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Trials of Tempus

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0% found this document useful (0 votes)
508 views24 pages

Trials of Tempus

Uploaded by

Mike
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

By Thor Knai, Adam Carasso and Kyle Newman

DUNGEONS &DRAGONS'

The Sword Coast is ablaze with rumors. For the last several years,
on the 20th day of Kythorn, the Summer Solstice, a 9i9antic,
jlamin9 sword has appeared outside one of its cities. It hovers in
the air, remains but a tendaJ\ then disappears, only to reappear INTRODUCTION
elsewhere the followin9 year. Lusk an was first. Nevenvinter next. Dun9eons & Dra9ons: Trials of Tempus is a cooperative,
This year it burns outside of Baldur's Gate. team-based game for 2-8 players, where rival parties
And it calls to you ... Those who approach the sword are whisked of heroic adventurers battle to prove their worth and
awaJ\ no one knows where to. But when they return, they share tales mettle in the ever-changing Battlerealms ofTempus,
God of War! ·
of harrowin9 trials, rife with coriflict, arcane puzzles, and horrijyin9
monsters. And joy. .. The exhilaration of challen9e, noble effort, and Choose your hero wisely, for the skills and allies you
achievement. Thus, word is spreadin9. need to conquer each Trial are never the same, and the
The devotees ofTempus, the God of War, whose symbol is indeed Guardian th at awaits you all at the end will surely test
a jlamin9 sword, have named this the "Trials of Tempus," and it the limits of your bravery... or is it your cunn ing? The
cau9ht on. Already the call has 9one out far and wide, and so the Trial will tell.
crowd and the competition wows, and with it, the spectacle and the
fame. Another band of Trial -seekers passed me on the road just now.

I am just a day away from Baldur's Gate myself, and I shall have
the chance to experience these Trials for myself. Even thou9h I 90
GAME OBJECTIVE
alone, I am undeterred,for I am sure to find many there who would To win, you and your party must work together to earn
join me. The sc,yin9 pools in the city-center have already attracted more Victory Points than your rivals by completing
quite a crowd, no doubt. Quests and gathering Loot! Finally, you must defeat the
Trial Guardian. Whichever party has the most Victory
I am ready, and filled with the stran9est joy!
Points when the Trial Guardian falls wins the Trial!
- BONNIE , BARD EXTRAORDINAIRE , COLLEGE OF LORE

Vfi1K!1'S-
COMPONENTS
9 Double-sided Battlerealm tiles 3 Minion cards (Goblin , Kobold , Bugbear)

4 020s (2 red & 2 blue)


3 Elite Monster cards (Ogre, Bulezau , Ankheg,)

8 Large Class mats (Bard, Cleric, Fighter, Monk, Paladin, Ranger, Rogue,
Wizard)

4 Trial Guardian mats (Iron Golem , Hill Giant, Guardian Naga, Elder
Oblex)

1 Loot deck [30 ca rd s]

16 Subclass decks (College of Lore, College of Valor, Life Domain ,


Death Domain , Champion , Battle Master, Elemental, Spellbreaker,
Oath of Vengeance, Oath of Ancients, Colossus Hunter, Horde Breaker,
Assassin , Thief, Divination, Evocation) [99 cards]

,.,
1 Event deck [40 cards]

