Full manual text
1
About this document
This is a reorganized rulebook for Descent: Journeys in
the Dark.
It includes the base game rules (Descent Journeys in the
Dark) as well as the expansions rules: The Well of
Darkness and The Altar of Despair and The Tomb of Ice.
The rules have been reorganized so that topics aren’t
split across many sections anymore.
The content of the official FFG Descent Errata and FAQ as
of March, 2010 have also been integrated into this
document.
Any comments and critiques should be directed towards
Dave DuJour. Thanks to i.a.m for creating v1.3 and
earlier versions of this document.
Expansion specific rules are identified with an icon:
Refers to elements or changes from The Well of
Darkness expansion rules
Refers to elements or changes from The Altar of
Despair expansion rules
Refers to elements or changes from The Tomb of Ice
expansion rules
A note about The Road to Legend
and The
Sea of Blood
The Descent: The Road to Legend and The Sea of
Blood expansions introduce radically new styles of play
to Descent: Journeys in the Dark and includes new
game components, new rules, and dozens of new maps
for the heroes to explore. Unlike other expansions for
Descent: Journeys in the Dark , The Road to Legend
and The Sea of Blood are focused almost entirely on
adding a new play variant to the game - the Advanced
Campaign. In this new variant, players create heroes
and follow them throughout their entire careers, keeping
their skills and equipment from one dungeon to the next.
Because of this radical new style of play, players
interested in using The Road to Legend or The Sea of
Blood rules should refer to the separate
"Advanced_Campaign_Merged_Rulebook.pdf" found on
Board Game Geek and not this Merged Rulebook. This
Merged Rulebook does not contain any rules or
references to The Road to Legend or The Sea of
Blood expansions. Including The Road to Legend or
The Sea of Blood new rules would override and confuse
many of the standard Descent rules contained herein.
At the time, the Advanced Campaign Merged Rulebook is
still a work in progress. If anyone would like to
contribute to this project, please contact Dave DuJour via
BoardGameGeek.com.
Last update: October 11, 2010
Version 1.6 by Dave DuJour
-Updated with March, 2010 FAQ
-Added Note regarding FAQ to About page
-Added The Sea of Blood comments to About page
-General cleanup
Version 1.5 by Dave DuJour
-Added Road to Legend comments
-Added Feat card images
-Added FAQ rulings for "obstacles" and Knockback for
large monsters
-Standardized font sizes & graphics
-General cleanup of misspellings and layout
Version 1.4 by Dave DuJour
-Rebuilt from i.a.m.'s published PDF
-Added Tomb of Ice rules
-Updated with March, 2009 FAQ
-Added Treachery for the original quests
-Minor typo and layout changes
Previous versions by i.a.m.
Version 1.3
-Edited the ‘Good Altar’ rule to reflect latest official rule.
-Added the ‘Trickster’ special ability (it was missing)
-Edited the table of content
Version 1.2
-Fixed a typo in the corrupted terrain rule.
-Edited the Furr the Spirit Wolf rule to reflect the latest
official FAQ rule.
Version 1.1
-Updated the Battle action rule, to reflect the rule from
the rule from the latest official Descent rulebook edition.
-Edited the document to prevent some tables and
Notes/Examples boxes (yellow boxes) from breaking u p
between columns
-Added the Stun and Web token image.
-Edited the table of content
Version 1.0
-Initial release
Note: This rulebook should not replace a copy of
the latest official FAQ. Not every question in the
FAQ is covered by this rulebook. Some questions
regarding specific cards, heroes, or ability
interactions are left out of this rulebook.
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2
INTRODUCTION.....................................................4
THE WELL OF DARKNESS, THE ALTAR OF
DESPAIR, & THE TOMB OF
ICE............................................................................................4
GAME SETUP..........................................................4
CHOOSE OVERLORD PLAYER.........................................4
HEROES SETUP.....................................................................4
1. Choose Heroes ...................................................................4
New Expansion Heroes.....................................................4
2. Set-Up Hero Markers .........................................................4
3. Deal Starting Skill Cards....................................................4
4. Deal Starting Feat Cards....................................................4
5. Purchase Starting Equipment.............................................4
6. Collect Conquest Tokens and Place Hero Figures.............5
OVERLORD SETUP..............................................................5
1. Choose a Ques...... .............................................................5
2. Randomize the Chest Markers and lay out Monster
Reference Cards.... .................................................................5
3. Create the Game Board......................................................5
4. Draw Starting Overlord Cards...........................................5
THE ROUND SEQUENCE......................................5
HERO TURN ORDER............................................................5
Hero Turn Token.....................................................................5
HERO PLAYER’S TURN......................................................5
Step 1: Refresh Cards.............................................................5
Step 2: Equip Items.................................................................5
Step 3: Take an Action............................................................5
1. Run ..................................................................................6
2. Battle ...............................................................................6
3. Advance ...........................................................................6
4. Ready ...............................................................................6
Move..................................................................................6
Attack ................................................................................6
Order.................................................................................6
Concentrate.......................................................................6
OVERLORD PLAYER ’S TURN...........................................6
Step 1: Collect Threat and Draw Cards..... ...........................6
Step 2: Spawn Monsters..........................................................6
Step 3: Activate Monsters.......................................................7
GAMEPLAY RULES...............................................7
HERO ORDERS......................................................................7
Aim..........................................................................................7
Dodge......................................................................................7
Guard......................................................................................7
Rest..........................................................................................8
Prolonged Action....................................................................8
Trait......................................................................................8
Difficulty & Progress marker..............................................8
Disrupting Prolonged Actions.............................................8
Continuous Prolonged Actions............................................8
Group Efforts.......................................................................8
MOVEMENT...........................................................................9
Movement Actions ..................................................................9
Revealing New Areas .............................................................9
THE TOWN...........................................................................10
Shopping...............................................................................10
Coins ....................................................................................10
Potions .................................................................................10
Healing Potion ..................................................................10
Invulnerability Potion........................................................10
Power Potion......................................................................10
Vitality Potion ...................................................................10
Invisibility Potion ..............................................................10
Training Tokens ...................................................................10
EQUIPPING ITEMS........................................................... 10
Limits on Equipped Items...........................................................11
The Hero’s Pack.........................................................................11
ATTACKING.........................................................................11
Types of Attacks ...................................................................11
Melee Attacks.....................................................................11
Unarmed Attacks ............................................................11
Off-Hand Bonus.................................................................11
Ranged Attacks ..................................................................11
Magic Attacks ....................................................................11
Morph Attacks ...................................................................11
Attack Sequence ...................................................................11
Step 1: Declare Attack.......................................................11
Step 2: Confirm Line of Sight ............................................11
Step 3: Count Range and Roll Attack ................................12
Attacker is a Hero ..........................................................12
Attacker is a Monster .....................................................12
Step 4: Determine Attack Success ..................................12
Step 5: Power Enhancements, Power Surges, and
Fatigue ...........................................................................12
Using Power Enhancements ..........................................12
Using Power Surges........................................................12
Attacker is a Hero .......................................................12
Attacker is a Monster...................................................12
Using Fatigue .................................................................12
Step 6: Inflict Wounds .......................................................12
Attack Re-rolls......................................................................13
Attacking Large Monsters ....................................................13
MONSTERS...........................................................................13
Normal Monsters..................................................................13
Master Monsters ..................................................................13
Named Monsters ..................................................................13
FATIGUE...............................................................................13
Spending Fatigue for Movement ..........................................13
Spending Fatigue for Attacks ...............................................13
WOUNDS...............................................................................13
Monster Death......................................................................13
Monster Death Bounty.......................................................14
Hero Death............................................................................14
CONQUEST TOKENS.........................................................14
DICE.......................................................................................14
Combat dice .........................................................................14
Power Dice............................................................................14
Power Enhancement….......................................................14
Power Surge ......................................................................14
Blank .................................................................................14
Stealth Die.............................................................................14
CARDS....................................................................................14
Expansion cards ...................................................................14
Skill Cards.............................................................................14
Fighting .............................................................................15
Subterfuge .........................................................................15
Wizardry ............................................................................15
Replacement Skill Cards ...................................................15
Feat Cards............................................................................15
Fighting .............................................................................15
Subterfuge .........................................................................15
Wizardry ............................................................................15
Item Cards.............................................................................15
Item Traits .........................................................................15
Special Abilities..................................................................16
Item Cost ...........................................................................16
Hand Icons ........................................................................16
Combat Dice......................................................................16
Item Restrictions ...............................................................16
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Replacement Item Cards....................................................16
Overlord Cards ....................................................................16
Threat Cost ........................................................................16
Threat Value ......................................................................16
Card Type ..........................................................................16
Event Cards .......................................................................16
Event Card Timing ............................................................16
Trap Cards ........................................................................16
Spawn Cards......................................................................17
Power Cards .....................................................................17
Treachery Cards ...............................................................17
Unspent Treachery ............................................................17
Treachery for the original quests ......................................17
Dark Relics ........................................................................17
Discarding Overlord ards.................................................17
Playing Overlord Cards ....................................................18
Threat Tokens ....................................................................18
New Expansion Overlord cards.........................................18
Replacement Overlord Cards ............................................18
Resetting the Overlord Deck..............................................18
Monster Reference Cards ..................................................18
Number of Players ............................................................18
Normal Monster Abilities ..................................................18
Master Monster Abilities ...................................................18
Attributes ...........................................................................18
Speed ..............................................................................18
Armor .............................................................................18
Wounds ...........................................................................18
Attack Type .....................................................................18
New Expansion Monster Cards .........................................18
Replacement Monster Cards .............................................18
PLASTIC FIGURES.............................................................19
FAMILIARS & COMPANIONS........................................19
Boggs the Rat........................................................................19
Bottle Imp .............................................................................19
Furr the Spirit Wolf ..............................................................19
Mata and Kata .....................................................................19
Pico.......................................................................................19
Shadow Soul .........................................................................20
Sharr the Brightwing ............................................................20
TREASURES.........................................................................20
Treasure Chests markers......................................................20
Curses.................................................................................20
Cursed items .........................................................................20
Money marker.......................................................................21
Relic Markers .......................................................................21
Soulbiter Relic.....................................................................21
MAP TILES & MARKERS..................................................21
Altars ....................................................................................21
Good Altars .......................................................................21
Evil Altars..........................................................................21
Corrupted terrain .................................................................21
Doors.....................................................................................21
Normal doors.....................................................................21
Rune-locked Doors ............................................................21
Encounter markers ...............................................................22
Fog .......................................................................................22
Glyphs of Transport .............................................................22
Ice…......................................................................................22
Lava.......................................................................................22
Monster Egg .........................................................................22
Mud ......................................................................................22
Pit .........................................................................................22
Rubble ..................................................................................22
Frozen Sarcophogus.............................................................22
Staircases .............................................................................22
Tree.......................................................................................23
Water.....................................................................................23
TRAPS....................................................................................23
Boulders ...............................................................................23
Boulder Movement ............................................................23
Boulders and Pits ..............................................................23
Boulder Ramps ..................................................................23
Crushing Walls......................................................................23
Crushing Wall Movement ..................................................23
Crushing Walls and Pits....................................................23
Dark Glyphs .........................................................................23
Dark Glyph of Summoning .................................................24
Dark Glyph of Sundered ....................................................24
Dark Glyph of Power .........................................................24
Dart Fields ...........................................................................24
Scything Blades ....................................................................24
Transformed .........................................................................24
SPECIAL ABILITIES...........................................................24
Aura ......................................................................................24
Bash ......................................................................................24
Berserk .................................................................................24
Black Curse …......................................................................24
Blast .....................................................................................24
Bleed ....................................................................................25
Bolt .......................................................................................25
Breath....................................................................................25
Burn ......................................................................................25
Command .............................................................................25
Dark Prayer .........................................................................25
Daze .....................................................................................25
Fear.......................................................................................26
Fly ........................................................................................26
Frost .....................................................................................26
Grapple ................................................................................26
Ironskin ................................................................................26
Knockback ............................................................................26
Leap ......................................................................................26
Leech ....................................................................................27
Morph....................................................................................27
Necromancy .........................................................................27
Pierce ...................................................................................27
Poison ..................................................................................27
Reach.....................................................................................27
Quick Shot.............................................................................27
Shadowcloak ........................................................................27
Sorcery .................................................................................27
Stealth...................................................................................28
Stun ......................................................................................28
Swarm ..................................................................................28
Swallow.................................................................................28
Stomach Tile.......................................................................28
Sweep....................................................................................28
Tread Ice ..............................................................................28
Trickster ...............................................................................28
Undying ................................................................................28
Unstoppable .........................................................................29
Web ......................................................................................29
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4
In Descent: Journeys in the Dark , heroic adventurers
delve into the darkness that lies beneath the surface of
the earth. There, they fight powerful monsters, recover
ancient magic, and search for mighty relics to help them
defeat dark powers and evil masters.
Up to four players take on the role of these heroes, while
one player becomes the Overlord, a powerful being that
controls the monsters that lurk in the dark.
In the game, the heroes explore the corridors, chambers,
and caverns of the dungeon, gathering equipment and
treasure, battling monsters, and working together as a
team to complete their quest. The Overlord marshals and
deploys his deadly monsters and treacherous traps to
slay the heroes before they can finish their quest.
The Well of Darkness, the
Altar of Despair, & the Tomb
of Ice expansions
These expansions include new game components, new
rules, and new quests. Rules specific to the Well of
Darkness expansion shows a yellow well icon
; rules
from the Altar of Despair expansion are identified by a
red altar icon ; rules from the Tomb of Ice expansion
are identified by a blue skull icon .
Follow the steps below to prepare for a quest. Some
quests may have special setup rules, described in the
Quest Guide.
Choose Overlord Player
Select one player to be the Overlord. It is
recommended that the most experienced player takes
the role of the Overlord, but you may choose at random
if you prefer. The other players are the heroes. The
hero player to the left of the Overlord player is referred
to as the first hero, even though he will not necessarily
take the first turn every round.
