ELDEN RING - Rot & Sorcery Combined Rulebook (Pages)
ELDEN RING - Rot & Sorcery Combined Rulebook (Pages)
E
LDEN RING: The Board Game is a cooperative
campaign game for 1-4 players set across the once
glorious regions of the Lands Between. This glory now
faded since, a wealth of mysteries and forgotten locations
nonetheless await those bold and intrepid of soul.
Each player explores this land as one of the Tarnished figures recently
returned to the Lands Between. As a group, they must confront and
defeat the adversaries that wait, growing in experience and strength
along the way, discovering or crafting resources that will help them
prevail.
Yet beware, for this kingdom is home not only to secrets but also
terrifying danger. A host of foes await to expel any soul brave or
foolish enough to intrude upon their territory, each possessed of
either martial discipline or deadly cunning, and several both.
Designer’s Note: For ease of reference, we’ve combined the rulesets of both the Machinations of the Witch and Dominion
of Rot rulebooks into a single document. Any rules that apply to only one of these are included within a uniquely outlined
section, as shown below. Several sections that players may be familiar with from the ELDEN RING: The Board Game
– Realm of the Grafted King rulebook, such as component assembly and box storage, are not present in this rulebook.
They will be added to the final version of the individual rulebooks later, and will be unique for each box.
The rules detailed in this document are in development and are subject to change.
Rules that only apply to Machinations of the Rules that only apply to Dominion of Rot
Witch are outlined like this. are outlined like this.
3
THE TARNISHED
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
THE TARNISHED
At the start of the campaign, each player chooses a Tarnished, then takes a dashboard, tri-dial, and
the starting cards for their chosen Tarnished.
Players can begin this campaign with any of the Tarnished they have available, not just the ones
included in the same box as this campaign.
Dashboards
Dashboards help players to organise their Tarnished’s equipment, decks, and tokens
during scenarios. Each Tarnished dashboard is the same. Unless otherwise stated, a card slot that
isn’t used for a deck or discard pile can only have a single card in it.
2 3
1 4
14 6
5 7
9 8
11 12
10 13
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
TRI-DIALS
Each Tarnished tracks their health points (HP), focus points (FP), and hand size using a tri-dial.
HP dial
4 4
HP Hand Size
This dial represents how many health points the Tarnished This dial represents a Tarnished’s stamina and indicates how many
currently has. Each time the Tarnished suffers 1 or more damage, combat cards their player can have in their hand. A player can’t have
reduce the value shown on the dial by the amount of damage taken. more cards in their hand than the value of their Tarnished’s dial,
If the dial shows 0, the Tarnished has been defeated. unless specifically stated otherwise.
At the start of the campaign, each player sets their tri-dial to the
FP values found on their Tarnished’s profile card. These values are
the Tarnished’s maximum values. As the campaign continues,
Tarnished can increase this value with various traits and their
This dial represents how many focus points the Tarnished class feature.
currently has. FP is used to cast sorceries and incantations, and
perform some special attacks. Each time the Tarnished performs When a value on a tri-dial is adjusted, it can’t go above its highest
an action that requires FP, reduce the value shown on the dial numerical value or below 0 for any reason.
by the amount of FP used. If the dial’s value is lower than the
required FP, the Tarnished can’t perform that action.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
TARNISHED CARDS
Each Tarnished begins the campaign with their own unique set of cards.
A Tarnished’s profile card lists the cards and information their Each Tarnished has two initiative cards, used to determine the
player will need when starting a campaign. order in which their turns take place during combat.
4 5 6
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Each Tarnished has four class feature cards, ranging from level 1 In order to level up their class feature, Tarnished must complete
to level 4 These cards provide passive bonuses and special rules. region quests, which feature unique challenges for the Tarnished
to achieve or overcome. Tarnished will gain a region quest during
the campaign.
2
3 1 2
1 3
1. The name of the feature. 1. The region the quest belongs to, and its specific questline.
2. The Tarnished class the feature belongs to. 2. The quest stage.
3. The feature’s level. 3. The quest’s rules text.
4. The feature’s rules text.
Each region quest is part of a questline of six cards, beginning
A Tarnished can only have one class feature active at a time. Each at stage 1 and ending at stage 6.
time a class feature levels up, replace their current card with the
card for the next level. When a Tarnished completes a region quest, resolve any completion
text and then remove it from the game. Then, collect the next region
quest card in the questline and place it next to their dashboard.
Blessings
During the Dominion of Rot campaign, Tarnished can be
rewarded with blessings when they complete region quests.
Blessings are represented by special versions of combat or
attribute cards, they are both unique and powerful.
When a Tarnished gains a blessing, they store it in their
section of the box. Only that Tarnished can equip their
blessings. To equip a blessing, the Tarnished must spend
the number of runes detailed on the card, then add it to
the corresponding deck.
Combat card blessings are added to a Tarnished’s combat
deck in addition to any cards from the weapon they have
equipped. Attribute card blessings do count towards the 10
cards they must have in their attribute deck.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Weapon Cards
Weapon cards represent the weapons the Tarnished is holding in Combat Cards
their hands. The fronts of these cards typically show the weapon’s
name and image, but can also detail any special rules the weapon Each weapon card has a unique list of combat cards that are
has. The backs detail all other information about the weapon included with that weapon, and indicates the number of combat
players will need. cards that are added to the combat deck from this weapon when
it is equipped. The cards from each equipped weapon are used
to form a Tarnished’s combat deck.
Note that ‘weapons’ in this context also includes shields.
When a weapon is first introduced to the campaign, the number
of cards it adds to the Tarnished’s combat deck will match the
number of available combat cards on the card. As the weapon is
1 upgraded, the number of cards in the list will often exceed this
number, requiring the Tarnished’s player to create a customised
2 deck, leaving some of the cards out of the Tarnished’s combat deck.
The cards that are available are always taken from the list of cards
shown with the weapon’s current level, and each preceding level.
1. The weapon’s name. Any time a player removes a card with a rune equip cost from
2. The weapon’s attribute. their Tarnished’s dashboard, after amending their combat deck
3. The combat cards that are available to the Tarnished when accordingly, they refund the card’s rune equip cost.
the weapon is equipped, at each upgrade level of the weapon.
4. The number of combat cards that are added to the combat The cards the Tarnished begin the campaign with have a rune
deck from this weapon. equip cost of 0.
