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Zaltyre’s Glossary of Terms for

Descent: Journeys in the Dark Second Edition


Version 2-1
HOW TO USE THIS GLOSSARY

This glossary is intended for use as a supplement to the rulebooks of Descent, not a substitute.

While game effects in Descent employ theme, the game is primarily built on a system of triggers and effects. The effect
wording overrides theme in the context of rules conflict. Abilities may have subtle differences in vocabulary and
phrasing which implies distinct meaning, so careful reading of cards and understanding of terms is critical to avoiding
mistakes.

This document is organized alphabetically by key term. Following each key term are explanations and related rules,
which often involve additional terms and definitions.

Key terms are bold and underlined within their definitions.


Other terms found in subsequent explanations are bold.
References to specific cards and abilities are denoted with “quotation marks.”
Rules and terms pertaining exclusively to expansion content are marked with a superscript referencing the
expansion(s) as listed in the expansion index at the end of the document.

Throughout the document, the term “object” refers to anything on the map. This is simply a word I use below to
include figures, familiars, and other character tokens such as villager tokens or objective tokens, depending on quest
rules. It is not a term found in the Descent rulebooks.

TERMS

Ability: A general term meaning anything allowed by text including skills, hero abilities, heroic feats, ally actions,
monster actions, and equipment text (surge abilities, “Reach”, added dice, etc.)

»The cost of an ability is the immediate prerequisite to performing it. Common costs include a surge, fatigue, a
movement point, discarding a class token, or exhausting a card. Effects which accompany or immediately follow
an event are not necessarily costs. (Example: the fatigue suffered when a hero moves out of a space is a side
effect, not a cost. The cost in this case is the movement point.)

»The cost of an ability must be satisfied before the ability can be performed (that is, a player may not
perform an ability, and then pay its cost by the resolution of that ability.) If the player cannot pay the
cost before performing the ability, it cannot be performed.

»An exhausted card is turned sideways, and generally considered to be blank except for effects which
persist “while this card is exhausted.” Card abilities that are exhausted may not be triggered again until
they are refreshed.

»A card is refreshed during a specific window of the active player’s turn, or as instructed on that card.
This returns the card to its upright position and normal function. Cards that are flipped rather than
exhausted (example: search cards) are not refreshed. (Some abilities like “Ulma’s2” Heroic Feat allow
search cards to be flipped face up again.)
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»Abilities which are used are not exhausted, and may be used multiple times as long as the cost and
trigger are satisfied for each use. (Example: “Ghost Armor” can be used multiple times in the same
attack because “after rolling dice” is a trigger which remains valid even after the ability has been used,
while “Nimble” cannot, since the trigger no longer applies after the ability has been used. Additionally,
the phrase ‘each time’ implies single use per triggering event.)

Surge abilities: Text which allow a player to spend gin the attack results to perform abilities, usually adding
other results or conditions to an attack. Unless an ability costs at least one g, it is not a surge ability. (Example:
“Reach” is not a surge ability.)

»The text located on each hero sheet in the upper box is the hero’s unique Hero Ability. However, any ability
performed by a hero (such as a skill or feat) is also considered a hero ability. Likewise, any ability performed by
a monster is a monster ability, and one performed by an ally2 is an ally ability.

Heroic Feat : The text located on each hero sheet in the lower box. Heroic feats may be used once per
encounter, and refresh at the end of an encounter.

Action: Specific standard abilities including Attack, Move, or Open/Close Door. Additionally, heroes may perform
Rest, Search, Stand Up, and Revive actions. Heroes and monsters may perform two actions during their activation.
Actions may be repeated unless otherwise restricted.

Special actions are types of actions figures may perform not included in the above list. There are several types of
special actions, described below:

»For monsters, these special actions are known as Monster actions. For Allies2, they are called Ally
actions. A hero may perform actions granted by his skill cards (skills.) Hero Abilities or Heroic Feats
may also cost an action.

»Special Actions allowed by quest rules may only be performed by certain figures as stated in said rules.

»Search cards, Shop Item cards, or Relic cards may list special actions (example: “Curse Doll.”)

