Set up Ruins
1.Select role & race, fill in stats. Start with Food = Player Roll D10 to search Ruin. When using an item or ability to modify/reroll result, if result is Hex - 4, roll D6
2x Food Rating. Refer to table for starting Gold Count Starting Gold and face both results. Resolve normally on 5-10
2.Place map quadrants A-D in any orientation 1-2 24 D6 D10 Search Result
3. Draw 5 Circumstances and 5 Quests 3-4 16 Each hero suffers 5 Nonlethal Health and Energy damage. Draw two power Up Cards. Each hero
Hex
4. Roll D6 for starting City 5-6 8 gains each reward twice.
5. Spend any Gold in starting City before first turn 2 Draw one Power Up card. Each hero gains the reward twice.
Turn Order 3 Roll Explore with -1 bonus. For each success, gain Gold = D10 (hexploding)
1. Movement Phase (choose one) 4 Escort merchants (6HP / 3EP) to City to receive 8 Gold per Hero.
Camp Heal 3 Health & 3 Energy. Navigate succeeds and -1 to skill rolls 1 5 Gain nothing, but may search again next turn with -1 bonus (cumulative).
(Cumulative with successive camps). May discard Circumstance if allowed.
Move 1, or normal speed along river/road. Navigate succeeds. May
2 6 5 Nonlethal Health and Energy damage to each Hero. May search again next turn.
Cautious discard Circumstance if allowed.
Normal Move normal speed (default 4) and roll all skills normally. 3 7 Group Survival. Any failure = Gain an open Affliction or draw one if none available.
Move normal + 2, each hero suffers 2 Energy drain. Roll Navigate and one
4 8 Select an open Encounter (or draw if none) and face it. Gains Dangerous and double reward.
Reckless of Explore or Survival (the other fails)
2. Skills Phase (3 Crit Successes: Draw 1 Power Up card, all heroes receive bonus) 5 9 Face lowest level Boss available. Gains Dangerous and double reward.
Navigate Half of party (rounded up) must succeed, or else Wander. Hex: Negate
(green die) Wander Hex 10 Dead King arrives in this Ruin at end of next turn and targest you for D6 turns.
Explore (yellow die) Success = +2 gold. Hex: Each Hero heals 1 Health Cities
Survival (blue die) Success = do not eat. Hex: Each heal 1 Energy or Negate an Affliction City Discount If Fallen City, must combat Fallen City! Encounter. Cannot do
damage unless Talisman is used that combat round. If
1 Camping Gear = 2 Gold successful, City is no longer Fallen.
3. Circumstance Phase (skip if on City, Boss, Ruin, or Shrine)
Roll D6 and attempt Circumstance (or discard if allowed). Hex: draw from deck 2 Exotic Maps = 3 Gold Fallen City! (Level 6)
26
4. Event Phase 3 Handy Elixirs = 2 Gold D6 20 EP Rewards: 8 Gold, 2 Power Ups
HP
If Fallen City, see Cities section for combat. Otherwise, may pay 1 Gold to heal all
City Health & Energy, turn in completed Quests, and purchase from Market. 4 Climbing Gear = 1 Gold/Hero 1-2 Single target 5 Health, Piercing: 3
Fight corresponding boss. If boss is defeated and Black Market is not on board, roll Single target 6 Health. Target is Cursed. Defend 3, Block
Boss 5 3-4
D10. if result <= number of defeated bosses, Black Market appears on your space. Reliable Mounts = 4 Gold / Hero 10. Cost: 1 EP, otherwise 1/2 Attack
Ruin May explore each Ruin once. Roll on Ruins table. 6 Luck Stones = 1 Gold
Group Energy Drain: 6. Targets who suffer no damage
Heal all Health/Energy. Negate 1 Affliction or all Conditions. May purchase items and 5-Hex
become Diseased.
Shrine turn in 1 Quest per turn. Gain Blessing if Camped.
