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Table of contents

Tales from the Red Dragon Inn Reference Manual Summary

Other Tales from the Red Dragon Inn Resources:

Chapter 1 Walkthrough Summary
Reference Manual
Chapter 1 Scenario Book Summary
Chapter 2 Scenario Book Summary
Chapter 3 Scenario Book Summary
Chapter 4 Scenario Book Summary
Chapter 5 Scenario Book Summary

Glossary

Explains the various terms used in Tales from the Red Dragon.

Ability

  • Effects performed by figures controlled by players.
  • Can be on Hero mats, Ability Cards, and Power Tokens.
  • Multiple effects are carried out in order.
  • Optional effects are indicated by “may”.
  • Separate abilities on the same card/mat can be activated independently.
  • Charge Abilities share a single pool of Charge Tokens.

Ability Tile

  • Indicates abilities the active Hero can use.
  • Full turn: 2 Action tiles and 1 Shenanigan tile.
  • Partial turn (2-Hero game): 1 Action tile.
  • Flip tiles to the grey “used” side to activate abilities.

Action

  • Main abilities used to interact with the game.
  • Full turn: Up to 2 Actions and 1 Shenanigan.
  • Partial turn: 1 Action or Shenanigan.
  • Flip an Action tile, choose an Action, pay the cost, and carry out the ability.

Ally

  • Heroic figures controlled by players.
  • Activated during the Hero’s full turn.
  • May gain and spend Power Tokens.
  • Removed from the map if damaged equal to Fortitude.

Alternating

  • Schemer Group alternates Schemes instead of rolling a Scheme Die.
  • Scheme Die moves to the other Scheme each round.

Archive

  • Stores “retired” cards removed from the campaign.
  • Typically happens when better versions are unlocked.

Armory

  • Collection of unlocked Item Cards not currently in use.
  • Players select Items to equip at the start of each game.

Attack

  • Figures attempt to cause damage to Foes.
  • Types: Burst, Melee, Ranged.
  • See Appendix C for details.

Avert Harm

  • Prevents Harm effects from an Attack.
  • Does not prevent damage, only Harm effects.
  • Harm effects not using “target” do not happen if all figures Avert Harm.

Avoided

  • Figures with this keyword are ignored by Schemers.
  • Schemers cannot target or interact with Avoided figures.
  • Line of Fire can be drawn through Avoided figures.

Backstab

  • Gerki’s ability dealing extra damage to distracted targets.
  • Conditions: Adjacent Friendly figure, Hazard/Difficult Terrain, or Debuff Token.
  • All attacked figures must meet at least one condition.

Berserk

  • Figure treats all other figures as Foes.
  • Schemers without Berserk treat other Schemers as Friends.

Big Bad

  • Reduces Debuff Tokens gained by one.
  • Cannot be Stunned.

Boss

  • Extra-tough Schemer with a Boss Mat (Fresh and Wounded sides).
  • Takes damage equal to Fortitude to become Wounded.
  • Toughness Tokens are refreshed when flipping to Wounded.

Burst Attack

  • Affects all Foes in a specified burst area.
  • See Appendix C for details.
Burst Attack

Chapter

  • Campaign divided into 5 Chapters, each with multiple Scenarios.

Charge Ability

  • Uses Charge Tokens to activate.
  • Number of Charge Tokens indicated in the setup flag.
  • Cannot be activated without Charge Tokens.

Charge Token

  • Allows activation of Charge Abilities.
  • Spent when activating a Charge Ability.
  • Does not replenish except through Recharge abilities.
Charge Token

Combat Phase

  • Second phase of each round where most actions occur.
  • Heroes and Schemer Groups take turns based on initiative tokens.

Companion

  • Special figure accompanying a Hero in Solo Mode.
  • Takes a special action defined by its Companion Card.

Cooldown Ability

  • Requires adding Cooldown Tokens to activate.
  • Cannot be activated if it already has Cooldown Tokens.

Cooldown Token

  • Prevents activation of abilities.
  • Removed at the beginning of each round.
  • Can be removed with Invigorate ability or Reset Token.
Cooldown token

Counter Attack

  • Reaction allowing an Attack against a triggering figure.
  • Ignores Range; targets the triggering figure directly.

Critical Hit

  • Represented by a circle with a burst.
  • Contributes to Attack damage and allows rerolling.
  • Resolve Doom Die before rerolling Critical Hits.
Critical Hit

Damage Boost Token

  • Increases damage of Attacks.
  • Can be used by Heroes and their controlled figures.
  • See Appendix C for details.
Damage Boost Toekn

Damage Die

  • Yellow dice used for some Attacks.
  • Each Attack indicates the number of Damage Dice.

Dangerous

  • Spaces that can cause damage or penalties.
  • Includes Traps and Hazards.
  • Schemers avoid moving through Dangerous spaces.

Debuff Token

  • Represents a temporary negative effect.
  • Includes Weaken Tokens and Stun Tokens.

Defeated

  • Figure is removed from the map if damage equals or exceeds Fortitude.
  • Heroes and some bosses must be Wounded before being Defeated.

Destructible

  • Map features that can be destroyed.
  • Each scenario defines how they can be destroyed.

Difficult

  • Move < requires two points of movement to enter.
  • Does not affect Leap or Forced Movement effects.

Disarm X

  • Affected figure discards X Power Tokens.
  • If fewer than X, discards all Power Tokens.

Discard Ability

  • One-time-use ability indicated by a dissolving scroll icon.
  • Put back in the box after use, available in future games.
Discard Ability

Doom

  • Icon on some Schemers requiring Doom Die in Attack rolls.
  • See Appendix C for details.
Doom

Doom Die

  • Red die with horned heads and blank faces.
  • Roll along with other dice in Attack rolls.
  • Affects damage or causes unavoidable damage.
  • See Appendix C for details.
Doom Die

Door

  • Blocks access to parts of the map.
  • Scenario description indicates placement and opening rules.

Empowered Attack

  • Includes Epic Dice in damage rolls.
  • See Appendix E for details.

Epic Die

  • Black dice boosting Attacks or providing defense.
  • See Appendix E for details.

Epic Pool

  • Pool of Epic Dice used to boost Attacks or provide defense.
  • See Appendix E for details.

Evade Token

An Evade Token [ is a type of Power Token that allows you to reposition after being attacked. It represents a Reaction that is activated by discarding the token. Here’s how it works:

Activation

  • Trigger: An Attack damages you.
  • Effect: You Avert Harm \ and may Leap ; 2.

