2nd Edition Rules of Play -...

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2nd Edition Rules of Play A Game by Harrison Hochkins 2nd Edition Rules of Play A Card Game by Harrison Hochkins

Transcript of 2nd Edition Rules of Play -...

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2nd Edition Rules of PlayA Game by Harrison Hochkins

2nd Edition Rules of PlayA Card Game by Harrison Hochkins

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It is the dark of night, and in a smoke filled tavern; four Adventurers meet for the first time. Weary from their travels they make a casual introduction, before slinging piles of heavy steel weapons onto the beer soaked table and ordering a round of ales to aid discussion.

When the day dawns, the streets are of Urbem Sanctem are already alive with activity, bustling with traders from across the five realms peddling their wares and calling out topassers by with freshly picked treats.

Amongst the crowds walk the team of Adventurers,maticulously scrutinising the wares of the honesttradesfolk, looking for supplies and equipment that could aid them in their imminent quest.

Before long, the Adventurers begin their long journey; ambling along worn paths through windswept fields and wading across meandering rivers.

By nightfall, our heroes have traveled to within a stone’s throw of Black Lily Grove and together they camp under the clear night’s sky, sharing stories and battle-scars.

Our Adventurers rise with the sun and make their waycautiously into the quiet forest, the air is heavy withmagical energies and the cries of exotic creatures.

Their Adventure has begun, and a world of mystery and danger will unravel before them.

For more Urban Meadows Publishing products anddescriptions, replacement parts, FAQ or any otherenquiry, visit our website at:

www.buckcardgame.com

IntroductionWelcome to Buck: Legacy.

Set in the fantasy world of Loria in an age of magic and Steampunk where four legged creatures, such as Ponies, Pegasi and Unicorns live and fight along side each other.

The pony Kingdom of Loria is the greatest nation in the known world, advanced in every field of science, magicand culture.

The nation owes it’s marvels of technology to its history; where the powerful and ambitious rulers of Loria, after decades of research and testing, built an arsenal of great magical weapons to defend and protect the Empire.

With the emergence of the Nagapon, a destructive race of pony-snake hybrids who take refuge in the long-since abandoned ‘Old Kingdom’, Loria must call upon the might of the Adventurers to eliminate enemies that threaten the security of Loria, such as a Cockatrice, who is terrorising the Verdigris forests, Ebony Bloodrose the hereticalnecromancer and even a Queen of the Nagapon forces, the beautiful Valaria of Harrenstone.

Written by: Harrison HochkinsBox Art: AphexAngel Rulebook Cover Art: Atryl Insert Art: Petirep, Secret-Pony, Inkie-Heart

Produced by Urban Meadows Publishing Ltd© Urban Meadows Publishing Ltd 2012-2014, Urban Meadows, the Urban Meadows Logo, Buck: Legacy, the Buck: Legacy logo,

the Buck coin shield and laurel, Nagapon, Nagapon Soldier, Nagapon Arbalest, Nagapon Princess, Nagapon Pyromancer,Nagapon Worker, Nagapon Vanguard, Nagapon Sorcerer, Nilwurm, Pocket Hero, Urbem Sanctem, Ebony Bloodrose,

Valaria of Harrenstone, Akharr M’Ran, Valvor the Devourer, Queen Lunanne designs, insignia and all associated marks,logos, places, characters, creatures, races and race insignia, illustrations and images from the Buck: Legacy Lorian universe

are © and/or TM Urban Meadows Publishing 2012-2014, variably registered in the UK. All right reserved.No part of this product may be reproduced without specific permission.

Game and Graphic Design by Harrison Hochkins. Made in the United Kingdom. www.buckcardgame.comRetain this information for your records. Warning! Not suitable for children under 3 years due to small parts. Choking hazard.

Use Buck Coin Bottle Opener at your own risk, Urban Meadows Publishing Ltd is not responsible for any injuries sustained during its use.THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 14 YEARS OF AGE OR YOUNGER.

Urban Meadows Publishing Ltd, Churchgate House 3 Church Road, Whitchurch, Cardiff, South Glamorgan, CF14 2DX, United Kingdom1

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Game OverviewBuck: Legacy is a game for 2-6 players set in the fantasy world of Loria. Each player assumes the role of anAdventurer; a brave mercenary fighting for what they believe in, some fight for money and fame, some fight for duty and honour and others are born to explore and Adventuring is their calling.Whatever motivation each Adventurer has, they fight toprotect the Kingdom of Loria against the Nagaponinvaders, as well as any other monsters or demonsthey might cross.Players fight against the Dungeon Deck, which spawns random events and monsters; players take turns to resolve Dungeon Deck cards one at a time.The game is split into two distinct turnsthat repeat until the game is finished:

Market TurnThis is where Adventurers stock up onsupplies ready for their journey together.

Adventure TurnThis is when the Adventurers explore a dungeon and fight their way through hordes of bloodthirsty enemies,progressing towards the objective; the ‘Dungeon Boss’.

Game ObjectiveThe objective of all players is to accumulate as many‘Medals’ as possible before the game ends.Medals are awarded at the end of each‘Adventure Turn’ for carrying out quests, defeatingMonsters and generally surviving the ordeal.The game ends when a predetermined number ofDungeon Bosses are defeated (a standard game endswhen 2 Bosses have been defeated).Before the game begins, players will needto determine which game mode to play:

Standard Game 60-90minsObjective: Destroy two Dungeon Bosses2 Players : Defeat the Dungeon Boss from one Beginner Area and one Boss from an Intermediate Area.3+ Players : Defeat the Dungeon Boss from oneIntermediate Area and the Boss from one Advanced Area.

Quick Game 30-45minsObjective: Destroy one Dungeon BossWhen a quick game begins, each player draws a Treasure card (pg 22) and starts with 60g instead of 20g.2 Players : Defeat the Dungeon Boss from one Beginner Area.3+ Players : Defeat the Dungeon Boss from oneIntermediate Area.

Golden RulesThe rules in this book are the definitive version of the Buck: Legacy card game, and the rules are designed for a competitive game that will last between 60-90 minutes.There are several golden rules when playing:

Game Master Has Final SayIf there is a debate between players about a rule confliction and there is no FAQ avaliable; the player who owns the game determines the outcome of the debate.

Card Text OverrideIn the event of a confliction between a card’s text and therules in this manual, the card’s text takes precendence. This rule does not apply to Quick Reference cards (pg 3).

House RulesThe owner of the game may impose rules of his/her own, but all players must consent to the rule addendum.It is highly recommended that players do not create House Rules without first playing the game several times.Please note that House Rules will not provide the authentic Buck: Legacy experience.

Re-Rolls and Modifying RollsWhen you roll the dice, players may modify theresult after it has been rolled.There is no limit to the number of times a dice can bere-rolled via card effects, rules or spells.

Being ‘In Play’When the card is ‘In Play’, it means that the card’s effect

is active and placed face up on the table.Cards that are in play include:

Drawn Dungeon cards.Active Adventurer’s Equipment, Class and Race cards.

The active Area or Dungeon Boss card.Cards that are not considered to be ‘In Play’ include:

Cards in Adventurer’s backpacks.Cards in all decks.

Cards in all discard piles.Cards in Distance / Skull piles.

Trading, Bribing and BlackmailIn Buck: Legacy, players are permitted to trade Items,Treasures and Gold Pieces, but may not trade Medals, Mana, Tesla, Boons, or Curses (unless a card effect states that you may transfer them).Using in-game gold and items, players are encouraged to barter or bribe each other and even forge alliances or become rivals.

My Word, My Bond (Redacted)Note: Following Version 2.1 update, the ‘My Word, My Bond’ rule is completely removed. 2

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Card NameThe name of the the Item or Monster.

