- 1 Overview
- 2 Components
- 3 Setup
- 4 Gameplay
- 4.1 Turn breakdown
- 4.2 Timer ticks
- 4.3 Before exploration
- 4.4 Exploration and encounters
- 4.5 Taking damage
- 4.6 Closing locations
- 4.7 After exploration
- 4.8 End turn
- 5 Scenario outcome
- 6 External links
Each player assigns the role of one hero and ventures into an adventure. The adventure is played over a course of several scenarios. Each scenario consists of a number of locations which heroes need to visit and explore in order to find the villains hidden there. After all of the locations are explored and villains are defeated, heroes win the scenario. If all of the heroes are defeated or time runs out, the scenario is lost.
In order to manage their quest, heroes will use various skills and tactics appropriate for their given class. Heroes will assist each other, find useful allies and overcome threats, growing stronger in the process. This will allows them to gain new skills, increase their basic stats and confront even harder challenges.
There is a number of components used throughout the game including (but not limited to) dice, cards, bags and piles. More on each below.
Dice are the essential component of the game. They come in different shapes:
- tetrahedron (d4);
- hexahedron (d6);
- octahedron (d8);
- decadent (d10);
- dodecahedron (d12);
Dice are also available in several colors:
- blue - PHYSICAL dice used by players to use various skills based on raw power;
- green - SOMATIC dice used by players to use skills based on agility and speed;
- purple - MENTAL dice used by players to use skills based on strategy and cunning;
- yellow - VERBAL dice used by players to use skills based on communication and charisma (the first four types of dice are collectively called stat dice);
- cyan - DIVINE dice used by certain players to use advanced skills and to assist in other checks;
- white - ALLY dice which assist players in performing various tasks;
- gray - WOUND dice which clog space in hero hand, preventing it to be used by more valuable dice;
- brown - OBSTACLE dice which will hinder your progress;
- red - ENEMY dice which, unless defeated, can damage or even kill the hero.
- orange - VILLAIN dice which heroes need to defeat in order to win.
More on these below.
Bags and Piles
Bag is an unordered set of dice hidden from observer. Dice are put into bag and then drawn one by one in a random order. User usually does not know which dice are currently contained within a bag and may only guess the approximate number of them. Each hero has his own bag of dice which roughly represents his remaining health and the ability to use skills. Each location comes with a bag, from which heroes draw dice during exploration phase (more on this later). When location bag is empty, it usually means that location is fully explored and may thus be closed (though additional dice can be put to location bag under certain circumstances).
Pile is an unordered set of dice which is always visible to heroes, so they know which dice are present there. Dice are usually put into piles not be used in the scenario anymore. In rare cases when some events require to take dice from the pile, hero is able to choose which dice to take.
Cards and Decks
Cards are used in variety of occasions. They define the details of location encounters, set advanced rules for exploration and dealing with threats. They also represent skills for each hero class, as well as some specific scenario tweaks. There are currently the following types of cards:
- scenario rules alter the general flow of the scenario and are applicable to all aspect of the scenario gameplay from the beginning up to very end;
- ally cards define actions which heroes can take using ALLY dice;
- location rules are local, specific only to one location - they are removed from play when location is closed;
- enemy cards come with each location and define what to do when ENEMY die is encountered;
- obstacle cards come with each location and define what to do when OBSTACLE die is encountered;
- villain cards come with each location and define VILLAIN special powers and conditions;
- hero skills list the abilities which can be used by heroes during the course of the scenario.
Various types of cards will be described in detail below.
During the scenario various cards can be placed either face up (so heroes see what is written on the card) or face down (where contents of the card are unknown). Various rules (described below) may require cards to turn, thus changing the direction they are facing.
Usually cards are grouped into sets to form a deck. Deck is an ordered sequence of cards usually placed face down in a stack. Various rules may require decks to be shuffled and/or for top card of the deck to be revealed (turned face up).
Counters and tokens
Also desirable but not necessary are various tokens and counters which are used to ease arithmetics around dice rolling and result calculations. Counters can be either positive (+1, +2 etc) or negative (-1, -2 etc.), correspondingly specifying positive and negative modifiers for respective dice rolls (more on performing checks below). Tokens and counters may be used for keeping track of time - each token represents one turn left for heroes to take in the scenario. When token needs to be removed, but there are none left, scenario ends.