·~ "f.~ ~ .~·· . ~ · . "+t· "+t ~ ~ ~"ii Fu""''"'"'' \ ,, _


~~~~ ...
8 Character decks (Bonn ie, Gains, Ivar, Khallax, Mertz, Naree, Raena, '.- ~~\.~\.~lJ'' .... ·.·. 'Ji~~-
Udayeen) [25 cards]
~_,~ ~-------, ~ ~_______
* *------ ~ *J ,,I. 4 -,
_ ---.. ~- .......~ .
___ -.
~,- - ,

3 Player Aids (Order of Play, Card Legend , Monster Behavior)

OllDER OF Pu,y

I, ;;::~~:,';'l)IOrds.
2. !:~-::j,Oraw.,, li:...,ni .,,d
l. :z~~~~E.
llero a,.d
Roi/ for
Oforeach
loker, 0., lnJt1au...,

,,.,..,..~
•1c<,.11h • &soi..,
lo,;r.,8 ues,
• TrlaJGuardJan
• £1/r.,,J .3
........
-
3 Chest tokens "',=,-...: ~ ·=-... 1 Spiritual Weapon
.,.,...-.,
_ ft!_{ . f.?J_( LL .':1 I token

00
2 Hypnotic Pattern
4 Camp tokens
iii~ token

10 Loot tokens 2 Spike Growth


token

5 Herb tokens 1 Moonbeam token


,J,{}1
, .... .......,,

3 Altars tokens
-
~..,""'~
,... -
,,. ...
..p -
.
" ~,~
....~ 5 Elder Oblex Spawn
.,. ~ .,. ~ ;, . tokens

2 Obelisk tokens 6"/B/R;R/R/ ( 25 Plastic Minis (8 Heroes, 4 Bugbears , 4


Kobolds, 4 Goblins, l Ogre, l Iron Golem, l
Guardian Naga, l Elder Oblex, l Hill Giant)

2 Ogre tokens
1 Turn tracker

2 Entry Portal tokens


1 Bulezau token

1 Ankheg token
1 Place of Power
token

141 HP tokens (60 x


Wall of Fire and Wall
l HP, 30 x S H P, so x

I
of Stone tokens
10 HP, l x SO HP)

8 Hero Initiative IN ,... ,... Ii r~ ,~ ,~ I NTTIArivc


12 Event tokens
tokens 'f '
✓,.

1 Monster Initiative ' 20 Red Party tokens


token

12 Wounded tokens
-~1r
~
·.
20 Blue Party tokens
I l ~- j l j j j j j j -3/ ! rrrrrrrrr rrrrrrrr _• .• c
.... ""
1 Healing Spirit
token 8 Damage Reduction
tokens
OVERALL SETUP
Battlerealm ("Recommended Setups," Pages 9 - 1 0) 6. Entry Portal spaces

HP tokens 7. Quest cards

Initiative trackers 8. Party tokens + Dice

4. Round tracker 9. Loot deck

s. VP trackers (Party tokens) 10. Event deck

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' 20 ~ 19 Ir
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18 "' 17 , 16 15 14 13 "' f:Z

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I
SETUP Your First Game!
For your very first game, we recommend a balanced
REVEAL THE TRIAL! selection of Quests and Hero Deck combinations that
Choose a Battlerealm for the Trial.
give you a good idea of how the game works. Use the
• The base game includes nine double-sided Battlerealm recommended Battlerealm setup for this game.
tiles that make up two 30x30 inch Battlerealms.
Battlerealm: Ancient Temple (page 9)
• Arrange the nine tiles as shown in the recommended
setup for that Battlerealm (pages 9-10). Quests: Player Decks:
Monster Slayer!
Shuffle the Quest cards and draw three. Red Party
Read the Runes!
• Place the drawn Quest cards within easy view of all The Dark Obelisk! Fighter, Champion, Gains
• players, face up. The unique combination of these three Rogue, Thief, Naree
Quests represent this specific Trial. Trial Guardian:
• Instead of random Quests, you can pick one of our Blue Party
Hill Giant
recommended Quest setups for a tailored experience Ranger, Horde, Ivar
(see appendix, page 23). Wizard, Divination, Mertz

Shuffle the Trial Guardian cards and draw one. Finally, go through the Quest, Event, and Loot decks
• This Trial Guardian is the "Final Boss" and will come and take out the cards labeled "Advanced" in the
into play once a party has achieved 10 VP. For now, bottom left or right corner. When you're comfortable
place the drawn Trial Guardian face-up nearby. with the rules after a game or two, add these back in for
even more variety and challenge!
Populate the Map.
• Refer to the recommended setup for your specific
Battlerealm (pages 9-10) for a balanced layout of all
the components. Class Mats+ Decks (1st pick)
Place the Quest Objective components called for by
each of the three Quests (e.g., The "Siphon Power!"
Quest states, "Put the Place of Power into play").
• Place 3 Chests and 4 Camps on their designated
spaces.
• Three Camps will each have 4 Minions (Goblins,
Kobolds, Bugbears) and one Camp will have 1 Elite
(Ogre). Place the Monsters equally spaced around their
Camps, with Monster ''X' closest to the center of the
Battlerealm. For the Minion camps, place Monsters "B,"
"C," and "D" in a clockwise order. Place their Monster
cards by the side of the board.

Shufile the Loot Deck and the Event Deck


• Place both decks within easy reach.
Subclass Decks (2nd pick)
PARTIES & HEROES!
Create Parties
All players in a party win or lose together! Players divide
themselves into two equal parties. If you are playing with
odd numbers, or fewer than four players, we recommend

- * •-. ..
.
.. ·. ;, .

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-I:
.
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.

having a player act as "two players" and controlling a


second Hero, so that the parties are even with a minimum
Characters (3rd pick)
of four Heroes in play. all cards displayed
-,-1@ '-'

Create Hero Decks


Now that you all know what Trial you are up against, it's
time to outsmart your rivals by creating the best party of
Heroes! Each player controls one Hero (unless you are
playing two different Heroes). Each Hero has a miniature,
and a Hero Deck representing that Hero's unique abilities.
Synergy and cooperation within your party are a big part
6 of winning!
~ ·~ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~
,. 'Ill Your Hero Deck is a mix of the Class, Subclass, and
HERO DECKS Character you chose.

When picking your deck combinations, it's a good Lay out all the Hero Deck options on the table in three
idea to look at what you already know about the separate sections:
Trials you're up against and what your rivals are 1. 8 Large Class cards and 8 Class decks.
picking! 2. 16 Subclasses (2 per Class).
3. 8 Characters.
CLASS Each party rolls a 20-sided die (D20) to determine which
party gets to pick first.
Your Class determines most of your cards, and thus
your general skillset and playstyle. Your Class also
• The higher roll will pick first from the Class and
Subclass Decks (see below).
gives you an Interaction ability which is important
for party synergy!
• The lower roll will pick first from the Character Decks,
and will place their Entry Portal first.
1. Class Icon 5. Associated Tokens 1. Classes: When you pick a Class, take the corresponding
2. Class Name 6. Interaction Class Deck and Class Mat, and any associated tokens listed
on the Class Mat. One member from the first party picks
3. Class Miniature 7. Hit Points a Class, followed by one member from the second party
4. Recommended 8. Damage Reduction picking a Class. Continue alternating between each party
Build Tracker until all players have chosen a Class.
• At this point, if you want to get straight to the action,
follow the "Recommended Build" for each class picked
and skip the rest of the Hero Deck-building steps.

2. Subclasses: Each Class has two Subclass options. When


a Subclass is picked, take a DR token (Shield) and place
it on your Class Mat's DR track to show your Subclass's
starting DR (and to track your current DR at any time).

te\ / ~~..w Follow the same back and forth procedure as when picking
Classes until all players have a Subclass.

3. Characters: Starting with the party that did not pick


- Class and Subclass first and using the same procedure.
Characters have no Class restrictions. Your Character also
determines which Hero miniature you control!
SUBCLASS
A Subclass is an extension of your Class. Each Class
HERO DECK SETUP
has two Subclass variations to choose from. In All Heroes should now have a Class, Subclass, and
addition to your starting Damage Reduction (DR) Character. The cards from all three selected decks make
and more specialized abilities, the Subclass card up your Hero Deck! Divide your Hero deck into the
itselfis a Primary card with a unique feature that can following three sections:
greatly affect your playstyle! • Primary cards (* syrnbol)-Some Heroes will have
more Primary cards than others. Place these cards in
1. Subclass
name
1 ; -- =~;;;;:zz:~.: front of you on the table. These represent your core
