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Gloomhaven: Buttons & Bugs Rules Guide

The document is a lightweight rules resource for the game Gloomhaven: Buttons & Bugs, designed for easy access and updates. It provides guidance on gameplay, character creation, and scenario phases, emphasizing unique aspects of this version compared to previous Gloomhaven games. The latest update was made on April 29, 2024, and additional resources can be found at cephalofair.com/bnb.

Uploaded by

Frank Clarke
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
22 views7 pages

Gloomhaven: Buttons & Bugs Rules Guide

The document is a lightweight rules resource for the game Gloomhaven: Buttons & Bugs, designed for easy access and updates. It provides guidance on gameplay, character creation, and scenario phases, emphasizing unique aspects of this version compared to previous Gloomhaven games. The latest update was made on April 29, 2024, and additional resources can be found at cephalofair.com/bnb.

Uploaded by

Frank Clarke
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

This light weight rules resource for Gloomhaven: Bu ons & Bugs is

intended to be easy to access, search, and print. It is updated with


any correc ons and errata.

Last updated 04/29/2024

For more resources, visit [Link]/bnb

© 2024 Cephalofair Games, LLC. All Rights Reserved.

CONTINUING TO LEARN AND PLAY


Using what you learned in the Learn to Play, you should be able to
play the en rity of scenario 1. A er finishing the scenario, you can
review what you’ve learned here in the full rules.

There are a few concepts not covered by the Learn to Play that
you will want to take special no ce of:

• Items p.28, 38
• Recover p.27
• Scenario Effects p.6, 8
• Terrain p.9
• Upgraded Abili es p.35

Good luck, adventurer!

Reference: h ps://[Link]/bnb-rules/

skip the effect on an a ack-by-a ack basis, in each case choosing


before rolling an a ack modifier, unless otherwise stated. Appendix B: Monster Turn Guide
More complex added effects might be wri en below the ability, 1. INITIAL CHECK
but not all text below an ability is an added effect. Any text that 1. Check for Condi ons and A ack Ability
provides rules for how the ability is performed (e.g., a targe ng ◦ Any monster with or without an a ack ability moves
restric on) is an inherent part of the ability, not an added effect, as if for a single-target melee a ack but does not
and cannot be skipped. perform an a ack.
◦ Any monster with ignores all move abili es but
ELEMENTS performs any other viable ac ons.
2. Check for Movement Paths
Some ac ons have an elemental affinity associated with them ◦ Check for movement paths to a ack hexes (i.e., hexes
(fire, ice, air, earth, light, or dark). Element infusions on your from which an a ack can be performed). If no path exists
played ability cards, ability cards in your hand and ac ve area, (due to obstacles or other figures), the monster will not
as well as element infusions on rolled monster ac ons, are move or a ack.
each available to be consumed once each round. Mul ple
infusions of the same element can be available to be consumed 2. FIND PATH
in the same round.
The monster finds a path to an a ack hex with the following
priority list:
1. The path with the fewest hazards.
2. The path that requires the fewest movement points.

3. PERFORM MONSTER ABILITIES


An infused element is available as long as it is visible and has Each monster performs all of its abili es from top to bo om
not yet been consumed in the current round (mandatory). An (move, a ack, and other abili es), fully resolving each ability
infused element on an ability card is no longer available once before star ng the next. For move abili es, observe the following
that card is discarded, lost, or flipped to its other side. When rules:
an ability card is flipped to its B-side or recovered to your hand, • The monster must end its movement with a shorter path to
the infused element on the visible side of that card becomes its a ack hex than it had before or it will not move.
available. Only one instance of an infused element on a rolled • The monster chooses a movement path that triggers the
monster ac on is available, even if mul ple enemies of that fewest nega ve hexes.
type are on the board. An infused element on a rolled monster • The monster moves toward a hex from which it can a ack.
ac on is no longer available once all monsters of that type • If the monster could move to mul ple hexes that maximize
are killed. the previous priori es, it moves to the hex that requires the
fewest movement points.
Infused elements can be consumed to add effects to certain • In cases where monster movement is s ll ambiguous,
you decide.
16 41
Getting Started
Oh no! You have been shrunk by magic! To return to your former
size, you’ll need to navigate this strange new world by playing
through a series of scenarios that will lead you through the
miniature world you now find yourself in. You may find a few
friends along the way, but you’ll mostly meet a variety of enemies
you will need to defeat in combat. Luckily, you are a capable
mercenary with abili es, which are represented by cards. You’ll
need to play the right cards at the right mes to overcome the
many threats that await you on your journey.