Heroes Setup
1. Choose Heroes
The first hero shuffles the cardboard hero sheets and
then deals one* randomly to each hero player, starting
with himself and continuing clockwise. Alternately, if
the Overlord player agrees, the hero players can simply
choose the heroes they will play, again starting with the
first hero and continuing clockwise.
New Expansion Heroes
The new heroes included in the expansions can be
incorporated into Descent: Journeys in the Dark .
Simply shuffle the new heroes in with the others when
choosing heroes at the start of the game.
2. Set-Up Hero Markers
Next, each hero player receives the number of wound
and fatigue tokens indicated on his hero sheet. Each
hero player also receives 300 coins to start the
game, one set of order tokens (1 aim, 1 dodge, 1
guard, 1 rest, 1 prolonged action), and one hero turn
token. These tokens should be placed in the play area
next to each player’s hero sheet.
3. Deal Starting Skill Cards
The hero players separate the three skill decks
(subterfuge, fighting, and wizardry) and shuffle each of
them individually. Then the hero players draw their skill
cards, each player drawing the number and type of skill
cards indicated on his hero sheet.
Each hero player may then choose to trade in one (and
only one) of his skill cards for a new card from the
same deck. The hero players do this one player at a
time, starting with the first hero and continuing
clockwise. Discarded skill cards should be shuffled back
into their respective decks immediately after the player
discarding them has drawn his replacement skill card.
A hero player keeps the same skill cards all game long
(although he can purchase additional skill cards in
town) and may use them as often as they allow. Skill
cards are never discarded or exhausted .
4. Deal Starting Feat Cards
The hero players separate the three feat decks
(Subterfuge, Fighting, and Wizardry) and shuffle each
of them individually. Then, each hero player draws the
quantity and selection of Feat cards indicated by the
starting skills secion of his hero sheet.
5. Purchase Starting Equipment
The hero players may look through the town shop deck
and use their money to purchase items from it. Each
item has its cost listed at the bottom of the card. To
purchase an item, the player returns the indicated
money to the pile of unused money tokens, making
change if necessary. A player may not purchase an
item if he does not have sufficient money to pay for it.
Heroes cannot sell items during setup. They may also
not trade among themselves. In addition to buying
cards from the shop deck, heroes may purchase
potions for 50 coins each at this time. All potions are
Introduction
*Exception: In a two-player game, the hero player
controls two heroes.
Important: Skill cards are placed face up in front
of the player that owns them and can be used at
any time for the duration of the game. Skill cards
are never used up, discarded, or replaced once this
step is completed.
Game Setup
---
5
available for purchase during setup. Once the hero
players have purchased the items they want, the shop
deck is returned to the play area.
Finally, the Overlord player places the compass rose
token and the town marker near the board as well.
6. Collect Conquest Tokens and Place
Hero Figures
Finally, the heroes receive a number of conquest
tokens as indicated by the chosen quest. Conquest
tokens are shared by the entire group of heroes and
represent how well the heroes are performing their
quest. The hero players gain additional conquest tokens
by activating glyphs, opening chests, and completing
other tasks. They lose conquest tokens each time one
of them is killed and each time the Overlord shuffles his
deck of cards (once all cards have been drawn –Ed.).
Starting with the first hero and continuing clockwise,
each hero player places his figure on the map on or
adjacent to an activated glyph, with no more than one
figure in each space.
Overlord Setup
1. Choose a Quest
Before every game, a quest must be chosen. Each
individual quest tells you how to set up the game,
explains any special rules, and describes the conditions
by which the hero players and Overlord player alike can
win the game.
2. Randomize the Chest Markers and
lay out Monster Reference Cards
The Overlord player separates the chest markers into
their three types and then randomizes each type,
making sure to keep the markers’ number side down.
Then, he selects the set of monster reference cards
that corresponds to the number of players in the game
and lays them out face up near the playing area where
all players can easily see and reference them.
3. Create the Game Board
The Overlord player now assembles the map pieces as
shown on the quest map for the selected quest. The
Overlord player places any monster figures, doors, or
markers indicated in the start area of the quest. If a
chest is indicated, the Overlord draws a random chest
markers from the appropriate pile, looks at its back,
and then places it face up in the indicated space on the
board.
4. Draw Starting Overlord Cards
The Overlord player starts with three Overlord cards
and zero threat tokens.
Play now begins with the hero players' first turn.
Descent: Journeys in the Dark is played over a series
of rounds. During each round, every player receives one
turn, starting with the heroes and ending with the
Overlord. After the Overlord player has taken his turn,
the round is over and the next round begins with the
heroes taking their turns once again.
Hero Turn Order
The hero players collectively choose the order in which
they take their turns each round. At the start of the
round, all hero players place their hero turn tokens in
their play area with the green side up. The players then
choose a hero to take the first turn. That player takes his
turn and then flips his hero turn token to its red side.
Hero Turn Token
These double-sided tokens are used to keep track
of which hero players have taken their turns and
which have not. After a player resolves his turn,
he flips his hero turn token from its green “O”
side to its red “X” side. Each hero player may
take a turn once each round, and once all of the heroes
have had a turn, the Overlord takes his turn. If the
player’s cannot decide on the order in which to take their
turns, the first hero decides.
Hero Players Turn
A hero player’s turn is divided into three steps, taken in
the following order:
Step 1: Refresh Cards
First, the hero refreshes all of his exhausted cards by
returning them to their upright position.
Step 2: Equip Items
Next, a hero may freely exchange whatever items he has
equipped with those in his bag. (see Equipping Items on
page 11 for more details).
Step 3: Take an Action
Finally, the hero must choose one action from the four
listed below:
Important: The player must resolve all events that
occur "at the beginning of a player's turn" in any
order he wishes before he declares an Action for
the turn (Step 3).
The Round Sequence Important: The store’s stock is limited; there may
not be enough of each item for all players to
purchase one. If the hero players cannot come to
an agreement on who gets to purchase a particular
item from the shop, then the first player to the left
of the Overlord who wants the item may purchase
it.
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6
1. Run
A hero that runs may move up to a number of spaces
equal to twice his speed during his turn, but cannot
attack.
2. Battle
A hero that battles may make up to two attacks
during his turn, but receives zero movement points
from the action (unless he spends fatigue, see
Spending Fatigue for Movement on page 13 for more
details). Each attack must be completely resolved
before the hero makes the next attack.
3. Advance
A hero that advances may move up to a number of
spaces equal to his speed and may make one attack
during his turn. An advancing hero may make his
attack before, after, or at any point during his
movement.
4. Ready
When a hero readies, he receives two different half
actions, one of which must be an order. The two half
actions can be taken in any sequence . The four
possible half actions are:
Move
The hero may move up to a number of spaces equal
to his speed. The hero may interrupt his movement
with his other half action and then continue moving as
desired.
Attack
The hero may make one attack (unless a skill
specifies otherwise –Ed.).
Order
When a hero chooses to take a ready action he may
place one of his five order tokens (aim, dodge, guard,
rest or prolonged action) face up next to his hero.
Concentrate
A hero with a prolonged action order token on him
may take a concentrate half action to make an
additional prolonged action roll (following the same
rule as the prolonged action order –ed.), as long as
he does nothing else. He may spend fatigue to bring
this roll up to a maximum of five power dice (see
Prolonged Action on page 8 for details).
Overlord Player’s Turn
The Overlord’s turn is divided into three steps. After the
Overlord player has resolved all three steps, his turn is
over and the round ends.
Step 1: Collect Threat and Draw Cards
The Overlord player collects one threat token for every
hero in the game.
Next, the Overlord draws two cards from the top of the
Overlord deck. The Overlord player may then discard one
or more cards from his hand to collect extra threat
tokens. The Overlord player must discard down to eight
cards or less after drawing his two cards for the turn. He
may choose to discard additional cards and always
collects threat tokens for each card he discards.
When the Overlord player draws the last card in the
Overlord deck, the heroes immediately lose three
conquest tokens. The Overlord player then shuffles the
discarded cards and creates a new Overlord deck.
Step 2: Spawn Monsters
To resolve this step, the Overlord player may play one
spawn card per turn. The Overlord player must spend
the indicated number of threat tokens to pay the cost of
the spawn card. After playing a spawn card, the Overlord
player places the monsters indicated by the spawn card
on the board and discards the used spawn card. The
following rules limit how the Overlord player may place
spawned monsters on the board.
• The Overlord player may not place spawned
monsters in a space that contains a figure or an
obstacle such as a pit, rubble, water, mud, lava or
fog. (See Map tiles & Markers on page 21 for a
complete list of obstacles.)
• The Overlord player may place spawned monsters in
a space that contains a treasure or encounter
marker.
• If the base of the spawned monster takes up more
than one space, all of the spaces in which the
Overlord places the monster must be on the board
and free of figures or obstacle markers .
• The Overlord player may not place spawned
monsters in a space that is in an unrevealed area.
• The Overlord player may not place a spawned
monster in a space to which any hero figure on the
board has line of sight.
Important: A hero may use a different equipped
weapon each time he attacks, even when battling.
A hero may not attack using a weapon in his pack.
Note: The ready action allows a hero to place an
order and either move his speed or make an
attack. The hero can place the order at any time
during his turn. Thus, a hero may place an aim
order and then make an aimed attack, all in one
turn.
Important: The Overlord may play cards that say
“Play at the start of your turn” any time before
activating his first monster for the turn (Step 3).
The Overlord must also resolve all events that
occur "at the beginning of a player's turn" in any
order he wishes before activating any monsters.
The heroes must play any Feat cards that say "at
the begining of turn" before the Overlord activates
any monsters (Step 3).
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7
• If the Overlord player cannot find a legal space on
the board for one or more of the spawned monsters,
then he cannot place those.
• The Overlord player may not place more monsters
on the board than there are available figures. For
instance, if all of the normal Beastmen are on the
board, the Overlord player cannot spawn an
additional normal Beastman.
• If the Overlord player wishes to place a monster on
the board but is already using all of his available
figures, he may choose to remove a monster figure
from the board to make that figure available for
immediate placement in a new space, following the
normal rules for spawning monsters or placing
monsters when a new area is revealed.
Step 3: Activate Monsters
The Overlord player may activate each monster on the
board once during his turn. To activate a monster, the
Overlord player simply declares which monster he is
activating. When a monster is activated, it may move a
number of spaces up to its speed and make one
attack. A monster may make its attack before, after,
or at any point during its movement. After the Overlord
player has had the chance to activate every monster on
the board, his turn is over.
The round is then complete, and a new round begins.
Hero Orders
The heroes use orders to take special actions. A hero can
only have one order at any one time. A hero that has
already been issued an order cannot receive another one
until the first order is used or removed. Once an order
has been used or removed, it is returned to the player’s
supply of orders. Each order may be reused throughout
the game.
Aim
A hero that has placed an aim order may declare
that he is making an aimed attack. This allows
him to re-roll any number of dice after rolling
for the attack (including any dice showing the “miss”
result). The hero must keep the second result.
An aim order stays with a hero until removed by one of
the following events:
• The hero takes one or more wounds
• The hero moves one or more spaces
• The hero changes his equipped items
• The hero uses the order to make an aimed attack
Dodge
A hero that has placed a dodge order may, when
attacked, force his attacker to re-roll any
number of dice rolled for the attack. The hero
player may only do this once per attack, and must
accept the second result.
A dodge order stays with a hero until the start of his
next turn.
Guard
A hero that has placed a guard order may make
one interrupt attack at any point during the
Overlord player’s turn, inlcuding before the
Overlord draws any cards, collects threat, or performs
any "start of turn" actions. The Overlord player’s turn is
immediately halted (even if the Overlord player was
about to attack with a monster), allowing the hero to
resolve his interrupt attack (following all the normal rules
for attacking). After the interrupt attack is completed and
any casualties are removed, the Overlord player may
resume his turn. The Overlord player must allow for an
interrupt attack at any time, and must reverse any
movement/attack if it was made too fast for the hero
player to have a chance to declare an interrupt attack. If
a hero player declines to make an interrupt attack,
however, he may not change his mind later.
A guard order stays with a hero until removed by one of
the following events:
• The hero takes one or more wounds
• The hero uses the order to make an interrupt attack
• The start of the hero’s next turn
Example: A hero makes an aimed attack that rolls
a red and a green die (and 2 power dice, thanks to
the hero’s trait). He rolls the dice, but the red die
comes up as a miss « X », so he chooses to re-roll
the red die (keeping the other dice results).
Important: If an aimed attack is made against a
target that has placed a dodge order, both
abilities are ignored for that attack.
Example: A hero has placed a dodge order and is
later attacked by a Razorwing. The Overlord player
rolls one red die and one green die. The hero can
force the Overlord to re-roll either one or both of
the attack dice once per attack.
Important: For purposes of spawning new
monsters, other monster figures do not block a
hero’s line of sight.
Important: Any lingering effects monsters have
next to their figure must be resolved at the start of
a monsters activation. Every monster must be
activated on every turn. (see Special Abilities on
page 25 for details on effect tokens).
Gameplay Rules
---
8
Rest
A hero that has placed a rest order may use it at
the start of his next turn to return his fatigue
to its maximum value . A hero’s maximum
fatigue value is the starting value printed on his hero
sheet, plus any additional fatigue granted by skills, items
and/or special abilities.
A rest order stays with a hero until removed by one of
the following events:
• The hero takes one or more wounds
• The beginning of the hero’s next turn
Prolonged Action
Prolonged actions effects are dictated in the text
of a quest. The prolonged action order is removed
from the hero at the end of his turn. However,
he may keep the progress tokens that he accumulated
from performing the prolonged action order.
Prolonged actions appear like this in the quest text:
“Make a prolonged Trait (Difficulty) action to do
something.” This sentence is then followed by an
instruction as to whether or not the action can be
disrupted.
Trait
Trait tells you which trait you’ll be using for the attempt
(Melee, Ranged or Magic). Immediately after placing
the prolonged action order token on your hero, roll a
number of power dice equal to your listed trait. You
may spend fatigue to add power dice to this roll, up to
a maximum of five power dice .