Important Notes

  • Taking Damage: You must take damage from an Attack to use an Evade Token. If you prevent all of the damage with Shield or Toughness Tokens, you cannot use the Evade Token.
  • Multiple Tokens: If you discard multiple Evade Tokens in response to a single Attack, the Leap ; values are summed into a single Leap ; effect.
  • See Appendix E for details.
Evade Token

Farthest

  • Figure with the longest minimal Line of Fire to a Schemer.
  • Moves toward the Farthest Foe with fewest steps.

Fatigue X

Fatigue is a mechanic that affects Heroes by adding Cooldown Tokens to their abilities. Here’s how it works:

Application

  • Add Cooldown Tokens: Add X Cooldown Tokens to a single ability you control.

Restrictions

  • No Cooldown Tokens Added To:
    • Abilities on your Hero mat
    • Ally cards
    • Setup abilities
    • Charge Abilities with no remaining Charge Tokens

Cooldown Tokens

  • Abilities: The ability that gains Cooldown Tokens does not need to be a Cooldown Ability. However, abilities with Cooldown Tokens on them may not be activated, even if they are not Cooldown Abilities.
  • Multiple Abilities: If a card has multiple abilities, choose one of its abilities to get the Cooldown Tokens.

Limitations

  • Affects Only Heroes: Fatigue only affects Heroes. Other Heroic figures, such as Allies, Companions, Pooky, or Illusions cannot be Fatigued.

Figure

  • Represents a Hero, their Friends, or Foes on the map.

Foe

  • Enemy of the current figure.
  • Heroes consider Schemers as Foes, and vice versa.

Forced Movement

  • Movement controlled by a figure’s Foe.
  • Includes Grab, Place, Push, and Pull effects.

Fortitude

  • Hit points of a figure.
  • Equals damage required to Defeat the figure.

Fresh

  • Heroes start Fresh and flip to Wounded when damage equals Fortitude.
  • Healing cannot revert Wounded figures to Fresh.

Friend

  • Figures on the same team.
  • Heroes consider other Heroic figures as Friends, and vice versa.

Grab

  • Moves a figure to an adjacent Unoccupied space.

Harm

Harm Effects are additional effects that occur after an Attack if it causes one or more targets to lose Fortitude. Here’s a detailed breakdown of how Harm \ effects work:

Triggering Harm Effects

  • Damage Requirement: The Harm effect occurs only if the Attack causes one or more targets to lose Fortitude.
  • Prevention: If all of the Attack’s damage is prevented (e.g., with Shield or Toughness Tokens), the Harm effect does not trigger.

Target-Specific Harm Effects

  • Including “target” or “target(s)”: If the Harm effect includes the word “target” or “target(s)”, the effect applies to each target that lost Fortitude and did not Ignore the Harm with an Avert Harm effect.
  • No Targets Lost Fortitude: If no target lost Fortitude, the Harm effect does not occur.

General Harm Effects

  • No “target” or “target(s)”: If the Harm effect does not include the word “target” or “target(s)”, the effect happens once as long as at least one target lost Fortitude and did not Ignore the Harm with an Avert Harm effect.
  • Single Instance: A Harm effect of this type does not provide multiple benefits, even if the Attack damaged multiple targets.

Multiple Harm Effects

  • Order of Application: If an Attack somehow gains multiple Harm effects, all of them apply in the order of the players’ choice.

Hazard

  • Dangerous space on the map, typically with a red border.
  • Defined in the scenario.

Heal X

  • Removes up to X damage from the target.
  • Cannot exceed printed Fortitude or revert Wounded figures to Fresh.

Hero

  • Playable characters: Deirdre, Eve, Fiona, Gerki, Gog, Zot.

Heroic

  • Friendly to Heroes and other Heroic figures.
  • Foes to Schemers without Heroic keyword.

Hitback Token

Hitback Tokens are a type of Power Token that allows a figure to retaliate against an attacker that deals damage to it. Here’s a detailed breakdown of how Hitback Tokens work:

Triggering Hitback

  • Reaction: Discard the token with the following effect:
    • Trigger: An Attack damages you.
    • Effect: You Avert Harm , and the attacker takes @ damage.
  • Damage Requirement: The figure must take damage from an Attack to use a Hitback Token. If all the damage is prevented (e.g., with Shield or Toughness Tokens), the figure cannot use the Hitback Token.
  • Non-Attack Damage: Damage from sources other than direct Attacks (e.g., Eve’s “Sleight of Mind” or Splash) does not trigger Hitback.

Schemer Hitback

  • Multiple Tokens: If a Schemer has Hitback Tokens, it will use all of them when it takes damage from an Attack.
  • Multiple Instances: If multiple Hitback Tokens are discarded in response to a single Attack, the attacker takes @ damage for each token discarded as separate instances.

Handling Hitback Damage

  • Non-Attack: Using a Hitback Token does not count as an Attack or a Counter Attack. The attacker simply takes damage.
  • Mitigation: The attacker cannot mitigate Hitback damage with an Epic Die, Evade Token, or another Hitback Token. However, they can use a Shield Token or Toughness Token to avoid the damage.
  • Exceptions: Weaken Tokens and Damage Boosts do not affect the damage dealt by Hitback Tokens.

Special Cases

  • Avoided Figures: If an Avoided figure attacks a Foe with a Hitback Token, the Foe does not hit back and retains the Hitback Token.
  • Lethal Damage: If a figure with a Hitback Token takes lethal damage from an Attack, it will use the Hitback Token(s) before being Defeated.
  • Pooky: If Pooky attacks a Schemer with a Hitback Token, the Schemer does not hit back. It keeps its Hitback Token, and Pooky takes no damage.

Ignore

  • Prevents an effect from affecting a figure.
  • Ignored figures act as if they don’t exist.

Illusion

  • Heroic figures Eve can summon.
  • Limited to a certain number on the map.

Immobile

  • Figure never moves.
  • Remains in place despite movement effects.

Immune to [Map Feature]

  • Unaffected by specified map features.
  • Moves through or occupies those spaces as if they were Safe.

Impassable

  • Spaces representing obstacles or voids.
  • Cannot be entered, placed with tokens, or have Line of Fire drawn through.

