Rules - Fantasy Flight Games

Rules - Fantasy Flight Games
TM
Game Overview
Components
This cooperative adventure provides a new way to play Descent: Journeys
in the Dark Second Edition by removing the overlord player and
presenting a new quest for one to four hero players. Players should be
familiar with the Descent: Journeys in the Dark Second Edition rulebook
before reading these cooperative adventure rules.
12 Exploration Cards
10 Peril Cards
Roo
m of
Sou
A hero
to the may spend
1
cau
carrying ldron to movement
pick
move the cauldro it up. As point while
or be mo
adja
an
n
ved thromay move 1 action, the cent
As an
ugh any space. He hero
acti
other
adjacen on, or by
means. cannot
cauldro t to a pit spa suffering 2
� and
actions n may destroyce, the her
o carr 2 �, while
other
ying the
than tho it. He can
If the
se liste not perform
her
d above.
amount o carr yin
any
g
the
of
�
cau
the cau
ldron he tests �. ldron suff
If he fail
ers
cracks.
If a her
s, or is any
defeate
draws o destroys the
d,
1
Then, search card cauldron,
disc
refresh
, and
fate and each her ard it. Tha
If the
discard o receives t hero
cau
this Exp
2 XP.
discard ldron crac
loration
Then, the cauldro ks, advanc
card.
e doom
discard
n. Eac
by 1
this Exp h hero
loration receives and
1 XP.
card.
AFT
You tur
Tharn n a corner
and
disa
You pus ppearing see the ma
halls are h forward, into the dist ssive
and har endless. It’s but the dun ance.
walls. der to breath becoming geon’s
Your fate
harder
e wit
may alr hin the ston
eady be
e
Advan
sealed
ce doo
...
m by 1.
ER SET
ls
UP: Act
ivate flesh
1/10
moulder
s.
Roll 1
to the gray defens
e die.
cauldro
Pla
n,
each � or the her ce 1 flesh mo
o carr
result,
uld
respecti ying the er adjacen
cau
t
ng gro
up lim ldron, for
its.
3
The cau
ldron
cracks.
10 Activation Cards
Fl
Each
attack esh
flesh mo Mou
ulders
SpotŠth
ld
perform ers
weapon eŠclose
gains
Attack ŠequippstŠheroŠwh
+2 Ran
oŠhasŠa
ge.
Ra ŠtheŠclo ed.
ŠRange
dŠ
ackŠthe osestŠh ipped. SŠwhoŠ
hasŠaŠ
Šclosest ero.
ŠheroŠin
ŠLOS.
ŠŠ
ŠŠ
nge
ŠŠ
sestŠher
SpotŠthdŠweaponŠ
ŠŠ
eŠcl
equ oŠinŠLO
Att
ŠŠ
Engage
ŠŠ
Šthe
Att
Shad
ow
Engage
Drag
ŠtheŠher
obj
ŠŠ
ect
ŠŠ
Attack iveŠtoken.oŠwhoŠisŠc
ŠŠ
lose
IfŠt ŠanŠadj
Zom
ŠŠ
bie
s
Šclo
ack
isŠDiseaŠanŠadj sestŠDisea
targetin sed,ŠpeacentŠhero sedŠhero.
ŠŠ
Engage gŠthatŠhrformŠ1Šad.ŠThen,ŠifŠt
ditiona hatŠher
ŠtheŠclo ero.
lŠattack oŠ
ŠŠ
sestŠher
Grab.
Š
o.
ŠŠ
Engage
ŠtheŠher
oŠwhoŠ
hasŠthe
Šhighes
tŠSpeed
.
Ba
rghe
Engage
sts
tokens ŠtheŠher
Howl. ŠonŠhisŠheroŠwhoŠhas
oŠsh ŠtheŠmo
stŠdam
ageŠ
ŠŠ
ŠŠ
ons
stŠtoŠan
hisŠ
acentŠh
Š
engage monsterŠp
ero
Engage ŠtheŠsam erforme .
ŠtheŠclo eŠtarge dŠanŠeng
sestŠher tŠagain.
ageŠact
ion,Š
o.
eet.
ŠŠ
Attack
ŠŠ
Engage ŠanŠadj
ŠŠ
Attack ŠtheŠfuracentŠhero
ŠŠ
IfŠt ŠanŠadj thestŠh .
hisŠ
acentŠh ero.Š
engage monsterŠp
ero.Š
ŠtheŠsam erforme
eŠtarge dŠanŠeng
tŠagain
ageŠact
.
ion,Š
1/10
1 Title Sheet
In ord
STO
P!
will nee er to play
this coo
d to
perati
www. download
descen
and rea ve advent
tthebo
ure, yo
d
ardgam the rules
on the
availa u
e.com
suppo
ble at
by
rt pag
e link. clicking
FORG
OT
TEN
All the
card
SOUL
Forgotte s and shee
S EXPA
from thosn Souls expa ts found in
NSIO
this
nsio
e foun
d in the n icon to distiexpansion are N ICON
base gam
mar
nguish
these comked with the
e and
other
expansio ponents
ns.
The sma
Forg
ll village
massiv
otte
n So
bodies e castle. Youof Summer
uls
s Glade
com
worn, and minds.
but you
sits qui
Manye upon the vill
etly in
r resilien
dan
To you
the sha
ce is unbgerous encage in the hop
dow
covered r surpris
roken. ounters
es
have leftof repleniof a
consum in blacke the town
you tireshing you
ed this ash. Th is devasta
d and r
ere
tow
n, it has is not an ted. Rooftop
Soon a
inh
taken
shadow
s and
boy eme
all tha abitant in
wal
t lives.
face. “Yorges. Heis cast upon
sight. kways are
Whatev
lives… u cam slowly com you, and
er flam
the hor I will shoe… too late…”es up to youin front of
e
w
izon. You you…”
, a glim the setting
Th
follow. He slowe boy is wea mer of hop
sun
Once
ly stum k and
e on hisa young
feeb
vanisheinside the
bles
defe
toward le. “Th
out, you s into thestone walls,
the cast e dragon ated
r only air, a grim the ent
le entran
choice
smile rance seal
ce on
is to
e Set
spread s beh
delvenddee
a Gam ebou
Run
per intoacross hisind you and
.
in the
erse
face
the
Univ
the dun
.
geon’s There is noboy
depths… way
TM
1 Track Sheet
1 Reference Sheet
k
Quic
2.
3 cards
LOOT TRACK
OVERLORD TRACK
Her
nce
d Phase
Overlor
card, adva
cts
loration
rlord Effe
active ExpPeril card.)
a. Ove
e is no
lve one
(If ther
b. Fate one and reso
fate by
vation
ster Acti
c. Mon
ation
ster
4 cards
ers Sp
Monst
ls
Hero Skil
Range
2.
3.
4.
5.
1 card
BE HIN
D EV
A
ER
Activ
Mon ster Group
ine Mon
Determ
Effects
e Active
2. Not
ster
ose a Mon
3. Cho
ons
n
orm Acti
Activatio
4. Perf
omplete
tinue/C
g
5. Con
endin
1.
1.
2 cards
nce
ary
Summ
o Phase
Special
Pierce
Damage
�
DE AD
Y DO
The bloo
LY
SU RP OR LIE
into his dthirsty drag
RIS E.. S
appetite ghastly arm on Tharn
.
has prov y. Unfortu assimilate
s all he
en insa
nately
Discove
tiable.
cons
for all
who live, umes
r a new
Dark
way to
his
expansioSecond Edi
tion withplay Descent
:
allows n removes
the over Forgotten Journeys in
1
coopera to 4 hero
Sou
lord
ls. Thi the
play
tive adve players to
s
enjo er and
nture
experien y a fully
The hero
Desc
ent:
ce!