There are six character classes to choose from, each with their
own unique abili es and play styles. You will also be able to
customize your character as you progress through items and
advanced ability cards.

This document will provide you with details on how to play the
game, but if you played another Gloomhaven game, many of
these rules will be familiar. We suggest reading all the way through
anyways to get a full understanding of how the game works. Rules
text highlighted in lavender is informa on unique to the Bu ons &
Bugs system and is different from Gloomhaven and Frosthaven.

CHOOSE A CHARACTER
Crea ng a character and star ng your journey in Bu ons &
Bugs is a simple process: you just choose a character class and
start playing.

You will need to gather the following components for your chosen
character to play:

• Character Card: This card provides a visual representa on of


your character, along with your hit point values at different
levels and a place to put condi on tokens. On the back, you
can find a short descrip on of the character and a list of your
ability cards and upgrades.

A figure must enter at least one hex to be considered to have


performed a move ability.

All unspent movement points are lost at the end of the


move ability.

Jump
“Jump” is an added effect of a move ability. Jumping allows a
figure to ignore all enemies, obstacles, objec ves, and hazards,
except for in the last hex. Difficult terrain is ignored completely
when jumping.

Flying
“Flying” is an ac ve bonus (see p.23). Flying allows a figure to
completely ignore all enemies, obstacles, objec ves, and hazards,
including in the last hex. However, a flying figure s ll cannot
end their movement in a hex occupied by another figure (and
vice versa).

A ack
“A ack X” is a nega ve targeted ability that allows a figure
to deal a base amount of X damage to an enemy within the
specified range.

An a ack with no specified range ( ) value is considered a melee


a ack with range 1, capable of targe ng adjacent enemies only,
unless otherwise stated. An a ack with any specified range ( )
value is considered a ranged a ack, regardless of the distance to
the target.

An a ack is a single a ack performed against one target, an a ack


ability is an ability that consists of one or more separate a acks,
and an a ack ac on is any ac on that contains at least one
a ack ability.

18 39
ENDING A SCENARIO (P.37)
Scenario Phase
Whether the Scenario was Lost or Completed:
Scenarios are self-contained missions designed to be played in a
single si ng. The scenario deck contains 20 scenarios, but you • Recover all discarded and lost items and ability cards.
will not play through them all in a single campaign. Unlike other • Reset character health dial to maximum.
Gloomhaven games, the story of Bu ons & Bugs is mostly linear. • Remove all condi ons.

Each Scenario Phase consists of three dis nct steps: If the Scenario was Lost:
• Replay the scenario.
• Beginning a Scenario: In this step, you will prepare
everything needed for the scenario, including your own
If the Scenario was Completed:
character, the monsters you will fight against, and the map
layout where the fight will occur. • Read the scenario conclusion.
• Playing a Scenario: The scenario is played over a series of • Scenario indicates which scenario to play next.
rounds. During each round, all figures on the map, both
your character and the monsters, will take a turn. You will Timing of A ack Effects
play through round a er round un l the scenario is lost • +X A ack (p.18) – during damage resolu on
or completed. • Pierce (p.21) – during damage resolu on
• Ending a Scenario: In this step, you will resolve the effects of • +X Target (p.14) – a er the a ack resolves
losing or comple ng the scenario. • Condi ons (p.21) – a er the a ack resolves
• Forced Movement (p.25) – a er the a ack resolves
Beginning a Scenario • Other Added Effects (p.20) – a er the a ack resolves

Each me you play a scenario, you will prepare the scenario by Scenario Level (p.8)
performing the following steps in order:
1. Select a scenario to play and find the corresponding
scenario card. Note: You can play any scenario, but for
the best story experience, we suggest that you follow the
conclusion text of each scenario.
2. Read the scenario introduc on, special rules, and goal in
the scenario entry and check the scenario level. • The monster modifier difficulty remains at “standard”
3. Retrieve the monster card for each monster type present throughout the en re campaign, but this difficulty can be
in the scenario. increased or decreased to affect monster difficulty as desired.
4. Resolve any scenario effects or note them to be resolved
later in setup. Flip the scenario card to its map side.

