Manual em português

Manual — Middara: Unintentional Malum Act 1

Succubus Publishing, Hobby World · Jogo de tabuleiro · 2019
1–4 · melhor 4 Solo 60 min Peso 4.1/5 PDF oficial 102 páginas
1,0 nota Ludopedia
8.5 nota BGG

Qual é a sua dúvida sobre Middara: Unintentional Malum Act 1?

Pergunte antes de baixar o manual: o assistente foi treinado neste arquivo e responde na hora, citando a página exata.

Tire dúvidas sobre o jogo

Pergunte qualquer coisa sobre Middara: Unintentional Malum Act 1: regras, preparação, componentes, complexidade, preço ou se combina com seu grupo.

Nova conversa 0/1200
Exemplos de perguntas

Escreva sua pergunta primeiro. Você criará sua conta grátis para ver a resposta — leva 20 segundos.

Manual completo

Navegue pelo manual ou baixe o PDF original
102 páginas
Texto completo do manual disponível para leitura Abrir texto

Introduction
The trees were barren, blackened boughs twisting tortuously across the mouth of the cave, barring the path.
With a great sweep of his axe, a hulking man hacked the branches away, dead wood snapping easily under his blade.
The party advanced warily, moving slowly into the labyrinthine blackness. The large man went first, following the directions of
the slender young woman behind him. She murmured a continual low chant over a rune-covered crystal suspended in the bowl
of water she carried. She held it out in front of her in both hands, her arms outstretched like a beggar seeking alms.
Beside her, a tall, mousy young man held a glowstone lantern high, giving her light to see the crystal
as it moved ever so slightly, guiding their way through the sprawling black depths.
Behind them, a second woman formed the rearguard, her bow at the ready, curved sword swinging from her belt. A final turn
brought them to the mouth of a giant cavern. Its ceiling and walls stretched into the darkness. The floor sloped up to a high
point in the middle of the cavern where a mighty blood-red column glistened in the faint light of the glowstone lantern. A huge
ghostly form hovered in the air at the foot of the column, tracing intricate patterns in the air with its clawed hands. Smoke and
eerie blue-white lights wreathed it in a milky fog. On the ledge at its feet lay a woman clothed in a sheath of thin white cloth.
The axe-bearing man looked over his shoulder at the woman with the crystal, and she gave him a reassuring nod.
The crystal was pointing directly at the girl on the floor. They had found her at last. The woman stepped around her companion.
As she spoke, her voice rang clearly through the empty darkness.
“Shadow Lord,” she called. “You have wrongfully taken one who is ours.
Return the woman to us, and we will leave you in peace.”
A low, hollow rumble shook the cavern walls as the Shadow Lord laughed. Abruptly, the dark corners of the cavern were no
longer empty. Claws skittered and boots clomped as creatures began to move about in the shadows. With a sigh, the lady
carefully placed the bowl of water on the ground. “You bring this on yourself.” The air around her began to thrum with
energy and her companions retreated a few steps back.
“You should have listened,” she whispered.
Credits
Producer:
Succubus Publishing
Game Design:
Brooklynn Lundberg, Brenna
Moncur, Clayton Helme, Ian Tate,
Pete Walsh
Graphic Design:
Brooklynn Lundberg, Katie Dillon,
Stephanie Gustafsson
Rulebook:
Brooklynn Lundberg
Project Management:
Pete Walsh
Cover Art:
Hector Sevilla Lujan
Tile and Token Art:
Alex Hansen
Item Art:
Alex Hansen, Kenshjn Park,
Steven Crowe
Character Art:
Alex Hansen, Benjamin Schulz,
Hector Sevilla Lujan, Kenshjn Park,
Olivia Morris, Paola Amormino
3D Art:
Jakub Szal, Jon Troy Nickel,
Layna D Salazar, Paul Figgins,
Rhett Mason
Writing and Storyboard:
Ashley Lundberg, Brooklynn
Lundberg, Kristopher Miles, Sara
N. Gardiner, Sylvia Gillespie
Editing and Proofreading:
Ashley Lundberg, Ian De'Oliviera,
Rachel Hamatake-Ashdown,
Sylvia Gillespie, Middara Online
Community
Companion App Programming:
Forteller Games
Companion App Sound:
ForteIler Games, PlateMailGames,
PrototypeRaptor, Wes Otis
Playtesters:
Alex Hansen, Bryce Ashdown,
Davis Naff, Frank Zumpano, Ian
De'Oliviera, Ian Scott, Ian Tate,
Jared Collins, Jeremy Nelson,
Kevin Bonnell, Kyler Anderson,
Larry Hoffman, Michael Nunley,
Patrick Whiting, Paul Figgins,
Rachel Hamatake-Ashdown,
Shayne Smith, Middara Discord
Community and Beta Channel
Community Contributors:
Casey Nordell, Edith Everett, Ken
Cunningham (kensuaga), Lil Ruub,
Maribel Cabrera, Thomas Millard,
TheBigBadWolf
Special Thanks:
Our amazing Kickstarter backers
and supporters, and the incredible
work of the Discord Beta Channel
22

---

Contents
Summary of Components
Choosing a Game Mode
CRAWL MODE
ADVENTURE MODE
Playing Encounters
READING ENCOUNTERS
TILES AND TERRAIN
Adventurers and Items
PLAYING ADVENTURERS
ITEM TIERS AND TYPES
SELLING ITEMS
ITEM UPGRADES
ICONS, CONDITIONS, AND SYMBOLS
TAGS
DISCIPLINE TREES
CONVICTION AND UPGRADES
An Adventurer's Turn
THE INITIATIVE TRACK
PHASES OF AN ADVENTURER'S TURN
SPENDING STAMINA POINTS
STANDARD ACTIONS AND ABILITIES
ALLIES, OPPONENTS, AND FIGURES
THE MOVE ACTION
THE ATTACK ACTION
THE RE-EQUIP ACTION
USING ABILITIES
SPELL ACTION
Combatants
COMMAND COMBATANTS
INTELLIGENT COMBATANTS
Other Important Rules
SKILL CHECKS
BEING DEFEATED
SCALING ICONS
SPECIAL ASSEMBLAGE DISCIPLINES
SPECIAL MARTIAL DISCIPLINES
ALTERNATE, VARIATIONS, AND LOOT LVL
Abraxis Battle Dice
Variants
Index
4
8
9
10
14
14
21
24
24
27
27
28
30
92
32
33
36
36
37
38
38
38
39
41
46
47
53
56
58
58
68
68
69
72
75
78
79
85
86
101
33

---

H
EALTH
M
O
VEMEN
T
D
EFENSE
6
7
12
P
R
ESENC
E
A
G
ILITY P
E
R
CEPTIO
N S
T
RENGT
H
LORE
2
2
4
6
4
ADVENTURER

Nimble Fighter
 PASSIVE
Zeke's cautious nature helps him to adapt
to any situation.
Once per turn, so long as he did not roll 
,  
Zeke may re -roll his Dodge roll.
Conviction:

Casting:
InrnSmnfLh Rulebook
This book contains all the
rules to play Middara.
Adventure Book
This book contains the
Adventure of Nightingale
and her friends.
Diagram Book
This is a supplemental book
that contains all the Diagrams
for the Adventure Book, Crawl
Book, and Bounty Book.
See Diagrams Pg. 19.
Crawl Book
This book contains 5 different
Scenarios that can be played in
any order.
Bounty Book
This book contains a Bounty
that can be played with any
Adventure you own.
Plastic Figures
Middara contains 44 plastic
figures used to represent the
Characters and Combatants.
Custom Dice
There are 17 custom dice
included in the game. These dice
are used when taking Actions
and making Skill Checks. They
are separated by color to denote
what dice a player uses when
making a roll.
Adventurer Cards
When playing Middara,
players will take on the role of
Adventurers. When playing the
Adventure Mode, players will
be instructed to use specific
Adventurers. When playing
the Crawl Mode, players may
choose from any Adventurers
they own to create a party.
See Adventurers Pg. 25.
Combatant Cards
These cards have the rules for all the figures other than Adventurers. Each Combatant Card is double- sided. The front side of a Combatant Card describes all the rules associated with that figure while the back of the card presents some lore and context. See Combatants Pg. 56
Discipline Cards
These cards represent various Abilities Adventurers can learn. There are 5 different Discipline Trees: Assemblage, Cruor, Martial, Sanctus and Subterfuge. See Discipline Trees Pg. 32.
Familiar Cards
Familiar Cards are a special type of Discipline Card. Adventurers acquire a Familiar Card when they learn the Familiar Discipline from the Assemblage Discipline Tree. See Summoning Pg. 75.
Item Cards
Item Cards represent all the gear Adventurers can earn or buy. These cards are separated by Tier: Mundane, Common, Uncommon, and Rare. Item Cards also come in 6 different types: Weapon, Armor, Core, Relic, Accessory, and Consumable. See Items Tiers and Types Pg. 27.
Combatant Loot Cards
Combatant Loot Cards represent the Items and Gold that Combatants drop when they are Defeated. Adventures will draw these cards when they Defeat Combatants. See Combatant Loot Pg. 57.
Monster Loot Cards
These cards represent items that can drop from specific Combatants. When a Loot Card instructs Adventurers to draw Monster Loot, they take a corresponding Monster Loot Card for the Combatant they Defeated. ADVENTURER
H
EALTH
M
O
VEMEN
T
D
EFENSE
6
7
12
P
R
ESENC
E
A
G
ILITY P
E
R
CEPTIO
N S
T
RENGT
H
LORE
3
2
6
3
4
Shady Training
EXHAUST

Remi's shady past has given her insight.
M ove 1 space in any direc tion (including diagonally).
Avian Flight
Remi is gifted with feathered wings that allow her to fiy.
Make a
M OV E
. Remi has
FLIGHT
for the duration of
this movement. This A bilit y may only be used if Remi
has less Damage than half of her tot al
HP.
Conviction:

Casting:
1
2
InrSmfLhnMMS H
EALTH
M
O
VEMEN
T
D
EFENSE
6
7
14
P
R
ESENC
E
A
G
ILITY P
E
R
CEPTIO
N S
T
RENGT
H
LORE
4
5
1
2
6
ADVENTURER

Grand Physique
 PASSIVE

Rook's Advancement granted him an unearthly
amount of stamina and strength.
• Rook’s unmodifled maximum 
HP is 14. 
• Rook may equip an additional Consumable. 
• Rook ignores the negative to 
 from the  
     flrst instance of 
HEAVY
 he has equipped.
Conviction:

Casting:
InnrSmfLh ADVENTURER

H
EALTH
M
O
VEMEN
T
D
EFENSE
6
7
12
P
R
ESENC
E
A
G
ILITY P
E
R
CEPTIO
N S
T
RENGT
H
LORE
6
3
5
2
2
Ambitious
PER ENCOUNTER
Nightingale’s commanding personality
makes her a natural leader.
All other allies Gain 
+1 S P
. Night ingale Gains 
+2 S P
.
Conviction:

Casting:
InrSmnfrLhMddADMf
INTELLIGENT
TYPE: SICKLE
SWARM
Cfifle  ickle
11
22
33
Sickle Anatomy
The C ave S i ck l e ha s 
IM MUNIT Y : P OISON
 and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The C ave S i ck l e's Combat Dice and Defense change depending 
on how many other C ave S i ck l e s  are within 
SOI.
1:    
2:

3:

4:

E A G ILITY P E R CEPTIO N S T RENGT H LORE 6 3 5 2 2 Ambitious PER ENCOUNTER Nightingale s commanding personality makes her a natural leader All other allies Gain 1 S P Night ingale Gains 2 S P Conviction Casting InrSmnfrLhMddADMf INTELLIGENT TYPE SICKLE SWARM Cfifle ickle 11 22 33 Sickle Anatomy The C ave S i ck l e ha s IM MUNIT Y P OISON and movement point cost is not increased by Terrain or allies Hive Mind The C ave S i ck l e s Combat Dice and Defense change depending on how many other C ave S i ck l e s are within SOI 1 2 3 4

Is there an opponent adjacent? 
Make a 
AT K
 against the opponent with the most 
Damage. 
FU: Make a 
AT K
 against the same t arget. 
This Follow Up At t ack has 
FU: Make a 
AT K
 against 
the same t arget.
Is there an opponent within Range 4?
Make a 
 4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN:
 Make a 
AT K .
 FU: I n fl i c t  Po iso n, 
F O R C E 9.
Can it Move and At t ack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN:
Make a 
 4 AT K .
+1 PHYSICAL DMG
CONVICTION:
CASTING: -
H
EALTH
D
EFENSE M
O
VEMEN
T
6
A
RMOR
0
86
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
+1 PHYSICAL DMG
+1 PHYSICAL DMG
11
22
INTELLIGENT
TYPE: LOA
Imposing
The Earth Loa ha s 
HULKING
.
Is there another ally within SOI without Barrier?
Another ally within 
SOI Gains Barrier .
CONTINUE DOWN
Is there more than one opponent adjacent?
All adjacent opponent s are Dealt 
2 M AGIC DMG

and 
PUSHED 3
, F O R C E 11
.
CONTINUE DOWN
Can it Move and At t ack an opponent within Reach 2?
M OV E
 to be within 
R E AC H 2
 of the nearest opponent. 
THEN:
Make a 
AT K
 wit hin 
R E AC H 2
. FU: PUSH 2
 and 
I n fl i c t  Paralyze,
F O R C E 11
.
Otherwise:
M OV E
 towards the nearest opponent.
❏➤rth ✘o➤
H
EALTH
D
EFENSE M
O
VEMEN
T
4
A
RMOR
5
820
COMBATCOMBAT
DICEDICE
CONVICTION:
CASTING: -
✤ PASSIVE
LOOT LVL: MUNDANE
+1 TO THE ATK ROLL
FU: HEAL 2
11
22
INTELLIGENT
TYPE: LOA
H20
The Wa t e r L o a ha s 
ARCANE
 and 
ELUSIVE

The Wa t e r L o a is not af fec ted by Wa t e r  Terrain and may never choose 
to leave it. 
When the Wa t e r L o a af fec t s an opponent with a Spell or hit s an opponent  
with an At t ack, place a Wa t e r  token on the space the t arget occupies.
Is there a fi  gure within SOI with an Effect?
Remove a Ne gat ive Ef fe c t from an ally within 
SOI. 
O t her wis e, remove a Posit ive Ef fect from an opponent within
SOI

CONTINUE DOWN
Is there more than one opponent adjacent?
Make a 
AT K
 against the opponent with the most Damage. 
THEN:
 Plac e Wa t e r tokens on all adjacent spaces to the Wa t e r L o a . 
THEN: MOVE
 to the far thest space possible from any opponent.
Is there an opponent within SOI?
Cast a 
SPELL 6
, prioritizing the opponent with the lowest Conviction
Va l u e . D eal 
M AGIC DMG
 equal to 
2 plus the dif ference rolled on their 
faile d Convic tion Che ck.

Can it Move and At t ack an opponent within Range 6?
M OV E
 to be at up to Range 
6 from the nearest opponent.
THEN:
Make a 
 6 AT K
 against the opponent with the lowest Tot al 
Armor Value.
fIteL moI
H
EALTH
D
EFENSE M
O
VEMEN
T
6
A
RMOR
0
912
COMBATCOMBAT
DICEDICE
CONVICTION:
CASTING:

✤ PASSIVE
LOOT LVL: MUNDANE fiPASSIVE
+1 

flFLIP
You do not provoke Break 
Attacks until end of turn. Ta t va
FAMILIAR fiPASSIVE
+4 
flFLIP
THROW : PURPLE

Animism
FAMILIAR EXHAUST
FU:
Deal PHYSICAL DMG

equal to your highest LVL
ASSEMBLAGE Discipline.
fiFLIP
Remove an Effect from
a  gure within SOI.
Tristram Spirit
FAMILIAR EXHAUST
When you deal Damage
to an opponent, HEAL 1
.
fiFLIP
DODGE and Gain +1 SP
.
Yuxa
FAMILIAR fifi
54 0 / 873 V1.2 UM1- fifi
5 43 / 873 V1.2 UM1- fiflfifl
5 67 / 873 V1.2 UM1- InrSmfmLf
LOOT
Inherited Contract
➤FLIP
Choose an
EXALTED ESPER
from the Exalted Esper
deck and use its Ability within SOI.
MONSTER LOOT • MATERIAL
Long Sword
1818
SWORD • LONG SWORD • DOUBLE
11
✦COMBO : LIGHT
FINESSE : ORANGE

✦COMBO : SWORD
Your Attacks Gain:
+1 PHYSICAL DMG.
✦COMBO : LONG SWORD
Your Attacks Gain:
+2 PHYSICAL DMG.
+2 PHYSICAL DMG

Animism FAMILIAR EXHAUST FU Deal PHYSICAL DMG equal to your highest LVL ASSEMBLAGE Discipline fiFLIP Remove an Effect from a gure within SOI Tristram Spirit FAMILIAR EXHAUST When you deal Damage to an opponent HEAL 1 fiFLIP DODGE and Gain 1 SP Yuxa FAMILIAR fifi 54 0 873 V1 2 UM1 fifi 5 43 873 V1 2 UM1 fiflfifl 5 67 873 V1 2 UM1 InrSmfmLf LOOT Inherited Contract FLIP Choose an EXALTED ESPER from the Exalted Esper deck and use its Ability within SOI MONSTER LOOT MATERIAL Long Sword 1818 SWORD LONG SWORD DOUBLE 11 COMBO LIGHT FINESSE ORANGE COMBO SWORD Your Attacks Gain 1 PHYSICAL DMG COMBO LONG SWORD Your Attacks Gain 2 PHYSICAL DMG 2 PHYSICAL DMG

+1 PHYSICAL DMG
Chipped Chitin
➤FLIP
When you are dealt Damage, ignore all
PHYSICAL DMG
dealt to you.
MONSTER LOOT • MATERIAL
Occult Shirt
1515
CLOTH
+0+0
+3+3
+1+1
EXHAUST
DODGE
If you successfully Dodged the Attack, you
may COUNTER.
✤PASSIVE
When making a Dodge, if you don't
roll
, add
+1
to the result.
Scrying Eye
➤FLIP
Pass a Skill Check.
MONSTER LOOT • MATERIAL
Defl ection Core
2020
DEFLECTION CORE
✤PASSIVE
Conviction Upgrade:
WHITE

➤FLIP
When making a Conviction Check,
pass a Conviction Check.
+1+1
Tormented Shackle
MONSTER LOOT • MATERIAL
✤PASSIVE
When you are dealt Damage equal to your
remaining HP, instead of being Defeated,
you remain in play. You are Defeated
at the end of your next turn.EXHAUST

At any time, Gain
PROVOKE 2
and
REACH 2
until the end of turn.
Too Many Belts
3030

EXHAUST
DODGE
✤PASSIVE
• If you Dodge, and the Attack deals Damage,
reduce
PHYSICAL DMG
dealt to you by
2.
Bladed Tail
MONSTER LOOT • MATERIAL • EXOTIC
+1 PHYSICAL DMG

+2 PHYSICAL DMG
✤PASSIVE
• REACH 2
• The first time each turn you provoke
a Break Attack, you may
COUNTER.
22
Fight Drive
1515
PER ENCOUNTER

Make a
ATK. Adventure Book Unintentional Malum:
ACT I By Kristopher Miles & Brooklynn Lundberg
Summary of Components
44

---

Remi
585 / 873 V1.2 UM1- Terrain tokens
The game includes a myriad of
double-sided Terrain tokens
that are used to add variety and
unpredictability to Encounters.
Each Encounter will dictate
which Terrain tokens are needed,
Otherwise, these tokens can be
kept in the game box. These tokens
come in a variety of sizes such as
1x1 inch and 2x1 inch. See Tiles
and Terrain Pg. 21.
Combatant tokens
Some Adventurers or Combatants
use specific tokens that represent
special Abilities they may have.
These tokens are only used if a
Combatant Card or Encounter
setup instructs you to use them. See
Combatant Tokens, Pg. 97.
Effect tokens
Some Abilities, Items, and
Combatants can Inflict Effects.
Effect tokens are used to keep
track of which Combatants and
Adventurers have been inflicted
with Effects. These tokens are
always square. Effect Tokens may
only include an abbreviated
reminder of their full rule. Make
sure to check the back of the
Rulebook for an Effect Token's full
rule. See Effect Tokens Pg. 95.
Special Effect tokens
Some Abilities inflict rare Effects
called Special Effects. These tokens
are used to keep track of these rare
Effects. See Special Effects Pg. 69.
Ability tokens
Some Abilities and Items grant
Ability tokens. Ability tokens
are discarded when a figure is
Defeated, the Ability token is used
or when instructed to Restore
Adventurers. These tokens are
always round. See Ability Tokens
Pg. 95.
Damage tokens
Figures use these tokens to keep
track of how much Damage they
have been dealt. A figure who has
been dealt Damage equal to their
Maximum HP is Defeated. See
Damage and Healing Pg. 44.
Initiative Cards
Every figure has one or more
corresponding Initiative Card.
At the start of every Encounter,
players deal out the Initiative Cards
associated with each Adventurer
and Combatant in the Encounter.
Starting from the first card of the
Initiative Track, figures take their
turns. See An Adventurer's Turn Pg.
36.
Story Cards
These are Items and Discipline
Cards that are only available in
the Adventure Mode. These cards
cannot be acquired normally.
Instead, they must be earned during
the Adventure and are hidden
inside Hidden Card decks. When
playing the Crawl Mode, these
cards are not used and can be
kept in the game box. See Story
Disciplines and Items Pg. 13.
Exalted Esper cards
These cards are used by the Exalted Esper Discipline in the Assemblage Discipline tree. See Exalted Summoning Pg. 76.
Abraxis Cards
Abraxis is a mini-game played using the custom dice that come with the game. These cards are only used when playing the Adventure Mode. When playing the Crawl Mode, these cards are not used and can be kept in the game box. See Abraxis Battle Dice Pg. 85.
Quick Reference cards
These cards are used to remind players about commonly used Actions and Abilities in the game. They also include a breakdown of an Adventurer’s turn.
Tiles
Tiles are used to build the game board for Encounters. The Tiles are double-sided and contain artwork that represent different areas in the world. Each Tile has letters and numbers associated with it to easily identify the Tiles required during the Encounter Setup. See Tiles and Terrain Pg. 21.
InitiativeCARDAnimate 1-2
59 4 / 873 V1.2 UM1- Ro ok
587 / 873 V1.2 UM1- Cave Sickle 1-3
589 / 873 V1.2 UM1- Exalted Esper
Roll the
BLACK
.
For each
rolled, an ally within
SOI may either
Gain Haste, Barrier, or Courage. Or, an opponent
may be Infiicted by Wilt, Darkness, or Poison.
fl
76 5 / 873 V1.2 UM1- fifl tave v
2
2

    fl    
fl
fifl 
1
Move: Move up to your Maximum Movement
Value. For each additional SP spent, add 2 to your
Movement Value. Important: Adventurers are limited
to 1 Move Action per turn.
Attack: Make an Attack against a figure using the Combat Dice of your equipped Weapon(s).
Encounter Action: Encounter Actions are Encounter
specific Actions that an Adventurer may take, like
activating Loot tokens.
Re-equip: Equip or un-equip any Items in your
Pack or on your Adventurer. Items in your Pack stay
Flipped or Exhausted until they would normally be
Un-Exhausted or Un-Flipped. You may also take Items
and Companions from an adjacent Adventurer, but
you may never give Items or Companions to other
Adventurers. Any amount of equipping/un-equipping/
taking is allowed for 1 SP.
Dodge: During the Dodge Step of an Attack, roll
the BLACK
. Add +1 to Defense for each

rolled. If the

Attack Make an Attack against a figure using the Combat Dice of your equipped Weapon s Encounter Action Encounter Actions are Encounter specific Actions that an Adventurer may take like activating Loot tokens Re equip Equip or un equip any Items in your Pack or on your Adventurer Items in your Pack stay Flipped or Exhausted until they would normally be Un Exhausted or Un Flipped You may also take Items and Companions from an adjacent Adventurer but you may never give Items or Companions to other Adventurers Any amount of equipping un equipping taking is allowed for 1 SP Dodge During the Dodge Step of an Attack roll the BLACK Add 1 to Defense for each rolled If the

is rolled, no Defense is added.
Empower: When building your Combat Dice Pool during an Attack or when determining the Force of a Spell, you may spend 1 additional SP to add
the BLACK
.
Counter: When an Attack deals no Final Damage, Counter the Attack. If this Attack was successfully Dodged, reduce the cost of the Counter by 1 SP.
1
2
1
1
Standard Abilities
1
2
Standard Actions Exalted Esper
All other figures within
SOI are dealt a
PURPLE
of
MAGIC DMG
. Then, you
HEAL
equal to the amount
of Damage dealt.
 fifl
76 6 / 873 V1.2 UM1- fifl tavee
fl  
fl      fifl 

fi fl fi
3
3
Start of Turn Phase:fiResolve Abilities
and Effects that occur at the Start of a
Turn.
Status Phase: Any Abilities or Effects
that have the
  STATUS
Condition
Tag occur now.
RefreshfiPhase:fiThe Adventurer goes
through the following steps during this
Phase.
• Recover Stamina Points
• Un-exhaust cards
Action Phase: Adventurer may spend
as many Stamina Points (SP) as they’d
like to use Actions and Abilities. When
they decide they no longer want to
spend S P, make Actions, or use Abil-
ities the Adventurer continues to the
End Phase.
End of Turn Phase: Resolve Abilities
and Effects that occur at the End of a
Turn.
1
2
3
4
5
An Adventurer's Turn
7 61 / 873 V1.2 UM1- Exalted Esper
An opponent within
SOI is dealt
MAGIC DMG
equal
to the number rolled using both of their Conviction
Dice. Then, Infiict Condemn.
Initav

767 / 873 V1.2 UM1- fifl ttave flt
fl        
fl
fifl  fl

3

RED
BULB
✘DISCARD
Deal PURPLE

of PHYSICAL
DMG.
RED
BULB
✘DISCARD
Deal PURPLE

of PHYSICAL
DMG.
RED
BULB
✘DISCARD
Deal PURPLE

of PHYSICAL
DMG. First Piece of the Pontifex
EXHAUST

COUNTER
When making this Counter, you may
use a Discipline costing
2 SP
or less that
casts a Spell instead of making an Attack.
All other Counter rules still apply. The Hegemonix
fiFLIP
Summon a random
EXALTED ESPER
and roll the
BLACK

. If
is rolled, the
ESPER
is controlled
by your opponents, but still uses your
SOI. Iridium Dagger
KNIFE • EXOTIC • LIGHT • DOUBLE • DAMOCLES ONLY
flCOMBO : LIGHT

BACKSTAB
EXHAUST

FU: If this Attack dealt Damage, Gain a Vow token.
11
Story Weapon

+3 PHYSICAL DMG PER ENCOUNTER

End your turn.
Move your Initiative Card to the back of
the Initiative Track. Continue the Round as
though you have not taken your turn.
Portent of Brutalit y
THEODOTION : STORY The Infection
ASSEMBLAGE : STORY
EXHAUST
Deal yourself 1 IRREDUCIBLE DMG to
reduce the SP cost of an Action or Ability
you are making by 1.
55

---

?
?
66321
Smayliss
lrseH
12116
ADVENTURER
MAIN

FIRST PRINCESS OF ELENIA
Magical Persona
✤PASSIVE
Shayliss’s magical persona makes her resilient to magic.
Anytime Shayliss makes a Conviction check,
she may re-roll both dice, however she must
keep the second roll.
Conviction:

Dodge:
H
E
A
L
T
H
H
E
A
L
T
H
A
L
L
U
R
E
E
V
A
D
E
M
O
V
E
A
G
IL
IT
Y S
T
R
E
N
G
TH
K
N
O
W
L
ED
GE
P
E
R
C
E
P
T
IO
N
START
Large 
Hidden
Card
DECK
STOP!
Do not Reveal cards in this deck until specifically
instructed to do so.
Stamina Point (SP)
tokens
During the Refresh Phase of a
player's turn, players receive
Stamina Point (SP) tokens.
These tokens can be spent to
take Actions and use Abilities.
Stamina Points are abbreviated
on many cards as SP.
Encounter tokens
Encounters have special tokens
placed on the board during
Setup and game play. These
tokens are all considered
Encounter tokens. The rules for
each token are specified in each
Encounter’s Special Rules. See
Playing Encounters Pg. 14.
Urgency tokens
These tokens are added to the
back of the Initiative Track
under various circumstances.
If the Adventurers ever add a
4th Urgency token to the board,
they Lose the Encounter.
See Urgency Tokens Pg. 18.
Tracker Tokens
Middara has many special
rules. Some Encounters and
Abilities will require the players
to keep track of various things
such as Abilities that have been
used, figures that have been
marked, or what round it is in
the Encounter. These tokens are
used to help the players keep
track of these various special
rules as they occur.
Cardboard Figure
Standups
Some Combatant Cards in the
game are either represented by
Cardboard Figure Standups, or
use Cardboard Figure Standups
as part of their Combatant
Card. These Standups have their
stats and Abilities detailed on
their corresponding Encounter
or Combatant Card. These
Cardboard Standups follow all
the rules associated with their
plastic figure counterparts.

Adventurer Tuck Bags
These bags are used during both
Adventurer Mode and Crawl Mode
to help keep track of what Items an
Adventurer currently has equipped
or Stored in their Pack as well as
any Disciplines the Adventurer
may have learned.
Hidden Card Decks
These Hidden Card decks are used
to keep information hidden from
the players. They may contain
new, more powerful enemies
to fight or friends that will help
you on your journey. They
could also contain special Items
and Disciplines earned while
adventuring. Regardless of what’s
inside, the Adventure Book or
Crawl Book will instruct players
when to Reveal the Hidden Cards
and what to do with contents
inside.
Red Reveal Decoder
In addition to Hidden Cards,
Middara also hides text using
red reveal messages to keep
information hidden from players.
When players are instructed to
"read the hidden text", this Red
Reveal Recoder is used to display
the text. See Hidden Text, Pg. 18.
BLUEBLUE
EE
XX
ITIT
YELLOW YELLOW
10-14
10-14
9
9
55
22
44
88
66
77
33
O
R
A
N
G
E
O
R
A
N
G
E
O
R
A
N
G
E
O
R
A
N
G
E
YELLOWYELLOW BLUE LO
O
T
BLUE LO
O
T
ELIPHIE
ELIPHIE
DIEM
DIEM
FEMKE
FEMKE
?
?
?
Small
Hidden
Card
DECK
STOP!
Do not Reveal cards
in this deck until
specifically instructed
to do so.
START
?
?
START
Medium
Hidden
Card
DECK
STOP!
Do not Reveal cards in
this deck until
specifically instructed to
do so.
USEDUSED
USEDUSED
USEDUSED
EXHAUSTEDEXHAUSTED
EXHAUSTEDEXHAUSTED
33
33
33
33 33
33
33
33
11
11
11
11
11
11
11
11
11
6
6

---

➤ Hidden Decks included in the itemized lists.
❏1 Rulebook
❏1 Adventure Book
❏1 Crawl Book
❏1 Diagram Book
❏1 Bounty Book
❏17 Dice
❏44 Miniatures
❏27 Colored Base Clips
❏40 Standups
❏36 Double-Sided Tiles
❏380 Tokens
❏1 Red Reveal Decoder
❏10 Adventurer Tuck Bags
❏101 Large Cards (5x6 Unique Sized)
4 Adventurers
7 Conduit Cards
6 Esper Summons
38 Intelligent Combatants
46 Hidden Cards
❏370 Mini Cards (Mini American) 4 Familiars 145 Disciplines 45 Combatant Loot Cards 33 Initiative Cards 90 Upgrades 53 Hidden Cards
❏12 Tarot Cards 4 Quick Reference Cards 4 Exalted Espers 4 Abraxis Cards
❏390 Item Cards (Standard Euro) 309 Store Items 28 Unique Items 25 Monster Loot Cards 28 Hidden Cards
❏1 Large Hidden Card Deck
❏1 Medium Hidden Card Deck
❏1 Small Hidden Card Deck
Component List
77

---

The way Middara is set up and played changes depending on the Game Mode the players decide to play. Regardless of what Game Mode is chosen,
Middara is, at its core, about completing Encounters. An Encounter can take anywhere from 30 minutes to 3 hours to play. Use the following to
determine which Game Mode is best for your gaming group.
Crawl Mode
In the Crawl Mode, players play through a chosen Scenario. The end goal
is determined by the Scenario the players choose. This Game Mode is more akin to other dungeon crawl board games. There is no emphasis on a narrative or serious choices to be made. The Crawl Mode is shorter, and can be completed in sessions as short as a couple of hours. If your gaming group is looking to test the waters of Middara before investing the time into the Adventure Mode, we recommend starting with the Crawl Mode. For more detailed information on how to set up and play the Crawl Mode, continue Crawl Mode Pg 9.
Adventure Mode
In Adventure Mode, each player takes on the role of an Adventurer in an
elaborate, story-driven game. Players progress through the story using the Adventure Book associated with that particular Adventure. In Adventure Mode, Encounters separate segments of narrative. Winning or Losing these Encounters can change the outcome of the Adventure, as well as the direction the players might go. In addition, players will be called upon to make Decisions that change how the Adventure unfolds. This Game Mode takes a significant amount of time to play, but can be broken into 1-4 hour play sessions. This Game Mode, much like your favorite tabletop role playing game, is designed to be played once a week with your gaming group. For detailed information on how to set up and play the Adventure Mode, continue to Adventure Mode Pg 10.
Choosing A Game Mode
88

---

The Crawl Mode is for those who want to play a game that focuses on killing monsters and gaining loot, without worrying about a continuing story.
When playing the Crawl Mode, players start by choosing a Scenario. There are 5 different Scenarios in Unintentional Malum: Act 1, each with a Rank
associated with it. The Rank of the Scenario determines the amount of Gold and XP the Adventurers start the Scenario with. Higher Rank Scenarios will
give the Adventurers an increased amount of Gold and XP to compensate for the difficulty of the enemies they will be facing. If this is your first time
playing, we recommend starting with the Rank 1 Scenario, Cavern Fumigation.
Crawl Mode
Create Adventurers
First, players must build 4 Adventurers using the chosen Scenario’s
listed
XP and Gold. Adventurers may spend as much of this XP and Gold
as they would like on Disciplines and Items. Unless otherwise noted, players may choose from all Disciplines in the game, but are only allowed to buy Items listed in the Shop and Train section of the Setup. See Buying Items and Learning Disciplines Pg. 24.
Setup Encounter Each Scenario will have different Encounters that are played through in
order to complete it. The Scenario will direct players to an Encounter Setup Diagram with directions on how to begin. See Playing Encounters Pg. 14.
Start Playing
Begin playing the first Encounter in the Scenario. As you progress through
each Encounter you will Gain Gold, Items, and XP through Defeating
opponents, looting treasure, completing Achievements, and through other Special Encounter Rules.
Encounter Rewards
Once you complete an Encounter you will be given a variety of additional
rewards. These rewards will change based on where the Encounter takes place within the Scenario, but will generally consist of any number of the following rewards:
• RESTORE ADVENTURERS: Each Adventurer Restores.
See Restoring Adventurers Pg 18.
• GAIN XP: Each Adventurer Gains the XP listed in the reward section.
• SHOP AND TRAIN: Adventurers may spend as much Gold on Items
and
XP on Disciplines as they would like. The Items that make up
the Store will be listed in the Scenario Setup of the Scenario being played. See the Shop and Train section of Story Rounds Pg. 13.
• CONTINUE: Players continue to the next Encounter or
Scene in the Scenario as listed.
Winning and losing
The players win a Scenario when they reach the end Scene of the
Scenario, typically by successfully completing a number of Encounters. If the players ever Lose an Encounter, they Lose the Scenario and all Gold, Items, Disciplines, and
XP Gained during the Scenario are lost.
Epic Dungeon Crawl

If players would like to make the Crawl Mode provide a more in-depth experience, you can try playing the Epic Crawl Mode. In this mode, players will start a Rank 1 Scenario as a novice, and eventually end at the highest Rank Scenario you own in your Middara collection.
To play the Epic Crawl Mode, start a Rank 1 Scenario of your choice. After
completing it, keep all your Gold, Items, and XP. Then, perform a Buy Round
where you purchase new items at the next Loot Level (Common for Rank
2) and spend XP to purchase new Disciplines. After spending XP and Gold,
choose a Scenario from the next Rank up. Meaning, players may never play a
Scenario of the same or lower Rank twice.
Players will never Gain XP or Gold listed in the corresponding Crawl
Scenarios after the first Rank. If you’d like to pause your Epic Crawl run, you
can do so between Ranks. Use the normal rules from the Adventure Mode by
storing your characters, Items, and Disciplines in a Tuck Bag. You can also use
an Adventure Sheet to keep track of the current party's Gold and XP.
If players are ever Defeated, they lose the Epic Crawl. If they win a Rank 4
Scenario (or a Rank 7 if you have expansions) you’ve won this Epic Crawl run!
99

---

How to Start

Players start on Pg. 1 of the Adventure Book. It’s important that players do
not read ahead unless specifically instructed to. The Adventure Book will
guide players as they progress through the Adventure.
Scenes
Every new Adventure starts with a Scene. These Scenes give context to
the characters and the world the players are experiencing, as well as detailing the story of the Adventurers. Scenes are sections of narrative that are read by the players between Encounters. These sections should be read aloud to the table so that all players will be able to experience what is happening in the Adventure. Alternatively, players may choose to read scenes individually. For those interested in listening as a group, you can find our Adventures in an audio format on the Forteller Games App, or as a set of MP3 files from www.Middara.com.
Adventure Mechanics
Occasionally, while reading through a Scene, players will be asked to
perform various tasks. These are called Adventure Mechanics. These can be Skill Checks, Gaining new party members, adding Story Flags to the Adventure sheet, or instructing players to continue to the next Scene or Encounter. In short, Adventure Mechanics are special rules that players must perform when instructed to. Adventure Mechanics are always listed in a box so that players can easily identify them. Players must finish performing a listed Adventure Mechanic before proceeding.
Winning and losing
The players win an Encounter when they reach a Win Condition. Players
lose an Encounter if they reach a Lose Condition first. All Win and Lose Conditions will be listed in the Encounter Setup of each Encounter. If the players ever win or lose an Encounter, they read the Hidden Text under the corresponding Condition of the Encounter Setup. This Hidden Text will instruct the players how to proceed. If players reach a Lose Condition first, they still keep all the rewards they have Gained during the Encounter such as Gold and Items. See End Conditions and Rewards Pg. 14.
To begin playing the Adventure Mode, players choose an Adventure to play. This game contains only one Adventure, Unintentional Malum: Act 1.
Adventure packs and future content will contain a wider variety of Adventures of various lengths.
Continuing an Adventure
The Adventure Mode is not intended to be played in a single session.
Instead, it is intended to be played in 1-4 hour sessions over a long period
of time. When stopping between Encounters, players must keep track of many variables. Players will be required to use the Adventure Sheet to keep track of these variables. A Pack of Adventure Sheets are included in the game. Players can also download a printable copy of the Adventure Sheet for free at www.Middara.com.
The Adventure Sheet is intended to keep track of all information between
play sessions. There is a spot for the name of the Scenario or Adventure
being played, the amount of Gold and XP the party currently has,
the Flags and Achievements the party has Gained, as well as slots for
information on each Adventurer.
The Adventure Sheet is used to record information for players to
continue the Adventure at a later date. Updating the Adventure Sheet
at the end of every gaming session is recommended.
In addition to the Adventure Sheet, separate Adventurer Tuck Bags are also
included in the game. Players will be able to store the Adventurer Card,
Items, and Disciplines their Adventurer currently has in one easy-to-use
baggy. These Tuck Bags will be used to supplement the Adventure Sheet
as there is not a space to record this information. There is also a general
Party Tuck Bag (referred to in the game as the "party stash") for Items that
are not equipped by any Adventurer in the party.
The Party
In Adventure Mode, players have access to an entire party, not just an
individual Adventurer. At the beginning of most Adventures, players will have just enough Adventurers in their party to play with the minimum amount of supported players (usually 4). However, as the Adventure progresses, new Adventurers may join the party, while others may end up leaving.
The Active Group

Whenever players are instructed to, they must choose 4 Adventurers from their party that form the Active Group.
The Active Group is the set of Adventurers the players are actively
using during Encounters. The Active Group can only be changed when
instructed to via Adventure Mechanics or Special Encounter Rules, most
often in the Story Round. See Story Rounds Pg. 13.
While not playing an Encounter, players may only exchange Items
between Adventurers during Story Rounds or when specifically instructed
to do so. When exchanging Items in this way, players may also exchange
Items in the Party Tuck Bag.
Otherwise, Adventurers may only trade Items by making a Re-Equip
Action during an Encounter. See The Re-Equip Action Pg. 46.
Adventure Mode
1010

---

Adventure Book Unintentional Malum:
ACT I By Kristopher Miles & Brooklynn Lundberg Leaving the Party

An Adventurer may leave the party under a variety of circumstances,
including death! When an Adventurer leaves the party under any
circumstance the Adventure Book will specify what to do with the Items
and Disciplines they have.
Unselectable
Occasionally, a party member will become Unselectable via Adventure
Mechanics or Special Encounter Rules. This status will usually signify a
party member that is no longer narratively present with the Active Group,
but has not permanently left the party
When a party member is Unselectable they cannot be chosen as part of
the Active Group and may never trade Items with other party members.
However, when receiving rewards, the Unselectable Adventurer still
counts as a party member and will receive all rewards that each party
member Gains. To remember an Adventurer is Unselectable, mark the
“Unselectable” check box on the Adventure Sheet. If an Adventurer ever
becomes Selectable again, be sure to erase the mark on the Adventure
Sheet.
Injuries
Injuries are an Adventure Mechanic that can occur when an Encounter is
lost, or when an Adventurer fails a Skill Check or makes a poor Decision. To remember an Adventurer is Injured, mark the “Injured” check box on the Adventurer Sheet.
While Injured, an Adventurer may not be chosen as part of the Active
Group, but may exchange Items when all party members can exchange
Items. An Adventurer remains Injured until an Adventure Mechanic
dictates otherwise. Usually this will happen when the Adventurers get to
rest in the narrative.
Adventure Mode Continued
1111

---

Check out the Loot

This looks like a good spot!” Remi tried to sound enthusiastic.
The cavern they had chosen to spend the night in had a ceiling
at least twenty feet up. Damp stalactites glittered in the light of
their glowstones, occasionally dripping water. Even so, the fi oor
was dry and fi at enough to serve their needs.
“I like it.” Rook gestured ahead with one meaty hand. “Only one
other way out. Should be easy to keep watch.”
Nightingale hurried past Remi into the cavern. “Wouldn’t it be
sweet if we were the   rst team ever to   nish the MAST in one
day?”
Zeke stopped right in the middle of the cave, sloughing off his
heavy pack. It dropped with a dull thud at his feet. “But we won’t.
It’s going to get harder. We need a rest if we want to   nish this
with all our limbs.”
Remi needed no further encouragement to drop her pack. She
closed her eyes, letting her massive wings stretch and fi ex. It felt
fantastic, at least until she felt them smack something.
“Ow!” Zeke yelped.
“Sorry!” Remi blushed, retreating a little. “I didn’t mean to…”
“Nah, it’s nothing.” Zeke shrugged, wiping a feather off his cheek.
“It’s better than being slapped by Night’s tail.”
“I haven’t done that in ages.” Nightingale glared at him. “I’ll start
the   re.”
“I can help.” Rook set his bag down at his feet,   shing around for
a few seconds before pulling out fi int and steel.
“I’d like to do it!” Nightingale said with excitement as she took
the tools from Rook. “The MAST is supposed to prepare us for
whatever Middara can throw at us. That means no shortcuts!”
Rook reached into his bag, withdrawing a bundle of sticks and a
box of tinder. “No shortcuts?” he asked, holding them out for her.
"Fine," she said, taking the sticks.
Remi frowned, thinking of what she could do. The other members
of the team all seemed to know one another already, but they
barely knew her name. “I could set up the tents!”
“Sure.” Zeke was the last to separate, weapon in hand. “I’ll scout
the cave for traps, just in case.”
Z
eke walked the perimeter of the cave, scraping along the
rock with his sword. Where the gloom concealed, he used
his weapon to check for danger. There was no way to guess what
the proctors might try to throw at them. Giant rats set loose into
the camp while they slept? Pipes to fi ood the cave? Whatever the
Institute had planned, Zeke would be ready.
He didn’t   nd any secret passages, hidden traps, or insidious
ways to torment them in their sleep. As he neared the end of the
search, he struck a section of rough wall that thumped strangely
when he hit it. “Hey, guys, I think there’s something here!” he
called before dropping onto his knees and feeling around. After a
few seconds, a little lever gave way under his touch.
A facade retracted from the wall, revealing a tightly wrapped
bundle. He kicked at it, sending it rolling out of the opening and
onto the fi oor in front of him without exploding, shooting acid, or
sending spikes at him through the fi oor.
He grinned, lifting the bundle of burlap and holding it up for the
rest of his team to see. “Hey, everybody, I found a care package.”
“Nice work!” Rook called, not rising from his work around their
makeshift   repit. “They must have hidden some supplies like this
for the groups who actually pay attention.”
Skill Check: Make a Perception 10 Check with Zeke.
SUCCESS
If Zeke passes, Continue to Check out the Loot Pg. 9
FAIL
If Zeke fails, Continue to Cozy Fire Pg. 10
Continue to Cozy Fire Pg. 10
Reward: The party Gains 4 random Mundane Consumables.
Setting up Camp
99 SCENE NAME:
Unique name of the Scene in the
Adventure Book.
SCENE NARRATIVE:
This section is meant to be read out loud.
All Scenes have a narrative section.
ADVENTURE MECHANICS:
When an Adventure Mechanic appears,
stop and follow its instructions. Adventure
Mechanics come in different varieties.
See Adventure Mechanics Pg. 10.
Scene Breakdown
A
B
C
A
A
B
B
C
C
12121212

---

Flags
As the Adventure progresses, Adventure Mechanics will occasionally
ask players to mark Flags on their Adventure Sheet. The Adventure Sheet
contains a section dedicated to marking these Flags.
Flags are meaningful events that happen during an Adventure that can
change the course of the game. They vary in how they are added to the
Adventure Sheet, but typically they will occur based on how the players
performed during an Encounter or after a Decision has been made by the
players.
When an Adventure Mechanic instructs the players to add a Flag to their
Adventure Sheet, the players mark it down under the Flags section of the
Adventure Sheet.
In the below example, players would mark the Story Flag phrased as
"Experienced Guide".
New Story Flag:
Mark the Story Flag Experienced Guide on the Adventure Sheet.
Story Rounds
A Story Round is a special Adventure Mechanic that typically occurs
when Adventurers narratively have a bit of free time on their hands. During a Story Round players will be able to buy new Items, Item Upgrades, learn new Disciplines for their Adventurers and embark on Side Quests.
Once players have decided to, they may continue to the next part of their
Adventure. Each time players reach or return to a Story Round, they will
proceed through 3 Phases in the following order:
1. SHOP AND TRAIN: During this Phase, players will create a Store
and spend their acquired Gold to buy Items and Item Upgrades. In addition, Adventurers may spend
XP to learn new Disciplines.
Players may also sell Items (other than Story Items) for Gold. Once Adventurers have spent all the Gold and
XP they wish to spend, they
proceed to the next Phase. See Building a Store Pg. 13.
2. EXPLORE (SIDE QUESTS): During this Phase, players may select from a
list of optional Side Quests. Each Side Quest can only be attempted once. When completed, most Side Quests will return players back to the Story Round and allow them to go through all the Phases once again. Once players have attempted all the Side Quests, or if they choose not to attempt a Side Quest, they proceed to the next Phase. Note: A Bounty is a special type of Side Quest that may be attempted
once in each named Story Round they appear in. See Bounties Pg. 13.
3. VENTURE FORTH: During this Phase, the players continue the
Adventure. Once players Venture Forth, they will no longer be able to return to the current Story Round.
Story Disciplines and Items
Some Adventure Mechanics give the players rewards such as Gold, XP,
or new Items and Abilities. Story Disciplines and Story Items are cards that players can only acquire through Adventure Mechanics or Special Encounter Rules of the Adventure they are part of. All of these cards are found in Hidden Card decks at the beginning of an Adventure. These cards should not be Revealed until specifically instructed to do so.
Story Disciplines are identified by the word “Story” in the place of where
their Level (
LVL) and Tier would normally be. Story Items can never be sold
during the Shop and Train Phase and Story Disciplines may never be purchased
with
XP.
Endings
Each Adventure in Middara will contain multiple Endings. An Ending is a
special Scene that ends the current Adventure. Most Ending Scenes will result in a Game Over. When this occurs, players may simply try again, or, if they’d rather, they may start the Adventure over from the beginning.
Building A Store
The Store is the group of Item Cards that Adventurers are able to purchase
during the Shop and Train Phase of a Story Round or when directed to Shop and Train.
For example: The Store contains the following Items for sale:
• ALL MUNDANE AND COMMON ITEMS
• ALL UPGRADES PLAYERS HAVE UNLOCKED
• 1 RANDOM COMMON UNIQUE ITEM (LIMIT 1)
Most Stores will contain 1 random Unique Item. In this case, for the
random Unique Item, shuffle all Common Unique Items and draw from
the bottom.
Unique Items are not redrawn and will remain in the Store throughout
the entirety of any given Story Round. No other Unique Items will be
available for purchase until the next named Story Round, even if the party
decides to purchase this Item. This Item will also not be available during
an Encounter when drawing a random Unique Item of the same Tier.
IMPORTANT:IMPORTANT: Unique Items can only be acquired when you are
specifically instructed to do so. Anytime an Adventure Mechanic instructs the players to Gain, draw, or purchase an Item of a specific Tier or type you will have access to every non-unique card of these Tiers or types.
Bounties
Many Story Rounds include the opportunity to tackle a special Bounty
Side Quest. A Bounty is a set of encounters that can be attempted once
during the Explore Phase of a named Story Round. Only one Bounty may be attempted each named Story Round. If you own more than one Bounty, you may only choose ONE to attempt during a single named Story Round.
Story Rounds will specify the Bounties that can be attempted based on
the difficulty rating listed as a
symbol. Players may not attempt a
Bounty with a higher difficulty rating (e.g. More skulls.) than the Story
Round allows.
Once a Bounty has been completed, Adventurers may never attempt
it during that Adventure again. If a Bounty is lost, players may try to complete it again during the next named Story Round where that difficulty, (or one of a lower difficulty) is allowed. In these cases they will start the Bounty over from the beginning.
IMPORTANT:IMPORTANT: Any rewards earned during a Bounty are kept by
Adventurers even if they fail a Bounty. Meaning, any rewards earned
up to that point are retained.
Adventure Mode Continued
1313

can be attempted based on the difficulty rating listed as a symbol Players may not attempt a Bounty with a higher difficulty rating e g More skulls than the Story Round allows Once a Bounty has been completed Adventurers may never attempt it during that Adventure again If a Bounty is lost players may try to complete it again during the next named Story Round where that difficulty or one of a lower difficulty is allowed In these cases they will start the Bounty over from the beginning IMPORTANT IMPORTANT Any rewards earned during a Bounty are kept by Adventurers even if they fail a Bounty Meaning any rewards earned up to that point are retained Adventure Mode Continued 1313

---

Whether playing the Crawl Mode or Adventure Mode, players will be
instructed to set up Encounters. When setting up an Encounter, read the
Special Rules of the Encounter and then go through the 4 Phases of setup
as follows:
1. PREPARE PHASE: Each Adventurer removes their Used tokens from
their Per Encounter Abilities and Un-Exhausts all cards. All Defeated Adventurers or Adventurers with more Damage tokens than half of their max
HP remove Damage tokens until they have Damage tokens
equal to half of their max
HP. All Effect tokens are removed, and
each Adventurer sets their Stamina Points (
SP) to their Stamina Point
Recovery Value (usually
3).
IMPORTANT:IMPORTANT: Adventurers do not Gain SP during the Refresh
Phase of their 1st turn of an Encounter. See Phases of an Adventurer’s Turn Pg. 37.
For example, if Rook decides to spend
1 SP to DODGE an Attack
before his 1st Refresh Phase, he will not recover that
SP on his 1st
turn.
IMPORTANT:IMPORTANT: Ability tokens are not removed during this Phase.
2. PLACEMENT PHASE: Set up the Tiles according to the Encounter Setup
Diagram. Then, place all Encounter tokens, Terrain tokens, and figures
as shown in the Encounter Setup Diagram. Adventurers may choose
to place their figures in any of the spaces marked as the Starting Zone
on the Encounter Setup Diagram.
3. DISTRIBUTION PHASE: Distribute the Combatant Cards for the
Combatants listed in the Encounter Setup. This may be done in any order; however, evenly distributing the Combatant Cards so that each player has a responsibility when it’s not their turn is recommended.
4. INITIATIVE PHASE: Players take the corresponding Initiative Card(s) for
each Adventurer and Combatant in the Encounter and shuffle them. The players then deal the Initiative Cards out to make the Initiative Track. See The Initiative Track Pg. 36.
Now you’re ready to play!
Read the Encounter Intro aloud.
After reading, starting with the first Initiative Card, figures take their turns.
At the end of each round shuffle the Initiative Track before going onto the
next round. Continue through rounds until an End Condition is reached.
Setting up
In Middara, Encounters can be wildly different. Each Encounter contains
a unique Setup and Diagram, as well as a short Encounter Intro. Below is a detailed guide on how to use and navigate an Encounter.
Encounter Setup
Each Encounter uses its own unique combination of Terrain tokens,
Encounter tokens, and figures. The Setup box itemizes every component required to set up the Encounter. See section
F in the Encounter Example
Diagram on Pg. 15.
End Conditions and Rewards Every Encounter has one or more End Conditions. As soon as one of
these End Conditions is reached, the Encounter immediately ends and the players read the listed Reward beneath the End Condition that was met.
End Conditions are not optional and happen as soon as their stipulations
have been met. This means that in section
B, under Encounter Breakdown
Continued on Pg. 16, an Adventurer may not end their turn on the Blue
Exit without immediately ending the Encounter.
Some Encounters have multiple Win and Lose Conditions. These Alternate
End Conditions have their own separate Rewards listed.
Only one End Condition may be met in an Encounter.
Rewards from End Conditions are Gained immediately upon meeting
the End Conditions. After Gaining their rewards, players continue the
Adventure.
IMPORTANT:IMPORTANT: Make sure you read the Rewards before cleaning up
the Encounter. Some Rewards might reveal new surprises that continue the current Encounter and even add new End Conditions.
Special Encounter Rules
Many Encounters have Special Encounter Rules. Special Encounter Rules
must be read before setting up the Encounter. These rules change how an Encounter plays.
Location Types
Each Encounter has a Location type Symbol associated with it listed in the
top right corner of an Encounter page. Currently these symbols have no mechanical use.
Reading Encounters
UNDERGROUND DUNGEONWILDERNESS
Playing Encounters
1414

