RULES & QUESTS WORK IN PROGRESS

RULES & QUESTS S S E R G O R P N I K R WO MASSIVE DARKNESS - RULES  CHAPTERS  Inserts are in italic. GAME COMPONENTS . . . . . . . . . . . . . . ...
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RULES & QUESTS

S S E R G O R P N I K R WO

MASSIVE DARKNESS - RULES

 CHAPTERS  Inserts are in italic.

GAME COMPONENTS . . . . . . . . . . . . . . . . . . . . 3 STORY: THE LIGHTBRINGERS’ LEGACY . . . . . . . . . 5

Why So Dark? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

SETUP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 GAME OVERVIEW . . . . . . . . . . . . . . . . . . . . . 10 BASIC RULES . . . . . . . . . . . . . . . . . . . . . . . . 11 ACTORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ZONES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . LEVEL AND LEVEL TOKENS . . . . . . . . . . . . . . . . . . COMBAT DICE . . . . . . . . . . . . . . . . . . . . . . . . . .



11 12 13 14 14 16

Three Dice Of Each Color . . . . . . . . . . . . . . . . . . . . . . . . 16

HEROES . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

HERO CARD . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 HERO DASHBOARD . . . . . . . . . . . . . . . . . . . . . . . 17 CLASS SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . 18

EQUIPMENT CARDS . . . . . . . . . . . . . . . . . . . . 19 COMBAT EQUIPMENT . . . . . . . . . . . . . . . . . . . . . ITEMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CONSUMABLES . . . . . . . . . . . . . . . . . . . . . . . . . . CARD SYMBOLS . . . . . . . . . . . . . . . . . . . . . . . . .

19 20 20 20

Two-Handed Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 20

Pick-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Reorganize/Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . Resurrect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Signature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Transmute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

28 29 29 29 29

EXPERIENCE PHASE . . . . . . . . . . . . . . . . . . . . . . . 30

I’d Kill That For 1 XP! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

ENEMIES’ PHASE . . . . . . . . . . . . . . . . . . . . . . . . 32



Step 1 – Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Step 2 – Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

END PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . 36

COMBAT ROLL . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Step 1 – Rolling Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Two Hands! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Step 2 – Resolve The Enchantments . . . . . . . . . . . 38 Step 3 – Inflict Pain! . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

MOB RULES . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

ADDITIONAL RULES . . . . . . . . . . . . . . . . . . . 40 ARTIFACTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . OBJECTIVE AND PILLAR TOKENS . . . . . . . . . . . . . . . SPECIAL LOCATIONS: APOTHECARY AND GUARDSROOM . STUN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

40 40 41 41

SKILLS . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 STORY MODE . . . . . . . . . . . . . . . . . . . . . . . 45

ENEMIES . . . . . . . . . . . . . . . . . . . . . . . . . . 21 ENEMY CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Minions Amount . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Enchantments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Enemy Combat Type . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Defense Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

ENEMY ROLES . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Roaming Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

23 24 24 24

PLAYING A GAME ROUND . . . . . . . . . . . . . . . . 25

EVENT PHASE . . . . . . . . . . . . . . . . . . . . . . . . . . 25



Running Out Of Miniatures . . . . . . . . . . . . . . . . . . . . . . 25

HEROES’ PHASE . . . . . . . . . . . . . . . . . . . . . . . . . 26

Combat Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Do Nothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Enter Shadow Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . Get Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Open A Door . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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26 26 27 28 28 28

Massive Darkness is a cooperative board game for one to six players, age 14 and up. As a team, players agree on a fantasy quest to undergo. Each of them chooses a hero, then the whole party descends into underground lairs and corridors! Prowling in the darkness, the heroes beat guards and monstrosities, claim legendary weapons and earn experience until they deserve to be called Lightbringers. Enemies of all kinds, from goblin war parties to roaming monsters, are controlled by the game itself, using a simple set of rules. Your heroes can battle them in hand to hand, ranged, or even magic combat. Explore the dungeon, beat your enemies and claim their potent weapons to survive the next challenge! The basic goal is to achieve the objectives set by the chosen quest. As players can keep their heroes from a quest to the next, and see them evolve, the ultimate goal is to play your own adventure over a series of games!

MASSIVE DARKNESS - RULES

 GAME COMPONENTS 

9 GAME TILES (DOUBLE-SIDED)

6 PADS OF 20 CLASS SHEETS

6 HERO MINIATURES AND HERO CARDS

Battle Wizard, Bloodmoon Nightrunner, Nightshade Ranger, Paladin Of Fury, Pit Fighter Berserker, Shadow Barbarian.

6 PLASTIC HERO DASHBOARDS

Sibyl

Bjorn

6 HERO COLOR BASES

Siegfried

12 COLOR PEGS

111 TOKENS

Level token x10 Owen

Elias

Whisper Treasure token (30x Lvl 1 & 4x Lvl 2)

Exit x1

12 COMBAT DICE Yellow Attack Dice x3

Red Attack Dice x3

Door x15

Blue Defense Dice x3

Green Defense Dice x3

Shadow Mode token x6

x20 x10 Wound token

First Player token x1

Pillar token x6 Lair x3

Dark Bridge x2

Artifact x2 Library x1 Objective token x6

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MASSIVE DARKNESS - RULES 69 ENEMY MINIATURES

Dwarf Dwarf Dwarf Defender Defender Warrior Minions x6 Boss x1 Minions x12

Orc Flayer Minions x6

Orc Flayer Boss x1

Troll x1

Orc Enforcer Minions x6

Giant Spider x1

Dwarf Warrior Boss x1

Goblin Goblin Archer Archer Minions x12 Boss x1

Orc Enforcer Boss x1

Dwarf Agent x1

Ogre-Mage x1 Demon x1

207 MINI-CARDS

15 Event cards (E1 to E15)

10 Door cards (D1 to D10)

35 Level 1

4

10 Level 2

10 Level 3

Hellhound x1

Orc Agent x1

Liliarch x1

32 Level 3

32 Level 5

12 ROAMING MONSTER CARDS (RM1 TO RM12)

50 GUARD CARDS (G1 TO G50)

10 Level 1

Goblin Agent x1

164 Treasure cards (T1 to T163) 33 Level 2 32 Level 4

12 Starting Equipment cards (SE1 to SE12)

6 Artifact cards (A1 to A6)

Goblin Goblin Warrior Warrior Minions x12 Boss x1

10 Level 4

10 Level 5

MASSIVE DARKNESS - RULES

 STORY: THE LIGHTBRINGERS’ LEGACY  Once upon a time… Wait. That’s not right. No, it was not so long ago. Three generations. Roughly sixty years. I’ve seen records of it, and heard Grandmother’s tales. But you, you may still be too young. So, not so long ago, there were more people on the surface of our world than ever before. Humans, Elves, Dwarves… you know them, but Goblins, Orcs and Ratlings were there, too. You might be lucky to have seen a couple of them today, but in that time they used to form entire nations. The rules weren’t the same, things were simpler, yet death was part of everyday life. Everyone knew where the border was drawn between civilization and the unexplored, savage lands. Attacks during travel forced you to keep weapons by your side. It was a wild time. Then everything changed… A mysterious someone, or something, managed to unite the so-called “barbaric” folk against the rest of us. Our foes called this new leader “the Darkness.” Its dreaded emissaries, the Agents, brought with them monsters of a long, lost age. They arrived and began to teach the power of Darkness to the savage people. They firmly believed in the rule of nature over civilization, might over law, night over day. A brutal war erupted with a clash between the royal armies in all their forms. It ended seven years later with everyone, from peasants to kings, fighting for survival. Our great-grandparents won, not on account of strength, but thanks to dedication, cooperation, and lore. The best blacksmiths allied with the best enchanters to create superior weapons and armor. Once armed properly, the most skillful warriors led the final charge against the Darkness. The people called them Lightbringers, as they brought hope, light, and a burning justice to the world. Their savage foes could do nothing against the combined might of craftsmanship and magic. The Lightbringers slayed Darkness’ Agents and their monsters borne of the deeper pits. Their victorious zeal pushed them beyond the wild borders… and spared no one. Any remaining warriors, women, and even their offspring were chased down. The Darkness’ allied folks nearly disappeared, and their homelands became our new kingdoms. Despite the peace they brutally restored, the Lightbringers quickly became symbols of a hated war, labelled king slayers and mass murderers. Not long after the people lost faith in them, a few Lightbringers claimed the lands they purged and crowned themselves their sovereign. The kings and queens they once served silenced their claims and scattered their legendary weapons out of sight of the rabble. Bloody hands were washed and the bad memories were shut away to be forgotten. Order was restored for everyone’s benefit, and people grew blissful in their ignorance concerning their heroes. Sixty years of expansion saw the kingdoms rise upon the ashes of the past. And here we are.

Listen, young one. You may have heard the rumors about the destruction of remote villages, the disappearing people, the chilling noises shepherds have heard in the mountains. Our leaders have spies, and they certainly heard of them too. They are talking, trying to get a world that found its peace by ignoring its problems to stand up and do something about these dire omens. And you? Do these rumors ring some bell? I’m sure they do. You have *that* fire in your eyes. That same spark which ignited within the Lightbringers’ gaze. I know because I have it, too, and we’re not the only ones. Collectively we are sure these events herald the beginning of something bigger… something maliciously familiar to this world. You can feel it, can’t you? The Darkness returns. I’m not going to turn away from the threat. I’m not one of the silent and happy lambs, and I know neither are you. I want to find out if I can be the hero this time around. I don’t want the war to start again. I need proof for all to see. I need glory. I need gold. It’s time, young one. Claim your legacy, and join us on the brink of Darkness.

WHY SO DARK? Darkness is both a mysterious antagonist and an environmental ally in the game, and it shows on the tiles. Darkness plays a major role in the game: sooner or later, even the heirs to the Lightbringers have to hide in the shadows to play deadly hide-and-seeks with their dreadful foes.

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MASSIVE DARKNESS - RULES

 SETUP

1.

