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Table of Contents Credits

Credits ������������������������������������������������������������������������������������������������� 2
Created by Titan-Forge Miniatures, titan-forge.com
Game Components����������������������������������������������������������������������������� 3
Introduction����������������������������������������������������������������������������������������� 5
SUPPORT US ON PATREON
Game Setup����������������������������������������������������������������������������������������� 5
Game Objective����������������������������������������������������������������������������������� 6 https://www.patreon.com/chibiforge
Round Sequence��������������������������������������������������������������������������������� 6
VISIT OUR PAGE ON MY MINI FACTORY
Hero Phase ����������������������������������������������������������������������������������������� 6
MOVE  6 https://www.myminifactory.com/users/TitanForgeMiniatures
USE ACTION  6
Quest Action 6 BUY MINIATURES ON OUR WEBSITE
Tile Activation in Quest Action 6
Tile Exploration in Quest Action 7 www.titan-forge.com
Combat Action 7
Special Attack 9
Ability9
Boss Phase ����������������������������������������������������������������������������������������� 9
Final Fight 9
Ambush Phase ��������������������������������������������������������������������������������� 10
Monster Movement 10
Hero Defeat ������������������������������������������������������������������������������������� 10
Hero Card�������������������������������������������������������������������������������������������� 11
Unlocking Abilities 11
Ability Types 11
Hourglass11
Monster Card������������������������������������������������������������������������������������ 12
Treasure Card����������������������������������������������������������������������������������� 13
Bag13
Equipping Treasure 13
Treasure Bonus 13
Miscellaneous Treasure 13
Board Tile ����������������������������������������������������������������������������������������� 13
Tile Activation Effect List��������������������������������������������������������������� 14
Encounter Effects����������������������������������������������������������������������������� 14
Boss Lair ������������������������������������������������������������������������������������������� 15
Boss Lair Walls 15
Entering the Lair 15
Icon Description������������������������������������������������������������������������������� 16
Dice������������������������������������������������������������������������������������������������������17

Version 1.0

2
Game Components
Miniatures (numbers in brackets represent how many models you should print to play):

Hero Miniatures - Representing Heroes (1 for each hero) NPC Miniatures - Representing Villagers (2 male,
2 female), Animals (6) and a Ballista (1)

Enemy Miniatures - Representing Neutral Monsters (6 of each type), Minions (5 of each type) and Boss (1)
Cards:

Treasure Cards - Representing Items


Hero Cards Boss Card Minion Card
Tiles:

T1 - Tier 1 Tiles T2 - Tier 2 Tiles

Dice (numbers in brackets represent how many models you should


print to play):
Hero Dice (5 of each type) - used by
Heroes when attacking Monsters

Monster Dice (5 of each type) - used by


Monsters when attacking Heroes

Boss Lair Tile

Spawn Dice (1) - used to spawn new


Monsters, unleash Bosses’ special ability, and
for some randomized Tile effects.

3
Game Components
Tokens:

Damage Tokens - used to show how much damage a Hero or a


Monster has received.

Golden Coin Tokens - used to show how much gold a Hero


has gathered.

Exploration Tokens (double-sided) - used to show that there is


a Dungeon on a Tile, ready to be Explored. After a Dungeon is
Explored, the token is flipped to the other side used to show that
there is a Treasure on a Tile, ready to be claimed once all Monsters
on the Tile are defeated.

Hourglass Token - used to keep track of abilities that can


only be used once per Round.

Lock Token - placed on all Hero Abilities on the Hero Card


at the beginning of the game, used to show which abilities
have not been unlocked yet.

Fire Token - used to show that a Hero has a Fire Blessing.

Ice Token - used to show that a Hero has an Ice Blessing.