;uu~, " abilities and never leave play. Primary attack cards are
' placed with the "I" side up.
• 6 Tier 2 cards ("2" in the lower left)-Both your Class
and Subclass have Tier 2 cards. Put these aside for now.
You gain advantage on all They represent your progression in the game and will
Knowledge and Savvy rolls . come into play later.
• 12 Tier 1 cards- Shuffle these cards to form your
starting Draw Deck.
~
- '~ Each Hero starts with 30 Hit Points (HP), tracked with HP
tokens. Take 30 HP worth of HP tokens from the HP token
pile (2x HPlO, lx HPS , Sx HPl).
r
'

2. Primary
Cards

3.
4. Discard Pile

5. HP Tokens
6. DR Tracker
7.

PLACE YOUR ENTRY PORTAL


The party that chose their Characters first, now gets to
place their Entry Portal first! Place your Entry Portal in one
of the four corners of the Battlerealm. This is where your
party will start and where any member of your party will
reform if they are defeated. The rival party places their
Entry Portal in the opposite corner. Keep Quest Objectives
and terrain in mind when picking your corner!

Trial Trackers Setup


Move up t o 5 spaces over • Place each Hero's Initiative tracker by the Initiative/
the course of our turn .
Round tracker, and place the Monster Initiative tracker
You may move through at Initiative 10.
hostile creatures' s aces .
• Place the Round tracker on round l.
You, and any ally you
can see, m ay rerol l l s.
The new roll applies .
• Place a Party token from each party at O Victory Points
(VP).

ENTER THE 8ATTLEREALM!


Players place their Hero's mini on their party's Entry Portal
and begin round l.
ANCIENT TEMPLE RECOMMENDED SETUP
1. Entry Portals (2) 7. Altars (3)
LEGEND:
• Read the Runes
2. Loot Chests (3) • The Unholy Ritual Red Outlines: Impassable terrain
3. that blocks movement and line of
Minion Camps (3) 8. Herbs (5) sight.
4. Elite Camp (1) • Gather Rare Herbs
Blue Outline: Water spaces, blocks
5. Place of Power (1)
9. Ogres Start/End Spaces (2) movement.
• Siphon Power • The Ogre Prince
• The Unholy Ritual Walls: Impassable terrain, blocks
movement and line of sight. When
6. Obelisks (2) a wall covers a corner of a tile, it
• The Dark Obelisk blocks diagonal movement through
that corner.

Y--"-.
FROST RUINS RECOMMENDED SETUP
1. Entry Portals (2) 7. Altars (3)
LEGEND:
• Read the Runes
2. Loot Chests (3) • The Unholy Ritual Red Outlines: Impassable terrain
3. that blocks movement and line of
Minion Camps (3) 8. Herbs (S) sight.
• Gather Rare Herbs
4. Elite Camp(])
Walls: Impassable terrain, blocks
5. Place ofl>c)\ver (]) 9. Ogres Start/ End Spaces (2) movement and line of sight. When
• • The Ogre Prince a wall covers a corner of a tile, it
Siphon Power
• The Unholy Ritual blocks diagonal movement through
that corner.
6. Obelisks (2)
• The Dark Obelisk

,. :IAl!Vlll~l I ....~,
,,
GAMEPLAV Critical Hits
The game is played over a number of rounds. Each round, Any attack roll is a critical hit if the result after
you draw cards, resolve an Event, roll for Initiative, and adding modifiers is 20+. Critical hits always deal+ 3
then take your turns in order. At the end of each round, I ..Some attacks can score critical hits even with a
players discard down to 5 cards in hand, then move on to 19+ or 18+. Only attacks that would deal damage
the next round.
. benefit from critical hits.

On your turn, you have two Actions you can spend to play
a variety of Action cards, either from your hand or from
among your Primary cards. The outcome of most of your
Actions is decided by rolling a 20-sided die (a D20) and
Some cards are either pass or fail, and
simply give a target number, like on a
skill card:
.
,sf"
~ "~ ' j. ER *•
-

referencing the card(s) selected.


Athletics 12 +
Knowled9e 8+ Athletics 12+
WINNING Savry 7+ Knowledge 8+
Sawy 7+
To win, you must have more Victory Points (VP) than the

--
If you attempt to do something that
other party at the end of the game. The game ends when
calls for a Athletics roll, you have to [II
the Trial Guardian is defeated.
roll 12 or higher to succeed. Lower
Your party earns VP in three ways (page 20): numbers on cards means higher
chances of success when you roll! In the above example,
"Savvy" is their best skill, since they only need to roll a 7 or
• Completing Quest tiers
higher to succeed.
• Gathering Loot cards
Modifiers to your rolls are very helpful if you can get them!
• Certain Events.
Each party's total VP is tracked by a party token on the VP-
tracker on the side of the board (shown in setup). The Trial
GENERAL RULES
Guardian spawns in the center of the Battlerealm when a
party ends a round with 10 or more VP, signaling the start Cards vs. General Rules
of the endgame. The game ends immediately when the If a card seems to break any of the general rules, the card
Trial Guardian is defeated, and whichever party has the text always takes precedence.
most VP at that point wins the game!
Advantage & Disadvantage
Some cards will give an advantage or a disadvantage to
THE DICE OF FATE a roll. If that's the case, roll two D20s instead ofjust one.
The success or failure of most things you attempt to do in If the roll has advantage (most common), the higher of
the Trials is determined by rolling a 20-sided die (D20), the two rolls applies. If the roll has disadvantage, the
and comparing the result against the card that called for lower of the two applies. If a roll has both advantage and
the roll, after adding any potential modifiers. disadvantage, roll just one die.

A card with a range of different results, Note: Cards and effects that give advantage or
like on an attack card, might say: disadvantage must be played before a roll is made!

l-5:Miss. ,r
6-12: 5 ft
'A

Melee great wea po'n attack.


Adjacency & Diagonals
13+: 11 ft 1-5:Miss _,-:":, Many cards and rules will reference something that
&12:5 ,,.
is "adjacent." All eight spaces surrounding a space are
~ IJ+:)J ,,.
In this case, any result of 1-5 means considered adjacent to it, including diagonals, unless
no effect. 6-12 means you hit and do blocked by impassable terrain such as walls, trees, water,
5 ft, and 13 or higher is the best and other obstacles with a wide black outline. When
outcome, which deals 11 ft. So if you determining ranges or movement, diagonals only count as
rolled a 15, you would deal 11 ft. one space.
Most cards work like this.
Allies & Oppone1~.ts
All players in your party, including yourself and any
monsters that are "allied" to your party, are considered
allies. Everyone else is an opponent. The term "creature"
refers to all Heroes and Monsters.
1. DRAW PHASE
Each round is divided into the following 5 phases,
Going into this phase, each player should have no more
carried out in this order:
than 5 cards in their hand. (Primary cards are not "in
hand.")
1. Draw. All players draw two cards.
Each player draws the top 2 cards of their Draw Deck.
• Round 1-Draw four cards instead.
If it's the first round of play, each player instead draws 4
2. Event. Draw an Event card. cards.
• Resolve the Event card. If the Event requires Initiative
If a player is playing the Character "Ivar," that player draws
to be rolled, do so now and put the Event's token next
an additional 2 cards in the first round (for a total of 6).
to the number rolled on the Initiative tracker.

J. Initiative. Roll for Initiative! DECK CYCLING


• Place each Hero's token on the Initiative tracker next You will eventually run out of cards to draw. As soon as you
to the number rolled for them. This is the turn order need to draw from an empty deck, you must immediately
for the round, starting from the highest Initiative "cycle" your deck. The act of cycling through your deck
down to the lowest. If there's a tie, the tied players represents your Hero's advancement in the game. Follow
reroll to see who gets to go first on the tied Initiative. the steps below in order, then draw as needed:
Monsters always go on Initiative 10, automatically
losing ties. When your first Draw Deck runs out:

4. Turn. Take turns in order oflnitiative. • Choose 2 cards from your Discard Pile and add them
to the six Tier-2 cards you set aside during setup.
