Krosmaster Quest
RULEBOOK
Welcome to the Krosmoz.
In the vastness of this egg-shaped universe, in the midst of the stars,
the comets and nebulas, there is a little planet bursting with life known
as the World of Twelve, home to adventurers in search for danger and
fortune. You might already know it; it’s the world where the colorful
characters of DOFUS and WAKFU live.
In their dimension, lost in the Outer World, the Demons of the Hours
have grown bored of watching time pass and jealous of all the activity
on the World of Twelve. To distract themselves, they steal whole parts of
the world and kidnap adventurers from all eras of the Krosmoz, forcing
them to participate in cruel games. Their new favourite activity is to
play out a small scale version of the adventures that take place in the
real World of Twelve, using these stolen adventurers as actors...
Krosmaster Quest is a board game that recreates this demonic
diversion. In it, you will play a Krosmaster, an adventurer from the
World of Twelve who is determined to win his quest and, who knows,
maybe even his freedom. A truly epic journey awaits you, full of battles,
travel, challenges, and admittedly some Gobball dung!
You are holding the rulebook, which contains all the information you
need to play Krosmaster Quest. If you’d like to learn the rules as you go,
you can jump straight into the tutorials in the Scenario Book (the other
manual that came in this game box).
Have fun!
WELCOME TO THE KROSMOZ
PAGE 2
SUMMARY
PAGE 3
PART 1: INTRODUCTION
Game Pieces
Game Objectives
Game Modes
Pages 4-7
Page 8
Page 9
PART 2: GAME RULES
Universal Rules
Decryption
Setting Up the Game
Earning GG
The Player’s Turn
The Demon’s Turn
Casting Spells
Mobs
Powers
Marketplace and Craft
The Dungeon
Page 10
Page 11
Pages 12-13
Pages 14-15
Pages 15-16
Page 17
Pages 18-21
Page 22
Page 23
Pages 24-25
Page 26
PART 3: APPENDIX
Background
The Cards
Game Variants
FAQ
Page 27
Pages 28-29
Page 30
Page 31
GAME HELP
PAGE 32
GAME PIECES
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x7 KROSMASTER FIGURES
You can follow a Krosmaster’s
progress through the game on their
Dashboard.
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These cards have key information regarding
the Krosmasters.
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x1 ADVENTURE PATH
This game board allows you to follow
each player’s progress as they complete
the various quests.
x65 GG Tokens
By filling in their Dashboard’s
Geegee Path with these
tokens, the players move ever
closer to victory!
x85 Spell Covers
These covers go on a
character’s spells to hide them.
You’ll be able to remove them
later on by spending Kamas.
x15 Bag Covers
These covers go on the bag
spaces on the Dashboard.
Players can pay to remove
them during the game.
x1 MARKETPLACE BOARD
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Krosmaster figures are the main characters in the adventures you are
going to play out in Krosmaster Quest. This box contains two exclusive
figures, (the Royal Gobball and the Royal Tofu), as well as five characters
from the Krosmaster Season 2 collection.
x5 DASHBOARDS
ge
5
x7 CHARACTER CARDS
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This adjoining game board displays the values of resources,
and contains recipes that are available to buy.
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x80 ITEM TOKENS
x77 MOB TOKENS
Mob tokens represent the creatures your Krosmasters
will have to fight. There are three different types of
mobs: normal, special, and dungeon. Each token has a
summary of the mob’s stats on the back.
x3 Summons Tokens
Some Krosmasters can bring their own
summons into play.
x6 Mob Covers
These tokens are placed in the storage
locker in front of the corresponding Mobs
tokens, to hide them from the players.
Item tokens can give the Krosmasters a boost during the game.
There are different types of items, and they can be permanent (light
background), or single use (dark background).
The majority of the items in the game can be crafted;
you will find the list of necessary ingredients on the
back of the token.
Others, however, can be won by beating Bosses.
x4 Set Tokens
Sometimes, with a little perseverance, a Krosmaster
has the honour of wearing a complete set of related
items. Getting four items in a set will provide special
bonus effects.
x8 Equipment Hider Tokens
These token go on top of the equipment tokens to hide
them from the players’ view.
x16 BOARD TILES
Krosmasters and Mobs move around
on these modular tiles, which are also
where you place the scenery.
This box contains 2 city tiles, 5 Gobball
tiles, 5 Tofu tiles, and 4 dungeon tiles.
x1 SCENARIO BOOK
You’ll have it in your hands soon!
5
x5 STATUS MARKERS
Each player has a status marker in
their own colour, which they can place
either face up or face down to show if
their Krosmaster is in Combat mode or
Adventure mode.
x50 COLOUR MARKERS
x104 RESOURCE TOKENS
There are 8 different types of resources
in the Outer World: Iron, Wood, Gobball
Dung, Gobball Wool, Gobball Horns, Tofu
Eggs, Tofu Feathers, and Tofu Beaks.
x32 KAMA TOKENS
TOKENS
Kamas are the currency used
in Krosmaster Quest. They
come in denominations of 1,
2, 5, and 10 Kamas.
These tokens are placed on the
Marketplace board to show the value
of each resource.
x5 RANGE MARKERS
These markers temporarily
modify the ranges of
characters’ spells.
x3 TOKENS Demon, Royal Tofu, and Royal Gobball
These markers show which player controls the mobs
inside and outside the dungeons.
6
These markers temporarily
modify a character’s Action
Points stat.
x5 MP MARKERS
x8 RESOURCE VALUE
Each player has 10 tokens in their
own colour, which are used to show
if they’ve injured a mob, completed
certain objectives, or formed a group
with other players.
x5 AP MARKERS
These markers temporarily
modify a character’s Movement
Points stat.
x50 INJURY MARKERS
These markers allow you to track damage
done to Krosmasters and mobs.
x2 STORAGE CONTAINERS
These handy containers allows you to
safely store all of your game tokens.
x6 DICE
x42 SCENERY ELEMENTS
4 Zaaps - 2 Marketplaces - 2 Crafting Workshops - 2 Phoenixes - 2 Dungeon
Entrances - 8 Trees - 8 Ore Veins - 2 Low Walls - 2 Hay Bales - 4 Fountains 2 Gobball Totems - 2 Tofu Cages - 2 Tofu Nests
x100 EVENT CARDS
Events are played by the Demon, and
they set the pace of the game. There
are 4 different types of event: quests,
marketplace events, monsters, and
resource population.
x12 BOSS MOOD CARDS
These cards represent bosses’ moods, and
enhance their stats.
These special Krosmaster dice are
used primarily in combat. They are all
identical and have six different faces.
x10 SCENARIO CARDS
During each game, a Scenario
card is placed face up on the
Adventure Path.
x62 PERSONAL
QUEST CARDS
(32 Journeys and 30
Hunting Trophies).
These cards represent the
challenges the Krosmasters
must complete.
x36 MOB REFERENCE CARDS
These reference cards have the full info for
each type of mob.
7
GAME OBJECTIVES
Krosmaster Quest is an adventure game for 2 to 6 players. Each
player takes control of one character (known as a Krosmaster) and
travels through a world represented by square game boards. To win
the game, you must successfully complete various quests that will
pop up throughout the game. Turn-based tactical combat, resource
management, and your Krosmaster’s power progression will let you
succeed in your endeavor.
The Krosmasters
3 In Krosmaster Quest, each player plays a Krosmaster, a
warrior from the Krosmoz. The warrior is represented by
one of the figures included in the box. This figurine
moves around the game board and tries to complete the
quests they’re given.
6
AP
6
These Krosmasters’
stats are on their accompanying character cards.
Each one has different attacks and powers; choose the Krosmaster that
suits you
1 best at the start of the game! However, your Krosmaster won’t
have access to all of their powers when you begin the game. You will
have to buy them as you go along using money (Kamas) won over the
course of your adventures.
2
n
back...
get careless though; mobs are more than capable of looking after
themselves, and an incautious adventurer might be undone by their
attacks!
Of course, the stronger a mob is, the more tempting the reward. The
more adventurous Krosmasters can even go down into the dungeon,
where powerful mobs await them, including the terrifying Bosses,
which are so threatening they get their own figures!
The Demon
The Krosmaster Quest world is alive and kicking, and
the game elements need to constantly move and
renew themselves. That’s the role of the Demon, who
is in charge of making sure the game runs like
clockwork. They are the one who controls the mobs,
unveils the Event Cards, keeps the game moving, and
keeps an eye on the Adventure Path. One player can
be the Demon throughout the game, or you can
share the role, switching off each turn.
One version of Krosmaster Quest lets you place the Demon at the very
centre of the game: the players join together to confront a Demon
whose only goal is to make them fall! And an opponen that has the
whole world in their hands is a fearsome doe indeed...
y nostalgic adventurer. Many a person
me he spends If
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that
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any
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phill…” – Raul longs for the past! He
much, his enemies
his allies
Takeand
a look
at page 30 of this book to find out more.
ng him “Grandpa!
GG (Gallons of Glory)
When a Krosmaster completes a quest, they receive one
or more Gallons of Glory (or GG, as they are also known)
as a reward. GG are essential for making progress in the
game. The first player to complete the Geegee Path on
their Dashboard wins the game!
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/32 Illustration : Nicola Saviori © 2014645-CAR-ANG
13/04/2015 09:33:29
You can win GG by completing various quests, which will appear
randomly throughout the game. Depending on the situation, the
Krosmasters may have to confront mobs, cut down trees, travel the
world, make a fortune selling their items, betray their allies, kill a Boss...
all to win the GG they’ll need to be victorious!
Mobs
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Mobs are the Krosmasters’ main
opponents in game. Unlike
Krosmasters, mobs are only
represented on the board by tokens.
They follow the same basic rules as
Krosmasters, but each one is less
powerful. Their true strength is in
numbers!
Mobs are a source of wealth for the adventurers; by killing mobs, they
can pick up precious resources and fill their pockets with Kamas. Don’t
8
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GAME MODES
this quest to get ahead! These repeatable quests can also cause some
special events on the game board, altering the situation in unexpected
ways.