---

ENCOUNTER NAME AND TYPE:
The name of the Encounter and its
location type symbol.
ENCOUNTER INTRO:
A short narrative about the Encounter.
NORTH ARROW:
The North Arrow shows the board's
orientation.
THE STARTING ZONE:
These are the spaces that Adventurers may
place their figures in during the Placement
Phase of Setup.
ENCOUNTER SETUP DIAGRAM:
Visual layout of the Tiles, tokens, Starting
Zone and Combatants in the Encounter.
SETUP:
List of components required to set up this
Encounter.
CONTINUE SYMBOL:
Some Scenes and Encounters will use
this to let players know that the Scene or
Encounter spans more than 1 page.
A
D
B
E
C
F StartStart
BLUEBLUE
REDRED
B
L
U
E
B
L
U
E
B
L
U
E
B
L
U
E
EE  ITIT
BLUEBLUE
EE  ITIT
REDRED
11
22
3344
55
66
LOOTLOOT
GREENGREEN
TILES
UM1, UM3, UM9,
UM11, UM43
TERRAIN
2 x Long Water
TOTEMS
1 x Blue
1 x Red
1 x Green
1 x Yellow
OBJECTIVES
1 x Blue
LOOT
1 x Random
EXITS
1 x Blue
1 x Red
FIGURES
6 x Cave Sickles
Setup
YELLOWYELLOW
Bombing the Sickles
 e directions the exterminator gave lead you to a small cave just outside of the city. Inside, you
hear skittering in the dark. It sounds like there’s a lot of them. It would be best to be on guard at all
times. Who knows where these sneaky bugs could spring from once you’re inside.
UNDERGROUND
CONTINUED X
5454
A
B
F
E
C
D
G
G
Encounter Breakdown
1515

---

Special Encounter Rules
AFRAID OF FALLING:
Cave Sickles will not Jump over Dangerous
Terrain during this Encounter.
BUG BOMB:
If the Adventurer with the Bug Bomb
token is Defeated, place the token in the
space where they were Defeated. Any
Adventurer may make an Encounter Action
while on or adjacent to the token to pick
it up. If the token is placed in Dangerous
Terrain, it is removed from the game.
Loot
LVL : MUNDANE
B
L
U
E LOO
T
B
L
U
E LOO
T BLUE LOOT:
You find a pile of treasure! The party
Gains 20 Gold.
R
E
D LOO
T
R
E
D LOO
T RED LOOT:
You find a pile of treasure! Gain 10 Gold
and 1 random Consumable.
G
R
E
EN LOO
T
G
R
E
EN LOO
T GREEN LOOT:
You find a pile of treasure! Gain 10 Gold
and 1 random Consumable.
Y
E
L
L
OW LO
O
T
Y
E
L
L
OW LO
O
T YELLOW LOOT:
You find a pile of treasure! Gain 2
random Consumables.
Objectives
B
L
U
E
B
L
U
E
B
L
U
E
B
L
U
E BLUE OBJECTIVE:
When an Adventurer is adjacent to this
token, read the following hidden text:
Peering down into the chasm, you see
water far below. Going this way will
likely be a wet, one-way trip. Hopefully
there’s another way to the Cave Sickle
nest. Discard this token.
Totems
BLUEBLUE BLUE TOTEM:
Around the rock formation you find
another pair of Cave Sickles! Spawn
2 Cave Sickles adjacent to the space
this Totem occupied. Behind you, two
more of the creatures come up from the
depths. Spawn 2 Cave Sickles on Tile
UM1 according to Diagram 2. To the
south, you see yet a third pair crawl into
view. Luckily they seem to be on the
other side of a large gap. Spawn 2 Cave
Sickles adjacent to the Red Exit. The
corridor continues beyond the other side
of the pit. It seems to head towards the
Cave Sickle nest.
REDRED RED TOTEM:
You slide around the corner with your
weapons drawn expecting to find more
Cave Sickles... and you do. But their
corpses seem to be rotting away. Behind
their bodies you’re greeted by the sweet
sight of Loot. Place a random Loot token
on the space this Totem occupied.
GREENGREEN GREEN TOTEM:
Deeper within the cave you see water. It
looks like the whole cavern is flooded in
that direction. However, you also notice
that it continues down deeper into the
cave. It’s doubtful that their is a nest
down that way, but it doesn’t mean you
can’t go check it out anyway. You also
see glowing eyes peering at you from the
shadows. Spawn 2 Water Loas adjacent
to the Blue Exit.
YELLOWYELLOW YELLOW TOTEM:
The deeper this cave goes, the more Cave
Sickles you seem to run into. Spawn 2
Cave Sickles adjacent to the space the
Yellow Totem occupied.
TIP: Multiple Exits
Some Encounters have more than
1 Exit token. Different Exit tokens
lead to different Encounters. Use the
narrative to get an idea of what Exit
tokens might lead where. Be careful
though, as some directions may make
things more difficult!
EE  ITIT
REDRED
EE  ITIT
BLUEBLUE
End Conditions
WIN CONDITION:
An Adventurer ends their turn on
the Red Exit.
Reward:
Each party member Gains 1 XP.
Continue to Sickles Upon
Sickles Pg. 58
ALTERNATE WIN CONDITION:
An Adventurer ends their turn on
the Blue Exit.
Reward:
Each party member Gains 1 XP.
Continue to Dank Grotto Pg. 56
LOSE CONDITION:
All Adventurers are Defeated, or the Bug
Bomb is removed from the game.
Reward:
Restore Adventurers.
Continue to
Inexperienced in Extermination Pg. 53
Bombing the Sickles continued
UNDERGROUND
5555 ENCOUNTER NAME:
This is the name of the Encounter.
END CONDITIONS:
When any of these End Conditions are
met, the Encounter immediately ends.
The players read the hidden text to
determine their Reward before continuing
to the listed page.
SPECIAL ENCOUNTER RULES:
These are rules specific to this Encounter.
TOTEMS:
When Adventurers draw Line of Sight to a
Totem, immediately read the hidden text
that corresponds to the color of the Totem.
LOOT AND LOOT LVL:
When Adventurers activate a Loot token,
read the hidden text that corresponds
to the color of the Loot token. For
information on Loot
LVL, see Pg. 17.
TIPS:
Useful tips are listed throughout the
Adventure Book. Make sure to read them!
OBJECTIVES:
When Adventurers activate an Objective
token, read the hidden text that
corresponds to the color of the Objective
token. Objective tokens are only activated
when the Encounter instructs you to.
A
B
C
E
A
B
D
F
F
C
G
D
G
Encounter Breakdown Continued
E
16161616

---

Totems
BLUE

RED

GREEN

YELLOW

WHITE

Totems represent the unknown. Each Totem in an Encounter will
immediately activate when Line of Sight is drawn to it by any Adventurer
or any of their allies, including Command Combatants or Loyal Espers.
Line of Sight has no Range limit and can be drawn across the entire
board. When a Totem activates, players read the corresponding text
listed for that Totem. The hidden text they read depends on the color of
the Totem they activated. After resolving this hidden text, the Totem is
discarded. The player then continues their turn unless the hidden text
instructs otherwise.
During Setup, specific Totems are placed face up. Sometimes, the
Encounter setup will instruct players to use random Totems. In these
cases, the tokens are placed face down and chosen at random so that the
players won’t know which color they are until they are activated. Random
Totems are labeled as white.
Objectives

B
L
U
E
B
L
U
E

R
E
D
R
E
D

G
R
E
E
N
G
R
E
E
N

YE
L
L
O
W
YE
L
L
O
W
OB
J
E
C
T
I
V
E
OB
J
E
C
T
I
V
E
OB
J
E
C
T
I
V
E
OB
J
E
C
T
I
V
E
Objective tokens represent a variety of different things found in Encounters. These tokens can be very different from each other, both mechanically and thematically.
Sometimes these tokens represent when and where events trigger. Other
times, they may be important objects that the players will need in order to
Win the Encounter. In either case, Objective tokens specifically say when
and how they activate in the instructions of the Encounter Diagram.
Players must activate Objective tokens when their conditions occur.
The ways these tokens activate vary. Sometimes it might be when an
Adventurer is adjacent to the token, other times it might be when an
Adventurer enters a certain Tile or Defeats a certain Combatant.
Whenever a player activates an Objective token, they read the
corresponding text listed under
OBJECTIVES. The hidden text they
read depends on the color of the Objective token they activated. After
resolving this hidden text, the player continues their turn unless the
hidden text instructs otherwise.
IMPORTANT:IMPORTANT: Before taking the 1st turn of an Encounter, all the
players should understand when and how each Objective token in the Encounter activates. If an Objective does not state when it activates, then it may be referenced in the Hidden Text of another token.
Loot
B
L
U
E LOO
T

R
E
D LOO
T

G
R
E
EN LOO
T

Y
E
L
L
OW LO
O
T

LOOT
When a player activates a Loot token, they read the corresponding
text listed for that Loot token under LOOT in the Encounter Diagram.
The hidden text they read depends on the color of the Loot token they activated. After resolving this hidden text, the Loot token is discarded and the player continues their turn unless the hidden text instructs otherwise.
During Setup, specific Loot tokens are placed face up. Sometimes, the
Encounter will instruct players to use random Loot tokens. In these cases,
the tokens are placed face down and chosen at random so that the players
won’t know the color of the Loot token until it is activated.
IMPORTANT:IMPORTANT: Adventurers can activate Loot tokens by making an
Encounter Action while adjacent to, or occupying the same space as, the Loot token.
See Encounter Actions on Pg. 46.
Loot Level

Diagram The hidden text they read depends on the color of the Loot token they activated After resolving this hidden text the Loot token is discarded and the player continues their turn unless the hidden text instructs otherwise During Setup specific Loot tokens are placed face up Sometimes the Encounter will instruct players to use random Loot tokens In these cases the tokens are placed face down and chosen at random so that the players won t know the color of the Loot token until it is activated IMPORTANT IMPORTANT Adventurers can activate Loot tokens by making an Encounter Action while adjacent to or occupying the same space as the Loot token See Encounter Actions on Pg 46 Loot Level

The Loot Level, (sometimes abbreviated as Loot LVL) has a number of
functions within Encounters.
Most importantly, it determines how the Combatant Loot Deck will be
set up during an Encounter. As players progress through the game, the
Combatant Loot Deck will be modified based on the Loot
LVL indicated
in the Encounter Setup. This modification allows the party to Gain Gold
from Combatants proportionally to their progress in Middara. To see how
the Combatant Loot Deck should be set up based on Loot
LVL, see Pg. 20.
When Gaining an Item as a reward during an Encounter, the Loot
LVL
determines the Tier of the Item Gained. See Gaining Items During An
Encounter Pg. 70.
When Gaining "random Consumables" as a reward during an Encounter,
the Loot
LVL refers to the Tier of the Consumable Gained and all Tiers
below the current Loot
LVL. So for example, if an Adventurer gains 2
random consumables and the current Loot
LVL is Uncommon, they'd
shuffle the Uncommon, Common, and Mundane Consumables before
drawing 2.
The Loot
LVL also reflects the Tier of Item Gained from the Unique
Loot card and Item Loot Card found in the Combatant Loot Deck. See
Combatant Loot Cards Pg. 57.
Lastly, the Loot
LVL also determines what Combatant Cards you should
be using. Many Combatants have 'better versions' that get harder as the
game progresses. A Combatant Card will always use the Loot
LVL that
corresponds with the current Encounter's listed Loot
LVL. See Spawning
Pg. 19.
IMPORTANT:IMPORTANT: Unique Items are only ever Gained when an
Adventure Mechanic specifically instructs a player to Gain a "Unique" Item of a specific Tier.
Reading Encounters Continued
1717

---

Hidden Text
Text is often hidden during Encounters to keep information from players
that needs to be revealed at a specific time. This is done using Red Reveal,
which is a process where green text is hidden behind a red screen. To
enable players to read the hidden text, included in the components is a
Red Reveal Decoder. When instructed to, simply hold the decoder over
the hidden text and read.
IMPORTANT:IMPORTANT: Players should never read hidden text unless
they are instructed to.
Hidden Card Decks
Small
Hidden
Card
DECK
STOP!
Do not Reveal cards
in this deck until
specifically instructed
to do so.
START

START
Medium
Hidden
Card
DECK
STOP!
Do not Reveal cards in
this deck until
specifically instructed to
do so.

6 6 3 2 1
fifl yliss
lrseH
12 11 6
ADVENTURER
MAIN
FIRST PRINCESS OF ELENIA
Magical Persona ✤PASSIVE
Shayliss’s magical persona makes her resilient to magic.
Anytime Shayliss makes a Conviction check,
she may re-roll both dice, however she must
keep the second roll.
Conviction:

Dodge:
H
E
A
LT
H
H
E
A
LT
H
A
L
L
U
R
E
E
V
A
D
E
M
O
V
E
A
G
IL
IT
Y
S
T
R
E
N
G
TH
K
N
O
W
LEDGE
P
E
R
C
E
P
TIO
N
START
Large 
Hidden
Card
DECK
STOP!
Do not Reveal cards in this deck until specifically
instructed to do so.
Sometimes a Special Encounter Rule or Adventure Mechanic will instruct
players to Reveal Hidden Cards. These Hidden Cards come in three sizes,
Small, Medium and Large, and may contain a number of things, but the
point is, they are secret!
When instructed to do so, players will locate the listed Hidden Card by
searching through the top left corner of the corresponding Hidden Card
deck to locate the appropriate card.
For example, an Adventure Mechanic may say "Reveal Medium Hidden
Card
UM3". In this case, the players would search the top left corner of
the Medium Hidden Card deck and locate the card labeled
UM3. The
Special Encounter Rule or Adventure Mechanic will then instruct players
what to do with that card.
Hidden Cards found within Adventure Packs and Bounty Packs are meant
to be hidden until revealed during a Story or Bounty. This means that
if you start a new Adventure, even if you revealed Cards in a previous
Adventure, you would re-hide all the cards marked 'UMX'. The same goes
for any cards revealed in previously played Adventures.
Items marked as "Story Items" are never used in an Adventure until they
are revealed using the rules in that particular Adventure.
IMPORTANT:IMPORTANT: DO NOT reveal any of the Hidden Cards until
instructed to do so.

Achievements
Some Encounters have Achievements. These are special rewards players
can Gain by doing something extraordinary. If an Achievement’s Condition is fulfilled, read the hidden text next to the Achievement. An Achievement may only be completed once. Unless otherwise specified, only the Adventurer who completed the Achievement Gains the reward.
Many Achievements are difficult to accomplish and may require players
to have certain combinations of Abilities or Items to complete.
Included in the back of the Rulebook is the Adventure Sheet with an
Achievement checklist for players to strive to complete!
Restoring Adventurers
As an End Condition reward, or more rarely as an Adventure Mechanic,
players may be instructed to Restore Adventurers.
Restoring Adventurers narratively represents down time where the
Adventurers can rest.
To Restore Adventurers, each Adventurer goes through the following
Phases.
1. Remove all Damage tokens.
2. Un-Exhaust and Un-Flip all cards in play and in the Party Stash.
3. Remove all Effect and Ability tokens.
4. All Adventurers may trade Items as if they were adjacent and used a Re-Equip Action. See Actions Pg. 38.
After each Adventurer has Restored, players must shuffle all Combatant Loot Cards that have been drawn back into the Combatant Loot Deck. See Combatant Loot Cards Pg. 57.
IMPORTANT:IMPORTANT: Usually, Restoring is the only way during an
Adventure that players will Un-Flip cards, and
HEAL naturally. If players
are not told to Restore Adventurers, they do not remove all Damage
tokens or Un-Flip cards. For this reason, we encourage players to be
extra vigilant when looking for opportunities to Restore.

Urgency Tokens

in play and in the Party Stash 3 Remove all Effect and Ability tokens 4 All Adventurers may trade Items as if they were adjacent and used a Re Equip Action See Actions Pg 38 After each Adventurer has Restored players must shuffle all Combatant Loot Cards that have been drawn back into the Combatant Loot Deck See Combatant Loot Cards Pg 57 IMPORTANT IMPORTANT Usually Restoring is the only way during an Adventure that players will Un Flip cards and HEAL naturally If players are not told to Restore Adventurers they do not remove all Damage tokens or Un Flip cards For this reason we encourage players to be extra vigilant when looking for opportunities to Restore Urgency Tokens

Urgency tokens represent the Adventurers' race against time. They are
used to keep the game moving and to prevent players from abusing
certain Abilities.
At the end of a round in which no opponent had an
AI Step with a
true condition, no opponents were Defeated, and no opponents were
Spawned, an Urgency token is added to the back of the Initiative Track.
Passive Abilities used by opponents do not count as a true condition when
determining Urgency. This means that even if there are opponents on the
board, as long as they do nothing, an Urgency token will still be added.
Combatants that are inflicted by an Adventurer's Effect that would prevent
them from having a turn, or taking Actions (such as Paralyze) are counted
as Combatants that have taken a turn when determining Urgency.
If the party ever Gains a 4th Urgency token, all Adventurers are Defeated.
Urgency tokens are removed at the end of each Encounter. To learn more
about
AI Steps see AI Steps Pg. 60.
Reading Encounters Continued Story Weapon
UM3
364 / 873 V1.2 UM1-
1818

---

Spawning
Encounters often instruct players to Spawn figures or other game
components. When players are instructed to Spawn one or more
components, they place up to (as many as they can) that many
components on the spaces indicated by the text. Figures and Components
spawned by instructions must be placed in the order in which they are
listed by the instruction in question.
Example: If you are instructed to "Spawn a Cave Sickles and a Water Loa."
You would Spawn the Cave Sickle first.
When a Combatant Spawns, players place the Combatant’s figure on the
table as indicated by the text or Diagram.
If a player Spawns a Combatant via a Totem or otherwise, and if the
Combatant’s Initiative Card is not in the Initiative Track already, place the
Combatant's Initiative Card directly after the Initiative Card of the figure
who's currently taking their turn. If the current turn is ambiguous, place
the Initiative Card at the back of the Initiative Track instead. The figure will
take it's turn the next time its Initiative Card would normally dictate that
its turn begins.
Some Combatants have multiple Initiative Cards. A Combatant with
multiple Initiative Cards of the same Group Number and/or name will
add all Initiative Cards of that Name and/or number to the Track in the
same way as above. A Combatant's corresponding Initiative Cards will
always match its name and Group Number(s). See Activation Numbers
And Groups PG. 56.
Unless explicitly stated otherwise, Combatants Spawned are always
treated as opponents.
IMPORTANT:IMPORTANT: If a player cannot Spawn a figure because the space
is occupied by another figure, it will Spawn on the nearest unoccupied non-Dangerous space(s) instead. See Large Based Figures for exceptions, Pg. 71.
IMPORTANT:IMPORTANT: When Spawning figures that are part of the same
Group, players always start with the lowest number figure in that Group that is available. For example, if Cave Sickle 2 & 3 are already on the table and you are instructed to Spawn two additional Cave Sickles, you'd Spawn Cave Sickle 1 and 4.
IMPORTANT:IMPORTANT: Combatants have a Loot LVL printed on the front
and back of them. When instructed to Spawn Combatants during an Encounter, players always Spawn Combatants with the Loot Level listed on their cards that corresponds with the Loot Level of the current Encounter. See Alternate, Variations, and Loot LVL Pg. 79.
Spawning Story Combatants
Middara contains many Combatant's that represent characters in our
narrative. These are usually Hidden Cards and depict boss monsters, Espers, or characters that are friendly or opposing the players. In anycase, these Combatant Cards always have unique names and at least one matching Initiative Card. These Combatant Cards are represented by unique miniatures or unique standees. Meaning, unless they require it, players will never need to keep track of their components using Colored Base Snaps or Activation Numbers.
These Story Combatants do not function any differently than any other
Combatant being Spawned. When instructed to Spawn one of these
Combatants, use all the rules listed above.
Diagrams
Sometimes Encounters will instruct players to reference a Diagram to
reveal special hidden information or determine how things Spawn. When this occurs, players will consult the Diagram Book, regardless of what Game Mode is being played.
Diagrams referenced by Encounters in a Base Games (Such as
Unintentional Malum: Act 1), Adventure Packs, or Bounty Packs will
reference Diagrams from their corresponding Diagram Books.
An Adventure from either a Base Game or Adventure Pack will either have
a dedicated Diagram Book named after them, or will have their Diagrams
printed in the back pages.
Bounty Packs will always have their Diagrams printed in the back pages
of their Bounty Book.
Removing Components During The Game
Sometimes Encounters will instruct players to remove something from the
game. When this happens, put the removed token, figure, or card in the game box. It will no longer be used in this Encounter. This only applies to the current Encounter being played.
• Encounter Tokens: Anytime an Encounter token is removed from the
Game Board for any reason, put the removed token in the game box. It will no longer be used in the current Encounter.
For example, if a Loot token is activated and an Adventurer is
instructed to remove it from the game, that Loot token will not be
available to Spawn if the Encounter reveals another random Loot
token at a later point. In this case, the random Loot token needed
would be drawn from the remaining Loot tokens instead.
• Item Cards: All Item Cards not currently in an Adventurer's possession or in the Party Stash are always available to be drawn when you are instructed to draw a card from their corresponding stack. 
• Permanent Removal: If a component is permanently removed from the game, it will no longer be used and should be left in the game box for the remainder of the Adventure.
Exit Tokens
EXIT
BLUE

EXIT
RED

EXIT
GREEN

is instructed to remove it from the game that Loot token will not be available to Spawn if the Encounter reveals another random Loot token at a later point In this case the random Loot token needed would be drawn from the remaining Loot tokens instead Item Cards All Item Cards not currently in an Adventurer s possession or in the Party Stash are always available to be drawn when you are instructed to draw a card from their corresponding stack Permanent Removal If a component is permanently removed from the game it will no longer be used and should be left in the game box for the remainder of the Adventure Exit Tokens EXIT BLUE EXIT RED EXIT GREEN

EXIT
YELLOW
These tokens represent a way out of the Encounter. While not all
Encounters use them, many do. When an Adventurer ends their turn on an Exit token, most Encounters will end. This will be listed as an End
Condition.
Reading Encounters Continued
1919

---

  
540 / 873 V1.2 UM1-   
547 / 873 V1.2 UM1-   
543 / 873 V1.2 UM1-   
547 / 873 V1.2 UM1-   
557 / 873 V1.2 UM1-   
552 / 873 V1.2 UM1-   
557 / 873 V1.2 UM1-  fi fi
567 / 873 V1.2 UM1-   
562 / 873 V1.2 UM1-  fifl fifi
582 / 873 V1.2 UM1-   
543 / 873 V1.2 UM1-   
552 / 873 V1.2 UM1-   
547 / 873 V1.2 UM1-   
552 / 873 V1.2 UM1-   
562 / 873 V1.2 UM1-   
557 / 873 V1.2 UM1-   
562 / 873 V1.2 UM1-  fi fi
572 / 873 V1.2 UM1-  fi fi
567 / 873 V1.2 UM1-  fifl
583 / 873 V1.2 UM1- xx 33
xx 33
xx 33
xx 44
xx 44
xx 44
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 55
xx 11 xx 11
44
66
55
66
88
77
88
1010
99
MONSTERMONSTER55
77
66
77
99
88
99
1212
1010
UNIQUEUNIQUE
Combatant Loot Deck Setup
LVL: MUNDANE  fifl fi
Roll 2 WHITE :
4 - 5 : Accessory
6 - 7 : Armor
8 - 10 : Relic
11 - 12 : Core
13 - 14 : Weapon
584 / 873 V1.2 UM1-
xx 11
ITEMITEM  fifl fifi
582 / 873 V1.2 UM1-  fifl
583 / 873 V1.2 UM1-
xx 11 xx 11
MONSTERMONSTERUNIQUEUNIQUE
LVL: COMMON  fifl fi
Roll 2 WHITE :
4 - 5 : Accessory
6 - 7 : Armor
8 - 10 : Relic
11 - 12 : Core
13 - 14 : Weapon
584 / 873 V1.2 UM1-
xx 11
ITEMITEM  fifl fifi
582 / 873 V1.2 UM1-  fifl
583 / 873 V1.2 UM1-
xx 11 xx 11
MONSTERMONSTERUNIQUEUNIQUE
LVL: UNCOMMON  fifl fi
Roll 2 WHITE :
4 - 5 : Accessory
6 - 7 : Armor
8 - 10 : Relic
11 - 12 : Core
13 - 14 : Weapon
584 / 873 V1.2 UM1-
xx 11
ITEMITEM  fifl fifi
582 / 873 V1.2 UM1-  fifl
583 / 873 V1.2 UM1-
xx 11 xx 11
MONSTERMONSTERUNIQUEUNIQUE
LVL: RARE  fifl fi
Roll 2 WHITE :
4 - 5 : Accessory
6 - 7 : Armor
8 - 10 : Relic
11 - 12 : Core
13 - 14 : Weapon
584 / 873 V1.2 UM1-
xx 11
ITEMITEM   
552 / 873 V1.2 UM1-   
562 / 873 V1.2 UM1-  fi fi
572 / 873 V1.2 UM1-   
557 / 873 V1.2 UM1-  fi fi
567 / 873 V1.2 UM1-  fi fi
57 7 / 873 V1.2 UM1-
xx 33 xx 44 xx 55 xx 55 xx 55 xx 55
77 99 121288 1010 1414
2020

---

Terrain is an effect on a Tile. Terrain may change things like movement and Line of Sight. However, its effects vary widely.
NORMAL: No special effects. Normal Terrain can be placed on and be
replaced by all types of Terrain.
HINDERING: Attacks made through or into Hindering Terrain get -1 TO
THE ATK ROLL
. This effect cannot be applied more than once but does
stack with the -1
TO THE ATK ROLL from spaces containing Allies. It costs 2
MOVEMENT to leave a Hindering space. Abilities that place Hindering
Terrain can only replace Normal Terrain spaces.
WATER: Figures in Water may not DODGE. It costs 2
MOVEMENT
to leave a Water space. Abilities that place Water Terrain can replace
Normal, Hindering and Muck Terrain. Water tokens placed due to an
Ability do not have a Current.
MUCK: Figures in Muck must spend an additional Stamina Point (SP) on
all Actions and Abilities that cost 1 or more SP to use. Abilities that place
Muck Terrain can only replace Normal and Hindering Terrain.
OBSTRUCTING: Figures may not move through or into spaces that are
made up of Obstructing Terrain. A figure may not draw Line of Sight
through any part of Obstructing Terrain (e.g. A red line.) Obstructing
Terrain spaces can only be interacted with or circumvented by Abilities
that specifically say so (e.g.
UNSTOPPABLE. See Tags Pg. 92 ). Abilities
that place Obstructing Terrain can replace all Terrain except for
Dangerous Terrain. If a special rule or Ability places Obstructing Terrain
on a figure, unless otherwise noted by the special rules or Ability that
placed the Terrain, that figure must make a Jump check to the nearest
non-Dangerous empty space or be Defeated.
DANGEROUS: Figures that end a turn in, end their movement in, or leave
a Dangerous space are Defeated. Tokens moved into a Dangerous Terrain
space are discarded. Abilities that place Dangerous Terrain can replace all
Terrain except for Obstructing Terrain.
SPECIAL: The effects of this Terrain change depending on the Encounter.
The rules governing these spaces are specified in the Special Encounter
Rules of each Encounter.
NORMAL HINDERING
DANGEROUS SPECIAL
WATER MUCK
OBSTRUCTING
Movement and Tokens
All tokens other than Obstructing Terrain tokens can be moved onto.
Circular tokens, such as Exit tokens, Totems, Loot tokens, and Objective
Tokens do not block Line of Sight and can all occupy the same space as figures, other circular tokens, or Terrain tokens unless otherwise specified in an Encounter.
Terrain Tokens

Terrain tokens are used to place different Terrain types on Tiles. These
tokens can be moved on to and interacted with by Adventurers and Combatants as if they were printed on the Tile.
The different Terrain types and the rules associated with them are listed in the
Diagram below.
Tiles and Terrain
BLUE
R
E
D LOO
T
EXIT
GREEN
YE
L
L
O
W
YE
L
L
O
W
Terrain Types
2121

---

Elevation
Elevation is a change in height on the game board. When there is an Elevation change, it is
denoted with a dashed purple line and Elevation box. The following rules apply:
• A figure who is at a higher Elevation than a target they are Attacking Gains +1 to all
Attack rolls made against that target.
• Line of Sight can only be drawn between two figures on different Elevations so long as Line of Sight is drawn through spaces with lower Elevation than the highest of the two Elevations occupied. Meaning, the figure occupying the space on the higher Elevation must be on the edge of that Elevation. When drawing Line of Sight between two figures that occupy different Elevations, ignore all other figures who occupy Elevations that are lower than the highest Elevation occupied by either figure.
Example 1: Nightingale wants to Attack the Cave Sickle that is at Elevation
1. Since she’s
on the edge of the higher Elevation (
3), she has Line of Sight and can make the Attack.
The Animate is also on Elevation
1, but Nightingale’s Line of Sight is blocked since
another space of the same Elevation is in the way.
• Figures may draw Line of Sight to a target that occupies the same Elevation. When doing
so, they may draw this Line of Sight through lower Elevation but not higher Elevation.
• There are 4 levels of Elevation. 4 is the highest and 1 is the lowest. Figures may move
between an Elevation change of
1 without penalty. For an Elevation change of 2,
figures may move to the lower Elevation normally, but may not move back up to the higher Elevation. An Elevation change of
3 prevents a figure from moving to the higher
Elevation, and a figure moving to the lower Elevation is Defeated.
• Figures on spaces next to each other that have an Elevation change of 1 or less are
considered 'Adjacent', meaning, they can be Attacked by Melee () Attacks.
• Figures with REACH may target figures on different Elevations. When drawing Line of Sight to a target that occupies a different Elevation, for each elevation change beyond 1, reduce the distance you can attack with REACH by 1. Meaning, figures with REACH may target other figures at an Elevation change of up to X or less, where X is equal to their Reach.
Example: A figure with
REACH 2 could target another figure at two spaces away so long
as the Elevation difference between them was only 1. • Ranged () Attacks may be made at any Elevation change as long as the requirements of
Line of Sight are met.
Currents

Sometimes, certain Terrain will have a Current. The direction of the Current will be shown in
the Encounter Setup Diagram.
Any figure that ends their turn in Terrain with a Current will move the amount of spaces
specified in the Special Encounter Rules in the direction of the Current. Figures will not move
around other figures or Obstructing Terrain.
If the figure cannot move for any reason, then the figure is dealt
IRREDUCIBLE DMG equal to
the spaces it was not able to move. If a Current Pushes figures to the Encounter's edge, the
figure cannot move and instead is dealt
IRREDUCIBLE DMG.
Figures that Passively are not affected by a specific type of Terrain also ignore Currents within
that type of Terrain.
Some Tokens are affected by Currents while others are not. See Table 10: Current Effects
Pg. 100 for a quick way of determining if the token in question is moved by Currents.
Since tokens don't have turns, they are always moved at the end of every round.
Example 2: Zeke ended his turn adjacent to the Animate in the river. After ending his turn,
Zeke is moved down the river an amount of spaces equal to what is listed in the Encounter
Special Rules. In this Example, it’s only
1 space. If it was any more, the Current would send
him over the edge of the waterfall, Defeating him. Since this movement moves him out of a
space adjacent to an Animate, the Animate gets to make a Break Attack against Zeke.
If Remi ended her turn here, the Current could not move her since she is blocked by the
Animate. Instead, she would bounce off the Animate and be dealt
1 IRREDUCIBLE DMG for
the space she was unable to move. Additionally, since Remi did not move, she would not
provoke a Break Attack from the Animate.
Example 2
XX
Tiles and Terrain Continued
ELEVATION 3 ELEVATION 1
Example 1
2222

---

A
A
E
E
C
C
TILE
A Tile is a single large board piece that is combined with other Tiles
to create the game board for an Encounter.
SPACES
Each square on the Tile makes up a space. Spaces are used for
movement, Range and determining area effects.
EDGE
Unless connected to another Tile, the edge of each Tile blocks Line
of Sight and is impassable.
TERRAIN
Some spaces have special area effects called Terrain (see Terrain
types Pg. 21). Spaces that contain Terrain have a colored hatched
border surrounding the square as well as a small symbol on the
space representing the type of Terrain.
TILE NUMBER
Each Tile is identified by two letters followed by a number to
indicate which game or expansion it is from, as well as to assist in
setting up Encounters. For example, Tile
UM1, for Unintentional
Malum, Tile 1.
B
B
D
D
NORMAL HINDERING
DANGEROUS SPECIAL
WATER MUCK
OBSTRUCTING
Tile Breakdown
2323

---

When starting a new Adventure or playing a new Crawl Mode Scenario,
players will be instructed to select and setup Adventurers.
In Adventure Mode, the Adventure Book will dictate which Adventurers
players have in their party and when more Adventurers will join the party.
In Crawl Mode, players get to pick from any available Adventurer.
Regardless of the Game Mode, the respective Adventure Book or Crawl
Book will detail how to set up Adventurers for the first time.
When playing Middara, players get to control Adventurers. Depending on
the Game Mode being played, the Adventurers available to choose from
will change.
Regardless of the Game Mode, while playing through Middara,
Adventurers will grow in both the amount of Disciplines, and in the
quality of Items they have equipped.
Selecting Adventurers
When playing the Adventure Mode, the story will dictate the available
Adventurers and when to build them.
The Crawl Mode allows players to play with any figure with an
Adventurer Card. This includes Adventurers from any Middara product.
Equipping and Storing Items
Adventurers have limitations on how many Items they may carry and
equip. When equipping Items an Adventurer may not exceed the limits below.
ITEM LIMITS:
In addition, each Adventurer has a Pack where they may keep
3 extra
Items. These Items are considered Stored and are not usable until they
are equipped. Items in an Adventurer’s Pack do not affect other Item
limitations.
IMPORTANT:IMPORTANT: Any Flipped, or Exhausted Items moved to your Pack
remain Flipped, or Exhausted. These Items Un-Flip, and Un-Exhaust like any other card. Any Used tokens stay on the card and are only removed when the Adventurers are instructed to Restore.
IMPORTANT:IMPORTANT: An Adventurer is limited to 1 copy of any given Relic
either equipped or in their Pack at any given time. Meaning, they may not have more than 1 Relic of the same name equipped or in their Pack at the same time. However, Adventurers may store as many Relics as they'd like in their Party Stash.
The Party Stash
The Party Stash represents all the Items that the party owns but doesn't
currently want to equip. The Party Stash never runs out of room and players may keep as many Items in the Party Stash as they would like. Players may put items into the Party Stash at any time, however, they may only take Items out of the Party Stash during Story Rounds.
IMPORTANT:IMPORTANT: During a Story Round, all Consumable Items that are
not sold or equipped are discarded. See Selling Items Pg. 27.
Gaining XP and Gold
In Middara, Adventurers will Gain Gold and XP in a variety of ways such
as by Defeating opponents, collecting Loot, and completing Encounters. Gold and
XP earned while playing will carry over from session to session.
Players will track this on the Adventure Sheet included with the game.
When XP is Gained, each Adventurer in the party Gains the listed XP. XP
is tracked individually and is not shared as a group. However, Gold is shared as a party. Make sure you get along with your fellow players when purchasing Items!
For example, a reward for completing an Encounter may say the
following:
Each party member Gains
1 XP.
When an Adventurer finds Gold, the instructions will read something like
this:
The party Gains 20 Gold.
A reward for activating a Loot token may say:
Gain 10 Gold and 2 Mundane Consumables.
In this case, the party would Gain 10 Gold and the specific Adventurer
that activated the Loot token would Gain the 2 Consumables.
Buying Items and Learning Disciplines
During the game, Adventurers will be able to spend the Gold and XP
they earned to buy Items and learn Disciplines. Adventurers may only buy Items and learn Disciplines when specifically instructed to. The most common way Adventurers are able to do so is when they are given the option to Shop and Train.
In Adventure Mode, this will typically occur during the Shop and Train
Phase of a Story Round. See Story Rounds Pg. 13.
In Crawl Mode, Shop and Train is often listed as a reward when
completing an Encounter or Scenario. See Encounter Rewards Pg. 9.
Regardless of which Game Mode you are playing, when learning
Disciplines, you may spend
XP to learn from any of the available
Discipline Trees. In order to learn a Discipline of a higher Level (
LVL) in
a Tree, you must already have learned a Discipline of the previous
LVL in
the same Tree.
Example:
To learn a
LVL 2 Martial Discipline, you must have already learned a LVL 1
Martial Discipline. You may always learn
LVL 1 Disciplines from any Tree
and there is no limit to the amount of Disciplines you may learn.
IMPORTANT:IMPORTANT: An Adventurer may not learn the same
Discipline twice.
Adventurers and Items
Setting up
Playing Adventurers
• 2 HANDS OF WEAPONS +
1 Weapon Upgrade per Hand
• 1 ARMOR + 1 Armor Upgrade
• 1 CORE + 1 Core Upgrade
• 1 ACCESSORY
• 3 RELICS
• 3 CONSUMABLES
• 1 FAMILIAR
• 1 COMPANION
2424

---

ADVENTURER

H
EALT
H
M
O
VEM
E
N
TD
EFEN
S
E
6712
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
6 3 5 2 2
Ambitious PER ENCOUNTER
Nightingale’s commanding personality
makes her a natural leader.
All other allies Gain +1 SP. Nightingale Gains +2 SP.
Conviction:

Casting:
A
A I
J
K
B
C
D -H
B
C
D IE JF KG H
STAMINA RECOVERY BAR:
The red dots indicate how many Stamina Points (SP) an Adventurer
Gains each turn, and the total amount of dots denote the maximum
number of SP that an Adventurer may have at any time.
CHARACTER ABILITY:
The Special Ability this Adventurer has access to.
BASE DICE:
The Adventurer's base dice are used for Conviction Checks and
casting a
SPELL. Over the course of the game, Adventurers will Gain
Items and Abilities that will upgrade these base dice.
SKILLS:
These 5 Skills are used to make Skill Checks when instructed by
Adventure Mechanics or Special Encounter Rules, such as dodging
traps or convincing a guard to let you pass by.
D: Presence; E: Lore; F: Agility; G: Perception; H: Strength.
HEALTH (HP):
This is the Adventurer's base Maximum
HP. Damage tokens are
added to the Adventurer’s card and if an Adventurer's Damage
equals their Maximum
HP, they are Defeated.
DEFENSE:
This is the Adventurer’s base Defense Value and determines how
difficult the Adventurer is to hit.
MOVEMENT:
This is the Adventurer's base Movement Value and determines
how many spaces the Adventurer may move when making a
Move Action.
Adventurer Card Breakdown
2525

---

Item Card Types
Item Card Breakdown
War Axe
3030
AXE • WAR AXE
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
When determining the Damage of an Attack,
this Attack Gains:
+1 PHYSICAL DMG
Mundane Weapon
17 / 873 V1.2 UM1-
Bad-Ass Leather Jacket
1515
LEATHER
EXHAUST
When making a Dodge, so long as you did not
roll , you may re-roll your Dodge roll.
✤PASSIVE
Reduce PHYSICAL DMG dealt to
you from Attacks by 2.
+1+1
+4+4
Long Sword
1818
SWORD • LONG SWORD • DOUBLE
11
✦COMBO : LIGHT
FINESSE : ORANGE
✦COMBO : SWORD
Your Attacks Gain: +1 PHYSICAL DMG.
✦COMBO : LONG SWORD
Your Attacks Gain: +2 PHYSICAL DMG.
+2 PHYSICAL DMG

+1 PHYSICAL DMG
✤PASSIVE
Conviction Upgrade: WHITE
EXHAUST
Move 1 space. This movement does not provoke
Break Attacks. When making this movement, you
may spend
1 SP to move an additional space.
Utility Core
1515
UTILITY CORE
+1+1
Cloak
9090

EXHAUST
DODGE
✤PASSIVE
1 SP:
At any time, Gain PROTECTION until end of turn.
Enchanted Piercings
1515
✤PASSIVE
Conviction Upgrade: WHITE
PER ENCOUNTER
After making a roll, re-roll any of your dice.
Vitality Juice Box
44
POTION
✘DISCARD
You or an adjacent ally HEALS 3 plus 1 per LOOT
LEVEL
beyond MUNDANE.
“A glass bottle is actually a terrible idea.”
A
D
E
G
F
B
C
ITEM NAME:
Name of Item.
COST:
The Gold cost to purchase the Item.
ITEM ICONS:
Most Items contain Icons. The Icons displayed vary depending on
the Item type and its unique properties. See Icons, Conditions, Tags
and Symbols Pg. 30.
ITEM TAGS:
The Tags listed here are used to describe the Weapon type. The Tags
are Passive and are always in effect while using these Items.
ITEM TEXT:
This section of the card contains Abilities that may be used while
the Item is equipped.
SYMBOL ABILITIES:
Some Abilities printed on Items require Symbols to use. Unless
otherwise specified, Symbols that add
TO THE ATK ROLL may only
be spent during the Spend Symbols and use Abilities to add to the
Attack Roll step of an Attack. Likewise, Symbols that add to Damage
can only be spent during the Spend Symbols and use Abilities that
add Damage step of an Attack. See section 6 of The Attack Action
Pg. 41.
ITEM TIER AND TYPE:
An Item’s Tier and type are listed here.
A
B
C
D
G
E
F
FRONT
WEAPON ARMOR CORE ACCESSORY RELIC CONSUMABLE
BACK
2626 2626

---

When using an Item with the DOUBLE Tag, Adventurers may choose
which side they would like to equip following the rules and limitations
of any other Weapon. When performing a Re-Equip Action, players may
Re-Equip Items with the
DOUBLE Tag as if it were two different cards. This
means that they can switch their double-sided Item to the opposite side.
Some double-sided Items have different Item types depending on the side
that is equipped. Some of these Items may be Weapons on both sides
where others may have a Weapon on one side and a Relic on the other.
IMPORTANT:IMPORTANT: Many Items in Middara are double-sided but do not
contain the
DOUBLE Tag! Only Items with the DOUBLE Tag may be
treated as if they are two different Items. Players should be careful not to confuse
DOUBLE Tag Items with Items that have the ➤FLIP Tag.

As the game progresses, Adventurers may find some of the Items they own are no longer useful. Adventurers may sell their old Items whenever they are able to Shop and Train. See Story Rounds Pg. 13.
Use the chart below to determine how much Gold is Gained from each Item sold.
• Item Upgrades grant 5 extra Gold per Item Upgrade equipped. Item Upgrades cannot be sold without also selling the Item they are equipped to.
• Consumable Items may be sold for 1 Gold regardless of their Loot
Level. Any Consumables not equipped on an Adventurer or not sold during a Story Round are discarded at the end of the Shop and Train.
• For Monster Loot sale price, See Unlocking Item Upgrades Pg. 28
• Accessories may be sold as if they were an Item from your current
Loot LVL or for the gold cost printed on their card, whichever is lower.
• After being sold, Unique Items are removed from the Adventure.
• Story Items may never be sold.
The Long Sword has the
DOUBLE Tag, and can
be equipped using either its front or back side.
The back side is 2-Handed while the front side
is 1-Handed. This provides the player using
a Long Sword with a lot of different options
depending on their play style.
MUNDANE = 5 Gold.
COMMON = 10 Gold.
UNCOMMON = 15 Gold.
RARE = 20 Gold.
Tiers
There are 4 different Tiers of Items in Act 1 of Middara.
MUNDANE: These Items are available all over the world of Middara.
COMMON: These Items are magical in nature. They are common enough
that plenty of people can get their hands on them.
UNCOMMON : These Items are much rarer, and only Adventurers who
frequent dungeons and lost tombs are likely to find them.
RARE: These Items are special, with a history of their own. It’s typical that
in time, successful Adventurers will get their hands on Rare Items.
UNIQUE: All of the above Tiers have a Unique version of the cards
available. Unique Items represent an Item with a unique history behind its existence. See Unique Loot Pg. 57.
Types
Weapons : These cards augment an Adventurer’s Combat Dice Pool and
are used to make Attacks.
Armor : These cards grant Armor to Adventurers and can keep them
alive during Encounters.
Cores : These magical devices augment an Adventurer’s Ability to avoid
damage. Cores typically increase an Adventurer’s Defense Value.
Consumables : These Items can be used once before they
are discarded.
Relics : Relics provide many various benefits while equipped.
Accessories : These cards further augment an Adventurer's Ability to
avoid damage but also have unique properties beyond just that.
Double Tag Items
Many Items in Middara have two different sides. Some of these Items have
the DOUBLE Tag and have different functions and Abilities depending on
which side of the Item is face up when equipped.
Item Tiers and Types
Selling Items
UNIQUE MUNDANE = 10 Gold.
UNIQUE COMMON = 20 Gold.
UNIQUE UNCOMMON = 30 Gold.
UNIQUE RARE = 40 Gold.
Long Sword
1818
SWORD • LONG SWORD • DOUBLE
11
✦COMBO : LIGHT
FINESSE : ORANGE
✦COMBO : SWORD
Your Attacks Gain: +1 PHYSICAL DMG.
✦COMBO : LONG SWORD
Your Attacks Gain: +2 PHYSICAL DMG.
+2 PHYSICAL DMG

+1 PHYSICAL DMG
Double Tag Cards
Long Sword
1818
SWORD • LONG SWORD • DOUBLE
22
✤PASSIVE
• You may COUNTER the first Attack that doesn't
deal Damage or misses you each round.
• This Item may not have more than
1 Upgrade.
EXHAUST
DODGE
Mundane Weapon
+2 PHYSICAL DMG

+1 PHYSICAL DMG
1 / 873 V1.2 UM1-
Wand of Missiles
1818
SPELLCRAFT • WAND • DOUBLE
✦COMBO : WAND
EXHAUST: When choosing the target(s)
of a Spell, increase your
SOI by +2.
Mundane Weapon

+1 MAGIC DMG

+1 MAGIC DMG
11
44
Wand of Missiles
✦COMBO : SPELLCRAFT
PER ENCOUNTER: When choosing the
target(s) of a Spell, increase your
SOI by +2.
DOUBLE • WAND1818
Mundane Relic
24 / 873 V1.2 UM1-
Defl ection Core
2020
DEFLECTION CORE
✤PASSIVE
Conviction Upgrade: WHITE
➤FLIP

1818 SWORD LONG SWORD DOUBLE 22 PASSIVE You may COUNTER the first Attack that doesn t deal Damage or misses you each round This Item may not have more than 1 Upgrade EXHAUST DODGE Mundane Weapon 2 PHYSICAL DMG 1 PHYSICAL DMG 1 873 V1 2 UM1 Wand of Missiles 1818 SPELLCRAFT WAND DOUBLE COMBO WAND EXHAUST When choosing the target s of a Spell increase your SOI by 2 Mundane Weapon 1 MAGIC DMG 1 MAGIC DMG 11 44 Wand of Missiles COMBO SPELLCRAFT PER ENCOUNTER When choosing the target s of a Spell increase your SOI by 2 DOUBLE WAND1818 Mundane Relic 24 873 V1 2 UM1 Defl ection Core 2020 DEFLECTION CORE PASSIVE Conviction Upgrade WHITE FLIP

When making a Conviction Check,
pass a Conviction Check.
+1+1
✤PASSIVE
Conviction Upgrade: WHITE
Mundane Core
DEFLECTION CORE
+1+1
57 / 873 V1.2 UM1-
The Wand of Missiles also has the DOUBLE
Tag, however, unlike the Long Sword it can be
equipped as either a Weapon or as a Relic.
The Deflection Core does not have the
DOUBLE Tag. This means that it can only be
equipped using its front side, (unless it was
Flipped earlier.) The front side represents the
Core's Ability to pass a Conviction Check as
being unused. Once an Adventurer decides to
use the Ability, the Item will Flip.
XXOOOO
2727

---

Remi wants to purchase and equip
Item Upgrades to her newly purchased
Great Hammer. Since it's a 2-Handed
Weapon, she may equip 2 Item
Upgrades to it.
Remi chooses to purchase Etherium.
This Weapon Upgrade will allow her
to counteract the movement penalty
that comes with having the
HEAVY tag
that is listed on the Great Hammer.
Since the Party has previously
Unlocked Etherium Item Upgrades,
Remi is able to purchase the Item
Upgrade. The Weapon she wants to
Upgrade is a Mundane Weapon, so
the cost of the Item Upgrade will be
15 Gold.
Lastly, Remi wants to purchase Master
Work. Since her Great Hammer is a
2-Handed Weapon, she's able to
equip
2 Item Upgrades of her choice!
Luckily, the party earned a Monster
Loot Card with the
MATERIAL Tag
recently. By trading in the Monster
Loot Card, Remi is able to purchase
the Master Work Weapon Upgrade for
another 15 Gold.
With her new Master Work Etherium
Great Hammer, Remi is geared up to
put the hurt on her enemies!
What are Item Upgrades?

During the Shop and Train Phases of an Adventure, unlocked Item
Upgrades may be purchased. Item Upgrades are attached to a corresponding Item Card and provide new Abilities to that Item.
At the beginning of an Adventure players will have no Item Upgrades
available to purchase. By Defeating opponents and drawing the Monster
Loot Card, players will be able to unlock Item Upgrades.
Unlocking Item Upgrades

All Monster Loot Cards have the MATERIAL Tag. Any card with this Tag
may be traded in during the Shop and Train to perform
1 of 3 benefits:
• Gain 25 Gold.
• Gain and equip any single Item Upgrade of your choice to an Item for
free. (Even if it isn't unlocked.)
• Unlock a single Item Upgrade of your choice.
Once an Item Upgrade has been unlocked, mark it on the Adventurer Sheet. This Item Upgrade may be purchased during the current Shop and Train Phase and any future Shop and Train Phases of the Adventure.
Monster Loot Cards have Abilities that can be very useful to Adventurers. However, if they are traded in for any of the above benefits, the Party will lose the card and must return it to the Monster Loot deck.

The Cost of Item Upgrades

Once an Item Upgrade is Unlocked, the Item Upgrades with that name
may be purchased by any Adventurer.
The cost of applying an Item Upgrade to an Item varies depending on
the Tier of the Item being Upgraded. Unique Items do not cost more to
Upgrade than their non-Unique counterparts. Story and Monster Loot
Items are considered to be Items in your current Loot LVL .
The chart below lists the Gold cost to apply any Unlocked Item Upgrade
to an Item by their Tier.
MUNDANE = 15 Gold.
COMMON = 30 Gold.
UNCOMMON = 50 Gold.
RARE = 75 Gold.
Equipping Item Upgrades

Item Upgrades with the WEAPON, ARMOR, or CORE Tag may only be
equipped to Items of the corresponding types. Item Upgrades with the
UNIVERSAL Tag may be equipped to any Weapon, Core, or Armor.
1-Handed Weapons may only equip 1 Item Upgrade, while 2-Handed
Weapons may equip
2.
Though they are attached to an Item, Item Upgrades and their Abilities are used independently of the Item they are attached to. Meaning, if you Upgraded an Item with an Upgrade that had a Flip Ability, when used, that Flip Ability would only Flip the Upgrade and not the Item it was attached to.
If any Ability references an Icon on an Item with an Upgrade, any Icon
bonuses on the Upgrade also apply to the Item in which you have
Upgraded.
Item Upgrades
Great Hammer
3030
BLUNT • GREAT HAMMER • HEAVY
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
FU:
Spend 1 SP to PUSH 1 against all adjacent
opponents
and Inflict Paralyze,
FORCE 7 + DIFFERENCE HIT.
Equipping Item Upgrades
Etherium
UNIVERSAL UPGRADE
+1+1
Master Work
WEAPON UPGRADE
EXHAUST
When making an Attack, add
+1 TO THE ATK ROLL.
2828

---

Item Upgrade Types
Master Work
WEAPON UPGRADE
EXHAUST
When making an Attack, add
+1 TO THE ATK ROLL.
Refined
ARMOR UPGRADE
EXHAUST
When an Attack is rolled against
you, Ignore a single

Symbol.
Scrying
EXHAUST
When making a Conviction
Check, add +
1 to the roll.
CORE UPGRADE
Etherium
UNIVERSAL UPGRADE
+1+1
WEAPON ARMOR CORE UNIVERSAL
Transferring and Replacing Item Upgrades

As soon as you've unlocked a single type of Item Upgrade you may
purchase any amount of that Upgrade so long as you do not exceed the
total amount of Item Upgrade cards available.
If a player wishes to equip an Item Upgrade to an Item, but there are no
copies of that Item Upgrade available due to them all being on other Item
Cards, that player may pay the Gold cost to transfer that Item Upgrade to
the second Item.
If a player wishes to replace an equipped Item Upgrade with another,
they, again, must pay the Gold cost of that Item Upgrade.
IMPORTANT:IMPORTANT: For the purposes of Upgrades, Story and Monster
Loot Items are considered to be Items in your current Loot LVL .

