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GAME AID

GAME ROUND
1. Event Cards
Draw and resolve one Event card. When a new Event card
is drawn, discard the previous Event card unless it was an
Environment card. Environment cards remain in play until a new
Environment card is drawn.
2. Player Turns
t SPAWNING PHASE Roll to spawn one villain on the map. If
you cannot spawn the type of villain you rolled, immediately
activate the villain of that type that is farthest from any hero
on the map. (NOTE: A villain that is placed is not considered to
have spawned.)
t ACTIVATION PHASE Move/Perform Actions and draw a feat
card. A player can have no more than three Feat cards face up
at any time.
t VILLAIN PHASE Draw a Villain Action card to activate one or
more villains.
MOVEMENT
Can only move to connected spaces. Spaces diagonal from each
other are not connected if their shared corner contains a wall.
Three movement choices :
Hold Dont move. Gain aiming bonus (boosted attack rolls) if no
enemies are in the same space.
Walk Dont move, or move one space. No aiming bonus.
Charge Move one or two spaces. Cannot make ranged attacks
when charging. Damage roll for first melee attack is boosted.
Cannot charge if you have already made an attack or forfeited
action.
Rough Terrain Movement ends when entering. Can only hold
or walk when starting in rough terrain.
Space Capacity Cannot move into a space containing seven
figures. Large bases count as two figures, but a large base can
move into a space containing six figures.
Free Strikes Make a hazard roll for each enemy in a space when
moving out of a space containing enemies. If incapacitated by a
free strike, you remain in the space you started in.
ACTIONS (Attack / Revive / Stat Challenge)
ATTACK ACTIONS
t Attacks may be made using all melee weapons (2 melee

weapons = 2 attacks) or all ranged weapons. Attacking with


both ranged and melee weapons in the same activation is not
permitted unless feat cards or abilities say otherwise.
t Apply aiming bonus (boosted attack roll) if the movement
chosen by the attacker was Hold, and there are no enemies
in the attackers space.
t Aiming bonus does not apply when targeting an enemy in
your space.
t AOE : Automatically hits all characters in targeted space,
including friendly characters. A separate damage roll is made
for each affected character.
Step 1: Declare weapon and target
Check range. There is no line of sight in this game, only range.
Spaces must be connected when counting range (see Movement
section).
Ranged attacks : Cannot target an enemy with a ranged attack if
that enemy is in the same space as a friendly character. This does
not apply if the target is in the attackers space.
STEP 2 : Roll to hit
If ACC + 2d6 = or exceeds DEF of target, hit is successful.
STEP 3: Roll for damage
t Damage roll is boosted if this is a charge attack.
t If POW + 2d6 > ARM of target, target takes one damage.
t If POW + 2d6 = 5 or more over ARM, target takes two
damage.
t For each 1 Health the villain loses from an attack, add 1 XP to
the treasury.
REVIVE
t Does NOT work on Doorstop. He must be bodged by Pog.
t Must be in same space as the incapacitated hero.
t Takes an action & uses an alchemical potion.
t Heals all remaining health. Do not recover health tokens
removed to box while incapacitated.
t Revived hero is still knocked down.
STAT CHALLENGE
Successful if Stat + 2d6 = or exceeds target number.
3. Villain Phase
t Draw and resolve a Villain Action card.
t Choose which villain to activate based first on color priority,
then on number priority. (The index tokens on the stat cards
in the reserves determine the priority of each villain type.
If multiple villains of different types are activating, the type

whose stat card has the lower index token number activates
first.)
t If multiple villains match the color and number priority, the
active player chooses which to activate regardless of the
figures location.
t When a villain activates, follow the tactic icons at the bottom
of its stat card. Follow the tactics in order from left to right.
t The villains activation ends after resolving the first valid tactic
icon.
t Usually, villains target the closest valid hero. An incapacitated
hero is not a valid target.
t If more than one target matches the preference on the card,
the villain attacks the target with the highest Initiative.
TERRAIN ELEMENTS
Obstruction Has a wall on every side. Cannot
move through or into an obstruction.

Fissure
t Only small based characters can move into
and through a fissure; medium and large
based characters cannot.
t Cannot charge when moving into, through, or out of a
fissure.
t Villains can only enter a fissure if there is no other path to the
target.
t When leaving a fissure, roll a die. On a 4-6 the fissure collapses.
Make a hazard roll for each character s ll in the fissure when
it collapses.
t A successful strength 13 test can re-open the fissure.
Loose Rocks Can be attacked. They are
auto hit by ranged or melee. Arm 16. When
damaged, a cave-in occurs. Make a hazard roll
for all characters in the space when it caves in.
Cave-in Space
t Rough terrain (Movement ends when
entering. Can only hold or walk when startng
in rough terrain).
t Characters inside gain cover (+2 DEF against ranged).
MISCELLANEOUS
Hazard Rolls Roll 1 die. On a 5 or 6, the character takes one
damage.
Boosting Rolls Add one die to the roll. Only one die can be
added due to boosting.

Feat Cards Feat cards are used in three ways:


t A hero can play a Feat card to use one of the two options on
it, after which the card is placed in the heros Feat card discard
pile.
t A hero can discard a Feat card to use an ability that is triggered
by discarding a Feat card.
t A knocked down hero can discard a Feat card to stand up
during his turn.
t You can use as many Feat cards during a round as you wish.
t Unless otherwise specified, the effects, benefits, and penalties
of multiple instances of the same named effect on a character
are not cumulative.
t Effects, benefits, and penalties from differently named effects
are cumulative with each other, even if they apply the same
modifier.
Knock Down
t A knocked down character cannot move, perform actions, or
make attacks, and attack rolls against him automatically hit.
t Knocked down heroes can stand up at the start of their
Activation by discarding a feat card or forfeiting movement or
action. Charging is NOT permitted the turn a hero stands up.
t Knocked down villains stand up on their Activation and do
nothing else.
t Knocked down bosses stand and attack an enemy in their
space or stand and walk towards the closest target if there are
no enemies in their space.
Incapacitated
t All health markers are black.
t An incapacitated hero is knocked down.
t During spawning phase, remove two black health markers
and put them back in the box. Doorstop does NOT lose wreck
tokens.
t When all health markers are gone, the hero is removed from
the map and no longer takes turns.

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