Krosmaster Quest can be played in a number of different ways. Before
beginning a game, you will need to decide which type of game you
want to try.
Scenarios can also introduce special rules, like new actions made
available to your Krosmasters. They can even completely change the
game’s victory conditions, setting an objective other than getting GG!
Free-For-All or Cooperative
These are the two main variants of Krosmaster Quest. The majority of
the rules are the same for both modes, but which mode you choose will
greatly affect your strategy during the game.
As you’ll see, the scenarios are what make Krosmaster Quest. Read the
Scenario Book carefully, and find out which game mode you enjoy the
most!
In Free-For-All mode, the goal is to win the game alone. The other
players are your opponents, standing in the way of victory. Players may
form temporary alliances, but in the end, there can only be one winner:
the first player to complete their Geegee Path. In this mode, the Demon
is an impartial participant who cannot win the game.
In Cooperative mode, the players are all allied against the Demon. They
win or lose as a group. When one Krosmaster reaches the end of their
Geegee Path, the whole group is victorious. The Demon gets to wield
more potent powers in this game mode, and their personal objective is
to defeat all of the other players.
Important!
If you’re playing Krosmaster Quest for the first time, we recommend
you start with the tutorials in the Scenario Book. They will guide you
through how to play step by step, and you’ll get the hang of it in no
time.
If you’re a board game veteran, turn the page and jump straight in!
Demon Player or Demon Sharing
There are two ways to handle the role of the Demon.
A single player can control of the Demon from start to finish, and
therefore does not play as a Krosmaster. They will thus manage the
Event Cards, mobs, and all other aspects of the game that the Demon
controls. This option is recommended if one of the players is already
very familiar with Krosmaster Quest and wants to take charge of this
aspect of the game. The Demon must be played by a single player in
Cooperative mode.
Alternatively, the Demon‘s role can be a task shared between the
players. Each player takes a turn at assuming the role’s responsibilities,
and a Demon token is passed from one player to the next. This method
is particularly well-suited for a Free-For-All game; each player will have
a chance to influence events, which ensures the Demon’s impartiality...
or at least, it makes sure that all players get to cover their own backs!
Scenarios
In the game box, you will find a Scenario Book in which you can read
about... scenarios (surprise, surprise!). Each one provides instructions
that allow you to play Krosmaster Quest in a new way.
Scenarios can influence all aspects of a game: the monsters and
scenery used, the way the board is set up, how long the game lasts, etc.
A scenario can make game set-up can vastly different from a "basic"
game.
They also influence the conditions for winning the game. Each scenario
contains a repeatable quest, which the Krosmasters can complete
several times in order to win GG. Build your strategy around completing
9
THE BASICS
The Dice
Krosmaster Quest uses special dice for resolving actions. These dice
have 6 sides, as follows: Critical , Armour , Lock , Dodge ,
Critical or Dodge , and Dofus .
When a die lands on the
face, the player turns the die to either
face, the player turns the die to the
or . When a die lands on the
, , , or
face. You need to make this choice before the die
will be taken into account.
The Reserve
Any pieces that are not in play, in the Marketplace, or in a Krosmaster’s
bag are stored in the communal reserve.
If a player receives a token which is not already present in game, they
take it from the reserve. Similarly, when they discard a token, they
return it to the reserve.
If a token or scenery element needs to be picked from the reserve,
but there are none left, that pick is lost. The Demons’ reserves are not
limitless!
My bag is full!
When a Krosmaster collects a resource, it goes in their bag, in the right
side of their dashboard. This bag can be expanded over the course of
the game by paying a certain amount of Kamas.
The City
Two of the board tiles are called "the city." This is where Krosmasters
start the game. The city is a safe, danger-free zone; nobody can take
any damage there or cast any spells, even in Combat mode.
Characters in the city are not affected by any actions triggered by
characters outside the city (such as attacks, locks, etc.). This protection
works both ways; a character in the city can have no influence on a
character who is outside the city, not even through summons.
Stats
Characters in Krosmaster Quest have three main stats: Action Points
(AP ), Movement Points (MP ) and Health Points (HP ).
MP allow the characters to move on the game board. Each MP
allows them to move one cell, but they cannot move diagonally or to a
cell that’s already occupied (by a scenery element, another Krosmaster,
etc.). Characters regain all of their MP at the start of each turn.
AP show how many actions a character can perform in a single turn.
Each action has a specific AP cost. As with MP, characters regain all of
their AP at the start of each turn.
HP represent a Krosmaster’s endurance. As the game progresses,
characters will suffer injuries. You will track these with Injury
markers, which are collected on the character card.
A character can never have more Injury markers on their card than their
HP. When a character has as many as they have HP, they enter the
KO state. Krosmasters in this state are moved to a cell adjacent to a
phoenix of their choosing, after which a token is removed from their
character card. Mobs and summons in the KO state are simply removed
from the game.
Some markers can temporarily influence the amount of AP or MP a
character has during a turn: these are the +AP/-AP markers and the
+MP/-MP markers.
Each resource takes up one slot in your bag, and each recipe or item
takes up four slots. If a player receives a resource when their bag is full,
there are 3 possible outcomes:
• They can immediately increase the size of the bag by paying to remove
a cover, which means they then get the resource.
• They can discard one or more resources already in the bag to free up
space.
• They can decline the resource offered to them, and put it back in the
reserve.
It should be noted that Kamas (the game’s currency) do not go into a
character’s inventory, but into their purse, located below the map on
the Dashboard. Kamas don’t take up any space, and a character can
carry as many as they want.
10
UNDERSTANDING THE SYMBOLS
Character Cards
Each Krosmaster has their own character card, which the information
required to play with that character. This is what you’ll find:
1
2
3
4
5
6
7
8
9
10
11
Name
Initiative
Class, Title
Level
MP: Movement Points
HP: Health Points
AP: Action Points
Spell Range
Spell name
AP Cost
Damage
WATER
12
13
14
15
16
17
18
19
1
6
3
2
5
8
6
7
13
18
4
10
11
14
AIR EARTH FIRE NEUTRAL
Area of Effect
Additional Effect
MP Cost
Cost in Injuries
Healing Spell
Damage-free Spell
Starting Cells
Mobs can spawn on these cells during the game. At the start of the
game, the Krosmasters will spawn on cells like these in the city.
7
9
12
Cells
The board tiles, which represent the locations where Krosmaster Quest
takes place, have several different types of special cells.
15
2
1
1
2
16
17
Dung and Egg Cells
Gobball dung and tofu eggs can appear on these cells. One of these
cells can contain as many eggs or pieces of dung as appear on the cell.
You can still walk on such a cell, even if it contains dung or eggs.
To her great regret, Missiz Freezz was unable to marry...
19
History
Powers
Types of Cards
Krosmaster Quest contains a large number of cards, which are used for
many different aspects of the game. You can easily tell them apart by
their backs.
Event Cards
These cards are drawn on each of the Demon’s turns, and
they help to pace the game with random events.
1 Dung
Cell
2 Dung
Cell
1 Egg
Cell
2 Eggs
Cell
The Scenery Cells
Scenery can be placed on these cells, depending on the Demon’s or
the players’ choices. If no scenery has been placed on the cell, it has no
effect and is considered to be a normal cell. There is a complete list of
scenery elements on page 27.
Scenario Cards
These cards show the scenario currently being played.
Personal Quest Cards
These quests give individual players objectives to be
completed during the game. Completing a quest will earn
you 1, 2, or 3 GG, as indicated on the card.
Boss Mood Cards
These cards show the boss’ current mood, and enhance
their stats when you fight them.
Mob Cards
These reference cards provide the full stats of all of the
different types of mobs.
Tree Cell
Vein Cell
Low Wall
Cell
Hay Bale
Cell
Demon
Cell
Resources
"Resources" will come up quite a bit in Krosmaster Quest. These are
little tokens that represent what mobs leave behind. Learn to recognise
them!
Dung Wool
Horn
Egg
Feather Beak
Wood
Iron
11
SETTING UP THE GAME
Now that you know a little about the game’s objectives, it’s time to start
playing! Everyone should help set up the game. Just follow the steps
below!
A Question of Choice
Before starting the game, all players should decide on the following:
will the game be Free-For-All or Cooperative? Will the role of the
Demon be shared or played by a single player? Which scenario do you
want to use in this game? Which mob families will be present (tofu,
gobball, or both)? The scenario can influence the way the game is set
up, so make sure you’ve chosen one before continuing.
Preparing the Krosmasters
Each player chooses a Krosmaster from the 5 available in the box.
(You can’t choose the Royal Gobball or the Royal Tofu; they‘re bosses
that you may end up fighting!) Each player takes a Krosmaster figure
and the corresponding character card. Arrange the players around the
table in clockwise order, starting from the Krosmaster with the highest
to the lowest; this will make the game easier. If a player is
initiative
acting as the Demon, they go last, after the Krosmaster with the lowest
initiative.
1
2
13
14
Each player puts their character card on their dashboard. Using covers,
they then hide each attack, power, and line of text on the card, except
for the AP, MP, and HP stats, and the Krosmaster’s first spell. They also
cover the last three parts of their bag with the 3, 5 and 8 Kama covers
(in that order).
The Krosmaster also receives a certain number of GG, based on their
level (3 for the characters in this game box), which go in their Geegee
Path. They also receive 5 Kamas, which go in their purse. Also, don’t
forget to take the markers and Combat/Adventure tokens in the
player’s chosen colour.
The City
The Demon (or the Krosmaster with the lowest initiative , if the
Demon is being shared) takes the the two city tiles and places them
side by side, adjusting the cell to create a grid. They then place each of
the following four elements on a Demon cells of his choice: one
phoenix, one Zaap, one Marketplace, and one Workshop.