4
Introduction Game Setup
Welcome to Chibi Forge - a small but cute adventure board 1. Create a Tier 1 deck by taking a Trader, a Resting Well, and
game where players become heroes by joining forces against a 6 other random Tier 1 tiles. Shuffle them together and place
big bad boss and his minions. them face down, creating the first and the second row, with
4 Tiles in each row.
Each month, the game will get updated with new heroes, new 2. Create a Tier 2 deck by taking a Workshop and 7 other
monsters, and additional rules. We would also love to hear your random Tier 2 tiles. Shuffle them together and place them
feedback after you play the game. Are the rules easy to follow? face down, creating the third and the fourth row, with 4
Did all elements print out well? We are open to all your ideas Tiles in each row.
and suggestions that could improve your experience. We intend 3. Choose a Boss to face in this playthrough and place its Lair
for this game to be designed with the community and players Tile above the fourth row. Take the Boss miniature and,
in mind. Even if it is just that one special hero you can’t wait to depending on the number of players, place it on the first
see - be sure to let us know! space of the Boss Track (2 players), the third space of the
Boss Track (3 players), or the fifth space of the Boss Track
Thank you for supporting this project. We hope that you will (4+ players).
find some adorable fun and many opportunities to share your 4. Depending on the Boss, take his two Melee Minion
hobby with the ones you love at Chibi Forge. miniatures and his two Ranged Minion miniatures and
place them on the corresponding Lair Tiles. Each Lair Tile
has four dedicated spaces, two for Melee Minions (Training
Dummy Tiles) and two for Ranged Minions (Shooting Range
Tile).
5. Place the Boss Card and all Monster Cards next to the
board.
6. Shuffle Treasure Cards to form a Treasure Deck. Place it
next to the board.
7. Gather all Tokens used in the game next to the board.
8. Each player chooses a Hero they want to play. They take
Boss miniature placed on its starting space the corresponding Hero Card and place a Lock Token on
each ability. Place the corresponding Hero miniature at the
Starting Position located beneath the first row of Tiles.

Treasure Deck (face down)

Boss and Minion Cards


Boss Lair Tile

Minion miniatures placed on their tiles

Tier 2 Tiles placed in 2 rows (face down)


Tokens

Hero Cards with Lock Tokens


placed on their abilities
Tier 1 Tiles placed in 2 rows (face down)

Hero Miniatures placed at the Starting Position 5


Game Objective MOVE
To Move a Hero, a Player takes their Hero miniature and places
Heroes win when they defeat the Boss. The Boss can be it on an adjacent Tile. Heroes cannot move diagonally.
attacked once he leaves the Boss Track. He does so either after
he reaches the twelfth space on the Boss Track or when a Hero At the start of the game and when a Hero is defeated, its
manages to breach a Wall of a Boss Lair and enter any Lair Tile. miniature is placed on the Starting Position outside of the Board
located beneath the first row of Tiles. When a Hero is at the
Heroes will not stand a chance to defeat a Boss unless they Starting Position, the only thing they can do when they start
become stronger by collecting Treasures and unlocking Abilities. their Turn is to use a Move to enter any Tile in the first row of
Tiles.
Once the Boss leaves the Boss Track, the defeated Heroes will
run away instead of respawning. If all Heroes run away, the Heroes may move to any adjacent revealed or unrevealed Tiles.
Boss wins. When a Hero moves onto an unrevealed Tile, it is automatically
flipped to its revealed side. Depending on the Tile, some extra
effects may take place upon reveal. When there is a Dungeon
Icon on the top of the bottom left panel, place a Dungeon Token
Round Sequence on the Tile. If there is an Exclamation Mark on the top of the
bottom left panel, resolve an Encounter. An Encounter typically
1. Hero Phase - Heroes, one by one, perform their Turns in means that extra Monsters Spawn on the Tile immediately or
which they can Move and Use Actions. the Hero loses HP. You will learn more about Tiles and their ‘on
reveal’ effects in the dedicated section.
2. Boss Phase - Boss moves one space forward on the Boss
Track. Upon entering some spaces, he will roll the Spawn Heroes can leave a Tile with Monsters on it. However, when
Die to spawn Monsters on revealed Tiles or unleash Bosses’ they do, they get Ambushed by all Monsters on the tile. You will
unique ability. learn more about the Ambush attack in further sections.

3. Ambush Phase - All Monsters on the tiles with Heroes USE ACTION
attack them. The Heroes have no chance to defend or There are 5 different actions that Heroes can use.
retaliate against an Ambush attack. The attack is preceded • Quest Action: Exploration
by all Minion Monsters located outside of the Boss Lair • Quest Action: Tile Activation
moving toward the Heroes. • Combat Action
• Special Attack
• Ability