Buy/Sell ValueDefines the buy and sell values of the card, lavenderdungeon cards have level/escape values instead.

Light/BulkyEquipment cards are defined as ‘Light’ and ‘Bulky’.Adventurers can equip a maximum of 1 Bulky Item at a time.Dungeon cards have ‘loot’ values instead.

Card IllustrationA visual representation of what the item/monster is.

TypeDefines which kind of card it is, some examplesinclude ‘Weapon’ and ‘Hats’ for Items.

Secondary TypeFurther defines the type, for example, ‘Weapon’type cards include ‘Blade’, ‘Flame’ or ‘Staff ’.

IconEquipment icons for items are displayed here.Skull and Distance icons are displayed here.

Special Effect NameDoes not effect gameplay, the special effect name explains why the effects of the item or monster are in effect.

Details of Special EffectExplains how the card effects gameplay, when the card is revealed and put into play, follow the written instructions.

When the card specifies “you”, it is referring to the player who drew/controls the card.

Illustration CreditThe name or pen-name of the artist of this particular card’s illustration.

TraitArmour levels, combat strength modifiers andvulnerabilities are displayed here.

Card IdentifierThis is a unique card reference number and is not relevant to gameplay.

NoteDungeon Bosses and Area cards are the only cards in the game with a different layout, see page 13 for Dungeon Boss and Area card layouts.

Quick Reference CardsThese text-only cards are included in the charactercreation deck. They contain sections of the rulebook in a condensed form to streamline gameplay.

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Monster Stat SheetWhen fighting larger monsters or Dungeon Bosses,you will need to keep track of specific modifiers.This card, used the same way as a standard Stat Sheet,will help streamline gameplay.Total DistanceEvery time a distance card is added to a player’sdistance pile, make a note of it using this field.Loot ModifierSome card effects increase or decrease monster’sloot values, use this field for quick reference.Monster LevelCertain card effects can reduce or increase amonster’s level, use this field to keep track.Black Dice ModifierAlso reffered to as the “Monster’s combat roll”, blackdice represent the ferocity of the Monster’s attack.Escape TestSome card effects can increase or decreasea Monster’s escape test value, use this to keep track.Monster HPLarge Monsters can take multiple wounds before defeat, represented by their ‘HP Value’, when the HP reaches 0; that Monster is defeated.

Stat SheetThis is used to record your character’s statistics,the cards are found in the character creation deck.Slide the stat sheet card into the clear card protection sleeves provided, then during gameplay, use the Drywipe marker pen provided to write on the plastic sleeve.Ensure that all marker pen ink is wiped from theplastic sleeves when packing the game away to avoiddamaging your Buck: Legacy card set.Combat StrengthThis is your character’s basic strength, it isused in combat when fighting monsters.Combat Roll Mod(Combat roll modifier). Equipment and other cardeffects you control may increase the value of anycombat rolls you make, use this field to record anymodifiers to your combat roll.ManaMagical energy consumed to cast spells.TeslaElectrical energy consumed to use steampunk devices.MedalsThe aim of the game is to collect as many medalsas possible, attained through combat and survival.Gold PiecesAlso called ‘g’. It is money used in-game.Active Adventurers can trade, bribe andblackmail each other with gold at any time.Incapacitated Adventurers may not trade gold or cards.

Component Breakdown

Colours and patterns may vary.The Buck CoinSimilar to a dealer’s chip in Poker, the Buck coindetermines the order in which players resolve cards.The player in possession of the Buck coin isreferred to as the ‘Buck Holder’. 4

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Setting Up The Game1. Sort the DecksSeparate the five different decks.Character Creation (Brown)Item (Blue)Dungeon (Lavender)Area/Dungeon Boss (Purple)Treasure (Red)

The Item, Dungeon and Treasure decks are nowshuffled and placed face down, players may not look at their contents.The Character Creation and Area/Dungeon decks and all discard piles can be viewed by any player at any time.

2. Distribute ComponentsAssemble the stat sheets and pass one to each player.For ‘Standard’ games, each player starts with 20g.For ‘Quick’ games, each player starts with 60g andone Treasure card (pg 22).If a player starts the game with a Magic Rank of 1 or higher; that player starts with maximum mana (10).

3. Determine Buck HolderEach player rolls one dice, the highest roll is the‘Buck Holder’ and is given the Buck coin.

4. Set Up CharactersStarting with the Buck Holder and proceeding to his/her left, each player searches through the character creation deck and chooses:One Race cardOne Class cardand one Starter Weapon card.All three cards are placed on the table.The race and class is the player’s character, andthe starter weapon is that character’s equipment. Players are now ready to start the game.Each player’s standard game set up should look like this:

Starting the GameFrom this entry onwards, players and their charactersare considered one, and are referred to as ‘Adventurers’.Gameplay is split into two turns that alternatebetween ‘Market Turn’ and ‘Adventure Turn’.Games always start with the Market Turn first.

Market Turn LoreBefore the Adventurers head out on their journey, they must gather supplies for the trip, as well as make any last minute arrangements with their client.The team of Adventurers is almost always hired by a client, who funds their small expedition, the client can be anyone from Lorian society; members of the Universitarium who want Adventurers to bring back samples of Changeling eggs, Gauss technology or Magic Artefacts, other clientele can include military chiefs or town guard who need a local threat neutralised, to represent this, the Buck holderdecides which mission to undertake, and chooses aDungeon Boss to fight and reveals it, so that Adventurers can make suitable preparation.

The Market Turn is an aggregate of small tasks theAdventurers are performing, such as planning routes,running small errands for money and scanning themarketplace looking for good deals, since the market is so large, it can takes hours to find anything worth buying.Other tasks can include visiting the various Steampunk Artificer workshops dotted around the city and paying them to recharge and repair their Teslonic equipment, Steampunk Artificer class Adventurers usually own their own workshop.Lastly, Adventurers who have studied in the school of magic will want to restore their mana and rest their minds ready for combat, as using spells in rapidsuccession can cause migranes and cause the Adventurer to lose consciousness.Gaining mana methods vary, Clerics will often pray at a city temple to receive the blessings of their chosenpatron, Necromancers may perform meditation orpartake in a blood ritual.All the Adventurers meet up at a designated time and leave the city together, headed on the long journey towardstheir objective.5

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Market SavvysAdventurers can perform any number of ‘Savvys’, they are not considered actions and do not take up your 3 market actions.

Savvy: Sell ItemsSell an Item or Treasure card from your currently equipped cards or your backpack.The sold card is placed in its respective discard pile, then the adventurer selling it gains gold pieces equal to that card’s ‘sell’ value’.

Savvy: Recharge TeslaAdventurers may purchase points of Tesla at the cost of 5 gold pieces per point of Tesla.At the start of the game, the maximum is 8 (but can be increased).

Ending the Market TurnWhen all Adventurers have taken their actions and savvys, the Market Turn Ends.When the turn ends, discard all item cards from the shop into the item discard pile, then proceed to the Adventure Turn.

Market Turn Gameplay1. Set up the ‘Shop’When the Market Turn begins, the Buck holder sets upthe ‘shop’ by drawing cards the the item (blue) deck and placing them face up for all Adventurers to see.For games with 2-3 players, draw 4 cards.For games with 4 or more players, draw 6 cards.

2. Adventurers Perform Market ActionsAdventurers may take up to 3 Market Actions each.Any Adventurer may declare which actions theyare taking at any time.There is no ‘turn order’ during this step: Adventurers freely declare which action they are taking.Actions can be performed more than once.Adventurers may also trade equipment with each otherand equip new items.