Activation: The time during which a figure or other character performs its routine actions. Some actions may occur
outside of an activation. Each figure may only activate once per round.

»For heroes, the “Perform Actions” step of the hero turn constitutes their activation.

»A Familiar’s activation is either immediately before or after the “Perform Actions” step of the hero the
familiar is attached to, it may not activate between actions. All “Summoned Stones1” must activate
consecutively, similar to a monster group.

»For monsters, the time each individual monster performs actions constitutes its own activation. Though the
monster group is also ‘activated’ as a whole, that is a different term implying only that each monster in a group
must activate immediately before or after another monster in the same group.

»When activating: Any time during a figure’s individual activation, but not interrupting any other action
(except a move action.)

2
»Refer to quest rules for other NPCs. Some activate “at the beginning or end” of a hero turn, which is still a
part of that hero’s turn. Others activate “before or after” a hero turn, which is not part of any turn.

Adjacent: Two spaces are adjacent if they share exactly 1 corner (if diagonal) or 2 corners (if side by side.)

»A space is never adjacent to itself.

»Spaces which are side by side and separated by a black map edge are not adjacent.

»Spaces separated by a closed door are not adjacent, but spaces separated by overgrowth2, a portcullis4, or an
elevation line2,4,8 are.

»Except in special cases (such as overgrowth2,) adjacency usually implies LOS. Likewise, except for special cases
(like elevation lines2,4,8 or spaces separated by a portcullis4,) a figure may usually move to any adjacent empty
space when moving.

Ally2: Allies are special figures the hero control during certain quests. Allies may perform two actions during their
activation, which takes place before or after any hero turn. Notably, an Ally’s turn does not occur during any player’s
turn.

»An ally is treated as a hero figure.

»Allies may perform Attack, Move, Open/Close Door, Revive actions, or Special actions (including Ally
actions or quest special actions referencing allies.) They are subject to the same 1 attack per activation limit as
monsters.

»If quest rules cause an ally to become possessed (such as in the quest “Fountain of Insight,”) it is considered a
lieutenant for all purposes rather than an ally- in this case, the Ally card and Ally Skill cards are not used.

Attack: A figure performs the steps of combat described on pages 12 and 13 of the rulebook (described below.) The
dealing of damage or rolling of either attack or defense dice does not itself constitute an attack.

»Actions which contain attacks count toward limitations on attacks (an Elemental’s “Fire” action counts as its
attack for that activation) however, the term attack action only refers to a standard attack, not an attack
provided by a skill (Berserker’s “Rage”) or monster action (Elemental’s “Fire”.) (Example: Though the Overlord
card “Frenzy” grants one additional attack action, this may not be used to perform “Fire,” nor may Grisban’s
Heroic Feat be used to use “Rage,” since neither of those are attack actions, even though they are attacks.)

»Steps of combat: The 5 steps below are performed during every attack, and it is then resolved. However, if at
any point during an attack all affected figures or the attacker is defeated, the attack is immediately resolved
without performing any additional steps.

STEP 1: Declare Target and Weapon

Target space: The space containing the target of the attack. Unless otherwise specified, the target must be an
enemy figure, and there is one target space. (Even if the target is a large monster, there is only a single target
space. Additionally, attacks may never be directed at empty spaces.) The target space(s) does not move after
being declared, even if the target is moved to a different space.

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Target: Any figure occupying a target space at the start of combat. Regardless of other affected figures or spaces,
the target is always also affected by the attack. In general, no figure may be declared as both targets of a multiple
target attack.

»If the attack targets multiple figures (Merriod’s “Flail,”) there may be multiple target spaces and
targets. If the attack affects a number of figures but does not explicitly target any (Necromancer’s
“Army of Death”) the attack has neither a target space nor any target.

»For abilities which reference spaces relative to the target, target (as opposed to target space)always
refers to the target figure.

Affect: When an object is affected by an attack, it will be dealt damage (and all other effects) corresponding to
the attack results, and may roll its defense pool to mitigate those effects. In general, no figure may be affected by
a single attack more than once.