Initiative Token

  • Determines turn order by drawing from a bag.
  • Each Hero and Schemer Group has one unless stated otherwise.

Inspire

  • Adds an Epic Die to the Epic Pool.
  • No effect if the Epic Pool is full.

Invigorate X

  • Removes up to X Cooldown Tokens from abilities.
  • Invigorate without a number means Invigorate 1.

Item

  • Cards representing physical objects equipped by Heroes.
  • Types: Support, Major, Masterwork.

Juggernaut

  • Cannot be moved except by its own Scheme.
  • Ignores Forced Movement effects.

Leap X

Leap ; X is a movement ability allowing a figure to move a specified number of spaces (X) on the map while ignoring certain obstacles and other figures. Here are the detailed mechanics of how Leap ; X works:

Movement Mechanics

  1. Spaces Moved: The figure moves up to X spaces on the map.
  2. Ignoring Obstacles:
    • Difficult Terrain: The figure ignores Difficult Terrain during the Leap ; movement.
    • Other Figures: The figure ignores other figures during the Leap ; movement.
  3. Blocked Movement:
    • Impassable Spaces: The figure may not Leap ; through Impassable spaces.
    • Walls: The figure may not Leap ; through Walls.
    • Closed Doors: The figure may not Leap ; through closed doors.
    • Map Edges: The figure may not Leap ; through the Map Edges.
  4. Ending Movement: The leaping figure must end its movement on an Unoccupied space as normal.

Resolving Effects

  1. Landing Effects: If the space where a figure ends its Leap ; causes something to happen (e.g., taking damage from a Trap), that effect resolves as normal.
  2. Intervening Spaces:
    • Normal Leap ;: If a space that a figure moves through during a Leap ; would cause something to happen, it does not happen.
    • Hero Movement Exception: If a Hero moves through a space during a Leap ; that would cause something to happen, the player may choose whether or not that effect happens (usually, they will choose to avoid the effect).

Schemer Movement

  • Targeting: Schemes involving movement will specify a figure or map feature that the Schemer will move toward.
  • Movement Resolution:
    • The Schemer will first choose what figure or map feature it will try to move toward.
    • The Schemer will then move as close as possible to that figure or map feature, adhering to the Leap ; movement rules.

Line of Fire

  • Contiguous path for Ranged Attacks.
  • May go around corners and through figures, not through Impassable spaces.

Map Edge

  • Edges of map spaces without adjoining spaces.

Massive

  • Push/Pull effects are reduced to 1.
  • Unaffected by Grab or Place effects.

Melee Attack

  • Affects adjacent Foes.
  • See Appendix C for details.

Move X

  • Moves up to X spaces, taking map features into account.
  • Must end on an Unoccupied space.

Nearest

  • Figure or space with the shortest Line of Fire.
  • Multiple targets: players choose.

Objective Phase

  • Last phase of each round, checking Win Conditions and Objectives.

Occupied

  • Space containing a figure without the Tiny keyword.

Overcharge Token

An Overcharge Token is a type of Power Token used to activate Charge Abilities under certain conditions. Here’s how you can utilize an Overcharge Token in gameplay:

Activation Rules

  1. Activating Charge Abilities: You may discard an Overcharge Token to activate any of your Charge Abilities, even if that ability has no remaining Charge Tokens.
  2. Action or Shenanigan Requirement: Activating a Charge Ability with an Overcharge Token still requires you to use an appropriate Action or Shenanigan ability tile, or fulfill the Reaction trigger of that Charge Ability. This means that using an Overcharge Token does not provide you with extra actions on your turn.
  3. Substitute for Charge Tokens: If a Charge Ability still has Charge Tokens available, you may choose to use an Overcharge Token instead of spending one of the card’s Charge Tokens.
  4. Cooldown Restriction: You cannot use an Overcharge Token on a Charge Ability that has Cooldown Tokens on it (as affected by Fatigue).

Usage Summary

  • Flexibility: Overcharge Tokens offer flexibility in using your Charge Abilities, ensuring you can activate critical abilities even when Charge Tokens are depleted.
  • No Extra Actions: While useful, Overcharge Tokens do not grant extra actions. You must still adhere to the usual rules for activating abilities.
  • Cooldown Constraint: Overcharge Tokens cannot override Cooldown Tokens. If a Charge Ability is on cooldown, you must wait for it to be ready before using an Overcharge Token.

Overrun

  • May enter spaces containing other figures.
  • Displaces figures to Nearest Unoccupied space.

Partial Initiative Token

  • 2-Hero game: Heroes use partial initiative tokens.
  • Partial turn: 1 Action or Shenanigan, no Allies or Pooky activation.

Phase

  • Each round has three Phases: Ready, Combat, Objective.

Place

  • Moves a figure to the specified space.
  • Does not interact with spaces in between.

Pooky

  • Heroic figure controlled by Zot’s player.
  • See Appendix A for details.

Power Token

  • Represents a one-shot positive effect.
  • Types: Damage Boost, Evade, Hitback, Overcharge, Reset, Shield, Toughness.

Power Tree

Power Tree

Each Hero has their own Power Tree, an oversize card with spaces that grant one or more Power Tokens. Here’s how to utilize the Power Tree during scenario setup:

Steps to Use the Power Tree

  1. Scenario Setup: The scenario book will specify the number of steps each Hero takes on their Power Tree.
  2. Starting Choices: Begin by choosing one of the two bottom spaces on the tree.
  3. Subsequent Steps:
    • Each subsequent step must either be: a) The other bottom space, or b) A space connected by a line to an already chosen space.
    • You may not choose the same space more than once.
  4. Marking Spaces: Cover each chosen space with the Power Tokens it grants to keep track of your selections. Spaces that grant more than one Power Token still count as one step.
  5. Collecting Power Tokens: Once you’ve taken the specified number of steps, transfer all Power Tokens from your tree to the supply near your Hero mat.
  6. Storing the Power Tree: Put your Power Tree card back in the box. You will use it again during the setup for your next game.

Key Points

  • Flexibility: The choices on your Power Tree are not permanent and can change with each scenario. You are encouraged to experiment with different paths to adjust your Hero to the challenges of each scenario.
  • Strategic Adjustments: Sometimes you might focus on one particular path on your Power Tree, while other times you may take both starting spots and move up multiple branches simultaneously.

