pit: You have a hideout at city location The Pit.
See Hideouts on p. .
Pickpocket: Spend a and roll . Add up the successes you
roll counting each as successes and rerolling when you roll a
as normal.
»If you roll fewer that 1 successes, gain equal to the
successes you roll. If you roll or more successes, gain .
»If you have with either The Sable Crown or The Shroud,
you may choose whether or not to reroll when you roll a .
Haggle: Once per City step, choose a serv ice and spend a . Each
item you purchase from that service during this City step costs 0
fewer , up to a maximum number of items equal to your level.
Burglary: The “Lock picking” and “Disarm traps” phrases may
allow you to choose a special option or give you a bonus an an
ability check. Also, see Trap Tokens on p. .
Perception: Reveal Story cards at 0 range further except for range
Story Points. You must have line of sight to the area containing
the Story Point.
Master Talent
True Mercenary: You may hire a Henchm an at half its normal
cost. See The Ravenous Guivren Hire Henchman service.
Toxicology
Refined Bonesmoke: Spend a stamina to gain an Achievement
gem. You may may not gain another Achievement gem from
smoking bonesmoke (refined or otherwise) during this City step.
Gather Toxins: Spend a
to gain a Bile token or a Snakeroot
token.
Refined Poisons: Discard a Snakeroot token to gain Item card
1 “Snakeroot Sap” or discard a Bile token to gain Item card
“Benaethid Bane”.
Nazag Talents
You must have Item card 0 “Naza g” to use these talents.
Nazag Venom: Once per City step, spend a
to ga in Item card
“Nazag Venom”.
Train Nazag: Spend stamina to flip Item card 0 “Naz ag” to
its trained side until the start of the next City step.
Master Talent
Void Extract: Discard a Death Essenc e token to gain Item card
“Void Extract”.
N on-Hero Allies
H enchmen
From level onwards you may hire up to
one Henchman in each City phase. The
Henchman is used in the next non-Arena
scenario you play. Use the red Ally standee
to represent the Henchman.
After the scenario, read the relevant entry in the story book
shown in the Hire Henchman service, depending on whether
the Henchman was exhausted or not. If the Henchman was
exhausted, they are removed from play and may not be hired
again. If the Henchman was not exhausted, they may gain
experience.
S ummoned Allies
Some effects allow you to summon an Ally. The
party may only have one summoned Ally at a time.
S cenario Specific Allies
Some effects in a scenario give you an Ally for the
remainder of that scenario. Use the blue Ally standee to
represent the Scenario Specific Ally.
A lly Effects
Fly The Ally has Fly (see Fly on p. ).
»
The Ally may spend a maneuver to
give one Enemy in the same area the
Weakened condition.
+
Each the Ally rolls on a counts as
0 shield.
» +
The Ally may spend a maneuver to
increase the damage of the attack they
perform this turn by 0.
»Empower
+0
The Ally may spend a maneuver to
increase the range of its Empower action
by this turn.
Once per Scenario
+
Once per ScenarioOnce per scenario, the Ally may perform
an attack that cause damage to each
Enemy within range 0. Any Enemies
that suffer damage gain the Stunned
condition. This does not use either an
action or a maneuver.
Cannot be defeatedThe Ally still suffers damage, but that
damage does not need to be tracked and
the Ally cannot be exhausted.
≤
1: +
While the Ally has fewer health than
shown. increase the damage of any
attack they perform by 0.
Riposte•
Each time the Ally rolls on a
against an Enemy attack, if that Enemy
is within range 0 they suffer 0 damage.
»
Remove Condition
The Ally may spend a maneuver to
remove one condition from any one Ally
in line of sight within range .
Reroll
Each time the Ally rolls on a , they
may reroll that die.
Ignore HinderedThe Ally is never Hindered (see Being
Hindered on p. ).
Evade• The Ally has Evade 0 each turn (see
Evade on p. ).
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01
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---
Items
Item Cards
On the back of each Item card is a number and an image. The
number is used to uniquely identify the Item card, while the
image shows what type of item it is. The number of the Item card
is also shown on the front of the card along with an individual
number and count of those cards.
Tool
Many tools may be
used as a weapon
Melee WeaponRanged Weapon
Wand or StaffArmor Shield
Backpack Potion Scroll
Rune Arrow Poison
Pet
Note: Most Pet cards do not
show this card back. Instead
they show the trained version
of the pet.
Robe
Book Miscellaneous
Rare Item cards
The back of a rare Item card is highlighted with glinting
stars, and planets, and the illustration on the front has a violet
background.
Enemies
Enemy Effects
No turn The Enemy does nothing during its turn.
An attack
Perform this attack (see Enemy Attacks on p. )
Spawn …
Spawn the Enemy shown (see Spawning an
Enemy on p. ).Perform the Enemy’s snake special ability.
/ /
Effect name
Perform the effect shown on the Staring Eye,
Open Eye, or Closed Eye action.
Fly The Enemy has Fly this turn (see Fly on p. ).
Teleport X
Teleport the amount shown (see Teleport
on p. ). The area the Enemy teleports to
is chosen according to the normal Enemy
movement rules (see p. ).
Self: X The Enemy suffers the damage shown.
Heal the Enemy by the amount shown.
+X
Increase the move of the Enemy by the
amount shown.
+X
Increase the maximum range of the Enemy’s
ranged or magic attack by the amount shown.
+X
Increase the area of the Enemy’s attack by the
amount shown.
/
Increase the damage or stamina loss of the
Enemy’s attack by the amount shown.
?
Add the condition to the Enemy’s attack. Each
attacked Ally gains that condition if they take
any amount of damage or stamina loss from
the attack.
Target X
Attack other Allies if possible, up to a
maximum of X Allies. No Ally may be
attacked more than once.
+ Drain
Heal the Enemy by the total damage that
attacked Ally’s take from the attack.
Pull•X
Pull each attacked Ally by the amount shown
(see Pull on p. ).
Push•X
Push each attacked Ally by the amount shown
(see Push on p. ).
Story card
letter / symbol
+
Place the depicted token on the
corresponding Story card.
Hideouts
Your Hero may gain a hideout. If they do, during the City step you
may place your Action Selection marker on the corresponding
location on the city map to avoid the Disturbed Sleep penalty.
You may also stash an item or Stars in the hideout. See
Stashing Items and Stars on p. .
---
--
Item Card Descriptions
Layout of an Item card
2
2
2
2
2
-1
1
Shovel
005 1/2
1
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111111
-1
1/2005
22
111
Name
Sale price
Effect
Individual number and
count of these cards
Item card number
Illustration
Effect
Requirements (if any)
Encumbrance (if any)
Item Requirements
Some Item cards have requirements (shown on the left hand side) that must be met in order for your
Hero to be able to use them.
