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Cooperative Adventure Game Rulebook

Set a Watch is a cooperative game for 1 to 4 players where Adventurers must prevent the resurrection of the Unhallowed by defeating Creatures at various locations. Players take turns resting and taking strategic actions while others defend against waves of enemies using unique abilities and dice. The game consists of 9 rounds, with each round involving a Camp phase for planning and a Watch phase for combat against the Creatures.
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0% found this document useful (0 votes)
23 views24 pages

Cooperative Adventure Game Rulebook

Set a Watch is a cooperative game for 1 to 4 players where Adventurers must prevent the resurrection of the Unhallowed by defeating Creatures at various locations. Players take turns resting and taking strategic actions while others defend against waves of enemies using unique abilities and dice. The game consists of 9 rounds, with each round involving a Camp phase for planning and a Watch phase for combat against the Creatures.
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

Rulebook

2 Game Summary
The Kingdom is in grave danger. Powerful enemies are conspiring to resurrect
the vile and powerful Unhallowed that your party has just slain. Now you,
the mighty Adventurers of the land, must visit these summoning locations
and defeat the hordes of Creatures behind this evil plot. It falls to four humble
Adventurers, each of whom has a unique set of skills, to band together once
more and vanquish this evil before the Unhallowed consume the world in
darkness.

Set a Watch is a cooperative game for one to four players. You must
secure nine locations to prevent the acolytes from breaking the seals
holding back the evil Unhallowed. Each round your party will visit
a new location and choose an Adventurer to rest and take strategic
camp actions, while the rest of the party will assume watch and
confront a Line of Creatures attempting to breach your camp. Using
your dice to do battle and activate unique class abilities, your team
will need to approach each round’s combat puzzle with both cunning
and resolve. In an epic campaign to stay alive, defeat the arisen
Unhallowed, and keep the campfire burning, you must use your wits
and skill to fight for the light… or all will perish to darkness.

Contents
- 6 Adventurer Boards Deluxe Edition /
- 30 Ability Cards Upgrade Pack includes:
- 9 Unhallowed Cards - 2 Adventurer Boards
- 38 Creature Cards - 10 Ability Cards
- 4 Summon Cards - 4 Unhallowed Cards
- 20 Location Cards - 5 Variant Summon Cards
- 9 d6 dice & 9 d8 dice - 11 Location Cards
- 4 Rest Tokens
- 1 Fire Token Deluxe content available at
- 1 Rulebook [Link]
- 1 Camp Board
Game Setup 3
1. Set out the board and Components
Place the Camp board and Rest Tokens within easy reach of all
players.

2. Select Adventurers
Note: There must always be four Adventurers in play no matter the player
count. If you have 4 players, each selects one Adventurer. With 3
players, pick a flex Adventurer that the player in camp controls
during the Watch phase. In a 2 player game, each player selects two
Adventurers. In a solo game, that player selects four.
Players select their Adventurer and take that Adventurer’s board, 5
Ability cards, and 3 corresponding dice. Shuffle the Adventurer’s
Ability cards together and draw 2 cards at random to place on your
Adventurer board (faceup). Draw a 3rd card and place it on your
board exhausted (facedown). Place the remaining 2 Ability cards off to
the side of your board (faceup).

A. C.

B. Long Shot Far Sight


Elf Senses
the round,
Until the end of Defeat one Until the end of
Creature the
reveal one more reveal unrevealed Creature round, the rang
fire e of
than the Camp card in the Line.
level currently
allows. all Adventurers
Reveal is
Prevent the next ring. increased by +1.
power from trigge

D.
Elven Scout: Draw the top 4 cards of the Creature deck, look at them, and
return them on top of the Creature deck in any order. E.

A. Adventurer Class
B. Ability Slots: Place three equipped Ability cards in these slots.
C. Dice: These banners represent the dice your adventurer will play with:
each blue banner represents a d8, and each red banner represents a d6 (e.g:
The Ranger starts the game with three d8s of the same color). During the
game, each spent combat die is to be placed on a different, empty banner
space on your adventure board.
D. Camp Action: This special ability can only be used once per Camp Phase if
the Adventurer rests in Camp (see page 7).
E. Attack Type: An Adventurer with Range can attack and damage
Creatures in either first or second position of the Line. Melee can only
attack and damage Creatures in first position of the Line.
3. Prepare the Creature Deck
4 Easy: Summon x1
Normal: Summon x2
0

Hard: Summon x3 Summon! Choo


iately se on
Sum
mon
!

