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adventure game by Błażej Kubacki

© NSKN Legendary Games 2015

RULE BOOK

Contents

1. Game Overview  • 2 2. Travel Phase 7


3. Pursuit Phase 8
2. V ictory and Defeat  • 2 4. Hero Phase 8
5. Defence Phase 9
3. T he Basic Concepts  • 2 6. Encounter Phase 9
Effects 2 7. Time Phase 9
Targets 2
Card Rules Override Game Rules 2 8. A dvanced Rules  • 9
Always Round Up 2 Advanced Feats and Reward Gear 9
Players Make the Choices 2 Actions 10
Keywords 2 Hero Area Restrictions 10
Drawing and Discarding Cards 2 Damage, Wounds and Healing 11
Hero Decks and Burying Cards 2 Conditions 13
In Play 2 Enraging and Calming Enemies 13
Dispersing 2 Enemy Special Abilities 13
Game Tracks 13
4. Game Setup  • 2 Location Tiles 15
Encounters 15
5. Play A reas   • 4
Hero Area 4 9. A ppendix 1: Detailed Action Structure  • 15
Quest Area 4
Hero Cards 4 10. Mistfall Quest Guide  • 17
Enemy Cards 4 For Your First Game 17
Quest Cards 5
Charters 5 11. Quest I: Into the W ilds  • 17
Quest Victory 17
6. S ymbol K ey  • 6
12. Quest II: T he A bomination  • 17
7. Round Structure  • 7 Quest Victory 18
1. Reinforcement Phase 7
1
Game Overview Keywords

Mistfall is a fantasy board game for 1-4 players that takes place in a Keywords are italicized words that appear on many different game
mythical land of dangerous adventures, dire enemies and eldritch magic. elements. Keywords have no implicit meaning but they are often referred
All players assume the roles of Heroes, who will struggle as a team to move to by specific game effects. Simply put, whenever an effect refers to Combat,
through perilous, monster-ridden locations and prevail against the tests Arcane or Ranged cards, that effect will interact specifically with any card
they are put to through various encounters. Aiding each other in combat that has this keyword.
and overcoming the difficulties of the game, players will try to guide their Please note that a keyword may appear on a card no more than once.
Heroes to the location of a special Quest Encounter, and then succeed at it No card can ever have 2 or more identical keywords, even if an effect
before their time runs out and the cold Mists swallow yet another part of temporarily grants that card a keyword that it already possesses.
Valskyrr – a snowy wilderness home of a proud people making their stand
against the darkness. Drawing and Discarding Cards

Mistfall includes many different decks. Each deck comes with their own
V ictory and Defeat discard pile. Whenever any card is discarded from any Area or hand ,
that card must be discarded to the proper discard pile.
Mistfall is a game played fully cooperatively. This means that all players Whenever a player is simply asked to draw cards, this implies that the player
will either share a common victory or a defeat. will be drawing from their own deck. Any other case will be specified by
• All players win the game, if they manage to successfully finish the effect description.
the Special Encounter introduced by the chosen Quest.
• All players lose the game if any 1 Hero is eliminated before the Hero Decks and Burying Cards
Quest Special Encounter becomes the Active Encounter, if all
Heroes are eliminated when the Quest Special Encounter is the A deck of Hero Cards serves a double purpose: it is both all a Hero can do
active Encounter, when the marker cube on the Time Track and their Life . Heroes (unlike Enemies) have no Life values. They
reaches or passes the final space of that track. are eliminated only after their deck and discard pile are fully depleted and
they are forced to Bury cards as an effect of damage being dealt to them.
Burying a card means placing the card in the Burial pile: a special type
The Basic Concepts of pile separate from the regular Hero discard pile. This effectively means
that every player has 2 separate stacks of discarded cards. Consequently,
Before reading the rest of the rules, please take a moment to familiarize whenever a player discards cards, they are placed on top of their discard
yourself with the following basic concepts of Mistfall: pile, and whenever a player Buries cards, they are placed on top of their
Burial pile.
Effects
In Play
Actions and special abilities create effects – essentially anything that
happens within a game, from dealing damage to drawing and discarding For a card to be in play, it needs to be face up in one of the Areas (for
cards is either an effect or a consequence of an effect. Feat, Gear and Enemy cards), or it needs to be an Active Encounter
(for Encounters). Cards in player hands, any decks and any discard piles
Targets (including the Burial pile) are not considered to be in play. As a general
rule, only game elements currently in play may be targeted by effects,
Generally, a single effect can target only one card. Unless an effect although some effects allow or force players to manipulate cards that are
specifically allows or forces the players to choose multiple targets, by discarded, Buried or being part of a given deck.
default, any Action or special ability resolved will target a single Hero, Cards in hand are also not in play, although players may play them, thus
Enemy, deck, discard pile, etc. introducing them into play for the duration of their effects (or until they are
removed from a Hero Area .
Card Rules Override Game Rules
Dispersing
If a text on a card directly violates these rules, the card always takes
precedence. If a card text conflicts rules on another card, the negation takes Whenever the players are told to Disperse Enemies, they simply discard
precedence. So, if a card effect is allowed to target any Enemy, it is still not all Enemies in play.
allowed to target an Enemy that cannot be targeted by any card effects.

Always Round Up Game Setup


If any game situation demands for any number to be halved ½, always To prepare a game of Mistfall carefully follow the setup below:
round up. So, a halved 5 is a 2, and a halved 1 is a 1.
1. Choose your Quest
Players Make the Choices Start by choosing a quest to play. If it is your first time playing Mistfall, we
strongly recommend that you play the Into the Wilds introductory quest
If any game situation demands from the players to make a choice between first. Take the Quest Reference card and the Special Enemy card and set
two or more equally viable options (like choosing one of the Enemies them aside.
attacking their Hero), the players are always free to choose the option that
most suits them. This also applies to any game effects that might happen 2. Choose your Heroes
at the same time. In such a case, the players are free to choose the order of Each player chooses a Hero and takes their Hero Charter, the deck of Basic
these effects. Hero Cards (Feats and Gear), the deck of Advanced Feats, the decks of
2
Reward Gear and one marker cube. All cards belonging to each hero can Note: The Quest you choose to play will tell you which Special Enemy and
be recognized by their symbol ( ). Each player than places Quest Special Encounter to use and how to set them up.
their Hero Charter in their Hero Area, and places their marker cube on the
darker space of their Enemy Focus track. 6. Prepare Quest Cards
Shuffle the Encounter and the Time cards separately to form two face
3. Prepare Hero Decks down decks. Place them on the table within easy reach of all players,
Each player should locate the Basic Gear listed on their Hero Charter, leaving ample space for a separate discard pile for each of these decks.
remove the specified cards from their Basic Hero Cards deck and place
them face up under their Hero Charter. The rest of the Basic Hero Cards 7. Prepare Locations
should be shuffled and placed on the designated space next to the Hero Follow the Quest instructions on how to set up your Locations and where
Charter. Each player also places all their Advanced Feats on a face up stack to place the Party Pawn.
within easy reach.
8. Prepare Token Banks
4. Prepare R ewards Separate the tokens into Wounds , Objective / Resolve , Burning
Each player shuffles their personal Hero Reward cards, draws 1 card face , Daze , Poison and Weakness and place them in piles to form
down and shuffles it into the General Rewards deck. Any leftover Hero the Token Banks. Unless the Quest instructs you to do otherwise, place 1
Reward cards should be returned to the game box face down. They will not Resolve Token in the middle of the table, forming your starting Resolve
be used during this game. The Reward Deck should then be placed within Pool.
easy reach of all players.
9. Draw Starting H ands
5. Prepare Enemies Each Hero has a Draw Limit of 5 cards. Players should now check their
Regular Enemy cards should be separated into three decks according to Draw Limit on their Hero Charter and draw that many cards to form their
their card backs. Shuffle each deck separately and place it on the table, initial hand .
leaving ample space for a separate discard pile for each of these decks. You are now ready to play Mistfall.

Example of a Setup 3. Hero Charter with the deck 7. Quest Charter.


Here is how a setup of the game would look like. Please note that for (right) and starting gear (below). 8. Encounter deck.
demonstrational purposes all Locations and all decks are face up. Also, 4. Leave space for Enemies entering 9. Time deck.
for the same reason, there are already three Enemies in the Quest Area the Hero Area here. 10. Reward deck.
[symbol]. These would not be there in the beginning of the game. 5. Token bank. 11. Advanced Feat stacks (one per
1. Quest Special Encounter 6. Enemies in Quest Area (shown Hero)
2. Locations here for demonstration). 12. Enemy decks.