IMPORTANT:IMPORTANT: Items that have the DOUBLE Tag have two separate
sides. If you Upgrade one side, the other side is also Upgraded. If the other side is not eligible for the Upgrade, the Upgrade cannot be used but is still attached.
For example: Remi wants to Upgrade her Top-Heavy Axe Common Weapon with the Master Work Item Upgrade but her War Axe Mundane Weapon is already Upgraded with the last available Master Work upgrade. (Her fellow party members have greedily used them all.) She will have to pay the 30 Gold to transfer Master Work from the War Axe to the Top-Heavy Axe.
2929

---

Icons
Icons are listed on nearly every card in Middara.
On Items, they are used to know what kind of benefits you Gain from
equipping those Items.
Weapons use Icons to determine their Range and which Combat Dice
they use. Armor uses Icons to determine the bonus to your Armor Value.
Cores use Icons to determine the bonus to your Defense Value.
On Adventurer and Combatant Cards, Icons are used to convey the
different stats figures have such as
HP, Movement, and Defense.
On Discipline Cards, they are used to let players know which Weapon
types must be equipped to use the Ability card.
See the list of Icons Pg. 89.
Conditions

Every Ability has a Condition. Condition Tags let players know under
what circumstances the Ability can be used. Stamina Points and Symbols
required to perform an Ability are also Conditions. Any Conditions or
costs must be met before an Ability can be used.
See Condition Tags Pg. 90.
Tags
Tags are special rules that are summed up using a shorthand set of words.
They are always listed in CAPS. (i.e FLIGHT, RELENTLESS).
Tags do a variety of different things for Adventurers. Some Tags have no
effect unless something else references them. Others have their own
special rules and Abilities.
The Tags listed in the top right corner of Item Cards are considered
Passive, and always in effect.
See Tags Pg. 92-94.
Symbols

The 4 Symbols listed above are produced by rolling the custom dice in
the game. Different dice will produce different Symbols that can be spent
to use Abilities. Unless otherwise stated, there is no limit to how many times
Abilities that use Symbols as a Condition can be used, so long as you have the
Symbols to spend.
Some Abilities that use Symbols as a Condition might have multiple Symbols
printed. (

) In these cases, the Ability would cost 1 Book and 1 Shield to
use once. In other cases, there may be too many to fit on the card, so instead they will be printed with numbers in them. For example, (
3 ) means that an
Adventurer must spend
3 Books to use that Ability.
IMPORTANT:IMPORTANT: Normally, Symbols may only be spent during an
Attack Action, although some Abilities allow players to spend Symbols
during rolls other than Attack rolls.
Icons, Conditions, Tags and Symbols
3030

---

Discipline Cards contain Abilities that can be used at different times
depending on their Conditions. Disciplines are learned as Adventurers
spend
XP when given the opportunity to Shop and Train. See Buying Items
and Learning Disciplines Pg. 24.
The
XP cost of a Discipline is listed in the top left corner of the card. This
cost is increased by
+1 XP for every other Discipline of the same level
an Adventurer already has. The “
+” is listed alongside the XP cost as a
reminder for players.
Disciplines are separated into 5 different Discipline Trees, and each Tree
is divided into Levels (
LVL). Disciplines can be mixed and matched to
customize your Adventurer. Adventurers may learn
LVL 1 Disciplines from
any Tree but higher
LVL Disciplines require at least 1 Discipline from each
lower
LVL of the same Tree to learn them.
Example: An Adventurer can only learn a Level 3 CRUOR Discipline
if they already have a
LVL 1 and a LVL 2 CRUOR Discipline.
Assemblage is the art of whispering to the things that walk in the realms outside of our own, and dealing
with the ancient creatures that were once beyond our imagination. The Abilities in Assemblage often reflect
a jack-of-all-trades mentality. This is because these Abilities are as diverse as the creatures you call upon
to perform them. In the early levels of Assemblage, a player can perform a wide array of Actions, from
Gaining extra Actions to granting Positive Effects.
Cruor is risky by nature. Its Abilities can be very powerful, but only if the caster is willing to give a little of
themselves. It focuses on the raw power of sacrifice to get the job done. Cruor grants the Ability to curse your
enemies into dust, disease them, ruin them, or liquefy them. Those who follow Cruor can expect to reap great
rewards, but must be careful not to lose themselves in the process.
Martial is the embodiment of physical combat in Middara. While many Discipline Trees can make
Attacks more powerful, Martial makes an Adventurer a combat powerhouse. Martial can enhance Ranged
or Melee Attacks, and a player should consider both in some cases. Some Weapons like the Kusarigama
can be used as both Melee and Ranged, meaning that players can use Abilities that work for either while
using this Weapon.
Sanctus boasts a wealth of strong and diverse Abilities. It can grant magical armor, temporary wings, or allow
users to avoid obstacles. Using Sanctus, players can redirect Damage,
HEAL, and even fold reality to teleport
themselves or others. Sanctus can complement any Melee or Ranged play style, but really shines with defenders
and support characters.
Subterfuge is the art of the rogue and the assassin. Most Subterfuge Abilities focus on big damage, but
some also maximize defensive potential by allowing players to
DODGE, take free Actions, and move
without penalty. It encourages agility and positioning for a more subtle approach, but includes some
straight-forward Abilities as well.
Assemblage
Cruor
Martial
Sanctus
Subterfuge
Discipline Trees
IMPORTANT:IMPORTANT: An Adventurer may learn as many Disciplines as they can afford, however, they may not learn the same Discipline twice.
3232

---

XP:5+
Quick Blow
“Lightning shall be slow to my hasting.”
SUBTERFUGE • LVL 2
During the Follow Up step of your Attack,
other than your Attack made with Quick
Blow, make another ATK. You may
choose a new target for this Attack. A D
B
C
XP COST:
The
XP it costs an Adventurer to learn this Discipline.
STAMINA POINT (SP) COST:
The red dots indicate the amount of
SP a Discipline costs to use.
Some Disciplines cost
0 SP but may have other Conditions.
CARD NAME:
Name of the Discipline.
TAGS:
The Discipline Tree the card is from and its Level (
LVL).
ABILITY TEXT:
This section of the card contains the Abilities on the Discipline
Card, the rules for what they do, and any Conditions that must be
met to use them.
A
B
C
D
E
Many Abilities offer Conviction or Casting Upgrades. An Upgrade of this type allows an Adventurer to roll better dice when rolling Conviction Checks and Casting rolls.
By default, an Adventurer uses the dice printed on their Adventurer
Card when making Conviction or Casting rolls. This will usually
be
1 PURPLE
when Casting, and 2 PURPLE when making a
Conviction Check.
Example on an Adventurer Card:
Conviction:
Casting:
Conviction and Casting Upgrades will replace the dice used to make
these rolls.
An Adventurer is limited to
1 Upgrade to their Casting roll, and 2
Upgrades when rolling their Conviction Check. If an Adventurer has
an Ability that provides them with more Upgrades than they can use,
they must choose which Upgrade they want to use.
Example:
Above are
2 examples of Upgrades from 2 different types of Items.
The Magic Staff lets an Adventurer replace their default
PURPLE
with a WHITE when determining the Force of a SPELL.
The Deflection Core lets an Adventurer replace
1 of their default
PURPLE
with a WHITE when making a Conviction Check.
If an Adventurer had
2 Conviction Upgrades, they could use both
and replace both of their default
PURPLE
with better dice.
E
Conviction and Casting Upgrades
Discipline Card Breakdown
Magic Staff
3030
SPELLCRAFT • STAFF
22

+2 MAGIC DMG

+1 MAGIC DMG
✤PASSIVE
• Casting Upgrade: WHITE
• When you fail to affect a target with a Spell,
add
1 Energy token to this card. (Limit 2)
EXHAUST
When determining the Force of a Spell,
you may ✘
DISCARD any amount of Energy
tokens from this card to add
+1 to your roll.
EXHAUST
1 SP:
Before the target of one of your Spells makes
a Conviction Check. In addition to the effect of
the Spell, deal a
WHITE
of MAGIC DMG.
Defl ection Core
2020
DEFLECTION CORE
✤PASSIVE
Conviction Upgrade: WHITE
➤FLIP

When making a Conviction Check,
pass a Conviction Check.
+1+1
3333

---

H
E
A
L
T
H
M
O
V
E
M
E
N
T
D
E
F
E
N
S
E
6
7
14
P
R
E
S
E
N
C
E
A
G
I
L
I
T
Y
P
E
R
C
E
P
T
I
O
N
S
T
R
E
N
G
T
H
L
O
R
E
4
5
1
2
6
ADVENTURER

Grand Physique
fiPASSIVE

Rook's Advancement granted him an unearthly  
amount of stamina and strength.•
Rook’s unmodified maximum 
HP
 is 
14


Rook may equip an additional Consumable. 

Rook ignores the negative to 
 from the  
     first instance of 
HEAVY
 he has equipped.
Conviction:

Casting: ADVENTURER
H
E
A
L
T
H
M
O
V
E
M
E
N
T
D
E
F
E
N
S
E
6
7
12
P
R
E
S
E
N
C
E
A
G
I
L
I
T
Y
P
E
R
C
E
P
T
I
O
N
S
T
R
E
N
G
T
H
L
O
R
E
3
2
6
3
4
Shady Training
EXHAUST

Remi's shady past has given her insight.M ove 1 space in any direction (including diagonally).Avian Flight Remi is gifted with feathered wings that allow her to ✤y.Make a 
M OV E
. Remi has 
FLIGHT
 for the duration of 
this movement. This Abilit y may only be used if Remi  
has less Damage than half of her total 
HP
.
Conviction:

Casting:
12
fi XP:3+
Mend
SANCTUS • LVL 1
PER ENCOUNTER

Gain 2 Heal tokens.
✤PASSIVE

When these tokens are spent to HEAL an
ally other than yourself, Gain +1 SP. XP:3+
MARTIAL • LVL 1
PER ENCOUNTER

At any time, Gain RESISTANCE: PHYSICAL
DMG until the end of your next turn.
In addition, you may COUNTER for free
until the end of your next turn.
Living Bulwark XP:3+
EXHAUST

If you have a

2-handed
Weapon
equipped, when making an Attack, if you
roll the lowest result on a Combat Dice,
you may change a single die to the highest
result instead. This Ability does not interact
with the BLACK
.
Kill the Messenger
SUBTERFUGE • LVL 1 XP:3+
EXHAUST
Move up to 2 spaces. This movement does
not provoke Break Attacks.
Like the Shadows
SUBTERFUGE • LVL 1
“Improve upon the silence.” ✤ PASSIVE
Her Dark MajestyThe L iving Oblat ion has 
NIMBLE
 and an
SOI
 of 
6

Is there an opponent adjacent and an ally within 6 spaces?S WA P
 places with the far thest ally within 
6
 spaces.
CONTINUE DOWNIs there an opponent within SOI, this fi  gure has at least 10 
Damage, and this Abilit y has not been used this Encounter? Us e 
EX ALTED ESPER
 Abimelech against all opponent s within 
SOI

Is there an opponent within SOI and this Abilit y has not been  used this Encounter? Us e 
E X ALTED ESPER
Minos the Contractor against the opponent 
with the most Damage within
SOI

Is there an opponent within SOI? Cast a 
SPELL 6
, prioritizing the opponent with the highest Total Armor 
Value. Roll 
2 PURPLE

2 OR ANGE

, and 
2 RED


Deal 
1 M AGIC DMG
 per

 r olle d.  
THEN:
 Cast this Spell again, 
prioritizing the opponent with the lowest Total Armor Value. 
Is the Encounter Esper alive on the board?Take a turn with the listed Encounter 
ESPER

Is the Encounter Esper not on the board?Summon the listed Encounter Esper as an 
OPPOSING ESPER

within SOI Is there an opponent within SOI and this Abilit y has not been used this Encounter Us e E X ALTED ESPER Minos the Contractor against the opponent with the most Damage within SOI Is there an opponent within SOI Cast a SPELL 6 prioritizing the opponent with the highest Total Armor Value Roll 2 PURPLE 2 OR ANGE and 2 RED Deal 1 M AGIC DMG per r olle d THEN Cast this Spell again prioritizing the opponent with the lowest Total Armor Value Is the Encounter Esper alive on the board Take a turn with the listed Encounter ESPER Is the Encounter Esper not on the board Summon the listed Encounter Esper as an OPPOSING ESPER

and place it within 
SOI
 as close to an opponent as possible. 
➤ivi✦✤ ❏✘l✜tio✦
INTELLIGENTSUMMONER 12
11
H
E
A
L
T
H
D
E
F
E
N
S
E
M
O
V
E
M
E
N
T
6
A
R
M
O
R
0
1230
COMBATCOMBAT
DICEDICE
CONVICTION:
CASTING:
LOOT LVL: UNCOMMON
11
22
INTELLIGENT
TYPE: LOA
H
2
0
The Wa t e r L o a has
ARCANE
and
ELUSIVE
.
The Wa t e r L o a is not af fected by Water Terrain and may never choose
to leave it.
When the Wa t e r L o a af fect s an opponent with a Spell or hit s an opponent
with an At tack, place a Wa t e r token on the space the target occupies.
Is there a fi  gure within SOI with an Effect? Remove a Negat ive Ef fec t from an ally within
SOI
.
O ther wise, remove a Positive Ef fect from an opponent within
SOI
.
CONTINUE DOWN
Is there more than one opponent adjacent? Make a
AT K
against the opponent with the most Damage.
THEN:
Place Wa t e r tokens on all adjacent spaces to the Water Loa.
THEN: MOVE
to the far thest space possible from any opponent.
Is there an opponent within SOI? Cast a
SPELL 6
,
prioritizing the opponent with the lowest Conviction
Va l u e . Deal
M AGIC DMG
equal to 2 plus the dif ference rolled on their
faile d Convic tion Che ck.
Can it Move and Attack an opponent within Range 6? M OV E
to be at up to Range
6
from the nearest opponent.
THEN:
Make a

6 AT K
against the opponent with the lowest Total
Armor Value.
➤✦te✤ ❏o✦
H
E
A
L
T
H
D
E
F
E
N
S
E
M
O
V
E
M
E
N
T
6
A
R
M
O
R
0
1118
COMBAT COMBAT
DICEDICE
CONVICTION:
CASTING:
+1 MAGIC DMG
+1 TO THE ATK ROLL
FU: HEAL 5
✤ PASSIVE
LOOT LVL: COMMON
INTELLIGENT TYPE: ELDRITCH
11
22
Chains of Perdition The fi rst time each turn the  Animate hit s with an At tack,  FU:
 Make another At tack with the same Range and
Damage Type against the same target. 
Heavy Cleave The fi rst time each turn the  Animate makes an At tack 
against an adjacent opponent, it will 
E M P OWER
 the At t ack.
Does the Animate have Damage? HE AL 2 . CONTINUE DOWN Is there an opponent adjacent? M ake a

AT K .

THEN:
 Move up to 
2
 spaces far ther from the target. 
This movement does not provoke Break At tack s. 
Is there an opponent within SOI? Cast a 
SPELL 6
, prioritizing the opponent with the lowest 
Conviction Value without  Darkness. Infl ict Darkness.  

THEN:
Make a 

4 AT K
, prioritizing an opponent with Darkness

THEN:
 Move towards the nearest opponent. 
THEN:
M ake a

AT K
 against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4? M OV E
 to be at up to Range 
4
 from the nearest opponent. 
THEN:
Make a 

4 AT K
.
i te
H
E
A
L
T
H
D
E
F
E
N
S
E
M
O
V
E
M
E
N
T
6
A
R
M
O
R
3
9 18
COMBAT COMBAT
DICEDICE
CONVICTION:
CASTING:

+1 PHYSICAL DMG
+2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE
11
11 22 11
22
BLUE
B
L
U
E LOO
T
EXIT
RED
EXIT
BLUERemi
585 / 873 V1.2 UM1- Nightingale
58 6 / 873 V1.2 UM1- Ro ok
587 / 873 V1.2 UM1- Animate 1-2
59 4 / 873 V1.2 UM1- Living
Oblation 1
59 9 / 873 V1.2 UM1- Zeke
58 8 / 873 V1.2 UM1- Water Loa 1-2
591 / 873 V1.2 UM1-
Warhammer
1818
BLUNT • WARHAMMER
11
EXHAUST

EMPOWER
✦COMBO : WARHAMMER, SHIELD
Gain
+1

and
HEAVY.
This Ability does not
stack with another
WARHAMMER.

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG
Longb ow
3030
ARCHERY • LONGBOW

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG

FU:
Move
1
space.

PASSIVE
If you haven't made a Move Action this turn,
your Attacks may Gain
+1 TO THE ATK ROLL.

EXIT RED EXIT BLUERemi 585 873 V1 2 UM1 Nightingale 58 6 873 V1 2 UM1 Ro ok 587 873 V1 2 UM1 Animate 1 2 59 4 873 V1 2 UM1 Living Oblation 1 59 9 873 V1 2 UM1 Zeke 58 8 873 V1 2 UM1 Water Loa 1 2 591 873 V1 2 UM1 Warhammer 1818 BLUNT WARHAMMER 11 EXHAUST EMPOWER COMBO WARHAMMER SHIELD Gain 1 and HEAVY This Ability does not stack with another WARHAMMER 2 PHYSICAL DMG 1 PHYSICAL DMG Longb ow 3030 ARCHERY LONGBOW 2 PHYSICAL DMG 1 PHYSICAL DMG FU Move 1 space PASSIVE If you haven t made a Move Action this turn your Attacks may Gain 1 TO THE ATK ROLL

If you gain this bonus, you may not make a Move
Action this turn.
2266
War Axe
3030
AXE • WAR AXE
22
+
1
PHYSICAL DMG

+
1
PHYSICAL DMG
EXHAUST
When determining the Damage of an Attack,
this Attack Gains:

+1 PHYSICAL DMG
Defl ection Core
2020
DEFLECTION CORE

PASSIVE
Conviction Upgrade:
WHITE


FLIP

When making a Conviction Check,
pass a Conviction Check.
+1+1
Abilit y Core
1515
ABILITY CORE
EXHAUST
COUNTER
+1+1
Magic Balm
44

DISCARD
Remove an Effect from an ally within
SOI.
“Li k e t he s t u f f on E a r t h, bu t it wor k s .”
Smoke Bomb
44

DISCARD
You do not provoke Break Attacks
until end of turn.
“ Wa y m or e s m ok e t ha n you n e e d .”
Smoke Bomb
44

DISCARD
You do not provoke Break Attacks
until end of turn.
“ Wa y m or e s m ok e t ha n you n e e d .”
Vitalit y Juice Box
44
POTION

DISCARD
You or an adjacent ally
HEALS 3
plus
1
per
LOOT
LEVEL
beyond
MUNDANE.
“A g l a s s bot t l e i s a c t u a l l y a t e r r ibl e i d ea .”
Vitalit y Juice Box
44
POTION

DISCARD
You or an adjacent ally
HEALS 3
plus
1
per
LOOT
LEVEL
beyond
MUNDANE.
“A g l a s s bot t l e i s a c t u a l l y a t e r r ibl e i d ea .”
Fate Engine
1515

PASSIVE
Conviction Upgrade:
WHITE

PER ENCOUNTER

After a roll is made against you,
remove all Symbols from
1
die.
True Flight Arrows
1515
AMMO • ARROWS
✦COMBO : ARCHERY
• When you make an Attack, Gain
+1
to
the Range. You are limited to having
1 ARROW
Item Equipped.

EXHAUST:
Before you make an Attack,
the target of this Attack cannot Dodge.
Cuirass
2020
CUIRASS
PER ENCOUNTER

When you are dealt Damage from an Attack,
ignore all
PHYSICAL DMG
dealt to you.
+2+2+2+2
Occult Shirt
1515
CLOTH
+0+0+3+3+1+1
EXHAUST
DODGE
If you successfully Dodged the Attack, you
may
COUNTER.

PASSIVE
When making a Dodge, if you don't
roll
, add
+1

to the result.
Too Many Belts
3030

EXHAUST
DODGE

PASSIVE
• If you Dodge, and the Attack deals Damage,
reduce
PHYSICAL DMG
dealt to you by

2.

Cloak
9090

EXHAUST
DODGE

PASSIVE
1 SP:
At any time, Gain
PROTECTION until end of turn.
Warhammer
1818
BLUNT • WARHAMMER
11
EXHAUST

EMPOWER
✦COMBO : WARHAMMER, SHIELD
Gain
+1

and
HEAVY.
This Ability does not
stack with another
WARHAMMER.

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG
A
A
B
C
D
E
B
G
G✤
LOOT
H
Game Table Setup
F
Devastating
WEAPON UPGRADE
EXHAUST
When determining Damage
from an Attack or dealing
Damage from a Spell, add +
2

Damage of the same type.
Refined
ARMOR UPGRADE
EXHAUST
When an Attack is rolled against
you, Ignore a single

Symbol.
Refined
ARMOR UPGRADE
EXHAUST
When an Attack is rolled against
you, Ignore a single

Symbol.ADVENTURER

H
E
A
L
T
H
M
O
V
E
M
E
N
T
D
E
F
E
N
S
E
6
7
12
P
R
E
S
E
N
C
E
A
G
I
L
I
T
Y
P
E
R
C
E
P
T
I
O
N
S
T
R
E
N
G
T
H
L
O
R
E
6
3
5
2
2
Ambitious
 PER ENCOUNTER
Nightingale’s commanding personality  
makes her a natural leader.  All other allies Gain 
+1 S P
. Nightingale Gains 
+2 S P
.
Conviction:

Casting: H
E
A
L
T
H
M
O
V
E
M
E
N
T
D
E
F
E
N
S
E
6
7
12
P
R
E
S
E
N
C
E
A
G
I
L
I
T
Y
P
E
R
C
E
P
T
I
O
N
S
T
R
E
N
G
T
H
L
O
R
E
2
2
4
6
4
ADVENTURER

Nimble Fighter
fiPASSIVE
Zeke's cautious nature helps him to adapt  
to any situation.  Once per turn, so long as he did not roll 
,  
Zeke may re -roll his Dodge roll.
Conviction:

commanding personality makes her a natural leader All other allies Gain 1 S P Nightingale Gains 2 S P Conviction Casting H E A L T H M O V E M E N T D E F E N S E 6 7 12 P R E S E N C E A G I L I T Y P E R C E P T I O N S T R E N G T H L O R E 2 2 4 6 4 ADVENTURER Nimble Fighter fiPASSIVE Zeke s cautious nature helps him to adapt to any situation Once per turn so long as he did not roll Zeke may re roll his Dodge roll Conviction

Casting: fi Forebode
XP:3+
ASSEMBLAGE • LVL 1
EXHAUST
At any time, re-roll a roll you made or that 
was made against you. Limited by your 
highest  LVL ASSEMBLAGE  Discipline.
LVL 1+:  Dodge rolls or Skill Check rolls 
LVL 2+:  Spell Casting rolls
LVL 3+:  Conviction rolls or Attack rolls  
LVL 4+:  Any  rolls Forebode
XP:3+
ASSEMBLAGE • LVL 1
EXHAUST
At any time, re-roll a roll you made or that 
was made against you. Limited by your 
highest  LVL ASSEMBLAGE  Discipline.
LVL 1+:  Dodge rolls or Skill Check rolls 
LVL 2+:  Spell Casting rolls
LVL 3+:  Conviction rolls or Attack rolls  
LVL 4+:  Any  rolls XP:3+
MARTIAL • LVL 1
PER ENCOUNTER

At any time, Gain RESISTANCE: PHYSICAL
DMG until the end of your next turn.
In addition, you may COUNTER for free
until the end of your next turn.
Living Bulwark XP:3+
EXHAUST
If you have 2 1-handed
Weapons
equipped, make a
AT K.
Blade Works
MARTIAL • LVL 1
“Perfection comes through toil.”
Magic Talisman
1818
SPELLCRAFT • TALISMAN • LIGHT
11

PASSIVE
When making an Attack or casting a Spell
that targets an opponent,
EMPOWER.

+
1
MAGIC DMG

+
1
MAGIC DMG
**
Short Sword
1818
SWORD • SHORT SWORD • LIGHT

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG
11
EXHAUST

Move
1
space diagonally.
✦COMBO : LIGHT

EXHAUST:
Re-roll
1
of your Combat Dice.

FINESSE : WHITE

Defensive Core
1515
DEFENSIVE CORE
EXHAUST
DODGE
+1+1 +2+2

PASSIVE
Conviction Upgrade:
WHITE

EXHAUST
Move
1
space. This movement does not provoke
Break Attacks. When making this movement, you
may spend
1 SP
to move an additional space.
Utilit y Core
1515
UTILITY CORE
+1+1
M.F. Fortitude
22
ALCOHOL •
POTION

DISCARD
At any time, Gain
+1 SP.
“T hi s a i n’t ju s t f or t it u d e !”
Throwing Knives
44
THROWN

DISCARD
THROW : PURPLE
“Ju s t l i k e a r ea l ni nja .”
M.F. Fortitude
22
ALCOHOL •
POTION

DISCARD
At any time, Gain
+1 SP.
“T hi s a i n’t ju s t f or t it u d e !”
Throwing Knives
44
THROWN

DISCARD
THROW : PURPLE
“Ju s t l i k e a r ea l ni nja .”
Occult Shirt
1515
CLOTH
+0+0 +3+3 +1+1
EXHAUST
DODGE
If you successfully Dodged the Attack, you
may
COUNTER.

PASSIVE
When making a Dodge, if you don't
roll
, add
+1

to the result.
Bad-Ass Leather Jacket 1515
LEATHER
EXHAUST
When making a Dodge, so long as you did not
roll
, you may re-roll your Dodge roll.

PASSIVE
Reduce
PHYSICAL DMG
dealt to
you from
Attacks by
2.
+1+1 +4+4
Cloak
9090

EXHAUST
DODGE

PASSIVE
1 SP:
At any time, Gain
PROTECTION until end of turn.
Too Many Belts
3030

EXHAUST
DODGE

PASSIVE
• If you Dodge, and the Attack deals Damage,
reduce
PHYSICAL DMG
dealt to you by

2.

Long Sword
1818
SWORD • LONG SWORD • DOUBLE
11
✦COMBO : LIGHT

FINESSE : ORANGE

✦COMBO : SWORD
Your Attacks Gain:
+1 PHYSICAL DMG.
✦COMBO : LONG SWORD
Your Attacks Gain:

+2 PHYSICAL DMG .

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG
Short Sword
1818
SWORD • SHORT SWORD • LIGHT

+
2
PHYSICAL DMG

+
1
PHYSICAL DMG
11
EXHAUST

Move
1
space diagonally.
✦COMBO : LIGHT

EXHAUST:
Re-roll
1
of your Combat Dice.

FINESSE : WHITE

A
A
Imbued
WEAPON UPGRADE
EXHAUST
When determining the Force of a
Spell, add +
1
to the roll.
Devastating
WEAPON UPGRADE
EXHAUST
When determining Damage
from an Attack or dealing
Damage from a Spell, add +
2

Damage of the same type.
Master Work
WEAPON UPGRADE
EXHAUST
When making an Attack, add
+1 TO THE ATK ROLL.

Shimmering
CORE UPGRADE
EXHAUST
Your Attack Gains:

FU: HEAL
2
Shimmering
CORE UPGRADE
EXHAUST
Your Attack Gains:

FU: HEAL
2
3434 3434

---

ARMOR
ADVENTURER CARD
DISCIPLINE 1 DISCIPLINE 2
DISCIPLINE 3 DISCIPLINE 4
DISCIPLINE
5DISCIPLINE 6
Adventurer Play Area
WEAPON
UPGRADE
ARMOR
UPGRADE
FAMILIAR
COMPANION
CORE
UPGRADE
WEAPON
UPGRADE
A
D
B
C
ADVENTURER PLAY AREA:
This is the area for an Adventurer’s Items, Discipline Cards,
and Adventurer Card.
ASSIGNED COMBATANT:
When setting up an Encounter, we recommend evenly distributing
Combatant Cards so that each player has one to control.
TOKENS:
Effect, Ability, Terrain, and Encounter tokens should be on the table
and within reach of the players.
INITIATIVE TRACK:
The Initiative Track is placed near the game board so that all players
can see it.
DICE:
The dice should be placed near the game board so that all players
can access them.
URGENCY TOKENS:
These tokens are added to the back of the Initiative Track at the end
of any round in which no opponents had an AI Step with a true
condition, and no opponents were Spawned.
See Urgency Tokens Pg. 18.
DAMAGE AND STAMINA POINT TOKENS:
It’s important that each Adventurer has enough Damage and SP
tokens nearby to keep track of Damage dealt to their Adventurer
and assigned Combatants, as well as SP stored and used by their
Adventurer.
COMBATANT LOOT DECK:
The Combatant Loot deck is shuffled and placed on the table before
each Encounter. When an opponent is Defeated, players will draw
from this deck.
E
F
G
H
WEAPON
ACCESSORY
CORE
WEAPON
CONSUMABLE CONSUMABLE CONSUMABLE RELIC RELIC RELIC
DISCIPLINE 7 DISCIPLINE 8
3535

---

Players will begin an Encounter by determining whose turn it is on
the Initiative Track. Whether the figure is an Adventurer, a Command
Combatant, or an Intelligent Combatant will determine what steps they
must go through during their turn.
Encounters are divided into rounds that are made up of individual
turns. To determine the order in which figures take turns, players use the
Initiative Track. The Initiative Track is dealt out randomly at the beginning
of each Encounter using the Initiative Cards of the Active Group as well as
the Initiative Cards of all other figures required in the Encounter Setup.
Starting from the front of the Initiative Track and moving to the back,
Adventurers and Combatants take their turns. Once a figure has taken
their turn, continue to the next Initiative Card and repeat.
Once the back of the Initiative Track is reached, the current round ends
and a new round begins. At the start of every new round, shuffle the
Initiative Track.
Rounds continue like this until the Encounter reaches an End Condition.
See End Conditions and Rewards Pg. 14.
Any Effect that would last until the end of a round, persists until the last
figure on the Initiative Track has finished their turn.
IMPORTANT INITIATIVE RULES:
• If a figure is ever instructed to move forward on the Initiative Track, they are moved toward the front, likewise, if a figure is instructed to move backward on the Initiative Track, they are moved toward the back.
• Some Items and Abilities allow Adventurers and Combatants to manipulate the order of the cards on the Initiative Track. When this happens, it is important to remember that a figure’s turn is never skipped. The figure closest to the front of the Initiative Track that has not yet had a turn will always take their turn next.
• As soon as a figure is Defeated they must immediately remove their corresponding Initiative Card(s) from the Initiative Track. When this happens, the other Initiative Cards collapse to fill in the empty space. See Being Defeated Pg. 69.
• Some Combatants with multiple figures may share one or more Initiative Cards. We call these Groups. A Group's corresponding Initiative Card is only ever removed from the Initiative Track when the last figure in the Group is Defeated. See Activation Numbers and
Groups Pg. 56.
• When a Group starts its turn, each figure that is on the board and in that Group will take a turn, starting with the figure who has the lowest Activation Number. Once the last figure associated with the Group has taken their turn, continue to the next Initiative Card on the Track.
• Some Combatants have multiple Initiative Cards. A Combatant with multiple Initaitive Cards of the same Group Number and/or name will take a turn each time its Initaitive Card would normally give it a turn.
• Don't forget to shuffle the Initiative Track at the start of every new
round!
Example 1:
At the start of each round, players shuffle all the Initiative Cards. Generally, the black-bordered cards represent the Adventurers and their allies, while the red-bordered cards represent the Adventurers' opponents. The cards are then dealt face up near the board to create the Initiative Track.Remi
585 / 873 V1.2 UM1- Nightingale
586 / 873 V1.2 UM1- Rook
587 / 873 V1.2 UM1- Cave Sickle 1-3
589 / 873 V1.2 UM1- Zeke
588 / 873 V1.2 UM1- Water Loa 1-2
591 / 873 V1.2 UM1-
Example 2:
Starting with the Initiative Card closest to the front and moving backwards, Adventurers and Combatants take their turns. Once a figure has taken their turn, continue backwards to the next Initiative Card and repeat until you get to the back of the Initiative Track to end of the round. After the round ends, shuffle all the Initiative Cards and simply repeat the process again until the Encounter reaches an End Condition. Remi
585 / 873 V1.2 UM1- Nightingale
586 / 873 V1.2 UM1- Rook
587 / 873 V1.2 UM1- Cave Sickle 1-3
589 / 873 V1.2 UM1- Zeke
588 / 873 V1.2 UM1- Water Loa 1-2
591 / 873 V1.2 UM1-
1st TURN 2nd TURN 3rd TURN 4th TURN 5th TURN 6th TURN
FRONT
BACK
ROUND
An Adventurer's Turn
The Initiative Track
3636

---

1. Start of Turn Phase: 
Resolve Abilities and Effects that occur at the start of a turn.
2. Status Phase:
Any Effects and Abilities that have the ✜ STATUS Tag occur during this
Phase. See Pg. 95 for a list of Effects.
3. Refresh Phase: 
During the Refresh Phase, the Adventurer goes through the following steps:
A. Recover Stamina Points (
SP):
Each Adventurer’s Stamina Recovery Bar determines how many
SP they
receive during this step, as well as how many
SP they may have at any
given time. See A: Stamina Recovery Bar on Pg. 25.
IMPORTANT:IMPORTANT: Adventurers do not Gain SP during the Refresh
Phase of their 1st turn of an Encounter. See Prepare Phase Pg. 14.
B. Un-Exhaust Cards:
Some Abilities require the Adventurer to EXHAUST them to be used.
During the Refresh Phase, any Exhausted cards are Un-Exhausted.
4. Action Phase:
During the Action Phase, an Adventurer may spend SP to take Actions
and/or use Abilities. When they decide they no longer want to spend
SP or take Actions and/or use Abilities, the Adventurer continues to the
End of Turn Phase.
5. End of Turn Phase:
Resolve Abilities and Effects that occur at the End of a Turn.
Example:
At the start of her Refresh Phase, Nightingale will Gain
3 SP up to
her maximum of
5. No figure may have more SP than their Stamina
Recovery Bar depicts. If she would Gain
SP over her maximum, she
does not Gain the excess.ADVENTURER

H
EALT
H
M
O
VEM
E
N
TD
EFEN
S
E
6712
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
6 3 5 2 2
Ambitious PER ENCOUNTER
Nightingale’s commanding personality
makes her a natural leader.
All other allies Gain +1 SP. Nightingale Gains +2 SP.
Conviction:

Casting:

Exhaust and Flip
Balaclava of Baranose
3535
✤PASSIVE
Conviction Upgrade: WHITE
➤FLIP
When you are dealt Damage, ignore
half the
PHYSICAL DMG dealt to you. Common Relic
✤PASSIVE
Conviction Upgrade: WHITE
13 0 / 873 V1.2 UM1-
Doom Break
3535
EXHAUST
At any time, Gain +1 SP.
When you use this Ability, roll the
BLACK
.
If is rolled , ➤FLIP this card.
“The sand s of time only sink for the weak.”
Doom Break
3535
EXHAUST
At any time, Gain
+
1 SP.

When you use this Ability, roll the BLACK

.
If
is rolled ,

FLIP
this card.
“The sand s of time only sink for the weak.”
To ➤FLIP a card, turn it over to its back. Cards that have been
Flipped do not Un-Flip until the player is instructed to do so. When a card is Flipped, you may no longer use the front of the card. Instead, you reference the Item text, Icons, and Abilities printed on the back of the card.
Disciplines cannot be used while Flipped. However, other types
of cards can. Weapons, Armor, Cores, and Relics will have Icons,
Symbols, and Ability text printed on their backs to remind players
that these cards can still be used once Flipped. Companion cards
and Familiars will also have Ability text printed on their backs.
IMPORTANT:IMPORTANT: Flipped cards do not Un-Flip until the players
are told to Restore Adventurers. See Restoring Adventurers
Pg. 18.
To EXHAUST a card, simply turn it sideways. These cards are
Un-Exhausted during the Refresh Phase. An Exhausted card may not use any printed Abilities that require you to
EXHAUST it,
but may otherwise be used as normal.
UN-EXHAUSTED
UN-FLIPPED
EXHAUSTED
FLIPPED
Phases of an Adventurer’s Turn
TIP: Players most often will have to play
more than
1 Encounter before they are
told to Restore Adventurers, so choose when to use
➤FLIP Abilities carefully.
3737

---

ACTION SP COST DESCRIPTION
Move
Move up to your maximum Movement Value. For each additional SP spent, add 2 to your Movement Value.
IMPORTANT:IMPORTANT: Adventurers are limited to 1 Move Action per turn.
Attack 2 Make an Attack using your equipped Weapon(s) Combat Dice.
Encounter
Action
Encounter Actions are Encounter specific Actions that an Adventurer may make. This also includes activating Loot tokens.
Re-Equip
Equip or un-equip any Items in your Pack or on your Adventurer. Items in your Pack stay Flipped or Exhausted until they would
normally be Un-Exhausted or Un-Flipped. You may also take Items and Companions from an adjacent Adventurer, but you may
never give Items or Companions to other Adventurers. Any amount of equipping/un-equipping/taking is allowed for
1 SP.
During the Action Phase, an Adventurer may spend any or all of their
SP to use any of their available Abilities or Actions, in any order, and as
many times as they have
SP for. Some Abilities and Actions have limits
on how many times they can be used depending on how they activate.
Unless an Action or Ability specifically says that it can’t be used more
than once per turn, an Adventurer may use that Action or Ability as many
times as they have
SP to do so.
IMPORTANT:IMPORTANT: An Adventurer must finish their current Action before
starting another Action.
Table 1: STANDARD ACTIONS
ACTION SP COST DESCRIPTION
DODGE
During the Dodge step of an Attack, roll the BLACK . For each rolled, the Adventurer adds +1 to their Defense.
If the is rolled, no additional Defense is added. See Dodge Pg. 52.
EMPOWER
When building your Combat Dice Pool during an Attack or when determining the Force of a Spell, you may spend 1
additional
SP to add the BLACK
.
When Empowering an Attack, symbols rolled on this die can be spent to use Symbol Abilities printed on your Weapons. If the
is rolled during this Attack, the Attack automatically misses.
When Empowering a Spell, you may spend rolled on the BLACK to add + 1 to the Force of the Spell per spent. If the
is rolled during this Spell, the Spell automatically fails to affect the target. Immediately deal 3 IRREDUCIBLE DMG to the
caster, and end the Spell Action.
COUNTER
2
When an Attack deals no Final Damage,
COUNTER the Attack. If you successfully Dodged this Attack, reduce the cost of
any subsequent Counter by
1 SP. See Counter Pg. 49.
Table 2: STANDARD ABILITIES
A Standard Action or Ability is an Action or Ability that is always available for Adventurers to use. Below is a list of the Standard Actions and Abilities in Middara.
Throughout the game, Abilities and Actions on Adventurers, Intelligent Combatants, and Command Combatants will reference targets that are either
“opponents”, “allies”, or “figures.” While opponents and allies refer to specific groups of figures, the word “figure” is used to refer to both opponents
and allies. See Opponents and Allies on Pg. 69.
Spending Stamina Points
Standard Actions and Abilities
Allies, Opponents, and Figures
ALLIES
Allies are figures that share the same goal and have no reason to hinder each other in achieving that goal. They are depicted in Diagrams and Encounters with a green border. If you're taking the turn of an Adventurer or friendly Combatant Card depicted with a green border, all figures with this green border are considered your allies. All Abilities that refer to Allies on these cards refer to figures with green Borders. Meanwhile, all figures depicted with a red border are considered your opponents.
OPPONENTS
Opponents are figures that oppose the Adventurers. They are depicted in Diagrams and Encounters with a red border. If you're taking the turn of an Intelligent Combatant Card depicted with a red border, all figures with this red border are considered your allies. All Abilities that refer to Allies on these cards refer to figures with red Borders. Meanwhile, all figures depicted with a green border are considered your opponents. Any figure that Spawns during an Encounter is considered an opponent to the Adventurers unless stated otherwise.
3838

---

Example:
Remi’s Avian Flight Ability counts as her Move Action for the turn, so
she cannot move and then use this Ability in the same turn.
Example:
The Discipline Like the Shadows allows you to move 2 spaces. This
movement does not count as a Move Action, and is not hindered
by Negative Effects on movement caused by Terrain or allies. ADVENTURER
H
EALT
H
M
O
VEM
E
N
TD
EFEN
S
E
6712
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
3 2 6 3 4
Shady Training EXHAUST
Remi's shady past has given her insight.
Move 1 space in any direction (including diagonally).
Avian Flight
Remi is gifted with feathered wings that allow her to fiy.
Make a MOVE. Remi has FLIGHT for the duration of
this movement. This Ability may only be used if Remi
has less Damage than half of her total
HP.
Conviction:

Casting:
1
2
flfi fi XP:3+
EXHAUST
Move up to 2 spaces. This movement does
not provoke Break Attacks.
Like the Shadows
SUBTERFUGE • LVL 1
“Improve upon the silence.”
Adventurers are limited to 1 Move Action on their turn. The Move
Action costs
1 SP, and allows the figure to move up to the Movement
Value printed on their Adventurer Card. Movement is always counted orthogonally. This means that you may not move diagonally. After moving up to their Movement Value, the Adventurer may then spend
SP. For each
additional
SP spent, an Adventurer adds + 2 to their Movement Value for
that Action.
Areas on a Tile marked with a cannot be moved into or through.
A figure may not move through opponents. Moving through allies is
allowed, but costs
2 Movement Points to leave their space. This does not
stack with the increase in movement cost caused by Hindering Terrain or
Water Terrain.
IMPORTANT:IMPORTANT: A figure may not end their movement occupying
another ally's space.
Since an Adventurer must always finish an Action before starting another Action, movement may not be broken up with other Actions. For example, you cannot move half of your Movement Value, Attack, and then finish your movement. 
Some Abilities allow players to make a Move Action. This Move Action
still counts as their Move Action for the turn unless stated otherwise.
IMPORTANT:IMPORTANT: When a Move Action ends, all unspent Movement
Points are lost.
Free Movement & Diagonal Movement
Some Disciplines and Item Cards have Abilities that instruct you to Move. Any movement granted by these Abilities, does not count as the Move Action for the turn. These Abilities cannot be used during another Action.
In addition, movement granted by these Abilities simply moves a
figure the amount of spaces listed regardless of the Negative Effects on
movement caused by Terrain or allies.
However, Obstructing Terrain and opposing figures still prevent an
Adventurer from using Free Movement to move through their Space, and
Dangerous Terrain would still Defeat an Adventurer under the normal
circumstances.
Some of these Abilities might allow you to move Diagonally. Moving
diagonally follows all the limitations associated with drawing Line of Sight
diagonally. Meaning you must still move through 1 of the 2 orthogonal
spaces and you are still blocked by Obstructing Terrain.
IMPORTANT:IMPORTANT: HEAVY only affects the movement points granted by the
MOVE Action. This means that HEAVY does not affect Free movement.
B
A
C
D
Any gridded area is considered a space. Spaces that share a corner or edge to a space with a figure are adjacent.
Spaces obstructed by red borders block Line of Sight and
are not considered adjacent.
Areas that do not contain a grid are not considered spaces.
They cannot be moved into and are never considered
adjacent.
Spaces with colored borders and Icons have Terrain Effects.
See Terrain Pg. 21.
A
D
C B
The Move Action
Adjacent Spaces
3939

---

Movement Example:
During Zeke's Action Phase, he wants to move to the Loot token to the west of Remi. He spends
1 SP to make a Move Action and Gains Movement
Points equal to his Movement Value printed on his Adventurer Card, in this case,
6. Since figures cannot move diagonally, he must choose between
the shorter route heading west through Hindering Terrain (finishing at
B), or the longer route heading south and moving to D.
If Zeke chooses the short route to B, the Animate will get a Break Attack against him when he moves out of C (See Diagonals and Break Attacks
Pg. 42). If he chooses to move to D, he avoids this danger, but ends up farther from his goal.
After moving to B by traveling past the Animate and through Hindering Terrain, Zeke could spend an additional SP to Gain 2 more Movement
Points and move through Remi. But, because Remi is an ally, he can move through – but not stop in – her space, and since the space that allies
occupy take 2 Movement Points to move out of, Zeke would not be able to reach A without spending a total of 2 more SP for 4 more Movement
Points. After reaching A Zeke would have 1 remaining Movement Point.
C
D
BA
B
L
U
E LOO
T
PUSH is an Ability that moves an opposing figure away from the nearest space the figure using
PUSH occupies. The target of the Push must only move into spaces that are farther from the figure
using
PUSH. This movement must move the target of the Push directly away in a straight line.
PULL is an Ability that moves an opposing figure towards the figure using it, the target of the Pull
must only move into spaces that are closer to the destination. These spaces do not need to be in a straight line so long as each space counted is considered closer using Movement Rules. The destination is the nearest space to the figure using
PULL, ending adjacent if possible.
COMMAND is an Ability that moves an opposing figure in any single orthogonal direction the
figure using it wants, up to the amount listed.
If the target of a Push, Pull, or Command is an Adventurer who is positioned diagonally or has
more than one option based on their position in relation to the opponent using Push, Pull, or
Command, then the Adventurer must choose the most detrimental direction to move. See Towards
& Away Pg. 62.
Push, Pull, and Command are a type of Free Movement. The target of a Push, Pull, or Command
does not provoke a Break Attack from the figure that used the Ability. If a figure is moved into
Obstructing Terrain or into another figure using Push or Command, they stop moving and are dealt
the remainder of the movement as
IRREDUCIBLE DMG. While a figure is being moved by Push,
Pull, or Command, they cannot use Actions, Abilities that give Actions, or Abilities that move a
figure.
Example: The Earth Loa uses the PUSH Ability, which causes Zeke to be moved 3 spaces away in
a straight line from the Earth Loa. Zeke is diagonal to the Earth Loa and has to choose to move
south or west
3 spaces. Choosing to move west to space
A would move him into a Tile Edge and
deal him 1
IRREDUCIBLE DMG for the extra space he cannot move. Moving south would cause
him to leave Dangerous Terrain and be Defeated. Because it is the most detrimental option he must choose to move south to Space B and be Defeated. Since the Earth Loa was the one who
used the Ability, it will not get a Break Attack against Zeke.
A
B
Push, Pull, and Command
4040

---

The Attack Action
Steps for Making an Attack

Any time an Attack is called for, the figure making the Attack will follow these steps.
1. CHOOSE THE TARGET
Select a figure within Line of Sight and Range as the target. Some
Abilities have specific targeting parameters that may override this.
2. BUILD THE COMBAT DICE POOL:  
1-Handed Weapons have a single Combat Die printed on them. 2-Handed Weapons have a pair of Combat Dice printed on them. When making an Attack, Adventurers use the Combined Dice of all Weapons they have equipped to form the Combat Dice Pool.
An Adventurer with only a single Combat Die being added from their
equipped Weapon adds a
PURPLE
to their Combat Dice Pool. If an
Adventurer has no equipped Weapons, they add
2 PURPLE
to their
Combat Dice Pool.
Unlike Adventurers, Combatants have their Combat Dice printed on
their card. When they make an Attack, they use the Combat Dice
printed on their Combatant Card to form their Combat Dice Pool.
IMPORTANT:IMPORTANT: Abilities that add additional dice to your Combat
Pool (Such as Empower) are considered Combat Dice.
3. EMPOWER: Choose to EMPOWER the Dice Pool.
After building their Combat Dice Pool, the Attacker may choose to
EMPOWER their Attack by spending 1 SP to add the BLACK
to
the Combat Dice Pool.
Intelligent Combatants will only
EMPOWER if they have an Ability that
specifically allows them to.
IMPORTANT:IMPORTANT: Some Weapons have the BLACK pictured as
part of their Combat Dice. Attacks made with these Weapons are
always Empowered. Likewise, some Combatants have the
BLACK

pictured as part of their Combat Dice. Their Attacks will always be Empowered.
See Empower Pg. 52.
4. DODGE:
a. Check if the target uses DODGE: When targeted by an Attack,
a figure may spend
1 SP to use the Dodge Ability. Intelligent
Combatants do not
DODGE unless their card says otherwise.
b. Make a Dodge Roll: A figure who uses DODGE rolls the BLACK
, and for each rolled, adds +1 to their Defense. If the is
rolled, the Dodge adds no additional Defense.
Important: Abilities can give bonuses to this roll. However,
if the is rolled, these Abilities provide no bonus.
5. ROLL TO HIT: 
a. Make an Attack Roll: To make an Attack roll the Attacker rolls their Combat Dice Pool.
b. Spend Symbols and use Abilities to add TO THE ATK ROLL: Some
Abilities add to the Attack roll. During this step, the Attacker may spend Symbols and use Abilities that add
TO THE ATK ROLL.
c. Determine if the Attack Hit: If the total number rolled on the Combat Dice Pool, after bonuses from Abilities, is equal to or greater than the target’s Defense Value, the Attack hits. The Attacker continues to step 6. Determine Damage. Otherwise, the Attack misses, and the Attacker immediately goes to step 6e.
Check if the Target Counters.
6. DETERMINE DAMAGE: 
a. Calculate the difference by which the Attack hit:  For each number above the target’s Defense Value the figure rolled, the Attacker adds +1
PHYSICAL DMG to the Attack.
b. Spend Symbols and use Abilities that add Damage: Some Abilities add to Damage. During this step, the Adventurer or Combatant may spend Symbols and use Abilities that add to Damage. See Icons, Conditions, Tags, and Symbols Pg. 30.
c. Subtract Armor: Subtract the target’s Armor Value from the total
PHYSICAL DMG being dealt by this Attack. Some Items and
Abilities have the Tag +(X)
ARMOR PIERCING. This Tag means
that the Attacker ignores the first (X) points of Armor when calculating the amount of
PHYSICAL DMG that is reduced.
ARMOR PIERCING Tags from multiple sources are cumulative.
d. Calculate and Deal Final Damage: Any Damage remaining after the Subtract Armor step is completed is the Final Damage of the Attack. The target of the Attack then adds Damage tokens to their Combatant or Adventurer Card equal to the Final Damage this Attack dealt. Abilities that reference Final Damage are used during this step.
e. Check if the Target Counters: If the Attack misses or deals no Final Damage, the player checks to see if the target uses
COUNTER. If they do, the current Attack immediately ends. See
Counter Pg. 49. If the Attack missed and the target did not Counter, the Attacker skips step 7. Use Follow Up Abilities and continues to step 8. Resolve the Attack.
IMPORTANT:IMPORTANT: Choosing to Counter or using an Ability that
gives you a Counter will interrupt and cancel any other Action or Ability that is currently occurring other than the Ability that gave you the Counter.
7. USE FOLLOW UP ABILITIES (FU):
The Attacker may use Abilities that occur during the Follow Up step of the Attack. If an
FU Ability would start a new Attack or Spell Action, the
current Attack immediately ends and the player may start the new Action as normal.

the current Attack immediately ends See Counter Pg 49 If the Attack missed and the target did not Counter the Attacker skips step 7 Use Follow Up Abilities and continues to step 8 Resolve the Attack IMPORTANT IMPORTANT Choosing to Counter or using an Ability that gives you a Counter will interrupt and cancel any other Action or Ability that is currently occurring other than the Ability that gave you the Counter 7 USE FOLLOW UP ABILITIES FU The Attacker may use Abilities that occur during the Follow Up step of the Attack If an FU Ability would start a new Attack or Spell Action the current Attack immediately ends and the player may start the new Action as normal

Unless otherwise specified, an
FU Ability that doesn't start a new Action
must be used by you, target yourself, or target the figure you Attacked.
This may be done regardless of Range,
SOI, and Line of Sight.
If an
FU Ability requires a Force (X) to affect the target, then it is also
classified as a Spell-Like Ability. See Spell-Like Abilities Pg. 53.
IMPORTANT:IMPORTANT: Players may use multiple FU Abilities off of the
same Attack, so long as they do not start another Standard Action, Spell Action, or move a figure. As soon as a player decides to use an
FU Ability that starts a new Attack Action, Spell Action, or would
move a figure in any way, the current Attack Action ends and they may no longer use any more
FU Abilities.8. RESOLVE THE ATTACK:
The current Attack ends. Any Abilities that occur "when Resolving an Attack" can now be used. Many Abilities can only be used after "Resolving" an Attack. If a player reaches this step of an Attack Action, the Attack was successfully resolved.
4141

---

When moving or drawing Line of Sight through a diagonal, players choose which of
the 2 spaces affect the Line of Sight or movement. The space chosen by the players then
applies all of its possible bonuses and negatives gained by the Terrain type of the space
and any figures occupying the space.
For example, if an Adventurer were to draw Line of Sight through a diagonal where
1
space of Hindering Terrain and
1 space of Normal Terrain meet, the Adventurer would
be able to choose which space affects their Line of Sight. In this case, the Adventurer
would likely choose the space containing Normal Terrain, so that they are not affected
by the -
1 TO THE ATK ROLL applied by the Hindering Terrain.
Example: Nightingale's Attack roll against the Cave Sickle will be subject to a - 1
penalty if she chooses the unoccupied Hindering Terrain space, or a -
2 penalty if she
chooses the Hindering Terrain space occupied by Remi.
If at any point during a turn, a figure would leave a space that is adjacent to an
opponent, they provoke a Break Attack. This means that the opponent may immediately
make an Attack Action that cost no SP against the figure intending to leave the adjacent
space. The Break Attack takes place in the space the target is attempting to leave. A
figure may never make more than
1 Break Attack per Turn.
Unlike other Actions, the Attack Action granted by a Break Attack will not end the
movement of the figure that is moving. Any remaining movement from the Ability or
Move Action that moved the figure out of the space may be finished after the Break
Attack ends. If for any reason the figure making the movement starts a new Action (Such
as making an Attack via a Counter) this remaining Movement is lost and will not occur.
All Break Attacks made by Intelligent Combatants are considered to be
ATKS unless
otherwise stated. Adventurers making Break Attacks make an Attack corresponding to
the Type and Range of their equipped Weapons.
If a Break Attack is made against a figure that leaves an adjacent space that is also
occupied by one of its allies, an Adventurer may choose to make a Break Attack against
either figure in that space. Additionally, Adventurers also choose which figure an
Intelligent Combatant will make a Break Attack against in these cases.
If more than one figure would be eligible for a Break Attack, both may make the Break
Attack in the order of the players choosing.
Example: So long as they had not already made a Break Attack this turn, Nightingale
would provoke a separate Break Attack from both Cave Sickles if she moved into any
space.
IMPORTANT:IMPORTANT: If an Intelligent Combatant provokes a Break Attack from an
Adventurer, the Break Attack is free and costs no SP.
Diagonals and Break Attacks
4242

---

Determining Range
Attack Actions have a maximum Range. A Combatants Range when using
Attack Actions is determined by their equipped Weapons and Items. Only
figures within Line of Sight of the target and within the Range listed on the
equipped Item may be the target of an Attack.
There are 3 types of Ranges:
Adjacent / Melee: This is the Range for the Icon. Melee Attacks and
Abilities with this Icon require the target to be adjacent to the figure
making the Attack.
REACH (X): This Tag changes the Range for Weapons with the
Icon.
(
X) equals the maximum distance at which a Melee Attack can be
made.
Ranged: This is the Range for the
Icon. Ranged Attacks and Abilities
with this Icon require a target to be no farther than the listed Range on
the Adventurer's equipped Weapon(s) with the Icon. Ranged Attacks
can be made against targets that are adjacent, however, Ranged Attacks cannot Gain the Flanking bonus. See Flanking Pg. 50.
IMPORTANT:IMPORTANT: If an Adventurer equips 2 different Ranged Weapons
with
2 different Ranged Values, they may only make Attacks against
targets using the lowest of the two values.
How to Count Range To check whether a target is within Range of an Attack or a SPELL, the
player counts the number of spaces from the figure that is performing the Action, to the space the target occupies. When determining if something is within Range they must also be within Line of Sight.
IMPORTANT:IMPORTANT: Unlike movement, all types of Range are counted
diagonally as well as orthogonally.
Sphere of Influence (SOI)
This is both a type of Range and a type of Line of Sight. It is used by Spells and Spell-Like Abilities and represents the area in which a figure can exert their will. Every figure has an
SOI. SOI has a base Range of 4
but this Range can be adjusted by Items and Abilities. When using
SOI to
determine Line of Sight, elevation, opponents, allies, and all Terrain other than Obstructing Terrain do not block or hinder Line of Sight in any way.
Line of Sight

something is within Range they must also be within Line of Sight IMPORTANT IMPORTANT Unlike movement all types of Range are counted diagonally as well as orthogonally Sphere of Influence SOI This is both a type of Range and a type of Line of Sight It is used by Spells and Spell Like Abilities and represents the area in which a figure can exert their will Every figure has an SOI SOI has a base Range of 4 but this Range can be adjusted by Items and Abilities When using SOI to determine Line of Sight elevation opponents allies and all Terrain other than Obstructing Terrain do not block or hinder Line of Sight in any way Line of Sight

Line of Sight is determined by drawing an imaginary line from the center of the space the acting figure occupies to the center of the space the target figure occupies. If this line moves through anything that blocks Line of Sight, then the Action or Ability cannot be performed.
Obstructing Terrain (red lines), edges of a Tile where the Tile doesn't
connect to another Tile, Elevation differences, and spaces occupied by
opponents, block Line of Sight. Allies do not block Line of Sight, but give
a -1
TO THE ATK ROLL made through them. This effect stacks with
the -1
TO THE ATK ROLL from Hindering Terrain. Meaning, if you make an
Attack through an ally and Hindering Terrain you'll have a -2
TO THE ATK
ROLL
.
The -1
TO THE ATK ROLL from Hindering Terrain and allies does not stack
with itself. Meaning, if you make an Attack through one or more allies or
spaces of Hindering Terrain you will never incur a negative greater than
-1.
Damage Types
Abilities, Attacks, and Spells can all deal Damage. The type of Damage
changes depending on the source of the Damage.
There are
3 Damage types in Middara:
Physical Damage: All Attacks deal Physical Damage by default. This
Damage can be prevented by Armor.
Magic Damage: Some Spells and Abilities specifically say they deal Magic
Damage. Magic Damage is not reducible by Armor or other Abilities that
reference Physical Damage.
Irreducible Damage: Some Spells, Abilities, and Effects specifically say
they deal Irreducible Damage. Irreducible Damage is not reducible by
Abilities, Armor, Terrain, or Special Encounter Rules. XP:3+
MARTIAL • LVL 1
PER ENCOUNTER
At any time, Gain RESISTANCE: PHYSICAL
DMG until the end of your next turn.
In addition, you may COUNTER for free
until the end of your next turn.
Living Bulwark
Example:
Living Bulwark allows an Adventurer to Gain Resistance to only Physical Damage. This Ability would not be of any use against Magic Damage or Irreducible Damage.
Weapon Types
There are 3 types of Weapons in Middara:
Melee Weapons: These Weapons have the Icon. When taking an Attack
Action with a Melee Weapon, an Adventurer may only target an adjacent figure unless the Melee Weapon has
REACH.
Ranged Weapons: These Weapons have the
Icon. This Icon has a
number that displays the Range of the Weapon.
Melee / Ranged Weapons: These Weapons have the Icon. This Icon
has a number that displays the Range of the Weapon. Melee / Ranged
Weapons can be used with both Melee and Ranged Abilities and count as
having both the
Icon and Icon.
IMPORTANT:IMPORTANT: An Attack Action requires the target of the Attack to
be within Range and Line of Sight.
Resolving an Attack or Spell
Some Abilities and Encounter Special rules specify that they occur or
can only be used after Resolving an Attack or Resolving a Spell. These
Abilities may only be used directly after the Attack or Spell in question Resolves.
An Attack or Spell is only "Resolved" if the Attack or Spell Action in
question reaches the "Resolve Step". Meaning, an Attack or Spell Action
that is prematurely ended (e.g. an Attack that is Countered) would not
have "Resolved".
If a timing issue still presents itself, rule in favor of the Intelligent
Combatant.
The Attack Action Continued
4343

---

ADVENTURER

H
EALT
H
M
O
VEM
E
N
TD
EFEN
S
E
6712
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
6 3 5 2 2
Ambitious PER ENCOUNTER
Nightingale’s commanding personality
makes her a natural leader.
All other allies Gain +1 S P. Nightingale Gains +2 S P.
Conviction:

Casting:
Middara uses an accumulative Damage system. When an Adventurer
or Combatant takes Damage, Damage tokens are added to their card
to represent the total amount of Damage a figure has been dealt. If an
Adventurer or Combatant has 0 Damage tokens, the figure is at full
Health (
HP). A figure may never Gain more Damage tokens than their
maximum
HP.
Healing works by removing Damage tokens from a figure. If an Ability
allows a figure to
HEAL (X) , the player removes (X) Damage tokens from
the figure’s card. If a figure has fewer Damage tokens than the amount
HEALED, the excess healing is lost.
An Ability that redistributes, moves, or otherwise changes Damage token
totals on a Combatant without specifically using the word "Damage" or
the Tag "HEAL" does not count as healing or dealing Damage. Likewise,
Ability Conditions that require you to HEAL or deal Damage to be used
cannot be used with such redistribution of Damage tokens.
Example:
Zeke uses a Vitality Juice Box on Nightingale. This Item allows
Nightingale to
HEAL 3. Nightingale currently has 2 Damage tokens on her
card. Nightingale's player would remove the
2 Damage tokens from her
card, bringing her to full
HP. The 1 point of unused healing is lost.
11
11
Vitality Juice Box
44
POTION
✘DISCARD
You or an adjacent ally HEALS 3 plus 1 per LOOT
LEVEL
beyond MUNDANE.
“A glass bottle is actually a terrible idea.”
Nightingale can draw Line of Sight to 2 of the 4 targets. Both Animates are within Line of Sight, but the Cave Sickle is hidden behind Obstructing
Terrain and
1 of the Animates is blocking Line of Sight to the Living Oblation. Remi is between an Animate and Nightingale, but allies do not block
Line of Sight. Since Range may be counted diagonally, one Animate is at Range
2 and the other is at Range 3. If Nightingale could see the Living
Oblation or Cave Sickle, they would be at range
6 and Range 3, respectively.
Line of Sight
Damage and Healing
4444 4444

---

Between the 2 Combat Dice, she rolled 2 , 3 , and 1 . Nightingale’s
Longsword and Katar both have a Symbol Ability that allows her to add
+2 PHYSICAL DMG by spending 2
.The Longsword has a Symbol Ability
to add
+1 PHYSICAL DMG by spending 1
.
Since these Abilities do not have a Condition that Exhausts, Flips, or
otherwise says they cannot be used more than once, there is no limit to
how many times she may add Damage with these Symbols. However,
Nightingale may only spend each Symbol rolled on the Combat Dice once.
Nightingale decides to spend
2
from her Combat Dice for +2 PHYSICAL
DMG
and 1

from her Combat Dice for an additional +1 PHYSICAL
DMG
. This leaves her with a 2
and 1 .
Now Nightingale must reduce the PHYSICAL DMG she dealt by the
Animate’s Armor Value. The Animate has an Armor Value of 2,
which would normally reduce her Attack’s Damage by
2. However, since
Nightingale’s Katar has the Tag
+2 ARMOR PIERCING as a Passive Ability,
she ignores
2 of the Animate’s Armor, meaning the Damage she dealt is
not reduced. Nightingale must now determine the Final Damage of her Attack. The
difference she rolled
(4), plus the Damage she added from Abilities (3),
minus the Damage that was subtracted from Armor
(0), equals a Final
Damage of
7. The player adds 7 Damage tokens to the Animate.
Since Nightingale has no Abilities that occur during the Follow Up step of
her Attack, her Attack Action ends.
Nightingale spends
2 SP to make an Attack and chooses a target to Attack.
Nightingale has
2 Weapons equipped, a Katar and a Longsword. Since
these Weapons have the
Icon, they have a Range of adjacent. Since the
Animate is adjacent, Nightingale can choose it as the target of her Attack.
Next, Nightingale must build her Combat Dice Pool using her equipped
Weapons. The Katar grants 1
WHITE
and because it is a LIGHT Weapon,
the Longsword's
COMBO Condition Tag grants FINESSE : ORANGE
. This
makes her Combat Dice Pool a
WHITE
and an ORANGE .
Nightingale could
EMPOWER the Attack by spending 1 SP to add the
BLACK
to her Combat Dice Pool, but she declines to do so.
Before rolling, Nightingale must check to see if the target will
DODGE.
Intelligent Combatants do not
DODGE unless they have an Ability that
says otherwise. The Animate does not, so it doesn’t
DODGE.