Insane: Summon x4
urer to immedexhausts e Adventur
Choose one Advent Ability cards, disthen one of er
exhausts one of
their car their to imme
rd, andd thi
to the Graveya replace it s card to theAbility car diately
discard this card Unthe wi ds,
the top card from hallowe th the top Graveyar then
replace it with d deck. card d,
from and
Unhallowed deck. the

Take all Creature cards in the game. Select either 1, 2, 3, or 4 Summon


cards, for respectively an Easy, Normal, Hard, or Insane game.
Remove all unused Summon cards from the game. Set aside the two
Acolytes, then select randomly 28 cards from the remaining Creature
cards and add the two Acolytes atop of them. Remove unused
Creature cards from the game. Shuffle the Creature cards together,
and then divide them into facedown piles, as even in size as possible,
so that the number of piles matches the number of Summon cards in
play. Shuffle 1 Summon card into each pile. Then stack these piles to
form the Creature deck, placing smaller piles on the bottom.

4. Prepare the Map Deck

Take all the Location cards, and set aside all the respite ( ) and
final Locations ( ). Shuffle the remaining Location cards together
and draw 8 cards without looking at them. Shuffle these 8 cards
together, then select (randomly or by picking it) one of the previously
set-aside final locations and add it to the bottom of the deck to form
the Map deck. Remove any unused final Location cards from the
game. Take all the remaining Location cards (including the respite
Locations) and shuffle them together to form the Unused Location
Deck.

5. Prepare the Unhallowed Deck

Take all the Unhallowed cards, shuffle them together, and without
looking, draw and place one card in the Horde facedown. The Horde
is a facedown deck of cards that is added to the final round of the
game. The bigger the Horde is, the more difficult the final round will
be. Then, draw and place 7 Unhallowed card faceup next to the Camp
board to create the Unhallowed deck. Set aside all the remaining
Unhallowed cards.
4. 5.

VA
NQ
ISU
H

BOLSTER
SE
L A

Unused Horde
Locations Place inside the box.

6
-3
VA
NQ
UI
SH

6.
BOLSTER

Snowy Pass
SE
A

When this Location enters play, choose one Adventurer


L

to place their lowest die result on this card. That die


cannot be used this round.

4.

x1

wooden [Link] 1
6.
4/2/2018 10:04:14 AM

5.
3.
3 14

Lich
Ability card effects cannot target
Creatures behind the Lich in the
Line.
Unhallowed

Creature Graveyard Unhallowed


Deck Defeated Creatures go Deck
to this discard pile.
6. Light the Fire!
6 Finally, draw the top location card from the Map deck
and place it as the current location on the Camp board.
Do not resolve the location’s firewood modifier for
the first round (see page 7). Place the fire token to 7
firewood on the Camp Board. Alternatively, to vary the gameplay and
make the game more difficult, you may roll a d6 to randomly set the
starting firewood.

Creatures
During the Watch Phase, players will use their dice to defeat
Creatures. When Creatures are defeated they go to the Graveyard,
when they are not defeated they end up in the Horde.

A. Damage: This number represents the


A. total number of Ability cards from the
Adventuring party currently on Watch that
1 7 B. are exhausted if the Creature is not defeated.
B. Base Health: This number represents
the total amount of damage that must be
assigned with dice to defeat the Creature.
C. Power text: This section contains all the
Acolyte unique abilities of the Creature, including
Reveal: Draw a Creature and add it to the Horde.
Reveal and First position effects.
First position: Search the Graveyard for
one Summon card and shuffle it back into the
Creatures deck.
C.
D. Human D. Creature Type: Unhallowed are considered
Creatures with a Creature Type of Unhallowed.

Summon and Unhallowed cards

When a Summon card is revealed from the Creatures deck, it’s


immediately resolved (see Order of Play on pg 13): one Adventurer
on Watch chooses and exhausts 1 Ability card they control; then,
the Summon card is discarded to the Graveyard, to be immediately
replaced with the topmost card of the Unhallowed deck. When an
Unhallowed card is revealed, resolve any triggerable Unhallowed card
powers, and then when defeated, the Unhallowed card is discarded
into the Graveyard.
Gameplay 7
The game is played over a series of 9 rounds represented by 8 random
Locations and 1 Final Location. Each round is composed of a Camp
phase and a Watch phase; before moving to the Camp phase, all
Adventurers will be asked to roll their dice.