3. Buck Holder Selects AreaThe holder of the Buck coin searches the Area/Boss deck (purple colour), chooses an ‘Area’ card and places it on the table for all Adventurers to see, where it remains until the end of the subsequent Adventure Turn.

BackpackA backpack is an Adventurers ‘hand’.

Equipment cards not being used and Single-Use Itemcards are stored here, players may choose to keep the

contents of their backpacks confidential.Backpacks can store a maximum of 5 cards.

If you exceed your maximum, you must make roomimmediately, either by activating ‘Single-Use Items’ or

discarding cards.

EquipmentAn Adventurer can be equipped with one of each

of the following symbols of equipment:

Armour - Weapon - Eyewear - Hat - MiscellaneousAdventurers may be equipped with a

maximum of 1 ‘Bulky’ equipment card at a time.Starter weapons are removed from the game

if they are ‘Unequipped’ for any reason.You can change your equipment at any time during the Market Turn and the ‘Ready Up’ step in each ‘Explore

Phase’, unequipped cards return to the backpack.

Market Actions

Action: Recharge ManaFill your mana to it’s maximum level.(At the start of the game, the maximum mana is 10, but card effects and equipment can increase the maximum).

Action: Casual LabourGain 20g.

Action: Buy an ItemSpend gold peices from your stat sheet to purchasean item from the shop at its ‘Buy’ value.Purchases from the shop can be ‘Interrupted’ by anAdventurer with higher Buck order priority (see pg 7).When an item is purchased from the shop, another blue card is drawn to replace the bought item.Purchased items are placed in the ‘Backpack’.

Examples of a Market Turn and further details of Buck priority order can be found on page 7. 6

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Buck Order PriorityThe Adventurer with the Buck coin has the highestpriority, the Adventurer to his left has 2nd highest, and the Adventurer to their left has 3rd highest and so forth.

In the above example we have 4 playerslabeled Adventurers A, B, C and D.Adventurer C is in possession of the Buck coin.

Because Adventurer C has the Buck coin,he has the highest priority to interupt.The player sitting to his left (Adventurer D)has 2nd priority.The player sitting left of Adventurer D (Adventurer A) has 3rd priorityAdventurer B has the lowest priority.

This priority comes into play in three occasions:Making ‘Interruptions’ in the Market Turn.Resolving card effects in the ‘Explore’ phase.Resolving monsters in the ‘Combat’ phase.

See page 10 for details of Explore /Combat phases.

Market InterruptionsDuring the Market Turn, there is no turn order;any Adventurer can declare they are performingan action at any time.If two Adventurers want to buy the same item fromthe shop, the ‘Buck Order Priority’ determineswho is able to purchase that item.When an Adventurer declares they are buying anitem, Adventurers with higher priority have theopportunity to ‘Interrupt’, which allows them to buythe item instead.It is possible for multiple Interruptions to occur whenbuying an item, the Adventurer with the highest Buck priority who interrupts will buy the item.Only the Adventurer that buys the item spends anaction; any Adventurers that were Interruptedkeep the action they would have otherwise spent.Adventurers can also declare an Interrupt if they cannot afford the item, but they will have to immidiately spendactions to gain money or sell items in order to afford it.

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Adventure Turn LoreOnce the Adventurers reach the Area where their target is, they begin to carefully explore the Area, Rangers search for tracks, while Stalkers scout ahead for danger.While exploring, they may find themselves travellingunderground, across ravines and over dangerousprecipices, which Rogues navigate with relative ease.Monsters of all different types are common, and almost always hostile towards intrusive Adventurers.Dispatching Monsters is usually handled by Hot Blooded, Alchemist and Warrior Adventurers who fearlessly throwthemselves into battle, supported by magic users.It can take days for our heros to navigate the Area, down dark and gloomy dungeons, through tombs haunted by malign ghosts and ruins of ancient cities, with some of the party getting lost or injured on the way.But eventually, when they reach their ultimate goal, they will have to pass the hardest test; the Dungeon Boss, who fiercely guard their hoard of treasure.

Example of a Market TurnAdventurer B has 20g and 3 actions.For his first action, Adventurer B chooses ‘Casual Labour’ and gains 20g, bringing him up to 40g.

For his second action, Adventurer B declares he is buying an item from the shop.Adventurers A, C and D are higher in priority, but none of them want that item, so they do not interrupt.Adventurer B now takes the item card and places it in his backpack and reduces his gold pieces by the ‘Buy’ value of the card.

For his last action, Adventurer B would like to refill his mana, he equips his new card, which increases hismaximum mana from 10 to 11.He then declares he is using an action to ‘Recharge Mana’, and writes his new mana amount of 11 onto his stat sheet.

Unless he has something to sell or would like to purchase Tesla, Adventurer B must wait for other the otherAdventurers before moving on to the Adventure Turn.

Active vs IncapacitatedAdventurers have two states;

Active: An Adventurer fights and trades as normal.Incapacitated: An Adventurer has been knocked

unconscious and are temporarily unable to continue the Adventure.

Adventurers start the game Active and will oftenbecome Incapacitated. See page 12 for more details.

To restore Incapacitation, see ‘Rez’ rule entry on page 12.

Adventure Turn OverviewAdventure Turns have two phases that

alternate between one another:The ‘Explore’ phase and the ‘Combat’ phase.

The Explore phase represents the Adventurerswalking towards their destination, exploring

hidden chambers and investigating potential traps.The Combat phase represents the Adventurers

fighting any Monsters they might havedisturbed while exploring.

Adventure Turns always start with an Explore phase,then proceeds to Combat phase, when all combats

are resolved, Adventurers explore again and continueuntil they reach the Dungeon Boss.

If all team members become incapacitated, or theDungeon Boss is defeated, the Adventure Turn

ends and the Market Turn begins again.

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The Explore Phase OverviewDuring this phase, Adventurers will resolve the

following types of card:Boon

These cards attach to your character like equipment,they provide temporary buffs to your character, and

they are discarded at the end of each Adventure.Some of them require “Charisma” tests.

CurseThese cards attach to your character like equipment,

they have effects which temporarily impact your fighting ability, they are discarded at the end of each Adventure.

EventsThese cards are non-combat situations that might be

dangerous or profitable, some require tests.

Making Rolls and TestsSome card effects might force you to pass a ‘test’.

There are four different types of test;Escape, Charisma, Fear and Trap.

Tests are all resolved in the same way; roll a standarddice and apply any modifiers.

Tests have a value you need to equal or succeed in orderto pass, indicated by a number with the + symbol.

e.g A 4+ test requires a result of 4 or higher to pass.For Charisma, Fear and Traps, the penalties forfailing the test are written on the card effects.

Escape tests are always taken when fleeing from aMonster, if you fail the escape test, you becomeIncapacitated, see page 12 for more information

about Incapacitation.When you roll the dice for the test, you can modify theresult after it has been rolled, you may even use a card

effect or spell to re-roll a failed test.There is no limit to the number of times a dice can be

re-rolled via card effects, rules or spells.

FearMany Monsters in Loria are terrifying to behold; even

seasoned Adventurers succumb to their nerves.When an Adventurer ‘Encounters’ (see pg 11) a Monster

that inflicts Fear, they must take a ‘Fear Test’ on a 4+.If the test is passed:

The Adventurer fights the Monster as normal.If the test is failed:

The Adventurer loses combat and must resolve therelevant combat result “Adventurer Loses Combat

vs Monster/Dungeon Boss”.

Dungeon Card IconsDungeon cards have several icons, here

is a description of each type of icon.