Jour
Dark
expandin es must expl
neys
Secon
in
d Editio the
Requi
dangero g map whi ore a con
red to
n
Play
stan
us
le
over
peri
tly
diverse
ls and
coming
of doo rooms, all befocompleting
m
untime and fate brin re the forc
ly dem
g about es
Vis
ise!
www
their
.Fan it Us on the
tasy
Web
F
light
FANTAS
FLIGHT Y
games
© 2014
GAMES
Fantasy
sut speci
witho
Flight
Publi
RuleFanta
permission shing, Inc.
d infic this
sy Flight
s liste
No
lden the ruleGam
. Desc
Supply
es
ent: Journpart of this
produ
Gam and the FFG are TM of
s with
eys
The Go
conflict
ce. USA, es is located logo are ® Fantasy Flight in the Dark, ct may be repro
.com
at 1995
Rune
of Fanta
eden
and and the
Publi
duce
a card
West Coun
sy Flight shing, Inc. bound, and d
for youretscan
text on
reachedthe
takes prec
targ records.beet
by teleph ty Road B2, Publishing Fantasy Flight
ntialTHIS
• If the k, the card
targActuaof
one at
Roseville, , Inc. Fanta
l comp
theDUC
tiple pote YEAR
osePRO
651-6
onen
ruleboo
IS NOT
Minnesota sy Flight
has mul heroes cho S OF AGETOR
A TOY. ts may vary 39-1905.
e effect
ets.
lear,
YOUNGE NOT INTE from those Retain this , 55113,
inform
NDED
show
R.
• If a gam d target is unc potential targ
ation
FOR USE n. Made
the
OF PERS in USA.
intende
among
ONS 13
effect from
1–4
2–3
Hrs.
14+
Forgo
ISB tten Souls
N:
978
-1-
13
1.
5 cards
1
Refere
Turn
6 cards
616
61-
9 78
16
16 61
92
uDJ3
6
928
EAN
7 cards
82
-2
General Setup
7. Prepare the First Encounter: Place the Exploration card that
represents the starting encounter (identified by the star in the upperleft corner) faceup on the table next to the Exploration deck. It is now
the active Exploration card. Use the encounter guide at the back of
this rulebook to set up the encounter (see “Exploration” on page 5).
Before playing this cooperative adventure, perform the following setup steps
instead of those described in the base game.
1. Assemble the Exploration Deck: Take all Exploration cards and
assemble the Exploration deck (see “Assembling the Exploration
Deck” on page 4). Place it within easy reach of all players.
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 �.
2. Prepare the Track Sheet: Place the track sheet within easy reach
of all players. On the overlord track, place an orange hero token
on the space that corresponds to the number of heroes playing; this is
the doom token. Then, place a purple hero token on the upper space
of the track; this is the fate token. On the loot track, place a fatigue
token on the lowest space of the track.
If there are no monsters on the map, discard this
Exploration card.
Encounter Guide
The Onset
As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!
Each hero places his figures on a space marked with an
“X.” Spawn zombies and barghests as indicated.
You are ill-prepared for the surprise attack. Zombies
feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave.
2
“The Onset”
Exploration Card
7 cards
Fate
Token
Advance doom by 1. Then,
discard this Exploration card.
6 cards
19B
Treasure Vault
The room glows a magnificent golden hue. Riches from the
rich, forgotten valuables from the poor.
Collect 1 red, 1 green, and 1 blue objective token. Shuffle
the tokens together and place them facedown on the map as
indicated. No players should know which objective tokens
are which color.
Covered
Treasure
8B
Shiny Corridor
“The Onset” Section of the
Encounter Guide
You catch a glint of something shiny in the corner of your eye,
but as you move forward it begins to vanish!
30B
Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands.
29B
Tunnel’s End
There is a ghastly pounding coming from the other side of the
door. “Quick, quick, come my heroes, shhh, quick, stop it, come,
now!” The voices fade and the pounding stops. The locked door
will require the force of two heroes.
5 cards
3 cards
LOOT TRACK
OVERLORD TRACK
Doom
Token
4 cards
8. Prepare Tokens: Sort all damage, fatigue, hero, condition tokens and
Key
Condition cards into piles by type. Place Encounter
each pile
within easy reach of
all players.
Entrance
Fatigue
Token
2 cards
Flesh Moulders
SpotŠtheŠclosestŠheroŠwhoŠhasŠaŠRangedŠ
weaponŠequipped.
AttackŠtheŠclosestŠheroŠinŠLOSŠwhoŠhasŠaŠ
RangedŠweaponŠequipped.
ŠŠ SpotŠtheŠclosestŠhero.
ŠŠ AttackŠtheŠclosestŠheroŠinŠLOS.
Note: Certain card and hero abilities from the base game and other
expansions do not directly apply to cooperative play. If a player uses
such a card or ability, he ignores any part of it that has no effect on
the game (e.g., the Wildlander Class card “Danger Sense” causes the
overlord to discard 1 Overlord card. This ability would be ignored in
a cooperative adventure because there is no overlord and there are no
Overlord cards).
Shadow Dragons
EngageŠtheŠheroŠwhoŠisŠclosestŠtoŠanŠ
objectiveŠtoken.
AttackŠanŠadjacentŠhero.
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
ŠŠ EngageŠtheŠclosestŠhero.
ŠŠ
ŠŠ
ŠŠ
Zombies
ŠŠ
ŠŠ
10.Spend Experience Points: Each hero starts the game with
1 experience point that he can spend immediately on a Class card or
save for future use.
Barghests
EngageŠtheŠclosestŠDiseasedŠhero.
AttackŠanŠadjacentŠhero.ŠThen,ŠifŠthatŠheroŠ
isŠDiseased,ŠperformŠ1ŠadditionalŠattackŠ
targetingŠthatŠhero.
ŠŠ EngageŠtheŠclosestŠhero.
ŠŠ
ŠŠ
Grab.
EngageŠtheŠheroŠwhoŠhasŠtheŠhighestŠSpeed.
ŠŠ
ŠŠ
ŠŠ
ŠŠ
ŠŠ
ŠŠ
Zombies
12
3. Prepare Monsters: The monster groups required for this quest are
listed on each Activation card. Take all Act I Monster cards and
figures for the required monster groups and place them within easy
reach of all players.
ŠŠ
Shadow Dragons
9. Hero Setup: The players follow the normal hero setup steps from the
base game, with the following exceptions: If there is only one player,
the lone hero player must control two heroes. If there are two or more
players, each player controls one hero. A player makes independent
decisions and takes separate turns for each hero he controls.
Flesh
Moulders
Track Sheet
ŠŠ
Barghests
Exit
1 card
Each attack flesh moulders perform gains +2 Range.
28B
EngageŠtheŠheroŠwhoŠhasŠtheŠmostŠdamageŠ
tokensŠonŠhisŠheroŠsheet.
Howl.
AttackŠanŠadjacentŠhero.
EngageŠtheŠfurthestŠhero.Š
AttackŠanŠadjacentŠhero.Š
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
1/10
Activation Card
4. Assemble the Activation Deck: Take all Activation cards and shuffle
them together. This is the Activation deck. Place it facedown near the
Exploration deck.
5. Assemble the Peril Deck: Take all Peril cards and shuffle them
together. This is the Peril deck. Place it facedown near the overlord track.
Apparitions surround your party. Your
senses dull and your mind becomes clouded.
Then, without a sound, they are gone.
Each hero tests an attribute of his
choice twice. Each hero who fails
at least one test is Stunned.
From the shadows a master flesh moulder
uses all of his energy to heal a damaged ally.
Roll 2 red power dice. The monster that
has the most damage tokens recovers �
equal to the amount of � rolled.
7/10
Peril Card
6. Assemble the Search and Shop Item Decks: Take all Search cards
from the base game and shuffle them together; this is the Search deck.
Place the Search deck facedown near the Track sheet. Separate the
Act I and Act II Shop Item cards and shuffle them separately; these
are the Act I and Act II Shop Item decks. Place the Act I Shop Item
deck facedown near the loot track. Place the Act II Shop Item deck to
the side for now.
2
Setup Diagram (Three-player Game)
2
3
7 cards
6 cards
4 cards
3 cards
LOOT TRACK
OVERLORD TRACK
5
5 cards
6
2 cards
1 card
9
7
10
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 �.
If there are no monsters on the map, discard this
Exploration card.
You are ill-prepared for the surprise attack. Zombies
feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave.
8
2
1
Advance doom by 1. Then,
discard this Exploration card.
4
1. Exploration Cards: The players assemble the Exploration deck
and place it facedown.
6. Shop Item Deck I: The Act I Shop Item deck is shuffled and
placed facedown next to the loot track.
2. Track Sheet: This sheet contains the overlord and loot tracks.
The doom and fate tokens, as well as a fatigue token, are placed
on their respective tracks.