Difficulty & Progress marker
Difficulty tells you how many power
enhancements (♥) you’ll need to roll over the
course of several turns to complete the action
successfully. For every power enhancement you roll
on your prolonged action (or concentrate –ed.) roll, you
gain one progress marker. If this gives you a total
number of progress markers equal to or exceeding the
difficulty of the prolonged action, then the action is
successfully completed and the listed effects take place.
Disrupting Prolonged Actions
Some prolonged actions may be disrupted by certain
events, such as spending movement points or losing
wounds. The quests will specify whether and how a
particular prolonged action can be disrupted. If a
prolonged action is disrupted, it immediately fails and
you lose all progress markers you’ve accumulated
for it so far. A disrupted action can be started over as
often as the heroes want to keep trying.
In the case where a hero attempts to complete an
action that cannot be disrupted, he keeps the
progress markers he has accumulated until he
completes the action. He could choose to not take a
Ready action for several turns, he could move away
from the action, or he could even die, and he would still
keep the progress markers until the action is
completed.
Continuous Prolonged Actions
Some prolonged actions are continuous, which means
that they must be constantly worked on or they
fail. Once a continuous prolonged action has begun,
the hero must continue it each turn, or it is disrupted.
far A disrupted action can be started over as often as the heroes want to keep trying In the case where a hero attempts to complete an action that cannot be disrupted he keeps the progress markers he has accumulated until he completes the action He could choose to not take a Ready action for several turns he could move away from the action or he could even die and he would still keep the progress markers until the action is completed Continuous Prolonged Actions Some prolonged actions are continuous which means that they must be constantly worked on or they fail Once a continuous prolonged action has begun the hero must continue it each turn or it is disrupted
Group Efforts
Sometimes the Quest Guide will explicitly allow multiple
heroes to contribute to the progress of a prolonged
action. In this case, simply combine the progress
tokens from the different heroes into one pool to track
the progress of the action. If the Quest Guide indicates
that a prolonged action can be a group effort and that it
Note: If a prolonged action has a Difficulty of “X”,
then you may choose to complete it with any
number of progress markers .
Important: Progress markers gained from one
prolonged action may not be used to resolve a
different prolonged action –Ed.
Example: The Quest Guide states that a prolonged
Magic (2) action to search for a secret door will be
disrupted if the hero taking the prolonged action
moves away from the space being searched. Aurim
takes an order half action, placing a prolonged
order token and rolling power dice. His magic trait
is 1 and he does not wish to spend fatigue, so he
rolls only 1 die. He rolls a power enhancement and
places 1 progress marker in front of him. He uses
his second half action to Concentrate, rolling 1
power die. This time he rolls a blank. If on a future
turn Aurim moves away from the space he is on, he
will lose the progress marker he has accumulated.
However, Aurim can do other things, such as
attacking and taking wounds, without disrupting the
prolonged action.
Example: Kirga is taking a continuous prolonged
Ranged (5) action to pick a lock. Kirga uses a
Ready action to move to the space indicated by the
quest (move half action), then place a prolonged
order token (order half action) and rolling power
dice. On his future turns, if Kirga does anything
besides taking a Ready action with a Prolonged
action order and Concentrate half actions, he’ll lose
the progress markers accumulated so far.
Example: “A hero must make a prolonged Melee
(4) action to break down a stuck door. This action
cannot be disrupted.” Tahlia, who has a melee trait
of 3, declares a Ready action. She first takes an
order half action, placing a prolonged order token
next to her hero figure and rolls 3 power dice. She
gets 2 power enhancements, so she takes 2
progress markers and places them in front of her.
Next she takes a concentrate half action to make
an additional prolonged action roll and gets an
additional progress marker, making her total to 3.
She decides to spend one fatigue to roll an
additional power dice and get a fourth progress
marker. She completes the action and break down
the door (difficulty was 4).
---
9
is continuous, only one hero must continue the action
each turn, even if multiple heroes contribute to its
progress.
Movement
Movement works much the same for both heroes and
monsters, with one key difference:
• A hero receives a number of movement points based
on his speed and the action he takes on his turn.
Players move their figures one space at a time, until they
have either used all of the figure’s allowed movement
points or are satisfied with their position. The player may
choose not to use all of a figure’s available movement
points.
The following rules apply to movement:
• Figures may move into any adjacent space
(including diagonal spaces) for one movement point
each, but must remain on the board at all times
during their move.
• Figures may pass through spaces occupied by
friendly figures during movement, but cannot
attack while in the same space as another figure
and they must end their movement in an empty
space. A hero treats all other heroes as friendly
figures, while a monster treats all other monsters as
friendly figures.
• Figures can safely move next to and/or around
enemy figures unless the enemy figure has the Aura
or Grapple ability.
• Figures cannot move into or through closed doors,
blocking obstacles, or enemy figures during their
movement unless a skill or ability says otherwise (i.e.
the Acrobat skill).
• Large monsters occupying two or six spaces must
move in one of the following two ways:
T The figure moves one half of its body into a non-
diagonal adjacent space while the other half of its
body moves into the space(s) that the first half
just vacated
T The figure moves to a diagonally adjacent space
by moving both halves of its body in the same
diagonal direction (also called “sidestepping”).
• Large monsters occupying four spaces move like
regular figures, and must always occupy four existing
legal spaces.
• Some heavy armor reduces the speed of a hero to
the number listed on the item card, if lower than the
hero’s normal speed. Note that this does not prevent
the hero’s speed from being enhanced in other ways,
such as by spending fatigue, the Swift skill, or the
special abilities of items.
Movement Actions
In addition to moving, figures can use some or all of their
movement points to perform other tasks. The following
table lists these tasks and the number of movement
points required to execute them:
Movement
Points
Used
Task
0
Pick up a token/marker in your
space
1,2
0 Drop an item
1,2
1
Move from a glyph to town (or vice
versa)
1,2
1 Walk up or down a staircase
3
1 Give one item to an adjacent hero
2
1 Drink a potion
2
2 Open or close a normal door
2 Open or close a rune-locked door
4
2 Open a chest
2
2 Re-equip
2
2 Move on to a mud space
2 Climb out of a pit
3 Jump over lava, mud, or pit
5
3 Shop in town
2
1
Can be performed even with no movement points left
2
Heroes only
3
Heroes and small monsters only
4
Heroes and Named Monsters only (see Rune-locked Doors
on page 21 for details)
5
For each space crossed
Revealing New Areas
When a hero gains line of sight to an unexplored area,
the area is immediately revealed. The game pauses while
the Overlord sets up the new area, in the following
order:
1. Description: The Overlord silently reads the
description of the new area, making sure there are no
special rules for setting up the area before placing
components on the board.
2. Doors: Doors are placed at the edges of the area as
shown on the quest map. The Overlord should pay
special attention to the color of any rune-locked doors
he is placing.
3. Markers: Markers for the new area are put on the
board as shown on the quest map. The Overlord should
pay special attention to the colors of any staircase or
chest markers he places.
4. Monsters: Monster figures are put on the board for
the area as shown on the quest map. Note that this is
not spawning new monsters. This means that monsters
can be placed in the heroes’ line of sight when the
Overlord is setting up a new area.
Example: A hero with a speed of four that is using
a Run action receives eight movement points. A
monster always receives movement points equal to
its speed, as shown on the monster reference
cards.
---
10
5. Boxed Text: The Overlord reads aloud the boxed
text in the area description. Play then resumes and the
hero who caused the new area to be revealed may
finish his turn. The monsters that were revealed in the
new area may not activate until the Overlord’s next
turn (or until he plays a card that allows immediate
activation).
The Town
The town is a place that the heroes can
retreat to in order to re-supply and train.
Dead heroes are also sent back to the town
when killed.
Shopping
While in town, a hero can purchase one or more items
from the town shop deck, he may also sell any of his
items for half of their value (rounded down to the
nearest 25 coins). It costs three movement points to
shop in town.
The following table lists the items and other goods that
hero may purchase or sell and their cost/sell values:
Items Cost/Sell value
Town shop item card varies*
Potion (any type) 50 / 25 coins
Copper Treasure
1,2
250 / 125 coins Silver Treasure
1,2
500 / 250 coins
Gold Treasure
1,2
750 / 375 coins Skill Card
2,3
1000 coins
Training Token
3
500 coins
*The cost of a town shop item is indicated on its card
1
Only if a chest of that color has been opened this game
2
Card is drawn randomly from the appropriate deck
3
Item cannot be sold
Coins
Heroes use money tokens, called coins, to track
their current wealth. Money can be spent in town
for goods and services.
Potions
Potions are elixirs with magical powers. When a hero
picks up a potion marker, he may immediately equip it
for free if he doesn’t already have three equipped
potions. He may place the potion in his pack if it isn’t
already carrying three unequipped items. Each hero may
only drink one equipped potion each turn (of any
type).
The five available types of potions are:
Healing Potion
A hero who drinks a healing potion
immediately recovers three wounds (up to
the hero’s maximum wounds value ).
Invulnerability Potion
A hero who drinks an invulnerability potion
places the potion marker on his hero sheet. Any
time the hero is struck by an enemy attack, he
may discard the invulnerability potion from his hero
sheet after the attack roll is made to gain “+10”
armor against that attack. This effect is cancelled if
the hero drinks another potion before using it.
Otherwise, the potion remains in effect until the hero
discards the token or dies.
Power Potion
A hero who drinks a power potion rolls five
power dice on his next attack . The attack
does not have to be made on the same turn
that the potion is drunk, but the effect is cancelled if
the hero is killed or drinks another potion before
making an attack.
Vitality Potion
A hero who drinks a vitality potion restores his
fatigue to its maximum value.
Invisibility Potion
A hero who drinks an invisibility potion places
the potion marker on his hero sheet. While the
invisibility potion marker remains on the hero,
that hero gains the Stealth ability (see page 27 for
details). At the start of his turn, that hero must roll a
power die. If the result is a surge, the invisibility
potion wears off and the marker is removed from the
hero sheet.
Training Tokens
When purchasing a training token, the hero player
chooses one token and places it on his hero sheet. Each
training token adds ‘+1’ to one of the hero’s traits, as
shown on the token. A player may never improve one of
his traits to a value higher than five.
Equipping Items
The number of items heroes may carry at one time is
limited. Any items that are not equipped must either be
placed in the hero’s pack or dropped. If a hero drops an
item, he must immediately discard the item card or
token. Monsters cannot pick up or carry any items.
Important: If an area requires more figures that
there are available, the Overlord cannot place those
figures unless he first removes figures of the same
type from another area. If the Overlord can only
place some, but not all of the figures in an area, he
may choose which ones to place in the new area.
Note: All heroes in the town are considered
adjacent to each other and cannot be targeted by
Overlord cards.
---
11
Dropped items are lost for the whole game unless it’s a
relic, in which case the appropriate relic marker is
placed on the board, at the location where it was
dropped.
By spending 2 movement points for a re-equip
movement action, a hero may freely exchange any
items currently equipped with any in his pack. Also,
each time a hero acquires a new item for any reason,
he may equip that item and unequip (place in their pack
or discard) any items neccessary for him to do so.
Limits on Equipped Items
Heroes are limited to the following items equipped at
one time (unless specified otherwise by a skill or special
ability –Ed.):
• Items whose total number of “
” icons is two or
less
• One armor card
• Three potion tokens
• Two other type cards
The Hero’s Pack
A hero can carry up to three unequipped items
(including potions) in his pack. Hero players indicate the
items in their packs by turning the item cards or tokens
face down. A hero cannot use an item in his pack until
he equips it. In addition to three items, a hero can carry
any amount of money in his pack.
Attacking
Each turn, a hero or monster may make one or more
attacks against enemy figures on the board. The
following rules apply to hero and monster attacks.
Types of Attacks
There are three types of attacks in the game:
Melee Attacks
Melee attacks can only be declared against
adjacent spaces. However, a melee attack
only misses if a miss result (“X” die face) is
rolled. Range results are ignored during melee attacks.
When a hero makes a melee attack, he adds a number
of power dice to his roll equal to his melee trait.
Unarmed Attacks
If a hero attacks without a weapon , he attacks with
his fists. This is a melee attack that grants one red
die and has no special abilities of any kind.
Off-Hand Bonus
Most one-handed weapons have an off-hand bonus
described on their cards. If a hero has two one-
handed melee weapons equipped at once, he may
gain the benefits of an Off-Hand Bonus. The weapon
the hero does not use to attack adds its off-hand
bonus to attacks with the other weapon.
Ranged Attacks
Ranged attacks can be declared against any
space to which the attacker has a line of
sight. The attack misses if either a miss result
is rolled or the rolled range is less than the
range to the target. When a hero makes a ranged
attack, he adds a number of power dice to his roll equal
to his ranged trait.
Magic Attacks
Magic attacks can be declared against any
space to which the attacker has a line of
sight. The attack misses if either a miss
result is rolled or the rolled range is less than the
range to the target. When a hero makes a magic
attack, he adds a number of power dice to his roll equal
to his magic trait.
Morph Attacks
The attacker chooses which attack dice to use
when making a morph attack (the attack must
include at least one red, white, or blue
die). The attack is subject to the chosen attack type
rules.
Attack Sequence
Whether the attacker is a hero or a monster, all attacks
follow these six steps:
Step 1: Declare Attack
The attacking player declares which space his figure is
attacking. If the attacking figure is a hero, the player
must also state which equipped weapon the hero is
using. Heroes can only attack with an equipped
weapon.
Note that the attacking player designates a space to
attack and not necessarily a figure. This is important
for weapons with the Blast ability.
Step 2: Confirm Line of Sight
In order to attack a space, the attacker must have
line of sight to it. In other words, the attacking figure
must be able to trace an uninterrupted straight line
from the center of its space to the center of the target
space. If attacking with a large monster, the Overlord
needs to trace line of sight from the center of one of
the spaces it occupies to the center of the space it is
targeting. Line of sight is blocked by walls, closed
doors, other figures, and blocking obstacles. You
Example: A hero has a sword and a dagger
equipped and attacks with the sword. The hero’s
attack gains the dagger’s off-hand bonus, which is
one free surge. The hero makes his attack with the
sword normally and adds the free surge from the
off-hand bonus to the result.
---
12
cannot, for instance, shoot directly through one
monster to hit another monster behind it.