5. The weapon’s rune equip cost, for each upgrade level.
Some weapon cards also have special rules, shown on the reverse Upgrading Weapons
side of the card.
Most weapons can be upgraded from +4 to +5 and +6. If an
equipped weapon has been upgraded to +5 or +6, retrieve a
Equipping Weapon Cards corresponding upgrade card and place it beneath the weapon card.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Combat cards are used during combat encounters to perform attacks, defend
against incoming damage, and produce other effects.
There are four types of combat card - attack, defence, action, and buff action.
These cards are detailed in greater depth in the combat encounter section.
Backhand Slash (attack) Dodge (defence) Refraction (action) Golden Vow (buff action)
Combat Decks
Combat decks are created from a combination of the available When an effect instructs a player to draw cards, it is referring
cards listed on the weapon(s) the Tarnished has equipped. The to the Tarnished’s combat deck, unless it specifies a different
number of cards in a Tarnished’s combat deck must always deck. Likewise, when an effect instructs a player to discard a
be equal to the number of cards added by their equipped card, it is referring to a combat card in their Tarnished’s hand,
weapon(s). unless specified otherwise.
For ease of use, the name and upgrade level of the weapon the
card belongs to is listed on each combat card.
There are certain effects that can add additional cards to combat
decks. These cards are removed by their own effects, or if
specifically referenced by another effect. Otherwise, they must
be kept in the Tarnished’s combat deck, even if they change the
weapons they have equipped.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Attribute cards represent a Tarnished’s stats and are used during There are certain effects that can add additional cards to
combat encounters and when resolving hardship cards to attribute decks. These cards can be removed by their own effects,
determine the effectiveness of their actions. or if specifically referenced by another effect. They do not count
towards the 10 cards the deck must consist of.
2
1. The card’s symbols.
2. The card’s rune equip cost. For example, the Scarlet Rot status effect can add rotten
attribute cards to a Tarnished’s attribute deck. This can cause
the deck to have more than 10 cards in it. They are only
1 removed by effects that specifically say so, not when a player
modifies their attribute deck in the Roundtable Hold.
Memory Cards
There are five types of attribute symbols. Note that cards may
have multiple types of symbols on them.
1
2
3
Attribute Decks
Each Tarnished begins the campaign with a deck made up of
their starting attribute cards. Over the course of the campaign,
this deck will evolve as players add new cards and remove
existing ones, customising their Tarnished’s performance. 1. The memory’s name.
2. The type of memory card – Sorcery or Incantation.
A Tarnished’s attribute deck must always consist of ten of a 3. The memory’s rune attach cost.
Tarnished’s cards.
A player can replace one of their Tarnished’s attribute cards with Like weapons, some memory cards require the player to spend
another of their available cards any time their Tarnished is not runes.
taking part in a combat encounter.
Memory cards are added to combat decks in addition to the
Once created, a Tarnished’s attribute deck is shuffled and placed cards added by each of the Tarnished’s equipped weapons.
face down in the attribute deck slot on their dashboard. During
scenarios, place any discarded attribute cards in the discard slot. A player can add or remove memory cards from their Tarnish’s
If there are no cards left to draw in a Tarnished’s attribute deck, combat deck any time they are not taking part in a combat
refresh the deck by shuffling the discarded cards and placing encounter.
them face down in the attribute deck slot.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Armour cards represent the defensive gear the Tarnished is Talisman cards are a special type of item that a Tarnished can
wearing, providing them with bonuses via their special rules. equip, providing them with unique effects and bonuses via their
special rules.
2 1 2 1
3
3
Like weapons, when an armour card is added to a Tarnished’s Like weapons and armour, when a talisman card is added to
dashboard, that card is considered equipped. An armour card’s a Tarnished’s dashboard, that card is considered equipped. A
special rules can only be used if the armour is equipped. Like talisman card’s special rules can only be used if the talisman
weapons, some armour cards require the player to spend runes is equipped. Like weapons and armour, some talisman cards
in order to equip the card. require the player to spend runes in order to equip the card.
A player can replace their Tarnished’s armour cards with another A player can replace their Tarnished’s talisman card with another
armour card any time their Tarnished is not taking part in a talisman card any time their Tarnished is not taking part in a
combat encounter. combat encounter.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Trait Card
Tarnished’s Inventory
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Objective
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REALM OF THE GRAFTED KING
THE CAMPAIGN
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
THE CAMPAIGN
ELDEN RING: The Board Game is a deep campaign experience. It will take several sessions to play through, across multiple scenarios.
The following steps prepare several components and detail key During exploration scenarios, the players place hex-shaped tiles
concepts in readiness for the campaign. Once they are complete, on the tabletop, drawn from a stack at random. This stack is
getting started with any scenario will be fast and straightforward. created at the start of the first exploration scenario, and is called
the active tile stack.
Tarnished The active tile stack evolves over the course of the campaign,
reflecting changes in different regions. Each exploration scenario
At the start of the campaign, each player retrieves the starting brief details any tiles that should be added or removed at the
cards for their Tarnished. start and end of the scenario.
Separate each Tarnished’s combat cards and attribute cards into Between scenarios, players should take care to keep the active
decks, and shuffle each deck. tile stack separate from the other tiles. Tiles which are not part
of the active tile stack should be stored in the separate section
Set each Tarnished’s tri-dials to the maximum values found on provided in the box.
their Tarnished’s profile card.
The Machinations of the Witch tiles are divided into two main
Setting Up Tarnished Dashboards groups, denoted by the lettering on the tiles’ numbers – “L”
for lake tiles and “A” for academy tiles. Lake tiles are used
At the start of the campaign, and each scenario, each player takes during the first two chapters of the campaign. Academy tiles
their Tarnished’s dashboard checks that their Tarnished’s tri-dials are used during the third.
are set to their maximum values, and then places their cards and
decks in the corresponding slots.
01
Card Decks
Any tile that does not feature one of these letters are special
Retrieve the time and spirit candle decks, and each material deck. tiles, and are referred to by specific effects. Special tiles are
Shuffle each deck, and then return it to the box. never added to an actiave tile stack after a scenario in which
they feature is completed.
Retrieve the event and hardship decks. Check to ensure that each
deck only consists of the chapter 1 cards. After doing so, shuffle
both decks and then return them to the box.