Choose a Quest. If this is your first game, we recommend choosing the tutorial, then playing the Quests in the indicated order to follow the story. Experienced players can play a past Quest again in different conditions, or create a Quest on their own using the modular tiles and various tokens.

2. 3.

Place the tiles and tokens as indicated by the Quest. Sort the game cards per type and level. Each card bears its type name on the back, as well as a dedicated color.

• Set aside the Starting Equipment cards. They have the “Starting Equipment” keywords and a beige back.

Many items help identifying your game cards. They can prove useful to sort your cards and apply specific game effects. This is Massive Darkness’ selection of Starting Equipment cards. Your Heroes will quickly get rid of these basic items to get much more potent toys! All cards featured in Massive Darkness’ core box bear this symbol. Each expansion bears its own symbol. All cards get a code with their type and number. This clarifies any doubt on the type, and let your know immediately any card you may miss. A: Artifact D: Door E: Event

• Set aside the Artifact cards. They have the “Artifact” keyword and a white back.

G: Guard RM: Roaming Monster SE: Starting Equipment T: Treasure Artifacts are legendary magical items. They are usually Quest objectives. In the right hands, they are game changers.

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MASSIVE DARKNESS - RULES • Sort the Guard cards by Level and shuffle each Guard deck. They have the “Guard” keyword and a back color matching their Level:

• Sort and shuffle the Treasure cards in the same way as the Guard cards.

The dark folks have stolen, forged and gathered a great amount of treasures for their nefarious goals. Claim these weapons and turn them against your enemies! • Sort, shuffle and place the Door, Event and Roaming Monster decks. - Door cards have the “Door” keyword and a red back.

Guards form the numerous war bands your Heroes battle in the underground tunnels. They’re made up of either Mob groups, with a Boss leading several Minions, or the terrible Agents. Defeat them all to get Treasure cards!

Here is a door card, drawn when the Heroes open a door to explore dangerous rooms.

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MASSIVE DARKNESS - RULES - Event cards have the “Event” keyword and a grey back.

5.

Each player chooses a Hero Card. This is the named character you will play. Take the matching miniature. Take a Hero Dashboard and a set of pegs of your favorite color. Attach the colored plastic base of the matching color to your Hero’s miniature to help identify it.

6. Here is an Event card, drawn to know what fate has in store for your Heroes. - Roaming Monster cards have the “Roaming Monster” keyword on a black and red back.

Each player chooses a Hero Class for his Hero, and places a matching Class Sheet next to their Hero Dashboard in front of him. The Hero Class is your character’s job. New players should select the recommended Hero Class indicated on their Hero Card. Experienced players may select among the various Hero Classes to explore variations and combinations. What if Siegfried was a Battle Wizard? NOTE: Heroes can’t change their chosen Hero Class along the way. The selection is definitive.

Massive Darkness comes with pads featuring sheets for the six basic Hero Classes. They can also be freely downloaded on Guillotine Games’ official website:

This is a Roaming Monster card. Yep, your childhood’s worst nightmare got out of the closet.

EXHAUSTING AND RESHUFFLING DECKS Cards are drawn, played and discarded along the game. Discarded cards are set in discard piles near their respective decks. Once the deck is exhausted, shuffle the discard pile to create a new deck to draw from. Guard and Treasure card piles, from Level 1 to 4, are not reshuffled. If a player has to draw from such an exhausted pile, he draws from the pile of the immediate superior Level instead. Level 5 Guard and Treasure piles are reshuffled normally when exhausted, as players can’t draw from a superior Level.

4.

7. 8.

Deal a Starting Equipment card per Hero. Massive Darkness is a cooperative game, choose and distribute as a team! Place the Hero miniatures in the indicated Hero Starting Zone indicated by the Quest.

This is the Hero Starting Zone.

9.

Decide who will be the First Player, and give him the First Player token. Place the unused material back in the game box. Get a pencil and eraser to track your Hero’s evolution along the game. You’re now ready to play!

Set aside the following items.

Combat dice

Treasure tokens

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Wound tokens

First Player token

Shadow Mode token

Unlimited power! Well, almost. This is the First Player token.

MASSIVE DARKNESS - RULES HERO SETUP EXAMPLE

Choose a Class for your Hero, and set a corresponding Hero Sheet here.

Your Hero starts the game with Health 5. Place a peg in the 5 Health slot. Place a peg in the skull box whenever your Hero is eliminated for the first time in the game; he can be Resurrected (see. P. 29), but the game is lost if he’s defeated a second time. Choose a Hero Card, and set it here on your Hero Dashboard. Meet Bjorn!

Get your Hero’s miniature, give it the color base matching the pegs on your Hero Dashboard, and set it on the Hero Starting Area marked on the Quest’s map. Bjorn is now ready to go deep into Darkness!

Your Hero’s Starting Equipment card goes to an “Equipped” slot (with a hand symbol) on your Hero Dashboard, right here.

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MASSIVE DARKNESS - RULES

 GAME OVERVIEW Massive Darkness is played over a series of Game Rounds, which go as follows:

EVENT PHASE At the beginning of each Game Round, starting with the second, the First Player draws an Event card. It is read out loud and the related game effects are applied. Don’t draw an Event card on the first Game Round! The Event Phase is explained on P. 25.

HEROES’ PHASE The First Player takes his Turn, activating his Hero. A Hero can initially perform up to three Actions per Activation. Each can be used to execute various tasks toward the Quest’s completion: moving around the board, battling Enemies in various ways, taking game objectives, exchanging equipment with fellow Heroes or hiding in the shadows. Once a player has resolved his Hero’s Activation, the player to his left takes his Turn, activating his Hero in the same manner. The Heroes’ Phase ends when all players have completed their Turn. The Heroes’ Phase is explained on P. 26.

EXPERIENCE PHASE Heroes can spend their hard-earned Experience Points (referred to as “XP”) to get new Skills. Their effects are applied from now on. Unspent Experience Points and acquired Skills are kept from a Quest to the next, allowing players to see their Hero party evolve through their own epic saga! The Experience Phase is explained on P. 30.

ENEMIES’ PHASE Enemies come in all kinds and shapes, from the lower Minions to the horrifying Roaming Monsters. Their behavior on the board is set by a couple rules used to resolve the Enemies’ Actions during this Phase. Enemies move around the board, patrolling or actively looking for the heroic interlopers. Of course, they also fight, using bows, claws, swords and even magic to make the Heroes’ lives harder. Good news: the strongest Enemies carry the precious Treasures the Heroes are seeking to achieve their Quest. Bad news: they often know how to use them. So, to get your fabled enchanted sword, you’ll first have to defeat a brute pointing it at you! The Enemies’ Phase is explained on P. 32.

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END PHASE The End Phase marks the end of the Game Round. Many game effects stop during this Phase. The First Player hands the First Player token to the player on his left. The latter will be the First Player for the next Game Round. Another Game Round can then begin. The End Phase is explained on P. 36.

WINNING AND LOSING Massive Darkness is a cooperative game, players win or lose as a team. The game is won when the Quest objectives are reached. The game is lost when the Quest objectives can no longer be met. Most of the time, this happens when all Heroes lie defeated. The game is also lost when any of the Heroes is defeated a second time.

MASSIVE DARKNESS - RULES

 BASIC RULES

Agents are the Darkness incarnate and have an influence over the Event Phase by calling upon waves of enemies.

Massive Darkness features many keywords to help players resolve game effects in the easiest manner, focusing on action and cooperation. Here are some key concepts.

ACTORS All characters in the game are Actors. A Hero is defined by the combination of a Hero Card, Hero Dashboard and Class Sheet. His/her game behavior is defined by the Actions they take, according to the player’s strategy. An Enemy is any antagonist to the Heroes whose behavior is defined by game rules (see Enemies on P. 21 and Enemies’ Phase on P. 30). A Mob is composed of a Boss and its Minions. A Boss is the leader of a Minions’ group, sharing the same characteristics and game effects. A Minion is a henchman, the lowest Enemy type. The number of Minions in a Mob varies according to the amount of Heroes starting the game.

Agents have an influence over the Event Phase by calling reinforcements (see P. 24). Roaming Monsters are single, dangerous creatures of superior power.

This value is used to determine the amount of Minions. It scales with the number of Heroes (see P. 21).

“Will you walk into my parlour?” Among Enemies, Guardians spawn Equipped with a Treasure card they are meant to keep at all costs. If they know how to use it, they will! This keyword may apply to Agents, Bosses and Roaming Monsters alike.

Goblin Warrior Minions gather around a Goblin Warrior Boss to form a Mob.

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MASSIVE DARKNESS - RULES ZONES A Zone is an area between two linear markings, or a linear marking and a tile’s edge. These linear markings can either be ground marks or walls. The four walls mark a Room Zone. There is no light source: it is also a Shadow Zone.

The game features Room Zones. A Chamber is an area created by one or several Room Zones connected by openings, and delimited by walls. Rooms separated by door tokens are considered as different Chambers. All other Zones are Corridor Zones. Zones are either in Light or in Shadow. Light Zones have a light source (most of the times, a fire or torch). Shadow Zones are in the dark.

This Room Zone features a light source: it is a Light Zone.

Here is a Corridor Zone. The torch and lighting mark it as a Light Zone.

These Room Zones are linked by an opening and surrounded by walls, forming a Chamber.

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The lack of light marks this as a Shadow Corridor Zone.

MASSIVE DARKNESS - RULES LINE OF SIGHT Lines of Sight are straight lines running parallel to the edges of the board. Actors cannot see diagonally.

Elias’s Line Of Sight expands from a Zone to the next in a straight line, parallel to the board’s edges.

Lines of Sight run from a Zone to the next until they meet a closed door, a wall or a tiles’ edge. Light and Shadow may have an influence on Lines of Sight. See Shadow Mode (P. 27) to know more.

No diagonal Line Of Sight!

The Line Of Sight is blocked by the closed door.

Lines Of Sights run parallel to the board’s edge. They are blocked by walls, closed doors and the board’s edges.

Here are Bjorn, Elias, Owen and Sibyl’s Lines Of Sight.

Sibyl’s Line Of Sight runs this far, through several Chambers and Corridors.