Nightingale rolls her Combat Dice Pool. In this example, she rolls a
6
on the
ORANGE
, and a 7 on the WHITE . She adds the numbers
together and compares it with the target’s Defense Value. Since her roll
of
13 is equal to or higher than the Animate’s
Defense Value of 9, she
hits!
If Nightingale had an Ability that added
TO THE ATK ROLL, she could use
it now. Since she doesn’t, she continues to the next step of the Attack,
Determine Damage.
To Determine Damage, Nightingale must find the difference by which she
hit.
13 - 9 = 4 , so she adds 4 Damage.
Next, Nightingale can spend Symbols and use Abilities that add Damage.
NIGHTINGALE’S WEAPONS
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
26912
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6912
Animate
Nightingale
Katar
1818
EXOTIC • KATAR • LIGHT
11
✤PASSIVE
+2 ARMOR PIERCING
✦COMBO : LIGHT
BACKSTAB
+2 PHYSICAL DMG
Long Sword
1818
SWORD • LONG SWORD • DOUBLE
11
✦COMBO : LIGHT
FINESSE : ORANGE
✦COMBO : SWORD
Your Attacks Gain: +1 PHYSICAL DMG.
✦COMBO : LONG SWORD
Your Attacks Gain: +2 PHYSICAL DMG.
+2 PHYSICAL DMG

+1 PHYSICAL DMG
Making an Attack
4545

---

An Encounter Action is used any time a Special Encounter Rule
calls for it or when interacting with a Loot token.
Many Encounters use Loot tokens. These tokens are activated by
an Adventurer that is on or adjacent to the Loot token by using an
Encounter Action.
In addition, an Encounter’s Special Encounter Rules will
occasionally allow Adventurers to interact with Tiles in special
ways. When this occurs, an Encounter will specifically say “As an
Encounter Action” when referring to this Action.
Example:
In the example below, the Encounter’s Special Encounter Rules
say:
“Movable Rock: As an Encounter Action, an Adventurer adjacent
to the Obstructing Terrain token on Tile UM1 may make a
Strength 10 Check. If they pass, they may move the Obstructing
Terrain token into any unoccupied adjacent space.”
This means that Rook may Spend
1 SP to make an Encounter
Action while adjacent to the Obstructing Terrain token. If he
passes a Strength 10 Check (see Skill Checks Pg. 68) he may
move the token so that it is out of the way. However, since he
can only move it to an unoccupied adjacent space, he may not
move it on to the space that himself or the Cave Sickle occupies.
The Re-Equip Action
Encounter Actions
For 1 SP, the Re-Equip Action lets an Adventurer equip Items from,
and Store Items into, their Pack. Adventurers may also take Items and Companions from adjacent Adventurers. However, Adventurers may never give Items or Companions to another Adventurer. The Adventurer being taken from may also Re-Equip their Items during this Action, but may not take Items or Companions from another Adventurer.
Any amount of equipping/un-equipping/taking is allowed for
1 SP.
Items moved to your Pack remain in the condition they were in when sent
to your Pack. (E.g., Flipped, Used, or Exhausted.) They will otherwise Flip,
Un-Exhaust, and remove tokens following the normal rules.
IMPORTANT:IMPORTANT: An Adventurer may only use Abilities on Items that
are equipped.
4646

---

Basic Ability Rules
An Ability is anything on an Item, Discipline, Adventurer, Combatant,
or token that a figure may do. Many cards will have 1 or more Abilities
printed on them. Abilities can be used when their Conditions are met.
There are 4 types of Conditions.
1. Condition Tags: Tags such as ✘DISCARD or EXHAUST. See
Condition Tags Pg. 30.
2. Stamina Point (SP) Cost: The amount of SP a player must spend.
Usually this is listed as and may be listed multiple times.
3. Text Conditions: Any condition or requirement listed in the text of the Ability. This could be a variety of requirements or costs.
4. Symbol Conditions: The symbols a player must spend. These Abilities may only be used during the "Spend Symbols and use Abilities that add Damage" step of an attack. See The Attack Action Pg. 41.
IMPORTANT ABILITY RULES:
• Some Abilities have more than 1 of the above Conditions listed to
use them. In these cases, all the Conditions must be met to use the Ability.
• Unless otherwise stated, there is no limit to how many times Abilities that require Symbols can be used, so long as the figure has the Symbols to spend.
• Abilities can only be used during your turn and not during another Action unless their Conditions say otherwise or the Ability occurs at a specific time.
• If the Text Condition of an Ability says "At any time", this Ability may be used during any turn and at the moment that is most beneficial to
the user of the Ability. If the Text Condition of an Ability specifies that it may happen during an Action such as "When making an Attack", this Ability may be used at any time during that Action and at the moment that is most beneficial to the user of the Ability.
• Any Effects Gained by Abilities with Passive Condition Tags are lost if the Ability with the Passive Condition Tag is ever un-equipped.
• Some Abilities have specific targeting parameters that may override the normal targeting rules for Attacks and Spells.
• When an Ability is intended to be used on any ally including yourself
it will say "any ally". When an Ability is intended to be used on any ally except yourself it will say "another ally".
• Some Abilities give an Adventurer more than one Action. In these cases, the Adventurer must choose the order in which they would like to resolve these Actions. If an Adventurer would use another Ability that grants Actions, make another Action, or if the Action was ended prematurely via another Ability (e.g. Counter), all Actions that the current Ability being used granted that have not already been made are lost.
IMPORTANT:IMPORTANT: An Adventurer must finish their current Action before
starting another Action.
Stamina Points on Abilities
Some Abilities have an SP Cost as a Condition. This is especially true of
many Disciplines. These Disciplines can be used for the listed (
SP) Cost.
If the Discipline doesn't have other Conditions barring it from being used more than once, then an Adventurer may use the Discipline's Ability as many times as they have the
SP to spend for it. XP:3+
EXHAUST
An ally within SOI Gains an Intervention
token. Reduce the SP cost of this Discipline
by 1
if the target is an ally other than
yourself.

Intervention
SANCTUS • LVL 1
A
B
C
Example: The Discipline Intervention, depicted above, has an
Ability with
3 of the 4 Condition types.
A depicts an SP Cost of 1.
B depicts the Exhaust Condition Tag, which will require the
Adventurer to Exhaust this Discipline when its Ability is used.
C shows a Text Condition that specifies that the target must be
within
SOI.
TIP: Knowing when to use Abilities can be the
difference between winning and losing!
With the Item Upgrade Master Work, an
Adventurer may add +
1 TO THE ATK ROLL at any
time during an Attack and at the time it benefits
them the most. This means that they could Exhaust
this card to add the bonus after seeing the roll for
an Attack.
Master Work
WEAPON UPGRADE
EXHAUST
When making an Attack, add
+1 TO THE ATK ROLL.
Using Abilities
4747

---

Abilities that End Actions and Abilities
When an Ability instructs a figure to “end the current Action and all
Abilities”, every other Action and Ability that is currently happening
immediately ends. Any Ability, Action, AI Instruction, or Special Rule that
would require the current Ability or Action to occur (such as counter), can
no longer be used.
Then, the figure that ended the current Action and all Abilities follows the
proceeding instructions of their Ability, if any.
After concluding this Ability, the turn in which it interrupted resumes. For
information on how AI Steps are affected See Actions and Abilities Pg. 60.
Passive Conditions
The Passive Condition Tag grants Abilities to the Adventurer that are
always in effect. Passive Abilities that contain an Ability with another Condition Tag, such as an additional SP cost, are only in effect if the additional condition cost is paid. Some Abilities with the Passive Condition Tag have specific requirements in order for Adventurers to benefit from the Ability.
A card with
2 different Abilities, 1 that has a Passive Condition Tag and
1 that has a different Condition, grants the Ability under the Passive
Condition Tag regardless of whether the other Condition has been met.
Abilities with the Passive Condition Tag can be used even if the card with
the Ability is Exhausted. XP:3+
fiPASSIVE

Your Attacks Gain:
+1 PHYSICAL DMG
EXHAUST
When making a Attack, if you have
a 2-handed Weapon equipped, you may
re-roll any dice in your Combat Dice Pool.
Hammer Helm
MARTIAL • LVL 1
Abilities that start Actions
Some Abilities will use Tags to let players perform Actions, such as the
Move, Attack, or Spell Actions. Tags that start Actions and also require specific Icons on equipped Weapons (such as the
ATK or ATK Tag),
can only be used if the Adventurer has an equipped Weapon with the matching Icon. See Tags Pg. 92-93 to determine if your Ability starts an Action. Abilities that start Actions cannot be used during another Action without ending the current Action first.
War Axe
3030
AXE • WAR AXE
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
When determining the Damage of an Attack,
this Attack Gains:
+1 PHYSICAL DMG XP:5+
EXHAUST
Make a
ATK. This Attack has -1 to the
Attack Roll.
False Idol
“It is easier to fool people, than to convince
them they have been fooled."
SUBTERFUGE • LVL 2
Example: Using the Ability on False Idol, an Adventurer Exhausts
the Discipline Card and makes a ATK. This Attack Action requires
the Adventurer to have a Icon on an equipped Weapon. Since
the the Adventurer in this example has War Axe equipped, they are able to use this Ability because it has the
Icon.
EXHAUSTED
Abilities that End Turns
Some Abilities might instruct a figure to end the current turn under
specific circumstances, (e.g. Such as dealing Damage). If a figure uses an Ability that instructs them to end the turn they may no longer use Actions or Abilities after resolving the circumstances in question. However, the current turn is only ended after any Actions or Abilities being made by other figures that might be responding to the Action or Ability. XP:9+
EXHAUST
After resolving an Attack or Spell you made,
cast a SPELL 6
.
Deal your target MAGIC DMG equal to the
amount of Damage the previous Attack or
Spell dealt. After dealing this Damage, end
your turn.
Abbadon's Subtlety
CRUOR • LVL 4
Example: Abbadon's Subtlety ends the turn after dealing Damage.
If this Damage was dealt, the target taking this damage could use any Actions or Abilities they have to prevent this damage, redirect this damage, or otherwise finish reacting before the turn ends.Example: Hammer Helm grants the Adventurer +1 PHYSICAL
DMG
to their Attacks. In addition, an Adventurer can Exhaust the
Discipline to re-roll any dice in their Combat Dice Pool so long as they are making a
Attack and have a 2-Handed Weapon
equipped. While this card is Exhausted, the Adventurer still Gains the bonus to
PHYSICAL DMG from the Passive Ability.
Using Abilities Continued
4848

---

If a figure Attacks a target and the Attack misses or deals no Final
Damage, the target may use the
COUNTER Ability during the
Check if the Target Counters step of the Attack. See The Attack
Action Pg. 41.
Adventurers and Command Combatants may use the
COUNTER
Ability for
2 SP. However, if they successfully Dodged the Attack
being Countered, they may reduce the cost of the Counter by
1
SP. Some Items and Disciplines also have the COUNTER Tag listed
as an Ability. In cases where there is an
SP cost on a COUNTER
Tag this
SP cost may also be reduced by 1. Intelligent Combatants
will only
COUNTER if their Combatant Card instructs them to.
To COUNTER, the target being Attacked must have Line of Sight
and be within Range of the figure making the Attack Action. If the
initial figure that made the Attack Action is blocked by a different
opposing figure, that figure may be chosen as the target of the
Counter instead. If these requirements are met, the current Attack
Action immediately ends and the target being Attacked makes an
Attack Action targeting the Attacker.
It is possible for some back and forth to occur when a figure
makes a
COUNTER during the Check if the Target Counters step
of another figure's
COUNTER. In these cases, after resolving all
Attacks granted by the
COUNTER Ability, the figure whose turn it
was when the initial Action was made, would resume their turn.
IMPORTANT:IMPORTANT: Choosing to Counter or using an Ability that
gives you a Counter will interrupt and cancel any other Action or Ability that is currently occurring other than the Ability that gave you the Counter. Meaning, that the Attacker who was Countered never reaches the "Use Follow Up Abilities" step of an attack.
IMPORTANT:IMPORTANT: A figure may not Counter a Break Attack they
provoked from Forced Movement. See Forced Movement Pg. 71. Counter
Counter
Example: Rook is Attacked by an adjacent Cave Sickle. The Cave
Sickle rolls a 10, which hits Rook for 1 PHYSICAL DMG. However,
Rook's SHIELD gives him +1 Armor and reduces the Damage to 0. Since Rook was not dealt Damage from the Attack, Rook can Exhaust his SHIELD to COUNTER the Attack.
Medium Shield
1818
SHIELD • MEDIUM SHIELD
11
✦COMBO : RANGED
EXHAUST: EMPOWER
✦COMBO : MELEE
FINESSE : WHITE
EXHAUST

COUNTER
**
+1+1
4949

---

Flanking and Backstab When 2 allies are on opposite sides or corners of an opponent, so long as they are not under an effect that would prevent them from making
an Attack and they each also have an equipped Weapon, they are both considered to be Flanking that opponent. Figures making a
Attack against a target they are Flanking Gain +1 TO THE ATK ROLL.
Some Abilities give Adventurers and Combatants bonuses only when they are Flanking a target. For example, figures with the BACKSTAB Tag
Gain +3 PHYSICAL DMG when making a Attack against a target they are Flanking.
Weapons with the Icon cannot Gain the Flanking bonus. Figures with equipped Weapons cannot grant another figure the Flanking
bonus.
Weapons with the Reach Tag may also Flank and provide opportunities for allies to Backstab. So long as a figure with Reach is attacking an
opponent while there is also another ally who is within Melee Range (or the Range of their own Reach Tag) of your target and on the opposite
side or corner of that same target, you Gain the Flanking bonus.
Below are some Diagrams to help explain this better:
Example 1: In this example, Zeke and Rook are on the opposite side of the Shadow Lord as Remi, meaning they are both Flanking. Alternatively, it
means that Remi is also Flanking the Shadow Lord. The bonus granted by Flanking does not stack, Meaning, Rook and Remi and Zeke will all only Gain
+1 to any Attacks they make against the Shadow Lord. Meanwhile, Remi is on the opposite side of the Animate as Nightingale, meaning in addition to
the Shadow Lord, Remi is also Flanking the Animate. However, Nightingale will only Gain an Attack bonus against the Animate.
Example 2: When drawing Line of Sight via Reach, Combatants grant and can benefit from Flanking opponents. In this example, Remi has Reach
2. Rook does not. Even so, they are both considered Flanking since both figures are within Range to make a Melee Attack and on opposite sides of the
target.
Example 3: If both Rook and Remi had Reach 2, they could both get the Flanking bonus against the Animate so long as both figures were in Melee
range and on opposite sides of the target.
Example 4: In this example, let's assume that Rook and Remi each have Reach 2 Weapons equipped. Even though Rook and Remi could still make
an Attack against the Animate at Reach 2, neither are attacking from opposite ends of the target. Furthermore, since there is not a figure on opposite
sides of the target, they are also not granting Flanking to any allies. Another way to visualize this is to draw an imaginary line between the center of
each figure trying to determine if they are Flanking. If the line is drawn through opposite corners or sides of spaces the target occupies, then you are
Flanking. The blue line here represents what that might look like. You can see that it does not draw through opposite sides of the target. Meanwhile, both
Nightingale and Zeke could also Attack, but they would also not be considered Flanking for the same reasons.
Example 5: Remember, when determining if you can flank from a corner, another ally must be able to attack the same target from the opposite corner.
In this case, both Zeke and Nightingale could flank but neither Remi or Rook could.
Example 6: You can even use Reach 2 to Flank targets diagonally. This gives Remi and Rook a ton of range!
Example 7: Line of Sight is still taken into account when using Reach Weapons. This means that friendly figures will still impart a -1 to Rook's ATK
Roll. However, since Rook is still within Melee Range of the target, he and Remi will still get a Flanking bonus.
Example 8: If your Line of Sight is blocked to an opponent a figure may not Gain or contribute to Flanking that opponent. This means that in this
example, neither Rook or Remi would be able to Flank either target.
Example 9: Flanking only requires that another ally on the opposite side of the target is also within Range to make a Melee Attack. This works the
same with Large Based Combatants. Reach simply expands your Melee Range. This means that the larger the base of the target you’re trying to flank, the
more spots there are to flank from!
Example 10: You can see that being on opposite sides of a target and within Melee Range is all it takes to flank! The blue line is again drawn here to
show that both Remi and Rook are attacking from opposite sides. In the case of the larger figure, this has given them more room to work with as each
side is bigger making our imaginary line easier to draw between figures while also crossing opposite sides of the target.
Flanking and Backstab
50505050

---

FLANKING
FLANKING
FLANKING
Example 1 Example 2 Example 3
Example 5
Example 4
Example 6 Example 7
Example 8 Example 9 Example 10
5151

---

Dodge
When being Attacked, a DODGE can be made by the target during the
Dodge step of an Attack Action. For Command Combatants and Adventurers,
DODGE costs 1 SP. Intelligent Combatants do not DODGE unless they have
an Ability that says otherwise.
When a figure makes a
DODGE, they roll the BLACK
. For each rolled,
the figure adds + 1 to their Defense. If the is rolled, no additional
Defense is added. If an Ability refers to "Successfully Dodging an Attack", it means that you
took the
DODGE Action and the Attack being made against you missed. IMPORTANT:IMPORTANT: Abilities and Dodge Upgrades can add bonuses during
a
DODGE. However, if the
is rolled, these Abilities provide no bonus.
Empower
During the Empower step of an Attack or Spell, an Adventurer may use
the EMPOWER Ability.
To
EMPOWER an Attack, an Adventurer spends 1 SP when building their
Combat Dice Pool to add the
BLACK
. This die will provide additional
Symbols that can be used on Symbol Abilities during the Attack.
To
EMPOWER a SPELL an Adventurer spends 1 SP when Determining the
Force of a Spell to add the
BLACK
. Spells cannot normally use Symbol
Abilities. However, when Empowering a Spell, you may spend rolled
on the
BLACK
to add + 1 to the Force of the Spell per spent.
Depending on whether an Adventurer used the
EMPOWER Ability during
an Attack or Spell determines what the
Symbol does when rolled.
Attack: If the is rolled during an Attack, the Attack misses, regardless
of the numbers rolled on the Combat Dice.
Spell: If the is rolled during a Spell, the Spell fails to affect the target
and
3 IRREDUCIBLE DMG is dealt to the caster.
Some Weapons also list the
BLACK
as part of their Combat Dice or
Casting Upgrade. Attacks made with a Weapon that has a
BLACK
as
part of their Combat Dice are always Empowered. Likewise, Spells Cast
with a Weapon that has a
BLACK
as part of their Casting Upgrade are
always Empowered. Empowering in this way does not cost additional
SP.
A Spell or Attack may never be Empowered more than once.
IMPORTANT:IMPORTANT: Some Abilities might use the BLACK as part of their
text. In these instances, the listed Ability does not count as Empowering
and will specify what the
BLACK
does.
Using Abilities Continued
5252

---

Steps for Casting a Spell
Many Abilities allow a figure to cast Spells. Whenever a figure uses an
Ability that instructs them to "Cast a SPELL (X)", they make a Spell Action
to determine if the Spell affected the target. Anytime a Spell is called for,
the figure casting the Spell will follow these steps.
1. CHOOSE THE TARGET(S): 
Select a single figure within
SOI as the target. Some Abilities have
specific targeting parameters that may override this or allow you to target more than 1 figure. See SOI Pg. 43.
2. DETERMINE THE FORCE:
The Force of a
SPELL determines how difficult the Spell’s effects are to
resist.
a. BUILD FORCE POOL: A Force Pool consists of a figure's printed
Casting Die or Upgrade.
b. EMPOWER: When casting a SPELL, an Adventurer may choose to
spend
1 SP to EMPOWER the Spell. When Empowering a Spell, add
the
BLACK
to the Force Pool.
Intelligent Combatants will only
EMPOWER if they have an Ability
that specifically allows them to. See Empower Pg. 52.c. ROLL TO DETERMINE YOUR FORCE: Finally, the figure Casting the
SPELL rolls their Casting die and Empower Die if applicable, and
adds the printed X value on the Spell to the result. (Usually
6).
3. EACH TARGET MAKES A CONVICTION CHECK: 
Each figure's Combatant Card has Conviction Dice printed on it. These
2 dice determine how resistant a figure is to Spells. During this
step, each target of the Spell makes a separate Conviction Check to resist the Spell’s effects.
To make a Conviction Check, each figure targeted by the Spell rolls
the Conviction dice printed on their card. If the total number rolled
is equal to or greater than the Spell’s Force Value, the Spell is resisted
by that figure. However, if their roll is less than the Force Value of the
Spell, the Spell’s printed effects occur. Once every target has rolled a
Conviction Check, the Spell Action ends.
4. RESOLVE THE SPELL’S EFFECT: 
Each target that failed their Conviction Check resolves the spell's effects separately and in the order they made the Conviction Check. A Spell's effects are described on the Ability that started the Spell Action after, "Cast a
SPELL (X)".
IMPORTANT SPELL RULES:• Items and Abilities can upgrade an Adventurer’s Casting and
Conviction dice to improve their chances of inflicting and
resisting Spells. See Conviction & Casting Upgrades Pg. 33.
• The Spell Action is not a Standard Action and can only be made
when an Ability specifically calls for a Spell Action via the
SPELL Tag.
• Abilities that use the Spell Action do not require any specific Weapon
Icons to be used.
• Spells share a special type of Range and Line of Sight called Sphere
of Influence (SOI). See Sphere of Influence (SOI) Pg. 43.
• Spells have their own steps that a figure must go through when
instructed to "Cast a
SPELL (X)".
• Spells have a Force Value that must be overcome by the target via a Conviction Check to resist the effects of the Spell.
• Allies may purposely fail Conviction Checks when being targeted by
other allies.
Spell-Like Abilities
Many Abilities have FORCE (X) printed on them. These are called Spell-
Like Abilities. Whenever an Adventurer uses an Ability or Follow Up
Ability that has a Force Value listed, they go through the following steps.
1. IDENTIFY TARGETS: 
Spell-Like Abilities printed on Follow Up Abilities must always be used against the figure that was the target of the Attack. Spell-Like Abilities used under other Conditions will always specify their target(s).
2. IDENTIFY FORCE:
The Force of a Spell-Like Ability is always printed in one of the following ways.
a. FORCE (X) + DIFFERENCE HIT: These Spell-Like Abilities represent
effects that occur after making Attacks with Weapons and will only be listed on Follow Up Abilities. To determine the Force of the Spell-
Like Ability, the figure that made the Attack adds the difference by which their Attack hit the target to the printed Force on the Ability.
b. FORCE (X): If the Ability does not have + DIFFERENCE HIT, then the
figure using this Ability does not add anything to the Force Value.
IMPORTANT:IMPORTANT: You may not EMPOWER Spell-Like Abilities.
3. EACH TARGET MAKES A CONVICTION CHECK: 
Each target must make a separate Conviction Check as detailed in step 3 of the Spell Action.
4. RESOLVE THE ABILITIES EFFECT: 
If a target of the Spell-Like Ability failed their Conviction Check, they suffer the Ability's listed effect.
IMPORTANT:IMPORTANT: Spell-Like Abilities do not count as an Action.

Spell Example:
Gore Shot is a Discipline that has no SP cost. When Exhausted it
allows an Adventurer to Cast a
SPELL 6.
Spell-Like Ability Example:
The Great Hammer's Ability allows an Adventurer to Move targets if
they fail the Conviction Check against the Force Value printed on it.
Since this is a Spell-like Ability, it doesn't count as an Action.
The Spell Action XP:3+
EXHAUST

make a separate Conviction Check as detailed in step 3 of the Spell Action 4 RESOLVE THE ABILITIES EFFECT If a target of the Spell Like Ability failed their Conviction Check they suffer the Ability s listed effect IMPORTANT IMPORTANT Spell Like Abilities do not count as an Action Spell Example Gore Shot is a Discipline that has no SP cost When Exhausted it allows an Adventurer to Cast a SPELL 6 Spell Like Ability Example The Great Hammer s Ability allows an Adventurer to Move targets if they fail the Conviction Check against the Force Value printed on it Since this is a Spell like Ability it doesn t count as an Action The Spell Action XP 3 EXHAUST

Cast a SPELL 6
.
Deal 2 MAGIC DMG.
You may deal yourself 2 IRREDUCIBLE
DMG to deal additional MAGIC DMG
equal
to 2x your highest LVL CRUOR Discipline.
Gore Shot
CRUOR • LVL 1
Great Hammer
3030
BLUNT • GREAT HAMMER • HEAVY
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
FU:
Spend 1 SP to PUSH 1 against all adjacent
opponents
and Inflict Paralyze,
FORCE 7 + DIFFERENCE HIT.
Spells vs Spell-Like Abilities
5353

---

XP:3+
EXHAUST

Cast a SPELL 6
.
Deal 2 MAGIC DMG.
You may deal yourself 2 IRREDUCIBLE
DMG to deal additional MAGIC DMG
equal
to 2x your highest LVL CRUOR Discipline.
Gore Shot
CRUOR • LVL 1 Zeke wants to use Gore Shot. It has no SP cost so he only has to Exhaust
the card to use it. Since Gore Shot has the Tag
SPELL 6, Zeke would start a
Spell Action.
First, Zeke must choose a target. Since no special targeting parameters
are listed on Gore Shot, Zeke may choose any target within
SOI. Zeke
checks if the Animate is within
SOI. The Animate is 4 spaces away and
within
SOI, therefore, he may target it with Gore Shot.
At this point, Zeke could optionally
EMPOWER this spell, but chooses
not to. Next, Zeke must determine the Force of Gore Shot by rolling his
Casting Die and adding it to the printed Force of the Spell (
6). Normally
this would be the
PURPLE
printed on Zeke’s Adventurer Card.
However, Zeke has the Magic Staff equipped.
The Magic Staff has a Casting Upgrade of
WHITE
so

Zeke can increase
the Force Value on Gore Shot using the better die.
Zeke rolls a
7. Gore Shot has a Force of 6. Zeke adds the 7 he rolled to
the Force of Gore Shot.
This makes the final Force of Gore Shot
13. Next, the Animate must
make a Conviction Check to determine if it is affected by Gore Shot.
Combatants have their Conviction dice printed on their cards. The
Animate has
WHITE
and TEAL Conviction dice. The Animate rolls
both dice and gets a total of
7.
If the Animate had been able to roll a
13 or higher, the Spell would have
failed and Zeke’s Spell Action would have concluded. However, since the
Animate rolled less than the Force of the Spell, the Animate succumbs to
the effect of the Spell.
Because Gore Shot was successful, the Animate is dealt
2 MAGIC DMG .
Zeke then decides to use the Ability printed on Gore Shot to deal himself
2 IRREDUCIBLE DMG to deal additional MAGIC DMG to the Animate. Zeke
will place
2 Damage tokens on his own card.
Because Zeke's highest
LVL CRUOR Discipline is Gore Shot, Zeke will
deal the Animate
2 additional MAGIC DMG.
Finished with his Spell, Zeke deals
4 total MAGIC DMG to the Animate.
Since
MAGIC DMG cannot be reduced by Armor, the Animate adds 4
Damage tokens to its card.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6912
Magic Staff
3030
SPELLCRAFT • STAFF
22

+2 MAGIC DMG

+1 MAGIC DMG
✤PASSIVE
• Casting Upgrade: WHITE
• When you fail to affect a target with a Spell,
add
1 Energy token to this card. (Limit 2)
EXHAUST
When determining the Force of a Spell,
you may ✘
DISCARD any amount of Energy
tokens from this card to add
+1 to your roll.
EXHAUST
1 SP:
Before the target of one of your Spells makes
a Conviction Check. In addition to the effect of
the Spell, deal a
WHITE
of MAGIC DMG.
Zeke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
36918
Animate
CONVICTION
Casting Spells
5454 5454

---

Remi makes an Attack against the Animate using a Great Hammer.
Remi rolls her Combat Dice and gets a 6, and a 7. In addition,
she rolls
6
, and 4 .
The total Attack roll equals
13. This hits the Animate’s Defense Value
of
9 with a difference rolled of 4.
During the Determine Damage step of the Attack, Remi spends
6
and
1 to add +7 PHYSICAL DMG. The Damage added (7) plus the difference
rolled (4) totals 11 Damage so far.
The Animate has
3 Armor, and Remi does not have ARMOR PIERCING on
her Weapon, so the
PHYSICAL DMG dealt to the Animate is reduced by 3.
The Final Damage dealt to the Animate is 8. The Animate now adds
8 Damage tokens to its card.
Finally, Remi reaches the Follow Up step of her Attack.
Great Hammer
3030
BLUNT • GREAT HAMMER • HEAVY
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
FU:
Spend 1 SP to PUSH 1 against all adjacent
opponents
and Inflict Paralyze,
FORCE 7 + DIFFERENCE HIT.
The Follow Up Ability on the Great Hammer reads: FU: Spend 1 SP
to PUSH 1 against all adjacent opponents and Inflict Paralyze,
FORCE 7 + DIFFERENCE HIT.
Her DIFFERENCE HIT (4) adds to the Force of the Spell-Like Ability (7)
totaling
11.

The Animate must now make a Conviction Check against the Spell-Like
Ability's Force of
11.

The Animate rolls a
7 and fails the Conviction Check and is Pushed
1 space and Inflicted with Paralyze. This resolves the Attack, and Remi
continues her turn.
Note: Normally, if the Animate moved away from a space adjacent to an
opponent it would provoke a Break Attack from that opponent. However,
Abilities such as Push and Pull will only provoke Break Attacks from
figures who weren't the ones who used the Ability. This means that Remi
would not be eligible to make the Break Attack.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6912
Great Hammer
3030
BLUNT • GREAT HAMMER • HEAVY
22
+1 PHYSICAL DMG

+1 PHYSICAL DMG
EXHAUST
FU:
Spend 1 SP to PUSH 1 against all adjacent
opponents
and Inflict Paralyze,
FORCE 7 + DIFFERENCE HIT.
Remi
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
36918
Animate
CONVICTION
Using Spell-Like Abilities
5555

---

General Information
Combatant information is printed on cards that contain the rules for all
the figures other than Adventurers. There are 2 types of Combatants.

1. Command Combatants: Players directly control Command Combatants.
Usually Command Combatants represent characters that temporarily
join the characters on their Adventure.
2. Intelligent Combatants: These type of Combatants are used to
automate figures on the board, meaning, no player chooses their Actions. Instead, these figures will make their own decisions.
Regardless of which type of Combatant a player is using, both share much
of the same information. Below is the information and rules that both types
share.
Activation Numbers and Groups
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK.
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK. FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
Across the top of most Combatant Cards players will find up to 3 different
colored boxes with numbers in them. These are called Activation Numbers. Each Activation Number has a color associated with it. Each color has a corresponding colored base snap to keep track of multiple figures of the same type on the game board.
22 44
Example: Cave Sickle 2 would always have a purple base snap.
While Cave Sickle
4 would always have a teal base snap.

When setting up an Encounter or spawning figures found on a Diagram, Combatants will have their Activation Number depicted. This number indicates which figure should be placed on the board and where. StartStart
BLUEBLUE
REDRED
B
L
U
E
B
L
U
E
B
L
U
E
B
L
U
E
EEfifiITIT
BLUEBLUE
EEfifiITIT
REDRED
11
22
3344
55
66
LOOTLOOT
GREENGREEN
TILES 
UM1, UM3, UM9, 
 UM11, UM43
TERRAIN 
2 x Long Water
TOTEMS 
1 x Blue 
1 x Red 
1 x Green 
1  x Yellow
OBJECTIVES
1 x Blue
LOOT 
1 x Random
EXITS 
1 x Blue 
1 x Red
FIGURES 
6 x Cave Sickles
Setup
YELLOWYELLOW
Bombing the Sickles
fie directions the exterminator gave lead you to a small cave just outside of the city. Inside, you 
hear skittering in the dark. It sounds like there’s a lot of them. It would be best to be on guard at all 
times. Who knows where these sneaky bugs could spring from once you’re inside.
UNDERGROUND
CONTINUED  X
5454
Example: The Diagram to the left
shows where and which Cave Sickles Spawn by Activation Number.
Reminder: Their individual
borders are all kept red to
indicate they are opponents.
See Allies, Opponents, and
Figures Pg. 38.
Figures with more than
1 Activation Number are considered a Group. A
Group represents a set of 2 or more figures that share a single Combatant
Card. Each Group will also have a corresponding Initiative Card labeled with
the same set of Group numbers printed on their Combatant Card. (e.g. 1-3.) Cave Sickle 1-3
589 / 873 V1.2 UM1- Cave Sickle 4-6
590 / 873 V1.2 UM1-
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

than 1 Activation Number are considered a Group A Group represents a set of 2 or more figures that share a single Combatant Card Each Group will also have a corresponding Initiative Card labeled with the same set of Group numbers printed on their Combatant Card e g 1 3 Cave Sickle 1 3 589 873 V1 2 UM1 Cave Sickle 4 6 590 873 V1 2 UM1 INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK .
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
CAVE SICKLE GROUP 1-3
CfMe dickle
44 55 66
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
INTELLIGENT
TYPE: SICKLE
SWARM
✤ PASSIVE
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK .
LOOT LVL: MUNDANE
CAVE SICKLE GROUP 4-6
Combatants of the same type might also have two or more Combatant Cards representing additional Groups. Each additional Group has ascending Activation Numbers and their own matching Initiative Card.
This means that if enough Combatants Spawn, or if a Diagram calls for a
specific set of figures with Activations Numbers in differing Groups, you
will have multiple Initiative Cards placed at different positions on the
Initiative Track. These Groups will take turns at different moments than
other Groups of the same type of Combatant.
Example: Each Group of the above Cave Sickles has their own Initiative
Card and will activate at different times. Specifically when their
corresponding Group's Initiative Card comes up in the Initiative Track.
When a Group starts its turn, each figure that is on the board and in
that Group will take a turn, starting with the figure who has the lowest
Activation Number. See The Initiative Track Pg. 36.
A Group's corresponding Initiative Card is only ever removed from the
Initiative Track when the last figure in a Group is Defeated. Additionally,
figures in a Group are considered separate figures and keep track of all
Damage and Effects separately. Activation Numbers are used to keep track
of which figures might have Damage tokens and Effects. When a figure
in a Group Gains or loses a token, a player puts the token above the
corresponding Activation Number.
Combatant Tags
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

Initiative Track when the last figure in a Group is Defeated Additionally figures in a Group are considered separate figures and keep track of all Damage and Effects separately Activation Numbers are used to keep track of which figures might have Damage tokens and Effects When a figure in a Group Gains or loses a token a player puts the token above the corresponding Activation Number Combatant Tags INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK.
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK. FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
Combatant Tags are Tags that are uniquely associated with Combatant Cards.
These Tags are listed in the top right hand corner of Combatant Cards and have their own special rules. Some Combatant Tags might be referenced by other cards and Abilities controlled by Adventurers or Combatants. See Combatant Tags Pg. 91.
Combatants
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK.
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK. FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
Phantasmal Sword
Z u l fi q a r has FLIGHT, ELUSIVE and RESISTANCE : PHYSICAL DMG. 
The fi rst time each turn Z u l fi q a r   is Attacked, 
DODGE with +1 
.
If this Dodge is successful, Z u l fi q a r  may end the current 
Action and all Abilities. If Z u l fi q a r  does, Z u l fi q a r may 
move up to 3 spaces and make an  ATK.
True Devotion
All adjacent fi gures to Z u l fi q a r  are dealt 4 MAGIC DMG. 
Then, the fi gure that Spawned Z u l fi q a r  
HEALS equal to the total 
Damage dealt by this Ability. Then, Z u l fi q a r   is Defeated.
Promise
EXHAUST
Before rolling for a  Attack, Zulfi qar Gains +X to the ATK roll. 
Where 
X equals the amount of times Zulfi qar resolved an Attack 
against the target this turn. 
Serrated Edge
ATK
Onslaught
Make a  ATK. This Attack Gains: FU: Make a  ATK. 
The above 
FU Attack also Gains: FU: Make a 
ATK.
0
0
2
3
COMMAND
LOYAL ESPER
✤PASSIVE
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
4
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
2 6 4 3 3
CASTING: -
*
CONVICTION:
**
Iuln qrS
SPIRIT BLADE
***

5656

---

Shared Icons
INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBAT COMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE

INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE

INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE

INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK . 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

PHYSICAL DMG PASSIVE LOOT LVL MUNDANE INTELLIGENT TYPE ELDRITCH 11 22 Chains of Perdition The fi rst time each turn the Animate hits with an Attack FU Make another Attack with the same Range and Damage Type against the same target Heavy Cleave The fi rst time each turn the Animate makes an Attack against an adjacent opponent it will EMPOWER the Attack Does the Animate have Damage HEAL 2 CONTINUE DOWN Is there an opponent adjacent Make a ATK THEN Move up to 2 spaces farther from the target This movement does not provoke Break Attacks Is there an opponent within SOI Cast a SPELL 6 prioritizing the opponent with the lowest Conviction Value without Darkness Infl ict Darkness

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE
Both types of Combatants (IINTELLIGENTNTELLIGENT and COMMANDCOMMAND) share many
of the same Icons as Adventurers and have the following Icons directly
printed on their cards. A figure with no Casting die listed will never be
required to roll one.
• Combat Dice
• Conviction Dice
• Casting Dice
• HP, Defense, Movement, Armor
Symbol Abilities
INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE
Both types of Combatants (IINTELLIGENTNTELLIGENT and COMMANDCOMMAND) have a section
where Abilities with Symbol Conditions are located. Whenever a Combatant makes an Attack Action, they may use the Symbol Abilities printed on their card. Command Combatants may choose which Abilities to use, but Intelligent Combatants will always use Symbol Abilities to deal the maximum amount of Damage possible to their opponents.
Multiple Combatants; Same Name
Many Combatants have more than 1 figure with the same name that
corresponds to
1 Initiative Card and Combatant Card.
While these Combatants take their turn using the same Initiative Card, each Combatant is separate from other Combatants with the same name. Each activates separately, their Damage and Effects are tracked separately, and rules treat each figure as an individual.
When taking a turn with Combatants with the same name, each is
considered to take their own turn. They each go through the Phases of a turn
separately with the only difference being that they share a Combatant Card
and so will perform similar Actions to each other.
Combatant Loot Cards
When an opponent is Defeated for any reason, Adventurers draw the
top card on the Combatant Loot deck. These cards represent the various rewards that drop when Defeating opponents.
IMPORTANT:IMPORTANT: Opponents Spawned by other figures (Such as Espers
that didn't start on the board) do not drop Combatant Loot.

When Adventurers draw Combatant Loot Cards with Gold printed on
them, they will pool these cards into a separate pile and add up the
total at the end of the Encounter to be added to their Party Gold. Gold
acquired in this way is earned even if the entire Party is Defeated.
IMPORTANT:IMPORTANT: When a card is drawn from the Combatant Loot
deck, it is not placed back into the deck until the party is instructed to Restore Adventurers. If the Combatant Loot deck runs out, then the Adventurers may not get any more Combatant Loot Cards until the party Restores.
Unique Loot:

figures Such as Espers that didn t start on the board do not drop Combatant Loot When Adventurers draw Combatant Loot Cards with Gold printed on them they will pool these cards into a separate pile and add up the total at the end of the Encounter to be added to their Party Gold Gold acquired in this way is earned even if the entire Party is Defeated IMPORTANT IMPORTANT When a card is drawn from the Combatant Loot deck it is not placed back into the deck until the party is instructed to Restore Adventurers If the Combatant Loot deck runs out then the Adventurers may not get any more Combatant Loot Cards until the party Restores Unique Loot

Unique Loot is a special type of Combatant Loot Card. Unique Items
represent special Items in Middara that are incredibly difficult to
obtain.
If an Adventurer kills a Combatant and draws the Unique Loot card,
that Adventurer randomly draws a Unique Item Card of the appropriate
Tier (Loot
LVL of the Encounter) from the Unique Item deck.
In the Adventure Mode, players will usually be instructed to add a
single Unique Item Card of a specific Tier for sale at the start of a Story
Round. This Item will be for sale until purchased and is never replaced.
Meaning, even if you return to that specific Story Round at a later date,
you will not draw a new Unique Item Card.
If you return to the same Story Round and you've already purchased
the Unique Item Card that was previously for sale, then you will not
have a Unique Item Card available to purchase.
Unique Items are intended to be limited by the number of copies
included in the game as they're thematically Unique.
IMPORTANT: IMPORTANT: If you don't purchase a Unique Item Card and you
end up being instructed to draw a Unique Item Card during a future Encounter, you will not shuffle that Unique Item Card in as one of the possible options as it is still for sale back at the store. Furthermore, if you do not purchase this Unique Item, or you decide to sell it, this Unique Item Card is lost and removed from the game for the rest of the Adventure.
Monster Loot:

Monster Loot is a special type of Combatant Loot Card. If an Adventurer
ever draws the Monster Loot Card, they draw a Monster Loot Item Card
with the same name as the opponent they Defeated.
Some Combatants have multiple Monster Loot rewards. For example,
the Cave Sickle has
3; Sickle Shell Charm, Sickle Venom, and Chipped
Chitin. In these cases, shuffle them and Pull a card from the bottom. If an
Adventurer cannot draw a Monster Loot Item Card for the opponent they
Defeated, they shuffle the Monster Loot Card back into the Combatant
Loot deck and redraw. If the Monster Loot Card is the only card left in the
Combatant Loot deck, discard it instead.
Monster Loot Items are not only useful as Items, but they also have the
MATERIAL Tag printed on them. Materials are required to Unlock Item
Upgrades so that they can be purchased during the Shop and Train Phase
of a Story Round. See Item Upgrades Pg. 28.
Item Loot:

Item Loot is a special type of Combatant Loot Card. If an Adventurer ever
draws the Item Loot Card, they Roll two
WHITE
dice. Depending on
the number rolled, the player will draw a random Item from the current
Loot
LVL. fifl  fl
Roll 2 WHITE :
4 - 5 : Accessory 
6 - 7 : Armor
8 - 10 : Relic 
11 - 12 : Core 
13 - 14 : Weapon
584 / 873 V1.2 UM1-
For Example, if a player rolled an 8, they would shuffle and draw a
random Relic from the corresponding Encounter's Loot
LVL.
5757

---

In Middara, Adventurers perform many complex functions and are
intended to maximize customization. COMMANDCOMMAND Combatants on the
other hand, are designed to provide allies to the players that can be controlled while having all of their Abilities, Items, and various values wrapped up into one single card.
Command Combatants have Initiative Cards and take turns the same way
as Adventurers. In addition, they have the same Standard Actions and
Abilities available to them. See Standard Actions Pg. 38.
Command Combatants are always allies to the Adventurers and are always
controlled by the Adventurers. These cards are only used when specifically
instructed to do so by a Special Encounter Rule, Adventure Mechanic, or an
Ability.
The differences between a Command Combatant and an Adventurer are
listed below.
• A Command Combatant has all the rules to use their corresponding figure printed on their card. Because of this, Command Combatants cannot equip Items, learn Disciplines, or Gain
XP.
• Command Combatants may use all the same Standard Actions and Standard Abilities as Adventurers. If a Command Combatant Gains an Item, put the Item on the Command Card. At the end of the Encounter, the players may choose which Adventurer Gains the Items.
• When an Initiative Card signals the beginning of a Command Combatant’s turn, every Command Combatant represented by that card will take a separate turn in the order the players choose.
• During the Prepare Phase of a new Encounter, each Command Combatant follows all the same rules as Adventurers when determining their starting
SP and how much they might HEAL.
(assuming they were part of a previous Encounter.)
• If a Command Combatant is Defeated, they are removed from the board. If a Command Combatant is part of a Setup Diagram at the Start of an Encounter, they may
HEAL and return to play following all
the same rules as Adventurers.
• Command Combatants use the same Condition Tags as Adventurers presented in the same black box. These Tags function identically to their counterparts except the
EXHAUST Condition Tag. When a Command
Combatant uses an Ability with the EXHAUST Condition Tag, instead of
Exhausting the card, place an Exhausted token over the Ability that was used to remind you that the Ability has been Exhausted. These tokens are removed during the Refresh Phase of that Combatant's turn.
• Command Combatants also use black boxes to display other Tags when listing Abilities that Command Combatants can perform. In these cases, players should treat the Tags listed in the black box as they are defined in this Rulebook.
• Command Combatants will always have a printed Standard ATK
or ATK that costs 2 SP. This is printed on the card using the Tag
ATK or ATK. This is the Attack Type and Range that should
be referenced when making Standard Attacks, Counters, Break Attacks, or making Free Attacks granted by an Ability or Discipline. If a Combatant has more than one Standard Attack available, they may use any Standard Attack printed on their card.
• Adventurers might bring a Command Combatant to the board via an Ability. An individual Adventurer may not have more than
1 Command
Combatant on the board at any given time using an Ability.
Command
Combatants placed on the board via Special Encounter Rules or other Adventure Mechanics are not limited to or contribute to this limitation.