There are two versions of each Dominion of Rot tile, cleansed
and infected, denoted by the lettering on the tile’s numbers
Some event cards have a slightly different back than others, – “C” for cleansed tiles and “I” for infected. There will only
featuring the symbol. These cards are shuffled with ever be a single version of each tile in the active stack at any
one time.
the others.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
The armoury functions similarly to the vault, but only contains The Dominion of Rot box includes a section to store the
weapons, memories and Ash of War cards (along with their festival allies deck. This deck represents the NPCs that are
corresponding combat cards). willing to aid the Tarnished during the Festival of Radahn,
the final scenario of the campaign.
Removed from the Game At the beginning of the campaign, this deck includes only
the two non-numbered festival allies cards. Throughout the
There are several effects that can remove cards from the game. When campaign, players can add additional cards to this deck,
a card is removed from the game, place it in this section. Once a card typically by completing various NPC questlines.
has been removed from the game, it cannot be returned, unless an
effect specifically states otherwise. The Festival of Radahn scenario brief details how these cards
affect its gameplay.
At the beginning of the campaign, there are no cards in this section.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Scenarios
Map Cards
Each scenario offers a different experience, with unique enemy
encounters, areas to explore, treasures to find, and characters to
discover along the way. Map cards represent the areas of Limgrave that the Tarnished have
discovered on their travels. Players can only play a scenario if they
There are five different types of scenario. have the map card for that scenario.
Most scenarios are not played in a linear order, and players will
be able to choose which scenarios to attempt based on what 5
map cards they’ve gained during the campaign.
Some map cards are runelocked, and the players can’t play
them until their Tarnished have gained a number of runes from
completing other scenarios.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
The first scenario of the campaign is always the first one in the At the end of a scenario, regardless of the type of scenario and
corresponding campaign’s scenario book. whether it was successfully completed or failed, players turn to
the Roundtable Hold section of this book.
Setting Up Tarnished Dashboards If the players fail a scenario, all is not lost. The campaign will
continue regardless…
At the start of each scenario, each player takes their Tarnished’s
dashboard, checks that their Tarnished’s tri-dials are set to their
maximum values, and then places their cards and decks in the Miscellaneous Cards
corresponding slots.
Miscellaneous cards begin the campaign in the vault. They can
Each player places a Flask of Crimson Tears token and a Flask be moved to the Roundtable Hold by specific effects throughout
of Cerulean Tears token on their Tarnished’s dashboard, using the campaign. They have no effect other than to be referenced by
the flask slots. certain special rules.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
EXPLORATION SCENARIOS
The Lands Between are a large and sprawling place, which will take days to cross, let alone explore. In these scenarios
the Tarnished do exactly that, discovering new locations, gathering resources, overcoming hardships, meeting non-
player characters, and fulfilling their objectives.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Setting Up
4 2
5
1
Amend the active tile stack as detailed in the brief, then place it
within easy reach of each player, and where it will not interfere
Time deck with tile placement during the scenario. 5
Card Decks
There are three lake starting tiles and three academy starting
tiles. Like the regular tiles, the lake tiles are used during the
Retrieve the Guidance of Grace cards listed in the setup section of first two chapters. The academy tiles are used during the third.
the brief, and place them to the side of the playing area, showing
the side with the symbol 1 .
Place the event, hardship, and spirit candle decks face down to
the side of the playing area, with enough space for a discard pile Like the regular Dominion of Rot tiles, the three starting tiles
for each. 2 each have a cleansed and infected version. At the beginning
of the campaign the three cleansed versions are the active
Shuffle the time deck, and place it face down near to the event and versions. However, like the regular tiles, they can be infected.
spirit candle decks, with space for a discard pile. 3 Players should keep track of which version of these tiles are
active (via the box insert) when randomly determining which
Finally, shuffle each of the material decks, and place them face tile to use when beginning an exploration scenario.
down to the side of the playing area. 4
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Gameplay during exploration scenarios is divided into player turns. Turn End
At the start of the scenario, the players choose who will take the
first turn, and then proceed clockwise around the table. After all of their Tarnished’s actions have been resolved, the player
draws a card from the time deck. This may lead to the player
During their turn, a player’s Tarnished can perform up to three resolving a number of effects.
actions. Tarnished can repeat the same action any number of times,
provided they do not exceed three actions in total. A player can
skip any number of their Tarnished’s actions should they wish. After resolving any of these effects, the player’s turn ends. Any
effects from cards that occur at the end of a turn are then resolved,
The actions a Tarnished can perform are as follows. and play then passes clockwise to the next player.
Explore Interact Play continues this way until the players either complete or fail
the scenario.
Move Flask
If a player has to draw a time card, but there are none left in the
deck, the scenario is immediately failed.
Explore Some Machinations of the Witch time cards feature one of two
unique symbols – crayfish or Wandering Mausoleum.
The player draws a tile from the active tile stack and places it face This is always accompanied by a hex indicating a direction.
up adjacent to the tile their Tarnished is currently on. When one of these is drawn, resolve the corresponding
location/tile effect, as detailed later in this section, in the
Tiles can be placed in an orientation of the player’s choice but direction indicated on the card. If a corresponding tile is not
must be along an edge that doesn’t have a barrier along it, and is on the playing area, ignore this.
not occupied by another tile.
Interact
Flask
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Exploration Rules
Tiles
During exploration scenarios, the playing area is made up of a Barriers are represented by a wall or cliff-face with a shadow on
series of hex-shaped tiles, beginning with the starting tile at the their outer edge, and are always situated along one or more of a
onset of the scenario. tile’s edges.
When a Tarnished is placed on a tile, their exact location on the A Tarnished can’t move across an edge that includes a barrier.
tile isn’t important, provided it’s obvious which tile they are on. When a Tarnished explores, they can’t place a tile along an edge
A tile can have any number of Tarnished on it. of their tile that includes a barrier.
Exhaust
1
xhaust: When a Tarnished interacts with this location,
E
place an exhausted token covering the location.
Tarnished cannot interact with a location with an
exhausted token.