The World
Each player, starting with the one with the highest initiative, chooses
a land tile linked to the mob families chosen for this game; do not use
the dungeon tiles. The cells in the tiles must be aligned to form a grid,
and there cannot be any empty space between two tiles.
6
3
4
5
1
2
3
4
5
6
7
8
12
Player Marker
Geegee Path
Character Card
Spell Covers
Purse
Space for Trinkets
Space for Helmet
Space for Cloak
7
8
9
10
11
15
12
Space for Breastplate
Space for Boots
11 12 Space for Weapons
13 Space for a resource in the bag
14 Space for a recipe or piece of
equipment in the bag
15 Bag Cover
9
10
On the tile they just laid down, the player places the following
elements:
1 tree on a tree cell
1 vein on a vein cell
2 eggs/pieces of dung, spread out randomly on cells that
contain them
1 low wall/hay bale, if the tiles contains a cell that
should contain them
The Demon randomly picks 2 weapons, 4 pieces of armour, and 2
trinkets (all linked to the mob families in use during this game), and
places them face down on the appropriate spaces in the Marketplace.
The visible face must be the one with the recipe, not the one describing
what the item does.
1 normal mob from the same family as the tile, picked at
random, and placed on a paw cell
2
1
1
1 special scenery element from the following: Zaap,
Phoenix, Marketplace, Workshop or Dungeon Entrance;
placed on a demon cell
If one of these scenery elements is out of stock, too bad! The Demon’s
stocks are not unlimited, so you can’t place this element.
Note: If there is only one Krosmaster in the game, place two board
tiles to expand the map, but only populate one of them with the above
elements.
Adventure Path
Take the event cards associated with the mob families in play, shuffle
them, and place them on the allotted space.
Place a scenario card on the first cell of the Adventure Path.
3
3
3
4
4
5
3
4
4
5
3
1
2
3
3
3
3
3
4
5
Prices of the Resources
Resource Value Token spaces
Weapon recipes for sale
Armour recipes for sale
Trinket recipes for sale
Distribution of Personal Quests
3
1
2
3
1
2
Pile of Event Cards to draw from
Pile of Discarded Event Cards
Path for Quest Cards
The Marketplace
Take the pieces representing the resources used during this game
(wood, iron, and resources linked to the mob families you’re using)
and place them in the Marketplace. The starting price for each of these
resources is 3 Kamas.
Take the personal quests associated with the mob families being played
in this game and shuffle them. Each player receives two quests with a
value of 1 GG and two quests with a value of 2 GG. Each player looks at
their quest cards, picks one to put back into the deck (regardless of its
GG value), and keeps the others.
Setting Off and Start of the Game
Going from the highest initiative
to the lowest, each player places
their Krosmaster in the city, on a starting cell.
If the Demon is shared, give the Demon token to the player with the
lowest initiative, on its inactive face.
Let the games begin! Each Krosmaster takes turns playing, starting
and continuing down to the lowest.
with the highest initiative
13
EARNING GG
To win a game of Krosmaster Quest you need to earn GG. This section
explains how you do that.
The Geegee Path
Each player has a space to store accumulated GG on their dashboard;
this is the Geegee Path.
Hunting Trophies task the player with killing specific mobs. Each time
they kill a mob listed on the card, they can mark it with a token of their
colour. If you defeat all of the listed monsters, you then earn the GG. It
doesn’t matter what order you kill the monsters in.
If a monster is listed multiple times on a quest card, then that many
must be killed to complete the quest. However, if a Krosmaster has
multiple quests that require killing the same monster, killing one will
count for each of them.
This line is filled from left to right, with no spaces left empty. When the
last space on Geegee Path is filled with a GG, the game is over and that
player wins.
Krosmasters start the game with a certain number of GG, depending
on their level. The number is equal to (6 - its level); all of the characters
in the Krosmaster Quest box are level 3, so they start the game with 3
GG.
Buying a GG
It is possible to buy a GG with Kamas. The price varies depending on
your progress along the Geegee Path: the price is the one shown on the
first free space along the path (which is not occupied by a GG).
Killing a Boss
If a Krosmaster kills a boss outside the dungeon, they immediately win
1 GG. Simple, fast, productive!
Personal Quests
At the start of each game, each player receives a certain number of
personal quests. If the Krosmaster completes all of the actions required
for a personal quest, they discard it and receive 1, 2, or 3 GG according
to what is written on the card.
There are two types of personal quests:
14
Journeys task the Krosmaster with completing a series of actions.
Unlike Hunting Trophies, these actions must be completed in the
correct order, as shown by the arrow. Once the last step in the Journey
has been completed, the player earns the GG.
To read about the actions that can be required during a Journey, see
page 29.
In each case, when the player completes a personal quest, they
immediately pick one of a higher level (i.e., one that earns them more
GG). If they complete a quest worth 1 GG, they then pick either a 2 or 3
GG quest. If the quest was already worth 3 GG, they pick another quest
worth 3 GG.
When a character with the Wisdom power completes a personal quest,
they roll a die. If the die lands on , they earn 1 additional GG!
Adventure Path
The Adventure Path is an additional
board which gives Krosmasters quests
to complete over the course of the
game. It is made of 8 cells, with arrows
and a dotted path showing their order.
When the Demon draws a quest card
from the event deck (see page 28),
they place it on the first free cell on the
Adventure Path. This quest can then be
completed by any Krosmaster.
Unlike personal quests, these must be completed in order. A
Krosmaster can only complete a quest if they have already completed
the previous ones on the path; the first quest on the path can be
completed by anyone. Each quest can only be completed once by each
Krosmaster, but multiple Krosmasters can complete the same quest.
If the Demon picks a quest card and all of the cells on the Adventure
Path are already full, the game is immediately over. In that case winner
is the player with the most GG.
Please note that, depending on the chosen scenario, the Adventure
Path can be shortened to only 7, 6, or even 5 cells. That will make the
game shorter than normal. See the Scenario Book for more details.
Scenario and Repeatable Quests
The first card on the Adventure Path is always the scenario card. It is a
quest that can be completed just like any other quest, but which will be
different depending on the scenario in play.
This scenario card goes hand in hand with the repeatable quest card.
This card is considered to be a copy of the scenario card. The repeatable
quest can appear multiple times on the Adventure Path, and can
therefore be completed multiple times (with a limit of once per card).
All you need to do is complete the actions the scenario card requires
again.
+
The Cost of Defeat: Losing a GG
A KO’d Krosmaster is not removed from the game. They reappear on
a cell adjacent to the phoenix of their choice, with one Injury healed.
However, they lose 1 GG; that’s the price of failure.
THE PLAYER’S TURN
Now it’s your turn to play! But... What exactly can your Krosmaster do?
Adventure Mode and Combat Mode
When the player’s turn starts, they must choose which
mode their Krosmaster will be in for that turn: Combat
mode or Adventure mode. They set their preference using
a piece of their colour.
In Combat mode, the Krosmaster can use any of the revealed
spells and powers on their character card. Additionally, some
powers only work in Combat mode.
In Adventure mode, the Krosmaster cannot use any spells.
However, they get a bonus of +3 MP for the turn, and removes
an Injury from theit card if they had any.
AP, MP, and Range Markers
If a character starts their turn with AP, MP, or range markers on
their card, discard them. Their AP and MP stats are then increased
or decreased for that turn by the amount shown on the discarded
markers. The range of their spells is similarly affected by range
markers; see page 19 for information on spell ranges.
Available Actions
Once this choice is made, the Krosmaster can take the following
actions, in any order. Each action has an AP and/or MP cost; the
Krosmaster can continue to carry out actions as long as they can pay
the cost. An action must be fully completed before another can be
started however.
Move (1 MP)
The Krosmaster moves to a free adjacent cell. They cannot move diagonally,
or onto a cell which is already occupied by a scenery element, a monster, or
another Krosmaster.
If the character is adjacent to a monster or a Krosmaster who isn’t part of
their group when trying to move, they must first win a dodge roll, while his
opponent must make a lock roll:
• Dodge Roll:l: The Krosmaster rolls one die (or 2 dice if they have the Dodge
obtained.
power) and counts the number of
• Lock Roll:: The opposing character rolls 1 die (or 2 dice if they have the
obtained.
Lock power) and counts the number of
• Result: If the Krosmaster obtained at least the equal amount of
than
the opponent got , they are free to move. If the opposite is true, they are
locked: they can’t move from their cell, and their turn ends immediately!
If there is more than one opponent adjacent to the Krosmaster when
they try to move, each one gets a lock roll, which are compared to the
Krosmaster’s dodge roll one by one.
15
Cast a Spell (? AP)
Combat mode only. The Krosmaster can cast a spell written on their
card if it is not blocked by a cover, or one from a weapon they have
equipped. The AP cost varies depending on the spell cast. See p. 18 for
details on how to cast spells.
Farm (3 AP)
A Krosmaster can "farm" a tree or ore vein on an adjacent tile. Remove
the scenery element from the board. The Krosmaster takes a resource
from the reserve and places it in his bag: 1
if they farmed a tree, or
if they farmed a vein.
1
A Krosmaster with the Farmer power also rolls a die; if they roll a
they gain an additional resource of the same type.
,
Pick Up (1 AP)
A Krosmaster can pick up a piece of gobball dung or an egg located
on their cell. Remove the resource from the board and place it in the
Krosmaster’s bag.
A Krosmaster with the Farmer power rolls a die; if they roll a
gain an additional resource of the same type.
, they
Craft an Item (3 AP)
A Krosmaster adjacent to a Workshop can create an item for which
they have the recipe. They must spend 3 AP and discard the required
resources. The complete crafting rules can be found on page 24.
A character with the Crafter power discards one resource less (of their
choice) when crafting an item, but crafting an item always costs at
least one resource.
Dabble (3 AP +
)
A Krosmaster adjacent to a Marketplace can dabble. For 3 AP, the
Krosmaster can, in the following order: sell any number of resources or
items for their Kama value, then buy any number of resources or items
for their Kama value. The action then ends. If the Krosmaster wants
to sell and buy again, they must pay the cost and complete the action
once more.