Adjusting Game Difficulty

The Power Trees also allow you to fine-tune the scenario’s difficulty:

  • Increase Difficulty: Play the scenario again with each Hero taking fewer steps on their Power Tree than suggested.
  • Decrease Difficulty: If the scenario is too difficult, try taking more steps on the Power Tree.

Pull X

Pull X: This ability moves the target X spaces closer to the pulling figure. Here’s how it works:

  1. Determine Path: The target moves from one Unoccupied space to the next, interacting with each space along the way. Each space entered must be one space closer to the pulling figure, as determined by ~ range (see Nearest ~).
  2. End Conditions: The Pull continues until one of the following occurs:
    • All X points of Pull have been used.
    • The target is adjacent to the pulling figure.
    • There is no available Unoccupied space that is one space closer to the pulling figure.
  3. Interaction with Map Features:
    • If a Hero pulls a figure through or onto spaces that cause something to happen (like taking damage from a Trap), resolve the appropriate effect for each space as the target moves through it.
    • If a Schemer pulls a Foe, the players decide the path it takes, as long as that path adheres to the rules described above. Any Traps or Hazards moved through will take effect.
  4. Ignoring Terrain:
    • Pull is not affected by Difficult Terrain. A figure may be pulled through Difficult Terrain just like normal spaces.
    • A figure may never be pulled through other figures (Friends or Foes).
    • A figure may never be pulled through Impassable spaces, Walls, closed doors, or Map Edges.
  5. Multiple Paths:
    • If a Schemer is pulling a figure and there are multiple legal paths along which the target could be pulled, the players may choose any of them, even if their choice could cause the Pull to stop before X steps have occurred.
    • At each step, the pulled figure must move one space closer to the pulling figure if possible.

Push X

Push X: This ability moves the target X spaces farther away from the pushing figure. Here’s how it works:

  1. Determine Path: The target moves from one Unoccupied space to the next, interacting with each space along the way. Each space moved to must be one space farther away from the pushing figure, as determined by ~ range (see Nearest ~).
  2. End Conditions: The Push continues until one of the following occurs:
    • All X points of Push have been used.
    • There is no available Unoccupied space that is one space farther away from the pushing figure.
  3. Interaction with Map Features:
    • If a Hero pushes a figure through or onto spaces that cause something to happen (like taking damage from a Trap), resolve the appropriate effect for each space as the target moves through it.
    • If a Schemer pushes a Foe, the players decide the path it takes, as long as that path adheres to the rules described above. Any Traps or Hazards moved through will take effect.
  4. Ignoring Terrain:
    • Push is not affected by Difficult Terrain. A figure may be pushed through Difficult Terrain just like normal spaces.
    • A figure may never be pushed through other figures (Friends or Foes).
    • A figure may never be pushed through Impassable spaces, Walls, closed doors, or Map Edges.
  5. Multiple Paths:
    • If a Schemer is pushing a figure and there are multiple legal paths along which the target could be pushed, the players may choose any of them, even if their choice could cause the Push to stop before X steps have occurred.
    • At each step, the pushed figure must move one space farther away from the pushing figure if possible.

Range X

  • Space within X steps of another space.
  • See Nearest.

Ranged Attack

A Ranged ` Attack is a type of Attack that can affect Foes up to the specified distance away. Here’s a detailed breakdown:

  1. Targeting:
    • Hero’s Ranged ` Attack: A Hero may target any Foe within the specified range.
    • Schemer’s Ranged ` Attack: A Schemer always targets the Nearest ~ Foe unless the Scheme specifies otherwise. If multiple Foes are tied for Nearest ~, the players choose the target from among them.
  2. Line of Fire:
    • The Line of Fire for Ranged ` Attacks may go around corners.
    • It may go through map features or other figures. If a Ranged ` Attack goes through other figures, those figures are unaffected.
    • The Line of Fire for a Ranged ` Attack may not go through Impassable spaces, Walls, closed doors, or Map Edges.
  3. Adjacent Targets:
    • There is no penalty for making a Ranged ` Attack against a Foe in an adjacent space.

Reaction

A Reaction is a type of ability that a Hero may play in response to specific events during the game. Here’s how Reactions work:

  1. Format:
    • Reactions follow the format: “Trigger _: [game event]. [Effect in response].”
  2. Activation:
    • You may activate a Reaction whenever the specified Trigger happens, even if that interrupts some other effect, and even if it is not your turn.
  3. Cost:
    • You must be able to pay the cost of activating a Reaction. Costs may include:
      • Adding Cooldown Tokens
      • Removing a Charge Token
      • Discarding the Reaction Card
    • If the ability has Cooldown Tokens on it, you may not activate the Reaction.
  4. Charge Abilities:
    • If a Reaction is a Charge Ability that has multiple Charge Tokens, you may activate it multiple times in response to the same trigger event.

Ready Phase

  • First phase of each round.
  • Invigorate abilities, roll Scheme Dice, prepare Initiative Bag.

Recharge X

  • Adds X Charge Tokens to abilities.
  • Cannot exceed the setup flag amount.

Reinforce

  • Adds new figures to the board in response to events.
  • Newly-added Schemers may act in the current round or next.

Reset Token

  • Power Token removing up to three Cooldown Tokens from an ability.

Resistant

  • With Shield/Toughness Tokens, does not trigger Traps.
  • Triggers Trap if on it when losing the last token.

Safe

  • Space not Dangerous to a figure.
  • Path is Safe if all spaces are Safe.

Scenario

  • Individual game setting in the campaign.
  • 25 scenarios divided into 5 Chapters.

Scenario Ability

  • Abilities specified by the scenario, not by cards or Hero mats.

Scheme

Schemes are the equivalent of abilities for scenario-controlled figures. Here’s how Schemes function in the game:

Scheme Block:

Each Schemer Group has a Scheme Block printed on the map that outlines what those Schemers can do.
Ready Phase:

During the Ready Phase, each Schemer Group will have a Scheme Die rolled for it. This die is kept on that group’s Scheme Block.
Combat Phase:

When a Schemer Group’s initiative token is drawn from the bag during the Combat Phase, each Schemer in that group will carry out their rolled Scheme one at a time.
The Schemers act in the initiative order given by the numbers on their figures.

Scheme Block

  • Defines details of a Schemer Group on the map.

Scheme Die

  • Purple dice (and Pooky’s white die) determining Schemes.
  • Rolled during the Ready Phase.

Schemer

  • Figures controlled by the game.
  • See Appendices C and D for details.