Step 3: Count Range and Roll Attack
Next, the attacking player counts the number of spaces
from the space occupied by the attacking figure to the
targeted space. This is the range of the attack. After
determining the range of the attack, the attacking
player rolls the dice corresponding to the attacking
weapon or monster. The dice the player rolls depend on
whether the attacker is a hero or a monster:
Attacker is a Hero
The dice the player rolls are listed on the item card of
the weapon the hero is using. In addition, the hero
may add one or more power dice to his roll,
depending on his traits. He may also be required to
add the clear stealth die when attacking monsters
with the Stealth ability.
A hero may willingly target another hero with an
attack, but they must roll their full compliment of
attack dice. They may choose not to spend any
surges to limit the damage.
Heroes may also attack an empty square, although if,
after spending surges, there are no valid targets in
the area of the attack (hero or monster), the entire
attack is canceled without effect.
Attacker is a Monster
If the attacker is a monster, the dice the Overlord
player rolls are listed on the corresponding monster
reference card. The Overlord may also need to add
the clear Stealth die to the attack roll when attacking
a hero with the Stealth die or heroes that have
played certain Feat cards.
Step 4: Determine Attack Success
If a miss result (“X” die face) is rolled, the attack
automatically fails. Otherwise, the attacker adds up all
the range number results on the rolled dice. The attack
hits if the total range of the rolled dice is equal to or
greater than the attack’s range (unless a Melee
attack is made, in which case range is ignored). If the
rolled range is lower than the required range
needed to hit the target, the attack is unsuccessful and
no damage is dealt.
Step 5: Power Enhancements, Power
Surges, and Fatigue
If the attacker has not rolled a miss result, it is possible
to modify the rolled range and damage through one or
more of the methods below.
Using Power Enhancements
The black power dice have power enhancements ( ♥)
on several of their sides. For every power
enhancement a player rolls during an attack, he may
increase either the range or the damage of the
attack by one.
Using Power Surges
Many of the dice have power surges (
) on their
sides. The heroes and the Overlord may use power
surges the following ways:
Attacker is a Hero
A hero player may use rolled power surges to trigger
a variety of special effects, depending on the
weapon used. A weapon’s item card lists the effects
that a hero may trigger with power surges when
attacking with that weapon. A hero may trigger a
specific effect more than once for a single attack, as
long as he rolled enough power surges to pay for
the effect each time. Note that there are some
effects that will provide no additional benefit if they
are triggered more than once (i.e. abilities that do
not stack like Knockback). Any power surges that
a hero does not immediately use to trigger effects
are lost.
Attacker is a Monster
For every two surges the Overlord player rolls
during an attack, he gains one threat token
(unless a special ability, such as Dark Prayer,
states otherwise. -Ed). Any unused surges are lost.
Using Fatigue
After the dice have been rolled for an attack ,
hero players may spend one or more fatigue tokens to
add additional power dice to the roll on a one for one
basis. However, an attacker may never roll more
than five power dice for a single attack.
Step 6: Inflict Wounds
After Step 5 is resolved, if the attack hits, the attacking
player counts the total number of damage (“♥” icons)
Important: For purposes of determining line of
sight for an attack, ignore figures that are not in
line of sight themselves.
Important: Even if a hero has more than one
weapon equipped when he attacks, he must choose
only one weapon with which to attack. A hero who
has two swords equipped may roll the dice for one
of those weapons only.
Example: A hero attacking with a Frost Axe may
use his power surges to trigger two different
effects. The weapon’s item card reads, “:+1
Damage" and “ : Pierce 3”. This means that a
hero player can use one power surge to either
increase the attack’s damage by 1 or give the
attack the Pierce 3 ability. If the hero player rolled
2 power surges, he could use them to give the
attack "+1 Damage" and Pierce 3 or he could use
them to simply grant the attack Pierce 6 or "+2
Damage".
---
13
showing on the rolled dice and adds any bonus damag e
from power surges, power enhancements, or weapon
abilities. This is the total damage dealt. In order for
this damage to have any effect, it must penetrate the
target’s armor.
A hero’s armor rating is equal to the base armor
listed on his hero sheet plus any armor added by
his equipped items. A monster’s armor rating can be
found on its reference card.
To determine actual damage dealt, simply subtract the
target’s armor rating from the total damage dealt to it.
Damage is dealt before any other effects or
abilities are applied.
For each wound a hero suffers, the player must
remove one wound token from his hero sheet. When
a hero removes the last wound token from his hero
sheet, he has been killed.
For each wound a monster suffers, the Overlord player
places one wound token next to the monster
figure on the board. A monster figure is killed when
the number of wound tokens it has received equals or
exceeds its wound value, as indicated on the monster’s
reference card.
Attack Re-rolls
There are two main effects that cause dice re-rolls while
attacking. These are dodges and aimed attacks. The
player causing the re-roll chooses one or more of the
dice involved in the attack, and then the attacker rolls
those dice again, keeping the new result. Under no
circumstances may a single attack be re-rolled
more than once. If an attack is affected by both a
dodge and an aimed attack, then the two effects cancel
each other and the attack is not re-rolled at all (see Aim
and Dodge on page 7 for more details).
Attacking Large Monsters
Large monsters can only be targeted once by a single
attack, even if a Blast or Sweep attack covers multiple
spaces occupied by the figure .
Monsters
Normal Monsters
Normal monsters are represented by the tan figures and
their stats are listed in the tan area on the monster
reference cards.
Master Monsters
Master monsters are tougher versions of the normal
monsters. They are represented by the red figures and
their stats are listed in the red area on the monster
reference cards. In addition to having enhanced powers,
master monsters are less susceptible to stunning. When
the Overlord player removes a stun token from a
master monster, he may either move the monster up
to its speed or attack once.
Named Monsters
Named monsters are unique monsters described in the
quest guide. They are represented by the red figures.
When the heroes encounter a named monster, the
Overlord player must explain any different or special
stats the monster possesses.
The Overlord player is not required to reveal any
special abilities the monster may have. Named
monsters are immune to Stun . In most quests, the
hero players receive one or more conquest tokens for
slaying a named monster.
Fatigue
Heroes use fatigue tokens to keep track of how
tired they are. Heroes can temporarily enhance
their attacks or movement by spending fatigue. A
player spends fatigue by removing one or more
fatigue tokens from his hero sheet . Once a hero is
out of fatigue tokens, he may not spend fatigue again
until he has used the rest order or another method to
regain some of his fatigue. Fatigue may be spent in two
ways:
Spending Fatigue for Movement
At any time during his turn, a hero player may
spend one fatigue to gain one movement point ,
even if he is currently taking the battle action. This may
be done as often as the hero player desires as long as
he has fatigue tokens to spend. Movement points
gained in this manner are spent just like normal
movement points.
Spending Fatigue for Attacks
After rolling an attack, a hero player may spend one
fatigue to roll one additional power die, adding its
result to the attack roll. This may be done as often as
the hero desires after an attack, one die at a time, as
long as he has fatigue tokens to spend, even after the
Overlord has played cards against the attack (such as
Weakness).
Wounds
Heroes and monsters both use wound tokens to
keep track of injuries. When a hero or monster
receives a number of wounds equal or greater
to its wound rating, it is killed.
Monster Death
Killed monsters are simply removed from the board along
with their wound tokens. They may return to the board
again as needed later in the game (when revealing a new
area or when the Overlord player plays a spawn card).
Example: A beastman inflicts “6” damage to
Battlemage Jaes, who has a base armor of “1” and
is equipped with a leather armor which gives him
an additional ‘+1’ armor, for a total of 2 armor.
Subtracting 2 from the total damage of 6, Jaes
suffers 4 wounds.
---
14
Monster Death Bounty
Any hero who deals the killing blow to a master
monster immediately receives a bounty of 50
coins.
Hero Death
A killed hero is immediately moved to the town . If it
was the hero’s turn, his turn immediately ends. The
hero player then immediately loses a number of
conquest tokens equal to the hero’s conquest
rating.
A hero that is killed loses half of his money, rounded
down to the nearest 25 coins, but does not lose any of
his items or skill cards. He is returned to town and
may either shop there and/or return to the board via a
glyph of transport on his next turn.
The hero’s wounds and fatigues are immediately
restored to their maximum values . In addition, any
lingering effects are immediately removed (such as
Curse, Bleed, Burn, Frost, Poison, Transformed or
Web). During the next round, the hero takes his turn as
normal.
Conquest Tokens
The heroes gain and lose conquest tokens as they
make their way through the dungeon. As long as
they still have at least one conquest token ,
the game continues. If the heroes ever run out of
conquest tokens, the game immediately ends and the
Overlord wins. However, if the heroes complete the quest
goal before running out of conquest tokens, they win the
game.
Conquest tokens are gained and lost in the following
situations:
Conquest Tokens Gained or Lost
+3
Activating a Glyph of
Transport
+2 to +4 Opening a treasure chest
-2 to -4
1
Hero killed varies
2
Triggering Encounters
varies
2
Killing Named monsters
1
Curse tokens may add to a hero's value. See page 20.
2
Conquest tokens gained or lost are specified in each Quest
Dice
Combat dice
The red, blue, white, green, and
yellow dice are combat dice.
Together with the black power dice
(and sometimes the clear stealth die), they are used to
make attacks. The number on each die face represents
range, while the “♥” icons represent damage. Finally, the
red, blue, and white dice each have a miss result die face
(“X” side). If a miss result is rolled during an attack, the
attack fails completely, regardless of what the other dice
show.
Power Dice
Power dice (black dice) are normally added to
attack rolls because of hero traits or abilities. A
hero can also add power dice to an attack by
spending fatigue. An attack may never have more
than five power dice, no matter the source. Each face
of the power die is of one of the three following types:
Power Enhancement
Some faces of a power die show a power enhancement
(♥). For each power enhancement he rolls, a player
may increase either his attack’s range or his attack’s
damage by one.
Power Surge
If one or more power surge icons (
) are rolled during
an attack, the attacking player may spend these power
surges to activate the special abilities of any items the
hero has equipped. Note that surge icons are also
found on some faces of the combat dice.
Blank
A power die has one blank side (---): a side with no
icons or numbers. A blank result on a power die simply
means that the hero earns neither enhancements nor
surges for that die. Heroes must also sometimes roll
“blanks” on the power dice to avoid or resist the effects
of traps, curses, and other effects triggered by the
Overlord player.
Stealth Die
The transparent stealth die is used when
attacking a figure (monster or hero) that has the
Stealth ability.
Cards
There are several types of cards in Descent: Journeys
in the Dark. These are Skill cards, Feat cards, Item
cards, Overlord cards and Monster Reference cards.
Expansion cards
All cards from The Well of Darkness expansion
show a small yellow well symbol on the upper right
corner.
All cards from The Altar of Despair expansion
show a small red altar symbol on the upper right
corner.
All cards from The Tomb of Ice expansion show a
small blue skull symbol on the upper right corner.
Skill Cards
The hero players each draw three of these cards at the
beginning of the game. Skill cards are divided into three
decks:
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15
Fighting
Fighting skill cards typically enhance a hero’s
ability to make Melee attacks and to survive
damage. Warriors have the most training in
fighting skills.
Subterfuge
Subterfuge skills typically enhance a hero’s
ability to make Ranged attacks and to move
around the board. Thieves and assassins have
the most training in Subterfuge skills.
Wizardry
Wizardry skills typically enhance a hero’s ability
to make Magic attacks or provide a unique
magical ability. Wizards, witches, and priests
have the most training in Wizardry skills.
Players keep the same skill cards all game long (although
they can purchase additional skill cards) and may use
them as often as they allow. Skill cards are never
discarded or exhausted .
Replacement Skill Cards
One copy of “Acrobat”, one copy of “Divine
Retribution” and one copy of “Leadership”
replacement cards have been included in the Well of
Darkness and Altar of Despair expansions. To use
them, simply remove the old cards from their respective
decks and replace them with the revised cards.
Feat Cards
In addition to the Skill cards they
receive normally, The Tomb of Ice
expansion introduces Feat cards
that hero players can receive and
use. When drawn, Feat cards are always placed into a
player’s hand without being revealed. Feat cards can
never be traded with or given to other players .
Feat Cards Setup
During setup, after the Skill cards have been dealt to
the hero players, separate the three Feat decks
(fighting, subterfuge, and wizardry) and shuffle them
individually. Then, each hero player draws the
quantity and selection of Feat cards indicated by
the starting skills section of his hero sheet.
Playing Feat Cards
Each Feat card lists one or more triggering
conditions that determine the timing and situation in
which it can be played. Hero players may play Feat
cards at any time as long as the triggering
conditions have been met. After playing a Feat card,
the hero players simply follows the instructions
printed on the card, resolves its effects, and
discards the card onto a discard pile for that feat
type.
Drawing Feat Cards
When a hero player activates a glyph (including Dark
Glyphs), all hero players may draw one Feat card
(unless their hero sheets state differently).
Additionally, some quests’ treasure chests yield Feat
cards as rewards. When a treasure chest lists a Feat
card as a reward, all hero players may draw one Feat
card (unless their hero sheets state differently).
When several players must draw Feat cards at the
same time, they may decide among themselves what
order to draw them in. If the hero players cannot
agree, the Overlord player chooses for them.
Each hero player may only draw from Feat decks of
the types they are able to draw from during
setup.
When a hero player draws the last card in a Feat deck,
the hero player shuffles all the discarded cards of that
feat type and creates a new deck.
If a Feat card deck runs out of cards and there are no
discarded cards of that feat type, the hero players
cannot draw that type of Feat card and must draw
another Feat card type, if able.
Unless otherwise stated on a player’s hero sheet, a
player’s maximum Feat card hand size is four. If a
player already has four Feat cards in his hand, he may
still draw Feat cards when able, but them must
immediately discard back down to four.
Item Cards
Item cards are either purchased in town or found in
treasure chests. Each item card represents a piece of
equipment that will help the hero on his quest.
Item cards are:
• kept face up in front of the hero player when
equipped
• turned sideways when exhausted to indicate that it
has been used (a card that has been exhausted
cannot be used again that turn).