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MASSIVE DARKNESS - RULES MOVEMENT Actors can move from one Zone to the next as long as the first Zone shares at least one edge with the destination Zone. Corners do not count (no diagonal movements!). Movement from a Zone to another has no restrictions, other than Heroes can’t leave a Zone containing an Enemy, and vice-versa. Actors must go through an open door to enter or exit a Room Zone . Siegfried is on his way to reach the Objective token

The Dwarf moves first to this Zone, going through the open door.

Using these values and colors, Level tokens are spread across the board’s various tiles according to the Quest map. Each game begins at Level 1 (white) as Heroes are placed on the Hero Starting Zone. The game Levels up as soon as a Hero finishes a Move Action (see P. 2 8) on a tile with a higher Level value. It is then set to the corresponding Level. Flip this tokens to its “active” side, and flip all Level tokens with another value to their “inactive” side. So, the current Level is defined by the “active” Level token!

Whisper started the game on this tile. The Level 1 token was on its “active” side from the start.

Then to this Zone, on a second movement

No diagonal movement!

And his third movement leads him to destination through the open door.

LEVEL AND LEVEL TOKENS

The Level 2 token is on its “inactive” side. However, Whisper is about to move from the Level 1 to the Level 2 tile.

The Level defines the evolution of Enemies, Heroes and Equipment cards as the game progresses. The higher, the deadlier! It ranges in five Levels and colors:

The Level tokens mark the danger rising along the game.

The Level 3 token is on its “inactive” side.

Here is a Level 1 token, on its active side, then on its inactive side.

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MASSIVE DARKNESS - RULES • Roaming Monsters (P. 24). Roaming Monsters spawn on the Zone holding the Level token matching their own Level, as written on their Roaming Monster card.

Whisper moves on the tile holding the Level 2 token. The latter is flipped to its “active” side. The Level 1 token is no longer active and is flipped to its “inactive” side.

NOTE: Artifacts and Treasures can be used regardless of the current Level. Heroes can use them as soon as they find them! The game is at Level 2. Heroes can use their Skills up to Level 2. Whisper opens a door, revealing a Chamber with three Zones. A Door card is drawn for each Zone, one after the other

The game is now at Level 2, exerting an influence over numerous game effects. Should Whisper choose to go back to the Level 1 tile, the game would still be at Level 2, the highest the Heroes reached so far.

Guards! Players draw a Level 2 Guard card (the current Level), revealing a Goblin Warrior Mob.

Roaming Monster! Players draw a Roaming Monster card, revealing a Level 3 Giant Spider. Its miniature is set on the Zone holding the Level 3 token.

The Level 3 token is inactive until a Hero reaches its tile.

The current Level and Level tokens exert their influence on: • Hero Skills (P. 18). Heroes can only use Skills of the current Level and below. • Mobs (P. 23). The current Level is the minimum Level used to spawn Mobs. If they spawn on a lower-Leveled tile, use the current Level. If they spawn on a higher-Leveled tile, use their tile’s Level. • Patrols. Spawned by Event cards (P. 25), Patrols spawn on the Zone holding the Level token matching the current Level, plus one (Max 5). If several Zones holds a Level token of the corresponding value, players choose on which the Patrol appears.

Guards! Players draw a Level 2 Guard card (the current Leavel), revealing a Goblin Warrior Mob.

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MASSIVE DARKNESS - RULES COMBAT DICE

 HEROES

Hazardous situations, especially Combat, are resolved using unique Combat dice. Attack dice come in yellow and red. They feature Hit symbols

. A Hero is defined by the combination of a Hero Card, featuring his name and Special Skills, a Hero Dashboard tracking his current inventory and status, and a Class Sheet, listing the Skills he can acquire all along his career as an adventurer.

HERO CARD

Here are yellow and red Attack dice. Red is better! Defense dice come in blue and green. They feature Shield symbols

Special Skills: The Hero can freely use these Skills as soon as the game reaches the indicated Level.

.

Here are blue and green Defense dice. Green is better! and Along Hits or Shields, Combat dice also feature Bam symbols. Bams and Diamonds are used to trigger Diamond specific game effects called Enchantments, added to the indicated Hit or Shield value. Bams and Diamonds are usually linked to a dice type (Attack or Defense), to determine the moment their related game effects are triggered (see P. XX). Attack : A Bam obtained with a yellow or red Attack die. Attack : A Diamond obtained with a red Attack die. Defense : A Bam obtained with a blue or green Defense die. Defense : A Diamond obtained with a green Defense die.

THREE DICE OF EACH COLOR A dice roll can include up to three dice of each color. Any exceeding amount is lost.

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Recommended Class: The Hero has natural synergies with the indicated Hero Class. It is a good choice for starting players. Experienced players may ignore this and try wild combinations!

Free Class Skill: If the chosen Hero Class features the indicated Skill, the Hero gets it for free at creation, whatever the chosen Class, Experience cost and Skill Line prerequisites. The matching Level still has to be reached for this Skill to be used, though.

MASSIVE DARKNESS - RULES HERO DASHBOARD Use the pegs attached to your Hero Dashboard to track your Hero’s current Health and Experience! Put your Hero Card here.

Hand slots. One-handed and Two-Handed Equipped weapons are placed here. Your Hero can hold two Two-Handed weapons, but can use only one of them at a time! Health and Resurrection: This section is used to keep track of the Hero’ Health value. It starts at 5, and can be raised to 7 by spending Experience Points in the Health Skill Line. The Health amount is lowered by 1 for each Wound the Hero suffers, with a minimum value of 0. At Health 0, the Hero is defeated: lay his miniature down and place a peg in the skull box on his Dashboard. • Until he is Resurrected, a Hero is ignored for all game effects but Minion spawning (P. 23). • Defeate d Heroes can be targeted by game effects healing Heroes. In that case, they Resurrect and stand up with a Health amount corresponding to the healing game effect. From now on, the Resurrected hero can play again, in Activation order. • If the same Hero is defeated twice, the game is lost.

Body slot. Used to Equip an Armor or a weapon featuring the Body icon.

Health. Your Hero’s Health and resurrection amount are tracked here.

Experience. Keep track of your Hero’s Experience here.

Experience Points: Use this area to keep track of the Experience points the Hero earns during the game. Adjust this amount accordingly as XP is earned and spent. It’s very useful to keep track of progression from a game to the next! Equipment cards: Equipped cards are placed in the corresponding areas. Unequipped cards are placed next to the Hero Dashboard. Several methods can be used to sort them along the game: by type, by usefulness, or by Level to ease the Transmute Action (see. P. 29). Use your favorite method!

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MASSIVE DARKNESS - RULES CLASS SHEET Signature. A daring attack, requiring Experience expenditure to be used.

Skill Line. Skills are acquired following the line’s order.

Levels. A Hero can use the Skills he acquired as soon as the game reaches the corresponding Level.

Experience cost. Spend this number of Experience points to acquire the Skill!

Level: During the game, the Hero can use all the Skills he acquired, as long as they are equal or below the game’s current Level. It means your Hero can use the Level 1 Skills he acquired, right from the start of the game. The game has to reach Level 5 for the corresponding acquired Skills to be used. Signature: The Signature is a flashy, cinematic Action triggered by spending Experience Points (see P. 29). It matches a Level 5 Skill’s power, and can be called upon right from the start. The Signature can be used an unlimited amount of times per Activation, as long as the Experience cost is met.

Skill. A powerful ability to unlock using Experience points.

Skill Line: Each Hero Class possess various Skill Lines representing the Class specialties. Skills must be acquired in the reading order shown on the line (Free Class Skills listed on the Hero Sheet being the exception). Each acquired Skill replaces the previous one in its own Line. Skill: The new abilities and powers your Hero can acquire by spending Experience Points. See Skills on P. 42 for the game effects. Skill Price: The Hero has to spend this amount of Experience Points to acquire the Skill. It then can be used for the rest of his career, across multiple games.

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MASSIVE DARKNESS - RULES

 EQUIPMENT CARDS

• Ranged weapons display Combat dice allocated to the Ranged . They can fire at any Actor outside of their owner’s symbol Zone, no matter how far, as long as their owner has a Line of Sight to it (Range 1+). They are used with Ranged Actions (P. 34).

The short bow is a Ranged weapon. Massive Darkness features many Equipment cards of various kinds and created for the same purpose: combat! A Hero can acquire an unlimited amount of Equipment cards, but they are all discarded at the end of each game. , Hand or Two-Handed Equipment cards with the Body symbols need to be Equipped to be used: a Hero can only Equip one Body Equipment card and up to two Hand (or Two-Handed) Equipment cards at a time. A Two-Handed Equipment occupies a single Equipped slot. Swapping them requires a Reorganize/ Trade Action (see Heroes’ Phase P. 26). Other Equipment cards are automatically Equipped and can be used whenever the Hero needs them. Remember: Equipment cards can be used as soon as they are found, regardless of the current Level.

• Magic weapons display Combat dice allocated to the Magic symbol . They can fire at any Actor outside of their owner’s Zone, but up to two Zones away, as long as their owner has a line of Sight to it (Range 1-2). They are used with Magic Actions.

The staff is a Magic weapon.

Equipment cards fall in three categories: Combat, Items and Consumables.

COMBAT EQUIPMENT Combat Equipment cards feature a row of symbols linked to Combat Actions and resolution, as well as the amount and type of Combat dice to use. The keywords used, along with the way the dice are allocated, show their category: Melee, Ranged, Magic or Defense. In turn, the category determines the Range the weapon can be used. • Melee weapons display Combat dice allocated to the Melee sym. Being close combat weapons by nature, Melee weapons bol can only hit Actors in their owner’s Zone (Range 0). They are used with Melee Actions (P. 33).

• Defensive Equipment has Combat dice allocated to the Defense symbol . Whenever Equipped, they can be used to cancel incoming Hits (P. 37). Their effect is passive: there is no need to spend Actions to use them. A Combat Equipment card can belong to several sub-categories at once!

The Mace is a Melee weapon. Featuring dice in both Melee and Defense, the short sword is both a Melee weapon and a Defensive Equipment.

