2
Using This RefeRence
This document is the definitive source for all The Lord of the Rings:
Journeys in Middle-earth™ rules. Before using this document, players
should read and understand the rules presented in the Learn To Play
book. After reading the Learn To Play and playing their first adventure,
players should read both the “Advanced Rules” and “Campaign Rules
sections of this document. These sections contain rules that were
omitted from the Learn To Play but are necessary for continuing and
completing an entire campaign.
The majority of this Rules Reference is the glossary, which provides
players with detailed game rules and clarifications listed in alphabetical
order by topic. As questions arise during gameplay, the players should
refer to the glossary. Players are also encouraged to use the index to find
specific topics within the glossary entries.
This Rules Reference is divided into several sections:
AdvAnced RUles
The following rules describe game rules that appear in the campaign
after the first adventure.
golden RUles
The golden rules are the fundamental concepts on which all other
game rules are built.
If information in this Rules Reference contradicts the Learn To
Play book, the Rules Reference takes precedence.
If a card ability contradicts information in the Rules Reference,
the card takes precedence. If both the card and the rules can be
followed at the same time, they should be.
If a card ability uses the word “cannot,” it is absolute and cannot
be overridden by other abilities.
If an ability in the app contradicts information in the Rules
Reference or on cards, the app takes precedence.
conflicTs
During the game, some effects may lead to conflicts within the game.
It is possible for multiple game effects to occur at the same time.
When this happens, the players, as a group, determine the order
in which those effects are resolved.
It is possible for a game effect to have more than one possible
outcome. In such a case, players as a group determine the
outcome of that effect.
BlAck BoRdeRs
The edges of the dark journey map tiles that make up Middle-earths
mountains, caves, and halls have both gray borders and black borders.
Spaces separated by black borders are not adjacent unless they are
connected by gray borders that are aligned together. Arrows point to
gray borders to help players identify them—when two gray borders are
aligned, the arrows on each side of the aligned borders point toward
each other.
If two spaces are separated by black borders and their gray borders are
not aligned (in other words, if a gray border meets a black border),
those spaces are not adjacent.
These two spaces are adjacent because they share
aligned gray borders (border with two arrows).
AdvAnced RUles .................................... 2
cAmpAign RUles ..................................... 3
seTUp .................................................... 5
glossARy .............................................. 6
Appendix: App scReen AnATomies ............ 28
index .................................................. 30
QUick RefeRence .................................. 32
3
The BATTle mAp And TeRRAin
Some adventures use a battle map that is composed of battle map tiles
instead of the typical journey map tiles. The battle map is used when
the focus of the campaign shifts from travel and exploration to a pivotal
moment in the journey.
When playing on a battle map, all of the rules of the game remain the
same. However, adventures on a battle map may feature terrain tokens,
which can affect movement and attack rules.
When setting up a battle map, the heroes place terrain tokens as
indicated in the app. Some terrain tokens are placed in spaces and
others are placed on borders, altering the rules of that border.
A player can select a terrain token in the app to review the terrains rules,
which may include the option of an interact action. Additionally, each
terrain token has a corresponding terrain card that describes its effects.
Some adventures use adventure-specific terrain. These terrain tokens
are highlighted in the app by a sparkle effect, and their effects are
different from the effects described on the terrain cards. To review the
rules for an adventure-specific terrain token, the heroes must select the
terrain token in the app.
seT icons
There is a ring icon in the lower-right corner of all
cards in The Lord of the Rings: Journeys in Middle-earth
base game. This set icon distinguishes the cards in this
product from the cards present in other Journeys in
Middle-earth products.
Battle Map TileJourney Map Tile
Base Game
Set Icon
cAmpAign RUles
Each campaign of Journeys in Middle-earth contains a series of
adventures. This section describes rules for hero advancement that
can occur between adventures, such as upgrading items, purchasing
skills, and changing roles, and describes how to save and continue a
campaign that is in progress.
AfTeR eAch AdvenTURe
After each adventure, each hero discards all of their tokens and their
damage, fear, and boon cards. Then, they return their weakness cards
to the supply and return all other skill cards to their skill deck.
cAmp
After the heroes complete an adventure, a camp screen appears. While
at camp, heroes can upgrade their items and purchase new skill cards.
Then, the heroes can either select “Save & Quit” to save their campaign
and return to the apps title screen or “Continue” to proceed to the role
selection screen prior to beginning their next adventure.
The pARTys invenToRy
The inventory is a collection of the party’s items and skills. The app
tracks each heros armor (), one-handed (), and two-handed ()
items as well as their skill cards, including titles. The app also tracks the
entire partys collection of trinkets (). Heroes can view their items by
selecting the “Items” button, and they can view their skills by selecting
their portraits.
Heroes cannot trade items and purchased skills; however, trinkets can
be equipped by different heroes during setup.
To facilitate tracking over multiple game sessions, the heroes can keep
the cards in their inventory separate from the other cards that are
included in the game.
Camp Screen
4
loRe () And iTems
The information the heroes have gathered
and the knowledge they have obtained
throughout the campaign is represented
by lore (). All heroes share the lore they
have gained, which is tracked in the app. As
heroes gain lore, new item upgrades become
available. Gained lore is permanent; it
cannot be spent or lost.
UpgRAding iTems
Each item card has a lore value that indicates the
amount of lore the heroes must have to upgrade
that item. The item menu displays all of the
party’s items; items that can be upgraded are
highlighted.
When a highlighted item is selected from the item menu, any available
upgrades for that item are displayed. To upgrade the item, the upgraded
version is selected in the app. Then, the hero gains the card that
corresponds to the upgrade and returns the card that was upgraded to
the supply.
Total Lore in
Camp Screen
25
Dagger
1: 2 hits
2: 3 hits, pierce
TM Lic. SZC to FFG
Lore Value on
Item Card
The heroes have enough lore to upgrade all
of the highlighted items.
At 25 lore, “Dagger” can be upgraded to “Ered
Luin Dagger” or “Gondolin Dagger.”
expeRience And skills
As heroes complete adventures they gain experience, representing how
their abilities grow and change in their travels. Experience is a currency
that heroes spend to purchase new skill cards. Experience is gained
by each hero individually and is specific to that heros role—during
an adventure, a hero gains experience for their current role. If a hero
changes their role during the campaign, it is possible for them to have
experience for multiple roles.
pURchAsing And selling skills
While at camp, each hero can spend experience to purchase any
number of skill cards. Skill cards that are available for purchase have an
experience value that indicates the amount of experience a hero must
spend to purchase that card.
A player can select their hero to open a menu that sorts that heros
experience by role. Selecting a role expands the menu, providing a list
that contains all the skill cards that correspond to that role. Skill cards
that a hero already has are colored green, skill cards that are too
expensive to purchase are colored red, and skill cards that are unavailable
because they belong to another hero are colored red and include a
portrait of the hero who has that item.
Skill cards that are not colored green or red are available for the hero
to purchase. To purchase a skill card, a hero selects it from the list. The
purchased skill will be marked green and any experience spent will be
deducted from that hero automatically. Then, that hero adds that skill
card to their skill deck. There is no limit to the number of cards a hero
can have in their skill deck.
Heroes can also sell any skill cards they have purchased. To sell a skill
card, a player selects it from the list and the hero gains experience
equal to the sold card’s experience value automatically—the experience
gained is for the role displayed at the bottom of that skill card. Then,
the hero removes that skill card from their skill deck and returns it to
the available skill cards.
7
Hunter 9
Creature
During your turn, you may
discard this skill to apply
3 hits and pierce to a nearby
enemy.
Sprint 1
Falcon Companion
TM Lic. SZC to FFG
Experience Cost
Role and
Card Number
Aragorn is a Burglar and has four experience in that role.
He already has “Word of Fortune,” so he can purchase either
“Sneaking” or “Pockets” from the available Burglar skills.
5
new cAmpAign
1. Select Campaign and Difficulty: Select the “New Game
button on the apps title screen. Then, the app will guide the
players through a series of screens for selecting a campaign, a
difficulty, and a save slot.
2. Create Party and Select Heroes: Each player selects a hero in the
app, takes their heros corresponding figure and hero card, and
places them in their play area. If playing a single-player game, the
player chooses two heroes and controls both of them.
3. Select Starting Items: Each player selects their starting items and
gathers the cards that match the name and tier displayed in the
app and places them near their hero card.
4. Create Damage, Fear, and Weakness Decks: Shuffle the
damage, fear, and weakness cards into separate decks and place
them in the center of the play area where all players can reach
them.
5. Create Supply: Separate all tokens and boon cards by type and
place them in separate piles to create the supply. Set aside all map
tiles and enemy figures.
6. Begin Campaign: The players input a group name, and then
select “Begin” in the app and watch the short cutscene that
introduces the story and the heroes’ quest.
7. Choose Role: Each player selects a role in the app—this is the
role their hero takes for the first adventure.
8. Gather Skill Cards: Each hero gathers the following cards for
their skill deck and sets them aside:
one copy of each skill card numbered 1–6 that has the word
“Basic” on the bottom of the card
the skill cards numbered 1–5 that have the name of their
hero on the bottom of the card
the skill cards numbered 1–3 that have their role on the
bottom of the card
one weakness card from the top of the weakness deck
9. Prepare Role Card and Create Skill Decks: Each hero prepares
their skill card that has the number “1” after the role name at the
bottom of the card. Then, each player shuffles their remaining
14 cards together to create their skill deck and places it facedown
in their play area.
10. Embark: Players select “Embark” in the app to begin the next
adventure of their campaign.
conTinUing A cAmpAign
1. Select Campaign: Select the “Load Game” button on the
apps title screen. Then, select the appropriate save slot for the
campaign that is being continued.
2. Create Damage, Fear, and Weakness Decks: Shuffle the
damage, fear, and weakness cards into separate decks and place
them in the center of the play area where all players can reach
them.
3. Create Supply: Separate all tokens and boon cards by type and
place them in separate piles to create the supply. Set aside all map
tiles and enemy figures.
4. Gather Skill Cards: Each hero gathers the following cards for
their skill deck and sets them aside:
any skill cards purchased from the camp screen between
adventures, regardless of role
the skill cards numbered 1–5 that have the name of their
hero on the bottom of the card
one copy of each skill card numbered 1–6 that has the word
“Basic” on the bottom of the card
the title cards a hero has gained (if any)
one weakness card from the top of the weakness deck
5. Equip Hero-Specific Items: Each player places their hero card
in their play area and equips their items, which are displayed in
the item menu in the app. Equipped items are placed next to
their hero card.
6. Equip Trinkets: Each hero may equip one trinket () from the
inventory, which includes all trinkets that the party has gained
during the campaign.
7. Choose Role and Create Skill Deck: Each player selects a role
for the next adventure in the app—a hero is not committed to
a single role for the entire adventure campaign. Then, the hero
gathers the skill cards numbered 1–3 that have their role on the
bottom of the cards. The hero prepares the card numbered 1.
Then, the hero shuffles the cards numbered 2 and 3 with the
set-aside cards from Step 4 to form the heros skill deck for
the adventure.
8. Embark: Players select “Embark” in the app to begin the next
adventure of their campaign.
seTUp
To start a campaign of Journeys in Middle-earth, players follow the steps presented in the New Campaign section—these steps will set up everything
they need for the first adventure of the campaign. To set up all subsequent adventures in the campaign, players follow the steps presented in the
Continuing a Campaign section.
6
glossARy
This glossary provides players with detailed rules for Journeys in
Middle-earth, organized by topic. If a player is unable to find a topic,
they should use the Index on page 30.
1 ABiliTies
Most cards have abilities that heroes can use at various times during
the game.
1.1 Each ability describes when a hero can use it and how its effects
are resolved.
A hero can only resolve an ability on a skill card while that skill
card is prepared.
If a skill card is not prepared—even when it is revealed during a
test—the ability text on that skill card is ignored.
1.2 Some abilities are presented as keywords, which is shorthand for
specific abilities that appear frequently on cards.
Each keyword has specific rules that players can reference in
that keyword’s glossary entry.
1.3 When using an ability on a card with multiple abilities, only
one can be used unless an ability specifically states that it is used
before, when, or after the other ability is resolved.
1.4 cosTs
Many abilities have a cost that a hero must resolve to use that ability.
1.5 A hero cannot resolve an ability if they cannot resolve its cost.
1.6 Costs may include spending success () icons, spending
inspiration tokens, discarding cards, and depleting trinkets.
1.7 If multiple abilities have the same cost, a hero cannot resolve the
cost once to resolve each of those abilities. Only one ability can
be resolved per cost.
Example: If a skill card has two abilities that require the skill card
to be discarded—one text ability and one keyword—the hero cannot
discard that card and resolve both of its abilities.
1.8 An ability that requires a card to be discarded cannot be resolved
if the card is discarded by another game effect.
1.9 If an ability instructs a hero to remove a card from the adventure,
that card should be set aside and cannot be used again during
that adventure.
1.10 Timing
The timing of an ability refers to when a hero can resolve it.
1.11 If the timing of an ability uses the word “after,” the abilitys effect
resolves immediately after the described timing event.
1.12 If the timing of an ability uses the word “before,” the ability’s
effect resolves immediately before the described timing event.
1.13 If the timing of an ability uses the word “when,” the abilitys effect
resolves at the moment of the described timing event.
1.14 Effects that occur “when” an event occurs take precedence over
effects that occur “after” that same event.
1.15 If multiple abilities resolve at the same time, the party determines
the order in which those abilities resolve.
1.16 If an ability uses the word “then,” a hero must resolve the effect
that occurs before the word “then,” followed by the effect that
occurs after the word “then.
2 AcTion phAse
The action phase is the first phase of a game round during which each
hero takes a turn.