Permanent
I05
Hazardous
Hazardous: Tarnished cannot interact with Note that a Tarnished can place a tile that touches one or more
hazardous locations. Each type of hazardous location edges that includes barriers, provided those barriers are not on
has unique gameplay detailed in its entry. their current tile
Locked
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Event Cards
NPC Quests
When an event card is drawn, the player that drew the card Most NPC quests are retrieved directly from the vault,
immediately resolves the text on the card, and then discards it. others are drawn from the event deck. When a Tarnished draws
If the text can’t be resolved (because the conditions on the card or retrieves an NPC quest card, it is placed near the guidance of
can’t be met, for example), the card is discarded without effect. grace cards. Their rules text affects every Tarnished taking part in
the scenario, and the conditions on the cards can be completed
Instead of being discarded, some event cards are placed next to by any Tarnished.
either a Tarnished’s dashboard or somewhere specified on the card,
and have an ongoing effect that lasts for a period of time. These If an event quest hasn’t been completed when the scenario ends,
cards are considered to be in play until they are discarded. any tokens on the card are discarded. The card is then placed in
the Roundtable Hold, so they can retrieve and undertake it again
If the text requires the players to make a choice, they are free to during the next exploration scenario.
discuss it amongst themselves, but the player that drew the card
always makes the final decision.
Region Quests
Although all event cards share the same back, some event cards
have a small symbol, which will be required for specific rules Quests from region quest cards are personal. Their text only affects
interactions during the campaign. These cards are otherwise the Tarnished that the quest belongs to, and the conditions on the
treated as normal. card can only be completed by that Tarnished.
Do not shuffle the event deck, unless specifically instructed to. If a region quest hasn’t been completed when the scenario ends,
any tokens on the card are discarded. The card remains next the
Tarnished’s dashboard, ready to be undertaken during the next
Quest Cards scenario.
Multiple Conditions
There are four types of cards that provide quests – Guidance of
Grace, NPC, spirit candle, and region quest. If a Tarnished simultaneously fulfils the conditions for multiple
quest cards, they can only apply the token or rules from one card
(i.e., if a Tarnished has two quest cards that both require them
Guidance of Grace Quests to place an objective token when they interact with a material
location, they can only add a token to one of the quest cards when
Guidance of Grace quests are universal. Their rules text affects doing so).
every Tarnished taking part in the scenario, and the conditions
on the cards can be completed by any Tarnished.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Hardships
When a Tarnished is placed on a tile with an active hardship location, their player must immediately interact
with it – drawing a hardship card and resolving the test detailed on it.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
cleansed version.
Afterwards, set the Rot dial to the value equal to the number
of infected tiles in the active stack and active starting tiles A Scarlet Rot token cannot be
combined. Most scenario briefs will reference this value and placed on a cleansed tile that
will modify one or more effects, depending on how high already has one on it.
or low it is.
C02
Burning Tokens
C04
C04
Tie-Breaker
If an effect could equally resolve in more than one way, players always decide which way to resolve it.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Exploration Locations
The following locations can be found during exploration scenarios. Unless stated otherwise, a Tarnished can never interact
with a location with an exhausted/locked token, or hazardous border.
Stake of Marika
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
When a player draws a time card that shows The entire Wandering Mausoleum special tile is treated as one
a crayfish symbol, they must resolve the location, with several unique rules.
crayfish jet effect for each crayfish symbol on
the playing area. The direction of the effect The Wandering Mausoleum is introduced to the campaign
corresponds with the direction shown on the during the Liurnia Highway scenario. In that scenario, and
card. subsequent scenarios, the first time any player draws a time
card that shows the Wandering Mausoleum tile, place the
Crayfish Jet: Each Tarnished on the same tile as a crayfish special Wandering Mausoleum tile on top of the starting tile,
location, and on each tile laying directly in the direction then move it the direction shown on the time card. Then,
shown on the time card, must draw an attribute card. They collect the Wandering Mausoleum hardship card and place it
then suffer 5 damage, reduced by 1 for each attribute symbol beside the time deck.
on the card they drew and for each barrier that lays directly
between their model and the tile with the crayfish. The Wandering Mausoleum tile cannot be put into play if the
starting tile is the only tile in play.
If a Tarnished would be affected by more than one crayfish jet,
they must resolve the above effect for each one, in an order of While the tile is on the playing area, each time a time card
their voice. showing the Wandering Mausoleum tile is drawn, the tile
moves in the direction shown on the card. This move is not
Waygate restricted by barriers.
The first time in a scenario a Tarnished The tile can move on top of other tiles. If the Wandering
interacts with a waygate, their player collects Mausoleum tile would be placed on a tile with a Tarnished,
the special tile with the corresponding waygate first place that Tarnished on an adjacent tile, ignoring barriers.
symbol and places it anywhere in the playing Locations and Barriers on the tile beneath the Wandering
area, ignoring any barrier restriction for Mausoleum tile are ignored.
placing a tile. They then place their Tarnished’s
model on that tile. If the Wandering Mausoleum tile would move in a direction
that would create a gap between it and the rest of the tiles in
Subsequent times, place the Tarnished model the playing area, draw a tile from the active stack and place it
on the tile with the corresponding waygate where the gap would be. If there are no tiles remaining in the
icon. active stack, discard it instead.
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REALM OF THE GRAFTED KING
COMBAT
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
COMBAT ENCOUNTERS
Combat is a necessary reality of the Lands Between, where a multitude of foes roam in search of worthy adversaries to cross swords
with, endlessly patrol in service to their liege, or simply guard their territory with feral violence.
Combat encounters can take place as part of several different scenarios, which are detailed at the end of this section. Regardless of
how the players begin a combat encounter however, the rules for resolving them are the same, and are listed over the following pages.
Each combat encounter has a brief in either the scenario book or the encounter books, which details which cards to retrieve, which
enemies to set up, any additional special rules that affect the encounter, and any rewards for completing it.
Setting Up
Place Models 3
Place the enemies shown on the brief in the corresponding squares
of the battlefield grid 1 . Each player then places their Tarnished
in a square of their choice in the Tarnished area 2 . More details
on the battlefield grid can be found in the next section.
3 4 5 6 7 8
players should attach the base rings provided when the models
are first placed on the grid.
Draw Cards
Each player draws up to their hand size from their Tarnished’s E D F C
attack deck. After doing so, they can shuffle their entire hand Rot
back into their combat deck and redraw, but must keep their
second hand.
Then, collect the enemy cards for each enemy on the battlefield
grid, taking note of the enemy identifier letters to ensure that the
correct cards are being used for each enemy.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Combat Rules
3 4 5 6 7 8
attack stance. Battlefield grids are created by pushing all four -2
Each side of the grid is divided into horizontal rows and vertical
lanes, dividing each into individual squares. Rows in the Tarnished 2
area and some rows in the enemy area have row effects 4 adjacent
to them, which provide special effects to models in that row.