• tucked under the player’s hero sheet when
placed in his hero’s pack.
Shop and Relic cards are double-sided, while copper,
silver, and gold treasure cards have borders of the
appropriate color on their backs. Relic cards have a blue
text box to differentiate them from other item cards
(Relics do not have a cost and cannot be bought or sold
in town -Ed).
Each item card has the following elements:
Item Traits
These bolded words (first line of the card text box) tell
what sort of item the card represents (such as Armor or
Weapon). If an item is a weapon, a smaller trait
underneath describes what sort of attack it makes (i.e.
Melee, Ranged, or Magic).
Important: Each hero player may only play one
Feat card per turn. So, for example, each hero
player may play one Feat card on his turn, and one
Feat card on the Overlord’s turn.
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16
Special Abilities
Any special abilities the item possesses are described in
its card text. Special abilities written as “: ‘+1
Damage’” are shorthand for “Spend the number of
surges shown to add the listed ability to this attack”.
You may activate this ability multiple times, as long as
enough surges are rolled and you are paying its cost
each time.
Item Cost
Items available in the shop have their cost listed in the
lower left corner of the card, next to the coin (
) icon.
Item cards may be sold back to the town shop for half
their value.
Hand Icons
The number of hands required to equip an item is
indicated by hand icons (
) printed on the bottom of
the item card. An item with one hand icon requires one
hand to equip, an item with two hand icons requires
both hands to equip. Items with no hand icons do not
require any hands to equip.
Combat Dice
The dice rolled when making an attack with the item
are shown in the lower right corner of the card. This
does not include power dice rolled due to a hero’s traits
or fatigue spent.
Item Restrictions
Heroes wearing certain kinds of armor cannot equip
Runes (a type of magic weapon -Ed). This restriction is
indicated on the appropriate item cards.
Replacement Item Cards
Two copies of “Bow” (shop item), one copy of “Bow of
bone” (silver treasure), one copy of “Golden armor”
(silver treasure) and one copy of “Dragon scale mail”
(gold treasure) have been included in the expansions. To
use them, simply remove the old cards from their
respective decks and replace them with the revised
cards.
Overlord Cards
The Overlord player uses these cards to spawn new
monsters, trigger special abilities and game effects, gain
evil powers, or collect additional threat tokens. The
Overlord should not reveal the cards in his hand to the
hero players until he chooses to play a card.
Each Overlord card has the following elements:
Threat Cost
The number in the lower left corner is the number of
threat tokens the Overlord player must pay to play the
card.
Threat Value
The number in the lower right corner is the number
of threat tokens the Overlord player gains if he
discards the card without using its effect.
Card Type
The type of Overlord card is shown at the top of the
card. The four types of Overlord cards included in the
deck are:
Event Cards
Event cards allow the Overlord player to activate
special abilities and take unexpected actions. Each
event card lists one or more triggering conditions that
determine the timing and situation in which it can be
played. The Overlord player may play event cards
at any time as long as the triggering conditions on
the card have been met. After playing an event card
and paying its threat cost, the Overlord simply follows
the instructions printed on the card, resolves its
effects, and discards the card.
Event Card Timing
Whenever there is a question of timing, the event
card always receives precedence as long as the
Overlord player declares his intent to play the event
card in a timely fashion.
Event cards that read “Play at the start of your
turn.” must be played after the Overlord player has
discarded down to eight cards for the turn, but
before step 3 of his turn.
Event cards that read “Play immediately before a
hero takes his turn” can be played until the hero
player declares his action. As always, the
Overlord player should be given a reasonable
chance to play his card before a hero completes his
action.
Trap Cards
The Overlord uses trap cards to deal damage directly
to the heroes. The Overlord player may play trap
cards at any time as long as the triggering conditions
on the card have been met. After playing a trap card
and paying its threat cost, the Overlord simply follows
the instructions printed on the card, resolves its
effects, and discards the card.
Important: Only one event card may be played
per triggering condition. For example, each time a
monster is attacked, the Overlord may play only
one dodge card.
Important: Only one trap card may be played per
triggering condition. For example, each time a hero
moves into a space, the Overlord may play only
one trap card that is triggered when a hero moves
into a space.
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17
Spawn Cards
Spawn cards are used to add more monsters on the
game board. Spawn cards can only be played during
step 2 of the Overlord’s turn.
Power Cards
Power cards can only be played on the Overlord’s turn
before activating any monsters in step 3 . Once
the Overlord pays its threat cost and plays a power
card, it is placed face up in front of him. Power cards
grant the Overlord player permanent special abilities
that are in effect for the rest of the game.
Treachery Cards
Starting with The Well of Darkness expansion, the
Overlord player has the ability to customize the
Overlord deck from the base game using treachery
cards.
Treachery cards have a hexagonal, colored gem
between their threat value and their threat cost – this
is their treachery cost. At the start of each quest,
before the game begins (before step 5 of the Overlord
setup), the Overlord receives a certain amount of
treachery with which he can customize his base deck.
When customizing his deck, the Overlord player
swaps out cards from his base deck for cards that
have a treachery cost. Each quest states how much
treachery the Overlord receives when playing that
quest. This information is found above the chest
contents chart for that quest.
Treachery comes in four types:
• Events (green gem )
• Traps (purple gem )
• Spawns (red gem )
• Powers (green, purple or red)
Power cards are paid for with green, purple, or red
treachery, depending on the color of their treachery
gem. In order for the Overlord to add a card that has
a treachery cost to his deck, he simply spends the
listed amount of treachery (making sure to spend the
proper type), then he adds the card to his Overlord
deck, removing any one other card of his choice from
the deck. The Overlord may swap out as many cards
from the Overlord deck as he wants as long as he has
enough treachery to pay for them all.
Unspent Treachery
For every two points of leftover treachery (of
any type), the Overlord draws one extra Overlord
card to start the game, up to a maximum of eight
cards.
Treachery for the original quests
When playing the original nine quests from
Descent: Journeys in the Dark, the Overlord
receives treachery based on this table:
Event
(green)
Trap
(purple)
Monster
(red)
Into the Dark 4 4 4
The Brothers
Durnog
4 2 4
Problems of
Life and Death
3 3 4
Spoiled Brat 3 3 3
Last Wishes 4 4 2
The Eternal
Guardian
3 2 5
The Black
Blade
3 5 4
The Trapped
Ruins
2 6 2
Old Friends 5 3 3
Dark Relics
In order to use dark relics, the Overlord must
spend treachery to add at least one copy of
the “Dark Relic” Overlord trap card into his
deck. Then, when he plays the card, he can
substitute any dark relic of his choice
from the deck of dark relics for one of the treasure
cards the heroes were about to receive .
The hero who receives a dark relic must
immediately equip it, un-equipping other items to
do so if necessary. Worse, the hero cannot unequip
or drop the dark relic. In fact, the only way to get
rid of a dark relic normally is to die, at which
point any dark relics the hero is carrying are
discarded.
Discarding Overlord Cards
After he draws two cards at the beginning of his turn, the
Overlord player must discard cards until he has no
more than eight cards in his hand.
Important: Chests, Glyphs, Potions, Coin Piles,
and Rune Keys do not count as empty spaces for
the purposes of playing traps. They do not block
line of sight and figures may move through them as
normal.
Important: Only one Spawn card may be played
per turn.
Important: Only one Power card may be played
per turn.
Example: The Overlord receives 2 event
treacheries, 6 trap treacheries, and 2 spawn
treacheries at the start of a quest. He decides to
add “Rolling Stone” (3 trap treachery), “Danger” (1
event treachery), and “Empower” (1 Event
treachery) to his deck. This leaves him with 0 event
treachery, 3 trap treacheries, and 2 monster
treacheries, which he chooses not to spend. He
then adds the 3 cards he has chosen to his
Overlord deck and chooses 3 other cards to remove
from it.
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18
The Overlord player collects threat tokens from all
discarded cards, and he may discard as many cards as
he wishes in order to collect additional threat tokens. The
Overlord can discard cards for threat at any time, even
during a hero player’s turn, to help pay the threat
cost of another Overlord card he wishes to play.
For each Overlord card he discards, the Overlord collects
a number of threat tokens equal to the card’s threat
value. Discarded Overlord cards cannot be used to
trigger any game effect.
Playing Overlord Cards
The Overlord player must always pay a card’s threat cost
when playing it. He simply returns the indicated number
of threat tokens to the pile of unused threat tokens. The
Overlord player cannot play a card if he doesn’t have
enough threat tokens to pay for it. He can, however,
discard any number of Overlord cards from his hand to
collect the additional threat tokens he needs to play the
card.
Threat Tokens
The Overlord uses threat tokens to pay for
Overlord cards that he wishes to play from his
hand. These cards can trigger events and traps,
summon new monsters to the dungeon, or even grant
permanent powers to the Overlord.
New Expansion Overlord cards
Well of Darkness: Three of the new Overlord cards
are intended to be added to the Overlord deck from
the base game (2 copies of “Kobold Swarm” and 1 cop y
of “Ferrox Tribe”).
Altar of Despair: Six of the new Overlord cards are
intended to be added to the Overlord deck (1 copy
each of “Danger,” “Dark Balm,” “Crushing Block,”
“Paralyzing Gas,” “Blood Ape Tribe,” and “Black Order”).
Tomb of Ice: Four of the new Overlord cards are
intended to be added to the Overlord deck from the
base game (one copy each of “Lava Beetle Scouts”,
“Shade Spooks”, “Lone Medusa”, and “Lone Wendigo”).
Replacement Overlord Cards
One copy of “Explosive Rune” has been included in The
Well of Darkness. To use it, simply remove the old card
from the Overlord deck and replace it with the revised
card.
Resetting the Overlord Deck
At the end of the game, the Overlord deck is restored to
its original condition, removing all cards that have
treachery costs from it and returning the original cards to
it.
Monster Reference Cards
These cards list the abilities and statistics for the
different monsters in the game. Which card side you use
depends on the number of players (including the
Overlord) in the game.
Each monster reference card has the following elements:
Number of Players
The number of players (including the Overlord) that
each card is intended to be used for is listed in its
upper left corner. Note that the cards are double-sided
such that the “2” and “3” player cards are on the front
and back of the same card (and likewise for the “4” and
“5” player cards). Only use the card side showing the
total number of players in the game.
Normal Monster Abilities
The upper, tan-colored section of the card lists the
abilities of a normal monster of that type.
Master Monster Abilities
The lower, red-colored section of the card lists the
abilities of a master monster of that type.
Attributes
Speed
(
) The monster’s speed is listed next to the green
boot icon.
Armor
(
) The monster’s armor is listed next to the blue
shield icon.
Wounds
(
) The monster’s wounds are listed next to the red
heart icon.
Attack Type
(
,,,) The monster’s attack type and combat
dice are represented by icons. Unlike heroes, each
monster only has one type of attack they can make
(with the exception of Morph attacks –Ed.).
New Expansion Monster Cards
The new monster reference cards provide the abilities
and statistics for the new monsters featured in the
expansions.
Replacement Monster Cards
The new Beastman and Skeleton cards are intended to
replace the ones from the original game. Remove the old
cards and replace them with these revised cards.
Important: The Overlord player never collects
threat tokens for cards that are discarded after he
has played them and their effects have been
resolved.
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19
Plastic Figures
The plastic figures represent the heroes and monsters in
the game. It is always important to know which exact
space (or spaces) a figure occupies on the board, as this
affects many of the rules for combat and movement.
The direction a figure is facing has no effect in the
game. Heroes and monsters can see in all directions.
Note that most figures occupy a single space, but some
larger figures occupy two, four, or even six spaces.
Large Monsters and Terrain
When a large monster moves, it suffers the negative
effects only of whatever terrain its “front” half enters.
The Overlord may choose to have a monster affected by
any terrain it partially occupies. A monster must be
affected by any terrain it completely occupies. If the
monster is completely occupying multiple terrains, the
figure must be affected by at least one of the terrains it
is occupying (Overlord's choice).
Familiars & Companions
Some skills and hero abilities grant heroes familiars or
animal companions.
Familiars obey the following rules:
• Familiars are represented by markers. The marker
representing a familiar begins the game in the
same space as the familiar’s owner .
• A Familiar moves after its owner’s turn is
finished. It moves up to a number of spaces equal
to its speed, which is listed in its description.
• Familiars move like heroes, except that they can
move through enemy figures and can end their
movement in the same space as another
figure. While familiars can't jump over pits, they
can walk right through them, without suffering any
effects.
• Familiars may occupy the same space as
another figure, and figures may move through
and trace lines of sight through familiars .
• A familiar cannot carry any items or perform any
movement actions unless its description states
otherwise.
• A familiar does not count as a hero for purposes of
spawning monsters unless its description states
otherwise.
• Familiars cannot be affected by any attack or
harmed in any way.
• When the owner of a familiar dies, the familiar
remains in the dungeon and can still be moved as
normal.
Boggs the Rat
This familiar is granted by a wizardry skill card.
Boggs’s speed is 4. The Overlord player
cannot spawn monsters within line of sight
of Boggs, just as if he were a hero.
Bottle Imp
This familiar is granted by the “Bottle Imp” silver
treasure card while it is equipped. The Bottle
Imp’s speed is 4 and it has the Aura ability. If
the Bottle Imp is equipped
Furr the Spirit Wolf
This familiar is granted by the “Furr the Spirit
Wolf” Fighting skill card. Furr’s speed is 4. Furr
can attack once per turn (before, after, or
during his movement), rolling 1 white die, and his
attack ignores armor. Furr the Spirit Wolf's attack is a
melee attack even though it rolls the white die. In
addition, Furr can only attack when his owner has a
clear line of sight to Furr and is within 5 spaces of
him.
Mata and Kata
These familiars are granted by a Wizardry skill
card. Mata and Kata’s speed is 6. Mata and Kata
are each represented by markers that move
independently of each other. The familiars can
each be given or pick up and carry one item
(including potions). They can give a carried
item to an adjacent hero for one movement point
(or to each other, if they are adjacent).