Distance CounterWhen you have finished resolving a card with a distance counter, place it next to your character in what is called

a ‘Distance pile’.Distance piles are a stack of cards next to an Adventurer’s

Stat Sheet/Race/Class cards.Defeated monsters should be placed in Distance piles

vertically.Monsters that have been “escaped”, Monsters thatIncapacitated the Adventurer and events should

be placed in Distance piles horizontally.Distance and Skull counters in an Adventurer’s Distance pile do not count as ‘discarded’ and will not be returned

to the deck via ‘Light the Bonfire’.Distance Counters allow Adventurers to determine

when the Dungeon Boss is revealed (see page 14) andwho is eligable for medals when ending the Adventure

Turn (see page 15).

Skull CounterIf an Adventurer defeats a monster with a Skull Counter,

the defeated monster is placed vertically in thatAdventurer’s Distance pile.

If the monster defeats the Adventurer, or the Adventurer escapes the monster, the card is discarded.

Skull counters can be lost by ‘Incapacitation Penalties’as explained on page 12.

Skull Counters determine who is eligable for medalswhen ending the Adventure Turn (See page 15).9

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Combat TerminologyMonster’s LevelThis is indicated on each Monster card in the top left.The figure represents how strong the Monster’s attack are.

Combat StrengthUsually found in card Traits, combat strength represents how powerful an Adventurer’s attacks are.

Monster’s Combat RollThis is the black dice; it represents how successful theMonster’s attack was when it engaged the Adventurer.Combat rolls can be modified after they have been rolled, but cannot be reduced beneath the value of 1 or exceed the value of 6 (as there are only six sides to a dice, this is called the rule of ‘Natural Six’, see page 18)

Adventurer’s Combat RollThis is the white dice; it represents how successful the Adventurer’s attack was when it engaged the Monster.Combats rolls can be modified after they have been rolled, but cannot be reduced beneath the value or 1 or exceed the value of 6 (as there are only six sides to a dice, this is called the rule of ‘Natural Six’ see page 18)

ResistanceSome monsters are more resistant to certain types ofdamage; for example, weapons that deal ‘blade’ damage are for slashing or stabbing, rendering them ineffective against Armoured opponents.If a weapon with special damage is being used against a Monster who is Resistant to that damage; the weapon’s combat strength Trait (indicated on page 3) is negated (+0). Even if that card has modifiers, the Trait is counted as +0. If a weapon with two or more special damages is used against a Monster that is Resistant to one and Vulnerable to the other, the weapon is counted as +0, but the Adventurer will still automatically win parries.Example An Adventurer with the item weapon “Dragon Tongue”, which deals flame damage and has a +1 combat strength Trait is fighting an “Enraged Flame Elemental”; theMonster states as having a resistance against flame,therefore the weapon’s +1 combat strength is treated as +0.

VulnerabilitySome monsters are more sensitive to certain damage.If a weapon with special damage is being used against a Monster who is Vulnerable to that damage; the weapon’s combat strength Trait (indicated on page 4) is increased by +1, in addition, the Adventurer automatically winsparries against that Monster.This effect does not stack; therefore a weapon with two or more special damages is used against a Monster with two Vulnerabilities, the result is still +1 combat strength.

Explore Phase Gameplay1. Dungeon Boss?At the start of each Explore phase, if the combined number of Distance Counters each Adventurer (includingincapacitated Adventurers) equals or exceeds the number indicated on the active Area card; the Dungeon Bossappears and the ‘Dungeon Boss: Explore Phase’ is resolved instead of a regular Explore phase, see page 14.Otherwise, proceed to step 2.

2. Reveal Dungeon CardsEach Adventurer, starting with the Buck holder, proceeding to his/her left, draws a Dungeon Card and places it in front of their character ready for resolve.All Dungeon Card effects are immediately activated and will continue to remain active until they are no longer in play.

3. Ready UpAdventurers may trade cards and gold pieces, as well as change their character’s equipment with cards stored in their backpack, unequipped cards are returned to the backpack.

4. Resolve CardsWhen resolving cards, Adventurers may not trade cards with each other or change equipment.Starting with the Buck holder and proceeding to his/her left, each Adventurer takes it in turn to resolve their Boons, Curses and Events one at a time.When all Boons, Curses and Events have been resolved; the Combat Phase begins.

Combat Phase Gameplay1. Resolve CombatsStarting with the Buck holder and proceeding to his/her left, each Adventurer resolves their Monster cards one at a time.

2. Continue?Once all Monsters have been resolved; proceed to the next Explore phase.There are two exceptions to this rule;• If all Adventurers are Incapacitated; end the

adventure, following the ‘End the Adventure” steps. (See page 15)

• If Adventurers are fighting a Dungeon Boss, the game proceeds to another Combat Phase, instead of an Explore phase (for more information about Boss combat, see page 14).

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Resolving a Monster CardEach Monster must be fought in Buck priority order.To fight a Monster, follow the following steps:

1. Encounter MonsterWhen it is your turn to fight the Monster you have drawn in the Explore phase, you ‘Encounter’ it. Some card effects are triggered when you ‘Encounter’ a Monster.

2. Make Combat RollsThe Adventurer fighting the Monster rolls; one white dice for their combat roll, and a black dice for the Monster’s combat roll.Any dice modifiers are applied after the dice are cast.

3. Calculate Combat ScoresThe black dice’s value is added to the Monster’s Level to give it a Combat Score.The white dice’s value is added to the Adventurer’s Combat Strength to give the Adventurer’s Combat Score.

3. Compare ResultsThe Adventurer’s Combat Score is compared to theMonster’s Combat Score, during this step, you may talk with other Adventurers to request their assistance.You may continue to modify any dice result, including effects that allow you to re-roll the combat dice during this step.The Combat Score can change any number of times.This is where Adventurers declare ‘Supports’, deal‘Instant Damage’, cast spells, play ‘Single-Use Items’ from the backpack, apply Resistances and Vulnerabilities, dice modifiers and activate equipments special effects etc.When you are ready to proceed, take action depending on the comparison between the Combat Results.

• If the Adventurer’s Combat Score is Equal to the Monster’s Combat Score; It is a ‘Parry’.

• If the Adventurer’s Combat Score is greater than the Monster’s Combat Score; the Adventurer

‘Wins Combat’.

• If the Adventurer’s Combat Score is Lower than the Monster’s Combat Score; the Adventurer

‘Loses Combat’.

Combat Result: ParryThis represents the Adventurer and the Monster

striking one another with equal strength; both recoiling and then rearing up for another attack.

Any ‘Instant Damage’ that was dealt during this combatis negated and both the Monster and the Adventurer’s

combat dice are re-rolled.Declared ‘Supports’ are still in effect.

Adventurers and Monster can Parry multiple timesin a single combat - Until either wins combat.

Combat Result: Adventurer Wins CombatThis represents the Adventurer slaying the Monster.The Adventurer gains ‘Loot’ equal to the Monster’s

Loot value (after applying Area card modifiers).The Monster is then placed in that Adventurer’s

Distance pile (see page 9).If the Monster has a HP value, see below.

Combat Result: Adventurer Loses CombatThis represents the Monster overpoweringthe Adventurer and forcing them to flee.

The Adventurer must pass an ‘Escape’ test (moreinformation about tests can be found on page 9), the

Escape value of each Monster is noted on its card.If the Adventurer fails the test: they become

‘Incapacitated’ and suffer additional penalties.If the Adventurer succeeds the test; they add the

Monster to their Distance pile horizontally or discard itdepending on its Skull or Distance Counter (see page 9).

Monsters with a HP ValueIf a Monster has a HP (Hit Point) value, indicating

the Monster is strong enough to take several wounds before being defeated.

When you achieve the Combat Result “AdventurerWins Combat” against a Monster with a HP value,

instead of being defeated, it loses 1 point of HP.After losing a Hit Point, combat begins again from

step 2, the combat rolls are made again and anyInstant Damage that was previously dealt is now

ignored (existing supports are still applied).Keep track of HP using the Monster Stat Sheet.