6 51

mul ple new monster types would act next, they act based on
ini a ve values.

Monster Damage and Death


Each monster’s hit points are tracked using the monster hit point
dial that corresponds to the color of the cube that represents it on
the map.

When a monster suffers damage, reduce its hit point dial by that
A. Modifier Value: This value modifies the a ack value. The amount. As soon as the monster has zero hit points, it dies.
modifier reduces the final a ack value to zero. The
modifier doubles the current a ack value. When a monster dies, remove its cube from the map and clear all
B. Added Effects: Some modifiers have condi ons (see p.21) condi ons from its monster tray.
or other added effects. When ac vated, these added effects
No a ack effects can be applied to a monster a er it dies. If a
func on exactly as if wri en on the a ack ability.
monster dies while performing one of its own abili es, it cannot
perform any other abili es.
A ack Effects
An a ack effect is an effect a ached to an a ack. These effects End of Round
are applied either during damage resolu on or a er the a ack
A er all figures on the map have taken a turn, the End of Round
resolves. If applied a er the a ack resolves, the a ack effect is
step begins. Perform the following opera ons in order:
s ll applied, even if the a ack deals no damage (including due to a
modifier). 1. Trigger any end-of-round effects in the scenario rules or on
items or ability cards.
The a acker must choose whether to apply any a ack effects
2. For ability cards in the ac ve area with round bonuses:
before they roll an a ack modifier. All a ack effects except “add
◦ A-side card: flip it to its B-side and return it to your hand
” are applied before any retaliate bonus (see p.24). The “add
◦ B-side card: place it in your discard pile
” effect allows the a acker to perform addi onal a acks, and
◦ If the card has a lost icon, place it in your lost pile
each a ack must be resolved completely before another can
be performed. 3. If you have at least two cards in your hand and/or discard
pile, you may perform a short rest (see p.30).
Some a acks have abili es (e.g., heal abili es) that aren’t a ack
effects but are s ll a ached to the a ack. These abili es are Tracking Rounds
performed a er the a ack is resolved completely (including a er
If a scenario has effects that occur at specific mes, the rounds
any retaliate bonus).
can be tracked using a spare monster hit point dial. Advance the
Some modifiers have added effects, besides modifying the a ack round dial by one at the end of each round.
value, and an a acking character can always choose whether to

20 37
Special Thanks
“Thank you to my wife, Krista, who relessly supports my game
design shenanigans.” —Joe Klipfel

49

removed voluntarily. A figure cannot have mul ple instances of No Focus


the same condi on; however, if a figure gains a condi on they
If you are invisible or if the monster cannot reach a valid hex,
already have, the effect’s dura on resets.
given infinite movement, from which it can perform its a ack,
If a figure gains a condi on during their turn that is removed the monster does not move or a ack but s ll performs any other
“at the end of the figure’s next turn,” the condi on goes into abili es listed on its ability card.
effect immediately and applies un l the end of their next turn.
Condi ons which are removed at the end of a figure’s turn are Monster Movement
only removed a er all other end-of-turn effects are resolved. Once a monster has iden fied its path to an a ack hex, it then
performs the abili es listed on its ability card in order — the first
A condi on effect can also be added to other abili es as an added of which is usually its movement. A monster only moves on its
effect, causing all targets of the ability to gain that condi on a er turn if “ X” is listed in its rolled ac on.
its main effect is resolved. If the ability is an a ack, the target
gains the condi on even if the a ack dealt no damage, but they A monster always uses the fewest movement points required to
do not gain the condi on if the a ack killed or exhausted them, or maximize its a acks for its current turn. If a monster cannot a ack
if they are immune. on its current turn, it only moves if it can shorten the path to its
a ack hex. If an adjacent monster is performing a ranged a ack, it
Posi ve Condi ons will first move away so it doesn’t have disadvantage, if able.
Invisible: The figure cannot be targeted by any enemy, though
Having abili es other than listed on its ability card does not
non-targeted abili es remain unaffected. The invisible figure and
affect a monster’s movement in any way. It will simply move
their allies can s ll interact with each other. Invisible is removed at
according to the above rules and then perform its other abili es
the end of the figure’s next turn.
as fully as possible.
Strengthen: The figure gains advantage on all of their a acks.
Strengthen is removed at the end of the figure’s next turn. Monster A acks
A monster only a acks on its turn if “ X” is listed in its rolled
Nega ve Condi ons ac ons. The range of the a ack is specified on the ability. If no
Wound: The figure suffers 1 damage at the start of each of range is specified, it is a melee a ack.
their turns. Wound is removed when the figure is healed, and the
figure is healed by the ability as normal. (You can place the token Other Monster Abili es
covering a monster’s ability text to help you remember.) • Ac ve Bonuses: Persistent bonuses on the monster card
are ac ve at all mes. Round bonuses from rolled ac ons
Poison: All a acks targe ng the figure gain “+1 .” Poison are only ac ve once the monster has taken its turn, but they
is removed when the figure is healed but, unlike wound, poison remain ac ve un l the end of the round. Mul ple ac ve
prevents the heal from increasing the figure’s current hit point bonuses stack with one another as a single effect.
value. (You can place the token by your or the monster’s hit points • Heal Abili es: The monster heals itself or an ally within the
to help you remember.) specified range. It always targets the monster within range