Schemer Group

  • Schemers of the same type with the same standee art and color base.
  • Act in order during their turn.

Setup Flag

  • Upper left icon on some Hero and Item Cards.
  • Indicates Charge Tokens or Power Tokens at the start of the game.

Shenanigan

  • Minor actions on Hero Cards, Items, and Hero mats.
  • Full turn: up to 1 Shenanigan.
  • Partial turn: 1 Action or Shenanigan.

Shield Token

A Shield Token is a type of Power Token used to reduce damage. Here’s how Shield Tokens work:

  1. Reducing Damage:
    • Each Shield Token reduces damage from an Attack by 2.
    • If using Shield Tokens reduces the damage from an Attack to 0 or less, it prevents Harm effects from triggering.
  2. Schemers:
    • When a Schemer would be dealt damage from any source, it discards Shield Tokens until the damage is reduced to 0 or the Shield Tokens are exhausted.
    • If a Schemer has both Toughness Tokens and Shield Tokens, it discards a Toughness Token and keeps its Shield Tokens.
  3. Player-Controlled Figures:
    • When a player-controlled figure would be dealt damage, the figure’s owner may discard any number of Shield Tokens to reduce the damage.
    • Shield Tokens can be used to protect any figures the player controls, including summoned figures and Allies. These figures can also spend their own Shield Tokens if they have any.
  4. Target-Specific Reduction:
    • Shield Tokens only reduce damage to the figure discarding the tokens.
    • If an Attack targets multiple figures, each figure must use its own Shield Tokens to reduce its damage.

Splash

Some Attacks include Splash, either as a Harm effect or as an additional effect after the Attack. Here’s how Splash works:

  1. Dealing Splash Damage:
    • Effect: Deal = damage to each Foe that is adjacent to the target(s) of the Attack and was not itself a target of the Attack.
    • Friendly Fire: Splash does not affect Friends of the attacker, even if they are adjacent to one of the Attack’s targets.
  2. Harm and Splash:
    • If a Harm effect includes Splash, the Splash affects all Foes adjacent to a target that lost Fortitude and did not Ignore the Harm with an Avert Harm effect.
  3. Target Movement and Splash:
    • If the target of an Attack with Splash moves in response to the Attack with an Evade Token, and the Splash was not a Harm effect, the Splash targets are determined from where the target was when they were attacked, not where they ended up.
  4. Multiple Instances of Splash:
    • If an Attack has multiple instances of Splash, they resolve separately.

Stun

  • Causes a figure to skip part or all of their next turn.

Stun Token

A Stun Token is a kind of Debuff Token that causes a figure to skip part or all of their next turn. Here’s how it works:

  1. Schemers and Solo Mode Companions:
    • If a Schemer or a Solo Mode Companion has a Stun Token when their turn begins, they skip their turn and discard all of their Stun Tokens.
  2. Heroes:
    • Full Initiative Turn: If a Hero has a Stun Token when their full initiative token is drawn, they flip one of their Action ability tiles to its grey side without taking an Action and discard all of their Stun Tokens.
    • Partial Initiative Turn (2-Hero Game): If a Hero has a Stun Token when their partial initiative token is drawn, they skip their turn and discard all of their Stun Tokens.
  3. Allies:
    • If an Ally has a Stun Token, then on its Hero’s next full turn, that Hero flips the Ally ability tile to its grey side without activating the Ally and discards all of the Ally’s Stun Tokens.
  4. Redundancy:
    • Multiple Stun Tokens on a single figure are redundant. One Stun Token has the same effect as multiple Stun Tokens.
  5. Timing:
    • If a figure gets a Stun Token during its own turn, that Stun Token applies to the figure’s next turn. The figure’s current turn is unaffected.

Tiny

A figure with the Tiny keyword has special movement and positioning abilities on the map. Here are the details:

  1. Shared Spaces:
    • A Tiny figure may share a space on the map with another figure. Other figures can pass through or occupy a Tiny figure’s space freely.
    • Similarly, a Tiny figure can pass through any other figure’s space and end its turn sharing the space with another figure.
    • A space with only Tiny figures in it counts as Unoccupied.
  2. Adjacency and Combat:
    • If a Tiny figure shares a space with another figure, those figures are considered adjacent.
    • For example, a Tiny figure may attack a Foe in the space it occupies.
  3. Interactions with Abilities:
    • If a figure with Tiny uses a Push or Grab ability, the figure occupying its space is a legal target for that ability.
    • If a figure with Tiny uses a Pull ability, it may Pull the target figure either to its own space or to an adjacent one.
  4. Schemer Movement:
    • If a Schemer moves toward a Tiny Foe (one without the Avoided keyword), it will consider spaces on and adjacent to the Foe and move to the one requiring the least movement.

Toughness Token

A Toughness Token is a Power Token that can be used to completely prevent one instance of damage. Here are the details on how it works:

  1. Preventing Damage for Schemers:
    • When a Schemer would be dealt damage from any source, it discards a Toughness Token if it has one.
    • If a Schemer has both Toughness Tokens and Shield Tokens, it discards a Toughness Token and keeps its Shield Tokens.
  2. Preventing Damage for Player-Controlled Figures:
    • When a player-controlled figure would be dealt damage, the player may choose to discard a Toughness Token to prevent the damage.
    • Toughness Tokens prevent only one instance of damage. For example, if a Hero is being attacked by multiple Schemers in the same Schemer Group, a Toughness Token can only prevent damage from one of those Attacks.
  3. Preventing Harm Effects:
    • Spending a Toughness Token prevents Harm \ effects from triggering on that figure.
  4. Damage Prevention Limitations:
    • Toughness Tokens only prevent damage to the figure discarding the token.
    • If the source of damage targets more than one figure, the other figures do not have their damage prevented unless they spend Toughness Tokens of their own.

Trap

Traps are Dangerous spaces on the map that deal damage to figures that Move < onto or through them. Here’s how they function:

  1. Triggering Traps:
    • Figures that Move < onto or through a Trap space will trigger the Trap and take damage.
    • Figures that are Pulled or Pushed onto or through a Trap space will also trigger the Trap.
    • Figures that are Grabbed or Placed onto a Trap space will trigger the Trap.
    • Leaping ; figures only trigger a Trap if they end their movement on it or choose to trigger it as they Leap ; over it.
  2. Placing Traps:
    • When a Trap is placed on the map, the effect placing it will specify how many damage tokens to place on it.
    • Traps cannot be placed on Impassable map features or on a space that already contains a Trap token or a Wizard Fire token.
    • Traps can be placed on Hazardous spaces.
    • If you run out of Trap tokens, use another object as a substitute.
  3. Resolving Trap Damage:
    • When a figure Moves < or is forced onto or through a Trap space, remove the Trap and all damage tokens on it from the map, and assign those damage tokens to that figure.
    • This process does not end the figure’s movement.