»Notable exceptions to the targeted and affected once limit occur when an object redirects a multiple
target attack to himself while already targeted by the same attack. In those rare cases, he must defend
against the attack roll for each instance of being targeted. Common abilities leading to such a situation
are the Knight’s “Defend” skill and the Ironbound’s “Protect4” ability.

STEP 2: Roll Dice

Before Rolling Dice: After the target space(s) or affected space(s) have been declared, but before either attack or
defense dice have been rolled. 6Tetherys’ Hero Ability allows her to roll dice before step 1 when attacking. That
roll is not considered in this step, and timing is determined solely by the targeted figure’s defense roll.

After Rolling Dice: After both attack and defense dice have been rolled, but before surges have been spent.

»Attack and defense dice are rolled simultaneously during this step, unless an ability interferes.

» When more spaces are affected later in the attack (“Blast,” “Fire Breath”) the newly affected figures
roll defense dice at that time and may use dice effects immediately after they roll their own dice. The
attacker may not use additional dice affects at that time, however, since he is not rolling dice.

»Defense Pool: The collection of defense dice a character rolls when attacked, determined from the character’s
card, equipped gear, and relevant abilities.

»Attack Pool: The attack and/or power dice used during an attack. When determining the attack pool, a hero
does not consider dice on equipped weapons which are not declared for the attack during STEP 1.

»Attack Die: The blue die only.

»Power dice: Red dice, yellow dice, or green2,3,4 dice.

»The total numbers of range, h, and g rolled are the attack results or attack roll. The total I rolled are the
defense results or defense roll. Some abilities may alter to these results later in the attack, such as surge abilities.

STEP 3: Check Range

» An X or insufficient range to reach the target space in the attack results causes a miss.
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»Melee attacks (even those with “Reach”) normally require 0 range.

» Abilities, including surge abilities, which increase range result may be used immediately in order to turn a
miss-by-range into a hit. Unless the attack can be turned from a miss into a hit, the attack is considered resolved
without performing STEP 4 or STEP 5, and all attack and defense results are ignored (that is, other g may not
be spent.)

STEP 4: Spend Surges

»Surge abilities (g) may only be spent once per attack per instance of written text. For example, two gmay
not be spent on “g: +2h” to add 4 h to the attack results. However, if “g: +2h” is printed twice two
gmay be spent to add 4 h, since each printed ability is only used once.

»Surge abilities affect the attack as a whole. That is, even when targeting or affecting multiple figures, each
surge result is only spent once per attack.

»The active player may elect to spend surges in whatever order he or she chooses, unless another effect
interferes, such as “Uncontrolled Power. 2”(Example: A player may recover a f by spending a g, and then
spend that f to perform another ability during the same attack.) Surges are resolved immediately in the order
they are spent.

STEP 5: Deal Damage

Damage dealt: The h in the attack results (after surges have been spent) minus the defense results (including
I from other abilities.) Dealing no damage is not considered a miss.

Damage Suffered: The number of h a figure must add to its card from the damage dealt. This is often equal to
the damage dealt, but not always. (Example: Jain Fairwood’s Hero Ability allows her to suffer h as f, which
may make the damage she suffers less than the damage she is dealt.)

Attribute: One of four values, specifically Willpower (a,) Might (b,) Knowledge (c,) or Awareness (d.)

»An object without an attribute automatically fails any test of that attribute. However, a nonexistent attribute
value is not zero, as having an attribute value of zero may still result in a pass. (Example: The Reanimate is not
affected by the Hybrid Sentinel’s “Prey on the Weak1” as the Reanimate’s b is neither less than nor equal to 2.)

Characteristics: Several specific properties of an object, namely Health, Speed, and Defense Pool.

Condition: A status corresponding to a condition card. Other effects such as “Knockback,” “Blast,” etc. are not
conditions.

»Surge abilities which inflict conditions (g: Stun) require Damage Dealt to the affected figure to be at least 1
in order to inflict the condition. As a result, unlike other surge abilities, condition are not inflicted (i.e. a
condition card is not drawn) until damage is dealt.