Counters may also be used for other purposes.
There is a number of heroes participating in scenario, who are collectively called a party. Party may consist of 2 to 5 heroes, who take turns in the fixed order. Each hero has a class which defines the skills, abilities and tactics this hero will use during adventure. Heroes are generated using templates for specific class with initial parameters and skills. After winning scenarios they will gain new skills and grow in power to face further, even harder scenarios.
Each hero has a bag with dice. These loosely represent hero’s health - if the bag becomes empty, hero dies and his turns are skipped. Different classes have different initial dice, but the all start with 15 dice, 3 of which are d6 and the rest are d4. Only PHYSICAL, SOMATIC, MENTAL, VERBAL, DIVINE, ALLY and WOUND dice can be present inside hero’s bag. Each hero has a favored die type - at least one die of this type will always be available to him at the beginning of the scenario (in the initial hand).
Each turn hero randomly draws dice from the bag to fill their hand. Hand is the set of dice which can be used by hero during his turn. Hand has the size - number of dice currently available in it; and capacity - number of dice hero starts and ends his turn with. Capacity is defined by hero class and is constant during scenario (though can be increased as the result of hero progression). The hand size at different times can be either lower or higher than its capacity but it can not exceed 10 dice.
During his turn, hero can throw dice to perform various checks and use skills. After dice are used, they are taken from the hand (and either put back to bag, or put to discard pile, or removed from the play entirely). At the end of the turn hand should be refilled to exactly match its size. Missing dice are drawn from bag (if available), extra dice should be discarded (WOUND dice may not be discarded at the end of the turn and are taken from hand only when specific skills are used). If by the end of the turn there are no dice in hand or bag (except for WOUNDs), hero dies.
ALLY dice which are drawn from the bag are not added to hand but are sent aside to form an ally hand - then hero proceeds drawing dice. There is a limit of how many allies can be drawn to the ally hand - currently it is 6. Allies can be drawn above the limit, but they can not be used until the room is made for them.
Next to the hand is the discard pile, where all dice being discarded end up (more on this later). Discarded die can not be used to pass checks or use skills and (except for some situations) can not be put back to bag. However, they return to hero’s bag at the end of the scenario.
Each hero class has a list of skills hero can use during his turn. Each skill is represented with a respective card. Skills can be either active or passive:
- Active skills require hero to take action and for specific dice to be present in hero’s hand. They can be used either at the beginning or end of the turn, during encounters and even on other hero’s turn. When skill is used, selected dice are picked from the hand and rolled and their results are aggregated (either by summing or finding maximum etc. - depends on the nature of the check). Modifiers may apply to die rolls. Additional dice may be rolled along with hero’s dice. Based on the results, the check is either passed or failed - different checks will have different success/failure consequences (more on this later). Dice used in the check are either hidden back to bag, or discarded, or deterred, or entirely removed from play (depends on skill).
- Passive skills do not require to be explicitly activated - they are present all the time and are triggered automatically when certain conditions are met.
Each skill has a level ranged from 1 to 3. All skills start from level 1 and are upgraded to higher levels when heroes successfully complete scenarios. The higher the level, the greater effect skill has.
Some skills can only be used to affect other heroes during their turn. This is called assisting the hero and can be used either on heroes at the same location or on heroes at other locations.
Not all skills of the selected class are available to the hero right from the start - others are acquired as a reward for winning scenarios (these are called dormant skills). The comprehensive list of all hero skills for all classes can be found in the respective section.
Scenarios are ranged by levels from 1 to 3. Level define the most common size of the dice which will be encountered during explorations. The exact distributions are currently the following:
Each scenario has its own initial timer - this is the number of turns allowed for heroes to take before they lose the scenario. Each time turn is passed from one hero to another, the timer ticks and is reduced by one. If timer reaches negative values, heroes lose the game. Usually, the initial timer value is 30 turns.
For each scenario locations of two types are generated:
- static locations are always added in exact order to the beginning of the location list;
- dynamic locations are randomly pulled from dynamic locations pool, shuffled and added to the end of locations list.
The number of dynamic locations depends on the number of heroes, but certain scenarios may alter it with special rules. Usually it equals to:
|Number of players||2||3||4||5|
|Number of locations||4||5||6||7|
Each scenario defines its own pool of locations. The required number of locations is then randomly pulled from this pool - this way heroes will have unique experience each time they go through the particular scenario.
