Rules
LEADERSHIP p. 11
The group selects a leader at the beginning of the game. That player, the Leader, takes the Leader Token.
The Leader always acts first during a round and is resposible for movement on the World Map and has the final say in any and all group decisions. When on a road, each round the Group may move a number of spaces up to the current Leaders Stride Value.
When a World Map Travelling Round is ended or after an Combat or Exploring Encouter on an Adventure Map is ended, the Leader Token passes over clockwise to the next player.
The Leader Token has two sides. One "Daytime" side and one "Night time side. When the Leader Token is passed, to the next player it should be flipped over to its opposit side.
WORLD MAP MOVEMENT p. 15
Travelling on the Road is the safest choice, but because the map is broken into Off-Road areas, the group may choose to leave the Road ta take advantage of a shortcut, investigate a place of interest, or followup on a rumor. Be warned ...there are risks to those who choose to leave the path!
Road move only:
Move up to Leaders Stride Value. Bridges are considered a Road space. Draw a Road Event Card.
Road to Off-road: As long as you have at least one Stride remaining. Move ends immediately when entering Off-road area. Draw an Off-road Event Card.
Off-road to Off-road: Move ends immediately when entering another Off-road area. Draw an Off-road Event Card.
Off-road to Road: It cost one (1) Stride to enter the road and you may continue on the road. At the end of the movement the Leader must draw an Event Card. If on the road, draw a Road Event Card. If Off-road, draw an Off-road Event Card.
Resting on the World Map: Once per chapter the Group may rest. No move allowed during this round. All characters recover 4 Vita, 4 Power Points and 4 Ghost Points up to their maximum amount. Then draw a Road Event Card or an Off-road Event Card. O
When the turn is over, the Leader Token passes to the next clockwise player.
ADVENTURING p. 22
When the Story instructs you to setup an Adventure Map, you enter Adventure Mode.
Adventure Turn / Round / Phase:
An adventure Turn is the time it takes for one character to complete their action. An adventure Round is the time it takes for all characters to complete their turn. There are three (3) phases in a Turn.
Phase 1: Resting
Phase 2: Character Actions
Leader acts first. Character actions may be taken in any order during their turn. A character may hold its actions, but can then only act after everyone else has had their turn.
Move: Move spaces equal to Stride value. You may pause move to perform other action, then continue movement.
Interact: A character may interact with one feature per Round and they must be adjacent or on the same space to do so.
Search: Only one search attempt is allowed per search token.
Item/Artifact*: Activate an Item or Artifact.
Ability*: Use an Ability
Prayer/Ritual*: Cast a Ritual or Prayer
*Only one of "Item/Artifact", "Ability" or "Prayer/Ritual" actions are allowed per round.
Phase 3: Map/Leader Transition
Once a map transition occurs (Primary goal and/or Optional goal solved), put away current map, pass the Leader Token to the next player and continue the Story.
SKIRMISHES p. 18-19
Skirmishing is a quick battle with foes that does not use standees or miniatures-based tactical combat.
General Skirmish Rules
- Characters may use Items during their turn.
- Certain Abilities may be used, although only those that require an attack roll can reduce the Skirmish Counter.
- Characters cannot change equipped weapon during a skirmish, or trade with another character.
Skirmish resolution
1. Determine Strength
The creatures strength is based on the number of players. The corresponding dice/s determine the strength.
2. Place Skirmish Counter Marker
The marker is placed on the Strength Value on the Skirmish side of the Creature Card.
3. Attack or Defend
At the beginning of each round, all characters chose to Attack or Defend.
Attack: You attack during your turn
Defend: During your turn you get +10 Defense and -10 Attack.
4. Creatures Turn
Roll D100 and apply any modifiers. The result is compared to the characters Defense Value. Equal or greater = HIT. If multiple creatures they each get an attack against all characters.
5. Characters Turn
All characters roll their Attack dice, D100, and add Might bonuses. A D100 roll equal or greater than the foes Defense = HIT.
6. Reduce Counter
Reduce the skirmish counter by the number of successful attacks.
7. Repeat Steps
Repeat Step 3 through 6 until the Skirmish counter is zero or all characters are defeated.
8. Get Loot
All characters recieve the reward listed on the Skirmish Card and can perform a search for Item for each unique creature. On 10 on a D10 they find an Item.
ENCOUNTERS
Unlike skirmishes, which are quick abstract combat, Encounters are full-fledge tactical combat using an Adventuring Map.
ENCOUNTER; TURN/ROUND p. 24
An encounter Turn is the time it takes for one character or foe to complete their combat actions.
An encounter Round is the time it takes for all character or foes to complete their combat Turns.
General Encounter Rules p. 27-29
Missing a Turn: Lay the characters or foes standee down. After the missed turn is over, put back up again.
Sight: Character and Foes does not block Sight. If you can trace a straight unblocked line from one corner of the attackers space to any corner at the Target space, there is Sight.
Darkness: This decrease your effectiveness in combat. Character get -5 Might to all Melee Attacks and -10 Might to all Ranged Attacks. There are two ways "Darkness" occur:
- Story Instructions: In this situation, place a "Darkness Token" on the map. Any character on the map is affected, unless they are carrying a Light Source.
- Creature Powers: Usually affects a single target with "Darkness".