»Abilities which inflict conditions by another trigger do not need to deal damage (for example, some abilities
require attribute tests to inflict conditions, instead, such as “Quaking Word. 1”)

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»Conditions often have effects related to a figure’s turn. This timing is only correct as written for heroes. For
monsters, familiars, and all other figures turn should be read as activation instead.

»Actions allowed on condition cards may be performed by figures that otherwise have restricted actions.
(Example: The Reanimate is only allowed one move and one attack action, and may not perform other actions.
However, when “Stunned,” it may use one of those two actions to instead discard “Stun.”)

Count spaces: Many abilities in Descent refer to a range, or a number of spaces. Spaces are always counted the same way,
whether range for an attack, area of effect for an ability, or movement is being determined. See space counting example
chart at the end of the document for an example.

»Spaces are counted by using adjacency. Every space is 0 spaces from itself. Every space adjacent to a space is 1
space from it, and so on.

Range: The smallest number of consecutive adjacencies from one space to another, including the final space.

Within N Spaces: If A and B are spaces, and the range from A to B is less than or equal to N, then A is within N
spaces of B.

»Obstacle spaces cannot be included when counting spaces- they cannot be counted through, and must be
counted around. The “Fly” ability specifically allows figures to ignore obstacles when moving. Therefore, if a
figure with “Fly” is instructed to move a number of spaces, it may count through obstacle spaces for that
movement only, and not for other abilities.

Empty space: A space that does not block movement or line of sight for any object . The space need not be physically
empty (not containing any object.) (Example: a space containing only a search token is still an empty space.)

»If a space blocks either movement or line of sight for any object, it is a blocked space. (Example: Even with
“Eagle Eyes,” the Wildlander cannot end movement in a space containing a hero.)

Familiar: A non-player object controlled by a hero, usually attached to a class (Necromancer, Shadow Walker4) or hero
(Challara6) possessing a familiar card.

»When a familiar activates it may only perform a single move action, and/or any one action it is explicitly
allowed by its familiar card or another ability- it may not perform more than two total actions during its
activation. (See: Activation)

»By default, familiars are considered empty spaces, and cannot be attacked (‘-’ Health is a reminder.) Familiars
considered empty spaces may move into, as well as interrupt and end their movement in spaces containing
figures.

»Summoned stones1 may not move into spaces containing any figures, even friendly ones, as they are
not themselves figures or hero figures. Summoned stones are treated as obstacle terrain for movement
and counting spaces, and may be attacked (and thereby inflicted with conditions) only because the
familiar card allows it.

»By default, familiars treat pit and lava terrain as water. They treat obstacles and elevation lines no differently
than figures.

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»Familiars are treated as figures (currently only Wolf2, Reanimate, and Brightblaze. 6) These familiars are
treated as hero figures, and treat all terrain as a hero would. They do not follow the above movement or attack
rules for other familiars.

Figure: A class of object which blocks both line of sight and movement, and usually may perform actions. All heroes and
monsters are figures. NPCs may also be treated as figures in some cases.

»Figures may move into spaces containing friendly figures, but must still interrupt or end movement in an
empty space. Heroes are friendly to other heroes and all objects treated as heroes. Monsters are friendly to other
monsters.

»Figures do not block counting spaces for range and other abilities.

»Unless otherwise stated, figures may receive condition cards and be targeted and affected by attacks from
enemy figures.

Health and Stamina: Terms denoting the total number of h or f an object may suffer, usually listed on its sheet.

Damage: A unit of health, represented by a h token. Also called a wound.

Fatigue: A unit of stamina, represented by a f token.

Remaining Health: The amount of h an object may suffer before being defeated.

»If an object’s Remaining Health ever becomes zero, it is defeated. When heroes are defeated, they are
knocked out. Unless otherwise stated, any other object is removed from the map when defeated.

»No object may have h on its card greater than its health, or f greater than its stamina. (For example, if a
hero with 2 remaining health suffers 11 h from an attack, he adds 2 h to his card and is defeated, and then
suffers f up to his stamina.)

Hero: Strictly, one of the 2-4 members of the main hero party. However, the term may be applied to other objects
merely treated as heroes depending on where it appears.