Static locations are generated and added to the beginning of the location list. Their number does not depend on the number of heroes but is specified by each scenario individually. Scenario may specify no static locations at all, but if they are present they are always added in exact order to the beginning of the location list (often there is only one static location in scenario - it is a safe haven where heroes start the scenario, no enemies or villains are present but a number of supplies which may come in handy during the scenario).
Once all locations are closed, scenario is completed with a victory. If all of the heroes died or time ran out, the game ends and heroes lose.
Each scenario will come along with a set of cards which define special rules applicable for this scenario. Some of the rules will take immediate effect (like placing additional dice into location bags), others will occur throughout entire scenario (each time hero encounters specific dice etc.). The number of special rules may differ for different scenarios.
There will also be so called ally cards, which define actions that heroes can perform with the ALLY dice. When hero has such dice in his hand, he can freely use any of the skills defined by ally cards (providing, the conditions are right to use this specific skill). Number of ally cards may differ for different scenarios.
Also scenario defines a set of villains, that should be defeated by heroes in order to win. These are represented by a list of villain cards, specific for the scenario. From this list, a number of cards is taken, which exactly matches the number of locations used in the scenario (except for the locations that specifically state that no villains should be dealt to them). Picked cards are shuffled and dealt face down one for each location - heroes will not know which location contains which villain (until their first encounter).
There will be special pile where all the deterred dice will reside until the end of the scenario. As an aftermath, they will be able to be put into heroes bags to strengthen heroes for future scenarios and challenges. There may be some rare cases where are taken from this pile and put back to hero or location bags. There may also be situations where these dice are removed entirely (this way heroes will be able to use them even after scenario ends).
Each location comes with a bag of dice - these are drawn from the bag during exploration. Usually, there are 10 dice in each location bag, however certain locations may have more or less (depends on scenario rules and special location rules). Different locations will be generated with different die types (there are no limitations on what die types can be put into the bag), but in general case each of them (except for some locations) will have a (one and only one) VILLAIN die. Finding and defeating this villain is the essential step for winning the scenario. There will also be several ENEMY dice put inside and a couple of OBSTACLE dice and, at some advanced locations, even WOUND dice. On the bright side, stat dice (PHYSICAL, SOMATIC, MENTAL, VERBAL), DIVINE and ALLY dice will also be present. Once all dice are drawn from the location bag, this location can no longer be explored.
Each location comes with a set of cards which define the abilities of the enemies and obstacles being encountered and, most importantly, the expected powers of the villain residing inside the location. There are several types of cards:
- enemy cards - define the strength and abilities of ENEMY dice hero encounters;
- obstacle cards - define the difficulty of OBSTACLE dice hero encounters;
- villain cards - define the personality and ability of VILLAIN residing in location;
- special cards - 0 to 5 (depends on location type) additional rules which alter the general game play. Some of them may be one-time use (like throwing a couple of additional dice in location bag), others may have constant effect (deal damage each time hero explores).
- closure cards - define events that should happen when location is being closed.
Each location has a fixed amount and types of special cards - these are defined by the type of location. Special cards are dealt face up next to location bag and are always visible to heroes, no matter where heroes are located at the moment.
Each type of location defines the list of enemy cards which heroes may encounter when exploring the location. It also defines the number of cards (usually lower the the number of cards in the list) which will be randomly taken from this list and placed face down into a deck near location bag - heroes will not know which enemy cards location has. When hero explores location and encounters an enemy, the deck is shuffled and one card is turned face up - this will define the enemy hero met. When encounter is resolved, this card is shuffled back into the deck.
The same exact rules are applied to obstacle cards - they are placed into a separate deck and are not mixed with the deck of enemy cards.
Each scenario defines a list of villain cards. In the beginning of the scenario, the number of cards (equal to the number of locations) is taken from the list to form a deck. This deck is shuffled and cards are dealt to locations, so that every location has exactly one villain card. The card is placed face down near location bag - heroes do not know which villain resides in which location until they first meet.
Some location may have a number (usually 0 or 1) of closure cards among their special cards. These cards define the events occurring (once) when location is closed.