Locations
A. Firewood Modifier: Advance or
A. B. retreat the Firewood token based on
this modifier.
-2
9 B. Creature count: This number
respresents the number of Creature
cards that will form the Line at the
beginning of the Watch phase.
Forbidden Tower
C. Location type: Respites and
Exhausting an Ability card to increase
by an additional +1 .
, increases
Final Locations are marked.
C. D. Location Ability: Location-specific
D. effects and conditions; usually these
represent effects lasting as long as
the Location card is in play, but some
Locations might have a different time
trigger. In this case, the Location
special ability is resolved when the
triggering conditions are met

After rolling, players will decide, together as a team, who’ll be the


Adventurer going to the Camp. That Adventurer, during the Camp
phase (see below), will assign their dice to any camp actions and/or
Runes on the back of the map deck to resolve these actions. All other
Adventurers will be on Watch (see page 8), where they’ll be tasked to
eliminate Creatures threatening the party.
8 Camp Phase
Each Adventurer MUST go to Camp exactly twice
during the first 8 rounds of the game. During the final
round all Adventurers go on Watch for the final battle.

The Adventurer who rests in Camp refreshes one of their exhausted


ability cards. Take a Rest token on an Adventurer’s first visit to
Camp and place it on their board. Flip it over on their second visit.
An Adventurer with all their Ability cards exhausted won’t be able to
participate in a Watch phase.

The Adventurer in camp does not participate in combat. Instead they


assign their rolled dice and resolve the action one at a time on one of
the following:
- an action space in the Camp
- an action space on their Adventurer board
- a Rune on the back of the card on the top of the Map deck

The selection is repeated until all three results have been assigned and
resolved. The same action can be selected more than once per Camp
phase, as long as a die is not assigned to a space already containing an
assigned die.

Camp Actions:
The Camp board has action spaces for each Camp action. Some
Actions might come with a requirement that must be met in order for
that action to be resolved.

Chop Wood (max 3 placements): Advance the Firewood token 2


spaces clockwise, increasing by +2.

Scout Ahead (max 3 placements): Draw and look at the top 2


Creatures of the Creature deck. For each card, return it either to the
top or to the bottom of the Creatures deck. Requirement: In order to
assign a second (or third) result to this action space, the result on the
second (third) die must be higher than the result of the highest die on
this space.
Check Map (max 1 placement): Draw the top card
of the Map deck and the top card from the Unused
Locations deck, and choose one to place on the top of 9
the Map deck, and the other one to the bottom of the
Unused Locations deck. Requirement: You cannot
resolve this action unless you spend a result of ‘4’ or
a higher. By resolving this action, you cannot swap out the Final
Location.

Heal (max 1 placement): Refresh 1 exhausted Ability card in play


(you can either target yourself, or any one Adventurer on Watch).
Requirement: You must spend a result of exactly ‘6’ in order to resolve
this action.

Equip (max 1 placement): Swap 1 Ability card currently on your


Adventurer board with 1 of your leftover unused Ability cards. If the
Ability card that is swapped out is exhausted, the new card is placed
on your Adventurer board exhausted as well.

Adventurer Special Camp Actions


Each Adventurer has a special camp action, listed on their Adventurer
board. As per any other Camp action, an Adventurer wanting to
activate their special camp action simply assigns one of their dice
to their Adventurer [Link] Adventurer camp action can only be
used max once per round.

Runes:
Runes are special action spaces available on the back of location cards.
During the Camp phase, the Adventurer at the Camp can activate
these Runes by placing dice on them. Requirement: In order to
activate the Runes, you need to spend at least two matching results
(i.e. 2 ‘3s’, or 2 ‘4s’ and so on). Each result must be placed on a different
Rune space (i.e. you cannot activate the same Rune more than once).
If three matching results were rolled, they can be used to activate all
three runes, or they can be used to activate two of them, and the third
result can be used for a different action.
Seal (max 1 placement): Search the Graveyard for an
10 Unhallowed card of your choosing and move it to the
bottom of the Unhallowed deck. Do not shuffle the
Graveyard afterwards.
Vanquish (max 1 placement): Take the top card of the
Horde and remove it from the game.
Bolster (max 1 placement): Each Adventurer on Watch may choose
to reroll any number of their dice.
When all of the Camp Adventurer’s dice have been assigned and
actions have been resolved, the game continues to the Watch Phase.
If there is still an Adventurer with all 3 Ability cards exhausted at the
end of the Camp phase, they cannot particpate in the next Watch
phase. Without that Adventurer’s dice actions, the next round will
likely be your last.

Watch Phase
The Watch Phase represents a night of battling Creatures as they
try and make their way into your Camp. After setting up the Line of
Creatures, Adventurers spend their dice on direct attacks and Ability
cards to defeat them. Players can activate abilities and assign dice in
whatever order they see fit (there is no turn order) until all Creatures
have been defeated or all Adventurers run out of useful
actions. An Adventurer cannot participate in combat if all of their
Ability cards are exhausted at the start of the Watch Phase.