If a Monster regenerates Hit Points, their HP cannotgo above their starting value.

For Explore/Combat phase examples, see page 17.11

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IncapacitationThis represents the Adventurer becoming unconscious,

injured or simply lost in the dungeon.When an Adventurer becomes Incapacitated, as an

incapacitation penalty that player must discard all cardsthat provide them with a skull counter.

Adventurers who are Incapacitated by Monsters canavoid this penalty if they have an Armour Level.

While Incapacitated, an Adventurer is temporarilysuspended from the game, they cannot trade cards/gold,

activate special effects or class/race rules, cast spells,participate in battle etc.

They do not draw a card during the Explore phase.There are two ways to remove the Incapacitation status:

1. Be Rez’d.2. Wait for the end of the Adventure Turn.

If all Adventurers become Incapacitated, theAdventurer Turn ends, see page 15.

RezBeing Rez’d removes the Incapacitation status

and returns the Adventurer to Active.If an Adventurer is Rez’d during the Explore phase, they

draw a Dungeon card and resolve it as normal.If an Adventurer is Rez’d during the Combat phase,

they do not fight a Monster, but may otherwise act asnormal. If the Rez’d Adventurer did not draw a Monster

card during the previous Explore phase; they are stillentitled to declare a single ‘Support’.

SupportsIf an Adventurer did not draw a Monster during an

Explore phase; in the subsiquent Combat phase, he/she may declare a single ‘Support’;

An Adventurer may recieve any number of Supports.An Adventurer does not need permission to declare a

Support, when they declare it, they choose anAdventurer currently engaged in combat with a

Monster; that Adventurer immediately gainsCombat Strength equal to the Combat StrengthTrait of the Supporter’s weapon (Vulnerabilities

and Resistances are not applied).Once delcared, the increase in Combat Strength

lasts until the end of that Combat Phase.

Instant DamageMany cards and spells are capable of dealing

‘Instant Damage’, (any kind of projectile weapon, usually arrows, crossbow bolts and magical spells).

You may deal Instant Damage to a Monster during the ‘Compare Results’ step in combat.

For every point of Instant Damage dealt to a Monster;that Monster’s Combat Score is reduced by 1.

Instant Damage is temporary and the reductions tothe Monster’s Combat Score end when any of the

three combat results have been resolved.Some Monsters are immune to Instant Damage.

Dungeon Boss LoreOur weary Adventurers, fatigued after battling wave after wave of adversaries, finally arrive at the chamber of theDungeon Boss, and once they engage the monster, there is no fleeing from this battle.Dungeon Bosses are usually very large and powerful; capable of shrugging off wounds that would defeat a lesser creature, this combination of size and strength isrepresented by their Hit Point value.Adventurers surround the Dungeon Boss and battle it simultaneously, each striking in Buck priority order as part of their party tactics, if their strike does not wound, they must then avoid the monster’s counter-attack.Thanks to their impressive size, strength or powers, Dungeon Bosses are capable of incredible feats, such as throwing huge boulders and shattering the ground with a single blow, represented by a Dungeon Boss Attack chart.If the Adventurers can overcome the Boss, they will gain treasures and be handsomely rewarded for their efforts.Should they fail, they will limp back to Urbem Sanctem and try again another day.

Armour LevelSome equipment and spells provide an ‘Armour Level’.Armour protects the Adventurer from Dungeon Boss

Attacks and Incapacitation penalties.If an Adventurer becomes Incapacitated by failing to

pass an Escape test against a Monster whoseunmodified Level is equal or less than the Adventurer’s Armour Level; that Adventurer does not discard cards

that provide a Skull Counter.Armour Levels are cumulative.

ExampleIf an Adventurer has a Hat equipped that provides

Armour Level 3, Armour that provides Armour Level 4 and Eyewear that provides Armour Level 3; that

Adventurer’s total cumulative Armour Level is 10. 12

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Area / Dungeon CardsThese cards have extra fields on them to hold moreinformation, they are also double sided, the face-downside is not in play.Only one Area/Dungeon card can be active at a time.

AreaSpecial Rule

The effects written here apply in the Adventure Turn.

DistanceThis is the number of Distance Counters required

for the Dungeon Boss to appear.

LootDuring the Adventure Turn, Monster’s Loot values

are modified by the indicated amount.

LevelDuring the Adventure Turn, Monster’s Level values

are modified by the incidated amount.Use the Monster stat sheet to keep track of these changes.

Beginner/Intermediate/Advanced IndicatorUsed to configure game difficulty.

Beginner: Low Difficulty Boss.Intermediate: Medium Difficulty Boss.

Advanced: High Difficulty Boss.

Dungeon BossType

All Dungeon Bosses are treated as Type: “Monster”.Aqua and Undead secondary types are displayed here.

ResistanceThis Monster is Resistant the following types of damage.

VulnerabilityThis Monster is Vulnerable to the following types of

damage.

Unique SkillWhen making a Dungeon Boss Attack roll (red dice); a ‘6’

result triggers this Monster’s Unique Skill.See page 16 for more information.

LevelThe Monster’s base Level.

Hit PointsThe number of Hit Points this Monster appears with.

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Dungeon Boss OverviewDungeon Bosses are the strongest Monsters in the game, each one is capable of defeating an entire party ofAdventurers by itself, without even taking damage.Once a Dungeon Boss appears, Adventurers cannot flee from the battle, they must stay and fight until either the whole party is Incapacitated, or the Monster is defeated.It can take several attempts to defeat a Dungeon Boss, each time the team will progress slighly further as they improve their equipment.

Dungeon Boss AppearsBoss combat is resolved slightly differently than normal combat, but still has an Explore phase and a Combat phase.The Dungeon Boss can only appear when the numberof Distance Counters matches or exceeds the amountspecified on its relevant Area card. There is one final Explore Phase before the Dungeon Boss, once the battle between the Dungeon Boss begins, every time a Combat Phase ends, a new Combat phase begins and it continues the cycle until either all Adventurers are incapacitated or the Boss is defeated.

Dungeon Boss: Explore Phase1. Boss AppearsFlip the Area card face down to reveal the Dungeon Boss; the Area card’s effects are no longer in effect.Fill in the Monster’s stats using the stat sheet provided.Dungeon Cards are not drawn when the Dungeon Boss has appeared.2. Ready UpAdventurers have one final Ready Up step before they face the Dungeon Boss, this is their last chance in theAdventure to change equipment and trade cards.3. Initiate CombatWhen all active Adventurers are ready, the Combat Phase begins.

Dungeon Boss: Combat PhaseStarting with the active Adventurer with the highestBuck priority, each Adventurer fights the DungeonBoss in turn.No supports can be declared at any time during Dungeon Boss combat, as all Adventurers are considered to befighting simultaneously in one battle.When the Adventurer with the lowest Buck priorityfinishes combat, a new Combat Phase begins (without an Explore Phase), even if there is only one active Adventurer.The moment the Bosses HP reaches 0 Hit Points, it isdefeated and the Adventurer Turn ends, see page 15.If the Adventuring party is defeated; the Boss recovers all of it’s Hit Points.

Combat Result:Adventurer Wins Combat vs Dungeon BossThis represents the Adventurer wounding the Dungeon

Boss, it can take many wounds to defeat a Boss.The Adventurer does not gain Loot.The Monster suffers 1HP of damage.

The engagement ends and the next Adventurerin Buck priority encounters the Boss.