Open and closed locations
All locations start scenario in an open state. When location is open, all its cards take effect, new dice can be added to the bag and some other events which require an open location may occur.
During the course of the game, some locations may be put into closed state. This usually happens when there are no more dice left in location bag and hero decides to close location, or, alternatively, when VILLAIN residing in location is defeated. In the former case hero will usually be required to pass a check using one of his stat dice. The difficulty of the check is defined by closing difficulty, which may be different for different locations (closing process is described in detail below).
When location is closed (and its closure cards are resolved), all of its cards are removed from play. No more dice may be put into location bag and no events affecting open locations may take place here.
Some specific locations may not be closed ever.
During one specific point in time each hero can be located at one and only one location. Heroes located at the same location are considered as being together (they can freely exchange dice between each other; also some skills take effect only on neighboring heroes). Heroes located at different locations are considered to be far away (they can not trade dice; there are skills that work only on distant heroes).
Heroes may travel between locations, unless there are special conditions that prevent them from doing so.
Adventure is a number of scenarios combined to form a unified story line. Adventure is usually designed in a way that difficulty increase from one scenario to the next. This is done by slowly increasing scenario level (there are three of them) but also by introducing more challenging and sophisticated rules and threats. As the story unfolds, heroes will visit new locations, fight new enemies and villains and eventually become stronger. The latter is achieved by various rewards heroes receive after completing scenarios. Adventure defines specific rewards for each of its scenarios. The list of possibilities contains the following:
- heroes gain random die of the chosen type;
- heroes upgrade (increase level of) one of their skills;
- heroes learn a new (previously dormant) skill (its level becomes 1);
- heroes increase die limit of the chosen type;
- heroes’ hand capacity is increased by 1.
Rewards are gained by each member of the party. After that heroes may need to adjust their bags to exactly match the dice limits and they may proceed with the next scenario in the adventure.
Adventure may also contain some interludes between scenarios which serve the narration purposes and does not affect gameplay in any way.
When scenario is picked, heroes are prepared, special cards are dealt and locations are generated the gameplay starts. All heroes start at the same location (first location in the list) and take turns in performing actions. Each turn consists of several phases:
- Reduce scenario timer by one.
- Optionally give any number of dice to other hero at the same location (if any present).
- Optionally use available skills (or receive assistance).
- Travel (if needed) to another location within reach.
- Explore current location. Exploration ends up with an encounter which often requires to perform check in order to proceed. Different types of encounter lead to different outcomes (acquiring new dice, receiving damage etc.).
- Close location if no dice left in the bag.
- Optionally use available skills.
- Optionally explore again by discarding one of the dice from hand.
- Refill hero’s hand to the capacity, drawing missing dice from the hand and discarding extra dice.
- Pass turn to the next hero.
Each of these phases will be described in detail below.
Scenario timer starts with the initial value, usually represented by a pile of tokens. At the beginning of the turn timer is decreased by one - one token is removed from the pile. In case timer value is 0 before decreasing (token needs to be removed but there are none left in the pile), scenario is over - heroes lose.
Hero is located at some location. There may be other heroes present at the same location. If this is the case, hero can give any number of dice (even ALLY dice) to one (and only one) of the heroes at his location. The hand size of receiving hero may not exceed the maximal hand size (10) and the number of allies should not exceed the ally limit (6).
Some skills may be used at this time. Heroes may heal or strengthen themselves (or other heroes), make predictions about location bag contents and otherwise prepare for the upcoming encounter. These skills include ally skills, defined by ally cards of current scenario - if hero has ALLY dice in his hand, and a set of ally cards define some non-battle skills available for use before exploration, hero may do so. Also current hero may receive assistance from other heroes present either at the same location or at another location (the nature of assistance is defined by skills available to assisting heroes).
Optionally, hero may travel to another location. Based on special rules, not all locations may be available for traveling. Most of the time, however, nothing will prevent hero from changing current location. Once hero reaches his destination, he is no longer able to give dice to heroes present there. He may, however, use his skills or receive assistance from his companions.
Exploration and encounters
When exploring, hero draws a random die from the location bag, providing there is still at least one present (if not, skip the phase). This is called an encounter. Based on the type of the die encountered, different actions may be taken in order to proceed and these actions may lead to different outcomes. Usually, in order to proceed, hero will need to (in one way or another) pass a check.