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MASSIVE DARKNESS - RULES ITEMS Item cards don’t display Combat symbols, but have game effects on their own. They come in various shapes, from pagan trinkets to bewitched clothes and even preciousss magic rings. Their description details the way to use them.

CONSUMABLES Consumable cards have a single-use effect. To use it, apply the effect then discard the card. Consumable Treasure cards are never drawn alone: if a Consumable is drawn, draw an extra card from the same deck.

Body. The Chainmail Armor needs to be put on the Body to be used. An Actor can Equip only one of them at any time. Body. The Shadow Orb can also be put on the Body to be used. An Actor can Equip only one Body Equipment at any time. Two-Handed. Two-Handed Equipment cards occupy a single Equipped slot. They cannot be paired with an Equipment bearing the Hand or Two-Handed to add together their Combat dice. See Combat P. XX. Note that having an Equipped Two-Handed card does not prevent you from also Equipping another Hand or Two-Handed card. NOTE: Some Equipment simultaneously display the Body and Hand/ Two-Handed symbols. In that case, they can be Equipped either as Body OR Hand/Two-Handed Equipment.

CARD SYMBOLS Hand. The Fire Sword needs to be Equipped in Hand to be used. An Actor can Equip up to two Hand Equipment cards at any time (even if the miniature shows more “hands”!).

Level. This Fire Sword is Level 1.

TWO-HANDED EQUIPMENT A Two-Handed Equipment occupies a single inventory slot. A Hero can thus equip two different Two-Handed Equipment at the same time. They just cannot be paired, so only one of them can be used at a time.

Enchantment (Bam/Diamond). This is an Enchanted Equipment. It triggers the described game effects whenever the corresponding symbol is obtained when the Actor attacks with it. Apply the related game effect once per symbol obtained. Some Equipment cards trigger Enchantment when the Actor uses it for defense See Combat P. XX.

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MASSIVE DARKNESS - RULES

 ENEMIES

Minions Amount

ENEMY CARDS Most Enemies roam the board as Mobs: an Enemy Boss along its Minion escorts. The amount of Minion miniatures spawning along the Boss directly depends on the amount of Heroes who began the Quest. Use the indicated value as a multiplier: 2: Spawn two Minions per starting Hero. 1: Spawn a single Minion per starting Hero.

Health

Enemy cards look similar to Equipment cards in many aspects. They bear Combat symbols paired with Combat dice amounts. Some Enemies even use Enchantments of their own!

Health defines the Wound amount the Enemy can endure before elimination. Each Wound lessens this total by 1. The Enemy is eliminated upon reaching 0 (or below), and its miniature is removed from the board. Each member of a Mob (Boss and Minions) gets its own Health amount, managed on an individual basis.

Minions: Spawn a Goblin Archer Boss, plus 2 Goblin Archer Minions per Hero who began the Quest.

Level: These Goblin Archers are Level 1.

Health: A Goblin Archer can endure a single Wound before elimination.

Enchantment: Apply this effect whenever the Goblin Archers get the indicated result when they defend against Hero attacks.

Defense: Use the Defense dice to prevent Wounds inflicted to the Goblin Archers.

Melee Combat: Use this dice type when the Goblin Archers fight in Melee.

Magic Combat: Goblin Archers don’t use Magic. If they did, this part would show the related dice. Ranged Combat: The highlighted part shows Ranged Combat is the Goblin Archers’ favorite Combat mode. It defines their game behavior.

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MASSIVE DARKNESS - RULES Enchantments

The described game effect is applied whenever the Enemy gets the indicated symbol(s) (Bam or Diamond) on a Combat roll including either its Attack dice (triggering Attack Enchantments) or Defense dice (triggering Defense Enchantments). Apply the game effect once per matching symbol obtained. These Enchantments are cumulative with any Equipment card the Enemy may use for Combat rolls. Some Enchantments don’t require dice results, and are active as soon as the Enemy spawns. Read the card to know about the game effects to apply.

Enemy Combat Type The Combat section of an Enemy card shows the dice type and amount used whenever the Enemy goes into battle. The highlighted Combat symbol shows the Enemy’s favorite attack method. It primarily defines the Enemy’s Behavior during the Movement Step of the Enemies’ Phase (P. XX).

Roaming Monsters have a dual Health characteristic. The first value is used when the game started with 1 to 3 Heroes. The second value is used when the game started with 4 to 6 Heroes.

. During • Melee Enemies show a highlighted Melee symbol the Enemies’ Phase, they move as close as possible of their target’s Zone, and engage it in Melee Combat if able.

Orc Flayers are Melee Enemies. Obviously!

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MASSIVE DARKNESS - RULES • Ranged Enemies show a highlighted Ranged symbol . During the Enemies’ Phase, they move to fire on their target as soon as possible, but at the longest distance available.

Defense Dice

Enemies use the indicated Defense dice to deflect incoming attacks and avoid Wounds. See Combat P. XX.

ENEMY ROLES Massive Darkness features many Enemy Roles, with various abilities and characteristics. Whatever their origin, all Enemies share sets of common rules, defined by their Role.

Mobs Goblin Archers use their bows to harass the Heroes. Coward tactics! • Magic Enemies show a highlighted Magic symbol . During the Enemies’ Phase, they move to fire on their target as soon as possible, but at the longest distance available. Magic range is short (from 1 to 2 Zones away) but often triggers debilitating Enchantments!

Never underestimate ogres as being stupid. Some of them are smart enough to use magic.

This symbol states the Minion amount to spawn per starting Hero.

A Mob is formed by a Boss surrounded by a variable amount of Minion escorts. • Upon spawning a Mob, check the Minion value of the card and place as many Minions per starting Hero. • A Boss and its Minions share the same characteristics and Enchantments, as shown on their Enemy card. The Health of each of them is managed on an individual basis. • A Mob can never be split up in smaller groups. Ignore any game effect that would split them. • A Boss cannot use its Defense dice or be Wounded as long as at least one of its Minion escorts stands beside it in the same Zone. Game effects affecting all Actors or Enemies in the Zone they stand, affect them as well. • Bosses are Guardians (see below).

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MASSIVE DARKNESS - RULES Agents

• Agents spawn in the Zone holding the Level token matching their own Level (be it activated or not). If several tokens of the indicated Level are available, players choose. • Event cards (see P. XX) can’t be drawn as long as an Agent is on the board. Instead, draw a Guard card of the Agent’s Level, then spawn its contents in the Zone holding the corresponding Level token. The Agent calls for reinforcements! - If several Level tokens of the indicated Level are available, use the one on which the Agent appeared. - If several Agents are on the board, players choose one of them at each Event Phase to set the Reinforcements’ Level and spawning location. • Agents are Guardians (see below).

Roaming Monsters

• Roaming Monsters spawn in the Zone holding the Level token matching their own Level (be it activated or not). If several tokens of the indicated Level are available, players choose. • Roaming Monsters are Guardians (see below).

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Guardians

Guardians guard and often use potent treasures on the Darkness’ behalf. Whenever a Guardian (Agent, Boss or Roaming Monster) spawns, players draw a Treasure card of the Level immediately above that Guardian’s Level (max 5) and equip the Guardian with it. NOTE: Discard with no effect any Treasure card with the “Trap” keyword, and draw another. • Guardians can use Combat Equipment: the Equipment’s Combat Dice are added to any Combat category (Melee, Ranged, Magic or Defense) the Guardian already has dice in. In other words, Guardians cannot use Combat Dice displayed in Combat categories they don’t already have. • Guardians also get the Enchantment(s) of any Combat categories they get dice from: Melee, Ranged or Magic for Attack Enchantments, Defense for Defense Enchantments. These Enchantments are granted even if some or all the dice granted by the Equipment go unused due to the “three dice of each type” limit. • A Guardian is considered as the Hero using the Equipment cards it wields and, in return, the Heroes are considered its Enemies for Enchantment purpose. Whatever the game effects described on it, an Equipment held by a Guardian cannot inflict Wounds, elimination, or penalties to other Enemies. Only positive effects apply. • Guardians use the Two-Handed and pairing Equipment rules. In case several Equipment cards grant dice to the same Combat category and cannot be paired, the Guardian will use the one getting its dice pool closer to three dice of each type. • Guardians cannot use Items and Consumables. • The Guardian’s Equipment card(s) is given to the Hero dealing it the killing blow, whatever the distance separating them. The Hero can then immediately reorganize his Inventory, for free (see P. XX). Remember: Equipment cards can be used regardless of the current Level. EXAMPLE: Opening a door to a Chamber, a party made of Elias, Owen and Sibyl steps on a Level 1 Goblin Warriors Mob. Players place a Goblin Warrior Boss’ miniature in the Zone, as well as its Goblin Warrior Minions, and draw the Treasure for the Boss.

MASSIVE DARKNESS - RULES

 PLAYING A GAME ROUND A Game Round is split into five Phases, resolved in the order below: 1– Event Phase 2– Heroes’ Phase 3– Experience Phase 4– Enemies’ Phase 5– End Phase

EVENT PHASE The Goblin Mob’s card, along their Boss’ Treasures. The Goblin Warrior Boss receives a Level 2 (Level 1, +1) Treasure card: A Healing Potion. As a Consumable, this card specifies an additional Treasure card of the same Level has to be drawn: an Ice Sword is drawn!

The Goblin Warrior Enemy card shows a Minion value of 2, meaning 2 Minions per Hero. Since this game has 3 Heroes, 6 Goblin Warrior miniatures are placed with the Goblin Warrior Boss.

The Ice Sword Melee weapon features Combat Dice in both the Melee and Defense sections. The Goblin Warrior Boss already has Combat dice in these sections as well: the Ice Sword’s dice are added to its own. The Boss also adds the Ice Sword’s Enchantments to its own, and can now Stun Heroes. The fight begins: the Heroes have to kill all Goblin Warrior Minions before being able to wound their Boss. Until then, the Goblin Warrior Boss cannot use its Defense dice, but can still Attack the Heroes. The fight ends as Elias kills the Goblin Warrior Boss. It could not use the Healing Potion to save its hide, as Bosses cannot use Items. Despite being two Zones away, Elias immediately receives the Healing Potion and Ice Sword Equipment cards. He can reorganize his Inventory for free.