Use a Zaap (1 MP + 1
)
A Krosmaster adjacent to a Zaap can choose to use it to teleport. It will
cost them 1 MP and 1 Kama for the trip. The Krosmaster then moves to
a cell adjacent to any Zaap in play.
Remove a Cover ( )
At any point, a Krosmaster can remove a cover from their dashboard by
paying the price shown on it. The Krosmaster can immediately benefit
from what they just revealed by removing the cover.
When the Krosmaster removes the cover that hides the flavor text zone,
they takes an extra turn after this one. The player then plays twice in a
row, following the same rules as usual.
16
Join/Leave a Group (0 AP)
A Krosmaster can (freely) choose to invite another Krosmaster who is
located on the same land tile to join their group; the latter can accept
or decline. Krosmasters who are part of the same group don’t lock each
other, can trade items, and can enter the dungeon together.
A Krosmaster can leave a group they belong to during their turn (at no
cost), even if the other members are not on the same land tile.
Trade (0 AP)
Adventure mode only. The Krosmaster can give or trade resources,
recipes or items to another Krosmaster who is part of the same group
and located on the same land tile.
Change Equipment (0 AP)
Adventure mode only. A Krosmaster can switch the equipment they are
wearing with equipment they have in their bag.
Flee Combat (Miss a Turn)
Combat mode only. A Krosmaster in a dangerous situation can choose
to flee combat. They can only perform this action if they have not
performed any other actions during that turn. They then skip the rest
of their turn, and are moved to a cell adjacent to the Phoenix of their
choice, as if they had been KO’d. Krosmasters who use this action still
lose 1 GG, just as if they had been KO’d.
Heal Injuries (Miss a Turn)
Adventure mode only. A Krosmaster can choose to miss their turn to
immediately heal 5 Injury tokens. If you use this action you cannot
perform any other actions during the same turn.
Enter the Dungeon (Ends Turn)
A Krosmaster adjacent to a dungeon entrance can choose to enter it;
this will immediately end their turn. All other Krosmasters who are part
of their group can choose to join them. See p. 26 for the full dungeon
rules.
THE DEMON’S TURN
the active side is face up and passes it to the player to their right (in a
counter clockwise direction).
The Demon’s turn is very different from the Krosmasters’ turns. Here is
how its turn is played:
This will mean that the Demon will activate mobs every other turn, and
the token will pass from player to player in reverse order of normal
game play.
Event Cards
When the Demon’s turn comes along, their first action is to pick the
event cards for that turn. They must draw a number of cards equal
to the number of Krosmasters minus one. For example, if there are 4
Krosmasters in play, they draw 3 cards. They always draws a minimum
of one card however, even if there is only one Krosmaster in play.
The Demon then resolves the effects of the drawn cards, in the order
they drew those cards. Event Cards can produce the following effects:
• Make one or more mobs appear on a land tile
• Make one or more resources appear on the board
• Change the location of the Marketplace
• Add a new quest to the Adventure Path
Demon Player: With or Without Token?
If the Demon is being played by just one player, the method is slightly
different.
If the Free-For-All mode is in play, use the Demon token method
described above, but without passing the token to the other players.
They continue to switch the token between active and inactive faces,
and, as a result, plays mobs every other turn.
If the Cooperative rule is in play, the Demon has their full power and
plays a complete turn (event cards and mobs) for every one of their
game turns! In this case, you don’t need to use the Demon token.
Please see page 28 for a detailed description of the various kinds of
event cards and their effects.
Mob Activation
The Demon is responsible for deciding on the mobs’ actions in game.
They control each mob as if it were a Krosmaster.
Unlike Krosmasters, mobs always play in Combat mode, and the only
actions available to them are moving and casting spells. Also, mobs
cannot attack each other. The Demon does not have to play a mob if
they don’t want to.
Once they have played all the mobs they want to play, the Demon’s turn
comes to an end.
Shared Demon: the Demon Token
If you are playing with a shared Demon, the
players will pass around a Demon token to
show who is currently playing it this turn.
This token has two faces: active (in colour)
and inactive (black and white).
When the player’s turn comes, if they have the Demon token, they must
play the Demon’s turn first. Once the Demon’s turn is over, they can
play their Krosmaster’s turn normally.
When their turn comes, if the Demon token’s active face is up, the
Demon plays a complete turn: they pick and pick event cards and
control the mobs. They then turn the token over to the inactive side and
finishes his turn.
However, if the Demon token’s inactive side is face up, the Demon
only plays a partial turn: they pick and play the event cards, but don’t
control the mobs. At the end of their turn, they turn the token over so
17
CASTING SPELLS
Healing Spells
Healing spells work in the same way as attack spells, with two
exceptions:
Krosmasters, mobs, and summons are all able to cast spells. That’s how
they fight one another. Each character has their own spells, but all of
them work as explained in the following pages.
The words "target" or "targeted" often come up in rules relating to
spells. The target is the cell that a spell affects, and, by extension,
anything that may be on it (Krosmaster, mob, scenery element, etc.).
You can also target an empty cell.
The Ally Concept
Some additional effects and powers make reference to "allies." For the
players, this is a quick way of referring to friendly players’ Krosmasters.
Summons (mobs that a Krosmaster brings into play) are also
considered to be allies.
For the Demon, the term "ally" refers to all of the mobs under their
control, whether or not those mobs have acted during this turn.
Casting an Attack Spell
Before casting a spell, you should check to see if the three following
conditions have been met:
• The character can pay the spell’s cost
• The target is within range of the spell
• There is a line of sight between the caster and the target
• The target does not make an armour roll (but the caster does make a
critical roll).
• Instead of placing on the target, you remove as many
target as the total obtained.
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1) Pay the Cost: Spend AP and/or MP and add any Injury markers to
your card as the spell requires.
3
3 10 6
How to Read a Spell
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3) Critical Roll: Roll 1 die. If you roll more ’s then your opponent rolls
’s, increase the damage by one. Some powers (such as Critical) let
you roll more than one die during this step.
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4) Armour Roll:: The spell’s target rolls 1 die. If you roll more ’s then
your opponent rolls ’s, reduce the damage by 1. Some powers (such
as Armour) let you roll more than one die during this step.
once per turn.
2) Additional Effects: If the spell has any side effects, apply them now.
5) Injuries: Place as many Injury markers on the target as the total
damage inflicted. If there are as many as their HP stat, they’re KO’d.
Example: Pandalida uses her FLAMING BURP spell on Diver Birel. She pays
4 AP and suffers 1 Injury to pay for the spell. For her critical roll, she
;
rolls 2 dice (1 basic + 1 for her Intelligence power), and gets two
result. The
Diver Birel makes his armour roll with 1 die and gets a
spell inflicts 3 damage: 2 basic + 1 because Pandalida rolled more ’s
then Diver rolled ’s. Diver gets 3 markers on his card.
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Non-Damaging Spells
Some
spells, such as summons spells, do not inflict or remove damage
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at all. This is represented by a white circle where the damage is
normally
shown. For these spells, there is no point in doing a critical roll
3
or an armour roll. However, the spell’s additional effects are applied as
normal.
1
If these three conditions are met, carry out the following steps in the
order in which they appear:
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Casting Cost
The majority of spells require you to spend AP . Some also require
spending MP or taking Injuries . Some call for more than one type
of cost, in which case they’ll be separated by + symbols.
A character can only cast a spell if they can pay the cost. Also, if a
spell’s cost would result in them having more Injury markers than
their HP stat, they cannot cast that spell.
We consider this to be the case if we can trace an imaginary line
going from the centre of the caster’s cell to target’s cell. If this line
does not pass through any cells occupied by an obstruction (such as a
Krosmaster, mob, tree, etc.), then there is a clear line of sight between
them.
Range
Each spell has an icon indicating its range. This includes the following
two figures:
• The first number is the minimum range (min Range), the minimum
distance (measured in cells) at which the target must be located for
the spell to work. A 0 indicates that the character can cast the spell on
themselves.
• The second number is the maximum range (max Range), the
maximum distance (measured in cells) from the character to the target
for the spell to work.
character
No line of sight.
Clear line of sight.
Certain things can modify a spell’s range, such as being on a cell that
contains a low wall, a hay bale, or a tofu cage, or when the character
receives +/- Range markers . Regardless, only the max Range gets
modified; the min Range is never affected.
For the purposes of line of sight, we treat cells as being perfectly
square and obstacles as occupying the entire cell. The cell corners never
obstruct the line of sight.
Classic Range: This spell can target a cell between the
minimum range and maximum range indicated. If the icon is
red, the spell’s max Range cannot be increased or reduced.
Spell Damage
Most attack spells have an elemental affinity. There are four different
types of elements: Water , Air , Earth , and Fire . We call
these elemental spells (Fire spells, Earth spells, etc.), and they inflict
elemental damage.
2 - 5 2 - 5
Spell Without Line of Sight: The same as the classic range,
except that this spell does not require a clear line of sight to
be cast on the target. If the icon is red, this spell’s max Range cannot be
increased or reduced.
2 - 3 2 - 3
Line Spell: This spell can only target a cell located in the same
line of cells (row or column) as the character who casts it. If
the icon is red, the spell’s max Range cannot be increased or reduced.
1 - 3 1 - 3
Close Combat Spell: This spell can only be cast on a cell adjacent to
that of the character. It doesn’t have a max or a min Range.
Personal Spell: This spell can only be cast on the character
themselves. It doesn’t have a max or a min Range.
Line of Sight
Unless it’s a special spell that ignores line of sight, to cast a spell, there
must be a line of sight between the caster and the target.
Some spells are not associated with any elements; these spells are
neutral , and they inflict neutral damage. You never roll more than
one die for a critical roll with these spells, even if you have the Critical
power.
Other spells include heal spells . These spells do not inflict damage,
but rather remove Injury markers from the target.
