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v 1.

g a m e m a n ua l

I can feel the dread that creeps into very fabric of our world.
I failed. Decades of research into the occult, expeditions around the
world that gave me the insight of our collective unconsciousness, but
nothing could prepare me from the horrific realization of our fragile existence.
It started to manifest itself as unrelated acts of madness, murder and
ritual sacrifice, but as time progressed I realized the obscured hand of Horror
scheming behind the facade. We really tried, we were so determined, but considering
how it turned out, it clearly wasnt enough. The ritual was not stopped in time
and later that night an ominous blue meteor travelled across the sky.
After that event the subtle changes began to emerge in peoples behaviour
and perception, changes that promote the psychological archetypes of fear and
isolation. The sudden awareness of the plot that threatens our world gave me
the needed strength to organize the expedition and follow the path of the falling
meteor, across known lands and into the forlorn and frozen continent.
We arrived at the predicted destination and the massive mountain ahead of us
dominated our view. The giant scar in this enormous icy mountain could be seen
from miles. The meteor shattered into one of its sides and there is now a massive
black rift, exposing its dark insides. Like a one-eyed pyramid it hummed on these
chilling winds, ominously. Just like a trap with a hole, this place provided us with
alluring entrance and defined our spot for descent and base of operation.

Machina Arcana is a cooperative horror


adventure board game for 1-4 players. The
most crucial rule is: survive. Players take the
role of explorers who are investigating an
ancient subterranean complex of unknown
origin. They face monsters inspired by the
works of H. P. Lovecraft in a steampunk
setting. Explorers will collect gear, interact
with and utilize their environment, fight
with monsters, and immerse themselves
into the rich narrative elements.
The complete story is broken down into
different scenarios that represent a selfcontained game. Every scenario contains
chapters, each with its own narrative
and specifics. The goal of the game is to
progress through the story and face the
endgame as the finale of each scenario.
The main goal behind Machina Arcana is to
provide players with a horror game which can
never be played the same way, mechanics that
enables different strategies and approaches,
and a rich setting that noninvasively
combines everything together. The game
is scalable by default; there is no need for
special conditions based on the player count.
As the story progresses, so does the gear.
But beware! If you are too slow, Horror might
very well prevail and devour you whole.

Components

cards:

8 explorers

20 explorer events

90 treasures

26 monsters

20 horror events

tokens:
12 explorer marker

1 monster rating
token

8 explorer
figures

26 monster
figures

1 horror rating
token

2 monster threat
monster level token

6 entry/exit token
edge token

20 health
tokens

40 explored light
tokens

6 essence
tokens

15 doors

6 stamina
tokens

10 barriers

other:
1 game manual

dice:

30 figure stands

4 player boards

1 howling
mountain tile

8 map tiles

s c e n a r i o i & II & b o n u s :

3 high attack dice 3 low attack dice

1 recharge die

1 game die

35 chapter cards

25 explorer events

25 horror events

3 endgame tiles

1 starting tile

explorer card

monster card

item card
1

4
3

2
6

7
1
1

2
3

3
1.
2.
3.

1.
2.
3.
4.

Explorer name
Abilities
Attributes

chapter card
2

Level and monster name


Abilities
Flavor text
Attributes

explorer event card

1
1.
2.
3.
4.

Level and item name


Abilities
Item type
Upgrade slot
Augment slot
Attribute bonus when equipped
Upgrade slot

hor ror event car d

1.
2.
3.
4.
5.
6.
7.

Title
Scenario number
Event story
Event abilities

5
6
1.
2.
3.
4.
5.
6.

Title
Scenario number
Chapter story
Monster rating
Horror rating
Chapter abilities

Component Overview
4

how l i ng mou n ta i n t i l e
1.
2.
3.

Monster threat
Monster level
Locations

4.
5.

Monster rating
Horror rating

map tile
2
4

1.
2.

Map tile edge with direction symbol


Map tile edge

pl ay e r b oa r d
1.
2.
3.
4.
5.

Explorer card slot


Marker symbol
Essence slider
Health slider
Stamina slider

2
3

5
5

21

26

25

20

24

23

27
1
7
3

10

11

17

33
12

16
18

19

13

14

15

22

28

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.

29

30

31

Setup Diagram
32
7

howling mountain tile


chapter cards
monster rating
horror rating
monster threat
monster level
explorer event deck
horror event deck
destroyed events cards
treasure deck
destroyed treasure cards
explorer card
explorers essence token
explorers health token
explorers stamina token
unequipped items
equipped items
dropped items
explorers markers
monster deck
destroyed monsters
monster queue
health tokens
monster figures
explore light tokens
barrier tokens
door tokens
map tile
entry exit token
explorer figure
monster figure
dice
player board

This manual will first show you how to play the game in the easy mode. Some of the concepts and
mechanics will be simplified, and only when you feel ready enough, you might challenge yourself
to explore the normal mode and face the game in the way its intended to be played.

Game Setup
1. Set u p How l i ng
Mou n ta i n t i l e
Take the monster threat and the monster

level tokens and place them on the Howling


Mountain tile, on their starting positions.

2. choose a scenario
Choose one of the available scenarios.
If available, set aside its endgame map tile.
Shuffle the scenarios horror and explorer

event cards in the core event decks.

Arrange the scenarios chapters in as-

cending order, and put the chapter deck on


the appropriate location inside the Howling
Mountain tile.

Draw the first chapter card and place it face

up beside the chapter deck.

3. choose explorer
Each player chooses their explorer card and

player board.

Observe your explorers attributes and your

5. Set up monster deck


Take and shuffle the monster level 1 cards

(set aside the other monster cards).

6. Set up map tile deck

player board sliders. Set the explorer at full


health and stamina, and essence to 0.

Take and shuffle the non-scenario map tiles

Take the explorers figure and place it on

If available, take the starting map tile and

top of the explorer card.

4. Set up treasure deck

face down.

place it in the playing area, face up; otherwise


take the first map tile from the map tile deck
and place it in the playing area, face up.

Take and shuffle the treasure level 1 cards

(set aside the other treasure cards).

7. P l ay f i r s t c h a p t e r
Observe the effects from the first chapter

card and resolve its effects.

Playing the Game


Every game round is divided into different
phases:

1. Explorer phase
Players (explorers) play in whatever order they
choose. Each explorer must finish the turn before
another explorer can take their turn. On their
turn, explorers can move, attack, play abilities,
and interact with map tile spaces.
At the start of your turn, reset stamina to its
default value.