• Command Combatants might have scaling Icons. Unless the
Command Combatant Card says otherwise, these Icons will Scale off of the Adventurer whose Ability brought them to the board. See Scaling Icons Pg. 72.
Unless stated otherwise,
INTELLIGENTINTELLIGENT Combatant Cards always represent
opponents to the Adventurers and are used to automate figures on the board. This way, players can play against the game cooperatively.
Intelligent Combatants have Initiative Cards and take turns during a
round just like Adventurers. In addition, they perform Actions and
Abilities following all the same rules as Adventurers. However, during an
Intelligent Combatants turn, they have their own special phases they go
through.
Some key differences between an Intelligent Combatant and an
Adventurer are listed below.
• An Intelligent Combatant has all the rules to use their corresponding figure(s) printed on the card. Because of this, Intelligent Combatants cannot equip Items, learn Disciplines, or Gain XP.
• When an Initiative Card signals the beginning of an Intelligent Combatant’s turn, every Intelligent Combatant represented by that card will take a separate turn in order of their Activation Number. See Activation Numbers Pg. 56.
• Intelligent Combatants do not use Stamina Points. Instead, during their turns they are instructed by AI Steps to perform a certain amount of Actions or Abilities.
• Intelligent Combatants do not use Condition Tags. Their limitations are solely determined by their AI Steps.
Setting up Intelligent Combatants

Intelligent Combatant and an Adventurer are listed below An Intelligent Combatant has all the rules to use their corresponding figure s printed on the card Because of this Intelligent Combatants cannot equip Items learn Disciplines or Gain XP When an Initiative Card signals the beginning of an Intelligent Combatant s turn every Intelligent Combatant represented by that card will take a separate turn in order of their Activation Number See Activation Numbers Pg 56 Intelligent Combatants do not use Stamina Points Instead during their turns they are instructed by AI Steps to perform a certain amount of Actions or Abilities Intelligent Combatants do not use Condition Tags Their limitations are solely determined by their AI Steps Setting up Intelligent Combatants

At the start of each Encounter, players deal out each Intelligent Combatant Card that they will be using as evenly as possible among the players.
Intelligent Combatants with more than
3 copies of the same figure will have
2 or more copies of their Combatant Card. These cards will have a different
set of Activation Numbers on each Combatant Card. In addition, these
Combatant Cards will have
2 or more different Initiative Cards with matching
Activation Numbers.
Example: 6 Cave Sickles start on the board during an Encounter. One player
would manage the Combatant Card for Cave Sickles
1, 2, and 3, and another
player would manage the card for Cave Sickles
4, 5, and 6. Since each Cave
Sickle Group has a different Initiative Card, Cave Sickle
1, 2, and 3 will
activate at a different time than Cave Sickle
4, 5, and 6.
Intelligent Combatant Turns

When an Intelligent Combatant's Initiative Card signals the start of their turn, go through the following steps for each Combatant represented by the Initiative Card, finishing the steps for the
1st figure before moving on
to the next one.
1. START OF TURN PHASE: 
Resolve Abilities and Effects that occur at the start of a turn.
2. STATUS PHASE: 
Any Effects and Abilities that have the ✜ STATUS Tag occur during
this Phase. See Pg. 95 for a list of Effects.
3. ACTIVATION PHASE:
Go through the Combatant's AI Steps one at a time until one of the conditions is true. Then, perform the instructions listed under the true condition.
4. END OF TURN PHASE:
Resolve Abilities and Effects that occur at the end of a turn.
Command Combatants
Intelligent Combatants
5858

---

H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
COMBAT
DICE
16 10 6 2
COMMAND
Artifi cer
Padric starts each Encounter with 4 Energy tokens. These tokens
are spent to do the Actions listed below.
Royal Guardian
Whenever Padric is dealt Damage by an opponent he Gains 1
Energy token (Limit
4).
Critical Defense
Padric has
FU: Gain a Dodge token.
Like the Shadows EXHAUST
Move up to 2 spaces. This movement does not provoke
Break Attacks.
Artifi cer - vitality Drink
Spend 1 Energy token, you or an adjacent ally HEALS 3.
Artifi cer - Magic Balm
Spend 1 Energy token, remove an Effect from an ally within
SOI.
Artifi cer - Throwing Knives
EXHAUST
Spend 1 Energy token, THROW : PURPLE .
Silver Gauntlet ATK
0
0
1
1
2
✤ PASSIVE
+1 PHYSICAL DMG +2 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
H
EALT
H
D
EFEN
S
ED
EFEN
S
E
M
O
VEM
E
N
TM
O
VEM
E
N
T
6
ARMO
RARMO
R
2
COMBATCOMBAT
DICEDICE
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N
P
ERCEPTI
O
N STRENG
T
H
STRENG
T
HLORE
2 3 2 5 6
16 10
➤✦✤❏✘c
WEAPONSMITH AT DRAGON ARMS
H
D
E
F
I J K NL M
C
B
Command Combatant Breakdown
O
COMMAND COMBATANT EXAMPLE 1 Padric
7 13 / 873 V1.2 UM1-
AA
G
ACTIVATION NAME OR NUMBER:
Many Command Cards will not use Activation
Numbers. Instead, most will have a single
Initiative Card associated with them with their
artwork and name on it. These Command
Cards will take turns just like Adventurers. See
Command Combatant Example 2 on Pg. 73 for
another example of a Command Card that uses
Activation Numbers or names.
STAMINA RECOVERY BAR:
The red dots indicate how many Stamina Points
(
SP) a Combatant Gains each turn and the total
amount of dots denote the maximum number of
Stamina Points (
SP) that a Combatant may have
at any time.
COMBATANT CARD TYPE AND COMBATANT TAGS:
Combatant Cards can be one of two types, either
Command or Intelligent. Combatant Cards may
also have Combatant Tags. See Combatants Pg.
56.
COMBATANT NAME:
The name of the Combatant.
PASSIVE ABILITIES:
Any Abilities with the
✤PASSIVE

Tag are listed here.
ABILITIES:
The SP Icon indicates how many SP an Ability costs the Combatant to use. On the right, the name of the Ability is listed along with its Conditions and Tags. Underneath the Ability’s name is the Ability text.
STANDARD ATTACK:
Every Command Combatant has an Attack they can use that costs 2 SP. If a Command Combatant makes a Free Attack they will reference this Attack. See Command
Combatants Pg. 58.
A
B
C
D
E
F
G
SYMBOL ABILITIES:
The Symbols the Combatant may use during an Attack Action.
CONVICTION AND CASTING DICE:
Every Combatant Card has Conviction dice. Some also have a Casting die. A Combatant will use their Conviction dice when making Conviction Checks and their Casting die when making a Spell Action. A figure with no Casting Dice listed will never be required to roll one.
HEALTH (HP):
The Combatant’s maximum
HP. Damage
tokens are added to the Combatant Card and if a Combatant’s Damage equals their maximum
HP, they are Defeated.
DEFENSE:
This value determines how difficult the Combatant is to hit.
MOVEMENT:
This is the Combatant’s base Movement Value and determines how many spaces the Combatant may move when making a Move Action.
ARMOR:
The amount of
PHYSICAL DMG the
Combatant reduces when being dealt Damage.
COMBAT DICE:
The dice the Combatant uses to form their Combat Dice Pool when making an Attack.
SKILLS:
These
5 Skills are used to make Skill
Checks when instructed by Adventure Mechanics or Special Encounter Rules.
H
I
J
K
L
M
N
O
5959

---

Intelligent Combatants Continued
Golden Rules
To prevent the AI from being abused by player decisions,
there are
4 golden rules that must be followed when
Activating an Intelligent Combatant.
#1 MULTIPLE CHOICES
Sometimes, a Combatant will have more than one option
available to them on their turn. Normally, the Initiative Track is
used for tie breakers and to determine targets. However, if an
AI Step instructs an Intelligent Combatant to make an Action
or use an Ability with more than one option and the Initiative
Track cannot be used to determine a meaningful or logical
choice, the Intelligent Combatant will choose the option that
the players deem most detrimental to the Adventurers.
#2 HURTING THEMSELVES
Sometimes, a Combatant’s
AI Step will instruct them to do
something that might hurt or Defeat them, such as Jumping
over Dangerous Terrain or provoking Break Attacks. They
will take all Actions as written on their Combatant Card even
if it may hurt them. However, if they can still complete the
instruction as written without the risk of hurting themselves,
they will take the less risky path. This would include such
things as moving around Dangerous Terrain if they can still
reach their target destination while doing so.
#3 DEFEATING THEMSELVES
Unless otherwise stated, a Combatant will never make an
Action or use an Ability that would result in their guaranteed
Defeat. This includes ending their turn in Dangerous Terrain, or
moving into a position where a Current, or Special Encounter
Rule would Defeat them at the end of their turn. This will
sometimes cause the Combatant to do nothing on their turn.
#4 NO ACTIONS AVAILABLE
Sometimes, a Combatant will be Attacked from a position
where they cannot retaliate or won't act as none of their
AI
Steps are true. In these cases, if a Combatant has been the
target of an opponent's Attack, Spell, or Ability and has no true
AI Steps on their turn, add an Aggro token to their card.
While a Combatant Card has an Aggro Token
on their card, add the following to the bottom
of their card: "Otherwise: Move towards the
nearest opponent. This figure may Jump up to
4
spaces during this movement."
Actions and Abilities
Players controlling Intelligent Combatants take Actions and use Abilities
using most of the same rules as Adventurers and follow the same restrictions. Below are some key differences worth noting.
• Since Intelligent Combatants have all of their relevant information printed on their card, players should always reference the Intelligent Combatant’s card when acting.
• When using an Ability that allows an Intelligent Combatant to spend Symbols, the players must spend as many Symbols as they can to cause the most Damage possible.
• Instead of using Stamina Points, Intelligent Combatants do the first listed
AI Step with a true condition. Any AI Step that starts an Action
is concluded before players continue reading further through the
AI
Step.
• If an Adventurer ever "ends the current Action and all Abilities" during an AI Combatant's turn, the AI Combatant's current Attack,
Move, or Ability immediately ends. An AI Combatant's Ability is considered all Actions in an entire block of text separated by "Then" or "Continue Down". Meaning, after resolving the player's Ability, an AI Combatant would continue its turn starting with the next "Then" or "Continue Down" if any of those steps remain.

they can to cause the most Damage possible Instead of using Stamina Points Intelligent Combatants do the first listed AI Step with a true condition Any AI Step that starts an Action is concluded before players continue reading further through the AI Step If an Adventurer ever ends the current Action and all Abilities during an AI Combatant s turn the AI Combatant s current Attack Move or Ability immediately ends An AI Combatant s Ability is considered all Actions in an entire block of text separated by Then or Continue Down Meaning after resolving the player s Ability an AI Combatant would continue its turn starting with the next Then or Continue Down if any of those steps remain

AI Steps
During an Intelligent Combatant’s Activation Phase they will go through their
AI Steps. The AI Steps section on the Intelligent Combatant Card contains
the Abilities and Actions an Intelligent Combatant might take during their
turn. The
AI Steps are listed in the order in which they will occur if their
conditions are met.
Starting from the top of the Combatant’s AI Steps, players check to see if
the bolded condition is true. If it is not, the players continue down to the
next bolded condition. Players continue in this fashion until a condition is
true. The Combatant then follows the instructions listed beneath the true
condition.
If an
AI Step instructs the Combatant to make an Attack or Cast a Spell, the
Combatant will select its target from only the figures within Range or
SOI.
After following the listed instructions on an
AI Step, players must check
to see if it instructs them to “
CONTINUE DOWN .” If so, the Combatant
will continue down until they find the next AI Step with a true condition.
Otherwise, their activation ends.
If there are no remaining true conditions in the
AI Steps section, then the
Combatant’s Activation Phase ends.
IMPORTANT AI RULES:
• Move Actions will still be made by Intelligent Combatants even if it
would mean they move
0 spaces.
• If an Intelligent Combatant does not have an AI Step with a true
condition, they will do nothing.
• Very rarely, an AI Step will have a true condition but the instructions
listed beneath the true condition cannot be performed. If none of the instructions listed beneath a true condition can be performed, players should treat that condition as false.
• Very rarely, an AI Step or Special Rule might instruct an Intelligent
Combatant to make an Attack or Cast a Spell against a specific target but the target has since been moved out or Range, been Defeated, or is otherwise no longer a legal target. In these cases, the Attack or Spell will not be made and any further instructions that would require this Attack or Spell to have been made will also not be made.
6060

---

INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE
F
C
E
I J MK L
B
A
G
D
Intelligent Combatant Breakdown
H
ACTIVATION NAME OR NUMBER:
If there are multiple figures using the same
Combatant Card, these names or numbers are
used to keep track of which tokens have been
assigned to which figures.
COMBATANT CARD TYPE AND COMBATANT TAGS:
Combatant Cards can be one of two types, either
Command or Intelligent. Combatant Cards may
also have Combatant Tags.
COMBATANT NAME:
The name of the Combatant.
PASSIVE ABILITIES:
Any Abilities with the
✤PASSIVE Tag are
listed here.
AI STEPS:
When an Intelligent Combatant activates, they go through their
AI Steps to determine what
they do. Each
AI Step is preceded by a bolded
condition. When a true condition is found, follow the instructions listed underneath it. After completing the
AI Step, the Combatant's turn
ends unless
CONTINUE DOWN is listed.
SYMBOL ABILITIES:
The Symbols the Combatant may use during an Attack Action.
CONVICTION AND CASTING DICE:
Every Combatant Card has Conviction dice. Some also have a Casting die. A Combatant will use their Conviction dice when making Conviction Checks and their Casting die when making a Spell Action. A figure with no Casting Dice listed will never be required to roll one.
A
B
C
D
E
F
G
LOOT LEVEL
When instructed to Spawn Combatants during an Encounter, players always Spawn Combatants with the Loot Level listed on their cards that corresponds with the Loot Level of the current Encounter.
HEALTH (HP):
The Combatant’s maximum
HP. Damage
tokens are added to the Combatant Card and if a Combatant’s Damage equals their maximum H P, they are Defeated.
DEFENSE:
This value determines how difficult the Combatant is to hit.
MOVEMENT:
This is the Combatant’s base Movement Value and determines how many spaces the Combatant may move when making
a Move Action.
ARMOR:
The amount of
PHYSICAL DMG the
Combatant reduces when being dealt Damage.
COMBAT DICE:
The dice the Combatant uses to form their Combat Dice Pool when making an Attack. This is also the dice an Intelligent Combatant will use when making a Free Attack.
H
I
J
K
L
M
6161

---

Targeting Priority
An Intelligent Combatants AI Steps will usually specify which figure
will be targeted when an Intelligent Combatant takes an Action or uses
Abilities. Sometimes, this will be something specific like the opponent
with the lowest
HP, or the target with the lowest Armor Value. Other
times, it simply doesn’t specify.
In both cases, players will refer to the specific Action being used to
determine eligible targets. For Attack Actions, targets must be within the
listed Range and within Line of Sight. For Spell Actions, targets must be
within
SOI. If the AI Step of an Intelligent Combatant further specifies
a target, targets meeting the specific criteria are considered the eligible
targets for that Action.
If a specific target is never mentioned, or if there are ever multiple eligible
targets even after a more specific target is identified, Combatants will
prioritize the target that is closer to the front of the Initiative Track.
Example: An AI Step instructs a Cave Sickle to make a
ATK against
the target with the most Damage. There are
2 eligible targets, both are
within Range, which is adjacent, and they both have the same amount of Damage. Out of the two, the target closer to the front of the Initiative Track would be the target of the Attack.
“Up To” vs “Within” If an Intelligent Combatant Card references “up to” in its AI Steps, then
the Combatant will attempt to use the maximum value if able. If they cannot, then they will use as much as they can.
If an Intelligent Combatant Card references “within,” then the Combatant
will use the Action or Ability without consideration to maximum Ranges
or values.
Example: The Animate’s Intelligent Combatant Card says
“Move up to
2 spaces farther from the target.”
This means the Animate will always move
2 spaces farther from their
target unless they cannot. In that case, they will move as many spaces as
they are able.
If the Animate’s Intelligent Combatant Card instead said, “Move to be
within
4 spaces of the nearest opponent.” then the Animate would find
the nearest opponent. If that opponent was already
4 or fewer spaces
away, then the Animate would not move at all. Otherwise, it would move
until it was within
4 spaces of the nearest opponent.
IMPORTANT:IMPORTANT: Some Abilities that Adventurers control will use the
language "up to" when referring to things like moving and range. In the case of an Adventurer controlling the Ability, they are not required to use the maximum listed spaces.
“Nearest” and “Farthest”
Intelligent Combatant Cards will sometimes reference Nearest or Farthest.
When determining what space, target, or figure is Nearest or Farthest,
players should count out the number of spaces in the shortest path to the space, target, or figure using the limitations and rules for the Action in question. (Such as the rules for Movement, Range, or
SOI.)
If the Action in question does not have rules to follow for counting range, count out spaces at a
1-for-1 conversion, counting diagonally if necessary,
to the target figures or spaces.
Obstructing Terrain spaces can never be counted through when
determining this distance.
Moving “Farther”
Intelligent Combatant Cards will sometimes instruct a Combatant to move
farther from a space or a figure. When this occurs the Combatant will move one space farther away from the target or space following normal movement rules.
“Towards & Away”

If an Intelligent Combatant Card references “Towards” in its AI Steps,
then the Combatant will only move into spaces that are closer to the destination listed in its
AI. This movement does not necessarily need to be
in a straight line. If the destination is a space occupied by another figure, the destination becomes the nearest adjacent space to the figure.
If an Intelligent Combatant Card references “Away ” in its
AI Steps, then
the Combatant will only move into spaces that are farther from the
destination listed in its
AI. This movement does not necessarily need to be
in a straight line.
If an Intelligent Combatant's AI Step says to move “Towards” or “Away ”
and there is more than one option available, they will always choose the
option that is the most beneficial position possible for themselves.
When determining or counting if a space is farther or closer when
referencing “Towards” or “Away ”, always use the rules for counting
movement.
“Then”
Sometimes, AI Steps have instructions to perform individual Abilities or
Actions separated by the word “
THEN”. When this occurs, the current
Ability or Action being performed ends and a new line of instruction begins.
It’s possible that an
AI Step cannot do all of the listed “ THEN” steps in its
instructions. In these cases, it will skip the current “
THEN” in the AI Step.
IMPORTANT:IMPORTANT: Players must always check if the AI Step has

CONTINUE DOWN ” listed, even if the “ THEN” instructions above it
couldn’t be fulfilled.

most beneficial position possible for themselves When determining or counting if a space is farther or closer when referencing Towards or Away always use the rules for counting movement Then Sometimes AI Steps have instructions to perform individual Abilities or Actions separated by the word THEN When this occurs the current Ability or Action being performed ends and a new line of instruction begins It s possible that an AI Step cannot do all of the listed THEN steps in its instructions In these cases it will skip the current THEN in the AI Step IMPORTANT IMPORTANT Players must always check if the AI Step has CONTINUE DOWN listed even if the THEN instructions above it couldn t be fulfilled

Example: The Animate has an AI Step with the following
condition: “Is there an opponent within
SOI?”
Assuming this is true, the Animate will cast a Spell that inflicts
Darkness.
THEN, it will make a Ranged Attack prioritizing an opponent with
Darkness. If no Adventurers were Inflicted with Darkness, the
Animate would attack any opponent within Range
4.
THEN, it will move towards the nearest opponent (Attempting to get
as close as possible.).
The next
THEN instruction explains that the Animate will Attack
an adjacent opponent. If there is no adjacent opponent for the
Animate to Attack, it will do nothing. Since the Animate doesn’t

CONTINUE DOWN ” at the end of this AI Step, its activation would
end. IMPORTANT:IMPORTANT: Intelligent Combatants will always consider only the
possible targets for an Action unless they specifically state otherwise. For example, if an Attack would target the figure with the most Damage, it will target the figure with the most Damage in Range.
INTELLIGENT
TYPE: ELDRITCH
11 22
Chains of Perdition
The fi rst time each turn the Animate hits with an Attack, 
FU: Make another Attack with the same Range and
Damage Type against the same target. 
Heavy Cleave
The fi rst time each turn the Animate  makes an Attack 
against an adjacent opponent, it will 
EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK. 
THEN: Move up to 2 spaces farther from the target. 
This movement does not provoke Break Attacks. 
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest 
Conviction Value without Darkness . Infl ict Darkness.  

THEN:
Make a 
 4 ATK, prioritizing an opponent with Darkness. 
THEN: Move towards the nearest opponent. 
THEN: Make a ATK against the opponent with the most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
i te
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
3918
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING:
+1 PHYSICAL DMG +2 PHYSICAL DMG
✤ PASSIVE
LOOT LVL: MUNDANE
Intelligent Combatants Continued
6262

---

LVL 1 ➤
Banished Knowledge
Last Laugh
Familiar
Tatva
Tristram
Yuxa
Animism
Forebode
Perfect Love
Euthanasia
Sanctuary
LVL 1 ➤
Life Tithe
Crumbling Time
Imbued Fear
Gore Shot
Oxygen Syphon
Corrosive Ideal
To Faust
LVL 1 ➤
Anticipated Attack
Blade Works
Chains of Command
Critical Defense
Hammer Helm
Fortuitous Homicide
Living Bulwark
LVL 1 ➤
Aspect
Guardian Angel
Intervention
Nirvana's Mark
Magic Armor
Courage Stifle
Mend
LVL 1 ➤
Trick Shot
Follow Through
Kill The Messenger
Like The Shadows
Murder Circus
Shame Of The Otaku
Speed Injustice
LVL 3 ➤
Exalted Summoning
The Pessimist
Helping Hands
Resonance
Friends With Benefits
LVL 3 ➤
Wretched Tether
In Secret
Life Grasp
Sinful Privilege
Soul Pact
LVL 3 ➤
Morbid Envy
Bring the Wrath
Nemesis Enforcement
Gigas Grip
Relentless Feign
LVL 3 ➤
Greater Existence
Font Of Renewal
Wings Manifest
Invincibility
Zealous Reprisal
LVL 3 ➤
Precise Strike
Profound Intuition
Rapid Reload
Jack Of All Blades
Ninjutsu
LVL 4
Felled Afterlife
The Tower Reversed
Soul Bond
LVL 4
He Watches
Ineptitude
Abbadon’s Subtlety
LVL 4
Challenge Supreme
Master Of The Vessel
Will To Live
LVL 4
Inspiration
Dimension Shift
The Only Truth
LVL 4
Fist Of Polaris
Brutal Slaughter
Blot Out The Sun
LVL 2 ➤
BFF
Imposed Paradigm
Possession
Ruination
Fortune Telling
Summoning
Conduit Summoning
LVL 2 ➤
Bring The Shadows
Blood Pact
Blood Toll
Root The Mind
In Dreams
Soul Steal
Organic Liquefy
LVL 2 ➤
Blood Rage
Onslaught
Dead End
Mage Breaker
Physically Perfected
Promise
Whirlwind
LVL 2 ➤
Ascension
Soul Clear
From The Grave
Paradigm Assault
Proof of Divinity
Fervor
Salvation
LVL 2 ➤
Blade Distortion
False Idol
Quick Blow
Overwatch
Friend Over Foe
Down The Masses
C.Q.C.
Discipline Ability Tree
Assemblage
Cruor
Martial
Sanctus
Subterfuge
Printable version available at
www.Middara.com
6363

---

Since the Animate has Damage tokens on its card ( A), its first AI Step’s
bolded condition (D) is true. This means that the Animate will HEAL 2.
The player removes
2 Damage tokens from the Animate, making its total
Damage
1.
Since the
AI Step has CONTINUE DOWN listed in its instructions, the
players continue to the next bolded condition (
E).
The second
AI Step occurs if there is at least 1 opponent adjacent to the
Animate. Since there are
3 opponents adjacent, the Condition is true.
The Animate makes a
ATK. Since the AI Step did not specify a target
and there are
3 eligible targets, players check to see which Adventurer’s
Initiative Card is closer to the front of the Initiative Track. In this example,
Rook’s Initiative Card is at the front of the Initiative Track (
I), so he is the
target.
The Animate builds its Combat Dice Pool using its listed Combat Dice (H)
of
WHITE
and PURPLE . Checking the Passive Ability Heavy Cleave
(C), the players determine that it will occur during this Attack since this is
the first Attack the Animate will make against an adjacent opponent this
turn. So the Animate adds the
BLACK
to its Combat Dice Pool.

Rook declines to Dodge and the Animate rolls a
WHITE
6 and PURPLE
3 for a total of 9. It also rolls 6 and 2 .
This beats Rook’s Defense Value by 2 and the Attack hits.
During the Determining Damage Step of the Attack, the Animate spends
2
and 2 to add + 2 PHYSICAL DMG (G). Including the difference rolled
to hit, the
PHYSICAL DMG determined is 4. (A difference of 2, and + 2
Physical Damage from symbols.)
The Damage would then be reduced by Rook’s
Armor Value, but since
he has no Items equipped with an Armor Value, his Armor Value is
0 so the Damage is not reduced.
The Final Damage of the Attack is
4 and Rook adds 4 Damage tokens to
his card. After the Animate concludes its Attack, it would normally continue to
the next “
THEN” in the AI Step. However, since it hit with an Attack, the
Passive Ability Chains of Perdition (
B) is used, and the Animate Attacks
the same target again.
The Animate begins with the Start of Turn Phase. There are no Abilities that occur in the Start of Turn or Status Phases, so the Animate moves on to the Activation Phase. This Animate is adjacent to 3 Adventurers and has 3 Damage tokens on its card. At the start of the Activation Phase, players check the Animate's card to make sure there are no relevant Passive Abilities that may occur during the Animate's turn. Both of the Animate's Passive Abilities happen when the Animate is Attacking, so the players will keep those Abilities in mind as they continue to the Animate's
AI Steps.
EXAMPLE 1
1133
Rook
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
36918
Animate
Chains of Perdition
The first time each turn the Animate hits with an Attack,
FU: Make another Attack with the same Range and Damage
type against the same target.
Heavy Cleave
The first time each turn the Animate makes an Attack against
an adjacent opponent, it will EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK.
THEN: Move up to 2 spaces farther from the target.
This movement does not provoke Break Attacks.
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest
Conviction Value without Darkness. Inflict Darkness.
THEN: Make a 4 ATK prioritizing an opponent
with Darkness. THEN: MOVE towards the nearest opponent. THEN: Make a
ATK against the opponent with the
most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. THEN: Make a 4 ATK.

PASSIVE
33
D
E
F
H
G
B
C
A
SPELLCASTING: CONVICTION:

+1 PHYSICAL DMG +2 PHYSICAL DMG

INTELLIGENT
CONVICTION:
I
Intelligent Combatant Turn Walkthrough Rook
587 / 873 V1.2 UM1-
A
RMO
R
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6714 0
6464 6464

---

Since it’s not the first time the Animate has made a Melee Attack this turn,
the Animate doesn’t add the
BLACK
to its Combat Dice Pool via
Heavy Cleave.
Rook has the option to Dodge again but declines and the Animate rolls a
WHITE
7, and a PURPLE 3 for a total of 10. It also rolls 2 , 2 and
1 . The Attack beats Rook's Defense Value by 3, resulting in a hit.
During the Determining Damage Step of the Attack, the Animate spends
2
and 2 to add +2 PHYSICAL DMG . Then, the Animate spends its
1 to add +2 PHYSICAL DMG. This brings the total added Damage via
symbols to
+4 PHYSICAL DMG. (
G). Including the difference rolled to hit,
the total
PHYSICAL DMG determined is 7. (A difference rolled of 3, and + 4
Physical Damage from symbols.)
The Damage would be reduced by Rook’s
Armor Value, but, again, his
Armor Value is 0 so the Damage is not reduced. The Final Damage of
the Attack is
7 and Rook adds 7 more Damage tokens to his card.
This would bring Rook's total Damage to 11. Since Rook has 14 Health,
he's still on the board, ready to fight.
Now that the Attack granted by Chains of Perdition has ended, the
Animate continues its
AI Step. The next “THEN” says to move 2 spaces
farther from the target, so the Animate moves
2 spaces from Rook to space
J. Normally, moving out of a space adjacent to an opponent would
provoke a Break Attack, but the
AI Step instructions specifically state that
this movement does not provoke Break Attacks.
This concludes the Animate's turn, if there was another Animate on the
board it would now take its turn.
I
J
1
6565

---

The Animate starts its Activation Phase with no Damage, so the first AI
Step’s bolded condition (C) is false. The players then CONTINUE DOWN
the second
AI Step.
The second
AI Step’s bolded condition (
D) is also false since there are no
opponents adjacent to the Animate. The players then continue to the third
AI Step.
There are
2 Adventurers within the Animate’s SOI. This means that the
Animate's third
AI Step’s bolded condition (
E) is true. The Animate will
cast a
SPELL 6 on one of the two Adventurers within its SOI. If the target
is affected by the Spell they will be Inflicted with Darkness. The
AI Step
specifies that the Animate will prioritize the opponent with the lowest
Conviction Value without Darkness.
Since neither Adventurer has Darkness, the Adventurer with the lowest
Conviction Value would be targeted. To determine which Adventurer has
the lowest Conviction Value, See Conviction and Casting Value on the
back of this Rulebook.
In this example, neither Zeke nor Remi has Darkness or Items that
grant a Conviction Upgrade. Since both Adventurers have
2 PURPLE
Conviction Dice (I), they are both eligible targets. This means the
Animate will target the Adventurer whose Initiative Card is closer to the front of the Initiative Track.
Since Remi’s Initiative Card is at the front of the Initiative Track, she
becomes the target (
K). Luckily for her, the Animate’s Passive Abilities (A
and B) only work when making Attacks, and not while casting Spells.
This
AI Step starts a Spell Action by Determining the Force of the Spell.
The Animate rolls its Spell casting Die and gets a
3, making the total force
of the Spell 9. Remi now rolls her Conviction of
2 PURPLE
(I).
Remi rolls a
PURPLE
5 and PURPLE 3 for a total of 8. Since Remi
rolled less than the Spell’s Force Value of
9, the Spell Inflicts Darkness.
The player takes a Darkness token and puts it on Remi’s card to indicate she has the Effect.

After casting the Spell, the Animate continues to its next “
THEN” listed in
its
AI Step (
E).
DARKNESS
✤PASSIVE
You have -1 to
Attack rolls. You
may not DODGE.
The Animate begins with the Start of Turn Phase. There are no Abilities that occur in the Start of Turn or Status Phases, so the Animate moves on to the
Activation Phase. At the start of the Activation Phase, players check the Animate's card to make sure there are no relevant Passive Abilities that may
occur during the Animate's turn. Both of the Animate’s Passive Abilities happen when the Animate is Attacking, so the players will keep those Abilities
in mind as they continue to the Animate’s
AI Steps.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
36918
Animate

PASSIVE
C
D
E
F
G
A
B
SPELLCASTING: CONVICTION:
Remi/Zeke
H
I
CONVICTION:
Chains of Perdition
The first time each turn the Animate hits with an Attack,
FU: Make another Attack with the same Range and Damage
type against the same target.
Heavy Cleave
The first time each turn the Animate makes an Attack against
an adjacent opponent, it will EMPOWER the Attack.
Does the Animate have Damage?
HEAL 2.
CONTINUE DOWN
Is there an opponent adjacent?
Make a ATK.
THEN: Move up to 2 spaces farther from the target.
This movement does not provoke Break Attacks.
Is there an opponent within SOI?
Cast a SPELL 6, prioritizing the opponent with the lowest
Conviction Value without Darkness. Inflict Darkness.
THEN: Make a 4 ATK prioritizing an opponent
with Darkness. THEN: MOVE towards the nearest opponent. THEN: Make a
ATK against the opponent with the
most Damage.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent. THEN: Make a 4 ATK.
INTELLIGENT

+1 PHYSICAL DMG +2 PHYSICAL DMG

EXAMPLE 2
Intelligent Combatant Turn Walkthrough
A
RMO
R
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6712 0
6666 6666

---

K
The Animate now makes a 4 ATK prioritizing an opponent with
Darkness. Since Remi ( K) now has Darkness, she is chosen as the target.
The Animate builds its Combat Dice Pool using its Combat Dice (H).
Since its
HEAVY CLEAVE (
B) Passive Ability only works when making an
Attack against an adjacent opponent, the Animate doesn't
EMPOWER this
Attack.
Remi is given the option to
DODGE but cannot due to Darkness.

The Animate rolls a
WHITE
6 and a PURPLE 2 for a total of 8. It also
rolls
1
and 2 . This exceeds Remi’s Defense Value of 7 (I) by 1
and the Attack hits. The Animate then spends the two Symbols to add
+1
PHYSICAL DMG to the Attack (
G).
The
2 determined PHYSICAL DMG is then reduced by Remi’s
Armor
Value of 2 granted by her Cuirass. Remi’s Armor Value of 2 reduces the
Damage done to her to
0. She's lucky!
But... Even though the Attack did no Final Damage, the Attack still hit,
and because Remi was the first opponent the Animate hit with an Attack
this turn, the Animate’s Passive Ability Chains
Of Perdition (
A) triggers and it makes another
4 ATK against Remi.
Since Remi can’t
DODGE, the Animate will just
roll its Combat Dice Pool (
H). It gets a WHITE
3 and PURPLE 2, for a total of 5. This
does not beat Remi’s Defense Value of 7
and the Attack misses. Phew!
After using Chains of Perdition, the Animate continues to the next “
THEN” in its AI Step (
E).
The Animate moves towards the nearest opponent. To determine the nearest opponent, players count out spaces following the rules for
Range. Because Zeke is the nearest opponent,
and the Animate has no other way to reach Zeke, the Animate will Jump the two gaps required to get adjacent to Zeke. The Animate must make
two Skill Checks by rolling the
BLACK
. If the is rolled on either space
Jumped, the Animate would be Defeated. The Animate rolls twice, passes
both rolls, and arrives at
(
J).
Then, the Animate makes a ATK against the opponent with the most
Damage. Since Zeke is the only opponent within Range, he is chosen
as the target. Checking the Passive Ability Heavy Cleave ( C), the players
determine that it will occur during this Attack since this is the first Attack the Animate will make against an adjacent opponent this turn. So the
Animate adds the
BLACK
to its Combat Dice Pool. Zeke is given the
option to Dodge but declines.
The Animate rolls a
WHITE
6 and a PURPLE 6, for a total of 12.
It also rolls
7
and 3 . This beats Zeke’s Defense Value by 5. The
Animate then Determines Damage and spends
3
and 3 to add +3
PHYSICAL DMG
(
G) for a total of 8 PHYSICAL DMG. (A difference of 5, and
+
3 Physical Damage from symbols.)
The
8 PHYSICAL DMG is then reduced by Zeke’s
Armor Value of 2
granted by the Cuirass he has equipped. Like Remi, Zeke’s Armor
Value of 2 reduces the Damage done by 2. The Final Damage of 6 is dealt
to Zeke.
However, Zeke decides that
6 Damage is worth using the Cuirass'
PER ENCOUNTER Ability to ignore all PHYSICAL DMG dealt. After
marking the Cuirass with a Used token to remind himself that he's used
the Ability, Zeke takes
0 Final Damage.
AI steps continue to be considered until there is a step that is true that
does not have "
CONTINUE DOWN" listed. Since this AI step (
E) was true,
but does not have "
CONTINUE DOWN" listed, the Animate concludes his
turn. If there was another Animate on the board it would now take its turn starting from the top of its Intelligent Combatant Card's
AI steps.
Cuirass
2020
CUIRASS
PER ENCOUNTER
When you are dealt Damage from an Attack,
ignore all
PHYSICAL DMG dealt to you.
+2+2
+2+2
EQUIPPED ARMOR
L
J
6767

---

Special Encounter Rules and Adventure Mechanics will sometimes
require Adventurers or Combatants to make Skill Checks. These Skill
Checks represent various non-combat challenges the players may be
faced with. Depending on whether the figure is an Adventurer or an
INTELLIGENTINTELLIGENT Combatant, the rules for making a Skill Check are different.
Skill Checks might require a specific figure, multiple figures, or a random figure to pass them. Whether a Skill Check passes or fails, the instructions will tell the players how to proceed.
Adventurer Skill Checks
To make a Skill Check, the Adventurer rolls 2 PURPLE and adds the
appropriate Skill Value (Example: Perception, Strength, Lore, etc.) from
their Adventurer Card. If the total is equal to or greater than the listed Skill
Check, they pass. Some Abilities will modify Skill Checks or Skill Values.
Only Abilities with a Passive Condition Tag may modify Skill Checks that
occur outside of Encounters. In these cases, the Ability must also be used
by an Adventurer currently in the Active Party. Sometimes an Adventure
Mechanic might call for a Combined Skill Check. In these cases, all
figures specified to make the Check roll separate Skill Check and add
their totals to determine if they all passed or all failed.
Combatant Skill Checks
Combatants may have to make Skill Checks. COMMANDCOMMAND Combatants,
Loyal Espers, and Conduits can all make Skill Checks the same as Adventurers. However, since
INTELLIGENT INTELLIGENT Combatants do not have
printed Skill Values like all the other cards, anytime an INTELLIGENTINTELLIGENT
Combatant is required to make a Skill Check they will roll the
BLACK
.
Any roll other than the is considered to pass the Check.
IMPORTANT:IMPORTANT: An INTELLIGENTINTELLIGENT Combatant will never Jump more
than 2 spaces in a single Jump Check. If the condition of an Intelligent Combatant’s Step would require a Jump of more than 2 spaces, then the condition is considered false.
Jumping
During an Adventurer’s movement, they may choose to Jump over spaces
which they would otherwise prefer to not move through.
Jumping is defined as moving over
1 or more spaces without being
affected by the Terrain's effects (Reduced Movement, being Defeated,
etc).
Jumping may only be done during a Move Action or Free Movement
and Jumping over spaces expends Movement Points in the same way
Movement does.
During Movement, an Adventurer declares that they are Jumping.
Designate a space for the Adventurer to end their Jump on. Each space
Jumped over requires a Movement Point, just like normal movement.
The space being Jumped out of must be an unoccupied Normal Terrain
space.
The space(s) being Jumped over cannot be occupied by another figure.
The space being Jumped into may be any type of Terrain (other than
Obstructing), but cannot be occupied by another figure.
To check if the Jump was successful, make an Agility
10 Skill Check. For
each additional space Jumped over after the first, add +
2 to the difficulty
of the Skill Check.
If
1 or more allies are adjacent to the space the Adventurer is Jumping out
of, they may add a single ally's Strength to their roll when making the
Skill Check, as the ally gives them a boost.
If an Adventurer fails the Skill Check and an ally is adjacent to the space
they are Jumping into, the ally may attempt to catch them by making
a Perception Skill Check with a difficulty equal to the difficulty of the
Agility Check that was failed.
If an Adventurer fails the Skill Check and an ally does not pass a
Perception Check to catch the Adventurer, or if there isn't an Adventurer
to try and catch them, the Adventurer lands on the first space they
attempted to Jump over and the Ability or Action that granted the
Movement ends. Both Move Actions and Free Movement can no longer
be made by the Adventurer during the remainder of their turn.
If the Adventurer passes the Skill Check, place the Adventurer's figure
on the space they chose when starting their Jump. The Adventurer then
continues their Movement.
IMPORTANT:IMPORTANT: If a figure fails a Jump Check that includes any Terrain
that would otherwise Defeat them, and they are not caught by an ally, that figure is Defeated regardless of what space they started the Jump Check from.
Example:
If Zeke Jumps over A and then continues to Jump over B, he
would make two Agility 10 checks. If he failed either of these Skill Checks, he would immediately end his Move Action in the first space he failed to Jump over.
A B
Other Important Rules
Skill Checks
6868

---

Being Defeated

When an Adventurer or Combatant Gains Damage tokens equal to
their maximum H P, they are Defeated. When Defeated, go through the
following steps:
BEING DEFEATED:
• Remove all Effect, Special Effect, and Ability tokens. If the figure is an Intelligent Combatant, remove all Damage tokens. All Tracker tokens
are required to stay unless the rule in question they are tracking is no longer required by the players to track.
• Remove their corresponding figure from the board.
• Remove their corresponding Initiative Card from the Initiative Track. When this happens, the other Initiative Cards collapse to fill in the empty space.
ADDITIONAL RULES:
• Unless specified otherwise, Combatant tokens are intended to stay in play after their corresponding Combatant has been Defeated. If a Combatant token is on the card of an Adventurer or Combatant when they are Defeated, their token is placed on any space occupied by the
Adventurer who was Defeated. If more than one space is required, choose the nearest legal space.
• A figure can never have more Damage tokens than their maximum HP.
• If an Ability or Effect would cause an Adventurer to become Defeated, immediately remove the figure form the board. Then, add Damage tokens to their card equal to their remaining HP. This does not count as Damage being dealt and cannot be interacted with in any way.
• Adventurers and allied Combatants do not remove Damage tokens when Defeated. Instead, Defeated Adventurers and allied Combatants return to play during the Setup of the next Encounter. During the Prepare Phase, all Defeated Adventurers or Adventurers with more Damage tokens than half of their max HP remove Damage tokens until they have Damage tokens equal to half of their max HP. See Setting Up Pg. 14.
• If an Encounter’s Rewards instructs players to Restore, all Adventurers and allied Combatants remove all Damage tokens.
• If an Adventurer or allied Combatant is ever revived via an Ability, if any rules associated with the placement of their figure or Initiative Card are in question, treat them as though they were a Combatant Spawning.
Opponents and Allies
Adventurers and Combatants have allies and opponents and depending
on the figure, these opponents and allies can change. A figure’s opponent is any figure with an opposing goal. A figure’s ally is any figure that shares the same goal and has no reason to hinder them in achieving their goal.
Whenever the term “ally” and “allies” is used during an Action or Ability,
it is also referring to the figure using that Action or Ability. When an
Action or Ability says "other" or "another" ally, it is referring to any allied
figure besides the one using that Action or Ability.
Special Effects
Some Abilities add tokens as Special Effect tokens. These tokens count as
Effects and follow all the rules of normal Effects except that they cannot be Gained in any way other than the specific Abilities that add them. See Special Effect Tokens Pg. 95.
Multiple Initiative Cards
Special Encounter Rules, Passive Abilities, or Adventure Mechanics
might instruct players to use more than 1 Initiative Card for any given
Combatant. These cards are shuffled, added, and removed from the Initiative Track like normal. A Combatant with multiple Initiative Cards will take a separate turn for each Initiative Card it has during the round.
Combatant Tokens
Combatant tokens are unique tokens that are put into play by Combatants
and Adventurers. These tokens have special rules associated with them. See Combatant Tokens Pg. 97. In addition to the rules listed on Table
9, Unless otherwise specified, Combatant tokens have the following rules associated with them:
• Can occupy the same space as other figures or tokens and do not block Line of Sight or movement into spaces they occupy.
• Can be moved by Currents and other Special Encounter Rules that would move figures or tokens on the board. Damage that would be dealt from this movement, such as being Pushed into obstructing Terrain, is also dealt to a Combatant token.
• Cannot be attacked or targeted by Spells.
• Can be moved by Abilities that would move, PUSH, PULL, or COMMAND all figures within Range or SOI. When affected by these Abilities, Combatant tokens automatically fail any Conviction Check required.
• That are Defeated by a Terrain effect (such as Dangerous Terrain) or take Damage by a Terrain effect (such being Pushed into Obstructing Terrain) are discarded without effect.
• Some Combatant tokens say they count as Figures or Terrain. In these cases, these Combatant tokens will follow all the rules associated with their corresponding component type.
Other Important Rules Continued
6969

---

Gaining Items During an Encounter
Items Gained via Loot tokens are Gained by the Adventurer that activated
the Loot token. Similarly, Items Gained by drawing the Monster Loot
or Unique Loot cards are Gained by the Adventurer that Defeated the
opponent.
If the party Gains an Item via an Achievement or other Special Encounter
Rule (or if it is not explicitly clear which player Gains an Item, the players
may choose who Gains the Item.)
If its ambiguous as to what Adventurer would normally Gain the Item, the
players may choose which Adventurer Gains the Item.
If an Adventurer has no room for an Item that they have Gained, they may
either discard an Item in their Pack to make room, discard the Item itself,
or move the Item to the Party Stash.
Any time an Adventurer Gains an Item from another Adventurer or from a
Reward, they may Immediately re-equip their own Items as though they
had taken a free Re-Equip Action.
Simultaneous Abilities
Anytime two or more Abilities would occur at the same time and the
order in which they resolve is important, players should always resolve the Abilities in the order in which is the most beneficial to the figure currently taking the turn.
Effects, Special Effects, & Ability Limitations
An Adventurer may not have more than 1 of any given type of Effect
Token. This means that you can have both Barrier and Haste, but you cannot have Barrier or Haste twice.
The limitation on Ability Tokens changes depending on the Ability Token
in question. If an Ability Token doesn't specify a limit in the back of this
Rulebook, there is no limit to how many tokens a figure may have.
Redirect
This Tag grants an Ability that changes the intended target of the listed
Action or Ability being used by an opponent to another figure under specific timing conditions. The specific Actions, Abilities, and their timing in question are listed on the Ability that grants Redirect. Additionally, the figure(s) that it can target instead are also listed.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
COMBAT
DICE
*
3 4
CASTING: - CONVICTION:
** * **
*
P
RESEN
C
E LORE
A
GILIT
Y
P
ERCEPTI
O
N S
TRENG
T
H
3 1 1 3 4
COMMAND
TYPE: SICKLE
CONDUIT
Sickle Defender
2
2
1
Defender Sickle Anatomy
You're always considered to be at the front of the Initiative Track
when an opponent determines a Target.
Spikey Carapace
The fi rst time each turn, when an adjacent opponent is
Determining Damage against you, if no damage is dealt,
end the current Action and all Abilities.
THEN: Deal a
PURPLE
of PHYSICAL DMG to the Attacker.
Charge EXHAUST
Roll 2 PURPLE . Move up to the amount of spaces
rolled in a single orthogonal direction. Gain
CRUSH
during this Movement.
Protect the Smallest
EXHAUST
Before an ally within Range 2 would Determine Damage
from an Attack made against them, or Resolve the Spell's Effect from a Spell made against them,
REDIRECT to
yourself.
For the Hive
ATK REACH 2 EXHAUST
FU: Infl ict Paralyze, FORCE 9 + X. Where X equals your
highest
LVL Discipline. After resolving this Attack, if there is
no ally within Range
2 and this Attack hit, Gain 1 SP.
Crushing Skewer
ATK REACH 2
✤PASSIVE
1
+1 PHYSICAL DMG +1 PHYSICAL DMG
Example: "Before an ally within Range 2 would Determine Damage
from an Attack made against them, or Resolve the Spell's Effect from a Spell made against them,

Gain CRUSH during this Movement Protect the Smallest EXHAUST Before an ally within Range 2 would Determine Damage from an Attack made against them or Resolve the Spell s Effect from a Spell made against them REDIRECT to yourself For the Hive ATK REACH 2 EXHAUST FU Infl ict Paralyze FORCE 9 X Where X equals your highest LVL Discipline After resolving this Attack if there is no ally within Range 2 and this Attack hit Gain 1 SP Crushing Skewer ATK REACH 2 PASSIVE 1 1 PHYSICAL DMG 1 PHYSICAL DMG Example Before an ally within Range 2 would Determine Damage from an Attack made against them or Resolve the Spell s Effect from a Spell made against them

REDIRECT to yourself. "
In the above example, this Ability would allow a player to change the target of an Attack or Spell after the Attack or Spell is made against another Ally within Range, but before the Damage would be made. In this way, the player may choose to take the hit and use their Armor to reduce the Damage instead.
When a figure uses Redirect, the new target must be a valid target of the original Attack or Spell being made. Meaning, if it is an Attack, they must be within Line of Sight and Range of the figure making the Attack. If it is a Spell, they must be within SOI of the figure casting the Spell.
After using Redirect to change the target of an Attack or Spell, the
opponent who's Attack or Spell was redirected will continue the Action
or Ability that granted that Attack or Spell as if the new figure were the
original target. Meaning, any additional Effects, Actions, or Abilities
granted by the original Ability used by the opponent are now used against
the new figure being targeted.
If additional Abilities, Actions, or Spells beyond the first Attack or Spell
are now out of Range, these Abilities, Actions or Spells are lost.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
COMBAT
DICE
0686
CONVICTION:
INTELLIGENT
TYPE: SICKLE
SWARM
Cave Sickle
77 88 99
CASTING: -
Sickle Anatomy
The Cave Sickle has IMMUNITY : POISON and movement point cost
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

Is there an opponent adjacent?
Make a ATK against the opponent with the most
Damage.
FU: Make a
ATK against the same target.
This Follow Up Attack has
FU: Make a
ATK against
the same target.
Is there an opponent within Range 4?
Make a
4 ATK.
THEN: MOVE to be adjacent to the opponent
with the most Damage within movement range.
THEN: Make a
ATK. FU: Infl ict Poison, FORCE 9.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent.
THEN: Make a 4 ATK.
✤PASSIVE

+1 PHYSICAL DMG
Example: Let's say that a Cave Sickle started the above AI Step,
and the first Attack Action was redirected using the previous example's Ability. Let's also say that the first Action happens to also Defeat the player it was redirected to. While the FU Abilities would still target the figure they were redirected to, that figure is no longer in Range (as they are Defeated) and would miss.
For the purpose of AI Combatants, Redirect affects an AI Combatant's entire block of text separated by "Then" or "Continue Down". Meaning, after resolving the current Action or Ability against the new target, an AI Combatant would continue its turn starting with the next "Then" or "Continue Down" if any of those steps remain.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
COMBAT
DICE
0686
CONVICTION:
INTELLIGENT
TYPE: SICKLE
SWARM
Cave Sickle
77 88 99
CASTING: -
Sickle Anatomy
The Cave Sickle has IMMUNITY : POISON and movement point cost
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

Is there an opponent adjacent?
Make a ATK against the opponent with the most
Damage.
FU: Make a
ATK against the same target.
This Follow Up Attack has
FU: Make a
ATK against
the same target.
Is there an opponent within Range 4?
Make a
4 ATK.
THEN: MOVE to be adjacent to the opponent
with the most Damage within movement range.
THEN: Make a
ATK. FU: Infl ict Poison, FORCE 9.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent.
THEN: Make a 4 ATK.
✤PASSIVE

s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3 4 Is there an opponent adjacent Make a ATK against the opponent with the most Damage FU Make a ATK against the same target This Follow Up Attack has FU Make a ATK against the same target Is there an opponent within Range 4 Make a 4 ATK THEN MOVE to be adjacent to the opponent with the most Damage within movement range THEN Make a ATK FU Infl ict Poison FORCE 9 Can it Move and Attack an opponent within Range 4 MOVE to be at up to Range 4 from the nearest opponent THEN Make a 4 ATK PASSIVE

+1 PHYSICAL DMG
Example: Let's say that a Cave Sickle started the above AI Step,
and the first Attack Action was redirected using the previous example's Ability. After resolving this Ranged Attack, the Cave Sickle would start it's next "THEN" step. In this case, it would Move to be adjacent to the opponent with the most Damage within movement range. The Redirect would have ended, thus, it would have no effect on this AI Step. (Or any other AI Step on the next "THEN" or "Continue Down")
Component Limits
Due to the nature of boardgames, we have designed Middara around the practical idea of component limitations. Meaning, you will rarely be required to use a component that you ran out of. However, Middara is also inspired by TableTop Miniature and Role Playing Games more than anything else. Meaning, we purposely don't want to make our game arbitrarily limited.
If you are instructed to Spawn a figure and all copies of that figure are
already in play (and you do not have a Variation or Alternate version to
spawn), do not Spawn anything.
Store Items and Disciplines are not limited by the components included
in the game box. However, without additional components, or print and
play options, you will naturally be limited to what's in the box. Unique
Items and Wandering Items are intended to be limited by the number of
copies included as they are thematically unique. While Relics do not
have a component limit, Adventurers may not have more than 1 Relic of
the same name equipped or in their Pack at the same time.
Terrain and tokens of all types that do not say they are limited are
assumed to be infinite. We avoid, to the best of our Abilities, situations
where this limitation will be violated. In the rare case it does, we
recommend doing what Role Players do, using any small object around
your home and your imagination.
Other Important Rules Continued
7070

---

Large Base Figures
Some figures occupy more than 1 space. These figures are called Large
Based Figures and have special rules associated with their large size.
• When drawing Line of Sight, Range, or SOI to or from a Large Based
Figure, you must use a single space their figure occupies. The figure
making the Action or using the Ability may choose which space to
use. Intelligent Combatants will always use the most beneficial space.
• Large Based Figures are only affected by Terrain (except Obstructing Terrain), when each space their base occupies is inside of the same type of Terrain. Exceptions are listed on the Terrain in question. See Table 7: Terrain Types, Pg. 96.
• When moving, count each space one at a time like normal. A Large Based Figure may not move into any space unless every space its base occupies could be placed following all the normal rules of movement.
• Large Based Figures can occupy different Elevations at once. When moving, at least one space their base occupies must be considered and is still subject to all the rules of moving up or down Elevation. An Elevation change of
3 or more will only Defeat a Large Based Figure if no other
space it occupied made an Elevation change of less than
3.
• Large Based Figures spawned will DISPLACE other figures.
• Large Based Figures placed on the board via an Ability (e.g. WARP,
SUMMONING, CONDUITS
) will DISPLACE other figures.
• If a Large Based Figure is too large to be Spawned or placed by an Ability due to Obstructing Terrain, place them on the closest set of spaces that would not result in their entire base occupying Dangerous Terrain instead. Then,
DISPLACE other figures.
• When instructed to Spawn a Large Based Figure on a space smaller than its base size, place their figure so that its base occupies at least one of the non-Dangerous space(s) depicted/instructed.
Reducing Numbers

No Value can be reduced below 0. This includes Attack rolls, Damage,
Range, or any other number. If an Effect, Ability, or Action would reduce a value below
0, that value is 0 instead.
Rounding Numbers
Anytime you must cut a number in half, you always round up to the
nearest whole number. This could be Damage, Gold, or any other number in the game.
Companions

Companions represent characters in the story that help out the players in the Adventure Mode. Typically, these will be found in the Hidden Card deck. These cards do not count against an Adventurer's Item limits, but an Adventurer is limited to having only
1 Companion equipped. Companions
can not be Stored in the Pack, but they may be Stored in the Party Stash.
Thematically, Companions are doing their own thing to protect the
Adventurer they are attached to. Because of this, Companion cards are
not affected by Disciplines or Effects that might prevent them from being
used by the Adventurer they are attached to. This means that Companions
cards may still be used even while an Adventurer is Paralyzed or in
Conduit Form.
Re-Rolling Dice

When using an Ability that re-rolls a roll, or a specific die, you must use this Ability during when the roll or die in question is rolled. You may not wait until a later step of the occurring Action. Once this roll or die has been chosen and re-rolled, the new value must be kept. Alternatively, if you choose not to re-roll the roll or specific die, you may not choose to do so after the step of the Action or effect of the roll has been resolved. There is no limit to the amount of times a die or roll may be re-rolled.
Forced Movement

Some Abilities may refer to "Forced Movement". Forced Movement is defined as any Movement a Combatant makes that they had no choice in making. This includes being moved via Push, Pull, Command, or via Terrain Effects or Special Encounter Rules such as Currents. Additionally, it's possible for a Combatant to use an Ability that moves them an amount of spaces as part of the Ability text. If this Movement is not listed as optional (i.e "you may") or as "up to" an amount of spaces, this is also considered Forced Movement. Movement made via a Move Action or Symbol Ability controlled by the combatant is always considered Voluntary.
Other Important Rules Continued
7171

---

FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn, Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
fieflke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn,  Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
fieflke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn, Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
fieflke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
If the stat in question is Combat Dice, the Combatant Card
would use the Adventurers currently equipped Combat
Dice. This includes any Abilities that passively change these
dice when Attacking. (Finesse, Empower, etc.)
If the stat in question is Conviction, the Command Card
would use the Adventurers two best Conviction Upgrades.
If the stat in question is Casting, the Command Card would
use the Adventurers Casting Upgrade. This includes any
Abilities that passively change these dice when Casting a
Spell. (Empower, etc.)
If the stat in question is a Force Value marked as Force
*
,
then the Force Value will always be equal to 6 plus the
highest LVL Discipline learned by the Adventurer whose
card is being referenced.
If the stat in question is Health, the Command Cards use
the Adventurer's normal maximum
HP. This would be their
base
HP (Usually 12) plus the
Icon bonus to HP on their
equipped Items and learned Disciplines.
While an Adventurer in Conduit Form may not use any of
their learned Disciplines or their equipped Items, any Ability
that adds to maximum
HP is still used to determine their
maximum
HP.
If the stat in question are Symbol Abilities, the Command
Card uses the Symbol Abilities printed on their equipped
Items and learned Disciplines that deal PHYSICAL DMG,
MAGIC DMG, or Spell-Like Abilities.
Any conditions required on Abilities that add these
symbols must still be met. Symbol Abilities listed on the
Command Cards are in addition to the ones gained from
the Scaling Icons.
If the stat in question is Defense, the Command Card would
use the Adventurer's base Defense (Usually 7) plus the

learned Disciplines While an Adventurer in Conduit Form may not use any of their learned Disciplines or their equipped Items any Ability that adds to maximum HP is still used to determine their maximum HP If the stat in question are Symbol Abilities the Command Card uses the Symbol Abilities printed on their equipped Items and learned Disciplines that deal PHYSICAL DMG MAGIC DMG or Spell Like Abilities Any conditions required on Abilities that add these symbols must still be met Symbol Abilities listed on the Command Cards are in addition to the ones gained from the Scaling Icons If the stat in question is Defense the Command Card would use the Adventurer s base Defense Usually 7 plus the

Icon bonus to Defense on their equipped Core and Armor
Items.
Value:
FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn, Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
fieflke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
Scaling Icons
Some Icons, numbers, or Combat Dice have the
*
image on it. This
means that this is a Scaling Icon. A Combatant Card might contain Scaling
Icons. Scaling Icons represent Icons of any type whose value is dependent
on another figure's card. Both
COMMANDCOMMAND Combatants and INTELLIGENTINTELLIGENT
Combatants might use Scaling Icons. Meaning, both allies and opponents might get stronger as an Adventure progresses.
COMMANDCOMMAND Combatants that come into play via an Adventure Mechanic,
(such as a hidden character in an Adventure) might contain Scaling Icons. Meanwhile,
COMMANDCOMMAND Combatants brought into an Encounter via a
Discipline or Ability learned by an Adventurer (such as
SUMMONING
from ASSEMBLAGE) will typically always use Scaling Icons.
COMMAND COMMAND Combatants use the below special rules to determine their
Scaling Icon values. Depending on the Stat or Value in question, the rules for how to determine these values is as followed:
FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn,  Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
fieflke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
H20
You have ARCANE and ELUSIVE. 
You're not affected by Water Terrain and may never 
choose to leave it. 
When the Water Loa  affects an opponent with a Spell or hits 
an opponent with an Attack, place a Water  token on the 
space the target occupies.
Splash
If you use this Conduit while outside of Water  Terrain, 
place Water  Terrain on the space you occupy.
Tidal Bolt 6 ATK
Cleansing Rain
Remove an Effect from a fi gure within SOI.
Reverse Osmosis
Cast a SPELL 6. Deal Magic dmg equal to 2 plus the 
difference rolled on the target's failed Conviction Check. 