7. Shop Item Deck II: The Act II Shop Item deck is shuffled and
placed facedown to the side.
8. Starting Encounter: This Exploration card is placed faceup on
the table to indicate that it is active.
3. Monster Cards: The monster cards corresponding to the
monsters in this quest are placed in view of all players.
4. Activation Cards: The players shuffle the deck of Activation
cards and place it facedown.
9. Starting Encounter Map: The starting encounter is set up as
instructed by the encounter guide, leaving adequate space for
expansion.
5. Peril Cards: The players shuffle the deck of Peril cards and place
it facedown.
10.Class Card: Players may choose to spend the 1 experience they
gain during “General Setup” on a Class card.
3
Overlord Phase
Assembling the
Exploration Deck
The Overlord phase occurs after all hero players have completed their
turns. The Overlord phase is broken into three steps as follows:
1. Overlord Effects: Follow all effects printed in the red box of the
active Exploration card (see “Overlord Effects” on page 6).
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 �.
1
3
3. Monster Activation: Activate each monster on the map (see
“Monster Activation” on page 7).
You are ill-prepared for the surprise attack. Zombies
feast on your flesh while barghests gnaw at the bones
underneath. This dungeon may be your grave.
2
6
5
4
1.
2. Fate: If there is no active Exploration card, advance fate by 1 and
resolve one Peril card (see “The Overlord Track” below).
If there are no monsters on the map, discard this
Exploration card.
omb
Advance doom by 1. Then,
discard this Exploration card.
These steps are described in detail on pages 6-9. All rules regarding
Overlord cards and the overlord player from the base game do not apply
in cooperative adventures.
T of
uls
in th
So
to
ldron
of vaayom
t
n e ca’s u rown die
rth
t while adjacen
e e Lna dRo
trohspen
bbe ement poin on, the hero
erdod1so1tmov
may
If gThes
too. es
npickerito up.
atthad
As an acti
oTnheslfalilAeedhero
h
n
r
t
ar
.
a
to
cannot
r
n
e bcaul
o
hthe
ch
in dro
�mov
d c e a nh may
to
h
s e 1 space. He
era
r
ea
h
it
,
d
n
1
e
e
ls
e
F
a
dro
to
T If the of Soltuh p carr
d caul
timwfnferdsieugh any
ac tethe
is othere.means.
m a ol.pl ying
a amov
chbroed
su thro lder
ac
efeeors.be
dEs 1, he esh motuive inritos sp
thRoodefis enHesekpeno ismov
�, while
y d nad
e
Winning the Game
2
e , and 2
n r fl jecken
ittso h r to entol ulder
ete
ea oas
t h ge2en�
suffherin
e
oebto
m
t kon,jeor
ivby
eacti
yIfmth
r
t a s ghero
carr ying the
an
+2 llag flesahn mal.nAs
gerlueto
ob wctn red, e,nthe
i the er
o perform any
lies 1 vEi acs hperm
pboyo villa1cen
b t cedaopitisspac
e He
h not
d , acan
ce
enmseap , gpalaadja
app ero, o ief
roy
ds
tokthit.
enve.
el akney kdey
a nfa may
kendest
e to
din cau
ese
ldro
abo
o
te
arn s a h t her dthefeea
.
h
o
n
t
liste
t
t
ey
n
h
t
n
k
tho
i
f n tu ng the he saves
e er
than
T feat ha on d nta is the ent onsthoth
. Ice
ja
,
yi
acti
n
f
c
er
d
T
ad
rr
e
is
o
k
e
I
y
e
e
.
any
d ce bac e cTh
. hiltok er
a n suffers
farm
dja nl i,tw
cko ca g the
e cau
ldro
a
f
m
c
a
h
o
th
e
a
l
p
e
a
o
e
d
o
ying
l
5
s ce
the bcarr. inin
e. Iis defeated,
sp
1 d, ior
ve uthe
th. Ifhero
hi acti
herIfhhe
as fails
d,
pla ters a
itrds pedactheof
,Aws any re If
conedta testsa�.
nseer oan
mb
rspuntscard� he ered, nnel e efaferm
ion ma pdiciskcaamo
en
T ct II.
act heromay
ovae cau
u rd th
di ldron crac
dturniscinthe
tca
ov ks.
n d tiLoanvato A card. t hero
n
s
c
n
e
i
a
s
w
a
is
is
.
i
a
h
d
n
h
eren
ro nhsie n, .disc
tio it. Tha
erT, d b.caul
As en, 3 � aevefarm
raard
isfadrm
1P TnraTdro
er. 3 dthe
ts 2 XP.
h e tok a hero
h lo receo ives
el edest
tok ffers oesth
nth
iseaEltxp
nsivtroys
hero l t i lager card.
esan X, eand
iv Ifsatve
r i theach
oce
uns mre
rd
a lora
su e her bject a heroedraw
ro,dcard
d her
s H ard this
s ao1 sear
daisrmca itdisc
vil tion
ech
quExp
e
e
f
If
k
h
o
an
h
r
h
and
c
o
f 8ers.t!
t er
e
erteeshthfate
fa
� mno!uIld
wfre es
n,hhprefr
5t
bl.oEac
s
The
s
ey
t
r
k
e
i
e
i
+
e
h
oth
e
um by 1 and
es we doo
if , reealt sav lies
ffe flanc
th ahsen
eq
o ldro
oes l threce
livsuatadv
t
ter T
H ed tcau
pp n Pcrac
eks,
ives 1 XP.
: Anct
Af ack i , +5 Ifaithe
herh hero
l nel a ETUldro
Eac
fai
un n.
S cau
.
nTERthe
the lora
att ealth oes fdisctFuard
d t ndExp
oestion card
at.e
e
r
f
e
k
A
r
h
a eh
ed n, disc
H e he ckThe
dthis
locard
res
arn
e
f
h
b
t
y
e
o
e
,
r. Ts.h ng own
o
th e bl
:R
lder
floo
mou
s th destr map
on
rdli1 br n an n.
UP vate uflesh
th
e SETUP:ETActi
n a t is AFT
d nge bloodcuolst
l . ie i ke
ER
h
o
e
t
S
o
th
i
a
s
n
,
ep,breaomb ive to
ERshakes ipe and
As ealth are o
th
a
T
or
is
F
k sw and sohe m e 1 z ject
Aem
H ens
b
t
ible tr a quic
e,
c
tok n incred es. With er is gon n on lt pla ive o thehero
A
t ca
e t
e
rdthcen
u peclder
ach
farm
is adja
tok res rmou
Pk. en.
appro am, the die. Plac
esand d t t2o X
re defense ctive ech1�flesh
ey 1the
ldroen,tofor
nes
scgray
cau
b
e
iv
h
1
t
c
m
ying
l
a
ce
Rol
ototo ero redja ts.
bje hero
thiven,
the
rcee dcarr
or
c
n,
o
T
o
a
limi
.
h
ldro
p
n
cau
je
II
h
n
F
grou
h
ng kenActob
to the
rd.
e. Eac
. respcecti
dieva
ac Adlt,
n ration ca
eachor�e resu
tno too alo
djaer
F fense acfa
e arm ransiagtiero stEtxp
T ill thseis
de ty sp
vcardclo
ks.
1
crac
is
n
p
cedTheiscauldro
em
Pla who
To win, the heroes must successfully complete the third main encounter
of the quest (see “Main Encounters and Experience Points” on page 10).
The heroes win or lose the game together.
Remove the starting encounter (identified by the star
in the upper-left corner) from the other Exploration
cards and set it aside. It is not used to assemble the
Exploration deck.
2.
Remove the three main encounters (identified by
a number in the upper-left corner) from the other
Exploration cards and set them aside.
3.
Shuffle the remaining Exploration cards 33and deal
them into three facedown stacks: two stacks of three
cards and one stack of two cards.
4.
Shuffle the #3 main encounter into the stack that
only has two cards and place that stack facedown
within easy reach of the players.
5.
Shuffle the #2 main encounter into one of the other
stacks and place that stack facedown on top of the
previous stack.
6.
Shuffle the #1 main encounter into the remaining
stack and place that stack facedown on top of the
other two stacks. The three combined stacks make up
the Exploration deck.