The item must be an active item. The number after the hand symbol shows how many
hands the item requires.
The item must have stamina locked on it (see Locking Stamina on p. ).
Your Hero must have at least the value shown in the given ability.
Item Card Limits
You may use at most one of each of the following items at a time:
»2 helmet (an armor with "Helmet" or "Helm" in its name)
»2 non-helmet armor or robe
»2 backpack
»2 pet
You may take others with you during a scenario. If you do, place them underneath the item of the
same type that you are using with just their name and encumbrance showing.
If you wish to start using one of these items, spend a maneuver and place the item you now wish to
use above the item you are no longer using, arranging them in a similar manner as before. If the item
requires stamina to be locked on it to use, you must do so immediately. See Locking Stamina on p. .
If you are using an item of one of these types and you gain another during a scenario, place the new
item underneath the item you are using in a similar manner to before. You may start using this new
item by spending a maneuver as above.
If you gain an item of one of these types, but are not currently using another one of the same type,
place the new item sideways in your backpack. You may start using this new item by spending a
maneuver as above. If you do so, rotate it upright to show you are now using it.
Heavy Armor
Heavy Armor is any Armor Item card that requires stamina to be locked on it to use.
Item Effects
If one or more effects are separated by a comma, apply all of those effects. If one or more effects are
separated by a horizontal line, choose one of those effects.
The following tables explain the various Item card effects.
---
Common Item Card EffectsCommon Item Card Effects
: You must discard the item to use it.
You must spend a maneuver to use the item.
- / -
The range the effect may be used at.
For effects that affect Allies, apply the effect to all Allies within
range of the Hero using the item.
For effects that affect Enemies (such as attacks), apply the effect
to all Enemies within range of a chosen area. If no range is given,
the chosen area is the one containing your Hero.
Illegal The item is illegal (see Illegal Items on p. ).
Lock picking / Light /
Herbalism
These phrases may allow you to choose a special option or give
you a bonus an an ability check.
+
Gain a number of extra successes on an attack or effect.
+
Roll the extra number of shown.
+
Roll the extra number of shown.
+ Increase your encumbrance limit by the amount shown.
Restore the amount of spent stamina shown.
Heal the amount of damage shown.
/
Restore spent stamina and Heal damage in any combination up
to the total amount shown.
Remove Wounded Remove wounded status from a Hero (see Removing Wounded
Status on p. ).
Remove Exhausted Remove exhausted status from a Hero (see Removing Exhausted
Status on p. ).
Jump• Jump the amount shown (see Jump on p. ).
Evade• Gain the amount of Evade shown this turn (see Evade on p. ).
+ / + / + Increase the relevant ability level by until the end of this round.
If used during the City or Journey step, increase the relevant
ability level by for one active or reactive ability check.
Defeat (Aox) (Non-Elite)An effect may show one or more qualifiers in brackets according
to the type of Enemy it can affect.
For example: “(Aox)” means it only affects Aox Enemies, and
“(Non-Elite)" means it does not affect Elite Enemies.
Once / Twice per scenarioThe effect may be used the stated number of times during each
scenario. Each time you use the effect, place a Cross marker on
the Item card to remind you. Remove the Cross marker at the
end of the scenario.
+
+
The symbol side of an Action or Reaction die surrounded in a
dark box signifies you may use each die showing that symbol for
a special effect. If you do, you may not use the die for any other
purpose, such as spending up to stamina to gain successes.
---
Common Weapon Effects Common Weapon Effects
May be used as a melee attack weapon.
May be used as a ranged attack weapon.
May be used as a magic attack weapon.
- /+ Modifies the number of successes rolled in the attack, i.e. the amount of
damage the attack causes.
- / -
Ranged attack weapons and some melee attack weapons have a minimum and
maximum range they may be used at.
The weapon may have one weapon rune Item card attached to it for each rune
icon shown.
The weapon rune cards show this icon in their leftmost effect box.
One arrow Item card may be used when you attack with the weapon.
The arrow cards show this icon in their leftmost effect box.
One poison Item card or Item token may be used when you attack with the weapon.
The poison cards show this icon in their leftmost effect box.
See Item Token Descriptions on p. for a description of each poison Item token.
One Item token showing the gem slot icon may be placed on the weapon for
each gem slot icon shown. See Item Token Descriptions on p. .
You may either place an Item token onto the weapon during scenario setup, or
during a scenario. To place an Item token onto the weapon during a scenario
you must spend a maneuver. Place the Item token effect side up.
The effect of the Item token lasts until the end of the scenario. At the end of
the scenario, discard the Item token.
You may place an Item token onto a weapon that already has its maximum
number of tokens on it. If you do, discard one of the tokens on it.
Weapon Runes, Arrows, and Poisons
You may never have an unattached weapon rune Item card. Place each weapon rune card overlapping
the weapon card it is attached to. When you store your items in your Hero board, ensure each weapon
rune card is stored directly above the weapon card it is attached to. A weapon rune card may not be
sold, but may be discarded at any time for no effect.
Remember: Unless indicated otherwise, if the weapon rune, poison, or arrow is discarded when it is
used you must discard it before you roll the for your attack to gain its benefit.
Rune of the SnakeDiscard at the start of the Ally and Enemy Turns phase to take your turn first
this round. See Special Initiatives on p. .
Rune of the BeastDiscard after your attack roll to allow each
rolled to be used to add successes
to your roll. If you do, you may not use those dice for any other purpose.
Rune of the SpiderThe weapon this is attached to has Pierce . See Pierce on p. .
Discard after your attack roll to roll extra
and add them to your attack. You
still get Pierce on this attack.
Keeneye ArrowDiscard to increase the maximum range of your ranged attack by and gain
extra success on that attack.
Corrosive ArrowDiscard to gain extra successes on your ranged attack. An Enemy that takes
damage from this attack gains the Bleeding condition.
Flame Arrow Discard to make your ranged attack an area attack and roll extra
. See
Area Attacks on p. .
Frost Arrow Discard to make a non-Elite Enemy gain the Stunned condition if they take
damage from your ranged attack.
Heartseeker ArrowDiscard to defeat a non-Elite Enemy targeted by your ranged attack.
Snakeroot SapDiscard to gain extra successes on your attack.
Benaethid BaneDiscard to gain extra successes on your attack. An Enemy that takes damage
from this attack gains the Weakened condition.
Nazag Venom Discard to make a non-Elite Enemy gain the Stunned condition if they take
damage from your attack.
Void ExtractDiscard to defeat a non-Elite Enemy targeted by your attack.
---
Common Armor and Shield Effects Common Armor and Shield Effects
+
+
Each you roll during a reactive ability check for the ability
shown may be used to add the amount of shown to the roll. If
you do, you may not use that die for any other purpose.