2 . M o n s t e r s s paw n
For each explorer being controlled, the player rolls the game
die. If the roll is equal to or greater
than the monster spawn value in
the current chapter, spawn a monster at the nearest unexplored monster spawn on
the same map tile with the explorer.
To determine the nearest monster spawn,
count the spaces directly, ignoring walls, rubble,
and obstacles (units, action spaces, and monster
spawn spaces with the explored token on top
count as an obstacle).
If there are no unexplored monster spawns on
the explorers map tile, that explorer ignores the
monster spawn phase.
Unless the monster is summoned, if there
are already 4 monsters on the explorers map tile,
and a new monster should be spawned, do not
spawn a new monster, but increase the monster
threat by 1 instead.

S paw n i n g a m o n s t e r

4 . Monst e r ac t ion

Draw a card from the monster deck. If

there are no available cards in the deck, shuffle


the destroyed monster cards to create a new
one. If there are still no monster cards available, increase the monster threat by 1 and skip
further steps.

Place the monster card in the last position

in the monster queue.

Place the correct number of health tokens

on the monster card.

Place the monster figure on the nearest

monster spawn. If the monster spawn is occupied, the explorer chooses the nearest unoccupied space from the monster spawn.

3. horror phase
Only one player rolls the game
die. If the roll is equal to or greater
than the horror event value in the
current chapter:
Increase the monster threat by 1.
Draw a card from the horror event deck.
Resolve its rule text and place the card face

up on top of the horror event destroyed deck.

When you roll the game die, treat a 0 roll

as a 10.

When you roll the game die, treat a 0 roll


as a 10.
9

monster queue
Monsters play in a specific order, based on the
monster queue that forms when new monsters
are spawned. Monsters can move and play active
abilities. Playing abilities has a higher priority
than movement. Unless stated differently, monsters only target and move toward the nearest
explorer.
If monsters cannot play active abilities and
have remaining stamina, they move toward the
nearest explorer (even on another map tile).
End a monsters turn if another unit is blocking the path and the monster cannot sidestep.
After moving 1 space, the monster tries to play
active abilities again before continuing its movement.

Monster Behavior
Mov e m e n t

Weakest explorer
When a monster has to choose between several explorers, it will always be, in order, the one:
with the lowest remaining health,
who is easiest to hit (based on monsters

first attack and explorers blocking attribute),

A monster always moves toward the nearest explorer. To determine the nearest explorer,
count the steps to the targetable explorer, ignoring barriers, closed doors and units. Treat immobile units as rubble.

If there is more than one shortest path, choose


the one with less units; otherwise its determined
by players choice.

who is determined by players choice.

Pl ay i ng
ac t i v e a bi l i t i e s
A monster always tries to play its active abilities in the order they are specified on the unit
card. Unless stated differently, it will only target
explorers.

In the example above monster will ignore the distant explorer, and choose the top path because of less units in the way.

10

monster movement examples


With no obstacles in line of sight,
the space facing the explorer in
straight direction has priority.

A monster prefers a space with less obstacles in the line of


sight and if possible facing the explorer in a straight direction.

3
1

When blocked by other units, a monster will use its remaining


stamina to move as close as possible to an explorer, even if this
movement deviates from the shortest path.

Monsters remaining
stamina:
1 - move to 1
2 - move to 1
(no change in distance
if moving to 2 )
3 - move to 3

3
Monster would need to have 3 remaining stamina to move to final position.

11

Unless they are in range of active


abilities, non-nearest explorers will
be ignored by monsters.

Progressing Through the Game


Increasing
mon st e r t h r e at
If the monster level is 5 (last position), instead
of increasing the monster threat, each explorer
must destroy 1 equipped item or be destroyed.
If the monster threat is 10 (last position), reset the monster threat and increase the monster
level, otherwise increase the monster threat by 1.
When the monster level increases, shuffle the
monster cards with the corresponding level into
the monster deck together with the destroyed
monster cards.

current chapter cards effects do not include


quests, place exit token or enter endgame, flip
the current chapter, exposing the new chapter
card, and resolve its effects.

Light chapter
Explorers can light chapter by:
Sealing a monster spawn.
Resolving a light chapter effect (through a
few rare items and quests).

chapter abilites
Whenever a new chapter is played, its chapter abilities are resolved. They can be of standard
type - ones that can be found on items, events,
and monsters. Most of the abilities are played
when the next chapter card is flipped, but there
are others that can be ongoing and even quest
abilities.

When light chapter is resolved:


Determine the activating explorer and

their map tile.

C h a p t e r s pac e

If there is an unlit chapter space on that

map tile, place a light token on top of it.

Progress is directly linked with the developing of the story and its chapters. With each new
chapter, the explorers are one step closer to their
fleeting salvation. They must progress through all
the chapters and if the scenario demands, face an
endgame.

A c t i va t i n g
c h a p t e r s pac e

Contributing explorers
While an explorer is activating an unlit chapter space, other explorers can assist by contributing their essence.
Contributing explorers must be adjacent to
the chapter space, activating explorers, or other
contributing explorers.

If an adjacent chapter space


is unlit (no token on top), an explorer can activate it for a cost of
3 stamina and 3 essence.
If the adjacent chapter space
is lit (light token placed on top), an explorer can
activate it for 3 stamina, without losing essence.
After activating a chapter space, place an explored token on top of it, or if the chapter was lit,
flip the light token.
When a chapter space is activated, and the

Hank activates and others contribute with 3 essence.


12

ongoing
Some chapter abilities are ongoing, which
means they remain active as long as they are on
the current chapter card. Ongoing chapter effects
will affect units on all map tiles.

Qu e s t
Some chapter abilities are creating a mandatory condition that must be carried out, in order to
resolve its reward effect. Explorers cant progress
to the next chapter by activating a chapter space.
Sometimes explorers will need to achieve a
quests condition multiple times. If that is the case
with the current chapter, place a specific number
of health tokens (face down) on top of the chapter
card and flip them face up every time the quests
condition is met. When the last health token is
flipped, the quest is completed.

Specific chapter
abilities
Besides abilities that can be found on other
types of cards as well, there are some reserved
abilities for the chapter cards.

Place entry token


Place a new map tile from the map tile deck

in the playing area (ignore this if you are in


Game Set up ).

Place an entry token on the map tiles

direction symbol, facing inwards (ignore this if


the map tile is a scenario starting tile).
Place the explorers on unoccupied spaces
adjacent to or on top of the entry token.

Place exit token

C ol l ect h e a lt h or
essence
An explorer can at any time lose health or essence in order to meet a quests condition with
the Collect effect.

U s e a s p e c i f i c s pac e
To achieve a quests condition, explorers must
use an adjacent, specific space for 3 stamina.
When a quests condition is achieved, if it is a
standard space, place an explored token on top of
it (ignore if it an endgame space).