Passing checks is performed in a following way. On one side, there is an encountered die, which will be rolled to determine the difficulty of the check. Based on the rules described below, different modifiers (both positive and negative) may apply to the results of this roll (thus making the check correspondingly harder or easier). On the other side, hero picks one or several dice from the hand (depends on the nature of encounter and/or the skill being used), applies his own modifiers and rolls the dice, aggregating their results in some specific way (either summing, or picking the maximal result or something other).
When the dice rolled, the results of encountered die and hero dice are compared. If hero rolled more than the encountered die, he passes the check and proceeds with his adventure. Otherwise, hero failed the check and now must face the consequences of his failure (which depend on the nature of encounter).
After the check is performed, there is a number of things which may happen with the dice participated in it. This depends on the nature of the encounter, the skill being used and the result of the check. Currently, the following outcomes are possible:
- acquire - put die into hero’s hand (if there is no free space, hide the die);
- return - usually means putting encountered die back into location bag;
- hide - put die back to hero’s bag;
- discard - put die to the hero’s discard pile;
- deter - put die to the deterrent pile - it is not available until scenario ends;
- remove - remove die from play entirely - it is not available anymore.
The actions hero needs to take when encountering each type of die are described below.
Encountering of the PHYSICAL, SOMATIC, MENTAL, or VERBAL dice follows the similar scenario. If hero has the same type of die in his hand, he may perform the check. If there is no corresponding die in the hand, the only possibly action is forfeiting the stat die - the die is removed and encounter ends. Other heroes and allies are unable to assist with this type of encounter.
In order to pass the check, hero will roll one die and then hide it back into the bag. Alternatively, he can add +1 modifier to his check, but he will have to discard the die instead. If he has DIVINE dice in his hand, he can use any number of those along with the stat die, adding their roll results to the results of stat die roll: no modifiers apply to DIVINE dice and they are deterred by the end of the check. If the check is successful, hero acquires the encountered die. If the check is unsuccessful, the die is removed from play.
DIVINE dice may be acquired automatically (no checks are needed). Alternatively, hero may forfeit the die, thus removing it from play.
Allies play important part in a lot of scenarios - up to the point that some scenarios are impossible to win unless using ally powers. Thus it is important to acquire ALLY dice whenever possible.
When ALLY is encountered, first any specific scenario or location rules should be applied. Then hero needs to decide whether he is able to use any of his skills which allow him to acquire the die. Additionally, other heroes at the same or other location may use their skills to assist with the process. In case of success, the die is put into hero’s hand. In case of failure, die is removed.
If there is no possibility for hero to acquire ALLY, he may just leave - in this case the die will be removed from location bag and encounter ends.
Obstacles are a kind of a threat which serves the purpose of impeding heroes’ progress. When hero encounters OBSTACLE die, he needs to overcome it in order to proceed. First, the obstacle deck of the location is shuffled to reveal the top card - it will define the type of the encountered obstacle. Each card may contain the following information:
- name - mandatory part;
- description - meaningless flavour text;
- encounter actions - defines events which will happen once the obstacle is revealed (may include dealing damage to hero, adding some modifiers etc.);
- check requirements - defines the type of dice hero needs to use in order to overcome the obstacle;
- success actions - defines events which will happen once the obstacle is successfully passed (damage may be dealt to hero, location may be explored again etc.);
- failure actions - defines events which will happen in case hero failed the check to overcome the obstacle (hero may be dealt damage or receive wounds etc.).
In order to deal with the OBSTACLE die, hero should take some dice from his hand and perform the check with them against the encountered die. Different obstacles will require different types of dice, but they can generally be separated into three different tiers (of increasing difficulty):
- tier 1 will require one die of either of the two specific types;
- tier 2 will require one die of a single specific type;
- tier 3 will require two dice of the specific types - the result will be counted as the maximum of two dice rolls.
If hero has the required dice in his hand, he may either hide them to pass the check normally or to discard them (one of them for tier 3) to get the +2 modifier. DIVINE dice may be used in place of any of the specific die types making them the ultimate instrument for dealing with encountered obstacles.
If hero successfully passed the check (rolled his dice higher then or equal to the OBSTACLE die roll) he resolves the success actions and continues his adventure. The OBSTACLE die is removed from the game. If the check is failed, hero has to face the consequences defined by failure actions (there may be none) - the encountered die if returned to the location bag. No matter the result, obstacle card is returned back to the deck it came from.