Rot
the battleline.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
The Tarnished Area Critical Hit – When a Tarnished performs an attack against an
Although the number of lanes can vary between encounters, the enemy in this row, they draw an additional attribute card, then
Tarnished area almost always consists of three rows, allowing choose which card to resolve, discarding the other.
Tarnished flexibility to adopt a more aggressive stance when they Armoured - When a Tarnished performs an attack against an
are closer to the battleline, and a more defensive stance when they enemy in this row, reduce the amount of damage they inflict by
are farther from it. the number shown.
Most rows have an adjacent effect that provides a different effect. Powerful Attack - When an enemy in this row attacks, increase
The most common are listed below, although some encounters the damage by the number shown.
have unique row effects that are detailed in their brief.
If an attack would hit multiple models, resolve the effects of the
Critical Hit – When a Tarnished in this row performs an attack, row symbol once and apply it to all models.
they draw an additional attribute card, then choose which card
to resolve, discarding the other.
Reposition – After the marching order has been dealt at the start Disrupt
of a round, a player with a Tarnished in this row can move one of When a Tarnished damages an enemy in this row, their player
their initiative cards one space left or right on the marching order, may move one of the enemy’s behaviour cards one slot on the
ignoring Tarnished cards (i.e., if a player’s Tarnished is moving to marching order.
the left, and there is another Tarnished’s card adjacent, the player
would move their card over the other Tarnished and the enemy Rearrange
next to them, for a total of two moved spaces). After dealing the marching order, if an enemy in this row has a
spell card on it, swap their behaviour cards with each other the
If multiple Tarnished are in this row, players move their cards in
least number of times such that the spell will be cast, if possible.
initiative order.
Stand Fast – When a Tarnished in this row defends against an
enemy attack, they draw an additional number of attribute cards,
then choose which card to resolve, discarding the others. Rot
When an enemy in this row attacks, add scarlet rot to
the attack effects. If the attack already inflicted scarlet rot,
Magic Resistance increase the buildup by 1.
When a spell casts, reduce the damage suffered by Tarnished
in this row by the number indicated on the effect. Spells are a Rounds and the Marching Order
mechanic unique to bosses in Machinations of the Witch, see
the boss section for more information. Combat encounters are divided into rounds, during which each
model takes a turn.
At the start of each round, shuffle the Tarnished initiative cards
and enemy cards together, then deal them in a row above or below
Cleanse the grid. This is called the marching order and will determine the
order in which models take their turns during the round.
At the start of each round, Tarnished in this row can discard
one status effect token. Initiative in the marching order is read from left to right. The card
with the highest initiative is the card furthest to the left, and the
Purify one with the lowest initiative is furthest to the right.
When a Tarnished in this row draws a Rotten Attribute At the start of each round, the model with the highest initiative
card, they can return that card to the bottom of the Rotten takes the first turn.
Attribute deck after resolving it. Rotten Attribute cards are
unique to Dominion of Rot, see the status effects section for Once a model has finished its turn, its card is exhausted and
more information. rotated 90 degrees. Play then continues to the card with the highest
initiative that is not exhausted. This process is repeated until each
card in the marching order has been exhausted.
The Enemy Area Note that a Tarnished with multiple initiative cards in the
Unlike the Tarnished Area, row effects adjacent to the enemy marching order will take a turn each time one of their cards has
area can relate to both enemies in that row, and/or Tarnished the highest initiative.
that attack them. In the instance of the latter, row effects in the Several effects can move cards on the marching order. When they
enemy area are cumulative with the symbols in the Tarnished do, the card stays exhausted/un-exhausted, unless specifically
area (even if they are the same symbol) and can be resolved in stated otherwise.
any order.
Tie-Breakers : Sometimes two models will be equidistant when
The most common effects are listed below, although some determining the closest target, or an attack will have multiple
encounters have unique row effects that are detailed in their brief. eligible targets. In these instances, always use the model with
the highest initiative as the tiebreaker.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Tarnished Turn
Move
A Tarnished can perform up to three actions during their turn. The player moves their Tarnished into a square adjacent
Tarnished can repeat the same action any number of times, to their Tarnished’s current square. Alternatively, if
provided they do not exceed three actions in total. If a rule states another Tarnished is in an adjacent square, the two
that an action is a free action, it does not count towards the total Tarnished can switch squares instead.
number of actions the Tarnished can perform during their turn.
Unless otherwise stated, all movement between squares
A player can skip any number of their Tarnished’s actions should is orthogonal.
they wish.
Draw
The actions a Tarnished can perform are as follows:
The player draws combat cards up to their hand size.
Use Item
Flask
Place Effects
Turn End
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
The following rules are for when Tarnished use combat cards
during an encounter. There are four types of combat cards – attack, Block Values
defence, action, and buff action.
Combat cards can be discarded to reduce the damage of enemy
Attack Cards attacks by their block value. More details on this can be found in
the resolving enemy attacks section.
If an attack area shows , the attack hits the first enemy in the
4 5 lane.
If an attack area shows , the attack hits each enemy in the lane.
7
Tarnished’s attack areas will almost always
be one of the following.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Attack Profiles
When an attack card is resolved, the player draws a card from Some of the more powerful attack profiles might require multiple
their Tarnished’s attribute deck and allocates each of the attribute attribute symbols to be allocated to them to take effect.
symbols on it to one of the attack profiles on the attack card to
gain its effects.
Status Effect – The enemy suffers the The top profile of the Catch Flame +1 attack requires two faith
corresponding status effect. symbols. If the player can’t allocate two symbols to the profile, it
has no effect.
Special - Resolve the attack’s special effect as detailed
on the card.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Defence cards are used to avoid receiving damage from attacks Action cards confer a variety of special effects.
by enemies.
2 1 3 2 1 3
4 4
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Buff actions confer persistent effects on the Tarnished they are When a Tarnished performs an attack, their player resolves the
played on. following steps in the order shown:
1. The player selects and plays an attack card from their hand.
2 1 3 If necessary, the player reduces their Tarnished’s FP tri-dial
by the cost shown on the card. If the dial’s value is lower
than the required FP, the player can’t play the card.
2. The player determines which enemies are hit by the attack.
3. The player draws a card from their attribute deck.
4 a. I f a rule allows the player to draw additional cards, they
do so now, choosing which card(s) to use, and discarding
the others.