When a new chapter is played with a Place


exit token effect, the activating explorer decides
on which edge of any map tile an exit token is
placed (pointing outwards). An exit token cannot
be placed on top of an existing entry token.
When the last surviving explorer exits the
map tile, flip the current chapter and resolve the
next chapters effects.
EXIT MAP TILE - When standing on top of
an exit token, an explorer can exit a map tile for 2
stamina. Place its figure on top of their unit card,
skip their turn, and ignore effects on them (monster spawn roll is also ignored).

Enter base
When an Enter base chapter effect is resolved,
all surviving explorers have escaped the horrors
and returned to the base. When that happens:
All monsters are banished from the game
and the monster deck is shuffled together with
the destroyed monster cards.
All explorer figures are placed on top of

their corresponding explorer cards.

All map tiles are placed at the bottom of

the map tile deck, face up.

While the explorers are back at the base,

they can use their inventory, trade with one


another, or use one of the three possible
Howling Mountain locations before they are
returning back into the horror.

Add treasure level


When a chapter effect adds a specified treasure level, take all treasure cards of that level and
shuffle them into the remaining treasure deck (ignore the destroyed treasure deck).

Enter endgame
Place the scenario endgame map tile.
Place the explorers on unoccupied spaces

adjacent to or on top of the illustrated entry


token.

Take the scenario endgame card and resolve its set up phase.
Observe the victory and defeat conditions,

along with any additional specifications.

Explorers share victory and defeat. The team


achieves the victory condition even if some of the
explorers are destroyed. If the defeat condition is
reached, everything is lost and only Horror remains.

13

Units
The main area of play in Machina Arcana is
inside the layout of the map tiles through which
units move and interact with spaces and other
units. A unit counts as an obstacle. There are two
type of units in the game: explorers and monsters.
Every unit has a card that contains all rule details
and a figure which represents a unit inside a map
tile.

At t r i bu t e s
Every unit has a set of attributes that define
how good they are at blocking different types of
attacks, how much damage they can take before
dying, how well they can perform their abilities,
and the size of the pool for playing special powers. Every attribute represents a value within a 0-9
range, with 0 representing the lowest and 9 the
highest possible value.

Armor
Armor is the proficiency in deflecting physical attacks. The higher the value, the higher the
chance for deflecting incoming physical attacks.
Armor can be increased by equipping items that
give an armor bonus or by specific abilities.

will
Explorers & Monsters
Players are represented by explorers, and they
control their characters decisions and actions
throughout the game. Explorers have an inventory: a set of cards that can be used to supply the
unit with additional abilities.
Monsters are hostile characters whose purpose is to hinder and destroy the explorers. They
dont have inventories, and their movement and
play is defined by a set of simple rules. Monster
actions are deterministic and are played by any
player. When it comes to moving, attacking, and
playing abilities, monsters and explorers are governed by the same set of rules.

Will is the proficiency in deflecting arcane attacks. The higher the value, the higher the chance
for deflecting incoming arcane attacks. Will can
be increased by equipping items that give a will
bonus or by specific abilities.

H e a lt h
Health is the amount of damage a unit can
sustain before dying. If the unit is hit, it takes 1
health loss. When the last health is lost, the unit
is destroyed. Health can be restored only through
specific abilities.

Sta m i na
Stamina is used during a units turn to move
and perform abilities. Explorers have stamina
tokens to help them organize their turns, while
monsters need no stamina tokens due to their
straightforward nature.

Essence
Essence is the amount of arcane energy an explorer can obtain. Every explorer starts the game
without essence (0). Explorers can gain essence
through activating events and treasure spaces, or
by destroying monsters on their turn.
There are several ways to use essence:
Losing 1 essence instead of losing 1 health.
After your attack roll, or any other attack

roll on your turn, you can spend essence to


increase that roll (increase attack roll by 1 per
1 essence lost).

Playing abilities activated with essence.


Sealing a monster spawn.
Activating an unlit chapter space.

14

Abilities
Everything that a unit does is an ability. Attacking, interacting with map tile spaces, and
using equipped items are all considered abilities.
Abilities can be found on items and unit cards.
There are other types of innate abilities linked to
interacting with a map tile and the inventory.
Monsters are limited to innate abilities used
for destroying barriers and doors, and their corresponding card abilities. Unless stated differently, abilities can only affect targeted units and
spaces, or units and spaces inside the map tile of
the activating unit.
There are two types of abilities in the game:
passive and active.

Pa s s i v e a b i l i t i e s
If an item contains a passive ability, its effect is
present only if the item is equipped.
Passive abilities on unit cards are always present.

Targeting can be melee or ranged.

M e l e e ta rget i ng
For melee, the target must be adjacent.

Active ability - activation through stamina

After resolving an ability, destroy the item if it


has the
icon in its activation cost.
After resolving an ability, drop the item on the
target space if it has the
icon in its activation
cost.

Ta rget i ng
Most active abilities have a target component
that specifies the unit or space where the ability
effects will be resolved. For a few active abilities,
you must specify two targets (the same target can
be used both times).
Even interacting with map tile spaces is considered a special type of innate ability with its target component.

A djac e n t

R a nge d ta rget i ng
There are two types of ranged targeting:
x

Target must be a unit inside range x,


with no obstacles in line of sight.

Target must be a unit inside range x,


ignore obstacles in line of sight.

Range represents the steps you would need to


reach the map tiles space, moving through the
line of sight but ignoring units and obstacles.

Line of sight
For ranged targeting, the concept of line of
sight is used to determine the validity of the target. The line of sight is an imaginary line through
the centers of source and target space. If that line
crosses through a wall, rubble, closed door, or
barrier, the target is out of line of sight.

Anything that is next to, and in line of sight, is


considered adjacent to the unit.

ac t i v e a bi l i t i e s

Active abilities need some type of activation


through losing stamina, essence, or by destruction of the card. If an ability needs stamina to be
lost, it can be played only on its units turn.

Between each units action (movement or


playing an ability), someone can play an active
ability if it does not need stamina for activation.
Active abilities can only be played one at a time,
resolving all the effects from the played ability before another can be played.

Direction
From the position of one map tile space, there
are 8 possible directions. With 4 directions in a
straight direction (facing frontally), and the other
4 diagonal directions.

15

special effects
Ethereal

effects
The main component of an ability is its effect,
which resolves when the ability is played. In most
cases, the target is the unit on which an effect is
resolved. Some of the effects include attacking,
pushing, pulling, reducing a units armor, switching positions with the target, and becoming ethereal. An effect can be resolved in two different
ways: instant and lasting.

Conditional ability
If there is a condition in the ability, it needs to
be satisfied in order for the effect to be resolved. If
it is not, the ability is played but with no resolved
effect.

Instant effects are resolved at the moment


they are played.