12 11 10

1 9

2
7

6
5
4

3
Play A reas Feat Cards
The Basic Feat cards form the bulk of any Hero Deck. They represent
A game of Mistfall is played not only on a board, but also in a number of manoeuvres or powers a player has at their disposal. The Advanced Feat
different Play Areas. cards all start in a separate face up stack and can be bought during the
game. The Resolve Cost indicates how many Resolve tokens should be
Hero Area returned from the Resolve Pool back to the token bank in order to buy that
specific card. The Hero Area Restriction limits the number of cards of a
Each player has their own Hero Area which stores their Hero Charter, given type that can be present at the same time in the same Hero Area.
their deck, discard and burial piles, and their tokens. A part of the Hero
Area is also designated for Enemy cards. Each Hero Charter assigns Gear Cards
specific spaces for most cards and decks a player may use. Every Hero starts the game with some of their Basic Gear in their Hero
Area, and the rest in their Hero Deck. The Resolve Cost present on all
Quest Area Reward Gear cards (both the golden Reward Gear belonging to specific
Heroes and the silver Transient Reward Gear) indicates how many Resolve
The Quest Area includes the board constructed using the Location tokens players may add to the Resolve Pool if they decide to forfeit the
Tiles during game setup, the Quest Charter and any Enemy cards reward and return it to the Reward Deck. The Hero Area Restriction
that were drawn from their respective decks and put into play. If limits the number of cards of a given type that can be present at the same
there is currently an Active Encounter in play, its card will be situated time in the same Hero Area. The Hero Symbol on a golden Reward Gear
face up on the Active Encounter space of the Quest Charter. The card signifies the Hero the card belongs to. All Reward Gear cards without
Quest Area is also where players will store their Resolve Pool. a Hero Symbol are considered General Rewards.

Note: When arranging your table, make sure that you have enough space Enemy Cards
to place revealed Enemy cards, as the order in which they were drawn
corresponds to some important rules of the game. There are two types of Enemy cards in Mistfall: Regular Enemies and
Special Enemies. Regular Enemy cards are drawn during every encounter
Hero Cards from their respective decks. Special Enemies are usually stronger opponents
the players need to eliminate in order to succeed in their current quest.
There are two general types of Hero Cards in Mistfall: Feats and Gear.
Basic Feats and Basic Gear form a player’s starting deck and tableau. Enemy Card Anatomy
Advanced Feats are bought during the game from a separate stack 1. Resolve Reward
belonging to the specific Hero. Reward Gear is gained whenever the game 2. Artwork
allows for drawing cards from the Reward Deck, usually after successfully 3. Card Title
completing an encounter. 4. Battle Box
5. Enemy Type: Regular Enemy / Raging Enemy / Special
Hero Card Anatomy Key Enemy Symbol
1. Card Title 6. Life
2. Hero Symbol 7. Abilities and Vulnerabilities Box
3. Hero Area Restriction 8. Keywords
4. Resolve Cost
5. Artwork
6. Feat / Gear Symbol
1 2 3 4 5
7. Keywords
8. Card Text

1 4

2 5
3 6
7

6 7 8
Regular Enemies
Heroes will face Regular Enemies almost every turn during their Quest.
All Enemies have a Battle Box that outlines the type of their attack and
defence, a Life value, as well as a Resolve Reward –­ the number of Resolve
tokens players will add to the Resolve Pool if that Enemy is eliminated.
4
Special Enemies Time Card Anatomy Key
A Special Enemy is easily recognizable by the lack of the Life value. The 1. Card Title
reward for eliminating a Special Enemy is usually detailed on the active 2. Card Type (Time Card)
Encounter card (most often it is directly related to finishing the game). The 3. Text Box.
Life value of a Special Enemy can always be found in the Quest rules and
on the Quest Reference Card.
1
Raging Enemies
A Raging Enemy (denoted by the Raging Enemy symbol ) is in fact not
a separate Enemy class and for all intents and purposes should be treated as
2
either a Regular or a Special Enemy (depending on other Enemy symbols
on the cards). Some effects and abilities will, however, refer to Raging
Enemies.
3
Quest Cards

There are two types of Quest Cards: Encounters and Time cards. A new
Encounter card is drawn at the start of the Travel Phase, if the Active
Location is Perilous and there is no Active Encounter card in Quest Area.
A Time Card is drawn at the end of every round.

Encounter Card Anatomy Key


1. Card Title
2. Encounter Type: Regular / Special
3. Starting Enemies (number and type)
4. Reinforcement Value
5. Rules Box
Location Tiles
1 3 2 During setup, Location tiles will be placed on the table to create a unique
environment for the party to explore.

Location Tile Anatomy


1. Location Name
2. Location Keywords
3. Location Special Ability
4. Location Restoration Value
4

5 1
2

3
4

Encounter Cards Charters


Every Encounter card details what types and numbers of Enemies the
Heroes will be facing as long as it is the Active Encounter. The Starting Player Aid Cards do not interact with any other game elements. They
Enemies number and type denotes how many Enemies will be drawn and simply serve as reminders of both general, and Quest specific rules.
from which Enemy deck. The Reinforcement Value shows how far will the
marker cube move on the Time Track of the Quest Charter. Hero Charters
Every Hero comes with a unique Hero Charter placed in the centre of their
Time Cards Hero Area at the start of the game. A Hero Charter is used to determine
A Time card is drawn at the end of every round. The Time Track Value the player’s Starting Gear in the Hero Area, as well as current Enemy Focus
is then immediately applied and the marker cube on the Time Track is level and any Conditions a Hero might be suffering or benefitting from. A
moved, after which any possible Time Track effects are resolved. Then, any Hero Charter also lists Hero Special Abilities and Gear Proficiencies, as
possible Event part of the card is resolved. well as Hero Restoration Factor.

5
Hero Charter Anatomy (see image below)
1. Hero Name and Class
2. Enemy Focus Track
3. Hero Special Abilities 6 Quest Tokens (with the letters A, B, C, D, E and F).
4. Hero Gear Proficiencies
5. Hero Area Starting Gear
6. Restoration Factor Symbol K ey
7. Hero Symbol
Mistfall uses a set of symbols to depict different types of game elements.
Quest Charter Some of the symbols appear in two different versions: a full colour one
A Quest Charter helps with tracking the current state of the Quest. that can be seen on cards, boards or tokens and smaller, black and white
The Time Track is the game’s doom clock, showing how much time the versions appearing as part of a text. For all intents and purposes these
Heroes have left until they are defeated. The Reinforcement Track details symbols should be treated identically.
the number of Enemies added to the Hero Area every turn. The Active
Encounter Space houses the current Active Encounter. - Physical Damage - Wound/Vulnerability
- Magical Damage - Life
Quest Charter Anatomy (see image below) - Physical Defence - Regular Enemy Symbol
1. Time Track - Magical Defence - Raging Enemy Symbol
2. Reinforcement Track - Enemy Focus - Special Enemy Symbol
3. Active Encounter Space (with Encounter Aftermath Reminder) - Reinforcements - Calm
- Time - Enrage
Game Tokens - Range - Left/Right arrow
108 Game Tokens including: - Restoration - Daze
- Player Hand - Burning
- Hero Area - Weakness
- Quest Area - Poison
36 Wound Tokens (double-sided, values 1 and 2) - Hero Number
- Objective
- Resolve

6 Objective / Resolve Tokens (double sided) Hero Number Value


The Hero Symbol is used specifically throughout the cards and other
game elements to scale different in game values depending on the number
of Heroes. Whenever it is used, players should read it as a number with a
36 Condition Tokens ( ) (double sided, values 1 and 2) value equal to the number of Heroes that started the game.

Hero Charter Anatomy 3 2 1 6 4 7 5

Quest Charter Anatomy 1 2 3

6
Example 10. If for any reason the appropriate Enemy Deck does not contain
With 2 Heroes, a 2 +1 value equals 5. With 3 Heroes, the same 2 +1 enough Enemies that can be legally placed in the Quest Area during
value will equal 7. this phase, reshuffle all Enemy Decks and move the marker cube on
the Time Track a total of 2 spaces to the right ( 2 ).
Numbers and Arrows
A symbol can be preceded by a number or a number and an arrow. A number Example
simply indicates how many of the elements the symbol depicts are meant It is the start of the Reinforcement Phase and The Rising Dead is the
(2 means 2 Physical Damage). Active Encounter. The Reinforcements box instructs the players to move
An arrow ( or ) followed by a number shows how many spaces and in the marker cube on the Reinforcement Track one space to the right
which direction a marker cube should be moved on a track denoted by the ( 1 ), which moves the marker cube into a space with the number 3.
symbol ( 1 means that the marker cube on the Enemy Focus track Immediately afterwards the players start drawing from the Blue Enemy
should be moved two spaces to the right). An arrow pointing left may also Deck, looking for Enemy cards with the Mindless keyword. The first card
be followed by ½ - in such a case, look at the current position of a marker drawn is the Vampire Hound without the Mindless keyword, so this Enemy
cube, divide the position number by half (always rounding up) and move is immediately discarded without any effects. The next three cards are The
the marker cube that many spaces to the left. Bonesorrow Warrior and two Cursed Walkers. These cards are placed (one
by one) in the Quest Area , next to the Bonesorrow Shooter already
Example present their, expanding the Enemy line to the right.
The marker cube on Arani’s Enemy Focus Track is on the fifth position,
when an effect instructs her player to ½ . The Arani player divides 5 2. Travel Phase
by 2 and rounds up, and then moves the marker cube 3 spaces to the left on
the Enemy Focus Track. During this phase players draw new Encounter cards, and decide whether
the party will relocate into an adjacent Location. Also, if a new Encounter
is drawn, players set up the new Encounter, which involves drawing and
Round Structure placing new Enemies in the Quest Area .