+
+
: +
Add the amount of shown to each reactive ability check you roll
for the ability or abilities shown.
If the item must be discarded for the effect (such as Wooden
Shield), you must decide if you are using it before you roll your
reactive ability check.
Reroll
Each you roll during a reactive ability check for the ability
shown may be used to reroll that die. If you do, you may not use
that die for any other purpose.
The armor or shield may have one armor and shield rune card
attached to it for each Rune shown.
The armor and shield rune cards show this icon in their leftmost
effect box.
Armor and Shield Runes
You may never have an unattached armor and shield rune card. Place each armor and shield rune card
overlapping the armor or shield card it is attached to. When you store your items in your Hero board,
ensure each armor and shield rune card is stored directly above the armor or shield card it is attached
to. An armor and shield rune card may not be sold, but may be discarded at any time for no effect.
Remember: Unless otherwise specified, if the armor rune is discarded when it is used you must
discard it before you roll the to gain its benefit.
Rune of the TreeDiscard before you roll your Reactive check to prevent all damage from
an Enemy attack.
Rune of the MoonsDiscard to gain Revenge against an Enemy attack. See Revenge on p. .
Rune of the StarEach time you take no damage or stamina loss from an Enemy attack,
gain the Blessed condition.
Discard before you roll your Reactive check to roll extra against an
Enemy attack. If you take no damage or stamina loss from this attack,
gain the Blessed condition.
Common Armor and Shield Effects Common Armor and Shield Effects
You may never have an unattached armor and shield rune card. Place each armor and shield rune card You may never have an unattached armor and shield rune card. Place each armor and shield rune card
overlapping the armor or shield card it is attached to. When you store your items in your Hero board,
ensure each armor and shield rune card is stored directly above the armor or shield card it is attached
to. An armor and shield rune card may not be sold, but may be discarded at any time for no effect.
---
re
Pets
Some Pet cards show a miniature or standee and a movement value on them. These pets have a
miniature or standee that may be placed on the scenario map and moved around. If the pet figure is
not on the scenario map, you may place it in the same area as your Hero at any time on your turn.
The pet may move the amount shown on its Pet card once during each of your turns, including
during the turn you place it.
The pet does not count as an Ally and may not be affected by any effects or targeted by any Enemy
attacks. The pet takes up no capacity in an area and and so may move into and remain in an area
already at Maximum Capacity. A pet reveals Story cards as if it were an Ally.
You may not choose to start using a different pet if your pet figure is on the scenario map.
At any time on your turn, if your pet figure is in the same area as your Hero, you may remove it from
the scenario map.
GricProvides the Herbalism phrase.
Trained: Once per scenario, gain a small circular Herb token from the stock.
rPr LuawaYou may place the Luawa standee on the map. See above.
Trained: Each Enemy moving out of the area containing the standee suffers T
damage.
rPi NazagA poison. Once per scenario, make a non-Elite Enemy gain the Stunned condition if
they take damage from your attack.
Trained: Use the ability twice per scenario.
rPT OphiraEach you roll during an active ability check or attack may be used to reroll that die.
Trained: In addition, you may use each you roll during an reactive ability check to
reroll that die.
In both cases, if you do use a die, you may not use that die for any other purpose.
rPn AiuninIf you performed a magic attack this turn, restore T extra spent stamina when you
perform a Recover maneuver to restore spent stamina this turn.
Trained: In addition, if you performed a magic attack this turn, you may heal T extra
damage when you perform a Recover maneuver to heal damage this turn.
2
2
2
2
:2
Luawa
Pet
070 1/1
6
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Luawa
070
PetPet
:2
1/1
:2
6666666666666666070
:3
Trained
2
Pet
1
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---
Additional Item Descriptions and Clarifications Additional Item Descriptions and Clarifications Additional Item Descriptions and Clarifications
PickaxeDoes not count as an axe.
Hook & Rope
Hook & Rope token
May be used as either a melee attack weapon that can attack up to range 0 or a
ranged attack weapon that can attack from range - . In either case, subtract
success from your attack roll.
May be used to climb with.
A Hero with a Hook and Rope who is in the higher of two areas separated by
a double white line showing a height symbol may:a double white line showing a height symbol may:
» Discard the Hook & Rope » Place a Hook & Rope token on that double
white line.
A Hero with a Hook and Rope who is in the lower of two areas separated by a
double white line showing a height symbol may:
» 5
Success: Discard the Hook & Rope » Place a Hook & Rope token on
that double white line.
Fail: You may spend another maneuver to try again this turn.
An Ally in an area with a Hook & Rope token on one of its borders may spend
movement point to:
Success: Move into the area on the other side of that border.
Fail: You may spend another movement point to try again this turn.
A Hero in an area with a Hook & Rope token on one of it's borders may
discard the Hook & Rope token to gain Item card Hook & Rope.
SpearMay be used as a melee attack weapon that can attack up to range 0.
BucklerIf you are attacked by an Enemy within range 0 and you take no damage from that
attack, that Enemy suffers 0 damage.
Fleetfoot ElixirDiscard to Move .
Draught of VeilsDiscard to gain the Invisible condition (see p. ).
Scroll of TelekinesisSpend a maneuver. Discard to move an item within range 5 to another
area within range 5. If the item is being carried by a Hero, they must
agree to the item being moved. If there is a Hero in the area the item is
moved to, you may give the item to that Hero.
Scroll of LethargySpend a maneuver. Discard to make an Enemy within range 0-5 who
has not already had their turn this round to take their turn last this
round. Place the “Last” Special Initiative token next to the Enemy’s
Health Counter die to remind you.
Scroll of BanishmentSpend a maneuver. Discard to defeat an Aox, non-Elite Enemy within
range - .
Scroll of SummoningSpend a maneuver. Discard to summon the appropriate Summoned
Ally at range . See Summoned Allies on p. .
Cube of TeleportationDiscard to Teleport . See Teleport on p. .
353 Cube of Annihilation
Spend a maneuver. Discard to make an area 0 magic attack using 5
.
Each you roll may be used to add successes to your roll. You may
not spend stamina to increase this further.
Prismatic JewelDiscard to gain an extra maneuver this turn.
350 Jade FigurineSpend a maneuver. Discard to summon a Togrel at range - . See
Summoned Allies on p. .
Obsidian FigurineSpend a maneuver. Discard to summon a Vespir at range - . See
Summoned Allies on p. .
Chest of RelocationAlways bought and sold as a pair.
Spend a maneuver to teleport an encumbrance item to the Hero
with the other Chest of Relocation.
003
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012
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021
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035
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040
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049
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---
! Attention !
We recommend you do not read the descriptions of the Item cards below
until you have that Item card, so as not to spoil any surprises.