Trigger

  • Event activating a Reaction.

Unoccupied

  • Space without a figure (unless the figure has Tiny keyword).

Unpredictable

  • Roll Scheme Die immediately after drawing initiative token.
  • Roll each time for multiple initiative tokens.

Vault

  • Set of cards not yet accessible.
  • Unlocked during the campaign.

Wall

  • Separates adjacent spaces, blocking movement and Line of Fire.

Weaken X

  • Gives X Weaken Tokens.

Weaken Token

A Weaken Token is a type of Debuff Token that reduces the damage a figure deals in an Attack. Here’s how they function:

  1. Effect on Attack:
    • When a figure with Weaken Tokens makes an Attack, it follows these steps:
      • Calculate all damage as usual (including rolling Damage Dice, adding bonus damage, and spending Damage Boost Tokens).
      • Discard all Weaken Tokens.
      • Subtract ! for each Weaken Token discarded in this way from the total damage, down to a minimum of 0.
  2. Discarding Weaken Tokens:
    • The attacking figure discards all of its Weaken Tokens after the Attack, even if it had more tokens than the damage the Attack would have dealt.
    • If a figure with Weaken Tokens does not attack on its turn, it keeps its Weaken Tokens.
  3. Impact on Damage Calculation:
    • Weaken Tokens directly reduce the damage output of an Attack.
    • The reduction applies to the total damage dealt by the Attack after all other calculations.

Wizard Fire

Zot has the ability to place Wizard Fire tokens on the board, which are hazardous to his Foes. Here’s how they function:

  1. Placing Wizard Fire Tokens:
    • Zot can place Wizard Fire tokens on the map as per his abilities.
    • These tokens represent Dangerous areas specifically for Zot’s Foes.
    • Wizard Fire tokens cannot be placed on spaces that already contain another Wizard Fire token or a Trap.
  2. Effect on Foes:
    • If one of Zot’s Foes shares a space with a Wizard Fire token and isn’t in the midst of a Leap ;, it takes damage, and the Wizard Fire token is then removed from the map.
    • This means Foes that move onto or through the space occupied by a Wizard Fire token will take damage.
  3. Token Limits:
    • Zot has a maximum number of Wizard Fire tokens he can place on the map at one time. If he reaches this limit and wants to place more, he must remove existing Wizard Fire tokens first.
  4. Interaction with Immunities:
    • Wizard Fire tokens are neither Traps nor Hazards. This distinction means they affect Foes that are Immune to Traps or Hazards.
    • They do not impact Zot’s Friends, who can move through these spaces without consequence.

Wounded

Heroes and some other figures in the game have two “health bars” representing their Fresh and Wounded states. Here’s how it works:

  1. Fresh to Wounded Transition:
    • Figures start the game in a Fresh state.
    • When a figure takes damage equal to or greater than their Fortitude, they flip from their Fresh side to their Wounded side.
    • Any excess damage from the attack or effect that caused the figure to become Wounded is ignored and does not carry over to the Wounded side.
  2. Healing and Wounded State:
    • Once a figure becomes Wounded, healing cannot revert them back to Fresh. Healing can only restore Fortitude on the Wounded side.
  3. Resolving Wounding During Abilities or Schemes:
    • If a figure becomes Wounded while resolving an ability or Scheme, pause the resolution process.
    • Flip the figure’s mat or card to the Wounded side.
    • Resolve any Reactions that trigger upon becoming Wounded.
  4. Multiple Heroes Becoming Wounded Simultaneously:
    • If multiple Heroes are Wounded by the same attack or effect, first flip all the damaged Heroes to their Wounded side.
    • Then, resolve any Wounded Reactions in the order chosen by the players.
    • This means Reactions to becoming Wounded cannot influence other Heroes who are being Wounded by the same attack.

Example

If both Deirdre and Gog would be Wounded by the same attack:

  • First, flip Deirdre and Gog to their Wounded sides.
  • Then, resolve Deirdre’s Wounded Reaction.
  • Follow this by resolving Gog’s Wounded Reaction.
  • Note that Deirdre’s Wounded Reaction, which might grant Shield Tokens, cannot shield Gog from the Wounding attack, as Gog is already Wounded before Deirdre’s Reaction is resolved.

Appendix A Character Mechanics

Eve’s Illusions

  • Summoning Illusions: Eve’s abilities can summon Illusions, which are Friendly figures acting as distractions for Schemers.
  • Control: Illusions do not have initiative tokens and act only when specified by Eve’s abilities.
  • Maximum Number: Eve’s Illusion reminder card specifies the max number of Illusions. This number increases by one when Eve is Wounded.
  • Placement: Place Illusions in Unoccupied spaces within Range Q of the placing ability.
  • Fortitude: Illusions have 3 Fortitude. Use purple tracker cards to track damage.
  • Removal: When Defeated, Illusions are removed and can be reused by later abilities.
  • Interactions: Illusions do not trigger Traps or Hazards and may not gain Power Tokens or Debuff Tokens. Eve can spend her Power Tokens to defend or augment Illusions.
Eve's Illusion Example

Gerki’s Backstab

  • Backstab Conditions: Applies if all targets of Gerki’s Attack meet at least one:
    • Adjacent to a Friendly figure.
    • On a Hazard or Difficult space and not Immune to its effects.
    • Has one or more Debuff Tokens.
  • Multiple Targets: All targets must meet at least one condition, but different targets can meet different conditions.
  • Damage Dice: Extra dice from Backstab are rolled with the rest of the Damage Dice. No multiple Backstab bonuses.

Zot’s Wizard Fire

  • Wizard Fire Tokens: Dangerous to Foes, placed by Zot’s abilities.
  • Placement: Use the Wizard Fire reminder card for max tokens and damage amount.
  • Effects: Foes sharing a space with a Wizard Fire token take damage unless Leaping. Tokens are removed after dealing damage.
  • Placement Restrictions: Cannot place on spaces with existing Wizard Fire or Traps. Can remove existing tokens to place new ones.
  • Immunity: Wizard Fire tokens are not Traps or Hazards but affect Foes Immune to such features.