Setting up the Line


Check the Creature count on the current Location card (see Locations
pg 11): this is the number of Creatures the Adventurers will face
during this Phase. Then draw cards from the Creature deck and place
them facedown to form a Line, starting with the top card being placed
closest to the Camp board, until the total number of cards in the Line
is equal to the current Location’s Creature count. If you ever need
to draw a card from the Creature deck and cannot, shuffle all the
Creatures in the Graveyard (including any Unhallowed and Summon
cards) to create a new Creature deck. Then, draw Creature cards from
the new deck until the Line is fully formed.
Reveal Creatures
Check the current value on the Camp board.
11
The number of Creatures revealed by the Campfire
is indicated by the Campfire reveal level on the
Camp board (1-6 reveals 1 Creature, 7-11 reveals 2 Creatures,
and 12+ reveals 3 Creatures). Creatures are revealed one at the
time, starting with the facedown Creature closest to the Camp board.
Every time a new Creature is turned faceup, their special powers are
checked, and any effect triggered is immediately resolved. Creatures
remain revealed even if the Firewood token would retreat enough to
affect the number of Creatures revealed in the Line.

The can never reach zero. If the is ever zero, exhaust an


Ability card of an Adventurer on Watch to increase by +2.

Combat Actions
After Creatures are revealed and their effects are checked and
resolved, Adventurers may work together and take actions until
a Creature is defeated. Creatures are defeated by attacking them
directly or activating an Ability card. When a Creature is defeated, it’s
moved to the Graveyard; then, the Line reacts. All facedown Creature
cards move 1 space closer to the Camp board and then Creatures are
revealed according to the Campfire reveal level.

Direct Attacks:

Adventurers can spend and combine their dice to attack revealed


Creatures in range. Melee characters can only attack Creatures in
first position. Ranged characters can attack Creatures in first or
second position. A Creature’s Base Health ( ) is located in the top
right of its card: this value can be modified by some Creature special
Abilities to form the Creature’s Health. When the sum of the results
is equal to or higher than the Creature’s Health, that Creature is
defeated and sent to the Graveyard.
Activating Non-Passive Ability Cards:
12 Once per card per round, Adventurers can spend
a die on an unexhausted Ability card to activate it.
Alternatively, Ability cards can also be exhausted to
trigger their effects. This means that Adventurers
can potentially trigger an Ability twice in the same round: once by
spending a die on it, and a second time by exhausting it. They can of
course activate said Ability just once per round by either spending
the die, or by exhausting the card. Abilities are fully resolved before
Creature powers are triggered (see Order of Play on pg 13).

Passive Ability Cards:

Passive abilities do not require a die to activate. Passive abilities


are active as long as they remain faceup and may be used according
to their text (e.g. the Ranger’s Sharpshooter ability, reads “ Once per
round, you may reroll and reuse a die spent on a direct attack.”
whereas the Warrior’s Cleave ability can be continually used to save
the remainder of die result from a direct attack.)

Out of Actions:

If Adventurers run out of actions and there are still Creatures


in the Line, the Adventurers, as a group, exhaust cards based on
each Creature’s damage, one at the time, starting from the first
undefeated Creature in the Line. Then, add those Creatures facedown
to the top of the Horde in Line order. Whenever cards need to be
exhausted, Adventurers must exhaust cards of their choosing from
the Adventurers on Watch. The moment the Adventurers on Watch
exhaust their last unexhausted Ability card, the game is lost.

Once the Line is clear of Creatures, the Watch Phase ends.

Ending the Round


If at least one Adventurer on the Watch has an unexhausted Ability
card, play moves to the next round. Draw and reveal the next
Location card and adjust based on the Location drawn.
The Final Round
When the final Location is revealed, the Adventurers
13
have reached the last round, and all Adventurers go on
final Watch (i.e. there’s no Camp phase this round).

Proceed to setup the Line normally; then draw cards from the Horde
deck and place them facedown at the end of the Line until the entire
Horde deck has been added to the Line. The Horde is not shuffled.
Gameplay then proceeds as normal to the Watch phase.

Winning the Game


If at the end of the Final Round, at least one Adventurer has an
unexhausted Ability card and there are no more Creature cards in the
Line, the Adventurers win the game.

Losing the Game


If at any time, all Adventurers on Watch have all their Ability cards
exhausted, the game is lost. Additionally, if an Unhallowed is to be
summoned but the Unhallowed deck is empty, the game is lost.