Buff action cards are used during Tarnished turns by performing 6. Reduce the total amount of damage by the enemy’s armour
the play action. value, and then apply the remaining damage to the enemy,
placing tokens equal to the amount of damage next to the
When a buff action card is played, the player selects a Tarnished enemy model.
and places the card in the buff slot of the Tarnished’s dashboard. 7. Resolve any other effects (such as pushes or status effects)
Unless stated otherwise, that Tarnished then gains the effects to the enemy, in an order of the player’s choice.
detailed on the card. 8. If multiple enemies have been hit by the attack, repeat steps
6 and 7 for each enemy individually.
Unless otherwise stated, buff cards are discarded from Tarnished’s 9. If the attack applies an effect to Tarnished models, resolve
dashboards at the end of the round. them now, in an order of the player’s choice.
A Tarnished can only have a single buff card at any time. If a new After resolving the attack, discard all attack and attribute cards
card is placed in their buff slot, the current card is discarded. used in the attack.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
If more than one effect would apply during the same time step, Note: If an enemy has more than one type of status effect
they are resolved in an order of the player’s choice. token, players can resolve their effects in an order of their
choice, if there is a clash.
For Example: If one effect added 2 damage to an attack, and
another effect doubled the damage it dealt, the Tarnished’s player
could choose to add the 2 damage THEN double it.
Unlike normal enemies, bosses have their own unique rules for
resolving stagger, which will be detailed on the corresponding
boss scenario brief.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Items
Rotten Attribute Cards
When a player draws a rotten attribute card from their 1. Item Name
attribute deck, for any reason, their Tarnished immediately 2. Item Rules Text
suffers damage equal to the number of attribute symbols on
the card. It is then resolved as if it were a regular attribute card. Item cards begin each scenario showing the side that details an
action. The Tarnished with the card in their inventory can perform
Rotten attribute cards are only removed from an attribute that action. After it has been fully resolved, the card is flipped
deck when an effect specifically allows it. They do not and cannot be used against from the remainder of the scenario.
count towards the total number of cards in the deck.
A Tarnished can have a maximum number of item cards in their
Note: Tarnished still suffer the damage from rotten inventory at any one time, depending on the number of Tarnished
attribute cards if they subsequently discard the card, like taking part in the scenario.
from the critical hit row effect.
1 Tarnished: 4 2 Tarnished: 3 3-4 Tarnished: 2
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Spirit Ashes
Spirit ashes are ghostly companions that can be summoned to When a Tarnished summons a spirit ashes, the Tarnished’s player
fight alongside Tarnished in combat encounters. retrieves the corresponding spirit ashes token(s) and places them
in vacant squares of their choice in the Tarnished area. The spirit
Each spirit ashes has a profile card, a behaviour card, and one or ashes behaviour card is then added to the end of the marching
more tokens to represent them on the battlefield grid. The profile order. In subsequent rounds, the spirit ashes card is then shuffled
card is treated as an item card. with the other cards and dealt as normal.
There can never be more than one type of spirit ashes token on
1 the battlefield grid at one time, for any reason.
1. The name of the spirit ashes. If multiple creatures are summoned, Enemies and Spirit Ashes
the number of creatures will be included in the name.
2. The card’s FP summoning cost. Treat spirit ashes tokens as Tarnished when resolving enemy
behaviour. When attacked by an enemy, spirit ashes suffer damage
and status effects in the same way as enemies, reducing the damage
1 suffered by their armour value.
In the event that an enemy attack only affects the first Tarnished
in a lane, and it would deal more damage to a spirit ashes than it
2 has remaining HP, treat the excess damage as a new attack that
hits the next model in the same lane as the spirit ashes. This can
occur multiple times during the same attack.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Enemy Turns
Behaviour Cards
Enemy HP and Defeating Enemies
Each enemy type has a unique card, listing the following
information: If an enemy has suffered damage equal to or greater than its HP at
any time, it is immediately defeated. When an enemy is defeated,
remove its model from the battlefield grid and discard its card
4 1 3 from the marching order.
Enemy Armour
Some enemies have an armour value that reduces the damage they
suffer during Tarnished attacks.
5
This is only applied when resolving the damage effect of
Tarnished attacks, and not at any other time.
5 Enemy Behaviour
1. The type of enemy. Behaviour lines are resolved from top to bottom. Once an enemy
2. The card’s identifier letter, if there are multiple enemy has resolved a behaviour line, it resolves the next line down, and
miniatures of the same type. so on, until it has resolved each behaviour line. Then its turn ends.
3. The enemy’s HP value.
4. The enemy’s armour value. If an enemy performs an action symbol with the stop symbol
5. The enemy’s behaviour line(s). , after the action has been fully resolved, the enemy’s turn
immediately ends without resolving any further action symbols.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Behaviour Types
There are three types of enemy behaviours, each with their own action symbols. They are special, movement, and attack.
Special Attack
Unlike other behaviour types, special behaviour is always shown Enemy attacks are always shown as two symbols adjacent to
as rules text rather than symbols. When resolving the text, resolve each other.
as much as is possible. If the entirety of the text can’t be resolved,
the enemy doesn’t perform the behaviour. 1 2
Movement
The enemy moves right one square. If no Tarnished are in the attack area, the enemy doesn’t attack.
Dealing the marching order above the battlefield grid, will This attack hits the first Tarnished in the
mean the arrow symbols are pointing the direction the enemy enemy’s lane, and both adjacent lanes.
will move and make the cards much easier to read.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
When an enemy attacks, resolve the following steps in the order If a Tarnished ‘s HP reaches 0 during a combat encounter, they
shown: are defeated. If a Tarnished was defeated during their own turn,
their turn immediately ends.
1. Determine which Tarnished will be hit by the attack. If
multiple Tarnished will be hit, each player resolves the If a Tarnished is defeated, discard a Stake of Marika card. Their
following steps individually, resolving the attack against player then resets the Tarnished’s HP to its maximum value. They
their Tarnished in initiative order. then draw up to their Tarnished’s hand size. Play then resumes
2. The Tarnished’s player chooses whether to defend against as normal.
the attack or not. If the player chooses not to defend, skip
to step 9. If a Tarnished is defeated and the players don’t have a Stake of
3. The player can discard any number of combat cards Marika card to discard, the players fail the scenario.
from their hand. Reduce the attack’s damage value by
the combined block value of the discarded cards. No
other effects on these cards are resolved when they are
discarded.
