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- Roaming Monster cards are divided into o decks, Lesser
and Greater, and feature giant monsters your Heroes will come
across during their journey. Yup, your childhoods nightmare
just got out of the closet!
.
Set aside the following items.
.
Each player chooses a Hero Card. This is the named char-
acter you will play. Take the matching miniature. Take a
Hero Dashboard and a set of pegs of your favorite color. Attach
the colored plastic base of the matching color to your Hero’s min-
iature to help identi it.
.
Each player chooses a Hero Class for his Hero and places
a matching Class Sheet next to their Hero Dashboard in
front of him. The Hero Class is your character’s job. New players
should select the recommended Hero Class indicated on their
Hero Card. Experienced players may select among the various
Hero Classes to explore variations and combinations. What if
Siegfried was a Battle Wizard?
NOTE: Heroes can’t change their chosen Hero Class during a cam-
paign. The selection is permanent until the next campaign.
Here are short descriptions of each Hero Class featured in Mas-
sive Darkness’ core box.
MASSIVE DARKNESS - RULES
8
• BATTLE WIZARD
Primar: Magic
Secondar: Melee
Best used as a second line fighter, the Battle Wizard casts
enchantments with ease and deals a lot of damage at me-
dium range. While they can join melees in a pinch and
fight rather well, they’re not as heavily protected as their
teammates. Make sure the Battle Wizard gets the Equip-
ment cards with the most powerl Enchantments, as they
make the best use of them.
• BLOODMOON NIGHTRUNNER
Primar: Melee
Secondar: Ranged
The Bloodmoon Nightrunner is an assassin, hiding in the
shadows to deal powerl blows at all ranges. This Hero
excels at surprising enemies and executes the biggest
monsters as a hobby. Beware, though, as the Bloodmoon
Nightrunner is all about oense, melee or ranged, but not
defense. Shadows are their best protection.
• NIGHTSHADE RANGER
Primar: Ranged
Secondar: Melee
As their name implies, the Nightshade Ranger is a consum-
mate hunter, dealing high damage to their targets from
afar. They’re best at controlling corridors and crossroads,
ring arrows in all directions to cover their teammates.
The Ranger's accuracy is most advantageous when they are
kept at a safe distance.
EXHAUSTING AND RESHUFFLING DECKS
Cards are drawn, played, and discarded during the game.
Discarded cards are set in discard piles near their respec-
tive decks. Once a deck is exhausted, shue its discard pile
to create a new deck to draw from.
Guard and Treasure card piles, from Level  to , are not
reshued. If a player has to draw from such an exhausted
pile, he draws from the pile of the next-higher Level instead.
Level  Guard and Treasure piles are reshued normally
when exhausted, as players can’t draw from a higher Level.
Combat dice
Treasure tokens
First Player token
Wound tokens
8


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