Order of Play
This list outlines the general sequence of a Watch Phase.
1. Reveal Creatures one at a time, corresponding with the Campfire
reveal level. Trigger, in this order, any relevant Reveal, Ongoing and/
or Position Creature powers.
2. Adventures may use Abilities, Items and direct attacks to defeat
Creatures. Adventurers as a group decide what to resolve first in case
there are timing conflicts of these effects. Abilities are resolved before
Creature powers.
3. As soon as a Creature is defeated, advance the Line and return to
poin 1 of this list before taking any further Adventurer actions.
4. Summon cards always trigger! If they are to be discarded as part
of an effect that targets unrevealed cards, they are resolved instead.
After the card is fully resolved, the effect that was targeting it is
resolved against the Creature that was just summoned.
14 Example
The Beast Master, Wizard, Ranger and Rogue are called on to defend
the realm from impending darkness. One Unhallowed card has been
drawn and placed facedown in the Horde; the first location is Snowy
Pass. Each Adventurer starts with a random Ability card exhausted.
The Firewood token was set randomly by casting a d6: the result is
a 4, which means they can only reveal the first position Creature in
Line at a time. Gameplay may now begin: the Adventurers roll their
dice, obtaining 6, 3, 1 (Ranger); 8, 6, 3 (Beast Master); 4, 4, 1 (Wizard);
and 4, 3, 1 (Rogue). The Snowy Pass special ability requires that one
Adventurer places their lowest result on the Location card, and cannot
use it this round. Players collectively decide that the Rogue should
give up her ‘1’ result. They place that result on Snowy Pass; the game
then proceeds to the first Camp phase.

The first Camp phase of the game begins with the Wizard going
to Camp. They refresh their only exhausted Ability card, and gain
a Rest token to mark they have been to Camp. Since the Wizard
has rolled doubles, they could activate two different Rune abilities;
nonetheless, they decide that advancing the Firewood token is more
important. Thus, they decide to place all three of their dice on the
Chop Wood action. This makes the Firewood token advance to 10
, allowing Adventurers to keep the first two cards of the Line revealed
throughout the subsequent Watch phase.
1 4 2 11

Eagle Fell Beast


First position: Draw a Creature
and place it in front of the Fell Beast
(limit: once per Watch phase).

Forest Creature Fire Demon

The game then proceeds to the Watch phase. The Creature count on
Snowy Pass is 6; thus, the Adventurers draw 6 Creatures from the top
of the Creature deck placing them facedown starting closest to the
Camp board and moving backward from there to form the Line.
The 3 Adventurers on Watch (i.e. the Beast Master, the Rogue, and the
Ranger) check the Campfire reveal level, which is 2, and
thus they turn faceup, one at a time, the first 2 Creature
cards in the Line, starting with the one closest to the 15
Camp board. The first card is an Eagle (4 ): since the
Eagle has no reveal ability, players proceed revealing
the next card in the Line, discovering a Fell Beast (11
). The Creature has no reveal Ability either, and its first position
Ability is not triggerable because it’s currently in the second position
in the Line; thus, the game continues with players debating how to
deal with those enemies.

The Rogue decides to go first and spends their ‘3’ result on their
Backstab ability, allowing them to reveal the last 2 Creatures in the
Line, a Vampire (1 ) and an Acolyte (7 ). The Rogue’s total die roll
(which includes also dice already spent or stolen in the round) was
8 so she can defeat either one to the Graveyard. The Vampire has a
reveal ability that steals the highest rolled die, but the Rogue’s ability
is fully resolved before any Creature abilities activate. They choose to
defeat the Vampire thus preventing its reveal ability from triggering.
Now that Backstab is fully resolved, the Acolyte’s reveal power is
triggered; the Adventurers draw a card from the Creature deck and
add it to the Horde. The final round is getting tougher!
1 4 2 11 1 7

Eagle Fell Beast Acolyte


First position: Draw a Creature Reveal: Draw a Creature and add it to the Horde.
and place it in front of the Fell Beast First position: Search the Graveyard for
one Summon card and shuffle it back into the
(limit: once per Watch phase).
Creatures deck.

