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e. Build. YOU are the Hero!

Explor

Rulebook
Beta version
Overview and object
of the game
The 7th Citadel is a cooperative exploration and
adventure board game in which you play against
the game and try to defeat the Threat which will
inevitably come down on you (unless you perish
before you get there!).
You may take up the challenge on your own
or in a team of 2, 3, or 4 adventurers.
You lose...
The game ends immediately and players
lose collectively if one of the following occurs:
• all characters are unconscious
You win! (see “Unconsciousness” p. 24) ;
The game ends and players win if they manage to • an in-game effect reads: “Your adventure ends
defeat the Threat. The chosen Threat Booklet will here”.
clearly state when they have attained that goal.
When this happens, players must start the game
over, with no legacy from previous games.

Table of contents
Overview and object of the game������������������������������������������������������������������������������������������������������2
Contents ������������������������������������������������������������������������������������������������������������������������������������������������ 3
Rules summary��������������������������������������������������������������������������������������������������������������������������������������4
Card types����������������������������������������������������������������������������������������������������������������������������������������������5
Sorting and storing the contents�������������������������������������������������������������������������������������������������������� 7
Setting up a new game������������������������������������������������������������������������������������������������������������������������8
Overview����������������������������������������������������������������������������������������������������������������������������������������������10
Turn sequence��������������������������������������������������������������������������������������������������������������������������������������12
Resolving an action ����������������������������������������������������������������������������������������������������������������������������14
Action resolution sequence ��������������������������������������������������������������������������������������������������������������15
Consequences of actions and events: take a card��������������������������������������������������������������������������18
Additional consequences of actions and events����������������������������������������������������������������������������20
Exploring the Collapsing Lands ��������������������������������������������������������������������������������������������������������22
Life points, Recovery, and unconsciousness ��������������������������������������������������������������������������������� 24
Skill and Belongings cards ��������������������������������������������������������������������������������������������������������������� 24
Threat Booklets and scenarios��������������������������������������������������������������������������������������������������������� 26
Players' progression and Citadel leaflet ������������������������������������������������������������������������������������������27
Saving and resuming the game������������������������������������������������������������������������������������������������������� 28
Leaving or joining a game in progress.������������������������������������������������������������������������������������������� 29
7 easily forgotten golden rules .������������������������������������������������������������������������������������������������������� 29
Icons������������������������������������������������������������������������������������������������������������������������������������������������������30
Traits ���������������������������������������������������������������������������������������������������������������������������������������������������� 31
Definitions��������������������������������������������������������������������������������������������������������������������������������������������32

2
Contents
This rulebook  6-sided dice (to track successes obtained
4
during “compound” actions)
 n “Introductory scenario”
A
booklet

2 Threat Booklets
3 storage trays and 34+ dividers to make it
easier to find any card you need

1 bookmark

1 book of Dialogues

900+ cards divided in different “decks”


1 laminated
world map 4 Character cards

 Citadel leaflets (including the Destiny,


2
Buildings, Fellowship, Side quests, Map of the 8 Save cards
Kel Protectorate, and Player aid pages)

160 Action cards (blue back)

8 character figures

110 Exploration cards (foggy back)

4 life counters

630+ numbered Adventure cards


(green or gold back)

3
Rules summary
Players face a Threat – in the form of a booklet divided into Climb action
scenarios – that will inevitably descend upon them (unless
they die in the meantime!).
5+ 3
Note: This box contains an introductory scenario, Action Cost: draw 5 Action Difficulty :
or more cards from get 3 or more
as well as the booklets for two Threats:
your Action Deck successes
“Dadachaem’s Awakening” and “Drums of to perform the action. to succeed.
Desolation". Expansions can be added to the
game even if at first you choose not to fight the
Apply these
Threats they include. consequences
Apply these
consequences
if you succeed
if you fail

Once they have selected their characters, players explore the


Collapsing Lands (the territory where the adventures take
place) by resolving Exploration cards, putting into play
numbered Adventure cards (Terrain and Permanent event) Note: “compound” actions are resolved over
that gradually form the game Board, and conversing with the several rounds, but essentially follow the
inhabitants of the Collapsing Lands (by means of the Dialogue same process (with a few minor differences,
Book). detailed later).

During the game, players collectively and freely decide which


character will perform an action among those that can be When a player has no cards (or not enough) remaining in their
seen on the Terrain card their figure is standing on, the Action Deck, they must perform a Recovery to refill it:
Permanent event cards attached to that Terrain card, as well shuffling the cards in their Discard Pile back into their Action
as their Character, Skill , Belongings and Quest item Deck and then losing 5 life points.
cards. If several characters are on the same Terrain card,
they may decide to join forces. When players have few life points left or have achieved
the goal set by the scenario, it is time for them to return to
In order to perform these actions, each player has a personal the Citadel and discover the consequences of their deeds!
Action Deck, consisting of blue-backed cards that represent
their energy. During the course of the game, your group of adventurers will
make progress by gathering Hope (cards) and trading it for
All actions are carried out the same way: precious bonuses on the Destiny page of the Citadel leaflet:
gaining new skills, constructing useful buildings, dispatching
the players taking part in the action (“the involved emissaries to update the map of the Collapsing Lands
characters”) select those of their Belongings cards (laminated world map), etc.
that they want to (and may) use. These cards usually serve
to lower the amount of energy the active player must All of these options join together so that you can…
spend to take the action and increase their chances of choose your own path!
success;
Unlike most board games, when you play The 7th Citadel,
the active player spends energy equal to the Cost of you will experience one extended, non-stop adventure.
the action by drawing cards from their Action Deck; However, the easy save system allows you to suspend
your adventure at any time and easily resume it later on.
the drawn cards are then revealed. They are worth varying
amounts of successes. The active player can increase their
chances of success by drawing more cards, but doing this
expends their energy faster. The active player checks the
number of successes obtained against the difficulty of the
action;

lastly, they apply the consequences of the action, which


vary depending on whether the action was a success or
a failure.

When a player has finished performing an action,


another turn begins with a player taking another action.

4
Card types
1. Character cards

Character cards present the players with the characters that they will personify.
They also enable players to take the move action .
1
1 name
3
2 effect(s)
2
3 corresponding figure and life point counter (bearing the character’s color)
4 unique ID number

2. Save cards

Save cards are used to save the game (see “Saving the game” p. 28).

3. Action cards

Action cards form a player’s Action Deck. They represent the energy spent
(by drawing them) when performing actions as well as a character’s skills ,
1 2 which help them be more successful and enable them to take some actions.
There are 3 types of Skill cards: basic, advanced, reflex (see “Skill and Belongings
cards” p. 24).

3 4 1 card type – Skill


2 title
5 3 result area: class icons and successes obtained during the Result step of an action
4 effect(s) of the skill
5 unique ID number

4. Exploration cards

These cards have a “foggy” back and are events that occur randomly as players
1 explore the Collapsing Lands. They can be permanent events, temporary events,
3 4
found items, etc. Each Exploration card belongs to an area represented by a Roman
numeral (I, II, III, IV, etc.) shown on the back of the card as well as on the Terrain card
2 it is attached to.