Within this section you will find a detailed structure of a round, with a Party Relocation
step-by-step explanation each of the game’s seven Phases. To play the game 1. Relocating the party marker is always optional.
you will also need to read the Advanced Game Concepts section of this 2. The party marker may be relocated to any adjacent Location, both
rulebook, where some of the mechanisms are explained in greater detail. revealed and unrevealed.
If any element of the game (such as: types of Damage, Restoring cards 3. Immediately before relocating the party marker, players may
or progressing through an Encounter) has not been sufficiently explained discard up to 4 Resolve from the Resolve Pool to reveal 1 adjacent
up until this point and you find its explanation in the Round Structure Location for each 1 Resolve so discarded.
section vague, you will be able to find its detailed description later on, in 4. Immediately before relocating the party marker, players may
the Advanced Game Concepts. discard a number of Resolve tokens equal to the number of players
to instead relocate the party marker to any unrevealed, Perilous or
1. Reinforcement Phase Overrun Location that is linked to the Active Location by a contiguous
line of adjacent, revealed Safe Locations.
During this phase players check if new Enemy cards need to be drawn and 5. If there is an Active Encounter in play, discard it (and return any
placed in the Quest Area . Objective tokens to the token bank) and apply the Retreat Penalty
of the Encounter.
Drawing Reinforcements
1. If there is no Active Encounter in play, move the marker cube on Entering a New Location
the Reinforcement Track to the starting position (maximum to the 1. If the Location is unrevealed, reveal it immediately.
left). 2. Any Location revealed as a result of Party Relocation (or due to any
2. If there is an Active Encounter in play, move the marker cube on effect) is by default Perilous – place 1 Wound token on that Location
the Reinforcement Track as indicated by the Active Encounter to indicate its current status.
Reinforcement box. 3. Any Location revealed before the Travel Phase, retains its current
3. Check the large number on the space that is currently occupied by status (Safe, Perilous or Overrun).
the marker cube on the Reinforcement Track . 4. Immediately after relocating the Party Disperse Enemies by
4. Start drawing Enemy cards from the appropriate deck (Black, discarding all Enemy cards from the Quest Area and all Hero Areas
Green or Red), as specified in the Starting Enemies box of the .
Encounter card. 5. Resolve any effects triggered on entering a new Location.
5. Each drawn Enemy that shares no keywords with the Starting 6. The new party Location becomes the Active Location.
Enemies box of the Active Encounter is immediately discarded (that
Enemy does not enter play). Encounter Check
6. When placing Enemies on the table form a line by placing the first 1. Check if there is an Active Encounter.
Enemy drawn furthest to the left and adding new Enemies to expand 2. If there is an Active Encounter in play, do not draw a new
to the right. Encounter this turn.
7. If there were any Enemies on the table before the Travel Phase, 3. If there is no Active Encounter, check the Location Status. If the
continue by adding new Enemies to the existing line. Location is Safe (indicated by no Wound tokens on the Location)
8. Stop drawing when the number of Enemies placed in the Quest do not draw a new Encounter this turn.
Area this phase is equal to the large number on the space currently 4. If there is no Active Encounter and the Location is either Perilous
occupied by the marker cube on the Reinforcement Track . or Overrun (indicated by 1 or 2 Wound tokens respectively),
9. If the Enemy deck is depleted, immediately reshuffle the appropriate immediately draw a new Encounter.
discard pile to form a new Enemy deck.
7
Drawing Encounters 2. If the Enemy Focus of two or more players with the highest
1. Draw Encounter cards one by one. Enemy Focus Value is tied (the marker cubes on their Enemy Focus
2. If an Encounter card drawn shares at least 1 keyword (like: Tracks are on the same positions), players may break the tie the way
Borderlands, Deadlands or Wildlands) with the Active Location, put that benefits them the most.
that card into play. 3. Enemies do not Pursue Heroes whose Enemy Focus equals 0
3. If the Encounter card shares no keywords with the Active Location, (the cube on the Enemy Focus Track on their Hero Charter is on the
discard it and draw another Encounter (the discarded Encounter does leftmost position – the one with the Enemy Focus symbol).
not enter play). 4. When an Enemy enters a Hero Area , immediately reduce
4. Repeat this process until an Encounter that can be legally put into Enemy Focus of that Hero by half (divide the number of the current
play is drawn. If the Encounter deck is depleted, immediately reshuffle position of the cube by half and move the cube on their Enemy Focus
the discard pile and continue drawing. Track that many spaces to the left: ½ ).
5. If there are no Enemies in the Quest Area or no marker cube
Encounter Setup on any Enemy Focus Track is beyond its starting position (leftmost
1. Check the number in the Starting Enemies box on the Encounter space), then end the Pursuit Phase.
Card. 6. In the unlikely event of all Heroes starting the Pursuit Phase with
2. Start drawing Enemy cards from the appropriate deck (Black, the marker cubes on their Enemy Focus Tracks on the leftmost
Green or Red). positions, no Enemies will enter their Hero Areas this phase.
3. Each Enemy that shares at least 1 keyword with the Starting
Enemies box of the Active Encounter (like: Beast, Mindless or Brigand) Example
is placed in the Quest Area . At the start of the Pursuit Phase there are 4 Enemies in the Quest Area
4. Each drawn Enemy that shares no keywords with the Starting (from left to right): a Wild Icehound, a Ghoren Warrior, a Ghoren
Enemies box of the Active Encounter is immediately discarded (that Smallhorn and a Tracker Hound.
Enemy does not enter play). There are also 3 Heroes: Fengray (marker cube on the 2 position of the
5. When placing Enemies on the table form a line by placing the first Enemy Focus Track ), Celenthia (marker cube on the 1 position of the
Enemy drawn furthest to the left and adding new Enemies to expand Enemy Focus Track ) and Crow (marker cube on the 0 position of the
to the right. Enemy Focus Track ).
6. If there were any Enemies on the table before the Travel Phase, The leftmost Enemy (the Tracker Hound) moves into Fengray’s Hero Area
continue by adding new Enemies to the existing line. , as Fengray currently has the highest Enemy Focus Value . The value
7. Stop drawing when the number of Enemies placed in the Quest is immediately reduced by half, so the marker cube on Fengray’s Enemy
Area this phase (so not including the ones present there at the start Focus Track is immediately moved to position 1.
of this phase) is equal to the Starting Enemies number. Now the leftmost Enemy is the Ghoren Smallhorn. As both Fengray and
8. If the Enemy deck is depleted, immediately reshuffle the appropriate Celenthia have their Enemy Focus Values equal (and both tie at the
discard pile to form a new Enemy deck. highest Enemy Focus Value), they may choose whose Hero Area
9. If the Active Location has any special Setup Rules, follow them the Smallhorn will enter. They mutually agree that this Enemy will enter
after drawing the Starting Enemies. Celenthia’s Hero Area . Her Enemy Focus Value is immediately
10. If for any reason the appropriate Enemy Deck does not contain reduced by half. Since 1 halved and rounded up is still 1, her marker cube
enough Enemies that can be legally placed in the Quest Area during is moved to the 0 position of the track.
this phase, reshuffle all Enemy Decks and move the marker cube on Next, the Ghoren Warrior enters the Hero Area belonging to Fengray,
the Time Track a total of 2 spaces to the right ( 2 ). reducing his Enemy Focus Value by half, which moves the marker cube
on Fengray’s Enemy Focus Track to the 0 position.
3. Pursuit Phase At this point all Heroes have an Enemy Focus Value equalling 0, which
means that the Wild Icehound will remain in the Quest Area . None
During this phase Enemies move from the Quest Area into individual of the Enemies entered Crow’s Hero Area , as the Seeker started the
Hero Areas according to their order in the Enemy line and the current Enemy Pursuit Phase with the Enemy Focus Value of 0. The Pursuit
Enemy Focus of each individual Hero. Phase ends immediately.