Aox ScimitarSpend 0 stamina each time you perform a melee attack with this weapon.
Gain extra successes on this attack.
Glacial FangGain extra successes on your melee attack. For each you roll, a
non-Elite Enemy that takes damage from your attack gains the Stunned
condition. This does not use the die, so you may still use that die to get 0
and 0 extra roll.
Runeblade Gain extra successes on your melee attack.
For each weapon rune you discard during your attack, roll a . If you roll
, do not discard the weapon rune. You may not use the same weapon
rune more than once during the same attack.
Voidrender Gain extra successes on your melee attack. For each Enemy you defeat
during this attack, restore 0 spent stamina.
Verdant Stinger
Gain 0 extra success on your melee attack. For each
you roll, an Enemy
that takes damage from your attack gains the Bleeding condition. This does
not use the die, so you may still use that die to get 0 and 0 extra roll.
Quothian DirkGet Pierce on your melee attack. See Pierce on p. .
You may spend up to stamina instead of for each you roll during
this attack to gain an equal number of successes. If you do, you may not
use that die for any other purpose.
Tear of EtiGet Pierce on your melee attack. See Pierce on p. .
You may spend 5 stamina at the start of the Ally and Enemy Turns phase
to take your turn first this round. See Special Initiatives on p. .
Ceremonial SpearMay be used as a melee attack weapon that can attack up to range 0. Gain
extra success and Pierce on your melee attack. See Pierce on p. .
Compendium AoxaIf you have this item as an active item, you may use the following effects:
Each Blood Crystal token you discard during a magic attack allows you
to roll extra instead of the normal 0.
For each you roll during a magic attack, you may suffer 0 damage to
gain successes instead of spending stamina. If you do, you may not
use that die for any other purpose.
Note: The Compendium Aoxa does not count as a weapon, so you may
also use another item as a magic weapon.
Moonsilver CaneGain 0 extra success on your magic attack. You may spend 7 stamina
after your attack to gain the Invisible condition.
Staff of Ata CahayIncrease the range of your magic attack by . Gain extra successes on
your magic attack.
7 Vyrgon´s CrookGain extra successes on your magic attack. This magic attack costs
fewer stamina.
Wand of Beasts
Gain extra success and Pierce on your magic attack. See Pierce on p. .
For each
you roll during this attack, a Beast Enemy that takes damage
from the attack gains the Held condition. This does not use the die, so you
may still use that die to get 0 and 0 extra roll.
Wand of GeomancyGain 0 extra success on your magic attack. For each Enemy that takes
damage from this attack you may spend 0 stamina to give that Enemy
the Slowed condition.
Wyldkin WandIncrease the range of your magic attack by 0. Roll 0 extra during this
attack. After this attack, gain the Cursed condition.
7 7 Elakira’s SliverGain extra success on your magic attack. If you used a level or
Magic attack, it costs 0 fewer stamina.
Nafabi LongbowGain extra success and Pierce on your ranged attack. See Pierce on p. .
If you discard an arrow during your attack, roll a . If you roll , do not
discard the arrow.
Longbow of GrenakGain extra successes on your ranged attack.
075
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083
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084
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091
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---
Keepers' RobeAdd 1 to each reactive ability check you roll against a magic attack
from an Aox Enemy.
Each you roll during a will reactive ability check may be used to add 1
to the roll. If you do, you may not use that die for any other purpose.
0 Dark Abbot´s RobeEach you roll during a will reactive ability check may be used to add 1
to the roll. If you do, you may not use that die for any other purpose.
If you have or more Stamina chips that are wound side up, gain extra
success on your magic attack.
Golemsteel PlateYou are never Hindered. See Being Hindered on p. .
Add to each might reactive ability check you roll.
0 Gorazad´s CuirassAdd 1 to each might reactive ability check you roll.
If you are attacked by an Enemy within range 1 and you take no
damage from that attack, that Enemy suffers 1 damage.
0 Scales of Fuoha´SaiEach you roll during a might or agility reactive ability check may be
used to add 1 to the roll. If you do, you may not use that die for any
other purpose.
You are immune to the Dominated condition.
Saltspray GuardAdd 1 to each reactive ability check you roll against a ranged attack.
Add 1 to each agility reactive ability check you roll.
Helm of StrongmawYou are immune to the Slowed condition.
Each you roll during a will reactive ability check may be used to add
to the roll. If you do, you may not use that die for any other purpose.
Gunbanjar BagIncrease your encumbrance limit by .
Once per scenario, gain a small circular Herb token from the stock.
Tome of DelionSpend a maneuver and discard a Magic Essence token to place a purple Teleporter
token, active side up, in the same area as your Hero.
Allies may teleport between purple Teleporter tokens. See Teleport tokens on p. .
Tome of TiamarSpend a maneuver and discard a Nature Essence token to remove all
conditions from all Allies within range of your Hero.
Tome of SelecosSpend a maneuver and discard a Life Essence token to flip all the Stamina
chips of a Hero in the same area as your Hero from their wound side to their
stamina side, placing them above their Hero board.
Tome of WolzadSpend a maneuver and discard a Death Essence token to Drain 3 an Enemy
within range of your Hero. See Drain on p. .
093
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095
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098
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100
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101
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---
t•
Met Amulet of ShonoshYou are immune to the Bleeding condition.
For each Enemy you defeat, heal P damage.
Meo Whisper of AiunOnce per turn you may flip one of your spent Stamina chips from its
stamina side to its wound side, placing it to the right of your Hero
board, or from its wound side to its stamina side, placing it above your
Hero board.
Meg Amulet of PowerSpend a maneuver and a stamina to roll an extra during each attack
you make this turn.
Me Nether Loop Add P to each reactive ability check you roll against a magic attack.
During a magic attack, you may spend up to t stamina instead of o for
each you roll to gain an equal number of successes.
Me• Ring of ShiftingYou have Evade P. See Evade on p. oM.
You are immune to the Held condition.
MMe Pennark SignetOnce per scenario you may gain Mirror against an Enemy attack. See
Mirror on p. oM.
MMM Ring of MazurakOnce per scenario, at the start of the Ally and Enemy Turns phase, you
may choose to take your turn first this round.
MMP Lucky Coin Once per City step, you may reroll an active or reactive ability check.
Once per Scenario step, you may reroll an active or reactive ability
check.
MMa Geomantic RemakerThe “Lock picking” and “Disarm traps” phrases may allow you to
choose a special option or give you a bonus an an ability check.
Once per scenario, you may set a trap within range P. See Setting a
Trap on p. oa.
MMz Puzzle Box of MionOnce per turn, you may roll the active will check shown. If the check is
a success, you may reveal the top Initiative card and place it on either
the top or bottom of the Initiative deck. If you do, you may not use this
effect again during this scenario.