During the Event Phase of each Game Round, starting with the second, the First Player draws an Event card. It is read aloud and the related game effects are applied, in reading order. Remember: No Event card on the first Game Round! Events are linked to the following keywords: • Blessing. This is an Event of good omen. Enjoy! • Curse. Something bad is happening. Too bad four-leaf clovers don’t grow in such places. • Patrol. Patrols spawn on the Zone holding the Level token matching the current Level plus one (Max 5). If several Zones holds a Level token of the corresponding value, players choose where the Patrol appears. • Trap. Someone falls into it. This is not a brave way to die.

RUNNING OUT OF MINIATURES Event cards, as well as opening doors (see P. XX) often lead to spawning Enemies across the board. In case there would not be enough corresponding Enemy miniatures, ignore and discard the Enemy card (don’t place any miniatures), then draw a Roaming Monster card instead and spawn it in the Zone holding the token matching its Level. If all Roaming Monsters are on the board at this point, the game is lost.

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MASSIVE DARKNESS - RULES HEROES’ PHASE Each player activates his Hero, starting with the First Player and going clockwise. Once a player has resolved his Hero’s Activation, the player to his left takes his Turn, activating his Hero in the same manner. The Heroes’ Phase ends when all players have completed their Hero’s Activation. Each Hero can execute up to three Actions during his Activation, not counting any additional Action he may gain thanks to Equipment, Skills or other game effects. The possible Actions are listed below, in alphabetical order. Most Actions have prerequisites to be met in order to be resolved. Some Actions are free, and can be executed an unlimited amount of times per Activation. A Hero cannot execute Actions of any kind outside his Activation.

Combat Actions

Melee Action, Ranged Action, Magic Action Action cost: 1. Prerequisites: Having an Equipped weapon of the corresponding type (Melee, Ranged or Magic). The Hero executes a Combat Action with an Equipped weapon. Combat Actions use all types of combat-oriented Equipment cards. There are three types of Combat Actions: Melee, Ranged or Magic. Combat Equipment is detailed on P. XX. Combat rules are explained on P. XX. • Melee Action: The Hero uses an Equipped Melee weapon to attack Enemies standing in his own Zone (Range 0). • Ranged Action: The Hero uses an Equipped Ranged weapon to attack Enemies within Line Of Sight, and at least 1 Zone away (Range 1+). • Magic Action: The Hero uses an Equipped Magic weapon to attack Enemies within Line Of Sight, and standing 1 to 2 Zones away (Range 1-2).

Do Nothing Action cost: All remaining Actions. Prerequisite: None. The Hero does nothing and prematurely ends his Activation. All remaining Actions are lost.

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MASSIVE DARKNESS - RULES Enter Shadow Mode

A key Action of Massive Darkness, Entering Shadow Mode can save your party if used to evade mighty monsters. Action cost: 1. Prerequisites: Must be the first Action of the Hero’s Activation. No Enemy in the Zone. No Enemy with Line Of Sight to the Hero (if the Hero is already in Shadow Mode from his previous Activation, it still affects Line of Sight). The Hero is not Stunned (P. XX). While no Enemy is watching, the Hero starts his Activation by Entering Shadow Mode, doing his best to act in a stealthy manner. Put a Shadow Mode token next to the Hero miniature. For obvious reasons, a Stunned Hero cannot Enter Shadow Mode. He has to Get Up first (see below)!

Bjorn is already in Shadow Mode and in a Shadow Zone. The Troll doesn’t see him despite the proximity! The Hero can Enter Shadow Mode again at the beginning of his Activation.

The Troll doesn’t see Sibyl. She can Enter Shadow Mode during her Activation.

As long as the Hero is in Shadow Mode: • The Hero is ignored when tracing Enemies’ routes (see Enemies’ Phase, Move Step P. XX). • Enemies can’t trace a Line Of Sight to a Hero with a Shadow Mode token and standing in a Shadow Zone. • Enemies have one less Defense die (player’s choice, but before any Combat roll) when being attacked by a Hero with a Shadow Mode token and standing in a Shadow Zone (see Combat, P. XX). A Hero immediately exits Shadow Mode and loses his Shadow Mode token as soon as: • He stands in a Light Zone and an Enemy has a Line of Sight to him during the Move Step of the Enemies’ Phase (P. XX). • He stands in the same Zone as an Enemy at any time during the Enemies’ Phase. • He doesn’t spend the first Action in his Activation to Enter Shadow Mode again.

The Troll has no Line Of Sight to Siegfried. The Hero can Enter Shadow Mode, regardless of the Light Zone he stands in.

Here are the Troll’s Lines Of Sight at the beginning of Heroes’ Phase.

Elias is in Shadow Mode in a Light Zone which the Troll has a Line Of Sight to. The Hero can’t keep his Shadow Mode at the beginning of his Activation.

Despite standing in a Shadow Zone, Owen is not in Shadow Mode and is within the Troll’s Line Of Sight. The Hero can’t Enter Shadow Mode during his Activation.

The Troll has a Line Of Sight to Whisper’s Zone. The Heroine, however, is in Shadow Mode in a Shadow Zone, standing unseen at the beginning of her Activation.

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MASSIVE DARKNESS - RULES Get Up Action cost: 1. Prerequisites: The Hero is Stunned (see P. XX). A Stunned Hero can spend 1 Action to shake off the effect. Put the miniature up and resume his Activation.

Move Action cost: 1. Prerequisite: No Enemy in the starting Zone. The Hero moves from a Zone to the next, but cannot move through closed doors or walls. Moving is not allowed if an Enemy is in the Zone the Hero stands in.

Open A Door

Door cards bear the Door symbol and are used when the Heroes explore Chambers. Action cost: 0. It’s free! Prerequisite: None. The Hero opens a door in his own Zone. Opening a closed Chamber for the first time reveals who – and what – lies inside each of its Rooms. Don’t draw Door cards for Chambers that are opened at the start of the game. Once opened, doors can’t normally be closed.

Here are Apothecary and Guardsroom Special Locations, found across the tiles Special Locations are places of interest on the board (see P. XX). Don’t draw a Door card for these Zones: draw a Guard card of the tiles’ Level instead. There will be Enemies!

Pick-Up

REMEMBER: A Chamber is an area created by one or several Room Zones connected by openings, and delimited by walls. Rooms separated by door tokens are considered as different Chambers. Players indicate each Room of the Chamber, one after the other in any order they choose. The First Player draws a Door card for each of them. As the Rooms are designated successively, players place the indicated amount of Treasure tokens, then resolve the indicated game effects. • Location. The party discovered a location tied to specific game effects. Place the Door card on the Zone to mark it. • Trap. Brace yourself and resolve the game effect. • Spawn. Spawn the corresponding Enemies, in the indicated conditions. Please note Agents (P. XX) and Roaming Monsters (P. XX) spawn in the Zone holding the token matching their Level (be it active or not). A Door card can feature several of these game effects at once. In that case, resolve them in reading order, from the first to the last.

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Objectives and Treasure tokens are the most common items to pick-up. Action cost: 1. Prerequisite: None. The Hero takes an Objective or Treasure token standing in his own Zone.

MASSIVE DARKNESS - RULES • Taking a Treasure token immediately gets the Hero a Treasure card of the corresponding Level. After drawing the Treasure card and applying the potential game effects, the Hero can reorganize his Inventory for free. The Treasure can be used immediately, regardless of the current Level. A Hero can Pick-Up a single Treasure token per Zone during each Activation. • Objective tokens are linked to Quest achievements. The game effects are explained in the Quest’s description. • The Pick-Up Action can also be used in conditions described by the Quest, like interacting with the environment. In that case, follow the Quest’s description. Elias can only Pick a single Treasure in this Zone. However, he can then Move to the next and Pick another.

Resurrect

A Health Potion or a healing Equipment is needed to Resurrect a defeated Hero. Action cost: 0. It’s free! Prerequisites: The Hero has at least a Health Potion in his Inventory. A defeated Hero lies in his Zone. The Hero discards a Health Potion and Resurrects a defeated Hero lying in the same Zone. Get the Resurrected target’s miniature up, with Health 2. From now on, the Resurrected Hero can play again, in Activation order. Remember! A Hero can only be Resurrected once per game. Make sure to place a peg on the Skull slot of his Dashboard when he’s defeated. If he’s defeated again, the game is lost. NOTE: Defeated Heroes can be targeted by game effects healing Heroes. In that case, they Resurrect and stand up with a Health amount corresponding to the healing game effect.

Signature

Owen can Pick both the Artifact and the Treasure (one Action each).

Bjorn can Pick the Treasure, despite being in the same Zone as an Enemy.

Reorganize/Trade Action cost: 1. Prerequisite: None. The Hero Reorganizes the cards in his Inventory. This is especially important as Reorganizing allows you to change the Equipment cards the Hero is Equipped with. In the same Action, the Hero can also exchange any number of Equipment cards with one other Hero standing in the same Zone (even a defeated one). This other Hero Reorganizes his Inventory for free. A Trade Action doesn’t have to be fair: a Hero can trade everything for nothing, if both parties agree!

Action cost: 0. It’s free! Prerequisite: Spend the Experience Points amount written on the Signature section of the Class Sheet, and follow the instructions. Signatures are Classes’ secret techniques. Being as potent as Level 5 Skills, they can be used right from Level 1. Using them requires the spending of Experience Points. Read the Signature’s description to know the condition and game effects to apply. Signatures can be used multiple times during the same Activation, as long as the Experience cost is paid for each use.

Transmute Action cost: 0. It’s free! Prerequisite: The Hero owns at least three Equipment cards of the same Level. Discard three Equipment cards of the same Level from the Hero, then draw a Treasure card of the immediate superior Level. Remember: an Equipment card can be used regardless of the current game Level. NOTE: Heroes can transmute three Starting Equipment cards to get a Level 1 Treasure card. To help players remember this, Starting Equipment cards are Level 0.