Forest Creature Fire Demon Human

The Ranger and Beast Master both have range, so they can both attack
a Creature in second position; their attacks of ‘3’ and ‘8’ combined
grant 11 damage, enough to destroy the Fell Beast. The Fell Beast card
is removed from the Line and moved to the Graveyard. This moves
a new Creature up to the second position, and thus it’s immediately
revealed by the Campfire. It is a Forest Giant (7 ). The Giant has an
ongoing ability modifying the Giant’s Health by the base Health of
the Creature immediately behind it in the Line. Since that Creature
is unrevealed, it’s immediately revealed and its base Health is added
to the Giant’s. That card is a Zombie Horde (8 ), which has the
ongoing ability of adding the base Health of the Creature on the top
1 4 2 7 1 8 1 7

16
Eagle Forest Giant Zombie Horde Acolyte
Ongoing: Forest Giant’s is Ongoing: Zombie Horde’s is Reveal: Draw a Creature and add it to the Horde.
increased by the next Creature’s base increased by the Creature’s base First position: Search the Graveyard for
. Reveal the next creature in the one Summon card and shuffle it back into the
on top of the Graveyard. Creatures deck.
Line if necessary.
Forest Creature Giant Undead Human

of of the Graveyard to the Health of Zombie Horde. The top card in the
Graveyard is a Fell Beast (11 ), which brings the total Health of the
Zombie Horde to 19. However, the Giant’s ability works with the base
Health of the next Creature in the Line, so that the ongoing ability of
the Zombie Horde doesn’t interfere with the ongoing ability of the
Giant. This brings the Giant’s Health to 15 (his base 7 + the the
Zombie Horde’s base 8).

The Ranger uses their passive ability Sharpshooter to reroll their


previously spent ‘3’ result and winds up with a ‘7’. The Beast Master
exhausts (thus, without spending a die) their Tame Beast ability to
tame and collect the Eagle. The Beast Master spends their ‘3’ result on
Set Snares to put the Zombie Horde back on top of the Creature deck
(which means it will be the first Creature added to the Line during the
next Watch phase). This leaves in the Line only the Giant with 14 (7
plus the Acolyte’s 7) and an Acolyte with 7 . The Ranger uses their ‘7’
result to directly attack the Acolyte and send it to the Graveyard. The
remaining Giant drops down to 7 because there are no Creatures
left behind it. The Rogue, Ranger, and Beast Master have a 1,4,6,6
and a 4 tamed Eagle remaining. The Beast Master decides to keep
the Eagle for a later round and the Rogue and Ranger combine their
dice and spend a ‘4’ and a ‘6’ to send the Giant to the Graveyard. All
the Creatures in the Line are eliminated and thus, the Watch was
successful.

A new location is now revealed, and the Firewood modifier applied.


The game then proceeds to a new round: Adventurers roll their dice,
and decide who’ll be staying in the Camp and who’ll be on the Watch.
Credits 17
Published by: Rock Manor Games
Game Design: Todd Walsh & Mike Gnade
Game Development: Ryan Ward & Samuel Bailey
Creature & Adventurer Illustrations:
Simon Tosovsky & Robert Schneider
location Illustrations: Boris Stanisic & Andreas Rocha
Graphic Design: Anthony Amato & Mike Gnade
Technical Editing: Andrea Dell’Agnese & Julia Faeta

Honorary Producers: Fred Caldwell, Kristian Carlson, Arthur


Gomez, Steffen Meyer, Michael Müller-Trudrung & Jeff “The Crow” Tjaden

Playtesting: Flynn Walsh, Meghan Walsh, Heather O’Neill, Chris O’Neill,


Rosalie Gnade, Matthew Canglialosi, Michelle Deleppo, Tessa LaNeve,
Heather Wilson, Nicole Amato, Anthony Amato, Benjamin Afrasyab
Farahmand, Nolan James, Tammy Dotts, Joe Brannigan, Wendy Rothschell,
David Friant, Ryan Ward, Ryan Friant, Ted Adams, Tom Panico, Jason
Tagmire, Ben Begeal, Duane Kolar, Chris Visco, Dan Cassar, Jake Vander
Ende, Joseph Kim, Denny Dong, Tom Callahan

Special Thanks: GMG Philadelphia, Tabletop Coop


18 Adventurers
Warrior
A powerful melee warrior with high direct
damage potential, the Warrior specializes
in taking down high-health foes and
boosting ally damage. Weak at range, the
Warrior needs to depend on others to finish
off Creatures farther away in Line. The
Warrior is the only Adventurer who can
keep the excess remainder on dice spent on
direct damage.

Wizard
The Wizard makes up for weaker direct
damage with powerful magic abilities.
The Wizard is one of the best ranged
Adventurers since most of his abilities
can attack any revealed Creature in the
Line. The Wizard’s ability to polymorph
Creatures can combo well with other allies
that specialize in dealing with specific
Creature types.