1 area Note: to prevent these cards


2 placement arrows (one of them points towards from being identifiable,
the Terrain card that caused the Exploration card their unique ID number
was placed on their front
to be put into play)
(top-right corner).
3 available action
4 unique ID number (card front)

5
5. Adventure cards

These green or gold numbered cards include the terrains you will discover
as you explore the lands, the predefined events (places, encounters, etc.)
you can trigger, items you can find and many more surprises to be discovered!
1
2

1 card number
2 informative flavor text
3 unique ID number
3
Adventure card back

1 TERRAIN

Terrain cards are portions of the Collapsing Lands that remain in play on the Board.
2 Players may move their figures onto them and take actions there.

1 1 available action(s)
2 Exploration card(s) of the indicated area to be put into play in the space indicated by the arrow
2

Terrain card front

PERMANENT EVENT
1
Permanent event cards remain in play on the Board after they have been revealed
2 (see “Permanent event card” p. 19). They are attached to the Terrain card in the orientation
according to their placement arrow.

4 3 1 placement arrow (points towards the 3 flavor text


Terrain card the event is attached to) 4 effect(s) and/or available action(s)
2 performed action that has caused
the event to be put into play
Permanent event
card front

1
2
TEMPORARY EVENT

3 Unless otherwise stated on the card, Temporary event cards are discarded to an area
2 called “The Past”, represented by a divider, immediately after being resolved.

1 card type – Temporary event


3 2 flavor text
3 effect(s) and/or available action(s)

Temporary event
card front

6
1 2 BELONGINGS

3 These cards include items, positive/negative states, active spells, companions, etc.,
that help or hinder their owner in performing actions or offer actions the player can take.
They generally have KEYWORDS, which restrict how many such cards a player may own
4 and which cards they may use during an action (see “Skill and Belongings cards” p. 24).

1 card type – Belongings 4 effect(s) and/or available action(s)


5 2 title 5 keywords
Belongings card front 3 flavor text

1
2
QUEST ITEM

3 These cards provide the players with helpful information and, in some cases,
4 enable them to benefit from positive effects or take new actions. They are stored on
the divider (laying on the table) and the players may look at them freely.

1 card type – Quest item


2 title
3 flavor text
Quest item card front 4 effect(s) and/or available action(s)

Sorting and storing the contents


Golden rule! You may look at Character and Action cards freely, but you MUST NOT read Adventure and Exploration cards
before the game starts. Likewise, you MUST NEVER read the Threat Booklets and the Dialogue Book unless the game
instructs you to do so.

1 Store Character cards and Save cards behind the


“Characters and Save” divider. 4 Sort Adventure cards, green or gold back facing you,
in ascending order of their numbered backs and store them

2
behind the divider corresponding to their range (cards
Store Action cards (blue back) behind the corresponding 000 to 049 behind divider 000 ; cards 050 to
divider: 099 behind divider 050 ; etc.).

“Basic Skills”: they have an A icon containing


a.  Golden rule! Green Adventure cards will always be
the character’s initial (A, B, C, D) or the letter X; placed BEFORE any gold Adventure cards bearing
the same number.
b. “Advanced Skills”: they have an  icon;

c. “Reflex Skills”: they have an  icon.


5 During the game, you will store:

3 Sort Exploration cards, foggy side up, by area ( I , II ,


etc.), then shuffle each pile and store it, foggy side facing
you, behind its corresponding divider (I, II, III, IV…).
a. the cards on the divider ;
b. all discarded Adventure and Exploration cards behind
the “The Past” divider;
c. all banished cards behind the “Banished cards” divider;
d. specific cards behind the “Epilogue” divider –
the game will specify these cards.

7
Setting up a new game
1. Choose your character
Each player chooses a Character card and then takes the figure and life point counter shown on the card,
and places these in front of them on the table.

Arthen
Arthen remembers nothing before being imprisoned. With a mother that died during
childbirth and no knowledge of a father, this made ideal criteria for being “welcomed”
to the Citadel. A puny physique has proven to be an advantage on more than
one occasion, whether tending to the furthest reaches of the sacred grove or escaping
the mortal clutches of the “Snare-Creepers.” Filled with energy and enthusiasm,
Arthen’s jovial personality contrasts with the taciturn character of the other gardeners.
When falling asleep after another exhausting day, Arthen cannot help but think of
the mysteries and dangers that await beyond the walls of this prison.
And while knowing such hopes may be foolish and misguided, hope still glimmers.

Brooks
The last person who picked a fight with Brooks left their cell headfirst from their ledge,
hurtling down to the stone slabs a hundred feet below – Brooks is not one to make
concessions.
A savage character that is the result of younger years spent surviving in the ruins
of the city of Mordaba’lh, being forcibly dragged to the Citadel by a cohort
of “recruiters” has hardly made Brooks more docile. Throughout seven years of captivity,
Brooks has never lost sight of a singular objective: escaping this place. The last attempt
was nearly successful, something which would have been a first in the Citadel’s history!

Casek
Casek joined the ranks of the Last Legion of the Bough, driven by a sense of duty as well as
a desire for wealth. The Plains of Nazibe, the Sunset Mountains, the new forest of
Chaartimak… countless, incomparable battlefields. Combat prowess as well as staunch
bravery were traits that caught the attention of top leadership. Along with some sixty
other elite soldiers, Casek was sent on a suicide mission that was supposed to mark a
turning point in the war. The battalion ventured far into the subterranean abysses of
Aber-Amid, which was commonly regarded as the Cradle of Evil. After suffering significant
injuries, Casek managed to return to camp, accompanied by only two other survivors.
No one knew how they made it back and the report and tales of their experience were
disturbing enough to see them all detained and thrown into the Citadel. To this day,
Casek cannot sleep without picturing what transpired, with thoughts that constantly
search for an explanation that might ease the pain.

Denhom Tembriell
“Den”, to friends and trusted confidants, was born when the first Citadel was built and
knew those who had experienced the golden age of the Valenian Empire. Denhom is one
of the rare people to have entered the Citadel willingly – having seen family and friends
swallowed up by the ground, claiming the lives of soulmate and three children alike.
Regarded as a fountain of knowledge and wisdom by the gardeners, Denhom has become
a leader for the community of prisoners. Despite not holding the Necrodruids in
the highest esteem, Denhom’s hatred for the Burrowers and their master – whoever it
may be – is even greater and provides all of the necessary energy needed to endure
the daily toils.

8
2. Compose your Action Deck

Each player takes, from behind the “Basic Skills” divider: Note: there are subtle differences
(due to age, physical condition and
the 15 Basic Skill cards with the icon containing personality) between each character’s
their character’s initial (e.g. Arthen takes the 15 ) ; basic skills.
A
+ 5 Basic Skill cards with the X icon* among those available.

They form their Action Deck by shuffling their 20 Action cards and place it on the table next to their
Character card.

Note: there is a single copy of each of these cards. If multiple players


want to take the same card and cannot find an agreement, take the
4 sets recommended below and randomly hand one to each player.