»NPCs may be ‘treated as a hero figure,’ ‘as a hero,’ or alternately as a ‘monster figure’ or ‘monster.’ These are
relatively limited terms, granting the following properties:

1) The object follows all rules for figures, since all heroes and monsters are figures.
EXAMPLE: Heroes may enter the Reanimate’s space, and the Reanimate may enter a hero’s space.
However, neither may end or interrupt movement in a space occupied by the other.
EXAMPLE: When attacked, the Reanimate may be poisoned by a surge ability.

2) Hero and monster abilities, and attacks may treat this object as either a hero or a monster
(respectively.)
EXAMPLE: Sir Palamon must test a if a nearby Barghest uses “Howl.”

3) Overlord cards (but not Plot Cards7 or Exploration Cards9,10,11) which specify “hero” or “monster”
(respectively) may target this object. (Some exceptions exist, such as “Bloodlust.”)
EXAMPLE: The Reanimate can be controlled by the Overlord if he plays “Dark Charm.”
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FOR ALL OTHER PURPOSES, NPCs are not considered heroes or monsters, including quest rules.
EXAMPLE: The Reanimate may not perform an action to light a beacon in “Castle Daerion,” since it is
not a hero in that context.

Knocked Out: The state of a hero who is currently defeated. Knocked out (KO) heroes are treated differently than
other heroes, as described here:

»KO heroes are not on the map. Spaces cannot be counted to a knocked out hero, and they may not be targeted
by abilities, including Overlord Cards.

»Abilities which relate directly to healing are special cases which may target KO heroes. However, in
order to target the KO hero, the ability’s primary effect must relate to healing. (For example, “Avric’s”
Heroic Feat is a healing ability. “Soothing Insight3” is not, because primarily it grants the “insight
token.” Healing is a result of receiving the “insight token,” not “Soothing Insight.”

»KO heroes cannot use abilities unless explicitly allowed. (For example, “Ispher6” does not recover 2h by his
Hero Ability while KO.) However, if applicable, other objects may benefit from a KO hero’s abilities, if
applicable. (For example, a hero may still exhaust “Battle Vision3” if he meets the prerequisites, regardless of
whether or not the “prophet3” is KO. However, while the “Bard4” is KO, none of his song abilities may be used
by any hero since those abilities require counting spaces to the “Bard. 4”)

»KO heroes cannot recover funless simultaneously recovering h. Once a KO recovers any h, he is no longer
KO. However, this does not constitute being revived unless another hero performed a Revive action.

Line of Sight (LOS): A straight line from the corner of one space to itself or the corner of another space, A LOS may
not pass through or along the edge of a space that blocks line of sight. (See ‘Rules of Play,’ p12 for example.)

Monster: A figure controlled by the Overlord which belongs to a monster group.

»Monsters activate in groups. Although each monster activates individually, all monsters in one group must
activate one immediately after another.

»Monsters may perform two actions, but only one of these may be an attack action, special action containing
an attack, or monster action containing an attack per activation. (Exception: “Ravage” ability, such as on
Manticores. 6)

Monster cards list the characteristics and abilities of each monster. (Minion/Master) monsters are represented
by a (tan/red) miniature, which has the characteristics listed at the (top/bottom) of the monster group card.

Lieutenants are monsters for all purposes, but are not inherently masters or minions. Each lieutenant belongs to
its own monster group.

Agents7 are considered to be master monsters for all purposes, and are considered to be members of the group of
the monster(s) they replace, including traits. Any monsters replaced by the agent cannot be reinforced while the
agent is on the map (that is, the agent counts as those monsters when considering group limits.)

Large monsters are all monsters with a base size larger than 1x1. Depending on the base size, large monsters fall
into more specific categories: 1x2 = medium, 2x2 = huge, 2x3 = massive.

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Move: Any time an object leaves its current space and goes directly to another one, it is considered to have moved.

Enter a space: When a figure is placed on the map, having previously occupied a different space, it is considered
to be entering a space. This includes normal movement, as well as removing and placing figures, but not
summoning (such as familiars,) standing up (such as heroes,) or reinforcing (such as monsters,) since in all of
these cases the figure is being placed from off the map, not another space.