2.1 During the action phase, each hero takes a turn by performing up
to two actions.
The hero can perform the same action more than once.
The hero can choose to perform zero actions or one action,
instead of two.
2.2 The primary actions a hero can perform during the action phase
are the travel action, attack action, and interact action.
2.3 Abilities may allow heroes to resolve game effects other than
actions during their turn.
If an ability allows a hero to move, attack, or interact, these
abilities are not actions even though the effects are identical to
those granted by performing actions.
2.4 The app may include adventure-specific rules that provide
additional actions that a hero can perform.
2.5 Each round, the heroes can take turns in any order, but a hero
must resolve their turn completely before another hero takes
their turn.
2.6 After each hero has taken a turn during the action phase, the
hourglass button is selected in the app and the game proceeds to
the shadow phase.
3 AcTions
There are three primary actions that a hero can perform during their
turn of the action phase: travel action, attack action, and interact action.
3.1 The travel action allows a hero to move twice, the attack action
allows a hero to perform an attack against an enemy group,
and the interact action allows a hero to interact with tokens in
their space.
3.2 The app may include adventure-specific rules that provide
additional actions that a hero can perform and expand the ways in
which a hero can travel, attack, or interact.
3.3 An ability that uses the language “as an action” indicates that the
hero can perform that ability during their turn as one of their
two actions.
3.4 If an ability allows a hero to move, attack, or interact, these
abilities are not actions even though the effects are identical to
those granted by performing actions.
7
4 AcTivATion
See “Enemy Activation” on page 13.
5 Add And Apply
Abilities that add and apply hits differ in the following ways:
5.1 Some abilities, such as “Strike X,” explicitly state to “add” hits or
modifiers. These abilities alter an attack that is in progress.
5.2 Some abilities explicitly state to “apply” hits or modifiers—these
abilities resolve outside of an attack. They are not attacks and
cannot cause counterattacks.
The hero inputs the hits and modifiers and selects “Apply
as though resolving an attack, but if prompted to resolve a
counterattack, the hero selects “No.
6 AdjAcency
Borders are gray or black lines between spaces on the map. If a border
between two spaces is gray, those spaces are adjacent.
6.1 If two spaces are adjacent, a hero or enemy can move from one of
those spaces to the other.
6.2 Components that are in the same space or adjacent spaces are
nearby each other.
6.3 Because it can be difficult to detect gray borders on tiles that also
have black borders, gray borders on such tiles have a white arrow
printed on them that points to each gray border.
6.4 Neither heroes nor enemies can move across black borders.
However, two black-bordered tiles are adjacent if they each have
at least one gray border that is aligned with a gray border on the
other tile.
When two gray borders are aligned, there are two white arrows
pointing at each other—one arrow on each side of the aligned
gray border.
6.5 If the border between two spaces on the battle map is covered by
a stream token, those two spaces are adjacent and components in
those spaces are nearby each other.
6.6 If the border between two spaces on the battle map is covered by a
wall token, those two spaces are not adjacent and components in
those spaces are not nearby each other.
Heroes and enemy groups cannot move across a border covered
by a wall token.
If wall tokens create diagonal spaces, those spaces are not adjacent.
7 AdvenTURe
An adventure is a single scenario of a Journeys in Middle-earth campaign.
7.1 Each campaign consists of multiple adventures played in order.
7.2 Between each adventure of a campaign, heroes can purchase skills,
upgrade items, equip trinkets, and change their roles.
Heroes cannot trade items. However, heroes can equip
any available trinket from the item menu at the start of
each adventure.
7.3 Most adventures occur on a journey map that represents large
areas of Middle-earth.
7.4 Some adventures occur on a battle map, which is used when the
focus of the campaign shifts from travel and exploration to a
pivotal moment in the journey.
8 App
The Journeys in Middle-earth app guides the players through their
campaign by providing narratives and objectives, generating maps and
enemies, and determining when the heroes win or lose an adventure.
The app also saves the partys progress and manages their inventory.
8.1 At any time, heroes can navigate the apps menus to view enemy
information, the chronicle, and the party inventory. Heroes can
also select tokens and threat thresholds to read information about
those tokens and thresholds.
Heroes cannot select a button that includes an interact ()
icon without resolving an effect that allows them to do so, such
as performing an interact action.
To avoid accidentally applying hits or modifiers to an enemy
group, it is recommended that players do not open the attack
pane of an enemy menu unless they are resolving an effect that
allows them to apply hits or modifiers to that enemy group.
8.2 The collection manager in the app allows players to select which
Journeys in Middle-earth products they want to incorporate into
the games procedurally generated adventures.
8.3 An anatomy of the apps prominent screens and menus can be
found in the appendix on page 28.
9 Apply
See “Add and Apply” on page 7.
8
10 Applying hiTs To enemies
To defeat an enemy group, heroes must apply hits until no enemies in
the group have health remaining.
10.1 The primary way that a hero can apply hits to an enemy group is
by attacking it.
10.2 By selecting the attack tab from an enemy groups menu, a hero
can open the attack pane that provides the hero with an interface
for applying hits and modifiers to that enemy group.
10.3 To apply hits and modifiers to an enemy group, the hero selects
the “+” button in the enemy groups attack pane once for each
hit they wish to apply, and they select the modifier button for
each modifier they wish to apply. Then, the hero must select the
Apply” button to apply the hits and the modifiers.
As heroes add or subtract hits or select and deselect modifiers,
the app dynamically displays how these hits and modifiers will
be applied the enemy group.
A hero can freely add or subtract hits and select or deselect
modifiers in the attack pane without permanently altering an
enemy groups state. However, after they select the “Apply”
button, the hits and modifiers will be applied and cannot
be reversed.
10.4 When resolving an attack, if the hero resolves multiple abilities
on their item cards that add hits and modifiers, they input the
hits and modifiers from all of their abilities before selecting the
Apply” button.
10.5 After applying hits and modifiers to an enemy group, the app
provides the heroes with instructions to remove any enemy figures
from the group that have been defeated. If any figures remain, the
app may provide the hero with a counterattack prompt.
If a counterattack prompts appears, and if the enemy is able
to counterattack, the hero selects “Yes.” Otherwise, the hero
selects “No” (see “Counterattack” on page 10).
10.6 For each hit that is applied to an enemy group, the health bar of
an enemy within that group is reduced by one.
Hits reduce an enemy’s armor or sorcery before they are able to
reduce an enemys health.
If an enemy has both armor and sorcery, hits are applied to that
enemys armor before they are applied to that enemys sorcery.
10.7 The app applies hits to a single enemy within an enemy group,
attempting to defeat one enemy before applying hits to another
enemy within the group.
When the “cleave” modifier is selected, hits are applied to all
enemies within a group instead of just a single enemy.
10.8 Some abilities explicitly state to “apply” hits or modifiers—these
abilities resolve outside of an attack. They are not attacks and
cannot cause counterattacks.
11 ARmoR
Enemies and heroes can have armor, which makes them more difficult
to defeat.
11.1 enemy ARmoR
An enemy groups armor is displayed as gray units on its health bar
within its enemy menu.
11.2 When a hero applies hits to an enemy that has armor, the hits
are applied to that enemys armor before they are applied to that
enemys health.
If an enemy has both armor and sorcery, hits are applied to that
enemys armor before they are applied to that enemys sorcery.
11.3 After a hero selects the “Apply” button to apply hits to an enemy,
any enemy that was not defeated regains any armor it had lost.
11.4 When the “pierce” modifier is selected, any hits that are applied to
an enemy ignore that enemys armor.
11.5 When the “sunder” modifier is selected, one or more enemies in
the group permanently lose one armor.
The topmost enemy displayed in the app permanently loses one
armor. If that enemy is defeated, the next enemy displayed in
the app permanently loses one armor as well.
11.6 heRo ARmoR (iTems)
Each hero has one armor item equipped during the campaign. Each
armor item has an armor () icon printed on it.
11.7 Each heros armor item provides them with one or more abilities
that describe when they are used and how they are resolved.
These abilities typically allow a hero to prevent damage ()
and fear ().
11.8 During the camp screen between adventures, a hero may be able
to upgrade their armor if they have gained enough lore.
9
12 ATTAcks
This entry contains separate sections for how to resolve hero and
enemy attacks.
12.1 heRo ATTAcks
Heroes can attack enemy groups to defeat them and remove them
from the map. The primary way that a hero attacks an enemy is by
performing an attack action.
To resolve an attack, a hero performs the following steps, in order:
12.2 Step 1—Choose Item and Stat: The hero chooses any number of
their equipped items to use for the attack. Then, the hero chooses
a stat to test from those items.
If the hero chooses multiple items, all items that they choose
must have at least one stat in common, and the chosen
stat must match an icon that is on all of the items that the hero
has chosen.
12.3 Step 2—Choose Target: The hero chooses an enemy group as the
target of the attack.
The hero can target any enemy group that is in the same space
as that hero.
The hero can target an enemy group in an adjacent space if all
of that heros chosen items have the ranged () icon.
12.4 Step 3—Perform Attack Test: An attack test follows the same
rules as a standard test (see “Tests” on page 25); however,
the success () icons that the test produces are spent to resolve
abilities on the item cards being used for the attack.
Many abilities on item cards are preceded by a cost that is
represented by a success () icon and a value (e.g., 2). To
resolve such an ability, the hero must spend a number of success
() icons from among those produced by the attack test equal
to the cost’s value. Then, they resolve the abilitys text.
Most abilities add hits or modifiers to the enemy group that
is being attacked. Heroes do this from that enemy groups
menu in the app (see “Applying Hits to Enemies” on page
8).
If an attack does not add any hits or modifiers to an enemy
group, the hero still selects “Apply” in the attack pane, which
can cause a counterattack.
After performing an attack test, any enemies that are not
defeated regain their armor and sorcery.
12.5 Step 4—Counterattack: After a hero attacks an enemy group,
that enemy group may be able to attack the hero who attacked it.
If the app provides the hero with a counterattack prompt, the
hero selects “Yes” if the enemy is in range of the hero who
attacked it. Otherwise, the hero selects “No.
12.6 enemy ATTAcks
Enemy groups can attack heroes to defeat them and cause them to lose
the game.
12.7 Typically, an enemy group attacks a hero when it activates, when
it counterattacks, or when it is provoked.
12.8 When an enemy group attacks, the app provides the hero with a
damage () value and a fear () value. These values represent the
amount of damage and fear the hero suffers.
Typically, the hero has a chance to perform a test to negate
damage () and fear () before they suffer it.
12.9 In addition to damage () and fear () values, some enemy
attacks have additional text, which describe when and how they
are resolved.
13 BARRels (TeRRAin)
Barrels are a type of terrain that can be placed on
the battle map.
13.1 During the action phase, if a hero is nearby
an enemy group and in a space with a barrels token, that hero
can perform an interact action to interact with that barrels token.
13.2 If a hero is in a space with one or more enemies, performing an
interact action to interact with a barrels token does not provoke
enemy attacks.
13.3 When a hero interacts with a barrels token, they perform a
wisdom () test.
If the test produces at least two success () icons, the hero passes
the test and can apply four hits and stun to one nearby enemy
group of their choice. Then, they discard the barrels token.
If the test produces fewer than two success () icons, the hero
fails the test and nothing happens.
14 BATTle mAp
Battle maps are used during specific adventures that focus on tactical
combat. When playing an adventure that uses battle maps, all the
normal rules of the game apply with the following exceptions:
14.1 There are no unexplored battle map tiles, so heroes do not explore
when they move.
14.2 Battle maps contain terrain tokens that each add rules to
the adventures.
Terrain can change how heroes and enemies move and attack.
Terrain can provide heroes with abilities that they can resolve
by performing interact actions.
14.3 If an ability, such as “Keen Eyes,” allows for a hero or enemy to
resolve a ranged attack that is up to two or more spaces away on
a battle map, it may be possible for a hero or enemy to resolve
a ranged attack against a target that is on the opposite side of a
wall token.
10
15 Boon cARds
Boon cards can provide heroes with positive effects that aid them when
performing tests, attacking enemies, or being attacked by enemies.
15.1 If a game effect instructs a hero to become hidden, emboldened, or
determined, that hero gains a hidden, emboldened, or determined
boon card, as appropriate.
15.2 When a hero gains a boon card, they take the appropriate boon
card from the supply and place it faceup in their play area.
15.3 When a hero would gain a boon card that matches a boon card
that they already have in their play area, they do not gain another
copy of that boon card.
15.4 The ability on each boon card describes when it can be used and
how its effect is resolved.
16 BoUldeR (TeRRAin)
A boulder is a type of terrain that can be placed on the
battle map.
16.1 If a hero is in a space with a boulder token while
performing a test to negate damage () and fear (),
that hero may convert one fate () icon to one success () icon
during the test without spending an inspiration token.
16.2 Each boulder token can be used one time during each negate
test that is performed by a hero that shares a space with that
boulder token.
17 BUsh (TeRRAin)
A bush is a type of terrain that can be placed on the
battle map.
17.1 During the action phase, if a hero ends their turn in
a space with a bush token, that hero may perform a
wit () test.
If the test produces at least two success () icons, the hero passes
the test and becomes hidden, gaining a “Hidden” boon card.
If the test produces fewer than two success () icons, the hero
fails the test and nothing happens.
Performing this test is not an action.
17.2 If there are multiple bush tokens in a space, a hero can perform a
wit () test once for each bush token in that space.
18 chRonicle
The chronicle is an archive of all the prompts that the app has provided
to the hero throughout their entire campaign. The prompts are
organized by both adventure and game round.
18.1 If the heroes wish to read past prompts, they select the party
button in the lower-left corner of the app and proceed to the
“Chronicle” tab.
19 cleAve
See “Modifiers” on page 19.