• Each Hero gets two Actions on their turn. Monsters These 8 cards are your new Draw Deck. Shuffle.
play their turns according to a script (see Monster
section in "Turn Phase"). • The cards that you did not choose remain in your
Discard Pile.
5. End of Round: When all Heroes and Monsters have
• Flip one of your Primary Attack cards over to its "II"
taken a turn:
side.
• End-of.round effects are resolved (Events> Quests >
Other). When subsequent Draw Decks run out:

• Players discard down to 5 cards. • Choose any 8 cards from your Discard Pile. This is
your new deck. Shuffle.
• Move the Round Tracker forward.
• Any cards you do not choose remain in your Discard
• "Refresh" at the end of every 5th round: Pile.
• Reset Chests (flip tokens). • Flip a Primary Attack card to its "II" side, if any are
• Reset defeated Camps. still unflipped.

• The first time a party has 10 or more VP, the Trial


Guardian spawns in the center of the Battlerealm!
2. EVENT PHASE RANDOM LOCATIONS
Many Events call for random locations to be rolled,
Draw one card from the top of the Event Deck
either when drawn or on the Event's Initiative. When
The Event Deck represents the unpredictable nature determining a random location, note that each Battlerealm
of the Battlerealm, and forces players to adapt to new in Trials ofTempus is labeled with the numbers 1-20 on
circumstances each round. They can be both good and the sides, marked as either blue or red. Simply roll a D20
bad, and the right (or wrong) Event at the right (or wrong) for each side, blue for blue and red for red, then trace both
time can affect the outcome of the Trial greatly. rows rolled until they intersect on the Battlerealm, and
there you have your location!
A drawn Event is either resolved immediately and
discarded X into the Event Discard Pile (face-up and If the Event has an area of effect, the location rolled is
adjacent to the Event Deck), lasts until the end of the the target space. If an Event requires a token to be placed
i
round (!), or has effects that are ongoing for the rest of on the Battlerealm, and the rolled location isn't a space
the game, or until some condition listed on the Event is players can occupy (on any impassable terrain or water), it
met. defaults to the next valid space closest to the center of the
Battlerealm, including diagonals.
Some Events deal "(round)" damage. This refers to the
current round of play, and deals damage equal to the
number the Round Tracker is currently on. As the game
goes on, these Events become more and more dangerous.

Event tokens are interacted with as specified in the Event


itself, usually by occupying the same space as the token.

,. 'Ill

EVENT CARD
1. Event name 4. Event text

2. Flavor text 5. Event complexity

3. Duration Icon
1
2
3
Df-iilfaiMiiiifi
Appears at a random
location and Initiative.
The first Hero to occupy this
space gains+ 1 to all weapon
attacks and + l DR for the rest
of the game. Add this card to
t hat Hero's ongoing effects.

..,..,
. "'

RANDOM INITIATIVE
Some Events will resolve or appear at a random Initiative
on the turn they are drawn. Roll a D20 to determine
when in the Initiative order the Event resolves. Use
its corresponding Event token to mark its place in the
Initiative order. Events win all Initiative ties.
3. INITIATIVE PHASE 4. TURN PHASE
The order players take their turns changes each round. Each turn, each player has two Actions they can spend to
That order is often crucial to the outcome of the game and play a variety of Action cards, either from their hand or
is determined by rolling for Initiative! from among their Primary cards on the table in front of
them. Each Action can be modified by an Action-specific
All players roll a single D20 die and place their Hero token Chain card.
on the Initiative Tracker next to the number they rolled.
Highest number gets their turn first. If there's a tie, the Free cards may be played at any time by anyone, and
tied players reroll to see who gets to go first on the tied Interactions may be played on other players' turns by a
Initiative, a.k.a. a "Roll-off." Hero in their party.

Cards that affect Initiative may only be played immediately In this section we'll cover the cards, Combat, Quests, Loot,
after all players have rolled for Initiative, but before the and Monsters. Everything you need to have a solid turn in
first turn is taken. the Trials!

Cards are played face up on the table for all to see, and
MONSTER TURNS
Monsters take their turns at Initiative 10, losing any ties.
Each Monster miniature has an identifier on its base
• Primary cards *
behave differently after being played.
all start the game in play, are never
discarded, and remain in play for the entire game.
which corresponds with its Monster card, indicating its They can be played repeatedly, even on the same turn.
turn order. Primary Attack Action cards start as Tier 1 and can be
upgraded (flipped) to Tier 2 later in the game.
Monster Turn Order: Trial Guardian> Elites #1-3 >
Minions #l(A-D), 2(A-D), 3(A-D). • Ongoing cards i stay in play once played and remain
until their effects end, they are dispelled, or you're
A Monster is any creature that is not a Hero. Monsters start defeated, at which point they are discarded. Certain
out inactive around their Camps. They are neutral in this ongoing cards state that you may spend an Action on
state and do not consider parties or other Monsters either your subsequent turns to maintain them, if you do not,
allies or opponents. All Monsters from the same Camp they are discarded.
activate as a unit on their turn, anything one Monster from
a Camp can see, they can all see. • Discard cards X, and cards that are otherwise
discarded, go into your Discard Pile at the end of each
Activation: A Monster Camp activates and performs their turn.
Actions on their turn if:
• A Hero is visible within 2 spaces of any of the Monsters
in the Camp on that Camp's turn.
YOUR CARDS
1. Card name 5. Other Effect icons
• Any Monster in the Camp has taken any damage since
the Camp's last turn.
2. On Use (Discard) (Heal 5 HP)
3. Cost to Play & Icon 6. Card Effect text
They have been activated by other means (such as an (Free) 7. Card Tier (1)
Event).
4. Range, if applicable 8. Card Type & Deck
If none of the above Activation conditions are met on a (10 spaces) (Spell & Bard)
Monster Camp's turn, the Camp stays inactive for that
turn and play continues to the next Camp or player in the
Initiative order.

How Monsters perform their turns and what they do will


be covered under "4. Turn Phase." fl

Heal yourself or a target for 5 • ·

I " ' 1
ACTIONS CHAINS
You get two Actions on each of your turns, and there are Chain cards, known as Chains Q, are played to modify or
three different types of Actions in the game: Move Actions, enhance an Action. One Chain can be played per Action,
Attack Actions, and General Actions. You can play an and they do not cost additional Actions to play. Some
Action from your hand or from among your Primary Chains may only be played when certain conditions are
Actions. You can play any two Actions in any order on your met, and some Chains (Any) may be played with any type
turn, including two of the same Primary Action. of Action. Attacks, movement, and other action-like effects
that do not specifically cost an Action cannot be modified
Move Actions ~ tell you how many spaces on the board by Chains (like Free cards, Interactions, or certain Subclass
you can move over the course of your turn when you take features).
this Action. You may move any number of spaces before,
between, or after other Actions, up to this maximum. Some Damage Chain cards ft are a type of Chain card that
Move Actions may have stricter rules regarding when and can only be played when an Attack Action hits and deals
how you can move. damage (even if the damage is mitigated). A Damage
Chain card can only be played after the attack roll has
Impassable terrain and creatures that are not allied to you been made, in order to modify the damage or effect of the
block movement, while tokens, like Camps and Altars, do hit.