Pico
Pico is an animal companion granted by Ronan of
the Wild’s hero ability. Pico is not a familiar
and does not follow the above rules for
familiars. Ronan of the Wild’s player receives the Pico
token at the start of the game. Pico cannot move on
its own, but heroes can carry her. Pico does not count
towards the number of items a hero can equip or carry in
his pack. A hero can give Pico to an adjacent hero
for 2 movement points .
Any hero carrying Pico rolls one extra power die on
all attacks (up to the normal limit of five power dice).
Note: For thematic reasons, the kobold figure
shows two kobolds crouching together. For game
purposes, one kobold figure represents only one
kobold.
Example: if a spider were to move from four clear
squares to a mud square, it would suffer a
movement penalty. If that same spider were to
then move its “front” (i.e. leading) half off the mud
into clear terrain, it would not suffer a movement
penalty even though its “back” (i.e. trailing) half
has just moved onto the mud.
Example: If half of a spider’s base is on a table,
the spider may be considered to be elevated if the
Overlord chooses.
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20
Shadow Soul
This familiar is granted by the “Shadow Soul”
Subterfuge skill card. The Shadow Soul’s speed
is 5 and it has the Flying ability. The Shadow
Soul cannot end its movement in the same space as
another figure, nor can figures end their movement in
the same space as the Shadow Soul. At the start of its
owner’s turn, the Shadow Soul’s owner may either:
A) Swap places with the Shadow Soul
B) Move the Shadow Soul to an empty space
adjacent to the owner
C) Do nothing with the Shadow Soul.
The owner then receives his normal turn, including
movement, even if he swapped places with the
Shadow Soul.
Sharr the Brightwing
This familiar is granted by the “Sharr the
Brightwing” Wizardry skill card. Sharr’s speed is 5
and she has the Flying ability. If Sharr ends
her movement in the same space as a friendly
figure, that figure recovers 2 wounds . If Sharr ends
her movement in the same space as an activated
dark glyph, that dark glyph is removed from the board
and replaced with an activated normal glyph.
Shar the Brightwing is not used in Road to Legend
campaigns.
Skye
This hawk familiar is granted by Vyrah the
Falconer’s hero ability. Skye’s speed is 5 and it
has the Fly ability. Skye can also end its
movement in the same space as another figure.
Enemies adjacent to or in the same space as Skye
cannot dodge or aim, and their armor is reduced by
1 (minimum 0).
Treasures
As the heroes explore the dungeon, they will find
treasure that can aid them in their quest. Treasures may
be new weapons, armor, potions, or other special items.
The following rules apply to all treasure tokens and
markers.
• Only heroes may pick up treasure tokens and
markers.
• During his turn, a hero may automatically pick up a
treasure token or marker in the space he is
occupying (it does not cost any movement points to
do so).
• During his turn, a hero may give items to heroes in
adjacent spaces at the cost of one movement point
per token or card given. A hero who receives an item
from another player may immediately equip it, place
it in his pack, or drop it.
Treasure Chests markers
Chest markers have two distinctive sides. One side
shows a specific color to identify the type of chest
(copper, silver or gold) while the other side shows the
chest number that determines its content from the quest
guide. Heroes must move into the space containing the
chest in order to open it. A hero cannot open a chest if
the chest is in the same space as another figure.
Next, the hero must spend two movement points to
open the chest. When a chest is opened, the marker is
turned over to reveal its “numbered” side. The Overlord
then consults the Quest Guide to determine what the
chest contains.
Heroes gain treasure from opened chests no matter
where they are (even if they’re in town). If a treasure
deck runs out of cards, the heroes cannot gain any more
treasure of that type this game.
A hero may immediately re-equip his items, place items
in his pack, or drop items in order to equip the new item.
Once a chest has been opened, remove the chest mark er
from the board.
Treasure Chests may contain the following:
Money: Each hero gains the indicated amount of coins.
Copper Treasure: Each hero draws a number
of cards from the copper treasure deck as
specified in the quest guide.
Silver Treasure: Each hero draws a number of
cards from the silver treasure deck as specified
in the quest guide.
Gold Treasure: Each hero draws a number of
cards from the gold treasure deck as specified
in the quest guide.
Conquest Tokens :
The heroes immediately gain the
indicated number of conquest tokens.
Curses: For each curse in a chest, the Overlord
immediately gains threat tokens equal to the
number of heroes. The Overlord player may spend
these tokens to help pay for a trap card triggered by
the chest being opened . After the Overlord has
resolved any curses and played any trap cards, the
heroes may distribute the contents of the chest.
Cursed items
Some items possess great power, but come at a
price. These items have the cursed trait. Any time
a hero equips a cursed item, he receives one
curse token. If the hero is killed, he must immediately
either discard or re-equip any cursed items he had
equipped when he died. He receives one curse token for
each cursed item that he re-equips, to replace the curse
tokens that were removed when he died. The hero’s
conquest value is increased by 1 for each curse
token on him. Curse tokens are generally only
discarded from the hero when the hero is killed.
---
21
Money marker
When a hero picks up a money marker, the
marker is discarded and every hero
immediately gains 100 coins (including
heroes in town).
Relic Markers
Any hero that picks up a relic marker takes the
corresponding relic card and may use it like any
other item. However, a relic may never be
sold, and if dropped, the card is returned to the pile of
relic cards and its marker is placed on the board where
it was dropped. Unlike other items, relics are never
lost.
Soulbiter RelicSoulbiter RelicSoulbiter RelicSoulbiter Relic
The Soulbiter Relic changes from a Melee to a Ranged
weapon after the first seal is broken.
Map tiles & Markers
The map tiles are linked in various ways to form the
game board. Each square on the board is considered one
space. Every space that is touching a given space (even
at the corners) is adjacent to that given space. Walls that
are printed on the map tiles are still walls even when
large rooms are joined together. Of course, you can
always make exceptions for your scenarios and/or
gaming groups.
Altars
Altars are places for the heroes and monsters to interact
with their gods, calling down great and powerful forces to
aid themselves or hinder their foes. One side of the altar
marker shows a good altar, while the other side shows
an evil altar. The Quest Guide will specify which type of
altar to use and their effects. Altars do not block
movement or line of sight.
Good Altars
To activate a good altar, a hero must
stand on top of the altar, spend 2
movement points as a movement
action, and spend 250 coins . The altar’s effect then
takes place as described in the quest.
Evil Altars
To activate an evil altar, the Overlord
must move a monster on top of the
altar and have the monster spend 2
movement points . The monster is then killed and the
altar’s effect takes place as described in the quest.
Corrupted terrain
Corrupted terrain does not block line of sight or
movement. Corrupted terrain is treated as an
empty space. If a trap card is played on a
corrupted terrain space, it no longer counts as corrupted.
• Each time a hero spends a point of fatigue while
on a corrupted space, the Overlord gains 1 threat.
• Each time a hero loses a wound while on a
corrupted space, the Overlord gains 2 threat.
If a hero is struck by an “instant death” effect like a
crushing wall while on a corrupted space, the Overlord
receives two threats for each wound the hero had
before being killed.
Doors
Door markers are placed between exactly four spaces
(two in front of the marker, two behind it). When a door
is opened, simply slide it off the board to one side. If the
door is closed again, slide the door marker back onto the
board in its original position. Closed doors block
movement, line of sight, and all attacks (even those
that don’t require line of sight). Abilities, but not attacks,
with a radius (such as Command ) may go through
closed doors. It is possible for both heroes and monsters
to spend two movement points to open or close doors,
but only if their figure is located in a space adjacent to a
door (including diagonals).
A door cannot be destroyed by attacks and cannot be
closed if the door’s position (the line between the two
front spaces and the two back spaces) is blocked by a
large monster.
Normal doors
Both heroes and monsters may open and close
normal doors.
Rune-locked Doors
Rune-locked doors have a colored rune
icon printed on them. These doors
begin play locked and cannot be
opened by the heroes unless they first find the
corresponding rune key . Once a hero has picked up
a rune key, the token is placed next to the compass
rose to indicate that the rune-locked door of this color
is now unlocked for the duration of the game. Rune
keys do not have to be equipped or carried in a
hero’s pack.
Example: Runewitch Astarra has 2 curse tokens on
her. Her conquest value is increased from 2 to 4, so
if she dies, the heroes lose 4 conquest tokens.
Once she is killed, all of the curse tokens on her are
discarded.
Important: Monsters cannot open any door
leading to an unrevealed area.
Important: Normal or master monsters can never
open or close a rune-locked door. Named
monsters may open rune-locked doors,
whether or not the heroes have the rune key
to that door (unless the door is leading into an
unrevealed area).
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22
Encounter markers
When a hero ends his movement on an encounter
marker, it triggers a special event or effect as
described in Quest Guide. When an area with an
encounter is revealed, the Overlord places an encounter
marker on the board in the space designated by the
Quest Guide.
Fog
Fog blocks line of sight, but not movement.
Figures in other spaces have line of sight into
adjacent fog spaces only. A figure in a fog
space has line of sight to all adjacent spaces, but not
to any other spaces.
Glyphs of Transport
Glyphs allow a hero to move to town, however,
they must be activated first before they can be
used. Glyphs are initially placed on the board with
their red (inactivated) side up. Once a hero moves
through a space containing a glyph, the glyph is flipped
over to its white (activated) side and the heroes gain
three conquest tokens . A hero may only use a glyph
once per turn—he may not use a glyph to go to town and
then return, or vice versa. Glyphs are not items and
cannot be picked up or moved.
Ice
Ice is an obstacle that does not block line of
sight, but any figure entering an ice space as
part of its movement must roll a power die. If
the result of the power die is a surge, that figure’s turn
ends immediately. All other die results have no effect.
The power die roll must be made even when entering an
ice space from another ice space. When a figure enters
an ice space occupied by a friendly figure and a surge
result is rolled, the moving figure is placed on the
last space it occupied before entering the ice
space, and its turn ends.
Large figures are affected by ice, but only if they make a
move that results in the entire figure occupying ice
spaces.
Familiars are not affected by ice.
Figures with the Fly ability are not affected by ice.
Figures that are moved onto an ice space using the
Telekinesis skill are not affected by ice.
Heroes and monsters may jump across ice using the
same rules for jumping across pits (i.e., by spending
three movement points for each ice space crossed.)
Lava
Lava markers do not block line of sight, but if a
hero or monster moves onto a lava space, the
figure immediately suffers two wounds that cannot
be reduced by armor . In addition, two burn tokens
are placed on the figure. Large figures are affected by
lava, but only if they make a move that results in the
entire figure occupying lava spaces. A figure may jump
across the lava space.
Monster Egg
Monster eggs block movement but do not block
line of sight. Monster eggs can be attacked as if
they were normal monsters, using the wound and
armor values described in the quest.
Mud
Mud markers do not block line of sight, but a
small figure (hero or monster) must spend 2
movement points instead of 1 to move onto a
mud space or from one mud space to another . It
costs only 1 movement point to move from a mud spac e
to a non-mud space. If a small figure only has 1
movement point left, then it cannot move onto a mud
space. Large figures are affected by mud, but only if they
make a move that results in the entire figure occupying
mud spaces. A hero or monster aware of mud may jum p
across the mud space.
Pit
Pit markers do not block line of sight, but if a
hero or monster moves so that the figure is only
occupying pit spaces, the figure falls into the pit
and suffers one wound that cannot be reduced by
armor. A figure in a pit may climb out for two
movement points , and is then placed adjacent to the
pit in any empty space(s) the owner chooses.
Figures in a pit can see into the spaces adjacent to
the pit. Heroes inside a pit with the Precision skill cannot
ignore the Line of Sight effects from being in a Pit when
attacking. Other figures may trace line of sight to a
figure in a pit normally. Large monsters are not affected
by pits unless they move entirely into one. Large
monsters cannot pass over, through, or stop on pits that
have heros in them. A hero or monster aware of a pit
may jump across the pit.
Rubble
Rubble is an obstacle that blocks line of sight and
movement.
Frozen Sarcophagus
Frozen sarcophagi do not block movement
or line of sight and have additional effects
that vary by quest.
Staircases
Staircases allow instant movement from one part
of the board to another. By using one
movement point , a hero or a small monster
may move from a space containing a staircase to any
space containing another staircase of the same color.
figure in a pit normally Large monsters are not affected by pits unless they move entirely into one Large monsters cannot pass over through or stop on pits that have heros in them A hero or monster aware of a pit may jump across the pit Rubble Rubble is an obstacle that blocks line of sight and movement Frozen Sarcophagus Frozen sarcophagi do not block movement or line of sight and have additional effects that vary by quest Staircases Staircases allow instant movement from one part of the board to another By using one movement point a hero or a small monster may move from a space containing a staircase to any space containing another staircase of the same color
Important: Monsters may not end their movement
in any space containing an activated glyph of
transport, although they may move through or
attack into such a space.
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23
A hero, but not a monster, may move via staircase even
if the other end of the staircase has not yet been
revealed. In this case, the new area is immediately
revealed by the Overlord player.
Attacks may be made through a staircase just as if the
two staircase spaces were adjacent. A figure standing on
one end of a staircase has line of sight to the other
end of the staircase and its adjacent spaces , while a
figure standing adjacent to one end of a staircase
has line of sight to the other end of the staircase .
Only non-area of effect attacks may go through
staircases.
Tree
Trees block line of sight. It costs two
movement points to enter a tree space . A
figure in a tree space is considered to have the
Shadowcloak ability. Large monsters only need to
occupy one tree space to benefit from this ability.
Spaces containing more than one tree have the same
effects as a space containing only one tree.
Water
Water is an obstacle that blocks movement but
does not block line of sight. Heroes and
monsters cannot jump over water.
Traps
Boulders
Boulders are obstacles that block line of sight and
movement. Boulders roll through the dungeon,
instantly killing any figure they hit.
Boulder Movement
At the start of the Overlord’s turn, before he does
anything else, he must move all boulders in play. To
do this, he selects a boulder and rolls 1 red die and 1
yellow die. He then adds up the range shown on the
two dice and moves the boulder that many spaces in
the direction shown by the arrow on the boulder. He
then repeats the process for each other boulder in play.
Any figure in a space that is not a pit, that a
boulder moves onto is instantly killed , regardless
of wounds, armor, or special abilities, such as Undying.