* TIP!
You are free to choose your character's basic skills.
However, here are 4 possible options, along with the list of
X
Basic skill cards we recommend for each of them:

COMBAT / STRENGTH SUPPORT / LEADERSHIP


1. The art of war 1. Authority
2. Vigorous 2. Relentless assault
3. Parade 3. Meticulous
4. Restore 4. Watch out!
5. Weak point 5. Reinforcement

ARCANE / POWER CUNNING / DEXTERITY


1. Arcane knowledge 1. Stunt
2. Abnegation 2. Accurate shot
3. Force field 3. Lockpicking
4. Blood pact 4. Stealth
5. Energy drain 5. Sneaky strike

3. Start the adventure!


Open the introductory scenario titled “A new beginning” on page 1 and read until the booklet
instructs you to stop.

9
Overview
WORLD MAP
The world map shows what the
world looked like during the
IN THE BOX
golden age of the Kel
Protectorate. It contains
invaluable, though often
outdated, information about
important places. It can be
updated through the insertion
of cards that players may obtain “EPILOGUE” AREA
by making progress on the When an in-game effect
Destiny page of the Citadel instructs them to, players will
leaflet. store certain cards behind this
divider. As a general rule,
players look at these cards
just before they read the
epilogue of the scenario
they are playing.

BOOK OF DIALOGUES
This contains the dialogues
between players and the
“BANISHED CARDS” AREA
non-playing characters they
All cards that are banished during
may encounter. Players read
the game must be stored behind
the required paragraph when
this divider. Players may only look
an in-game effect instructs
at banished cards when the game
them to: “Read XXX  ”.
allows them to. They must be
returned to their respective
original decks when the game is
over (after a victory or a defeat).

“THE PAST” AREA


THREAT BOOKLETS AND
Adventure and Exploration
BOOKMARK
cards that are discarded during
Each Threat Booklet contains
the game must be stored
the scenarios related to the
behind this divider.
Threat players chose to fight
Players may freely look
at the beginning of the game.
through the cards in the Past,
The bookmark indicates
which must be returned to
where they are.
their respective original decks
between game sessions.

CITADEL LEAFLET
This is where players record their
progression (Destiny page), the
buildings they may build or have built
(Buildings page), the advancements
in their side quests (Side quests page),
and their characteristic values
(Fellowship page) (see “Players’
progression and Citadel leaflet” p.26).

10
ON THE TABLE

ADVENTURE DECK EXPLORATION DECK


The Adventure Deck contains Exploration cards are random
all numbered cards with a events and may have a variety
green or gold back. of effects. Players must resolve
These cards may be terrain, an Exploration card before they
events, items, etc. can put the Adventure card it
‘hides’ into play and continue
exploring the territory.

CHARACTER FIGURES
2

1
THE BOARD
Players build the Board as
they put face-up Terrain and
Permanent event cards and
face-down (foggy side up)
Exploration cards into play.
“QUEST ITEM” AREA 3 1 front of a Terrain card
All cards players acquire
2 front of a Permanent event
during the game must be card
stored on this divider. Players
may look at them freely. 3 b
 ack of an Exploration card
(foggy side)

INDIVIDUAL DISCARD PILE


INDIVIDUAL ACTION DECK Each player has a Discard Pile
Each player has their own that contains the Action cards
Action Deck, from which they they discard, face up, during
draw cards to perform actions. the game. A player may freely
They may not look at the cards look through the cards in their
in their Action Deck. Discard Pile.

HAND
BELONGINGS Each player has a hand that
Each player places their contains their Skill cards.
Belongings cards (they have none They begin the game with an LIFE POINT COUNTER
when the game starts) next to empty hand and a hand size limit
their Character card. of 4 cards.

11
Turn sequence

1. Choose the active player and the action to be taken


On each turn, one player is collectively chosen to be the “active player” (it may be the same player as on the previous turn
if all players agree). If players cannot reach an agreement, the player to the left of the last active player becomes the
new active player.

The active player chooses the available action they wish to take. This action will always be represented by an icon in a
white square visible on:

the Terrain card 1 their figure is standing on;


an Exploration card 2 attached to the Terrain card their figure is standing on;
a Permanent event card 3 attached to the Terrain card their figure is standing on;
a Temporary event card 4 they have just revealed (this action is mandatory);
one of their cards 5 ,
one of their cards 6 ,
a card on the divider 7 .

4
1
3 7

2 5

2. Check for other involved characters


Any player whose figure is on the same Terrain card as the active player’s may, if the active player agrees, get involved
in the action.

If they wish to help the active player, they must block 1 card from the top of their Action Deck for each card they select
and each card they apply some or all effects of during the action. When a player must block a card, they slip it under
their Character card. As long as it is there, the blocked card has no effect (see “Block / Unblock a card” p. 21).

3. Take an action
The active player goes through the 4 steps of the action: Preparation, Draw, Result and Consequence
(see “Resolving an action” p. 14).

4. Start a new turn


Once the action has been entirely resolved, a new turn begins (or the resolution of a compound action continues).

12
Simple actions and compound actions
Most actions in the game are “simple” actions that end During the Result step of the action, if you did not get
immediately after the Consequence step. enough successes to lower the die to less than 1,
the action fails (apply the consequence in the black
section), BUT each success you obtained lowers
Some actions, called “compound actions” (on which the value of the die by 1 and therefore the difficulty
players must place a 6-sided die), consist of multiple of the next attempt for this round.
rounds that each have a Consequence step. They are
completed when the die is removed from the card If you obtain enough successes to lower the value
(usually after the last round has been successful). of the die to less than 1, apply the consequence in the
white section (success), which usually enables you
Compound actions are resolved over several turns. to proceed to the next round, or even to skip a round
If the compound action is mandatory, you must take it or end the compound action.
again right after resolving the Consequence step,
and repeatedly until it is over. If it is not mandatory,
you may decide to resume it later, when you choose,
provided that you are on the Terrain card it is attached
to.

Forbidden actions
An action cannot be taken if:

another action is in progress;

it has a prerequisite that players cannot meet;

it has the icon and one or more conscious players is not involved in it.

an icon for this action is visible in the placement arrow of a Permanent event card attached to the Terrain card
the active player’s figure is standing on – this means that the action has already been performed and cannot be
performed again on this Terrain card.

Mandatory actions
A mandatory action has a red outline .
• Permanent event: each player whose figure is on the
Terrain card attached to this event must immediately
It may appear on the following cards:
and collectively perform it, provided it can still be
taken;
• Temporary event: each player whose figure is on
the active player’s Terrain card must immediately
• Terrain: each player whose figure is moved onto
perform it collectively after the current action
this Terrain card must immediately and collectively
has been resolved entirely (the active player stays
take it, provided it can still be taken.
the same);

Group actions
An action with the icon may only be taken if all conscious characters are involved.

13
Resolving an action

Key principles
All actions have:

a default cost X+ , i.e. the minimum number of cards the active player must draw from their Action Deck to take the action;

a difficulty X , i.e. the minimum number of successes to obtain for it to be a success;


consequences if the action is a success and, usually, consequences if the action fails .

Also, at the beginning of a compound action, the active player must place a die on the difficulty icon X corresponding to
the first round, making sure that its value matches the shown X difficulty .

If no die is available, the active player must take it from another card. That die will later be returned to the card it came from
at the first round and at its initial value (the compound action is reset).

