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v1.1
Feb 2023
Game: RELICBLADE
Publisher: Metal King Studios (2015)
Page 1: Rules summary front
Page 2: Rules summary back
Page 3: Play reference front
Page 4: Play reference back
Some actions may be performed out of activation, either by Falling damage is 2 damage per inch. Models defend against CRITICAL HITS
spending a dodge token or as a free action. They may only be the total damage as normal. If an attack caused the fall, An attack is a critical hit when the rolled die face exactly
performed once per other model’s activation. resolve attack and fall damage separately. matches the difficulty die face shown on the card. If the action
BASIC ACTIONS uses 2 dice, both rolled dice must match both dice shown.
3. RECOVERY PHASE Basic actions can only be performed once per activation. If 1 die was rolled, the critical grants +2 damage.
SETUP Once all models have been activated, proceed to this phase. Focus: While performing an action, you may choose to declare If 2 dice were rolled, the critical grants +1d6 damage.
For a basic game, players agree on a point limit (usually 100 You may choose to an end an activation at any time, but a focus action and add 1 additional AD from the model’s AD If 3 or more dice were rolled, the critical grants +2d6 damage.
points), then buy characters and upgrades to form their party. remaining AD are lost when the activations ends. pool to the attempt before rolling any dice. When players use the focus action, to score a critical hit the
Characters may equip 1 upgrade of the matching type for Players make a recovery roll of 1 die for any of their disabled Dodge: Spend 1 AD and place a dodge token next to the rolled dice must exactly match the dice shown on the card;
each icon in the inventory on their character card. They can models. On 6 the model recovers 1 health box and may be model. After suffering a hit and damage, but before rolling but, the extra die must also match one of the dice faces
be equipped regardless of faction, but some are keyword activated normally in the following round. If the roll fails, the defense dice, you may choose to spend the token to roll an shown. All rolled dice must match, or it is not a critical hit.
specific. Single-use upgrades are discarded once used. Multi- model stays disabled until it is healed or damaged. additional defense challenge die. Remove unused tokens at COVER
use upgrades may be used a specific number of times. the start of the model’s next activation. You can focus the
ACTIONS Draw a straight line from the attacker’s base to the defender’s:
Arrange terrain in a play area 2' by 2' in size. Place a relic dodge action to receive 2 tokens (only 1 may be spent per hit).
marker in the center of the play area. Players roll for initiative. Partial cover: +1 armor. Gained if approximately half of
ACTION TYPES Improvised attack: An improvised attack is a special ability,
The winner chooses any corner and deploys their models the model’s body is blocked by intervening terrain or other
Melee weapon: Attacks that may be made against has 1 AD, a difficulty of 4, and inflicts +0 damage.
within 4" of that corner. Their opponent places their models models.
enemy models within 0.5" range (unless additional
within 4" of the opposite corner. Begin the first game round ATTACK ACTIONS Full cover: +2 armor. Gained if the model is standing within
melee range is noted).
with the activation phase. The player with initiative activates Actions with a damage bonus are attack actions: 0.5" of intervening terrain they could conceivably hide behind.
the first model. Ranged weapon: Attacks that target enemies from a
1. Declare action and target: Choose an attack action, an Area cover: +1 armor. Small, easily definable sections of terrain
distance (maximum range in inches is noted). Ranged
Alternatively, choose a scenario and follow its special rules. enemy to be the target, and whether to focus the attack. that would obscure a model while they are standing in it.
weapons cannot be used while engaged by an enemy.
2. Measure range: Measure from base to base; if the target is
GAME ROUND Ranged or melee weapon: The range for the ranged MAGIC SPELLS AND SPECIAL ABILITIES
not in range, the attack automatically fails.
attack is noted, and if the melee attack has a range Magic spells and special abilities may be used while engaged
1. INITIATIVE PHASE greater than 0.5", the melee range is noted. 3. Roll action dice: The attacker rolls the AD. If the sum of by an enemy. The user may choose any target in LOS, and is
the results meets or exceeds the difficulty, the attack hits. not limited to the enemy they are engaging (though engaging
The players each roll 1 D6 challenge die (reroll ties). The Natural weapon: Attacks that may be made against If the roll fails, the attack misses. enemies may block LOS to a preferred target). Targets do not
player with the highest result wins initiative for the round. enemies within 0.5", unless greater range is noted.