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MASSIVE DARKNESS - RULES EXPERIENCE PHASE

Heroes earn Experience Points by defeating Enemies or picking up Objective tokens (the amount can vary). Experience can be spent during the Experience Phase to acquire new Skills and get your party one step closer to greatness! A Class Sheet shows various Skill Lines representing the expertise fields linked to the chosen Class. Each Skill is linked to a Skill Line and can spread across several Levels. • Skills are bought following each Skill Line’s progress. A Hero buys the first, then goes on until he can buy the last. Tick the squares to track the Skills your Hero acquired! NOTE: Free Class Skills (P. XX) are an exception. They are acquired regardless of the Skill Line’s progression. They can still only be used once the game reaches the indicated Level, though!

All Classes have the Health Line. Level 1 must be bought first, then Level 2, and finally Level 4. • Purchased Skills unlock and can be used as soon as the game reaches the corresponding Level.

These Skills can be used when the game reaches Level 4.

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I’D KILL THAT FOR 1 XP! Eliminating an Enemy earns 1 Experience Point/XP, no matter the type and Level. A Hero can stock up to 30 Experience Points at a time. Any excess amount is lost. If you think your Hero has too much Experience to spend, use his Signature (P. XX)!

MASSIVE DARKNESS - RULES • Skills may improve along the game: a Hero always uses the highest available Skill in each Skill Line.

At Level 1, the Hero gets +2 Max Health. As the game reaches Level 2, the “Spend 1 Action: Regeneration 1” Skill is unlocked. Finally, the “Spend 1 Action: Regeneration 2” kicks in at Level 4, improving from the previous step. • Heroes can only use Skills they have acquired (either by spending XP, or as a Free Class Skill). If the game reaches a Level that would unlock a new version of a Skill, but the Hero has only bought the previous version, he keeps on using that lower-level version. • Experience and Skills are kept from a game to the next. Keep your Hero and create a story of your own!

The Free Class Skill is acquired for… free! It unlocks at the corresponding Level.

This Special Skill can be used at Level 3 and higher.

This Skill is bought for 15 Experience Points and can be used at Level 3 and higher. EXAMPLE: Sibyl chose the Nightshade Ranger Class. She has “Ranged: +1 re-roll” listed as a Free Class Skill on her Hero Sheet. As the Nightshade Ranger Class features it, she acquires it right from the start, for free.

The game progresses to Level 2. Sibyl earned 15 Experience Points. The player chooses to spend them all during an Experience Phase to acquire the “Ranged: +1 Attack die” Skill (Level 3). The game is still at Level 2, however, and the new Skill can’t be used yet.

The game begins at Level 1, and Sibyl can use all her Level 1 Skills and Special Skills: “Ranged: +1 re-roll” (Skill) and “Ranged: +1 Hit” (Special Skill). The “+1 Zone per Move Action” is shown as a Level 3 Special Skill, and will be available as soon as the game reaches Level 3.

The game reaches Level 3. Sibyl can now use her Level 1, 2 and 3 Features and Skills! - The “Ranged: +1 re-roll” Skill can still be used (Level 1). - The “Ranged: +1 Attack die” Skill (Level 3) replaces the “Ranged: +1 [Yellow]” Skill (Level 1) set at a previous Level in the same Skill Line. - The “+1 Zone per Move Action” Special Skill can now be used (Level 3).

Still at Level 1, Sibyl kills five Enemies and thus earns 5 Experience Points. During an Experience Phase, the players spends them all to acquire the “Ranged: +1 [yellow] Skill (Level 1). The Skill can be used from now on, as the game starts at Level 1.

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MASSIVE DARKNESS - RULES ENEMIES’ PHASE Heroes have done their job and spent their Experience. Now it’s time for fiends to come out. Enemies play by their own rules, performing the following steps in order.

Step 1 – Move Each Enemy has two Actions to spend on Move Actions. They all move simultaneously, one Move Action at a time, following this order for each Move:

1. Enemies try to spot Heroes. Check their Lines Of Sight. Remove the Shadow Mode tokens from all Heroes standing in the same Zone as an Enemy, and from Heroes standing in a Light Zone to which an Enemy has a Line of Sight. 2. Enemies define their target Hero: the Hero with the highest amount of unspent Experience points across the board. If several Heroes share the highest amount, players choose (regardless of distance). Defeated Heroes and Heroes in Shadow Mode (P. XX) are ignored. If all Heroes are ignored (either defeated or in Shadow Mode): • Enemies in Room Zones don’t Move. • Enemies in Corridor Zones move toward the Hero Starting Zone. Remove their miniatures and discard their cards as soon as they reach it: they exit to wreak havoc in the open world. 3. Enemies move up to 1 Zone, in the same way as Heroes (see P. XX). The Move direction depends on the Enemy type (see below), but always by taking the shortest available path. Moving is not allowed if a Hero stands in the same Zone. If there are several routes of the same length, players choose. • Melee Enemies do their best to engage their foes in close combat. They move toward their target Hero. • Ranged Enemies fire from as far as possible. They move in order to be at maximum Range of their target Hero, and within Line Of Sight of it. • Magic Enemies get to a safe range to unleash magic on their targets. They move in order to be at maximum range (up to 2 Zones away) from their target Hero, and within Line Of Sight of it. In case there would be no open path to the target Hero, Enemies move toward as if all doors were open. Closed doors still stop them.

4. Enemies try to spot Heroes once again, as in step (1). After all Enemies have gone through their first Move Action, they resolve a second Move Action, going through all the Move resolution again.

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Step 2 – Attack Once the Move Step has been resolved, each Enemy gets one Action to attack Heroes. Enemies represented by a single Enemy card attack together and simultaneously (see Combat P. XX). Resolve Enemy attacks one after the other, Enemy card by Enemy card, in any order you choose. • Melee Enemies Attack the most experienced Hero in their own Zone. • Ranged Enemies Attack their target Hero. If they don’t have a Line Of Sight on him, they attack the most experienced Hero within Line Of Sight instead. If they can’t use their Ranged Attack, they resolve a Melee Attack instead. • Magic Enemies Attack their target Hero. If it’s out of Range (Range 0 or 3+), they attack the most experienced Hero within Range and Line Of Sight. If they can’t use their Magic Attack, they resolve a Melee Attack instead. If the Enemies form a Mob (Boss + Minions), allocate Minions in this order: (1) One Minion joins the Boss in attacking the target Hero. (2) One Minion for each additional Hero within Range and Line Of Sight, regardless of Experience. If there aren’t enough Minions in the Mob to attack all eligible Heroes, players choose. (3) Any remaining Minions are set aside. They bring support to their Boss for its Attack roll (see P. XX). The Enemies’ Phase ends as soon as all Enemy attacks have been resolved.

MASSIVE DARKNESS - RULES Melee #1/3. The Troll, a Melee Enemy , checks its Lines Of Sight and sets its course before its first Move Action. The Troll defines its target Zone with the more experienced Hero on the board, excluding those that are defeated or in Shadow Mode. Being defeated, Elias is ignored despite having the more Experience Points. Whisper has 24 XP, but is ignored as well as she is in Shadow Mode. Owen and Siegfried are both eligible targets, but Siegfried is the more experienced! The Troll sets its course to get to Siegfried.

Melee #2/3. The Troll’s Lines Of Sight are checked as it ends its first Move toward Siegfried. The Roaming Monster cannot spot Bjorn and Whisper, as they are both in Shadow Mode in Shadow Zones.

Melee #3/3. Performing its second Move Action, the Troll lands on Bjorn’s Zone. Its Lines Of Sight are checked for a last time. Bjorn, standing in the same Zone, is revealed. Sibyl, despite having a Shadow token, stands in a Light Zone within the Troll’s Line Of Sight. Both lose their Shadow tokens and exit Shadow mode. The Troll is a Melee Enemy. It didn’t reach Siegfried, its intended target, but will nonetheless fight in Melee Combat in its own Zone if a target is available. Bjorn, prepare for a whack!

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MASSIVE DARKNESS - RULES

Ranged #1/2.

Ranged #2/2.

Goblin Archers are Ranged Enemies . They resolve their first Move Action to get within Line Of Sight of the most experienced Hero on the board: Owen!

For their second Move Action, the Goblin Archers do their best to go as far as possible from Owen’s Zone, while keeping Line Of Sight to it. They Move one Zone farther from him, then prepare for the Attack Step. Sibyl is also within Line Of Sight, and will be caught in the fire! Elias, in Shadow Mode in a Shadow Zone, is ignored altogether.

Magic #1/3. For its first Move Action, a Demon – Magic Enemy – It then sets its target Zone on Siegfried’s, the most experienced Hero on the board.

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MASSIVE DARKNESS - RULES Magic #2/3. The Demon’s Lines Of Sight are checked at the end of its first Move Action. It has a clear view on Elias. The Roaming Monster doesn’t unveil Bjorn, who stands in Shadow Mode in a Shadow Zone. The Demon is still set for Siegfried, the most experienced Hero on the board. It ignores Elias, and resolves its second Move to get Siegfried within Line Of Sight. Siegfried is about to endure a Magic attack during the ensuing Attack Step.

Magic #3/3. A Magic Enemy , a Demon cannot see Bjorn, standing in Shadow Mode in the next Zone. The Roaming Monster performs its first Move toward the most experienced Hero on the board: Sibyl. As the Demon ends its Move Action, it unveils Bjorn (his Shadow token is lost and he exits Shadow Mode) and gets Line of Sight on Bjorn, of course, but also Owen, Elias and Sibyl. Standing in the same Zone as a Hero, the Demon cannot perform a second Move Action. During the ensuing Attack Step, the Demon won’t be able to blast Sibyl, its intended target, as the Heroine is out of Range (Magic Range: 1-2). The Roaming Monster will blast the most experienced Hero within Range and Line Of Sight: Elias!