Auras: Are usually barriers that cause damage or other effect to adjacent characters. Acharacter can only be affected by the same Aura once/turn. Creatures are not affected by other creatures Aura. Overlapping Auras caus additional damage.
Covens: These are formed when there are two or more Occultist active in Combat. When this occur their Special Coven Powers, listed on their card, is in effect.
Summoning/Spawning in Combat:
A summoner may not have more than one creature in play at any time. Summoned enemy spawn adjacent to summoner and acts the round AFTER it has been summoned. Summoned ally spawn at a space in Sight of the summoner and acts in the same round as the summoner. Summoned creature disperse after combat ends.
Controlling Creatures:
Ignore creature AI. Attacking ends the creatures movement. Can only act after all other creatures and Afflictions have acted.
Sqeezing:
Large foes ar allowed to sqeeze into smaller spaces as long as 1/4 of their miniature or token is within a valid space. When they do, they recieve -5 Might and -5 Defense.
Swarms:
Represented by a 2 inch tokens bacause they can share space with their enemies. Anybody adjacent or sharing space with them are targeted. They make only one Attack Roll, which affects all targeted allies.
Swarms behave as follows:
- They can move through and occupy allied spaces.
- They will occupy as many enemy- spaces as possible.
- They will squeeze into inaccessable spaces to reach enemies.
- They will not end their move over- lapping other swarm spaces.
- Characters may NOT move through swarms occupied spaces.
Flames in Combat: Flame token remains until extinguished. Adjacent character can extinguish the Flame by spending their Act.
- Ally or Foe on space = 1D4 Vita Dmg
- Ally or Foe on adjacent space=-1 Vita
Pushing: When Ability orFoe Power causes a PUSH #, the target is pushed # spaces away from the pusher. They lose 1D4 Vita and anyone impacted also loses 1D4 Vita.
Winning an Encouter:
After a successful combat, each character will recieve:
- Coins for every foe defeated.
- Lore award listed on the Foes Card.
- Loot. For every unique creature de- feated, each character rolls a D10. on a 10, draw an random Item Card.
- Ghost may NOT roll for Loot.
Encounter Combat Order p. 24-27
First Strike
To determine who acts first you must perform First Strike. Each group, characters or foes, rolls a D10. Whomever has the highest result goes first.
- On a tie, characters win.
- If an Affliction is present, foes get +1
- In Darkness, foes automatically win.
1. Character Turn
Leader acts first. Character actions may be taken once in any order during their turn (with the exception of "Equip/Trade"). A character may hold its actions, but can then only act after everyone else has had their turn. The different actions is as follow:
Move:
Move spaces equal to Stride value. You may pause move to perform other action, then continue movement.
Act:
"Act" can be any ONE of the following:
- Attack*. That also ends movement.
- Activate/Exhaust an Item/Artifact.
- Attempt to use Prayer or Ritual.
*If a character rolls a natural 100 they have performed a "Devastating Strike" and can choose ONE of following:
- Gain an extra Move and Act or - Recover all Power Points
*If a character rolls a natural 1 they have performed a "Devastating Fault". The weapon is now EXHAUST and considered broken and unusable until it is repaired by a Tinker.
Interact:
A character may interact with one feature on the map, such as a Search Token or a Skill Check Dice.
Use Summoned Allies/Companions:
If a character has a summoned ally it may act during the characters turn. If you have a trained/armed Companion, you may have it attack in addition to your characters attack.
Consumable Items:
A character may use any number of consumable Items in their possesion, such as Bandage or Holy Water.
Ability:
A character may use any of their Abilities during this phase. Some Abilities allow you to use them outside of your turn.
Equip/Trade:
A character can trade Items with an adjacent character and adjust which Items they have held in their hands. This can only be performed at the very end of their turn after all other actions
2. Foe Turn
Each Foe encountered will take the following actions every turn, in this order: Afflictions first, followed by creatures with highest Vita. Creatures controlled by characters act last.
Move:
Melee Foes: These are denoted by the "Sword" icon. They move towards the nearest enemy and they will always move to adjacent space even if they have REACH 2 or more. If multiple targets at equal distance - Dice Decision. "Melee Foes" have the following behaviors:
- Avoid any hazardous terain or feature as long as they can reach a target.
- If target ar unreachable without landing on hazardous space they will do so. But land on least hazardous space and move avay next round.
Ranged Foes:These are denoted by the "Arrow" icon. They do not move unless a charater is adjacent to them. If adjacent they will move away up to its Stride value prior to attacking, with the following behaviors:
- Move as far as possible away from character while keeping as many characters within Sight as possible.
- Avoids hazardous terrain or features.
- If all characters are out of their Sight, they move up to their Stride value until they have Sight ta as many as possible.
Target and Attack:
Once in their desired position they will choose a target and attack. They will also use their Special Powers.
Melee Foes: Attack adjacent enemy. If two or more enemies adjacent let the Dice decide. Foes with "2" miniatures/ standees/tokens have a REACH of 2, they reach 2 spaces (adjacent and one space further away.
Ranged Foes: Attack character at random. Let the Dice decide.
Devastating Strike or Fault:
If a foe rolls a natural 100 they have performed a "Devastating Strike". After completing the first attack they must make another attack against a random enemy.
If a foe rolls a natural 1 they have performed a "Devastating Fault". After completing the first attack they cannot attack NEXT turn. If they have remaining attack this turn they may use them.