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Time Passes
Resolve Sieges
Overlord Actions
Party Actions
Evaluate combined CP to determine if the campaign level is advanced. Overlord gains 1 CP plus 1 CP per razed city
Roll 1 per city where the overlord has a lieutenant and siege tokens equal to city defense rating. City is razed on
Issue orders to lieutenants (move, add siege token) AND Purchase a single upgrade, in any order
Move OR Train (if beginning turn in a city or secret master location only)
Restock
Description
Visit
Train
Alchemist
Market
Tavern
Temple
Training Ground
Secret Master Area
Heal all
and
for 50
Train skills (see below)
Secret Training (see below)
Notes on Encounters
Encounter occurs if a blank/surge/enhancement is rolled by the number of dice shown on a green/yellow/red trail.
Overlord draws incident cards until one matches the colour of the trail, and then if necessary draws a location card.
Ambush if roll of 1 matches symbol on encounter card. 1 hero placed on watch stump of tile (far from entrances), others asleep on bedrolls.
Overlord gains 1 per hero, even if that hero is no longer in play.
Overlord may spend 2 to have a creature move an extra space.
Overlord may spend 2 to add a black power die or upgrade a power die by one tier.
Overlord may spend threat as described on encounter card to activate encounter-specific abilities such as reinforcement.
Heroes earn 100 coins and 2 Conquest Points for killing the leader, in addition to Encounter Loot when clearing all monsters.
Lieutenant encounters occur when the hero party and a Lieutenant are in the same space, and either chooses to attack on their turn.
Lieutenant encounters use the Lieutenants card as the encounter card, draw only a location card.
Automatically put the Lts power card into play, and spend treachery to gain treachery cards 1:1, or normal cards 2:1.
Lieutenants may advance, battle, run or take a ready action, though cannot place a rest order, and may use threat as above.
If the Lieutenant is killed, the encounter immediately ends and the Lieutenant is removed from the game completely.
If the Lieutenant flees, the encounter immediately ends, and the Lieutenant is returned to their starting location.
Heroes earn 250 coins and 4 Conquest Points for killing a Lieutenant, in addition to Encounter Loot.
If the Heroes flee, the party is returned to the space before the trail on which the encounter occurred.
If a Hero dies, they are removed from the board and may not return, if all Heroes die, the party is returned to their home base.
Beasts
4
4
4
7
2
4
6
6
Eldritch Beings
Bane Spider 3
Blood Ape 5
Dragon 7
Hell Hound 3
Lava Beetle 4
Manticore 5
Naga* 4
Razorwing 4
Wendigo 4
*monster can man stations and fire cannons aboard ships
Chaos Beast
Dark Priest*
Demon
Golem
Ice Wyrm
Shade*
Skeleton*
Sorcerer*
7
4
7
5
7
4
3
4
Notes on Dungeons
Once a dungeon is entered, it is marked as explored on the campaign sheet and may not be re-entered.
Overlord must spend 15 to flip the reinforcement marker face-up (in order to play spawn cards).
The overlord can play multiple spawn cards in one turn if they have enough threat to flip the marker and spawn.
The reinforcement marker is automatically flipped face-up at the start of any dungeon level (or area).
Heroes earn 100 coins, and 2 Conquest Points for killing a level leader in dungeons (any level but the last).
Heroes earn 250 coins and 4 Conquest Points for killing the dungeon leader (last level, usually 3rd).
Heroes earn the red runekey for killing the dungeon/level leader unless specified otherwise by the dungeon card.
Once the red runedoor is unlocked, any hero stepping on the portal is immediately removed from the level and is invulnerable.
When at least one hero has entered the portal and all others have either followed or are in town, the next level is set up.
If all heroes are in town, they may choose to flee the dungeon, return the party marker to their home base.
To use a glyph, a hero must start their turn next to or on it, and use their whole turn to travel to town. May shop/heal/drink in this turn.
To return to the Dungeon costs 1 MP and the hero re-enters on the glyph or the closest available space.
If a chest is opened and no treasures are found, the heroes gain a conquest token.
Coin piles provide the party treasury with 400 coins.
If the Overlord deck is depleted twice in one level, or three times in the dungeon (4 for legendary areas), Heroes are expelled as if they fled.
Loot Tables
Encounter Loot (4 dice)
Power Die
Roll
Copper
Silver
Gold
Copper
Silver
Gold
Barrel
Bone Heap
Sarcophagus
50c
75c
100c
100c
200c
300c
Nothing
Nothing
Nothing
75c
100c
125c
50c +
potion
100c +
potion
150c +
potion
200c
Chest
Chest
100c
125c
150c
1 Copper
Treasure
1 Silver
treasure
1 Gold
treasure
Chest
Master
Skeleton
Master Sorcerer
CP
1
2
4
1
3
12
Overlord
Action / Event
CP
1 per week
1 / city / week
2-4
1 per curse
3
1 per chest
The Overlords keep is a 5 level dungeon, and conquest points continue to be earned over 600 until the Heroes enter the final level.
Inside any level of the keep, the heroes may not use the restock action, but still reappear in the temple when they die.
The Heroes may not be expelled from the Keep due to the Overlord deck being depleted any number of times.
The Overlords avatar will appear at a given point on the fifth level, when this happens:
Remove any other monsters from the board, discard all Overlord cards and remove the deck from play.
Heroes must discard all feat cards.
Heroes each gain health equal to the number of conquest points they earned as a group throughout the campaign.
The Overlords avatar gains health equal to twice the number of conquest points they earned throughout the campaign.
The Overlords avatar may take an advance, battle, run or ready action, though cannot place a rest order.
When a Hero dies in the final battle, the Overlords Avatar restores
equal to twice the heros conquest value.
Heroes who die while in the final level of the keep are removed from the game.
If the Overlords avatar is killed, the Heroes win the game.
If the Heroes are all killed, the Overlord wins the game.
Overlord
Action
Upgrade Tamalir
Upgrade power die
Train a new skill
Secret training
Upgrade the Revenge
XP
Action
XP
5 6 each hero
15, 20, 25 (see below)
20, 30, 40, 50 (see below)
20, 25, 30 (see below)
5, 10 one hero
Adding treachery
Upgrade a monster category
Avatar upgrades
Adding a lieutenant
Plot progression
Total plot progression
10, 15, 20
25, 30
3 10, 15, 20, 25
5, 10 - 20
5, 10, 12, 15, 18, 20, 22, 30
0, 20, 25, 55, 72, 105
Hero Upgrades
Trait Upgrades (affects power dice)
500 coins + 15 XP
750 coins + 20 XP
or
750 coins + 25 XP
1,000 coins + 25 XP
Skills Previously
Known
1
2
1,000 coins + 20 XP
1,500 coins + 30 XP
2,000 coins + 40 XP
4
5
2,500 coins + 50 XP
May not learn more skills