4. Damage challenge roll: The attacker rolls a damage gain cover bonuses against these types of attacks.
The winner may make a bonus recovery roll for a single Passive ability: Special bonuses that affect the challenge die and adds the damage bonus for the attack
disabled model if they give initiative to their opponent. model and are always active. to find the total damage. DAMAGE
Magic spell: Spells have a damage bonus and/or an 5. Defense challenge roll: The defender rolls a defense Critically wounded: Critical health boxes are marked with a
2. ACTIVATION PHASE effect. Magic spell attacks are considered magical. challenge die and adds their armor bonus to find broken bone. For each of these boxes damaged, the model
The player with initiative chooses 1 of their models to activate the total defense. Subtract this from the damage suffers a -1 penalty to its AD. If a critical health box is healed,
first. Players alternate activating their models one at a time. Special ability: Powerful natural abilities total and deal remaining damage to the defender. the model regains the lost AD during its next activation.
Models may only be activated once per round. representing a wide range of skills.
6. Deal damage: Starting from the left, check 1 health box Disabled: When the final health box (with a skull icon) is
When a model activates it generates a pool of action MOVE ACTIONS per damage point until all damage has been accounted for. damaged, the model is disabled and excess damage is ignored.
dice equal to its AD value, and spends dice from that Models may move up to their SPEED in inches (not Disabled models cannot be activated, do not engage enemy
pool to perform actions. necessarily in a straight line) for each AD spent. COMBAT models, and do not roll defense dice when hit. Enemies may
Actions may be performed in any order, but each may only Models may make multiple move actions per activation. CHARGES move through them. If a disabled model suffers damage, it is
be performed once per activation (with the exception of Movement actions are difficulty 0. Models may move through destroyed and removed from the game.
An unengaged model that ends its move engaging an enemy
movement, disengagement, and actions with multipliers). friendly and disabled models, but not through enemies. has charged, and gains 1 bonus AD to perform an attack action. Protect your friends: Disabled models cannot be targeted by
Basic actions are available to everyone. Other actions are Obstacles 1" or lower do not impede movement. Difficult Models may only benefit from a charge once per activation. attacks while engaged by a friendly model, and models may
shown in action bars on character and upgrade cards. terrain areas reduce movement by 1. Special movements not attack a disabled model while engaged by an enemy.
that ignore climb restrictions ignore difficult terrain. ENGAGE AND DISENGAGE
To take an action: Models have a 0.5" melee range and are engaged within When a disabled model is protected by the above rule and
When climbing, jumping, and falling, round down to the this range, though this may be longer. Melee range may be it is impossible for the attacker to engage the protector due
1. Announce what action is being attempted. nearest inch. Models may focus climb or jump actions. measured from 1.5" above or below a model’s base. to terrain or other factors, the attacker may spend 1 AD to
2. Determine the action’s difficulty. Climbing vertical surfaces is +1 difficulty per vertical inch. If perform a force action. The protector then either trades
To move out of, or through, melee range of an enemy model, a
3. Roll the minimum number of action dice, plus any bonus successful, the model advances their SPEED in inches up the places with their disabled ally, or the disabled ally no longer
model must disengage. It rolls its movement action dice, and
dice granted by special rules. surface; on a fail, they remain at its base. Models may not end benefits from protection for the rest of this activation.
each engaging enemy rolls a challenge die. If the enemy wins
4. If the sum of the dice meets or exceeds the action’s a move on a vertical surface, so higher climbs may require the roll, the movement AD is expended but the model does To take this action, the attacker must be engaging the disabled
difficulty, the action succeeds. Otherwise, it fails. separate multiple climb actions. If a climb fails, the model not move. If the model attempted to move past an enemy but model and it must be physically impossible for them to move
falls from the height of their last successful climb move. failed, they must end their movement still engaged by the to engage the protecting model. They cannot take the force
5. Resolve any effects.
Jumping gaps is +2 difficulty per linear inch. Models may enemy. Models may focus disengaging. action because a disabled target is protected against a ranged
Actions with a dice face of 1 automatically succeed, but still attack by an unseen ally; nor can they take the force action
jump up to 3". If successful, the model moves over the gap; RANGED ATTACKS
cost 1 AD (remove a die from the dice pool without rolling it). because they do not want to deal with climbing or other
on a fail, they fall from the edge they jumped from.
To make a ranged weapon attack, a model must be frustrating terrain to engage the protector.
Actions that do not show dice are free actions and may be Models may jump from ledges to the ground below for 1 AD, unengaged and have line of sight (LOS) to the target. Models
performed without spending AD, though still only once per and may follow the jump rules to land a short distance from may target engaged enemies without penalty. Determine LOS WINNING
activation. Some modify other actions. where they started. Treat jumping down as a fall, but gain by looking from the eye level of the miniature; if any part of
Actions that may be performed multiple times per activation +1 on your defense roll against the fall damage (models with the target model is visible, you have LOS. Terrain features and The game ends when victory conditions for the scenario are
have a multiplier in the name. armor 3 or higher do not gain this bonus). other models may block LOS. met, or 1 player has destroyed all enemy models.
RELIC AND TREASURE MARKERS Poison: Models hit by a poison attack suffer -1 AD during their Companions may activate independently. No matter how a If the summoner is disabled, a summoned model that requires
next activation. companion activates, it can only activate once per round. upkeep remains in play until the recovery phase of a round in
Relic and treasure markers are objects that can be interacted which it was not summoned and upkeep was not performed.
Place: If a special movement action says place rather than Non-heroic recovery: If a model with non-heroic recovery fails
with by using the pick up, drop, and trade basic actions.
move, the action ignores LOS and engaging enemies. a recovery roll, it is destroyed and removed from the play. Summoners may choose to not perform upkeep and remove
Pick up: A model within 0.5" of a relic marker may choose to the summoned spell from play, thus allowing the opportunity
Push away and move toward: Move the target the number of CONSTRUCT
pick it up by expending 1 AD. Remove the marker and draw a to cast the summon spell again without exceeding the limit.
inches dictated by the ability in the direction indicated. Constructs enter play inert. Inert models are effectively
card from the relic deck. The relic is used as an upgrade card.
If the wording says away, the target can be moved in any disabled; however, they never make recovery rolls and can If a summoner performs upkeep, they may not perform the
Drop: When a model is disabled, they drop the relics and only be destroyed by magical attacks. summon action to create a new summoned model.
direction but it must end farther away than when it started.
treasure they are carrying. Also, models may choose to drop a
If the wording says directly, it must move in a straight line to Constructs have fuel cells instead of health. When a construct
relic or treasure without expending any AD. WILD MONSTERS
or from the source of the ability. A pushed model will fall if at enters play its fuel cells are empty. The construct ability on
When dropped, the controlling player places the marker least half of their base is over an edge. the character card shows what ability empowers it. Constructs Whenever there are wild monsters in an adventure, add a
within 0.5" of the model. Keep the relic card aside in case the gain 1 AD for each fuel cell that is empowered. monster phase to each round between the activation phase
Reroll: Disregard the original roll and roll the die again. Multiple
relic marker is picked up by another model; the card stays the and the recovery phase. During this phase each monster is
reroll abilities can be applied to the same die if desired, but
same for that particular relic marker. When a construct is damaged, it loses power to its fuel cells
each individual reroll action may only be applied once. activated, according to its behavior, in a random order. Once
as if they were health boxes. When the last cell is damaged
Trade: Models may trade relics or treasure to another friendly all monsters have activated, proceed to the recovery phase.
Roll damage separately: If the action is successful, resolve the construct becomes inert again. Constructs may be
model within 0.5" by expending 1 AD. empowered repeatedly. When a monster is destroyed and removed from play, it leaves
the damage as if it were multiple separate attacks. You may
resolve the damage in any order you choose. behind a treasure marker, which models may then grab.
SPECIAL RULES MOUNT AND RIDER Monster treasures are small enough that models are able to
Rolling a D3: Roll a D6 then divide the result in half (round up). Mount and rider models must be selected as a pair and their stuff them into their inventory. If a model is disabled, they do
Models may only be affected by each special rule once.
Stun: Models hit by a stun ability do not engage other models point costs are added together. They may have keyword not drop the monster treasures they carry. During the post-
Effects do not stack.
until their next activation. A stunned model no longer grants limitations. Riders must be paired with a mount of equal size. game phase players discover what the kind of treasure by
Beasts: These models can’t pick up relics or treasure. the benefit of the Protect Your Friends rule, nor does it force rolling on the monster’s specific treasure chart.
In order to pick up treasures or perform scenario actions,
Beam attacks: These attacks deal damage to any model enemies to disengage before moving. When the model the mount must discard 1 AD while the rider uses its AD to Monster behaviors govern how a specific monster will activate.
standing in the affected area. They have a value that shows how activates, it is no longer stunned. perform the action. Hunting monsters are roving creatures intent on killing, while
wide the beam is. Draw a straight line between the attacker and guard monsters protect a specific area. A specific monster may
Target ground: When using this action, elect a point on the Shared fate: Mount and rider pairs operate as a team and
the target; any models within the beam value of the line are operate under either behavior depending on how it entered
battlefield as the target, anywhere within range and LOS. The must activate together. They each generate a separate
also hit. Roll damage separately for each model hit. play. Some monsters have unique behaviors as described in the
target ground token shows a cross-hair centered on a single pool of AD to perform their individual actions. They activate
Bind: When a model is hit by a bind action, place a bind token point; this prevents confusion when calculating distances simultaneously, and their individual actions may be scenario or environmental danger that spawned it.
next to them. They suffer from bind until the bind is broken. originating from target ground effects. performed in any order. When a monster is disabled it has the chance to recover. Any
When they move, they must roll their movement die to meet player may roll for the monster’s recovery. If a monster fails to
Transformation: Abilities that make a character turn into Riders do not have SPEED or HEALTH statistics. A rider may
or exceed the bind difficulty. If the move is successful, the recover, it is destroyed and removed from play, and the model
(something) immediately change that character: replace the offer an armor bonus, but the mount is responsible for the
bind is broken; remove the token and move as normal. If the who disabled the monster is credited with the kill.
model with the appropriate character card and miniature. team’s durability. If the mount is disabled, so is the rider.
move fails, the model remains in place and the bind persists.
When a character transforms they have the same remaining HUNTER BEHAVIOR
Models may choose to focus on the move action to break health boxes as before. A character at full health will have full When a mount is critically wounded, it loses one of its own
AD. The controlling player chooses which AD pool to add to or Hunter monsters enter play after all players have deployed
the bind. health after they transform.
subtract from when the pair is affected by abilities like poison their models. Place the hunter on the board edge of a
Charge X: When an action with this special rule is performed If a character transforms during its activation, its AD pool or command. randomly determined unoccupied deployment zone. If enemy
successfully, you may move your model up to the charge does not change for this activation. Action dice are generated forces occupy all available deployment zones, place the
value toward the target. If the charge movement is enough to at the beginning of each activation. The mount is solely responsible for movement and is the only
hunter in the center of a random board edge.
engage the target, the attack hits and you roll damage. model in the pair that can perform the dodge basic action.
Upgrades must be purchased separately for each form (even The mount and rider may independently perform focus and When a hunter is activated it targets the closest non-monster
Charge movement is restricted by normal movement rules if the upgrade could be used by both forms). If a character improvised attack basic actions. model it can see. On a tie, roll. If there is no target within LOS,
including engagement, climbing, jumping, etc. The charge transforms into a beast, they will drop any treasures or relics move the monster once toward the closest non-monster model.
rule does not grant a bonus AD like the normal charge move. they are carrying, but the upgrades they brought on the NEUTRAL CHARACTERS The monster activation ends if there is still no target in LOS.
Deadly: Models disabled by a deadly attack are removed from adventure are not dropped. Neutral characters may be recruited by players from any
If the monster has a target, the monster is under the control
play if they fail the recovery roll. They may be healed while alignment. Once recruited, they adopt the player’s alignment.
of the target’s opponent for this activation, who is free to use
disabled, as usual. SPECIAL CHARACTER TYPES SUMMONED CHARACTERS the monster any way they choose.
Dire: Models hit by dire attacks do not add their armor bonus COMPANION Some characters can summon other miniatures into play. GUARD BEHAVIOR
when rolling defense dice. Special rules that grant an armor Companions must be attached to a non-companion The specific rules for each summoned model are on its card.
Guard monsters enter play after all players have deployed
bonus against a specific attack type are still added to the total. character, chosen by the controlling player. Some Unless noted otherwise, summoned models may perform
their models. The player with initiative places the guard
companions will only attach to characters with a specific special scenario actions and the basic actions improvised
Doors: Doors can be opened or closed by using 2" of monster’s ward (the thing they are protecting) at least 6"
keyword. Each character may only have 1 companion attack, focus, and dodge.
movement. Closed doors completely block LOS. from any other treasure, objective, or enemy model. The other
attached to them.
Some summons require upkeep to remain in play. This is an player then places any guard monsters completely within 3"
Lasts for 1 round: These abilities are in effect until the model action performed by the summoner during future activations of their ward.
In campaign play, you may change which character the
who used the ability activates again. to activate the summoned model. Upkeep may not be
companion is attached to between each adventure.
The guard will only target models it is engaging, models within
Magical attacks: Attacks that are empowered performed during the same activation the summon action was
Group activation: When a model with an attached companion 8" of their ward, or models who have attacked them this
by supernatural forces. Magic spell attacks are used, and can only be performed once per activation.
activates and the companion is within 5", they may choose round. When the guard monster is activated it chooses the
considered magical attacks. to activate simultaneously. Each model generates a separate When upkeep is performed the summoned model activates closest eligible target and is under the control of the target’s
Multipliers: Actions with a multiplier (×2, x3, etc) may be pool of AD. The controlling player may use their actions in and is completely resolved. If the summoner completes an opponent for the activation. The guard must use its available
performed that many times each activation. Normally each any order, and may switch between the companion and hero activation without performing upkeep, remove the upkeep- attacks against eligible targets. If there are no eligible targets,
action may only be performed once per activation. model as they perform various actions. dependent summoned model from play. the guard must move until it is within 3" of its ward.
Dodge: Spend 1 AD and place a dodge token next to the model.
Before rolling defense dice, you may choose to spend the token
to roll an additional defense challenge die. Remove unused
tokens at the start of the character’s next activation. You can
focus the dodge action to receive 2 tokens (but only 1 token
may be spent per hit).
GAME ROUND Improvised attack: An improvised attack is a special ability, has
1 AD, a difficulty of 4, and inflicts +0 damage.
1. INITIATIVE PHASE
Each player rolls a D6 (reroll ties). The highest result wins ATTACK ACTIONS
initiative for the round. They may make a recovery roll for a Actions with a damage bonus are attack actions. Follow these
single disabled character if they give initiative to their opponent. steps to resolve an attack action:
1. Declare action and target: The attack may be focused.
2. ACTIVATION PHASE
2. Measure range: If the target is not in range, the attack fails.
Starting with the player with initiative, activate a character.
Alternate activating characters one at a time. Characters may 3. Roll action dice: If the sum of the results meets or exceeds
only be activated once per round. the difficulty, the attack hits. Otherwise it misses.
When a character activates it generates a pool of 4. Damage challenge roll: Attacker rolls a damage challenge die
action dice equal to its AD value, and spends dice from and adds the damage bonus to find the total damage.
that pool to perform actions. 5. Defense challenge roll: Defender rolls a defense
Each action may only be performed once per activation (with the challenge die and adds their armor bonus to find the
exception of movement, disengagement, and multiplier actions). total defense.
Basic actions are available to all; other actions are shown in Subtract the defense total from the damage total and deal
action bars on character and upgrade cards. any remaining damage to the defender.
1. Announce the action being attempted. 6. Deal damage: Starting from the left, check 1 health box per
2. Determine the action’s difficulty. damage point until all damage has been accounted for.
3. Roll action dice, plus any bonus dice.
4. If the sum of the dice meets or exceeds the action’s
COMBAT
difficulty, the action succeeds. Otherwise, it fails. Charges: An unengaged character that ends its move engaging
5. Resolve any effects. an enemy has charged, and gains 1 bonus AD to perform an
attack action. Characters may only charge once per activation.
Actions that show a dice face of 1 automatically succeed, but
still cost 1 AD. Actions that do not show dice are free and may Engage and disengage: Characters have a 0.5" melee range and
be performed without spending AD, though still only once per are engaged within this range. Melee range may be measured
activation. Actions that may be performed multiple times per from 1.5” above or below a character’s base.
activation have a multiplier in the name. To move out of, or through, melee range of an enemy model, a
character must disengage. The character rolls its movement
3. RECOVERY PHASE action dice, and each engaging enemy rolls a challenge die. If
Players make a recovery roll of 1 die for any of their disabled the enemy wins the roll, the movement AD is expended but the
characters. On 6 the character recovers 1 health box. character does not move. Characters may focus disengaging.
Ranged attacks: To make a ranged weapon attack, a character
ACTIONS must be unengaged and have LOS to the target. Characters may
target engaged enemies without penalty.
MOVE ACTIONS Critical hits: An attack is a critical hit when the rolled die face
Move up to SPEED" for each AD spent. Characters may move matches the difficulty die face shown on the card. If the action
through friendly and disabled models, but not through enemies. uses 2 dice, both rolled dice must match both dice shown. When
Obstacles 1" or lower do not impede movement. focusing, the extra die must also match one of the dice faces.
Difficult terrain areas reduce movement by 1.
If 1 die was rolled, the critical grants +2 damage.
Climbing vertical surfaces is +1 difficulty per vertical inch. If 2 dice were rolled, the critical grants +1d6 damage.
Characters may not end their move on a vertical surface. If a If 3 or more dice were rolled, the critical grants +2d6 damage.
climb fails, fall from the height of the last successful climb move.
COVER
Jumping gaps is +2 difficulty per linear inch. Characters may Partial cover: +1 armor. Approximately half of the target’s body
jump up to 3". Characters may jump from ledges to the ground is blocked by intervening terrain or other characters.
below for 1 AD, and may follow the jump rules to land a short
distance from where they started. Treat jumping down as a Full cover: +2 armor. The target is standing within 0.5" of
fall, but gain +1 on your defense roll against the fall damage intervening terrain they could conceivably hide behind.
(characters with armor 3 or higher do not gain this bonus). Area cover: +1 armor. A small, easily definable section of terrain
Falling damage is 2 damage per inch. Defend as normal. that would obscure a character while they are standing in it.
MAGIC SPELLS AND SPECIAL ABILITIES
BASIC ACTIONS Magic spells and special abilities may be used while engaged
Basic actions can only be performed once per activation.
by an enemy. The user may choose any target in LOS, and is
Focus: While performing an action, you may choose to declare not limited to the enemy they are engaging (though engaging
a focus action and add 1 additional AD from the character’s AD enemies may block LOS to a preferred target). Targets do not
pool to the attempt before rolling any dice. gain cover bonuses against these types of attacks.
DAMAGE Multipliers: Actions with a multiplier may be performed that
many times each activation.
Critically wounded: For each critical health box (broken bone)
Poison: Characters hit by a poison attack suffer -1 AD during
damaged, the character suffers -1 AD. If a critical health box is
their next activation.
healed, the character regains the lost AD next activation.
Place: If a special movement action specifically says place, the
Disabled: When the final health box (skull icon) is damaged, the action ignores LOS and engaging enemies.
character is disabled and excess damage is ignored. Disabled
characters cannot be activated, do not engage enemy models, Push away and move toward: Move the target the number of
and do not roll defense dice when hit. Enemies may move inches dictated by the ability in the direction indicated. If the
through them. If a disabled character suffers damage, it is wording says away, the target can be moved in any direction
destroyed and removed from the game. but it must end farther away than when it started. If the wording
says directly, it must move in a straight line to or from the source
Protect your friends: Disabled characters cannot be targeted by of the ability. A pushed character will fall if at least half of their
attacks while engaged by a friendly character, and models may base is over an edge.
not attack a disabled character while engaged by an enemy.
Reroll: Disregard the original roll result and roll the chosen die
When a disabled character is protected by the above rule and again. Multiple reroll abilities can be applied to the same die,
it is impossible for the attacker to engage the protector due to but each individual reroll action may only be applied once.
terrain or other factors, the attacker may spend 1 AD to perform
a force action. The protector then either trades places with Roll damage separately: If the action is successful, resolve the
their disabled ally, or the disabled ally no longer benefits from damage as if it were multiple separate attacks, in any order.
protection for the rest of this activation. Rolling a D3: Roll a D6 then divide the result in half (round up).
To take this action, the attacker must be engaging the disabled Stun: Models hit by a stun ability do not engage other models
character and it must be physically impossible for them to move until their next activation. A stunned model no longer grants
to engage the protecting character. the benefit of the Protect Your Friends rule, nor does it force
They cannot take the force action because a disabled target is enemies to disengage before moving. When the character
protected against a ranged attack by an unseen ally; nor can activates, it is no longer stunned.
they take the force action because they do not want to deal with Target ground: When using this action, elect a point on the
climbing or other frustrating terrain to engage the protector. battlefield as the target, anywhere within range and LOS. The
target ground token shows a cross-hair centered on a single
SPECIAL RULES point; this prevents confusion when calculating distances
originating from target ground effects.
Characters may only be affected by each special rule once.
Effects do not stack. Transformation: Replace the character with the appropriate
character card and miniature. When a character transforms
Beasts: These characters can’t pick up relics or treasure.
they have the same health boxes. If they transform during
Beam attacks: These attacks deal damage to any character their activation, their AD pool does not change this activation.
standing in the affected area. Draw a straight line between the Upgrades must be purchased separately for each form. If a
attacker and the target; any characters within the beam value character transforms into a beast, they will drop any treasures
width of the line are also hit. Roll damage separately for each or relics they are carrying, but the upgrades they brought on the
character hit. adventure are not dropped.
Bind: When a character is hit by a bind action, place a bind
token next to them. They suffer from bind until the bind is RELIC AND TREASURE MARKERS
broken. When they move, they must roll their movement die to Pick up: A character within 0.5" of a relic marker may choose to
meet or exceed the bind difficulty. If the move is successful, the pick it up by expending 1 AD. Remove the relic marker and draw
bind is broken; remove the token and move as normal. If the a card from the relic deck. The relic is used as an upgrade card.
move fails, the character remains in place and the bind persists.
Characters may focus on the move action to break the bind. Drop: When a character is disabled, they drop the relics and
treasure they are carrying. Also, characters may choose to drop
Charge X: When an action with this special rule is performed a relic or treasure without expending any AD. When dropped,
successfully, you may move your character up to the charge the controlling player places the marker within 0.5" of the
value toward the target. If the charge movement is enough to character. Keep the relic card aside; the card stays the same for
engage the target, the attack hits and you roll damage. Charge that particular relic marker.
movement is restricted by normal movement rules. The charge
special rule does not grant a bonus AD like a normal charge. Trade: Characters may trade relics or treasure to another
friendly character within 0.5" by expending 1 AD.
Deadly: Characters disabled by a deadly attack are removed
from play if they fail the recovery roll. They may be healed while ACTION TYPES
disabled, as usual.
Dire: Characters hit by dire attacks do not add their armor Melee weapon Passive ability
bonus when rolling defense dice. Special rules that grant an 0.5" engaged range Always active
armor bonus against a specific attack type are still added.
Ranged weapon
Doors: Doors can be opened or closed by using 2" of movement. No use while enagaged Magic spell
Closed doors completely block LOS.
Lasts for 1 round: Abilities that remain in play for 1 round are in
effect until the character who used the ability activates again. Ranged/melee weapon Special ability
Magical attacks: Magical attacks are attacks that are Natural weapon
empowered by supernatural forces. Magic spell attacks 0.5" engaged range
are considered magical attacks.