Pooky

  • Setup: Pooky mat, reminder card, white die, and ability tile near Zot’s Hero mat. Pooky starts on the same space as Zot.
  • Keywords:
    • Tiny: Can share space with other figures.
    • Avoided: Ignored by Schemers.
  • Schemes: Pooky has his own Scheme Die. Roll it during the Ready Phase to determine his Scheme.
  • Activation: On Zot’s full initiative turns, use Pooky’s ability tile. Pooky acts before, after, or between Zot’s Actions/Shenanigans. Flip Pooky’s tile to indicate use.
  • Limitations: Pooky cannot take damage, trigger Traps, open doors, or enter spaces with door tokens. Pooky may attack destructible “doors” in certain scenarios.
  • Scheme Notes:
    • Summons Zot: Zot must be placed on or adjacent to Pooky. If impossible, place Zot on the Nearest Unoccupied space.
    • Rampage: If Pooky starts on a Foe, the Foe takes damage only if Pooky backtracks during his Leap.
    • Foul Mood: Pull and Attack effects are optional. Pooky can Pull to his space or an adjacent one. A Foe in Pooky’s space is a legal target.

Appendix B Solo Mode

In Solo Mode, you can tackle the game alone with two options:

  1. Multi-Hero Mode: Play two or more Heroes on your own, making all decisions for each. This mode follows the same rules as a regular 2-, 3-, or 4-Hero game.
  2. Solo Mode: Play a single Hero with a versatile Companion to assist you. This mode includes additional rules and setup steps.

Additional Setup for Solo Mode

  1. Equip any allowed Support Items and one extra.
  2. For Scenario 5 and later, equip an extra Hero Card (total of 5). For Scenario 17 and later, equip two extra Hero Cards (total of 6). Never equip two cards with the same title. Resolve Setup Flags for extra items and cards.
  3. Choose a Companion and place it near your Hero mat (Otto or Pooky). Start with the non-recovery side face-up.
  4. Take your Hero’s gold-border initiative token, the gold Solo Hero initiative token, and both Companion initiative tokens, and place them near your Hero mat.
  5. Place your Companion’s figure on an Unoccupied Hero start space on the map.

Rule Changes in Solo Mode

  • Two Full Turns Per Round: Your Hero takes a full turn (two Actions and one Shenanigan) whenever their initiative token or the gold “Solo Hero” initiative token is drawn.
  • Companion Counts as a Hero: Rules and scenarios referring to a Hero include both your Hero and your Companion unless stated otherwise.
  • Companion Turn: When a Companion’s initiative token is drawn, they take the “Companion” actions on their card. All actions are optional and do not require Charge Tokens, Cooldown Tokens, or other costs.
  • Schemers and Companions: Companions are treated as Heroes by Schemers unless they have the “Avoided” keyword. Otto’s “Recovery Mode” and Pooky’s “on break” mode have “Avoided”, making Schemers ignore them.
  • Power Tokens: Companions have their own Power Tokens, separate from your Hero’s. You make decisions about when and whether to spend them.
  • Allies and Companions: Allies act on your Hero’s turn, while Companions act on their own turns. Allies may spend your Hero’s Power Tokens, but Companions may only spend their own. You cannot use an Ally and a Companion together if they share the same standee.
  • Interacting with the Map: Companions interact with most map features like a Hero. They can trigger Traps and Hazards, open doors, etc. Otto can activate Scenario Abilities if his card specifies.
  • Epic Dice: You may spend dice from the Epic Pool to Empower your Companion’s Attacks or Defense.

Choosing a Companion

Otto

  • Otto has four variations, each with different abilities. He helps in combat and tanking damage.
  • When Otto takes damage, track it on his card. If Defeated, remove all damage and flip to “Recovery Mode” (Avoided and Tiny).
  • In Recovery Mode, Otto cannot take damage and is Avoided. He adds Repair Tokens to flip back over to his fighting form.
  • Otto triggers Traps and Hazards, and can open doors.

Pooky

  • Pooky can fight and take damage, and has the Tiny keyword.
  • At the start of the round, roll Pooky’s die to determine his ability for his first turn. After his first turn, roll again for his second turn.
  • When Pooky takes damage, track it on his card. If Defeated, remove all damage and flip to “on break” mode (Avoided).
  • While on break, add Pooky Tokens until he flips back, fully healed. Place Pooky on your Hero’s space when he returns.
  • Companion Pooky triggers Traps and Hazards, and can open doors.

Special Notes for Zot: Zot cannot choose Pooky as his Companion since Pooky accompanies him by default. Pooky acts on each of Zot’s full turns in Solo Mode. Reroll Pooky’s die at the end of Zot’s first turn.

Appendix C – Attacks

All Attacks are written as follows: [Type] : Attack [Damage] [Target]. When a figure makes an Attack, it follows these steps:

  1. Choose target(s) for the Attack.
  2. Determine damage.
  3. Deal damage.
  4. Resolve Harm effects.
  5. Remove Defeated figures.

This Appendix provides detailed steps for both player-controlled and Schemer Attacks.

Player-Controlled Attacks

  1. Choose the target(s) for the Attack:
    • Melee : Target up to X adjacent Foes.
    • Ranged : Target up to X Foes within the specified Range. Line of Fire may twist around obstacles but is blocked by Impassable spaces and Walls.
    • Burst : Target any number of Foes within the Attack’s burst template, rotating the template to the desired orientation. Friends in the burst template are not affected.
  2. Determine damage:
    • Resolve any effects altering the number of Damage Dice (e.g., Gerki’s Backstab).
    • Take the appropriate number of Damage Dice (zero for fixed-damage Attacks).
    • At Legend difficulty or against a Foe with the Doom icon, include the Doom Die.
    • Add any Epic Dice from the Epic Pool to Empower the Attack.
    • Roll all dice simultaneously.
    • If the Doom Die shows a Doom icon, either remove a yellow Damage Die or take 1 damage (2 at Legend difficulty).
    • For each Critical Hit, add 1 to total damage and reroll the Critical Hit die.
    • If no Epic Dice were included and the number of Inspire icons exceeds the Epic Dice in the Epic Pool, add one Epic Die to the Pool.
    • Calculate total damage from damage icons rolled plus any fixed damage.
    • Discard any Damage Boost Tokens to add 1 damage per token.
    • Reduce total damage by the number of Weaken Tokens (minimum 0) and discard all Weaken Tokens.
  3. Deal damage:
    • Deal calculated damage to each target. Schemers use Toughness Tokens or Shield Tokens to prevent damage, as applicable.
    • Damage is tracked on each Schemer’s tracker card.
  4. Resolve Harm effects:
    • If any target took damage and the Attack includes a Harm effect, resolve it. If Harm affects “target(s)”, it applies to each damaged target that did not Ignore it. If it does not specify “target(s)”, it applies once if at least one target was damaged.
    • If all damage was prevented, Harm \ effects do not happen.
  5. Remove Defeated figures:
    • Remove any figure whose accumulated damage equals or exceeds its Fortitude.