Combat Result: Adventurer Loses Combat vs Dungeon Boss

This represents the Dungeon Boss overpoweringthe Adventurer and forcing them to disengage

from the combat temporarily .The Adventurer must pass an ‘Escape’ test (more

information about tests can be found on page 9), theEscape value of each Dungeon Boss is noted on its card.

If the Adventurer fails the test: they become‘Incapacitated’ and suffer incapacitation penalties.If the Adventurer succeeds the test; they disengage

from the Dungeon Boss and wait for the next Combat Phase to engage the Boss again.

This is not counted as ‘Escaping’ a Monster, thereforethe Rogue’s ‘gain 10g’ rule does not apply when

disengaging from a Dungeon Boss.

Resolving a Dungeon Boss CombatEach Monster must be fought in Buck priority order.To fight a Monster, follow the following steps:1. Encounter MonsterWhen it is your turn to fight the Dungeon Boss, youencounter it. During this step, the red dice is rolled on the ‘Dungeon Boss Attack’ chart (see page 16), its effects are applied during this encounter only.2. Make Combat RollsCombat Rolls are as normal, taking any Dungeon BossAttacks into consideration.3. Calculate Combat ScoresCalculating Combat Scores as normal, taking any of the Bosses Resistances and Vulnerabilities into consideration.4. Compare ResultsCompare results as normal, supports cannot be declared.Parries are treated as normal, but Winning and Losing have slightly changed effects:

Our Weapons are Useless!Weaker Adventurers cannot even wound Bosses.During Boss fights, Adventurers may voluntarily failEscape tests, provided that their Combat Strength + 6 isless than or equal to the Monster’s Level +1. 14

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Ending the Adventure TurnOur brave Adventurers have finished their journey and limped back to Urbem Sanctem to resupply.

They are now awarded Medals for their services.Medals can be awarded to Incapacitated Adventurers.

When distributing Medals, if there is a tie between two or more Adventurers for the most amount ofDistance, Skulls, Curses or defeated Monsters; those Adventurers receive 1 Medal each.

Dungeon Bosses are never counted as having Distance, Skulls or beinga defeated Monster for the purpose of distributing Medals.

Select the column that applies to the end of the Adventure Turn and follow the steps below:

All Adventurers became IncapacitatedIf all Adventurers became incapacitated, resolve thefollowing effects:

Distribute Medals• The Adventurer with the most Distance Counters

receives 1 Medal.• The Adventurer with the most Skull Counters

receives 1 Medal.

Distribute Treasure• No treasure awarded.

Final Checks• Return the Area/Dungeon Boss card to the deck.• Discard all Dungeon Cards in play and in all

Adventurer’s Distance piles.

Rez All AdventurersAll Adventurers have their ‘Incapacitation’ statusremoved and are returned to active state, the Adventure Turn has now ended, the Market Turn begins again.

Dungeon Boss was DefeatedIf the Dungeon Boss was defeated, resolve the following effects:

Distribute Medals• The Adventurer with the most Distance Counters

receives 1 Medal.• The Adventurer with the most Skull Counters

receives 1 Medal.• The Adventurer with the most Curse cards attached

to their character receives 1 Medal.• The Adventurer with the most defeated Monsters

(vertically placed Monsters) receives 1 Medal• All active Adventurers receive 1 Medal.

Distribute Treasure• Each Adventurer, starting with the Buck holder

draws 1 Treasure card.

Final Checks• Remove the defeated Area/Dungeon Boss card from

the game.• Discard all Dungeon Cards in play and in all

Adventurer’s Distance piles.

Rez All AdventurersAll Adventurers have their ‘Incapacitation’ status removed and are returned to active state, the Adventure Turn has now ended.• When the number of predetermined Bosses has

been defeated, the game ends and the Adventurer with the most Medals is champion.

• If the Adventurers defeat a Boss and the number of predetermined Bosses has not been reached; Adventurers continue playing and progress to a higher difficulty Area.

Ending the GameThe game is complete at the end of an Adventure Turn

where the final Boss is defeated.The Adventurer with the most Medals is declared

the winner, games can result in ties.Continuing play after defeating the final

Boss is not recommended.

Cooperation vs CompetitionThe Adventuring party will most likely becomeIncapacitated several times before defeating a

Dungeon Boss.If the Adventurers work together, they may find

progress easier, but working together allows otherAdventurers to gain more Medals and Gold, making

it more difficult to gain an advantage over them.It may be in an Adventurer’s interests to hinder

Adventurers who are in the lead and cooperate with another Adventurer who has less Medals.

Whether you choose to be chivalrous or underhanded;the choice is yours.

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Dungeon Boss Attack ChartAt the start of each encounter, the red die is rolled todetermine the Dungeon Bosses attack pattern for this round of combat, the attack lasts until the end of the combat round.During a ‘Parry’, the red dice is not re-rolled.Results:1: StumbleThe Dungeon Boss strikes a wall, ceiling or anothersuitably dramatic event occurs to slightly hinder its attack.During this round of combat, the Monster suffers -1 to its combat rolls.2: Normal StrikeThe Dungeon Boss does not exert itself, perhaps it is tired, or preserving its energy to make a strong attack.No effect.3: Ferocious AssaultWith blinding speed, the Dungeon Boss lunges at theAdventurer in an all-out attack.During this round of combat, the Monster gains +1 to its combat rolls.4: BarrageThe Dungeon Boss throws a nearby boulder, casts a magic spell or spits corrosive acid to chase away the Adventurer.If the adventurer currently in combat has an Armour Level less than the monster’s Level; that Adventurer becomes Incapacitated.5: Ground PoundThe Dungeon Boss strikes the ground with an earth splitting force, the shockwaves cause Adventurers on the ground to stumble.If the Adventurer currently engaged in combat does not have ‘Flight’; they suffer -2 to their combat rolls during this round of combat.6: Unique SkillEach Dungeon Boss has a special attack, its use can have devastating results.The Dungeon Boss uses its unique skill.

Example of an Explore PhaseAdventurer E and F enter the Explore phase, Adventurer F has the Buck coin and E sits to her left.Adventurer F draws a Dungeon card first and places it in front of her character.Adventurer E is next in priority, and draws a dungeon card, placing it in front of his character.

Adventurer F has drawn “Nagapon Soldier”.Adventurer E has drawn “Bat Companion”.Starting wih the Buck holder, each Adventurer resolves their Boons, Curses or Events.Adventurer F did not draw a Boon, Curse or Event, so she must wait until the Combat phase to resolve her card.Adventurer E is sitting to her left, so he is next in priority, he then resolves the Boon and takes a charisma roll with a single dice, his result is a “4”, which is a failure, so the Boon is discarded.There are no more Adventurers with Boon, Curse or Event cards to resolve, so the Combat Phase begins.

Examples of the Combat Phase and Dungeon Bosscombat can be found on Page 17.

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Example of a Combat PhaseAdventurer E and F enter the Combat Phase, Adventurer F has the Buck coin and E sits to her left.(The equipment, classes and races of both Adventurers is not shown, but they would otherwise be included).Adventurer F drew ‘Nagapon Soldier’ in the previous Explore phase and is waiting to resolve it.Adventurer E is next in priority, in the previous Explore phase, he drew a Boon and resolved it.Because Adventurer E did not draw a Monster card in the previous Explore phase, he is able to ‘Support’in this Combat phase.