Switch positions
When you resolve this effect, switch positions
(figures on the map tile) between the activating
and the target unit.

L a s t i n g e ff e c t s

Control monster

Ability roll
Sometimes when an ability is played, a unit
must roll the game die, and based on the ability roll, a different effect will be resolved. If the
otherwise clause is present, then the other effect
will be resolved if the ability roll is lower than the
specified number.
x Roll the game die, and if the ability roll is
equal to or greater than x, resolve the ability.

Mu lt i effect
An ability can have multiple resolving effects.
If that is the case, resolve them in the order they
are presented inside the ability text.

Monsters ignore all explorers that are not


targetable and do not move toward them. Moving, playing abilities, and even attacking do not
remove the ethereal effect.
Ethereal units can be attacked indirectly using traps, exploding barrels, or other abilities that
do not need to target the ethereal unit.

I n s t a n t e ff e c t s

Lasting effects played by the activating unit


continue to be present on the target unit, even
after they are resolved. They last through the remainder of the round and into the next, until the
activating units next turn. They have this round
at the end of their ability text. Some lasting effects
have a number that determines the maximum
number of possible stacked effects.

If a unit is ethereal, it cannot be targeted by


other units unless they specifically have a present
effect that enables them to target ethereal units.

Stack ed abilities
There is the possibility that many effects can
be resolved at the same time. If that is the case,
the players specify the order in which the abilities
are resolved.

16

When it is that monsters turn to play, the activating explorer controls its movement, attacking
(even other monsters) and playing the abilities of
the controlled monster.

Teleport
When a unit teleports to a passable space
within some distance, ignore all walls, obstacles,
rubble and closed doors to reach the destination
space. If the space is occupied, choose the nearest
passable, unoccupied space from the destination
space.
When a unit teleports to a specific map tile
space, always use the nearest, unexplored map
tile space of that type on the map tile of the unit
in question. If the map tile space is occupied, the
explorer chooses the nearest unoccupied space
from the map tile space. To determine the nearest
map tile space, count the spaces directly, ignoring
walls, rubble, units, or obstacles.

Pu s h

mov e m e n t

A unit can be pushed backward, away from


the activating space. When there is no specified
map tile space, the activating units position is
considered the activating space for the push effect.

Units can spend 1 stamina to move to an adjacent, unoccupied, and passable space. Units can
move straight and diagonally. Units cannot move
through obstacles, walls, barriers or closed doors.

If the unit is frontally positioned toward the


activating space, the target unit teleports straight
backward, otherwise it teleports diagonally away
from the activating space.
Activate a trap space when a unit would be
pushed or pulled into a trap space.
When a unit would be pushed or pulled into
an exploding barrel space, treat it as though the
exploding barrel is hit.
If the destination space is out of line of sight
from the target, occupied, or unpassable, the target does not teleport.
Immobile units cannot be pushed or pulled.
If the destination space is a pit and inside line
of sight from the target, the unit is teleported to
the pit space and destroyed.

If the frontally positioned monster is pushed, it would not


move, but it would activate exploding barrel.
In the other example, unit is pushed diagonally to specified position.

Pu l l u n i t
The game mechanic of pull is the same as
push, except that the target is pulled toward the
activating space.

If teleported unit changes position, it is considered a movement.

17

Besides units, any map tile space which can be


interacted with (except monster spawn) is an obstacle. Obstacles do not obstruct line of sight, but
units are unable to use them for movement.
If a unit moves diagonally, at least one of the
linked spaces must be unoccupied, passable, and
without walls or barriers between. For diagonal
movement, although just using 1 stamina, a unit
assumes 2 straight movements when verifying a
valid diagonal move.

at tac k i ng
An attack is simply a type of instant effect. It
enables the attacker to roll the attack dice and depending on the blockers defense, it may score a
hit. When a unit is hit, the blocker loses 1 health
point, and if that loss reduces health to 0, the unit
is destroyed.

attack ex a mple

de at h

To better demonstrate the attack


mechanism in the game lets setup the
arena. Our explorer will battle a horrific
and deadly monster : Sarall.

If a monsters health points are reduced to 0,


that monster is destroyed.
Place its monster card on top of the destroyed monster deck.
Set aside its monster figure.
If the monster was destroyed during an ex-

plorers turn, restore 1 essence to that explorer.

Every attack specifies the number of low and


high attack dice used in the attack roll (both are
custom d6).

If an explorers health points are reduced to 0,


that explorer is destroyed.
Remove its figure and card from the game.

Low attack dice ( ) has values:


011122
High attack dice (
0112 23

Destroy half of the explorers items

(rounding up).

) has values:

The attacker rolls a specified number of attack dice and adds their values. The attacker then
immediately adds the specified number to their
attack roll, based on the present effects that increase its outgoing attack roll.
If the attack roll is equal to or greater than the
blockers blocking attribute, the attacker scores a
hit and the blocker is hit and loses 1 health point.
There are two types of attacks: normal and arcane attacks.
For normal attacks, the blocking attribute
is armor.
For arcane attacks, the blocking attribute

is will.

Note that if an effect increases arcane attack


rolls, normal attacks are considered arcane.
If attack would affect more than one unit (such
as a trap or exploding barrel), only one attack roll
is needed that is then applied to all blockers.

The player can now choose another explorer.

Lets assume our hero has an item with


following ability:

banish monster
Place its monster card on top of the destroyed monster deck.
Set aside its monster figure.

As we can see, to resolve attack we will


need 2 dice; 1 high attack and 1 low attack
dice. Lets suppose this is our attack roll:

Choose another
explorer
Choose one of the remaining undestroyed

explorers.

If there are no remaining explorer cards

left, the player cannot continue the game.

Considering Saralls armor of 3, we just


barely hit it and it lost 1 health point.
If this is the first time Sarall was damaged,
it is still alive, but if it was already
hit, Sarall is destroyed and attacks all
adjacent units.

18

The player chooses the new explorers card

and figure, and can equip the remaining items.

Set up the explorers attribute tokens.


On subsequent rounds, the player can

place the new explorer figure on a passable and


unoccupied space adjacent to, or on top of, an
existing entry token.

Treasure

weapon -upgrade-

inventory
example

augment

apparel -upgrade-

augment

Explorers can obtain items in the game and


equip, upgrade, or augment them. Additionally,
items can be traded with adjacent explorers.

treasure Types

consumable

weapon -equipped-

a p pa r e l
Apparel represents items for torso, legs,
or head. They must be equipped or present as an
upgrade before use. All apparel items increase armor or will in some way when equipped. Items for
torso have an augment symbol that can be used to
additionally improve your explorer.

apparel -equipped-

artifact -equipped-

weapon -unequipped-

equipped weapons
example

weapon
Explorers can use weapons to attack
units. They must be equipped or present as an upgrade before use. Some weapons increase armor
or will when equipped.