Schemer Attacks

  1. Choose the target(s) for the Attack:
    • Melee /: Target up to X adjacent Foes. Players choose if more than X Foes are adjacent.
    • Ranged Q: Target the X Nearest Foes within Range. Line of Fire rules apply similarly to player-controlled Attacks.
  2. Determine damage:
    • Base damage is specified in the Attack effect.
    • Add 1 damage per discarded Damage Boost Token.
    • Subtract 1 damage per discarded Weaken Token (minimum 0).
  3. Deal damage:
    • Schemer deals calculated damage to each target.
    • Player-controlled targets may use Toughness or Shield Tokens to prevent damage.
  4. Resolve Harm effects:
    • If any target took damage, resolve Harm effects as described for player-controlled Attacks.
  5. Remove Defeated figures:
    • If any figure’s accumulated damage exceeds its Fortitude, it becomes Wounded (if Fresh Hero) or is Defeated. Remove Defeated figures from the map. If a Hero is Defeated, players typically lose the scenario.
Schemer Attacks Example

Appendix D Schemer Movement

Schemer movement follows a structured process, ensuring they reach their target spaces efficiently. Here’s a detailed breakdown of the steps involved:

General Steps for Schemer Movement

  1. Determine all possible target spaces that meet the Schemer’s requirements.
  2. Determine which of the target spaces requires the least amount of movement along a Safe path, or along a Dangerous path if no Safe path exists.
  3. Move the Schemer as close to the final target space as possible.

Detailed Steps

  1. Determine all possible target spaces that meet the Schemer’s requirements:
    • Identify target spaces: The movement effect will specify the targets. If targeting a figure, the Schemer will attempt to move adjacent to it. For enterable map features, it will occupy one of the spaces. For Impassable map features, it will move adjacent.
    • Handling “or” clauses:
      • “or… if”: Only considers one requirement or the other. Example: “Wounded Foe, or if no Foe is Wounded, then the Foe with the least remaining Fortitude” only considers the latter if no Wounded Foes exist.
      • General “or”: Considers both parts together. Example: “Shop or Foe” includes spaces in a shop or adjacent to a Foe.
    • Already in a valid space: If the Schemer is already in a valid target space, it does not move.
    • Unoccupied Safe spaces: Consider all Unoccupied Safe spaces that meet the requirements and can be reached with infinite steps.
    • Expand search if necessary: If no target spaces are found, consider Dangerous spaces, then expand the search to spaces adjacent to the original target spaces, repeating if necessary.
  2. Determine which of the target spaces requires the least amount of movement along a Safe path, or along a Dangerous path if no Safe path exists:
    • No legal target spaces: If no target spaces are found, the Schemer does not move.
    • Safe paths: Determine the minimum number of steps needed to reach each target space along a Safe path.
    • Dangerous paths: If no Safe paths exist, consider paths that result in the least damage from Traps and Hazards.
    • Blocked paths: If all paths are blocked (e.g., by Foes), treat the movement as a Leap effect for targeting, but the actual movement remains Move.
    • Final target space: Choose the target space that minimizes damage and steps. If multiple spaces are tied, players choose the final target space.
  3. Move the Schemer as close to the final target space as possible:
    • Already in the final target space: The Schemer does not move.
    • Can reach the final target space: The Schemer moves to the final target space, minimizing damage if only Dangerous paths exist.
    • Cannot reach the final target space: The Schemer moves to the Nearest ~ space it can reach, minimizing damage but prioritizing using its entire movement effect.

Appendix E The Epic Pool

The Epic Pool is a shared resource that Heroes can use to either boost their Attacks or to mitigate damage from Foes’ Attacks. This section explains how to use and manage the Epic Pool effectively.

Adding Dice to the Epic Pool

  • Triggering Epic Dice: Whenever you roll yellow Damage Dice and the roll does not include any Epic Dice, count the number of Inspire icons () rolled.
  • Adding an Epic Die: If the number of Inspire icons exceeds the current number of Epic Dice in the Epic Pool, add one Epic Die to the pool before dealing damage.

Using the Epic Pool

Epic Dice from the Epic Pool can be used in two primary ways: Empowering Attacks and Empowering Defense.

Empowering Your Attack
  • Timing: When you Attack, before determining damage, you may take any number of Epic Dice from the Epic Pool and add them to your roll.
  • Damage Calculation: Epic Dice hit harder than normal yellow Damage Dice but otherwise behave like them.
    • Rolling Epic Dice: Roll the Epic Dice along with your normal Damage Dice.
    • Ignoring Inspire Icons: When using Epic Dice in an Empowered Attack, ignore any Inspire icons rolled on the Epic Dice.
    • Fixed Damage Attacks: For Attacks that deal a fixed amount of damage and don’t normally roll Damage Dice, roll only the Epic Dice and add their resulting damage to the fixed damage of your Attack.
  • Applicability: You can Empower the Attacks of any figure you control, including Pooky, Eve’s Illusions, Allies, or Solo Mode Companions.
  • Doom Die Interaction: Epic Dice cannot be removed from a roll by the Doom Die.
Empowering Your Defense
  • Timing: Before a Schemer deals damage with an Attack, you may discard any number of Epic Dice from the Epic Pool to reduce that damage.
  • Damage Reduction: For each Epic Die discarded in this way, reduce the amount of damage the Attack deals to all targets by 2.
    • Multi-Target Attacks: If two or more figures are the targets of a Schemer’s Attack, each target receives the damage reduction.

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