4. The player can play a defence card from their hand. If
necessary, the player reduces their Tarnished’s FP tri-dial
by the cost shown on the card. If the dial’s value is lower
than the required FP, the player can’t play the card. If the
player doesn’t play a card, skip to step 9.
5. The player draws a card from their attribute deck.
a. If a rule allows the player to draw additional cards,
they do so now, choosing which card(s) to use, and
discarding the others.
6. Allocate the attribute symbols on the attribute card to the
profiles on the card. Each attribute symbol can only be
allocated once, and must match the profile to which it is
allocated, with the exception of symbols allocated to the
common profile.
7. Determine the effects of the defence profiles that had an
attribute symbol allocated to them.
a. Each profile can be used multiple times, if multiple
symbols are allocated to it.
b. If the effects of a profile are separated by a vertical
divider, choose either the effects on the left or the
right to apply.
c. Effects are cumulative (i.e., when calculating how
much damage is reduced, add all defence effects
together to form a total).
8. Reduce the attack’s damage value by the total defend value.
If the attack’s damage value has been reduced to 0, skip to
step 10.
9. Apply the attack’s remaining damage value to the
Tarnished.
10. The Tarnished suffers any status effect(s) shown next to the
damage symbol on the enemy card.
11. Once the attack has been resolved against each Tarnished
that was hit by the attack, resolve the attack’s effects that
affect enemy models (such as movement action symbols) in
an order of the Tarnished’s player’s choice.
After resolving the attack, discard all combat and attribute cards
used to defend.
45
MACHINATIONS OF THE WITCH & DOMINION OF ROT
Large Bases
Secrets and Scorceries
Some enemies have large bases, which occupy four squares instead Many Machinations of the Witch scenarios feature a secrets
of one. This is shown in the setup images in scenario briefs. and sorceries section in their brief. These sections list one
or more unique actions that Tarnished can perform only
during that scenario, and only by first spending the number
of secrets shown beside it.
The attack areas for models with large bases are shown in the same If the token on the track would progress when it is already at
way as those of other enemies, but feature a larger enemy symbol the top, resolve the effect at the end of the track against each
to represent the squares their base occupies. Tarnished instead.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Gauntlet scenarios feature combat encounters where the Tarnished In boss scenarios the Tarnished must face and defeat one or more
must face one or more waves of enemies, appearing at the start powerful boss enemies instead of more commonplace adversaries.
of each round.
Bosses are enemies, but also have several special rules which are
Gauntlet scenarios are successfully completed when all enemies detailed in the next section.
have been defeated, and no others will be added in subsequent
rounds. Boss scenarios are successfully completed when all boss models
have been defeated.
Adding Additional Enemies
Note that some enemies can appear as both a boss and regular
enemy, in different scenarios.
Gauntlet combat encounter briefs will indicate placement for
enemy models during set-up as normal. They will also have rules
entries for placing additional enemies. Surrounded Battlefield Grid
Each entry will detail the enemies that are added and which
square to place them in, and when to do so. When an enemy is Some battlefield grids feature an enemy area on either side of the
added to the encounter, shuffle its card(s) with the other enemy Tarnished area. These are surrounded battlefield grids. They follow
and Tarnished initiative cards before the marching order is dealt. the same rules as regular battlefield grids, with these exceptions:
If an enemy can’t be placed on the grid for any reason, they are A Tarnished’s attack can only ever affect enemies in a single
not set up and are treated as having been defeated. Then, each enemy area.
Tarnished must discard a card from their hand. If a player doesn’t
have a card in their hand to discard, their Tarnished suffers 2 nemy cards for these grids are designed so that when they
E
damage instead. are oriented correctly, their action symbols are in relation
to the battleline they are facing.
Dungeon Scenarios n these grids, forward movement must be from the middle
O
row to one of the rows that are adjacent to a battleline.
Backwards movement must be from one of the rows that
Dungeon scenarios feature a variant of gauntlet combat encounters, are adjacent to a battleline into the middle row.
where the Tarnished must face multiple waves of enemies that
culminate in the appearance of a boss.
47
MACHINATIONS OF THE WITCH & DOMINION OF ROT
BOSSES
Bosses are particularly powerful enemies the Tarnished will have to face throughout the campaign. They’re significantly more resilient
than regular enemies, and are capable of making extremely dangerous attacks.
Bosses are enemies, but also have several special rules, detailed in this section.
Bosses appear in combat encounters as part of dungeon and boss scenarios. Each encounter has a brief in the scenario book, detailing
the boss, including its health points, armour, special rules, and the number of behaviour cards it adds to the marching order.
Boss Set Up
Unlike normal enemies, bosses add multiple cards to the marching Scenario briefs featuring a boss each have an entry that indicates
order each round, and take multiple turns. These cards are drawn the minimum number of Stake of Marika cards required, modified
from a behaviour deck, unique to the boss. for the number of Tarnished taking part in the encounter.
In some cases, the same enemy model can have several different If there are fewer than this number of Stake of Marika cards in
behaviour decks. These are differentiated by an identifier letter. the Roundtable Hold, the players gain Stake of Marika cards until
Each scenario brief will detail which deck(s) to use during that they have the minimum number required.
encounter.
It’s helpful to remove any Stake of Marika cards from the
At the start of the encounter, shuffle the boss’s behaviour cards Roundtable Hold and place them somewhere visible to each
to form the boss behaviour deck, and place it face down next to player as reminders during the encounter.
where the marching order will be dealt, with enough space for
a discard pile.
Unlike other enemies, a boss’s starting HP is determined by the Each boss has unique stagger status effect rules, detailed on the
number of Tarnished taking part in the encounter, as shown in scenario brief.
the scenario brief.
Unlike normal enemies, bosses must gain a number of stagger
Boss health is tracked via a boss dial, and counted down from its tokens before the status effect is resolved. This number is detailed
starting HP. If there is more than one boss in the encounter, use on the scenario brief and is dependent upon the number of
a separate boss dial for each. Tarnished taking part in the encounter.
48
MACHINATIONS OF THE WITCH & DOMINION OF ROT
49
MACHINATIONS OF THE WITCH & DOMINION OF ROT
NARRATIVE SCENARIOS
ELDEN RING: The Board Game is as much a story as it is a game, and in the tradition of
tabletop roleplaying games, players will soon find themselves exploring their surroundings
and overcoming challenges not only with tiles and combat, but in narrative text as well.