22 35
Obstacles
Figures cannot enter a hex with an obstacle, except
when flying or jumping (unless the jump movement
would end there). Range can be counted through
obstacles, and obstacles do not block ranged a acks.

Difficult Terrain
A figure requires 2 movement points to enter a difficult
terrain hex, except when flying or jumping (even if the
jump movement ends there).

Appendix E: Index
Index is currently not wri en. Will be added in future.

Pressure Plates
A pressure plate’s trigger and all of its effects are
defined in the special rules for the scenario. Pressure
plates are considered empty hexes.

47

character’s ac ve area; an A-side card is flipped to its B-side


and returned to your hand, a B-side card is placed in your
discard pile, or the card is placed in your lost pile if the ac on
has a lost icon (see p.30).

Round Bonuses: These bonuses ac vate when the ability is


performed and expire at the end of the round.

Persistent Bonuses: These bonuses ac vate when the ability is


performed and expire when the specified removal condi on has
been fulfilled. A monster card can have the following:

A character may voluntarily remove a card with a persistent bonus A. Monster Name: The name of the monster type.
(but not a round bonus) from their ac ve area before the bonus B. Hit Point Value: This is the total amount of damage that a
expires, but doing so removes the bonus. This can be done at any monster of this type can suffer before it dies.
me except during another ability. Because cards with persistent C. A ack Effects: These effects apply to all a ack abili es
bonuses in your ac ve area can be dismissed, you can consider performed by monsters of this type.
them to be in the zone they will be moved to once dismissed; D. Persistent Bonuses: These are ac ve bonuses that all
that is the hand for A-side cards, the discard pile for B-side cards, monsters of this type have for the en re scenario.
or the lost pile for any card with a lost icon. As such, cards with E. Condi on Immuni es: These are condi ons that a monster
persistent bonuses in your ac ve area can count toward the two of this type is prevented from gaining due to immunity.
cards in your hand and/or discard pile required to rest (see p.27). F. Ac on Columns: Each monster type has a set of three ac on
Likewise, they can be dismissed and then discarded or lost to columns. A er you have selected your ability cards for the
negate damage (see p.28). When you recover discarded cards (by round, an ac on is rolled for each monster type with at least
res ng, for example) or lost cards (through special ac ons), you one figure currently on the map. This ac on determines
have the choice of recovering cards in your ac ve area or leaving when and how the monsters of that type will act during the
them in the ac ve area. round. The abili es of an ac on are performed from top to
bo om, with each ability separated by an ability line. Each
Ac ons with ac ve bonus abili es might also have other abili es, ac on column has the following:
but these other abili es are only performed when the card is G. a. Ini a ve Value: This value determines when the
played. There is a wide variety of ac ve bonus abili es. While monsters of this type act during the round.
these abili es are usually defined by text, there are two common b. List of Abili es: This list indicates which abili es the
ones with addi onal rules. monsters of this type perform on their turns, if possible,
and in what order.
Shield
Each monster performs only the abili es listed on the ac on
“Shield X” is a posi ve ability that gives the ac ng figure a rolled for its monster type for the current round. For example,
shield bonus of X. This reduces the a ack value of an incoming if their rolled ac on does not list a move ability, they will not
a ack by X. The shield bonus is only applied a er all a ack

24 33
Alterna vely, if you have at least two cards in your hand and/
or discard pile, you can instead declare a long rest at this me
(see p.29). You will perform your long rest on ini a ve 99 as your
en re turn for the round and will not play any cards.