In case hero has no dice of the needed types in his hand or does not want to take the risk at the moment, he may decide to leave. Leaving does not count as failing the check, so none of the failure actions are resolved - the die is simply returned back to location bag. Some obstacles, however, can not be avoided - in this case hero may not simply leave. If he is unable to perform the check, the only option he has left is to endure the consequences of the encounter. In this case all failure conditions of encountered obstacle are resolved and die is returned to the location bag.
When hero encounters ENEMY die, he needs to defeat it in order to proceed. First, he should shuffle the deck of enemies for his current location and pick the top card from the deck - this card will define the type of the enemy encountered. Each card may contain the following information about the enemy:
- name - mandatory part (can be the only available information);
- description - meaningless flavour text;
- encounter actions - defines events which will happen once the enemy is revealed (may include dealing damage to hero, adding some modifiers etc.);
- check conditions - defines additional rules which apply to the check (enemy may be immune to certain skills or types of damage etc.);
- success actions - defines events which will happen once the enemy is successfully defeated (damage may be dealt to hero, location may be explored again etc.);
- failure actions - defines events which will happen in case hero failed the check to defeat enemy (hero may be dealt additional damage or receive wounds etc.).
First of all, the encounter actions must be resolved (if any present). Next, some assistance may be requested from other heroes (either at the same or at the different location) - usually, other heroes can only weaken, but not defeat the enemy.
In order to deal with the ENEMY die, active hero needs to use some of his battle skills. If there are no skills he can use (or wants to use) at the moment (for various reasons), enemy deals damage equal to the size of the die (including modifiers) - on higher levels this may be enough to kill the hero (more on taking damage below). Otherwise, the battle check is performed where roll result of the encountered die is compared to the result of skill usage (the check conditions should be taken into account, as they often limit the list of skills which can be used in battle against particular enemy). If hero wins, the ENEMY die is removed and success actions are resolved. If hero loses, he takes damage equal to the difference between dice rolls, resolves failure actions and returns ENEMY die to the location bag. In both situations, the enemy card is returned back to the deck it came from.
If hero has no means to fight an enemy (no appropriate skills to use, no one to aid etc.) the only option left for him is to flee the battle. When fleeing, hero will still be dealt damage, but if will be reduced in half compared to the initial die size (2 for d4, 3 for d6 and so on) plus modifiers. Fleeing is considered a fail - if any failure actions appear on the enemy card, they should apply here. Encountered die returns back to the location bag it came from.
Dealing with VILLAIN dice is pretty much the same as dealing with ENEMY dice. Except for the fact that each location will have only one villain card so no shuffling is required. This card contains the same type of information as enemy cards and the procedure of defeating the villain is absolutely the same. The only difference is that the majority of villains will have special rule that allows to attempt location closing after said villain is defeated (even while location bag still has dice in it) - or even to close location automatically. On the other hand, failing to defeat a villain will result in returning VILLAIN die back to location bag (after resolving failure conditions) and turning villain card face down. Villains do not move between locations so hero will know what to expect the next time and thus will be able to better prepare for his next attempt.
WOUND dice are usually acquired as a result of failed battle checks or some unfavorable event. However, there are some rare cases where they are found in location bags during exploration. When encountering these, they are automatically acquired - there is no way to prevent this. Moreover, if there is no free space in the hand, the leftmost die is discarded and WOUND is put in its stead. Remember, it is impossible to discard these dice or remove them from hand in some other way, unless specific skills are used. If by the end of the turn the number of wounds matches or exceeds the hand capacity, hero dies.
Types of damage
During the course of the scenarios, heroes will receive damage. This may happen due to the failed battle checks or as a result of applying special scenario or location rules. There are several types of damage but only one of them is dealt to a hero at a time:
- physical - regular damage from most of the enemies and villains - easier to deal with, since a lot of hero skills are targeted at reducing physical damage;
- magical - special type of damage dealt by high-tier enemies and villains, sophisticated obstacles and weird location rules - will require some advanced skills to be used in order to reduce it.
When damage is received, hero is obliged to deal with it in one way or another.