Move into a space: Movement accomplished via movement points or other abilities which instruct an object to
move. Abilities which instruct an object to place itself in a space result in entering a space, but not moving into
one.

»A figure’s movement can only be interrupted or ended in empty spaces unless an ability allows it (“Burrow.”)
An object cannot occupy or move into a blocked space unless the space does not block movement for that
object. (Example: Figures may move into spaces containing friendly figures.) When in a non-empty (i.e.,
blocked) space during movement, a figure must continue its movement. If entering a space causes a figure to
end or interrupt its movement in a blocked space, it cannot enter that space.

Move action: Increases the movement points (MP) in a figure's MP pool by an amount equal to its Speed (j).

»Move actions are the only actions that may be voluntarily interrupted. Once performed, a move
action is considered to be “in progress” (except while interrupted to perform another action) until all of
the MPs gained by it are spent and the figure performs another action, or the figure’s activation ends,
whichever comes first.

»MPs can also be gained by heroes voluntarily suffering a f, at a cost of 1 f per MP. They can be gained (and
spent) during that hero’s turn.

» The total spendable MPs an object has constitute its MP pool. The MP pool can only be used during that
object’s activation. At other times, the MP pool is equal to zero, and MP must be spent immediately when
gained (if at all.) The MP Pool also immediately becomes zero when a figure becomes immobilized, or when a
figure ends a move action, regardless of where the MP came from.

»If a figure is instructed to move N spaces or move up to your Speed, it may move a number of spaces
determined by counting spaces, not by the MP cost (for example, moving into an adjacent water space usually
costs 2 MP, but it is only 1 space away- therefore moving 1 space allows a figure to move into an adjacent water
space.) Other rules for movement still apply (e.g., you cannot move across elevation lines2,4,8) and each space is
still entered and moved into as normal.

»Some abilities allow figures to be placed within N spaces. The figure only enters the space it is placed in, and
need not be able to move through the spaces between it and the original space (you may place your figure on the
other side of an elevation line, for example.) This does not constitute moving into a space.

Shrink: A large monster ceases to occupy every space covered by its base to a single space (controlling player’s
choice) and temporarily only occupies that space. That is, when moving, it only enters one space at a time.

Expand: A large monster returns to occupying a number of spaces equal to its base size such that one of those
spaces is the single space it was just occupying. This does not count as entering any additional spaces. However,
those spaces must be empty unless an ability allows it (3“Burrow. 3”)
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»When a large monster moves, it must first shrink. If a large monster's movement is interrupted, it
must expand. If it resumes movement, it must shrink again (once again to a space of the controlling
player’s choice.)

»When a large monster declares an action to interrupt a move action (or is otherwise interrupted by
another ability,) or after it ends its move action, it must expand. It must be able to declare the action
before expanding (i.e., if a large monster wishes to interrupt a move action to declare a melee attack
without “Reach,” the shrunken space must be adjacent to the target space.) Once the monster has
expanded, however, it may measure range and LOS from any space occupied by its base.

Direction: Some abilities reference a direction that an object must move relative to another object. These
directions are well-explained in the rule sheets for the cooperative expansions9,10,11, and that text is below:

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.

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.

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 monsterठѧto 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.

Relic: A special item usually received as a quest reward with one side for use if possessed by a hero, and the other side if
possessed by the Overlord. The hero side of a relic follows normal rules for Items, but is not a Shop Item and so may
neither be bought nor sold.

»Lieutenants may wield 1 relic controlled by the Overlord. This relic may only be equipped at the beginning of
a quest (not encounter.)

»Monster relics5are instead wielded by a monster group at the start of an encounter, but otherwise follow rules
for relics. Though each Lieutenant is a monster group, monster relics may not be wielded by lieutenants.

»Universal relics5 are not wielded by any monster. If the Overlord controls a universal relic, he may use it
directly from his play area.
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Skill: Any ability listed on a hero class (or ally2) card, excluding equipment.