Enemy Movement 4. Hero Phase


1. Enemies move individually from the Quest Area to Hero Areas
. The Hero Phase is the main phase of a round, during which each player
2. Enemies that start this phase in any Hero Areas do not move. gets a chance to act with their Hero. This is the time most cards will be
3. Always move the leftmost Enemy from the Enemy Line. played, most damage dealt and most Objective tokens placed on Active
4. Multiple Enemies may move subsequently during a single Pursuit Encounter cards.
Phase.
5. Whenever an Enemy returns to the Quest Area from any Hero Hero Phase General Breakdown
Area for any reason, place that Enemy in the rightmost position of 1. Players choose which Hero to activate.
the Enemy line. 2. The owner of that Hero becomes the active player and plays out
6. If multiple Enemies return to the Quest Area at the same time their Hero Turn.
(as a result of a single card effect or ability), players may choose the 3. Each hero turn is played to completion before another hero turn
order in which they are added to the Enemy line. starts.
4. After each player played their hero turn once, the Hero Phase ends.
Pursuing Heroes
1. If there is at least 1 Enemy in the Quest Area , the rightmost The Hero Turn
Enemy will move into the Hero Area of a Hero with the highest 1. Resolve any “At the start of your/every Hero Turn” effects and
Enemy Focus Value (the further to the right on an Enemy Focus abilities.
Track a marker cube is situated, the higher the Value). 2. Resolve Actions and purchase Advanced Feats.
8
3. Resolve any “At the end of your/every Hero Turn” effects and Encounter Aftermath
abilities – you may not resolve any more Regular Actions and Fast 1. Disperse Enemies by discarding all Enemy cards from the Quest
Actions or purchase any cards until your next Hero Turn. Area and all Hero Areas .
4. Draw up to your Draw Limit from your deck. 2. Improve the Active Location (by removing 1 Wound token
No Hero is allowed to resolve any Reflexes during any Hero’s draw step. from the Active Location if possible).
3. Players draw a total of 2 rewards.
Actions during Hero Turn 4. Each Reward card may be taken into a player hand or placed under
During their Hero Turn, between the start and the end of the Hero Turn the Reward deck in exchange for a number of Resolve tokens equal
the Active Player may: to the card Resolve value. Rewards may not be handed in this way
• Resolve up to 1 Regular Action. later in the game.
• Resolve any number of Fast Actions. 5. If the Active Location is Safe (there are no Wound tokens in
• Resolve any number of Reflexes. the Location tile) each player Restores a number of cards equal to the
• Purchase any number of Advanced Feat cards from the Advanced Restoration value of their Hero plus the Restoration value of the
Feats deck belonging to their Hero. Active Location.
A player is allowed to resolve Fast Actions and Reflexes before and/or 6. Each player draws up to their Draw Limit.
after their Regular Action. Resolving any Actions is not mandatory – a 7. Discard the Active Encounter card.
player may even do nothing during their Hero Turn. 8. End Encounter Phase.

5. Defence Phase Example


During the Encounter Phase the players check the active Encounter –
During this phase Enemies in Hero Areas activate and attack, dealing Ambush! – to see if they can end it successfully this turn. Since there are 2
damage to Heroes, and any conditions are resolved. Heroes in the game, they need a total of 5 Objective tokens (2 +1) to
successfully end the Encounter. Unfortunately, there are only 2 Objective
Defence Phase General Rules tokens on the card. However, an alternative option is having no Enemies
1. Each Enemy in a Hero Area must be activated once to attack. in play, and since there are no Enemy cards in any Hero Areas and no
2. Enemies in the Quest Area do not activate. Enemies in the Quest Area , the players can immediately perform the
3. Enemies can be activated in order chosen by the players. Encounter Aftermath and discard the active Encounter card.
4. After all Enemies in all Hero Areas were activated once,
Conditions are resolved. 7. Time Phase

Enemy Attacks During this phase the players draw a Time card to move the marker cube
1. Activate 1 Enemy in any Hero Area . on the Time Track and resolve any of the card effects.
2. The activated Enemy deals Physical or Magical Damage
according to their Combat box. Resolving a Time Card
3. The Hero whose Hero Area the attacking Enemy is currently in, 1. Check the Time value of the card drawn.
becomes the target of the attack. 2. Move the marker cube on the Time Track accordingly.
4. Each Enemy activation must be resolved to completion before 3. Resolve the possible Event part of the Text Box.
another Enemy is activated. 4. Time Track effects are resolved in the order they appear on the
5. After each Enemy in all Hero Areas was activated once, resolve track.
Conditions. 5. Resolve any effects from the symbols on the Time Track the
marker cube passed or stopped on.
Resolving Conditions 6. Each effect must be resolved to completion before resolving another
1. Activate Enemy card or a Hero Charter with any number of effect.
Condition tokens. 7. If at any point the marker cube on the Time Track stopped on or
2. Resolve the effects of all Conditions that inflict any wounds. passed the final space, the game is over and all players lose.
3. Discard any 1 single Condition token (or flip a double Condition
token to its single side) from the activated Enemy card or Hero Charter.
4. Each Enemy card and each Hero Charter must be activated once to A dvanced Rules
resolve all possible conditions.
5. After all Enemy cards and Hero Charters were activated to resolve Following is an explanation of some of the more advanced rules needed to
Conditions, end the Defence Phase. play a game of Mistfall.

6. Encounter Phase Advanced Feats and Reward Gear

During the Encounter Phase players check if they satisfy any of the A player may buy any number of Advanced Feats during their Hero Turn:
conditions that would allow them to successfully end an Active Encounter 1. Each Advanced Feat has a Resolve Value – a number of Resolve
(if one is in play), Restore and receive Rewards as a result of an Encounter tokens that need to be returned to the token bank from the Resolve
Aftermath. Pool in order to purchase that card.
2. A player may only purchase cards from their own Advanced Feats
Objective Check stack.
1. Players check the End section of the Encounter card. 3. A player may buy any Advanced Feats: their order in the stack does
2. If the End conditions are satisfied, the Encounter ends immediately not matter.
and players proceed to Encounter Aftermath. 4. A player may never buy Advanced Feats out of their Hero Turn
3. If the End conditions are not satisfied, end Encounter Phase. (when they are not the Active Player) or after they draw cards to
replenish their hand.
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5. A purchased Advanced Feat card is place in the purchasing player’s Example
hand and may be used immediately. The Arani player has the Chainmail card in their Hero Area and a
6. Similarly to purchased Advanced Feats, Reward Gear cards kept Divine Protection card in their hand . When Arani is dealt damage,
by players are also moved directly into their hands . she can use the range Reflex of the Chainmail card to cancel some of
7. For a player to be able to take a Reward card, that Reward card that damage, but cannot use this Reflex to cancel damage dealt to any
must share at least 1 keyword with the Gear Proficiencies entry of their other Hero. However, the Arani player may use the range Reflex of the
Hero Charter. Divine Protection card to cancel some of the damage dealt either to Arani,
or to any other Hero.
Transient Reward Gear
All General Rewards are categorized as Transient Reward Gear. This Action Playability
signifies that such a card is returned to the Reward Deck after resolving Apart from range, each Action is also preceded by a hand or Hero Area
one of its Actions. The Action that returns the card to the deck will symbol.
instruct the player to do so. 1. Hand Actions may be resolved only if the card in question is in
the player’s hand . After resolving a Action, the card it is printed
Example on is discarded (unless otherwise instructed by any of the resolved
During their Hero Turn, the Celenthia player resolves the Fast Action of effects).
the Invisibility Potion card and places it in their Hero Area . Then, the 2. Hero Area Actions may be resolved only if the card in question
player uses the Reflex of this card to move all the Enemies from their Hero is located face up in a Hero Area . The only player that is allowed to
Area to the Quest Area . As the Reflex instructs the player to place resolve the Action is the owner of the Hero Area that includes the
the card at the bottom of the Reward deck after resolving the Action, the card in question. As a general rule, any card with Actions that may be
card is then placed there. resolved from the Hero Area will also feature an Action that allows
the player to place the card in their Hero Area . After resolving a
Actions Hero Area Action, the card it is printed on remains in the Hero
Area (unless otherwise instructed by any of the resolved effects).
There are three types of Actions in Mistfall: Regular Action, Fast Action 3. As a general rule, Actions may not be resolved from other players’
and Reflex. Although each of these types may work differently, whenever Hero Areas and any players’ discard or Burial piles.
a bold “Action” appears in any type of an in game text, it refers to each of
the above types. Example
The Fengray player has three cards in their hand : War Sword, Lunge
Effect Source and Target and Strong Punch. The Lunge and Strong Punch cards can be played for
Any effect of an Action originates from 1 specific source to reach exactly any of their Actions out of the player’s hand . In order to use any of
1 target: the War Sword’s Regular Actions, the player needs to first use its Fast
1. In case of player Actions, the source of the effect is either a player Action, which allows the player to place the War Sword card in their Hero
card or a Hero Charter ability. Even if an effect is modified by other Area . If the Fengray player then decides to make use of the first Regular
cards (such as damage dealt being modified by other cards), the card Action of the War Sword, they will resolve the Action and then place the
that carries the original effect is its source. card on top of their deck.
2. In case of Enemy attacks and special abilities, as well as any
Encounter Special Rules effects, the Enemy card or the Encounter in Hero Area Restrictions
question is always considered the source of the effect.
3. Any effect specifies which game elements it can target: damage Whenever a card is placed in any Hero Area , the owning player must
dealt by Hero Actions can be targeted at Enemies and some Encounter immediately check any possible restrictions:
cards, other effects (such as Restoration) target other Heroes, and 1. Count the cards of the same Restriction type (A, B, C, etc.) as the
Enemy or Encounter special abilities may target both Heroes and one just placed (including the placed one).
Enemies. 2. Observe the lowest number following the type letter: the number
4. If an effect can target multiple game elements at the same time, of cards of that exact type in the Hero Area may not exceed that
this will be clearly indicated. By default, each effect can have only 1 number.
target. 3. Discard any combination of cards from the Hero Area until no
Restriction numbers are exceeded.
Action Range
Any type of an Action is always preceded by an encircled number: (usually Example
ranging from to ). This is the Action range, which denotes which The Arani player currently has 3 cards in their Hero Area : Divine
game elements an Action can influence: Protection, Blessing of Fire and Hammer of Dawn – all of them with the
1. Range Actions may target the Hero Area belonging to the F3 Hero Area Restriction. In their hand , the Arani player also has the
player resolving the Action, including their Hero Charter with its Blessing of Restoration card, also with the F3 Hero Area Restriction. If
Enemy Focus Track , any Feat, Gear and Enemy cards in their Hero that player places Blessing of Restoration in their Hero Area , they will
Area , their hand , deck, discard and Burial pile, whenever relevant. have to immediately discard one of the F3 Hero Area Restriction cards,
2. Range Actions may target the same game elements as the Range to reduce their overall number to 3.
Actions, as well as their counterparts in any other Hero Area and
(in case of cards that target Enemies) any Enemies in the Quest Area Resolving Actions
. Depending on the type of a Action (Regular Action, Fast Action or
3. Longer ranges (like or ) work the same way as range and Reflex), their effect may be resolved at different moments of the game.
are usually a product of a modification. They exist as a countermeasure
to some Enemy and Encounter abilities that may decrease effective Regular Action
range of some Actions. 1. A Regular Action may be resolved only during a Hero Turn.
2. Each player during their Hero Turn may resolve no more than 1
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Regular Action. Example
3. A Regular Action must be resolved to completion before any other The first Regular Action of the Shieldbearer’s War Sword card allows a
Fast Action or Regular Action may be resolved. player to deal damage and gives them the option of discarding some cards
with the Combat keyword for additional damage. However, the player must
Fast Actions also generate some Enemy Focus as instructed by the Regular Action
1. A Fast Action may be resolved only during a Hero Turn. and is obliged to than place the War Sword card on top of their deck –
2. Each player during their Hero Turn may resolve any number of these elements of the Action are not optional.
Fast Actions.
3. A Fast Action must be resolved to completion before any other Keyword Transference
Fast Actions or Regular Actions may be resolved. A Fast Action or A Hero card effect modified by any other effects automatically receives
a Regular Action generally cannot be used to modify or add to other all of the keywords of any cards that modified it. Simply put, if a Blunt
Actions. card Action effect is modified by a Flame card effect, the modified card
receives the Flame keyword for the duration of the Action resolution. As
Reflexes no keywords may ever appear more than once on any card, transferring a
1. A Reflex is a special type of Action that may be resolved at any keyword already present on the target card has no effect.
time (with the exception of the time any player is drawing cards from
their Hero’s deck). Damage, Wounds and Healing
2. Any Reflex from a single copy of a card may be used only once to
modify one specific effect. Many game effects in Mistfall deal damage to Heroes, Enemies and (in
3. Multiple Reflex effects may be used to modify a single effect, some rare cases) Encounter cards. This section details dealing damage,
but each has to originate from a different source (even if the different converting damage into Wounds, healing and eliminating Enemies, as
sources are copies of the same card). well as defeating Heroes.