Quest Attempt to complete a Quest Blessings
5. Villain / Dead King Phase Gain when camped in Shrine. One active blessing at a time. Each obtainable once per game.
If Dead King not on Roll D6. Hex = Dead King appears. Increase odds of appearing by 1 each 1. Holy Endurance - Instantly Revive each hero the first time they die. Revives with 1 Health and 1 Energy
board: turn. Roll D6 for starting City, which becomes a Fallen City remaining
Move Dead King (# of Fallen Cities + 1 hexes) towards target or select new
2. Haste - +1 to movement speed (includes Cautious). Stackable
City to target via D6. If all Cities are Fallen, target heroes. Can cross any
Otherwise
terrain. If Shrine in movement path, it falls. If movement brings Dead King 3. Good Fortune - Each hero may sacrifice 2 Energy once per turn to reroll a single die. May choose either
within 1 hex of heroes with movement still remaining, begin battle. of the two results.
6. If Black Market on board, roll D6 once for movement direction and once for distance moved. 4. Sun - Heal 2 Health & 2 Energy at beginning of each turn. Stackable with Camping Gear
Market (may also purchase Gear Upgrades) Bezzelquark's Black Market (functions as City, but not targetable by Dead King)
Auto heal 3 Health when hero reaches 1 or less Health. Each
Rations 1 2 Food. 1 Food can be sold for 1 Gold Health Stone 5
hero may only carry one at at time
Regen 6 Health and Energy for 3 combat rounds or 12 Health
Potion* 1 Heal 3 Health and 3 Energy Troll's Blood * 6
and Energy outside of combat
Reroll any 1 die outside of combat, or replace up to 3 open Starting next round and lasting for 3 combat rounds, roll D6
Luck Stone 2 Adrenaline Booster* 8
Circumstances or Quests. One usable per hero per turn. each round and add result to action rank.
Regen 3 Health and 3 Energy for 3 combat rounds or Heal 6 Negates all Conditions from user. Usable once every 3 rounds
Handy Elixir* 3 Dryad's Amulet ^ 10
Health and 6 Energy outside of combat during resolution phase.
Heal 1 Health and 1 Energy before movement phase. One
Camping Gear^ 4 Revival Ritual 12 Revive a single dead hero outside of combat.
per hero, stackable.
Act twice in one combat round. Costs 5 Health to use. Only one
Exotic Map 5 Add random HEXtile at any time. Celerity Potion 14
usable per combat
Climbing Gear #^ 2 / Hero May travel through mountain peaks Uktar's Withered Tongue #^ 18 One hero treats every foe as a Favored Opponent
Change Favored Opponent die to D10. Hexplodes on Hex and
Folding Boat #^ 3 / Hero Travel through water hexes Bone Bowl #^ 8 / Hero
10
Spend 4 Energy to Summon Young Dragon Circumstance before
Reliable Mounts #^ 6 / Hero +1 to movement speed (including Cautious). Stackable Stave of Dragons #* 10 / Hero movement phase. Doubles movement this turn and fights for
you. Roll D6 to determine combat actions.
Place Foritification token on current space after movement.
After 3 turns (or 1 if merchants were just escorted from
Ruins), Fortress is completed. Treated as City with the
following exceptions:
Fortification Plans # ^ 12 / Hero 1. May purchase any item <= 8 Gold Bezzelquark's Enhancifier #^ 14 / Hero When gaining Gold, double the amount.
2. Cannot be moved or targeted by Dead King
3. Opponents battled in Fortress are Favored Opponents
using a D10
4. Unlimited gold may be stored in Fortress
Shrines
Rations 1 2 Food. 4 Food can be sold for 1 Gold
Mystic Tonic * 2 Heal 6 Energy or remove all Conditions from one hero
Starting next combat round, you are untargetable by
Spectral Tonic* 4 individual target attacks. At end of combat round, roll D6.
On hex, effect persists another round.
Pickling Pouch 6 May carry 20 units of Food regardless of Food rating
Teleport 15 during Movement phase as your entire
Teleportation Rune 8
movement. One per hero
Revive a dead hero as a new random Race. Lose old Racial
Reincarnation Scroll* 10
bonuses and gain new ones. * Usable in combat
Free Fallen City. One purchasable per Shrine. Usable each
Talisman* 4 / Hero ^ Gained permanently
combat round, may be passed to another Hero after use.
# Limit 1 per game