»Skills are also considered to be hero abilities (though in the case of ally skills, they are instead ally abilities. 2)

»Skills may or may not require an action.

Summon: Some abilities allow monsters, familiars, or other objects to be summoned onto the map. These abilities occur
when such an object is placed on the map having either been off the map, or on the map at its maximum occupancy.

»When an object is summoned, it is considered to be a new object. That is, no damage, conditions, or other
tokens that were on the object remain. This is even true is the object was previously on the map.

»If the object was previously on the map (such as re-summoning a Reanimate,) though it is a new Reanimate,
the previous Reanimate is not considered to have been defeated, just removed.

»Heroes may never be summoned. (For example, “Tomble’s” heroic feat is not a summoning ability.)

Terrain: Any space with special movement and/or line of sight triggers or restrictions and denoted with a colored line
tile artwork, as denoted in the rulebook.

»In addition to the red-outlined terrain spaces, obstacles may be represented by tokens (1such as in the case of
summoned stones.) Like the red-outlined spaces, other obstacles block movement and LOS for all objects.
Spaces may not be counted through spaces containing obstacles.

»Figures with the “Fly” keyword may move through obstacles, since they ignore all terrain when moving.
However, like all figures, they may only stop or interrupt movement in empty spaces.
◌Ѧ
»When moving with MP, water terrain requires an extra MP to be spent in order to enter each water space. If a
figure is moving by means other than movement points (move N spaces, move up to your speed, remove and
place, etc) the figure counts water as a single space, not two spaces.

»Lava terrain and hazard terrain4,8 are identical. Any rule or ability that applies to lava applies to hazard spaces,
and the reverse is also true.

»A figure suffers h each time it enters a space containing lava. It is only defeated by lava if it ends its turn
while in a lava space. If a hero is defeated this way, he places his hero token outside the lava in the nearest space.
Large monsters suffer damage only when entering lava spaces and are not defeated by ending their turns in lava
unless occupying only lava spaces.

»Figures may not move across elevation lines, but may count spaces across them for abilities. A figure may be
placed on the other side of an elevation line, provided it has an appropriate ability (for example, “Oath of
Honor”.) Large monsters may expand over elevation lines. 2,4,8

»An extra black defense die is added to the defense pool of the target in a melee attack where the attacker’s
space and the target are on opposite sides of an elevation line. If the attack has “Reach,” no die is granted. If a
large monster is occupying spaces on both sides of an elevation line, a single target space must be chosen as in a
normal attack. 2,4,8

Tile: A single piece of the map, usually numbered (Example: 14A.) End-caps and spacers (2x1 space tiles) are not
included when referencing a numbered tile in a quest.
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Trait: One of ten classifications of monster group. Each monster group (except lieutenants) has two traits printed on its
monster card, consisting of: Building 0, Cave 1, Civilized 2, Cold 3, Cursed 4, Dark 5, Hot 6, Mountain 7,
Water 8, and Wilderness 9.

Trigger: Anything which may be a prerequisite for an ability, including but not limited to the current state of a player’s
turn, amount of damage or fatigue, condition, or other status in relation to another object.

»Notably, trigger can also be a verb, meaning to use an ability.

»Every ability has a defined trigger which indicates when it may be used. If an ability has no such explicit
trigger, the implied trigger is always during your turn.

Turn: See "Hero Turn Summary/ Overlord Turn Summary" cards. All steps on a side constitute a turn for a hero or
the Overlord, respectively.

»At the start of a hero turn refers specifically to Start of Turn, phase I, denoted on the Hero Turn Summary
cards, when start of turn abilities may be used. Cards are refreshed during Start of Turn, phase II, after start of
turn abilities have been completed.

»Any abilities referring to a monster, familiar, or 2ally turn refer instead to that object’s activation.
Abilities referencing a player’s turn (including the Overlord turn) or hero’s turn always mean turn.

During your turn: The window between, but not including, the start and end of a turn. Additionally, no action
may be in progress except a move action.

Round: The period ending with the end of the Overlord’s turn, and beginning with the start of turn for the
嬐Ѧ
next hero.