SIMPLE ACTION – EXAMPLE

5+ 3 063 2 003
1 2 3 4 5

1 Climb action 4 Success: the active player takes a 063 card.


2 Draw 5 or more cards from your Action Deck 5 Failure: the active player loses 2 life points and takes
to take the action. a 003 card.
3 You must get 3 or more successes to succeed.

COMPOUND ACTION – EXAMPLE


4 1
2
3 1+ 3 5 -2 6

7
8 3+ 27 9 049 2 10

1 Fight action 7 Second round: set the die to a value of 2.


You must get 2 or more successes to succeed.
2 First round: set the die to a value of 3. Each success reduces the value of the die by 1.
You must get 3 or more successes to succeed.
Each success reduces the value of the die by 1. 8 Draw 3 or more cards from your Action Deck.

3 Draw 1 or more cards from your Action Deck. You may take into account the successes and class
icons of no more than three drawn cards of your choice,
4 You may take into account the successes regardless of the number of cards you draw.
and class icons of only 1 drawn card of your choice,
regardless of the number of cards you draw. 9 Success: take a 049 card, if available in the
Adventure Deck. Then, remove the die / discard this.
 5 Success: proceed to the next round.
10 Failure: the active player loses 2 life points.
6 Failure: the active player must discard 2 cards
from the top of their Action Deck.

14
Action resolution sequence
1. Preparation
Involved characters select the card(s) they wish to use, slightly sliding
them down: they will be able to apply each effect of these cards at most Note: if the active player takes
once during the action. an action available on one of
their cards, that card is
Each involved character that is not the active player must block 1 card from automatically selected.
the top of their Action Deck for each card they select.

Golden rule! A player may not select multiple cards that have the same KEYWORD.

Only cards with a condition icon that matches


the taken action may be selected. Note: the icon on a card means the associated effect
may be applied during any action.

2. Draw
The active player determines the cost of the action and draws that many cards.
A. Determine the cost of the action B. Draw Action cards

That cost is shown in the blue diamond X to the right of the If the active player’s Action Deck contains fewer cards than
action’s icon. It is the number of cards the active player must they are to draw, they must immediately perform a Recovery.
draw (the energy they must spend) from their Action Deck. If they cannot, they become unconscious (see “Life points,
Recovery and unconsciousness” p. 24).
-X
Involved characters may apply the effects of one or more
of their cards (selected card, card from their hand, Then, the active player draws as many Action cards as the final
card, etc.) in order to lower that cost. cost of the action, from the top of their Action Deck. They lay
these cards face down in front of themselves.
Each involved character that is not the active player must
block 1 card from the top of their Action Deck for each If they choose to, they may draw any number of additional
card whose effect they apply. Action cards from the top of their Action Deck to increase their
chances of success.

Note: the cost of an action may be 0, but never less than 0. In cases where the cost is lowered
below 0, consider it to be 0.

3. Result

The active player reveals the cards Golden rule!


and adds the obtained successes to Usually, all revealed cards are taken into account. However, when the icon can
their total, then compares the total be seen to the left of the action’s icon, the active player may not take more than X revealed
to the action’s difficulty. cards of their choice into account, no matter how many cards were drawn, X being the
default cost of the action (shown in the blue diamond). In this case, the only , ,
A. Reveal the cards and icons that are counted are those on the cards taken into
account.
The active player reveals the cards
they just drew (by flipping them face up). Involved characters may apply +X effects on one or more of their cards
(selected card, card from their hand, card, etc.) in order to take an
extra X cards into account.

The active player may choose to take into account none of the revealed cards.

15
B. Total your successes
CLASS ICONS
In the result area, i.e. the left part of the cards taken into
account, the active player gets: The class icons in the result area of the cards taken into
account during the Result step of an action may be
1 success for each full star; converted into , , etc. especially through use of
different effects on and cards.
1 success for each pair of “half stars” they manage to
combine to construct a full star, provided the half stars Each class icon may be used only once, with a single effect.
can be lined up to form a whole star;
The maximum number of possible conversions is often
class icons that they can convert indicated as “max. X”.
into successes using certain effects.
The icon may be considered as any other class icon.
Involved characters may apply the effects of one or more of
their cards (selected card, card from their hand,
card, etc.) in order to get additional successes and/or convert
class icons into various bonuses.

Each involved character that is not the active player must


block 1 card from the top of their Action Deck for each
card effect(s) they apply.

C. Check the number of successes obtained


against the action’s difficulty Example : Bruno has the “ Swordsman ” skill in hand,
which he may use during the fight action to convert
up to 3 martial class icons into 1 success
max. 3

Simple action: X if the active player obtains at least


as many successes as required by the action, the action is each and any number of martial class icon
a success. Otherwise, it is a failure. into 1 “cancel damage” each.

Compound action: X for each success obtained, During the Result step, he takes into account 1 icon.
the active player reduces the value of the die by 1. He may apply the effect of the “ Swordsman ” card
in order to convert that icon into 1 or 1 ,
If that value drops below 1, the action is a success. but not both.

Otherwise, it is a failure and this round can be played again


later.

The die gets removed when the card is discarded, returned or


banished.

Note: most compound actions end when Note: in any case, if the active player
the active player reduces the die’s value gets more successes than needed,
to less than 1 on the last round. the “excess” successes are lost.

16
4. Consequence
The active player applies the action’s consequences and then discards all cards revealed during the Result step.

A. Apply the consequences

If the action is:


Golden rule!
a success: the active player applies the effects shown in the white section  ; Unless explicitly stated otherwise
(e.g. “each involved character…”,
 failure: the active player applies the effects shown in the black section
a . “one involved character…”, “one
If there is no such section, failing this action has no consequence. random involved character…”),
the consequence of an action
The main action consequences are detailed on pages 18 to 21. applies ONLY to the active player.

B. Discard revealed cards

Finally, the active player discards the cards revealed during the Result step
(except for those they added to their hand through the X effect).

Example: Bruno and Ludovic are on the same Terrain card. Bruno wants to perform
the following action to move a massive boulder:

Take a 049 card. Each involved character


5+ 3 Discard this. takes a 001 card.

Ludovic offers to take part in the action. Bruno accepts.

1. Preparation: Bruno selects his "Flail" card, which will save him some energy .
He may not select his " Rope" card , although it could also help him, because both
these cards have the keyword SECONDARY. Ludovic selects his " Rope" card .
Since Ludovic is not the active player, he must block 1 card from the top of his
[carte fouet]
Action Deck for selecting 1 of his cards.

2. Draw: Bruno is supposed to draw 5 cards, but he decides to apply the effect -2
of his flail in order to draw 2 fewer cards, bringing the action’s cost from
5+ down to 3+. Bruno draws 3 cards from his Action Deck and places them
face down in front of him.

3. Result: Bruno reveals the 3 cards he just drew. The first card shows a full star, i.e. 1 success. The second shows 1 right half of
a gold star and two class icons and . The third card shows 1 left half of a gold star. Bruno can join the two half-stars
together to obtain a second success. With his flail, he could convert 1 “leadership” class icon into a success .
max. 1

Sadly, he has revealed no such class icon and therefore fails to use this effect. However, Ludovic’s rope brings him
2 successes, making it 4 successes in total. Since this is greater than (or equal to) the required number of successes (3), the
action is a success.