Hero Phase Quest Action


The Quest Action represents various adventures and quests a
During Hero Phase, the Players take Turns with their Heroes in Hero can embark on that are connected to the Tile they are on.
which they can Move and Use Actions. Quest Action can only be used once per turn and only when
there are no Monsters on the Tile. In the Quest Action, a Hero
There is no predetermined order in which Players take their can either explore the Dungeon located on the Tile (Exploration)
Turns. However, if more than one Player wants to go first (or or activate a Tile’s innate effect that is different for each Tile
last), the Players should discuss which order will be more (Tile Activation).
beneficial. If they still cannot decide, the youngest Player
chooses an order. Tile Activation in Quest Action
When a Hero decides to perform a Tile Activation in the Quest
Once a Player starts their Turn, they need to finish it before any Action, they resolve the innate effect of the Tile they are on.
other Player can start their Turn. Once all Players finish their In the bottom right panel of each Tile, there is a simplified
Turns, Hero Phase ends and Boss Phase begins. description of the Tile’s effect described with icons. The full
rules of each Tile’s innate effect are located in the Tile Section.
During a Hero’s Turn, the Player may:
• Move twice Example: Arwyn moves onto a revealed Lone Tree Tile with no
• Use Action twice monsters on it and can now use a Quest action for Tile Activation.
Lone Tree’s innate effect grants 1 Coin for chopping down some
There is no predetermined order in which Players may Move wood. Arwyn cannot use the Quest Action again this turn, even if
and use Actions during Turn. she moves to another Tile.

Example: Player may Move -> Use Action > Move > Use Action or
Move Twice and then use two Actions.

6
Tile Exploration in Quest Action Combat Action
Tile Exploration in the Quest Action can only be used when When there is a Monster or multiple Monsters on a Tile with
there is a Dungeon Token on the Tile. When the action is used, a Hero, the Hero can use a Combat Action to attack. A single
the following things happen: round of Combat is resolved in a single roll.

• Flip the Dungeon Token to the other side with the Treasure 1. Choose a Monster to attack.
Icon . You will only fight one monster at a time.
• Spawn the Monsters guarding the Treasure, presented in the
bottom left panel of the Tile. On some Tiles, no Monsters 2. Gather the dice you will roll.
are guarding the Treasure. First, sum up all Blue/Green dice from your Hero Card, Hero
Abilities, and collected Treasures. Then, check the Monster
If a Hero, during their turn, is on a Tile with a Treasure Token Card and take the Black/Red dice shown in the upper panel
and there are no Monsters present, the Hero automatically (below the Monster’s picture).
removes the Token and draws one Treasure from the Treasure
Deck for each Treasure Icon located in the bottom left panel. 3. Roll all dice simultaneously.

Usually, using Tile Exploration will Spawn Monsters and the 4. Compare the initial results.
Treasure cannot be picked up unless all Monsters on the Tile are Sword results indicate that Hero will deal 1 damage to
defeated. In order to defeat the Monsters, after using the Quest a Monster, but they are negated by Shield with Sword
Action, the player will have to use another action (Combat inside results.
Action), explained in the next section. It is entirely possible, that
despite one Player using the Quest Action followed by a Combat Claw results indicate that a Monster will deal 1 damage
Action to defeat some of the Monsters, another player will to a Hero, but they are negated by Shield with Claw inside
swoop in in their turn, finish off the remaining monsters, and results.
pick up the Treasure.
5. Apply any bonus effects.
Example: Arwyn uses a Quest Action to Explore a Tile with a These effects can come from the Hero’s Abilities, Allies,
Dungeon Token on it. The Dungeon Token is flipped to the other and Treasures. This includes re-rolling the dice, adding or
side with a Treasure Icon. However, in the bottom left panel, negating certain Results, and other effects.
there is a Dire Wolf Icon which means that 1 Wolf is Spawned on
the Tile. If Arwyn manages to defeat the Wolf in her next Action 6. Make the final comparison of the results.
this turn, she will claim it. There is no longer a Dungeon Token on Simultaneously, for each unnegated Sword place
the Tile, so no Hero will be able to use Tile Exploration on this Tile 1 Damage Token next to the Monster Miniature, and for
again. each unnegated Claw place 1 Damage Token on the
Hero Card. If the number of Damage Tokens next to a
Monster equals to or exceeded its remaining HP, remove
the Monster Miniature from the Tile. If the number of
Damage Tokens on the Hero Card equals to or exceeds
Hero’s HP, the hero is defeated and placed on the Starting
Position. You can learn more about what happens when
a Hero is defeated in the Hero Defeat section. Finally, if a
Hero has managed to defeat a Monster and survive, the
Hero collects the rewards shown on the Monster Card.