Vel ATK REACH 2 EMPOWER 0 0 0 1 2 PASSIVE fieflke TWIN SIVANI CASTING CONVICTION H20 You have ARCANE and ELUSIVE You re not affected by Water Terrain and may never choose to leave it When the Water Loa affects an opponent with a Spell or hits an opponent with an Attack place a Water token on the space the target occupies Splash If you use this Conduit while outside of Water Terrain place Water Terrain on the space you occupy Tidal Bolt 6 ATK Cleansing Rain Remove an Effect from a fi gure within SOI Reverse Osmosis Cast a SPELL 6 Deal Magic dmg equal to 2 plus the difference rolled on the target s failed Conviction Check

Flooding
Replace all adjacent spaces with Water  tokens.
2
2
2
3
te    o
✤ PASSIVE
CASTING: -
*
CONVICTION:
**
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0
COMBAT
DICE
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
3 2 5 1 1
COMMAND
CONDUIT
* *
***
| FU: HEAL 2
INTELLIGENT INTELLIGENT Combatants might also use Scaling Icon rules when an Ability
says so (such as Summoning an
OPPOSING ESPER) or when a Special
Encounter Rule specifically says so.
When an
INTELLIGENT INTELLIGENT Combatant Card would use Scaling Icons, the
corresponding card they should reference to determine their stats will always
be listed in the Special Encounter Rule, The Rulebook, or on the Ability in
question. See Opposing Espers Pg. 76.
Other Important Rules Continued
COMMAND
LOYAL ESPER
SQUEEZE
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
4
ARMO
R
4*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
6 4 1 1 6
Hallowed Hide
Agares has  FLIGHT, COLOSSAL and PROTECTION.
Morbid Envy EXHAUST
When making an Attack, this Attack Gains 
+X PHYSICAL DMG. Where X equals the current 
roll on one of Agares'  Combat Dice. 
Holy Strike
EXHAUST
Cast a SPELL 6 against up to two different targets. 
Deal 
MAGIC DMG to 2X his Summoner's total 
amount of Disciplines. 
Celestial Infusion
EXHAUST
When making an Attack, If this Attack would 
roll lower than the target's Defense, add a 
PURPLE 
 to Agares' Combat Dice Pool 
and recalculate.
Gigantic Punch
ATK
FU: PUSH 3, FORCE
*
+ DIFFERENCE HIT.
Horn Energy Blast 6 ATK
FU: PULL 3, FORCE
*
+ DIFFERENCE HIT.
1
1
1
2
2
es
CELESTIAL GIGAS
✤ PASSIVE
CASTING: -
*
CONVICTION:
**
***
| +1 MAGIC DMG
Note: Scaling Icons are used sparingly in Middara.
Typically, the only cards using these rules are allied Combatants brought to the table via Abilities such as Summoning who should get stronger as a corresponding Adventurer gets stronger.
Occasionally, there will be monsters or antagonists in
an Adventure that participate in Encounters that also
need to get stronger based on their own allies. These
Combatants might also use these rules.
7272

---

FemkeFemke
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
4 2 6 4 2
COMMAND
LOYAL ESPER
FRAGILE
Everything You Want
When Summoning Femke  the summoner also Summons Diem . 
The fi rst time each turn Femke would miss with an Attack, 
re-roll the Attack roll. 
Best Friends
Femke has  NIMBLE.
While both Femke  and Diem  are on the board, they 
both Gain 
BACKSTAB and RESISTANCE : MAGIC DMG.
False Idol EXHAUST
Make a  ATK. 
Timed Evisceration EXHAUST
When making the third or later Attack of a turn,  Gain 
+6 PHYSICAL DMG.
Vigilant EXHAUST
At any time, Gain PROVOKE 2 until end of turn.
Quick Blow
During the Follow Up step of Femke's  Attack, other than 
an Attack made with Quick Blow, she may make another
 ATK. Femke may choose a new target for this Attack.
Spear of Vel ATK REACH 2 EMPOWER
0
0
0
1
2
✤ PASSIVE
➤e✦ke
TWIN SIVANI
CASTING: -
*
CONVICTION:
**
***
H
D
E
F
I J K N
ACTIVATION NAME OR NUMBER:
If there are multiple figures using the same
Combatant Card, these names or numbers
are used to keep track of which tokens have
been assigned to which figures. Typically,
there will be an Initiative Card for each
named Combatant.
STAMINA RECOVERY BAR:
The red dots indicate how many Stamina
Points (
SP) a Combatant Gains each turn
and the total amount of dots denote the
maximum number of Stamina Points (
SP)
that a Combatant may have at any time.
COMBATANT CARD TYPE AND
COMBATANT TAGS:

Combatant Cards can be one of two types,
either Command or Intelligent. Combatant
Cards may also have Combatant Tags. See
Combatants Pg. 56.
COMBATANT NAME:
The name of the Combatant.
PASSIVE ABILITIES:
Any Abilities with the
✤PASSIVE

Tag are listed here.
ABILITIES:
The SP Icon indicates how many SP an Ability costs the Combatant to use. On the right, the name of the Ability is listed along with its Conditions and Tags. Underneath the Ability’s name is the Ability text.
STANDARD ATTACK:
Every Command Combatant has an Attack they can use that costs 2 SP. If a Command Combatant makes a Free Attack they will reference this Attack. See Command
Combatants Pg. 58.
SYMBOL ABILITIES:
The Symbols the Combatant may use during an Attack Action.
A
B
C
D
L M
C
B
A
Command Combatant Breakdown
O
Note: Depending on the Tags listed on the Command
Card, some Combatant's will have a
*
listed where a
number, Icon, or Combat Dice usually go. In these cases, they'll use the stat on a specific Adventurers card. See Scaling Icons Pg. 72.
COMMAND COMBATANT EXAMPLE 2
G
CONVICTION AND CASTING DICE:
Every Combatant Card has Conviction dice. Some also have a Casting die. A Combatant will use their Conviction dice when making Conviction Checks and their Casting die when making a Spell Action. A figure with no Casting Dice
listed will never be required to roll one.
HEALTH (HP):
The Combatant’s maximum
HP. Damage
tokens are added to the Combatant Card and if a Combatant’s Damage equals their maximum
HP, they are Defeated.
DEFENSE:
This value determines how difficult the Combatant is to hit.
MOVEMENT:
This is the Combatant’s base Movement Value and determines how many spaces the Combatant may move when making a Move Action.
ARMOR:
The amount of
PHYSICAL DMG the
Combatant reduces when being dealt Damage.
COMBAT DICE:
The dice the Combatant uses to form their Combat Dice Pool when making an Attack.
SKILLS:
These
5 Skills are used to make Skill
Checks when instructed by Adventure Mechanics or Special Encounter Rules.
I
J
K
L
M
N
O
E
F
G
H
7373

---

XP:3+
fiPASSIVE

+2
flSTAT U S
HEAL 1.
Nirvana's Mark
SANCTUS • LVL 1 PER ENCOUNTER
Summon a LOYAL ESPER within your SOI.
Then, Gain 1 Summon token.
flPASSIVE
At anytime, fiDISCARD a Summon token to
reduce any non-irreducible Damage being
dealt to a LOYAL ESPER you control by
2.
Summoning
XP:5+
ASSEMBLAGE • LVL 2 Nightingale has a Magic Staff and a Cuirass equipped. She also has the Nirvana's Mark and
Summoning Disciplines.
She decides to summon Zulfiqar using the Assemblage Discipline, Summoning A. After
placing the figure according to the Summoning rules, (See Summoning Pg. 75.), she takes
the Loyal Esper card and puts it into play under her control.
This Loyal Epser uses Scaling Icons for its HP, Combat Dice, Conviction Dice, Casting Die,
Defense, and Symbol Abilities. These Icons are easily identifiable by the
*
symbol depicted
on the Icons or Stats in question
B.
To determine its HP, Nightingale would determine her own maximum HP by taking the HP printed on her Adventure Card
C
(12) and adding all bonuses on equipped Items and
Disciplines with a passive Icon bonus to HP. Both the Cuirass D and Nirvana's Mark D

add +2 HP. This means that Zulfiqar's total HP would be 16.
Due to her equipped Magic Staff
E, Zulfiqar would Gain WHITE and PURPLE
Combat Dice and gain a
WHITE
Casting Dice. If she didn't have any Casting Upgrades,
Zulfiqar would use Nightingale's base
PURPLE
Die instead
F.
Meanwhile, Zulfiqar's Defense would be 7
G and it's Conviction would be PURPLE
PURPLE
G since no equipped Items or Disciplines on Nightingale add to these values.
Lastly, whenever Zulfiqar would make an Attack, it could use any Symbol Abilities printed
on Items or Disciplines Nightingale has. In this case, her Magic Staff E allows for Zulfiqar
to use books and bursts to add MAGIC DMG.
D
A
Scaling Icon Example ADVENTURER

H
EALT
H
M
O
VEM
E
N
TD
EFEN
S
E
6712
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
6 3 5 2 2
Ambitious PER ENCOUNTER
Nightingale’s commanding personality
makes her a natural leader.
All other allies Gain +1 SP. Nightingale Gains +2 SP.
Conviction:

Casting:

Magic Staff
3030
SPELLCRAFT • STAFF
22

+2 MAGIC DMG

+1 MAGIC DMG
✤PASSIVE
• Casting Upgrade: WHITE
• When you fail to affect a target with a Spell,
add
1 Energy token to this card. (Limit 2)
EXHAUST
When determining the Force of a Spell,
you may ✘
DISCARD any amount of Energy
tokens from this card to add
+1 to your roll.
EXHAUST
1 SP:
Before the target of one of your Spells makes
a Conviction Check. In addition to the effect of
the Spell, deal a
WHITE
of MAGIC DMG.
Cuirass
2020
CUIRASS
PER ENCOUNTER
When you are dealt Damage from an Attack,
ignore all
PHYSICAL DMG dealt to you.
+2+2
+2+2
D
E
E
E
G
F
C G
Phantasmal Sword
Z u l fi q a r has FLIGHT, ELUSIVE and RESISTANCE : PHYSICAL DMG. 
The fi rst time each turn Z u l fi q a r   is Attacked, 
DODGE with +1 
.
If this Dodge is successful, Z u l fi q a r  may end the current 
Action and all Abilities. If Z u l fi q a r  does, Z u l fi q a r may 
move up to 3 spaces and make an  ATK .
True Devotion
All adjacent fi gures to Z u l fi q a r  are dealt 4 MAGIC DMG. 
Then, the fi gure that Spawned Z u l fi q a r  
HEALS equal to the total 
Damage dealt by this Ability. Then, Z u l fi q a r   is Defeated.
Promise
EXHAUST
Before rolling for a  Attack, Zulfi qar Gains +X to the ATK roll. 
Where 
X equals the amount of times Zulfi qar resolved an Attack 
against the target this turn. 
Serrated Edge
AT K
Onslaught
Make a  ATK. This Attack Gains: FU: Make a  ATK. 
The above 
FU Attack also Gains: FU: Make a 
ATK.
0
0
2
3
COMMAND
LOYAL ESPER
✤PASSIVE
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
4
ARMO
R
0*
COMBAT
DICE
*
P
RESEN
C
E AGILIT
Y
P
ERCEPTI
O
N STRENG
T
HLORE
2 6 4 3 3
CASTING: -
*
CONVICTION:
**
➤ul✦ q✤❏
SPIRIT BLADE
***

B B BB B
B
7474 7474

---

PER ENCOUNTER
Summon a LOYAL ESPER within your SOI.
Then, Gain 1 Summon token.
✘PASSIVE
At anytime, flDISCARD a Summon token to
reduce any non-irreducible Damage being
dealt to a LOYAL ESPER you control by
2.
Summoning
XP:5+
ASSEMBLAGE • LVL 2 Summoning

Middara contains Command Combatant Cards with the LOYAL ESPER Tag.
While an Adventurer has the Summoning Discipline, they may Spawn a
LOYAL ESPER Command Combatant to fight with them.
When an Adventurer uses the Summoning Discipline they will choose
any available
LOYAL ESPER they own from their Middara collection. An
available
LOYAL ESPER is any Loyal Esper card that has not already been
summoned or dismissed by a summoner since the last time the players
were instructed to Restore.
Once summoned, the
LOYAL ESPER'S figure is placed on the board within
the summoner’s Sphere of Influence (
SOI). Their corresponding card is
set up in front of that player (with full health) and their Initiative Card is
added to the Initiative Track as if they had just been Spawned.
Finally, the summoner will Gain a Summon token. These tokens may be
used to use other Abilities a summoner might have.
Example: The Summoning Discipline allows an Adventurer to discard
one of these tokens any time a Loyal Esper the summoner controls
would take damage. For each Summon token discarded, reduce any
Non-Irreducible Damage that the
LOYAL ESPER would take by 2.
Some Disciplines and Items might give you additional Summon tokens
or even new Abilities to use with these tokens.
There are special rules associated with
LOYAL ESPERS:
• If a LOYAL ESPER would ever take Damage from an opponent, their
summoner must take an equal amount of IRREDUCIBLE DMG. A summoner may ignore all Damage being dealt to them in this way by dismissing the Loyal Esper taking this Damage. Espers dismissed in this way count as being Defeated. Loyal Espers who deal themselves Damage via an Ability, Redirect Damage, take Damage from Terrain, or take Damage from Special Encounter Rules, do not deal Damage to their summoner.
• A summoner may dismiss a Loyal Esper they control during their Status Phase. Doing so removes the Loyal Esper from the board. A dismissed
LOYAL ESPER doesn't count as being Defeated and deals no
Damage to the summoner.
• A LOYAL ESPER will persist between Encounters and is only removed
from the board if they are Defeated, or if the Adventurers are instructed to Restore.
LOYAL ESPERS do not heal between Encounters.
When setting up a new Encounter, if an Adventurer has a
LOYAL
ESPER
under their control, they may place the LOYAL ESPER(S) on any
adjacent space to the starting location their summoner started in. (or the closest Non-Dangerous space otherwise)
• Players should set aside the cards of any dismissed and Defeated Loyal Esper to remind them that this card has already been summoned. When players are instructed to Restore, return all Loyal Espers to the available Loyal Esper pile.
• If a LOYAL ESPER'S summoner is Defeated, the LOYAL ESPER will
remain on the board and continue to use their summoner's stats (via their scaling symbols) until Defeated themselves.
• When a LOYAL ESPER Gains any Item, the Adventurer who summoned
them Gains the Item instead.
• A summoner may never have more than 1 LOYAL ESPER (or any
Command Card granted by an Ability) under their control on the board at a time. Some
LOYAL ESPERS might circumvent these
limitations. In these cases, the rules associated with this will be listed in the
LOYAL ESPER's Passive Abilities.
• In cases where you might have more than 1 LOYAL ESPER summoned,
you must choose which
LOYAL ESPER is benefiting from your Summon
token when you discard it.
• Loyal Esper's use Scaling Icons based on their summoner to determine their Stats. See Scaling Icons Pg. 72.
• Loyal Espers cannot be targeted by or use Abilities that Redistribute their Damage. (e.g. Soul steal.)
• LOYAL ESPERS otherwise follow all the normal rules of Command
Combatants.
SUMMON
✘DISCARD
Use a Summon
token Ability.
Special Assemblage Disciplines
7575

---

Opposing Espers

OPPOSING ESPERS represent the ESPERS controlled by adversarial
summoners.
Opposing Espers follow all the normal rules of an Intelligent Combatant
Card with the following differences:
• Opposing Espers will start on the board during setup, or might also be summoned using the
AI printed on the corresponding summoner's
Intelligent Combatant Card. Encounters with a summoner who might summon an Opposing Esper will have the Opposing Esper they will summon (if instructed to) listed in the Encounter's Special Rules as an Encounter Esper.
• Opposing Espers use Scaling Icons just like Loyal Espers. These Scaling Icons are calculated by using the maximum stats on their corresponding summoner's Intelligent Combatant Card. When making an Attack, an Opposing Esper will use Symbol Abilities
printed on their corresponding summoner if the summoner's Symbol Abilities are better for the Attack in question.
• Opposing Espers are not subject to any special rules associated
with Loyal Espers. Instead, Opposing Espers
function like any other
Intelligent Combatant.
• Since Opposing Espers and their summoner do not have Disciplines to reference, Opposing Espers
calculate their Scaling Force Value
differently than Combatant Cards. To determine Force
*
, these Espers
will always use the value printed on the
SUMMONER X Tag on their
corresponding summoner's card. See Scaling Icons Pg. 72.
✤ PASSIVE
Her Dark Majesty
The Living Oblation has  NIMBLE and an SOI of 6. 
Is there an opponent adjacent and an ally within 6 spaces?
SWAP places with the farthest ally within 6 spaces.
CONTINUE DOWN
Is there an opponent within SOI, this fi gure has at least 10 
Damage, and this Ability has not been used this Encounter? 
Use EXALTED ESPER Abimelech against all opponents within  SOI. 
Is there an opponent within SOI and this Ability has not been  used this Encounter? 
Use EXALTED ESPER Minos the Contractor against the opponent 
with the most Damage within
SOI. 
Is there an opponent within SOI? 
Cast a SPELL 6, prioritizing the opponent with the highest Total Armor 
Value. Roll 
2 PURPLE
, 2 ORANGE  , and 2 RED  . 
Deal 
1 MAGIC DMG per
 rolled. THEN: Cast this Spell again, 
prioritizing the opponent with the lowest
Total Armor Value. 
Is the Encounter Esper alive on the board?
Take a turn with the listed Encounter ESPER. 
Is the Encounter Esper not on the board?
Summon the listed Encounter Esper as an OPPOSING ESPER 
and place it within 
SOI as close to an opponent as possible. 
ivi   l tio
INTELLIGENT
SUMMONER 12
11
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
01230
COMBATCOMBAT
DICEDICE
CONVICTION:
CASTING: LOOT LVL: UNCOMMON
Felled Afterlife
 PASSIVE

When an opponent within your SOI is
Defeated, this card Gains
1 Energy token.
(Limit
2). When determining the Force of a
Spell, if you have
2 Energy tokens on this card,
Gain
+1 to the Force.
 PER ENCOUNTER
Discard 2 Energy tokens from this card to
Gain
2 Enslaved Spirits.
Felled Afterlife
XP:9+
ASSEMBLAGE • LVL 4
Felled Afterlife is an Assemblage Discipline that allows an Adventurer to
bring up to two Enslaved Spirits to the board under their control. Enslaved
Spirits are not Loyal Espers. Instead, these Command Cards function like
any other Command Card.
TIP: Remember, unless an Ability says
otherwise, an Adventurer may never have more than 1 Command Combatant brought to the board via an Ability at a time.
This means that an Adventurer couldn't
summon an Loyal Esper and use Felled
Afterlife at the same time.
Familiars

you have 2 Energy tokens on this card Gain 1 to the Force PER ENCOUNTER Discard 2 Energy tokens from this card to Gain 2 Enslaved Spirits Felled Afterlife XP 9 ASSEMBLAGE LVL 4 Felled Afterlife is an Assemblage Discipline that allows an Adventurer to bring up to two Enslaved Spirits to the board under their control Enslaved Spirits are not Loyal Espers Instead these Command Cards function like any other Command Card TIP Remember unless an Ability says otherwise an Adventurer may never have more than 1 Command Combatant brought to the board via an Ability at a time This means that an Adventurer couldn t summon an Loyal Esper and use Felled Afterlife at the same time Familiars

The Familiar Discipline in ASSEMBLAGE allows an Adventurer to summon
and maintain a small creature called a Familiar. Familiars give Adventurers a constant benefit. Thematically, Familiars are doing their own part to
help out their master. Because of this, Familiar Cards are not affected by Disciplines or Effects that might prevent them from being used by their master. This means that Familiar Cards may still be used even while Paralyzed or in Conduit Form.
Once chosen, a Familiar cannot be changed until the end of the Crawl
Scenario or Adventure. If playing the Epic Dungeon Crawl, do not change
your Familiar until you complete the last Scenario.  PASSIVE
+1
fiFLIP
You do not provoke Break
Attacks until end of turn. Tat va
FAMILIAR
 PASSIVE
+4
fiFLIP
THROW : PURPLE
Animism
FAMILIAR
EXHAUST
When you deal Damage
to an opponent, HEAL 1
.
✤FLIP
DODGE and Gain +1 SP .
Yuxa
FAMILIAR
Exalted Summoning
Assemblage contains a second type of Esper called an EXALTED ESPER.
These powerful god-like entities will manifest to help the summoner in a spectacular fashion before vanishing.
The Exalted Summoning Discipline allows an Adventurer to summon an
EXALTED ESPER to aid them. When used, a player must choose an EXALTED
ESPER
(printed on tarot sized cards) and use its printed Ability.
The figure using the Ability is the source of the
SOI listed on the card. Any
Damage, Effects, or Abilities count as coming from the Adventurer who
used Exalted Summoning. Exalted Esper
Roll the BLACK .
For each rolled, an ally within SOI may either
Gain Haste, Barrier, or Courage. Or, an opponent
may be In icted by Wilt, Darkness, or Poison.

765 / 873 V1.2 UM1- Exalted Esper
An opponent within SOI is dealt MAGIC DMG equal
to the number rolled using both of their Conviction
Dice. Then, In ict Condemn.


767 / 873 V1.2 UM1-
Special Assemblage Disciplines Continued
7676

---

H
EALTH M
O
VEME
N
T
D
EFENS
E
6
7
14
P
R
ESEN
C
E
A
GILIT
Y
P
E
R
CEPTIO
N S
T
RENGT
H
LORE
4
5
1
2
6
ADVENTURER

Grand Physique
flPASSIVE
Rook's Advancement granted him an unearthly
amount of stamina and strength.
• Rook’s unmodi✤ed maximum
HP is 14.
• Rook may equip an additional Consumable.
• Rook ignores the negative to
from the
✤rst instance of
HEAVY he has equipped.
Conviction:

Casting:
fiflfl  H
EALTH
D
EFENSE M
O
VEMEN
T
6
A
R
MOR
0
COMBAT
DICE
P
R
ESENC
E
A
G
ILITY P
E
R
C
EPTIO
N
S
T
R
ENGTH
L
ORE
1
1
6
2
2
* *
e u
Unnaturally Swift
You may make a second 
M OV E
 during 
your turn for 
2 SP
.
Ferocious
When you successfully Dodge an At tack, 
Gain Courage .
Critical Defense
Your At tacks Gain: 
 FU: Gain a Dodge token
Agile
EXHAUST
DODGE .
Adrenaline
EXHAUST
COUNTER .
Vigilant
EXHAUST
At any time, Gain 
PROVO K E 2
until end of turn.
Tail Blade
AT K

REACH 2
FU: PULL 2, FORCE 9 + X
. Where 
X equals your 
highe st
LV L
Discipline.
0
0
0
2
✤ PASSIVE
COMMAND
CONDUIT
CASTING: -
*
CONVICTION:
**
*
**
|
+1 ARMOR PIERCING
Rook wants to Jump the gap and make an Attack against the Animate. To
Jump the following gap, Rook would normally need to make an Agility
12 Check. (10 + 2 for every additional space after the first.) Rook's Agility
Skill has a value of
1, meaning that he'd need to roll an 11 or better to
succeed at the Jump Check.
However, Rook is lucky enough to have the Conduit Summoning
Discipline! Using Conduit Summoning Rook may spend
1 SP to swap his
Adventurer Card for any Conduit Command Card that he has Earned.
Rook has previously been within
SOI of a Gevaudan being killed,
meaning that Rook has earned the Gevaudan Command Conduit. Rook
decides that being an agile murder-puppy is a better idea than the oaf
that he is. Rook spends
1 SP and replaces his card with the Gevaudan
Conduit Card.
With his new Agility stat of
6, Rook now only needs a 6 or better to pass
the Jump Check. After successfully Jumping the gap, Rook might want to
Attack the Animate. However, since he is in his new Gevaudan Form, he
would only be able to use Standard Actions and Abilities, or the Abilities
printed on the Gevaudan. If Rook wanted to use the Abilities printed on
his Item Cards or any Disciplines he's learned besides Conduit
Summoning, he'd have to spend
1 SP to swap back!
A XP:5+
ASSEMBLAGE • LVL 2
flPASSIVE

• Any time an opponent is Defeated within 
SOI, Earn their CONDUIT card.
• 1 SP: At any time, replace your Adventurer 
card with a CONDUIT that you have Earned.  
Or, replace your current CONDUIT with  
your Adventurer card. 
Conduit Summoning
Conduit Example
Conduit Summoning

After successfully Jumping the gap Rook might want to Attack the Animate However since he is in his new Gevaudan Form he would only be able to use Standard Actions and Abilities or the Abilities printed on the Gevaudan If Rook wanted to use the Abilities printed on his Item Cards or any Disciplines he s learned besides Conduit Summoning he d have to spend 1 SP to swap back A XP 5 ASSEMBLAGE LVL 2 flPASSIVE Any time an opponent is Defeated within SOI Earn their CONDUIT card 1 SP At any time replace your Adventurer card with a CONDUIT that you have Earned Or replace your current CONDUIT with your Adventurer card Conduit Summoning Conduit Example Conduit Summoning

The Conduit Summoning Discipline allows an Adventurer to physically take on the aspects of another creature by melding their souls for a brief moment. This grants the Adventurer access to many new and varied Abilities at the detriment of losing their own.
Middara contains Command Combatant Cards with the
CONDUIT Tag.
While an Adventurer has the Conduit Summoning Discipline, they will
passively Earn these
CONDUIT Command Cards. To Earn a CONDUIT
Command Card, an Adventurer with the Conduit Summoning Discipline
must be within
SOI of an opponent when they are Defeated. Since
thematically Conduit Summoning only works on wildlife and less
intelligent creatures; not all opponents have
CONDUIT Command Cards
to Earn. If the Defeated opponent is within
SOI and they also have a
corresponding
CONDUIT Command Card, the Adventurer would put the
CONDUIT Command Card beside the rest of their gear to signify that they
can now use Conduit Summoning to channel this creature's soul.
When Conduit Summoning is used, set aside the Adventurer Card and
replace it with the
CONDUIT Command Combatant Card of the player's
choosing (meeting the requirement of being Earned). While in Conduit
Form, the Adventurer now uses the
CONDUIT Command Combatant Card
when Gaining
SP, taking Actions, using Abilities, or making Skill Checks.
Meaning, the following rules apply:
• You may not use or gain the benefit of Disciplines you have learned other than Conduit Summoning.
• Companions, Familiars, Espers, and other special cards persistently granted by Disciplines or Items you've already used stay in play and may be used while in your Conduit Form.
• You may not use or gain the benefit of Items or Abilities on Items that your Adventurer previously had equipped. (However, you'll still reference them to determine the Scaling Icons
*
printed on your
chosen
CONDUIT Command Card.) • You may not use Abilities, Skills, or the Stamina Point Recovery value printed on your Adventurer Card until you return to your original Form.
• Any Effect, Ability,or Damage tokens that were on the Adventurer carry over to their new
CONDUIT Command Card. This means that
you may use Effect and Ability tokens that are on your
CONDUIT
Command Card. • You may use Standard Actions and Abilities.
• When making Skill Checks, you must use your new Conduit's listed Skills.
• While in this new Form, you still count as an Adventurer for the purposes of Abilities or Special Rules and text listed in Encounters. However, any Ability that references the specific Form you are in also applies to you. If one Ability would conflict with another, rule in favor of the Form you are in. (For Example: As a Fragor, you are not affected by Bulb tokens.)
• The Adventurer may Gain Items as normal. If an Adventurer is Defeated while under the effects of Conduit Summoning, they are Defeated as normal.
• The Adventurer may stay as the chosen CONDUIT until they use the
Discipline to swap their cards back, they are instructed to Restore, or they are Defeated.
• An Adventurer may swap from one CONDUIT Form into another
CONDUIT Form.
• When swapping back to their Adventurer Card, any Effect, Ability,or Damage tokens that were on their
CONDUIT Command Card carry
over back to their Adventurer Form.
• Command Combatant Cards with the CONDUIT Tag otherwise follow
all the normal rules of a Command Combatant.
• The Adventurer's Initiative Card does not change when using Conduit Summoning. Instead, they will continue to use their original card.
Special Assemblage Disciplines Continued
7777

---

Special Martial Disciplines
Gigas Grip

• While equipped, 2-Handed Weapons still count as 2-Handed
Weapons for the purpose of other Abilities that might reference them.
• These equipped 2-Handed Weapons must still adhere to the normal Range Icon restrictions when equipping Items.
Example: Both Weapons can be
Melee. One Weapon can be
Melee and the other can be Melee/Ranged. Or, both may be
Melee/Ranged.
IMPORTANT:IMPORTANT: Even with Gigas Grip, Weapons with the Melee
Icon may not be paired with Weapons with only the Ranged Icon.
• You may still equip 1-Handed Weapons of any type following all the
rules associated with equipping Weapons normally.

Example: You could equip a 1-Handed
Ranged Weapon and a
2-Handed Melee/Ranged Weapon. But it's important to remember
that Gigas Grip doesn't allow you to equip a 2-Handed Ranged
Weapon as if it was 1-Handed.)
• While these Weapons are equipped, you gain access to all Abilities printed on both equipped Weapons including any Abilities printed on Upgrades applied to either card.
• When Attacking, you must choose which Combat Dice to use. This can be any combination of 2 (non-black) Combat Dice printed across either of your equipped Weapons. If one or more of your equipped Weapons has the
BLACK printed in its Combat Dice Pool, you must
add a single
BLACK
to your Combat roll. If an equipped Weapon
has a different Range or an Ability that might augment the Range of an Attack, (Such as Reach 2 or Range 4), then you must use the lowest Range or Reach available to both Weapons. If one or both Weapons are a melee Weapon without Reach, you may only make attacks against adjacent spaces.
Example: If one
Melee Weapon has Reach 2 and the other
Melee does not, you may only Attack figures on Adjacent spaces.
Alternatively, if one equipped Weapon has Range 4 and the other
has Range 6, you may only make Attacks against figures at Range 4.
Lastly, if you have an equipped
Melee Weapon with Reach 2 and
an equipped Melee/Ranged Weapon with Range 4 you could only
make Attacks against adjacent figures.
• If at any time you equip a Weapon that you would not be able to equip with Gigas Grip (or otherwise), you must immediately end your current Action and Abilities (if you are currently taking an Action or Ability). Then, Un-equip Weapons so that your equipped Weapons are legal.
Example: This might happen if you used an Ability that flipped a
2-Handed
Melee Weapon into a 2-Handed Ranged Weapon.
Since you cannot have a 2-Handed Ranged Weapon equipped
with any other Weapon.)
In the above example, an Adventurer with Gigas Grip could
legally equip both the Scythe (a 2-Handed Weapon) and a Medium Shield. This also means they'd Gain all the Abilities printed on both cards.
Since Weapons with the
Icon assume the Range and Type of
their paired Weapon, the Shield would be considered a Melee
Weapon with Reach 2.
When Attacking, the player would build their Combat Dice Pool.
This could be from either card. Meaning, they could choose from
an
ORANGE
, TEAL , and an additional ORANGE . Since
the player gets the Abilities listed on both cards at all times they normally would, the Finesse :
TEAL Ability on the Shield would
increase the Orange Die listed on the Shield to a
TEAL
. This
would make the optimal choice for making an Attack a double
TEAL
.
Since one Weapon has a
BLACK

they must also add it to the
Combat Dice Pool.
Finally, the Adventurer would Gain any Symbol Abilities printed
on either card and any Upgrades that were attached.
Gigas Grip Example
The Gigas Grip Discipline in MARTIAL allows an Adventurer to dual wield
larger Melee Weapons. In addition to the normal rules for equipping gear,
Adventurers with the Gigas Grip Ability may equip 22(2-Handed)
(Melee) or (Melee/Ranged) Weapons as if they were
11
(1-Handed)
Weapons.
If they do, the following rules apply:
Scythe
6060
SPELLCRAFT • SCYTHE • HEAVY
22
+2 PHYSICAL DMG

+2 MAGIC DMG
✤PASSIVE
• REACH 2
• Casting Upgrade: ORANGE
• When casting a Spell that targets
an opponent,
EMPOWER.
EXHAUST

At any time, Gain
PROVOKE 2 until end of turn.
EQUIPPED WEAPONS
Rhamsted Knight's Shield
4040
SHIELD • MEDIUM SHIELD
11
✦COMBO : RANGED
EXHAUST: EMPOWER
✦COMBO : MELEE
FINESSE : TEAL
EXHAUST

COUNTER
**
+1+1
FU: PUSH 1, FORCE 8 + DIFFERENCE HIT. You may
make a Break Attack as a result of this Push.
7878

---

Alternate, Variations, and Loot LVL
The Basics

As players progress through Middara, some Combatants might get
stronger, randomly switch up their AI, or even be replaced by entirely
different types of Combatants. The following section details the special
rules to denote this Spawning behavior.
These rules replace the Alternate Tag rules from our previous versions
of Middara. If you're using a previous version of Middara, or other
promotional material, all Alternate Tag Combatants now Spawn according
to the rules below. However, mechanically, they still function as described
on the back of their cards and can be used with no changes required.
Loot Level & How Combatants Scale

All Combatants now have a Loot Level printed on the front and back of their Combatant Card. The higher the Loot Level, the stronger that Combatant Card is.
On some cards, the Loot Level will be called "Loot LVL" for space
purposes. These two terms are interchangeable. See Loot Levels, Pg. 17.
The higher the Loot Level a Combatant Card has, the higher the Loot
Level an Encounter must be for it to Spawn.
As an Adventure progresses, or for Adventures that start at higher Loot
Levels (In the Crawl Mode for example), Combatants get stronger. When
instructed to Spawn Combatants during an Encounter, players always
Spawn Combatants whose Loot Level listed on their cards corresponds
with the Loot Level of the current Encounter.
Some Combatants have Additional Prerequisites that must be met before
Spawning them. These will be listed on the back of their card under
their Loot Level requirement. If any required Prerequisites has not been
met and players are instructed to Spawn a Combatant of their type,
players should use the card with the next lowest Loot Level if available.
Otherwise, do not Spawn the Combatant.
Base Combatants

While all Combatant Cards have a Loot Level associated with them, not all Combatant Cards have the Alternate or Variation Tags listed on the top right corner with the other Combatant Tags.
Cards without either of these Tags are considered Base Combatants.
A Base Combatant Card is the unmodified version of a Combatant.
Meaning, it's the Combatant Card you can expect to use unless the
Alternate or Variation rules modify them.
Example: The Cave Sickles included in Unintentional Malum: Act 1 (all
Loot Levels of them) are considered Base Combatants.
Alternate Combatants

Combatant Cards with the Alternate Tag will always specify a Base Combatant they might replace. These Combatant Cards are considered Alternate Combatants.
See The Alternate Tag, Pg. 80.
The Variation Tag

BURROWING VARIATION
Cave Sickle
INTELLIGENT
TYPE: SICKLE
VARIATION
SWARM
11 22 33
✤PASSIVE
+1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

rules modify them Example The Cave Sickles included in Unintentional Malum Act 1 all Loot Levels of them are considered Base Combatants Alternate Combatants Combatant Cards with the Alternate Tag will always specify a Base Combatant they might replace These Combatant Cards are considered Alternate Combatants See The Alternate Tag Pg 80 The Variation Tag BURROWING VARIATION Cave Sickle INTELLIGENT TYPE SICKLE VARIATION SWARM 11 22 33 PASSIVE 1 PHYSICAL DMG H EALT H D EFEN S E M O VEM E N T 6 ARMO R 086 COMBATCOMBAT DICEDICE CONVICTION CASTING LOOT LVL MUNDANE Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3 4

Quick To Retreat
It has IMMUNITY : POISON and movement point cost is not
increased by Terrain or allies.
When the Cave Sickle takes damage
during an opponent's turn, if they were not defeated, end the
current Action and all Abilities.
THEN: Burrow. Is the Cave Sickle Burrowed?
MOVE to towards the opponent with the best Casting Die
within movement range.
THEN: If adjacent to an opponent, Un-Burrow and make a ATK .This Attack Gains +2 TO THE ATK ROLL. FU: I n fl i c t Poison,
FORCE 9. If not adjacent to an opponent, CONTINUE DOWN.
Is there an opponent within Range 6?
MOVE to be at up to Range 6 from the nearest opponent.
DODGE any Break Attacks made during this movement.
THEN: Make a 6 ATK against the opponent with the
lowest Total Armor Value. If tied, prioritize the opponent who also has the lowest
SP.
Can it Move to put an opponent within 6 spaces?
MOVE to be up to 6 spaces away from the nearest opponent.
THEN: Burrow.
Combatant Cards with the Variation Tag denote Combatants that have
new and different AI printed on them but represent the same Combatant. For example, this could be a Cave Sickle with two different types of AI
Steps and instructions.
Combatant Variations are designed to add variety to Middara by shaking
up the AI that is printed on Base Combatants and the Alternate Tagged
Combatant Cards that might replace them.
Example: This Burrowing Cave Sickle Variation shown above
switches up the Cave Sickle AI for Group 1-3!
A LITTLE DEEPER
BE02
Many of Elenia’s fi rst colonists encountered Cave
Sickles, and dismissed them as a petty nuisance that could
be easily brushed aside whenever human interests and the
strange insects came into confl ict. As civilization grew, the sickles
expanded their territory as well, becoming ever bolder in their
encroachment on human territory. Many adventurers become
overconfi dent after fi rst encountering the lesser variants, only to
be surprised and overwhelmed when sickles later manifest new
abilities. As the years pass, efforts by naturalists across Elenia have
endeavored to identify and classify these creatures, so their numbers
can be more effectively culled. One of the more alarming variations
identifi ed thus far are the Burrowing variety of Cave Sickle.
These burrowers cannot be easily identifi ed at a glance, leading many naturalists to conclude that the ability
is taught rather than innate. Despite the troubling implications of this reality, the real danger burrowers present
is their unique ability to claw through rock in seconds, utilizing existing burrows or else creating their own
to facilitate the movement. This allows them to rapidly traverse the battlefi eld, avoiding damage and fl anking
vulnerable adventurers from behind.
Even worse, the acquisition of this ability has not diminished the lethality of their venom. Left untreated,
cave sickle venom can necrotize in minutes, spreading quickly through the blood to kill even the hardiest
explorers. Just as with other varieties, the capabilities and intelligence of burrowing sickles appears to increase as
the number of nearby companions grows, making a previously trivial enemy into an alarming threat.
Adventurers are cautioned that strategies that were previously effective against more simplistic sickles cannot
be relied upon with their burrowing cousins, as there is no effective way to restrict the movement of these
creatures as they traverse the battlefi eld.
The nature of their new abilities makes them diffi cult to observe in the wild, but naturalists theorize this
variety of sickle makes for even more effective scouts, as well as path-breakers to allow their hives to reach ever
further while gathering resources. Their claws leave characteristic double-slash marks in the rock, making the
scope of their excavation visible to any who dare explore into the depths of a sickle hive.
VARIATION: Cave Sickle (Group 1-3) | LOOT LVL: Mundane
ADDITIONAL PREREQUISITES: This card is only ever used as a Variation after you've attempted the Bounty, The Cave Sickle Queen.
Copyright © 2023 Succubus Publishing 74 / 107 V1.2 BE1-
On the back of Combatants with the Variation Tag, there is the name of
the Combatant Card they are considered Possible Spawns for listed as VARIATION: X. (e.g. Cave Sickle Group 1-3.) However, a Combatant with the Variation Tag is never considered a Possible Spawn while its Variation Group card counterpart (e.g. Cave Sickle Group 1-3) is already in use.
The card that the Variation Tag lists (e.g. Cave Sickle Group 1-3) can be
either a Base Combatant or an Alternate Combatant. Meaning, you can
have a Variation of a Base Combatant or Alternate Combatant.
Combatants with the Variation Tag have special Spawn rules associated
with them. See Possible Spawns, Pg. 80.
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11
22
33
Sickle Anatomy
The C ave Sick l e has 
IMMUNIT Y : POISON
 and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The C ave Sick l e's Combat Dice and Defense change depending 
on how many other C ave Sick l es  are within 
SOI.
1:    
2:

3 is already in use The card that the Variation Tag lists e g Cave Sickle Group 1 3 can be either a Base Combatant or an Alternate Combatant Meaning you can have a Variation of a Base Combatant or Alternate Combatant Combatants with the Variation Tag have special Spawn rules associated with them See Possible Spawns Pg 80 INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The C ave Sick l e has IMMUNIT Y POISON and movement point cost is not increased by Terrain or allies Hive Mind The C ave Sick l e s Combat Dice and Defense change depending on how many other C ave Sick l es are within SOI 1 2

3:

4:

Is there an opponent adjacent? 
Make a 
AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up At tack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a 
 4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison, 
F O RC E 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a 
 4 AT K .
+1 PHYSICAL DMG
CONVICTION:
CASTING: -
H
EALTH D
EFENS
E
M
O
VEME
N
T
6
A
RMO
R
0
86
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
INTELLIGENT
TYPE: SICKLE
SWARM
Cfifle  ickle
Sickle Anatomy
The C ave Si ck l e has 
IM MUNIT Y : POISON
 and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The C ave Si ck l e's Combat Dice and Defense change depending 
on how many other C ave Si ck l es  are within 
SOI
.
1:

2:

3:

4:

Is there an opponent adjacent?
Make a 
AT K
 against the opponent with the most 
Damage. 
FU:
Make a 
AT K
 against the same target. 
This Follow Up At tack has 
FU:
 Make a 
AT K
 against 
the same target.
Is there an opponent within Range 4?
Make a 
 4 AT K .

THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN:
 Make a 
AT K .
 FU: Infl ict Poison, 
F O R C E 10 .
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN:
Make a 
 4 AT K .
✤ PASSIVE
+1 PHYSICAL DMG
+1 PHYSICAL DMG
CONVICTION:
CASTING: -
H
EALTH
D
EFENSE M
O
VEMEN
T
6
A
R
MOR
0
1012
COMBATCOMBAT
DICEDICE
11
22
33
LOOT LVL: COMMON
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

Infl ict Poison F O R C E 10 Can it Move and Attack an opponent within Range 4 Move to be at up to Range 4 from the nearest opponent THEN Make a 4 AT K PASSIVE 1 PHYSICAL DMG 1 PHYSICAL DMG CONVICTION CASTING H EALTH D EFENSE M O VEMEN T 6 A R MOR 0 1012 COMBATCOMBAT DICEDICE 11 22 33 LOOT LVL COMMON INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up Attack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
LOOT LEVEL: Mundane
A common problem that many explorers run into while 
traveling in Elenia is Cave Sickles. While they are considered 
one of the least dangerous monsters in Elenia, the fact that 
they roam in groups makes them troublesome foes that are 
deadly when underestimated. For reasons unknown, they’ve 
found success establishing colonies in almost every cave-system 
and ruin large enough to be worth exploring.
As common as these rocklike bugs can be, very little is known 
about them. They drag away anything they kill, presumably to great 
middens of former prey. But when followed back to their nests, there 
are no bones, debris, or other signs that they eat what they kill. Many 
scholars think they drag their victims deeper into their hives before 
eating them, or perhaps store them for later consumption.
Despite their size, Cave Sickles are able to squeeze through very tight spaces, and their hives are almost 
always behind small cracks and crevices that run deep into the ground. This has made efforts to learn more about 
their social structure, mating habits, and diet much more diffi cult. Attempts to pry into a hive are met with stiff 
resistance, with dozens of Cave Sickles descending on the intruders. 
There are also rumors of other types of Cave Sickles deeper in the hives, much like ants or bees on Earth. 
Scholars speculate they may have workers, warriors, and perhaps even queen castes.  Naturalists agree that this 
is likely, but no attempt to confi rm these theories has met with success.
Sickles would not be so dangerous if it wasn’t for their venom. An otherwise minor cut can become a deadly 
wound in moments, as their venom acts distressingly fast. Adventurers heading out beyond the safety of city 
walls are regularly cautioned to carry antidotes in the case of contact with Cave Sickle venom.
Expeditions within Elenia are actively underway to uncover more about these dangerous bugs, and perhaps 
even fi nd a queen. The quest to develop a more effi cient way to deal with these tenacious creatures has kept 
naturalists busy for decades.
THE SKITTERING MULTITUDES
Copyright © 2023 Succubus Publishing 789 / 872 V1.2 UM1-
Copyright © 2023 Succubus Publishing 784 / 873 V1.2 UM1-
A common problem that many explorers run into while 
traveling in Elenia is Cave Sickles. While they are considered 
one of the least dangerous monsters in Elenia, the fact that 
they roam in groups makes them troublesome foes that are 
deadly when underestimated. For reasons unknown, they’ve 
found success establishing colonies in almost every cave-system 
and ruin large enough to be worth exploring.
As common as these rocklike bugs can be, very little is known 
about them. They drag away anything they kill, presumably to great 
middens of former prey. But when followed back to their nests, there 
are no bones, debris, or other signs that they eat what they kill. Many 
scholars think they drag their victims deeper into their hives before 
eating them, or perhaps store them for later consumption.
Despite their size, Cave Sickles are able to squeeze through very tight spaces, and their hives are almost 
always behind small cracks and crevices that run deep into the ground. This has made efforts to learn more about 
their social structure, mating habits, and diet much more diffi cult. Attempts to pry into a hive are met with stiff 
resistance, with dozens of Cave Sickles descending on the intruders. 
There are also rumors of other types of Cave Sickles deeper in the hives, much like ants or bees on Earth. 
Scholars speculate they may have workers, warriors, and perhaps even queen castes.  Naturalists agree that this 
is likely, but no attempt to confi rm these theories has met with success.
Sickles would not be so dangerous if it wasn’t for their venom. An otherwise minor cut can become a deadly 
wound in moments, as their venom acts distressingly fast. Adventurers heading out beyond the safety of city 
walls are regularly cautioned to carry antidotes in the case of contact with Cave Sickle venom.
Expeditions within Elenia are actively underway to uncover more about these dangerous bugs, and perhaps 
even fi nd a queen. The quest to develop a more effi cient way to deal with these tenacious creatures has kept 
naturalists busy for decades.
THE SKITTERING MULTITUDES
LOOT LEVEL: Common
Copyright © 2023 Succubus Publishing 786 / 873 V1.2 UM1-
LOOT LEVEL: Uncommon
A common problem that many explorers run into while 
traveling in Elenia is Cave Sickles. While they are considered 
one of the least dangerous monsters in Elenia, the fact that 
they roam in groups makes them troublesome foes that are 
deadly when underestimated. For reasons unknown, they’ve 
found success establishing colonies in almost every cave-system 
and ruin large enough to be worth exploring.
As common as these rocklike bugs can be, very little is known 
about them. They drag away anything they kill, presumably to great 
middens of former prey. But when followed back to their nests, there 
are no bones, debris, or other signs that they eat what they kill. Many 
scholars think they drag their victims deeper into their hives before 
eating them, or perhaps store them for later consumption.
Despite their size, Cave Sickles are able to squeeze through very tight spaces, and their hives are almost 
always behind small cracks and crevices that run deep into the ground. This has made efforts to learn more about 
their social structure, mating habits, and diet much more diffi cult. Attempts to pry into a hive are met with stiff 
resistance, with dozens of Cave Sickles descending on the intruders. 
There are also rumors of other types of Cave Sickles deeper in the hives, much like ants or bees on Earth. 
Scholars speculate they may have workers, warriors, and perhaps even queen castes.  Naturalists agree that this 
is likely, but no attempt to confi rm these theories has met with success.
Sickles would not be so dangerous if it wasn’t for their venom. An otherwise minor cut can become a deadly 
wound in moments, as their venom acts distressingly fast. Adventurers heading out beyond the safety of city 
walls are regularly cautioned to carry antidotes in the case of contact with Cave Sickle venom.
Expeditions within Elenia are actively underway to uncover more about these dangerous bugs, and perhaps 
even fi nd a queen. The quest to develop a more effi cient way to deal with these tenacious creatures has kept 
naturalists busy for decades.
THE SKITTERING MULTITUDES
LOOT LEVEL: Rare
EPICUREAN FIEND
Soul butchers are massive creatures, malevolent 
to their core. They have a gaping maw on their belly, 
with a long, lashing tongue that trails thick saliva. Like 
the physical embodiment of gluttony, a soul butcher's 
corpulent form is covered in layers of fat and thick skin. 
Far from mindless brutes, soul butchers are cunning foes. 
They are able to speak, and sometimes torment their prey with 
descriptions of what is to come before slaying them. Sometimes, 
soul butchers will swallow their enemies whole. More often, 
they prefer to add them to their meat collection. Soul butchers are 
gourmands that relish in preparing elaborate meals from the corpses 
they create.
As intelligent monsters, it’s not uncommon to fi nd them heavily armored and wielding weapons fashioned 
from the leftovers of past victims. A soul butcher's den is a grotesque display of fl esh and gore, with previous kills 
hanging from meathooks and dripping blood onto the fl oor. The monster gets its name from the appearance of its 
home, which commonly looks like a twisted mockery of a butcher's shop. 
In the past, soul butchers roamed the lands of Middara freely, encroaching on populated areas and 
making their homes on the outskirts of towns or villages. They hunted their prey at night, taking the drunk or 
irresponsible from the streets. Eventually, they would be located and their lairs destroyed.
In modern times, organized society has established elaborate watches to ward against such monstrosities. 
Alongside a growing human populace, soul butchers have become scarce. Now, they lurk in ruins and wild 
places, killing humans only when the opportunity presents itself.
Soul butchers are rare enough that most Middarans will only ever hear tales of the horrifi c creatures. Some 
explorers have encountered them, and the few scholars who seek to learn more about these horrifi c creatures are 
hard-pressed to fi nd anyone foolish enough to search them out.
Copyright © 2023 Succubus Publishing 804 / 872 V1.2 UM1-
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

and wild places killing humans only when the opportunity presents itself Soul butchers are rare enough that most Middarans will only ever hear tales of the horrifi c creatures Some explorers have encountered them and the few scholars who seek to learn more about these horrifi c creatures are hard pressed to fi nd anyone foolish enough to search them out Copyright 2023 Succubus Publishing 804 872 V1 2 UM1 INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1

2:

3:

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK.
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK. FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
7979

---

The Alternate Tag

Combatant Cards with the Alternate Tag will always specify a Base
Combatant they might replace. These Combatant Cards are considered
Alternate Combatants.
Alternate Combatants are mechanically and thematically different
creatures in Middara that can be used as random substitutes for Base
Combatants. These substitutes add variety to your game and shake up
existing content in exciting and unpredictable ways.
On the back of Combatants with the Alternate Tag, there is the name
of the Base Combatant Card(s) they are considered Possible Spawns for
listed as ALTERNATE: X. (e.g. Cave Sickle.)
Cave sickles are a ubiquitous part of adventuring in
Elenia. They seem to be waiting underneath every rock
and around every corner. Occasionally, adventurers report
coming across especially large specimens. For a long time,
these big, aggressive cave sickles were thought to be a whole
different species.
It is now speculated that there are different types of cave
sickles that serve their hives in different ways. Ordinary cave
sickles are the most commonly seen, and are thought to be the
scouts and workers. Deeper within their hives, larger varieties can
be found. These are the warriors, tasked with protecting their hives
from intrusion by humans and other threats. They are usually only
encountered near a hive entrance.
Cave sickle warriors look different from their smaller counterparts, with a pair of grasping claws and a
much rounder body. The warrior sickles use a special pheromone to rally their lesser cousins. This means that an
unwary adventurer may see an even battle become decidedly unfair as cave sickles swarm to defend the hive.
Mercifully, cave sickle warriors seem to only be interested in protecting their homes. They do not pursue
intruders too far from the hives. Novice adventurers are advised to fl ee if they fi nd themselves set upon by cave
sickle warriors, as they will usually give up the chase before too long.
Cases of massive packs of warriors roaming deep underground have been recorded. It’s thought that these
packs of warriors gather when a hive needs heavy lifters to clear out sections of earth to expand their home.
Luckily this is a rare occurrence, as a massive group of cave sickle warriors would be problematic for any
adventuring party.
Much like ants, cave sickle hives sometimes clash with each other over food and resources. In these cases,
cave sickle warriors have been seen dismembering each other with gleeful fervor. The display usually leaves
onlookers grateful they are not involved.
WARRIOR SICKLE
ALTERNATE: Cave Sickle | LOOT LVL: Mundane
ADDITIONAL PREREQUISITES: This card is only ever used as an Alternate after you've attempted the Bounty, The Cave Sickle Queen.
BE05
Copyright © 2023 Succubus Publishing 86 / 107 V1.2 BE1-
Example: The Cave Sickle Warrior Combatant Card shown above
might alternatively Spawn instead of Cave Sickles.
An Alternate Combatant will only ever list Base Combatants as a possible Combatant they might replace. Meaning, there is no situation in which an Alternate Combatant can replace another Alternate Combatant.
Since Alternate Combatant Cards are thematically considered their
own creature, they will never share Groups with Base Combatant
Cards. Meaning, you will never consider Groups as a prerequisite when
determining if an Alternate Combatant is a Possible Spawn.
Combatants with the Alternate Tag have special Spawn rules associated
with them. See Possible Spawns, Pg. 80.
Prerequisite Types