not. You may move through an ally's space, counting spaces
normally, but you may not end your turn or perform an
Action while in their space. You can move into any open FREE
space adjacent to you. You can play any number of Free cards , at any time
unless they specify a trigger, such as not on your turn. They
Impassable terrain is marked by a thicker black outline,
take effect immediately when played.
such as trees, walls, fallen structures and other obstacles.
Water spaces block movement, but not line of sight. Look
for the "Legend" of each Battlerealm when in doubt (pages INTERACTIONS
9-10).
Each Class in the game has a unique Interaction ability,
Attack Actions ~ are Actions that deal damage or are which gives them another way to spend their cards. This
otherwise considered aggressive. Attacks take many forms. Interaction ability can be found on your Class Mat. Once
Generally, they are either ranged or melee, weapon or during another ally's turn, you may discard a card from
spell attacks, as noted on the card. Each attack requires your hand to play your Interaction ability on that ally.
a target (or a target space), explained in the section on
EXAMPLE: Ivar wants to read the runes (Quest ObJective) by
Combat (page 16).

General Actions • include all other Actions, such


as spells and abilities that aren't directly aggressive,
playin9 "Outlander" (his Primary skill card). Luckily for him,
Bonnie is in his party, and she has a card she doesn't need. When
Ivar declares that he's 9oin9 to use an Action to attempt to read
interacting with Quest Objectives, and using your skills. the runes, Bonnie discards one of her cards to play her Interaction
ability, which 9ives the ally whose turn it is (Ivar) advanta9e on a
Skills , are General Actions that give a pass or fail skill roll! She has to do this before Ivar rolls, because advanta9e or
condition, usually in reference to a Quest Objective. All disadvanta9e must always be applied before the die is rolled.
Heroes have a Skill Action card that lists their chances of
success with the Athletics, Knowledge and Savvy skills.

Move Action Example:


Bonnie has 5 movement and wants to get to the Loot Chest.

Path A - Doesn't work because the murky water is impassable


terrain.

Path B - Almost works, Bonnie can move diagonally past the


stones Bl and her ally's space B2, but Bonnie cannot move
through the Goblin B3, and the wall extending into the corner
of the space means she cannot go diagonally behind the Goblin.

Path C - Works! Bonnie can move through the Camp Token and
diagonally around the Goblin. However Path C is 6 spaces and
she only has 5 movement. She will need to take an additional
Move Action or use some other trickery (like "Lon9strider").
Non-Action Resolution
Free cards and other effects may sometimes "stack up" when several are played at once or in response to each
other. To resolve this, the last effect or card played resolves first: Last in, first out. (See the attack resolution
example under Combat, page 19).

COMBAT
Combat is inevitable in Trials of Tempus. All Hero Decks
have unique and interesting weapons, abilities, and/or
spells that influence how they fight.

ATTACKS & DAMAGE


An attack can be the mighty swing of an axe, a distracting
display oflights, or a massive fireball hurtling towards
its targets. To attack, you must play the Attack Action
you want to use, you must be able to see your target, and
your target must be within range. Attacks are resolved by
rolling a D20 and referencing the card with the result. A
successful attack might deal damage and/or inflict some
other negative effect on the target(s).

Targeting: All attacks and other effects that require a


"target" rnust have a target you can see that is within range
of the attack or effect.
• To perform a melee attack, your target must be
adjacent to you, including diagonally.
• You may not play ranged attacks against adjacent
targets.
• Ranged attacks have their range listed as the maximum
number of spaces the target of the attack can be away
from you.
• To be able to see a target, you must have line of sight
to them. This means that you must be able to draw a
straight line from any part of the space you are on, to
any part of your target's space, without impassable
terrain or effects blocking sight (like a Wall of Fire)
intersecting the line.

Area of Effect
• If the attack has an Area of Effect (Area), you instead
target a space that you can see (even if occupied),
and the attack targets everything in the area given,
including allies and yourself An "Area 3" means 3x3
spaces with the target space in the center. Roll once for
each target in the area. RANGE
• If an Area attack has a range of 1, the Area must
include a space adjacent to you and cannot include you.
• Areas of effect go "around corners" if the entire path
needed to do so is within the spell's area. If impassable
terrain, like a wall, completely cuts off an area, targets
on the other side are not affected by the spell unless the 1-5: 5 ?/
~ card states otherwise. 6-16: 8 ?/+Push 2
~~--------------------------
17+: 12 ?/+Push 2
--=---J-®-\...
D .. _ ,
tokens of the respective Ailment to their Hero. Further
applications add to those they already have. All Ailments
Once a valid target has been selected, the attack resolves as are removed when a Hero is defeated. See blow for the
follows: various Ailments and their effects!
• Effects that give advantage or disadvantage, or that Some spells and effects in the game apply specific status
specify they must be played when an attack is declared, effects to their targets, like "Hold Person" or "Hunter's
must be played before the attack roll is made. Mark." These are described individually and tracked by
• The attack roll is made (D20) and potential modifiers the ring tokens mentioned on the card.
added. All modifiers are added together if a player has
When dealing with Elite Monsters and Guardians,
multiple cards/effects that give them modifiers to their
separate the Ailments applied to them by each party. The
attack roll. If the attack would deal damage and the
last party to apply an Ailment to a Monster deals all their
result is 20+, the attack is a critical hit and deals+ 3
Ailment damage to it first (at the end of that Monster's
piercing damage al. . . turn). This matters when determining which party gets the
• If the attack is successful and would deal damage, cards Last Hit on a Monster affected by multiple Ailments! (Last
and effects that enhance or mitigate the damage may Hits are important for some Quests).
be played by anyone.
• The target's DR (Damage Reduction) is subtracted from Ailment Types
the damage ft dealt.
• Finally, the remaining damage is subtracted from the BURN deals 1 al. .at the end
target's Hit Points (HP). of the target's turn for each
Burn token they have, then
• IfAttack Chains or abilities allow for additional attacks, the number of Burn tokens is
they are resolved separately, but Attack or Damage reduced by one.
Chains cannot be played as part of any "extra" attack
that didn't cost an Action. POISON deals 1 al . .
at the end of
the target's turn for each Poison
Damage Reduction (DR): DR is a measure of how tough token they have. Poison remains
and/or how heavily armored you are. Every time you take until the target receives healing.
damage, you reduce the damage ft taken by your total
DR value. Players start with a DR between 0-6. Magic ROOT prevents Move Actions.
items, spells, and other effects can change your DR. All DR At the end of the target's turn,
bonuses are added together if a player has multiple cards the number of Root tokens is
that give them bonuses. Your current total DR is tracked on reduced by one.
your Class Mat and is always the last effect to be applied to
DAZE forces the target to randomly discard that
the amount of damage you take.
many cards from their hand.
Some special features let you ignore damage from "any
PUSH moves the target that number of spaces
source". This includes both types of damage and from any