20 collecTion mAnAgeR
The collection manager allows the app to generate content that uses
components from other Journeys in Middle-earth products.
20.1 A player can access the collection manager from the title screen.
20.2 Within the collection manager menu, a player can enable or
disable each Journeys in Middle-earth product from which the app
can generate content.
When a product is enabled, the app may generate content that
requires components from that product.
When a product is disabled, the app cannot generate content
that requires components from that product.
20.3 If a product is disabled in the collection manager, any saved
campaigns that use those products cannot be loaded until those
products are enabled.
21 coUnTeRATTAck
After a hero attacks an enemy group, that enemy group may be able
to attack the hero who attacked it. After applying hits or modifiers
to an enemy group in the app, the app may provide the hero with a
counterattack prompt that reads, “Can the enemy attack?”
21.1 When the app provides the hero with a counterattack prompt, if
the enemy group can attack, the hero selects “Yes.” Otherwise, the
hero selects “No.
21.2 An enemy group can counterattack if that enemy group is in
range of who attacked it.
21.3 If a hero applies hits or modifiers to an enemy group because
of a game effect other than an attack, that enemy group
cannot counterattack.
21.4 A non-elite enemy group cannot counterattack if it is exhausted.
After a hero applies hits to an exhausted enemy group, the app
will not provide the hero with a counterattack prompt.
21.5 Elite enemy groups can counterattack if they are exhausted.
21.6 If the “stun” modifier was applied to an enemy group during an
attack, that enemy group is exhausted, and if the enemy group is
elite, it cannot counterattack.
21.7 If an attack does not add any hits or modifiers to an enemy group,
the hero still selects “Apply” in the attack pane, which can cause
a counterattack.
11
22 dAmAge And feAR
Damage () represents inflictions to a heros body, and fear ()
represents inflictions to a heros mind and soul.
22.1 sUffeRing dAmAge And feAR
The threats of Middle-earth can cause heroes to suffer damage () or
fear (). When a hero suffers too much damage or fear, they are in
danger of being defeated.
22.2 Each hero has a damage limit and a fear limit presented on their
hero card. These limits represent the amount of damage () or
fear () a hero can have before they must perform a last stand
(see “Last Stands” on page 18).
Some game effects may increase or decrease these limits. Multiple
effects that increase or decrease these limits are cumulative.
Example: If a hero has two abilities that increase their fear limit
by one, that hero’s fear limit is increased by two.
22.3 To suffer a damage () or fear (), a hero reveals the top card
of either the damage or fear deck, as appropriate, and resolves its
ability. The ability instructs the hero to discard the card or to place
it either faceup or facedown in their play area.
When suffering multiple damage () and fear () from a single
source—an enemy group or game effect—the hero suffers each
damage and fear one at a time, revealing and resolving one card
completely before revealing and resolving the next card.
If a game effect specifically instructs a hero to suffer a number
of “facedown damage” or “facedown fear,” that hero takes the
top card from the appropriate deck and places it in their play
area without revealing or resolving the cards ability.
22.4 A hero cannot look at the front of a facedown damage or fear card
in their play area unless a game effect specifically allows it.
22.5 After a hero suffers damage () or fear (), if a hero has a number
of damage cards equal to or greater than their damage limit or a
number of fear cards equal to or greater than their fear limit, they
must perform a last stand.
When suffering multiple damage () or fear () from a single
source—an enemy group or game effect—the hero does not
determine if their damage or fear is equal to or greater than
their damage and fear limits until all the damage or fear cards
from that source are resolved completely.
22.6 Damage or fear cards that remain faceup in a heros play area have
abilities that are persistent and negatively affect the hero while the
cards remain in their play area.
22.7 Some game effects allow a hero to discard damage () or fear
(). When a hero discards a damage or fear card, they may
discard a faceup card of their choice or a random facedown card.
When a hero discards a damage () or fear (), they take
a damage or fear card from their play area and place it at the
bottom of the damage or fear deck, as appropriate.
If a game effect allows a hero to discard multiple damage ()
or fear (), they can discard a combination of faceup and
facedown damage or fear.
Facedown damage () or fear () is always discarded randomly.
22.8 When a game effect instructs a hero to flip one or more damage
() or fear () faceup, that hero selects those cards at random
from among all of their facedown damage or fear cards.
22.9 negATing dAmAge And feAR
Sometimes a hero can attempt to negate damage () or fear ()
before they suffer it. This typically occurs during an enemy attack or
during the darkness step of the shadow phase.
22.10 When a hero has an opportunity to negate damage () or fear
(), the app provides the hero with a stat followed by the word
negates” (e.g., negates).
22.11 To negate damage () and fear (), the hero performs a test of
the specified stat and may prevent one damage or fear for each
success () icon that the test produces.
Heroes do not suffer damage () or fear () that is prevented
the damage or fear cards are not revealed.
If a hero would suffer both damage () and fear () at the
same time, the hero can choose whether each success () icon
negates either one damage or one fear.
If a hero wishes to suffer an amount of damage () or fear ()
even if they have enough success () icons to negate it, they
may choose to do so.
22.12 Abilities that explicitly use the word “prevent” always reduce
damage () or fear () without the hero needing to perform a test.
22.13 If a hero can both prevent and negate damage () or fear (),
they may negate the damage and fear first and then resolve abilities
that prevent the damage and fear.
23 dARkness
Darkness is a property of some spaces on the map and it can
cause heroes to suffer fear () during the shadow phase.
23.1 Some spaces on the map have a darkness icon printed
on them. These spaces are always in darkness.
23.2 Game effects can add darkness to specific spaces on the map.
When this happens, a darkness token is placed on that space to
represent that the space is in darkness.
23.3 The app may indicate that the entire game map is in darkness.
When this happens, there is a darkness icon on the screen in the
app to indicate that all the spaces on the map are in darkness—it
is not necessary to place a darkness token on each space of the
game map.
23.4 During the darkness step of the shadow phase, each hero that is
in darkness suffers an amount of fear () indicated by the app.
A hero is in darkness if that hero is in a space that contains
either a darkness icon or a darkness token.
Typically, a hero has an opportunity to negate this fear ().
12
24 defeATed
A hero is defeated when they fail a last stand, which occurs when that
hero has suffered too much damage () or fear (). An enemy is
defeated when its health is reduced to zero.
24.1 After a hero fails a last stand, the app informs the hero that they
are defeated.
24.2 When a hero is defeated, their figure is removed from the map
and they can no longer participate in the adventure.
Any damage cards, fear cards, and tokens that are in the heros
play area remain there until the adventure is complete.
Defeated heroes still gain experience and can participate in the
next adventure as normal.
24.3 After a hero is defeated, at the beginning of the next shadow
phase, the adventure automatically ends and the heroes lose.
It is possible for the heroes to win the adventure, but they must
do so before the next shadow phase begins.
24.4 After applying hits to an enemy group, if an enemy within the
group has no health remaining, that enemy is defeated.
24.5 When an enemy is defeated, the app instructs the heroes to
remove that enemys figure from the game map.
25 depleTion Token
Depletion tokens are placed on trinkets to track the
number of times that a hero can deplete that trinket to
resolve its effect.
25.1 When a hero equips a trinket, they place a number of depletion
tokens on that trinket equal to the number in the lower-left corner
of the card that is presented near the depletion icon.
25.2 If a game effect instructs a hero to deplete a trinket, they remove
one depletion token from that trinket.
When a trinket has no remaining depletion tokens, it cannot
be used; the hero flips the trinket facedown as a reminder that
it has been fully depleted.
A hero cannot resolve passive abilities or abilities that do
not require the depletion of the trinket while that trinket
is facedown.
25.3 If a game effect allows a hero to place a depletion token on a
trinket, they can place that token on a facedown trinket. When
this happens, the trinket is flipped faceup and a hero can resolve
abilities on that trinket.
26 difficUlTy
There are two difficulty settings for Journeys in Middle-earth: normal
and hard.
26.1 Players select a difficulty setting when they are setting up their
first adventure of a campaign.
Difficulty cannot be changed during a campaign.
26.2 The hard difficulty setting alters the game in the following ways:
There are more enemies and those enemies have more abilities.
Heroes do not gain inspiration tokens when they explore an
unexplored map tile.
27 discARding
When components are discarded, they are placed in a specific place
depending on which component it is, as follows:
27.1 Damage and fear cards are discarded to the bottom of their
respective decks.
27.2 Skill cards, including weaknesses, are discarded to the skill card
discard pile of the hero to whom the skill cards belong.
If a game effect instructs a hero to remove a weakness card from
the game, that card is shuffled into the weakness deck.
If an ability instructs a hero to remove a card from the
adventure, that card should be set aside and cannot be used
again during that adventure.
27.3 Tokens and boon cards are discarded to their respective
supply piles.
28 eliTe enemies
Elite enemies are stronger, more menacing versions of an enemy type.
28.1 Each elite enemy group has one or more bonuses.
An elite enemy groups bonuses are displayed at the top of its
enemy menu in the app, and a description of each bonus is
displayed when that bonus is selected in the app.
Enemy bonuses are automatically applied by the app—the
description of a bonus simply informs the heroes how an elite
enemy is different from a standard enemy of that type.
28.2 Elite enemy groups can counterattack heroes even if the enemy
group is exhausted.
28.3 Each elite enemy group in the app has a spiked frame around its
portrait to indicate that the enemy group is elite.
28.4 When placing an elite enemy group on the game map, an elite
enemy banner (in a plastic stand) is also placed on the map in the
same space as the elite enemy group.
The elite enemy banner should match the color and symbol of
the icon presented on that enemy groups portrait in the app.
If the enemy group moves to a new space, its elite enemy
banner is moved with it.
13
29 ending An AdvenTURe oR cAmpAign
An adventure ends when the party completes or fails its objectives,
when threat reaches the end of the threat bar, or at the start of the
shadow phase after a hero has been defeated.
A campaign can end in one of many ways, in either victory or defeat;
this happens when the heroes win or lose certain adventures.
29.1 Each adventure has a series objective for the heroes to complete
to win the adventure.
29.2 If the heroes complete all of an adventures objectives, the app
indicates that the adventure is over and that the heroes have won.
29.3 Some objectives can end the adventure if the heroes fail to
complete them. When this happens, the app indicates that the
adventure is over and that the heroes have lost.
29.4 When the threat bar in the app becomes completely filled, the app
indicates that the adventure is over and that the heroes have lost.
29.5 After a hero is defeated, the adventure automatically ends at the
start of the next shadow phase. If this happens, the app indicates
that the adventure is over and that the heroes have lost.
The heroes can still complete the adventures objectives and win
that adventure after a hero is defeated if they do so before the
start of the next shadow phase.
29.6 After the adventure ends, whether or not the heroes win or lose,
the app provides the heroes with an adventure epilogue and then
proceeds to the camp screen where heroes can buy skills and upgrade
items prior to beginning the next adventure of the campaign.
If the adventure ends the campaign, the app provides the heroes
with a campaign epilogue.
30 enemy AcTivATion
During the shadow phase, each readied enemy group activates.
30.1 When an enemy activates, the app automatically chooses a readied
enemy and highlights its portrait on the enemy bar. Then, the
app provides a prompt that includes instructions for that enemy
groups activation.
30.2 If an enemys instructions include “Move,” followed by a number,
that enemy can move a maximum number of times equal to that
number toward the indicated target during the activation.
When an enemys instructions includes a move value and an
attack target (e.g., “Move 2: Attack Aragorn”), the target of the
attack is also the target of the move.
If the move instruction provides no target, the enemy moves
toward the target of its attack and stops moving when it is
in range.
30.3 When an enemy group moves toward a target, each space that the
enemy group moves into must reduce the distance (the number
of spaces) between that enemy group and the space containing
its target.
30.4 If multiple paths to get into range of the target hero are tied for
being the shortest paths, the party chooses which of the paths the
enemy group moves along.
30.5 If an enemy group cannot get into range of the target of its attack
but can get into range of the hero that it is closest to, the enemy
group targets that hero instead.
If multiple heroes are tied for being closest to the enemy
group, the heroes choose which of the tied heroes the enemy
group targets.
30.6 If an enemy group can neither get into range of its target nor the
hero it is closest to, the enemy group does not resolve any of its
current instructions, and the hero selects “No Target” in the app.
Then, the app provides the hero with additional instructions for
how to move the enemy group.
After following any additional instructions that the app
provides, the enemy groups activation ends.
30.7 If an enemy group moves across a border that is covered by a
stream token to get into range of a hero, the enemy groups
activation ends immediately. When this happens, the “Cross
Stream” button in the app is selected.
30.8 When all enemy groups are exhausted, the shadow phase proceeds
to the darkness step.
31 enemy BAnneRs
Enemy banners are used to distinguish elite enemy groups and multiple
enemy groups of the same type.
31.1 When placing an elite enemy group on the game map, an elite
enemy banner (in a plastic stand) is also placed on the map in the
same space as the elite enemy group.
31.2 When placing an enemy group on the game map that is the same
type as another enemy group that is already on the game map, an
enemy banner (in a plastic stand) is also placed on the map in the
same space as the enemy group.
31.3 When placing an enemy banner on the map, the banner must
match the color (elite or standard) and symbol of the icon
presented on the enemy groups portrait in the app—the app
automatically generates an icon when this is necessary.
The color and symbol of the banner that must be placed on the
map is also displayed at the top of the prompt that instructs the
players to place an enemy group.
31.4 If the enemy group that is accompanied by an enemy banner
moves to a new space, its enemy banner is moved with it. If an
enemy group is removed from the map, its banner is also removed.
32 enemy BAR
The enemy bar is presented in the app along the bottom of the screen.
32.1 The enemy bar contains an enemy portrait for each enemy group
that is currently on the map.