Boulders remove rubble obstacles from any space
they move through , but ignore most other obstacles.
Walls and closed doors will destroy any boulder that
attempts to move through them. If one boulder collides
with another boulder, the boulder that is currently
being moved is destroyed .
Boulders and Pits
Boulders rolls across pits unless the boulder moves
completely into the pit. Any figure in a pit that a
boulder is rolling across is safe from being
crushed by the boulder , but cannot climb out of any
space covered by the boulder. If a boulder moves
completely into a pit, it falls in and any figure
underneath the boulder is killed immediately , then
the boulder shatters and is removed from the board.
Boulder Ramps
Boulder ramps do not block line of sight
or movement. However, if a boulder
moves into any space containing a
boulder ramp, it is turned in the direction indicated by
the ramp arrow.
Crushing Walls
Crushing walls are obstacles that block line of
sight and are treated as normal walls for
purposes of blocking line of sight, attacks, and
movement. Crushing walls move through the dungeon,
crushing everything that gets in their way.
Crushing Wall Movement
At the start of the Overlord’s turn, before he does
anything else, he must move all crushing walls in
play. To do this, he simply moves the crushing wall one
space in the direction indicated by the quest . If a
figure is caught between a crushing wall and either a
wall, another crushing wall, or a closed door, the
figure is instantly killed, regardless of wounds,
armor, or special abilities such as Undying. Any figure
in a space that is not a pit, that a crushing wall moves
through is pushed along in front of the wall, taking one
wound (ignoring armor) of damage. Crushing walls
remove rubble obstacles from any space they
move through, but ignore most other obstacles. Once
a crushing wall has moved into a wall or a closed door,
it is removed from the map.
Crushing Walls and Pits
Crushing walls move across the top of pits . Any
figure in a pit that a crushing wall is moving across is
safe from being crushed by the moving wall and is not
pushed along in front of it. A figure moving from one
pit space to another may move through a crushing wall
as if it were not there.
Dark Glyphs
These glyphs have been corrupted by the Overlord and
typically have an unpleasant side effect for the heroes
when used or activated. The Overlord purchases dark
glyphs at the start of the game. Each dark glyph costs
two treachery of the appropriate color. When the
Overlord purchases dark glyphs, he mixes them in with
the normal glyph markers, turning all the glyphs so that
their red (inactivated) side is facing up. When a new
glyph is placed on the map (usually as the result of a
new area being revealed), the Overlord chooses the
glyph from his pool of glyphs. He is allowed to look at
their facedown sides to select exactly the glyph he
wants to play.
Dark Glyphs These glyphs have been corrupted by the Overlord and typically have an unpleasant side effect for the heroes when used or activated The Overlord purchases dark glyphs at the start of the game Each dark glyph costs two treachery of the appropriate color When the Overlord purchases dark glyphs he mixes them in with the normal glyph markers turning all the glyphs so that their red inactivated side is facing up When a new glyph is placed on the map usually as the result of a new area being revealed the Overlord chooses the glyph from his pool of glyphs He is allowed to look at their facedown sides to select exactly the glyph he wants to play
Note: Glyphs that are activated at the start of the
quest may not be dark glyphs.
Example: A hero gains Blast 1 and Blast 2 from
two different items, the hero gains Blast 3 on
appropriate attacks.
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24
Dark Glyph of Summoning (red)
When this glyph is activated, as well as each
time a hero uses it to move to or from town,
the Overlord may spawn two normal
monsters (any combination of beastmen, skeletons,
bane spiders, razorwings, hellhounds, and/or
sorcerers), following the normal spawning rules.
Dark Glyph of Sundered (green)
This glyph only provides one conquest token
when activated, and cannot be used to
move to or from town like a normal glyph.
Dark Glyph of Power (purple)
When this glyph is activated, as well as each
time a hero uses it to move to or from town,
the Overlord may draw two Overlord cards
and look at them. He then keeps one and discards the
other for threat. Otherwise, this glyph functions as a
normal glyph.
Dart Fields
Dart field markers do not block line of sight, but
each time a hero or monster moves so that any
part of the figure is occupying a dart field
space, it risks being hit by a dart. The hero or
monster must then roll one power die. On a
surge, nothing happens . On any other result, the
figure immediately suffers one wound that cannot
be reduced by armor and gains one daze token .
Dart fields cannot be jumped over.
Scything Blades
Scything blades markers do not block line
of sight, but each time a hero or monster
moves so that any part of the figure is
occupying a scything blade space, it risks being hit by
the scything blade. The hero or monster must then roll
one power die. On a surge, nothing happens . On
any other result, the figure immediately suffers two
wounds that cannot be reduced by armor and gains
one bleed token. Scything blades cannot be jumped
over.
Transformed
“Curse of the Monkey God” is a trap card the
Overlord can play when a hero opens a chest.
The hero must roll one power die. If he rolls a
blank, the card has no effect. If the hero player does not
roll a blank, the hero is transformed into a monkey, the
player must immediately replace his hero figure
with the monkey marker and the hero's turn
immediately ends.
Transformed heroes cannot attack and cannot use
any items, including potions. They cannot perform
"movement actions" that cost no movement points suc h
as picking up tokens or dropping items. A monkey can
move up to 5 spaces on the hero’s turn, but cannot
take any movement actions. A monkey has the hero’s
wounds and fatigue, but has a total armor value of
0. After a hero is transformed, the player collects two
wound tokens from the pile of unused tokens in the
common play area. The player discards one token at
the end of each of his turns (not including the turn the
hero is transformed); when he discards the last token,
his hero returns to normal.
Special Abilities
The following section describes all of the special abilities
found in the game. These abilities are most often
possessed by monsters, but heroes may also gain som e
of them from their own hero abilities or the effects of
items.
Note that some special abilities have ranks (e.g., Fear 2
or Blast 1). The effects of these ranks are always
explained in the ability description. If a hero or monster
gains a given special ability from more than one source,
any ranks the ability has are added together.
Aura
Each time an enemy figure moves into a space adjacent
to a figure with the Aura ability, it immediately suffers
1 wound that cannot be reduced by armor . The
Aura ability inflicts no damage when the figure that
possesses the ability moves adjacent to an enemy figure.
Bash
When making an attack with the Bash ability, the figure
may roll up to 5 power dice with the attack. If any of
the power dice roll a blank, it is treated as though
the figure rolled a miss result. Otherwise, the attack
proceeds as normal and has the following ability: :
+5 Damage and Pierce 2 . The figure never has to roll
any power dice when making a Bash attack, regardless
of other effects.
Berserk
If a monster with the Berserk ability has one or more
wound tokens on it, it rolls all 5 power dice when
attacking.
Black Curse
All enemy figures within 3 spaces of a figure
with the Black Curse ability receive –1 Range
and –1 Damage to all attacks they make. In
addition, any enemy figure that deals the killing
blow to a figure with Black Curse receives one
curse token. This only takes effect if the figure with
Black Curse dies and stays dead (i.e., isn’t saved by
Undying or a similar ability).
ability 5 Damage and Pierce 2 The figure never has to roll any power dice when making a Bash attack regardless of other effects Berserk If a monster with the Berserk ability has one or more wound tokens on it it rolls all 5 power dice when attacking Black Curse All enemy figures within 3 spaces of a figure with the Black Curse ability receive 1 Range and 1 Damage to all attacks they make In addition any enemy figure that deals the killing blow to a figure with Black Curse receives one curse token This only takes effect if the figure with Black Curse dies and stays dead i e isn t saved by Undying or a similar ability
Blast
Attacks with the Blast ability affect every space within
X spaces of the target space, where X is the rank of
the Blast ability. A space is only affected by the Blast
attack if it has line of sight to the target space. Blast
attacks cannot pass through walls, closed doors, or
blocking obstacles. The Blast attack deals its full damage
to each figure affected by it (friendly and enemy). If a
Blast attack is dodged by more than one figure, only one
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25
re-roll may be made (the first dodging player to the
attacking player’s left decides which dice, if any, are to
be re-rolled). This ability is not mandatory. If not
used, the attack is treated as a normal attack of the
appropriate type.
Bleed
If an attack by a monster or weapon with the
Bleed ability inflicts at least 1 damage on the
target (before applying the effects of armor) the
target begins bleeding from numerous small wounds.
After applying any wounds from that attack, place one
bleed token next to the affected figure . A figure can
have more than one bleed token at a time. At the start
of that figure’s next turn, its owner must roll the
white die one time for each bleed token on the
figure, losing wounds equal to the damage indicated
by the die results. These wounds are not reduced by
armor. After suffering this damage, all bleed tokens
are discarded from the figure .
Bolt
Monsters or traps with the Bolt
ability use the bolt cardboard
template to determine the
spaces affected by their attack. The template is placed
against one side of the attacking figure and all figures
underneath the template (friendly and enemy) are
affected by the attack. A Bolt attack ignores rolled
range, only missing on a miss result. If the attack does
not miss, it deals full damage to each figure
affected by it. If a Bolt attack is dodged by more than
one figure, only one re-roll may be made (the first
dodging player to the attacking player’s left decides
which dice, if any, are to be re-rolled). Bolt attacks
cannot pass through walls or closed doors , but do
not otherwise need line of sight.
Breath
Attacks with the Breath ability may use the
Breath template to determine which spaces
they affect. The template is placed against
one side of the attacking figure and all
figures underneath the template
(friendly and enemy) are affected by the
attack. A Breath attack ignores rolled
range, only missing on a miss result. If the attack does
not miss, it deals full damage to each figure affected
by it. If a Breath attack is dodged by more than one
figure, only one re-roll may be made (the first dodging
player to the attacking player’s left decides which dice, if
any, are to be re- rolled). The flame from a Breath attack
billows out and around obstacles but are blocked by
walls and closed doors. Breath attacks cannot be
made through staircases . This ability is not
mandatory. If not used, the attack is treated as a
normal attack of the appropriate type.
Burn
If an attack by a monster or weapon with the
Burn ability inflicts at least 1 damage on the
target (before applying the effects of armor), the
target catches fire. After applying any wounds that result
from the attack, place one burn token next to the
affected figure. A figure can have more than one burn
token at a time. At the start of each of that figure’s
turns, its owner must roll a power die for each burn
token on the figure. For each power surge rolled, one
burn token is discarded. The figure then suffers one
wound for each burn token that remains on it .
These wounds are not reduced by armor.
Command
A figure with the Command ability adds ‘+1 Damage’
and ‘+1 range’ to all attacks made by itself and
friendly figures within three spaces of it (ignoring
line of sight). If there are multiple figures with Command
within three spaces of a figure, the effects stack (e.g.,
the figure would add 2 to the damage and range of its
attacks if two figures with the Command ability were
within three spaces of it).
Dark Prayer
A monster with the Dark Prayer ability generates 1
threat for the Overlord for every surge it rolls when
attacking (instead of for every 2 surges). In addition, the
figure gains ‘+1 Range’ and ‘+1 Damage’ for each
surge rolled when attacking.
Daze
Command A figure with the Command ability adds 1 Damage and 1 range to all attacks made by itself and friendly figures within three spaces of it ignoring line of sight If there are multiple figures with Command within three spaces of a figure the effects stack e g the figure would add 2 to the damage and range of its attacks if two figures with the Command ability were within three spaces of it Dark Prayer A monster with the Dark Prayer ability generates 1 threat for the Overlord for every surge it rolls when attacking instead of for every 2 surges In addition the figure gains 1 Range and 1 Damage for each surge rolled when attacking Daze
If an attack by a monster or weapon with the
Daze ability inflicts at least 1 damage on the
target (before applying the effects of armor) the
target is temporarily weakened by its wound. After
applying any wounds from that attack, place one daze
token next to the affected figure. A figure can have
more than one daze token at a time. Daze tokens
indicate that a figure has been temporarily weakened or
distracted by an injury. At the start of each of that
figure’s turns, its owner must roll a power die for each
daze token on the figure. For each power surge
rolled, one daze token is discarded . Otherwise, the
tokens remain. Each time a figure attacks when it
has one or more daze tokens on it, it loses 1 die
(yellow, green, or black) from its attack for each daze
token on it. The dice lost are chosen by the figure’s
owner. If there are more daze tokens on the figure than
the number of yellow, green, and black dice used in its
attack, it loses all such dice. If fatigue or power potions
are used to boost an attack, they take effect before the
effects of Daze.
Example: Laurel of Bloodwood has 2 bleed tokens
on her at the start of her turn. She rolls the white
die twice, getting a total of 5 damage, so she loses
5 wounds, ignoring armor. She then discards the 2
bleed tokens.
Example: Brother Glyr has 3 daze tokens on him
when he makes an attack. His attack normally
allows him to roll 1 red, 1 green, and 3 black dice,
but he decides to lose the 3 black dice due to his
daze tokens. If he had 4 or more daze tokens on
him, Glyr’s attack would be reduced to 1 red die.
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26
Fear
When attacking a figure with the Fear ability, the
attacker must spend 1 power surge for every rank
of Fear the figure possesses. If the attacker cannot
spend enough surges to overcome the Fear ability, the
attack automatically misses. Surges spent to
overcome this ability are wasted and cannot be
used to activate other abilities. If an attack affects
multiple figures with Fear, all the Fear costs stack.
Flying
Figures with the Flying ability may move through
enemy figures and obstacles as if they weren’t there.
However, flying figures cannot end their movement in
a space containing another figure or an obstacle
that blocks movement . A flying figure may end its turn
in a space containing an obstacle that inflicts damage
without suffering the effect.
Frost
If an attack by a monster or weapon with the
Frost ability inflicts at least 1 damage on a
hero (before applying the effects of armor),
place a frost token next to the affected hero . A hero
can have more than one frost token at a time. Monsters
are not affected by Frost. At the start of each of that
hero player’s turns, he must roll a power die for each
frost token on the hero. For each power surge rolled,
one frost token is discarded. Otherwise, the tokens
remain. Each time a hero attacks with a weapon when he
has one or more frost tokens on him, he must afterwards
roll 1 power die for each frost token on him. If any
power die rolls a blank, the weapon used to make
the attack is shattered and discarded . This also
applies to the hero’s shield each time it is
exhausted to absorb damage, as well as to the
hero’s armor each time an attack deals 5 or more
wounds to him (before being reduced by armor).
