base game integration - · pdf fileof the base game but is best played with the second ......

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1 Expansion overview is expansion features terrain rules, markers and a change to the push mechanic. It also adds several cards to every deck of the base game. is expansion is compatible with the first edition of the base game but is best played with the second edition of the base game, which has undergone balance changes. Please note that this expansion features rule addi- tions to the battle portion of the game only. Component list 128 small cards, 57 large cards 16 oversized encounter cards 5 gold/silver markers 12 small terrain markers 14 large terrain markers 2 irregular field border markers. 2 boss markers, 2 minion markers. Base game integration In order to integrate the expansion with the base game: 1. Replace the zombie spawn AI card with the new AI card. 2. Replace the Mushroom Hills area card from first edition of the game, with the new Mushroom Hills area card. 3. Replace the 6 hero cards from the first edition of the base game with the new cards, containing alternate gender sides. 4. Replace the old trait cards with new ones. 5. Add all the remaining cards of the expansion to the appropriate decks of the base game. 6. Use the oversized encounter cards in place of the old ones. Terrain marker and terrain card anatomy 46 46 46 Primary side symbol Terrain priority number Draſt symbol Draſt modifier Terrain effects Effect symbols

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Page 1: Base game integration - · PDF fileof the base game but is best played with the second ... Maciej Stępiński, Jerzy Niemojewski, Kamil Kubiak, Wojciech Mirowski, Michał Kuna, Justyna

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Expansion overviewThis expansion features terrain rules, markers and a change to the push mechanic.

It also adds several cards to every deck of the base game.

This expansion is compatible with the first edition of the base game but is best played with the second edition of the base game, which has undergone balance changes.

Please note that this expansion features rule addi-tions to the battle portion of the game only.

Component list128 small cards, 57 large cards16 oversized encounter cards5 gold/silver markers12 small terrain markers14 large terrain markers2 irregular field border markers.2 boss markers, 2 minion markers.

Base game integrationIn order to integrate the expansion with the base game:

1. Replace the zombie spawn AI card with the new AI card.2. Replace the Mushroom Hills area card from first edition of the game, with the new Mushroom Hills area card.3. Replace the 6 hero cards from the first edition of the base game with the new cards, containing alternate gender sides.4. Replace the old trait cards with new ones.5. Add all the remaining cards of the expansion to the appropriate decks of the base game.6. Use the oversized encounter cards in place of the old ones.

Terrain marker and terrain card anatomy

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Primary side symbol Terrain prioritynumber

Draftsymbol

Draftmodifier

Terraineffects

Effectsymbols

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FieldsThe battleground is now divided into two areas, called fields.Heroes should mark the border of the fields with the two irregular border markers.The markers serve no other gameplay purpose, they exist solely as a thematic indicator of field separa-tion.

Heroes and enemies may normally move and use abilities between groups situated on opposite fields.A field in which the character or terrain is present at the moment is called the current field.The other field is called the opposite field.By default, fields have no impact on gameplay. However some effects on cards may be limited to particular fields.

New short handa/b/c: This short form indicates balanced values for a specific player count: a = 2 players, b= 3 players, c = 4 players.

For example, if 4/6/8 party damage is dealt, in a 3 player game, the party is dealt 6 damage.

2. Battle setup with terrainRandom terrain: A battle may feature up to 4 random terrain pieces, marked with letters (A B C D) on the encounter card.For each letter present in an encounter, follow these steps to setup random terrain.

1. Draw a terrain card with blue draft card symbol. Keep the card on the table for future reference.

2. Place this terrain’s token at the position of the current letter.

Place both cards and terrain markers on the primary side, marked with this symbol.

For drafted terrain placement location follow the minion encounter card.

Minor random terrain: After setup of major drafted terrain is complete, set-up minor terrain by following these points:1. Check all major drafted terrain cards and sum the numbers below the draft card symbol.If the resulting number equals 0 or less, draw a negative minor terrain card.If the resulting number equals 1 or more, draw a positive minor terrain card.2. Place the minor terrain in a new group in field with the heroes.

Pre defined terrain: Check the encounter card setup image for addition-al pre defined terrain pieces and place these terrain markers in the battle. An encounter generally contains a few basic cover terrains.

When setting up the battle with mixed encounter cards (minions plus boss), sum and add all the predefined terrain markers into the battle.

Note that the animal companion (the mule from current expansion) belongs to the heroes and it is always present in the battle. It is excluded from the random terrain draft like any other card without the draft symbol.

Hero setup: Setup heroes in the field marked by this symbol. Each hero starts the battle distant to terrain markers.

Oversized encounter cardsThe setup is now shown on the new oversized en-counter cards, which provide visual instructions on how to setup heroes, enemies and terrain.The keywords by the enemy names provide essen-tial information about the enemy

(minion/boss) Indicates whether this enemy is a boss or minion type enemy

(x activations) Indicates how many times an enemy type activates during a round. Note that this value is applied differently to minion type enemies and boss type enemies.Minion type enemies activate x times per undefeat-ed hero during a round.Boss type enemies activate x times total during a round.

(immovable) This enemy may not be moved with any effects outside of its own AI cards and passive abilities.

(objective) Encounter ends in victory if all enemies marked with (objective) are defeated.

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New Game effectsTerrain and movementHeroes may perform a move to a terrain marker and will be then considered adjacent to that terrain.All characters adjacent to a terrain are considered grouped and adjacent to each other.A single terrain is considered a group just like a single character is considered a group.A terrain with adjacent characters is considered occupied.A terrain with no adjacent characters is considered unoccupied.

Each terrain token has a printed number, this is the priority number of a terrain.

Most terrain pieces have specific mechanics de-scribed on the terrain card. The standard terrain effect rules are listed on the back of this rulebook for easy reference.

PushPush effect has been altered. The following rule set replaces the original push effect throughout the entire game.

A pushed character not adjacent to a terrain must perform a compulsory move to an unoccupied lowest priority terrain.If all terrains are occupied, the hero must perform a compulsory move to a new empty group.A pushed character adjacent to terrain must per-form a compulsory move to a new empty group.

If multiple characters are pushed at the same time, resolve each push separately in any order.Characters may not be pushed multiple times as a result of a single effect.

Terrain markers placed on charactersSome terrain marker effects instruct to place that marker on top of a character marker.If a character is moved by any effect, all terrain markers placed on this character move with that character.

Flipping terrain markersSome terrain effects cause the terrain to be flipped to the opposite side.Different effects may be present on the reverse of the terrain marker.If a terrain marker is flipped also flip the terrain card for proper reference.

Terrain and AI cardsMovement to terrain: AI cards may now include text that moves enemies to specific terrain types.For example: Move to cover, move to high ground, move to enemy action terrain.

When resolving these effects, move enemies to the highest priority terrain, with appropriate symbol/requirements.

UnlockAbility cards with a lock symbol may now contain an Unlock: effect.Heroes may remove the locked die from the current card to activate the Unlock: effect.This may be resolved only in player activation phase and works just like standard, non initiative enabled, ability activation. If a card includes multi-ple unlock symbols, only one effect occurs when a die is unlocked.(This effect does not activate if a die is removed from a lock card during roll phase or becomes unlocked by other non intentional effect, such as die steal.)

Roll phase action from new trait cardsEach trait card now includes a set of dice for ‘roll phase action’ activation.After a player is finished rolling his dice, but before spending or assigning dice, check if the set of visu-alized results is present.If the set of dice is achieved, the effect below the dice may be immediately activated. This is limited to only once per roll phase.The dice used to activate the effect are not spent and may be then be spent or placed on cards.

Skillomancer superpowerAfter locking a die on the Skillomancery skill, the skillomancer may perform a level up, by drawing 3 cards and keeping one. He also gains a die and may immediately roll it once. He keeps the additional die and ability card, until the die from the Skilo-mancery skill becomes unlocked.

CreditsLead designer: Tomasz StasiakLead tester: Christopher NiewiadomskiTesters: Zbigniew Krowieranda, Maciej Stępiński, Jerzy Niemojewski, Kamil Kubiak, Wojciech Mirowski, Michał Kuna, Justyna Kur.Rulebook and graphic design: Tomasz Stasiak.Illustrations: Bartosz Pławecki, Przemysław Geremek, Adam Kabalak, Michał Grochalak, Tomasz Stasiak, Tomasz Florkiewicz, Marcin Rubinkowski.Special thanks to: All the fans.

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CoverCharacters adjacent to this terrain are considered in cover. This may be checked by various card effects.A character in cover gains the following bonuses:1. When attacked by a character from a distance, the damage caused by this attack is reduced by 1.2. When the hero party is dealt party damage, the damage is reduced by one for each hero currently in cover.

High groundCharacters adjacent to this terrain are considered on high ground. This may be checked by various card effects. Characters on high ground ignore all the bonuses provided by cover, when attacking a charac-ter in cover.

Secure positionHeroes adjacent to this terrain are considered in secure position.This may be checked by various card effects.Heroes in secure position may ignore 1 push effect caused by an effect. Note that if an effect causes multiple push effects (for example a combination of card effect and expose marker effects) the overall push effect may not be prevented.

HazardCharacters that are pushed to this terrain must immediately check the terrain card and suffer the ter-rains hazard effect after the push.Note that characters that are not pushed but simply move adjacent to this terrain do not suffer the hazard effect.

Enemy actionWhen an activation card is drawn for a minion type enemy who is adjacent to this type of terrain, the enemy first performs the effect described on the terrain card.The effect from the terrain is considered a part of enemy activation, as if it was written at the beginning of the AI card.After the effect is resolved, the enemy then resolves his activation card.

Hero actionHeroes may use this terrain to activate its effect.There are two basic options to us a terrain with hero action:1. Initiative activation. Activate an adjacent terrain, by spending a die from maneuver, ignoring all the effects on the maneuver card. This may be performed during initiative or during hero action phase.2. Rushed activation. After performing a move with maneuver, you may immediately activate an adja-cent terrain. This may never be performed during initiative.

Note that these options are not allowed for heroes who are surrounded either before moving or adja-cent to desired terrain (Because the maneuver ability can not be used when a hero is surrounded).When a terrain is activated, resolve the activation text on the terrain card once.Terrain activation is not considered a hero ability and may not be modified with any effects.

PassiveThese effects generally affect adjacent characters or indicate that this terrain will trigger some effects automatically at the end of round.

Terrain effects

A game by BD Games Tomasz Stasiak.All rights reserved. www.bdgames.pl