Texto completo do manual
2
credits
Designer
Łukasz Woźniak
Project Owner
Barnaba Drukała
Art Director
Dawid Bartłomiejczyk
Lead Developers
Eryk Nowak
Michał Sprysak
Developers
Łukasz Szopka
Franciszek Ostojski
Wojciech Wiśniewski
Illustrations
Agata Skowronek
Main Graphic Concept and Design, Playmat Art
Michał Długaj
Main Graphic Design
Łukasz Dudasz
Graphic Design
Jakub Litwornia
Maciej Simiński
DTP
Michał Kulasek
UX and Miniature Design
Nika Bartkowska
Miniature Design
Jakub Kacperski
Patryk Ornoch
Anna Drewniak
Klaudia Niewinowska
Katarzyna Żurawiecka
Robert Kurek
Tomasz Kalisz
Titan Forge
Story
Piotr Grzymisławski
Editor
Jarosław Wójcicki
Marketing
Łukasz Simiński
Krzysztof Baranowski
Paweł Bożydaj
Jolanta Jaworska
Mateusz Pachciarz
Kamil Wargin
Wojciech Woźniak
Sales
Paweł Podgrudny
Michał Gryń
Jan Psiuk
Production and Logistics
Filip Buchalski
Szymon Fąferko
Customer Service
Katarzyna Majewska
IT
Tomasz Kozak
HR
Aleksandra Banaszak
Lead playtesters
Artur Lutyński
Przemysław Ciemniejewski
Video
Tomasz Bar / Hexy Studio
Maciej Klimczak
Campaign Proofreaders
Hugues-Arnaud Lamot,
Francesco Alfieri, Hanna Schier,
David Ledesma Moraga,
Javier Rodriguez, Rémy Moreau,
Logan Wintgens, Emilien Sire,
Kevin Michaud, Bartek Zawadzki,
Gérald Fruchart, Bernhard Thöresz,
Markus, Benjamin Dupont,
Christian Meneses, Bonnard Johnny,
Arne Ruddat, Martin Frommherz
---
3
Product Development
Magdalena Drążek
Jan Rosner
Rafał Jaki
Art Director
Paweł Mielniczuk
Remigiusz Nowakowski
Brand Manager
Gabriela Jaroszyńska
Country Manager
Satoru Homma
Franchise and Lore Designer
Marcin Batylda
Communication
Robert Malinowski
Paweł Burza
Community Management
Dominika Burza
Beatrice Pancalli
Camille Nogueira
Ryan Schou
Maria Delgado de Torres
Marcin Momot
Alicja Kozera
Legal
Kinga Palińska
Playtesting
Anna Dzitkowska
Kacper Ullmann
Public Relations
Radek Grabowski
Marta Piwońska
Michał Platkow-Gilewski
Producer
Anna Czaplińska
Magdalena Darda-Ledzion
Luigi Annicchiarico
Proofreading
Marcin Łukaszewski
Ryan Bowd
Alicja Zapalska
Łukasz Gręda
Senior Character Artist & Sculptor
Dawid Kowal
Illustrations
Anna Podedworna,
Przemysław Juszczyk, Yama Orce,
Adrian Smith, Ala Kapustka,
Bartłomiej Gaweł,
Bogna Gawrońska, Bryan Sola,
Diego De Almeida Peres, Grafit Studio,
Karol Bem, Katarzyna Bekus,
Lorenzo Mastroianni,
Maciej Łaszkiewicz, Manuel Castañón,
Marek Madej, Nemanja Stankovic,
Sandra Chlewińska
© 2024 CD PROJEKT S.A.
All rights reserved. CD PROJEKT,
the CD PROJEKT logo, The Witcher
and The Witcher Logo are trademarks
and/or registered trademarks of
CD PROJEKT S.A. in the US and/or
other countries. The Witcher game is
set in the universe created by
Andrzej Sapkowski in his series of
books.