If a spell inflicts 0 damage heals 0 Injuries, that doesn’t mean it is has
on
no effect, but rather it means that you have to get at least one
the critical roll, or have a power that boosts its damage, to increase this
figure enough to cause damage.
Finally, some spells do not inflict any damage at all, such as movement
spells and summons. These have a white disc with no number instead
of the elemental symbol. The spell’s additional effects nevertheless
apply.
19
Area of Effect
Some spells affect more than one cell at a time; they have an area of
effect. Choose the main target of the spell as usual; it will also affect a
certain number of other cells, depending on the type of area of effect.
The spell affects the main target and any additional targets the same
way. You only roll once for Critical when making an area attack, but
each target makes a separate Armour roll.
Retreat X: The caster is pushed back X cells, moving away from the
target. *
Move Closer X: The caster moves X cells closer to the target.*
Push Back X: The spell’s target is moved X cells away from the caster.*
Attract X: The spell’s target is moved X cells towards the caster.*
*This additional effect moves a character. When a spell moves a
character, the stop if they reach an obstacle or the edge of the board.
You do not need to perform dodge or lock rolls for this movement.
R
Cross Zone
Square Zone Hammer Zone
Staff Zone
Shovel Zone
or
Axe Zone
3 10 6
Additional Spell Effects
Any additional spell effects will be written in the spell’s box. Some
effects are simply described in the box; apply the effect described there.
Additional effects are always applied, even if the spell does not cause
any damage or if damage is reduced to 0 by the armour roll.
Pierces Armour: This spell’s target rolls one less die when rolling for
Armour.
Steals Health: Once damage has been inflicted, the Krosmaster
removes as many from their card as the number of he has placed
on his target.
Multiple Targets: After the player selects the spell’s main target, all cells
that could be targeted by that spell become secondary targets. The spell
therefore hits all possible cells that are in range and in the caster’s line
of sight.
- X AP: Place X -1 AP markers on the target.
+ X AP: Place X +1 AP markers on the target.
Steal X AP: Place X -1 AP markers on the target, then place the same
number of + 1 AP markers on the character who cast the spell.
- X MP: Place X -1 MP markers on the target.
+ X MP: Place X +1 MP markers on the target.
Steal X MP: Place X -1 MP markers on the target, then place the same
number of + 1 MP markers on the character who cast the spell.
20
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Punch
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Hand Zone
- X Range: Place X -1 range markers on the target.
+ X Range: Place X +1 range markers on the target.
+ X : Water damage is increased by X points.
+ X : Air damage is increased by X points.
+ X : Earth damage is increased by X points.
+ X : Fire damage is increased by X points.
Y
Punch
Foggernaut
All
Krosmasters have a spell that is not written on their card: Punch.
You can use this spell without removing any covers from your
dashboard.
Here is its profile:
3
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HP
ROYAL GOBBALL
5
AP
Summons
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Some spells allow a Krosmaster to bring a summon into play. A
summon spell’s block will look something like this:
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11 - 3
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MP
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Lock and Armour.)
Unless they have the Obstruction power, summons do not block line of
sight.
When a summons dies, if they have have Loot power, the character
who kills them receives the Loot. However, summons do not drop
Kamas or consolation Loot unless they take more Injuries than their HP.
Summons who disappear because their summoner is KO’d or leaves
Combat mode do not leave anything behind. A Krosmaster who kills his
own summons does not earn any Loot. That would be too easy!
Types of Summons
There are different types of creatures that Krosmasters can call to help.
• Summoned Mobs
These summons work just like mobs, with the exception of the special
summon rules above. They have AP, MP, and HP, generally an attack,
and sometimes even powers.
• Traps (*)
Traps are mechanisms; they do not count as characters
in terms of spells or powers. Traps have the Unfazed
power, and do not lock. They do not block the line of sight,
and the cell on which they are located remains free (a
character can step on it). They do not have HP, and it is
impossible to kill them with a spell.
When a character moves onto a cell that contains a trap, it
automatically triggers its spell on the character who stepped on it, and
then the trap is removed from the game.
(*) These summons are used by characters in the Krosmaster
Collection. You will not find them on the characters provided in this box.
These rules are provided for informative purposes in case you want to
play with other Krosmasters (see page 30).
• Turrets
Turrets are mechanisms; they don’t count as characters in terms of
spells or powers. Turrets do not have MP and cannot lock, but they can
be moved by Repel or Attract spells, for example. They use their attacks
in the same way as mobs.
• Bombs (*)
Bombs are mechanisms; they do not count as characters in terms of
spells or powers. Bombs have the Itty-Bitty power, so they cannot lock.
Each bomb has 1 HP and its Explosion spell is automatically triggered
when it dies. What’s more, at the start of the summoner’s turn, each
bomb automatically suffers 1 Injury, setting off its explosion.
21
MOBS
Loot
One of the main reasons for attacking mobs is to get the precious
resources they carry.
Mobs are your main opponents in the game. There are several types,
of varying degrees with rarity and danger. Time to get to know them
better!
When a Krosmaster kills a mob, they immediately receive the resources
listed as Loot on the mob’s card, in the stated quantities. They also
receive 1 Kama per mob HP.
The Mob Families
There are two mob families in Krosmaster Quest: the gobballs and the
tofus. You can play a game with either family, or even with both at the
same time. The choice of family is more often than not determined by
the scenario being played.
For example, killing this War Chief will get you one piece of Gobball
Wool, two Gobball Horns, and 4 Kamas.
Each family can be divided into three categories:
• Normal Mobs: These are the ones your Krosmasters
will confront most frequently. Event cards make them
appear in the game.
• Dungeon Mobs : These mobs are similar to
normal mobs, but they are tougher and hit harder.
You will only find them inside dungeons.
• Special Mobs : These mobs are dangerous,
unique, and often have special rules. They come into
play through event cards or the scenario’s special
rules.
A Krosmaster with the Prospecting power will receive an additional
resource of their choice from the types offered as Loot, or 1 additional
Kama, when they kill a mob.
Consolation Loot
When a Krosmaster inflicts an Injury on a mob but doesn’t kill it, they
place a marker of their colour on the mob. If another player kills this
mob, the first Krosmaster will receive "Consolation Loot" for having
contributed to the extermination of this beast.
They will receive 1 Kama (regardless of the mob’s HP) and one resource
of their choice from amongst those included in the mob’s Loot.
When a mob appears in game, it must arrive on its family’s tile. From
there it can potentially move to any of the game times, with the
exception of the city, which mobs cannot enter.
These resources and Kamas are in addition to those won by the player
who kills the mob. If several Krosmasters have placed a marker on the
mob without killing it, each one will receive Consolation Loot (in the
order of Initiative). The Prospecting power has no effect on Consolation
Loot.
Mob Profile
Each mob’s stats are listed on a mini-card and summarised on the back
of their token. This a condensed version of a character card.
If a Krosmaster kills a mob that they has previously injured (and
marked), they do not receive Consolation Loot, but rather they simply
receive the full Loot.
3
1
7
2
2
3
4
4
5
5
1
6
1
2
3
4
22
LOOT
Name
Movement Points (MP)
Health Points (HP)
Action Points (AP)
6
5
6
7
Spell (attack)
Powers and Loot
Mob Type Icon
Mob Reserve
When a mob is KO’d, do not put their token back in the reserve; put it to
one side. When there are no more mobs of that type left in the reserve,
shuffle the mob tokens kept to one side and put them back into the
reserve.
Place Harpooner (2)
1 - 2
3
Places a HARPOONER on the targeted empty
POWERS
Let’s do the twist!
cell.
Chrissy Entrinch is nothing if not adaptable! When she offers
to tighten
the screws
on yourKrosmasters
enemies, you’d sometimes
better let her
Just
like the
monsters,
get onspecial
with it... abilities
Once she’scalled
got someone
in herThey
vise-grips,
have
"powers."
are
sparks in
willthe
fly! "Power(s)" box on the character
listed
card.
Power(s)
Armour. Wisdom.
Ankama Products
Dofus Krosmaster Season 2 10/32 Illustration : Nicola Saviori © 2014651-CAR-ANG
Unfazed: If an Unfazed character is the main
or secondary target of a spell cast by another
character, they ignore the spell’s additional
effects, with the exception of those that
increase damage. As a result, they cannot
receive AP, MP, or Range markers, be moved by
spells, suffer "Steals Life" effects, etc.
Mob and Summon Powers
Mobs and Summons Tokens sometimes have
powers of their own.
Wisdom: When this character earns one or
more GG by completing a personal quest, roll a
die: if it lands on , they recieve 1 additional
GG.
Itty-Bitty: This character is not affected by
locking rules. They do not lock and cannot be
locked.
Chance , Agility , Strength ,
A Krosmaster cannot use these powers if this
Intelligence : When this character casts or
area is covered. Some equipment (see page
is targeted by a spell of the corresponding
24) grants a Krosmaster additional powers;
element, they roll an additional die. These
they
can
use
them
so
long
as
the
item
is
artes_Quest_US.indd 10
13/04/2015 09:34:16
equipped, even if the Krosmaster’s own powers powers are cumulative with the Critical and
Armour powers, for a total of 2 additional dice.
still have a cover over them.
Krosmaster Quest Powers
Armour: This character rolls an additional die
for armour rolls.
Other Krosmaster Figures’ Powers
A A from
R the Krosmaster Collection4
Some figures
Iop even more powers:
have
Crafter: When this character crafts an item
(see page 24), they can spend one less of a
material of their choice. Crafting from a recipe
always costs at least 1 resource.
0
Counter:
When an opposing game piece
inflicts 1 or more to this character, the
character who inflicted the injury immediately
MP
AP
suffers
1 . HP
Critical: This character rolls an additional die
for critical rolls.
Heal: When
thisofcharacter
heals 1 or more
Sword
Iop
4
thanks to
a
heal
spell,
they
heal 1 additional .
«Cross» area of effect.
Dodge: This character rolls an additional die
for dodge rolls.
