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PLAYER TURN
Activate a Hero or Rest the Guild.
Hero Activation (in any order):
Movement (3 Movement points to move 1 Space,
open/close door or use portal).
Attack (exhaust Attack card, roll Attack dice vs.
targets Defense).
Rest
Unexhaust cards (remove all Guild tokens).
Reorganize cards and Exploration tokens (not Death
Curse cards nor Quest tokens).
Resurrect killed Heroes.
GUILD SETUP
Choose your Guild.
Choose or Draft 3 Heroes.
Get the 5 Starter Deck cards.
OTHER RULES
Exploration tokens (an active Hero may freely pick up all
Exploration tokens in his Space, if there are no Enemies in it).
Close (Melee attacks and other effects only affect Close
Characters, which must be in the same Space as the active
Character or one of the four Spaces that share an edge with
it, as long as that is not blocked by a wall or closed door).
Line of Sight (Ranged attacks need a clear LOS to the
target. Draw a line from the center of the active Character’s
Space to the center of the target’s Space, there’s LOS if that
line does not cross a wall, closed door or Blocked Space.
Skimming a blocking corner is ok).
Full Space (a Space with two Characters, one of them be-
ing an ally of the active Character. He may move and shoot
through the Space, but not end his Movement in it).
Blocked Space (a Space with two Enemies of the active
Character. He cant move through nor shoot through the
Space).
MONSTER ACTIVATION
(controlled by player to the right of active player).
Guard Reaction (attack any Hero Close to them that
moves out his Space or that makes an attack that doesn't
target a Close Monster).
Payback Reaction (when attacked, may move and at-
tack Hero who attacked it).
Spawn (when the Spawn tile is full, roll 2 dice for each
Monster, if it matches a Spawn token in a free Space, place
gure; otherwise its out of the game).
QUESTS
Scenario is won by player who accomplishes
3 Quests, with at least one of them being PvE.
First Bonus (when each Quest is fullled for the rst
time, the Guild who does it gets a coin).
Reward cards (Hero who accomplishes a Quest associat-
ed with a Reward card, gets it).
UPGRADE PHASE
Death Curse cards (remove old curses, each Hero gets
one Death Curse card per Death token and keeps only the
highest card).
Upgrade cards (each player gets 6 cards from the deck
equivalent to the last played scenario, keeps 2 and passes the
rest to the left two times, then may purchase up to 3 cards).
Winner of last scenario chooses next scenario.
CAMPAIGN
Outer Circle: 3 scenarios
Inner Circle: 2 scenarios
Final Showdown
RULES SUMMARY
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