A rt i fac t
Artifacts represent items with special
arcane powers that can give explorers an additional edge in the game. Artifact items generally increase will when equipped. They must be
equipped before use.

Consumable

Consumables do not need to be


equipped before use.

examples of
wrong
combi nations

Au g m e n t
Augments are a special type of treasure
that can be equipped on apparel or weapon items
with a matching augment symbol. They must
augment the existing equipped or upgraded item
before use.
19

drop item

Use in v e n tory
When an explorer obtains items, unless they
are consumables, they must be equipped, or be
present as an upgrade or augment, before their effects and abilities can be used. An explorer can
spend 3 stamina in order to use their inventory
for equipping/unequipping, upgrading or augmenting any number of items.

Equip item
An explorer can equip only one item per type
of treasure, with the exception of weapons that
enable explorers to equip 2 weapons (each of the
weapon items must have a one-hand symbol).

unEquip item
If you choose while using your inventory, or
an ability forces you, to unequip an item, place
that item and its upgrade and augment items in
your inventory, unequipped. Unequipped items
are rotated to indicate unequipped status.

When an item is dropped, it is destroyed. If


that item was equipped, unequip it before dropping.

Gain treasure
When you gain treasure:
If it was through activating a treasure
space, restore 1 essence.
Draw the 2 top treasure cards.
Choose and take 1 card or give it to an

adjacent explorer.

You may destroy the other card or place it

on top of the treasure deck.

Trade with
explorer
For 2 stamina, you can initiate a trade with
an adjacent explorer. You can give and receive
any number of items (if equipped, the item is unequipped before changing control).

Upgr ade item

Events

Some items can be upgraded with items of the


same type and with a matching upgrade symbol
(top or bottom). Apparel items with augment
symbols cannot be upgraded with another apparel item with an augment symbol. You cant
upgrade an item that is already an upgrade.

Along with monsters and items, there is another type of card that can greatly influence the
game. These cards are events, and they enable explorers, and the forces of Horror also, to invoke
different representations of things that happen.

Au g m e n t i t e m
Augmentation enables additional merging of
items (horizontal joining). Only items with the
matching augment symbols can be augmented.

There are two types of events: explorer and


horror. Explorer events are played by explorers by
activating an event space, and horror events are
played during the Horror phase.

20

ongoing

Qu e s t s

Some events are ongoing, which means they


remain active as long as they are the topmost
destroyed event card. Ongoing events will affect
units on all map tiles.

Some events give the explorers a chance to


complete the cards condition in order to resolve
its reward effect. The explorer takes the quest card
and places it next to their explorer card. When
the explorer carries out the cards condition and
resolves its reward effects, the event card is destroyed.

Explorer event
Only explorers can play explorer events, and they do this
by activating an adjacent event
space for 3 stamina. Non-ongoing
explorer events, unless stated differently, can only affect units and
spaces within the same map tile of the activating
explorer.
When you activate an event space:
Restore 1 essence.
Place an explored token on top of the event

space.

Draw a card from the explorer event deck.


Resolve its rule text.
Destroy the event card.

Default explorer event

Scenario explorer event

Sometimes explorers will need to achieve


a quests condition multiple times. If that is the
case with the drawn event, place a specific number of health tokens (face down) on top of the
event card and flip them face up every time the
quests condition is met. When the last health token is flipped, the quest is completed.

Horror event
Every turn, one explorer rolls
the game die during the Horror phase. If the roll is equal to
or greater than the horror event
value on the current chapter card,
a horror event is played.
When a horror event is played:
Increase the monster threat by 1.
Draw a card from the horror event deck.
Resolve its rule text and place the card face

up on top of the horror event destroyed deck.

C ol l ect h e a lt h or
essence

An explorer can at any time lose health or essence in order to meet a quests condition with the
Collect effect.

U s e a s p e c i f i c s pac e
To achieve a quests condition, explorers must
use an adjacent, specific space for 3 stamina.
When a quests condition is achieved, place an
explored token on top of it.

Ongoing explorer event

Quest explorer event

21

Default horror event

Ongoing horror event

Map Tile
Units are moving and activating their abilities within map tiles. Every map tile
is a 10x10 grid with 4 possible edges on each side. On one of the edges there is a
direction symbol that is used when a new map tile is explored and joined to the
exploring tile edge. Map tiles contain a layout of different types of map tile spaces
and walls.
Treat the unexplored edge of a map tile as a wall.

Exploring map tiles


When an explorer is on the edge of a map tile
that does not contain an entry or exit token, it is
possible to explore further for 2 stamina. In that
case, draw a map tile and join it with the exploring map tile edge in a position where its direction
symbol is adjacent to the activating explorer.
If the top map tile is face up, shuffle the map
tile deck before taking a new map tile.
While additional map tiles are explored, they
can represent a playing area of maximum 2x2
map tiles. It is possible to explore even further
with the concept of scrolling map tiles.

Map joining example - step 1

Map joining example - step 2

Scrolling map tiles


The playing area (2x2) can be scrolled by destroying some of the placed map tiles while a new
map tile is explored. The only requirement is that
there are no explorers on destroyed map tiles.
If there are monsters on the destroyed map
tiles, they are banished.

When you destroy map tiles, place them face


up at the bottom of the map tile deck.

Map scrolling example - step 1


22

Map scrolling example - step 2

Map Tile Spaces


Pa s s a b l e s pac e
A space through which units
can move and drop items. Passable spaces do not obstruct the
line of sight.

ac t i o n s pac e
An action space is any space
that can be interacted with, except monster spawn spaces.
Every action space counts as an
obstacle.

Wa l l
Space border is a special type
of border between spaces. It can
be a wall, barrier or door.
Walls are used to separate spaces and obstruct
line of sight.

ru bble
Rubble space is an unpassable space that obstructs the line
of sight.

Pit
A pit is special type of passable space. A unit that moves,
is pushed or pulled into a pit is
destroyed. Monsters will never
move by themselves into a pit.

T r a p p e d s pac e

Door
A door is a type of space border, and is a connection between
two adjacent wall spaces. By default, units can normally pass
through it and the line of sight is not obstructed.
If doors are open (door token is not placed),
an adjacent explorer can use 2 stamina to place a
closed door token.
If doors are closed (door token with closed symbol), they act
as a wall and an adjacent explorer can use 2 stamina to remove the closed door
token.
All units can destroy an
adjacent, closed door for 4
stamina. When a unit destroys a
closed door, flip the closed door token to show a
destroyed door token. Explorers cannot activate
a door with a destroyed door token on top of it.