MMt Golem Cube Spend a maneuver and choose a non-Elite Construct Enemy within
range o. The chosen Enemy Moves o in any direction you wish.
MMo Eye of ZoggothuSpend a maneuver and gain the Weakened condition to have an
Enemy within range P suffer e damage.
MMg Archive Notes (Volume M)
MM Archive Notes (Volume P)
MM• Archive Notes (Volume a)
Allows you to read the archive notes in the Campaign book on the
page shown.
These help you to understand the contents of the Archive.
MPe Withered HandYou may place the Withered hand standee on the map. See Pets on p. • .
You may spend t stamina to make an Enemy in the same area as the standee
gain the Weakened condition.
Trained: Each Enemy moving out of the area containing the standee suffers
P damage. You may spend o stamina to make an Enemy in the same area as
the standee gain the Weakened condition.
MPM Mazog You may place the Mazog standee on the map. See Pets on p. • .
Each Enemy moving out of the area containing the standee suffers P
damage. You may spend P stamina to make an Enemy in the same area as the
standee gain the Bleeding condition.
Trained: Each Enemy moving out of the area containing the standee suffers
o damage. You may spend P stamina to make an Enemy in the same area as
the standee gain the Bleeding condition.
105
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117
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Pet
:3
2 0
1
120
Trained•Illegal
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Pet
:3
1 0
2
Mazog • Trained
121
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---
91
Torrax only
Maul of TorraxAdd successes to your melee attack.
Maul of TorraxAdd successes to your melee attack.
You are immune to the Held and Slowed conditions.
Maul of XothoAdd 9 successes to your melee attack.
Venia only
UrskullOnce per scenario, roll an extra during your attack. Heal an amount of damage
equal to the damage the Enemy takes.
UrskullTwice per scenario, roll extra during your attack. Heal an amount of damage
equal to the damage the Enemy takes.
Zuva'Sai only
Conch of BekoraOnce per scenario, Teleport . See Teleport on p. .
Wand of BekoraAdd successes to your magic attack.
You may spend stamina to Teleport . See Teleport on p. .
Lunara only
Boon of AiunOnce per scenario, heal 2 damage to an Ally in the same area as your Hero.
Bryndelion ShieldAdd 1 to each reactive agility check you roll.
Add 1 to each reactive ability check you roll against a magic attack.
Drenosh only
Gift of Fire Once per scenario, roll extra during your attack.
Gift of Fire (Drenosh)Your Agility increases by 1.
Once per scenario, roll 9 extra during your attack.
Gift of Fire (Male)Your Might increases by 1.
Once per scenario, roll 9 extra during your attack.
Gift of Fire (Female)Your Will increases by 1.
Once per scenario, roll 9 extra during your attack.
Matajam only
NalamYou may place the Nalam miniature on the map. See Pets on p. . Each Enemy
moving out of the area containing the miniature suffers 1 damage.
NalamYou may place the Nalam miniature on the map. See Pets on p. . Each Enemy
moving out of the area containing the miniature suffers damage.
Jonai only
Ethereal CrownAdd 1 to each reactive ability check you roll against a magic attack.
Breachwalker CrownAdd 1 to each reactive ability check you roll against a magic attack.
If you have the Blademaster class, your Might increases by 1.
If you have the Aox Hunter class, your Agility increases by 1.
Orbs
Orb of AiunYou are immune to the Confused condition.
Orb of FeroxYou are immune to the Weakened condition.
Orb of AgurYou are immune to the Held condition.
Orb of AoxYou are immune to the Cursed condition.
122
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125
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127
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129
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131
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135
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137
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139
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---
Artifacts
Wyldkin Band You are immune to the Cursed condition.
You may spend up to stamina instead of for each you roll to
gain an equal number of successes.
Staff of PhaedraAdd successes to your melee or magic attack. For each Enemy you
defeat during this attack, restore spent stamina.
Shadow GogglesReveal Story cards at range further except for range Story Points.
You must have line of sight to the area containing the Story Point.
You ignore the Obstructed Aim penalty.
Each time you defeat an Enemy, gain the Invisible condition.
Rakka´s Wand Add 0 success and Pierce 0 to your melee or magic attack. See Pierce
on p. .
If you discard a poison during an attack using Rakka's Wand, roll a .
If you roll , do not discard the poison.
Puzzle Box of Xi-SaiOnce per turn, you may roll the active will check shown. If the check
is a success, you may swap location with an Ally and you both restore
1 stamina (a Non-Hero Ally gains no benefit from this). If you do, you
may not use this effect again during this scenario.
High Celestor's RobesAdd 0 to each reactive will check you roll.
Each you roll during a magic attack may be used to reroll that die.
Once per City step you may reroll an active or reactive ability check.
Goblet of ThaxoYou may discard a Lanium Bar token before you roll a reactive ability
check to add to the check.
Once per City step, you may discard any one Essence token to gain any
one Essence token.
Figurine of LanimoraYou may discard a Nature Essence token to gain an Inspiration gem.
Once per scenario, you may give all Allies within range of your Hero
the Blessed condition.
Aox Flask Once per scenario you may discard a Blood Crystal token to attempt to
summon a Lumin Ally at range . See Summoned Allies on p. . Roll
a . If you roll , suffer damage. If you roll , the Lumin Ally is
not summoned.
Aiun Tear Once per scenario, perform one of the following effects on an Ally
within range :
»Restore spent stamina and Heal damage in any combination up to
a total of .
»Remove wounded status from a Hero. See Removing Wounded
Status on p. .
»Remove exhausted status from a Hero. See Removing Exhausted
Status on p. .
01
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---
Item Token Descriptions
Note that some Item tokens have no effect. These may be used by one or more professions or simply
sold for Star.
Poisons
Item tokens that are poisons show the poison icon and must be used with a weapon card that also
shows that icon. See Common Weapon Effects on p. .
Gem Slots
Item tokens that can be slotted into a gem slot show the gem slot icon and must be used with a
weapon that also shows that icon. See Common Weapon Effects on p. .
Small Circular tokens · Herbs
Blightcap
Discard to restore spent stamina.
Snakeroot
: ++
A poison. Discard to roll extra during your attack.
Star Lotus
Discard to heal damage.
Togsbane
Evade•
Discard to get Evade∙ this turn. See Evade on p. .
Voidbloom
+
Discard to increase all your ability levels by until the end of this round. If used
during the City or Journey step, discard to increase your ability levels by for one
active or reactive ability check.
Wormweed
Discard to Move .
Small Circular tokens · Other
Aox Amulet
+
Discard to add to a reactive ability check.
Bile
:
A poison. Discard to use. One Enemy that takes damage from your attack gains the
Weakened condition.