Farmer: When this character collects or farms
a resource, roll a die: if it lands on , they
receives an additional resource of the same
type.
Lock: This character rolls an additional die for
lock rolls.
Prospecting: When this character kills a mob
that has the Loot power, roll a die. If it lands
on , they recieve one additional resource of
their choice from those on offer from this mob,
or 1 additional Kama.
4 12 6
1
ImmuneIop’s
, Wrath
, , or : The damage that
8
would normally be inflicted on the character
4
by the spells of the corresponding element is
1 - 3
reducedPrecipitation
to 0. A character can be immune to
2
multiple elements.
-2
.EMMA SACRE immediately gains 4
Got’em: When the Batofu KOs a Krosmaster,
he immediately receives +3 , and +3 , and
heals himself by 3 .
Laying: When the Tofoone appears in game,
place a Tofu egg on her starting cell.
Licking: A the end of her turn, the Gobbette
removes 1 from all Gobballs adjacent to her.
Obstruction: This summon blocks line of sight
just like a Krosmaster would.
Provocation: When an opposing character
casts a spell, if they are able to target a game
piece with Provocation (if it is within range,
and with the necessary line of sight), they
must do so.
Royal Gobmob: All gobballs present on the
same tile (or even in the same dungeon room)
as the Royal Gobball gain Armour and Lock.
Royal Tofunator: All tofus present on the same
tile (or even in the same dungeon room) as
the Royal Tofu gain Critical and Dodge.
Tookool: A the start of each of his turns, the
Gobkool heals 2 .
.
Some Krosmasters have unique powers. Please
A sharp
Iopette
refer
to the
description on their character card
Gotlearn
an areaabout
to clearthe
out?effects
Enemies to
Call Emma
to
ofeliminate?
these powers.
Sacre: her rage will leave nothing intact!
Power(s)
Critical Hit. Lock. Compulsion.
(Compulsion: The first attack spell cast by EMMA SACRE each turn
deals +1 damage of the appropriate elemental type.)
Resistance , , or : Damage of the
corresponding element inflicted on this
character is reduced by 1 point. A character can
_Carte_sains
have several different Resistances, but only
one only one Reistance can apply to a given
element at a time.
Dofus Krosmaster Season 2 09/32
n2_US.indd 21
Illustration : DOUD
© 2014 Ankama Products
650-CAR-ANG
26/11/2014 16:35:23
23
MARKETPLACES AND CRAFTING
If you’re going to collect all these resources, you might as well do
something with them! Here are some rules to show you how to make
money or items from them.
Buy Recipes
You can buy recipes for certain items at the Marketplace. Each recipe
takes up 4 slots in a Krosmaster’s bag. You are not allowed to look at
the other side of a recipe before you buy it!
1
3
2
3
The Marketplace
On the extra board, you will find all the information necessary to set up
shop.
1
1
2
Resource Prices
Resource Value Token
spaces
3 Weapons for Sale
4 Equipment for Sale
5 Trinkets for Sale
Item Type
Purchase Price
Resources required to craft
1
2
1
2
Recipes are not useful immediately, but you can use one to craft the
item on the other side of the recipe. A recipe can be resold at the
Marketplace for its purchase value, in which case it goes back in the
reserve.
In some scenarios, it is possible to buy equipment directly, without
having to buy the recipe first.
3
4
4
5
3
4
4
5
A token representing each resource is placed on this board to show
their current prices. The price for this resource is the same, whether
for sale or for purchase, and event cards can change these prices over
the course of the game.
The number of resource tokens placed on this dashboard depends on
the mob families in play in this game:
• Always Present: Wood, Iron
• Gobball Family: Dung, Wool, Horns
• Tofu Family: Eggs, Feathers, Beaks
Using the Marketplace
If a Krosmaster wants to use the Marketplace, they need to be adjacent
to the scenery representing it and spend 3 AP. They can then carry out
the following actions, in this order:
• Sell any number of resources and equipment, and receive Kamas in
exchange.
• Buy any number of resources, recipes, or equipment, by paying the
price in Kamas.
Of course, the Krosmaster needs to have enough space in their bag
for their purchases. Once these steps have been completed, the action
comes to an end. The Krosmaster may visit the Marketplace again if
they like, but they will have to pay another 3 AP.
24
Crafting Equipment
To craft an item, the Krosmaster must be adjacent to a Crafting Table
and spend 3 AP. They must also expend the specific resources the
recipe calls for. In return, the Krosmaster turns over their token and
receives the equipment named underneath. From there they can place
it in their bag or equip it immediately.
Each use of the Crafting Table can create one item. You will have to
spend another 3 AP for each additional item you wish to create.
Krosmasters with the Crafter power can reduce the cost of crafting an
item. They spends one less resource of their choice. However, a recipe
always costs at least 1 resource.
Equipment
1
1
3
2
4
3
4
1
2
3
4
1
2
3
2
4
Equipment Name
Equipment Type
Selling Price
Bonus Granted
Equipment gives the character wearing it a bonus. This bonus is active
as soon as the Krosmaster equips the item in the corresponding slot on
their dashboard. It will remain active until they decide to store it in their
bag.
Trinkets
There are two types of trinkets. Permanent trinkets have a light
background. They work like any other equipment, and use the trinket
slot.
Consumable trinkets can be distinguished by their black
background. They go in the Krosmaster’s trinket slot, but
they do not have a permanent effect. A Krosmaster may
activate a consumable trinket’s effect once, after which it
is used up, or "consumed."
If the equipment grants an AP or MP bonus, the corresponding stat’s
value increases. This is effective immediately, and the Krosmaster can
use the additional AP or MP granted to them from their current turn
onwards. If the equipment provides a power, the Krosmaster can use
it, even if they haven’t removed the cover from the Power(s) section of
their character card.
Equipment can be sold at the Marketplace for the price indicated on its
token. It then goes back into the reserve.
There are four basic types of equipment:
Weapons
Weapons are pieces of equipment that provide Krosmasters with new
spells. Spells from weapons can only be used in Combat mode, but are
available immediately without needing to remove a cover. A Krosmaster
can wield up to two one-handed weapons
or a single two-handed
.
weapon
Sets
Some armour is part of the same family;
we call these sets. When a Krosmaster has
four pieces of armour from a set, they can
exchange them for a set token at no cost,
which takes the place of the four pieces of
equipment on their dashboard. Trinkets
and weapons are never part of a set.
Remember that the effects of a set are
more powerful than those of its separate
parts!
At any time, a player can exchange a set token for the original 4 pieces
that made up the set. This is handy if you want to sell or trade them.
Here is a breakdown of the various sets:
Gobball Set: Gobball Headgear, Gobball Epaulettes, Gobball
Cape, Gobball Breastplate, Gobball Belt, Gobboots
Some weapons are actually shields. This means they don’t give you any
new spells, but you do get a bonus of some kind.
Tofu Set: Helmetofu, Tofu Epaulettes, Tofu Cloak, Tofu
Breastplate, Tofu Belt, Tofu Boots
Armour
Armour gives a Krosmaster wearing it a bonus. There are four types of
armour:
• Headgear
Gobbowler Set: Gobbowler Helmet, Gobbowler Epaulettes,
Gobbowler Breastplate, Gobbowler Boots
• Cloaks and Epaulettes
• Breastplates and Belts
• Boots
A Krosmaster can only equip one of each of these types of armour
at a time. If they have more than one piece of equipment for a given
category, they will have to keep the extras in their bag. During their
turn, if they are in Adventure mode, they can freely switch two pieces
of equipment from the same category between their bag and their
equipment slots.
Royal Gobball Set: Royal Gobball Helmet, Royal Gobball
Cloak, Royal Gobball Belt, Royal Gobball Boots
Royal Tofu Set:Royal Tofu Helmet, Royal Tofu Epaulettes,
Royal Tofu Cloak, Royal Tofu Belt, Royal Tofu Boots
25
THE DUNGEON
The dungeon is a special area of the game. Inside, you will find
dangerous monsters and a boss who’s ready for a fight. But if you can
defeat him, you’ll win some tantalising rewards!
Accessing the Dungeon
To enter the dungeon, a Krosmaster must be adjacent to
the dungeon entrance and declare that they want to
enter. Their turn then ends immediately, even if they still
have AP and MP remaining. The Krosmaster is removed
from the board, and gets placed in the first room of the dungeon.
All Krosmasters who are part of the same group as the one who
entered the dungeon can decide whether or not to go along. If they do,
they will also be removed from the board (from wherever they are on
the map) and will be placed in the first dungeon room along with them.
Only one group can enter a dungeon at a time, but if two different
dungeons are accessible, one group may enter each dungeon. If the
Boss is present on a game tile when the players enter his family’s
dungeon, he is removed from the game without dropping any Loot.
If all of the game’s Krosmasters are in a dungeon at the same time, the
Demon does not play any event cards or control any mobs outside of
the dungeon until at least one Krosmaster returns from the dungeon.
The Dungeon’s Layout
The dungeon is not linked to the rest of the game board. It is a special
separate room. You can only enter through the dungeon entrance, and
you can only exit by killing the monsters in there or by getting KO’d. It is
made up of special tiles called dungeon tiles.
When a Krosmaster enters the dungeon, the Demon chooses a
dungeon tile and places it on the table. They also place each of the
associated scenery elements (tofu cages, gobball totems, fountains,
or tofu nests). The Krosmasters who entered the dungeon place
themselves on the starting cells located on the last two rows to one
side of the tile. The Demon then picks 4 dungeon mobs and places
them on the starting cells in the last two lines of the opposite side of
the tile.
You can only play in Combat mode inside
the dungeon. Furthermore, dungeon
mobs (and the Boss) act on each of the
Demon’s turns, even if they only play a
partial turn outside the dungeon.