Mob allocation. 6 Goblin Archers Minions led by a Boss – Ranged Enemies – shoot at Heroes standing in a corridor. Owen is the most experienced Hero within Range and Line Of Sight. He is attacked by the Goblin Archer Boss, along with a Minion. Whisper is attacked by a single Goblin Archer Minion. Elias is outside Line Of Sight, and cannot be targeted. The four remaining Minions bring support to their Boss against Owen (see P. XX).

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MASSIVE DARKNESS - RULES

 COMBAT

COMBAT ROLL END PHASE The End Phase marks the end of the Game Round. Many game effects last until the End Phase: they end in any order of the players’ choosing. The First Player hands the First Player token to the player to his left. The latter will be the First Player for the next Game Round. Another Game Round can now begin! The game ends as a victory when all the Quest’s objectives are met, and as a defeat if they can no longer be met, or if any Hero is defeated two times. Remember, Massive Darkness is a cooperative game: players win and lose as a team.

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Combat rules apply when an Actor, called the Attacker, performs an Attack on another, called the Defender. A Combat roll is resolved following these steps, in order.

Step 1 – Rolling Dice of the Attacker, then the Defense Take the Attack dice of the Defender. Group both the Attack and Defense dice dice in a single roll. REMEMBER: A dice roll can only include up to three dice of each color (yellow, red, blue or green). Any exceeding amount is lost. To know the dice amount a given Hero gets in a specific Combat type (Melee, Ranged, Magic or Defense), simply add together the dice of the related Combat type among the Equipped cards he possess. Add any bonus dice the Hero may get through Skills, Items, Consumables or Events.

MASSIVE DARKNESS - RULES The process works the same way for Enemies: check the related Combat type’s indicated dice on the Enemy card. Guardians (Agents, Bosses and Roaming Monsters) may get additional dice and Enchantments if the Equipment card they possess is a Combat Equipment featuring dice in the related Combat type.

EXAMPLE 1: The game is at Level 1. Bjorn is about to perform a Melee Attack against a Level 1 Orc Flayer Boss. Bjorn gets these Attack dice: • 2 yellow dice for his Equipped Mace (Melee weapon held in Hand) • 1 red die for his Equipped Axe (Melee weapon held in Hand) Skill • 1 additional yellow die for his Level 1 Melee: +1 For a total of three yellow (the maximum amount for this color) and an red dice.

RE-ROLLS Many game effects allow re-rolls. They stack with each other, allowing multiple re-rolls in a row. Only the final result is kept.

EXAMPLE 2: Elias is being attacked. The player gathers his Defense dice. Elias has the following Defense means: • A Level 2 Chainmail Armor (1 blue and 1 green) Equipped on Body. • A Level 2 Staff Of Defense (1 blue and 1 green) Equipped in Hand (Two-Handed) • A Level 1 Round Shield (1 blue) Equipped in Hand. • A Level 1 Dwarven Ring (1 Blue). As an Item, it doesn’t need to be Equipped to be active. Skill. • The Defense: +1 Being a Two-Handed Equipment, the Staff Of Defense can’t pair with the Round Shield. On the other hand, Elias can get a maximum amount of three dice of any kind. So, the player chooses to use the Chainmail Armor, the Staff Skill. The total is 3 blue and 2 Of Defense and the Defense: +1 green dice.

The Orc Flayer Boss gets these Defense dice: • 1 blue die for his Defense value. • 2 blue dice for his Equipped Treasure card: a Level 2 Plate Armor (Equipment can be used regardless of the current Level). For a total of 3 blue dice. Bjorn’s player then gathers three yellow, a red and three blue dice to resolve Bjorn’s Melee Attack.

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MASSIVE DARKNESS - RULES TWO HANDS! Actors are considered as having two hands, whatever the model may show. This has an impact on the way Combat dice are added for Combat rolls. Hand. Actors can add together the dice of up to two Equipped cards bearing the Hand symbol. Two-Handed. Dice from Equipped cards bearing the Two-Handed symbol cannot be added to dice from Equipment cards bearing the Hand and Two-Handed symbols. Combat dice gained from other sources (Special Skills, Skills, Items, Consumables or Events) are added normally.

Step 2: Resolve The Enchantments Resolve first the game effects related to the Defense’s Enchant. ments Then resolve the game effects related to the Attack’s Enchant. ments Enchantments are shared between all equipped Equipment cards or can the Actors use for the Combat roll. Rolling a single then trigger multiple Enchantments from different Equipment cards! Enchantments can be triggered as long as the related Equipment card is Equipped and matches the Combat type used by the Actor. This rule applies even if the Actor doesn’t use the Equipment’s dice due the “3 dice of each type” limit. Remember: Attack Enchantments are triggered by Attack dice, when the Actor is the Attacker. Defense Enchantments are triggered by Defense dice, when the Actor is the Defender.

EXAMPLE 1: Performing a Magic Action with a Staff Of Final Blow on both his own Attack against a Wounded Troll, Silas obtains a dice and the Troll’s Defense dice. As Defense Enchantments trigger first, the Troll fully regenerates before the Staff Of Final Blow’s Enchantment kicks in. Don’t mess with trolls.

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EXAMPLE 2: Siegfried is Equipped with an Axe Of Healing and an Ice Sword. Both are Hand weapons and their dice can be combined. and a on his AtPerforming a Melee Action, Siegfried gets a tack dice, triggering the Enchantments of both Melee weapons. With the Axe Of Healing, Siegfried heals 3 Wounds (1 with the , 2 with the ). At the same time, Siegfried Stuns 3 Enemies with the Ice Sword (1 with the , 2 with the ).

Step 3: Inflict Pain! Add together all Hits on the Attack dice, then subtract all on the Defense dice. Inflict on the Defender as many Shields Wounds as the final result (min. 0). Place the corresponding amount of Wound tokens next to it to mark the Actor’s remaining Health. The Defender is defeated when its Health amount drops to 0 or below. If it was a Guardian (Agent, Boss or Roaming Monster), the Attacker gets its Equipment cards and immediately reorganize his Inventory for free. REMEMBER: Eliminating an Enemy earns 1 Experience Point/XP, no matter its size and Level.

EXAMPLE: Equipped with a Fire Sword, Whisper executes a Melee Action against a Dwarf Defender. The Combat roll gets: and an Attack . Whisper has the Melee: +1 • For the Attack dice: 4 Special Skill, and the adds 2 Hits from the Fire Sword. 7 total. and a Defense . The triggers the • For the Defense dice: 3 .4 total. Dwarf Defender’s Enchantment for an additional 1 The Enchantment also deals 1 Wound to Whisper. – 4 ). The Dwarf Defender endures 3 Wounds (7

MASSIVE DARKNESS - RULES MOB RULES REMEMBER: A Boss cannot use his Defense dice or be Wounded as long as at least one of its Minion escorts stands along it in the same Zone. Game effects affecting all Actors or Enemies in the Zone they stand, affect them as well. Henchmen of a dangerous and tyrannical Boss, Minions can Attack in three manners. This has an impact on the way their Combat dice are used. • Against a single Hero, along their Boss. The Minion’s Attack dice are simply added to the Boss’ pool. • As support to their Boss (see P. XX). The Boss’ Combat roll gets per supporting Minion. an additional Hit • Alone, against a single Hero. Resolve Combat rolls normally. Hero Attacks affect all Minions represented by a single Enemy card and standing in the targeted Zone. Use the Defense dice indicated on the Enemy card to resolve Combat rolls against a whole Minion group, whatever their number. The Minions use their own pool for defense, as the Boss cannot use his Defense dice. Players deal the Wounds as they see fit among the Minion targets.

EXAMPLE 1: Bjorn executes a Charge in a Zone with four Level 2 Goblin Warrior Minions led by a Goblin Warrior Boss. The Combat roll is done with Bjorn’s Attack dice against the Defense value of the Goblin Warrior Minions: 1 [blue]. The Boss’ Defense dice are not accounted. against 1 , Bjorn inflicts 3 Wounds to distribute Obtaining 4 as the player sees fit among the Goblins. The Boss can’t be selected, as his Minions still stand in the Zone. A first Minion receives 2 Wounds, which is enough to kill him (Health 2). A second Minion endures the last Wound: a Wound token is placed near its miniature. On a second Melee Attack, Bjorn inflicts 4 more Wounds and kills two more Minions. Only the wounded Minion remains, along with the Boss. On a third Melee Attack, Bjorn inflict 3 more Wounds. One is enough to kill the last Minion. The other two are overkill and lost, as the Boss’ Defense dice were not accounted. On the other hand, the Boss can now be Attacked!

EXAMPLE 2: Sibyl is attacked at range by a Goblin Archer Boss and a Goblin Archer Minion. The Enemies’ Attack dice are cumulative. and 2 , against Sibyl’s The Combat roll is resolved with 2 Defense dice.

EXAMPLE 3: Owen stands alone in Melee combat against 4 Orc Enforcers Minions and their Boss. The Boss and a single Minion join , reduced to the maximum of 3) against Owen’s their Attack dice (4 Defense dice. However, the remaining three Orc Enforcer Minions to the Combat roll. So, support their Boss, each of them adding a and add 3 against Owen’s Defense. Tough time. the Orcs roll 3

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MASSIVE DARKNESS - RULES

 ADDITIONAL RULES ARTIFACTS

OBJECTIVE AND PILLAR TOKENS Artifacts, Lair and Map tokens are key components to Quests’ creation.

These are Objective tokens: Artifact, Lair and Map, respectively.

This is a Pillar token. Artifacts are ancient items of tremendous power, the reason why Heroes go against the Darkness to claim the Lightbringers’ legacy. Such treasures cannot be found on your average Guardian, and are usually linked to a Quest achievement (Artifact token or Quest objective). While they are game changers, Heroes bring Artifacts back to safety once they found them. Artifact cards are discarded like any Equipment as usual at the end of the game.

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Pillar tokens are usually described as being structural flaws the Heroes can use to their advantage and win the game. In both cases, the Quest’s description details the special rules to use whenever such a token is used.

MASSIVE DARKNESS - RULES SPECIAL LOCATIONS: APOTHECARY AND GUARDSROOM Massive Darkness’ underground tunnels hold places of interest called Special Locations. Don’t draw Door cards when discovering Special Locations: directly draw a Guard card of the tile’s Level, and place the corresponding Enemies.