Barrier
Barrier tokens can be placed
between any two adjacent spaces. A barrier then acts as a wall
(space border) and it can only
be destroyed by an adjacent unit for 4 stamina.
Barriers cannot be placed on top of a door space
border.
A monster will try and destroy the barrier if
the barrier is blocking the shortest path to nearest explorer.

23

A trapped space is a specific


type of passable space. When
a trap is triggered on a specific
map tile, every unit on top of its
trapped spaces will be attacked
by the activating unit for 3

Trap
Explorers can activate an adjacent trap space to trigger traps
for 2 stamina. When an explorer
triggers traps:
Attack each unit on top of
trapped spaces inside the activating explorers
map tile for 3
Place an explored token on top of the trap

space.

If the traps are triggered through a Horror


event, do not place an explored token on top of
the trap spaces after resolving the attack.
Activate a trap space when a unit would be
pushed or pulled into a trap space.

Exploding barrel
An exploding barrel is a
specific type of space that can
be attacked. The attack roll on
an exploding barrel must be at
least 1 to score a hit. When an
exploding barrel is hit:
Attack each unit adjacent to the exploding
barrel space for 3

Treasure
Place an explored token on top of the ex-

ploding barrel space.

When a unit would be pushed or pulled into


an exploding barrel space, or the exploding barrel
space is attacked with abilities that affect units,
treat it as though the exploding barrel is hit.

R e c h a r g e s pac e
An explorer can activate an
adjacent recharge space for 1
stamina. When an explorer resolves a recharge space:
Roll the recharge die.
Possible results of the roll:

restore 1 health, restore stamina, or nothing


happens.

The main source for explorers to gain gear is through activating a treasure space. Besides
gaining items through treasure
spaces, explorers also restore essence. Explorers can activate an
adjacent treasure space for 3 stamina. When an
explorer activates a treasure space:
Restore 1 essence.
Draw the 2 top treasure cards.
Choose and take 1 card or give it to an

adjacent explorer.

You may destroy the other card or put it on


Place an explored token on top of the

No tokens are placed. From


this state, the chapter space can
go to lit or explored state. Any
adjacent explorer can activate a
chapter space for 3 stamina and
by losing 3 essence. If a chapter
spaces is activated, flip the current chapter and
place an explored token on the chapter space.

treasure space.

E v e n t s pac e
From event spaces, explorers
restore essence and have an opportunity to resolve one of many
beneficial events, each with its
own story and effects. Explorers
can activate an adjacent event space for 3 stamina. When an explorer activates an event space:
Restore 1 essence.

You can swap any of those cards with the

Place an explored token on top of the event

Choose and take 1 card or give it to an

Draw, resolve, and destroy the top explorer

ones from your inventory or equipped items.


adjacent explorer.

Destroy any number of those cards, then

While an explorer is activating an unlit chapter space, other adjacent explorers can assist by
contributing their essence. Contributing explorers must be adjacent to the chapter space, activating explorers, or other contributing explorers.

Unlit chapter

recharge space.

Explorers can activate an adjacent workbench for 3 stamina.


When an explorer activates a
workbench:
Draw the 4 top treasure
cards.

Chapter spaces are used to progress through


the scenario chapters. The most standard way
is to lose stamina and essence by activating an
adjacent chapter space to advance into the next
chapter. Other possibilities are to seal a monster
spawn or to complete quest events to light chapter which enables you to activate a chapter space
without losing essence.

top of the treasure deck.

Place an explored token on top of the

wor k be nc h

c h a p t e r s pac e

space.

event card. If the event is a quest, the activating explorer takes the quest card.

Lit chapter
There are a few mechanics
in the game that enable chapter
spaces to be lit (even if no unit
is adjacent to them). If a chapter
space is lit, place a light token on
top of it (explored token face down). Any adjacent explorer can activate a lit chapter space for 3
stamina to progress to the next chapter and flip
the light token to an explored token.

Explored chapter
Represents a chapter space with an explored
token on top of it. An explored chapter space cannot change its state to lit state.

place the remaining ones on top of the treasure


deck in any order.

Use your inventory.


Place an explored token on top of the

workbench space.

24

M o n s t e r s paw n
When you roll a success during a monster spawn phase, place
the monsters figure on the nearest monster spawn.
An explorer can seal an adjacent monster spawn for 3 stamina and by losing 4 essence. When the explorer seals a monster
spawn:
Decrease the monster threat by 1 (to a
minimum of 1).
If there is a monster on top of the monster

spawn, destroy it.

Place an explored token on top of the mon-

ster spawn.

Light chapter (place a light token on top of

the unlit chapter space that is on the same map


tile as the sealed monster spawn).

While an explorer is sealing a monster spawn,


other adjacent explorers can assist by contributing their essence. Contributing explorers must
be adjacent to the monster spawn, activating explorer, or other contributing explorers.
A monster spawn with the explored token on
top counts as an obstacle.

Howling
Mountain
The Howling Mountain area is separated into
two parts: the locations that can be used while explorers are back at the base, and the sliders which
represent the current monster threat and monster
level. Ignore two sliders beside current chapter
when playing in easy mode.
While the explorers are back at the base there
are no more game rounds and the explorers can:
Use the Howling Mountain locations.

Trade items with one another.

Use their inventories.

Players of destroyed explorers can choose


another explorer.

When you decide to return into the fray, draw


and place a new map tile together with an entry
token, place the explorers, and begin with a new
game round (place entry token).

l o c at ion s
I n fir m a ry
This location ensures that all explorers are
healthy before venturing back into the horror.

Der elict camp


Through the derelict camp, explorers are able
to reduce the monster threat if it isnt already on
the starting position. It can be a useful tactic, especially if the monster threat is very high and bigger monsters are waiting just around the corner.

A r mory
Only once as a group, each time the explorers are returned back to the base, they can use
the camps armory. You can treat the armory like
resolving a workbench, but as the whole team is
back at the base, everyone can use their inventories while the effect is played.

25

So, weary explorer, you managed to grasp the game, and you learned how
to play in a way that gives you at least a chance at victory?
If that is the case, then its time to introduce the normal mode and to play as the game is
intended to be played. This mode will use a few additional concepts and tokens, but the
beneficial impact of luck through monster and horror rolls will be negated.
The normal mode will introduce markers, edge tokens, the monster rating token, and the horror rating token.

Explorer markers
Besides a card and figure, explorers have
markers to represent locations of dropped items
or active lasting effects (3 markers for each explorer).

When choosing your explorer, notice the


symbol on your player board and take 3 explorer
markers with the same symbol, and place them
on top of your player board.