Example Attacking
The Crow player is resolving a Fast Action of a Dagger card in their Hero 1. Whenever a player resolves an Action or any other effect that deals
Area to deal damage to an Enemy. That player also has a Short Blade any damage, that player’s Hero is considered to be attacking.
Mastery card in their Hero Area , with a Reflex that adds additional 2. Whenever an Enemy is dealing damage to a Hero, that Enemy is
damage to the Dagger Fast Action. However, the player cannot use a Fast considered to be attacking.
Action of another Dagger card in their Hero Area to add even more
damage, as Fast Actions have to fully resolve before resolving any other Types of Damage and Defence
Fast or Regular Actions, and are thus not allowed to modify other effects. There are two types of damage in Mistfall: Physical Damage and
Magical Damage . Both types of damage in essence work the same way.
Imbedded Actions However, some effects or abilities cancel only one type of damage:
Some Actions specifically allow players to resolve other Actions of 1. Any Actions or special abilities that cancel damage detail which
different cards. In such a case, a Regular and Fast Actions may start to type of damage (Physical or Magical ) they may cancel.
resolve before other Actions are completed. 2. Every Enemy card comes with a battle box that details (in the form
of Physical Defence and Magical Defence ) how many damage
Completing Actions of each type is cancelled whenever that enemy becomes a target of an
When resolving an Action that creates a number of simultaneous or attack.
consecutive effects, all effects must be applied, unless the Action allows
a player to choose only some of its effects (by using the word: “may”). So Dealing Damage
a player cannot decide not to gain Enemy Focus after dealing damage, 1. A Hero deals damage while resolving specific Actions of their Feat
unless the card specifically allows for such an option. and Gear cards, as well as Hero Charter special abilities.
2. An Enemy deals a set number of damage during the Defence Phase
Multiple Action Cards of every turn whenever activated. The type and number of damage
Some cards include a number of different Actions. Generally, a player may dealt is outlined in the Combat Box of every enemy card.
choose only one of those Actions to resolve before discarding the card (in
case of hand Actions) or before resolving another Action (in case of Cancelling Damage
Hero Area Actions). 1. A Hero cancels damage only while resolving specific Actions
(usually Reflexes) or special abilities that allow the player to cancel a
Example specific number of damage (like 2 or 3 ) dealt to their Hero.
Crow’s Misdirection card allows a player to either switch positions of 2. An Enemy cancels a set number of damage whenever becoming
2 different Enemies or move 1 Enemy card from their Hero Area to a target of any attack. The numbers and type of damage cancelled
the Quest Area . After resolving any 1 of those Actions, the player automatically is detailed in the battle box (like 2 or 1 ).
immediately discards the card. They are not allowed to use both of them 3. When the same enemy is dealt damage consecutively even during
at the same time. the same Round or Phase, their defence applies to each attack separately
and in full, so two separate attacks each dealing 2 Physical Damage
Keywords in Actions to a single Enemy will be fully cancelled if that Enemy has a Physical
Some Actions require or give the player an option to modify their effects Defence of 2 or more.
through discarding a number of cards with a specific keyword (like Arcane,
Combat or Divine). In such a case, the discarded card creates no additional Example
effect and is for all intents and purposes treated as a card that has no Fengray is being attacked by a Ghoren Warrior. This Enemy deals 3
Actions. Any card discarded this way is immediately placed on top of the Physical Damage when activated to attack. The Fengray player uses
discard pile. the Reflex of a Chainmail card in their Hero Area to cancel 1 Physical
Damage dealt, and then resolves the Reflex of the Block card in their
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hand to cancel 2 Physical Damage (since the Shield card is in than that Enemy’ Life value, that Enemy is immediately eliminated.
Fengray’s Hero Area ). Thus all 3 of the Physical Damage dealt by the When eliminating an Enemy:
Ghoren Warrior is cancelled. 1. Place the eliminated Enemy in the proper discard pile.
Next round, during their Hero Turn, the Fengray player retaliates by 2. Add a number of Resolve tokens to the Resolve Pool equal to the
attacking the Ghoren Warrior in their Hero Area . The player resolves Resolve value of the Enemy.
the second Regular Action of the War Sword card in their Hero Area If multiple Enemies are eliminated by a single effect (such as an Action
and decides to discard 2 cards with the Combat keyword (a Toughness card that deals damage to multiple Enemies), players should find the eliminated
and a Lunge card), dealing a total of 5 Physical Damage . The Physical Enemy with the highest Resolve value and add a number of Resolve
Defence of the Ghoren Warrior is equal to 2, so 2 Physical Damage tokens to the Resolve Pool as if only that Enemy was eliminated. Any other
dealt is cancelled. Enemies are discarded without further effects.