32.2 If an enemy group is elite or if there are multiple enemy groups
of the same type, a banner icon appears near that enemy groups
portrait. This icon indicates which enemy banner the heroes place
on the game map along with that enemy group.
32.3 If an enemy group can perform ranged attacks, that enemy groups
portrait has a ranged () icon.
14
32.4 The leftmost button on the enemy bar is the provoke button. If a
hero needs to provoke an enemy, they select the provoke button
and then they select the portrait of the enemy group they are
provoking. Then, the app provides the information required for
the hero to resolve an attack from that enemy group.
32.5 By selecting an enemy portrait in the app, a hero can access that
enemy groups menu.
32.6 If an enemy group is exhausted, that groups portrait is darkened.
32.7 When an enemy is activated during the shadow phase, its portrait
is highlighted.
33 enemy gRoUp
An enemy group is represented on the game map by one or more
plastic figures and it is represented digitally in the app by a portrait
and an enemy menu.
33.1 An enemy group always moves, activates, and attacks together.
33.2 Players can access an enemy groups menu by selecting that enemy
groups portrait in the app (see the appendix on page 28).
33.3 Each enemy menu displays the name of the enemy group, any
bonuses the enemy group has, and a number of health bars equal
to the number of enemies in the group.
A brief description of each enemy bonus is available by selecting
any of the bonus names.
33.4 By selecting the attack tab in the enemy menu, the attack pane
opens to provide the heroes with an interface for adding and
applying hits and modifiers to the enemy group.
33.5 If an ability or game effect refers to an “enemy,” it is referencing
an enemy group.
34 eQUipping iTems
Before starting a campaign, each hero selects their starting items and
equips them. These items—or upgraded versions of these items—will
remain equipped for the duration of the campaign.
34.1 At the start of an adventure, a hero can have one armor () card, a
number of item cards that have a total of two or fewer hand icons
(two items or one item), and one trinket () equipped.
34.2 A hero is allowed to equip multiple trinkets if they gain one or
more trinkets during an adventure.
34.3 Equipped cards are available for a hero to use during an adventure.
34.4 The items a hero should have equipped are displayed in the item
menu in the app.
34.5 At the start of each adventure, each hero can equip up to one
trinket from the partys inventory.
35 exhAUsTed
Each enemy group is either readied or exhausted.
35.1 A readied enemy can activate during the shadow phase
and counterattack.
35.2 When an enemy is exhausted, its portrait in the app is darkened
to indicate that enemys exhausted state.
35.3 An exhausted enemy cannot activate during the shadow phase.
35.4 An exhausted enemy cannot be provoked.
35.5 An exhausted enemy cannot counterattack unless it is an
elite enemy.
35.6 The app automatically readies and exhausts enemies as required;
all enemies are readied at the end of the shadow phase.
36 expeRience
Experience, which is referred to as “XP” in the app, is a currency that
represents a heros training and maturity within their chosen role.
36.1 Experience is specific to each role a hero chooses to play throughout
the campaign, and it is automatically tracked in the app.
If a hero changes their role during a campaign, it is possible for
them to have experience in multiple roles.
Each heros experience is displayed below their portrait in the
camp screen. If a hero selects their portrait, they can see the
amount of experience they have for each role they have played.
36.2 The app informs the heroes when they have gained experience,
which typically occurs at the end of an adventure.
The experience a hero gains at the end of an adventure is
always specific to that hero and the role that the hero chose for
that adventure.
36.3 pURchAsing And selling skill cARds
While at the camp screen between adventures, a hero can spend
experience they have gained to purchase skill cards and sell skills that
they have previously purchased to gain experience.
36.4 Each skill card that can be purchased or sold has an experience
value presented in the lower-left corner of the card.
This experience value indicates how much experience a hero
must spend to purchase that skill card and how much experience
a hero gains by selling that skill card.
36.5 From the camp screen, a hero can select their heros portrait and
any roles they have chosen to play throughout the campaign to
see a list that contains all the skill cards that correspond to their
selected role.
Any skill cards that are part of that heros skill deck are
colored green.
15
Any skill cards that the hero cannot purchase are colored red.
If a value is displayed, the hero does not have enough
experience to purchase that skill card.
If an image of another hero is displayed, the depicted hero
currently has that skill card.
Any skill card that is not colored red or green is available for
that hero to purchase.
36.6 To purchase a skill card, a hero selects it from the skill card list
in the app. Then, that hero adds the physical version of that skill
card to their skill deck.
A hero can only spend experience from a role to purchase a skill
card that matches that role.
The experience a hero spends is automatically deducted in
the app.
36.7 To sell a skill card, a hero selects a card that is colored green from
the list in the app. Then, that hero removes the physical version of
that skill card from their skill deck.
When selling a skill card, a hero gains experience for the role
that corresponds to the skill card that was sold.
The experience a hero gains is automatically added in the app.
36.8 A hero can purchase and sell as many skill cards as they wish from
any of the roles they have chosen to play each time they are at the
camp screen between adventures.
37 exploRATion
Each journey map tile has a square box where an exploration
token can be placed when the tile is initially revealed in the
app. This token indicates that the tile is unexplored.
37.1 After revealing and placing a new journey map tile, an exploration
token is placed in the square box on that map tile if instructed by
the app.
37.2 A map tile that has an exploration token is unexplored.
37.3 If a hero moves into a space on an unexplored tile, that hero must
immediately explore it.
Exploring a tile is not an action.
37.4 To explore a tile, the hero selects the exploration token in the
app that corresponds to the exploration token on the map tile
being explored. Then, the hero selects “Confirm” and follows the
instructions in the app.
37.5 Exploring a tile does not require that the hero ends their movement
in a space in that tile.
38 fATe
Fate () icons appear on the upper-left corner of skill cards, and
heroes use them when they are performing tests. Fate () icons can
also appear in abilities and in the app.
38.1 Unlike success () icons, fate () icons have no inherent effect.
However, during a test, a hero can spend any number of their
inspiration tokens. For each inspiration token they spend, they
can convert one fate () icon on their revealed skill cards to one
success () icon.
After a fate () icon is converted to a success () icon, the fate
() icon cannot be used for any other purpose and is no longer
treated as a fate () icon.
38.2 During a test, some game effects allow heroes to use or spend fate
() icons on revealed cards in unique ways.
When a hero spends a fate () icon, that icon cannot be spent
again during that test. It is important that a hero tracks which
fate () icons they spend.
38.3 When a skill card is prepared, any fate () icons on that card have
no effect and are ignored.
39 feAR
See “Damage and Fear” on page 11.
40 fiRe piT (TeRRAin)
A fire pit is a type of terrain that can be placed on the
battle map.
40.1 When resolving an attack, if a hero is in a space
with a fire pit token, that hero can discard one card
that has a fate () icon that was revealed during that attack test
to apply either “pierce” or “smite” to the enemy group that is
being attacked.
If a skill card is discarded because of the effect of a fire pit
token, any icons on that card, such as fate () or success ()
icons, cannot be converted or spent during that test.
41 gAme mAp
The game map is the general term for the physical components that are
representing Middle-earth during an adventure.
41.1 If a rule or game effect refers to the “journey map,” it is referring
specifically to a map that consists of journey map tiles—this is the
type of map used during most adventures.
41.2 If a rule or game effect refers to the “battle map,” it is referring
specifically to a map that consists of battle map tiles—this
type of map is used during specific adventures that focus on
tactical combat.
41.3 If rule or game effect refers to the “game map” or the “map,” it
is generically referring to all maps—both the journey map and
battle map.
42 gAme RoUnd
See “Round” on page 22.
16
43 gUARd x (keywoRd)
Guard is a keyword that allows a hero to prevent damage ()
or fear ().
43.1 Any hero that is in the same space as a hero who would suffer
damage () or fear () can discard a card that has the “Guard
X” keyword to prevent an amount of that damage and fear equal
to X.
A hero must choose to use the “Guard X” keyword before
damage and fear cards are revealed.
A hero can use the “Guard X” keyword to prevent damage ()
and fear () to themselves.
A hero can prevent any combination of damage () and fear
() that is equal to or less than X.
43.2 A hero can only discard a card to use the “Guard X” keyword if
that card is prepared.
43.3 Multiple abilities that have the “Guard X” keyword can be used to
prevent damage () and fear () from a single source. Multiple
heroes can use abilities with the “Guard X” keyword to prevent
damage and fear from the same source.
If multiple heroes suffer damage () and fear () while they
are in the same space, a single ability that has the “Guard X”
keyword can only prevent the damage and fear suffered by one
of those heroes.
44 heRo
Each player controls a hero of Middle-earth.
44.1 Each hero is represented on the game map by a plastic figure.
44.2 Each hero has a play area that includes their hero card, their
equipped items, and their unique skill deck.
44.3 When playing single-player, that player controls two heroes.
45 heRo cARds
Each hero has a hero card that displays information about that hero.
45.1 Each hero card displays that heros values for each of the five stats.
A stat’s corresponding value indicates how many skill cards a
hero reveals when performing a test of that stat.
45.2 Each hero card displays that heros damage and fear limits.
If a hero ever has a number of damage cards in their play area
equal to or exceeding their damage limit or a number of fear
cards in their play area equal to or exceeding their fear limit,
that hero must perform a last stand.
45.3 Each hero card displays that heros unique hero abilities. Each hero
ability describes when it can be used and how its effect is resolved.
45.4 A hero places their prepared cards below their hero card.
46 hide (keywoRd)
Hide is a keyword that allows a hero to gain a “Hidden” boon card.
46.1 After a hero performs any test, they may discard a card that has
the “Hide” keyword to gain a “Hidden” boon card.
46.2 A hero can only discard a card to use the “Hide” keyword if that
card is prepared.
46.3 A hero cannot use the “Hide” keyword if they are hidden.
47 hiTTing enemies
See “Applying Hits to Enemies” on page 8.
48 inspiRATion
Inspiration tokens allow heroes to convert fate () icons to
success () icons during tests.
48.1 When a hero gains an inspiration token, they place the
token on their hero card.
48.2 Each hero card has an inspiration limit, which indicates the
maximum number of inspiration tokens they can have at a time.
If a hero gains inspiration but already has inspiration equal to
their limit, they cannot gain that inspiration.
48.3 During a test, a hero can spend any number of their inspiration
tokens. For each inspiration token they spend, they can convert one
fate () icon on their revealed skill cards to one success () icon.
48.4 To spend an inspiration token, a hero takes one inspiration token
from their hero card and places it in the supply.
49 inTeRAcT AcTion
The interact action allows heroes to encounter points of interest on
the map.
49.1 If a hero is in the same space as a search, person, threat, or certain
terrain token, they can interact with that token by performing an
interact action.
49.2 To perform an interact action, a hero selects the token in the app
that they wish to interact with. When a prompt appears, the hero
selects a button that has the interact () icon. Then, the hero
follows the instructions that the app provides.
Buttons that have the interact () icon cannot and should not
be selected outside of a hero performing an interact action—it
often has irreversible impacts on the adventure.
If a hero selects the incorrect token in the app or decides not to
perform an interact action, they select the button without an
interact () icon when the prompt appears.
49.3 If a hero wishes to perform an interact action while in a space that
contains one or more enemy groups, before that hero performs
that action, they must provoke each enemy group in that space in
the order of their choice.
After provoking each enemy group, the hero can perform an
interact action.
17
A hero must provoke each enemy group in their space for each
interact action they wish to perform.
Example: If a hero is in a space with a person token, a search
token, and an enemy group, they must provoke that enemy
group before interacting with the person token and again before
interacting with the search token.
Enemies are provoked in this way if the hero is interacting with
a component in that space either through an interact action or
because of a game effect that allows them to do so.
49.4 Heroes may be able to perform interact actions to resolve specific
effects provided by terrain tokens.
This counts as one of the actions a hero can perform during
their turn.
50 invenToRy
The inventory refers to the party’s items and any skills they
have purchased.
50.1 To view the items that are in the inventory, a hero selects the
“Item” button in the app.
Each heros starting items or upgraded items are listed in the
“Hero” tab of the item menu.
The party’s trinkets are listed in the “Trinkets” tab of the
item menu.
50.2 To view the skills (including titles) that a hero has in their
inventory, they select their portrait on the camp screen.
Each of a heros purchased skills are organized by role and are
colored green.
50.3 If a game effect instructs a hero to equip a trinket from the
inventory, they can equip any trinket from the “Trinket” tab that
is not already in play.
50.4 Some abilities on title skill cards instruct a hero to remove the card
from the adventure. When this happens, the hero sets the card
aside and cannot use it for the duration of the adventure.
50.5 When continuing a campaign, players gather the item and skill
cards in their inventory from the game box.
51 iTem cARds
Item cards represent the weapons, armor, trinkets, instruments, and
other equipment that the heroes use during their adventure.
51.1 Item cards have unique abilities for heroes to use at various times
during a game.
Most abilities describe when they can be used and how their
effects are resolved.
Abilities that are prefaced by a numeral and success () icon,
can only be used by spending success () icons during an
attack test.
51.2 Items that can be used during an attack test contain one or more
stats in the upper-left corner of the card.
51.3 Each item type is represented by one of the following icons:
Armor
One-Handed
Two-Handed
Trinket
51.4 A hero can equip up to one armor () card, a number of item
cards that have a total of two or fewer hand icons (two items or
one item), and one trinket ().
A hero is allowed to equip multiple trinkets if they gain one or
more trinkets during an adventure.
51.5 Each item card has a lore value presented in the lower-right corner
of the card.
This lore value indicates how much lore the party must gain
before an upgrade for that item card becomes available.
51.6 Each item has a tier, represented as a roman numeral on its card.
When upgrading an item, a hero always upgrades it to a card of
the next higher tier.