THE OVERLORD TRACK
The doom (orange) and fate (purple) tokens advance toward each other
on the overlord track as the heroes fail to complete encounters, move
too slowly, or succumb to deadly perils. If the doom or fate tokens ever
occupy the same space on the overlord track, the heroes immediately fail
the quest and lose the game.
If a card or effect instructs players to advance fate, they move the fate
token down the overlord track the required number of spaces. If a card or
effect instructs players to advance doom, they move the doom token up
the overlord track the required number of spaces.
If a card or effect instructs players to move fate backward, they move the
fate token up the overlord track the required number of spaces. Players
cannot move the doom token down the overlord track.
If a card or effect instructs players to refresh fate, they move the fate token
to the top space of the overlord track.
Playing The Game
The game is played over a number of game rounds. A round consists of
two phases, the Hero phase and the Overlord phase. Each hero takes one
turn during the Hero phase, followed by monster activations and various
game effects in the Overlord phase. Once the Overlord phase is complete,
the round ends and a new round begins.
1
2
1. Doom
Advances by 1
Hero Phase
During the Hero phase, each hero takes one turn, following the normal
steps of a hero turn in the base game. Each hero completes his entire turn
before another hero begins his turn. At the start of each round, the players
decide as a group the order in which each hero activates. This order may
be different each round. If they cannot agree, they proceed clockwise,
starting with a player determined at random. After all heroes have
completed their turns, the Overlord phase begins.
3
3. Fate Moves
Backward by 1
4
2. Fate
Advances by 1
4
4. Fate
Refreshes
Additional Hero Rules
In addition to the actions a hero can normally take during his turn, heroes
now have the chance to explore and discover new encounters.
Exploration Card Anatomy
1
Exploration
When a hero performs an open a door action, he follows the steps below:
2
1. Draw the top card of the Exploration deck and place it faceup on the
table. That Exploration card is now active. An active Exploration
card defines an encounter’s rules for as long as the card is active.
6
3
1.
Advance doom by 1. Then,
discard this Exploration card.
2.
Encounter Name: This area displays the name of
the encounter.
3.
Encounter Rules: These are the effects that occur
while the Exploration card is active.
4.
After Setup Rules: These effects occur
immediately after the encounter is set up.
5.
Flavor: This text describes what happens when the
overlord effects occur.
6.
Overlord Effects: These effects occur at the start of
each Overlord phase.
Lengthy Sewers
5
21B
26B
Spawn flesh moulders as indicated.
21B
4
26B
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
Fog-Filled
realize something:Passage
they’re all dead.
A green smog swirls from the door as you pull it open. Villagers
Spawn
indicated.
of Summers Glade
beginzombies
to moveastowards
you with their
hands outstretched. Once they get close you begin to
realize something: they’re all dead.
3
20B
20B
Spawn zombies as indicated.
2
Trash Heap
An unbelievable stench hangs in this dreary space. The aroma
is intensified by an extreme heat coming from the far side of
the room. These are more of Tharn’s followers, blocking the
Heap
way to the locked Trash
exit. A magical
key crafted from a dragon’s
An unbelievable
dreary
The aroma
scale lies in astench
largehangs
moundinofthis
filth,
but ifspace.
the dragons
are
is intensified
by an
heat
the far
side of
defeated
tooextreme
soon, the
keycoming
will be from
lost with
them.
the room. These are more of Tharn’s followers, blocking the
searchexit.
tokens
equal tokey
thecrafted
number
of heroes
as
way toPlace
the locked
A magical
from
a dragon’s
shadow
as indicated.
scale liesindicated.
in a largeSpawn
mound
of filth,dragons
but if the
dragons are
defeated too soon, the key will be lost with them.
*In a 3 hero game, spawn only the master shadow
as the
indicated.
Place search tokensdragon
equal to
number of heroes as
indicated. Spawn shadow dragons as indicated.
Tomble has opened the door and is therefore exploring. Players
draw the “Fog-Filled Passage” encounter from the Exploration
deck. This is now the active Exploration card.
2B
*In a 3 hero game, spawn only the master shadow
dragon as indicated.
2B
Deadly Kennel
2.
Advance doom by 1 and discard the
farmer. Each hero receives 2 XP.
Transition to Act II. Then,
discard this Exploration card.
Encounter Icon: If this icon is present, it signifies
that this encounter is a main encounter or the
starting encounter.
Lengthy Sewers
Fog-Filled Passage
Threads of fungus, concealed by the dense fog, coil
themselves around your legs, tightening their grip
with every step. Zombies thrash at your sluggish
bodies over and over, tearing your flesh clean off.
3
1.
Water drips from the ceiling as a cool breeze sweeps through
the putrid air. A burst of concentrated energy flies overhead,
just missing you!
Spawn
flesh moulders
indicated.
Water drips from
the ceiling
as a cool as
breeze
sweeps through
the putrid air. A burst of concentrated energy flies overhead,
just missing you!
Deep breathing and muffled yelps come from a pile of resting
barghests. The smell of rotting flesh still lingers between their
teeth. You spot a trap lever in the corner held in place by a
Deadly
Kennel
woven sack. You
lean in forward
to get a better look, but you
Deep breathing and
yelps into
comethe
from
a pile of resting
trip muffled
and stumble
room!
barghests. The smell of rotting flesh still lingers between their
teeth.
You spot
a trapaslever
in the corner
heldexploring
in place by
a
Spawn
barghests
indicated.
Move the
hero
one lean
spaceintowards
barghest.
woven sack. You
forwardthe
to master
get a better
look, but you
trip and stumble into the room!
Players locate the necessary tiles as indicated in the encounter
guide and set up the map.
Spawn barghests as indicated. Move the exploring hero
one space towards the master barghest.
5B
5B
13
3.
Players attach the entrance of the new encounter to the exit of
the previous encounter.
4.
Players read the setup text in the green box of the corresponding
encounter guide and place the zombies, objective tokens, and
search token as indicated, based on the number of heroes.
5.
Players now read the Exploration card for all rules regarding the
encounter.
4
13
5
4
An incredible tremor shakes the dungeon floor. Tharn
approaches. With a quick swipe and a bloodcurdling
scream, the farmer is gone, and so is the beast.
Exploration Example
Fog-Filled
Passage
If there are no zombies on the map, refresh fate
and discard this Exploration card.
If a hero saves the farmer, discard the farmer and
key. Each hero receives 3 XP. Transition to Act II.
Then, refresh fate and discard this Exploration card.
5
A hero cannot open a door if there is an active Exploration card. Doors
cannot be closed.
Each zombie gains 1 additional � for each other
zombie within 2 spaces of its figure.
As an action, while adjacent to the key, a hero
may pick it up. If the hero carrying the key ends
his turn in a space containing the farmer, he saves
the farmer.
AFTER SETUP: Activate flesh moulders.
3. Refer to the Exploration card for all rules regarding the encounter.
Effects in the blue area of Exploration cards trigger from top to
bottom. Any text that says "After Setup" occurs immediately after the
encounter has been set up. Refer to “Monster Activation During a
Hero Turn” on page 11 for Exploration cards that require monster
activation after setup.
Heroes cannot suffer � to gain movement points.
Each time a hero enters a space adjacent to a
zombie, he suffers 1 �.
Each flesh moulder adds 1 brown die to its
defense pool. If the master flesh moulder is
defeated, place 1 blue objective token in its space.
This is the key.
3
2. Locate the encounter in the encounter guide (found at the back
of this rulebook) and set up the map as shown. Attach the map so
that the entrance of the new encounter is connected to the exit of
the previous encounter. Then, read aloud the italicized flavor text
located under the encounter name. Finally, follow any text listed in
the corresponding green box of the encounter guide, placing monsters
and tokens as indicated.
1
The Lava Tomb
If the heroes failed to destroy the cauldron in the
Room of Souls, each barghest adds 1 brown die to
its defense pool.
Loot
Overlord Phase in Detail
When a hero defeats a monster, he places a number of damage tokens
on the loot track equal to the number of spaces the monster figure’s base
occupied (e.g., if the hero defeats a barghest, he places two damage tokens
on the loot track). Each time a hero places a damage token on the loot
track, he places that token on the lowest empty space of the track.
The overlord phase occurs after all hero players have completed their
turns. The players perform various steps that facilitate dangerous events
and monster activity during the adventure.