Combatant Cards rely on having their prerequisites met before they can be Spawned. The common Prerequisites found across all Combatant Cards are as follows:
Additional Prerequisites - This represents additional unique Prerequisites
that must be met before this card might be used under specified
circumstances.
Variation: Cave Sickle (Group 1-3) | Loot LVL: Mundane
Additional Prerequisites: This card is only ever used as a Variation
after you've attempted the Bounty, The Cave Sickle Queen.
Example: The Burrowing Cave Sickle Variation is only ever considered
a Variation during the Adventure Mode after you've attempted the Bounty Pack this Variation card came with. However, if the Bounty Pack this Variation card came with, (or any other product) would call for this card to Spawn specifically by name, it would Spawn regardless of the prerequisites. Burrowing Cave Sickle Variation shown above switches up the Cave Sickle AI for Group 1-3!
Alternate: X - See The Alternate Tag, Pg. 80.
Loot Level: X - The Loot Level of the current Encounter must be equal to
what is listed here on a Combatant Card for this card to be considered a
Possible Spawn. See Loot Level & How Combatant's Scale, Pg. 79.
Variation: X - See The Variation Tag , Pg. 79.
Possible Spawns

the Adventure Mode after you ve attempted the Bounty Pack this Variation card came with However if the Bounty Pack this Variation card came with or any other product would call for this card to Spawn specifically by name it would Spawn regardless of the prerequisites Burrowing Cave Sickle Variation shown above switches up the Cave Sickle AI for Group 1 3 Alternate X See The Alternate Tag Pg 80 Loot Level X The Loot Level of the current Encounter must be equal to what is listed here on a Combatant Card for this card to be considered a Possible Spawn See Loot Level How Combatant s Scale Pg 79 Variation X See The Variation Tag Pg 79 Possible Spawns

Combatant Cards are considered Possible Spawns if they have been
revealed, meet all their listed prerequisites, and they are not currently
being used.
When Setting Up an Encounter during the Placement Phase, don't check
for Possible Spawns. Meaning, you must place the figures as listed in the
Setup Diagram. Or if a Combatant Card Spawns a named Combatant Card.
However, in all other cases, when a figure requires a new Combatant
Card to Spawn, a Possible Spawn must be considered and might Spawn
instead.
This includes Diagrams, Totems ,or even when a Summoner summons an
Opposing Esper.
To determine what Spawns, you'll shuffle all the Possible Spawns together
and draw one randomly. If there are more Spawns required to finish
placing the required amount of figures, repeat this process until the
amount of figures called for are Spawned. See Important Possible Spawn
Rules, Pg. 82.
How To Spawn Alternate & Variation Cards

Alternate: X
Shuffle all Possible Spawns alongside the corresponding Base Combatant
Cards listed as X (e.g. Cave Sickle.) Since Alternate Combatant Cards are
thematically considered their own creature, they will never share Groups
with Base Combatant Cards.
Example: If Cave Sickle Group 1-3 was already in use, and an Encounter
calls to Spawn more Cave Sickles, you would still shuffle in Cave Sickle Warriors Group 1-2 since Alternate Combatant Groups are independent of their Base Combatant counterpart.
Shuffle all the cards, and deal one. Then, Spawn figures up to the total figures you were instructed to Spawn or up to the total Activation Numbers on the Combatant Card you drew, whichever happens first.
If remaining Spawns are required, shuffle and draw again.
Variation: X
Shuffle all Possible Spawns alongside the corresponding Base Combatant
Cards listed as X (e.g. Cave Sickle Group 1-3.) Since Variations are
different versions of existing Combatant's, it's important to ensure that the
Group numbers match the Base Combatant Cards in your pile.
Example: If Cave Sickle Group 1-3 was already in use, and an Encounter
calls to Spawn more Cave Sickles, you would not include any Variations of Cave Sickle Group 1-3.
Shuffle all the cards, and deal one. Then, Spawn figures up to the total figures you were instructed to Spawn or up to the total Activations Numbers on the Combatant Card you drew, whichever happens first.
If remaining Spawns are required, remove any cards from Groups already
in use, then shuffle and draw again.
Variation & Alternate
See Having both the Alternate & Variation Tag , Pg. 82.
IMPORTANT:IMPORTANT: It's possible (and likely) that you could have
Alternate Combatants, Base Combatants, and Variations of each, all
being added to a single pile when drawing to Spawn a Combatant
during an Encounter.
Alternate, Variations, and Loot LVL Continued
8080

---

Alternate, Variations, and Loot LVL Continued
Multiple Groups, Variation, & Alternate

Combatants with the Variation Tag represent different AI for existing
Combatants, but they are not intended to expand the total amount of a
single Combatant Type that can Spawn at any given time.
Combatants being Spawned that have 1 or more Activation Number
must still adhere to all the Group rules as if their Variation Counterparts
counted as the same corresponding Group(s). Meaning, you may not
shuffle a Combatant Card with the Variation Tag as a Possible Spawn if
the corresponding Base Combatant they replace is already on the board,
or vice versa.
Example: Let's assume Cave Sickle 1 and 2 are already on the
board and a new Totem is revealed that requires you to Spawn 4 additional Cave Sickles. The player would place Cave Sickle 3 using the existing card. Then, they would shuffle Cave Sickle Group 4-6 together with all the Cave Sickle Variations they own that are also Group 4-6.
Variation Group(s) 1-3 would not be shuffled in as an option
since their Base Combatant counterpart (Cave Sickle Group 1-3)
is already on the board.
BURROWING VARIATION
Cave Sickle
INTELLIGENT
TYPE: SICKLE
VARIATION
SWARM
11 22 33
✤PASSIVE
+1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

Quick To Retreat
It has IMMUNITY : POISON and movement point cost is not
increased by Terrain or allies.
When the Cave Sickle takes damage
during an opponent's turn, if they were not defeated, end the
current Action and all Abilities.
THEN: Burrow. Is the Cave Sickle Burrowed?
MOVE to towards the opponent with the best Casting Die
within movement range.
THEN: If adjacent to an opponent, Un-Burrow and make a ATK .This Attack Gains +2 TO THE ATK ROLL. FU: I n fl i c t Poison,
FORCE 9. If not adjacent to an opponent, CONTINUE DOWN.
Is there an opponent within Range 6?
MOVE to be at up to Range 6 from the nearest opponent.
DODGE any Break Attacks made during this movement.
THEN: Make a 6 ATK against the opponent with the
lowest Total Armor Value. If tied, prioritize the opponent who also has the lowest
SP.
Can it Move to put an opponent within 6 spaces?
MOVE to be up to 6 spaces away from the nearest opponent.
THEN: Burrow.
Combatant's with the Alternate Tag represent different figures entirely.
These figures are intended to exist simultaneously alongside other Base Combatants they might replace.
This means that so long as a Variation of their own isn't already on the
board, they may be considered as Possible Spawns even if the figure they
might replace has a matching Activation Number on the table.
Example: Let's assume that Cave Sickle 1, 2, and 3 are already
on the board and a new Totem is revealed that requires you to Spawn 3 additional Cave Sickles. After removing any Cave Sickle Variations with Group 1-3 as Possible Spawns, you'd then take Cave Sickle Group 4-6 alongside any Cave Sickle Variations you own that are also Groups 4-6 as Possible Spawns. Then, any Combatants with the Alternate Tag that aren't already on the table and also replace Cave Sickles are added as Possible Spawns.
The whole lot is shuffled, and one Combatant Card is drawn
randomly. If the Combatant Card you drew Spawned fewer
figures than required, then you'd need to draw an additional
Combatant Card until you've Spawned the total amount of
figures called for (In this case, 3.)
This process would continue until the instructed amount of
figures have been Spawned.
Furthermore, it's important to remember that you never consider Possible
Spawns of any type of Combatant unless the figure being Spawned
requires a new Combatant Card to Spawn.
Example: If Cave Sickle 1 and 2 are already on the board and a
new Totem is revealed that requires you to Spawn 1 additional Cave Sickle, you would not consider any Possible Spawns since you could still Spawn Cave Sickle 3 to complete the existing Group which allows for Cave Sickle 1-3.

you d need to draw an additional Combatant Card until you ve Spawned the total amount of figures called for In this case 3 This process would continue until the instructed amount of figures have been Spawned Furthermore it s important to remember that you never consider Possible Spawns of any type of Combatant unless the figure being Spawned requires a new Combatant Card to Spawn Example If Cave Sickle 1 and 2 are already on the board and a new Totem is revealed that requires you to Spawn 1 additional Cave Sickle you would not consider any Possible Spawns since you could still Spawn Cave Sickle 3 to complete the existing Group which allows for Cave Sickle 1 3

Alternate Tag Example
11
INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG
FU: HEAL 1
+1 PHYSICAL DMG
HEALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2
810
COMBATCOMBAT
DICEDICE
CONVICTION:
CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate
AT K
against each adjacent opponent. FU: I n fl i c t Wilt,
FORCE 9.
THEN:
MOVE
to be at up to Range
6 from adjacent
opponents. THEN:
Make a
6 AT K
against the
furthest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
Is there an opponent within Range 6?
Make a
6 AT K
against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze,
FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN.
Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
Cave sickles are a ubiquitous part of adventuring in
Elenia. They seem to be waiting underneath every rock
and around every corner. Occasionally, adventurers report
coming across especially large specimens. For a long time,
these big, aggressive cave sickles were thought to be a whole
different species.
It is now speculated that there are different types of cave
sickles that serve their hives in different ways. Ordinary cave
sickles are the most commonly seen, and are thought to be the
scouts and workers. Deeper within their hives, larger varieties can
be found. These are the warriors, tasked with protecting their hives
from intrusion by humans and other threats. They are usually only
encountered near a hive entrance.
Cave sickle warriors look different from their smaller counterparts, with a pair of grasping claws and a
much rounder body. The warrior sickles use a special pheromone to rally their lesser cousins. This means that an
unwary adventurer may see an even battle become decidedly unfair as cave sickles swarm to defend the hive.
Mercifully, cave sickle warriors seem to only be interested in protecting their homes. They do not pursue
intruders too far from the hives. Novice adventurers are advised to fl ee if they fi nd themselves set upon by cave
sickle warriors, as they will usually give up the chase before too long.
Cases of massive packs of warriors roaming deep underground have been recorded. It’s thought that these
packs of warriors gather when a hive needs heavy lifters to clear out sections of earth to expand their home.
Luckily this is a rare occurrence, as a massive group of cave sickle warriors would be problematic for any
adventuring party.
Much like ants, cave sickle hives sometimes clash with each other over food and resources. In these cases,
cave sickle warriors have been seen dismembering each other with gleeful fervor. The display usually leaves
onlookers grateful they are not involved.
WARRIOR SICKLE
ALTERNATE: Cave Sickle | LOOT LVL: Mundane
ADDITIONAL PREREQUISITES: This card is only ever used as an Alternate after you've attempted the Bounty, The Cave Sickle Queen.
BE05
Copyright © 2023 Succubus Publishing 86 / 107 V1.2 BE1-
Alternate: Cave Sickle | Loot LVL: Mundane
Additional Prerequisites: This card is only ever used as an Alternate
after you've attempted the Bounty, The Cave Sickle Queen.
The Cave Sickle Warrior card is a new Alternate Combatant unlocked during the Cave Sickle Queen Bounty. (Found within the expansion, Bounties of Elenia: The Cave Sickle Queen.)
During the Bounty, an Encounter will instruct players to reveal this
card via its Hidden Card Number. Some Alternate Tag Combatants
might always be revealed, such as Combatants found in Resin Kits
or other Expansions.
In either case, using the back of the Alternate Combatant, we can
see that the Cave Sickle Warrior can Alternatively Spawn in place
of Cave Sickles. This means, that any time a Cave Sickle were to
Spawn outside of the Encounter's Placement Phase and would
require a new Combatant Card to do so, players would shuffle the
Cave Sickle Warrior with all the other Base Combatant Cave Sickle
cards that could Spawn and any additional Combatant Cards that
might also list Cave Sickles as an Alternate Spawn.
Remember, any card used this way must also meet its Additional
Prerequisites. In this case, the Cave Sickle Warrior would only ever
be considered as a Possible Spawn if players had already attempted
the Bounty "The Cave Sickle Queen". Meaning, they must have
either failed or succeeded this Bounty before this card is ever
considered a Possible Spawn.
8181

means that any time a Cave Sickle were to Spawn outside of the Encounter s Placement Phase and would require a new Combatant Card to do so players would shuffle the Cave Sickle Warrior with all the other Base Combatant Cave Sickle cards that could Spawn and any additional Combatant Cards that might also list Cave Sickles as an Alternate Spawn Remember any card used this way must also meet its Additional Prerequisites In this case the Cave Sickle Warrior would only ever be considered as a Possible Spawn if players had already attempted the Bounty The Cave Sickle Queen Meaning they must have either failed or succeeded this Bounty before this card is ever considered a Possible Spawn 8181

---

Having Both the Alternate & Variation Tag

Combatants that have both the Alternate and Variation Tag are considered
Variations of Alternate Combatants. Functionally, they should be used
in the same way as Alternate Combatants and are under all the same
limitations of the Variation Tag. Meaning, these Combatant Cards
are shuffled in as a Possible Spawn alongside their Alternate Tagged
counterparts so long as their corresponding Alternate counterpart's Group
isn't already in use.H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T A
RMO
R
261218
Miasmic Evolution
Adlet Type Combatants have ELUSIVE, IMMUNITY : DARKNESS
and MIASMA, and ignore the effects of Obscuring and Miasma Terrain.
While another Adlet Type ally is within
SOI they both gain EMPOWER.
Preservation Presage
Adlet Priests have ARCANE, an SOI of 6, and at the start of their
activation they gain
2 Itlum Shard tokens ( LIMIT 3). While another Adlet
Type ally is within
SOI they gain PROTECTION and the ally gains BARRIER.
The
value for Adlet Priests and Adlet Type allies in their SOI
reduces
MAGIC DMG in addition to PHYSICAL DMG.
When the last Adlet Priest on this card is defeated, adjacent opponents
are Inflicted with Miasma and all sealed Miasma Geysers reopen.
Is an opponent within SOI?
Cast a
SPELL 6, prioritizing the opponent with the lowest conviction value.
If the spell was cast from within Miasma terrain, when determining the
Force of the Spell add
+1 TO THE ROLL. Inflict Miasma and Deal 1 PURPLE

SOI of 6 and at the start of their activation they gain 2 Itlum Shard tokens LIMIT 3 While another Adlet Type ally is within SOI they gain PROTECTION and the ally gains BARRIER The value for Adlet Priests and Adlet Type allies in their SOI reduces MAGIC DMG in addition to PHYSICAL DMG When the last Adlet Priest on this card is defeated adjacent opponents are Inflicted with Miasma and all sealed Miasma Geysers reopen Is an opponent within SOI Cast a SPELL 6 prioritizing the opponent with the lowest conviction value If the spell was cast from within Miasma terrain when determining the Force of the Spell add 1 TO THE ROLL Inflict Miasma and Deal 1 PURPLE

of
MAGIC DMG and + 1 MAGIC DMG for each Adlet Priest ally within SOI.
CONTINUE DOWN.
It has 3 Itlum Shard tokens?
WARP to an unoccupied space within SOI to put as many opponents
as possible within
SOI. THEN: If more than 1 opponent is within
SOI, remove 3 Itlum Shard tokens and Cast a SPELL 6 against all
opponents within
SOI. Deal a GREEN
of MAGIC DMG and
Inflict Disease and Miasma.
CONTINUE DOWN.
Otherwise.
MOVE towards the ally nearest to an opponent. THEN: If an ally
within
SOI has damage, remove an Itlum Shard token, and
roll a
WHITE
. The ally within SOI with the most damage
HEALS X where X equals the number rolled.
InrSmfLhMSdm
➤PASSIVE
CONVICTION: CASTING:
11 22 33
INTELLIGENT
TYPE: ADLET
ALTERNATE
SWARM
LOOT LVL: UNCOMMON
COMBAT COMBAT
DICEDICE
Example: The above Adlet Priest is the "Combustion Sage"
Variation (new AI) of an Alternate Combatant from a Bounty expansion called The Pit Boss.
If the listed Base Combatant (Adlet Drudge) were to Spawn
during an Encounter, this card should be shuffled alongside
its other Alternate Combatant counterpart (Adlet Priest Group
1-3) as a Possible Spawn so long as Adlet Priest Group 1-3 isn't
already on the board.
PLACE HOLDER
For many years, it was assumed that Adlet ‘society’ was
fully understood. Thanks to humanity’s shared interest in Itlum
crystals, plenty of expeditions had reason to encounter and
fi ght the creatures, discovering a great deal about their Drudge
crews and the Overseers who lead them. The life of an Adlet was
a simple matter of Darwinian endurance, with the strongest and
toughest surviving long enough to train the next generation. Recent
observations call this into question. Whether Adlets were always
more complex, or they have adapted to continued confl ict with
humanity, the underground is changing.
Adlet Priests do not fi t well into the usual understanding of Adlet
Hierarchy. They are often diminutive creatures, possibly only thanks to a
far easier life than the Drudge workers. Physiologically, they are almost
identical to the Drudge Adlets working excavation crews. They are batlike
bipeds, standing only a few feet tall and weighing about as much as a large dog. They often possess youthful features,
though even those who mature never reach the developed muscles of Overseers. The Adlet Priest simply does not need
them.
Adlet Priests have all the same mental capacity as the Overseers, if not even greater. In addition to an
unpronounceable spoken language, Priests have been observed writing, taking accounts from work crews in a script
made of simple slash marks. Like other Adlets, they also rely on Itlum crystals for survival. They are entirely immune to
the Miasma, and seem to grow stronger the more of the toxic gas is present around them.
In combination with drugs and tools carefully crafted from Itlum, Priests are capable of manifesting potent magical
abilities. When threatened, they will not hesitate to turn these abilities on their attackers.
They are rarely seen on the “outskirts” of Adlet territory, with one exception. Adlet society appears to revolve
entirely around Itlum, including its production. Though the specifi c mechanism is not yet known, Priests seem able
to take small shards of crystal, and prepare growth-beds that allow the mineral to develop on its own in years, rather
than centuries. Thus, Priests are often the last to visit an excavated quarry, “re-planting” Itlum to be harvested by their
descendants.
These Priests are treated with great respect by other Adlets, even the physically superior Overseers. Whenever they
are in confl ict, the will of a Priest always seems to take precedence. Though these Priests seem like the most promising
candidates for communication with humans, they are also the least willing, often retreating behind waves of defenders if
they feel threatened. No attempt to capture one or extract their secret for Itlum-growing has yet been successful.
BE25
ALTERNATE: Adlet Drudge | VARIATION: Adlet Priest (Group 1-3) | LOOT LVL: Rare
ADDITIONAL PREREQUISITES: This card is only ever used as an Alternate after you've attempted the Bounty, The Pit Boss.
136/158 V1.2 BE2-
Copyright © 2022 Succubus Publishing
This means that Variations of Alternate Combatants will increase the
chance of an Alternate Combatant Spawning as well as add additional variety to the AI Steps of existing Alternate Combatant Cards.
Type Tag
Combatant Cards with the TYPE: X Tag are used to thematically denote the broad species of a creature. This Tag has no inherent rules and is instead referenced by other Abilities.
Narratively, this is something newer designs have facilitated. As we
recognize cards that would require this Tag, we will update them in future
printings. In practice, this will be very obvious and players may use their
best judgement to determine when these Abilities would reference these
Types. It's safe to assume that cards that reference a Type are intended to
include any Combatant Card with the "Type" listed in its name.
(e.g. Cave Sickles are intended to be "TYPE: SICKLE" Combatants.
Alternatively, Earth Loa and Water Loa are both considered to be "TYPE:
LOA" Combatants.)
However, if an Ability specifically calls for a Combatant by name, it
is still referring to that Combatant specifically. Meaning, a Cave Sickle
refers to a Cave Sickle only. While an Ability that references a Sickle Type
Combatant could refer to any Combatant with the "TYPE: SICKLE" Tag.
IMPORTANT POSSIBLE SPAWN RULES:IMPORTANT POSSIBLE SPAWN RULES:
Figures that change size: If an Alternate Combatant is Spawned and the new miniature is larger or smaller than the figure it replaced, place this figure so that it occupies at least one of the spaces depicted or instructed by the original rules Spawning them. If you cannot, it will Spawn on the nearest unoccupied non-Dangerous space(s) instead.
Monster Loot: If you would ever Gain Monster Loot from an Alternate
Combatant draw from its corresponding Monster Loot Deck like
normal. If this Combatant does not have a Monster Loot Deck
associated with it, or if you've drawn all the Monster Loot available,
draw from the Monster Loot associated with its listed Base Combatant.
Combatants with the Variation Tag will only ever draw Monster Loot
Deck from their listed Base Combatant's Monster Loot Deck.
Special Encounter Rules: Any Special Encounter Rules that reference a
Base Combatant also reference the Possible Spawns that might replace
that Base Combatant.
Alternate, Variations, and Loot LVL Continued
11 22 33
Psionic Sickling
✤PASSIVE
+1 PHYSICAL DMG

non Dangerous space s instead Monster Loot If you would ever Gain Monster Loot from an Alternate Combatant draw from its corresponding Monster Loot Deck like normal If this Combatant does not have a Monster Loot Deck associated with it or if you ve drawn all the Monster Loot available draw from the Monster Loot associated with its listed Base Combatant Combatants with the Variation Tag will only ever draw Monster Loot Deck from their listed Base Combatant s Monster Loot Deck Special Encounter Rules Any Special Encounter Rules that reference a Base Combatant also reference the Possible Spawns that might replace that Base Combatant Alternate Variations and Loot LVL Continued 11 22 33 Psionic Sickling PASSIVE 1 PHYSICAL DMG

+1 PHYSICAL DMG
CASTING: - CONVICTION:
**
LOOT LVL: ANY
Skittering Offspring
Psionic Sicklings have NIMBLE. Their Defense, Combat Dice, and
Conviction Dice are equal to the best dice or highest printed values
amongst
NON-BOSS Sickle Type Combatants on the table. If no Sickle
Typ e Combatants are on the table, a Sickling's scaling Dice are
PURPLE
and their Scaling Stats are 8. A Sickling's HP is equal to 3, +3 for
each
LOOT LVL beyond Mundane to a max of 9.
Bug Brain Magika
Psionic Sicklings have PROTECTION and an SOI of 6.
Is the Psionic Sickling Un-Burrowed?
Cast a SPELL 6 against an opponent that has not been targeted by
this spell this round.
COMMAND 4. Move the target to be adjacent to
the most fi gures allied to Psionic Sickling . During this movement, take
the route that provokes the most Break Attacks.
CONTINUE DOWN
Is there an opponent adjacent?
Burrow. THEN: MOVE to be adjacent to the farthest totem possible. If
there is no totem on the board,
CONTINUE DOWN.
Can it Move to put an opponent within SOI?
MOVE to put as many fi gures within SOI as possible. Un-Burrow if
currently Burrowed.
THEN: Cast a SPELL 6 against all opponents within SOI. Deal 3 MAGIC DMG.
Otherwise
MOVE to put the nearest opponent within SOI.
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
8
ARMO
R
0*
COMBATCOMBAT
DICEDICE
*
INTELLIGENT
TYPE: SICKLE
TRIVIAL
77 88 99
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
01012
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: COMMON
+1 PHYSICAL DMG

+1 PHYSICAL DMG
INTELLIGENT
TYPE: SICKLE
SWARM
Cave Sickle
Sickle Anatomy
The Cave Sickle has IMMUNITY : POISON and movement point cost
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

Is there an opponent adjacent?
Make a ATK against the opponent with the most
Damage.
FU: Make a
ATK against the same target.
This Follow Up Attack has
FU: Make a
ATK against
the same target.
Is there an opponent within Range 4?
Make a 4 ATK .
THEN: MOVE to be adjacent to the opponent
with the most Damage within movement range.
THEN: Make a
ATK . FU: I n fl i c t Poison, FORCE 10.
Can it Move and Attack an opponent within Range 4?
MOVE to be at up to Range 4 from the nearest opponent.
THEN: Make a 4 ATK .
✤PASSIVE
Example: Combatant Cards that are narratively part of the Sickle Sub-
Species contain the Type: Sickle Tag. This is used by other Abilities when referencing these "types" of creatures.
8282

---

Spawning Combatants Example
In this example, ( A ) Nightingale is running away from 2 Cave Sickles already
on the board. As she comes around a corner, she draws Line of Sight to a
Blue Totem. This requires her to immediately reveal the Hidden Text from the
Adventure Book for the
BLUEBLUE
Blue Totem.
Let's assume that the Hidden Text instructs her to Spawn 4 Cave Sickles on or
adjacent to the Blue Totem.
First, players must check to see if they require using a new Combatant Card by
Spawning what they can. In this case, Cave Sickle 3 is placed on the board since
its corresponding Combatant Card still has room for a third Cave Sickle.
33
INTELLIGENT
TYPE: SICKLE
SWARM
C e  ickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up Attack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
Next, players should check the Loot Level of the Encounter. Special Encounter Rules
fifl     
CARD
SURPRISED CAVE SICKLES:
If the last Encounter played was the
Dank Grotto, Adventurer's start in the
orange Starting Zone. When setting up
this Encounter, after dealing the Initiative
cards, move the Cave Sickle Initiative
cards to the back of the Initiative Track.
Then read the following hidden text:
The four of you crawl on hands and
knees until the tight passage opens
up causing you to spill on to the fioor
below. You look around and see that you
are standing around a pair of startled
Cave Sickles.
BUG BOMB:
If the Adventurer with the Bug Bomb token is Defeated, place the token in the space where they were Defeated. Any Adventurer may make an Encounter Action while on or adjacent to the token to pick it up. If the token is placed in Dangerous Terrain, it is removed from the game.
Loot
LVL : MUNDANE
B
L
U
E LOO
T
B
L
U
E LOO
T BLUE LOOT:
You flnd a pile of treasure! The party Gains 20 Gold.
R
E
D LOO
T
R
E
D LOO
T RED LOOT:
You flnd a pile of treasure! The party Gains 20 Gold.
G
R
E
EN LOO
T
G
R
E
EN LOO
T GREEN LOOT:
A barrage of darts shoot from the chest as you open it. Who’d put a trapped chest in here? All flgures on or within Range 3 of this token must make a Strength 10 Check. If they fail, they are overcome by the toxin and are dealt a
PURPLE

is removed from the game Loot LVL MUNDANE B L U E LOO T B L U E LOO T BLUE LOOT You flnd a pile of treasure The party Gains 20 Gold R E D LOO T R E D LOO T RED LOOT You flnd a pile of treasure The party Gains 20 Gold G R E EN LOO T G R E EN LOO T GREEN LOOT A barrage of darts shoot from the chest as you open it Who d put a trapped chest in here All flgures on or within Range 3 of this token must make a Strength 10 Check If they fail they are overcome by the toxin and are dealt a PURPLE

of Physical Damage and Infiicted with Paralyze.
Y
E
L
L
OW LO
O
T
Y
E
L
L
OW LO
O
T YELLOW LOOT:
You flnd a pile of treasure! Gain 2 random Consumables.
Objectives
B
L
U
E
B
L
U
E
B
L
U
E
B
L
U
E BLUE OBJECTIVE:
This looks like the spot! While adjacent to this Objective token, the Adventurer with the Bug Bomb may make an Encounter Action to read the following hidden text:
The bomb is set! Remove the Bug Bomb token from your card. Then, place the Blue Exit token on any unoccupied space on the south side of Tile UM1. At the beginning of the next round and each round after, add 1 Time token to the back of the Initiative Track. When 5 Time token have been added this way, the party is Defeated. After reading this, read the hidden text for the Green Objective.
R
E
D
R
E
D
R
E
D
R
E
D
RED OBJECTIVE:
As soon as any Adventurer moves onto this space read the following:
If the Blue Totem token is on the board, discard it. A horrible crashing sound rings through the cavern. The rocks to your east blow out, sending debris plummeting down into the depths below. A large Cave Sickle screeches, sending an ear piercing sound throughout the cave. Discard the Red Objective token. Then, Reveal Small and Large Hidden Cards UM1 and place tokens and flgures according to Diagram 5. When Whopper is Defeated, instead of drawing a Combatant Loot card, Gain 1 Cave Sickle Monster Loot.
G
R
E
E
N
G
R
E
E
N
G
R
E
E
N
G
R
E
E
N
GREEN OBJECTIVE:
Only read the following hidden text if instructed to:
The bomb emits a periodic high pitched beep. In the distance you hear more Cave Sickles. Spawn 6 Cave Sickles on or adjacent to the Green Objective token. Then discard the Green Objective token. Add the following AI Step to the end of all Cave Sickle cards. “Otherwise: Move towards the nearest opponent”
Totems
BLUEBLUE BLUE TOTEM:
If the Red Objective token is on the board, discard it. Then, Reveal Small and Large Hidden Cards UM1 and Spawn Whopper, the Warrior Sickle on the space this Totem occupied. Whopper is a 1x1 flgure. When Whopper, the Warrior Sickle is Defeated, instead of drawing a Combatant Loot card, Gain 1 Cave Sickle Monster Loot.
TILES
UM1, UM3,
UM5, UM7, UM11
TERRAIN
2 x Passage
TOTEMS
1 x Blue
OBJECTIVES
1 x Blue
1 x Red
1 x Green
LOOT
3 x Random
FIGURES
5 x Cave Sickles
Setup
End Conditions
WIN CONDITION: An Adventurer flnds and ends their turn on the Blue Exit.
Reward: Each party member Gains 1 XP. Restore Adventurers.
Continue to Bombs Away Pg. 53
LOSE CONDITION:
All Adventurers are Defeated, or the Bug
Bomb is removed from the game.
Reward:
Restore Adventurers.
Continue to
Inexperienced In Extermination Pg. 53
ALTERNATE LOSE CONDITION:
The Bug Bomb was placed but all
Adventurers were Defeated.
Reward:
Restore Adventurers.
Continue to Bombs Away Pg. 53
Sickles Upon Sickles continued
UNDERGROUND
5959

The book shows that the Loot Level is Mundane. This means that any new Combatant Cards used to Spawn additional figures must also have the Mundane Loot Level listed on their corresponding card.
INTELLIGENT
TYPE: SICKLE
SWARM
C e  ickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

to Inexperienced In Extermination Pg 53 ALTERNATE LOSE CONDITION The Bug Bomb was placed but all Adventurers were Defeated Reward Restore Adventurers Continue to Bombs Away Pg 53 Sickles Upon Sickles continued UNDERGROUND 5959 The book shows that the Loot Level is Mundane This means that any new Combatant Cards used to Spawn additional figures must also have the Mundane Loot Level listed on their corresponding card INTELLIGENT TYPE SICKLE SWARM C e ickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3

4:
Is there an opponent adjacent? 
Make a  ATK against the opponent with the most 
Damage. 
FU: Make a 
ATK against the same target. 
This Follow Up Attack has 
FU: Make a 
ATK against 
the same target.
Is there an opponent within Range 4?
Make a  4 ATK.
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
ATK. FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 ATK.
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
With that in mind, the players should grab all the Cave Sickle Combatant Cards
with the Mundane Loot Level listed. In the base game (Unintentional Malum), there are 2 total Cave Sickle cards, group 1-3 and group 4-6.
INTELLIGENT
TYPE: SICKLE
SWARM
C e  ickle
11 22 33
Sickle Anatomy
The C ave Sick l e has  IMMUNIT Y : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The C ave Sick l e's Combat Dice and Defense change depending 
on how many other C ave Sick l es  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up At tack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  F O RC E 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
C e  ickle
44 55 66
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
INTELLIGENT
TYPE: SICKLE
SWARM
✤ PASSIVE
Sickle Anatomy
The C ave Sick l e has  IMMUNIT Y : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The C ave Sick l e's Combat Dice and Defense change depending 
on how many other C ave Sick l es  are within 
SOI.
1:

2:

3:

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up At tack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  F O RC E 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
LOOT LVL: MUNDANE
With Cave Sickle group 1-3 already in use, players would use the only card they
have left to Spawn Cave Sickle 4, 5, and 6. After taking this card, they would then place the figures for Cave Sickles 4, 5, and 6 on or adjacent to the Blue Totem.
FINAL SPAWNS
5533 44

AT K THEN MOVE to be adjacent to the opponent with the most Damage within movement range THEN Make a AT K FU I n fl i c t Poison F O RC E 9 Can it Move and Attack an opponent within Range 4 Move to be at up to Range 4 from the nearest opponent THEN Make a 4 AT K LOOT LVL MUNDANE With Cave Sickle group 1 3 already in use players would use the only card they have left to Spawn Cave Sickle 4 5 and 6 After taking this card they would then place the figures for Cave Sickles 4 5 and 6 on or adjacent to the Blue Totem FINAL SPAWNS 5533 44

66
BLUEBLUE
22 11
A NORMAL SPAWN EXAMPLE
Tip: Usually the transition from one Loot Level into
another only ever occurs at the same rate as the Items you can purchase. Additionally, this is rarely done during an Encounter. So it should be obvious what Loot Level you're playing in at any given time as we won't transition it without a Tip or other helpful reminder.
However, there are moments where a Special Encounter
Rule or Totem might specify that a Combatant Spawns from
a different Loot Level than the Encounter's current Loot
Level. This is done to provide easier or harder opponents
during that Encounter.
A
8383

---

For the purpose of this example, let's assume that the same situation occurs as
detailed in the previous example ( A ). Only this time, we'll assume that the
players have an expansion that utilizes our Alternate and Variation rules.
Like before, the Blue Totem's Hidden Text instructs the players to Spawn 4 Cave
Sickles on or adjacent to the Blue Totem.
And, like before, players must check to see if they require using a new
Combatant Card by Spawning what they can first. In this case, Cave Sickle 3 is
placed on the board since its corresponding Combatant Card still has room for a
third Cave Sickle.
INTELLIGENT
TYPE: SICKLE
SWARM
CfMe dickle
11 22 33
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

2:

3:

before the Blue Totem s Hidden Text instructs the players to Spawn 4 Cave Sickles on or adjacent to the Blue Totem And like before players must check to see if they require using a new Combatant Card by Spawning what they can first In this case Cave Sickle 3 is placed on the board since its corresponding Combatant Card still has room for a third Cave Sickle INTELLIGENT TYPE SICKLE SWARM CfMe dickle 11 22 33 Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up Attack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
✤ PASSIVE
LOOT LVL: MUNDANE
33
BNow, with Loot Level in mind, players would grab all Cave Sickle Combatant Cards and also all other Combatant Cards with the Alternate Tag listed on their backs that match the name of the Base Combatant being Spawned. In this case, Cave Sickles.
WARRIOR SICKLE
Cave sickles are a ubiquitous part of adventuring in
Elenia. They seem to be waiting underneath every rock
and around every corner. Occasionally, adventurers report
coming across especially large specimens. For a long time,
these big, aggressive cave sickles were thought to be a whole
different species.
It is now speculated that there are different types of cave
sickles that serve their hives in different ways. Ordinary cave
sickles are the most commonly seen, and are thought to be the
scouts and workers. Deeper within their hives, larger varieties can
be found. These are the warriors, tasked with protecting their hives
from intrusion by humans and other threats. They are usually only
encountered near a hive entrance.
Cave sickle warriors look different from their smaller counterparts, with a pair of grasping claws and a
much rounder body. The warrior sickles use a special pheromone to rally their lesser cousins. This means that an
unwary adventurer may see an even battle become decidedly unfair as cave sickles swarm to defend the hive.
Mercifully, cave sickle warriors seem to only be interested in protecting their homes. They do not pursue
intruders too far from the hives. Novice adventurers are advised to flee if they find themselves set upon by cave
sickle warriors, as they will usually give up the chase before too long.
Cases of massive packs of warriors roaming deep underground have been recorded. It’s thought that these
packs of warriors gather when a hive needs heavy lifters to clear out sections of earth to expand their home.
Luckily this is a rare occurrence, as a massive group of cave sickle warriors would be problematic for any
adventuring party.
Much like ants, cave sickle hives sometimes clash with each other over food and resources. In these cases,
cave sickle warriors have been seen dismembering each other with gleeful fervor. The display usually leaves
onlookers grateful they are not involved.
ALTERNATE: Cave Sickle | LOOT LVL: Mundane
ADDITIONAL PREREQUISITES: This card is only ever used as an Alternate after you've attempted the Bounty, The Cave Sickle Queen.
BE05
Copyright © 2021 Succubus Publishing 82/113 V1.2 BE1-
It's important to keep in mind that Additional Prerequisites might also prevent
you from Spawning this Combatant as an Alternate or Variation. In this example above, the Alternate Combatant could not be considered as a Possible Spawn if you haven't already attempted the Cave Sickle Queen Bounty.
Let's assume the players have attempted this Bounty but failed. This means
that they would only add additional cards that were revealed (meaning not
currently hidden inside of a Hidden Deck) and ones that have met all Additional
Prerequisites. Without going into spoilers, this would make for 4 total Possible
Spawns (including Cave Sickle group 4-6)
After shuffling these cards, the players draw one randomly.
They draw the Cave Sickle Warrior, Spawning both Cave Sickle Warriors 1 and 2
on or adjacent to the Blue Totem.
11 INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG FU: HEAL 1 +1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2810
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate AT K against each adjacent opponent.
FU: I n fl i c t Wilt, FORCE 9.
THEN:
MOVE to be at up to Range 6 from adjacent
opponents.
THEN: Make a
6 AT K against the
furthest opponent.
FU: I n fl i c t Wilt and Paralyze,
FORCE 9.
Is there an opponent within Range 6?
Make a 6 AT K against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN. Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
11 INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG FU: HEAL 1 +1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2810
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate AT K against each adjacent opponent.
FU: I n fl i c t Wilt, F ORCE 9.
THEN:
M OVE to be at up to Range 6 from adjacent
opponents.
THEN: Make a
6 AT K against the
fur thest opponent.
FU: I n fl i c t Wilt and Paralyze,
F ORCE 9.
Is there an opponent within Range 6?
Make a 6 AT K against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN. Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
11
11 INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG FU: HEAL 1 +1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2810
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate AT K against each adjacent opponent.
FU: I n fl i c t Wilt, F ORCE 9.
THEN:
M OVE to be at up to Range 6 from adjacent
opponents.
THEN: Make a
6 AT K against the
fur thest opponent.
FU: I n fl i c t Wilt and Paralyze,
F ORCE 9.
Is there an opponent within Range 6?
Make a 6 AT K against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN. Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
22
However, the Blue Totem requires 4 Cave Sickles to be Spawned. We still need our fourth Cave Sickle. This means that we continue drawing cards using the same method until we've Spawned a total of 4 'Cave Sickles' or Possible Spawns that might replace them.
Drawing a second time, the players draw Cave Sickle Group 4-6.
CfMe dickle
44 55 66
+1 PHYSICAL DMG
CONVICTION: CASTING: -
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
INTELLIGENT
TYPE: SICKLE
SWARM
✤ PASSIVE
Sickle Anatomy
The Cave Sickle has  IMMUNITY : POISON and movement point cost 
is not increased by Terrain or allies.
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending 
on how many other Cave Sickles  are within 
SOI.
1:

need our fourth Cave Sickle This means that we continue drawing cards using the same method until we ve Spawned a total of 4 Cave Sickles or Possible Spawns that might replace them Drawing a second time the players draw Cave Sickle Group 4 6 CfMe dickle 44 55 66 1 PHYSICAL DMG CONVICTION CASTING H EALT H D EFEN S E M O VEM E N T 6 ARMO R 086 COMBATCOMBAT DICEDICE INTELLIGENT TYPE SICKLE SWARM PASSIVE Sickle Anatomy The Cave Sickle has IMMUNITY POISON and movement point cost is not increased by Terrain or allies Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1

2:

3:

4:
Is there an opponent adjacent? 
Make a  AT K against the opponent with the most 
Damage. 
FU: Make a 
AT K against the same target. 
This Follow Up Attack has 
FU: Make a 
AT K against 
the same target.
Is there an opponent within Range 4?
Make a  4 AT K .
THEN: MOVE
 to be adjacent to the opponent 
with the most Damage within movement range. 
THEN: Make a 
AT K . FU: I n fl i c t  Poison,  FORCE 9.
Can it Move and Attack an opponent within Range 4?
Move to be at up to Range 4 from the nearest opponent. 
THEN: Make a  4 AT K .
LOOT LVL: MUNDANE
44
Since only one Cave Sickle is required, we would only Spawn Cave Sickle 4.
FINAL SPAWNS
33
11 INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG FU: HEAL 1 +1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2810
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate AT K against each adjacent opponent.
FU: I n fl i c t Wilt, F ORCE 9.
THEN:
M OVE to be at up to Range 6 from adjacent
opponents.
THEN: Make a
6 AT K against the
fur thest opponent.
FU: I n fl i c t Wilt and Paralyze,
F ORCE 9.
Is there an opponent within Range 6?
Make a 6 AT K against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN. Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
11
11 INTELLIGENT
TYPE: SICKLE
ALTERNATE
Cave Sickle Wa rrior
+1 PHYSICAL DMG FU: HEAL 1 +1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
2810
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
✤PASSIVE
22
R a l ly
At the start of Cave Sickle Warrior's turn, if a Cave Sickle was
Defeated this round, or there are no Cave Sickles on the board,
Spawn
1 Cave Sickle adjacent to the Cave Sickle Warrior .
Seeping Poison
Anytime the Cave Sickle Warrior would Infl ict Wilt, if the target
already has Wilt , they are Poisoned instead.
Is there an opponent adjacent?
Make a separate AT K against each adjacent opponent.
FU: I n fl i c t Wilt, F ORCE 9.
THEN:
M OVE to be at up to Range 6 from adjacent
opponents.
THEN: Make a
6 AT K against the
fur thest opponent.
FU: I n fl i c t Wilt and Paralyze,
F ORCE 9.
Is there an opponent within Range 6?
Make a 6 AT K against the nearest opponent.
FU: I n fl i c t Wilt and Paralyze, FORCE 9.
THEN: MOVE
to the furthest space possible
from opponents.
CONTINUE DOWN. Is there another Sickle Type Combatant on the board?
Move all Sickle Type Combatants other than Cave Sickle Warriors up
to
2 spaces towards the nearest opponent to them. This movement
does not provoke Break Attacks and these fi gures will prioritize
Flanking if possible.
22 44

to be at up to Range 6 from adjacent opponents THEN Make a 6 AT K against the fur thest opponent FU I n fl i c t Wilt and Paralyze F ORCE 9 Is there an opponent within Range 6 Make a 6 AT K against the nearest opponent FU I n fl i c t Wilt and Paralyze FORCE 9 THEN MOVE to the furthest space possible from opponents CONTINUE DOWN Is there another Sickle Type Combatant on the board Move all Sickle Type Combatants other than Cave Sickle Warriors up to 2 spaces towards the nearest opponent to them This movement does not provoke Break Attacks and these fi gures will prioritize Flanking if possible 22 44

Spawning Combatants Example
ALTERNATE EXAMPLE
If players had any Variations of Cave Sickles available (which they
likely would if they also owned the expansion product, Cave Sickle
Queen) they would include them alongside the Base Combatants as
Possible Spawns during (
B ) in the last example.
Combatant Cards with the Variation Tag are titled the same as their counterparts (e.g. "Cave Sickle"). However, they will always have a subtitle that is some sort of indicator that they are thematically acting different from their Combatant counterpart. For example, the Cave Sickle below is a Burrowing Variation.
BURROWING VARIATION
Cave Sickle
INTELLIGENT
TYPE: SICKLE
VARIATION
SWARM
✤PASSIVE
+1 PHYSICAL DMG
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
6
ARMO
R
086
COMBATCOMBAT
DICEDICE
CONVICTION: CASTING: - LOOT LVL: MUNDANE
Hive Mind
The Cave Sickle's Combat Dice and Defense change depending
on how many other Cave Sickles are within
SOI.
1:

2:

3:

4:

Possible Spawns during B in the last example Combatant Cards with the Variation Tag are titled the same as their counterparts e g Cave Sickle However they will always have a subtitle that is some sort of indicator that they are thematically acting different from their Combatant counterpart For example the Cave Sickle below is a Burrowing Variation BURROWING VARIATION Cave Sickle INTELLIGENT TYPE SICKLE VARIATION SWARM PASSIVE 1 PHYSICAL DMG H EALT H D EFEN S E M O VEM E N T 6 ARMO R 086 COMBATCOMBAT DICEDICE CONVICTION CASTING LOOT LVL MUNDANE Hive Mind The Cave Sickle s Combat Dice and Defense change depending on how many other Cave Sickles are within SOI 1 2 3 4

Quick To Retreat
It has IMMUNITY : POISON and movement point cost is not
increased by Terrain or allies.
When the Cave Sickle takes damage
during an opponent's turn, if they were not defeated, end the
current Action and all Abilities.
THEN: Burrow. Is the Cave Sickle Burrowed?
MOVE to towards the opponent with the best Casting Die
within movement range.
THEN: If adjacent to an opponent, Un-Burrow and make a AT K .This Attack Gains +2 TO THE ATK ROLL. FU: I n fl i c t Poison,
FORCE 9. If not adjacent to an opponent, CONTINUE DOWN.
Is there an opponent within Range 6?
MOVE to be at up to Range 6 from the nearest opponent.
DODGE any Break Attacks made during this movement.
THEN: Make a 6 AT K against the opponent with the
lowest Total Armor Value. If tied, prioritize the opponent who also has the lowest
SP.
Can it Move to put an opponent within 6 spaces?
MOVE to be up to 6 spaces away from the nearest opponent.
THEN: Burrow.
44 55 66
A LITTLE DEEPER
BE02
Many of Elenia’s fi rst colonists encountered Cave
Sickles, and dismissed them as a petty nuisance that could
be easily brushed aside whenever human interests and the
strange insects came into confl ict. As civilization grew, the sickles
expanded their territory as well, becoming ever bolder in their
encroachment on human territory. Many adventurers become
overconfi dent after fi rst encountering the lesser variants, only to
be surprised and overwhelmed when sickles later manifest new
abilities. As the years pass, efforts by naturalists across Elenia have
endeavored to identify and classify these creatures, so their numbers
can be more effectively culled. One of the more alarming variations
identifi ed thus far are the Burrowing variety of Cave Sickle.
These burrowers cannot be easily identifi ed at a glance, leading many naturalists to conclude that the ability
is taught rather than innate. Despite the troubling implications of this reality, the real danger burrowers present
is their unique ability to claw through rock in seconds, utilizing existing burrows or else creating their own
to facilitate the movement. This allows them to rapidly traverse the battlefi eld, avoiding damage and fl anking
vulnerable adventurers from behind.
Even worse, the acquisition of this ability has not diminished the lethality of their venom. Left untreated,
cave sickle venom can necrotize in minutes, spreading quickly through the blood to kill even the hardiest
explorers. Just as with other varieties, the capabilities and intelligence of burrowing sickles appears to increase as
the number of nearby companions grows, making a previously trivial enemy into an alarming threat.
Adventurers are cautioned that strategies that were previously effective against more simplistic sickles cannot
be relied upon with their burrowing cousins, as there is no effective way to restrict the movement of these
creatures as they traverse the battlefi eld.
The nature of their new abilities makes them diffi cult to observe in the wild, but naturalists theorize this
variety of sickle makes for even more effective scouts, as well as path-breakers to allow their hives to reach ever
further while gathering resources. Their claws leave characteristic double-slash marks in the rock, making the
scope of their excavation visible to any who dare explore into the depths of a sickle hive.
VARIATION: Cave Sickle (Group 4-6) | LOOT LVL: Mundane
ADDITIONAL PREREQUISITES: This card is only ever used as a Variation after you've attempted the Bounty, The Cave Sickle Queen.
Copyright © 2023 Succubus Publishing 75 / 107 V1.2 BE1-
Variations always have the figure they might replace as well as their
Group on the back of their cards. The Burrowing Cave Sickle depicted above is meant to be used as a possible replacement for Cave Sickle Group 4-6.
It's important to remember that since Variations are simply new AI of
existing Combatants, that only Groups that aren't already in use can
be considered Possible Spawns.
After shuffling all the cards, one is dealt! In this case, it would be all
the Base Combatants, Alternate Combatants, and Variations!
Now, it's possible to not only get new and different figures (e.g.
Alternate Combatants), but to also spawn figures with randomized AI.
VARIATION EXAMPLE
Tip: There are many situations where you will never check
for Possible Spawns. For example, during Encounter Setup,
you will always Spawn what the setup depicts. Meaning,
you'll never check for Alternate Combatants or Variations
of Base Combatants.
Additionally, in situations where an Encounter's
instructions specifically call out an Alternate Combatant
by name. (E.g. the Encounter calls for you to Spawn a Cave
Sickle Warrior.) You would only ever check for Variations of
Cave Sickle Warriors since Alternate Combatants can never
be replaced by another Alternate Combatant.
8484 8484

and Variations Now it s possible to not only get new and different figures e g Alternate Combatants but to also spawn figures with randomized AI VARIATION EXAMPLE Tip There are many situations where you will never check for Possible Spawns For example during Encounter Setup you will always Spawn what the setup depicts Meaning you ll never check for Alternate Combatants or Variations of Base Combatants Additionally in situations where an Encounter s instructions specifically call out an Alternate Combatant by name E g the Encounter calls for you to Spawn a Cave Sickle Warrior You would only ever check for Variations of Cave Sickle Warriors since Alternate Combatants can never be replaced by another Alternate Combatant 8484 8484

---

fifl SmfLhfMdd
2 2

fSddLrADMvWLvrSPLSLvnggfrfMmLaSrfLL
fl
fifl  Abraxis Battle Dice is a mini-game that players can take part in during the
Adventure Mode. It uses Abraxis cards, the custom dice, Damage tokens,
and SP tokens.
Each Adventurer gets 4 dice: Give one Adventurer 2 WHITE
and
2 PURPLE dice. Another gets 2 TEAL and 2 ORANGE dice.
Another gets 2 GREEN and 2 RED dice. And the last gets 2 BLUE
and 2 GREY dice. Each player also starts with 10 Abraxis Points and
5 Fate tokens. These may be tracked with Damage tokens and SP tokens
respectively.
The game takes place through a series of 5 Rounds. The goal of each
Round is for Adventurers to roll their dice and have the Symbols on all 4
of their dice match the Symbols printed on the bottom of the Abraxis card
they are facing as closely as possible.
At the end of each Round, if an Adventurer fails to match the Symbols on
the Abraxis card, they lose Abraxis Points. When an Adventurer loses all
their Abraxis Points, they are out of the game.
If Adventurers can match their Symbols well enough to survive these 5
Rounds, they'll be rewarded. Rewards earned via Abraxis Battle Dice are
cumulative. Meaning, that if all 4 Adventurers survive, they would gain
the rewards listed for all four tiers. (1 Adventurer, 2 Adventurer, etc.)
1. ROLL FOR SYMBOLS:
Each Round, Adventurers will simultaneously roll all 4 of their dice and
must Lock In the result of 1 die.
When dice are Locked In, this means that the Adventurer is satisfied with
the result of that die and has set it aside to be tallied against the Abraxis
card's Symbols at the end of the Round. All dice that are Locked In will
not be rolled again.
If an Adventurer would like to Lock In the result of more than 1 die, they
may spend 1 of their 5 Fate tokens. For each Fate token they spend, they
may Lock In an extra die.
If an Adventurer does not want to Lock In any of the dice they rolled, they
may spend 1 Fate token to skip Locking In any of their dice.
Once all Adventurers have decided which dice to Lock In, or after they've
decided to not Lock In any by spending 1 of their 5 Fate tokens, they will
then simultaneously roll all of their remaining (non-Locked In) dice.
After rolling a second time, Adventurers will again decide which single
die they would like to Lock In. Fate tokens may be spent the same way as
before, to either Lock In more than 1 die, or not Lock In any.
Once again, after all Adventurers have decided which dice they are
Locking In, they will simultaneously roll their remaining dice.
This process continues until at least 1 Adventurer has Locked In all 4 of
their dice. Without spending any Fate Tokens, this will naturally happen at
the end of the fourth simultaneous roll. If an Adventurer spent Fate Tokens
to Lock In more than 1 Die, it could happen sooner.
At the end of a simultaneous roll, after all players have chosen which dice to Locked In and spent Fate tokens, if at least 1 Adventurer has Locked
In all 4 of their dice, all other Adventurers with any non-Locked In remaining dice must make 1 more roll and must Lock In all dice from this final roll. No Fate tokens may be spent on this final roll.
2. COMPARE SYMBOLS:
Now that all Adventurers have Locked In all 4 dice, they will each
compare the Symbols on the dice they've Locked In to the Symbols
printed on the bottom of the Abraxis card.
For each extra or missing Symbol on an Adventurer's Locked In dice,
they lose 1 Abraxis Point. Through the course of these 5 Rounds, if an
Adventurer loses all of their Abraxis Points, they are out of the game.
If an Adventurer matches the Abraxis card's Symbols exactly, they Gain 1
Abraxis Point.
3. END OF ROUND:
After losing or gaining Abraxis Points, the Round ends. The game
continues for a total of 5 Rounds. After the end of the fifth Round, rewards
will be Gained based on how many Adventurers are still in the game after
all 5 Rounds. These rewards are detailed in the Adventure Book on the
page with the corresponding Abraxis Card Encounter.
NAME
The name of the Abraxis Card.
SPECIAL RULES
Any Special Rules that augment the Abraxis Rules are
found here.
ABRAXIS CARD SYMBOLS
Each Abraxis Card has a list of Symbols. Players try to
match these Symbols when using this card.
A
B
C
A
B
C
Abraxis Battle Dice
Abraxis Card
8585

---

Variants and their Purpose

Middara is a huge game and there are tons of ways we've playtested
it over the years. There are many ways to handle common mechanical
issues. Some of these options we considered might have worked well
despite us deciding to not use them in the Rulebook.
For those looking to tune their Middara experience we’ve provided some
of these options. All of which we've playtested enough to give some of
our own feedback and experiences.
Any of the following rules can be taken à la carte to modify Middara to
turn it into the game best suited for your gaming group.
No Player Elimination

Middara was designed in such a way that player elimination is an essential part of the game balance. For those who would prefer to remove it, we've provided a way to do so while still providing an experience close to the one we intended.
Normally, the only ways players can Lose Encounters in Middara are A:
All Adventurers in the Encounter are Defeated, B: Via a Special Encounter
Rule, or C: Players add a 4th Urgency token to the back of the Initiative
Track.
To remove player elimination, use the following rules:
Anytime an Adventurer is Defeated, do the following:
• Remove their figure from the game board and place it on their
Initiative Card.
• Remove all Ability and Effect tokens from their card.
• Add an Urgency token to the back of the Initiative Track.
On the Defeated Adventurer's next turn, do the following:
• Place the Adventurer on an unoccupied space within an ally's SOI.
• Remove Damage tokens until they have Damage tokens equal to half of their max
HP.
• The returned Adventurer takes their turn as normal, Gaining Stamina Points (
SP) and following all other steps as if they had not been
Defeated.
This Variant could make the game harder, depending on your group's
playstyle and how prone they are to getting Urgency tokens already.
To tweak this difficulty, change the amount of Urgency Tokens required to
lose an Encounter.
• 5 Urgency Tokens: Easy
• 4 Urgency Tokens: Normal
• 3 Urgency Tokens: Hard
2 and 3 players

Due to the number of required changes, the 2 and 3 player variants of
Middara can be found online at www.Middara.com. The rules and their associated cards are available for print and play.
5th Player
Group size may vary between players and while Middara does not natively support
5 players, players may choose to play with 5 people
anyway.
The main reason Middara does not natively support
5 players is because
at the beginning of the Adventure, there are only
4 characters available to
play. A
5th player, therefore, would have to wait until another Adventurer
joins the Party. That would create too much downtime for one of the
players.
However, if you happen to have access to another Adventurer from
another Middara product and are okay with the narrative dissonance of
a never-mentioned party member, you may play the game with
5 players
using the following rules:
• The 5th Adventurer starts each Encounter adjacent to the Starting Zone listed in the Encounter Setup.
• The maximum HP for all non-BOSS opponents is increased by 50%.
The maximum
HP for all BOSS opponents is increased by 25%.
For Example, a Cave Sickle would have
9 maximum HP and
an Earth Loa would have 30 maximum
HP.
This is not the recommended way to play Middara as it will likely make for a much easier experience and increase down time.
Variants
8686

---

Forgiving Dangerous Terrain

Any time an Adventurer would be Pushed, Pulled, or Commanded onto
or through Dangerous Terrain, instead of being immediately Defeated,
they may make an Agility Check to Jump to a space they have not moved
into this turn. If they succeed this check, they may place their figure on
the chosen space. If they fail this check, or there is no space available to
Jump too, they are Defeated like normal.
Intelligent Combatants follow this same rule. However, when rolling, they
succeed on any symbol but the
SKULL.
Re-specing an Adventurer

Occasionally, players will realize that a different Discipline will work better for their Adventurer or they may simply want to try going a different direction with how an Adventurer functions.
If a player would like to change the Disciplines their Adventurer has
learned, they may do so any time they Shop and Train by spending 25
Gold, plus another 25 gold for every Loot Level beyond Mundane the
Story Round's for sale Items are.
This causes them to lose all their Disciplines (excluding Story Disciplines)
and Gain back
XP equal to the cost of the Disciplines they lost (including
the additional cost of Disciplines of the same
LVL).
Difficulty Tweaks

any symbol but the SKULL Re specing an Adventurer Occasionally players will realize that a different Discipline will work better for their Adventurer or they may simply want to try going a different direction with how an Adventurer functions If a player would like to change the Disciplines their Adventurer has learned they may do so any time they Shop and Train by spending 25 Gold plus another 25 gold for every Loot Level beyond Mundane the Story Round s for sale Items are This causes them to lose all their Disciplines excluding Story Disciplines and Gain back XP equal to the cost of the Disciplines they lost including the additional cost of Disciplines of the same LVL Difficulty Tweaks

Middara was designed to provide a challenging experience for all types of players. However, some people may find the game too hard or too easy. The following rules are ways to modify the difficulty of the game.
Use any or all of these rules for an easier or harder experience. These
are listed in the overall potency of the rule with the top rule making the
biggest difference to difficulty.
For A Harder Experience
• Random Counters: Whenever an Adventurer or ally misses an Attack
by a margin of 3 or more, the target will COUNTER at the longest
range listed on its Combatant Card.
• Persistent Damage: During the Prepare Phase of setting up an Encounter, Instead of removing damage tokens to half health as normal, Defeated Adventurers and Adventurers below half health may remove a total of 12 damage tokens split between the Adventurers in the Active Group, An Adventure can only remove damage tokens until they reach half of their maximum HP. However, between Encounters, players may swap out Active Party members with other Adventurers who have joined the party. When choosing another Adventurer in the party, they must be narratively present, not currently being used in another Encounter (i.e a Dual Encounter). If you are instructed to Restore, all Adventurers Heal like normal. If a ruling or moment in an Adventure makes this unclear, we recommend to err on the side of caution and not allow the Adventurer to be swapped out.
• Tougher Mobs: The maximum HP for all non-BOSS opponents is increased by 50%.
• Deadlier Bosses: The first Attack a BOSS misses with (that wouldn't otherwise be re-rolled by an Ability it controls) on its turn is re-rolled.
• Boss Rage: During an Adventurer's turn, when a BOSS has added a damage token that would put its total Damage at equal to or greater than 25%, 50%, or 75% of its maximum HP and not Defeat it, it will immediately end the current turn. Then, the BOSS will take a free turn.
• Nobody Left Behind: When the win Condition is to Exit an Encounter,
all Adventurers and allies currently not Defeated must reach the same Exit to win. A figure that reaches the Exit is removed from the board. When playing an Encounter with more than 1 Exit, all Adventurers must leave using the same Exit. There are a few examples where this rule may be unclear. In these cases, we recommend ignoring this rule and adhering to the Encounters Win Condition as written.
For An Easier Experience
• No Scaling: Do not use Combatants of the higher Loot LVL. Instead, always use their lowest Loot LVL Combatant Card.
• Static Monsters: Don't shuffle the Initiative Track at the end of each round. Instead, Combatants will always go in the order in which they were Spawned.
• Slow Monsters: If a player Spawns a Combatant, place the Combatant's Initiative Card at the back of the Initiative Track instead of immediately after whoever is taking the current turn.
• Tough Espers: When a Loyal Esper takes Damage, the summoner doesn't take the same amount of Damage. (This optional rule essentially returns Espers to how they functioned in the first printing of Middara.)
• Bound Souls: When an Opposing Esper takes Damage, the Intelligent Combatant they are thematically tied to takes the same amount of Damage. (The same as players would if they had summoned the Esper.)
• Less Combatant Variety: Ignore Alternate and Variation tagged
Combatant Cards unless they are called for specifically by name in an encounter. Meaning, you will always use the listed Combatant in an Encounter and ignore any possible substitutes using the Alternate or Variation rules.
• Favorable Conditions: When an Intelligent Combatant opposed to the Adventures is faced with multiple options during their turn, make the decision based on what's the least detrimental to the Adventurers.
• Reconnaissance: During the Setup of an Encounter, place the Adventurers in the Starting Zone after dealing out the Initiative Track.
• XP Leniency: If players wish to Re-Spec, their first Re-Spec is free.
• Remove Urgency: If players wish to not be prodded ever forward in an Encounter, they may opt to ignore the rules for Urgency all together. The only mechanical issue that will arise would be the Ability to take their time to buff, heal, or otherwise off-set this time limit with Disciplines and Abilities that were never balanced around removing Urgency. These are rarer than you'd think, but do exist. If you opt to remove Urgency, the difficulty will become easier in degrees based on your playgroup's style and their builds.
• Unique Items Persist: Unique Items are returned to their decks instead of removed from the game when not purchased or discarded.
Variants Continued
8787

Spec is free Remove Urgency If players wish to not be prodded ever forward in an Encounter they may opt to ignore the rules for Urgency all together The only mechanical issue that will arise would be the Ability to take their time to buff heal or otherwise off set this time limit with Disciplines and Abilities that were never balanced around removing Urgency These are rarer than you d think but do exist If you opt to remove Urgency the difficulty will become easier in degrees based on your playgroup s style and their builds Unique Items Persist Unique Items are returned to their decks instead of removed from the game when not purchased or discarded Variants Continued 8787

---

Health (HP):
The total amount of Damage a figure can
be dealt before being Defeated.
Defense:
How difficult a figure is to hit when
being Attacke
d.
Movement:
The amount of Movement Points a figure
receives when making a Move Action.
Armor:
The amount of
PHYSICAL DMG that is reduced any time a figure
is dealt Damage. This can be from any source. However, it's
also specifically calculated during the Subtract Armor step of an
Attack. Armor may be granted by Items, Disciplines, and Effects.
See section 6b of The Attack Action Pg. 41.
Some Abilities might reference a Total Armor Value. Your
Total Armor Value will always be the base
value on your
Adventurer Card (usually 0), plus any Effects or equipped Items that grant bonuses to the
Icon.
Stamina Point(s) (SP):
SP are used to perform Actions and Abilities
that have an
SP cost.
Presence:
The degree to which others notice the Adventurer.
Lore:
The Adventurer’s book-smarts and knowledge.
Agility:
How capable the Adventurer is at reacting and performing
athletic feats.
Perception:
How aware the Adventurer is of their surroundings.
Strength:
The Adventurer’s physical prowess and raw muscle.