Pick up item
You may take 1 adjacent marker for 1 stamina
(or if you are standing on one).
Take the top item from the corresponding explorers drop pile and place the ground marker on
top of that explorers player board.

Drop item

Edge tokens
Place the item on top of your drop pile, face

down.

Units can pass through spaces with markers.


At the start of your turn, place all markers
which have been placed on cards on top of your
player board (all your lasting effects are over).
You may take any number of your markers
from the ground, and for each one, destroy the
bottom item from your drop pile.

W h e n yo u r e s o lv e a
l a s t i n g e ff e c t
If you have no available markers, the effect

is not resolved.

If you target yourself, place a marker on top

of the activating treasure card.

If you target a unit, place a marker on top of

the unit card.

When an explorer
explores a new map tile,
put an edge token on
the edge of the activating explorers map tile.
If there is already an edge token on that map tile
edge, the exploring effect cannot be resolved.
You cant put an exit token on top of an existing edge token.

R at i ng tok e n s
On the Howling Mountain tile,
next to the current chapter, there are
two sliders on each side: the monster
and horror rating sliders. Whenever a new chapter is flipped, put the
monster and horror rating tokens on
the position indicated by the monster and horror
values which are indicated on the chapter card.
In the monster spawn phase, use the monsters
rating slider as a value against your roll. When
you roll an equal or greater value, reset the monsters rating slider to the value that is indicated on
the chapter card, otherwise, lower the monsters
rating slider by 1.

For 1 stamina, you can drop 1 item. If that


item was equipped, unequip it before dropping.

Wh en you drop item

In the horror phase, use the horrors rating


slider as a value against your roll. When you roll
an equal or greater value, reset the horrors rating
slider to the value that is indicated on the chapter
card, otherwise, lower the horrors rating slider
by 1.

If you have no available markers or if you


choose not to place a marker, destroy that item.
Otherwise:
Take a marker and place it adjacent or
below your figure, on a passable space without
markers, entry, exit or edge token.
26

Tips&Tricks
Teleporting

When an ability enables you to teleport to an adjacent or another map


tile space, ignore walls, barriers, doors, and other obstacles that are in the
way.

Splitting the group

Splitting explorers into 2 groups is a viable and often-recommended


strategy. The second group loses a round for movement, but explores and
utilizes another map tile.

If the game is too hard

After your turn

If the game takes too long

Use inventory

You can make the game easier with a simple ruling concerning the game
die. When you roll the game die, treat a 0 roll as a 0. With this simple rule,
the game is 10% easier.

Sometimes you want a faster game, either for trying different strategies
or for learning purposes.

E x t r a fa s t g a m e (l e s s t h a n 1 hou r)

Play Scenario I using only chapters: 1, 2 and 4. When the last surviving
explorer exits the 4th chapter, the game is won.

Fa s t e r g a m e (l e s s t h a n 2 h ou r s)

Play Scenario I but remove chapters 2 and 7. The game is won when the
endgame condition is fulfilled.

27

At the end of your turn, flip your explorer card to indicate that youve
played this round. At the start of a new round, all explorers unflip their
cards at the same time.

It is advisable to first gain a few items before spending the 3 stamina to


be able to equip more of them at the same time. A workbench does wonders
for gaining the first good gear.

Map tiles

Some map tiles are better as starting positions. Dont hesitate exploring
new map tiles if the situation demands it.

Variants

Puppeteer

You can play with an additional player - the


game master - dedicated to destroying the explorers. He controls the monster queue, the monster
movement, and activating the monster abilities.
Still, monsters will not use traps and cannot attack
exploding barrels.
When resolving a horror event, the Puppeteer
draws two horror event cards - first destroys one
and then resolves the other one (an event which
shuffles the horror event deck has priority and
must be the event that gets resolved).

Reinforcements

At the start of the game, when all explorers


have been placed on the map tile, each of them will
gain a bonus.
Mystic: Resolve an explorer event.
Crafter: Restore 1 essence to any explorer.
Bruiser: Move up to 3 spaces.
Gunman: Gain treasure.

28

Intricacy

Explorers may use abilities that require stamina even during other explorers turns. That also
includes movement and interacting with map tile
spaces.

Game Credits
game design & writing
Juraj Bili
graphic design
Aleksandra Bili
illustr ation
Damir Podhraki
Kristian Pavlin
Hrvoje Sili
Karin Bogdani
Elwira Pawlikowska
text editing
Sofia Pavlin
Mike Malley
video & sound
Mladen Konecky
Danko Bundalo
additional writing
Paul Barrett Sansperf
Daniel Monan
Kristian Pavlin
testing
Ulrich Thomas
Isabel Kbrich
special thanks to
Timo i Josipa
James F. Terwilliger
Kevin Dusi
Mike Spahn

29

thank you!

Michael Peceny, Goran Banina, Marko


Jurjevi, Domagoj Rapak, Predrag
Krian, Dragan Barii - mijena.com
and fellow deviantartists: allison712,
AustriaAngloAlliance, brenbren, deadenddoll-stock,
deathofsphinx, eveyd, ftourini, gothicbohemianstock,
neubie, Nieblastocks, otherunicorn-stock, panopticonstock, paulosanlazaro, rustymermaid-stock, scifi-stock, sceptre63, shapes4free, steppelandstock,
stocked, titelgestalten, YBsilon-Stock, yellow-fever

kickstarter cr ew

Evil Avi Zacherman, -, -, 3rd Reality, A.D., Aaron Dawkins, Aaron


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Dreher, Jeff Heaney, Jeff Jessee, Jeff Johnson, Jeff Leggett, Jeff Meyer,
Jeff Niles, Jeff Williamson, Jeffery P Gilbert, Jeffrey Connolly, Jeffrey

30

Dorsey, Jeffrey Jones, Jeffrey Purser, Jenn & Harv Collins, <3, Jennifer
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Goodrich, Julio Carvallo, Jurica Basioli, Justin Brown, Justin Herr,
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Ryan, Katherine Vinyard US, Kathy Hench, Katriina Kivist,
KeepPlayAlive.com, Kees DeBruin, Keith Earl Weber II, Keith
Hughes, Keith Preston, Keith Rice, Keith Walther, Kelly & Jakki
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von Canal, Marcel Redi, Marcelina Lechwar, Marcello Coluccio,
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Malacai, Mario uspec Janu, Mario Blanco Alonso, Mario
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Marko ekez, Marko ili, Markus Frein, Markus Pltz, Marl
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de Korte, Matteo S., Matthew Behrens, Matthew Dale, Matthew
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Carlson, Mattias Krantz, Mauen Kedalbe, Max, Max Glick, Max
Peng, Maximilian Mantz, Meg Lindsey, Megan K McGuire, Mervyn
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Michael fleXfuX Fuchs, Michael Arroyo, Michael Baskal, Michael
Benevento, Michael Bowen, Michael Bridgart, Michael Bryant,
Michael Dake, Michael Fribbins, Michael G Braunstein, Michael G
Smith, Michael Goodman, Michael Hlzl, Michael J. Burrage,
Michael J. Klein, Michael Jones, Michael Josten, Michael Lewis,
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Michael Seth Larsen, Michael Simpson, Michael Spitze, Michael
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Murphy, Mike Ong, Mike Parkinson, Mike Seckleman, Mike Slama,
Mike Young, Mikhail Kalinin, Mikko Wilmi, Milan Jnok, Miles
Fender, Miles McPea, Miles Ward, Miles Wood, MindlessMuse,