26
If, at the end of the Krosmaster’s turn,
there are no more mobs in the dungeon,
it expands: the Demon chooses an
additional dungeon tile and connects it
to the first. They then add the associated
scenery elements, and then pick 3
dungeon mobs and place them on the starting cells in the two rows
furthest from the Krosmasters. They also set up the Boss in the same
way as these mobs, and draws a Boss Mood Card.
Now the real fight can begin! When the boss and all of the mobs are
finally beaten, the dungeon closes. Each Krosmaster in the dungeon
receives their reward (see below) and respawns in the city on a starting
cell of their choice.
Boss Moods
The Boss is an even more fearful opponent when you meet him on his
turf! To demonstrate this, the Demon draws a Boss Mood Card when
the Boss appears. This card will modify the Boss’s stats, increasing (or
decreasing) his AP, MP, and HP, and giving him a new attack and new
powers. These bonuses are added to the stats that already appear on
the Boss character card.
1
Boss Mood
MP Bonus
3 HP Bonus
4 AP Bonus
5 New Spell
6 New Powers
and Loot
1
2
2
3
4
5
6
Rewards
Dungeon mobs’ Loot works the same as for other mobs.
The Special Loot power is found on every boss mood card. When the
boss is dead, all Krosmasters who are still in the dungeon immediately
receive 1 GG and a royal item chosen at random from the reserve. This
rare equipment cannot be crafted, so this is the only way of getting
your hands on it!
Royal Gobball and Tofu Tokens
If you are playing with a shared
Demon, you should use the
Royal Gobball and Tofu tokens
to show who is controlling the
dungeon mobs. These tokens are
passed from player to player just
like the Demon token, with one
notable exception: a player whose
Krosmaster is present in the dungeon cannot receive this token. They
simply pass it on to the next player.
You don’t have to worry about the active and inactive faces of these
tokens, since the dungeon mobs act on each one of the Demon’s turns.
SCENERY ELEMENTS
Key Words
Scenery Elements have special properties that we break down into a
handful of keywords:
• Obstructing: This scenery element blocks a spell’s line of sight (see
page 19).
• Non-Obstructing: This scenery element does not block a spell’s line of
sight.
• Blocking: It is not possible to move into a cell that contains this
scenery element.
• Non-Blocking: It is possible to move into a cell that contains this
scenery element, as if it wasn’t there.
Scenery Elements do not have HP, and cannot be destroyed through
combat. They cannot receive markers from any spell, and cannot be
moved by the effect of spells or powers. However, you may still target
them with a spell if you wish.
Scenery Description
Tree
Fountain
Non-obstructing, blocking. This scenery element can
only be found in Dungeons.
Tofu Cage
Non-obstructing, non-blocking. Spells cast by a
character located on a Tofu Cage cell gain +1 Range.
This scenery element can only be found in Dungeons.
Marketplaces
Obstructing, blocking. A Krosmaster adjacent to a
Marketplace cell can dabble to make sales and
purchases for 3 AP.
Crafting Table
Non-obstructing, blocking. A Krosmaster adjacent to a
crafting table can create an item for 3 AP.
Phoenix
Obstructing, blocking. A tree can be farmed at a cost of
3 AP. It is then removed from the game and gives you 1
.
Non-obstructing, blocking. A Krosmaster who has been
KO’d reappears next to the Phoenix of their choice, and
removes one Injury from his card, but they also lose a
GG.
Ore Vein
Zaap
Non-obstructing, blocking. An ore vein can be farmed at
a cost of 3 AP. It is then removed from the game and
.
gives you 1
Obstructing, blocking. A Krosmaster adjacent to a Zaap
can spend 1 MP and 1 Kama to use it. This makes them
reappear on a cell adjacent to a Zaap of their choice.
Low Wall or Hay Bale
Non-obstructing, non-blocking. Spells cast by a
character located on a low wall or hay bale cell gain +1
Range.
Gobball or Tofu Dungeon Entrance
Obstructing, blocking. This scenery element allows
access to the dungeon by standing next to it and
missing a turn.
Gobball Totem or Tofu Nest
Obstructing, blocking. These scenery elements can only
be found in Dungeons.
27
THE CARDS
Identify the Cards Easily
Depending on the scenario and the players’
choices, you may be asked to use Gobball or
Tofu cards. You can tell them apart by looking
at the corners of the cards:
Gobball Cards
Tofu Cards
both families.
Cards used with
Event Cards
These cards form the event deck, and
get placed on the adventure path. The
Demon will pick a certain number of
event cards per turn to make the game
progress.
Gobball Spawn: Pick 1, 2 or 3
normal gobballs and place
them on the starting cells of
your choice on a gobball tile.
Special Gobball Spawn: Pick 1 special
gobball and place it on a starting cell
of your choice on a gobball tile.
Royal Gobball Appearance: Place the
Royal Gobball on a starting cell of your
choice on a gobball tile. It then acts
like any other monster. If it is
summoned by this card, the Royal Gobball
does not have a Boss Mood. This card has no
effect if the Boss is already in the Dungeon.
Tofu Spawn: Pick 1, 2 or 3
normal tofus and place them
on the starting cells of your
choice on a tofu tile.
Special Tofu Spawn: Pick 1 special tofu
and place it on a starting cell of your
choice on a tofu tile.
Royal Tofu Appearance: Place the
Royal Tofu on a starting cell of your
choice on a tofu tile. It then acts like
any other monster. If it is summoned
28
by this card, the Royal Tofu does not have a
Boss mood. This card has no effect if the Boss
is already in the Dungeon.
Enemy Krosmaster Appearance: Take
one of the remaining Krosmasters
from the Krosmaster Quest box and
place them on a starting cell of your
choice (outside the city). This Krosmaster can
use all their spells and powers, but works just
like a mob. If there are no more Krosmasters
available, use a special mob instead.
Tree Respawn: For each non-city board
tile, take 1 tree from the reserve and
place it on a free tree cell. If there are
no cells of this type free on this tile,
the tree goes back in the reserve.
Vein Respawn: For each non-city
board tile, take 1 ore vein from the
reserve and place it on a free vein cell.
If there are no cells of this type free on
any available non-city tiles, the vein goes back
in the reserve.
Dung Respawn: For each non-city
board tile, take 2 pieces of gobball
dung from the reserve and place them
on any free dung cells of your choice.
Egg Respawn: For each non-city board
tile, take 2 tofu eggs from the reserve
and place them on any free egg cells
of your choice. If there are no cells of
this type free on any available non-city tiles,
the eggs go back to the reserve.
Price Change: Select a resource in the
Marketplace and increase its price by 1
Kama. Then select another resource
and reduce its price by 1 Kama.
New Arrival: Fill any empty recipe slots
in the Marketplace with new recipes,
selected at random. If all slots are
already full, treat this card as an
Auction card instead.
Auction: Pick an item at random and
show it to the players. Starting with
the player to the Demon’s left, each
player may place a bid in Kamas
higher than the previous bid, or opt out of
bidding. When there is only one player
remaining, he pays the Kamas he bid and
receives the equipment in exchange. If nobody
wants to bid, the equipment goes back into
the reserve.
Quest Cards
These cards are drawn from the event
deck and placed on the adventure
path. Completing one earns the
Krosmaster a certain number of GG.
Put Your Foot In It: To fulfill this quest,
the Krosmaster must have at least 4
pieces of gobball dung in their bag.
They then win 1 GG.
So Soft: To fulfill this quest, the
Krosmaster must have at least 3
pieces of gobball wool in their bag.
They then win 1 GG.
Horn In: To fulfill this quest, the
Krosmaster must have at least 2
gobball horns in their bag. They then
win 1 GG.
Baker’s Dozen: To fulfill this quest, the
Krosmaster must have at least 4 tofu
eggs in their bag. They then win 1 GG.
Light as a Feather: To fulfill this quest,
the Krosmaster must have at least 3
tofu feathers in their bag. They then
win 1 GG.
Dos Beak: To fulfill this quest, the
Krosmaster must have at least 2 tofu
beaks in their bag. They then win 1 GG.
Bling Bling: To fulfill this quest, the
Krosmaster must have at least 12
Kamas. They then win 1 GG.
Gobbicide: To fulfill this quest, the
Krosmaster must kill a monster from
the gobball family (it doesn’t matter
which one). They then win 1 GG.
Toficide: To fulfill this quest, the
Krosmaster must kill a monster from
the tofu family (it doesn’t matter
which one). They then win 1 GG.
Krosmasticide: To fulfill this quest, the
Krosmaster must kill a Krosmaster
opponent (controlled by a player or the
Demon). They then win 2 GG.
Repeatable Quest: This quest is
considered to be an exact copy of the
scenario card.
Journeys
To complete a journey, you’ll need to carry out
a number of steps in the right order. Here are
the actions that could be requested of you:
The Krosmaster must cut down
the listed number of trees.
The Krosmaster must move
onto a cell containing a hay
bale.
The Krosmaster must use a
Zaap.
In a single turn, the Krosmaster
must buy the given number of
resources and/or pieces of
equipment from the
Marketplace.
The Krosmaster must farm the
listed number of ore veins.
In a single turn, the
Krosmaster must sell the given
number of resources and/or
pieces of equipment at the
Marketplace.
The Krosmaster must have a
certain number of this resource
to complete this stage.
The Krosmaster must craft the
given number of pieces of
equipment using a crafting
table.
The Krosmaster must discard a
certain number of this resource
to complete this stage.
The Krosmaster must kill a
monster from the gobball
family. It doesn’t matter which
one.
The Krosmaster must have the
listed number of Kamas to
complete this stage.
The Krosmaster must kill a
monster from the tofu family. It
doesn’t matter which one.
The Krosmaster must discard
the listed number of Kamas to
complete this stage.
The Krosmaster must kill a
Krosmaster opponent
(controlled by a player or the
Demon).
The Krosmaster must move
onto a cell containing a low
wall.
back in the reserve.
If a quest requires resources to be discarded,
the player may do so at any time during their
turn. They simply remove the resources or
kamas from their Dashboard and put them
29
GAME VARIANTS
Once you’ve played a few games and you’re used to the rules, you can
move on to the next stage and really make Krosmaster Quest your own.