A heros starting items are tier “I.
If an item reaches the highest tier, heroes cannot upgrade that
item further, even if there is a lore value printed on the card.
51.7 By selecting the “Items” button in the camp screen, the party can
view all of the items in its inventory.
52 joURney mAp
The journey map is used during adventures that focus on exploration
and travel.
52.1 The journey map consists of a procedurally generated arrangement
of journey map tiles.
52.2 The fog that is depicted near the edges of tiles in the app indicates
to heroes where new map tiles will be placed.
18
53 keywoRds
Keywords are shorthand for specific abilities that appear frequently
on cards.
53.1 Each keyword has specific rules that players can reference in that
keyword’s glossary entry. The keywords are:
Scout X
Strike X
Guard X
Sprint X
Rest X
Hide
53.2 If a card adds a keyword to a card and that card already has
that keyword, the card is treated as having the better version
of that keyword.
Example: If a skill card has “Strike 2” and that card gains
“Strike 1” through a game effect, that card is treated as having
the “Strike 2” keyword.
54 lAsT sTAnds
A last stand is a test that determines whether or not a hero who has
exceeded their damage or fear limit is defeated.
54.1 After a hero suffers damage () or fear (), if a hero has a number
of damage cards equal to or greater than their damage limit or a
number of fear cards equal to or greater than their fear limit, they
must perform a last stand.
When suffering multiple damage () or fear () from a single
source—an enemy group or game effect—the hero does not
determine if their damage or fear is equal to or greater than
their damage and fear limits until all the damage or fear cards
from that source are resolved completely.
54.2 To begin a last stand, the hero selects the party button in the
lower-left corner of app and then selects the portrait of the hero
that is performing the last stand.
54.3 During the last stand, the app instructs the player to select the
type of last stand test to perform: a damage test or a fear test.
If the last stand was triggered because the number of damage
cards a hero has is equal to or greater than their damage limit,
they must perform a damage test. If the last stand was triggered
because the number of fear cards a hero has is equal to or greater
than their fear limit, they must perform a fear test.
If a hero has a number of damage cards equal to or greater
than their damage limit and a number of fear cards equal to
or greater than their fear limit, that hero must perform two
successive last stands—one for damage () and one for fear
(). The hero can choose the order in which they perform
these last stands.
54.4 After resolving the test for the last stand, the app provides the hero
with additional instructions.
55 leThAl
See “Modifiers” on page 19.
56 loRe
Lore () is a representation of the knowledge that the heroes have
obtained throughout the campaign.
56.1 The app informs the heroes when they have gained lore—this can
occur during an adventure or at the end of an adventure.
56.2 Heroes share their lore as a party, and it is automatically tracked
in the app.
The party’s lore value is displayed in the lower-left corner of the
camp screen between adventures.
The party’s lore value is displayed in the party menu during
an adventure.
56.3 The party cannot lose lore; it can only be gained. Lore is not spent
when a hero upgrades an item.
56.4 As the party’s lore value increases, new item upgrades
become available.
Each item card has a lore value presented in the lower-right
corner of the card that indicates how much lore the party must
gain before an upgrade for that item card becomes available.
A hero cannot upgrade their item until they are at the camp
screen between adventures.
56.5 UpgRAding iTems
While at the camp screen between adventures, a hero can upgrade
their items.
56.6 If an item can be upgraded, that item is highlighted in the item
menu. If a highlighted item in the menu is selected, the app
provides a list of available upgrades for that item.
56.7 To upgrade an item, a hero selects a highlighted item from
the item menu in the app and then selects one of the available
upgrades. Then, the hero discards the item card that was upgraded
and replaces it with the upgraded version that matches the one
they selected in the app.
The discarded upgrade card is returned to the supply and is no
longer in the heros inventory.
After confirming the upgrade, the app automatically removes
the upgraded item from the inventory and replaces it with the
upgraded version.
56.8 A hero can upgrade as many items as they wish while they are at
the camp screen between adventures.
57 losing An AdvenTURe oR cAmpAign
See “Ending an Adventure or Campaign” on page 13.
19
58 misT (TeRRAin)
Mist is a type of terrain that can be placed on the
battle map.
58.1 If a hero would suffer damage () while in a
space that has a mist token, any damage that the
hero suffers is suffered facedown.
58.2 When resolving an attack that targets an enemy group that is in
a space that has a mist token, during the attack test, the hero
cannot convert fate () icons to success () icons by spending
inspiration or by resolving any other game effect that allows such
a conversion.
59 modifieRs
There are six attack modifiers that can change how hits are applied to
enemy groups.
59.1 When attacking an enemy group, a hero can resolve abilities on
their item cards that add hits or modifiers to that enemy group.
Other game effects and abilities can also allow a hero to apply
modifiers to an enemy group.
59.2 Multiple modifiers can be applied to the same attack and all of
their effects combine.
59.3 Some enemy abilities prohibit the application of certain modifiers.
If an ability would apply a prohibited modifier, the modifier has
no effect.
59.4 Modifiers can be selected and unselected to view their effects
before selecting “Confirm” to resolve an attack.
59.5 The same modifier cannot be applied multiple times during a
single attack.
59.6 The six modifiers and their effects are as follows:
Pierce: Hits ignore an enemy groups armor when they are
applied in conjunction with the “pierce” modifier.
Smite: Hits ignore an enemy groups sorcery when they are
applied in conjunction with the “smite” modifier.
Cleave: Hits are applied to all enemies in an enemy group when
they are applied in conjunction with the “cleave” modifier.
Lethal: If an enemys remaining health (not armor or sorcery)
is halved during an attack and the “lethal” modifier is applied,
that enemy is defeated.
Sunder: The “sunder” modifier permanently decreases an
enemys armor by one. If an enemy is defeated, the armor of
another enemy in the group is also reduced by one.
Stun: If the “stun” modifier is applied to an enemy group, that
enemy group is exhausted, and if the enemy group is elite, it
cannot counterattack.
59.7 The rules for applying modifiers can be found in the “Applying
Hits to Enemies” section on page 8.
60 movemenT
This entry contains separate sections for how to resolve hero and
enemy movement.
60.1 heRo movemenT
The primary way that a hero moves around the map is by performing
a travel action during their turn.
60.2 To move, a hero moves their figure from the space it currently
occupies to an adjacent space.
60.3 If a hero moves into any space of an unexplored tile, that hero
must explore that tile.
Exploring a tile is not optional; it occurs immediately and is
not an action.
60.4 If a hero wishes to move out of a space that contains one or more
readied enemy groups, before that hero moves, they must provoke
each readied enemy group in that space.
After provoking each enemy group, the hero can move to an
adjacent space.
Enemy groups are provoked in this way if the hero moves either
because of a travel action or a game effect that causes or allows
them to move.
60.5 If a game effect instructs a hero figure to be “placed” on the game
map, that placement is not a move for purposes of game rules and
interactions of game effects.
If a hero is placed in a space from another space that contains one
or more enemy groups, those enemy groups are not provoked.
60.6 enemy movemenT
Enemy groups move during their activation. Typically, they move
toward a specific hero to resolve an attack against them.
60.7 Each time an enemy group moves, its figures are moved from the
space they currently occupy to an adjacent space.
60.8 When an enemy group moves, the app indicates the maximum
number of times an enemy group can move and provides a target
that the enemy moves toward.
60.9 During its activation, if an enemy group moves across a border
that is covered by a stream token, that enemy groups activation
ends immediately.
61 neARBy
Some rules and game effects refer to nearby components or spaces.
61.1 A component is nearby another component if they are in the
same space or are in spaces that are adjacent to each other on the
game map.
61.2 A component is not nearby itself.
62 negATing dAmAge And feAR
See “Damage and Fear” on page 11.
20
63 oBjecTives
Each adventure provides the heroes with a series of objectives.
63.1 The heroes’ current objective is displayed beneath the threat bar
in the app.
63.2 After the heroes complete their current objective, the app provides
the heroes with a new objective automatically.
63.3 If the heroes complete all of an adventures objectives, the
adventure ends, the heroes win the game, and the app proceeds
to the camp screen prior to beginning the next adventure of
the campaign.
64 pARTy
The party is the collective term for all the heroes playing a game.
64.1 If a rule or game effect uses the word “party” is it is referring to
each hero playing the game.
64.2 Before beginning a campaign, the players create a name for their
party which is displayed in their save slot.
65 peRson Tokens
A person token may appear on the map and represents a
person with whom the heroes can interact.
65.1 By selecting a person token in the app, a hero can
obtain information about that person token.
65.2 If a hero is in the same space as a person token, they can interact
with that token by performing an interact action (see “Interact
Action” on page 16).
65.3 Any hero can select a person token in the app at any time; however,
they can only select a button that has an interact () icon if they
are performing an interact action.
66 pieRce
See “Modifiers” on page 19.
67 piT (TeRRAin)
A pit is a type of terrain that can be placed on the
battle map.
67.1 If a hero moves into a space with a pit token,
that hero must perform an agility () test.
If the test produces at least two success () icons, the hero
passes the test and nothing happens.
If the test produces fewer than two success () results, the hero
fails the test and suffers two damage ().
67.2 A hero must perform an agility () test when they move into
a space that has a pit token even if that hero is moving through
that space—the pit token affects a hero even if that hero is not
ending their movement in that space.
67.3 If a game effect “places” a hero in a space that has a pit token, that
hero ignores the effects of that pit token.
68 plAy AReA
Each hero has a play area where their game components are placed.
68.1 A heros play area always consists of their hero card, equipped
items, and skill deck as well as other components that are added
or removed during play, such as damage and fear cards.
68.2 When a hero suffers damage () and fear (), they place damage
and fear cards in their play area.
68.3 When a hero gains a boon card, they place it in their play area.
69 pRepARing cARds
Heroes can prepare their skill cards to use the abilities on those cards.
69.1 To prepare a skill a card, a hero places it below their hero card.
69.2 The most common way for a hero to prepare a skill card is to
resolve an ability that allows that hero to scout.
During most adventures, the app prompts each hero to scout
before the first action phase and during each rally phase.
69.3 During setup, each hero prepares the “1” card that corresponds to
their chosen role.
This card has stars on each side of the card’s name.
This card is prepared during the setup steps.
69.4 A hero can have up to four prepared cards at the same time.
After a hero prepares one or more skill cards, if that hero has
more than four prepared cards, they must discard any of their
prepared cards until only four cards remain prepared.
69.5 When a skill card is prepared, a hero is able to use that cards ability.
To use a card’s ability, a hero follows the instructions on
the card.
A hero cannot use an ability on a skill card if that card is
not prepared.
69.6 When a skill card is prepared, any success () and fate () icons
on that card have no effect and are ignored.
70 pRevenTing dAmAge And feAR
See “Damage and Fear” on page 11.
21
71 pRovoking enemies
When a hero is in the same space as an enemy group, certain actions
that the hero performs will provoke that enemy, causing it to attack.
71.1 To provoke an enemy group, a hero selects the leftmost button on
the enemy bar followed by the portrait of the enemy group they
are provoking. Then, the app provides the information required
for the hero to resolve an attack from that enemy group.
71.2 If a hero wishes to move out of a space that contains one or
more enemy groups, before that hero moves, they must provoke
each enemy group in that space.
After provoking each enemy group, the hero can move to an
adjacent space.
Enemy groups are provoked in this way if the hero moves either
because of a travel action or a game effect that causes or allows
them to move.
71.3 If a hero wishes to perform an interact action while in a space that
contains one or more enemy groups, before that hero performs
that action, they must provoke each enemy group in that space.
After provoking each enemy group, the hero can perform the
interact action.
A hero must provoke each enemy group in their space for each
interact action they wish to perform.
Example: If a hero is in a space with a person token, a search
token, and one enemy group, they must provoke that enemy
group before interacting with the person token and again before
interacting with the search token.
Enemies are provoked in this way if the hero is interacting with
a component in that space either through an interact action or
because of a game effect that allows them to do so.
72 pURchAsing skills
See “Experience” on page 14.
73 RAlly phAse
The rally phase is the last phase of each round. During this phase,
heroes plan for the next game round.
To resolve the rally phase, heroes perform the following steps in order:
73.1 Step 1—Reset: Each hero resets their skill deck by shuffling their
discard pile into their deck.
If a hero does not have any skill cards in their discard pile, they
still shuffle their skill deck.
73.2 Step 2—Scout: Each hero scouts two cards by revealing two cards
from the top of their skill deck. Then, they prepare up to one of
those cards, placing each remaining card on the top or bottom of
their skill deck in any order.
74 RAnge
Range refers to the distance between a hero and enemy when one of
them is resolving an attack.
74.1 A hero can only resolve an attack against an enemy group that is
in range, and an enemy can only resolve an attack against a hero
that is in range.
74.2 A hero and enemy group are in range of each other if they occupy
the same space.
74.3 A ranged attack is an attack in which the range between a hero
and an enemy group is extended.
During an adventure on a journey map, a hero and enemy
group are in range of each other if they occupy the same space
or if they are in spaces adjacent to each other.
74.4 Heroes and enemy groups that can perform ranged attacks are
identified in different ways, as follows:
If an enemy group can resolve ranged attacks, that enemy
groups portrait contains a ranged () icon.
If an item allows a hero to resolve ranged attacks, that item has
a ranged () icon in the upper-right corner of the card.
75 ReAdied
See “Exhausted” on page 14.
76 ReseT
If a game effect instructs a hero to reset their skill deck, they shuffle
their skill discard pile into their skill deck. If a hero does not have any
skill cards in their discard pile, they still shuffle their skill deck.
76.1 If no cards remain in a heros skill deck, that hero shuffles their
skill deck discard pile to create a new skill deck.