---
component list 4
4 Legendary Monsters
miniatures
1 double-sided Monster
Life Points counter
11 Root/Suffering tokens
27 Trail cards
(9 per each Chapter)
8 Monster cards
(2 double-sided cards
per Monster)
4 Legendary Monster cards for
the Witcher: Old World
1 Monster die
8 Runestone
cards
1 Power token
40 Health Point
tokens
8 Monster Movement
cards
5 Eskel and 5 Lambert
Companion cards
BONUS
---
introduction 5
The Legendary Monsters is a cooperative expansion for The Witcher: Path of Destiny. Play-
ers fight together against one enemy - a Legendary Monster, which will roam the board and
launch powerful special attacks. Even if one player is eliminated, the game is lost, so close
cooperation is the key to success.
Along the way, players will complete challenges on Trail cards that will allow them to gain
the benefits necessary to stand a chance against the threat.
overview
Instead of participating in a Tale and
deciding which path to take, Players fight
a Legendary Monster. Throug out the game,
there is only one Active Symbol – Fight,
corresponding to both the Left and Right
Path. All other Symbols are Non-Active.
Each monster has its own set of rules,
a passive ability, and special attacks. After
each Player drafts their cards, the Monster
will either move to a spot on the playmat,
or draw cards to unleash an attack.
Players do not gain Victory Points. If a Player
would gain any Victory Point, they deal that
amount of damage to the Monster. The goal
of the game is to reduce the Legendary Mon-
ster’s Life Points to 0 before the end of the
game, without any Player being eliminated
from the game by losing their last Health
Point.
Each Player will try to com-
plete a challenge on a Trail
card to gain 3 Experience
Points. Failing to do so will
result in rolling the Monster
die. The Trail card also shows
which of the Non-Dominating Symbols will
give Experience Points to the Player at the
end of the Chapter.
Moreover, Players will use
one-time Runestone cards to
their advantage and optional-
ly, they may ask Lambert or
Eskel to help them out.
Players may freely discuss their strategy,
decide together which cards they will draft
and play, and when they activate Abilities.
They may not share cards, or any other
components with each other.
When playing the Legendary Monsters
expansion, do not use any other modules,
such as A Voice of Reason envelopes and
other expansions.
---
game setup 6
Follow the regular rules of the game.
1 PLACE THE PLAYMAT ON THE TABLE
2 CHOOSE A MONSTER
Choose any Legendary Monster to fight
against.
Place the chosen Monster cards in
the designated place on the Playmat,
with a side corresponding to the
number of Players up.
Place Destiny tokens nearby.
3 PLACE THE CARDS…
Remove the following cards from the Main
deck: 2, 7, 9, 50, and place the rest on the
designated spot on the playmat. Fill the
Pool of available spots with pairs of cards:
p,For 1,2, and 3-player game - there are
4 spots available.
p,For 4 and 5-player game - there are
5 spots available.
4 …EXTRA EXPERIENCE TOKEN…
Place the Extra Experience token next to
the bottom-most filled spot.
Optionally you may use Lambert or
Eskel Companion rules.
5 …AND SYMBOL TOKENS
Place Symbol tokens on the table.
2b
4a
2a
1
3
5
7a
Triss
Yennefer
Ciri
Letho
Dijkstra
Regis
Vesemir
Geralt
Yarpen
STARTING
INITIATIVE
ORDER
7b
6a
2b
7c
2a
---
game setup 7
Choose Runestone cards according
to the Player count (following icons
in the corner). Place them face-up
near the playmat. You may adjust
the difficulty level by:
yadding 1 or 2 cards with , for
an easy/beginner game
yremoving any 1 or 2 cards to
make the game hard/very hard
Divide Trail cards into 3 piles,
according to the Chapter’s number
on their backs. Shuffle each pile and
place them face down next to the
playmat.
6 CHOOSE CHARACTERS
Choose Characters (Dandelion may not be
chosen) and follow their regular setup, but
do not use Side Quests and do not place
any Victory Point markers.
Place the Characters on the Initiative
track following the Initiative order.