directly away from the attacker. Impassable terrain or
card, status effect, or attack in the game. Damage reduced
another creature ends the Push.
or ignored in this way is calculated before your DR is
applied.

Damage Types:
HIT POINTS (HP) ~
• Normal damage ft, referred to as just "damage," is the
most common and is always reduced by DR. Your HP represents how much damage you can take
before you are defeated. All Heroes start with 30 HP, but
• Piercing damage al . . ignores DR and is dealt in certain spells, abilities and magic items may increase this.
addition to normal damage by certain armor-piercing Classes that are able to withstand more punishment have
or very precise attacks, certain spells, and/or magical more ways to mitigate, reduce, or even ignore the damage
effects. they suffer.
EXAMPLE: If an attack lists its effect as 3ft + 2.1..._, the Healing: Healing restores lost HP instantly when applied.
taraet suffers 3 damaae (reduced if they have DR) and 2 piercina Healing also removes all Poison tokens from the target. You
damaae (ianorina DR),for a total of 5 HP lost, if unmitiaated. can never heal more than your maximum HP, usually 30.
Ailments & Status Effects: Additional effects are Monsters also benefit from healing, either through Events
sometimes inflicted by certain attacks. A Hero or Monster or from Heroes. They do not have to be allied to ~ Hero to
that suffers Burn, Poison, or Root, adds that number of ring be healed by them. Wounded Minions that receive healing
are no longer wounded.
You thrive on the front lines of battle!
remaining) is being attacked by • -~
RECOMMENDED BUILD:
Khallax (Paladin). /" / Champion, Gains
~
Khallax plays his "Longsword DCIATEDTO

I'' (Primary attack) and rolls a "'


15 , which would hit and deal8
D
damage. Gains has a DR of 3,
Once on a turn, give an ally advantage on
and would take 5 damage from
an attack roll.
the attack, enough to defeat
her! Discard a card to play this ability when an
ally declares a melee attack.
Gains plays "Shrug it Off'
(Free) to reduce the damage
from any source by 5, choosing
the Longsword I attack as the
source. At this point the attack
would deal no damage to her.

Khallax then plays "Divine


Smite" (Damage Chain) to
add +4 damage to the attack,
enough to still defeat Gains!

Gains responds by playing


"Second Wind" (Free) to heal
herself for l O HP.

The last in, first out rule


*(l ,~1~\~~1

means that the cards resolve


in this order: Second Wind >
Divine Smite > Shrug it Off
> Longsword I. Thus, Gains
first heals for 10 HP (Second
Wind), bringing her to 13 HP,
then the attack is modified
with +4 damage (Divine Smite)
bringing the total Longsword
I .attack to 12 damage. This is
reduced by 5 (Shrug it Off),
and then finally reduced by
Gains's DR of 3, for a total of
4 damage taken. Gains is left
with 9 HP after the attack, and
two good cards poorer.
EARNING VICTORY POINTS (VP)
To win, your party must have more VP than your rivals Party Tokens: Party tokens are used to track a party's
when the Trial Guardian is defeated! You earn and collect Quest progress, both on the Battlerealm and on the Quest
VP by making progress on Quests (1-3 VP), gathering cards themselves. If a party completes an objective that
Loot (1 VP), and from certain Events. Quest and Event VP cannot be repeated, place a Party token on that Quest
are typically not lost once earned. However, Loot VP can Objective on the Battlerealm to keep track. Each Quest
be lost if a Hero is defeated. A defeated Hero drops all also tracks progress differently. Place one Party token
their Loot cards and reduces their party's total VP by the on the Quest card for each point of progress made, and
number of Loot cards dropped. remember to move the party's token on the VP tracker to
correspond with the party's total VP at all times.
Quests are the main way for your party to earn VP and
win the game! They come in many forms, from simple
"Defeat Monsters" objectives, to more elaborate tasks that LOOT
change as the Quest progresses. Many Quests involve Loot is another way to gain VP and win the game! Each
successfully using skills, so while fighting is important, Loot card represents a magical item that your Hero may
having the right skills is also key to winning the Trials! use immediately when they acquire it. Loot cards are
Each Trial has a different combination of Quests, meaning always worth 1 VP each while in your possession. You
different Hero Deck combinations will excel in each Trial. gain Loot in four ways:
Most Quest Objectives can be completed by both parties, • Opening a Chest. Occupy a "full" Chest token to open
and Quests can be progressed freely in any order by any it, then draw a card from the Loot Deck. Flip the Chest
Hero. Each Quest card details that Quest's requirements token to its "empty" side.
and any special rules.
• Defeating Monster Camps. The last Monster to be
Each Quest has three tiers of progression: defeated in each Camp drops a Loot token where it
stood. Occupy the space to pick it up. Draw a card
Tier 1 is worth 1 VP. from the Loot Deck and remove the Loot token from
the board.
Tier 2 is worth 2 VP.
• Take it from a rival Hero. Heroes drop all their Loot
Tier 3 is worth 3 VP. when defeated, marked by a corresponding number
of Loot tokens in the space where the defeated Hero
You gain the VP for each tier immediately upon meeting
stood. Put the dropped Loot cards by the side of the
its requirements, and each tier is progressively harder to
Battlerealm, closest to where the dropped Loot is
complete. All Quest progress is cumulative. This means
located. The defeated Hero's party reduces their total
that progress does not "reset" between tiers, and that
VP by the number of Loot cards dropped. The first
after having completed all tiers of a Quest, your party has
Hero to occupy this space immediately takes control
earned a total of 6 VP.
of all the dropped Loot cards, and increases their total
If a shorter game is desired, agree on a decreased VP VP by the number of Loot cards gained. Loot can also
value at which the Guardian appears, and/or you can add be stolen by Heroes with certain abilities or magical
a round limit. items.
• Events. Certain Events will also add Loot to the game,
like "Deck of Many Things" or "Fallen Blade."

1 • MONSTER SLAYER!
•I
QUESTS
1.
2.
Quest name

Quest text
I Deliver Last Hits on Monsters.
The damage that defeats the
Monster is the Last Hit.

\. '
~o~Asli H1Ts

51 , / ~,,TS
3. Image of Objective 2 \ 00
tokens used, Art,
and Flavor text ~.
4. Quest Tiers 2[nqffns
5. Quest complexity
3 ' , .-•• a• QOJ STARTER s
(Starter/Advanced) In this example we can see that Blue Party has one Last Hit and is still
working on Tier I. Red Party has three Last Hits, which means they've
completed Tier I, earning l VI~ and are currently working towards Tier 2
Loot cards give your Hero an immediate enhancement or
ability for as long as you are in possession of that Loot card. MONSTERS
You must immediately place any gained Loot cards face-up
A Monster is any creature that's not a Hero. They are a
and above your Primary cards in front of you to show other
constant presence in the Battlerealm and will influence
players which bonuses you now have, even if you cannot
your Trial in many ways, either as sources of Loot, as
directly benefit from them. There is no limit to the number
obstacles, or as a part of one or more Quests. Each
of Loot cards you can have, but more Loot cards make you
Monster has a corresponding Monster card with their stats
a bigger target for your rivals!
(movement, attack, etc.) and any special Actions (if Elite).
Loot cards cannot be willingly dropped, but one card can
Most Monsters start the game in play around their Camp
be gifted between Heroes in the same party at no cost once
token. Others come into play through Events or Quests.
per turn when you move into a space adjacent to each
Monsters come in two types:
other, either given or received, not both.
• Minions share the same statistics, and each Minion

,, ... Camp has its own shared Monster card. Minions do not