Wounds Example
Whenever any of the damage dealt to a Hero or an Enemy is not cancelled, The Celenthia player uses the Chain Lightning card to eliminate a
that damage is converted into Wounds . However, Hero and Enemy Bonesorrow Warrior and a Bonesorrow Magus. Before discarding the
Wounds work differently: Enemies, players check the Resolve Values on the Enemy cards. Since
1. For each 1 damage dealt to their Hero which they were unable or Bonesorrow Magus has the Resolve Value equal to 2, exactly 2 Resolve
unwilling to cancel, a player must move 1 card from their hand , tokens are added to the Resolve Pool. The Bonesorrow Warrior (with a
their discard pile or the top of their deck into the Burial pile (Burying Resolve Value of 1) is discarded without effect.
that card).
2. For each 1 damage dealt to an Enemy above their relevant defence Removing Wounds
(Physical or Magical ), 1 Wound token is placed on that Enemy Enemies are considered to heal whenever an effect removes any number of
card. Wounds from an Enemy card. Note that Enemy Life values are not
changed by the number of Wound tokens on their cards (but may be
Example Continued changed due to specific effects).
The Physical Defence of the Ghoren Warrior cancelled 2 Physical
Damage dealt using the War Sword card. 3 Physical Damage is Note on Special Enemies
immediately converted into Wounds and placed on the Ghoren Warrior You may use alternative methods to track the Life of Special Enemies
card. (like a Wound track). For all intents and purposes, placing and removing
Later in the same round, Fengray is attacked by a Ghoren Smallhorn. The Wounds on a Special Enemy has the same effect as on a regular Enemy,
player decides not to cancel any damage, so now he must Bury (move from regardless of the tracking method.
their hand, deck and/or discard pile) a total of 2 cards. The player decides
to Bury a Toughness card from their hand a Lunge card from their discard Restoring Cards
pile. Unlike Enemies, Heroes in Mistfall have no set Life values. Instead,
their Feat and Gear cards serve both as their in game abilities and their life
Enemy Vulnerability trackers. As Heroes play their cards and are dealt damage, more and more
Some Enemy cards include a Vulnerabilities section: a list of keywords cards end up in their discard pile and in their Burial pile. To move those
preceded by a number of Wound symbols. Whenever an Enemy cards back into their deck, a Hero needs to become a target of a Restoration
becomes target of any effect of a Hero Action resolved by a player: effect.
1. Observe the keywords (and possibly transferred keywords) on the
card that is the source of the effect. Restoration Effects
2. For any 1 keyword that matches any of the keywords listed as Whenever a Hero becomes a target of a Restoration effect (from an Action
Vulnerabilities, place 1 Wound on that Enemy card for each Wound resolved by a player or as part of an Encounter Aftermath), for each 1
symbol preceding the keyword immediately, regardless of any Restoration point that player may either:
defence (remember that no keyword may be listed more than once). 1. Move any 1 card from their Burial pile to their discard pile.
3. Even if the Enemy was eliminated the Action that targeted that 2. Move any 1 card from their discard pile to the bottom of their deck.
Enemy must be resolved (to generate Enemy Focus , possibly target A player may decide to use their Restoration points any way they see fit,
other Enemies or resole any other effects) to its completion. even ignoring some or all of the Restoration points received or using 1
Restoration point to move a card from their Burial pile to their discard
Example pile and then immediately another 1 Restoration point to move the same
The Celenthia player decides to attack a Bonesorrow Shooter using the card from their discard pile to the bottom of their deck.
Regular Action of the Fire Bolt card in their hand . Since the Bonesorow
Shooter is vulnerable when targeted by Blunt and Flame cards, 1 wound Example
is placed on the Enemy card as the Action resolves, regardless of any Crow becomes a target of the Minor Heal Fast Action, which allows him
defence. to Restore a total of 2 cards. The player looks through their discard pile
and their Burial pile and decides to use 1 Restoration point to move a
Defeated Heroes Dagger card from the Burial pile into the discard pile and then use the
Whenever a Hero is dealt at least 1 damage that no player is able or remaining Restoration point to move the same Dagger card from their
willing to cancel, and there are no cards in that Hero’s hand , deck and discard pile to the bottom of their deck.
discard pile, that Hero is defeated. If a Hero is defeated when the final
Special Encounter is not the Active Encounter, all players lose the game Returning Restored Cards
immediately. When the final Special Encounter is the Active Encounter, Whenever a player returns any number of cards from their discard pile
all Heroes must be defeated in order for the players to lose the game. to the bottom of the deck, that player may choose the order the cards
will be placed there. This means that players may (and are encouraged to)
Eliminated Enemies effectively stack their decks whenever Restoring.
When the number of Wounds on an Enemy card is equal to or higher
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Example position.
Crow becomes one of the targets of the Greater Heal Fast Action and 4. If the effect description does not end with a Calm symbol,
receives 3 Restoration points. The player decides to return a Dagger, the Enemy remains Enraged until Calmed by a specific effect or
a Double Stab and a Misdirection from their discard pile to their deck, discarded from play.
choosing for the Dagger to be first, followed by the Misdirection and the Enraging an already Enraged Enemy has no further effect. If any effect
Double Stab cards. forces a player to Enrage an Enemy if able, that player must first choose
an Enemy that is not yet Enraged. To Calm an Enemy tilt the Enemy to
Conditions the left (returning the card to its default position). Calming an Enemy that
is not Enraged has no further effect.
Conditions are a special type of tokens placed on Hero Charters and
Enemies by various effects. Example
A Ghoren Warrior becomes Enraged. As a result, this Enemy is immediately
Condition Types: activated to attack the Hero owning the Hero Area the Ghoren Warrior
There are four types of Conditions in Mistfall: is at this time. Afterwards, the Ghoren Warrior Calms immediately. If he
1. Burning - At the end of the Defence Phase place 1 Wound is subsequently Enraged again, this procedure is repeated.
token on an Enemy card for each Burning Condition token on that A Tracker Hound becomes Enraged. Since the Enraged ability text does
Enemy. At the end of the Defence Phase deal 1 damage that cannot be not end with the Calm symbol, the Enemy remains Enraged until Calmed
cancelled to a Hero for every Burning Condition token on their Hero by a specific effect or discarded. While Enraged, the Tracker Hound deals
Charter. a total of 3 Physical Damage (the regular 2 Physical Damage found in
2. Poison - At the end of the Defence Phase place 1 Wound the battle box and the additional 1 Physical Damage from the Enraged
token on an Enemy card for each Poison Condition token on that ability) every time it is activated to attack.
Enemy. At the end of the Defence Phase deal 1 damage that cannot
be cancelled to a Hero for every Poison Condition token on their Hero Enemy Special Abilities
Charter.
3. Daze - Whenever an Enemy deals damage, that Enemy deals Most Enemy cards, apart from basic values, also include one or more
1 less damage for each Daze Condition token on that Enemy card. special abilities. These abilities modify the rules of the game. However,
Whenever a Hero deals damage, that Hero deals 1 less damage for special abilities (much like Actions) work only in specific settings:
each Daze Condition token on their Hero Charter. 1. Any ability that is preceded by a Hero Area symbol is ignored,
4. Weakness - Whenever a players draws cards after the end of unless the Enemy is in a Hero Area .
their Hero Phase, that player draws 1 card fewer if 1 or more Weakness 2. Any ability that is preceded by a Quest Area symbol is ignored,
Condition tokens are on that player’s Hero Charter (the effects of unless the Enemy is in a Quest Area .
multiple Weakness tokens do not stack). As a Reflex a player may 3. Abilities preceded by both symbols ( ) are always resolved,
remove all Weakness tokens from an Enemy to ignore any 1 special regardless of the type of Area the Enemy is in.
ability of that Enemy until the end of the current phase.
Game Tracks
Condition Resolving and Removal
At the end of the Defence Phase, resolve all Condition tokens on each There are three types of tracks used in a game of Mistfall: Enemy Focus
Enemy card and every Hero Charter. Regardless of the number and the Tracks (each Hero Charter comes with an individual Enemy Focus
types of Condition tokens on any card or Hero Charter, remove exactly Track ), a Time Track and a Reinforcement Track , both printed
1 Condition token from each Enemy card and each Hero Charter after on the Quest Charter.
resolving Conditions.
Conditions may also be removed by some effects. In each case an effect will General Track Rules
detail the types and numbers of Condition tokens removed. Every track consists of a number of spaces filled with either numbers or
symbols. Each number is used individually by specific game elements,
Example while each symbol:
A Ghoren Warrior in the Hero Area has 3 Condition tokens: 2 Burning 1. Activates whenever a marker cube stops on or crosses a space with
and 1 Daze . After all Enemies in Hero Areas were activated once a symbol, while moving right .
to attack, Condition tokens are resolved. The 2 Burning Burning tokens 2. Is ignored whenever a marker cube stops on or crosses a space with
place a total of 2 Wounds on the Ghoren Warrior card. Daze is a a symbol, while moving left unless it is the leftmost space of that
Condition that does not deal any damage, so no further Wounds are track.
placed. Now players must remove any 1 Condition token from the Ghoren Whenever a track cube reaches the last space of a track, refer to the specific
Warrior card. They opt to remove 1 Burning token. effect this has in the game.