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Butler, Nathaniel Edward Bruce, Nathaniel Moore, NatherGein, Nazerim, Neil Menne, Neill Price, Niccolo
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Cloversong Klitbo, Nicole R AKA Apples, Nikazzio, Nike Altdrfer, Nikita Kuznetsov, Niklaus Pegler,
Nikolay Nikiforov, NimrodD, Nix & Nael, Nojh, None, Norberto Badano, Northwest Tree Octopus,
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Abrams, Steve Billups, Steve Hamm, Steve Sartain, Steve Walker, Steven Dolan aka-biggles, Steven Ickman,
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& Katharina, Thomas C. Felch, Thomas Covert, Thomas Shydler, Thomas W. Li, Thomas138, Thorsten
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Mercer, Triplash, Troels Larsen, Troy A. Willson, Troy Adlington, Tuan Vo, Tuska, Ty Garibay, Tyler
Menzer, Tyler Royal, Tyler Smith, Tyler Wiegers, Tyler Yazzie, Tylor Olson, Tyson Underwood, Ulrich
Thomas, Urbano Dorta, VT, Valentin Schaffer, Valeria FH, Valerio Mengoli, VampNES, Vanessa & Vincent
B., Vedran The Antediluvian Sheep Martic, Velvet Whale, Victor Etherington, Victoria E.S. Pullen,
Victoria Elizabeth Francis De Maria, Vikingtunics, Viktor Olsson, Vincent, Vincent Arebalo, Vincent
ELLAMA, Vincent Maingot, Vincent Smaers, Vinko Bradvica, Vinson Hum, Vitaly F., Vivienne Dunstan,
Vladimir Moshe Bohmer, Volker Jacobsen, Volker Tietjen, Volonious, WarFred, Warner Chaves, Warren
Scherich III, Wayne Ellis, Wayne Welgush, Wei Jen, Werewolf, Wes Anslinger, Wes Chamness, Wesley
Decloedt, Wesley N Goodwin, Wesley Ware, Wictor Sundstrm, Wilfredo Santos Jr., Will Bailey, Will
Ferguson, Willem Moransard, William Gordon, William H. Nelson, William J (B.J.) Altman, William
Mayorga, William McCarroll, William Steffen, William Stewart, Wolfgang Knebel, Wollemi Pine, Wook,
Wouter Dhondt, Wyngd Lyon Creations, Wynne Beyer, Wyrmy, Yargo Platz, YaterODST, Yenni Brusco,
Yiota Elyol Loule, Yip Korhil Ng, Yosu Gomez, Zac, Zach Baumgartner, Zachary Pross, Zack And
Bunny K, Zack Littell, Zack Wisti, Zeljko Drascic, Zengras, Zoran Jambor, Zvonimir Juranko, Zvonko
Bikup, aleksandar stossitch, antoku, bertholon grgory, bimbosoup, clan [LALA], dujma, eric priehs,
f@b.e, gabr, gf.nekrodamus, gksdx, hiltsnswords, jack wynn, khatre, mark rodriguez, matthew groom, n/a,
n/a, ngeunit1, nihilsacrum, no thanks, none, none, none, omegadeath88, phillip cazalas the4th, phyphor,
pkh, the Encaffeinated ONE, wallstop, whoabackoff, yah mos def, yegods, arko Pintar

31

Contents
C omponents . . . . . 3
C omponent O verview . . . . . 4
S etup D iagram . . . . . 7
G ame S etup . . . . . 8
Playing the Game 9
Explorer phase 9
Monsters spawn 9
Spawning a monster 9
Horror phase 9
Monster action 9

M onster B ehavior . . . . . 1 0
G ame progress . . . . . 1 2
Chapter space 12
Chapter abilites 12

U nits . . . . . 1 4

At t r i bu t e s 14

A bilities . . . . . 1 5

Active abilities 15
Passive abilities 15
E f fe c t s 16
Ta r g e t i n g 15
At t ac k i ng 18
De at h 18
Movement 17

T reasure . . . . . 1 9

Tre a s u re t y p e s 19
Use inventor y 20

E vents . . . . . 2 0

E x plorer event 21
Hor ror event 21

M ap T ile . . . . . 2 2

Exploring map tiles 22


Scrolling map tiles 22

M ap T ile S paces . . . . . 2 3
H owling M ountain . . . . . 2 5
Locations 25

NOR MAL MODE.....26


T ip & T ricks . . . . . 2 7
Variants . . . . . 2 8
R eference S heet . . . . . 3 2

Reference Sheet
Explorer Phase

Monster Spawn

Horror Phase

Monster Action

Explorers Only
Use inventory

Activate trap space

Trade with explorer

Seal monster spawn

Activate door (open/close)

Activate chapter space (unlit)


Activate chapter space (lit)

Drop 1 item

Activate workbench

Pick up item

Activate event space

Activate recharge space

Activate treasure space

items apply only to that unit.

Active effects of abilities with target compo-

nent are applied to the target.

Equipped items and unit cards abilities

without a target component can be applied only


to units inside the map tile of the activating
unit.

All Units
3

When an effect involves a unit and a map tile

Passive effects of unit cards and equipped

Destroy closed door or barrier

When you shuffle treasure cards, you dont

space, always use the unexplored, nearest map


tile space of that type on the map tile of the unit
in question. If the map tile space is occupied,
the explorer chooses the nearest unoccupied
space from the map tile space. To determine the
nearest map tile space, count the spaces directly,
ignoring walls, rubble, units, and obstacles.

When the ability text includes explorer


count: use the number of explorers at the start
of the game.

Weapon augment abilities apply their effect

If a map tile space is destroyed, place an

only to their augmented items.

On kill and on hit abilities of weapons are

resolved only if the item in question was the one


that triggered the ability.

32

include destroyed treasure cards, but when you


shuffle events (explorer or horror), you must
shuffle destroyed events as well.

explored token on top of it. If a map tile space is


refreshed and there is an explored token on top
of it, remove the token.

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