have HP. If a Minion suffers damage, a Wounded token
LOOT ; ., mnu ur rn:u1 tll run l is placed on its corresponding space on its Monster
2 .:f'}'¾; 1 card. The next time it suffers damage, it is defeated.
1. Loot name However, if the initial damage inflicted is 10+, the
Minion is immediately defeated. Defeated Monsters
2. Icon showing 4 are removed from the Battlerealm and are returned to
type ofbenefit 3
their Monster card.
3. VP value and • Elites are more dangerous Monsters, often with
Effect Icons, if special rules. The game starts with one Elite Camp,
applicable
5 ll "! •t .•"I;'- '
,,.~ ; the Ogre. The Ankheg and the Bulezau may come into
4. Loot Effect text play with certain Events or Quests. Trial Guardians
are a special type of Elite Monster. Elites have HP the
5. Loot same way players do and may have DR. Elite Monsters
complexity are defeated when they have O HP. Remove the Elite
. ... Monster from the Battlerealm and return it to its
Monster card.

EVENTS ,,
Some Event cards provide ways to earn VP by way of more Monsters:
Loot, by adding more Quests, or by providing new ways to
earn VP.
1. Monster name 5. Special monster
abilities or rules
The "Champion's Trial" and the "Tempus Ascendant"
2. Place in Initiative
Events, when combined, even offer an entirely new win
order 6. Individual Minion
status (Wounded
condition! 3. Spaces of movement token space)
4. Attacks

2 1
for each rival 1-1ero a partY
defeats, put a to1<en on this card.
E.ach tol<en is worth i \J\l. 3 [II!

- Mfd ~ t~ir ef'l('mi(o:s ~fo~ t~


4 Wounded iFthey suffer any da mage.
If and when the Champion's Defeated if they suffer any damage when
Trial Event becomes active, this wounded, or 10+ # fro m a single source.

~
new win condition takes effect:

The first party to


reach 3 points on
the Champion's Trial
wins the game.
_E_40A~~~o ~ -!Ar~_DJW.0.H_!,ANo ~
TRIAL GUARDIANS
On each individual Monster's turn (see section 3. Initiative Trial Guardians are special Elite Monsters that mark the
Phase, page 14), if active, it first determines its target, then beginning of the end of the game. They have additional
moves towards and attacks that target, if able, in that order. rules and attacks detailed on their cards.

Targeting: Monsters always target the nearest Hero or The first time a party has 10 VP at the end of a round, the
hostile Monster they can see. If tied, the one with the Trial Guardian chosen at the start of the game appears.
higher Initiative that turn is targeted. Other Monsters are That Trial Guardian comes into play, active, in the center
only considered hostile if they are specifically allied to of the Battlerealm and stays active until defeated. The
a party. Monsters that are allied to a party do not target Guardian always occupies the middle four spaces when
Heroes or other allies of that party, nor do they target it spawns, pushing creatures in that area out of the way. If
inactive Monsters. the Guardian is larger (3x3), it occupies its full number of
spaces only after it first moves.
Moving: The party that was not targeted then takes control
of the Monster's movement. They move the Monster (a Guardians act according to a script detailed on their
number of spaces listed on Monster card) towards its Monster card. They often have special attacks that trigger
target, and must attack that target, if able. A Monster that if certain conditions are met. If these conditions are met
cannot reach its target, doubles its movement instead of (like hitting several targets at once) they must perform this
attacking. Exactly how the Monster moves is up to the attack (going from top to bottom of their script).
party controlling them. Once it has attacked, a Monster
may not move any further. If a Monster has no target, it The game ends immediately when the Trial Guardian is
moves towards the center of the Battlerealm, controlled by defeated. If this happens when the parties are tied in VP,
the nearest Hero. the Last Hit on the Guardian breaks the tie.

Attacking: When a Monster is adjacent to its target, it


attacks. The party controlling it rolls the attack roll and
references the Monster card for the results. Certain Elite GUARDIAN CARD
Monsters and Trial Guardians may also have ranged
attacks. 1. Guardian name and type
2. Spaces of movement
3. Attacks
LARGE MONSTERS
Some Monsters are larger than one space. They 4. Trial Guardian behavior and/or special rules
can move normally, using single spaces to move 5. Damage Reduction (if any)
around obstacles, but may not end their turn
somewhere they cannot fit their entire size. 6. Hit Points
If their target would be impossible to reach,
they ignore that target. If no other targets are
present, they move towards the center of the
Battle realm.

• If it can stt two or more targets within


an Area 4, it uses Flame Strike. Guardian
N;iga is im mune to its own Flame Strike.
- If the above is not true and there is an
adjacent target, it usl!S its Melee Attack.
DEFEAT
When a Hero or Monster is reduced to O HP, they are
immediately defeated and removed from the Battlerealm.
t--w M:, • x.,, ;t.x,1:, ., ~: t!1
When all players and Monsters have taken a turn the
round ends. Complete the following steps in order:
~

If a defeated Monster is the last one of its Camp, it drops • End of round effects are resolved in this order: Events
Loot where it stood, marked by a Loot token. The first (in the order they were drawn) > Quest progress >
Hero to occupy the space draws a card from the Loot Deck, Other Status effects.
and puts it into play in front of them. The Last Hit on any
Monster is the damage that caused the Monster to be • Trial Guardian - The first time a party has 10 or more
defeated, regardless of any previous damage or Ailments it VP at this point, the Trial Guardian spawns in the
may have suffered. center of the Battlerealm!
• Move the Round tracker up by one. The round
If you take damage that reduces your Hero to O HP, you
tracker uses the same numbers as the Initiative tracker
are defeated. Remove your Hero-miniature from the
on the side of the Battlerealm.
Battlerealm, discard your hand and all active ongoing
effects played from your Hero Deck, and drop all your Loot • Players discard down to 5 cards in hand.
cards where you stood, marked by that many Loot tokens • "Refresh" at the end of every 5th round. (See below)
(see "Loot" section-page 20).

To respawn your Hero, choose one card from your Refresh


Discard Pile and draw one card from your Draw Deck. At the end of every 5th round of play, the Battlerealm
These two cards are your new hand. If you were defeated "refreshes" itself, making more VP available for everyone
after you had taken your turn, roll Initiative and draw to claim!
cards normally at the start of the next round. You cannot
play your Interaction ability while your Hero is off the • Opened Chests are restocked with Loot. Flip "Open
Battle realm. Chest" tokens to the "Closed Chest" side.

On your next turn, even if that is later in the same round


• Defeated Monster Camps re spawn.
you were defeated, you respawn by placing your Hero- Monsters respawn around their Camp token only if all
miniature on your Entry Portal, collect health tokens to members of the Camp have been defeated. They re spawn
your max HP and take your turn normally. Tempus will not in the same positions they started the game in. If any of
let you off the hook so easily! their starting spaces are occupied, Monsters instead spawn
on the next available space adjacent to its Camp token.
If no such spaces are available, the Monster does not
respawn this Refresh.

APPENDIX
PvP! Player versus Player. This Horde Defense gives +1 DR for in the area suffers the effects of
RECOMMENDED setup is great for those ti mes you each adjacent hostile creature that spell.
SETUPS just want to rip into your friends beyond the first. So if there were
in bloody combat and defeat them 4 Goblins and an Ogre adjacent Sneak Attack I & II refers to an
Ancient Temple - (See Page 9) with your superior tactical skills. to the Hero, Horde Defense opponent of the target.
would give +4 DR while this
