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Game Objective
The provided context does not detail the main objective of the game "Massive Darkness 2: Heroes & Monster Set - Bards & Tinkerers vs Metal Angel" nor the victory condition. It focuses on the specific abilities and mechanics of the Bard and Tinkerer Heroes.
Setup
Bard Setup
- Choose a Level 1 Talent card and place it with the Bard's Musical Control Board, next to the Hero's control panel.
- Place the 3 Chord tokens on the 3 leftmost spaces of the first row of the Bard's Musical Control Board.
- Take all 5 Note tokens and keep them near the Bard's Musical Control Board.
- Remove the following cards from their respective Treasure decks and place them near the Bard's musical panel: Lute (Common), Inspiring Drums (Rare), and Angel Flute (Epic). They are not considered to be in the Bard's Inventory.
Tinkerer Setup
- Place the 6 Bomb tokens (3 small and 3 large) in an area near the Tinkerer Hero's panel.
- Choose a Level 1 Talent and place it along with the double-sided Rules card (Bombs and Gadgets) near the Tinkerer Hero's panel.
- Place the 4 double-sided Exo-Armor panels, the Exo-Armor token, the 6 Construct cards, and the 3 Construct tokens near the Tinkerer Hero's panel.
Adding the Expansion
- This expansion contains 1 additional Roam Monster and new items. To include them in the game, simply shuffle these cards into their respective decks.
- This expansion introduces components from levels 6 to 10 and Legendary Treasure cards that are only used in Campaign Mode (available in the Heavenfall expansion).
Game Flow
The provided context does not describe the general game flow, but details a specific phase of the Bard's turn and the Enemy Phase.
Start of Bard's Turn
- At the start of the Bard's turn, they must move all Chord tokens 1 space to the right.
- If a Chord token is in the rightmost space, move it to the leftmost space.
Enemy Phase
- Bombs explode at the start of the Enemy Phase. Their effect is described on the Rules card.
- Players can choose the order in which Bombs are resolved in the same Zone, as long as they resolve all Bombs in that Zone before moving to the next.
Actions and How to Play
Bard: Notes and Chords
- The Bard starts the game with no Note tokens on their Board.
- During their turn, they can spend 3 to place a Note token on any Note space on their Board, provided there isn't another Note token already placed in the same column.
- A Note token is a Sol, Si, or Mi, according to the row where it was placed on the Bard's Musical Board.
- If the Bard has all Note tokens placed on their Board and wants to move any of them from one space to another, they can spend 3 to move each Note token, provided that, after moving the Note tokens, there are no 2 tokens in the same column.
- Bards can place and move Notes in this way multiple times during their turn.
- Any Note tokens placed in columns below a Chord token are considered Active Notes, provided the Bard has an Instrument equipped on their panel.
- Some of the Bard's Talents represent songs they are playing, such as the 2 Starting Songs on the Bard's Musical Board. These Talents require Active Notes (in any order) and an equipped Instrument to take effect.
Bard: Instruments
- Some items and weapons are Instruments. These are specifically listed: Magic Ocarina, Lute, Inspiring Drums, Angel Flute, and any Bard-exclusive card.
- During the Bard's turn, they can discard 2 items of the same level to obtain and equip the Instrument of that corresponding level (from the Instruments separated during the turn).
Tinkerer: Bombs
- Some Talents allow the Tinkerer to place Bomb tokens in the Dungeon during their turn, by spending Mana or discarding items. This is not an action.
- The Tinkerer cannot use Gadgets as a discarded item.
Tinkerer: Gadgets
- Some Talents may refer to Gadgets, represented by Treasure tokens that the Tinkerer draws from the bag through Gadget abilities.
- Gadgets can be used as items of their level to be traded at the Forge, just like a normal item (returning them to the Treasure bag).
- They can also be spent to fulfill 1 of the corresponding Gadget effects on the Rules card.
- After being spent, they return to the Treasure bag.
- Each Effect can only be used once per round.
- Gadget Rules: Gadgets count as items of their rarity that can be traded. They are used as consumables by the Tinkerer, who returns them to the Treasure bag to use 1 of the corresponding effects, according to their rarity. Each effect can only be used once per round.
- SMOKE BOMB: COMBAT: 2 G
- STONE WINGS: MOVE: +1 MP
- CHARGED DRONE: TRADE: You can also trade with 1 Hero in any Zone.
- LUCKY COIN: +1 action.
- ORB OF DARKNESS: ATTACK: +1 D
- EXPLOSIVE HOLY HAND: Add 1 die to 1 Enemy in range and immediately resolve all enemy dice using instead.
- REPLICATOR DEVICE: Return 1 discarded consumable to your inventory.
- FREEZING DEVICE: Add 2 dice to 1 enemy in range.
- LIGHTBRINGER'S POTION: All Heroes in your Zone heal and fully recover.
- GIFT BOX: Draw 2 Treasure tokens from the Bag as a Gadget.
- BLADE ENHANCERS: ATTACK: +2
- DISPOSABLE SHIELD: DEFENSE: +2
Tinkerer: Exo-Armor
- If the Tinkerer chooses the Exo-Armor Talent, they can, during their turn, discard items as indicated in the ability to obtain and equip the upper or lower part of the Exo-Armor. This is not an action.