7. The First Round of Combat ends.


If there are no more Monsters on the Tile, the entire Combat
action also ends. However, if there are still Monsters on
the tile (either as a result of not dealing enough damage to
defeat the Monster or other Monsters being on the Tile),
you can choose to enter one more additional round of
combat as a part of the same Combat Action. The Second
Round of Combat is resolved in exactly the same way but
the Monster gets a free +1 Claw in their attack. After
the second round of combat, the entire Combat Action
always ends. Keep in mind that any ‘once per turn’ effects
used in the first round of combat do not transfer to the
second round. Heros cannot change their equipped Treasure
in-between the Combat rounds.

7
Example: Grull Player decides to Attack a Dark Knight (Melee Minion) on the Tile with him.
First, the player gathers all Hero Dice 2 Blue from the Hero Card and an additional Green from the equipped Warhammer
Treasure Card. Then, the player gathers all Monster Dice - Black and Red from the Monster Card. Player rolls the dice and
makes the initial comparison of the results.

VS

VS

Player has rolled 2 Sword results but the monster has 2 Shield results so Grull will deal no damage to the Monster.
Furthermore, the Monster has rolled a Claw result and the Player has no Shield results, so the Monster will deal
1 damage to the Hero.

Fortunately, Grull can still apply bonus effects that can turn the tide of the battle. Grull can reroll one die (blue or green) with his
unlocked Animal Instinct Passive Ability. He decides to reroll the blue die with a Blank result.

After the reroll, the results present like this:

VS

There are no more effects to be used, so it is time for the final comparison and dealing Damage. The extra sword from the reroll means
that Grull now has 3 Sword results to Monster’s 2 Shield results and he deals 1 Damage to it. The Dark Knight still has
1 Claw result to Grull’s 0 Shield results so he deals 1 Damage to Grull. A single Damage Token is placed on both.
But 1 Damage is not enough to defeat a Dark Knight, who has 2 HP.

Grull Player can now finish the Combat Action but there is still a Monster on the Tile with him, so he is allowed to enter the Second
Round of Combat as a part of the same Action. He decides to do so. In the Second round of Combat, Monsters always get a free
+1 Claw result but also Grull will now attack with a bonus, thanks to his unlocked Rage Passive Ability. Now that Grull has a
Damage Token on himself, he attacks with an extra Blue die. The dice for the second round of combat are rolled:

VS + FREE

Grull has 3 Sword results to Monster’s 1 Shield result and Monster has 2 Claw results to Grull’s 2 Shield results.
Grull could still reroll 1 die thanks to his Animal Instinct Passive Ability, but the result is already perfect, leading to 2 damage dealt to
the Monster and no HP lost by Grull this time. Now that the second Damage Token is placed on the Dark Knight, there is enough
to defeat him. Grull collects the Coins reward shown on the Monster Card.

8
Special Attack
Some Hero Abilities are Special Attacks, highlighted in red. Boss Phase
A player can use a Special Attack action against a Monster on
the Tile with them. Special Attack Action is resolved just as the In the Boss Phase, move the Boss one space forward on the
Combat Action with a few exceptions: Boss Track.