Each Player receives Health Point
tokens according to the number of
players:
y1 player - 5 Health Points
y2, 3 or 4 players - 7 Health Points
each
y5 players - 8 Health Points each
6a
6b
6c
6d
4
6
6b
6c
6d
4a
---
game setup 8
1 30
2 60
3 85
4 110
5 130
7 MONSTER SETUP
Place the Monster miniature next to
the playmat.
set the Monster Life Points on the
counter:
7a
7c
7bprepare the Monster Movement deck
according to the Player count (follow-
ing icons in the corner), shuffle, and
place it next to the playmat
8 MONSTER-SPECIFIC SETUP
ywhen facing Ancient Leshen – place
Root tokens nearby (backside of Suf-
fering tokens)
Root tokens
Example: setup for a 3-Player game.
ywhen facing Hym – place Suffering
tokens nearby (backside of Root to-
kens)
ywhen facing Katakan – place the
Power token on the Katakan’s card,
on its starting position depending on
the number of Players.
Suffering tokens
---
monster cards 9
number of cards
in the Attack
pool to perform
the Attack
Attack effect
Note: both Left and
Right Path Symbols
are Fight Symbols
Monster’s
Abilities
number of
Players in the
game
Monster’s
name
Monster’s
art
Monster’s
name
only for Katakan -
Power level track
---
gameplay 10
START OF THE CHAPTER
Before the first Turn in each Chapter,
Players will get Trail cards. These cards
describe the effort and risk necessary to
gain a tactical advantage over the Monster.
Each Trail card shows which of the 3 Non-Active Symbols will award Experience Points
at the end of the Chapter. Moreover, at the end of the Chapter, if the Player meets
the condition on it, by having the right cards in their Timeline, they gain 3 Experience
Points. If not, the Player will roll the Monster die.
The Trail card condition specifies the number of required cards. Conditions with “...”
mean “at least” the specified number.
When checking Trail cards conditions, ignore Lost Symbol tokens on cards (read them
as printed).
cards without
Symbols
cards with
2 Symbols
cards with the
1-3 multiply effect
multicolor
cards
cards with Fight
Symbol
there are fewer
cards in the specified
color than in any
other colors
cards in one,
chosen color
color of cards
Draw and reveal Trail cards from the
current Chapter’s deck in a number equal
to the number of Players, and add one card
face-down.
cards in the
specified color
1
2
3
?
---
gameplay 11
Players discuss their plans and each Player takes 1 of the Trail cards prepared for this
Chapter. One of the Players may trust in their destiny, and draw and reveal the face-down
Trail card instead of taking the revealed card. Discard the last card.
An example for a 4-player game.
DRAFTING CARDS
After each one Player drafts their cards,
the Monster activates.
Draw and reveal the top card of the Mon-
ster Movement deck:
p,Move - place the card and the Mon-
ster miniature next to the shown
spot, and resolve the Monster Abili-
ty. If the spot wasn’t occupied by any
Player, the Monster drafts the pair of
cards next to the spot and adds them
to the Attack pool. If the spot was oc-
cupied by a Player, the Monster does
not draft any cards, but resolves its
Ability, described on its card.
p,Focus - place the card next to the Main
deck and do not move the Monster.
It draws 1 card from the Main deck
and adds it to the Attack pool.
These effects may trigger the Monster’s
attack. If multiple attacks are triggered at
the same time, resolve them from top to
bottom.
Reshuffle the Monster Movement deck
after the last card is drawn and resolved.
---
gameplay 12
RUNESTONE CARDS
During the game, Players may use Rune-
stone cards to their advantage. Players
may freely discuss if or when to use each
one. If most of the Players agree, resolve
the chosen card and discard it to the box.
At any moment, 2 Players
choose 1 card in their
hand and exchange them.
At any moment, 1 Player
loses up to 5 Symbols of
one type and gains the
same number of Fight
Symbols.
At any moment, rearrange
the Characters’ order on
the Initiative track.
Immediately after drawing
a Monster Movement card,
ignore it (do not resolve any
of its effects). Do not draw
another card instead it.
MONSTER ATTACKS
Each Monster has 4 unique attacks, one for
cards in each color.