77 ResT x (keywoRd)
Rest is a keyword that allows a hero to discard facedown damage ()
or fear () they have already suffered.
77.1 At the end of a heros turn during the action phase, they can
discard a card that has the “Rest X” keyword to remove an amount
of facedown damage or fear cards from their play area equal to X.
A hero can discard any combination of damage () and fear
() that is equal to or less than X.
77.2 A hero may use multiple cards that have the “Rest X” keyword at
the end of a single turn.
77.3 A hero can only discard a card to use the “Rest X” keyword if that
card is prepared.
22
78 Roles
Roles define part of a heros capabilities.
78.1 During setup before each adventure, each hero selects the role
they would like to play for that adventure.
78.2 The role a hero chooses during setup determines the three role-
specific skill cards (numbered 1–3) that become part of that heros
skill deck.
78.3 During setup, each heros role-specific card that is numbered 1
is prepared.
There are stars depicted on each side of this card’s name to help
a hero identify and gather this card quickly.
78.4 A hero can select a different role for each adventure. This allows
a hero to gain experience in different roles, which provides a hero
with additional options when purchasing skills.
When a hero selects a new role, the role-specific cards numbered
1–3 that correspond to the previous role are removed from
their skill deck; however, any role-specific cards numbered 4 or
greater remain in their skill deck.
78.5 Heroes can spend experience they have earned to purchase role-
specific skill cards from the camp screen between adventures.
78.6 Any skill cards a hero purchases remain part of their skill deck
even if that hero selects a new role.
This allows a hero to have role-specific skill cards (numbered 4
or greater) from multiple roles in their skill deck.
78.7 When a hero gains experience at the end of an adventure, that
experience is always specific to that hero and the role that the hero
chose for that adventure.
A hero can only spend experience from a role to purchase a skill
card that matches that role.
When selling a skill card, a hero gains experience for the role
that corresponds to the skill card that was sold.
79 RoUnd
A game round consists of the following three phases:
1. Action Phase (see page 6)
2. Shadow Phase (see page 23)
3. Rally Phase (see page 21)
80 sAving And conTinUing
When starting a campaign, the heroes must select a save slot. The app
provides players with multiple save slots so they can have multiple
campaigns in progress at the same time.
80.1 During an adventure, the app automatically saves the game at the
end of each round.
During an adventure, the players can manually save the game in
the options menu, which they can access by selecting the gear
button in the upper-right corner.
Between adventures, the players can save the game by selecting
the “Save & Quit” button in the camp screen.
80.2 Players can quit the game any time during an adventure or
between adventures.
The app does not track the positions of enemies or heroes on
the map nor does it track each heros play area or the state of
their skill decks—if quitting during an adventure, players must
track that information on their own or keep the game set up
between sessions.
80.3 To continue a campaign, the players select the “Load Game”
button from the apps main title screen. Then, they select the save
slot for the game they wish to continue.
80.4 When continuing a campaign, the app will load the game at the
exact moment when the save state was created.
81 scoUT x (keywoRd)
Scout is a keyword that allows heroes to prepare and reorder cards in
their skill deck.
81.1 When an effect instructs a hero to “Scout X,” that hero reveals X
cards from the top of their skill deck. That hero may prepare one
of those cards. Then, that hero places the other revealed cards on
the top or bottom of their skill deck.
The cards placed back in the deck can all be placed on the top,
all on the bottom, or split between top and bottom.
If the hero places multiple cards on the top or bottom of the
skill deck, those cards can be placed in any order.
82 seARch Tokens
A search token may appear on the map and represents
a location or area within a space with which the heroes
can interact.
82.1 By selecting a search token in the app, a hero can
obtain information about what that specific search
token represents.
82.2 If a hero is in the same space as a search token, they can interact
with that token by performing an interact action (see “Interact
Action” on page 16).
82.3 Any hero can select a search token in the app at any time; however,
they can only select a button that has an interact () icon if they
are performing an interact action.
23
83 shAdow phAse
The shadow phase is when enemies, darkness, and other threats
attempt to hinder the party’s progress.
The shadow phase contains three steps that the heroes resolve in order:
83.1 Step 1—Enemy Activation: Each readied enemy group activates
as instructed by the app.
When an enemy group activates, it typically moves toward a
hero and attacks them.
If there are not enemy groups present on the game map, the app
automatically skips the “Enemy Activation” step.
83.2 Step 2—Darkness: Each hero that is in a space that contains
darkness suffers an amount of fear () indicated by the app.
If darkness is not present on the game map and if the app is not
causing darkness, the app automatically skips the “Darkness” step.
83.3 Step 3—Threat: The threat bar increases and a threat event is
resolved for each threshold that the bar meets or exceeds.
Threat increases during this step by the following amounts:
two for each hero in the party
one for each threat token on the game map
one for each unexplored tile
83.4 After resolving the threat step, the app proceeds to the rally phase.
83.5 At the end of the shadow phase, all exhausted enemies are
automatically readied.
84 single-plAyeR gAme
If playing with only a single player, that player controls two to four
heroes. All other rules of the game remain the same.
84.1 The player maintains a separate play area for each hero they
control. Heroes do not share items, tokens, skill card decks, etc.
84.2 During the action phase, the player must completely resolve a
heros turn before resolving another heros turn.
85 skill cARds
Each hero has a deck of skill cards that represents their capabilities.
85.1 Each heros skill deck consists of the following cards:
One of each skill card numbered 1–6 that has the word “Basic
on the bottom of the card.
The skill cards numbered 1–5 that have the name of their hero
on the bottom of the card.
The skill cards numbered 1–3 that have their role on the
bottom of the card.
One weakness card from the top of the weakness deck.
Any skill cards that the hero has purchased during the campaign.
Any title cards that the hero has gained during the campaign.
85.2 Many skill cards have unique abilities that can be resolved at
various times during the game.
A hero can only resolve an ability on one of their skill cards if
that skill card is prepared.
If a skill card is not prepared, any text abilities on that skill card
are ignored.
85.3 Many skill cards contain success () and fate () icons in the
upper-left corner of the card.
These icons are used when a skill card is revealed while a hero
is performing a test.
85.4 Some role-specific cards have an experience value in the lower-left
corner of the card.
This value indicates how much experience (within that role)
a hero must spend to purchase that skill card or how much
experience a hero gains (for that role) when selling that
skill card.
86 smiTe
See “Modifiers” on page 19.
87 soRceRy
Some enemy groups have sorcery, which can make them more difficult
to defeat.
87.1 An enemy groups sorcery is displayed on its health bar within its
enemy menu.
87.2 When a hero applies hits to an enemy that has sorcery, the hits
are applied to that enemys sorcery before they are applied to that
enemys health.
If an enemy has both armor and sorcery, hits are applied to that
enemys armor before they are applied to that enemys sorcery.
87.3 After a hero selects the “Apply” button to apply hits to an enemy,
any enemy that was not defeated regains its sorcery.
87.4 When the “smite” modifier is selected, any hits that are applied to
an enemy ignore that enemys sorcery.
88 spend
Heroes can spend various tokens and currencies throughout the game
to purchase cards and resolve game effects.
88.1 During a test, a hero can spend any number of their inspiration
tokens. For each inspiration token they spend, they can convert
one fate () icon on their revealed skill cards to one success ()
icon.
When a hero spends an inspiration token, they take the token
from their hero card and place it in the supply.
88.2 A hero can spend experience between adventures to purchase new
skill cards.
When a hero spends experience, the app automatically deducts
any experience the hero spends.
24
88.3 When performing an attack test, a hero can spend success ()
icons that the test produced to resolve abilities on the item cards
being used for that test.
When a hero spends a success () icon, that icon cannot be
spent again during that test. It is important that a hero tracks
which success () icons they spend.
88.4 When performing a test, some game effects allow heroes to spend
fate () icons on revealed cards in unique ways.
When a hero spends a fate () icon, that icon cannot be spent
again during that test. It is important that a hero tracks which
fate () icons they spend.
89 spRinT x (keywoRd)
Sprint is a keyword that allows a hero to move extra spaces.
89.1 When a hero is taking a turn during the action phase, that hero
can discard a card that has the “Sprint X” keyword to move X
additional spaces.
89.2 A hero can perform other actions and resolve other game effects
between each movement that is provided by the “Sprint X”
keyword.
89.3 A hero can only discard a card to use the “Sprint X” keyword if
that card is prepared.
90 sTATs
Each hero has five stats that represent their agility (), might (),
spirit (), wisdom (), and wit ().
90.1 Each heros stats are printed on their hero card and have a
corresponding value that determines how many skill cards they
reveal during a test using that stat.
A higher stat value indicates that the hero has a greater
proficiency and lower stat values represent a lower proficiency.
90.2 When performing most tests, the heroes are instructed which of
their stats they must test.
When performing an attack test, heroes can choose to test a stat
from among their item cards.
90.3 Each item card that can be used during an attack test has one or
more stats presented in the upper-left corner of the card. To use
an ability on this type of item card, a hero must perform an attack
test using one of the stats presented on that card.
Example: If a hero wishes to attack an enemy using their “Sword”
card, that hero must perform an attack test using their might ()
stat because that is the stat presented on the “Sword” card.
91 sTATUe (TeRRAin)
A statue is a type of terrain that can be placed on the
battle map.
91.1 During the action phase, if a hero is in a space with
a statue token, that hero can perform an interact
action to interact with that statue.
91.2 When a hero interacts with a statue token, they perform a might
() test.
If the test produces at least two success () icons, the hero
passes the test and can choose one enemy group in their space
and apply four hits and sunder to that enemy group. Then, they
discard the statue token.
If the test produces fewer than two success () icons, the hero
fails the test and nothing happens.
91.3 If a hero is in a space with one or more enemies, performing
an interact action to interact with a statue does not provoke
enemy attacks.
92 sTReAm (TeRRAin)
A stream is a terrain token that
can be placed over a border on a
battle map.
92.1 Two spaces on opposite sides of a stream token are adjacent.
92.2 During the action phase, if a hero moves across a border that
contains a stream token, that heros turn ends immediately.
The hero cannot perform any actions or resolve any game
effects that occur during the current turn.
92.3 During the shadow phase, if an enemy moves across a border that
contains a stream token, that enemys activation ends immediately.
If an enemy can end its movement in range of its target but
must move across a border that contains a stream token to do
so, that enemy still moves; however, the “Cross Stream” button
is selected instead of the “Attack” button.
92.4 A hero or enemy that is performing a ranged attack can be in
range of a target that is on the other side of a stream.
93 sTRike x (keywoRd)
Strike is a keyword that allows a hero to add hits to enemies during
an attack.
93.1 When a hero is performing an attack test, that hero can discard a
card that has the “Strike X” keyword to add X hits to the enemy
group that is the target of that attack.
93.2 A hero can only discard a card to use the “Strike” keyword if that
card is prepared.
94 sTUn
See “Modifiers” on page 19
25
95 sUccesses
Success () icons appear on the upper-left corner of skill cards, and
heroes use them when they are performing tests.
95.1 During a test, a hero reveals skill cards from their skill deck and
calculates the number of success () icons the test produced.
95.2 Depending on the type of test, success () icons produced during
the test are used in different ways (see “Tests” on page 25).
95.3 During a test, a hero can spend any number of their inspiration
tokens. For each inspiration token they spend, they can convert one
fate () icon on their revealed skill cards to one success () icon.
After a fate () icon is converted to a success () icon, the fate
() icon cannot be used for any other purpose and is no longer
treated as a fate () icon.
95.4 When a skill card is prepared, any success () icons on that card
have no effect and are ignored.
95.5 Success () icons that a test produces that are in excess of the
required number of success () icons have no effect.
96 sUndeR
See “Modifiers” on page 19.
97 sUpply
The supply refers to the collection of tokens and cards that are available
for players to use during the game.
97.1 The supply consists of distinct piles for each type of token as well
as separate decks for weakness cards, trinket cards, title cards, and
each of the three types of boon cards.
98 TABle (TeRRAin)
A table is a type of terrain that can be placed on
the battle map.
98.1 During the action phase, if a hero is in
a space with a table token, that hero can
perform an interact action to interact with that table.
98.2 When a hero interacts with a table token, they perform a spirit
() test.
If the test produces at least one success () icon, the
hero passes the test and gains one inspiration token and
becomes emboldened.
If the test does not produce at least one success () icon, the
hero fails the test and nothing happens.
98.3 A hero can interact with a table even if they are already
emboldened, have a number of inspiration tokens equal to their
limit, or both.
A hero that is already emboldened can still gain inspiration
tokens.
A hero that has a number of inspiration tokens equal to their
limit can still become emboldened.
98.4 If a hero is in a space with an enemy, performing an interact
action to interact with a table does not provoke enemy attacks.
99 TeRRAin cARds
Each type of terrain has a corresponding terrain card.
99.1 A terrain card is a reference for its corresponding terrain tokens
abilities. The complete rules for each terrain token can be found
in its individual glossary entry in this Rules Reference.
99.2 After the heroes set up a battle map, they should gather each
terrain card that corresponds to one of the terrain tokens on the
map and place it near the play area for all players to reference.
A terrain tokens ability can also be referenced in the app by
selecting one of the terrain tokens.
99.3 Some terrain tokens have adventure-specific rules that are
described by the app. If a terrain token has adventure-specific rules,
the heroes should ignore the terrain card for that terrain token.
Terrain that has adventure-specific rules is depicted with a
sparkle effect in the app.
100 TesTs
Heroes perform tests throughout the game to interact with the world
and attack enemies.
A test is a measure of one of a heros stats. A hero may be instructed to
perform a test of a specific stat, of one stat from a list of options, or of
any stat of their choice.
To perform a test, a hero resolves the following steps in order:
100.1 Step 1—Reveal Cards: The hero reveals a number of cards from
their skill deck equal to the value of their stat that is being tested.
