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Notes on Set Up

Remove all healing rune treasure cards


Remove all treasure cards which reward invulnerability potions, these potions cannot be purchased. All other potions cost 50GP as standard.
Remove the Poltergeist and Rolling Boulder Overlord cards, and limit the Overlord deck to only 1 copy of Crushing Blow, can be used by Lts.
Hero players each draw 3 characters and choose 1, then draw skill cards on that character sheet plus one from a deck of choice and keep one.
Ronan of the Wild: Pico adds a black die at copper level, silver at silver level and gold at gold level.
Runewitch Astarra: her ability only activates glyphs within 3 spaces (due to smaller dungeons).
Ispher and Red Scorpion: instantly restored to full health when returning to the overland map.
Nanok of the Blade: armour limited to 5 at copper level, 6 at silver level, no limit at gold level.
Sir Valadir: may also upgrade dice by one tier with his ability, may add and/or upgrade in any legal combination.
Spiritwalker has a range of 5 instead of 10 (due to smaller dungeons).
The Hero party starts in Tamalir with 1200 gold in the treasury and may purchase items and potions from the shop before the first week begins.
The Overlord starts with Sir Alric Farrow at his keep. He can also buy upgrades worth up to 15XP, excluding Lieutenants.
On the overland map, heroes are restored to full fatigue, all lingering effects except poison and curse are removed, and they may trade freely.
The Hero party may move through razed cities, but no services are provided.

The Campaign Week


1
2
3
4

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)

Building Usage (Prices are indicated copper / silver / gold)


Action

Restock

Description

City visit during an encounter


(glyph from dungeon)

Visit

Train

Party ends game-week move


Party spends all week in city
in the city
Buy potions for 50, sell for 25
Buy items for 250 / 500 / 750, sell for 125 / 250 / 375 (+ shop items too)
CANNOT VISIT
Buy Rumor for 50 / 100 / 150

Alchemist
Market
Tavern
Temple
Training Ground
Secret Master Area

Heal (Temple rating)


for 25
CANNOT VISIT
CANNOT VISIT

Heal all
and
for 50
Train skills (see below)
Secret Training (see below)

Special Notes per Campaign Level


Copper (0 199 conquest)

Silver (200 399 conquest)

Gold (400 599 conquest)

The Caverns of Thuul*


The Fools Rapids*
The Valley of Lost Souls*
Legendary Areas
Max Silver Dice
3
5
5
Max Gold Dice
0
3
5
Silver Monsters
1 category max
3 categories max
3 categories max
Gold Monsters
0
1 category max
3 categories max
Diamond Monsters
0
0
1 category max
Overlord Power cards
2 max
3 max
4 max
* Legendary areas can be entered only at this campaign level and only if the heroes conquest tokens are less than the Overlords conquest tokens!

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.

Reinforcement Costs for Lieutenant Encounters


Humanoids
Beastman*
Deep Elf*
Ferrox*
Giant*
Kobold*
Medusa*
Ogre*
Troll*

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

Chest Loot (4 dice)

Dungeon Objects (1 die)

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

Earning Conquest Points (CP)


Heroes
Action / Event

CP

Ending movement in an unvisited dungeon area


Killing an encounter leader or a level leader
Killing a lieutenant or a dungeon leader
Opening a chest and finding no treasure
Activating a glyph of transport
The Dark Shard (Rumor)

1
2
4
1
3
12

Overlord
Action / Event

CP

A game week passes


Razed cities
A hero is killed
Curse tokens on a killed hero
Deplete the Overlord deck in a dungeon
The Great Wyrm

1 per week
1 / city / week
2-4
1 per curse
3
1 per chest

Notes on the Special Dungeons

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.

Spending Experience Points (XP)


Heroes

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

Secret Training increase max


Copper
Silver
500 coins + 20 XP

or

750 coins + 25 XP

New Skill Costs

1,000 coins + 25 XP

once per level


Gold
1000 coins + 30 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

Cost of New Skill