Enraging and Calming Enemies Moving Marker Cubes


An arrow ( or ) followed by a number shows how many spaces and in
Some game effects (like Enemy Special Abilities) Enrage or Calm Enemies. which direction a marker cube should be moved on a track denoted by the
symbol ( 2 means that the marker cube on the Enemy Focus Track
Enrage and Calm should be moved 2 spaces to the right). An arrow pointing left may also
To Enrage an Enemy: be followed by ½. In such a case, look at the current position of a marker
1. Tilt the Enemy card to the right to indicate that the Enemy is cube, divide the position number by half (always rounding up) and move
Enraged . the marker cube that many spaces to the left.
2. Resolve any Enrage effects immediately (in case of effects
starting with Attack or Activate). Activating Track Symbols
3. If the effect description ends with a Calm symbol, Calm the 1. If a marker cube stops on or crosses a space with a symbol, the
Enemy immediately, by returning the Enemy card to its default effect of the symbol is resolved after any effects that caused the marker
13
cube movement are resolved to completion. In other words, an Action Reinforcement Track Symbols and Numbers
that makes the marker cube move is never interrupted by the effect of There exactly one symbol on the Reinforcement Track :
any symbol the cube stops on or passes. 1. The Time Movement Symbol ( 1 ) immediately moves the
2. If a marker cube crosses more than one space with a symbol in a marker cube on the Time Track exactly 1 space to the right.
specific order, the effects of any symbols crossed are resolved in that 2. The marker cube on the Reinforcement Track does not move left
order. after reaching the final position. Instead, move the marker cube on the
Time Track exactly 1 space to the right for each space the marker
Enemy Focus Track cube was unable to move on the Reinforcement Track .
An individual Enemy Focus Track is located on each Hero Charter. The 3. The large number in every Reinforcement Track space denotes
marker cube on the Enemy Focus Track moves: the number of Enemies that should be placed in the Quest Area
1. Left or right whenever any effect orders the player to move their during the Reinforcement Phase.
marker cube (such as a card effect simply stating: 1 ). 4. The small numbers in every Reinforcement Track space are
2. Left by half ( ½ ) whenever any effect specifically orders the printed for ease of play and have no in game effect.
player to move their marker cube this way.
3. Left by half ( ½ ) whenever any Enemy enters the Hero Area Time Track
belonging to that Hero for any reason (such as when an Enemy The Time Track is located on the Quest Charter. The marker cube on
enters a Hero Area during the Pursuit Phase). the Time Track moves:
1. Right by a number of spaces indicated on a Time Card drawn
Enemy Focus Track Symbols and Numbers during the Time Phase.
There are 3 types of symbols on each Enemy Focus Track : 2. Right whenever the marker cube on the Reinforcement Track
1. The Reinforcement Track symbol immediately moves the moves into its last space or attempts to cross it (move the marker
marker cube on the Reinforcement Track exactly 1 space to the left. cube on the Time Track a number of spaces equal to the number of
2. The Raging Enemy Symbol requires the owner of the Hero spaces the cube would still move, if it was not on the last space of the
Charter to immediately Enrage a Raging Enemy of their choice in Reinforcement Track ).
their Hero Area , if able. 3. Left or right whenever any effect orders the player to move the
3. The Track End Symbol 7 which immediately moves the marker marker cube on the Time Track (such as during suffering of some
cube 7 spaces to the left. Retreat Penalties).
4. The Track End Symbol is the only symbol resolved immediately:
the marker cube continues its movement from the 6 th position of the Time Track Symbols and Numbers
Enemy Focus Track . Please note that no symbols are activated when The Time Track introduces a number of symbols:
the marker cube moves left. 1. The Hero Number Symbol is used only to establish the setup
5. The numbers on the Enemy Focus Track are printed for ease of position of the marker cube – it has no further meaning.
play and have no in game effect. 2. The leftmost space time and Resolve symbols indicate that
if the marker cube moves into that space it immediately stops and
Example moves exactly 2 spaces to the right (any other movement is ignored)
During the Pursuit Phase, a Cursed Walker enters the Hero Area of and players add 1 Resolve token to the Resolve Pool.
Fengray, reducing the Enemy Focus value by half ( ½ ). Since the 3. The Raging Enemy Symbol requires each player to immediately
marker cube is on the eighth space of the track, it is now moved to the Enrage a Raging Enemy of their choice in their Hero Area , if
fourth space. The Reinforcement symbol is ignored, since the cube is able.
moving from right to left. 4. The final space indicates the end of the game and an immediate
Later on, during their Hero Turn, the Fengray player decides to attack the player defeat.
Cursed Walker. The player resolves the Regular Action of the War Sword 5. The numbers on spaces are used by the Time Cards, with the
card in their Hero Area (discarding Toughness and Lunge as part of the highest number crossed (or currently occupied) by the marker cube
Action - both cards possessing the Combat keyword), which generates a being used in place of a symbol appearing in the text of a Time
total of 4 Enemy Focus . Since the marker cube crossed the space with Card.
the Reinforcement symbol (but this time moving from left to right),
after the Action is fully resolved, the marker cube on the Reinforcement Example
Track is moved one space to the right. The marker cube is on the last position of the Reinforcement Track
and The Black Coach is the active Encounter. During the Reinforcement
Reinforcement Track Phase the marker cube would have moved 1 space to the right, but since
The Reinforcement Track is located on the Quest Charter . The marker it is already on the rightmost position of the
cube on the Reinforcement Track moves: Reinforcement Track , the marker cube on
1. Exactly 1 space to the right whenever a marker cube on any Enemy the Time Track is moved instead.
Focus Track stops on or crosses a Reinforcement symbol.
2. A number of spaces to the right as specified by the Starting Enemies
Box of an Active Encounter card during the Reinforcement Phase.
3. Left or right whenever any effect orders the players to move the
marker cube.
4. All the way to the left after drawing Enemies at the end of the
Reinforcement Phase.
5. All the way to the left if the Reinforcement Box of the Active
Encounter card is empty during the Reinforcement Phase.
6. All the way to the left if there is no Active Encounter in play during
a Reinforcement phase.

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Location Tiles Progressing Through an Encounter
1. The Progression section of the Active Encounter details specific
The game board in Mistfall is created using Location tiles set up according ways in which player may place Objective tokens on the Encounter
to the Quest currently played. Each Quest includes a number of randomly card.
set up Location, a revealed Starting Location and one Special Location the 2. The End section of the Active Encounter details any conditions
players must reach in order to win the game. that need to be met in order to successfully end the Encounter (usually
giving a number of Objective tokens on the Encounter card that
Active Location needs to be met or exceeded or having no Enemies in any Areas).
A Location is considered Active when the Party Pawn is located on that 3. Some Encounters may be attacked by Heroes. In such a case, the
Location Tile. The Active Location influences the types of Encounter Active Encounter may be targeted by any effects that normally deal
cards that may become Active Encounters. damage to Enemies, but may not be moved or discarded by any such
effect. They are always considered to be in range from every Hero.
Location Status
At any time each revealed Location displays one of three possible statuses: Encounter Retreat Penalty
1. Safe: indicated by no Wound tokens on that Location tile. Some Encounters require the players to resolve negative effects if the
2. Perilous: indicated by 1 Wound token on that Location tile. Party Pawn is relocated before successfully ending the Encounter. Most
3. Overrun: indicated by 2 Wound tokens on that Location tile. Encounters will Degrade the Active Location while some will create no
A Perilous or Overrun Location will require the players to draw a new further effects or outright disallow players to relocate.
Active Encounter if no Active Encounter is in play during the Travel
Phase. A Perilous Location will usually require successfully finishing 2 Example
consecutive Encounters to become Safe. It is Crow’s Hero Turn and Wind of Death is the active Encounter. There
is 1 other Hero in play, and 4 Objective Tokens are already on the
Improving and Degrading Locations Encounter card. On their turn, the Crow player manages to eliminate
Different effects (usually Encounter card effects) may order players to a Bonesorrow Archer, which immediately places 1 Objective Token
Improve or Degrade a Location: on the Encounter card. Then, the player also discards 1 card in order to
1. When Improving a Location, remove 1 Wound token from place another Objective Token , bringing the total number of Objective
the Active Location (unless specified otherwise), if able. Hence, an Tokens on the card to 6. Since this is how many Objective Tokens
Improved Overrun Location becomes Perilous and an Improved are needed to successfully end the Encounter, the players will be able to
Perilous Location becomes Safe. Improving a Safe Location has no discard it during the Encounter Phase of the current round.
further effect.
2. When Degrading a Location, add 1 Wound token to the Active
Location (unless specified otherwise), if able. Hence, a degrade Safe Appendix 1: Detailed Action
Location becomes Perilous and a degraded Perilous Location becomes
Overrun. Degrading an Overrun Location moves the marker cube on Structure
the Time Track exactly 3 spaces to the right ( 1 ).
Gathered below are all the rules of playing an Action with a detailed
Location Adjacency breakdown of the timing of specific effects. If during game you will
A Location is considered to be adjacent to any other Location it shares encounter any difficulties with assessing the exact order of multiple things
a side with, regardless of the status of any of the Locations. In other going on while resolving a complicated Action, refer to this section to find
words, Locations are orthogonally (but not diagonally) adjacent. Hence, a clarifications.
contiguous line of Locations consists of any number of adjacent Locations.
1. Choose an Action.
Encounters The player picks a card in their hand or Hero Area and chooses an
Action (if multiple are available) to resolve.
Each Encounter instructs the players on what are the conditions that
need to be met to successfully end the Encounter. Most often, a number 2. Choose imbedded Action.
of Objective tokens is required in order to proceed to the Encounter Some Actions allow a player to immediately make use of an Action of
Aftermath, which allows the players to draw Rewards, Restore cards another card. In such a case, go through this procedure starting from the
and Improve the Active Location. first point until completion, before completing the Action that allowed the
player the imbedded Action.
Active Encounter
An Encounter is considered to be Active from the moment it has been 3. Discard keyword cards.
drawn and put into play. There can never be more than 1 Active Encounter Some Actions allow for or require other cards to be discarded in order to
at any time. either improve or at all resolve the Action effect. In such a case, discard any
relevant cards immediately.
Special Encounters
Every Quest comes with 1 Special Encounter listed in the Quest 4. R eflex modifications
description. In order to win the game, players need to successfully end that Resolve any available Reflexes that may influence the original Action. If
Special Encounter. During setup, the Special Encounter is placed next to you resolve a Reflex on a card in a player hand , place that card near the
the board. When the Location designated as the Final Location is reached, relevant pile but do not discard it yet.
players draw and set up the Special Encounters, disregarding any normal
rules for drawing and placing Encounters into play (such as a common 5. R esolve effect
keyword on both the Location tile and the Encounter card). After arriving at the final effect of the card, resolve it in its entirety.