To reveal a card, a hero takes the top card from their skill deck
and flips it faceup, placing it in their play area.
A game effect can cause a hero to reveal more or fewer cards
than is determined by the stat that is printed on the heros card.
A hero always reveals a minimum of one while performing a
test, even if the number of revealed cards is modified below one.
If there are multiple game effects that alter the number of skill
cards a hero reveals, all of these effects are calculated before any
cards are revealed.
A game effect can increase or decrease a heros stat. This may
cause the hero to reveal more or fewer cards than the number
that is printed on their hero card.
A game effect can directly increase or decrease the number
of skill cards a hero reveals when they are performing a test.
The text on all revealed cards is ignored. During a test, only the
success () and fate () icons in the upper-left corner of the
revealed cards are relevant.
100.2 Step 2—Convert Fate: The hero may spend any number of their
inspiration tokens. For each inspiration token they spend, they
can convert one fate () icon on their revealed skill cards to one
success () icon.
Abilities that a hero can resolve when they are performing a test
are resolved during this step.
A hero can spend any number of their inspiration tokens
during each test.
26
After a fate () icon is converted to a success () icon, the fate
() icon cannot be used for any other purpose and is no longer
treated as a fate () icon.
100.3 Step 3—Calculate Results: The hero calculates the total number
of success () icons that the test produced and applies those
successes according to the tests instructions, as follows:
If the test provided a hero with a stat to test followed by a
number (e.g., “Test ; 2”), the hero passes the test if the number
of success () icons the test produced meets or exceeds the
number that the test provided. Otherwise, the hero fails the test.
Some tests require the hero to select a “Pass” or “Fail” button
in the app and some provide instructions for the hero to
follow according to the tests outcome.
If the test requires the hero to input the number of success ()
icons that the test produced into the app, the hero uses the
“+” and “–” buttons to increase or decrease the value until it
matches the number of their success () icons.
Many of these tests are cumulative and may require a hero to
perform them multiple times. A cumulative test keeps track
of the number of success () icons that have been applied to
it across multiple test attempts.
If a hero is performing a test to negate damage () or fear (),
they suffer one fewer damage or fear for each success () icon
the test produces (see “Damage and Fear” on page 11).
If a hero is performing a test to attack an enemy group, they
spend each success () icon that the test produced to resolve
abilities on their items that add hits or modifiers to that enemy
group (see “Attacks” on page 9).
Even if an attack does not add any hits or modifiers to an
enemy group, the hero still selects “Apply” in the attack pane,
which can cause a counterattack.
100.4 After calculating the results of the test, the hero discards all skill
cards that were revealed during the test.
100.5 If the timing of an ability uses the language “after you test,” the
hero resolving that ability can do so after the “Calculate Results
step of any test.
101 ThReAT BAR
The threat bar is displayed along the top of the apps main screen and
tracks the amount of threat accumulated during the adventure.
101.1 During the threat step of each shadow phase, the threat bar
increases by the following amounts:
two for each hero in the party
one for each threat token on the game map
one for each unexplored tile
101.2 When threat reaches the end of the threat bar, the adventure ends
and the heroes lose.
101.3 The threat bar contains one or more thresholds. During the
shadow phase, a threat event is resolved for each threshold that
the threat bar meets or exceeds.
102 ThReAT Tokens
A threat token may appear on the map and represents a
threat within a space with which the heroes can interact.
102.1 By selecting a threat token in the app, a hero can read
about what that specific threat token represents.
102.2 If a hero is in the same space as a threat token, they can interact
with that token by performing an interact action (see “Interact
Action” on page 16).
102.3 Any hero can select a threat token in the app at any time; however,
they can only select a button that has an interact () icon if they
are performing an interact action.
102.4 During the threat step of the shadow phase, threat increases by
one for each threat token that is on the game map.
103 ThResholds
See “Shadow Phase” on page 23 and “Threat Bar” on page 26.
104 TieRs
See “Item Cards” on page 17.
105 TiTle cARds
Title cards are a type of skill card that heroes can gain during
an adventure.
105.1 When a hero gains a title card, the app specifies the name of the
title that the hero gains. Then, the hero gathers the specified title
card and prepares it immediately.
The app requires the hero who gained the title to be selected in
the app—this allows the app to place that title card into that
heros inventory.
105.2 After a hero gains a title card, it is part of that heros inventory for
the duration of the campaign.
105.3 Like all skill cards, a hero can only resolve a title card’s ability
while it is prepared.
105.4 Abilities on many title skill cards instruct the hero to remove that
skill card from the adventure; that title card should be set aside
and cannot be used again until the next adventure. That title
card will be shuffled into the heros skill deck during setup of the
next adventure.
106 Token
Token is the term used not only for the cardboard components
that are placed on the map or on hero cards but also for the digital
representation of those components in the app.
106.1 Every token that is displayed in the app corresponds to a physical
version of that token on the game map.
If there is an exploration, search, person, threat, terrain,
or darkness token displayed in the app, there must be a
corresponding physical token of the same type and in the same
location on the game map.
106.2 If a rule or game effect instructs a player to select a token in the
app, that player should tap on the image of the specified token.
27
107 TRAiTs
A card may have one or more traits that are presented in italics at the
top of that card’s text box.
107.1 Traits are always presented in an italic typeface.
107.2 A trait has no inherent effects, but some game effects may refer
to a card’s trait.
108 TRAvel AcTion
The travel action allows a hero to move around the game map.
108.1 When a hero performs a travel action, they can move up to
two times.
108.2 If the first action during a heros turn is a travel action, they
can perform their second action and resolve other game effects
between each of their moves.
108.3 For the rules for resolving a move, see “Movement” on page 19.
109 TRinkeTs
Trinkets () are a type of item card that heroes can gain during
an adventure.
109.1 When a hero gains a trinket, the app specifies the name of
the trinket that the hero gains. Then, the hero takes the specified
trinket from the trinket deck and equips it.
During an adventure, if a hero already has a trinket equipped,
they can still equip any new trinkets they gain.
109.2 During the adventure in which a trinket is gained, only the
specific hero who gained that trinket can equip it.
After each adventure, all equipped trinkets are returned to the
party’s inventory.
109.3 When a hero equips a trinket, they place a number of depletion
tokens on that trinket equal to the number in the lower-left corner
of the card (“Depletion Token” on page 12).
109.4 Unlike other items, trinkets belong to the entire party instead of
individual heroes.
During setup before each adventure, each hero can equip one
trinket from among all the trinkets that the heroes have gained.
The item menu in the app tracks all the trinkets that the heroes
have gained during a campaign.
109.5 If a game effect instructs a hero to deplete a trinket, they remove
one depletion token from that trinket.
When a trinket has no remaining depletion tokens, it cannot
be used; the hero flips the trinket facedown as a reminder that
it has been fully depleted.
While a trinket is facedown, the hero cannot resolve any of
its abilities, even passive abilities.
109.6 A game effect can allow a hero to place a depletion token on
a trinket.
A hero can have a number of depletion tokens on a trinket that
exceeds the number in the lower-left corner of that trinket’s card.
A hero can place a depletion token on a facedown trinket.
When this happens, the trinket is flipped faceup and its abilities
are available for the hero to resolve.
109.7 Each trinket describes when it can be used and how its effect
is resolved.
Most trinket abilities require that the trinket be depleted for its
effect to be resolved.
110 UpgRAding iTems
See “Lore” on page 18.
111 wAll (TeRRAin)
A wall is a terrain token that can be
placed over a border on a battle map.
111.1 Spaces on opposite sides of a wall token are not adjacent—a hero
or enemy cannot move across a border that contains a wall token.
If wall tokens create diagonal spaces, those spaces are
not adjacent.
111.2 If an ability, such as “Keen Eyes,” allows for a hero or enemy to
resolve a ranged attack that is up to two or more spaces away on
a battle map, it may be possible for a hero or enemy to resolve
a ranged attack against a target that is on the opposite side of a
wall token.
112 weAknesses
A weakness is a skill card that has no inherent game effect. It is designed
to clutter a heros skill deck and to provide no useful icons during a test.
112.1 During setup, each hero adds one random weakness card from the
weakness deck to their skill deck.
112.2 It is possible for a hero to gain additional weaknesses during
an adventure.
Each weakness is taken from the top of the weakness deck.
112.3 All of a heros weakness cards are removed from their skill deck
between adventures.
112.4 Weakness cards can be prepared like other skill cards, but they
have no effect while they are prepared. A prepared weakness
counts as one of a heros four prepared cards.
113 winning An AdvenTURe oR cAmpAign
See “Ending an Adventure or Campaign” on page 13.
28
1. Map: The majority of the screen is the map. As players work
toward their objective, more map tiles and the tokens on them
will be displayed in the central area of the screen. Only the tokens
that players interact with via the app are displayed on the map.
2. Threat Bar: The threat bar displays the amount of threat the
players have accumulated and the next threshold at which a
threat event will occur.
3. Settings Menu Button: A player can select this button to open
the settings menu.
4. Hourglass Button: During the action phase, a player selects this
button after all heroes have taken their turns to proceed to the
shadow phase.
5. Enemy Bar: This bar contains a portrait for each enemy group
that is present on the board.
6. Enemy Portrait: Each enemy groups portrait depicts the figure
type that is used with that group, a ranged () icon if that enemy
can perform ranged attacks, and a banner icon to identify which
banner token to use with that group (if any). Portraits for elite
enemy groups have spiked frames. Portraits for exhausted enemy
groups are darkened.
7. Provoke Button: When a hero must provoke an enemy group,
they select the provoke button, and then they select the portrait
of the enemy group they wish to provoke.
8. Party Button: A player can select this button to open the party
menu. In this menu, heroes can perform last stands, view their
items, and review the chronicle.
Appendix: App scReen AnATomies
in-gAme inTeRfAce
During the game, players will primarily interact with the in-game user interface.
29
enemy menU inTeRfAce
Selecting an enemy groups portrait opens the enemy menu for that group. Players use this menu while attacking enemies during the game.
1. Selected Enemy Summary: This box displays the name of the
selected enemy group. If the group is elite, it also lists the groups
bonuses. The heroes can select any bonus to view its effect.
2. Modifier Buttons: Heroes select modifier buttons to add those
modifiers to an attack.
3. Hit Counter: Heroes select the “+” or “-” buttons to add hits to
or subtract hits from an enemy.
4. Apply Button: After inputting hits and modifiers, heroes select
this button to apply them to the selected enemy group.
5. Enemy Bar: This bar contains a portrait for each enemy group
that is present on the board.
6. Selected Portrait: The portrait for the currently selected enemy
group is highlighted red.
7. Health Bars: The health (red units) of each enemy figure in
the group is displayed here, along with armor (gray units) and
sorcery (purple units) if the enemy has armor or sorcery.