Ludovic applies the effect of his “ Talented" skill from his hand, which states that if the active player obtains more successes
than required, the active player may randomly take 3 cards from their Discard Pile and shuffle them back into their Action Deck,
which Bruno gladly does. Since Ludovic is not the active player, he would normally have to block 1 card from the top of his
Action Deck for applying the effect of that skill, but luckily, the “ Talented" skill states that he needs not do so.

4. Consequence: Bruno applies the consequence in the white section (success), taking a 049 card and discarding
the Permanent event card (with the boulder). Finally, he discards the (3) cards he revealed during the Result step.

17
Consequences of actions and events:
take a card
The most frequent consequence players will apply is taking a card.

Golden rule! Card text overrides this rulebook.

Take a numbered card XXX

When taking a numbered card as a consequence of an action or an event,


Note: the flavor text on the back
the active player must take it from the Adventure Deck.
of the Adventure cards often
contains helpful details. Likewise,
If the numbox is followed by a icon, it means you must do nothing
the consequence texts of actions
if the card is not available in the Adventure Deck.
and events are important.
Be sure to read them carefully!
If multiple cards with the same number are available:

The active player takes one of the green cards, reads the flavor text
on the back and reveals it.

Golden rule! Some Adventure cards are linked to a particular scenario. Players may not take these
XXX unless they are playing the corresponding scenario.

When the back of an Adventure card shows a numbox attached to the shape, it means there are possibly multiple
versions of this card (bearing the same number) AND one of them is linked to a specific scenario. That card features a
pictograph inside the shape. If that pictograph corresponds to the scenario you are playing, you must take it.

Example 1: players must take the 123 card. There are 2 123 cards, one with the 123 shape and one with the 123
pictograph.
Players open the Threat Booklet and see the current scenario is associated with the pictograph. Therefore, they may not take
the 123 card and must take the other 123 card.

Example 2: players must take the 789 card. There are 789 cards,one with the 789 shape and one with the 789 .
pictograph.
Players open the Threat Booklet and see the current scenario is associated with the pictograph. Therefore, they must take
the 789 card may not take the other 789 card.

If no green card is available:

The active player must take a gold card instead.

Golden rule! A player may only take a gold card if there are no available green cards bearing the same number in the
Adventure Deck.

If no card with that number is available:

The active player must immediately return ALL the Adventure cards in the Past to their place in the Adventure Deck and
shuffle all the Exploration cards in the Past back into the Exploration Deck, behind their respective dividers. They then take the
newly available card as explained above.

Exception: if the numbox is followed by a icon and the corresponding card is not available in the Adventure Deck,
nothing happens and you must not return the cards in the Past to the Adventure Deck.

18
If several involved players need to take a numbered card:

The active player takes their card first and resolves it before the next player in clockwise order does the same.

If the numbox is associated with a banner: XXX XXX

When a numbox comes with a banner (blue or purple), TIP!


the active player may either take a card whose number: Purple banners are generally linked to solving
a specific Threat. They are vital at certain
is shown in the numbox; moments in the game to achieve that goal.

is equal to the number in the numbox + the number associated


with the pictograph in the banner, provided one involved character is using a card showing this pictograph
and the number associated with it.

Example: Bruno takes a swim/sail action , whose consequence is to take a 159 card.

Since Bruno has a "Boat” card and it features a +7 banner, he may either take a 159 card,
or take a 166 card (159+7), if he selected his boat during the Preparation step.

Once the card has been taken and revealed, what the player must do depends on
what the card is:
Terrain card
Note: Terrain cards are generally put into
The active player must put this card into play by placing it on play after an Exploration card is resolved.
the Board where instructed by the card that enabled them Putting a Terrain card into play does not
to take it (usually the active player’s Terrain card), making sure cause any figures to be automatically moved
that it is oriented the same way as the other cards on the Board. onto it.

Once that Terrain card is in play, the active player must place new
Exploration cards, foggy side up, in each free adjacent space an arrow points towards. These new Exploration cards
must bear the same symbol – usually a Roman numeral – as the Terrain card they are attached to.

Permanent event card

The active player must put this card into play by placing it on the Board, making sure that its placement arrow points
towards the Terrain card their figure is standing on and that the card is oriented the same way as the other cards on the Board.

This Permanent event card is now attached to the Terrain card Golden rule!
its placement arrow points towards, meaning that any The action icon in the placement arrow reminds you
actions and effects shown on the card are now available to which action caused you to take the card.
any player whose figure is on the Terrain card it is attached to. As long as this event is in play, that action may not
be taken again from the Terrain card to which
the event is attached.
Temporary event card

The active player must resolve this event and then discard the card into the Past, unless the card states otherwise
(banish, return, etc.).

Belongings card

The active player may put it into play in front of themselves, if they wish to keep it, or give it to a player on their Terrain card
who will then put it into play in front of themselves or discard it into the Past if they do not wish to keep it.
If the icon comes with a icon, the active player may not block the card or give it to another player.
If the icon comes with a icon, the active player MUST keep it and may not discard the card, block it or give it to another
player.

19
Golden rule! A player may not have the same KEYWORD more than three times throughout their cards, including
those that are blocked (see "Block / Unblock a card" p. 21).

Should a player have the same keyword more than 3 times on their cards, they must immediately discard cards (not those
with ) or give cards (not those with , ) to another player whose figure is on their Terrain card, until that limit is respected.

Example: Bruno has a card with the keywords WEAPON – CUMBERSOME and another, blocked card with the
keywords WEAPON – WEAPON (the keyword WEAPON therefore has 3 occurrences). He may not gain another card with the
keyword WEAPON unless he gets rid of a card with that keyword first.

Quest item card

The active player must store this card on the divider. All players may look at it and/or use it.

Take a card not directly


summoned by a numbox
The players may have to take a card in the Adventure Deck
When this is the case, a ??? icon must be visible at the
without the card being summoned by a straightforward
back of the card you take, “???” being the number of the
numbox – for instance when they find a hidden number (see
card that enabled you to take it. If that icon is not visible,
“Spotting a hidden number”, p. 22), or add up the number
then you must have taken the wrong card and must return it
in a numbox with the number in a blue or purple banner,
to the box.
or solve a riddle, etc.

Additional consequences of actions and events


Read a dialogue XXX
The active player opens the Dialogue Book and goes to Text in italics is non-player character dialogue.
the indicated numbered paragraph. They read it – out loud if
they wish – and apply any applicable effects (new paragraph Text in bold italics is active player dialogue.
to read, action to take, choice to make, etc.).

Add Skill cards to your hand X


The X action consequence allows the player, if they wish, If the player exceeds their allowed hand size, they must
to add to their hand up to X of their cards they have discard any excess cards of their choice.
revealed during the Result step.

Discard a card
When the consequence of an action or event instructs you back), or into the Past if it is either an Adventure card (green
to discard a card, the active player must immediately put or gold back) or an Exploration card (foggy back).
that card into their Discard Pile if it is an Action card (blue

20
Banish a card
When the consequence of an action or event instructs you to banish
a card, the active player must immediately remove that card from Golden rule! When this icon appears in
its original deck, their hand, the Board, etc. once and for all, the consequence of the action, the active player
without looking at it, and store it behind the “Banished cards” must banish the green card where the icon can
divider in the box. be seen and then immediately replace it with
All banished cards will be returned at the end of the game (after the a gold card bearing the same number.
players win or lose).