It has huge potential if you’re willing to get your hands dirty!
Play with Other Krosmasters
Krosmaster Quest is entirely compatible with the other figures in the
Krosmaster Collection range. You’re not limited to just the 5 characters
in the box: you have dozens of options open to you!
To keep things equal between players, we recommend you choose
Krosmasters of a similar level, but if balance isn’t a priority, you
can ignore this rule! Similarly, if the Demon summons an enemy
Krosmaster, he is free to pick from his collection to find a suitable
opponent.
The only restriction is that players cannot select Boss type Krosmasters.
These are dangerous opponents that are better put to use as a Boss to
be defeated in a dungeon. And while we’re on the subject...
use a repeatable quest card to represent your scenario card on the
Adventure Path.
Draw inspiration from the scenarios in the book to create your own. Or
experiment with some madder ideas; your imagination is the limit!
CREDITS
From an original idea by Tot - Under the management of Jérôme
Peschard
Products Team: Jie Cai, Romain Caterdjian, Pierre-Henri Dupont.
Game Design: Murat Celebi, Pierre-François Fiasse.
Testers: Matthieu Berthier, Nicolas Degouy, Henri Molliné, Monsieur
Nawak, Pasquéoz.
Creative Direction: Aisk
Character Design: Edouard Guiton
Confronting Other Bosses
Krosmasters with the Boss trait can replace the Royal Gobball or Tofu.
For a balanced game, we recommend you choose a boss with a level
equal to that of the player average... but you can ignore this rule if you
want to make the game more difficult!
This type of Boss can be associated with any type of monster family.
Similarly, they can be in any type of Boss mood if you confront them in
their Dungeon. Don’t think twice about combining different monster
families, or inventing your own mobs to help out the Boss!
Graphic Design: Alexandre Papet
2D Team: Romain Libersa, Vincent Lombard
3D Team: Laurent Boucher / Tila, Mickaël Gantois, Damien Levaufre,
Mathieu Thronion
Prototypes: Enaibi, Jérôme Peschard
Graphic Identity: Aisk
Cover Illustration and Colouring: Edouard Guiton, and Xavier Houssin
Interior Illustrations: Nicola Saviori
Create Your Own Scenarios
The Scenario Book provides you with dozens of ways to enjoy the game,
but if you want to take it further, you can use these scenarios as a
template from which to create your own Krosmaster Quest.
All the aspects of the game can be modified freely thanks to the
scenarios. You can emphasise a particular rule to push the players to
look at the game from a different angle, or get rid of that rule entirely.
You can mix the monster families and create brand new interactions
between them. You can even completely change the conditions for
victory and replace the GG system used in the rest of the game!
Unless you decide to completely remove the Adventure Path, you need
to invent a repeatable quest associated with your new scenario. It
needs to be simple enough to be repeated several times, and it should
reflect the tone you want to set with the scenario. Generally speaking,
the reward for this quest is 1 GG, but you may decide to offer more if
the quest is more difficult than those on offer in the box. In any case,
30
Marketplace Illustration: Franho
Proofreading: Jean-Michel Caillat, Rich Gain, Ewen Cluney, and Eric
Price
Thanks: Ancestral Z, Yannick Banchereau, Laurent Carlot, Lucie
Cousinou, Dnuht, Julien Druant, Xavier Houssin, Kam, Gilles
Langoureau, Leny, Owen Michaud, Mélaka, Mig, Ben Pirate, Catayina
Stuart y Silva, Tot, the Xelor God, Zatno.
Thanks also to those who have participated indirectly in this project, to
the whole Krosmaster community for their enthusiasm and patience
since the beginning of the project!
F.A.Q.
Q: Raul Bak has both the Chance and Critical powers. Does he roll
three dice when he uses his CLOCK spell?
A: YES; the Critical and Chance powers are cumulative. The Agility,
Strength and Intelligence powers are also cumulative with Critical.
Q: When the Royal Tofu uses his ROYAL TOFU SUMMONS spell, can he
choose a Pudgy Tofu from the reserve and bring it into play?
A: NO, this summons only introduces a normal Tofu to the game. It is
not possible to choose another member of the family instead.
Q: Chrissy Entrinch is back in the city. Can her Harpooners that are
still outside the city continue to block the line of sight using their
Blocking power?
A: YES. When a Krosmaster enters the city, their summons miss a turn
but are still present on the game board, and their powers remain active.
However, remember that as summons the Harpooners will disappear if
Chrissy enters Adventure Mode.
Q: If I have the Gobball Headgear, a Gobball Belt and two pairs of
Gobboots, can I combine all four to make a Gobball set?
A: NO, because your Krosmaster must have all 4 items equipped, and
you cannot equip two items in the same slot. To create a set, you will
need one of each type of armour: a helmet, a cape or epaulettes, a
breastplate or belt, and a pair of boots.
Q: Can I consume a Starred Potion from my inventory?
A: NO, consumable trinkets must be equipped on your dashboard in the
appropriate space for you to be able to use them, after which they go to
the reserve.
Q: If I decide to skip my turn to heal my Krosmaster of 5 Injuries, does
he heal himself of 1 Injury because he is in Adventure mode?
A: YES, these two heals combine for a total of 6 Injuries healed in one
turn.
Q: I want to use a Zaap, but all the cells around the Zaap I want to
travel to are taken. What should I do?
decoration, and it will not influence the game. Treat it as a free cell.
Q: Is a cell containing Gobball Dung or Tofu Eggs considered to be a
free cell?
A: YES, dung and eggs do not occupy a cell on which they are placed. A
Krosmaster can move onto a cell even if it contains them.
Q: My personal quest card is asking me to kill a Skeletal Tofu, but I
can’t find one among the monsters in the game...
A: Do not confuse the mobs (shown by their token on your quest card)
and the types of mobs (shown by a symbol without a token). In this
case, your quest is asking you to kill any monster from the Tofu family,
not a specific type of tofu.
Q: Is it possible to play a "basic" game, without scenario cards?
A: YES, this is what we call a "free game." A standard quest drawn at
random will then act as a scenario card. The rules for this type of game
are found in the Scenario Book.
Q: We are playing with Brotherhood of the Tofu Krosmasters. Their
powers are only active if "another ally from the Brotherhood of the
Tofu is in play." How can we determine if their powers are active or
not?
A: To be considered an ally, a Krosmaster must be a member of your
group. The power will therefore only be active if your group includes
an ally from the Brotherhood of the Tofu. Please note that during a
Cooperative game, all Krosmasters are considered to be your allies, so
you don’t need to form a group.
Q: My Krosmaster’s power says "at the start of the combat." When
does it activate?
A: The power activates at the moment your Krosmaster switches from
Adventure mode to Combat mode. If you return to Adventure mode,
then switch back to Combat mode, the power will activate again!
Q: Are you sure that we can’t play with characters of different levels?
Or Bosses? Come on, pleeeeease...
A: You are free to do what you like, and change the game rules if you
think it will make the game more fun. But don’t come crying to us if the
game balance gets out of whack!
A: In this situation, you cannot go to this Zaap. Choose another
available Zaap or, if there isn’t one, chose another action.
Q: Can I destroy the scenery?
A: NO, scenery elements cannot be destroyed. Trees and ore veins can
be removed from the game by farming them however.
Q: My game tile is asking me to place a decoration that isn’t in the
box, like a roll of rope, a camp fire, etc. What should I do?
A: If the item is not described on page 27, it is nothing more than a
31
A PLAYER’S TURN
ACTIONS
1) Adventure Mode or Combat Mode
• Adventure: +3 MP, heal 1 injury
• Combat: Can use spells
2) Remove AP, MP and Range markers
• Apply bonuses/penalties for the turn
3) Krosmaster’s Actions
• Cost AP and MP (and sometimes require taking Injuries)
4) Krosmaster’s turn ends
5) Krosmaster’s summons’ turns (if present)
THE DEMON’S TURN
1) Select and activate Event Cards
• Number of cards = Number of Krosmasters -1 (min 1)
2) If Demon token is active side up:
• Plays the mobs present
• Turns the Demon token over to the inactive side
3) If the Demon token is inactive side up:
• Turn the Demon token active side up
• Pass the token to the next player (shared Demon only)
4) Demon’s turn ends
ACTION
COST
Move
1 MP
Farm
3 AP
Pick Up
1 AP
Cast a Spell
x AP
Craft an Item
3 AP
Dabble
3 AP
Use a Zaap
Remove a Cover
=
INJURIES
INFLICTED
+
x Kamas
-
Exchange
-
Change Equipment
-
Leave Combat
Skip a turn
Bandage Your Wounds
Skip a turn
Enter the Dungeon
Skip a turn
CASTING A SPELL
-
BASIC
DAMAGE
CRITICAL HIT
DAMAGE
CANCELED
DAMAGE
(Printed on the spell)
(from rolling dice)
from opponent’s
die roll
LINE OF SIGHT
• Imagine that all cells are perfectly square.
• A line of sight is drawn from the center of one cell to the center of another.
• It must not pass through any cell that blocks the line of sight (trees,
characters, etc.)
Prerequisites
• Check the cost
• Check the range
• Check line of sight
1 PAY THE COST
2 ADDITIONAL EFFECTS
3 ROLL FOR CRITICAL (attack and healing spells only)
4 ROLL FOR ARMOUR (attack spells only)
5 ADD OR REMOVE INJURIES (attack and healing spells only)
AREAS OF EFFECT
Cross Zone
Square Zone Hammer Zone
Staff Zone
or
Clear line of sight.
Axe Zone
No line of sight.
COMBAT MODE
1 MP + 1 Kama
Join or leave a group
DAMAGE
ADVENTURE
MODE
Using your unique code, activate your figures
and fight against other players online! Will you
become the Master of the Krosmoz?
www.KROSMASTER.com
Hand Zone
Shovel Zone
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