Grapple
Enemies adjacent to a figure with the Grapple ability
cannot spend any movement points until the
grappling figure is dead. The grappled figure may still
attack as normal. Grapple does affect flying units.
Figures may be grappled in mid-air. Being grapples in
mid-air wouls stop a figure's movement as soon as it is
grappled and could result in suffering penalties from
hazardous terrain.
Ghost
Figures with Ghost cannot be attacked by adjacent
figures using a melee attack.
Ironskin
A figure with Ironskin is immune to Aura, Bleed, Burn,
Pierce, Poison, and Sorcery. In addition, all damage
dealt to the figure by Blast, Bolt, or Breath attacks
is reduced to 0. The damage immunity granted by
Ironskin does extend to all figures affected by an attack
that includes a figure with Ironskin.
Knockback
If an attack by a monster or weapon with the
Knockback ability inflicts at least 1 damage (before
applying the effects of armor) to a figure with a
Knockback attack, the attacker may immediately
move each affected target figure up to three
spaces away from its current location. The figures must
be moved to spaces that do not contain other figures or
obstacles that block movement. The figure does not
actually move through the first two spaces - it is knocked
completely over them. As such, this “Knockback
movement” is not blocked by any intervening
figures or obstacles (though a figure cannot be moved
through a closed door or wall). The figure must still pay
any costs or penalties for the space it is moved in to at
the end of a Knockback attack, including Fatigue
penalties. Large monsters (monsters that occupy more
than one space) are heavier and therefore less affected
by Knockback. For each space beyond the first that the
monster occupies, it is moved one less space by
Knockback. For example, an ogre occupies four
spaces, so it would move three fewer spaces when
affected by the Knockback ability. A dragon occupies
six spaces, so it would move five fewer spaces when
affected by the Knockback ability.
Knockback effects trigger after damage is inflicted.
Leap
though a figure cannot be moved through a closed door or wall The figure must still pay any costs or penalties for the space it is moved in to at the end of a Knockback attack including Fatigue penalties Large monsters monsters that occupy more than one space are heavier and therefore less affected by Knockback For each space beyond the first that the monster occupies it is moved one less space by Knockback For example an ogre occupies four spaces so it would move three fewer spaces when affected by the Knockback ability A dragon occupies six spaces so it would move five fewer spaces when affected by the Knockback ability Knockback effects trigger after damage is inflicted Leap
A figure with the Leap ability can make a Leap attack.
The figure moves in a straight line (vertical or
horizontal, but not diagonal) up to twice its remaining
movement, ignoring obstacles and enemy figures. A
Leap uses all remaining movement points. Leaps cannot
pass through walls or closed doors, and they must end
on an empty space. The leaping figure may then
make one attack roll that affects any enemy figures
in the spaces it just moved through . A leap attack
ignores rolled range, only missing on a miss result. If the
attack does not miss, it deals full damage to each figure
affected by it. If a Leap attack is dodged by more than
one figure, only one re-roll may be made (the first
dodging player to the attacking player’s left decides
which dice, if any, are to be re-rolled). A figure is
limited to one Leap attack per turn and the figure
cannot move any further after making the attack.
Figures making Leaping attacks are subject to attacks
from things such as Guard and Alertness. It may apply
its Berserk ability if it takes damage during its leap. If
the figure is slain by any of these effects then it may not
make an attack roll at all. Guard may only be activated
before or after a Leap attack is performed, never during.
Leaping figures are immune to Aura. Leap is only used
Example: Sir Valadir has 1 frost token on him
when he makes an attack with his sword. After
completing the attack and dealing any damage
from it, he rolls one power die. He rolls a blank, so
his sword is discarded. Then, during the Overlord’s
turn, Sir Valadir is attacked for 5 wounds. He
exhausts his crystal shield to reduce it by 1 wound,
and his chain mail and base armor reduces it by
another 4 – but it still dealt 5 wounds initially.
Therefore, he rolls 1 power die for his crystal shield
(surge) and 1 power die for his chain mail (blank).
Bad luck: His chain mail is discarded as well.
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27
to move/attack and cannot perform other actions that
require movement points. A Leap attack is performed
when a figure is adjacent, either on the ground or in the
air, and therefore cannot affect figures with Ghost.
Figures can only make one leap attack each turn, so an
extra attack from Rage, for example, must be performed
either before or after the leap, not during. A figure can
make a leap without attacking as long as it doesn’t roll
any attack dice during the leap. At the end of the
movement, a figure could then make a normal attack
against any figures it could normally target.
Leech
For every wound token lost due to a Leech attack,
the target also loses 1 fatigue (or suffers 1 additional
wound, ignoring armor, if the target is out of fatigue)
and the attacker is healed of one wound .
Morph
A monster with the Morph ability can choose which
dice it attacks with. For each morph die (indicated by a
die icon with a question mark) the monster has on its
reference card, the Overlord player may choose a
red, white, blue, yellow, or green die to roll, as
limited by the dice that came with the game. The
Overlord chooses what type of attack the creature
makes (Melee, Ranged, or Magic). The attack must
include a red
die to be a Melee attack, a blue die to be a Ranged
attack, or a white die to be a Magic attack but can
include more than one of those dice if so desired.
Necromancy
When a hero with the Necromancy ability deals the
killing blow to a small (no bigger than one space)
normal unnamed monster (and it stays dead, in the
event of Undying or other such effects), he may choose
to animate that monster . The monster stays on the
board and is returned to full health, but is now
under the control of the hero. A hero cannot control
more than one monster at a time, but may choose to let
a monster under his control die in order to animate a
new one.
An animated monster moves after the controlling hero’s
turn ends. The monster activates just like it does for the
Overlord player, only now it is under the direction of the
controlling hero. However, after the monster
completes its activation, the controlling hero must
roll one power die. If he rolls anything but a power
enhancement, the animated monster falls apart and is
killed.
Pierce
An attack with the Pierce ability ignores 1 point of
armor for each rank of Pierce it has. Thus, an attack
with Pierce 3 ignores 3 points of armor. Shields are not
affected by the Pierce ability.
Poison
When a hero suffers one or more wounds
from a poison attack, the player first removes
the appropriate number of wound tokens from his
hero sheet. The player then places a number of poison
tokens on his hero sheet equal to the number of
wounds suffered in the attack . If the hero later
receives healing, these poison tokens are removed first,
one token per wound that would otherwise be healed.
Once all of the poison tokens have been removed, the
hero’s wounds can be healed normally.
Quick Shot
A figure with the Quick Shot ability attacks up to
twice each time it is activated.
Reach
The Reach ability allows a figure to make a melee
attack targeting both adjacent spaces and spaces
at a range of 2. As with a normal melee attack, rolled
range has no effect on the attack—it only misses if a
miss result is rolled. The attacker is required to have a
line of sight to the target space.
Shadowcloak
A figure with the Shadowcloak ability is only affected
by attacks made by adjacent figures . The figure does
not suffer any wounds or effects from attacks originating
farther than one space away.
Sorcery
After making an attack roll, a figure with Sorcery may
add ‘+1 range’ or ‘+1 Damage’ for each rank of
Sorcery it has. A figure with multiple ranks of Sorcery
may split this bonus between range and damage.
Sorcery may not add damage to any attack that includes
a figure with Ironskin. It may add range to the attack.
Yes, Laurel can get around this. The damage immunity
granted by Ironskin does extend to all figures affected by
an attack that includes a model with Ironskin. This refers
solely to the damage caused by the Sorcery skill.
attacks made by adjacent figures The figure does not suffer any wounds or effects from attacks originating farther than one space away Sorcery After making an attack roll a figure with Sorcery may add 1 range or 1 Damage for each rank of Sorcery it has A figure with multiple ranks of Sorcery may split this bonus between range and damage Sorcery may not add damage to any attack that includes a figure with Ironskin It may add range to the attack Yes Laurel can get around this The damage immunity granted by Ironskin does extend to all figures affected by an attack that includes a model with Ironskin This refers solely to the damage caused by the Sorcery skill
Example: A chaos beast attacks a hero. It has 3
morph dice on its reference card, so the Overlord
chooses 3 dice. Taking a big risk, the Overlord
decides to roll 1 blue, 1 red, and 1 white die for the
attack. Since he has used all three dice listed
above, he could choose to make the attack Melee,
Ranged, or Magic.
Example: A hero suffers two wounds from a poison
attack. The hero player removes two wound tokens
from his hero sheet. Then, he places two poison
tokens on his hero sheet. Later in the game, the
hero drinks a healing potion and would ordinarily
recover three wound tokens. Because he is
poisoned, he is only able to remove the two poison
tokens and then recover one wound token.
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28
Stealth
When attacking a figure with Stealth, the attacker must
roll the stealth die in addition to the dice the attacker
rolls normally. If the result of any die used in the attack
roll is an “X”, the attack is a miss.
When a single attack roll would affect multiple figure (for
example, an attack using Blast, Breath, or Sweep) and
any of those figures have Stealth, a single stealth dies is
included in the attack roll, but the stealth die's result is
used only for the figures that currently have Stealth.
Multiple sources of the Stealth ability do not stack. A
maximum of only one stealth die is rolled for any given
attack.
Stun
After inflicting at least 1 damage (before
applying the effects of armor) to a figure with a
Stun attack, place one stun token next to the
figure. A figure can have more than one stun token next
to it at a time. Stun tokens indicate that a figure is
confused. On that figure’s next turn (or the next time
the Overlord activates the figure, in the case of
monsters), one stun token is discarded. If the figure
was a monster, its action immediately ends - it can
do nothing else until the Overlord’s next turn. If the
figure was a hero, the hero receives only one half
action this turn. A stunned hero cannot use any ability
that requires advancing, running, battling, or readying
(except for placing a hero order). Since only one stun
token is removed each turn, the figure may remain
stunned for multiple rounds. Named monsters cannot
be stunned.
Swarm
When attacking, a figure with the Swarm ability may
roll 1 extra power die for every other friendly
figure adjacent to its target (up to the normal
maximum of 5 total power dice).
Swallow
A monster with Swallow that makes a successful
attack (i.e, an attack that causes damage before
applying the effects of amor) against a hero within 3
spaces of it can choose to swallow that hero. The
swallowed hero suffers the attack damage as
normal and is then removed from the dungeon and
placed on the stomach tile.
While a hero is place on the stomach tile, the following
conditions affect him:
• At the start of each of that hero’s turns, that player
rolls a number of black power dice equal to the
number of wounds the hero has remaining (i.e., the
number of additional wounds it would take to kill
him). Blank die results have no effect. Each die
result that is not a blank causes the hero to suffer
one wound (ignoring armor).
• The hero cannot use any ability or skill that requires
advancing, running, battling, or readying (except for
placing a hero order).
• Swallowed heroes get one half action (as though
they were Stunned). This action may only be used
for an attack against the swallowing monster. The
gain no extra attacks from any other sources (One
Fists hook ability, the Hurry feat card, etc.). The
monster gains no benefit from Stealth or other
defensive abilities (such as Fear, Ghost,
Ironskin, etc.) Any such attack the hero makes
ignores the monster’s armor however.
• The hero can only use one hand’s worth of weapons.
Alternatively, the hero may make an unarmed attack
as per page 11.
• The hero cannot use surges or fatigue.
• A swallowed hero remains in the stomach until either
he or the swallowing monster is killed.
Stomach Tile
The stomach tile is an off-board location
that is its own single space and it is not
adjacent to any other spaces. Becuase of
this, any attack, ability, or card that would normally
affect adjacent spaces (for example, Aura, Blast, and
Sweep abilities, or the Feat card “Protect Thyself”) has
no effect on the stomach tile or any character on it.
Heroes cannot swap places with the Shadow Soul
familiar while on the stomach tile. If there are multiple
figures with the Swallow ability, use a separate
stomach tiles for each figure.
Sweep
Sweep attacks affect all enemy figures within melee
range of the attacker. The Sweep ability deals its full
damage to each figure affected by it. If a sweep attack is
dodged by more than one figure, only one re-roll may be
made (the first dodging player to the attacking player’s
left decides which dice, if any, are to be re-rolled).
Tread Ice
Figures with the Tread Ice ability are immune to the
effects of Ice.
Trickster
The Overlord's cost to play Trap cards is reduced by 1
threat for each monster with this ability in play. If more
than one ifgure in play has Trickster, the effects are
cumulative.
separate stomach tiles for each figure Sweep Sweep attacks affect all enemy figures within melee range of the attacker The Sweep ability deals its full damage to each figure affected by it If a sweep attack is dodged by more than one figure only one re roll may be made the first dodging player to the attacking player s left decides which dice if any are to be re rolled Tread Ice Figures with the Tread Ice ability are immune to the effects of Ice Trickster The Overlord s cost to play Trap cards is reduced by 1 threat for each monster with this ability in play If more than one ifgure in play has Trickster the effects are cumulative
Undying
When a figure with the Undying ability is killed, the
Overlord rolls one power die. If a power surge is
rolled, the figure is instantly restored to full health
(although any leftover damage from the killing blow is
Example: Okaluk and Rakash start the game with
the Stealth ability. Even if Okaluk and Rakash
drink an invisibility potion, any figure attacking
Okaluk and Kraash still only rolls one stealth die in
the attack roll.
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29
then applied to it, but ignoring the effects of armor). An
Undying figure must stay dead in order for effects that
take place when it is “killed” to actually occur. Lingering
effects remain until the figure fails an Undying roll or the
effects expire normally.
Unstoppable
A figure with Unstoppable is immune to Daze, Grapple,
Knockback, Stun, and Web.
Web
After inflicting at least 1 damage (before
applying the effects of armor) to a figure with a
Web attack, place a web token next to that
figure. A figure can have more than one web token next
to it at a time. At the start of each of that figure’s turns,
its owner must roll a power die for each web token on
the figure. For each power surge rolled, one web
token is discarded. If any web tokens remain on the
figure after rolling, the figure cannot spend any
movement points that turn.
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