Fog-Filled
1. Overlord Effects
Passage
If a hero defeats a master monster, he moves the fatigue token on the loot
track up one space. This is done before he places any damage tokens on
the loot track for defeating the monster. The fatigue token on the loot
track cannot go past the highest space of the track.
Overlord effects are printed in the red boxes on the lower portion of
Heroes cannot suffer � to gain movement points.
Exploration cards
(see “Exploration” on page 5). At the start of the
Each time a hero enters a space adjacent to a
Overlord phase,zombie,
all Overlord
he sufferseffects
1 �. on the active Exploration card trigger
in order from top to bottom.
Each zombie gains 1 additional � for each other
The loot limit is influenced by the number of heroes playing and is
7 cards
represented on the loot track
by gray silhouettes. When the number of
damage tokens on the loot track equals the loot limit, the hero that last
placed a damage token on the track draws a number of Shop Item cards
from the current act's Shop Item deck equal to the number indicated by
6 cards
the fatigue token. He gives one of the Shop7Item
cardscards to any hero of his
choice and places any remaining cards at the bottom of the Shop Item
deck. Then, he removes all damage tokens from the loot track and moves
the fatigue token back to5its
starting position.
cards
LOOT TRACK
2 Hero
Loot Limit
4 cards
OVERLORD TRACK
OVERLORD TRACK
6 cards
of its figure.
When one of these effects
Some Overlordzombie
effectswithin
have 2a spacessymbol.
triggers, do notIfresolve
text.refresh
Instead,
there arethe
no corresponding
zombies on the map,
fate place one fatigue
andsymbol.
discard this
Exploration
token next to the
After
placingcard.
a fatigue token, if the number
symbol,
of fatigue tokens matches the number associated with the
the corresponding text triggers, and all tokens are removed. Continue
placing one fatigue token during each Overlord phase for as long as the
Exploration card remains active.
7 cards
3 Hero 5 cards4 Hero
6 cards
Loot Limit
Loot Limit
Threads of fungus, concealed by the dense fog, coil
themselves around your legs, tightening their grip
with every step. Zombies thrash at your sluggish
bodies over and over, tearing your flesh clean off.
LOOT TRACK
Any tokens that would be
placed above the loot limit as the result of an
3 cards
4 cards
attack are ignored.
5 cards
Heroic Feats1 card
2 cards
Heroic feats do not refresh in cooperative play.
Each hero may
only use
3 cards
his heroic feat once per quest.
1 card
Loot Track Anatomy
Otherwise, advance fate by one (see page 4) and resolve one Peril card.
6 cards
Each Peril card contains one or more effects that provide deadly surprises
for the heroes. Players perform the following when they resolve a Peril card:
2 cards
LOOT TRACK
OVERLORD TRACK
1
PERIL CARDS
5 cards
3 cards
Overlord Effects Section of an
Exploration Card
If there is an active Exploration card, skip the Fate step.
1 card
4 cards
Advance doom by 1. Then,
discard this Exploration card.
2. Fate
2 cards
7 cards
2
3
LOOT TRACK
OVERLORD TRACK
At any time during a hero’s turn, he may flip one of his hero’s faceup
2 cards the effects of the card. If he does, he adds
Search cards facedown, ignoring
3 cards
two damage tokens to the loot track.
4 cards
1. Draw one Peril card.
2. If the card is divided into two sections, do the following:
3
• If there are no monsters on the map, resolve the effect listed on
the top half of the card.
1 card
• If there are monsters on the map, resolve the effect listed on the
bottom half of the card.
1.
Loot Stack: Damage tokens will be placed in the
spaces of this section, until the loot limit is reached.
3. If the card is not divided into two sections, resolve the entire card’s
effect.
2.
Loot Limit: These spaces represent the loot limit
depending on the number of heroes.
4. Discard the Peril card.
3.
If the Peril deck runs out of cards, the discard pile is immediately shuffled
to create a new Peril deck.
Loot Payout: The fatigue token will be moving up
the spaces of this section, determining the number of
cards drawn when the loot limit is reached.
Peril effects do not apply to familiars, figures treated as heroes, and heroes
who are not on the map.
6
3. Monster Activation
If there are any monsters on the map during this step, draw one
Activation card and perform the following:
Peril Card Anatomy
1. Determine Monster Group: The order that the monster groups
activate is determined by their location on the Activation card, as
shown below. Locate the first group (lowest number on the diagram)
that is on the map and has not yet activated.
Flesh Moulders
1
Each attack flesh moulders perform gains +2 Range.
ŠŠ
ŠŠ
ŠŠ
ŠŠ
SpotŠtheŠclosestŠheroŠwhoŠhasŠaŠRangedŠ
weaponŠequipped.
AttackŠtheŠclosestŠheroŠinŠLOSŠwhoŠhasŠaŠ
RangedŠweaponŠequipped.
SpotŠtheŠclosestŠhero.
AttackŠtheŠclosestŠheroŠinŠLOS.
ŠŠ
ŠŠ
ŠŠ
3
ŠŠ
ŠŠ
ŠŠ
Grab.
EngageŠtheŠheroŠwhoŠhasŠtheŠhighestŠSpeed.
2
EngageŠtheŠheroŠwhoŠisŠclosestŠtoŠanŠ
objectiveŠtoken.
AttackŠanŠadjacentŠhero.
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
EngageŠtheŠclosestŠhero.
ŠŠ
ŠŠ
ŠŠ
ŠŠ
ŠŠ
4
Roll 2 red power dice. The heroes
must collectively suffer � equal to the
amount of � rolled. Damage may be
unevenly distributed among heroes.
The monsters’ eyes glow red with anger;
a powerful energy drives them to action.
3
Barghests
ŠŠ
A fireball rushes at your group! Who will
bear the brunt of this attack?
2
Shadow Dragons
ŠŠ
Zombies
EngageŠtheŠclosestŠDiseasedŠhero.
AttackŠanŠadjacentŠhero.ŠThen,ŠifŠthatŠheroŠ
isŠDiseased,ŠperformŠ1ŠadditionalŠattackŠ
targetingŠthatŠhero.
EngageŠtheŠclosestŠhero.
ŠŠ
ŠŠ
1
EngageŠtheŠheroŠwhoŠhasŠtheŠmostŠdamageŠ
tokensŠonŠhisŠheroŠsheet.
Howl.
Draw 2 Activation cards instead of 1
during the next Monster Activation
step of the Overlord phase and activate
monsters once for each Activation card.
9/10
AttackŠanŠadjacentŠhero.
EngageŠtheŠfurthestŠhero.Š
AttackŠanŠadjacentŠhero.Š
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
1.
Flavor: This italicized text describes the peril that
has arisen.
2.
Effect without Monsters: This effect is resolved if
there are no monsters on the map.
3.
Effect with Monsters: This effect is resolved if there
are monsters on the map.
1/10
2. Note Active Effects: Note any active effects for that group. Active effects
are printed in italics directly under the name of each monster group.
3. Choose a Monster:
• If there are yellow and red boxes, minion (yellow box) and
master monsters (red box) activate separately. The order in
which monsters are activated is defined from top to bottom,
with all monsters of the top box activating before any monsters
of the bottom box. Choose one monster that has not activated
from the top box. If all monsters of the top box have activated,
choose one monster that has not activated from the bottom box.
• If there are no yellow and red boxes, choose any monster of that
group that has not activated.
1
4. Perform Actions: Resolve all actions listed for that monster in order,
from top to bottom, repeating the list of actions until that monster
has performed two actions or follows the entire list and is unable to
perform a listed action.
2
3
5. Continue/Complete Activation: If there are monsters of the
activating group on the map that have not yet activated, repeat from
step 3. If there are more monsters of a different group that have not
yet activated, repeat from step 1. If all monster groups have been
activated, discard the Activation card.
Activation Card
Anatomy
Flesh Moulders
ŠŠ
ŠŠ
SpotŠtheŠclosestŠhero.
AttackŠtheŠclosestŠheroŠinŠLOS.
ŠŠ
ŠŠ
SpotŠtheŠfurthestŠhero.
PerformŠanŠattackŠtargetingŠallŠheroŠfiguresŠ
inŠLOS,ŠignoringŠrangeŠrequirements.ŠEachŠ
figureŠrollsŠdefenseŠdiceŠseparately.