Each narrative scenario has a short brief detailing any special rules for the scenario, and
then an introduction section, followed by a series of numbered entries. Narrative text is
detailed in italic font, and rules text is included normally.
Setting Up
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
Narrative scenarios feature an advanced type of hardship. If there are fewer than four Tarnished taking part in a narrative
scenario, players can construct a support attribute deck when
setting up.
Any player can draw cards from this deck as if it were a Tarnished’s
4 3 2 1 attribute deck, for the purposes of resolving effects during narrative
2 scenarios.
Limit: 1 Limit: 2
For example, let’s say there were two Tarnished – the Vagabond
Pass (10): Read entry 4 and Prophet – taking part in a narrative scenario, each with 100
Pass (6): Each Tarnished that did not draw runes. They could construct a support attribute deck of up to 20
an attribute card suffers 3 damage. Each that cards from the Astrologer and Samurai’s starting attribute decks
did suffers 2. Read entry 4.
and 50 runes worth of attribute cards from the Roundtable Hold.
Fail: Each Tarnished suffers 5 damage.
Read entry 5. Suffering Damage and Defeat
51
THE ROUNDTABLE
HOLD
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
When the players successfully complete a scenario, follow the When the players fail a scenario, follow the instructions below, in
instructions below, in the order shown. the order shown. If the players intend to immediately attempt the
scenario again, place components to the side of the playing area
instead of returning them to the box when instructed.
1. Reset each Tarnished’s tri-dials to their maximum HP, FP, and
hand size. 1. Reset each Tarnished’s tri-dials to their maximum HP, FP,
and hand size.
2. Each player shuffles their Tarnished’s discarded combat and
attribute cards back into their respective decks. Then, they 2. Each player shuffles their Tarnished’s discarded combat and
discard each material card in their inventories. attribute cards back into their respective decks. Then, they
discard each material card in their inventories.
3. Flip each item card that was used during that scenario.
3. Flip each item card that was used during that scenario.
4. Flip all flask tokens to their active side. Return all other tokens to
the box, including any Effigy of the Martyr tokens on Tarnished 4. Flip all flask tokens to their active side. Return all other
dashboards. tokens to the box, including any Effigy of the Martyr tokens
on Tarnished dashboards.
5. Place each Tarnished model on their dashboard. Return any
other models to the box. 5. Place each Tarnished model on their dashboard. Return any
other models to the box.
6. If the scenario was an exploration scenario, make any amends to
the active tile stack required then return it to the box. 6. Place the discarded event card in the bottom of the event
deck, then return it to the box.
7. Remove the map card for the completed scenario from the game.
7. If the scenario was an exploration scenario, make any amends
8. Place the discarded event card in the bottom of the event deck, to the active tile stack required then return it to the box.
then return it to the box.
8. Shuffle any other discarded cards back into their respective
9. Shuffle any other discarded cards back into their respective decks, decks, and return the decks to the box. Then, return any
and return the decks to the box. Then, return any remaining remaining cards to the corresponding section of the box.
cards to the corresponding section of the box.
The players are then free to spend their runes, and modify their
10. The Tarnished gain the rewards listed in the scenario’s Completing Tarnished’s decks and equipped cards, as detailed in the section
the Scenario section, or listed in the final entry of the narrative below.
scenario they were playing.
Once they have done so, they either attempt the same scenario
The players are then free to spend their runes, and modify their again, choose a different scenario to play, or end the session and
Tarnished’s decks and equipped cards, as detailed in the section return their Tarnished’s cards, dashboard, and model to the box
below. for next time.
Once they have done so, they either choose the next scenario Failing Exploration Scenarios
to play, or end the session and return their Tarnished’s cards,
dashboard, and model to the box for next time.
If an exploration scenario has been failed, when it is attempted
again the Tarnished cannot gain Stake of Marika cards or secrets,
for any reason.
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
The Roundtable Hold contains all the cards the Tarnished have Note that the cards in each Tarnished’s initial attribute deck
available to purchase or equip, but are not currently on their show an image of the corresponding Tarnished in place of a rune
dashboard. cost. Only that Tarnished can add those cards to their deck, but
they do not cost them any runes.
At the beginning of the campaign, the Roundtable Hold contains
attribute and trait cards. As it progresses, the Tarnished will be
rewarded with a variety of additional cards, including weapons, Upgrading the Tarnished’s Starting Weapons
armour, items and talismans. Once these cards have been retrieved
from the vault or armoury, they are placed in the Roundtable
Hold. Tarnished may spend the runes they gain throughout Each weapon card the Tarnished starts the campaign with can be
the campaign to improve their Tarnished with the cards in the upgraded twice. When a Tarnished upgrades one of their starting
Roundtable Hold. weapons, search the armoury for the next sequential upgrade for
that weapon and add it to the Tarnished’s dashboard.
The ways in which runes can be spent are listed below.
Rune cards are used to track the total number of runes available to If a player can’t attend a session for some reason, ensure that at
each Tarnished. If an individual Tarnished has any unspent runes, the start of the next session their Tarnished gains a number of
they can also add these cards to their inventory to keep track. runes equal to those earned by the other players in their absence.
All Tarnished earn runes at the same rate, and will have an equal The total number of runes gained by the Tarnished can be tracked
number available to spend at all times. Although a Tarnished with the runes cards, which should be moved to the Roundtable
spends runes, they effectively retain the total value of their runes Hold as they are gained by the Tarnished.
once earned, across the various cards on their dashboard.
54
REALM OF THE GRAFTED KING
55
ALTERNATE
GAME MODES
56
MACHINATIONS OF THE WITCH & DOMINION OF ROT
Unless otherwise stated, buff cards are discarded from Tarnished’s A great variety of factors can influence the alterations made
dash boards at the end of their first turn each round, as well as at at this time – which NPC quests were completed, which cards
the end of the round. were removed from the game or are in the Roundtable Hold,
how many Stakes of Marika the Tarnished finished the previous
The specific stats of certain scenarios occasionally will appear to campaign with etc.
be more dangerous for a solo Tarnished than for multiple. This
is due to the specific rules for that scenario being easier to take
on for a single Tarnished.
Standalone Mode
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
NOTES
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MACHINATIONS OF THE WITCH & DOMINION OF ROT
NOTES
59