ORDERING OF INITIATIVE
A er you have selected two ability cards or declared a long rest,
determine the monster ini a ves and ac ons for the round. For
each monster type that has at least one monster on the board, roll
the die and move the white cube to the ac on indicated by the
die result.

Determine the ini a ve order by comparing the ini a ve values


on your ini a ve card and all rolled monster ac ons (located
at the top of the column). This indicates the turn order for this
round, going from lowest ini a ve value to highest. If you are long
res ng, you have an ini a ve of 99.

Resolving Ties
If there is a e in ini a ve between you and a monster, you
act first.

Monster Order
Each monster takes its turn based on ini a ve order. All monsters
of a single type take their turns at the same ini a ve in ascending
numeric order (see p.33).

CHARACTER AND MONSTER TURNS


Every figure on the map — both you and monsters — will get a
turn each round. A figure’s turn starts when the previous figure
ends their turn and concludes when the next figure begins theirs.
During a figure’s turn, they will perform the ac ons and abili es
on their cards.

Before we tackle the specifics of character and monster turns, we


need to go over how ac ons and abili es work.

12 45

“Push X” forces the target to move up to X hexes away from rest. This cons tutes your en re turn for the round (instead of
the ac ng figure. Each individual hex entered must place the playing two cards) and it is performed on ini a ve 99. When you
target farther by range from the ac ng figure. long rest, you follow these steps:

“Pull X” forces the target to move up to X hexes toward the 1. Return all cards from your discard pile to your hand and flip
ac ng figure. Each individual hex entered must place the target all B-side cards in your hand to their A-side, then lose one
closer by range to the ac ng figure. card of your choice from your hand (mandatory).
2. Perform “Heal 2, self” (op onal).
When you perform a push or a pull, you decide the direc on and 3. Recover all of your spent items (op onal). Items can be used
distance that the target moves. When you push or pull the target during the same turn in which they are recovered.
into a hazard hex, it suffers the effects of that hazard hex unless
it’s flying. When a monster performs a push or a pull, you decide You must lose a card as part of res ng. If there are no other cards
the direc on, but the target must move as far as possible. Push in your hand to lose, you must instead lose one of the cards in the
and pull are unaffected by difficult terrain, but all other normal ac ve area that does not have the lost icon. If there are no cards
movement rules are s ll applied (including the rules for flying in the ac ve area that can be lost either, resolve the other steps
figures). Immobilized figures can s ll be affected by push and pull. of the rest and check for exhaus on as the start of the next round
as normal.
Push and pull can also be added to other abili es as an added
effect, allowing the forced movement of one or more targets Lost Ac ons
of that ability a er its main effect is resolved. If the ability is an
Lost ac ons can be performed only once. If an ac on has the
a ack, the target can be forced to move even if the a ack dealt no
lost icon, the card must be placed in your lost pile a er the ac on
damage, but they cannot be forced to move if the a ack killed or
is performed (in whole, or in part), where it will remain un l the
exhausted them.
end of the scenario (unless recovered).
Mul ple push or pull effects are combined. For example, if an
If the lost ac on was used to perform an ac ve bonus ability, the
ability with “ 1” gains “ 2,” the result is a “ 3” ability.
card is s ll considered lost and must be moved from the ac ve
area to the lost pile once the ac ve bonus is no longer in effect.
Control
Control allows you to force a monster to perform one or more Some lost ac ons have the icon. If you perform a lost ac on
abili es. You decide how the ability is performed. During this with this icon, the card cannot be recovered by any means un l
ability, the controlled figure treats your enemies as their enemies. the end of the scenario. Place the card in the lost pile, but rotate it
180 degrees so that it is upside down as a reminder.
When a controlled move ability is performed, it is considered
forced movement. A move ability cannot be controlled if the Character Damage
controlled figure has no valid path or is immobilized.
When you would suffer any amount of damage, you must either
When a controlled a ack ability is performed, the controlled reduce your hit point dial by that amount or negate the damage.
figure uses their own a ack modifier table. An a ack ability Damage can be negated in two ways:

26 31
Important Ability Concepts CHARACTER
Target • You ini ally use the base modifier table on the modifier
tray. Advanced a ack modifier tables are used during
Most abili es target one or more figures. Target specifies higher level scenarios.
what kind of figure or how many figures an ability affects. The
requirements for the target are some mes wri en out, but o en • You cannot perform two top ac ons or two bo om ac ons.
will simply be a number. “Target X” allows the ac ng figure to • For the basic ac ons, “ 2” is always a top ac on, and “
target up to X different figures within the ability’s range. Targe ng 2” is always a bo om ac on.
and range restric ons, as well as addi onal effects of the ability,
apply to all targets. It is not possible to target the same figure ELEMENTS
mul ple mes with the same ability, unless otherwise stated.
• Infused elements are available as soon as their icon is
If no target is specified on a targeted ability, the target value is 1, visible on a chosen ability card, an ability card in your
which means it only targets a single figure. hand or ac ve area, or on a rolled monster ac on.
• An infused element is immediately unavailable if the
Targeted Abili es ability card it is visible on is flipped, discarded, or lost.
An infused element visible on a rolled monster ac on is
A ack (p.18), condi ons (p.21), heal (p.23), forced movement no longer available as soon as all monsters of that type
(p.25), and controlling figures (p.26) are the only targeted abili es. are killed.
Targeted abili es cannot be performed if there is no valid target.
• When a monster type consumes an element, all monsters of
Allies, Enemies, and Self the type gain the benefits of the consump on.
Monsters are allies to other monsters, and you and monsters are
enemies to each other. Figures are not their own allies. SCENARIO DETAILS
• The scenario level is listed in the scenario entry and
In general, nega ve abili es can only target enemies, and posi ve determines the number of level 2 ability cards and items
abili es can only target allies or the ac ng figure. However, some you can select.
abili es have specific targe ng informa on that contradicts • You can upgrade one ability card for each level beyond
this rule. the first.
If any ability specifies the target as “self,” the effect can only be • You can each equip a number of items equal to half the
applied to the ac ng figure. scenario level (rounded up).
• The end of a scenario can only occur at the end of a round,
Range even if the objec ve is met mid-round.
Most abili es target a figure. Range indicates how far away
that figure can be. “Range X” means the ac ng figure can target
any figure within X hexes, including the ac ng figure. Range can be
counted through obstacles and figures.

14 43

can perform. below the scenario entry. Items offer a wide variety of bonuses
and extra abili es that can be used in addi on to your normal two
ac ons per round.
An item entry has the following:

A. Item Name: The name


of the item. Item Effect:
When the item can be used
and what bonus or ability
you gain.
B. Item Usage: What happens
to the item a er it has
An ability card has the following: been used (see p.28).
Some items are only spent,
A. Side Indicator: Indicates whether you’re looking at the A-side while others are lost. Some
or B-side of the card. items can even be used
B. Card Name: The name of the card. mul ple mes.
C. Level: The level of the card, either a base level 1 or upgraded C. Item Type: Each
level 2 (see p.38). item counts as one
D. Ini a ve Value: This value determines when you act during of three types: , , or .
the round (see p.12). These types determine
E. Ac ons: Each card has a top ac on and a bo om ac on. The which items you can bring into a scenario.
abili es of an ac on are performed from top to bo om, with
each ability separated by an ability line. Item Limits
F. Basic Ac on Icons: An ability card can always be used for a All items you bring into a scenario are placed below your character
basic “ 2” top ac on or “ 2” bo om ac on. If a card is card and can be used as specified in the item entry.
used this way, the card is flipped and returned to your hand
(if it was on the A-side) or discarded (if it was on the B-side) You can use any item as long as it is available (see p.38), but you
as if it has no other icons. can only bring a limited number of items into a scenario. You can
G. a. An ac on might include an ac ve ability icon (see p.23), bring up to two items or one item, and a number of
in which case the card is placed in your ac ve area. items up to half the scenario level (rounded up).
b. An ac on might include a lost icon (see p.30), in which
case the card is placed in the lost pile a er its ac on Item Usage
is performed. Spent Icon: The spent icon means the item is spent a er use.
This is indicated by rota ng the card sideways. Spent items can be
Items recovered the next me you perform a long rest (see p.30).
Each scenario card includes two item entries, shown above and

28 29

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