A Hero can spend a Pick-Up Action to activate an Apothecary. Remove a Wound token from him.

STUN The Stun game effect temporarily disables an Actor. Lay down his miniature to keep track of the effect. - A Stunned Hero must spend an Action to get up (see P. XX). If he can’t, he does nothing and keep on being Stunned. - A Stunned Enemy spends its next Activation getting up, losing both its Move and Attack Steps in the process. - Stunned Enemies are ignored to determine whether or not a Hero can leave a Zone. - A Stunned Minion cannot protect its Boss: Stunned Minions are ignored to determine whether or not Heroes can perform Combat Actions against their Boss. Guardsroom spawns Enemies as normal and may be used to trigger additional game effects. Read the Quest’s instructions to learn about them.

NOTE: All members of a Mob (including the Boss) are Stunned as soon as half of them (round up) endure the Stun effect at the beginning of the Enemies’ Phase. Until then, they keep on performing the Attack and Move steps normally.

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MASSIVE DARKNESS - RULES

 SKILLS

Combat: +1 bat Action.

Being part of Skill Lines of growing power, Skills define and enhance the Heroes. Their effects are described in this section. • In case of conflict with the general rules, Skill rules have priority. • In the same way as Enchantments, Skills affecting Defense are resolved before Skills affecting Attack. • Any Guardian possessing a Skill described below is considered as the Hero in the Skill’s description, and the Heroes are then considered the Enemies. • The effects of the following Skills are immediate and can be used on the Game Round they are acquired. +[X] Magic Action – The Hero has the indicated amount of free Magic Actions each Activation. +[X] Melee Action – The Hero has the indicated amount of free Melee Actions each Activation. +[X] Move Action – The Hero has the indicated amount of free Move Actions each Activation. +[X] Ranged Action – The Hero has the indicated amount of free Ranged Actions each Activation. +1 Enter Shadow Mode Action – The Hero has a free Action to Enter Shadow Mode each Activation. +1 Reorganize/Trade Action – The Hero has a free Action to Reorganize/Trade each Activation. +[X] Zone per Move Action – The Hero can Move through the indicated amount of extra Zone(s) each time he performs a Move Action. +2 Max Health – The Hero’s maximum Health value becomes 7 instead of 5. Acquiring this Skill doesn’t raise the Hero’s current Health amount, only the maximum amount. Aggro: +[X] Defense die – Add the indicated amount of Defense / (any mix, your choice) whenever the Hero is the Dedice fender on a Combat roll AND has the most Experience Points on the board (ignore defeated Heroes and Heroes in Shadow Mode). This Skill can’t be used if the Hero is in Shadow Mode. Charge – Spend 1 Action with the Hero. He moves up to 2 Zones, to a Zone containing at least one Enemy, then performs a free Melee Action. Charge can’t be declared if Enemies stand in the Hero’s Zone (save if they are all Stunned). Combat: +1 bat Action.

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– Add a

whenever the Hero performs a Com-

– Add a

whenever the Hero performs a Com-

Combat: +1 Attack die – Add an Attack die (player’s choice) whenever the Hero performs a Combat Action. Combat: +1 Defense die – Add a Defense die (players’ choice) whenever the Hero is the Defender on a Combat roll. Combat Attacker: + [X] Wound – Whenever the Hero performs a Combat Action, inflict [X] additional Wounds to the Defender after the Combat roll is resolved. : Stun – Whenever the Hero with this Skills gets a Combat while performing a Combat Action, Stun an Enemy of your choice within the Attack’s Range. Command: Select another Hero during your Hero’s Activation. The selected Hero immediately performs a free Action of his owner’s choice. Command cannot be activated during an Action’s resolution. obtained over the Counter-Attack – Any exceeding amount on a Melee Combat roll against the Hero becomes a Wound inflicted to the Attacker. – Add the indicated amount of Defense: +[X] the Hero is the Defender on a Combat roll.

whenever

– Add a Defense: +1 on a Combat roll.

whenever the Hero is the Defender

– Add a Defense: +1 on a Combat roll.

whenever the Hero is the Defender

/ of your Defense: +1 Defense die – Add a Defense die choice whenever the Hero is the Defender on a Combat roll. Defense: +1 re-roll – This Skill can be used whenever the Hero is the Defender. All the dice, including the Attack dice, can be re-rolled an additional time. Re-rolls stack. Keep the final result. Magic [Bam]: +[X] Wound – Add the indicated amount of Wounds to the Defender whenever the Hero gets a [Bam] on a Magic Action. Magic [Bam]: Heal [X] – Whenever the Hero gets a [Bam] on a Magic Action, heal the indicated amount of Wounds from any Hero within Line Of Sight (including the casting Hero himself). This Skill can be used to Resurrect a defeated Hero. Magic [Bam]: Regeneration [X] – Whenever the Hero gets a [Bam] on a Magic Action, heal the indicated amount of Wounds from him. Regeneration is a Healing, but cannot be used to Resurrect.

MASSIVE DARKNESS - RULES Magic : Stun – Whenever the Hero gets a on a Magic Action, Stun an Enemy of your choice within the Attack’s Range.

– Add the indicated amount of Melee: +[X] Hero performs a Melee Action.

– Add the indicated amount of Magic: +[X] Hero performs a Magic Action.

whenever the

Melee: +[X] Wound – Add the indicated amount of Wounds to the Defender whenever the Hero performs a Melee Action.

– Add the indicated amount of Magic: +[X] Hero performs a Magic Action.

whenever the

Melee Attacker: -1 [Blue]: Whenever the Hero is the Attacker in Melee Combat, subtract 1 blue die from the Defender’s pool (if available) before the Combat roll is resolved.

– Add the indicated amount of Magic: +[X] Hero performs a Magic Action.

whenever the

Magic: +[X] Wound – Add the indicated amount of Wounds to the Defender whenever the Hero performs a Magic Action. Magic: +1 Action.

– Add a

whenever the Hero performs a Magic

/ Magic: +1 Attack die – Add an Attack die choice) whenever the Hero performs a Magic Action.

(player’s

whenever the

Melee Defender: -[X] Attack die – Whenever the Hero is the Defender in Melee Combat, subtract [X] Attack dice from the Attacker’s pool (player’s choice) before the Combat roll is resolved. The Combat roll is cancelled if no Attack dice remain. Ranged: +1 re-roll – This Skill can be used whenever the Hero performs a Ranged Action. All the dice, including the Defense dice, can be re-rolled an additional time. Re-rolls stack. Keep the final result.

Magic: +1 re-roll – This Skill can be used whenever the Hero performs a Magic Action. All the dice, including the Defense dice, can be re-rolled an additional time. Re-rolls stack. Keep the final result. Magic Assault: The Hero can perform a free Magic Action right before performing any Melee Action. The Melee Action is spent even if the free Magic Action leaves no valid target for it. Magic Attacker: -1 [Blue]: Whenever the Hero is the Attacker in Magic Combat, subtract 1 blue dice from the Defender’s pool (if available) before the Combat roll is resolved. – Add the indicated amount of Melee: +[X] Hero performs a Melee Action.

each time the

– Add the indicated amount of Melee: +[X] Hero performs a Melee Action.

each time the

Melee [Bam]: +[X] Wound – Add the indicated amount of Wounds to the Defender whenever the Hero gets a [Bam] on a Melee Action. : Stun – Whenever the Hero gets a on a Melee AcMelee tion, Stun an Enemy of your choice within the Attack’s Range. Melee: +1 Action.

– Add a

whenever the Hero performs a Melee

/ Melee: +1 Attack die – Add an Attack die choice) whenever the Hero performs a Melee Action.

(player’s

Melee: +1 re-roll – This Skill can be used whenever the Hero performs a Melee Action. All the dice, including the Defense dice, can be re-rolled an additional time. Re-rolls stack. Keep the final result.

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MASSIVE DARKNESS - RULES Ranged: +[X] Wound – Add the indicated amount of Wounds to the Defender each time the Hero performs a Ranged Action. Reach: The Hero’s Melee Actions have a 0-1 Range.

Shadow Combat: +1 re-roll – The Hero can re-roll one more time all the dice (including the Defense dice) each time he performs a Combat Action while in Shadow Mode. This Skill can be used whether or not the Hero is in a Shadow Zone.

Regeneration [X] – Spend 1 Action with the Hero. Heal the indicated amount of Wounds from him. Regeneration is a Healing, but cannot be used to Resurrect.

Shadow Mode: +[X] Magic Action – The Hero can use the indicated amount of free Magic Actions whenever he is in Shadow Mode. These Actions may only be used to perform Magic Actions.

Shadow Combat: Defender -[X] Defense dice – Whenever the Hero has a Shadow Mode token and Stands in a Shadow Zone, Enemies he attacks lose [X] Defense dice (player’s choice) before the Combat roll. This replaces the standard 1 Defense die the target would normally lose in this situation.

Shadow Master – The Hero can perform Shadow Actions while Enemies are in his Zone or have a Line Of Sight on him. Entering Shadow Mode still must be the first Action of his Activation, though. Slippery – The Hero can leave Zones with Enemies while performing Move Actions. Stunned Defender: +[X] Wound: Whenever the Hero performs a Combat Action against a Stunned Defender, add the indicated amount of Wounds to the Defender after the Combat roll is resolved. In case of a Mob, all remaining Enemies have to be Stunned. Taunt – This Skill can be used at the beginning of Enemies’ Phase. The Hero is considered as having the most Experience Points on the board, whatever the real values, until the End Phase. Teleport [X] – Spend 1 Action with the Hero. Put his miniature up to the indicated amount of Zones away from his current Zone, and within Line Of Sight of his starting Zone. This is not a Move Action. This Skill can be used to leave a Zone containing Enemies. – Add the indicated amount of to any Wounded: +[X] Combat Action made with the Hero, whenever has suffered 1 Wound or more. – Add the indicated amount of whenever Wounded: +[X] the Hero is the Defender on a Combat roll AND has suffered 1 Wound or more.

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