Lanium Ore, Scrap Metal
No effect
---
Triangular tokens · Herbs
Ghost Lichen
Remove
condition
Discard to remove a condition.
Triangular tokens · Other
Bitajin Amulet, Lanium Bar, Magic Essence, Moonsilver Ore, Nature Essence, Silk
No
effect
Pentagonal tokens · Herbs
Gleamroot
/
Discard to restore spent stamina and Heal damage in any combination up to a
total of .
Moonegg
Remove
injury
Discard to remove an Injury card.
Pentagonal tokens · Other
Blood Crystal
++
Discard to roll extra during your magic attack.
Runic Bone
+
Discard to add to a reactive ability check.
Spark
Reroll•All
Discard to reroll an active or reactive ability check.
Agura Crystal, Death Essence, Elemental Jade
Embroidered Silk, Life Essence, Moonsilver Bar
No effect
---
Large Circular tokens
Demon Eye
Discard to give all Enemies within range the Dominated condition.
Elemental Gem
+
Can be slotted into a gem slot. Get extra success on your attacks using the
weapon that has this gem slotted into it.
Serupod Sucker
Remove
wounded
Discard to remove wounded status. See Removing Wounded Status on p. .
Enchanted Silk, Runic Quartz
No effect
Octagonal tokens
Blood Ruby
++
Can be slotted into a gem slot. Roll extra during your attacks that use the
weapon that has this gem slotted into it.
Runic Diamond
Defeat »
/
Can be slotted into a gem slot. Restore spent stamina and Heal damage in any
combination up to a the total of each time you defeat an Enemy using the
weapon that has this gem slotted into it.
---
Conditions
Each condition is described below, including when to discard the Condition card or Condition token,
as appropriate.
#Name Affected Ally: Affected Enemy:
InvisibleYou may not be targeted by an Enemy attack.
You may still be attacked by an area attack
targeting another Ally. If you attack or an
Enemy is within range , discard.
-
BlessedAfter any one ability check or attack roll, you
may roll more die and add its result. If you do,
discard.
-
BleedingSuffer damage at the start of each turn.
Spend a maneuver to discard.
Suffer damage at the start of
each turn. If they did not move
during their turn, discard.
SlowedNext time you perform a move maneuver /
jump, get fewer movement point / jump
fewer area and discard.
On their next move, get fewer
movement point and discard.
WeakenedNext time you roll or more , roll fewer
die and discard.
On their next attack that causes
damage or stamina loss, reduce
that attack by and discard.
Held You may not perform a move maneuver or a
jump. Spend a maneuver to discard.
On their next move, do not
move and discard.
CursedNext time your Hero performs an attack
action, any stamina you spend during that
action (including the Action's cost) is flipped to
its wound side. After the attack, discard.
-
ConfusedNext time you perform an action, miss that
action and discard.
On their next attack, do not
attack and discard. The Enemy
still moves as if it was attacking
normally.
StunnedNext time you would perform an action, miss
that action. Next time you would perform a
maneuver, miss that maneuver. Once you have
missed both, discard.
On their next turn, miss that
turn and discard.
Dominated
At the start of your next turn, the closest other
Ally within range suffers damage. Use
highest Taunt value to break ties for closest.
Another Hero in the same area as the targeted
Ally may choose to suffer the damage instead.
Once you have missed your action, discard.
The next time the Enemy would
perform their attack, they do
not attack. Instead, the closest
other Enemy of your choice
within range suffers
damage. Once they have missed
their attack, discard. The Enemy
still moves as if it was attacking
normally.
---
Injury cards
Battered
-
Get one fewer success when performing a melee attack.
Injured Eye
-
Get one fewer success when performing a ranged or magic attack.
Pulled Back /
Broken Ribs /
Cracked Skull
- - -
Treat your corresponding ability level as being lower.
Winded
-
Get one fewer success when performing an active ability check.
Injured Ankle
-
Get one fewer movement point when you perform a Move maneuver.
Strained
Recover: -
Restore one fewer stamina when you perform a Recover maneuver.
Lacerated
Recover: -
Heal one fewer damage when you perform a Recover maneuver.
Injured Elbow
-
You have one fewer hands for your active items. If necessary, immediately
move one of your active items into your backpack area. If this exceeds your
encumbrance limit (see p. ), you must drop items in your area until you
are within this limit.
Injured Mouth
May not
Potion, Elixir,
Draught, or Herb
items. You may not use Potion, Elixir, Draught, or Herb items.
Dazed
Initiative:
You always take your turn last each round.
Concussion
Actions and
Story cards:
-
All of your ranged attacks, magic attacks, and other actions with a range
have their maximum range reduced by . The range you can reveal and
interact with Story cards is reduced by .
Enfeebled
: -
You may only spend or on each you roll.
Trap cards
There are Trap cards, described below. Each is an area attack.
Name Each Affected Ally: Each Affected Enemy:
Arcane BlastSuffer stamina loss reduced by a reactive Will
check. Non-Hero Allies take this stamina loss as
damage as normal.
If Non-Elite, gain the
Stun condition.
Fire BurstSuffer damage reduced by a reactive Agility check.Suffer damage.
Nerve GasRoll an active Might check. If you fail, gain the Held
condition.
Gain the Held condition.
Poison NeedlesSuffer damage reduced by a reactive Agility check.
If you take damage, gain the Weakened condition.
Suffer damage and gain
the Weakened condition.
Psychic CageRoll an active Will check. If you fail, gain the
Confused condition.
If Non-Elite, gain the
Confused condition.
Razor BladesSuffer damage reduced by a reactive Might check.
If you take damage, gain the Bleeding condition.
Suffer damage and gain
the Bleeding condition.
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---
Artifact cards
From level / onwards Artifact cards will become available to buy.
Each Artifact card shows several stages, each with a diamond shaped slot on the left
hand side. If an Artifact card shows stages with numbered slots, those stages must
be completed in order from top to bottom. If an Artifact card shows stages with slots
without a number on them, the stages will have requirements which will determine
the stage you may attempt to complete.
Each Artifact card may only have one of its stages attempted per City step and each
stage is attempted by a single Hero. Each stage will direct you to read an entry in the
Story book.
Once a stage has been successfully completed you will be told to place a Progress sticker on the slot.
Once you have successfully completed an Artifact card, you will gain the corresponding Item card.
Difficulty Level
You may play each scenario at any difficulty level you like. There are 18 cards in the
Initiative deck when playing on Normal difficulty level and Sl when playing on any
other difficulty level.
To play on Normal difficulty level, use all of the Initiative cards with blue borders on
the front.
Easy
To play on Easy difficulty level, use all of the Initiative cards with blue borders on the front and the
Initiative card with a green border on the front.