4
5
If an action has no effect, monsters do not perform that action. For
example, if an action reads “attack an adjacent hero” and there is no hero
adjacent to the active monster, then the monster does not perform that
action. Always follow monster rules outlined in the base game (e.g., only
one attack per turn, two actions per monster) unless specifically noted on
the card.
Shadow Dragons
ŠŠ
ŠŠ
ŠŠ
EngageŠtheŠfurthestŠhero.
AttackŠanŠadjacentŠhero.
IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
engageŠtheŠsameŠtargetŠagain.
ŠŠ
ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠanŠadjacentŠhero.
Zombies
Barghests
Choose a hero within 3 spaces of a
Barghest. That hero is the Target.
Zombies reroll each X result until
there are no X results remaining.
ŠŠ
ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠtheŠadjacentŠheroŠwhoŠhasŠtheŠlowestŠ
remainingŠHealth.
ŠŠ
ŠŠ
ŠŠ
ŠŠ
EngageŠtheŠTargetŠhero.
AttackŠtheŠTargetŠhero.
EngageŠtheŠclosestŠhero.
AttackŠanŠadjacentŠhero.
2/10
1.
Monster Group Name: This area displays the name
of the monster group.
2.
Minion Activation: This section is yellow and
specifies the actions for the minion monsters of the
corresponding group.
3.
Master Activation: This section is red and
specifies the actions for the master monsters of the
corresponding group.
4.
Active Effects: These effects are active during the
activation of the corresponding monster group.
5.
General Activation: This section specifies the
actions that all monsters of the specified group will
take. The order in which monsters activate is decided
by the players.
If a monster has multiple potential targets during monster activation, the
target closest to the activating monster is chosen.
If a monster has a condition that can be discarded by using an action, such
as Stun, its first action must be to discard that condition. If a monster is
in a pit space, its first action must be to exit the pit space and enter the
adjacent space closest to the exit of the current encounter (see “Current
Encounter” on page 10).
When an Activation card refers to a "hero," this includes figures treated as
hero figures.
If the Activation deck runs out of cards, the discard pile is immediately
shuffled to create a new Activation deck.
7
Monster Activation Example
1.
During the Monster Activation step of the Overlord phase players draw one Activation card. There are flesh moulders and
zombies on the map, so flesh moulders activate first followed by zombies.
2.
The Activation card instructs the minion flesh moulder to spot and then attack the closest hero in line of sight. The minion
flesh moulder must move one space to spot (gain line of sight to - see page 9) Leoric of the Book, who is the closest hero to the
flesh moulder's figure. Then, the minion attacks Leoric of the Book. Its activation is now complete.
3.
Now that all minion flesh moulders have activated, the master flesh moulder activates. The Activation card instructs the master
flesh moulder to spot the furthest hero and then attack all heroes in line of sight. The master flesh moulder must move two
spaces to spot (gain line of sight to - see page 9) Widow Tarha, who is the furthest hero from the master flesh moulder's figure.
Then, the master flesh moulder performs an attack that targets both Leoric of the Book and Widow Tarha. Its activation is now
complete.
4.
There are no yellow or red boxes for the zombies' activation, so the heroes decide to activate the master zombie first. The
master zombie moves three spaces to engage (attempt to move as close as possible to - see page 9) Widow Tarha, who is the
closest hero to the master zombie's figure. Then, the master zombie attacks Widow Tarha since she is the only adjacent hero. Its
activation is now complete.
5.
Next, the remaining zombie activates. The Activation card instructs the minion zombie to engage the closest hero and attack
the adjacent hero with the lowest remaining health. The minion zombie moves up to its Speed of 3 spaces to engage (attempt
to move as close as possible to - see page 9) Widow Tarha, who is the closest hero to the minion zombies' figure. The minion
zombie has a melee attack and is not adjacent to any hero so the attack action does not trigger. The list of actions repeats.
6.
2
3
Flesh Moulders
ŠŠ
ŠŠ
SpotŠtheŠclosestŠhero.
AttackŠtheŠclosestŠheroŠinŠLOS.
ŠŠ
ŠŠ
SpotŠtheŠfurthestŠhero.
PerformŠanŠattackŠtargetingŠallŠheroŠfiguresŠ
inŠLOS,ŠignoringŠrangeŠrequirements.ŠEachŠ
figureŠrollsŠdefenseŠdiceŠseparately.
Zombies
4
5
The minion zombie attempts to engage again, but it cannot because
the Shamble
abilityDragons
prevents it from taking a second move action. The
Shadow
engage action does not trigger. The minion zombie is still not adjacent
ŠŠ EngageŠtheŠfurthestŠhero.
to Š
any
hero, so the attack action does not trigger. Since the players have
Š AttackŠanŠadjacentŠhero.
ŠŠ IfŠthisŠmonsterŠperformedŠanŠengageŠaction,Š
gone
through the entire list of actions and not triggered any of the
engageŠtheŠsameŠtargetŠagain.
actions,
this monster’s activation is complete.
ŠŠ
ŠŠ
1
EngageŠtheŠclosestŠhero.
AttackŠtheŠadjacentŠheroŠwhoŠhasŠtheŠlowestŠ
remainingŠHealth.
6
3
6
5
� Disease
Shambling
Barghests
Choose a hero within 3 spaces of a�
Barghest. That hero is the Target.
Zombies reroll each X result until
there are no X results remaining.
ŠŠ
ŠŠ
EngageŠtheŠclosestŠhero.
AttackŠanŠadjacentŠhero.
ŠŠ
ŠŠ
ŠŠ
ŠŠ
+2 �
EngageŠtheŠTargetŠhero.
AttackŠtheŠTargetŠhero.
EngageŠtheŠclosestŠhero.
AttackŠanŠadjacentŠhero.
2
2/10
Zombie
� Grab
� +2 �
Shambling
� Disease
3
3
9
4
5
8
COMBAT
SPECIAL MONSTER RULES
When a monster performs an attack, the hero rolling defense dice also
rolls the attack dice for that monster.
Shadow Dragons: The Fire Breath ability targets as many heroes as
possible. The path cannot be traced through any monster figures.
SURGES
Additional Rules
When performing an attack, monsters sometimes gain one or more �.
When a monster has � to spend, they should be spent in the priority
listed below. If the monster spends a � and still has additional � to
spend, follow the list again from the beginning. Continue doing this until
the monster cannot spend any more � or has no � left to spend.
Movement
Monsters cannot enter terrain that causes them to suffer damage during
movement.
MOVEMENT VOCABULARY
1. Hero Skills: A monster spends � when certain hero skills, hero
abilities, and heroic feats require the monster to spend � to attack.
Activation cards use special vocabulary that is new to cooperative
adventures. Players should familiarize themselves with the terms below.
2. Range: A monster spends � on additional range if the monster
cannot hit all of its targets with the monster’s current range.
Toward: When a figure moves toward a target, the figure moves into the
target’s space if possible. Otherwise, the figure must end its movement in
the closest possible space to the target following normal movement rules.
The figure always takes the route that requires the fewest movement points.
3. Special: A monster spends � on special abilities only when it will
have an effect on at least one of the monster’s targets (e.g., a monster
will not Poison a hero who is already Poisoned). Special surge abilities
include all abilities that are not Range, Pierce, or Damage.
Away: When a figure moves away from a target, the figure must increase
the number of spaces between the figure and the target with each space
moved. If a figure cannot increase the number of spaces between the
figure and the target, the figure does not move.
4. Pierce: A monster spends � on Pierce only when one or more � have
been rolled by at least one of the monster’s targets.
5. Damage: When monsters spend � on �, apply the � with the
highest � bonus first.
3
Furthest: The target that is the greatest number of spaces away from the
monster.
5
Closest: The target that is the fewest number of spaces away from the
monster.
� Disease
Shambling
� +2 �
Spending Surges Example
Engage: When an effect instructs a monster to engage a target, that
monster performs a move action and moves toward the specified target. If
a monster would not move when performing this action, this action is not
performed.
Spot: When an effect instructs a monster to spot a target, that monster
performs a move action and moves toward the closest space from which
it would have line of sight to the specified target. If a monster already has
line of sight to the target, that monster does not perform this action. If
there is no space on the map from which the monster could have line of
sight to the target, a different target is selected.