• Player uses only the Dice and/or fixed Results listed in the When the Boss enters a Boss Track space with a Spawn Die
Special Attack’s panel, not any other dice from the Hero icon during the Boss Phase, immediately roll the Spawn Die.
Card, other Hero Abilities, Treasures, etc. There are 6 different results:
• Player cannot apply any bonus effects (extra results,
rerolls, etc.) except for the ones listed in the Special • When a Square , Circle , Triangle , or
Attack’s panel. Star result is rolled, find all revealed Tiles with the
• There is no second round of combat. corresponding symbol in the upper left corner. On each
of these Tiles, Spawn the Monsters located next to the
symbol.
Example(1): Example: Reckless Swing Special Attack uses no
dice but rather gives guaranteed 3 Sword results. The • Important: When the Boss is still on space 1 - 6 of the Boss
Track and you roll the Spawn Die, do not Spawn Monsters
Dark Knight has two Black Monster Dice. The results of the
on the four Lair Tiles located inside the Boss Lair even
Special Attack are:
when the corresponding symbol is rolled. Start doing so,
only once the Boss reaches space 7.
VS
• When a Blank result is rolled, the Heroes take a lucky break
and no new Monsters spawn this Round.
As this is a Special Attack, Grull cannot add, negate, or reroll
• When a Boss Head result is rolled, activate the Boss
any results with his items and other abilities. The results are
Effect located on the Boss Monster Card that is different
final, resulting in 2 damage dealt to a Monster and 1 damage
for each Boss.
dealt to Grull, which results in defeating the Dark Knight (ranged
minion). As this was a Special Attack, there is no Second Round of
Combat.
Final Fight
If the Boss Phase begins with the Boss located on the 12th
Example(2): Arwyn has unlocked a Magic Missile Special Attack.
space, the Final Fight begins.
She can use it to attack a Monster on a Tile with her. In the
Attack, she will roll 3 Blue Dice and whatever Monster During the Final Fight:
Dice are listed in the upper panel on the Monster Card. She will • In the Boss Phase, the Boss moves three Tiles toward the
get three Rerolls for this attack as they are listed in the Magic closest Hero. If there are 2 or more Heroes at the same
Missile’s panel but won’t be able to use any other rerolls and distance or there is more than one path that leads to a
bonus effects from her other Abilities and Treasures. As this is a Hero, the Players decide toward who and how the Boss
Special Attack, there will be no Second Round of Combat. moves.
• In the Boss Phase, the Boss no longer rolls the Spawn Die
Ability to Spawn Monster and activate Boss Effect.
Heroes can use Ability Action, which allows them to use • In the Ambush Phase, the Minions that were located on the
unlocked Abilities from their Hero Cards, highlighted in blue. Lair Tiles begin moving toward the Heroes. See more in the
These Abilities grant a variety of offensive, defensive, and Ambush section.
utility effects. Some abilities will also deal direct damage to • Heroes run away when defeated. They do not return to the
Monsters. Keep in mind that dealing damage to a Monster with Starting Position. For the Heroes who ran away, the game is
an Ability does not equal entering Combat with a Monster. The over, but other Heroes can still defeat the Boss to achieve
monster does not defend nor retaliate. Victory for everyone. When all Heroes run away, the game
ends in Defeat. Better luck next time, Chibis!
Example(1): Player uses Fealic’s Hero Activated Ability Steady
Shot to roll one Blue die and deals 1 damage to a Monster on
an adjacent tile for each Sword result rolled.

Example(2): Player uses Fealic’s Hero Activated Ability Lightfoot


to Move Fealic to an adjacent Tile. This additional movement from
the ability follows the same rules as a regular Move. Effectively, it
means that after Fealic Moves twice in his Turn, he can then Use
Action to continue to Move.

9
Ambush Phase Hero Defeat
In the Ambush Phase, all Monsters located on the Tiles with When the number of Damage Tokens on the Hero equals to or
heroes sneak up and attack them. Additionally, the Minion exceeds their HP, they are defeated.
Monsters (but not the Neutral Monsters) move 1 Tile towards Immediately place the Hero miniature on the Starting Position
the closest Hero. and remove all Damage Tokens from it. It loses all remaining
actions and cannot perform its Turn until the next Hero Phase.
Monster Movement The Hero keeps all Treasure, Coins, and unlocked Abilities.
• First, at the beginning of the Ambush Phase, move all
Minion Monsters (Ranged and Melee Minions) located When a Hero is defeated, move the Boss one space forward on
outside of the Lair one space towards the closest Hero. the Boss Track. If by moving this way the Boss enters a space
that would trigger a Spawn Die roll or another effect, ignore it.
• Starting with turn 7, the Boss can Spawn additional Minion If the Boss is already on the 12th space of the Boss Track, do
Monsters on the Lair Tiles. In the Ambush Phase, if there not move him, the Boss will trigger the Final Fight in the next
are 2 Minions on the same Lair Tile, one of them moves to Boss Phase.
the adjacent fourth-row Tile.

• During the Final Fight, all Minions, including the ones on


the Lair Tiles move 1 space toward the closest Hero.

• If there are two or more Heroes at the same distance from


a Minion or there is more than one path that the Minion
can take to get closer, the Players decide toward which
Hero they move and which path they take. If the Players
cannot reach an agreement, the youngest Player decides.

Ambush Attack
After the Monsters have moved, each Monster attacks the Hero
that is on the Tile with them with their Ambush Attack located
in the bottom panel of the Monster Card (Ambush attacks
usually have names). Heroes do not roll the Hero Dice and
cannot use any Abilities or Treasures to prevent the damage
from that attack unless the effect specifically mentions an
Ambush Attack. Place 1 Damage Token on the Hero for each
Claw result from the Ambush Attack.

If there are multiple Heroes on a Tile with a Monster, the player


may decide which Hero is attacked. The Players can also choose
an order in which the Monsters attack. If the Players cannot
reach an agreement, the youngest Player decides.