Scaling Icons:
Some Combatants will have a
*
listed where a number, Icon, or
Combat Dice usually go. In these cases, they'll use the stat on a
specific Adventurer's card. See Scaling Icons Pg. 72.
Combat Dice:
The dice an Adventurer or Combatant rolls when
making Actions or using Abilities.
Melee Icon:
Items with this Icon can only be used against adjacent
targets unless the Attacker has the
REACH Tag. Weapons
with this Icon can only be equipped with other
Weapons with the same Icon.
Ranged Icon:
Items with this Icon can be used to make Attacks against
targets at up to the listed Ranged Value on the Icon.
Weapons with this Icon can only be equipped with
other Weapons with the same Icon. If an Adventurer
equips 2 different Ranged Weapons with 2 different
Ranged Values, they may only make Attacks against
targets using the lower of the two values.
Melee/Ranged Icon:
Items with this Icon might have either the Melee Icon or
the Ranged Icon. These Weapons may be equipped with
either a Melee or a Ranged Weapon and assume the
Range (including any Abilities that augment the range
such as Reach) and type (Melee or Ranged) of whatever
they are paired with. If both of your equipped Weapons
have the Melee/Ranged Icon then both are considered
Melee Weapons.

Abilities with this Icon are referencing both Melee and
Ranged, meaning that they can be used with Weapons
that have either Icon.
1-Hand:
Players may only ever Equip a maximum of 2 hands
worth of Weapons. Weapons with this Icon take up only
1 hand and may be paired with another Weapon with
this Icon printed on it. Weapons with this Icon may
Equip 1 Item Upgrade.

IMPORTANT:IMPORTANT: Weapons with the Melee Icon may
not be paired with Weapons with the Ranged Icon.
2-Hand:
Weapons with this Icon take up both of an Adventurer's
hands and may not be paired with any other Weapons.
Weapons with this Icon may Equip
2 Item Upgrades. IMPORTANT:IMPORTANT: Illegal Weapon Combinations:
If at any time an Adventurer has Weapons equipped that could not legally be equipped due to the Icon limitations listed above, that Adventurer must immediately end their current Actions and Abilities (if they are currently taking an Action or Ability) and discard, or move equipped Weapons to their Pack until their equipped Weapons are legal.
Icons
6 6
H
EALT
H
D
EFEN
S
E
M
O
VEM
E
N
T
A
RMO
R
P
RESEN
C
E
LORE
A
GILIT
Y
P
ERCEPTI
O
N
S
TRENG
T
H
22
11
**
*
8989

---

If another Item with (Tag) is also equipped,
the listed Ability may be used.
To use the following Ability, the player must
discard this card.
To use the following Ability, the player must
Exhaust this card.
To use the following Ability, the player must
Flip this card.
The following Ability always grants its bonus or
detriment to the figure, and is considered to be in
effect at all times.
The following Ability may only be used once
per Encounter. Place a Used token on the Ability
to track when it is used.
The following Ability or Effect occurs during
the figure's Status Phase.
COMBO : (TAG) ✤PASSIVE
PER ENCOUNTER
✜ STATUS
EXHAUST
➤FLIP
✘DISCARD
Condition Tags
9090

---

Combatant Tags
ALTERNATE, VARIATION, LOOT LEVEL (LVL):
Combatants with this Tag have special rules on how and when they Spawn.
See Alternate, Variations, and Loot LVL Pg. 79.
AVARICE (X):
These Combatants carry more wealth than your average Combatant. When
an Adventurer Defeats a Combatant with the AVARICE Tag, they draw extra
Combatant Loot Cards. The X represents the amount of extra cards drawn.
For example, an AVARICE 1 Combatant would give 2 Combatant Loot Cards
instead of the normal 1.
BOSS:
Combatants with this tag represent particularly strong opponents, players
will fight these Combatants during special Encounters throughout both the
Adventure Mode and Crawl Mode. BOSS Combatant Cards are located in
Hidden Card decks and will be revealed whenever a Special Encounter Rule
instructs players to reveal and use it. Some BOSS Combatants have special
Monster Loot that players will Gain when the BOSS is Defeated. If this does
occur, a Special Encounter Rule will instruct players on how to Gain this
Monster Loot. Unless otherwise stated, Bosses drop Combatant Loot as
normal. If you draw the Monster Loot Card, you must redraw.
CONDUIT:
Combatant Cards with this Tag are used by Adventurers using the Conduit
Summoning Discipline. The Adventurer that used Conduit Summoning
controls the Combatant Card with this Tag.
FRAGILE:
When calculating the total
*
HP of a LOYAL ESPER with this Tag, half the total
HP calculated.
GILDED:
These Combatants always give their Monster Loot instead of a Combatant
Loot Card.
LOYAL ESPER:
Combatants with this Tag can be Spawned by Adventurers through the use of
the Summoning Discipline. The Adventurer that Spawned a Combatant with
this Tag controls the Combatant they Spawned. These cards use special rules,
see Summoning Pg. 75.
OPPOSING ESPER:
Intelligent Combatants with this Tag can be Spawned by enemy summoners
or might start on the board during setup. These cards use special rules. See
Opposing Espers Pg. 76.
SWARM:
When a SWARM Combatant is Defeated, no Combatant Loot is drawn
unless it was the last Combatant of its kind in a Group and its Initiative
Card is removed. For example, if there is only 1 Cave Sickle left in a Group,
and that Cave Sickle is Defeated, the corresponding Cave Sickle Group's
Initiative Card is removed, and the Adventurers Gain a Combatant Loot
Card.
TRIVIAL:
When a TRIVIAL Combatant is Defeated, no Combatant Loot is drawn.
TYPE (X):
A Combatant thematic designation. See Type Tag Pg. 82.
VARIATION (X):
A Combatant thematic designation. See Type Tag Pg. 82.
9191

---

+(X) ARMOR PIERCING:
The amount of Armor this Weapon ignores during the Subtract Armor step
of an Attack.
+(X) PHYSICAL DMG:
This Tag is used to denote Physical Damage. See Damage Types Pg. 43.
+(X) IRREDUCIBLE DMG:
This Tag is used to denote Irreducible Damage. See Damage Types Pg. 43.
+(X) MAGIC DMG:
This Tag is used to denote Magic Damage. See Damage Types Pg. 43.
+(X) TO THE ATK ROLL:
This tag is used anytime an Ability or Value modifies an Attack roll during
the Roll to Hit step of an Attack.
ARCANE:
When making an Attack against a figure with Arcane,
, , and
rolled during the Attack roll are considered non-existent.
ASSEMBLAGE:
A Discipline Tree. See Discipline Trees Pg. 32.
ATK:
Make an Attack Action using the Combat Dice of your equipped Weapon(s) with the
Icon. For Combatants, make an Attack Action using
the Combatant’s Combat Dice.
ATK:
Make an Attack Action using the Combat Dice of your equipped Weapon(s) with the
Icon. For Combatants, make an Attack Action using
the Combatant’s Combat Dice.
ATK:
Make an Attack Action using the Combat Dice of your equipped Weapon(s) with the
or Icon.
AVARICE (X): See Combatant Tags Pg. 91.
BACKSTAB:
While Flanking, Attackers with this Tag Gain
+3 PHYSICAL DMG. This Tag
stacks with the bonus from Flanking. See Flanking and Backstab Pg. 50.
COLOSSAL:
A figure with this Tag ignores Elevation and other figures when drawing
Line of Sight and figures targeting a figure with this Tag ignore Elevation
and other figures when drawing Line of Sight.
COMMAND (X):
Move the target up to (X ) spaces in any orthogonal direction. The target
does not provoke a Break Attack from the figure that used this Ability. See
Push, Pull, and Command Pg. 40.
COUNTER:
A figure with this Ability may make an Attack during the Check if the
target Counters step of an Attack made against them.
See section 6e of The Attack Action Pg. 41.
CRUOR:
A Discipline Tree. See Discipline Trees Pg. 32.
CRUSH:
While moving or being moved via an Ability, this figure treats all spaces
as unoccupied. After moving or being moved via an Ability,
DISPLACE
all other figures in spaces the figure with Crush occupies. Then, deal any
opponents Displaced this way a
PURPLE
of IRREDUCIBLE DMG.
DISPLACE:
When instructed to DISPLACE other figures, place any figures that would
be occupying spaces beneath a figure's base onto the nearest unoccupied
space to the figure that Displaced them. Placing figures in this way does
not count as movement, ignores
HEAVY and HULKING, and does not
provoke Break Attacks. If the space a figure is placed onto is Dangerous
Terrain, that figure may immediately Jump to the nearest Non-Dangerous
unoccupied space.
DODGE:
This Tag allows a figure to use the Dodge Ability. See Dodge Pg. 52.
DOUBLE:
Items with this Tag may be equipped using either side of the card. See
Double Tag Items Pg. 27.
ELUSIVE:
When making voluntary movement (e.g. you weren't Pushed or Pulled,
etc) a figure with
ELUSIVE will never provoke Break Attacks from
opponents who were adjacent to them at the start of a Move Action or the
Ability that gave them Free Movement. If the figure with
ELUSIVE is Pushed,
Pulled, or otherwise moved by an opponent's Ability, they will still provoke
Break Attacks from adjacent figures.
EMPOWER:
During the Empower step of an Attack or
SPELL, figures Empower the
Attack or
SPELL by adding a BLACK
. See Empower Pg. 52.
FAMILIAR: A type of card earned via the Familiar Discipline in the
ASSEMBLAGE
Discipline Tree. See Familiar Pg. 76.
FINESSE : (DIE): If the listed Condition is met, Weapons with this Tag will substitute their printed Combat Die (top-left corner) with the Combat Die specified after
FINESSE.
FLIGHT: A figure with
FLIGHT ignores the effects of all Terrain they occupy. While
moving, figures with
FLIGHT ignore other figures and only provoke Break
Attacks from opponents who were adjacent to them at the start of the Move Action or the Ability that gave them
FLIGHT. Figures with FLIGHT
do not ignore Obstructing Terrain. A figure with
FLIGHT may not end their
movement in a space occupied by another figure. Figures with
FLIGHT
may draw Line of Sight and move between any Elevation change without penalty.
FORCE (X):
The target of your Ability must succeed a Conviction Check against the
printed Force Value of (X) or be affected. See Spell-Like Abilities Pg. 53.
FORCE (X) + DIFFERENCE HIT
Used when making an Attack. The target of your Attack must succeed a
Conviction Check against the printed Force Value of (X) or be affected.
The Force Value is increased by the difference of the Attack roll minus the
opponent's Defense Value. See Spell-Like Abilities Pg. 53.
FOLLOW UP (FU):
A figure may use this Ability in the Follow Up step of an Attack they made.
See The Attack Action Pg. 41.
GIGAS GRIP:
See Gigas Grip Pg. 78.
HEAL (X):
Remove (X) Damage tokens.
Tags
92929292

---

HEAVY:
A figure with this Tag may reduce movement from Currents, Effects,
and Abilities by
1. Meaning that Free Movement granted by your own
Disciplines will only be affected by
HEAVY if you want them to be.
However, Adventurers with
HEAVY must incur a - 1 to their total

HEAVY A figure with this Tag may reduce movement from Currents Effects and Abilities by 1 Meaning that Free Movement granted by your own Disciplines will only be affected by HEAVY if you want them to be However Adventurers with HEAVY must incur a 1 to their total

Movement Value and take a -1 penalty to their Agility. This Tag is
cumulative and can have its effect occur from more than
1 source. This
means that an Adventurer with
HEAVY on 2 different Items must incur a -2
to their
Movement Value.
HULKING:
Figures with this Tag cannot be moved by opposing Abilities or Currents for
any reason.
IMMUNITY : (TYPE):
Figures may have Immunities to Effects or Damage Types. If a figure is
Immune to an Effect, they may not Gain that Effect. If they have the Effect
and then Gain Immunity, they immediately lose the Effect. If a figure is
Immune to Damage, When Calculating Final Damage from an Attack or
SPELL reduce the Final Damage dealt to 0.
INCORPOREAL:
When a figure with
INCORPOREAL would be dealt PHYSICAL DMG, roll the
BLACK . If 4 or 4 are rolled, all PHYSICAL DMG is ignored.
ITEM UPGRADES: Item Upgrades are used to augment Weapons, Cores, and Armor, and may be purchased during the Shop and Train Phase. Item Upgrades require Materials before they become available for purchase. These Materials can be found by drawing a Monster Loot Card in the Combatant Loot deck after Defeating opponents. See Item Upgrades Pg. 28.
LEAP (X):
A figure using this Ability moves up to X spaces orthogonally in a straight
line. A figure using LEAP only provokes Break Attacks from opponents that
were adjacent to them at the start of the movement granted by this Ability.
Figures using the movement from LEAP will ignore other figures and all
Terrain except Obstructing Terrain.
A figure using LEAP may move into spaces that contain other figures of
their base size or smaller as determined by the amount of spaces their base
occupies. If they do,
DISPLACE any figures occupying that space. Figures
Displaced this way are dealt a
PURPLE
of IRREDUCIBLE DMG.
LIGHT: Some Condition Tags and Disciplines require this Tag to use their Ability.
LIMIT (X):
Some Abilities note a Limit (X). This is printed in the Ability Text and is
used to succinctly let players know the maximum amount of tokens that
can be added as per the Ability's effect.
LOOT LEVEL (LVL):
See Alternate, Variations, and Loot LVL Pg. 79.
LVL (X) (Discipline Card):
Every Discipline Card has a
LVL associated with it.
See Discipline Trees Pg. 32.
MARTIAL:
A Discipline Tree. See Discipline Trees Pg. 32.
MATERIAL:
Materials are found by Defeating Combatants and drawing the Monster
Loot Card in the Combatant Loot deck. Monster Loot Cards with this Tag
are used to unlock Item Upgrades. See Item Upgrades Pg. 28.
MOVE:
Make a Move Action using the figure's
Movement Value.
NIMBLE: The first time each turn this figure can Dodge an Attack, they
DODGE.
During this Dodge, if this figure doesn't roll , add +1 to the result.
PROTECTION: When casting a
SPELL or using a Spell-Like Ability against a figure with
PROTECTION, that figure adds a BLACK to their Conviction Dice when
making a Conviction Check. For each rolled on the BLACK this figure
adds +1 to their Conviction Check.
PROVOKE (X):
Any figure that leaves a space within Range (X) of a figure with
PROVOKE,
will provoke a Break Attack from that space.
PULL (X):
Move the target up to (X ) spaces towards the figure that used this Ability.
The target does not provoke a Break Attack from the figure that used this
Ability. See Push, Pull, and Command Pg. 40.
PUSH (X):
Move the target up to (X ) spaces away from the figure that used this Ability.
The target does not provoke a Break Attack from the figure that used this
Ability. See Push, Pull, and Command Pg. 40.
REACH (X):
Melee Attacks can be made at Range (
X). These Attacks are still considered
Melee Attacks. See Flanking and Backstab Pg. 50.
REDIRECT:
This Tag grants an Ability that changes the intended target of an Attack or
Ability. See Redirect Pg. 70.
RELENTLESS:
You have
CRUSH. In addition, when moving or being moved via an Ability,
DISPLACE all opponents you moved through. Figures that are Displaced
using this Ability are subject to the normal Damage dealt by
CRUSH. (a
PURPLE
of IRREDUCIBLE DMG.) Each figure may only be Displaced
once by the Action or Ability that granted this movement.
RESISTANCE : (TYPE):
Figures may have Resistances to different Damage types. When Calculating
Final Damage from an Attack or
SPELL reduce the Final Damage dealt by
half (rounded up).
SANCTUS:
A Discipline Tree. See Discipline Trees Pg. 32.
SHIELD:
A type of Weapon that adds to
Armor Value. The Range
of a
SHIELD is equal to the Range of the Weapon equipped in the opposite
hand. If
2 Shields are equipped, their Range is considered to be
Melee.
SOI: Sphere of Influence. See Pg. 43.
SP:
Stamina Points. See Pg. 38.
SPELL (X):
Make a Spell Action with the Force Value of the Spell equaling (X) plus the
result of a roll made with the caster’s Casting Upgrade. The effect of the
Spell will be listed with this Tag. See The Spell Action Pg. 53.
Tags Continued
9393

SPELL reduce the Final Damage dealt by half rounded up SANCTUS A Discipline Tree See Discipline Trees Pg 32 SHIELD A type of Weapon that adds to Armor Value The Range of a SHIELD is equal to the Range of the Weapon equipped in the opposite hand If 2 Shields are equipped their Range is considered to be Melee SOI Sphere of Influence See Pg 43 SP Stamina Points See Pg 38 SPELL X Make a Spell Action with the Force Value of the Spell equaling X plus the result of a roll made with the caster s Casting Upgrade The effect of the Spell will be listed with this Tag See The Spell Action Pg 53 Tags Continued 9393

---

SQUEEZE:
Figures with SQUEEZE represent figures that are very large but who are
also intelligent enough to avoid obstacles with effort and cunning.
A figure with SQUEEZE may attempt to move into 1x1 spaces if
Obstructing Terrain would otherwise prevent them from fitting. To do so,
during a Move Action, a figure with SQUEEZE may spend 1 additional SP
to count all movement granted by that Move Action as though their figure
only occupied a single space. A figure may only squeeze through spaces
in this way if each space counted would prevent them from fitting due to
Obstructing Terrain only.
A figure with SQUEEZE may not willingly end their Move Action in a
space that they cannot fit in. If something would cause them to end their
turn in a space they can not fit in, end the current Action and all Abilities.
Then, the figure with SQUEEZE is placed on the closest legal space they've
moved into this Move Action/Ability and Dealt 6 IRREDUCIBLE DMG. If
required, this could move them into the spaces they started this movement.
SUBTERFUGE:
A Discipline Tree. See Discipline Trees Pg. 32.
SUMMONER X:
A Tag referenced by Opposing Espers to determine their Force Values. See
Opposing Espers Pg. 76.
SWAP:
The figure using this Ability is removed from the board and the target of
this Ability is removed from the board. They are then placed in the space
the other occupied. This does not provoke Break Attacks.
SYMBIOTIC:
A figure with the Symbiotic Tag represents a single figure that uses 2 or
more Combatant Cards. These Combatants can be in 1 or more groups on
1 or more unique Combatant Cards.
When taking turns, Symbiotic Combatants will use the same figure on the
board. Meaning, they draw Line of Sight, target others, and follow all the
same rules as if they were considered a single figure. When provoking
Break Attacks, all Symbiotic Combatants may make Break Attacks. When
making Skill Checks that would affect more than one Symbiotic Combatant
(e.g. Jumping), all Symbiotic Combatants must make the Check. When
choosing a Symbiotic figure as a target, you must choose 1 of the
Symbiotic Combatants that share that figure as the target.
If an Action or Ability would target 1 or more adjacent spaces that
still contain the Symbiotic figure, they may target another Symbiotic
Combatant for each additional space that would affect the Symbiotic
figure. If an Ability would target all figures within SOI or Range, then all
Symbiotic Combatants would be affected. A Symbiotic Combatant's figure
is removed from the Encounter via Defeat only if all associated Symbiotic
Combatants that share the figure are also Defeated.
THROW : (DIE):
The Throw Ability allows an Adventurer to deal
PHYSICAL DMG to an
opponent equal to the listed die within Range
4 and Line of Sight. This is
NOT an Attack and no Attack roll is made. You simply roll the die and deal
the Damage. As such, this Damage cannot be Dodged. Lastly, Armor still
reduces Damage dealt this way.
UNSTOPPABLE:
While moving, this figure treats Obstructing Terrain as normal spaces.
Replace any Obstructing Terrain this figure moves into with Hindering
Terrain.
VARIATION:
See Alternate, Variations, and Loot LVL PG. 79.
WARP:
The target(s) affected by this Ability are removed from their current
location and then placed in a new location as designated by the Ability
text. Locations can be a space on the board or any component outside of
the board (e.g. Combatant cards, Initiative cards, etc.). WARP does not
provoke Break Attacks.
WANDERING
:
Items with this Tag and Tier cannot be purchased. Instead, they can only
be found. When you are drawing Combatant Loot and Pull the Unique
Loot card, shuffle this card into the Unique Loot deck as one of the options
regardless of the current Loot Level. This Item can be sold as though it
were an Item of your current Loot LVL. However, Wandering Items are
intended to be limited by the number of copies included in the game as
they're thematically Unique.
Note: There are no Wandering Items included in this Base Game
(Unintentional Malum).
WEAPON TAGS:
Weapons have Tags that thematically categorize them. Example:
SWORD,
WARHAMMER, TOME, etc. Mechanically, these are referenced by other tags
such as
COMBO or when calculating a RESISTANCE.
Tags Continued
94949494

---

NEGATIVE
EFFECTS
TOKEN EFFECT
Condemn
✜ STATUS
Roll a BLACK . If the result is the , you are Defeated.
Darkness
✤PASSIVE
You have -1 to Attack rolls. You may not DODGE.
Disease
✤PASSIVE
You may not have Positive Effects. You may not remove
Damage tokens or other Effect tokens.
Paralyze
✤PASSIVE
End your Action or Ability. You may not make Actions or use Abilities other than Passive and Status Abilities. You are still affected by Push, Pull, and Command.
✘DISCARD this token at the end of your next turn. Then,
Gain
IMMUNITY: Paralyze until the end of the Encounter.
IMPORTANT:IMPORTANT: Paralyze does not affect Actions or
Abilities granted to a figure by Special Encounter Rules.
Poison
✜ STATUS
You are dealt a
PURPLE
of IRREDUCIBLE DMG.
Wilt
✤PASSIVE
When you are dealt Damage by an Attack or Spell, your
RESISTANCES are ignored. If you have no Resistances to
ignore, add
+2 IRREDUCIBLE DMG to the Attack or Spell
instead.
POSITIVE
EFFECTS
TOKEN EFFECT
Barrier
✤PASSIVE
+1
Courage
✤PASSIVE
When making an ATK Gain and .
✘DISCARD this Effect if you miss an Attack.
Haste
✜ STATUS
Gain
+1 SP.
SPECIAL
EFFECTS
TOKEN EFFECT
Tether
Any time you are dealt Damage, the Tethered figure is
dealt that much MAGIC DMG . Any time you HEAL, the
Tethered figure
HEALS the same amount.
Damage or healing done to a figure via Tether cannot be propagated by another instance of Tether.
You may never have more than
1 Tether token on a figure
at a time. If you use an Ability that adds another Tether
token you must remove a Tether token already on a
figure. You may not add a Tether token to a figure who is
currently Tethered to you. (Meaning, they used Tether on
you.)
Nemesis
All Attacks and Spells made against the figure you placed
this token on (e.g. your nemesis.) Gain +2 Damage of one
type of Damage already being dealt.
A figure may never have more than
1 Nemesis token on
them at a time. If you use an Ability that adds another
Nemesis token to a figure you must remove a Nemesis
token already on a figure.
Table 3: Effect Tokens
NAME LOOT DECK
SELL
PRICE
UNIQUE SELL
PRICE
UPGRADE
COST
Mundane
4(x3), 5(x4), 6(x5), 7(x5), 8(x5), 9(x5), Item, Monster, Unique
5 10 15
Common
5(x3), 6(x4), 7(x5), 8(x5), 9(x5), 10(x5), Item, Monster, Unique
10 20 30
Uncommon
6(x3), 7(x4), 8(x5), 9(x5), 10(x5), 12(x5), Item, Monster, Unique
15 30 50
Rare
7(x3), 8(x4), 9(x5), 10(x5), 12(x5), 14(x5), Item, Monster, Unique
20 40 75
Note: You may not Sell Story Items. Consumables may be sold for 1 Gold.
Selling an Item with an Item Upgrade give you 5 extra extra gold per Upgrade on the Item. Monster Loot may be sold for
25 Gold. Accessories may be sold as
if they were an Item from your current Loot LVL or for the gold cost printed on their card, whichever is lower.
Table 5: Combatant Loot Deck, Selling Items & Upgrades
NAME TOKEN EFFECT
Dodge
✘DISCARD

DODGE (Limit 3)
Note: Intelligent Combatants will use Dodge tokens when Attacked.
Heal
✘DISCARD

Spend
1 SP. A figure within SOI HEALS 6 . (Limit 4)
Intervention
✘DISCARD

Re-roll all dice you just rolled. (Limit 1)
Vow
✘DISCARD

When you deal Damage, deal
+2 Damage of the same
type. (Limit
5)
Summon
✘DISCARD

These tokens may be used to use other Abilities a
summoner might have.
Energy
Energy tokens do not have any inherent Effect. Instead,
the rules of when, how, and what these tokens do are
printed directly on the corresponding cards that use
them.
Table 4: Ability Tokens
DODGE
HEALHEAL
9595

---

ACTIONS SP EFFECT
Move

Move up to your maximum Movement Value. For each additional SP spent, add 2 to your Movement Value.
IMPORTANT:IMPORTANT: Adventurers are limited to 1 Move Action per turn.
Attack 2 Make an Attack using your equipped Weapon(s) Combat Dice.
Encounter

Encounter Actions are Encounter specific Actions that an Adventurer may make. This also includes activating Loot tokens.
Re-Equip

Equip or un-equip any Items in your Pack or on your Adventurer. Items in your Pack stay Flipped or Exhausted until they would normally be Un-Exhausted or Un-
Flipped. You may also take Items and Companions from an adjacent Adventurer, but you may never give Items or Companions to other Adventurers. Any amount of
equipping/un-equipping/taking is allowed for 1 SP.
AbilitiesSP EFFECT
Dodge
During the Dodge step of an Attack, roll the BLACK . For each rolled, the Adventurer adds +1 to their Defense.
If the is rolled, no additional Defense is added. See Dodge Pg. 52.
Empower

When building your Combat Dice Pool during an Attack or when determining the Force of a Spell, you may spend 1 additional SP to add the BLACK .
When Empowering an Attack, symbols rolled on this die can be spent to use Symbol Abilities printed on your Weapons. If the is rolled during this
Attack, the Attack automatically misses.
When Empowering a Spell,
you may spend
rolled on the BLACK to add + 1 to the Force of the Spell per spent. If the
is rolled during
this Spell, the Spell automatically fails to affect the target. Immediately deal 3 IRREDUCIBLE DMG to the caster, and end the Spell Action.
Counter
2
When an Attack deals no Final Damage, COUNTER the Attack. If you successfully Dodged this Attack, reduce the cost of any subsequent Counter by 1 SP.
See Counter Pg. 52.
Table 6: Standard Actions & Abilities
SYMBOL EFFECT/DESCRIPTION
NORMAL: No special effects. Can be replaced by all Terrain types.
OBSTRUCTING: Blocks all Line of Sight. Obstructing Terrain is not considered a space. Obstructing may replace all Non-Dangerous Terrain.
ELEVATION: See Elevation Pg. 22.
HINDERING: Attacks made through or into Hindering get -1 TO THE ATK ROLL. This effect stacks with the -1 TO THE ATK ROLL from spaces containing
Allies. It costs
2
Movement Points to leave a Hindering space. Large Based Figures must occupy every space of Hindering to be subjected to this
additional Movement cost. Hindering Terrain may only replace Normal Terrain.
WATER: Figures in Water may not Dodge. It costs 2 Movement Points to leave Water. Water Terrain may only replace Normal, Hindering, and Muck
Terrain. Water tokens placed never have a Current.
DANGEROUS: Figures that end a turn in, end their movement in, or leave a Dangerous space are Defeated. Dangerous Terrain may replace all Non-
Obstructing Terrain.
MUCK: Figures in Muck must spend an additional Stamina Point (SP) on all Actions and Abilities that cost 1 or more SP to use. Muck Terrain may only
replace Normal and Hindering Terrain.
SPECIAL: See Special Encounter Rules.
Table 7: Terrain Types
DO YOU HAVE? WHEN INSTRUCTED TO RESTORE ADVENTURERS (Pg. 18) WHEN BEGINNING AN ENCOUNTER (Pg. 14)
Damage All Damage is Healed. Remove Damage tokens until you have Damage tokens equal to half of your max HP.
Exhausted cards Un-Exhaust all cards. Un-Exhaust all cards.
Flipped cards Un-Flip all cards. Flipped cards remain Flipped.
Effect Tokens (Square, e.g. HASTE) Remove all Effect Tokens. Remove all Effect Tokens.
Ability Tokens (Round, e.g. HEAL) Remove all Ability Tokens. All Ability Tokens remain on Combatants and are not removed.
Can I Re-Equip? Receive a Free Re-Equip Action. No. You do not receive a Free Re-Equip Action.
Table 8: Restoring and Beginning Encounters Reference
NOTE: Players will only rebuild the Combatant Loot Deck when instructed to Restore. Meaning, unless you have been instructed to Restore, you will continue to draw from the
remaining undrawn Combatant Loot Cards. See Combatant Loot Deck, Pg. 57 for details.
96969696

---

NAME TOKEN EFFECT
Burrow
Some figures may Burrow, or become Burrowed. When a figure Burrows, replace the figure with the corresponding sized Burrow token.
When a figure is instructed to Un-Burrow, replace the Burrow token with its corresponding figure and DISPLACE any figures that would be
occupying its space. See the DISPLACE Tag Pg. 92.
A Burrowed figure:
• Has RESISTANCE : PHYSICAL DMG and MAGICAL DAMAGE and cannot Flank or be Flanked.
• Does not provoke Break Attacks and may not make Break Attacks. Un-burrowing or Burrowing does not provoke Break Attacks.
• Moved by an Ability (e.g. Push) must Un-Burrow instead. All subsequent movement caused by this Ability is resolved like normal. Meaning, a Burrowed figure who is Pushed 2 spaces would Un-Burrow, then be Pushed 1 space like normal.
• Given the option to Jump to prevent themselves from being Defeated will immediately Un-Burrow to take advantage of this.
• May not enter Water, Obstructing, or Dangerous Terrain. If an Ability would force them into Water, Obstructing, or Dangerous Terrain, they must Un-Burrow. They would also be subject to that Terrain's rules associated with being moved into it. (e.g. Damage if it's Obstructing Terrain or being Defeated if it was Dangerous Terrain.)
• Ignores Elevation and all other types of Non-Dangerous Terrain.
• Ignores all other Un-Burrowed figures and may end their turn on spaces containing other Un-Burrowed figures.
• Does not block Line of Sight or movement of Un-Burrowed figures. Meaning, an Un-Burrowed figure may end their movement on a Burrowed figure.
• If a figure with Symbiotic Burrows or Un-burrows, both figures will Burrow or Un-Burrow. If a Burrowed figure with Symbiotic is ever Defeated while Burrowed, It's paired Symbiotic figure will immediately Un-Burrow.
Bulb
Bulbs tokens are put into play by the Fragor Combatant and Conduit card.
When any figure would provoke a Break Attack from a Bulb, flip the Bulb token and resolve the listed Ability against all figures on or adjacent to the Bulb.
Bulb tokens that are moved at the same time as another figure or cause a situation where a Break Attacks timing is ambiguous will not flip.
Dynamite
Both Adventurers and Combatants might use Abilities that place Dynamite tokens on the board.
Dynamite tokens are tokens that will explode and deal Damage to all those near them. Dynamite tokens exist in one of two states, Lit and
Unlit. Anytime a Dynamite token is placed on the board for any reason it becomes Lit. Dynamite tokens that start on the board are already
Lit.
At the end of the next round after a Dynamite token becomes Lit it will explode. When a Dynamite token explodes, discard this token.
Then, all figures on or adjacent to the token are dealt 3 PURPLE of IRREDUCIBLE DMG and any Loot tokens on or adjacent to the
token are discarded. An Adventurer adjacent to a Lit Dynamite token may spend 1 SP to make a Presence 10 Check. If they pass, they
bravely pick up the Dynamite, which stays Lit.
An Adventurer with a Lit or Unlit Dynamite token may spend 1 SP to place a Dynamite token on any space within Range 4 and Line of
Sight. Opponents block this Line of Sight, but allied figures do not.
Dynamite tokens that a figure has are considered to be occupying the same space as that figure. Any Dynamite token caught in the
explosion of another Dynamite token also explodes. (Including any unlit Dynamite equipped or in your Pack.)
Combatant Token rule exceptions:
• When Dynamite takes Damage by a Terrain effect, or from being Pushed into Terrain, it will immediately explode.
Font of
Renewal
Adventurers have access to a Sanctus Discipline that can place a Font of Renewal token onto the board.
This token counts as Hindering Terrain and can only be placed on Normal Terrain spaces.
If the Font of Renewal is within SOI of an ally during their Status Phase, they may remove any amount of Energy Tokens from Font of
Renewal. For each token removed this way, HEAL 4 or remove an Effect. If at any time there are no Energy Tokens on the Font of Renewal,
remove it from the board.
Plank
Adventurers have access to Items that can place a Plank token onto the board.
A Plank token:
• Counts as Normal Terrain and replaces all Terrain types except Obstructing Terrain. When placing a Plank token onto the board, at least one edge must be adjacent to a Normal or Hindering Terrain space.
• Plank tokens cannot be placed across different elevations.
• Players may choose to use any size of Plank token they have available.
• Cannot be targeted, PUSHED, PULLED, or otherwise moved by Abilities that don't explicitly allow moving Planks.
Table 9: Combatant Tokens
IMPORTANT: Combatant tokens have additional rules associated with them. See Combatant Tokens on Pg. 69 for details.
9797

---

NAME TOKEN EFFECT
Poppet
Poppet tokens are part of Encounter setups that feature the Gatekeeper Combatant.
A Poppet token will be instructed to move during the Gatekeeper's turn. While an opponent shares a space with a Poppet, they may not
Dodge. Any figure on the same space as, or on an adjacent space to a Poppet that moves out of that space will provoke a Break Attack
from a Poppet. Since Poppet's do not have Combat Dice, if a figure provokes a Break Attack from a Poppet they are dealt 1 MAGIC DMG.
Any figure on the same space as, or adjacent to a Poppet may not cast SPELLS.
At any time, an opponent who shares the same space with, or is adjacent to a Poppet token, may spend 1 SP to make a Lore 10 check to
remove a Poppet token in that space from the board.
Combatant Token rule exceptions:
• Poppets ignore the effects of movement from non-Obstructing and non-Dangerous Terrain.
Root
Root tokens are part of Encounter setups that feature the Grotesque Effigy Combatant.
Roots count as figures with 6 HP, 10 Defense, and 6 Armor. Roots have RESISTANCE : PHYSICAL DMG and MAGICAL DAMAGE unless
the source of the Damage is from an AXE. Roots have IMMUNITY : SPELLS, EFFECTS.
All opponents who provoke a Break Attack from a Root or are adjacent to a Root at the start of the Grotesque Effigy's turn are dealt a
GREEN of PHYSICAL DMG. Roots do not drop Combatant Loot.
Tentacle
Tentacle tokens are part of Encounter setups that feature the Corpse Collector Combatant.
A Tentacle token will be instructed to move during the Corpse Collector's turn. If an opponent starts their turn on the same space as a Tentacle token, they put the token on their card as a Special Effect. Figures may be affected by multiple Tentacle tokens. Figures with Tentacle tokens or adjacent allies may spend 1 SP and make a Strength 10 check to remove a Tentacle token.
If the Tentacle token is removed, place it in an nearest unoccupied non-Dangerous space adjacent to the Corpse Collector at the end of the
Corpse Collector's next turn.
Combatant Token rule exceptions:
• Tentacles cannot be moved by Currents and other Special Encounter Rules that would move figures or tokens on the board.
• Tentacles Ignore the effects of non-Obstructing Terrain.
• Tentacles cannot be targeted, PUSHED, PULLED, or otherwise moved by Abilities that don't explicitly allow moving Tentacles.
Table 9: Combatant Tokens Continued
98989898

---

NOT MOVED BY CURRENTS MOVED BY CURRENTS
TERRAIN TOKENS: Terrain tokens and
things that count as Terrain (e.g. Plank
tokens) are not moved by Currents.
FIGURES:
Figures are always subject
to being moved by Currents. See Large
Based Figures Pg. 71, or the Heavy
Tag Pg. 93, for exceptions.
OBJECTIVE TOKENS LOOT TOKENS
TRACKER TOKENS COMBATANT TOKENS
TOTEMS LOTUS FLOWER
EXIT TOKENS BUG BOMB
DIRECTION TOKENS LOA CRYSTAL TOKEN
ELEVATION AND ELEVATION TOKENS SHOTGUN
Table 10: Current Effects
NOTE: Combatant tokens may or may not be moved by currents.
See Table 9, Pg. 97 for details.
PHASES OF AN ADVENTURER'S TURN
1. START OF TURN PHASE: 
Resolve Abilities and Effects that occur at the start of a turn.
2. STATUS PHASE:  
Any Effects and Abilities that have the ✜ STATUS Tag occur during this Phase. See
Pg. 95 for a list of Effects.
3. REFRESH PHASE:  
During the Refresh Phase, the Adventurer goes through the following steps:
A. Recover Stamina Points (SP):
Each Adventurer’s Stamina Recovery Bar determines how many SP they receive
during this step, as well as how many SP they may have at any given time. See A:
Stamina Recovery Bar on Pg. 25.
IMPORTANT:IMPORTANT: Adventurers do not Gain SP during the Refresh
Phase of their 1st turn of an Encounter. See Prepare Phase Pg. 14.
B. Un-Exhaust Cards:
Some Abilities require the Adventurer to EXHAUST them to be used. During the
Refresh Phase, any Exhausted cards are Un-Exhausted.
4. ACTION PHASE:  
During the Action Phase, an Adventurer may spend SP to take Actions and/or use Abilities. When they decide they no longer want to spend SP or take Actions and/or use Abilities, the Adventure continues to the End of Turn Phase.
5. END OF TURN PHASE:  
Resolve Abilities and Effects that occur at the End of a Turn.
Table 12: Phases of an Adventurer's Turn
NOTE: For complete rules and details See The Attack Action Pg. 41.
Table 11: Steps for making an Attack
STEPS FOR MAKING AN ATTACK
1. CHOOSE THE TARGET Select a single figure within Line of Sight and Range as the target.
2. BUILD THE COMBAT DICE POOL
Attacker uses dice printed on their equipped Weapons. 1-Handed Weapons have a
single dice. 2-Handed Weapons have two dice.
3. EMPOWER
Adventurer or a Command Combatant may spend 1 SP to EMPOWER the Attack. If
they do, add BLACK
to the Combat Dice Pool
4. DODGE
a. Check if the target Dodges. (If the target is an Adventurer or Command
Combatant they may spend 1 SP to Dodge. If the target is an Intelligent
Combatants they only Dodge when instructed to do so.)
b. Make a Dodge Roll by rolling BLACK
and adding 1 Defense for each
rolled.
5. ROLL TO HIT
a. Make an Attack Roll.
b. Spend Symbols & use Abilities to add to the Attack roll.
c. Determine if you Hit. (Rolled equal to or greater than the targets Defense.) If
you did, continue to Step 6a. Determine Damage. If you missed, continue to Step
6e. Check if the Target Counters.
6. DETERMINE DAMAGE
a. Calculate the difference by which your Attack Hit and add it as Damage.
b. Spend Symbols & use Abilities that add to the Damage of an Attack.
c. Subtract the target's Armor.
d. Calculate & Deal Final Damage.
e.
If the Attack misses or deals no Final Damage check if the Target Counters. If
they do, the Attack immediately ends. If the Attack missed and the target did not
Counter, the Attacker skips step 7. Use Follow Up Abilities and continues to step
8. Resolve the Attack.
7. Use Follow Up Abilities
Using a FU Ability that starts a new Action ends the Attack.
8. Resolve the Attack
The current Attack ends.
Table 13: Steps for Casting a Spell
STEPS FOR CASTING A SPELL
1. CHOOSE THE TARGET(S) Select a single figure within SOI as the target. Some Abilities have specific targeting parameters that may override this or allow you to target more than 1 figure.
2. DETERMINE THE FORCE
The Force of a SPELL determines how difficult the Spell’s effects are to resist.
A. BUILD FORCE POOL: A Force Pool consists of a figure's printed Casting Die
or Upgrade.
B. EMPOWER: When casting a SPELL, an Adventurer or Command Combatant
may choose to spend 1 SP to EMPOWER the Spell. When Empowering a Spell,
add the BLACK
to the Force Pool. When rolling to determine your Force, for
each rolled on the BLACK , add +1 to the Force of the Spell. Intelligent
Combatants will only EMPOWER a Spell if instructed to do so.
C. ROLL TO DETERMINE YOUR FORCE: Finally, the figure Casting the SPELL
rolls their Casting die and Empower Die if applicable, and adds the printed X
value on the Spell to the result. (Usually 6).
3. EACH TARGET MAKES A CONVICTION CHECK
Each Adventurer and Combatant Card has Conviction Dice printed on it. These
2 dice determine how resistant a figure is to Spells. During this step, each target
makes a separate Conviction Check to resist the Spell’s effects.
To make a Conviction Check, each figure targeted by the Spell rolls the Conviction
dice printed on their card. If the total number rolled is equal to or greater than the
Spell’s Force Value, the Spell is resisted by that figure. However, if the roll is less
than the Force Value of the Spell, the Spell’s printed effects occur. Once every target
has rolled a Conviction Check, the Spell Action ends.
4. RESOLVE THE SPELL’S EFFECT
Each target that failed their Conviction Check resolves the spell's effects separately
and in the order they made the Conviction Check. This could be Magic Damage
determined by a roll, Negative Effects such as Poison, or manipulating their position
on a Tile. A Spell's effects are described on the Ability that started the Spell Action
after, "Cast a SPELL (X)".
NOTE:
For complete rules and details See The Spell Action Pg. 53.
100100100100

Value the Spell is resisted by that figure However if the roll is less than the Force Value of the Spell the Spell s printed effects occur Once every target has rolled a Conviction Check the Spell Action ends 4 RESOLVE THE SPELL S EFFECT Each target that failed their Conviction Check resolves the spell s effects separately and in the order they made the Conviction Check This could be Magic Damage determined by a roll Negative Effects such as Poison or manipulating their position on a Tile A Spell s effects are described on the Ability that started the Spell Action after Cast a SPELL X NOTE For complete rules and details See The Spell Action Pg 53 100100100100

---

Abilities 47
Any time 47
Tokens 95
Token Limitations 70
Abraxis Battle Dice 85
Achievements 18
Actions 38
Activation Numbers 56
Active Group 10
Adventure Mode 10
Adventurers 24
Adventure Mechanics 10
AI Steps 60
Allies 38,69
Another 69
Alternate 80,56
Armor 89,41
Piercing 92
Reducing Damage 41
Attack Action 41
Avarice 56
Away 62
Backstab 50
Bounties 13
Break Attack 42
Boss 56
Companions 71
Casting Die 25,53
Combat Dice 26,41
Combatants 56
Command 58
Intelligent 58
Tags 56, 91
Tokens 69,97
Combatant Loot Deck 57
Setup 20
Components 4
Component Limits 70
Conditions 30
Condition Tags 30,90
Conduit Summoning 77
Conduit 56,77
Conviction 25
Checks 53
Values Back
Counter 49
Crawl Mode 9
Currents 22
Damage 44
Final Damage 41
Types 43
Defeat 69
Diagonal 42
Diagrams 19
Discarding 19
Disciplines 32,63
Dodging 41,52
Double-Tag Items 27,92
Dynamite 97
Effects 95,70
Special Effects 69
Elevation 22
Empowering 52
an Attack 41
a Spell 53
Encounters 14
Encounter Actions 46
Encounter Setup 14
Endings 13
Ending all Actions and Abilities 48,60
Epic Dungeon Crawl 9
Equipping 24
Espers 75
Exalted Espers 76
Exit 19
Familiars 76
Farthest 62
Figures 38
Flags 13
Flanking 50
Font of Renewal 97,63
Force 92,53
Forced Movement 71
Follow Up (FU) 92,41,53
Gaining
Gold 24
XP 24
Items 69
Game Modes 8
Adventure 10
Crawl 9
Gigas Grip 78
Gilded 56
Golden Rules 60
Groups 60
Activation 56
Possible Spawns 80
Hands 89
Healing 44
Health (HP) 25,44
Hidden Cards 18
Hidden Text 18
Icons 89
Scaling Icons 72
Immunities 92
Initiative Track 36
Multiple Initiative Cards 69
Injuries 11
Item Limits 24
Item Tiers 27
Item Loot 57
Jumping 68
Large Base Figures 71
Leaving the Party 11
Line of Sight 43
Loot 17
Loot Level (LVL) 17, 79
Materials 93,57
Maximum HP 25
Monster Loot 57
Movement 89,39
Free Movement 39
Moving Diagonally 39
Nearest 62
Objectives 17
Opponents 38,58,69
Pack 24
Party 10
Party Tuck Bag 10
Party Stash 10,24
Passive 48
Phases
Of a Turn 100,37
Of a Story Round 13
Of an Attack Action 100,41-43
Of a Spell Action 53
Of Setup 14
Plank 97
Play Area 35
Protection 93
Push, Pull, and Command 40
Ranges 43
Re-Equip 46
Removing
From Board 19
From Game 19
Resistances 93
Resolving an Attack or Spell 43
Re-Specing 87
Restore Adventurers 18
Rewards 14
Rounding Numbers 71
Scenes 12
Selling Items 27
Shop And Train 13
Side Quests 13
Simultaneous Abilities 70
Skill Checks 68
Sphere of Influence (SOI) 43
Spawning 19
Stamina Point(s) (SP) 25,38
Standard Actions 38
Store 13
Storing Items 24
Story Items 13
Story Rounds 13
Spell Actions 53
Spell-Like Abilities 53
Special Encounter Rules 14
Summoning 75
Symbols 30
Table Setup 34
Tags 92-93
Combatant Tags 56,91
Condition Tags 30,90
Terrain 21
Throw 93
Tokens 5,6
Total Armor Value 89
Totems 17
Towards 62
True Condition 60
Tuck Bags 6
Type 82
Unique Items (Important box) 13
Unique Loot 57
Unselectable 11
Up to 62
Upgrades
Conviction and Casting 33
Item 28-29
Urgency 18
Variants 86
Variation 79
Weapon Tags 94
Winning and Losing 9
Within 62
Index
101101

---

Some Abilities, Conditions, or AI Steps may
reference a figure's Conviction Value or Casting
Value. The Conviction Value or Casting Value is
calculated by adding the figure's best dice of the
appropriate type according to the rating list on
the left.
Example: If the figure had ORANGE
and
RED Conviction dice, their Conviction Value
would be 8 (5 + 3).
Since Casting only uses 1 die, the Casting Value
is simply the value of the single die.
COPYRIGHT © 2023 SUCCUBUS PUBLISHING
VERSION
V1.2
- MAY 2023
1 - PURPLE
2 - WHITE
3 - ORANGE
4 - TEAL
5 - RED
6 - GREEN
7 - GREY
8 - BLUE
SKULL
DICE SYMBOLS: BOOK SHIELD BURST
CONVICTION AND
CASTING RATINGS
Dice Breakdown
Conviction and Casting Value

---

Por que perguntar ao BoardGamesBot

Em vez de folhear o manual inteiro
  • Respostas precisas Baseadas exatamente neste manual, com a página de origem.
  • Economize tempo Ache a regra em segundos, sem folhear 102 páginas.
  • A qualquer hora Tire dúvidas no meio da partida, direto do celular.
  • 100% grátis Crie sua conta grátis e comece a usar agora.

Como funciona

Três passos até a resposta
  1. 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
  2. 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
  3. 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.

Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .