TNA Quest Guide 104-206
TNA Quest Guide 104-206
Protect the area around an ancient portal to the penumbral plane, that Defensive Measures
Huradrin is trying to stabilize. These abandoned temples are riddled with materials you can use
to enhance your defenses — that is, when the opposing hordes give
Primary Objective you a break.
• Kill the Saci (Boss) = Read [51.2] . • Whenever a villain dies, one hero anywhere may grab ONE of the
following off-board Tiles and place it in [2] of it (on squares not
If you lose occupied by other Tiles):
• Read [Defeat] (Journal). Place 8 Terrain Tiles for more rewards. Defensive Measure Tile To place Max.
Tower Defense (Portal Tile) 2- Place new villains on the board, according to the table below.
| If two villains of the same color are already on the board, instead
• Place the Tome Token on“ 4” (HP Track). If it drops to 0, you lose of placing a third villain of that color, reduce the Tome by 2.
the quest.
• Whenever a villain ends its turn on a Portal Tile, reduce the Tome New XP value Villains placed (on Mission Tiles of their color)
by 1. Then, transfer that villain to the Mission Tile of its color. 1 Cultist (43-R) and Harpy (56-G).
2 Necromancer (57-O) and Aberration (72-B).
Rule Reminder: Whenever a new component must be placed 3 Harpy (55-R) and the Saci - Boss (B).
on a square that is occupied, you must first transfer the figure that 4 Archer (36-G) and Cultist (44-B); remove the XP Token.
occupies it to its closest free square.
4 4 3 5 5 4
4 48 35
28
27
47 58
4 26
4 4 5 5
4 5
• (Kemet Hunt êêê): Instead of placing Reaper (60-O), place • If there‘s an Orb on the grid, this cannot die or lose HP.
Necromancer (85-O).
2 squares 1 enemy
| (Kemet Hunt êêêê): Instead of placing Reaper (61-B), place Greedzky ( Primary Attack)
14 DMG effect Miss: 10 R-DMG
+
Necromancer (86-B).
Benefit: +3 to Attack Roll and Blessed.
As soon as the Greedy Poltergeist (Boss) dies, you win the quest Effect: PUSH 4 the target.
and read [52.3]. Unprovoked/Crit: +5 DMG.
Frozen = Inactive Side Favorite Target: The farthest hero within reach.
Villain Kits • 1 Boss (Ghost Dwarf or • 4 Walls 5x1 Terrains • 2 Spikes 3x3 Miscellaneous
• 2 Construct (41, 42) Specter) • 8 Walls 4x1 • 1 Ice 3x3 • 2 Spikes 3x1 • 1 Tool (Tome)
• 2 Gargoyle (51,52) • 3 Walls 3x1 • 4 Ices 2x2 • 2 Spikes 2x1 • 1 XP Token
• 2 Reapers (60, 61) • 2 Walls 2x1 • 4 Lava 2x2 • 1 Stairs • 2 Chests
• 2 Vampires (65, 66) Barriers
• 1 Berserker (75) • 2 Barricades 3x1 • 2 Ruins 4x2 • 2 Orb Figures
• 2 Necromancers (85, 86) • 3 Barricades 2x1 • 4 Ruins 2x2 • 1 Time Token
• 2 Spikes 4x2 • 1 Tools (Tome, Torch)
4
2
3 2 4 5
42 65 60
4
4 3
66
3
52
5
51 4 3 61
B 41 4
5 4
4 5
8 squares 1 enemy
I’ve killed it ( Primary Attack)
16 DMG + effects Miss: 10 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: Each Orb deals 12 DMG to all heroes and villains on the same row
or column as them.
FLEE 3 (If this didn’t move this turn)
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This hits a hero while another Captain (Necromancer) is on the grid.
Effect: The target takes +5 DMG and is MOVED 5 in direction of the Necromancer.
Villain Kits • 2 Warriors (67, 68) Barriers Terrains Miscellaneous • 2 Rooms 8x6
• 1 Archer (36) • 2 Necromancers (85, 86) • 3 Barricades 2x1 • 2 Chests • 1 Room 6x6
• 1 Berserker (40) • 1 Boss (Warlord) • 4 Living Walls 3x1 • 2 Orb Figures • 1 Tool (Hook)
• 1 Spy (64) • 3 Walls 4x1 • 3 Quest Items
• 1 Wall 2x1
68
3 40
3 85 4
3 3
64 67
86 36
4 4
Extra Challenge
• Grab the four Tool Tokens (Hook, Tome, Key, and Torch), AND the Events
Time Token is above zero when you win the quest.
INITIAL SETUP
Special Rules • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Sara (S).
High Tide (Time Token) • Place Skeleton (23-O), and Ghouls (53-R) and (54-G).
• Put the Time Token on “10” (HP Track). You DO NOT lose the | (Kemet Hunt): Warrior (êê 67-R), Warrior (êêê 68-G), and
quest when it drops to zero. Archer (êêêê 36-B).
Reduce Time by 3. Then, if Time is above zero, one hero takes 10 • Then, after reading the Special Rules, read [54.1] (Journal).
DMG, OR, if Time is at zero, all heroes take 10 DMG.
: Barrel - Read [54.3] (to continue the quest).
Sara (Sara or Lady Figure) : Red Orb - Read [54.4] (to continue the quest).
• Sara is not a combatant. She cannot take turns, be attacked, or : Quest Item - Read [54.5] (to continue the quest).
receive effects.
68 54
S
67 36
53 23 4
3
4 3 2
EVENT 1
Special Rules • Place the Imperial Demon - Boss (B) and the Orbs.
Running and Jumping • Remove the Living Wall.
All heroes’ Move Stat is 6. Demonic Orbs ( HP 50 / DEF 5 )
All heroes’ Move Stat is 7. And first hero to take its turn on each Placed with the purpose of protecting the Boss.
round is Hastened. • Orbs count as a villains for all rules. They can be targeted and
receive effects, including forced movement. When destroyed,
Gravity (heroes who have wings in their art may ignore this rule) heroes gain as usual.
Unavoidable for heroes — but the villains here can fly! • They DON’T take turns, nor can they attack or deal Reaction DMG.
• End of all turns: MOVE all heroes in a straight orthogonal line • The Boss cannot be killed: only destroying the Orbs causes the Boss
toward coordinate 1, beginning with the hero on the lowest to be removed (removing grants no ).
coordinate.
| This movement ends when the hero meets a blocked or square
(including by a combatant). If both Orbs are destroyed, read [55.3] (to continue the quest).
Rising Water
• Put a on coordinate 3 of the grid.
All heroes on a coordinate whose number is equal or lower than
this cube take 10 DMG. Then, advance the marker by 3 coordinates
(up to 24).
Villain Kits
• 2 Aberrations (71, 72)
• 2 Fiends (49, 50)
• 2 Gargoyles (51, 52)
• 1 Harpy (55)
• 1 Harpy (56)
• 2 Reapers (90, 91)
• 1 Boss (Imperial Demon)
4 Barriers
• 2 Barricades 2x1
• 2 Big Doors
4 4 • 1 Living Walls 4x1
• 4 Walls 5x1
• 7 Walls 4x1
• 4 Walls 3x1
• 2 Walls 2x1
4 Terrains
• 2 Spikes 4x2
• 2 Spikes 3x1
5 5 • 2 Spikes 2x2
• 2 Spikes 2x1
5 55 5
Miscellaneous
49 50 • 2 Chests
• 2 Orb Kits
3 3
91 4 4 90
2 2
56
4 51 52 4
3 3
H H H H
Map Labels:
Initial Setup
Event 1
Primary Objective Each hero outside of Darkness (Mission Tiles) takes 5 DMG. Then, all
heroes inside of Darkness must place one from their mana pool on
• Kill all villains = Read [56.5]. the Corrupted Zone (if pososible).
If you lose
• Read [Defeat] (Journal). Begin Event 3 for more rewards. Catalyst Orbs (Blue and Red Orbs)
+ Remove it: apply an effect, according to the color of the Orb:
Extra Challenge
| Blue: All heroes in Darkness (Mission Tiles) HEAL 10.
• All villains die on Mission Tiles. | Red: All villains in Darkness (Mission Tiles) take 15 DMG.
If one Orb was removed and all villains are dead, read [56.4] (to 8 squares 1 enemy
Surge of Corruption (Primary Attack)
continue the quest). 25 DMG + effects Miss: 12 R-DMG
If all villains are dead, you win the quest and read [56.5]
53 3 50
5 4 4
47 53 54
48
54 3
5 4 B
50 5 4
4 4
49 58
49 47 3 53
5
54 48
3 4 4
As soon The Harvester (Boss) is dead, you win the quest and read
[57.4]
8 squares 1 enemy
For the Lost ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: If the target is not on Swamp or Lava, it takes +10 DMG.
FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: When this is hit, it is not on a Swamp or Lava Tile.
Effect: All DMG against this is reduced by 5 and redirected to its closest other
(if possible).
Villain Kits • 2 Elementals (79, 80) Barriers Terrains • 2 Lava 2x1 Miscellaneous
• Archers (35, 36) • 2 Specters (93, 94) • 3 Walls 5x1 • 4 Altars • 1 Stairs • 2 Chests
• 2 Harpies (55, 56) • 1 Boss (Reaper) • 4 Walls 4x1 • 2 Lava 4x2 • 2 Swamp 4x2 • 2 Tools (Tome, Torch)
• 2 Aberrations (71, 72) • 4 Walls 3x1 • 2 Lava 3x3 • 4 Swamp 2x2
• 1 Berserker (75) • 2 Walls 2x1 • 2 Lava 3x1
• 4 Lava 2x2
55 B
93 5 5
72
80 3 5 3 75
2 94 2
79
3 71 3
35
4 94 4
56
36
4 4
If you lose + Remove this Small Door: Increase Rage by 3 (XP Token), all villains
• Read [Defeat] (Journal). Begin Event 2 for more rewards. on the grid MOVE 3 and take 5 DMG.
Extra Challenge
Tribesmen (Orc or Soldier Figures)
• No Tribesmen sacrifice themselves. Following the custom of their tough Kolbjörn ancestors, the people that
live here are willing to sacrifice their lives to take that of their enemies.
• Tribesmen are not combatants. They cannot be targeted and takes
Special Rules no turns.
The Beast • Combatants can move through Tribesmen (but not end on their
square).
• Grab the card of The Beast (Oguemir’s Companion) and put it near
the Hero Card with the Hook Token. • If a villain starts its turn in [1] of a Tribesman (before any skill is
used), the Tribesman sacrifices itself: Remove it from the grid, and
• The Beast follows all of the usual rules for Companions: Fatigue that villain (this villain takes no actions in its turn).
| It takes a Move and/or a Prime Action at the end of the turn of
the hero with the Hook. Each Tribesman RUNS to its closest not-Guard villain. Then, if
| It shares HP with that hero. they’re adjacent, that villain takes 10 DMG.
Yeti’s Rage (XP Token) (maximum: 5)
The Beast is invested in releasing its caged friends. Its spirit is uplifted
as certain events happen in the fight.
• Put the XP Token on “zero” (HP Track), to represent the Yeti’s Rage. Events
• Whenever a villain dies on Spikes, increase Rage by 1. INITIAL SETUP
• Whenever a villain dies in [1] of at least one Orc, increae Rage by • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
1 (once per villain).
| (I.e., if a villain dies on Spikes and in [1] of three Orc, increase it by 2).
• Place the Beast in [2] of the hero with the Hook.
• Place the Tribesmen (T).
Unleashed (The Beast)
The Beast cannot fatigue when its spirit is uplifted, so it can act several • Place Archers (73-O) and (74-G), Berserker (75-R) and Warrior
times in a Round. (98-G).
• At the end of ANY hero’s turn, that hero may pay 1 XP to: | (Kemet Hunt): Warrior (êê 97-R).
| MOVE 3 the Beast. Then, controlled by that hero, it makes a • Then, after reading the Special Rules, read [58.1] (Journal).
Basic or Primary Attack (once per turn).
If this attack hits, the hero with the Hook gains 1 . As soon as all villains are dead, read [58.2] (to continue the quest).
As soon as all villains are dead, you win the quest and read [58.4]
3 3
76
74 4 T 86 4
97 73
73 T 97
T 75 85 4
4
T 5 2
98 4
5 2
T 5 3
97 B
T 74
85 76
5
71
4 4
54
49
70 5
4
4 53 5 2 5
69 B B
72
3 4
5 5 4 4
2 B B
Extra Challenge | A controlled villain moves and attacks as you please. It considers
• Kill Thidexius (Boss) before its card receives its third Quest Item. that other villains are its enemies (or heroes), and heroes are its
allies (or villains).
| Its movement doesn’t incite Reactions, and its attack doesn’t
Special Rules trigger its Passive, nor can it provoke a Retaliation. Then, the
Wizard’s Haze (Boss) controlled villain Fatigues, as usual.
The leader of the psychosurgeons is protected and boosted by a bundle
of spells. His priority is finishing the ritual that will bend the prisoners
to his will.
• The Boss is Shielded 15. This is reduced by 5 for each Quest Item
Events
on its card (see below). INITIAL SETUP
• The Boss attacks before moving. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| When the Boss Dark Surges, instead of doubling its Move Stat,
double the reach of its attack (to 16). • Place the Prisoner.
• After the Boss’s attack resolves, it moves toward its closest Prisoner • Place Cultist (44-G), Aberration (71-O), Elemental (79-R), and
(taking the shortest possible path possible, even if he need to take Thidexius - Boss (B).
DMG to do it).
| (Kemet Hunt êê): Instead of placing Cultist (44-G), place
Prisoners (Prisoners) Necromancer (86-G).
The villagers are in a trance, as the psychosurgery ritual is almost
complete. They’ll use their powers to weaken the Boss if you wake them GUARD 3: Place Ghoul (54-B) and Elemental (80-G).
up, but if the psychosurgeon gets to them first, he will turn their powers | (Kemet Hunt êêê): Instead of placing Ghoul (54-B), place
against your party. Berserker (76-B).
• Whenever the Boss ends its movement in [1] of a Prisoner, remove GUARD 3: Place Cultist (43-O) and Ghoul (53-R).
that Prisoner and all heroes on the grid take 15 DMG.
| (Kemet Hunt êêêê): Instead of placing Cultist (43-O), place
+ there is no villain (except Boss) in [8] of the Prisoner: Remove Necromancer (85-O).
the Prisoner and put a Quest Item on the Boss’s Card.
• Then, after reading the Special Rules, read [60.1] (Journal).
Quest Tip: If you interact with Prisoners before the Boss As soon as the Prisoner gets removed, read [60.2] (to continue the
gets to them, you weaken the Boss’s shield. If the Boss gets to a quest).
Prisoner before you interact with them, you are harmed and the
Boss’s shield remains strong (and the fight, harder).
As soon as the Prisoner gets removed, read [60.3] (to continue the • See Wizard’s Haze.
quest).
8 squares 1 enemy
Fate Distortion ( Primary Attack)
EVENT 2 20 DMG effects Miss: 12 R-DMG
+
Benefit: +3 to Attack Roll and Blessed.
• Place the Prisoner. Effects: HEAL 10 the villain with lowest HP.
As soon as the Thidexius (Boss) dies, you win the Quest and read PUSH 3 the target.
[60.4] Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This is Unprovoked when it hits a target.
Effect: The Unprovoked bonus is +10 DMG instead of 5. This RUNS 3, to its closest
Villain Kits • 2 Elementals (79,80) Barriers • 4 Walls 3x1 • 4 Lava 2x2 Miscellaneous
• 2 Cultists (43,44) • 2 Necromancers (85, 86) • 2 Barricades 3x1 • 2 Walls 2x1 • 2 Lava 2x1 • 2 Chests
• 2 Ghouls (53,54) • 1 Boss (Lady) • 4 Barricades 2x1 • 4 Portals • 3 Prisoner Figures
• 1 Aberration (71) • 2 Walls 5x1 Terrains • 1 Stairs • 3 Quest Items
• 1 Berserker (76) • 4 Walls 4x1 • 4 Altars
• 2 Lava 3x1
4 4
4 54 80
5 44 2
3 71
79
3
3 53
2
3 43
B 5
Primary Objective
• Kill all villains = Read [61.4].
Events
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards. INITIAL SETUP
Extra Challenge • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• 9 villains die during a Special Attack (increase the XP Token to track it). • Place Aberration (71-R), Golem (83-O), and Vampire (66-B).
| (Kemet Hunt): Vampire (êê 65-R).
Special Rules • Then, after reading the Special Rules, read [61.1] (Journal).
Curse of the Lunar Perigee If all enemies are dead, read [61.2] (to continue the quest).
Lunar valley is under the effects of the moon’s approximation. Those
more familiar with the battlegrounds can hide from the moon in EVENT 1
particular shadows that avoid the curse.
• Villains outside Mission Tiles have the following conditions, based • Remove the Doors.
on their momentary HP: GUARD 3: Place Vampire (65-R) and (66-G), Aberration (71-O)
| Even HP: Toughened 6. and (72-B).
| Odd HP: Vulnerable 6 and Empowered 10. | (Kemet Hunt): Berserker (êêê 40-B).
Howling of the Desperate (Hero with the Torch Token) As soon as all villains are dead, you win the quest and read [61.4]
While the hero carrying the Torch has 35 HP or less, all villains in [2] of
it are Vulnerable 5.
While the hero carrying the Torch has 40 HP or less, all villains in [2] of
it are Vulnerable 8.
1 squares 1 enemy
Bloodmoon ( Primary Attack)
16 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: If this current HP is even, all villains HEAL 9 (including this one);
instead, if it’s current HP is odd, the target takes +9 DMG.
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: An attack that is not Special declares this a target.
Effect: The attacker takes 15 R-DMG.
4 3
4 65
71 B
2 71
66 2 66 3 4 72
83
84
65 65 5 66
3 72
3
40
4 5
Special Rules
Necromantic Statues (Prisoner)
Events
Kemet necromancers have placed these totems to enhance their INITIAL SETUP
communication with the undead. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
+ Remove this Statue: Each villain with 10 HP or less in [1] of this
• Place Spies (29-O) and (30-B), Necromancer (58-G), and Warrior
Statue dies. (67-R).
| (Kemet Hunt): Archer (êêê 73-O).
+ Remove this Statue: Each villain with 15 HP or less in [1] of this
Statue dies. • Then, after reading the Special Rules, read [62.1] (Journal).
Undead Serf (NO HP / 6 DEF / 5 BA / +5 to ROLL) If all villains are dead, read [62.2] (to continue the quest).
Barely did they know that you can use the Statues to convert the undead
to your command, too.
• You can use only one of each type of the following figures: Zombie,
Reaper, Specter, and Ghoul (max. 4 different figures at a time,
colorless bases).
• These figures are considered Companions of the hero with the
Tome Token (i.e., follow all standard rules: each has a Move and a
Prime Action at the end of its turns and shares HP with it).
GUARD 3: Place Necromancer (57-R), Berserker (40-G), and • Only Necromantic Statues can drop this HP to zero (i.e., kill it).
Warrior (68-B). • When this dies, remove all Barricades.
| (Kemet Hunt): Necromancer (êê 58-B) and Archer (êêêê 73-R).
8 squares 1 enemy
Long Live the Undead! ( Primary Attack)
If all villains are dead, read [62.3] (to continue the quest). 25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
EVENT 2 Effects: HEAL 25 the villain with lowest HP.
• Remove the Red Big Door. FLEE 3 (If this didn’t move this turn).
GUARD 3: Place Spies (29-R) and (30-G), Berserker (39-O), Unprovoked/Crit: +5 DMG.
Necromancer (57-O), and Frozen Soul - Boss (B). Special Passive
Trigger: This is villain with lowest HP when its attack hits.
If the Frozen Soul (Boss) is dead and all heroes are on the Ruins
Tile, you win the quest and read [62.4]. Effect: Deal +10 DMG.
If all Statues have been removed from the grid and the Frozen Soul Favorite Target: The hero with highest HP within reach.
(Boss) still lives, you lose the quest.
Villain Kits • 1 Archer (73) • 5 Walls 5x1 Terrains Miscellaneous • 1 Room (Cemetery)
• 2 Spies (29, 30) • 1 Boss (Costruct) • 5 Walls 4x1 • 1 Ruins 4x2 • 1 Chest • 1 Specter Figure
• 2 Berserkers (39, 40) • 3 Walls 3x1 • 1 Stairs • 1 Ghoul Figure • 1 Zombie Figure
Barriers • 1 Wall 2x1
• 2 Necromancers (57, 58) • 2 Big Doors • 2 Prisoner Figures
• 2 Warriors (67,68) • 2 Barricades 3x1 • 1 Reaper Figure
5 4 5 3
30 29 57
4
73 58 B
67 39 30
29 3
5 5 5 4
40 68 3
58
4
57 73
2 4
Special Passive
Trigger: This is Fatigued when an attack hits it.
Effect: This HEALS 5, plus 2 for each other active villain on the grid.
Favorite Target: Favorite Target: Each have a different one (Red or Green).
B 80
4
93
B 5
4 3
5 2 4 4 5
3 4 81
3
4 5 5 4
2 94
3 4 4 82
79
Special Rules | Altar + Portal = MOVE 2 all combatants in [2] of these two Tiles.
After any of the effects above is applied, remove the
Elemental Territory combined Tiles.
The physical presence of elemental influences in this place is more Ignore any other combination of tiles (e.g., Ice+Portal).
overwhelming than usual…
• All Terrains block movement but not vision, as if they were Elemental Reaction (Villains)
Barricades (no combatant can enter their squares). The dwellers of this field have absorbed a good amount of the elemental
energies of the place. Expect an explosive reaction when they die, also.
Pearls (Quest Items - Runes)
…Fortunately, the power of the pearls enables you to at least move When a villain dies, all combatants in [1] of it are PUSHED 2 and take 5 DMG.
Terrains impregnated with them.
• Each hero starts with one Pearl (Quest Item). Each Pearl connects When a villain dies, all combatants in [2] of it are PUSHED 2 and take 8 DMG.
4 4 37
5 5
84
4 4 3 B
47 4 3 84
25 5 4 4
48
2 38 3 25
26
37
2 25 5
4 4 5 3
Skull (Tome Token) Tiles orthogonally aligned Fate Card you must have Effect (no range or vision required):
The skull carries the power beyond death.
• The Tome Token represents the Skull. Put it on a Hero Card. + + Fate Card I → Discard it Three heroes gain 1 .
+ You (or a hero in [1] of you) are carrying the Skull: Grab the
Skull from a hero in [1] of you, or give the Skull to a hero in [1] of + + Fate Card II → Discard it Deal 10 DMG to a villain.
you (once per turn).
The carrier of the Skull is Vulnerable 3. + + Fate Card III → Discard it Deal 7 DMG to two villains.
The carrier of the Skull has +3 to roll (in all its attacks).
+ + Fate Card IV → Discard it MOVE 2 all combatants.
Spiritual Presence (Room Tile)
The Skull has a strong connection with this place and can influence
+ + Fate Card V → Discard it A hero HEALS 10.
the fight.
• The Room Tile (squares K-1 to P-6) represents the Lich’s Spiritual
Presence.
• Powers from Beyond are applied when specific Tiles align in this
Room (see ahead). To align Tiles, you must execute Motions. Quest Tip: Each type of Tile is listed three
• Motion = Slide one Tile in this Room in a single, straight orthogonal times — except Portals, which are not listed.
line. It stops just before it leaves the Room or enters a square with
another Tile (i.e., each Tile will always move exactly two squares).
• At the end of each turn, a hero may execute TWO Motions, if:
(A) A villain died in [1] of an Orb that turn; and/or
(B) The Skull-carrier hits a villain (once per turn).
| If both (A) and (B) happen, you may execute a maximum of four
Motions (even if the carrier hit three villains and two of them
died in [1] of the Orb).
• While the 3 Portal Tiles are orthogonally aligned (forming a 6x2 rectangle),
this is Vulnerable 6 (once per turn).
Events 1 squares 1 enemy
INITIAL SETUP Soul Burn ( Primary Attack)
15 DMG + effect Miss: 12 R-DMG
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens. Benefit: +3 to Attack Roll and Blessed.
• Place Aberration (72-B), Ogre (87-R), and Specter (93-O). Effect: All heroes in [3] of the Orb lose 1 .
Unprovoked/Crit: +5 DMG.
| (Kemet Hunt): Fiend (êêê 81-R).
• Then, after reading the Special Rules, read [65.1] (Journal). Special Passive
Trigger: The 3 Portal Tiles are orthogonally aligned (forming a 6x2 rectangle)
Profane Mystery Lever (Lever Figure) when this hits a hero.
+ This hero carries the Skull + All villains are dead: Each hero Effect: Deal +12 DMG.
takes 3 DMG for each Fate Card you may still discard. Then, recover
all discarded Fate Cards and read [65.2] (to continue the quest). Favorite Target: The hero with highest HP within reach.
88
4
B 98 71
88
93 94 81 98
2
4 2 4 5 3 5
72
3
81
87
4 93
• If you ran out of figures or colored rings, don’t place that villain. For the Lost ( Primary Attack)
1 squares 1 enemy
Instead, each hero takes 15 DMG. 25 DMG + effect Miss: 10 R-DMG
When the Time reaches the Torch Token, read [66.3] (to continue Benefit: +3 to Attack Roll and Blessed.
the quest). Effect: PULL 3 another hero, the closest to this .
Unprovoked/Crit: +5 DMG.
EVENT 2
Special Passive
GUARD 3: Place Reaper (91-B) and Construct (41-R).
Trigger: This hits a hero that is not in [1] of another hero.
| If you ran out of figures or colored rings, don’t place that villain.
Effect: All heroes in [8] of this take 10 DMG and gain 1 .
Instead, each hero takes 15 DMG.
As soon as the Ancient Protector (Boss) dies, you win the quest Favorite Target: The hero with highest HP within reach.
and read [66.4]
Villain Kits • 4 Reapers (89, 90, 91, Barriers • 5 Walls 4x1 Terrains • 4 Quest Item
• 4 Sentinels (19, 20, 92) • 2 Barricades 3x1 • 4 Walls 3x1 • 1 Portal • 2 Rooms 8x6
21, 22) • 2 Warriors (97, 98) • 3 Barricades 2x1 • 2 Walls 2x1 • 1 Stair • 4 Rooms 6x6
• 2 Constructs (41, 42) • 1 Boss (Golem) • 2 Walls 5x1 • 1 Time Token
• 1 Berserker (76) Miscellaneous • 2 Tools (Tome, Torch)
• 2 Chests
4 4 19
22 21
3 B
5 90
3 FLOOR 2º 4
4 20 2
FLOOR 1º FLOOR 3º
91 22 42
2
41 4 92
3
3 5
2 squares 1 enemy
Huge Torch ( Primary Attack)
20 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: The farthest from this is PULLED 8 to it.
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: A hero that is not in [2] of a Barrel hits this .
Effect: After the triggering hero attack resolves, all heroes in [2] of this take
15 DMG and are PUSHED 2.
66 O O
4 35 4 65 92
65 63
O 91 O 63 64
3 36 3
B
35
89 64 O
O 4
2
36
3 2
4 5 5 5 5
This is immune to all Terrains. It can move through Barriers and Obstacles, but
cannot end on them.
8 squares 1 enemy
Stalking ( Primary Attack)
22 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: ECHO 10.
PUSH 4 the target.
Unprovoked/Crit: +5 DMG.
Special Passive:
Trigger: This hits an attack.
Effect: Each hero in [2] of a Living Wall (including Huradrin) takes 6 DMG.
Villain Kits Barriers • 4 Living Walls 3x1 Terrains • 2 Mission Tiles (Blue, Miscellaneous
• 2 Cultists (43, 44) • 1 Barricades 3x1 • 2 Living Walls 2x1 • 2 Lava 4x2 Green) • 2 Chests
• 2 Elementals (79, 80) • 2 Barricades 2x2 • 4 Walls 5x1 • 2 Lava 3x3 • 1 Portal • 1 Farmer Figure
• 2 Fiends (81, 82) • 4 Barricades 2x1 • 3 Walls 4x1 • 2 Lava 3x1 • 1 Stairs
• 2 Spies (95, 96) • 1 Living Walls 5x1 • 4 Lava 2x2
• 1 Boss (Imperial Demon) • 4 Living Walls 4x1 • 2 Lava 2x1
H 3 43 81 H 96
2 4
82 5 5
95 44 79
3 4
5 4 4 5
4 44
96 2
3 3
82 80 5
H 4
79 4
If you lose If that Room has 1 Allied Force, remove its figure after the
Reaper is placed.
• Read [Defeat] (Journal). Begin Event 2 for more rewards. If that Room has 2 or more Allied Forces, remove one of them,
and this Reaper is not placed.
Extra Challenge
(3) Battle (skip this step if there is a villain Guard)
• Grab the 2 Chests and end with at least 20 Ironhand Moral
(XP Token).
For each Reaper on the War Rooms, a hero takes 13 DMG.
For each Reaper on the War Rooms, a different hero loses 2 (from the
Ironhand Moral (XP Token) | If there are multiple Reapers, you may choose different heroes
(or the same).
• Put the XP Token on “0” (HP Track). • Then, each Room applies the following:
• Whenever a hero uses a skill (or a comrade use a - once per turn),
| Ruins: Increase XP by 3 per Allied Force here, plus 3 for each
increase XP by 2.
Sentinel here.
War Machine | Swamp: Two heroes gain 1 per Allied Force here, plus 1 for
each Soldier here.
• The 2x2 Ruins, Swamp, and Rift Tiles represent the three War | Planar Rift: A villain takes 10 DMG per Allied Force here, plus
Rooms inside the Machine.
10 for each Sniper here.
Resolve the following, in order: 1- Allied Forces, 2- Evil Forces,
(4) Fire!
3- Battle, and 4- Fire! • If there are Allied Forces on at least two different Tiles, you may
(1) Allied Forces remove one Living Wall from the grid.
• Increase XP by 5. Then, you may spend XP to place and/or move The Double Doors (Red and Yellow)
Allied Forces on the War Machine (each can be done multiple times): • They are locked and can’t take DMG.
| Pay 10 XP: Place one Allied Force Figure (Sentinel, Soldier, or
Sniper) on a War Machine Room without Reapers.
Maximum of 3 figures of the same type (Sentinels, Snipers,
Soldiers).
Events
Maximum of 4 total Allied Forces per Room.
| Pay 2 XP: Move one Allied Figure from a Room to another.
INITIAL SETUP
You must pay 6 additional XP per Reaper on the destination • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
Room to execute this move. If you do, remove all Reapers • Place Archer (74-G), and Warriors (97-R) and (98-B).
from there. | (Kemet Hunt): Berserker (êê 75-R).
• Then, after reading the Special Rules, read [69.1] (Journal).
If all villains are dead, read [69.2] (to continue the quest).
GUARD 3: Place Archer (73-R), Spy (96-B), and Warrior (97-O). 8 squares 1 enemy
Dark Staff ( Primary Attack)
| (Kemet Hunt): Berserker (êêê 75-O). 20 DMG + effects Miss: 12 R-DMG
• Immediately apply the Step 2 of the War Machine - (Evil Benefit: +3 to Attack Roll and Blessed.
Forces) once.
Effects: Target takes 20 DMG, minus the current XP value.
If all villains are dead, read [69.3] (to continue the quest). Place a Reaper on a War Room (player’s choice).
FLEE 3 (If this didn’t move this turn).
EVENT 2 Unprovoked/Crit: +5 DMG.
• Place 1 Reaper on each Room. Special Passive:
GUARD 3: Place Berserker (75-O), Spies (95-R) and (96-G), Trigger: This hits a hero that is NOT the one with highest HP.
and Solnertha - Boss (B). Effect: Reduce XP by 10 (this applies before this Attack Effect).
| (Kemet Hunt): Archer (êêêê 74-G).
• Immediately apply the Step 2 of the War Machine - (Evil Favorite Target: The farthest hero within reach.
Forces) once.
If all villains are dead, you win the quest and read [69.4]
Villain Kits Barriers • 2 Walls 4x1 • 1 Planar Rift Miscellaneous • 3 Soldier Figures
• 2 Archers (73, 74) • 2 Big Doors • 2 Walls 2x1 • 4 Portals • 2 Chests • 1 XP Token
• 1 Berserker (75) • 2 Living Walls 5x1 Terrains • 2 Ruins 4x2 • 3 Fate Cards (I - III)
• 2 Spies (95, 96) • 5 Living Walls 4x1 • 3 Altars • 1 Ruins 2x2 • 4 Reaper Figures
• 2 Warriors (97, 98) • 4 Living Walls 3x1 • 2 Lava 4x2 • 2 Stairs • 3 Sentinel Figures
• 1 Boss (Necromancer) • 2 Walls 5x1 • 2 Lava 3x1 • 1 Swamp 2x2 • 3 Sniper Figures
4 4 4 4
5
2 98 96
74
97 4
75
74 75 3
2 3 B
95
4 5
5 3
96 97
5 75 73 3 4
Reduce Time by 1. Then, Gullog takes 10 DMG, or a hero takes 15 DMG. Events
Reduce Time by 1. Then, a hero takes 10 DMG.
INITIAL SETUP
Sara’s Vision (Sara or Lady Figure) • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
Sara is the leader of the incursion, but she needs to be entirely focused on • Place Sara (S) and Gullog (G).
navigating through Gullog’s mind. She can only move the people in the
Dream and remove “blocks” to retrieve Gullog’s Repressed Memories. • Place Spy (96-B), and Warriors (97-R) and (98-G).
• Sara is not a combatant. She cannot be targeted and takes no turns. | (Kemet Hunt): Spy (êê 95-O), Specter (êêê 94-B), and
Berserker (êêêê 75-O).
Sara has two actions. Each may be spent in any of the following • Then, after reading the Special Rules, read [70.1] (Journal).
(you may choose the same option twice):
a. MOVE 6 Sara (she can use Portals, consuming 1 of this move). If all villains are dead and all Quest Items are recovered, read [70.2]
b. Remove 1 Living Wall and then reposition it on free squares (both (to continue the quest).
anywhere).
c. MOVE 3 any one combatant (including a Boss, or Gullog).
• After these actions, Sara may recover a Repressed Memory (keep
reading).
4
4 4
4 2 4
5 5
97 95
Y 96
75
Y
3
2 4
Y 3 G
Y
3
5 94 S 4
5 98 5
4 4
8 squares 1 enemy
Compounded Heat ( Primary Attack)
24 DMG + effects Miss: 8 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: Target takes +1 DMG for each Lava Tile on the grid (reminder: this
applies after the Special Passive).
FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This hits a target that is on a Room Tile.
Effect: Put a Lava Tile that had been removed the grid underneath or as close as
possible to the target (on squares without Terrains/Walls/Barricades).
85 74
4 2 4
97 98
NATURAL LAB TAVERN
5 5
4 5 4 4 5 4
WEAPON SHOP
95 86
96 B
2
73
4 4 IRON HAND OUTPOTS
Leaving the Lair. ONLY Allied Dragon can leave its Lair.
Team Benefit. ONLY HEROES may apply their Allied Dragon Quest Tip: You meet a Blast Charge’s Trigger when you kill an
Team Benefit (once per turn). enemy under specific conditions. Therefore, doing so will increase
XP by at least 2: +1 because a villain has died, and +1 because it
Heroes are Minions. For all effects and benefits of your Allied
Dragon . died under the condition described in the Trigger.
Skills. At the end of round, heroes can use “ turn” skills during
Allied Dragon actions, and “ turn” skills during Zarumag Reincarnation
actions.
(4) Place back all villains killed this round, on any square of the
(1) Allied Dragon applies its Lair Action. Then, it MOVES 8 and Mission Tiles that match their colors.
makes a Boss V Boss Primary Attack (its attacks does not flip or Cycle). | If the Evil Shadow is dead, place it on a free square, in [1] of the
(2) Apply Zarumag Lair Action. central 2x2 Spikes Tile (i.e., don’t put it ON Spikes, or in the Lair)
(3) If there’s a hero in Zarumag Lair, Zarumag RUNS to Draconic Portals
its closest hero inside its Lair and makes Fierceful Shadows Attack
(Boss V Boss Attack) against it. Then, all heroes in Zarumag Lair • Ignore Altar rules. Instead, they are Portals.
are teleported, each to an Altar Tile of its choice (if this teleports the | Altars only teleport to other Altars. Portals only teleport to other
Allied Dragon , only one of its squares must be on an Altar). Portals.
• Otherwise (i.e., there’s no hero in its Lair), it makes its Midfield
Attack, targeting the two heroes with lowest HP.
• Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
• Place Allied Dragon , Zarumag , and Evil Shadow (E).
• Place Elementals (47-O) and (48-G), and Golems (83-R) and (84-B). 84
Villain Kits • 2 Golem (83, 84) Barriers Terrains • 2 Spikes 3x1 Miscellaneous
• 1 Skeleton (24) • 1 Specter (94) • 2 Walls 5x1 • 3 Altars • 1 Spikes 2x2 • 2 Chests
• 2 Elementals (47, 48) • Boss V Boss Zarumag • 8 Walls 4x1 • 4 Mission Tiles • 1 Stairs • 1 Warlord Figure
• 1 Zombie (70) • 4 Walls 3x1 • 3 Portals • 1 XP Token
• 2 Walls 2x1 • 2 Ruins 4x2
3 2
84
DRAGON 4 4
HERO LAIR
5
83
4 E 4
3
48 3
ZARUMAG’s
4 5 4 LAIR
47
2 3
4 MIDFIELD 4
Primary Objective Each Patrol MOVES 5 to its farthest Infiltrator in [8]. If it ends
in [1] of an Infiltrator, it deals 5 DMG to it (reduce the Torch).
• Kill the Volinorr (Boss) and all Patrols, AND
| All Infiltrators escape = Read [73.3]. Arcane Ballistas (Mission Tiles)
Only by these weapons can you attack or apply effects on the Infiltrators
If you lose or Patrols, as thick, tall walls separate you.
• Read [Defeat] (Journal). Begin Event 1 for more rewards. • Mission Tiles block vision and cannot be stepped on (as if they
were walls).
Extra Challenge • Whenever a hero spends , place the spent on the nearest
• When you win the quest, the Infiltrators have at least 10 HP. Arcane Ballista. While there, heroes may not earn these .
Each Ballista must fire against a different Patrol anywhere. Each
deals 4 DMG per on it. Remove all from Ballistas and put them
outside pools (Heroes may earn them again).
Special Rules | If there are more Ballistas than Patrols, the last Ballista(s)
players choose to fire lose their , and don’t deal DMG.
Infiltrators (Four Hero Figures) (60 HP)
Guarding the Gardens (Villains)
• Choose four Hero Figures from the same Combat Roles as your The gardens underneath protect the kemet on higher ground. If these
Team’s Heroes. They are the Infiltrators. They don’t have their own
turns. can’t attack you, they will divert their attention to the Infiltrators below.
• Put the Torch Token on “60” (HP Track). It tracks the Infiltrators’
HP (they all share the same HP). If it drops to zero, you lose the If there’s at least one Patrol on the grid (in guard or not), villains who are
not Patrols are Shielded 5.
quest.
• Infiltrators can take DMG from Spikes Tiles or Kemet Patrols. If there’s at least one Patrol on the grid (in guard or not), villains who are
not Patrols are Toughened 3.
• At the end of each hero’s turn, that hero controls the Infiltrator
of its Role: • If even after Dark Surge, a villain can reach no hero, it doesn’t move.
| MOVE 5 the Infiltrator. Then, it deals 5 DMG to a Patrol in its Instead, the Infiltrators take 8 DMG. (Reminder: villains never use
Basic Attack’s Range. If it did, apply an effect: Portals)
Brute or Shooter: Deal +4 DMG. Forced Teleportation (BOSS‘s Special Passive and Effect)
Tactician or Controller: A hero anywhere gains 1 or charges • When the Boss applies this effect (in its Special Passive or Attack),
1 Skill Token (ignore vision). shuffle Fate Cards I, II, III, and IV. Draw one and apply:
Tank or Bruiser: MOVE 1 a Patrol and an Infiltrator (both in | Fate Card I: Place the combatant in [1] of the Planar Rift Tile.
vision, but anywhere). | Fate Card II: Place the combatant in [1] of the Ruins Tile.
| Fate Card III: Place the combatant in [1] of the Swamp Tile.
Healer or Commander: HEAL 4 the Infiltrators, OR one hero
anywhere (ignore vision). | Fate Card IV: Place the combatant in [1] of the Altar Tile.
Special Passive
Trigger: No other hero is in [1] of the target this hits.
Effect: Deal +5 DMG. After the attack, the target suffers a Forced Teleportation.
B 75
85
5
4 4 4 3 5
P P
P P
P 2 P
P P
5 4 4 5 2
78 96
3 3
Special Rules (Apply the following all at once, against a single hero): For each Specter
and Reaper on the grid, the hero with the highest HP takes 7 DMG.
Necro-mana (XP Token) (Apply the following all at once, against a single hero): For each
Specter and Reaper on the grid, the hero with most loses 1 .
The energy that heals wounds has the same signature as the energy that
raises dead bodies; the energy that leaves a body you slay can contribute
to this pool too.
• Put the XP Token on “0” (HP Track). Its maximum value is 70. This
is your Necro-mana. Events
• Whenever a hero applies an effect (from attacks, skills, items, or INITIAL SETUP
passive powers) that would increase the value of an HP Token, you
may, instead, increase the value of the XP Token by that amount. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| Chests and First Aid Tokens do NOT count for this.
• Place Necromancers (85-O) and (86-G), and Reaper (92-G).
• Whenever a villain dies, increase XP by 5.
| (Kemet Hunt): Warrior (êê 97-R).
Undead Allies • Then, after reading the Special Rules, read [74.1]
• Grab Skeleton (24-B), Walker (32-G), Ghoul (53-O), and Zombie If all villains are dead, read [74.2] (to continue the quest).
(69-R)
| If you perform a Ritual of Reanimation (see ahead), these EVENT 1
spawn as Undead Allies.
• Remove the Big Red Door.
| They are not combatants. They cannot be targeted, deal no
Reaction DMG, and takes no turns. They don’t use colored rings. GUARD 3: Place Specter (93-R), Necromancer (85-R), and
| You can have a maximum of three Undead Allies at a time, and
Reapers (90-O) and (92-G).
they must be of different types. | (Kemet Hunt): Warrior (êêê 97-O).
If all villains are dead, read [74.3] (to continue the quest).
As soon as all villains are dead and you have at least two Undead Special Passive
Allies, you win the quest and read [74.4] Trigger: This hits a target that doesn’t have an Undead Ally in [2] of it.
Effect: Deal +15 DMG and PUSH 3 the target.
Villain Kits • 4 Reapers (89, 90, 91, 92) Barriers Terrains • 4 Spikes 2x2 Miscellaneous
• 1 Skeleton (24) • 2 Specters (93, 94) • 1 Big Door (Red) • 4 Altars • 2 Spikes 2x1 • 2 Chests
• 1 Walker (32) • 1 Warrior (97) • 2 Walls 5x1 • 2 Spikes 4x2 • 1 Stairs • 2 Rooms (Camp,
• 1 Ghoul (53) • 1 Boss (Vampire) • 6 Walls 4x1 • 2 Spikes 3x3 Cemetery)
• 1 Zombie (69) • 2 Walls 2x1 • 2 Spikes 3x1 • 1 XP Token
• 2 Necromancers (85,86)
5 93 93
85 85 89
86 92 91 B
90 94
92 97 97
97 2
5
4 4 4 4 4 4
MOVE 6 each Prisoner. The last Prisoner you move gains one INITIAL SETUP
Bleeding 2 Token.
| This MOVE applies Bleeding DMG. After moving, DOESN’T • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
remove their Bleeding Token.
• Place the 3 Prisoners.
Each Prisoner takes 6 DMG. • Place Snipers (25-O) and (26-B), Captain (77-O), and Golem
(83-R).
A Prisoner takes 12 DMG.
| (Kemet Hunt): Specter (êêê 94-B).
| This doesn’t incite villain Reactions. • Then, after reading the Special Rules, read [75.1]
If a Prisoner dies, you lose the Quest. If all villains are dead, read [75.2] (to continue the quest).
As soon as all Prisoners are removed and the Garry Landen (Boss)
is dead, you win the quest and read [75.4]
Villain Kits • 1 Specter (94) • 4 Walls 5x1 Terrains • 2 Spikes 2x1 Miscellaneous
• 2 Snipers (25, 26) • 1 Boss (Warlord) • 5 Walls 4x1 • 3 Altars • 1 Stairs • 2 Chest
• 2 Captains (77, 78) • 1 Wall 3x1 • 1 Portal • 3 Swamp 2x2 • 3 Prisoner Kits
Barriers • 1 Wall 2x1
• 2 Golems (83, 84) • 1 Barricade 3x1 • 2 Spikes 4x2 • 1 Room (Prison)
• 1 Living Walls 3x1 • 2 Spikes 3x1
5 5 5 5 4
25 77
94
94 26 78 84 4
3 25 26
77
4 25
83 4 B
94 83
2 4 3
• This takes no DMG. It dies as soon as all Quest Items are on Altar Tiles (this
awards , as it’s usual when a villain dies).
8 squares 1 enemy
Interdimensional Bolt ( Primary Attack)
22 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: If the target carries a Quest Item, transfer it to this card.
Then, if this is carrying at least one Quest Item, the target takes 10 DMG
(do not multiply by the number of Quest Items this carries).
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This starts its turn (before it takes any action).
Effect: It RUNS 7 to the closest Quest Item, not on an Altar. If it ends in [1]
of this Quest Item, put it on this Boss Card (This can carry more than one
Quest Item).
83 4
5 4 4 5 43
93
B 4
44 43 84 2
84 93 94 2
3 3
3 4 94 97
5
98
5 4
Special Passive
Trigger: This hits a target in [2] of the Pegasus (or in [2] of its rider.
Effect: The hero with the Hook takes 10 DMG.
Villain Kits • 2 Warriors (97, 98) Barriers Terrains • 4 Ruins 2x2 Miscellaneous
• 4 Fiends (49, 50, 81, 82) • 1 Boss (Imperial • 2 Barricades 2x2 • 4 Mission Tiles • 4 Spikes 2x2 • 2 Chests
• 2 Aberrations (71, 72) Demon) • 2 Barricades 3x1 • 4 Portals
• 2 Elemental (79, 80) • 4 Barricades 2x1
• 1 Spy (95) • 8 Walls 4x1
4 72 80 4
4 4
4 4
79 71
4 4
Extra Challenge • Mission Tiles don’t block combatants’ vision and movement
(as usual).
• When you win the quest, the Tome Token is on slot 45 or higher. • Mission Tiles BLOCK Zalir’s movement (but not vision), EXCEPT
when a combatant (hero or villain) is on top of a Quest Item of the
same color.
| When a Quest Item is collected, its respective Mission Tile
If all enemies are dead, read [78.2] (to continue with the Quest).
As soon as all villains are dead, you win the quest and read [78.3] Special Passive
Trigger: This hits a target that has no hero in [1] of it.
Effect: After the attack resolves, this RUNS to its farthest hero. Then, if this
is in [2] of Zalir, reduce the Tome Token by 4.
79
72
67 3
91 5 4 5
3 5 B
4 92
67 92 72 4
2 71 3 5
90
80 4 Z 89
68 91
2 4 4
Z 4
4 5 3
Extra Challenge • When Tiles occupy all squares of a Memory Room, that Memory
is considered Recovered. You may no longer remove tiles in
• Recover all 3 Relic Ronin Kojiki. that room.
| When you Recover a Memory, apply the following effect:
Special Rules War Memory Room: Deal 25 DMG to a villain.
Life Memory Room: HEAL 30 a hero.
Ronin Kojiki (Prisoner Figure) Treasure Memory Room: Each hero gains 2 .
• The Ronin Kojiki is not a combatant. He cannot be targeted and
takes no turns.
Emotional Memories
Dô Strike Dash: Ronin Kojiki RUNS to its farthest hero and deals (Lava Tiles)
15 DMG to it.
Dô Strike Dash: Ronin Kojiki RUNS to its closest hero and deals 10
DMG to it.
Rational Memories
(Ice Tiles)
Memory Rooms / Memory Pieces
The Ronin Kojiki has lost his memory and is in partial control of the
Yokensha. You need to reconstruct the lost pieces of his mind while
keeping their integrity. This is a sensitive operation, so each hero must Memory Connections
focus on a single type of memory. (Doors)
• Grab the following tiles. They represent fragments of Ronin Kojiki´s
mind:
• You must figure out where each Memory Piece must be positioned Motivations
(Mission tiles and
in the three Memory Rooms, so that all of their squares are
Quest Items)
occupied by a Tile.
• You must never disconnect Tiles from the same Memory Piece (you
may rotate the entire piece before placing it, but its shape may not Rule Reminder: You can rotate the pieces but not change how
change).
they are linked | If two or more Tiles make the same Memory Piece,
you must place or remove all of its tiles at the same time.
• Place Cultists (43-O) and (44-G), Fiend (82-G), and Yokensha - Benefit: +3 to Attack Roll and Blessed.
Boss (B). Effects: If the Ronin Kojiki has Recovered less than 2 Memories, apply
| (Kemet Hunt): Necromancer (êê 58-B). Dô Strike (even though it’s not the end of the round).
• Then, after reading the Special Rules, read [79.1] FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.
If you’ve Recovered 1 Memory, read [79.2] (to continue with the
quest).
Special Passive
Trigger: This hits a target in [2] of the Ronin Kojiki AND less than 2 Memories
have been recovered.
Effect: All heroes in [2] of the Ronin Kojiki take 8 DMG.
Villain Kits • 1 Boss (Warlord) • 3 Walls 3x1 • 3 Ices 2x1 • 4 Portals Miscellaneous
• 2 Cultists (43, 44) • 2 Walls 2x1 • 1 Lava 4x2 • 1 Spikes 4x2 • 2 Chests
Barriers • 1 Lava 3x3 • 1 Spikes 3x3
• 1 Harpy (56) • 1 Prisoner Figure
• 2 Big Doors Terrains • 1 Lava 2x2 • 3 Spikes 2x2 • 4 Quest Items
• 2 Necromancers (57, 58) • 4 Single Doors • 4 Altars • 2 Lava 2x1 • 2 Spikes 3x1
• 2 Aberrations (71, 72) • 5 Walls 5x1 • 1 Ice 3x3 • 3 Mission Tiles • 1 Stairs
• 2 Fiends (81,82) • 8 Walls 4x1 • 1 Ice 3x1 • 1 Planar Rift • 1 Swamp 2x2
WAR MERORY
ROOM
2
LIFE MERORY 2 56
ROOM
5
5 5 72 82
4 43 B
4 4 4
3 5 82
3 44
3 4 43 71
B 4 81 44
4
58 57
TREASURE
MERORY
ROOM
4 R 5
Whenever ANY villain flips its HP Token from the +70 side, all heroes gain 1 .
If you lose
• Read [Defeat] (Journal). Begin Event 2 for more rewards.
Extra Challenge Events
• Your attacks never hit a villain that has an Orange Favorite Target.
INITIAL SETUP
Special Rules • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
• Place Aberration (71-R), Fiends (81-O) and (82-B), and
Crystal Device (Room Tile) Specter (94-G).
Penumbral monsters are made of bad condensed vibrations originated | (Kemet Hunt): Necromancer (êê 58-B).
in the physical plane. Attack them to change the energetic signature in • Then, after reading the Special Rules, read [80.1]
the penumbra.
• In each hero’s turn, the first time a hero hits a villain, it must EVENT 1
SLIDE* a Terrain inside the Room Tile, based on the color of that
villain Favorite Target: • Place the heroes on the Mission Tile.
| Red Villain = Lava Tile. • Place Aberration (71-O), Ogre (88-G), and Specters (93-R)
| Green Villain = Swamp Tile. and (94-B).
| Blue Villain = Ice Tile.
| Orange Villain = Any Tile. EVENT 2
SLIDE* = MOVE the Tile in a single orthogonal direction. It stops • Place the heroes on the Planar Rift.
just before it leaves the grid or enters another Tile’s square.
• Place Elementals (79-R) and (80-G), Fiend (82-B), and
Specter (93-O).
Corrupting the Crystal Device
Great personal sacrifice also releases emotions that can change the EVENT 3
vibrations around you.
• At any time, any hero may pay 3 or 20 HP to SLIDE* any one • Place the heroes on the Altar.
Tile in the Crystal Device , as if it had attacked a villain of its • Place Ogre (87-O), Specters (93-R) and (94-G), and the Gloomfolk
respective Favorite Target color (see above). Scourge - Boss (B).
| (Kemet Hunt): Necromancer (êêê 57-R) and Necromancer
(êêêê 58-B).
Special Passive
Trigger: This is hit.
Effect: This Retaliates (even if it is Fatigued).
Villain Kits • 2 Ogres (87, 88) Barriers • 3 Lava 2x2 • 1 Spikes 3x3 Miscellaneous
• 2 Necromancers (57, 58) • 2 Specters (93, 94) • 4 Walls 5x1 • 1 Planar Rift • 2 Spikes 3x1 • 2 Chests
• 1 Aberration (71) • 1 Boss (Warlord) • 8 Walls 4x1 • 1 Mission Tile (Orange) • 1 Spikes 2x2 • 1 Prisoner Figure
• 2 Elementals (79, 80) • 1 Spikes 4x2 • 2 Spikes 2x1 • 1 Room 6x6
• 2 Fiends (81, 82) Terrains • 1 Stairs
• 1 Altar • 3 Swamp 2x2
• 3 Ices 2x2
58
4 4 94 57
87
93
93
88
94
4 B
71 4 5 5
4 4
5 71 5
81
58 4 79
94
82 82 80
4 93
Extra Challenge
• Only Army Attack kills villains. Events
INITIAL SETUP
Special Rules • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
• Place both Ironhands (IH).
Ironhands (Soldier Figures) • Place Construct (42-G), Fiend (49-R), and Necromancers (85-O)
The Ironhands soldiers are without their commanding officer, so you will and (86-G).
have to command them efficiently on the battlefield. | (Kemet Hunt): Berserker (êê 75-O).
• Ironhands are not combatants. They cannot be targeted and • Then, after reading the Special Rules, read [81.1]
takes no turns. If all villains are dead, read [81.2] (to continue the quest).
• Whenever a hero’s attack resolves (once per turn), you may MOVE
the target exactly 2 squares in a straight orthogonal line. EVENT 1
| If you did, you MUST MOVE both Ironhands in the same • Place the heroes on the Portal.
relative direction, simultaneously (exactly 2 squares, also). • Place the Relic Hunter Prisoner (R).
• If an obstacle blocks the movement of an Ironhand, that Ironhand • Reposition Lava , Quest Items, and the Ironhands (IH).
stops moving (the other Ironhand must still complete its movement). • Place Construct (41-O), Fiend (49-O), and Necromancers (85-R)
| If an Ironhand enters Lava, put its figure back in its initial and (86-G).
position for the current area (marked in the map). | (Kemet Hunt): Berserker (êêê 75-R).
If all villains are dead and the Relic Hunter Prisoner was released,
If a combatant blocks the Ironhand movement, the combatant takes
10 DMG. read [81.3] (to continue the quest).
If a villain blocks the Ironhand movement, the villain takes 8 DMG EVENT 2
• Place the heroes on the Altar and the Relic Hunter Prisoner in [1] of
Army Attack any hero.
Good positioning can work miracles. Or, in this case, spring subversive
hidden traps. • Reposition Lava, Quest Items, and the Ironhands (IH).
• If both Ironhands are on the square of a Quest Item at the same • Place Construct (41-R), Necromancers (85-R) and (86-B), and
time, kill all villains (this awards , as usual). Tigo, the Champion - Boss (B).
| This may happen during a movement (i.e., before an Ironhand | (Kemet Hunt): Berserker (êêêê 75-O).
stops moving).
As soon as all villains are dead, you win the quest and read [81.4]
1 squares 1 enemy
Iron Cudgel ( Primary Attack)
25 DMG + effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
IH I I IH Effects: Target gains two Bleeding 2 Tokens (ends only if used).
ECHO 20.
Unprovoked/Crit: +5 DMG.
Special Passive
H 49 49 Trigger: Target is in [2] of an Ironhand.
Effect: Deal +5 DMG, but the target may make a Basic Attack against this and
apply the Ironhands Feature when it resolves.
75 75
86 75
4 4 85 B
IH R 5
2 IH 85
IH 42 4
3 49
4 41
49 4 3 IH 2
IH IH 3 86
85 41 3 86
5
4 4
Exorcism (Portal Tile — Interaction) As soon as the Golem (84-G) dies, read [82.2] (to continue the quest).
Use the Ancient Portals to eject monsters back into the penumbral plane.
: Kill all Specters or Boss that have 1 HP and are on this Portal Tile. EVENT 1
• Apply Ghost Curse.
Mineral Extraction (Mission Tile — Interaction)
The local protection spell gives life to the crystal deposits in the walls of • Place all in [1] of the Stairs: Golem (83-O), Specter (94-B).
tunnels! Take the bodies of the animated Golems to magically-enhanced | (Kemet Hunt): Specter (êêê 93-R).
places in order to extract the crystals in them.
: Kill all Golems that have 1 HP and are on this Mission Tile. As soon as the Golem (83-O) dies, read [82.3] (to continue the quest).
| If this kills a Golem, remove this Mission Tile and put it on the
Hero Card of the closest hero that is not carrying one already. EVENT 2
Crystal Power (Attacks of heroes with Mission Tiles) • Apply Ghost Curse.
• All attacks of heroes, with Mission Tiles on their Hero Card, gain • Place all in [1] of the Stairs: Golem (83-R) and (84-B) and Specter
the additional effect: (93-R).
| (Kemet Hunt): Specter (êêêê 94-G).
Deal +4 DMG and MOVE 1 the target (both once per turn).
MOVE 2 the target and you gain 1 (both once per turn). If the Tameranium Golem (Boss) is dead, as soon as you have
collected 2 Mission Tiles you win the quest and read [82.4].
Special Passive
Trigger: Whenever a hero hits this with an attack (from any source).
Effect: The attacking hero takes 15 DMG.
4 4
84
93
4 4
94
4 4
4 4
Special Rules
was a Lv. 1 or Lv. 2 villain on the last Wave, draw a random villain one
level higher, instead (e.g., a wave of three level 3 and one level 2 ends; the
next wave will have four Lv. 3 villains).
Start of Quest 4- Increase XP by 1. Then, if it has reached a multiple of 3 (i.e., 3, 6, 9, etc):
• Put the XP Token on “0” (HP Track). 4.1- If you’ve drawn fewer than eight Level 3 villain cards on step 3,
• Shuffle a deck with all Heroic Action Cards (except Heroic Defenses. lose all your XP and draw an additional Level 1 villain.
Total: 12 cards). 4.2- Distribute among heroes all Flasks and Heroic Actions on the
• Shuffle a deck with all Flask Cards (except Holy Water. Total: 14 Discard Pile (if any).
cards). 4.3- Apply Loot (again).
• Shuffle three villain decks, each with all villain cards of the same 4.4- Each hero regains one spent Special Attack, OR reactivates an
level (1, 2 and 3). Item on cooldown (if any).
| Draw, from the bottom of this deck, three Lv. 3 and one Lv. 1 4.5- Remove all Chests and Tiles on the board (except Mission Tiles,
villain cards (while applying New Wave — see below) Walls, and Stairs).
4.6- Draw a Fate Card. Then, read its corresponding Journal Section:
New Wave Fate Card I - Read [83.1] (Journal).
• Whenever you draw a villain card, draw from the bottom of the Fate Card II - Read [83.2] (Journal).
deck and apply the following:
Fate Card III - Read [83.3] (Journal).
1- Villain cards have two sides, each of a different color. Choose one
Fate Card IV - Read [83.4] (Journal).
of them and place the villain on the Mission Tile of that color.
Fate Card V - Read [83.5] (Journal).
2- If there are eight Level 3 villains on the board, increase each villain’s
Max HP by 10, as many times as the XP Token’s current value (once Loot
per Round; each villain can have a max. of 140 HP).
• Choose one:
A) Draw 3 Flasks. One hero gains one of them. Shuffle the other
two back.
B) Draw 3 Heroic Actions. One hero may shuffle one of its Flasks
back to gain one of the Heroic Actions. Shuffle the other two back.
• After one of these cards is used, put it on a Discard Pile. • Apply Loot.
• Apply Step 4.6 of the Feature Going Infinite.
Rule Explanation: Whenever a new chest is placed and there is a • Then, take the first turn!
chest carried by a hero:
Only place enough Chests until there is a max. of two Chests in play,
including the ones being carried.
Villain Kits Barriers Terrains • 2 Lava 3x1 Miscellaneous • All Flasks (Except Holy
• All Villains (Lv 1 - 2 - 3) • 8 Walls 4x1 • 4 Altars • 2 Lava 2x2 • 3 Chests Water)
• 2 Corrupted Zones • 2 Lava 2x1 • 5 Fate Cards • All Heroic Actions
• 2 Ices 4x2 • 4 Mission Tiles • 2 Rooms 8x6 (Armory, (Except Heroic
• 2 Ices 3x3 • 2 Planar Rifts Camp, Cemetery, Defenses)
• 2 Ices 3x1 • 2 Stairs Laboratory, Library)
• 2 Ices 2x1 • 2 Swamp 4x2 • 1 XP Token
• 2 Lava 4x2 • 4 Swamp 2x2
4 4
4 4
4 4
4 4
Tides of Fate
Zalir Draconis (Zalir or Farmer Figure)
Zalir has a mission of his own once he’s inside enemy walls and can help
Events
distract enemies so you can hit them more easily. INITIAL SETUP
• Zalir is not a combatant. He cannot be targeted and takes no turns. • Place the heroes on the Stairs. Each may reassign two Skill Tokens.
| All combatants can move through Zalir (but cannot end on the • Place Zalir in [1] of any hero.
same square) • Place Archers (74-B) and Spy (96-G).
| He counts as a hero for Mob only (i.e., not counted for other
effects, such as Passive Powers). | (Kemet Hunt): Zombie (êê 70-B), Zombie (êêê 69-R), and
Ghoul (êêêê 54-G).
On your turn, if you attack a target that you are Mobbing | Then, after reading the Special Rules, read [84.4] (City Book).
with Zalir, you gain 2 (once per turn).
If all enemies are dead, read [84.8] (to continue the quest).
MOVE 6 Zalir.
EVENT 1
Tactical Mastery (XP Token) • Remove the 4x2 and 2x2 Barricade Tiles.
With chaos ensuing, you can be more effective if you’re well-positioned
and don’t move around too much. • Place Necromancers (85-R) and (86-B), Spy (95-O), and Warrior
• Put the XP Token on “0” (HP Track). (98-G).
• Whenever a hero moves 3 squares or less in its Move Action, If all 4 Quest Items are collected, read [84.9] (to continue the quest)
increase XP by 1 (once per turn).
• If a hero hits an attack on its turn with Mob or Focus: EVENT 2
| 1- Increase XP by 1 (once per turn). • Wall Distraction Special Rule ends.
| 2- Then, if XP is 6 or higher, you must reduce it by 6, and this • Place Zisenuh - Boss (B).
attack’s first hit deals +25 DMG (once per turn).
As soon as all villains are dead, you win the quest and read [84.10].
1 squares 1 enemy
Back off! (Primary Attack)
25 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: PUSH 3 the target. Then, deal 10 DMG to all heroes in [1] of this .
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: A hero hits this without Mob or Focus.
Effect: All heroes in [6] of this take 10 DMG.
4 3
70
5 4 4
95 85 3
96 B
54 86
98 3
74
69 4 4
5 4 3
these Tokens on its closest villain’s card in vision (once per turn). • Then, after reading the Special Rules, read [85.2] (City Book).
Put one of these Skill Tokens on each villain that is [4] or more
If all enemies are dead (exception: the Boss may be alive), read [85.3]
away from all heroes.
(to continue the quest).
GUARD 3: Place Ghouls (53-R) and (54-G), Necromancer (86-B), • This does not take DMG and cannot be killed.
and Spies (95-R) and (96-G). • Whenever a hero hits this , that hero gains 1 .
| (Kemet Hunt): Zombie (êê 70-B).
1 squares 1 enemy
Back off! ( Primary Attack)
War Prisoner (Prisoner) 25 DMG + effect Miss: 12 R-DMG
• The Small Door is immune to DMG and cannot be attacked. Benefit: +3 to Attack Roll and Blessed.
• If a villain with two or more “Vulnerable” Skill Tokens dies on Effect: PUSH 3 the target. Then, deal 10 DMG to all heroes in [1] of this .
the Prison Room Tile when a hero’s attack resolves, read [85.4] (to Unprovoked/Crit: +5 DMG.
continue the quest) Special Passive
Trigger: A hero hits this without Mob or Focus.
If the Primary Objective has been accomplished, you win the
quest and read [85.5] Effect: All heroes in [6] of this take 10 DMG.
53
3
B
5 5
93 54 3
2 2 96
86
95
86
94 3
53 95
70
54
3 5
1 squares 1 enemy
Wall of Bricks ( Primary Attack)
25 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: Apply only in those that are in [2] of this : Sedura, Sara, and all
heroes are PUSHED 2 the target.
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This hits a target in [2] of Sedura and/or Sara.
Effect: Deal +10 DMG and reduce the XP Token to zero.
Villain Kits Barriers • 1 Living Walls 5x1 Terrains • 1 Spikes 4x2 Miscellaneous
• 1 Ghoul (53) • 2 Barricades 4x2 • 9 Walls 4x1 • 4 Altars • 1 Spikes 3x3 • 3 Chests
• 2 Spies (63, 64) • 2 Barricades 3x1 • 4 Walls 3x1 • 1 Lava 4x2 • 3 Spikes 2x2 • 1 Lady or Sara Figure
• 2 Vampires (65, 66) • 1 Barricade 2x2 • 1 Wall 2x1 • 1 Lava 3x3 • 1 Spikes 2x1 • 1 Prisoner or Sedura
• 1 Zombie (70) • 4 Barricades 2x1 • 1 Lava 3x1 Figure
• 2 Archers (73, 74) • 4 Single Doors • 1 Lava 2x2 • 4 Quest Items
• 2 Necromancers (85, 86) • 1 Lava 2x1 • 1 XP Token
• 1 Boss (Spy)
3 4
64 4
86
B
4 74 85
3 65 66
70
4 2
4 4
3 66 86
73 65
73
5 66
4 63 4 B
3 4
Special Rules
Stealth Combat (XP Token) Huradrin (Farmer or Huradrin figure) and Sara (Lady or Sara Figure)
(only if she remained with this Team after the Infiltration Quest)
The use of excessive force is damaging in a stealth mission: try to always
deal as much damage as needed to knock enemies out, and no more. Huradrin needs to begin a powerful summoning. The XP Token
• Put the XP Token on “0” (HP Track). represents its efficiency, verified in the next part of this operation.
• Whenever a villain dies, increase XP by two… • They are not combatant. They cannot be targeted and takes no
| minus one if that villain took more DMG than needed to reach turns.
zero HP, and | They count as a hero for Mob only (i.e., not counted for other
| minus one if that villain was Fatigued. effects, such as Passive Powers).
If no XP was gained, a hero closest to the square of death takes | All combatants can move through them (but cannot end on the
Events
INITIAL SETUP
• Then, after reading the Special Rules, read [87.3] (City Book).
8 squares 1 enemy
Specialized Protection(Primary Attack)
30 DMG +effects Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effects: LURE.
FLEE 3 (If this didn’t move this turn).
Unprovoked/Crit: +5 DMG.
Special Passive
Trigger: This hits a target that is in [2] of Huradrin.
Effect: Huradrin’s closest villain HEALS 7 and PULLS 8 him.
Villain Kits Barriers • 2 Single Doors (Gray, Terrains • 2 Spikes 2x1 Miscellaneous
• 2 Zombies (69, 70) • 1 Barricade 4x2 Purple) • 3 Altars • 2 Stairs • 3 Chests
• 2 Berserkers (75, 76) • 2 Barricades 3x1 • 5 Walls 5x1 • 4 Mission Tiles • 1 Swamp 2x2 • 1 Farmer or Huradrin
• 2 Necromancers (85, 86) • 2 Barricades 2x2 • 5 Walls 4x1 • 1 Ruins 2x2 Figure
• 1 Spy (96) • 2 Barricades 2x1 • 3 Walls 3x1 • 2 Spikes 3x1 • 1 Lady or Sara Figure
• 2 Warriors (97, 98) • 2 Big Doors • 2 Walls 2x1 • 4 Spikes 2x2 • 1 Lever
• 1 Boss (Archer) • 1 XP Token
3 3
5
2 5 4 4 5
5 3 4 4 4
If you lose For each villain in [2] of the Swamp, reduce the Blue Boss Token by 15.
• Read [Defeat] in this quest’s chapter. For each villain in [2] of the Swamp, reduce the Blue Boss Token by 8
and reduce the XP in 1.
Extra Challenge (+1 VP)
• Solnertha (Boss) has 1 HP when you win the quest. Digging the Tunnel (Living Walls’ removal)
The Worm needs to leave the surface, and for it to happen, you need
to use your tactical mastery to clear its path; the living walls removed
Special Rules represent different parts of its body digging underground and into the
Arena of Future hill.
Tactical Mastery (XP Token) • Whenever Tactical Mastery reduces the XP Token by 6, remove
two Living Walls (those closest to coordinate 1).
With chaos ensuing, you can be more effective if you’re well-positioned
and don’t move around too much. • Reposition the Swamp Tile (and combatants on it) according to
the TOTAL number of removed Living Walls:
• Put the XP Token on the slot noted at the end of “Imperial
Gardens” Quest. | 2 Living Walls: H7-I8
| 4 Living Walls: J9-K10
• Whenever a hero moves 3 squares or less in its Move Action, | 6 Living Walls: J12-K13 (this will start a new Event next Round).
increase XP by 1 (once per turn). | 8 Living Walls: H13-I14
• If a hero hits an attack on its turn with Mob or Focus: | 10 Living Walls: H17-I18
1- Increase XP by 1 (once per turn). All combatants (heroes and villains) in [4] or more away from the
Swamp take DMG equal to 3 times the value of the XP Token.
2- Then, if XP is 6 or higher, you must reduce it by 6, and this
attack’s first hit deals +25 DMG (once per turn).
The Horde is Coming (Mission Tiles)
Sedura (Prisoner or Sedura Figure) (if NOT gone to the Imperial The kemet’s reanimation capacity is limited. If you remove these spots
Palace). here, more undead may appear elsewhere and fight the other Team.
• Place Sedura in [1] of any hero. : Remove the Mission Tile and take note of its color.
• Sedura not a combatant. She cannot be targeted and takes no turns. Place one Reapers (89-R), (90-O), (91-B) and (92-G) on any
square of the Mission Tile that matches its Favorite Target color.
| All combatants can move through her (but cannot end on the
Then, remove the Mission Tile.
same square).
| She counts as a Hero for Mob only (i.e., not counted for other | A Reaper can only be placed if there is a Mission Tile that
effects, such as Passive Powers). matches its color.
MOVE 6 Sedura. Then, she deals 10 DMG to a villain in [1] of
her, and MOVES 3 it. Feed the Worm (Quest Item)
+Remove the Quest Item: increase XP by 3, OR the Blue Boss
Token by 20.
Villain Kits • 1 Ogre (88) • 1 Barricade 2x2 Terrains • 2 Spikes 2x2 • 3 Chests
• 2 Constructs (41, 42) • 1 Spy (96) • 3 Barricades 2x1 • 2 Altars • 2 Spikes 2x1 • 1 Prisoner or Sedura
• 2 Ghouls (53, 54) • 1 Boss (Necromancer) • 2 Living Walls 5x1 • 4 Mission Tiles • 1 Swamp 2x2 Figure
• 4 Reapers (89, 90, 91, 92) • 6 Living Walls 4x1 • 2 Spikes 4x2 • 4 Quest Items
Barriers • 2 Spikes 3x3 Miscellaneous • 1 XP Token
• 1 Berserker (76) • 2 Barricades 4x2 • 4 Living Walls 3x1
• 2 Fiends (81, 82) • 2 Spikes 3x1 • 1 Blue Boss Token
• 2 Barricades 3x1
42
41
4
88
4
4 4 5
4 4 5
96 3 3
3 3
53 54
B
Events Effect: If one of the Boss Tokens is at zero, deal +10 DMG.
Unprovoked/Crit: +5 DMG.
INITIAL SETUP Special Passive
• Place the heroes on the Altars. Each may reassign 2 Skill Tokens. Trigger: This hits a target that is in [1] of a villain (from any Plane).
• Place Aberration (72-G), Berserker (76-B), Fiend (81-O), and Effect: Deal +8 DMG and PUSH 3 the target.
Necromancer (85-R).
• Then, after reading the Special Rules, read [89.4] (City Book). Favorite Target: The hero with most within reach.
If all villains are dead (exception: Reapers may be alive), read
[89.7] (to continue the quest).
Villain Kits • 2 Necromancers (85, 86) • 2 Barricades 2x1 Terrains • 2 Lava 2x1 • 2 Dragon Tokens (Blue,
• 4 Reapers (89, 90, 91, 92) • 1 Boss (Imperial • 8 Walls 4x1 • 2 Altars • 4 Mission Tiles Red)
Demon) • 4 Walls 3x1 • 2 Lava 4x2 • 4 Portals • 1 Prisoner or Sedura
• 2 Aberrations (71, 72)
• 2 Walls 2x1 • 2 Lava 3x1 Figure
• 2 Berserkers (75, 76) Barriers • 4 Lava 2x2 Miscellaneous • 1 Time Token
• 2 Fiends (81, 82) • 1 Barricade 4x2 • 3 Chest • 1 XP Token
3 3
4 4
75 82
4 72 85 4
76 71 86 81
4 4
4 4
3 2 2 3
If all villains are dead, you win the quest and read [90.18]
2 squares 1 enemy
Titanic Impact ( Primary Attack)
35 DMG + effect Miss: 12 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: PUSH the target in a straight line, away from this , until it meets an
obstacle (or the edge of the board). It takes 1 DMG for each square it was pushed.
Unprovoked/Crit: +5 DMG.
Passive
Trigger: This moved [3] or less this turn when its attack hits.
Effect: Deal +5 DMG. The target loses all effects applied on it (even Permanents).
3 73
96
97
86 74 73 86
95
4 76
96 98 86 98
3 74
73 95
85 95
96 85
74
4 97
êêêêê The hero with highest HP, and all other heroes in [2] of it,
take 20 DMG (instead of 10).
The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.
2 3 4
3
2 3
4
• Kill no Spiderling (except by the effect of the Red Body Part Place a Spiderling of any color in [1] of the hero with
get Maimed). êêêê highest HP (if not possible, apply Full of Spiders). Then, a
Spiderling MOVES to its closest hero and makes an attack.
The Spiderling with lowest HP RUNS to its closest hero and, without becoming
Fatigued, makes an attack with Empowered 10. If it hits, it HEALS 10.
3 2
3
S
3
2 3 S
Isendden Scale (Tool Tokens) • If not Fatigued, this Body Part must Retaliate next turn (even if
another Part is attacked this turn).
+ You’re not carrying a Tool: Put this Token on your card.
• Tool carriers, at the end of their turns, may flip an attack to HEAL Dragon’s Treasure (Barrel Figure)
3, plus 3 per level of the flipped attack.
4 4 4 4
4 4
4 4
• If not Fatigued, this Body Part must Retaliate next turn (even if
another Part is attacked this turn).
êêê
When a villain start its turn, it gains (only for this turn) • Then, take the first turn!
Empowered 10 for each other villain in [2]. As soon as all Body Parts are maimed, you win the quest and read
êêêê
When a villain start its turn, it gains (only for this turn) [94.2] (City Book).
Empowered 10 for each other villain in [3].
When a villain start its turn, it gains (only for this turn)
êêêêê
Empowered 10 for each other villain in [4].
The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.
3
4 4
2
4 S 3 4
2
C
4 4
3
3
4
4 4
• Try again (recommended: reduce Augur Hunt level by 1). • If it did, put the Tome back on this Hero’s Card, anywhere.
Extra Challenge Grappling Hook (Hook Token)
• Remove all Barricades. : (with a Wall square): Put the Hook in this square. All combatants
may move through this square while the Token is there.
• At the start of this hero’s turn, you may put the Hook back on your
Special Rules Card (ignoring range and vision).
• If fewer than 4 Quest Items are on Hero Cards, all DMG against this is R-DMG,
and it cannot die.
2 squares 1 enemy
Stalking ( Primary Attack)
10 DMG + effect Miss: 8 R-DMG
Benefit: +3 to Attack Roll and Blessed.
Effect: ECHO 5.
Unprovoked / Crit: +5 DMG.
Special Passive
Trigger: This hits a target that has no other in [1] of it.
Power: Deal +5 DMG. Reduce Time by 1.
Villain Kits • 2 Spiders (27, 28) Barriers • 9 Walls 4x1 • 4 Mission Tiles Miscellaneous
• 2 Ghost Dwarfs (05, 06) • 1 Gargoyle (51) • 2 Barricades 3x1 • 2 Walls 3x1 • 4 Portals • 1 Chest
• 1 Goblin (08) • 1 Boss (Construct) • 4 Barricades 2x1 • 2 Walls 2x1 • 1 Stairs • 4 Quest Items
• 2 Skeletons (23, 24) • 4 Single Doors • 2 Spikes 2x1 • 4 Rooms 6x6
• 2 Snipers (25, 26) • 5 Walls 5x1 Terrains
• 2 Lava 3x1 • 1 Time Token
• 2 Lava 2x1 • 4 Tools
26
2 25
28
4 4 05
4 23 5
5 06
24 4
4 4
2 5
Special Passive
Trigger: Target is on a Living Wall.
Effect: Each hero take DMG equal to the current XP
Villain Kits • 2 Reapers (89, 92) Barriers Terrains • 2 Planar Rifts Miscellaneous
• 2 Ghost Dwarfs (05, 06) • 1 Boss (Construct) • 4 Living Walls 5x1 • 3 Altars • 1 Portal • 3 Barrels
• 2 Fiends (49, 50) • 9 Living Walls 4x1 • 2 Lava 3x1 • 1 Stairs • 3 Chests
• 2 Gargoyles (51, 52) • 4 Living Walls 3x1 • 3 Lava 2x2 • 4 Swamp 2x2 • 1 XP Token
• 2 Living Walls 2x1 • 2 Lava 2x1
• 3 Mission Tiles
05 5
49
4 4 4
3 92 4
3 5
B 3 51
06 3
4 4 4
2 2 50
4 89 52 5
5
4
Primary Objective If 3 or more heroes are on the same Room Tile, all heroes on the
grid take 10 DMG (ignoring Preseved, if any).
• Kill the Construct Stalker (Boss) = Read [97.4].
| Defeat Try again (recommended: reduce Augur Hunt level by 1)
Pyramids (Room Tiles, Mission Tiles and Altar Tile) If all villains are dead and at least 2 Tool Tokens are being carried,
read [97.2] (to continue the quest).
• Squares outside of Room Tiles, Altar Tiles or Mission Tiles are
considered Abyss. They block movement but not vision (you can EVENT 1
cross the corner of an Abyss square).
You find the lost tunnels and manage to connect the pyramids, returning
• Each Room Tile has a Condition Token that can never be removed. them to their former glory.
• While a combatant is in a Room, consider as if it had its Token. • Place 2 Mission Tiles, on squares J-8/K-9 and J-16/K-17.
Pharaoh’s Blessings (Key, Torch, Hook, and Tome Tokens) • Place Elemental (48-G), Harpy (56-B), and Vampires (65-R) and
(66-B).
The seemingly ancient engineers that built these Structures used
| (Augur Hunt): Zombie (êêê 70-G).
advanced tools.
+ You’re not carrying a Tool: Place this Token on your Hero Card. If all villains are dead and all Tool Tokens are being carried,
• When a Tool carrier hits an attack on its Prime Action, it applies a read [97.3] (to continue the quest).
once-per-turn effect after it resolves:
Villain Kits • 2 Zombies (69, 70) Barriers Terrains • 2 Spikes 2x2 Miscellaneous
• 2 Elementals (47, 48) • 1 Boss (Construct) • 4 Walls 3x1 • 2 Altar • 2 Spikes 2x1 • 3 Chests
• 1 Ghoul (54) • 1 Wall 2x1 • 4 Mission Tiles • 1 Stairs • 4 Quest Items
• 2 Harpies (55, 56) • 1 Planar Rift • 4 Tools
• 2 Vampires (65, 66) • 2 Spikes 3x1 • 4 Rooms 6x6
70 69 3
48 47
3
3
3
For each square away from the hero with the lowest HP,
Special Rules
êêêê
the hero with the highest HP (anywhere) takes 4 DMG.
êêêêê For each square away from the hero with the lowest HP,
the hero with the highest HP (anywhere) takes 6 DMG.
Lich (350 HP)
Kalistessenâmun is more spirit than body. The effects on this table do not stack. Apply the ê and êê effects plus
only the higher one according to your Kemet Hunt level.
• Do not place the Lich on the board. You can target it only while it’s
on the grid.
Dance of Death
• It shares Stats with the Phylacteries (except HP).
• Even if Fatigued, the Lich can Retaliate. (Phylacteries cannot). • Put the Time Token on “7” (HP Track).
• Throughout its turn, the Lich’s Favorite Target, Attack, and Special Reduce Time by 1. Then, apply one effect, based on its current value:
Passive are those of the villain who is closest to it when its turn starts. 6: Each villain RUNS to its closest Tool Token, Chest, or Orb.
5: Each villain RUNS to its closest Portal square.
The Phylacteries (Body Parts)
4 and 3: Each villain PUSHES 2 its closest hero. Then, each villain
The Lich frequently disappears and respawns next to a Phylactery.
RUNS to its farthest hero.
• Shuffle Fate Cards I - IV. Put one, face down, next to each 2 and 1: Each villain RUNS to its Favorite Target.
Phylactery Card.
0: You lose the quest.
Remove the Lich from the board and repeat the above.
• Whenever a Phylactery Fatigues, reveal its Fate Card.
• Whenever Fate Card I is revealed, place the Lich on a free square
in [1] of that Phylactery. (Off-Spikes, if possible.)
2
4 4
3 PR
PG 3
2
4 4
3
PO
4 3 PB 4
4
4 4
Primary Objective
• Kill all villains = Read [99.3].
If you lose
• Try again (recommended: reduce Augur Hunt level by 1).
Extra Challenge
• The Stranger is in [1] of the Quest Item when the last villain dies.
Special Rules
Blizzard
The cold is unbearable here, unless you keep close to the fire, or from a
stranger that seems to know his way around the lane.
• Put the Time Token on “2” (HP Track). If it drops to 0, you lose
the quest.
Events
INITIAL SETUP
Reduce Time by 1. All heroes take 20 DMG, except those in [1] of
the Farmer, or in [2] of a Lava square. • Place the heroes on the Stairs. Each may reassign 2 Skill Tokens.
| Then, if Time is on an even number, remove 1 Lava Tile (if
possible).
• Choose a Hero Card to begin with the Torch.
• Place Farmer and Lady.
Bonfire Lighter (Torch Token) • Place Captain (78-G) and Specter (93-O).
+ You or a hero in [1] of you has the Torch Token: Transfer the GUARD 3: Place Fiend (82-B) and Specter (94-G).
Torch from you to a hero in [1], or from a hero in [1] to you.
GUARD 3: Place Fiend (81-O) and Golem (83-R).
Bonfire (Spikes Tile) GUARD 3: Place Captain (77-R) and Golem (84-B).
: (Torch carrier, only): Flip this Tile (to Lava). Then, increase the GUARD 3: Place Construct Stalker - Boss (B).
Time by 2 and gain two Empowered 3 Tokens.
| (Augur Hunt 0 or ê): the Boss starts the quest on square O-22.
The Stranger (Farmer Figure) | (Augur Hunt êê): the Boss starts on O-7, instead.
• The Farmer is not a combatant. He has no HP and takes no turns. | (Augur Hunt êêê): the Boss starts on F-20, instead.
• This can only lose HP or be killed when there are no Spikes on the grid.
2 squares 1 enemy
Sublimation ( Primary Attack)
20 DMG effect Miss: 12 R-DMG
+
Effect: BLAST 10.
Unprovoked / Crit: +5 DMG.
Special Passive
Trigger: Target is in [1] of a Lava square.
Effect: Increase the Time by 1, all heroes in [2] of a Lava square takes 15 DMG
3
5
93 4
78 4
4
5 2
5 4
4 82 94
4
4
4 5
83 2 5
3 3
4 84
81
77
Soul Recovery
Remove all Souls from the grid. The Bodies of Souls removed this
way HEAL 10, anywhere.
Special Passive
Trigger: This Body or Soul is in [1] of an Ice Tile when its attack hits.
Effect: Remove that (one) Ice Tile. A hero, closest to one of its squares, takes 10 DMG.
Villain Kits • 2 Golems (83, 84) Barriers Terrains • 2 Ices 3x1 Miscellaneous
• 2 Aberrations (71, 72) • 2 Specters (93, 94) • 2 Big Doors • 1 Planar Rift • 4 Ices 2x1 • 1 Chest
• 2 Captains (78) • 1 Boss (Cultist) • 2 Walls Tile 5x1 • 2 Ices 3x3 • 1 Stairs
• 2 Elementals (79, 80) • 8 Walls Tile 4x1 • 2 Ices 4x2
• 3 Walls Tile 3x1 • 4 Ices 2x2
• 2 Walls Tile 2x1
5
4 5
4 4
78 4
2 71 94
79 4 83 4 3
93 3 72
84 78
83 B
2 80
3 80
4 71 4 93
3 A
5
4 2
4
4
A
4
4 A
2
5 3