Cleric
The Cleric is the guardian of the light and
the strongest against Undead and the
Unhallowed. The Cleric’s inner light can
also reveal and manipulate the Line if your
Firewood is low. While the Cleric may
have weaker direct damage, the extra heal
action in camp means that this Adventurer
can bring a party back from the brink of
exhaustion.
Overview 19

Beast Master
The Beast Master has strong direct damage
potential and specializes in taming Forest
Creatures, pulling them from the Line and
storing them up as additional attack dice
(their health is equivalent to what would
be rolled on a die). In absence of Forest
Creatures, the Beast Master must rely on
high rolls to defeat Creatures.

Ranger
Packed with powerful ranged direct
damage and a suite of abilities others can
depend on, the Elf Ranger stands tall in any
group. The Ranger is a formidable warrior
when players focus on archery abilities, but
can also play more of a support role with
elven magic and a powerful camp scouting
action.

Rogue
The Rogue may be weak when it comes to
direct melee attacks, but makes up for it
with versatility. The Rogue can switch from
direct damage to revealing Creatures to
boosting other allies, depending on the
situation. The Rogue is always prepared
and helps players get the abilities they need
when resting in camp.
20 FAQ
Can I direct attack Creatures in the Line before the
Campfire reveals them? No, the Campfire light needs to
reveal the Creatures before Adventurers can direct attack
them. Also when revealing Creatures, always check the Creature powers to
see if they trigger (due to them being revealed, or the position they occupy
in the Line, and so on): if any of these triggers are met, players must resolve
these effects fully before moving on with the game. Thus, direct attacks can
be performed only after Creatures have been revealed by the Campfire, and
only after their special effects that might have triggered are fully resolved.

What happens when a First Position power reduces the Campfire reveal
level? Creatures are revealed one at a time, and their effects are checked
upon revealing. So for example, if you start a round with 7 , which
normally would allow you to reveal 2 Creatures, but the first Creature
revealed is a Wyvern that reduces firewood to 4 , bringing the total
number of Creatures revealed to 1, then you stop revealing Creatures.

What happens when the Creature deck is empty?


If the Creature deck is empty and you must draw a Creature card, shuffle the
Graveyard (including any Unhallowed and Summon cards) to create a new
Creature deck. Then, continue drawing from the new Creature deck.

What happens when all Ability cards of an Adventurer are exhausted? An


Adventurer with all their ability cards exhausted is not allowed to take part in
the Watch phase. So, it is always better sending said Adventurer to Camp for
a free refresh of one of those cards, or alternatively make sure that another
Adventurer going to Camp will use the Heal action to refresh one of the
Ability cards of the other Adventurer, so that they can partipate in the Watch
phase. If an Adventurer exhausts their last unexhausted Ability card in the
middle of the Watch phase, they can still use any remaining dice to direct
attack Creatures.

How many times can an Adventurer use their Ability cards? Passive abilities
do not require a die and they either come with a limit (number of times per
round / Location), or they can be used continually. All other abilities require
to either have a result assigned to them or the card to be exhausted. This
means they can be used twice per Location maximum: once with a die, and
the other one when exhausted
Can an Adventurer choose to exhaust an Ability card
instead of assigning a result to it first? Yes, in fact it may be
the smart play to save a high result to use for direct attacks 21
instead of spending it to activate an Ability.

Who goes first in combat? There is no turn order. Players


decide amongst themselves in what order they will use their dice for attack
or to activate abilities. An Adventurer doesn’t need to spend all their dice at
once: they can use one for a direct attack, then save the rest for a later part of
the Watch Phase, for example.

Do Ability cards refresh between locations? No. The only two ways to refresh
an Ability cards are either being the Adventurer spending the round in Camp
(automatic refresh at the beginning of the Camp phase), or being the target
of a Heal action (the Adventurer at the Camp spend a ‘6’ result to have any
one Adventurer in play refresh one of their Abilities)

Can an Adventurer resolve the same Camp action more than once in the
same Camp phase? Depends on the action the Adventurer wants to resolve.
Some actions allow for subsequent result allocation in order for their effects
to be triggered more than once. See Camp phase on pages 8-9.

When does the Rogue’s ability Stay Dead apply? Whenever the Rogue defeats
a Creature during a direct attack (including when teaming up with any other
party members to direct attack a Creature) or uses an Ability that defeats a
Creature.

What happens if you use Smoke Bomb on the Fire Serpent or Shade and ignore
their special text? Since these Creatures don’t have any Health without their
special abilities, they are automatically defeated.

Do tamed Creatures go to the Graveyard after an Adventurer attacks with


them or does that Adventurer keep them? Their health is used as a direct
attack die. Then the Creature is discarded to the Graveyard.

Can tamed Creatures be used to resolve an attack against any Creature in


the Line? No, tamed Creatures act exactly like a direct attack and thus are
subject to the same limitations, such as the Adventurer’s range and the fact
that Creatures need to be revealed to be attacked.