Hard
To play on Hard difficulty level, use all of the Initiative cards with blue borders on the front and the
Initiative card with a red border on the front that shows “Shuffle” (you will now have Initiative
cards that shuffle the Initiative deck).
Very Hard
To play on Very Hard difficulty level, use all of the Initiative cards with blue borders on the front
except the one that shows “Shuffle”, and both of the Initiative cards with a red border on the front.
Exploration Mode
If you prefer to have a little more time to explore scenarios with timers, you may play in Exploration
Mode.
In Exploration Mode, whenever you reset a timer, remove all Fate card from the Timer pile and place
them in the Fate card discard pile, including the most recent Fate card. The new timer count will
start at zero.
You may play in Exploration Mode with any difficulty level.
Component Limits
Items
If you gain an item and it is not in the Stock or the Archive (because all copies of it are already in use),
instead gain an amount of Star equal to the sale price of the item.
Enemy Figures
If you need to spawn an Enemy and there are no more figures available, the Enemy is not spawned. If
several Enemies are spawned at the same time and figures are only available for some of them, place
the Enemies that are at the shortest range from an Ally first.
Condition cards / tokens
In the rare case that an Enemy gains a condition and there are no more cards or tokens available for
that condition, they do not gain the condition. If an Ally would gain a condition, there are no more
cards or tokens for that condition, but there is an Enemy with that condition, the Enemy loses the
condition and the Ally gains the condition. Prioritize Heroes having a condition over Non-Hero Allies
having a condition in a similar way. Remember, you can use the Agemonia App to keep track of
Enemy Health and conditions.
Condition card / token priority: Hero > Non-Hero Ally > Enemy
Coins
In the rare case that you run out of coins, record each Hero’s
on their Hero sheet.
on the slot.
01
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17/18 Shuffle
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Shuffle Shuffle Shuffle Shuffle Shuffle Shuffle Shuffle
18/18
+
+
+
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Agemonia_Initiative-cards_2021-03-08.indd 1 Agemonia_Initiative-cards_2021-03-08.indd 1 9.4.2021 13.41.30 9.4.2021 13.41.30
---
Index
A
Ability Checks » - , ,
Ability Checks, Group »
Ability Checks, Progressive »
Achievements »
Achievement gems » ,
Action Slots » ,
Actions » , , , -
Actions, Drenosh »
Actions, Jonai »
Actions, Lunara »
Actions, Matajam »
Actions, Passive »
Actions, Torrax »
Actions, Venia »
Actions, Zuva'Sai »
Active Ability Checks » ,
Active Ability Checks, Group »
Active Ability Checks, Progressive »
Additional Scenario Rules »
Alchemy Profession »
Allies » , ,
Ally Attacks » - ,
Ally Turn »
App »
Archive »
Area Attacks, Ally »
Area Attacks, Enemy »
Areas »
Armor » ,
Armor and Shield Runes »
Artifact cards »
Attacks, Ally » - ,
Attacks, Enemy » -
B
Backpacks » ,
Buying Items »
C
Campaign Book »
Campaign Steps » -
Capacity, Maximum » ,
City Activity points »
City Step » -
City Event cards » ,
Class Skills, Drenosh »
Class Skills, Jonai »
Class Skills, Lunara »
Class Skills, Matajam »
Class Skills, Torrax »
Class Skills, Venia »
Class Skills, Zuva'Sai »
Classes »
Cleave »
Component Limits »
Conditions » , , ,
Connecting Story cards »
D
Damage » ,
Defeating an Enemy » , , ,
Difficulty Level »
Drain » ,
Drenosh » ,
E
Enchanting Profession »
Encumbrance »
End of a Scenario » ,
Enemy cards »
Enemy Effects »
Enemy Turn »
Evade » ,
Event cards » , ,
Exhausted »
Experience Points » ,
Exploration Mode »
Extra Maneuver Action »
F
Factions » ,
Falling »
Fate cards »
Fly, Ally »
Fly, Enemy »
Focus Action »
G
Gaining a Level » ,
Gem Slots » ,
Group Ability Checks »
H
Healing »
Health »
Heavy Armor »
Height of an Area »
Henchmen »
Herbalism »
Hero Attacks » -
Hero Books »
Hero Journal »
Hero Setup »
Hero sheet »
Hero specific Item cards » ,
Hero trays »
Hero Turn »
Heroes »
Hindered »
Hook & Rope »
Horns Special Ability »
I
Illegal Items » ,
Initiative cards » ,
Initiative, Special »
Injury cards » ,
Inscription Profession »
Inspiration gems » ,
Item Card Limits »
Items » , - , -
Items, buying »
Items, selling »
J
Jonai » ,
Journal »
Journey Step » ,
Jump » ,
K
Keywords » ,
L
Level, gaining » ,
Light »
Line of Sight »
Locations and Services »
Lock Picking »
Locking Stamina »
Lunara » ,
---
Index
M
Magic Attack, Ally »
Maneuvers »
Marking »
Matajam » ,
Maximum Capacity » ,
Melee Attack, Ally »
Mirror »
Move Maneuvers »
N
Non-Hero Allies » , ,
O
Obstructed Aim, Ally »
Obstructed Aim, Enemy »
Overkill Damage »
Overlaying Story cards »
P
Party Journal »
Party sheet »
Passive Actions »
Pet Training Profession »
Pets » ,
Pierce »
Poisons » ,
Professions » , , -
Progressive Ability Checks »
Provoke, Enemy »
Pull » ,
Push » ,
Q
Quest Item cards »
R
Range »
Ranged Attack, Ally »
Reactive Ability Checks »
Recover Maneuvers »
Remove Exhausted » ,
Remove Wounded » ,
Reputation » ,
Rethink Action »
Revenge »
Riposte »
Runes » ,
Runesmith Profession »
S
Scenario cards »
Scenario map » -
Scenario Setup »
Scenario Specific Allies »
Scenario Step » -
Self »
Selling Items »
Services »
Shields, Items »
Shields, Enemy »
Snake Special Ability » ,
Spawning an Enemy » ,
Special Initiatives »
Special Locations »
Spending a Maneuver »
Stamina »
Stamina, Locking »
Stars »
Stashing Items and Stars »
Stock »
Story Book »
Story cards » -
Story Points »
Straight Line Attacks, Ally »
Streetwise Profession »
Summoned Allies »
Summoning » ,
T
Target »
Teleport » ,
Teleport tokens »
Timers »
Torrax » ,
Toxicology Profession »
Traps » ,
V
Venia » ,
W
Weapon Runes »
Weapons »
World Event cards » ,
Wounded »
Z
Zuva'Sai » ,
---
Credits
Game design
Max Wikström
Additional game design
Mikko Punakallio, Phil Pettifer
Development
Jere Widenius, Markus Bremer
Narrative design
Mike Pohjola, Max Wikström
Writing
Mike Pohjola
Additional writing
Phil Pettifer, Ville-Eemeli Miettinen, Benjamin Vary
Art Direction
Jere Widenius, Max Wikström
Graphic design and Layout
Jere Widenius, Markku Laine
Illustrations
Tomasz Jedruszek
Maps and cardbacks
Damien Mammoliti
Ink Illustrations
Petri Hiltunen
3D Models
Chad Hoverter
Trays
Tray Forge: Gabriel Martin
Riabo´s Puzzles
Arec Ligon, Phil Pettifer
Playtesting
Olli Elolähde, Markku Laine, Saku Tuominen, Teemu Vataja, Aleksi Salminen, Elisabet Valkonen,
“Agile” John Dunnet, Andrea Ryffel, Clare Zigmond, David Halliday, Hazel Halliday, Stu Whitfield,
Paul Allwood, Paul Ripley, Rick Howard, Paul Luxton, Christopher Lewis, Robin “do the objective”
Smith, Geoffrey Ford, Ville-Eemeli Miettinen, Janne Lehtinen, Ari Rekonen, Antti Isohella, Jeremy
Salinas, Kira Peavley, Paul Grogan, Matthieu Bonin, Jouni Jussila, Tomi Vainikka, Pauli Jantunen,
Toni Niittymäki, Henri Härkönen, Mikko Sivonen, Edvin Wikström, Nooa von Bruun, Noel von
Bruun, Santtu von Bruun, Oliver Nousiainen, Leena Pöysti, Lukas Bremer, Sami Uotila, Jussi
Kärkkäinen, Akse Petterson Benjamin Vary, Jenny Härkönen, Jussi Haiko, Jenni-Emma Haiko,
Stephen Reponen, Sampo Sikiö, Eric Verspoor, Kim Dorff Hundsholt.