- The Tinkerer cannot use Gadgets as the discarded item.
- The Exo-Armor parts count as items with these additional rules:
- Exo-Armor parts do not have an item level.
- Exo-Armor parts cannot be traded with other Heroes.
- Exo-Armor parts cannot be discarded unless otherwise specified.
- Equipping Exo-Armor:
- Upper part: Remove any equipped hand items and place them in the Tinkerer's Inventory. Then, place the Exo-Armor Upper Part over the hands and Hero card spaces.
- Lower part: Remove any equipped Head, Torso, Legs, and Miscellaneous items and place them in the Tinkerer's Inventory. Then, place the Exo-Armor Lower Part over these spaces.
- Whenever the Tinkerer has at least 1 Exo-Armor part equipped, place the Active Exo-Armor token next to their miniature as a reminder.
Tinkerer: Constructs
- Constructs (Guard, Sentry, and Scout) are allies that the Tinkerer can create by unlocking certain Talent cards. Each has its own characteristics, listed on its card.
- The Tinkerer is limited to the number of Constructs they can have according to their current level of the Construct Talent. Additionally, there is only 1 Construct of each type.
- While in the Dungeon, Constructs count as a Hero for the purpose of Heroes and Enemies targeting (but not for the number of Minions in Mobs, Roam Monster Health, etc.).
- During the Tinkerer's turn, they can activate each Construct once (the first activation does not cost an action) and can spend actions to activate them again.
- When activated, Constructs can perform Attack or Movement actions.
- When performing a Movement action, each Construct has 2 MP, just like any other Hero.
- Constructs cannot Interact, Open Doors, Recover, or carry any items, unless otherwise specified on their respective cards. They also do not roll the Shadow die when attacking in the Shadows.
- To attack or defend, refer to the information listed on the respective Construct card.
- Whenever a Construct kills an Enemy, the Tinkerer gains the experience.
- When a Construct is killed, return the token to the reserve (they can be created again by paying their cost).
Special Campaign Rules (Tinkerer)
- When playing with a Tinkerer in Campaign Mode, some exceptions apply:
- Before the City Phase, if the Tinkerer has any Treasure tokens as Gadgets, they are returned to the Treasure bag.
- The Blacksmith Talents II and III: When playing in Campaign Mode, your Hero can never be considered a Forge (this part of these 2 abilities has no effect).
End of Game and Scoring
Refer to the manual for details on this section.
Tips for Winning
- For the Bard: Keep your Note tokens active and aligned with the Chords to activate your music Talents. Prioritize equipping an Instrument so your Active Notes take effect.
- For the Tinkerer: Use your Bombs strategically at the start of the Enemy Phase to control enemy positioning and deal damage. Manage your Gadgets wisely, choosing between trading them at the Forge or spending them for their unique effects, which can offer significant tactical advantages.
- For the Tinkerer: Consider investing in Constructs to increase the group's combat potential and area control, remembering that they count as Heroes for enemy targeting and can perform Attack and Movement actions.
Rules manual
Official PDF file
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Frequently Asked Questions
Quick answers about the rules
What is the objective of Massive Darkness 2: Heroes & Monster Set – Bards & Tinkerers vs Metal Angel?
The provided context does not detail the main objective of the game "Massive Darkness 2: Heroes & Monster Set - Bards & Tinkerers vs Metal Angel" nor the victory condition. It focuses on the specific abilities and mechanics of the Bard and Tinkerer Heroes.
How do you set up Massive Darkness 2: Heroes & Monster Set – Bards & Tinkerers vs Metal Angel?
Bard Setup Choose a Level 1 Talent card and place it with the Bard's Musical Control Board, next to the Hero's control panel. Place the 3 Chord tokens on the 3 leftmost spaces of the first row of the Bard's Musical Control Board. Take all 5 Note tokens and keep them near the Bard's Musical Control Board. Remove the following cards from their respective Treasure decks and place them near the Bard's musical panel: Lute (Common), Inspiring Drums (Rare), and Angel Flute (Epic). They are not…
How do you play Massive Darkness 2: Heroes & Monster Set – Bards & Tinkerers vs Metal Angel?
The provided context does not describe the general game flow, but details a specific phase of the Bard's turn and the Enemy Phase. Start of Bard's Turn At the start of the Bard's turn, they must move all Chord tokens 1 space to the right. If a Chord token is in the rightmost space, move it to the leftmost space. Enemy Phase Bombs explode at the start of the Enemy Phase. Their effect is described on the Rules card. Players can choose the order in which Bombs are resolved in the same Zone, as…
How does Massive Darkness 2: Heroes & Monster Set – Bards & Tinkerers vs Metal Angel end, and how do you score?
Refer to the manual for details on this section.
What are some tips for winning Massive Darkness 2: Heroes & Monster Set – Bards & Tinkerers vs Metal Angel?
For the Bard: Keep your Note tokens active and aligned with the Chords to activate your music Talents. Prioritize equipping an Instrument so your Active Notes take effect. For the Tinkerer: Use your Bombs strategically at the start of the Enemy Phase to control enemy positioning and deal damage. Manage your Gadgets wisely, choosing between trading them at the Forge or spending them for their unique effects, which can offer significant tactical advantages. For the Tinkerer: Consider investing…
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