Return a card
When the consequence of an action or event instructs you to card to its original deck, in the box.
return a card, the active player immediately returns that

Block / Unblock a card


When the consequence of an action or an in-game effect When an in-game effect allows you to unblock a card,
instructs you to block a card, you must immediately slip it take it from under your Character card and:
under your Character card.
shuffle it back into your Action Deck if it is one
As long as it is there, the blocked card has no effect and may of your cards,
no longer be used.
 ut it into play in front of you if it is one of
p
your cards,

place it on the divider if it is a card.

Earn / lose life points


When a player gains or loses life points, they increase or decrease the value on their life point
counter by the indicated amount. That value may exceed the number of life points with which
they started the scenario. If the counter is reduced to 0 or less, the character falls unconscious
and may no longer take any actions (see “Life points, Recovery, and unconsciousness” p. 24).

Suffer damage

The X icon means player loses X life point(s). A


X
cancels up to X , but it does not allow
the player to ignore an in-game effect reading “You lose X
life points”.

Move to another round (compound actions only)


The icon means you must move the die to the next The active player places the die on the appropriate X
round of the action. In certain cases, you must skip one or difficulty icon of the new round, making sure its value
more rounds . matches the displayed difficulty X .
If the die is moved off the card, discard them both.

Increase your fellowship’s characteristics


The following in-game effects +X /-X enable players to Influence , Knowledge , Production and Defense
increase (+X) or lower (−X) by the indicated amount their characteristics on the Fellowship page of the Citadel
leaflet (see “Players’ progression and Citadel leaflet” p. 27).

21
Exploring the Collapsing Lands
Opening the space occupied by an Exploration card

An Exploration card is a random event that hides a portion of the


Note: an Exploration card may be a
Collapsing Lands. You need to resolve an Exploration card in order to
permanent event, a temporary event, etc.
remove it and put the Adventure card (generally
If it is a permanent event, it remains in play
a Terrain card) that belongs there into play. This is how
(making it impossible to discover the terrain
you explore the Collapsing Lands.
it hides) until it is resolved and discarded.
Once the Exploration card has been resolved and discarded, the
active player must put an Adventure card into play, replacing the Exploration card. The number of this Adventure card is shown
in the numbox XXX associated with the arrow on the Terrain card that points towards the newly opened space.

If that Adventure card is a Terrain card, the active player must make sure that it fits with each adjacent Terrain card like in a
puzzle, and then put new Exploration cards into play (foggy side up) in each free adjacent space to which an arrow on
the Terrain card is pointing. Each of these new Exploration cards must bear the same symbol (usually a Roman numeral) as the
one in the arrow that points towards it.

1 Bruno performs the pathfind action and applies its consequence by flipping the Exploration card over.

2 It is a Temporary event card that he resolves and discards.

3 The space the Exploration card used to occupy is now open, so Bruno takes the 094 Adventure card,
associated with the arrow visible on his Terrain card, and puts it into play in the newly opened space.
From now, he will be able to move to this new Terrain card by performing the move action on
his Character card.

22
Moving a figure on the Board

In order to move across the Board, players usually take the Note: it may happen that some permanent
move action available on their Character card, enabling events (cliff, bottomless pit, etc.) showing
them to move their figure to an adjacent Terrain card. several placement arrows, separate two
Terrain cards.
Other effects (skill, event, etc.) may move figures, but In this case, these events feature an action
you will discover these as you play. whose consequence is to move the figures to the
Terrain card on the other side of the obstacle.

Reminder! If a mandatory action can be seen on Note: some cards refer to the cardinal points:
a Terrain card or a Permanent event card attached to it, North, South, East and West. In this regard,
players whose figures arrive onto that card must immediately assume card text and icons are orientated
take it collectively, unless it can no longer be taken. to be read from west to east.

Spotting a hidden number


Some cards contain hidden numbers. When players find one, they may discard the card on which they spotted it and
replace it with the card bearing that number.

Example: on the 154 Terrain card, Ludovic has spotted the hidden number 316. He discards the 154 card and replaces it
with the 316 card, on the back of which he can see the following icon 154 , which confirms it is the right card.

Note: : a hidden number is always made of 3 digits.


On the back of the card matching the hidden number, you should see
the number of the card on which you spotted it ??? . If that icon is
not visible, or if the number does not match that of the card where
you spotted the hidden number, then you must have taken the
wrong card and must return it.

Not enough room to put a card into play


When there is not enough room on the table to put a card into play, all characters must take actions to meet on the same
Terrain card. Then, players must return the Terrain cards of their choice – except the one the one with their figures –, along with
the Permanent event cards attached to them, making sure that all remaining Terrain cards are reachable.

The remaining cards are repositioned to the center of the table. If applicable, players must put new Exploration cards into play
in every empty adjacent space an arrow on a Terrain card points towards.

23
Life points, Recovery, and unconsciousness

Life points
Every time the players begin a new scenario, the Threat They may exceed their initial number of life points (defined
Booklet tells them how many life points they may divide by the scenario), but may never have more than 99 life
among themselves (as equally as possible). Players indicate points.
that number on their life point counter.
When a player drops to "0" life points or less, their counter
During the adventure, when a character gains or loses life is set to "0" and they fall unconscious.
points, the player adjusts their life point counter accordingly.

Recovery
At any time, a player may perform a Recovery in order to When a player is to draw or discard cards from their Action
reshuffle all the cards in their Discard Pile into their Action Deck and is not able to do so because there are not enough
Deck (even if there are cards left in their Action Deck). cards left, they have to perform a Recovery.

After doing so, they lose 5 life points. If this reduces them
to "0" life points or less, they fall unconscious.

Unconsciousness
When a player falls unconscious, they must immediately onto the Board (worst case, this will happen when the
save their character (see “Saving the game 2.b” p. 28) and players return to the Citadel).
remove their figure from the Board. The player will have to
wait until an in-game effect causes them to no longer be If all players are unconscious, the game ends immediately
unconscious (which will tell them how many life points they and the players lose.
regain) to take back their cards and place their figure back

Skill and Belongings cards


Skills
There are 3 types of Skill cards :
Note: most effects on basic and
advanced skills imply discarding or
A Basic skills: these are the skills that characters begin the blocking these cards. When that is
adventure with. Their effect can only be applied from a player’s not the case, the effect is active
hand; as long as the player has the skill
in hand.
 Advanced skills: these are cards that players may gain
through the Destiny page when the group makes progress (see
“Players’ progression and Citadel leaflet” p. 27). Their effect can
only be applied from a player’s hand; Reminder! By default, a player
may not have more than 4
 Reflex skills: these are cards that players may gain through cards in hand. Should they exceed
the Destiny page when the group makes progress (see “Players’ that limit, they must immediately
progression and Citadel leaflet” p. 27). Their effect is only applied discard any excess cards.
when they are revealed from the Action Deck.

24
Belongings
cards include items, companions, positive/negative Reminder! A player may not have the same KEYWORD
states, quests, etc. that players obtain along the adventure. more than three times on their cards, including those
that are blocked.

Using / applying the effect of a card


A player may use a or card to take an action available Reminder! A player may not select multiple cards
on that card. that share the same KEYWORD.