Zombie
� Grab
� +2 �
Shambling
� Disease
3
9
1.
An Act II master zombie is attacking a hero. The hero
player rolls all the dice in his defense pool, as well as
the attack dice for the zombie.
2.
The hero player follows the � list and notices that
the zombie has � Disease, which is a special �.
However, the zombie cannot use � Disease since it
is not dealing damage, and thus the hero would not be
Diseased. The hero player continues going down the
list.
3.
The next applicable � on the list is damage, and the
zombie has � +2 �. Thus, the zombie spends his
first � on � +2 �.
4.
Since the zombie has another � to spend, the hero
player goes to the top of the list again. This time the
zombie spends its � on � Disease because it is now
dealing damage and the hero will be Diseased.
LOS: Some monster activation actions contain the acronym “LOS.” This
acronym stands for “line of sight” and follows all of the rules for line of
sight in the base game.
9
1
Spotting Example
2
LARGE MONSTERS
1.
The master flesh moulder is instructed to spot
Syndrael. However, it already has line of sight
to Syndrael, so it does not attempt to spot her.
2.
The minion flesh moulder is instructed to spot
Syndrael. It must move two spaces in order to
gain line of sight to Syndrael. Once the flesh
moulder has line of sight to Syndrael, it stops.
Engaging Example
When players determine movement for a large monster, they must
choose one space that the monster occupies and count movement from
the chosen space as if the figure occupied one space. When players move
a large monster toward a target, they must choose the space occupied by
the large monster that is closest to the target. When players move a large
monster away from a target, they must choose the space occupied by the
large monster that is furthest from the target. After players move a large
monster toward or away from a target, players must place the monster as
close to or as far away from the target as possible, respectively. Otherwise,
large monsters follow the normal movement rules for large monsters.
1
Encounters
Encounters in cooperative adventures are different from encounters
in the base game and do not follow the same rules. An encounter
consists of all map tiles shown under the corresponding section of the
encounter guide and follows all rules in this section and on the respective
Exploration card.
2
The rules of an encounter affect the whole map unless otherwise stated.
MAIN ENCOUNTERS AND EXPERIENCE POINTS
Main encounters are special encounters that are integral to each quest.
Main encounters are labeled with a number on their Exploration card and
corresponding section of the encounter guide. The outcome of one main
encounter will affect the next main encounter, ultimately leading up to
the final main encounter, or the Finale.
Room of Souls
A hero may spend 1 movement point while adjacent
to the cauldron to pick it up. As an action, the hero
Heroes gain experience
inmay
themove
first 1two
main
encounters. When a
carrying thepoints
cauldron
space.
He cannot
hero gains experience
points,
may immediately
move or be
movedhe
through
any other means.spend those experience
points, along with any saved experience points from earlier in the quest,
As an action, or by suffering 2 � and 2 �, while
by acquiring new
skill to
cards
his class.
Players
may
adjacent
a pitof
space,
the hero
carrying
the save any unspent
experience points
for
future
use,
but
can
only
spend
points
cauldron may destroy it. He cannot performexperience
any
actions
other new
than those
listed above.
immediately after
gaining
experience
points.
If the hero carrying the cauldron suffers any
CURRENTamount
ENCOUNTER
of � he tests �. If he fails, or is defeated,
the cauldron
cracks.
The current encounter
is the
encounter on the active Exploration card or
the most recentIfactive
Exploration
card. discard it. That hero
a hero destroys
the cauldron,
draws 1 search card, and each hero receives 2 XP.
Then, refresh fate and discard this Exploration card.
ENTRANCES AND EXITS
the cauldron
cracks,
advance
doomencounter.
by 1 and
Entrances and Ifexits
are defined
spaces
in each
Refer to the
discard
the
cauldron.
Each
hero
receives
XP. exit.
encounter guide to locate an encounter’s entrance1 and
Then, discard this Exploration card.
AFTER SETUP: Activate flesh moulders.
1.
The minion barghest has a Speed of 4 and is
instructed to engage Tomble.
2.
The minion barghest is two spaces away from
Tomble, but because it is a large monster it can be
placed so that it is adjacent to Tomble.
OVERLAPPING MAP TILES
There are some situations in which players cannot set up an encounter
because it would cause a map tile to overlap with an existing map tile. To
solve this problem players must use end caps. An end cap is a two-square
tile that is connected to other map tiles on only one side.
If map tiles overlap when placing a new encounter,
use end caps to create a hidden passage instead.
Connect one end cap to the exit of the previous
encounter. Then, place the new encounter in an
open space on the table and connect a second
end cap to the entrance of the new encounter.
The two end caps are considered linked.
End Cap
If a figure is on a linked end cap, the figure may spend one movement
point to move to the other linked end cap as if the spaces of both end
caps were adjacent. If both spaces on the end cap a figure is moving to are
occupied, the hero or monster places his figure in the closest empty space
to that end cap.
Monsters and heroes cannot attack through nor draw line of sight
through linked end caps.
10
Defeated Heroes
Transition to Act II
Each time a hero is defeated, advance fate by one.
When an Exploration card instructs players to transition to Act II, they
perform the following:
Monster Activation During a
Hero Turn
1. Place the Act I Shop Item deck back in the box, and move the Act II
Shop Item deck next to the loot track. When drawing cards for loot,
players will now draw from the Act II Shop Item deck.
Some Exploration cards cause specific monster groups to activate after
the corresponding encounter is set up, even though it is not the Overlord
phase. To activate monsters during a hero’s turn, draw an Activation card
and activate only the specified groups, then discard the Activation card.
Monster activation is described in detail on page 7.
2. Replace all Act I Monster cards with Act II Monster cards. The new
cards apply to monsters currently on the map as well as all future
monsters.
Spawn and Place
If the encounter guide instructs players to spawn monsters, the players
place monsters on the map based on the number of heroes as indicated in
the encounter guide. If there are two heroes, place monsters on the spaces
marked “2.” If there are three heroes, place monsters on the spaces marked
“2” and “3.” If there are four heroes, place monsters on the spaces marked
“2,” “3,” and “4.”
Overlapping Map
Tiles Example
If players cannot spawn a monster because the required figure is already
on the map, remove that figure from the map, recover all damage and
remove any conditions on that monster, and place it as directed. When
players have to remove figures from the map in order to spawn monsters
for an encounter, those figures cannot come from that encounter.
1
Room of
Souls
Treasure
Vault
If a peril effect or overlord effect instructs players to place new monsters
on the map and there are not enough figures to place, place as many
figures as possible. When players are instructed to place monsters on the
map, they place master monsters first, respecting group limits.
The Golden Rules
Deadly
Kennel
1.
There are two very important rules that players should keep
in mind when playing cooperative adventures. These rules
are below:
The heroes have drawn the “Room of Souls” from
the Exploration deck. However, they cannot place
the “Room of Souls” because it would intersect with
the existing “Deadly Kennel.”
• If the text on a card conflicts with the rules listed in this
rulebook, the card takes precedence.
• If a game effect has multiple potential targets and the
intended target is unclear, heroes choose the target of the
effect from among the potential targets.
2
Treasure
Vault
Room of
Souls
3
2.
The heroes place an end cap on the encounter that
they are exiting, which is the “Treasure Vault.”
3.
They also attach an end cap to the newly explored
encounter, which is “The Room of Souls.” This end
cap is linked to the one on the “Treasure Vault.”
11
Encounter Guide
The Onset
As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!
Each hero places his figures on a space marked with an
“X.” Spawn zombies and barghests as indicated.
19B
Treasure Vault
The room glows a magnificent golden hue. Riches from the
rich, forgotten valuables from the poor.
Collect 1 red, 1 green, and 1 blue objective token. Shuffle
the tokens together and place them facedown on the map as
indicated. No players should know which objective tokens
are which color.
Covered
Treasure
8B
Shiny Corridor
You catch a glint of something shiny in the corner of your eye,
but as you move forward it begins to vanish!
30B
Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands.
29B
Tunnel’s End
There is a ghastly pounding coming from the other side of the
door. “Quick, quick, come my heroes, shhh, quick, stop it, come,
now!” The voices fade and the pounding stops. The locked door
will require the force of two heroes.