Frost Ruins - (See Page 10) Quests: Spike Growth: The space in the
was true. This bonus would be
area costs +1 space of movement
PvE! Player versus Environment. • Marked for Death! lost immediately when a hostile
to move into, effectively halving
This is good for a game where creature moved away or was
• Siphon Power! movement in this area. Monsters
you'd rather not fight the other defeated, or increased if an
• The Ogre Prince! are ignorant of any hazards
party, and would prefer to additional hostile creature moved
and can move into and suffer
race them to complete Quest adjacent.
damage from the effect if the party
Objectives instead. Fighting might
still happen, but the Quests won't FAQ Mage Hand II, in combination controlling them wishes to do so.
with "Mage Hand", lets you play
encourage it. Hero Cards the Mage Hand effect using a
Trick Shot is played just like any
other attack, except the Ranger
Quests: Hail ofThorns deals damage even Move Chain instead of an Action,
can target as if they were standing
if the attack itself misses. It is not if you wish . If you do not have
• Gather Rare Herbs! in the space adjacent to any
itself an Action and cannot be Mage Hand, this card functions as
impassable terrain they can see,
, Read the Runes! modified with a Damage Chain. a regular Mage Hand (just ignore
effectively bouncing a shot off
, The Unholy Ritual! the * part) .
of that terrain . The range of the
Healing Spirit: It might help to put
Nullify may be played when you attack includes the distance from
3 "HP 5" tokens on the healing
spirit when it is cast. Each time it are in an area targeted by a spell. the Ranger to the impassable
If you succeed, you may end the terrain, and from the terrain to the
heals someone, remove a token.
spell in the area, meaning nobody target.
It's possible to ally with a Camp Character - the background and Last Hit - the damage that defeats
even if it's already active and ancestry of a Hero. a target.
Effects that Mark a target are all
fighting. This gives progress
labeled as such on the cards in regardless of how many goblins Monster - a creature that is not a Damage Reduction (DR) - reduces
Question. A target marked by any player. the damage of each attack.
remain.
such effect is considered "marked"
Minion - a weak monster with Piercing - damage that ignores DR.
when considering all other effects If all four goblins are in play, the common statistics.
that interact with marked targets. next Camp spawns at the end of Ailments - an effect beyond just the
The "Marked for Death" Quest only a round when two goblins are Elite - a strong, unique monster. normal damage of an attack.
gains progress from its own mark. defeated and available to spawn.
Trial Guardian - a powerful boss Entry Portal - where Heroes start
Source just means whatever THE OGRE PRINCE monster that marks the climax of the game and respawn when
originated the attack or effect "Controlled fully by" means that the Trial. defeated.
in question . Could be a Hero, a the Hero with the lowest Initiative Trial - a set of Quests and Hero Athletics - a Hero's physical
Monster, an Event, or anything (who triggers the allied Ogre's turn configurations, specific to each prowess.
else. after theirs) has full control over time the game is played.
how their Ogre moves and targets, Knowledge - a Hero's education
Movement effects that give you Round - the game is played in and intelligence.
but they may not move the Ogre
additional spaces of movement rounds. Each new round changes
after it has attacked. Savvy - a Hero's street smarts,
if you play "one or more Move parts of the game.
Actions," only give that bonus once An Ogre occupying any of the personality, and ability to trick
per turn (usually +1 space). Turn • each Hero and Monster gets others.
4 spaces where the rival Ogre
spawned is considered "across" a turn each round.
Cards that require two actions to Action - each Hero gets two
and removed from the Battlerealm. Initiative - the order in which actions each turn to spend on their
play allow one Chain to be played
per Action used . turns are resolved within a round . abilities.
A good way to track each Ogre's Rerolled every round.
HP is to use Party tokens to mark Chain - each Action can be
Monsters/Camps two separate HP totals on or Victory Points (VP) - most VP when modified by one Chain.
If Monsters don't have enough adjacent to the Quest or Monster the game ends wins. Earned in
Damage Chain - a successful
room around their Camp token to card. various ways.
attack may also be modified by one
respawn on Refresh, spawn only Quest - a set of challenges to be Damage Chain.
THE DARK RITUAL
those that fit adjacent to the token . completed through play. The main
Sometime.s that is none of them. Both parties will not be able to Free - an ability that can be played
reach Tier 2. Tier 3 is still awarded way to earn VP.
without spending an action, even
If multiple Monsters are defeated for the defeat of the Bulezau (but Event - a special condition that outside of your turn .
at once, the Monster last in not Tier 2) . A party that has Tier 1 affects each round of play. Could be
Initiative dies last (and drops and Tier 3 will have earned a total Interaction - a special Class ability
almost anything.
potential Loot). Each Monster of 4 VP from this Quest. fueled by discarding unwanted
defeated counts as a separate Last (round) damage - damage equal to cards.
the number of the current round .
Hit. Events Primary - a Hero's core abilities
Teleportal: A Hero entering Loot - a magical item or that start in play and are not
Quests the portal may continue their enchantment that confers bonuses discarded when used.
THE ROVING MERCS movement on the other end . to a Hero. Worth 1 VP each.
Spell - A spell is any card, effect, or
If both parties defeat a goblin from Chest - located around the attack with the word "spell," either
the same instance of a Camp, the
Last Hit on the last goblin awards
GLOSSARY Battlerealm, contains Loot. Refills
with Loot each Refresh .
in its description or at the bottom
ofthe card (type) .
progress . D20 • a 20-sided die used to
determine random outcomes. Camp • a spawn location for a Line 6 - Area tool used by wall-
Last Hits on the goblins count group of monsters. effects in the game to show
towards "Monster Slayer" normally. Hero - a player. affected spaces. Can only be placed
Refresh - the Battlerealm resets
in a cardinal direction .
Defeating the goblins after the Party - a team of players working itself, respawning loot and
Camp is allied to a party does not together to win . monsters. Area 3/4/5 · The area affected by
give progress. Class - the foundation of a Hero's
various abilities. Area 3 would
Hit Points• how much damage
skillset, and most of their cards . affect 3x3 spaces, etc.
something can suffer before it is
defeated/destroyed . Battlerealm - the map (game
Subclass • a variation and
board) chosen for each Trial during
extension of a Class.
setup.

TM &© 2022 Wizards of the Coast LLC.


GAME DESIGN
PLAY TESTERS WIZKIOS/NECA, LLC
Thor Knai, Adam Carasso, Kyle Newman
GRAPHIC DESIGN
Jeremy Melloul. Josh Saxy, Justin Bunnell. Doug Pasko, Michael Joe, Lizz Metcalf, Christopher
Rutkowski. Andrew K. Curry, Jennifer Black, Delano Sapikowski. Dominic Irizarry, Eric McIntire.
Vli1K!1'S· 603 Sweetland Ave.
Hillside, NJ 07205 USA
Richard Dadisman. Daniel Solis Ovi Kabir. George Finn. Joe Manganiello. Ryan Verniere, John Cassel. Chris Buskirk, Chad Collins. ©2022 WizKids/NECA LLC.
All rights reserved. www.wizkids.com
EDITING &PROOFREADING BonnieGordon, William "Loki Hates You" Jackson, Dannie Cutter, Kyle Vogt. Neal Fischer.
Bruce Fletcher, Rick Howard John Tang, Katy Ford, Zak Klapperich, Alayna Hime, Kyle Rioux, Lexy Valdez, Avian Anderson,
MAP ART: Ben Cowan John Tang, Rick Mann, Andrew Saul!. Nicole Wong, Michael T. Coleman, RyanOmega, Timothy

ADDITIONAL ART:
Hopkins, Bella Saville Stohl. Charles Farris. PJ Meg aw. Nicholas Kirkerud, Oystein Kvrerner.
Jurgen Stray Ovale, Andreas Holm
HEAVY
DRAGON

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