Important! Some Ambush attacks of Minions have a Range


Icon which means that the Monster can Ambush Attack a
Hero on an adjacent space.

10
Hero Card Hourglass
Abilities with an Hourglass Icon can only be used once
Hero Card includes information about the character:
1. Hero Class - used to check if a Treasure can be used by or per Round. When a Player uses such an ability, they place
grants any special bonuses to the Hero. Some Heroes have an Hourglass Token on that ability. An ability with an
more than one class. Hourglass Token cannot be used. At the beginning of Hero’s
2. Hero Name.
3. Hero Health Points - the number of Damage Tokens that can Turn, the Player removes all Hourglass Tokens from all their
be placed on the Hero before it is defeated. Abilities.
4. Hero Dice - how many Hero Dice the Hero rolls in Combat.
5. Hero Abilities - list of Abilities that the Hero can unlock
during the adventure.
6. Treasure Slots - each Slot represents a place in which a Hero
can equip a Treasure.

Unlocking Abilities
Each Hero starts the game with a Lock Token on each
Ability. An Ability cannot be used unless the Lock Token is
removed. During their turns, before or after any Move or Action
Use, the Players may spend the number of Coins shown in
the Ability Panel (like this )to remove the Lock Token
from it.

Ability Types

Yellow - Passive Ability - Grants a Hero a


permanent passive bonus.

Blue - Hero Activated Ability - An ability that


can be used by using an Ability Action.

Red - Special Attack - An attack that can be


performed by using a Special Attack Action.

11
Monster Card
1. Monster Type - an icon representing one of three Monster
types:
• = Minion Monsters - Melee and Ranged

• = Boss Monster

• , and other = Neutral Monsters

2. Monster Name.
3. Monster Health - the number of Damage Tokens that have
to be placed next to a Monster to defeat it.
4. Reward - the number of Coins the Hero receives for
defeating the Monster.
5. Monster Attack - upper panel shows how the Monster fights
in the Combat Action and Special Attack Action.
6. Ambush Attack - bottom panel shows how the Monster
attacks in the Ambush Phase or when a Hero Moves out of
the Tile with that Monster.
7. Boss Effect - an additional panel located only on the Boss
Card. Shows what happens when Boss Head is rolled
on the Spawn Die.

12
Treasure Card Board Tile
1. Treasure Name. In order to get stronger and defeat the Boss, Heroes will travel
2. Treasure Class Requirement - a Hero needs to have a between Tiles to earn gold, explore dungeons, fight monsters,
matching Class in order to be able to equip some Treasure and activate special Tile abilities.
in their Treasure Slots.
3. Treasure Slot - Hero may only equip items to the matching 1. Tile Art - The graphic on each Tile represents its unique
Treasure Slot. properties and is used to identify it.
4. Treasure Bonus - each Treasure provides a different bonus 2. Spawn - Represents the Monsters that will spawn on the
described here. Tile, when a corresponding symbol is rolled on the Spawn
Dice.
3. Dungeon - If a Tile has a Dungeon, you will see a
Dungeon icon at the top of the bottom left panel.
When such a Tile is revealed, place a Dungeon Token on
the Tile. Heroes can use a Quest Action to Explore on Tiles
with a Dungeon Token.
4. Encounter - If a Tile has an Encounter, you will see an
Exclamation Mark icon at the top of the bottom
left panel. Encounter indicates an effect that happens
immediately after the Tile is revealed. If Monster icons are
present in the panel, Spawn them on the Tile.
5. Tile Activation Effect - In the bottom right panel, you will
find a symbolic representation of what happens when a
Hero uses a Quest Action to Activate Tile. Check the Tile
List section below for a more in-depth explanation of how
Bag each Tile Activation Effect works.
When a Hero gains Coins or Treasure, they place them in a 6. Tile Tier - Indication of the Tile Tier used for creating the
virtual Bag, located beneath a Hero Card. There is no limit to the Tile rows during setup.
number of Treasure and Coins a Hero can have in the Bag.

Equipping Treasure
A Treasure provides Treasure Bonus only if it is equipped
in one of the Hero’s Treasure Slots. At any time during their
Turn, before or after any Move or Action Use, a Hero can move
Treasure from the Bag into an empty Treasure Slot and/or from
the Treasure Slot to the Bag. Heroes can only equip Treasure
whose Treasure Class Requirement matches their Hero Class.
Heroes can only equip Treasure to the matching Treasure Slot.