30
A
abilities, 1.0
“apply” effects, 5.2
“as an action,” 3.3
costs, 1.4
dened, 1.6
one cost per ability, 1.7
during tests, 100.2
hero abilites, 45.3
identical to actions, 3.4
keywords, 53.0
multiple per card, 1.3
“placed” effects, 60.5
“prevent” effects, 22.12
“removing” effects, 105.4
skill cards, 69.5
timing, 1.10
“after” effects, 1.11
“before” effects, 1.12
same timing, 1.15
“then” effects, 1.16
“when” effects, 1.13
“when” vs “after,” 1.14
action phase, 2.0
completed, 2.6
hero turns, 2.1
actions, 3.0
action summary, 3.1
adventures-specic, 3.2
“as an action,” 3.3
attack, 12.1
identical abilities, 3.4
interact, 49.0
same action, 2.1
travel, 108.0
activation, 4.0
add, 5.0
adjacency, 6.0
black borders, 6.4
gray borders, 6.0
aligned, 6.4
arrows, 6.3
movement, 6.1
streams, 92.1
walls, 111.1
adventure, 7.0
difculty, 26.0
losing
hero defeated, 24.3
threat, 101.2
quitting, 80.2
saving and continuing, 80.0
winning
objectives, 63.3
app, 8.0
collection manager, 8.2
darkness, 23.3
enemy bar, 32.0
interact action, 49.2
objectives, 63.1
saving and continuing, 80.0
applying hits, 10.0
enemy armor, 11.2
pierce, 59.6
sunder, 59.6
armor, 11.0
enemy armor, 11.1
applying hits, 11.2
pierce, 59.6
regaining, 11.3
sunder, 59.6
hero armor, 11.6
attack pane, 10.2
attacks, 12.0
counterattack, 21.0
enemy attacks, 12.6
damage and fear, 12.8
text effects, 12.9
hero attacks, 10.4, 10.5
applying hits, 10.4, 10.5
choose item and stat, 12.2
choose target, 12.3
no hits or modiers, 12.4
perform attack test, 12.4
process, 12.2–12.5
using multiple items, 12.2
ranged, 74.3
attack tab, 10.2
B
banners, 31.0
elite enemy, 28.4
movement of, 31.4
placement of, 31.3
barrels, 13.0
interacting with, 13.1
provoke, 13.2
test process, 13.3
battle map, 14.0
exploration, 14.1
shooting around walls, 14.3
bonuses, 28.1
boon, 15.0
“become” effects, 15.1
discarding, 27.3
multiple copies, 15.3
placement, 15.2
boulder, 16.0
bush, 17.0
effect, 17.1
multiple bushes, 17.2
C
campaign, 7.1
camp screen
purchasing skills, 36.3
selling skills, 36.3
upgrading items, 56.5
cards
boon, 15.0
damage, 22.3
fear, 22.3
hero cards, 45.0
item, 51.0
skill cards
titles, 105.0
weaknesses, 112.0
chronicle, 18.0
cleave, 59.6
collection manager, 20.0
costs, 1.4
dened, 1.6
one cost per ability, 1.7
counterattack, 21.0
elite enemies, 21.5, 21.6
enemy range, 21.2
exhausted enemy, 21.4
non-attacks, 21.3
stun, 21.6
D
damage, 22.0
discarding damage, 22.7
facedown
discarding, 22.7
ipping, 22.8
suffering, 22.3
viewing, 22.4
last stand, 54.1
negate, 22.9
process, 22.11
prevent, 22.12
suffer, 22.3
darkness, 23.0
app, 23.3
hero, 23.4
icons, 23.1
shadow phase, 83.2
tokens, 23.2
defeated, 24.0
enemy, 24.4, 24.5
hero, 24.1–24.3
depletion token, 25.0
placing, 25.3
removing, 25.2
difculty, 26.0
discarding, 27.0
dual-wielding, 12.2
E
elite enemy, 28.0
banner, 28.4
bonus, 28.1
counterattack, 21.5, 21.6
presentation of, 28.3, 28.4
enemy
activation, 30.0
armor, 11.1
applying hits, 11.2
attacks, 12.6
damage and fear, 12.8
text effects, 12.9
defeated, 24.4, 24.5
elite, 28.0
banner, 28.4
bonus, 28.1
counterattack, 21.5, 21.6
presentation of, 28.3, 28.4
menu, 32.5
movement, 30.2–30.6
closest hero, 30.5
multiple paths, 30.4
no target, 30.6
process, 60.7
streams, 92.3
toward target, 30.3
provoke, 71.0
interact action, 49.3
ranged, 32.3
sorcery, 87.0
applying hits, 87.2
regaining, 87.3
smite, 87.4
enemy activation, 30.0
activated, 32.7
closest hero, 30.5
“move” instructions, 30.2
multiple paths, 30.4
no target, 30.6
shadow phase, 83.1
toward target, 30.3
enemy armor
applying hits, 11.2
pierce, 59.6
sunder, 59.6
enemy attacks, 12.6
damage and fear, 12.8
text effects, 12.9
enemy bar, 32.0
provoke button, 32.4
enemy group, 33.0
dened, 33.0, 33.1
enemy menu, 33.2, 33.3
attack pane, 33.4
enemy movement, 60.6
process, 60.7
streams, 92.3
enemy portrait
activated, 32.7
enemy menu, 32.5
exhausted, 32.6
ranged, 32.3
equipping items, 34.0
restrictions, 34.1, 34.2
exhausted, 35.0
experience, 36.0
gaining, 36.2
skill cards, 85.4
spending, 36.6
tracking, 36.1
exploration, 37.0
battle maps, 14.1
process, 37.4
unexplored tile, 37.2
while moving, 37.5
exploration token, 37.1
F
fate, 38.0
converting, 38.1
mist, 58.2
spending, 38.2
fear, 22.0
darkness, 23.4
discarding fear, 22.7
facedown
discarding, 22.7
ipping, 22.8
suffering, 22.3
viewing, 22.4
last stand, 54.1
negate, 22.9
process, 22.11
prevent, 22.12
shadow phase, 23.4
suffer, 22.3
re pit, 40.0
effect, 40.1
fog, 52.2
G
game map, 41.0
battle map, 14.0
journey map, 52.0
game round, 79.0
guard X, 43.0
effect, 43.1, 43.2
multiple instances, 43.3
H
hero, 44.0
actions, 2.1
armor, 11.6
attacks, 12.1
applying hits, 10.4, 10.5
choose item and stat, 12.2
counterattack, 21.0
no hits or modiers, 12.4
perform attack test, 12.4
process, 12.2–12.5
using multiple items, 12.2
damage and fear, 22.0
damage limit, 22.2
defeated, 24.1–24.3
fear limit, 22.2
hero abilities, 45.3
in darkness, 23.4
index
This index refers to paragraph numbers instead of page numbers. The number listed after each entry corresponds to a paragraph number in the
glossary. The relevant information for that entry can be found in the paragraph sharing that number or in a bullet point following that paragraph.
31
movement, 60.1
exploration, 37.3
pit, 67.2
“placed” effects, 60.5
process, 60.2
provoking enemies, 60.4
streams, 92.2
travel, 108.1
stats, 90.0
turns, 2.1
hero armor, 11.6
hero attacks, 12.1
hero cards, 45.0
damage and fear limits, 45.2
hero abilities, 45.3
inspiration limit, 48.2
stat values, 45.1
hero movement, 60.1
pit, 67.2
“placed” effects, 60.5
process, 60.2
provoking enemies, 60.4
streams, 92.2
travel action, 108.1
hide, 46.0
already hidden, 46.3
effect, 46.1
hits
applying hits, 10.3
enemy armor, 11.2
pierce, 59.6
sunder, 59.6
sorcery, 87.2
smite, 87.4
hourglass button, 2.6
I
inspiration, 48.0
gaining, 48.1
limit, 48.2
spending, 48.3, 48.4
interact action, 49.0
in space with enemy, 49.3
person tokens, 65.2
process, 49.1
search tokens, 82.2
terrain
barrels, 13.1
statue, 91.1, 91.2
table, 98.1, 98.2
threat tokens, 102.2
inventory, 50.0
item cards, 50.1
skill cards, 36.5
trinkets, 109.4
item cards, 51.0
armor, 11.6
dened, 51.1
lore value, 56.4
ranged, 74.4
stats, 90.3
tier, 51.6
trinkets, 109.0
type, 51.3
upgrading, 56.5–56.8
J
journey map, 52.0
fog, 52.2
K
keywords, 53.0
guard X, 43.0
hide, 46.0
multiple instances, 53.2
rest X, 77.0
scout X, 81.0
sprint X, 89.0
strike X, 93.0
L
last stand, 54.0
multiple at once, 54.3
process, 54.2–54.4
trigger, 54.1
lethal, 59.6
lore, 56.0
gaining, 56.1
tracking, 56.2
losing
hero defeated, 24.3
threat, 101.2
M
map, 41.0
battle map, 14.0
journey map, 52.0
mist, 58.0
effect, 58.1, 58.2
modiers, 59.0
list, 59.6
multiple instances, 59.5
multiple modiers, 59.2
movement, 60.0
enemy, 60.6
process, 60.7
streams, 92.3
hero, 60.1
exploration, 37.3
“placed” effects, 60.5
process, 60.2
provoking enemies, 60.4
streams, 92.2
travel action, 108.1
N
nearby, 61.0
negate, 22.9
process, 22.11
O
objectives, 63.0
completing, 63.3
tracking, 63.1, 63.2
one-player game, 84.0
P
party, 64.0
person tokens, 65.0
interact action, 49.1
pierce, 59.6
re pit, 40.1
pit, 67.0
effect, 67.1
“placed” effects, 67.3
play area, 68.0
prepare, 69.0
during setup, 69.3
limit, 69.4
placement, 69.1
scout X, 69.2
weakness cards, 112.4
prepared cards
fate, 38.3
prevent, 22.12
provoke, 71.0
barrels, 13.2
button location, 32.4
hero movement, 71.2
interact action, 49.3
process, 71.1
statue, 91.3
table, 98.4
purchasing skill cards, 36.3
R
rally phase, 73.0
process, 73.1, 73.2
reset, 73.1
scout, 73.2
range, 74.0–74.2
ranged attack, 74.3
streams, 92.4
walls, 111.2
reset, 76.0
rest X, 77.0
effect, 77.1
multiple, 77.2
roles, 78.0
changing roles, 78.4
gaining experience, 78.7
skill cards, 78.2
round, 79.0
action phase, 2.0
rally phase, 73.0
shadow phase, 83.0
S
saving and continuing, 80.0
scout X, 81.0
process, 81.1
search token, 82.0
interact action, 49.1
selling skill cards, 36.3
setup, page 5
shadow phase, 83.0
darkness, 83.2
enemy activation, 83.1
process, 83.1–83.3
readied enemies, 35.6
threat, 83.3
single-player game, 84.0
skill cards, 85.0
deck composition, 85.1
discarding, 27.2
experience, 85.4
inventory, 36.5
modifying deck, 78.4–78.6
out of cards, 76.1
prepare, 69.0
limit, 69.4
purchasing, 36.6
reset, 76.0
role, 78.2
spending, 36.7
success icons, 95.0
titles, 105.0
weaknesses, 112.0
smite, 59.6
re pit, 40.1
solo game, 84.0
sorcery, 87.0
applying hits, 87.2
regaining, 87.3
smite, 87.4
spend, 88.0
experience, 88.2
fate icons, 88.4
inspiration, 88.1
success icons, 88.3
sprint X, 89.0
between moves, 89.2
effect, 89.1
stats, 90.0
statue, 91.0
effect, 91.2
process, 91.1, 91.2
provoke, 91.3
streams, 92.0
enemy movement, 92.3
hero movement, 92.2
strike X, 93.0
effect, 93.1
stun, 59.6
success, 95.0
sunder, 59.6
supply, 97.0
T
table, 98.0
already emboldened, 98.3
effect, 98.2
max inspiration, 98.3
process, 98.1, 98.2
terrain
barrels, 13.0
boulder, 16.0
bush, 17.0
re pit, 40.0
mist, 58.0
pit, 67.0
statue, 91.0
stream, 92.0
table, 98.0
wall, 111.0
terrain cards, 99.0
setup, 99.2
tests, 100.0
calculate results, 100.3
convert fate, 100.2
process, 100.1–100.3
reveal cards, 100.1
spending inspiration, 48.3, 48.4
threat, 101.0
increase causes, 101.1
shadow phase, 83.3
threat event, 101.3
thresholds, 101.3
threat event, 101.3
threat token, 102.0
interact action, 49.1
thresholds, 101.3
timing, 1.10
“after” effects, 1.11
“before” effects, 1.12
same timing, 1.15
“then” effects, 1.16
“when” effects, 1.13
“when” vs. “after,” 1.14
title cards, 105.0
gaining, 105.1, 105.2
“removing” effects, 105.4
tokens, 106.0
darkness, 23.2
depletion, 25.0
discarding, 27.3
exploration, 37.1
inspiration, 48.0
person, 65.0
search, 82.0
threat, 102.0
traits, 107.0
travel action, 108.0
trinkets, 109.0
depleting, 109.5
equipping, 109.2, 109.3
gaining, 109.1, 109.2
inventory, 109.4
placing depletion, 109.6
turn
actions, 2.1
U
unexplored tile, 37.2
upgrading items, 56.5
W
walls, 111.0
adjacency, 111.1
shooting around walls, 111.2
weaknesses, 112.0
gaining, 112.2
preparing, 112.4
removed, 112.3
winning
objectives, 63.3
32
QUick RefeRence
RoUnd sTRUcTURe
Each game round consists of the following three phases:
1. Action Phase: Each hero takes a turn by performing two actions.
2. Shadow Phase: Enemies activate, darkness is resolved (if
necessary), and threat increases—threat events are activated if
threat reaches a threshold.
3. Rally Phase: Each hero resets their skill deck and then scouts
two cards.
AcTions
During a heros turn, they can perform two actions. A hero can perform
the same action twice or two different actions.
Travel: Move up to two times. A hero can perform their second
action between their first and second movement.
Attack: Attack an enemy in your space. If you have a ranged
weapon, you can attack a nearby enemy.
Interact: Interact with a token in your space.
ReseTTing skill decks
A hero must reset their deck at the following times:
during the rally phase
when there are no cards remaining in their deck
when an effect instructs them to do so
A hero resets their deck by shuffling their discard pile with any
remaining cards from their deck and placing the newly shuffled deck
facedown. Prepared cards are not shuffled into the deck.
fReQUenTly oveRlooked RUles
When instructed to move and attack, if an enemy cannot get in
range of any target, it ignores that entire instruction (including
movement). The “No Target” button is selected and the enemy
receives a new instruction.
A readied enemy is provoked when a hero moves out of its space
or when a hero interacts with a token in its space.
A component is nearby another component if they are in the
same space or adjacent spaces.
A hero can have a maximum of four prepared cards at a time.
ATTAck modifieRs
There are six modifiers that can benefit heroes during an attack:
Pierce: This attack ignores the enemys armor.
Smite: This attack ignores the enemys sorcery.
Sunder: This attack permanently reduces the enemys armor by
one (before hits are applied).
Cleave: Each enemy in the group suffers the full number of hits.
Lethal: If this attack reduces the enemys current health by at least
half, the enemy is defeated.
Stun: This attack exhausts the enemy group. If the group is elite,
it also cannot counterattack this attack.
keywoRds
Scout X: When an effect instructs you to “Scout X,” reveal X cards
from the top of your skill deck. You may prepare one of those
cards (place it faceup under your hero card). Then, place each of
the remaining revealed cards on the top or bottom of your skill
deck in any order.
Strike X: During your attack test, you may discard a card that
has the “Strike X” keyword to add X hits to the attack.
Guard X: When you or a hero in your space would suffer damage
or fear, you may discard a card that has the “Guard X” keyword
to prevent any combination of X damage and fear.
Sprint X: During your turn, you can discard a card that has
the “Sprint X” keyword to move X additional spaces. You can
perform actions between each movement.
Rest X: At the end of your turn, you can discard a card that has
the “Rest X” keyword to discard any combination of X of your
facedown damage or fear cards.
Hide: After performing a test, you can discard a card that has the
“Hide” keyword to gain a “Hidden” boon card.
icons
Success
Fate (Each inspiration spent during a test converts 1 to 1 )
Damage
Fear
Ranged (Can attack a target in an adjacent space)
Lore
Interact Action
heRo sTATs
Agility
Might
Spirit
Wisdom
Wit
iTems
Trinket
Armor
One-Handed Item
Two-Handed Item