A player may also apply some or all effects of one or more of their and/or cards during an action, provided they are
allowed to use them during the action: the condition associated with the effect must match the action being performed.
Additionally, if it is a card, the player must have selected it during the Preparation step of the action.

Golden rule! When the icon can be seen on a card, the corresponding effects
must be applied if the action it features matches the action being performed.
Ignore 1 success obtained
Example: the following effect is a penalty – every time the player is involved in an during the Result step.
action, they must ignore 1 success obtained during the Result step of the action.

Giving a card to another player


A player may give one of their cards, even one that is blocked, to another player on their Terrain card, unless:

one of them is performing an action (exception: immediately after the card has been revealed);

if the or is associated with the icon.

A player may never give one of their to another player.

A blocked card will remain blocked if given to another player.

Discarding a or card
At any time, a player may discard one of their cards into their Discard Pile or one of their cards into the Past
(unless the icon comes with a ).

25
Threat Booklets and scenarios
Threat Booklets are divided into scenarios and narrate the The Threat Booklet then details the consequences of their
story that players live and write as they travel through the actions, which vary based on their choices and their
Collapsing Lands. performance during the scenario (whether they reached
their goals or not).
Each scenario sets one or more goals that players must
reach. A scenario always ends with players reading its The booklet then guides them to a new scenario… until the
epilogue, which happens when they are back at the Citadel final confrontation against the Threat they have chosen
(unless clearly stated otherwise by the game), which usually to face at the beginning of the game.
occurs when players run out of life points or have achieved
their goal(s).

26
Players’ progression and Citadel leaflet
The Citadel leaflet is shared by all players. It consists of several pages that track the group’s progression along
the adventure, among other things.

DESTINY PAGE
During the game, players gather Hope (cards) that can be spent on this page in exchange
for helpful bonuses.

The way these bonuses work is detailed on the Destiny page. Here is a list of them:

gaining new Reflex skills and Advanced skills;

 oosting the Influence, Knowledge, Defense, and Production values of the fellowship
b
and earning Proficiency points on the Fellowship page (see below);

constructing buildings on the Buildings page;

 ispatching emissaries to map the Collapsing Lands – this way, players update the
d
world map with cards that will unlock beneficial effects, such as being able to begin
scenarios from new “starting points”;

unlocking permanent “surprise” bonuses, in the form of numbered cards.

FELLOWSHIP PAGE
This is where players update:

their Influence, Knowledge, Defense, and Production values, in the form of tracks
extending from −10 to +20. These values are "0" at the beginning of the adventure.
They may fluctuate up or down due to in-game effects and are taken into account
in most scenarios, in particular to measure the degree of goal completion;

their Proficiency level, which makes some of their skills and bonuses more powerful.
Its value is "0" at the beginning of the game.

BUILDINGS PAGES SIDE QUESTS


PAGE
This is where players construct
buildings by checking a box on This is where players keep
the building of their choice. track of their progression
with side quests.
When all of a building’s boxes are
checked, it is considered built and
its effect may be applied.

27
MAP OF THE KEL
PROTECTORATE
PAGES
The map of the old world
which players may annotate.

Saving and resuming the game

Saving the game


Players may suspend and save the game at any time, as long as all character figures are on the same Terrain card and no player
is performing an action or forced to take a mandatory action.

1. Discard all the cards on the Board into the Past, except for the Terrain card all characters’ figures are standing on.

2. Each player discards the cards they have in hand.

3. Stack the remaining cards in the following order (from the top down) and put them behind the “Characters and Save”
divider in the game box:

a. the Terrain card where figures were standing;


b. for each character:
i. their Character card with their blocked cards underneath;
ii. the “Action Deck” Save card, with all the cards in their Action Deck underneath it;
iii. the “Discard Pile” Save card, with all the cards in their Discard Pile underneath it ;
iv. their cards.

4. Store life point counters to keep track of the number of life points each player had when the game was saved.
Likewise, the position of the bookmark in the Threat Booklet will remind you which scenario you were playing.

Resuming the game


When you resume a game after suspending it: Then, each player:

1. return all the cards in the Past (Adventure and Exploration) 1. puts their Character card back into play, with their
to their place in their respective original deck; blocked cards underneath;
2. puts their character’s Action Deck back into play
2. place the saved Terrain card back into play as well as the (and returns their “Action Deck” Save card);
figures of all characters taking part in the adventure onto it 3. puts their character’s Discard Pile back into play
and one Exploration card in front of each arrow. (and returns their “Discard Pile” Save card);
4. put their cards back into play in front of them;
5. put their life point counter in play in front of them.

28
Leaving or joining a game in progress
Leaving a game in progress
When a character leaves the adventure once and for all, the player returns their figure, their Character card, the Skill
cards that were blocked underneath it and those they have in hand, the cards in their Action Deck and their Discard Pile,
and finally their and cards.

They may give other players their cards without the or , and their blocked and cards, although these remain
blocked.

Before they put their life point counter away, their life points are divided equally among the remaining players.

Joining a game in progress


A player can easily join a game in progress or continue the adventure with a new character if their character was eliminated.

They may only do so before players begin a new scenario, when they are at the Citadel.

To do so, they choose a character and form their Action Deck as explained under “Setting up a new game”. The new character’s
figure is placed onto the same Terrain card as the other figures.

7 easily forgotten golden rules


# 1
By default, a player may not have more than 4 cards
# 5
During the Draw step of an action, the active player may
draw more cards than the number ( X+ default cost)
in hand.
shown on the action.

# 2
A player may not have the same KEYWORD more than
# 6
“Success” icons and class icons
three times throughout their cards, including those
that are blocked. in the result area of cards are only ever taken into
account when they are revealed (and counted) during

3
the Result step of an action.

#
During the Preparation step of an action, a player may
not select multiple
KEYWORD.
cards that share the same # 7
Some Adventure cards are linked to a particular scenario.
When the back of an Adventure card shows a numbox

4
attached to the shape, it means there are possibly

# multiple versions of this card (bearing the same number)


AND one of them is linked to a specific scenario.
A player involved in the active player’s action must block
1 card from the top of their Action Deck for each card That card features a pictograph inside the shape.
they select and each card they apply some or all effects If that pictograph corresponds to the scenario you are
of during the action. playing, you must take it.

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Icons
DECKS For each class icon you take
The related effect must be into account, you obtain 1

Action cards applied during an action success s ( ).
of this type. If this icon has “max. X”, you

Adventure cards may not obtain more than X
During the Result step of the successes this way.