Treasure Bonus
Treasure grants a large variety of different Bonuses. Many
of them apply to Combat, increasing the number of Hero
Dice, granting Rerolls, or extra Results, both in offense and in
defense. Depending on the Treasure, a Bonus can be provided
passively or can be used once per Round. The description of
each Bonus effect can be found on the Treasure Card. Unless
stated otherwise, Treasure Bonus can only be used during the
Turn of the Hero that has it equipped.

Miscellaneous Treasure
Some Treasures do not have a Treasure Slot indicated on
them. These Treasures can only be used directly from the Bag.
Typically they are discarded upon use and have no Treasure
Class Requirement. Some of them can be used only in certain
situations described on the card.

Trading
During their Turns, before or after any Move or Action Use,
Heroes can trade (take or give) any number of Treasure with
other Heroes on the same Tile. Heroes cannot trade when there
are Monsters on the Tile. Coins cannot be traded.
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Tile Activation Effect List
Trader - Shopping Sheep Run - Return Sheeps

Action: Pay with Coin Tokens When Sheep Run is revealed, place
to draw a number of Treasure Cards a Sheep NPC miniature on every
equal to the number of Closed existing adjacent Tile.
Treasure symbols. Put the Action: Return any number
of Sheep to gain a Coin Token
number equal to Open Treasure
for each.
symbols in your Bag and discard
the rest.
When a Hero is on a Tile with a Sheep and there are no
Altar - Pray to the Goddess
Monsters on the Tile, the Hero can take the Sheep miniature to
their Bag. During an Ambush Phase, if a Sheep is on a Tile with
Action: Gain a Fire or Ice a Monster and without any Hero on the Tile, remove the Sheep
token. from the Tile. Heroes cannot trade Sheep.
Blessing Tokens are placed on the
Hero Card. A Hero cannot have Villager’s Hut - Rescue Villager
more than one Blessing Token of
the same type. When Villager’s Hut is revealed,
place one Male and one Female
Fire - the next time a Hero uses an Attack or Special Villager NPC miniature on the Tile.
Attack, you must discard this token to add a Sword result. Action: Remove a Male Villager
from the Tile to draw a random
Ice - the next time a Hero is attacked by a Monster during Treasure Card or remove a Female
an Ambush Phase, you must discard this token and the attack Villager from the Tile to gain 3
is canceled. Coin Tokens .
During Ambush Phase, if a Villager is on a Tile with a Monster
Mage Tower - Study
and without any Hero on the Tile, remove the Villager from the
Tile.
Action: You may unlock an Ability
with a discount.
Encounter Effects
Monster Patrol - Spawn the indicated
Monsters on the Tile.

Canyon - Barren Stone Bandits - -X Hero loses the indicated number of Coins.
No effect. Upon encountering Bandits, the Hero cannot spend the Coins to
unlock an Ability before getting robbed.

Trap - -X Hero receives the indicated amount of Damage.

Difficult Terrain - Hero loses one of their Moves this Turn


if they have any left.

Workshop - Bombardment
When a Workshop is revealed,
place a Ballista Miniature on it.

Action: Pay 5 Coin Tokens


to deal 3 Damage to a Boss
Lair’s Wall. Destroy all non-boss
Monsters on the Tile behind the
Wall.
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Boss Lair
1. Boss Track Spaces - Show how the Boss moves
across his Lair and if the spawn die is rolled.
a) The Space Number of the Boss Track
b) If the Spawn Dice symbol is present,
it indicates to roll a Spawn Dice when the Boss
moves onto that space in the Boss Phase.
2. Lair Tiles - Show what type of Monsters Spawn
there and the Wall’s HP.
a) Spawn. Represents the Monsters that will
spawn on the Tile, when a corresponding
symbol is rolled on the Spawn Dice. The
Minion Monsters Spawn on Lair Tiles only
after the Boss enters the 7th Space.
b) Indicator of what Minions are placed on the
Tile at the beginning of the game. Dummies
for Melee Minions, and Shooting Targets for
Ranged Minions.
c) Boss Lair Walls and their HP.

Boss Lair Walls


Heroes cannot enter the Lair Tiles from the fourth row of Tiles
before the 7th Turn and without breaching the Walls first. Each
Wall segment is separate and destroying it allows only to move
between the Tiles it was interjecting. Boss and Minions can
move through Walls freely.