Example of Dungeon Boss CombatAdventurer E and F enter the Explore Phase, Adventurer F has the Buck coin and E sits to her left, between them, they now have 8 Distance and the Dungeon Boss, ‘Ebony Bloodrose’ (Level 8, HP 4, Escape 4+) is revealed.(The equipment, classes and races of both Adventurers is not shown, but they would otherwise be included).Both Adventurers advance to the Combat phase.Adventurer F engages the Boss first and rolls the combat and Red dice;

Starting with the Buck holder, each Adventurer resolves their Monster cards if they have any.Adventurer F resolves her Monster card first, she has a Combat Strength of 4 and is fighting a Monster which is Level 6.The Combat begins, F enagages the Monster, and rolls the white and black dice;

Adventurer F’s Combat score is 4 + 4 = 8The Monster’s Combat Score is 6 + 3 = 9The Monster is currently winning, so F asks for help.Adventurer E decides to help her, since Nagapon Soldier’s effects make them immune to Instant Damage, he can only really help with a ‘Support’.Adventurer E declares a Support, and F increases the Combat Strength of her weapon by the Combat Strength of Adventurer E’s weapon, providing an extra +1 Combat Strength (her score is now 4 + 4 + 1 = 9).Because the scores are now tied, Combat Result is a ‘Parry’, and the black and white dice are re-rolled;

The Red dice indicates that the Dungeon Boss’s attack is ‘Stumble’ and so the black die value is reduced by 1.Adventurer F’s Combat score is 4 + 3 = 7The Bosses Combat Score is 8 + 5 = 13Adventurer F has lost Combat and is forced to ‘Escape’, she rolls a 4 and sucessfully evades the Bosses attacks, she disengages and will fight again in the next Combat phase.It is now the next Adventurer’s turn to fight in Buckpriority order, E is next and rolls the dice;

The Red dice indicate that the Dungeon Boss’s attack is ‘Barrage’ and Adventurer E does not have enough Armour Level to block the Attack.Adventurer E asks for help, casting the spells ‘Protect’, ‘Force Shunt’ or using a ‘Voxcom’ could help.In the absence of help, E is then Incapacitated.All Adventurers have now resolved the Dungeon Boss, so a new Combat phase begins, F is the only active Adventurer.Adventurer F begins the Combat phase, and engages the Boss, rolling the combat and red dice;

The red dice indicate that the Dungeon Boss’s attack is ‘Standard Attack’ which has no additional effects.Adventurer F’s Combat score is 4 + 6 = 10The Bosses Combat Score is 8 + 1 = 9The Adventurer has won this combat round, so Ebony Bloodrose’s Hit Points are reduced from 4 to 3 (noted on the Monster Stat Sheet).The Combat will continue until either the Adventurers or the Dungeon Boss is defeated, when either of theseconditions are fulfilled, the Adventure Turn ends, refer to page 15 for steps when ending an Adventure Turn.

Adventurer F’s Combat score is now 4 + 6 + 1 = 11(4 Combat Strength + 6 Combat Roll + 1 from Support).The Monster’s Combat Score is 6 + 3 = 9The Adventurer has won combat, she adds the defeated Monster vertically to her Distance pile and gains the Loot indicated on the card (20g).

17All Adventurers have now resolved their cards; a new Explore phase begins.

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Casting SpellsTo cast a spell, you require two conditions; a ‘Magic Rank’, which represents your Adventurer’s talent and skill with casting spells and ‘Mana’ which is magical energy expended to cast spells.To restore Mana, you may spend 1 action during theMarket Turn to restore your Mana, as well as other card effects.To cast a spell, select a spell from the lists on page 22, reduce your Mana by the cost and apply the effects.If you cannot meet the Mana or Magic Rank requirement; you cannot cast the spell.

Magic RanksAny Adventurer can cast spells, provided they have a ‘Magic Rank’.Each Adventurer starts the game with a Magic Rank of 0, but classes, races and equipment can increase your Rank.There is no limit to the number of Magic Ranks you can gain, but there are only spells up to Rank 3.Rank 1 magic users can cast rank 1 spells.Rank 2 magic users can cast rank 1 and 2 spells.Rank 3 magic users can cast rank 1, 2 and 3 spells.

ManaThe starting maximum Mana is 10, and can be increased with equipment special effects.If you have equipment which increases your maximum Mana, when you remove the equipment, your maximum is reduced and any excess Mana is destroyed.ExampleAn Adventurer has 12 Mana, as they are equipped with the Starter Weapon ‘Apprentice Staff ’ (which provides +2 maximum mana) they replace the weapon with ‘Dragon Tongue’ which has no increase in maximum Mana, in this instance the Adventurer’s Mana is immediately reduced to the normal maximum of 10.However, if the Adventurer switches from one piece of equipment to another with an increase in maximum Mana, such as from ‘Apprentice Staff ’ to ‘Staff of Lighting’, then no Mana is lost (provided the new equipment has an equal or greater increase in mana).

Using TeslaTesla is a broad term for a form of rudimentary energy, Tesla can come in electrical form, a gas and evencondensed into liquid to provide fuel for devices.Adventurers can pay 5g per point of Tesla at any timeduring the Market Turn known as a ‘Savvy’ (pg 6).When an Adventurer wishes to activate an effect which requires the user to spend Tesla, the Adventurer simply reduces their amount of Tesla indicated by the card’s effect.

Choose vs TargetTargeting an Adventurer or Monster with a projectile inthe heat of battle can be very difficult at times, on some

occasions, it is not possible to obtain a clear shot.The only difference between ‘Choose’ and ‘Target’ are

the effects which prevent them.

Rule vs EffectEffects are the result of being able to use an item or pieceof equipment without interference, or for a Monster to

fight in favourable conditions.The only difference between ‘Special Rules’ and

‘Special Effects’ are other effects which prevent them.For example, the ‘Golden Eye’ Treasure

card cannot negate special rules or unique skills.

Natural SixA dice is limited by the number of faces it has; whenmodifying a dice roll, you can never exceed the value

of 6 or be reduced under the value of 1.Example

If you have a special effect which gives you +2 to yourcombat rolls and you make a combat roll of 5, but since

the dice only has six faces, the roll is capped at 6.Hot Blooded classes and Limit Breaker Drill treasure

cards effects allow exceptions to this rule.

AttachWhen two or more cards are ‘Attached’, they are placedon top of each , which forms a temporary relationship between the two (or more cards), if any of the cards in

this relationship are discarded or returned to thebackpack, the cards separate and are also discarded

or returned to the backpack.If a Single-Use Item is in this relationship, it is

discarded immediately after separation.

18

MaximumAdventurers start with certain Maximums, specialeffects can overide this rule and can increase the

Maximum for that Adventurer.Starting Maximum amounts for Adventurers;

Maximum Backpack Size: 5 cardsMaximum Tesla: 8 Tesla

Maximum Mana: 10 ManaNumber Bulky cards that can be Equipped: 1 card

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19

GalleryA collection of Illustrations depicting the world of Loria.

The ever-vigilant Blackguard defend against a demonic horror that emerges from the Abyssal Realm.Illust. Genji Lim.

Buck: Legacy Adventurer portraits.Illust. Dhui.

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20Steampunk Artificer performing Multi-Mail Repairs.

Illust. Lizombie.

Portrait of Lunanne, Queen of Loria.Illust. Lizombie.

A lone Adventurer explores castle ruins in the Dredgedeep wasteland.Illust. Jenpenn.

A covert agent dispatches a possessed Blackguard.Illust. Hinoraito.