Exploration cards action, the active player may
not take more cards into For each class icon you
CARD TYPES account (count the successes X take into account, you obtain
and class icons in their result 1 X . If this icon has “max. X”,
A Skill card in your hand. area) than the number of you may not obtain more than
cards corresponding to the X shields this way.
A Belongings card you may default cost of the action.
keep, discard, or give to When this icon is taken into
another player. An action that all conscious account, it may be treated as
characters must be involved any class icon of the active
A Belongings card you may in. player’s choice: or
not block, or give to another . However, when an
player. The default cost of the action, in-game effect refers to this
X+ i.e. the minimum number of icon specifically, no other class
A Belongings card you may not cards to be drawn to perform icon may be substituted in its
discard, block, or give to the action. place.
another player.
The difficulty of the action / The active player may add up
A Quest item card common X of the round, i.e. the minimum X to X cards revealed during the
to all characters. number of successes (full gold Result step to their hand.
X stars) you must obtain to
A Temporary event that must perform it successfully. +X The active player may
be resolved immediately and randomly take up to X cards
then discarded. The consequence that must from their Discard Pile and
be applied if the action / the shuffle them back into their
A Permanent event that must round is a success. Action Deck.
be put into play, oriented in
the same way as the other The consequence that must -X The active player must discard
cards on the Board, with its be applied if the action / the X cards from the top of their
placement arrow pointing to round is a failure. Action Deck.
the Terrain card your figure is
standing on, attaching it to ACTION CONSEQUENCES AND X Lose X life points.
that Terrain card. CARD EFFECTS
X Cancel up to X .
ACTIONS Move the die to the next
round (setting it to a value XXX Read the corresponding
An action the active player equal to the action’s difficulty). chapter in the Dialogue Book.
may take (see "Take an action" If there are multiple arrows
p. 14). next to the die icon, move the XXX Take a card bearing this
die one round per arrow. number from the Adventure
An action that the active Deck (green by default; gold
player must take. The active player draws X only if no green card is
-X fewer cards during the available). If no card is
This action has already been Draw step. available, first return all the
performed and cannot be cards in the Past. This icon is
performed again from the 1 success that must be added referred to as a “numbox”.
Terrain card to which this to your total during the
Permanent event card is Result step. XXX Take a card bearing this
attached. number from the Adventure
Class icons whose effect is Deck (green by default; gold
The related effect may situational ( arcana, only if no green card is
only be applied during martial, cunning, available). If no card is
an action of this type. leadership). available in the Adventure

30
Traits
Deck, nothing happens.

XXX There are possibly multiple Some creatures you will fight during the adventure have abilities called “traits”,
versions of this card (bearing defined hereafter. When performing the fight action, you must apply
the same number). One of the effect of each trait displayed next to the action:
them is linked to a specific
scenario and must be taken Ambush
over any other if you are
playing the corresponding Ignore the Preparation step of the action (first round only).
scenario. See “If multiple
cards with the same number Tough X
are available:” p. 18.
During the Result step, ignore X successes obtained.
Once it has been resolved,
discard this and replace it Evasive X
with an Adventure card that
belongs there. During the Result step, involved characters may not total
more than X successes.
Banish this green card and
replace it with a gold card Confusing X
bearing the same number.
During the action, each involved player may not apply the effect(s)
You may add together the of more than X of their Skill cards.
number associated with the
pictograph in this banner Range
and the number of the card
you are to take. The consequences -X and X apply to ALL the characters on the
active player’s Terrain card, including the active player.
Increase by X / decrease by X
the Influence value on the Aura X
+X /-X
Fellowship page of the
Citadel leaflet. When you apply the or effect, each involved character must -X .

Increase by X / decrease by X Vulnerable: “XXX”

+X /-X the Production value on the This trait’s effect varies depending on in-game effects.
Fellowship page of the
Citadel leaflet.

Increase by X / decrease by X
the Knowledge value on the
+X /-X
Fellowship page of the
Citadel leaflet.

Increase by X / decrease by X
the Defense value on the
+X /-X Fellowship page of the
Citadel leaflet.

31
Definitions
Action Deck: contains a player’s Action Destiny (page) : a page of the Citadel Recovery (perform a): at any time,
cards (blue back), that they draw to leaflet where players can make progress a player may shuffle all the cards of their
perform actions. by spending hope in order to check Discard Pile into their Action Deck and
boxes, thereby unlocking powerful lose 5 life points.
Active player: the player whose turn it bonuses.
is (the one who takes an action). Reflex Skill cards: new Skill cards
Dialogue: a numbered paragraph in that players can gain when they make
Advanced Skill cards: new Skill the Dialogue Book which players progress on the Destiny page and
cards that players can gain when they will read as instructed through an whose effect is applied when a player
make progress on the Destiny page in-game effect “Read XXX ”. reveals them from their Action Deck.
and whose effect(s) may be applied
from a player’s hand. Discard: move an Action card (blue Return: put a card back to its place in its
back) to its owner’s Discard Pile or an original deck (in the Adventure Deck,
Adventure deck: contains the Adventure / Exploration card to the Past. sort cards by number and green cards
numbered Adventure cards. always come before any gold cards
Discard pile: the play area into which a bearing the same number).
Banish: permanently remove a card player discards their Action cards (blue
from play. The card goes into the game back). Players are not allowed to look at Skill: cards that the player has in
box, behind the “Banished cards” the contents of other players’ Discard hand.
divider, and will be returned at the end Pile.
of the game, after the players have won Success: icons needed to succeed
or lost. Draw: take the top card(s) of the Action at performing an action.
Deck.
Belongings: a card the player has Take into account: (when talking about
in front of them (it may be an item, a Exploration deck: contains the a card revealed during the Result step)
companion, a positive or negative state, Exploration cards (foggy back) that count the successes and class icons
a quest, etc.). players must resolve/discard to shown in the card’s result area.
continue exploring the world.
Block: put a card under your Character Terrain: a card that represents a portion
card. A blocked card loses all of its Involved character: the player who of the Collapsing Lands.
effects until it is unblocked. takes an action (active player) or a
character that is involved in an action This: designates the card you are
Board: the area formed by the Terrain taken by the active player. reading.
and Permanent event cards that are in
play. Keyword: a word in capital letters Trait: an effect you must apply when
visible at the bottom of certain cards fighting certain opponents.
Buildings (page) : a page of the Citadel that restricts ownership of cards
leaflet that lists the buildings that may and their use during an action. Unconscious: a player with "0" life
be constructed (through the Destiny points or less.
page) by the players and provide them Max. X: means you may apply the effect
with permanent benefits. X times at most (converting the World map : the laminated screen
relevant, counted class icons). representing the map of the Kel
Class icons: an Protectorate as it used to look. It contains
icon visible on Skill cards that may be Numbox: the dark-green icon in which invaluable, though often outdated,
converted into a success or . the number of a card can be seen. information about important places of
the world. It can be updated through the
Compound action: an action that takes Past: the play area into which players insertion of cards that players may
place over several rounds and generally discard Adventure (green or gold back) obtain by making progress on the
ends after the last round is a success. and Exploration cards (foggy back). Destiny page.

Cost: the minimum number of Action Simple action: an action that ends


cards that must be drawn to perform immediately after the Consequence
the action. step.

Original design: Ludovic Roudy and Bruno Sautter Rules proofreading: Pierre Gamberoni, Kudos team
Artwork: Ludovic Roudy Cards proofreading: Erwan Pressensé, Pierre Gamberoni
English translation: Pierre Gamberoni, Alexander Uff English cards and rules proofreading: Jack Francisco
Special thanks to our families, friends, and playtesters.

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A game published by Serious Poulp. www.the7thcitadel.com ©202_ SERIOUS POULP.
SERIOUS POULP, THE 7TH CITADEL, CHOOSE YOUR OWN PATH and their logos are registered trademarks of SERIOUS POULP.

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