The Walls have 5 HP. They can be damaged with a Ballista from
the Workshop Tile Activation (3 Damage) or with an attack
from an adjacent Tile. A Hero can use a Combat action to deal
1 damage to a Wall. When Damage is dealt to a Wall, place the
Damage between the Tiles. Once there are 5 Damage Tokens
there, the Wall is destroyed and Heroes can move between the
Tiles.

Entering the Lair


When a Hero manages to enter the Lair, The Final Fight begins
at the next Boss Phase. Deal 1 damage to the Boss for each
space the Boss has not yet traveled on the Boss Track.

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Icon Description - Spawn Icons, Boss Effect -
Spawn Die Results. Spawn Icons are corresponding with icons
Druid , Warrior , Mage , Cleric , located on each Tile to Spawn new Monsters. Boss Effect Result
triggers the Boss Effect from Boss Card. A Blank result means
Ranger , Thief - Hero Classes. Found on Hero Cards that nothing happens.
and Treasure Cards. Heroes can only equip Treasure that
matches their Class. - Hero Dice. Used by Heroes to fight Monsters. The
number of dice represents how many dice to roll.
- HP (Health Points). Represents the total health of
Heroes and Monsters. Once the number of Damage Tokens is
equal to or exceeded HP, the Hero or Monster is defeated.
- Hero Dice Results. Generated by Hero Dice rolls,
- Damage. Represents the amount of damage a Hero or Treasures, and Abilities in Combat. deals 1 damage to a
Monster has taken in the form of Damage Tokens . Monster. negates 1 damage from a .

- Coins. Represents a currency gathered by Heroes that


can be spent to unlock abilities or on certain Tile Activation - Monster Dice. Used by Monsters to fight Heroes.
effects. The number of dice represents how many dice to roll.

- Unlock. Shows how many Coins a Hero has to spend


- Monster Dice Results. Generated by Monster Dice
to unlock an ability.
rolls and other effects in Combat and Ambush. deals 1
- Dungeon. Shows that there is a Dungeon to explore on
damage to a Hero. negates 1 damage from a .
the revealed Tile.

- Encounter. Shows that there is an Encounter to be


- Ranged Attack. Found on Monster Cards in the Ambush
resolved right after revealing the Tile.
Attack panel. Allows a Monster to Ambush A Hero from an
- Treasure. This icon indicates that a Player draws a adjacent Tile during Ambush Phase.
Card from Treasure Deck as a reward for defeating Monsters
or Activating Tiles. Sometimes number (X) of might be - Hourglass. An Hourglass Token is placed on a Hero
followed by number (Y) of it means that the Player draws Ability with an Hourglass Icon when it is used to indicate that
X Treasure Cards from the Treasure Deck and may keep only Y it cannot be used until the Hero’s next Turn. At the beginning of
of them. Hero’s Turn, remove all Hourglass Tokens from all their Abilities.

Dire Rat Neutral Monster, Dire Wolf Neutral - Increases the number of Moves a Hero can make in a
Turn by 1.
Monster, Melee Minion Monster, Ranged Minion

- Decreases the number of Moves a Hero can make in a


Monster, Boss Monster - Monster Icons. Show which
Turn by 1.
Monsters are Spawned on Tiles as a result of the Spawn Die

roll in the Boss Phase, in some Encounters, and when Quest and more to come - Blessing Icon. Found on Altar Tile
Action Exploration is used. Monster Icons represent indicated
Monsters for certain Treasure Bonuses and Abilities. and some Treasure. Represent elemental bonuses that empower
Heroes. When a Hero obtains a Blessing, they gain a dedicated
Blessing Token.
Male Villager, Female Villager, Ballista,

Sheep - NPC Icons. Represent the NPCs that are placed Fire - the next time a Hero uses an Attack or Special

on the Tiles as a result of certain Tiles being revealed. Attack, you must discard this token to add .

- Spawn Die. Rolled in a Boss Phase when a Boss enters Ice - the next time a Hero is attacked by a Monster during
an Ambush Phase, you must discard this token and the attack
the Space on the Boss Track with the Spawn Die Icon or in is canceled.
certain Tile Activation effects. 16
Dice
In the game, there are 5 Dice types. 2 types of Hero Dice ,
2 types of Monster Dice , and a Spawn Die . We
recommend having 1 Spawn Die and ~5 dice of each remaining type
to ensure smooth gameplay. The dice can either be 3D printed, or 2D
printed on the sticker paper to modify regular D6 dice, or you can
use plain D6 dice and compare the results with the chart below (also
available in a separate PDF).

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