If there is ever the same number of cards
in one color in the Monster Attack pool, as
shown on the Monster card, the Legendary
Monster attacks!
Discard the shown number of cards of one
color from the Monster board, discarding
multicolored ones last. Apply the effect of
the attack.
DAMAGE, WOUNDS AND MONSTER DIE
Whenever a Player suffers a Wound,
they flip one of their Health Point to-
kens to the wounded side. When any
Player loses their last Health Point
token, the game is immediately lost.
lose a Fight
Symbol
lose any
2 Symbols
suffer a Wound
(3 faces)
discard any
card from your
Timeline
If a Player cannot apply the result in
full, they instead suffer a Wound.
When a Player rolls a Monster die,
they apply the result:
---
gameplay 13
There are no changes in the playing cards
step.
PLACING THE DESTINY TOKEN
Put the next Destiny token on the Legend-
ary Monster card to mark the end of the
Turn. When the 3rd Destiny token is placed
on the card, end the current Chapter.
END OF THE CHAPTER
Instead of determining the Dominating
Symbols, Players now check if they met
their Trail cards conditions, and deal dam-
age to the Legendary Monster
DEAL DAMAGE
Each Player counts the number of Fight
Symbols they have. Deduct the total on the
Legendary Monster Life counter. If its val-
ue reaches or goes below 0, the Monster
is defeated and the Players win the game.
Clean up Timelines following the regu-
lar rules: each Player chooses and keeps
1 card in their Timeline after the 1st Chap-
ter, or 2 cards after the 2nd Chapter.
At the end of the 3rd Chapter, Players
have a last chance to defeat the Monster.
Each Player checks the Golden Experi-
ence marker position on their board with
respect to the Victory Point marks. Instead
of gaining the shown amount of Victory
Points (as they would in the base game),
the Player deals the corresponding value
as damage to the Monster, deducting it on
the Legendary Monster Life counter.
If the Monster is not defeated at this point,
Players lose the game.º
---
gameplay 14
Unlike in the base game, the Legendary
Monsters Solo Mode does not include Au-
toma. One Player may face the Monster
alone, following the regular rules.
solo mode
CHECK THE TRAIL CARD CONDITION
Each Player compares the condition of their
Trail card with cards in their Timeline.
p,If they meet it, they gain 3 Experience
Points.
p,If a Player doesn’t meet the condition,
they roll the Monster die, and apply
its result.
Example: A Player met the condition on
their Trail card – they have at least 3 blue
cards in their Timeline. They gain 3 Expe-
rience Points and do not roll the Monster
die. The Player gains 1 Experience Point
for each Exploration Symbol they have.
+4
+3
Whether the Player met their Trail card
condition or not, they gain Experience
Points equal to the number of Non-Active
Symbols shown on the Trail card in their
Timelines and token pools.
Discard all Trail cards for the current
Chapter to the box.
When playing as Yarpen, his 1st and 3rd
Ability trigger as they would against oppo-
nents with no Symbols – but you still need
to have at least 1 Symbol.
---
gameplay 15
SETUP
Pick Lambert or Eskel and shuffle their
set of cards face down. Place it next to the
playmat.
DRAFTING CARDS
At the start of the 1st Turn of a new Chap-
ter, draw a Companion card and place it
face-up next to the bottom-most avail-
able spot on the playmat, covering any
Companion card already there. A total of
3 Companion cards will be used in each
game (1 for each Chapter).
When choosing a spot next to the Compan-
ion card, before drafting cards you may
use their ability instead of gaining an Extra
Experience Point.
companions
THE WITCHER: OLD WORLD
THE WITCHER: OLD WORLD COMPATIBILITY
The Legendary Monsters represent the
ancient evil that terrorized people through
centuries. Even in the time of the Old
World…
In the box, you’ll find 4 cards to bring the
Legendary Monsters to the Old World.
They will follow the regular rules of Leg-
endary Monsters. To use them as the ulti-
mate nemeses, you’ll need the base game
of The Witcher: Old World, and the Legend-
ary Hunt expansion.
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