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6. Discard used cards (from cards discarded for their keywords, Reflexes and any possible
Discard all of the cards played out of player hand (unless specifically special abilities). Please note that some Actions do not generate Enemy
instructed otherwise). When discarding multiple cards at the same time, Focus , and some will actually allow the player to move the marker cube
players may choose the order in which they are placed in the discard pile. to the left. Observe any symbols the marker cube moves through or ends its
Cards in a Hero Area are not automatically discarded after resolving move on. Resolve any symbols effects in the appropriate order (first crossed
an Action printed on them – there are specific instructions included in an – first resolved).
Action. If no instruction is given, the card remains in the Hero Area . Helpful Tip: It is often more comfortable to move the marker cube on the
Enemy Focus track as you discard cards and resolve effects that modify
7. Generate Enemy Focus . the Action. When you do this, remember to resolve any symbol effects
Move the marker cube on the Enemy Focus track a number of spaces to after the Action is fully resolved.
the right as detailed by the Action chosen, and any possible modifications

Extended Example of Playing an Action.


The Fengray player is getting ready to fell a Ghoren Warrior 1 in one strike, using the Regular Action of the Lunge card 2 . The Action has a range
of , but that is enough, since the Ghoren Warrior is in Fengray’s Hero Area . Also, the player needs to deal a total of 5 Physical Damage
(the Life value of the Ghoren Warrior equals 3, but this Enemy has a total of 2 Physical Defence ).

The Lunge Regular Action allows the 1


player to use a Regular Action of a
Weapon card in their Hero Area as an
imbedded Action. Since there is a War
Sword 3 in Fengray’s Hero Area ,
the player decides to make use of its first
Regular Action, which deals 2 Physical
Damage . Since this Action deals
Physical Damage , the Lunge card
adds additional 2 Physical Damage to it,
which means that the Ghoren Warrior
will be dealt a total of 4 Physical Damage
. That is not enough to eliminate the
Enemy, so the player also discards 1 card
with a Combat keyword from their hand
(in this case it is the Toughness card
4 ), adding 1 more point of Physical
Damage for a total of 5. This is enough
to eliminate the Ghoren Warrior. The
Enemy card is discarded 5 , and 1
Resolve is added to the Resolve Pool
6.

The Lunge card is now discarded 7


and the War Sword card is placed on 2 4 3
top of the Fengray player’s deck 8 .
The marker cube on the Enemy Focus 6 5 5 9 8
Track is moved a total of 4 spaces to
the right (1 for the Lunge Action, 2 for
the War Sword Regular Action and 1
for the Toughness card discarded for its
Combat keyword). This moves the marker
cube on the Enemy Focus Track from
position 8 to position 12, crossing over
a Raging Enemy symbol 9 . Now
(after fully resolving the Action) the
Fengray player will have to choose a
Raging Enemy from their Hero Area
to immediately Enrage . 10

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7
Mistfall Quest Guide Quest II: The A bomination
Welcome to the Quest Guide. This booklet outlines the setup and any A group of scouts has recently returned to Frostvalley Keep bearing ill tidings: one
special rules of different quests used in Mistfall. of the reinforced villages in the further north has been completely wiped out by an
attack likes of which they have not seen in a long time. The only survivor of the
For Your First Game massacre was driven to the edge of madness, but from his incoherent words you
managed to piece together some clues. The village was attacked by the undead led
We strongly recommend that you play the Into the Wilds Quest for your by an abominable creature of the Mists, who the survivor referred to as Margath:
first game. It does not use all of the game elements and is significantly a mad warrior who reputedly died almost a decade ago.
shorter than The Abomination quest. The Frostvalley Keep archivist were able to shed more light on the story: apparently,
Margath was transformed after being taken by the Mists, but scattered around
the lands there should still be some clues that might help in defeating him. The
Quest I: Into the W ilds scouts said that they managed to track Margath to a desecrated temple, where the
Mists are sending more undead to follow him into other raging battles. You have
While investigating strange happenings of the last few days, you leave the to leave immediately to end the forsaken beast’s existence once and for all.
Frostvalley Keep and make for Hearthfire Inn – a final outpost in the wild
north. Among the scouts and the few people who still live here word has it that a Reward Setup
mad beastman shaman has been gathering a warband and is ready to strike at Choose 1 Hero specific Reward card for each Hero and place it face down
a neighbouring fortified village within a few days. You need to stop him before in the middle of the table. Add 8 random Transient Reward Gear cards
it is too late. and shuffle the newly formed Reward deck together. Any other Reward
cards are removed from the game.
Quest Special Setup
This quest is played using only one Enemy deck and a smaller set of Location Setup
encounters. While following the normal setup found in the rulebook, Place the Hearthfire Inn and the Desecrated Temple Locations to the
remove the Blue and Red Enemy decks from the game. Also, the only side and shuffle all other Locations together. Form a 3 by 3 grid, placing
Encounters used are those with the Wildlands keyword: remove all others the Desecrated Temple Location face down in the top left corner (1) and
(including the ones where the Wildlands keyword is accompanied by the Hearthfire Inn face up in the bottom right corner (2) of the grid.
another keyword) from the game.
Quest Token Setup
Reward Setup Use the A, B, C and D Quest tokens. Shuffle them face down and place 1
Choose 1 Hero specific Reward card for each Hero and place it face down randomly on Locations (3), (4), (5) and (6).
in the middle of the table. Add 6 random Transient Reward Gear cards
and shuffle the newly formed Reward deck together. Any other Reward
cards are removed from the game. 1 3
Location Setup
Remove all Locations without the Wildlands or Haven keyword from the 4 5
game. Shuffle 3 Wildlands Locations face down and place them in a line.
Place the Hearthfire Inn (the Haven Location) face up at the leftmost end 6
of the line. Place the Party Pawn on that Location.

Special Encounter and Enemy Setup Special Encounter and Enemy Setup
Place the Into the Wilds Special Encounter on the rightmost Location Place The Abomination Special Encounter on the (1) Location tile. Place
tile. Place the Ghardhak the Charred Special Enemy card next to the the Margath the Abomination Special Enemy card next to the Location.
Location. Players may reference these cards at any time, but they are Players may reference these cards at any time, but they are not considered
not considered to be in play until Into the Wilds becomes the Active to be in play until The Abomination becomes the Active Encounter.
Encounter.
Quest Token Rules
Special Encounter and Enemy Rules When a Location with a Quest Token is revealed (turned face up when
1. Ghardhak the Charred Bodyguards special ability explanation: it becomes Active Location or when it is scouted), reveal any Quest
No player may target this Enemy by any card that directly deals Tokens on that location as well. Whenever a Location with a Quest Token
or , or places a Condition token on an Enemy. Ghardhak may be becomes Safe that token is placed in the Quest Area . When Margath
targeted by cards that will exploit his Vulnerability (Divine cards), as the Abomination or Raging Abomination is in play, any of the Quest
long as the resolved effect does not deal or directly. This rule is Tokens in the Quest Area may be used (as a Reflex) to:
ignored when Ghardhak is in an Area without any other Enemies. A, B – place 2 on Margath the Abomination or Raging Abomination
2. Ghardhak the Charred Enrage ability explanation: C – move the Reinforcements Track to 0 (leftmost position).
When Enraged, Ghardhak deals damage to all Heroes regardless of D – Move Margath the Abomination or Raging Abomination to any
which Area he is in, as long as he gets to attack normally during the Hero Area and ignore the Beastly Rage ability until the end of the
Defence Phase. round.
3. Ghardhak the Charred Life: = 2 +2
Special Encounter and Enemy Rules
Quest Victory 1. Margath the Abomination/Raging Abomination Beastly Rage
special ability explanation:
This Quest ends in Hero victory, when the Into the Wilds Encounter is After all normal Enemy attacks (including Margath’s/Raging
successfully ended. No special rules apply. Abomination’s normal attack), the Margath/Raging Abomination
17
card is immediately moved to the Hero Area of the Hero with highest
Enemy Focus value (marker cube furthest right on the Enemy Focus
Track ). Enemy Focus of that Hero is reduce normally ( ½ ).
Then, Margath/Raging Abomination attacks that Hero. After resolving
this ability, resolve Conditions normally.
2. Margath the Abomination Die Hard special ability explanation:
When the number of Wound tokens on Margath becomes equal to
or exceeds his Life value, remove all of the Wound and Condition
tokens from his card and flip the card to the Raging Abomination side
immediately. The Raging Abomination enters play with no Wound or
Condition tokens, regardless of any that were placed on Margath.
3. Margath the Abomination/Raging Abomination Life:
= 2 +2

Quest Victory

This Quest ends in Hero victory, when The Abomination Encounter is


successfully ended. No special rules apply.

**********************************************************************************
Pleas feel free to write to Błażej Kubacki with any Mistfall rules
related questions at blazej.kubacki@nskn.net .

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