Can the Beast Master keep Forest Creatures that were tamed but not used
in the current Watch phase? Yes, the Beast Master can have up to two Forest
Creatures at any given time and can save them between rounds.
22 Glossary
Base Health: refers to the Health value printed on the card - not the
Creatures current Health which may be modified by effects in the
game.

Health ( ): represents the current Health of the Creature, and refers


to the value that must be met or exceeded to send the Creature to the
Graveyard.

Campfire: This refers to the center dial on the Camp board. The
Campfire reveal level dictates how many Creatures are revealed at any
given time. See “Reveal Creatures” on page 11 for more details.

Defeat: The act of placing a Creature card into the Graveyard.

Defeated: This term is sometimes used on Creature cards and triggers


when the Creature is destroyed and sent to the Graveyard.

Direct Attack: The act of spending one or more dice to defeat a


Creature

Exhaust: This refers to the act of flipping over an Ability card to


represent that you have used up that ability.

First Position: Many Creatures have first position powers that activate
if they are ever the first Creature in the Line.

Graveyard: The Creature discard pile.

Horde: The Horde is a stack of additional Creature cards that will be


added to the final round of the game.

In Camp: Refers to the Adventurer resting in camp that round.

The Line: The Line of Creatures that needs to be defeated every round.

Ongoing: Creatures with ongoing abilities trigger and continue to


occur and change based on the game state.

On Watch: Refers to the Adventurers currently involved in combat.


Range: Refers to how far back in the Line an
Adventurer, or their tamed Creatures, can target with a 23
direct attack. Every Adventurer can target Creatures in
first position. Adventurers with a Ranged icon in the
bottom right corner of their Adventurer card can attack
Creatures in first or second position. Effects increasing Adventurers
range by +1 allow Adventurers to target cards up to 1 spaces further
down the Line (so that Melee attacks are now able to target Creatures
either in 1st or 2nd position in the Line, and Ranged attacks can target
Creatures in 1st, 2nd, or 3rd position in the Line).

Recover a die: Ability Cards that say recover dice return them (at their
value) to the Adventurer they were stolen from. Once returned, they
can be used as normal.

Refresh: Flip over an Ability card to its unexhausted side so that the
Ability can be used again. It can also be refered to as Heal because of
the Camp action associated with refreshing.

Rest: An Adventurer going to camp this round is considered Resting.


Remember that every Adventurer needs to rest exactly twice. Use the
Rest tokens to keep track of resting.

Reveal: When a Creature is revealed, it is flipped faceup. Creature


Reveal powers trigger when this occurs and/or when Creatures enter
the Line for the first time (i.e. when an Unhallowed is summoned or a
Creature is added to the Line from the Graveyard).

Steal: There are several Creature powers that steal a die. When a die
is stolen from an Adventurer, it is placed on that Creature until it is
defeated. Once the Creature is defeated, the die is returned to the
corresponding Adventurer but it is considered spent. Recovered dice
by other means can be spent as normal.

Tame: Some Creatures can be tamed, i.e. removed from the Line and
added to an Adventurer’s play area as an attack die. These Creatures
can be saved between rounds unless otherwise specified.
Round Overview
1. Roll Dice
2. Camp Phase:
Pick who rests in Camp. Resting player refreshes a card and takes
Camp Actions:
a. Chop Wood
b. Scout Ahead
c. Check Map with 4+
d. Heal with exactly a 6
e. Equip
f. Cast Rune Spells with Doubles/Triples
g. Adventurer camp ability
3. Watch Phase:
a. Reveal Creatures based on the Campfire reveal level
b. Spend your dice as attacks or to activate abilities
c. Exhaust a card to +2
4. End Watch:
Add any Creatures that were not defeated to the Horde one by one,
triggering any relevant powers. Adventurer’s on Watch exhaust cards
equal to each Creature’s damage.
5. Reveal the next Location:
Adjust the by the value shown on the Location card.

Order of Play
If cards appear to activate at the same time or conflict with one
another, please note the following order of play:
1. Reveal Creatures one at a time corresponding with the
Campfire reveal level. Trigger any relevant Reveal, Ongoing
and/or First Position Creature powers (in that order).
2. Adventures may use abilities and direct attacks to defeat
Creatures. Abilities are resolved before Creature powers.
3. As soon as a Creature is defeated, advance the line and return
to #1 before taking any Adventurer actions.
4. Summon cards always trigger! If they are defeated as part of
an Ability that targets unrevealed cards, resolve the Summon
card and then resolve the rest of the Ability against the Creature
that was summoned.

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