Each hero class has several skills dedicated to reducing incoming damage - if possible, hero should always use them before resolving damage, since every time it would be more beneficial to do so. Also heroes may receive assistance from other heroes either at the same or at another location. If using skill reduces damage to zero or below, no additional actions are needed - heroes successfully proceed with the encounter.
If, however, all possible skills are used and there is still damage to be taken, hero has no other choice than to endure the damage. This means discarding as many dice from hand as the number of incoming damage - each die discarded reduces damage by 1 (remember, WOUND dice can not be discarded). If all the dice (except for wounds) are discarded and there is still damage to be dealt, the rest of the dice should be taken from hero’s bag and put into discard pile. In case the bag is empty, the rest of the damage is reduced to zero.
There may be some rare situations when hero receives WOUND instead of taking damage. Rules for encountering and applying wounds are described in detail above.
When hero has no dice in hand and his bag is empty, he is turned into near death state. He may still act during his own turn, but at the end of the turn he will die (in case near death condition happened during other hero’s turn, hero dies at the beginning of his turn). Other heroes may try to heal him somehow (or simply give some dice), but it is best to avoid near death state.
Death also happens if hero received a lot of WOUND dice during his turn, and their number equals or is larger than hand capacity. If these dice are not removed before he ends his turn, said hero will die.
Dead heroes are removed from the location they were located at. Their turns are skipped. They may no longer assist other heroes or become a target to other heroes’ skills. If all of the heroes are dead, scenario is lost. Thus said, the damage should be avoided at any cost.
At any time during the turn (while not dealing with the current encounter) in case there are no more dice in location bag, hero may attempt to close the location he is currently at. Closing location means removing all its cards (villain, enemies, obstacles, special rules etc.) and preventing any dice to be put into the bag from this point in time. Some locations (like initial safe ones) may be non-closable, so they can not be closed. Other than that, closing locations is often necessary to win the scenario - in most scenarios heroes win as soon as all closeable locations are closed.
Each location has a property called closing difficulty - it is calculated based on the initial location closing difficulty plus scenario level multiplied by two (cd = icd + lvl * 2). In order to close location hero needs to pass a check and beat (roll equal or more) the calculated difficulty. He may use any stat die from his hand and either hide it back into the bag or discard to the discard pile (in latter case hero gains +2 modifier for his check). Additionally, any number of DIVINE dice may be added to the check with their result summing to the result of the stat die (DIVINE dice are deterred after the check). If hero passes the check, the location is closed - otherwise he may attempt to close it again next turn.
All closure cards available in location should be resolved immediately as soon as hero successfully passes the check. Once all effects dictated by these cards have been applied, the cards are removed (as well as other location cards, as mentioned above).
Additionally, hero will be allowed to attempt location closing immediately after he defeated a VILLAIN. In case he succeeds and location is closed, all dice that were still in the location bag at the moment will be removed.
Just like before exploration, some skills may be used at this time. Heroes may heal or strengthen themselves (or other heroes), make other preparation for the upcoming turn or even move to another location. These skills include ally skills, defined by ally cards of current scenario - if hero has ALLY dice in his hand, and a set of ally cards define some non-battle skills available for use after exploration, hero may do so. Also current hero may receive assistance from other heroes present either at the same location or at another location (the nature of assistance is defined by skills available to assisting heroes).
Additionally, hero may discard any die (excluding WOUNDs) from his hand to explore again. There may be some specific location or scenario rules which prevent this possibility, but otherwise hero can repeat exploration any number of times, while he still has dice in his hand. However, a lot of skills can not be used at this point (after first exploration during the turn is already made), so generally hero will be at disadvantage here.
When hero already explored location this turn, or even before any exploration at all, he may decide to end his turn. No matter the cause, at the end of the turn hero must adjust his hand in a way that its size exactly matches its capacity. That means, that in case number of dice in hand (size) exceeds hand capacity, all excessive dice should be discarded to the pile. Additionally, hero may choose to discard any number of other dice from the hand, if he sees it as a necessary step (this may free his hand from useless dice in order to draw more useful ones). As was stated earlier, WOUND dice may not be discarded this way (even if hand is filled with them and there is no possibility to discard anything else).