www.lautapelit.fi
© - Lautapelit.fi. Agemonia, Lautapelit.fi, and both logos are trademarks of Lautapelit.fi.
Lautapelit.fi. Urho Kekkosen katu , Helsinki, Finland
Actual components may vary from those shown. Made in China.
---
Small sized cards
Tarot sized cards
Standard sized cards Conditions (p. 58)
Story
(p. gr)
Scenario
(p. AA)
Agemonia_Scenario-cards_2024-07-22.indd 46 Agemonia_Scenario-cards_2024-07-22.indd 46 23/07/2024 9.19.48 23/07/2024 9.19.48 City Event
(p. Gn)
Agemonia_City-Event-cards_2024-06-12.indd 34 Agemonia_City-Event-cards_2024-06-12.indd 34 12.6.2024 13.11.35 12.6.2024 13.11.35 World Event
(p. AA)
Agemonia_World-Event-cards_2023-05-15.indd 34 Agemonia_World-Event-cards_2023-05-15.indd 34 15.5.2023 12.36.57 15.5.2023 12.36.57 Artifact
(p. in)
01
Agemonia_Artifact-cards_2023-05-30.indd 2 Agemonia_Artifact-cards_2023-05-30.indd 2 30/05/2023 12.45.59 30/05/2023 12.45.59 Profession
(p. pG)
Agemonia_Profession-cards_2023-05-17.indd 2 Agemonia_Profession-cards_2023-05-17.indd 2 17.5.2023 13.05.32 17.5.2023 13.05.32
Agemonia_Initiative-cards_2021-03-08.indd 1 Agemonia_Initiative-cards_2021-03-08.indd 1 9.4.2021 13.41.30 9.4.2021 13.41.30Initiative
(p. Gi, in)
Growing up in moonlit Heartwood
makes assassins experts at hiding in
shadows and sneaking up on unsuspecting
victims. They have always worshiped
the spirits of the dead, so life has little
meaning for them. Death is a gift, and
quothian assassins are most generous.
Assassin
Agemonia_Hero-Class-cards_2024-05-27.indd 2 Agemonia_Hero-Class-cards_2024-05-27.indd 2 27.5.2024 11.13.14 27.5.2024 11.13.14Class
(p. g , oG)
01
Agemonia_Ally-cards_2024-08-26.indd 2 Agemonia_Ally-cards_2024-08-26.indd 2 26.8.2024 15.17.40 26.8.2024 15.17.40Ally
(p. pg)
Agemonia_Ally-cards_2024-08-26.indd 30 Agemonia_Ally-cards_2024-08-26.indd 30 26.8.2024 15.17.57 26.8.2024 15.17.57Henchmen
(p. pg)
Agemonia_Master-Recipe-cards_2023-04-21.indd 2 Agemonia_Master-Recipe-cards_2023-04-21.indd 2 21.4.2023 8.48.09 21.4.2023 8.48.09Master Talent
(p. pG)
Bleeding (a) Dominated (Gn)
Blessed (g)
Held (n)Confused (u)
Invisible (A)Cursed ( )
Stunned (i)Weakened (s)Slowed (p)
Agemonia_Fate-cards_2021-03-16.indd 1 Agemonia_Fate-cards_2021-03-16.indd 19.4.2021 12.49.29 9.4.2021 12.49.29Fate
(p. gr)
Item
(p. po)
Injury
(p. si)
Agemonia_Trap-cards_2024-04-23.indd 7 Agemonia_Trap-cards_2024-04-23.indd 7 23.4.2024 13.46.51 23.4.2024 13.46.51Trap
(p. si)
Condition
(p. ru)
A Star
size
Gn Star
size
gn Star
size
s Star
size
a Star
size
Item tokens (p. 55)
AchievementInspiration
Gems (p. 5)
Ally FirstFastMedium Slow Last
FastMedium Slow
Initiative icons (p. 16, 29)
Abilities and Checks (p. 6–7)
Books
332211
Campaign Scenario Story
Ally Attacks (p. 18)
AttackMeleeRangedMagic
Active & Reactive Ability ChecksAbilities Group
Check
Progressive
Check
Enemy card icons (p. 20–23)
Staring
Eye
Normal
Eye
Narrow
Eye
SnakeHornsLootProvokeShields
Cards and Tokens:
Cards only:
Hero tokens (p. 33–40)
Zuva'Sai
Eye of
Serupod
Rippling
Image
Meta-
morphose
Psyclic
Link
Torrax
Stone
Form
Energy
Absorption
Venia
Curse of
Aox
Spider
Web
Lunara
Divine
Shield
Consecrate
Armor of
Fate
Drenosh
Curse of
Blood
Fiery
Weapon
Wall of
Fire
Fire Trap
Matajam
Enchanted
Nalam
Insect
Swarm
Stun
Trap
Jinx
Jonai
Channel
Energy
Sentinel’s
Mark
Spell
Shield
---
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