Player: Each hero and/or the Overlord, not the number of physical humans playing the game.

»The player controlling the currently activating figure or the player whose turn is in progress is
considered the active player. If a two abilities trigger off of the same event, the order in which they occur
is determined by the active player. Triggers would otherwise effectively occur simultaneously may need
to be resolved sequentially in order to properly determine the outcome. (For example, if two figures
critical to a quest’s victory conditions would be defeated by the same attack, the active player
determines which figure resolves STEP 5 of combat first- this will determine which figure is defeated
first, and therefore the winner of the quest.)

Type: A weapon’s (or monster group’s) type is either ranged (q) or melee (o.)

»Melee type attacks may not target nonadjacent spaces unless an ability (such as “Reach”) allows it.

»Ranged type attacks may target any space in the attacker’s LOS containing a valid target.

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SPACE COUNTING EXAMPLE CHART

In this chart, spaces are being counted from the hexagon to the various search tokens,, with the numbers indicating the
range from the hexagon to each space.. Note that even though two bottom search tokens appear at first glance gla to be the
same distance from the hexagon (6 spaces down and 3 spaces over,) the bottom left token is actually two spaces farther
away. This is because the obstacle terrain cannot be counted through. Also note that neither monsters nor any other
form of terrain (water, pit, elevation2,4,8, etc) interferes with counting spaces. The portcullis4 can be counted through
but the doorway cannot, making the top left search token not connected to the hexagon by any number of spaces.

ACKNOWLEDGEMENTS

Thank you to Cesspit (Boardgamegeek user) for the use of his DescentSymbols font, and Madmartigan (FFG
Community user) for directing me to the other fonts, as well as to other community members, especially any2cards and
Charmy (FFG Community users) for their input.

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EXPANSION INDEX

1) Lair of the Wyrm


2) Labyrinth of Ruin
3) The Trollfens
4) Shadow of Nerekhall
5) Manor of Ravens
6) Hero & Monster Packs: (Oath of the Outcast, Crown of Destiny, Crusade of the Forgotten, Guardians of
Deephall, Visions of Dawn, Bonds of the Wild, Treaty of Champions, Stewards of the Secret)
7) Lieutenant Packs: (Baron Zachareth, Lord Merick Farrow, Lady Eliza Farrow, Sir Alric Farrow, Splig, Belthir,
Valyndra, Ariad, Queen Ariad, Raythen, Serena, Bol’Goreth, Rylan Olliven, Tristayne Olliven, Verminous,
Gargan Mirklace, Skarn, Ardus Ix’Erebus, Zarihell, Kyndrithul)
8) Mists of Bilehall
9) Forgotten Souls
10) Nature’s Ire
11) Dark Elements

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TERM INDEX

Ability..........1 Characteristics..........5 Spot


Cost Condition..........5 Relic..........10
Exhausted Count spaces..........6 Monster Relic
Refreshed Range Universal Relic
Used Within N spaces Skill..........11
Surge ability Empty space..........6 Summon..........11
Hero ability Blocked space Terrain..........11
Heroic Feat Familiar..........6 Obstacle
Monster Ability Figure..........7 Tile..........12
Ally ability Friendly figure Trait..........12
Action..........2 Health and Trigger..........12
Special action Stamina..........7 Turn..........12
Monster action Damage/Wound Start of turn
Ally action Fatigue During your turn
Activation..........2 Remaining Health Round
When activating Defeated Player
Adjacent..........3 Hero..........7,8 Active player
Ally..........3 Knocked Out..........8 Type..........12
Possessed Line of Sight (LOS)..........8
Attack..........3 Monster..........8
Attack action Monster card
Steps of Combat Lieutenant
Target Space Agent
Target Large monster
Affect Move........9
Before Rolling Dice Enter a space
After Rolling Dice Move into a space
Defense Pool Move action
Attack Pool MP pool
Attack die Shrink
Power dice Expand
Attack results/roll Direction..........10
Defense results/roll Toward
Miss Away
Damage Dealt Furthest
Damage Suffered Closest
Attribute..........5 Engage

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