28B
Encounter Key
Entrance
Barghests
Exit
Shadow Dragons
Flesh
Moulders
Zombies
12
Lengthy Sewers
Water drips from the ceiling as a cool breeze sweeps through
the putrid air. A burst of concentrated energy flies overhead,
just missing you!
Spawn flesh moulders as indicated.
21B
26B
Fog-Filled Passage
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
realize something: they’re all dead.
20B
Spawn zombies as indicated.
Trash Heap
An unbelievable stench hangs in this dreary space. The aroma
is intensified by an extreme heat coming from the far side of
the room. These are more of Tharn’s followers, blocking the
way to the locked exit. A magical key crafted from a dragon’s
scale lies in a large mound of filth, but if the dragons are
defeated too soon, the key will be lost with them.
Place search tokens equal to the number of heroes as
indicated. Spawn shadow dragons as indicated.
*In a 3-hero game, spawn only the master shadow
dragon as indicated.
2B
Deadly Kennel
Deep breathing and muffled yelps come from a pile of resting
barghests. The smell of rotting flesh still lingers between their
teeth. You spot a trap lever in the corner held in place by a
woven sack. You lean in forward to get a better look, but you
trip and stumble into the room!
Spawn barghests as indicated. Move the exploring hero
one space towards the master barghest.
5B
13
Room of Souls
Servants of the mighty dragon stand guard in front of a large
cauldron. Inside the stone container lies innocent souls, not yet
lost to the dragon’s control. Releasing the souls into the pit may
be their only chance of salvation. But you stand disturbed,
your presence provokes a chilling moan in the chorus of souls.
Cauldron
Spawn flesh moulders as indicated. Place an objective
token facedown on the map as indicated.
4B
The Lava Tomb
The spirits have lured a helpless farmer away from his family and
chained him in this deathly tomb, doomed to suffer the same fate
they had to bear. He struggles with his bonds, like a squirming rat
in the eyes of a large serpent. He is the dragon’s next meal.
11B
Spawn flesh moulders and barghests as indicated. Place a
villager token on the map as indicated.
27B
12B
Farmer
Throne of the Fallen
Tharn, the massive dragon who commands this dungeon, spots your
band of heroes. With a thunderous roar he beckons the spirits to rise
from the ground. Anger and hatred flare as the dead villagers of
Summers Glade cast their eyes upon you. The only way out is a tunnel
that’s been sealed shut. You must be quick and avoid any traps, or you
too will become one of Tharn’s minions.
Spawn a shadow dragon as indicated. This is Tharn, he is
immediately Immobilized. Spawn barghests as indicated. Collect
1 red and 1 green objective token. Shuffle the tokens together and
place them facedown on the map as indicated. No players should
know which objective token is which color.
18B
Blocked
Tunnel
1B
Trap
17B
14
Epilogue
Credits
If you successfully destroy the tunnel in the Throne of the Fallen, read the
following aloud:
Cooperative Adventure Rules Design: Jonathan E. Bove
Special thanks to Nathan I. Hajek and Justin Kemppainen for their
extensive input throughout the design process.
With a mighty blow, the wooden barricade blocking the tunnel is smashed to pieces.
Seeing your escape, Tharn rises in a desperate rage, slamming his tail against the many
pillars of the great room. Piece by piece the dungeon's ceiling falls to the ground, collapsing
the enormous castle. Tharn accepts his fate, but he refuses to allow you to leave alive. You
make your way through the small corridor, spotting the light of day in the distance. An
explosion of fire is released behind you, filling the tunnel with a deadly heat. You make it
outside just before the flames overtake you! The tunnel walls cave in, and you hear a faint
roar in the distance. The dragon's fate is sealed.
Descent: Journeys in the Dark Second Edition Design: Adam Sadler and
Corey Konieczka with Daniel Lovat Clark
Producer: Jason Walden
Editing & Proofreading: Brendan Weiskotten
The heroes win!
Graphic Design: Chris Beck
If the doom and fate counters occupy the same space, or all 8 villager
tokens are placed on the Throne of the Fallen, read the following aloud:
Graphic Design Manager: Brian Schomburg
Cover Art: Jesper Ejsing
Tharn's spirits have grabbed hold of you. Your bodies slow, and your minds become faded.
The world around you changes into a warped dream. In the distance, Tharn approaches.
The beast takes great care with each step; his motions are calm. Then he is upon you. His
warm breath flows around you, yielding a strange sense of comfort. Tilting his head up,
Tharn samples the air, deciding whether his army of spirits will grow, or if his next meal
is prepared. Either way, your fate is sealed.
Managing Art Director: Andrew Navaro
Production Manager: Eric Knight
Executive Game Designer: Corey Konieczka
The heroes lose!
Executive Game Producer: Michael Hurley
Publisher: Christian T. Petersen
Playtesters: Brad Andres, Jason Bailey, Reagan Bailey, Samuel Bailey,
Mark Bell, Dane Beltrami, David Bernier, Maxime Bernier, Frank Brooks,
Pippin Brown, Kalani Craig, Marcel Cwertetschka, Joshua Danish,
Christian Emminger, John Evans, Herbert Graf, Russell Hall, Michaël
Juneau, Jean-Philippe Leclerc, Lukas Litzsinger, Isabella Mattasits, Aaron
Myers, Sarah Smith-Robbins, Peter Schober, John Taillon, Richard Wappel
© 2014 Fantasy Flight Publishing, Inc. No part of this product may be reproduced
without specific permission. Descent: Journeys in the Dark, Runebound, and Fantasy
Flight Supply are TM of Fantasy Flight Publishing, Inc. Fantasy Flight Games and the
FFG logo are ® of Fantasy Flight Publishing, Inc. Fantasy Flight Games is located at
1995 West County Road B2, Roseville, Minnesota, 55113, USA, and can be reached by
telephone at 651-639-1905. Retain this information for your records. Actual components
may vary from those shown. Made in USA. THIS PRODUCT IS NOT A TOY. NOT
INTENDED FOR USE OF PERSONS 13 YEARS OF AGE OR YOUNGER.
Visit Us on the Web
www.FantasyFlightGames.com
15
Quick Reference
Defeated Heroes
Turn Summary
1.
Hero Phase
2.
Overlord Phase
Each time a hero is defeated, advance fate by one.
Special Monster Rules
a. Overlord Effects
Shadow Dragons: The Fire Breath ability targets as many
heroes as possible. The path cannot be traced through any
monster figures.
b. Fate (If there is no active
Exploration card, advance fate by
one and resolve one Peril card.)
Movement Vocabulary
c. Monster Activation
Toward: When a figure moves toward a target, the figure
moves into the target’s space if possible. Otherwise, the figure
must end its movement in the closest possible space to the
target following normal movement rules. The figure always
takes the route that requires the fewest movement points.
Monster Activation
1.
Determine Monster Group
2.
Note Active Effects
3.
Choose a Monster
4.
Perform Actions
5.
Continue/Complete Activation
Away: When a figure moves away from a target, the figure
must increase the number of spaces between the figure and the
target with each space moved. If a figure cannot increase the
number of spaces between the figure and the target, the figure
does not move.
Monsters Spending �
1.
Hero Skills
2.
Range
3.
Special
4.
Pierce
5.
Damage
Furthest: The target that is the greatest number of spaces away
from the monster.
Closest: The target that is the fewest number of spaces away
from the monster.
Engage: When an effect instructs a monster to engage a
target, that monster performs a move action and moves toward
the specified target. If a monster would not move when
performing this action, this action is not performed.
Doom and Fate
Spot: When an effect instructs a monster to spot a target, that
monster performs a move action and moves toward the closest
space from which it would have line of sight to the specified
target. If a monster already has line of sight to the target, that
monster does not perform this action. If there is no space on
the map from which the monster could have line of sight to the
target, a different target is selected.
2
1
3
1. Doom
Advances
by 1
2. Fate
Advances
by 1
3. Fate
Moves
Backward
by 1
4
LOS: Some monster activation actions contain the acronym
“LOS.” This acronym stands for “line of sight” and follows all
of the rules for line of sight in the base game.
4. Fate
Refreshes
The Golden Rules
• If the text on a card conflicts with the rules listed in this
rulebook, the card takes precedence.
• If a game effect has multiple potential targets and the
intended target is unclear, heroes choose the target of the
effect from among the potential targets.
16
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement