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himself and places them face down in front of him, passing the
remaining cards to the player to his left. From the new cards
they received, each player reserves 2 more cards and passes the
rest to the left. After that drafting is done, each player takes the
6 cards he ended up with and decides which ones he wants to
purchase for his Heroes, using his Guild's coins. Each card has a
listed cost, and during each Upgrade Phase each player can only
purchase a maximum of 3 cards. The remaining Upgrade cards
are returned to the box and the spent coins are returned to the
common pile. If a player doesn't spend all his coins in this pur-
chase, he may save one single coin to spend in the next Upgrade
Phase. Any coins beyond that are returned to the common pile.
Each player then distributes his new Upgrade cards among his
Heroes, and may completely rearrange all his cards. If a Guild
has more than 12 Upgrade cards, it will have to discard any
excess cards.
ONWARDS!
For the next scenario to begin, remove any tokens from the
Heroes (Wound, Exploration, etc). The player who won the
previous scenario chooses the next scenario that will be played,
obeying the campaign progression rules (see page 9).
EXPLORATION
TOKENS
During setup, several Exploration tokens are scattered around
the board. According to the scenario instructions, some may be
laid out face down and others are face up. These tokens repre-
sent (mostly) useful things the Heroes may nd while exploring
the city, and even some important objectives they are trying to
achieve on their quest!
Collecting an Exploration token does not require a Movement
Point or any other action, and you don't need to end your
Movement on the token in order to take it. Whenever an active
Hero is standing in the same Space as an Exploration token,
and there are no Enemies in that same Space, the Hero must
automatically collect the token. The token's content is revealed
and it is then in possession of the Hero who collected it (place
it on that Hero's card). Each Exploration token has a different
effect, which only affects the Hero in possession of the token:
Quest - These are special Exploration tokens, whose workings
are explained in each scenario.
Healing Potion - An active Hero may freely
discard this token during his turn to recover all
his Life, discarding any Wound tokens and Death
Curse cards he may possess. This can't be used
while an attack is being resolved.
Refreshing Potion - An active Hero may freely
discard this token during his turn to unexhaust all
of his cards, removing all Guild tokens from the
cards belonging to that Hero.
Extra Activation Potion - The Hero may freely
discard this token at the end of his activation to
immediately perform another full activation. That
same Hero is activated again normally.
Treasure Chest - At the end of the Scenario,
each Treasure Chest token gives the Coin value
listed on it to the Guild that possesses it.
Trap - The Hero who collects it immediately suffers
an automatic Wound and the token is discarded.
Most Exploration tokens can be freely exchanged among
a Guild's Heroes whenever that Guild Rests. Quest tokens,
however, can't be exchanged. A killed Hero drops all of his
Exploration tokens on the Space he occupied. If he was killed
by an enemy Hero, that Hero can automatically get one of his
Exploration tokens (even a Quest token).
Any Exploration token in possession of a Hero at the end of a
scenario is returned to the game. Nobody starts a scenario in
possession of Exploration tokens.
Rulebook • Inferno
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