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GlossaryAction: Used in the Market phase to gain gold, mana or purchase items (pg 6).Active: One of the two states, Active Adventurers fight and trade as normal, the other state is Incapacitated (pg 8, 12).Adventurer: A player (pg 5).Area: A double sided purple card, reverse to Dungeon Boss (pg 13).Armour: A type of Item or Treasure which is Equipment (pg 6).Armour Level: Protection fromincapacitation penalties and Dungeon Boss Attacks (pg 12).Backpack: An Adventurer’s hand:5 cards maximum (pg 6).Black Dice: A Monster’s Combat roll (pg 10).Blade: A secondary type of Weapon,a special type of damage.Blunt: A secondary type of Weapon,a special type of damage.Boon: A type of Dungeon cardresolved in the Explore phase (pg 10).Buck Coin: A circular chip used to determine initiative order (pg 4).Buck Holder: The Adventurer inpossession of the Buck coin (pg 4).Chaos: A secondary type of Weapon,a special type of damage.Charisma: A type of test (pg 9).Combat Score: Either an Adventurer’s combined Combat Strength + Combat Roll. Or a Monster combined Level+ Combat Roll (pg 11).Companion: A secondary type of Boon card, requires a Charisma test.Curse: A type of Dungeon cardresolved in the Explore phase (pg 10).Discard: Placing a card face up in a pile next to it’s appropriate deck.Distance: An icon used to determine when the Dungeon Boss appears. Icon also used to determine distribution of medals (pg 9, 15).

Dungeon Boss: A doubled sidedpurple card, reverse to Area (pg 13).Dungeon Card: A lavender coloured card: Can contain Monsters, Events, Boons and Curses (pg 10).Encounter: The first step whenfighting a Monster (pg 11).Equipment: Items and Treasures that can be attached to an Adventurer (pg 6).Event: A type of Dungeon cardresolved in the Explore phase (pg 10).Eyewear: A type of Item or Treasure which is Equipment (pg 6).Fear: A type of test (pg 9).Flame: A secondary type of Weapon,a special type of damage.Flight: Adventurers with Flight are immune to certain card effects (pg 22).G/Gold Pieces: a consumable used to barter, bribe and blackmail other Ad-venturers as well as buy Items (pg 4).Hat: A type of Item or Treasure which is Equipment (pg 6).

Holy: A secondary type of Weapon,a special type of damage.HP/Hit Points: The number of times an Adventurer win combat against a Monster in order to defeat it (pg 11).Item Card: A blue card, which is either equipment or Single-Use Items.Incapacitated: One of the two states, the other state is Active (pg 8, 12).Instant Damage: Temporary damage to a Monster (pg 12).Lore: The game’s setting.Magic Rank: Required to cast spells, Adventurers start at Magic Rank 0 (pg 18).Mana: A consumable used for casting spells (pg 18).Medal: Awarded for combat, theAdventurer with the most medals wins the game (pg 15).

Miscellaneous: Equipment type (pg 6).Monster: A type of Dungeon card/Boss resolved in the Combat phase (pg 11).Natural Six: The rule that dice cannot exceed the value of 6 or be reduced below the value of 1 (pg 18).Oscillator: A secondary type of Weapon, a special type of damage.Parry: A combat result (pg 11).Priority: Initiative order, starting with the Buck holder and proceeding tohis/her left (pg 7).Ready Up: A step before resolving cards during an Explore phase (pg 10).Red Dice: A dice used to determine Dungeon Boss Attacks (pg 16).Resistance: A Monster trait (pg 10).Rez: To restore an incapacitatedAdventurer to Active (pg 8, 12).Savvy: A free Action, can beperformed any number of timesduring the Market Turn (pg 6).Single-Use Item: A type of Item or Treasure that is discarded after use (pg 22).Staff: A secondary type of Weapon,a special type of damage.Starter Weapon: A type of Character Creation card that is removed from the game when unequipped.Skull: An icon used to reward Medals (pg 9, 15).Support: Temporary assistance to anAdventurer (pg 12).Tesla: A consumable used to power electrical devices (pg 6, 18).Thunder: A secondary type of Weapon, a special type of damage.Transmutation: An ability Alchemist Adventurers can use (pg 22).Trap: A secondary type of Event card.Treasure Card: A red card; morepowerful than item cards (pg 22).Vulnerability: A Monster trait (pg 10).Weapon: A type of Item or Treasure which is Equipment (pg 6).White Dice: An Adventurer’s Combat Roll (pg 10).21

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Treasure ChartWhen you make a roll on the Treasure chart, roll one

dice (applying any modifiers after the roll), thenconsult the charts and receive that reward.

1: Gain 40g.2: Gain 20g and one item card.3: Gain 40g and one item card.4: Gain 20g and two item cards.

5: Gain one treasure card.6: Gain 40g and one Treasure card

Drawing Treasure CardsTreasure cards are rare and powerful artefacts.

Whenever you gain a Treasure card: Draw two cards from the Treasure deck and compare them. Select one to keep

and shuffle the other back into the Treasure deck.

TransmutationOnly Alchemist class Adventurers can perform

Transmutations, and may hold up to one Transmutated item. You may only Transmutate during a ‘Ready Up’

step or at any time during the Market Turn.To perform a Transmutation, follow these steps;1. Choose two blue equipment cards from yourbackpack and/or your currently equipped cards.2. ‘Attach’ them, placing one on top of the other.

3. The card on top gains the special effect of the item underneath it.

Only the special effect is applied; the buy, sell,light/bulky values and Trait (pg 3) are ignored.You cannot Transmutate a Transmutated item.

If you unequip the Transmutated item, the componentsare separated immediately.

Rank 1 SpellsSpark: Cost 1 Mana

Target an Adventurer’s weapon: That weapon deals thunder damage until

the end of the Combat phase.Ember: Cost 1 Mana

Target an Adventurer’s weapon: That weapon deals flame damage until the

end of the Combat phase.Smite: Cost 1 Mana

(Useable by ‘Cleric’ class Adventurers only).

Target an Adventurer’s weapon; that weapon deals Holy damage until the

end of the Combat phaseProtect: Cost 2 Mana

During a combat phase, choose an Adventurer: That Adventurer gainsArmour level 4 (which stacks) until

the end of the Combat phase.Magic Missile: Cost 3 Mana

Useable once per Combat phase:Target a Monster and deal 1 instant

damage to it.

Rank 2 SpellsForce Shunt: Cost 3 Mana

Useable once per Combat phase:Target a rolled dice and re-roll that

dice.Crystal Wings: Cost 2 ManaTarget and Adventurer: That

Adventurer gains ‘Flight’ until the beginning of the next Explore phase.

Flash: Cost 2 ManaActivate when an Adventure fails anescape test: Re-roll that escape test.

Heal: Cost 2 ManaTarget an Incapacitated Adventurer and ‘Rez’ them. (Useable by ‘Cleric’

class Adventurers only).Mana Bolt: Cost 3 Mana

Useable once per Combat phase: Target a Monster and deal 1 instant

damage to it.

Rank 3 SpellsPower Surge: Cost 3 ManaIncrease any dice roll by +1.

Dispel: Cost 2 ManaTarget a curse card attached to an

Adventurer: Negate that curse’s effect and discard it.

Null Zone: Cost 4 ManaActivate during a Combat phase:

Until the end of this Combat phase: AllMonster’s special effects are negated

(this cannot be used if a Monster with‘Mana Drain’ is in play).

Unyielding: Cost 3 ManaUseable once per Combat phase:

Target a Monster, that Monster suffers -1 to its combat rolls until the end of

the Combat phase.Corrosive Storm: Cost 4 ManaUseable once per Combat phase.

All Monsters suffer -1 to their Levels until the end of the Combat phase.

22

FlightHaving ‘Flight’ offers no inherant bonus.

Flight provides advantages and immunities againstcertain card effects.

Single-Use ItemsSingle-Use Items are stored in the Backpack.

Unless specified, any active Adventurer can playSingle-Use Items from the Backpack at any time.

Once a Single-Use Item’s effect has been resolved, thecard is placed in the appropriate discard pile.

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2nd Edition Rules of PlayA Game by Harrison Hochkins

© Urban Meadows Publishing Ltd 2014