After the discard phase hero hand needs to be replenished to the required capacity. Deficient dice are drawn from the bag one by one until the hand is full. All ALLY dice are set aside to form an ally hand - they do not contribute towards hand size, so this way hero may actually draw more dice than he is missing. In case the bag is empty and there is still dice needed to draw, hero is left with as many dice as he has in hand - thus he would be handicapped at the beginning of his next turn.
If by the end of the turn there are no dice in hero’s hand (except for WOUNDs) and his bag is empty, hero dies. See about hero death above.
The turn is then passed to the next hero in the list (providing he is still alive at the moment). If the next hero is dead, turn is passed to the hero after him, or the first hero when reached the end of the list. If there are no heroes left except for the current one, the turn is passed back to him (thus he is taking two turns in row). If there are no alive heroes left at all, scenario ends - party loses.
In case all heroes died during the course of the scenario or the objectives were not complete before timer reaches zero, scenario is lost. Luckily, the death is not permanent, so after the failure they return back to life with the same skills and development level they had before death. Additionally, they keep all the dice they’ve acquired.
Heroes must refill their bags (see below) and may try to beat the same scenario again.
When all of the scenario objectives are complete in time (usually means that all villains are defeated and all locations are closed), heroes win the scenario. They proceed to being rewarded for successful completion. Actual reward depends on adventure settings and may imply one of the following:
- gain new die of chosen type;
- improve existing hero skill;
- learn new hero skill;
- increase chosen die type limit;
- increase hand capacity.
These rewards are described in detail below.
After reward is received, heroes must refill their bags (see below) and may proceed to the next scenario within their current adventure. Alternatively, they may replay one the already completed scenarios again, but they will not get any rewards from it.
If last scenario in the list is complete, heroes successfully finish the adventure. Congratulations, this is the end. Players may try some other adventures or the same adventure with different party.
As a result of winning scenario each hero chooses a type of die (among PHYSICAL, SOMATIC, MENTAL, VERBAL, DIVINE or ALLY) and receives a random die of this type. The size of die is defined based on the scenario level. Die acquired this way goes to hero’s bag.
Most of the skills heroes use can be improved by increasing their level. After winning the scenario heroes may be allowed to do this. Each hero should select one of the skills they already know and increase its level by 1. They may not increase the level of the skill which is already at maximum (usually level 3) or choose not to improve any skills.
Learning new skills
Each hero starts an adventure with a limited number of (initial) skills. There are still some skills that are dormant and thus can not be used. As a result of winning scenario heroes may be rewarded with the possibility to learn one of the dormant skills. Skill learned that way will be improved to level 1 and would become useable in subsequent scenarios. Heroes are not allowed to skip this phase and not to learn any skills.
Increasing dice limits
Heroes start adventures with specific number of each types of dice (called dice limits) in their bag. New dice can be acquired during scenarios but at the end of each scenario the bag should be adjusted (see below) to exactly match hero’s current dice limits. One of possible rewards allows heroes to increase the limit for the dice of the specific type. Each hero selects the type of dice and increase its current limit by 1, meaning that he will start the next scenario with more dice of said type in his bag. Hero may not increase the limit for dice he does not own (for which current limit is 0) or decide not to increase any limits.
Increasing hand capacity
After winning the scenario the hand capacity of each hero is increased by 1. This means, hero will draw 1 more die each turn thus being able to perform more diverse actions during his turn, but this also means his bag will be depleted faster. However, it is not possible to not increase the hand capacity.
After scenario ends, no matter whether heroes won or lost it, each of participated heroes should refill their bag to exactly match the personal dice limits. It is important to organize dice before actually put them in the bag. To do this, hero takes all the dice from his hand, all the dice left in the bag, all the dice from personal discard pile (including dice received from other heroes during the course of the scenario) and puts them together in front of him. From these dice he chooses the ones he would like to keep in quantities exactly matching his dice limits and returns them into the bag.
Hero is not allowed to carry more dice of certain type than the actual dice limit for this type. If there are any spare dice left, they can be passed to other heroes or removed entirely.
Hero is also not allowed to carry less dice of certain type than the actual limit. If some dice are missing, they should be taken from other heroes (providing other heroes do not need them) or from the deterrent pile left after the scenario. If hero still lacks some dice and there is nowhere to get them from, then he should take new d4 dice of respective type and fill the missing spots.
After all the dice of correct types are chosen, they are put into the bag making hero ready for the next scenario (or for replaying of the lost one).