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Kaldom

KALDOM is a tactical skirmish game for two players that emphasizes fluidity and accessibility, allowing players to engage with miniature gaming easily. Players can create their own clans or use predefined ones, competing to collect magic stones or eliminate opponents on a customizable 60cm x 60cm board. The game features a variety of character abilities and spells, ensuring each session is unique and strategically engaging.

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Luca Serasin
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100% found this document useful (1 vote)
402 views35 pages

Kaldom

KALDOM is a tactical skirmish game for two players that emphasizes fluidity and accessibility, allowing players to engage with miniature gaming easily. Players can create their own clans or use predefined ones, competing to collect magic stones or eliminate opponents on a customizable 60cm x 60cm board. The game features a variety of character abilities and spells, ensuring each session is unique and strategically engaging.

Uploaded by

Luca Serasin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

KALDOM is a skirmish game opposing 2 players on various places. The main advantage of
KALDOM is to offer a game system of extreme fluidity and accessibility, to share the pleasure
of miniature games with family and friends, and to make discover this pleasure to people
who are not familiar with this hobby. The simplicity of the game, thanks to a unique and
ingenious system, allows to keep the tactical interest of this type of game. You can play with
the various tribes designed specifically for the game, or create your own team with an
intuitive character generator. The various powers of the magic stones will make no two
games the same and the tactical interest will be constantly renewed.

To win, you must have 4 stones at the end of a round or eliminate all your opponents.

For decades, Kaldom, the dragon from the underworld, has wreaked havoc throughout
the kingdom. Carrying an endless stream of souls to his master Krill. Kadrak, the greatest
sorcerer in the land of men, fought a merciless battle against the beast. His sacrifice was not
in vain, and in a last gasp, drawing on the depths of his being to the point of death, he
was able to cast a petrification spell. The dragon froze, crashing with great violence into
Mount Gouldour. As a result of this titanic impact, fragments of its stone body were propelled
throughout the region. No one paid any particular attention to it, until a rumor started
to spread. The rumor spread so much that adventurers from all over the known world,
regardless of race, people or origin, began to search for these precious sources of power. It
is said that whoever holds one is transformed, invaded by power. The effects are diverse, but
all of them are traded at a high price with the greatest sorcerers. You are one of
these adventurers, coming from a modest background, this opportunity to get out of
your condition, cannot be missed and your companions share this opinion.

2
Game surface, measurements and dice
The game is played on a 60cm x 60cm board, with free scenery elements that the players can
position freely at the beginning of the game. The measurements of the game, except to
describe the size of the board, are always expressed in inches. This measurement system is
particularly adapted to miniature games, simplifying the gameplay. The game is played
exclusively with 10-sided dice.

Materials needed to play:


- This rulebook
- Miniatures
- 10-sided
- A playing surface of 60cm by 60cm
- Scenery

The miniatures can be of any brand. The rules are written for 28 mm, but by dividing all
distances by 2, you can play with 15 mm or even with 1/72 scale miniatures. If you don't
have a miniature, you can easily find one on Ebay, or buy 15 mm miniatures for a small fee.
The playing surface can simply be your living room table, you can use a playing mat (Deep
Cut Studio offers great surfaces). For the scenery, let your imagination run wild. Modelers
can make their own scenery, laymen can easily decorate their scenery with stones, small
pieces of wood, small boxes to make buildings. The only limit will be your imagination, but
for the most interesting games, the game surface should have a lot of relief thanks to the
scenery that will provide shelter and strategic issues dictated by the scenarios.

3
Kaldom is a particularly open game. I propose you, from the next page, some clans to play to make
quick games. But part of the salt of Kaldom will come from the creation of your clan from A to Z and
its use. You will be able to choose the values of the characteristics thanks to a capital of points to
allocate at your convenience, as well as various skills, items and spells. Clans can be of any race in the
medieval-fantasy universe. You will find more details in a few pages.

The following are predefined clan sheets that include some of the most popular races. Your
imagination can create the missing ones or reshape them with the blank clan cards at the end of the
book.

A clan is composed of five heroes.

4
HECTOR

MVT CC SHOT MAG DEF PV

6 7/3 3/1 3 6 4

Blunt weapon: In close combat, the opponent deducts 1 from his DEF
Parry : your opponent deducts 1 to his CC (first value), when he attacks you in CC.
KARL

MVT CC SHOT MAG DEF PV

6 5/2 7/3 3 4 3

Crossbow : The opponent loses 1 in DEF when he suffers a SHOT.


Reinforced protection : your opponent has a 2 malus to his SHOT value (first value), when he
makes a SHOT on your character.
LEANDRE

MVT CC SHOT MAG DEF PV

6 9/5 3/1 3 4 3

Shield: Your character gains 1 in DEF.


Immortal : When the character loses his last point of life, he can make an attack against an
opponent with CC or SHOT.
IVAN

MVT CC SHOT MAG DEF PV

6 5/2 3/1 8 5 3

Blindness: The target will not be able to shoot or cast a spell until the end of the turn.
Fireball: The target suffers 3 hits and its DEF is decreased by 1.
TRISTAN

MVT CC SHOT MAG DEF PV

6 6/3 3/1 7 4 4

Wizard's Staff: Your character gains +2 in MAG


Healing : the target regains 2 health points (You can't exceed the initial value of health).

5
VYNZIL

MVT CC SHOT MAG DEF PV

8 6/3 5/2 3 5 3

Piercing weapon : your character gains +1 in CC (second value)


Net: If the character makes at least one hit, during the CC, the opponent doesn't lose any life
point, but his next activation will be entirely devoted to removing the net.
AXNA

MVT CC SHOT MAG DEF PV

8 6/3 5/2 3 5 3

Piercing weapon : your character gains +1 in CC (second value)


Net: If the character makes at least one hit, during the CC, the opponent doesn't lose any life
point, but his next activation will be entirely devoted to removing the net.
QEL

MVT CC SHOT MAG DEF PV

8 7/5 3/1 3 5 3

Shield: Your character gains 1 in DEF. (included above)


Blunt weapon: In close combat, the opponent suffers -1 to his DEF
ZIBLEXKES

MVT CC SHOT MAG DEF PV

8 3/1 7/5 3 5 3

Javelin: single use, perform a SHOT, the target will have a 2 DEF penalty. Range 12 inches.

Parry : your opponent has a malus of 1 to his CC (first value), when he attacks you with CC.

KLONKAL

MVT CC SHOT MAG DEF PV

8 5/2 3/1 8 5 3

Fireball: The target suffers 3 hits and its DEF is decreased by 1.


Illusion: The target can move for free according to the desire of the player possessing the spell
caster.

6
KHAMOR

MVT CC SHOT MAG DEF PV

6 5/3 3/1 3 8 4

Shield : Your character gains 1 in DEF.


Parry : your opponent has a malus of 1 to his CC (first value), when he attacks you in CC.
THEFOR

MVT CC SHOT MAG DEF PV

6 5/3 3/1 3 8 4

Shield : Your character gains 1 in DEF.


Parry : your opponent has a malus of 1 to his CC (first value), when he attacks you in CC.
DRIG

MVT CC SHOT MAG DEF PV

6 3/1 5/3 3 7 4

Reinforced protection : your opponent has a 1 malus to his shooting value (first value), when
he shoots at your character.
Eye of the eagle: Your character has the right to re-roll all or part of his dice when shooting.
MHIFA

MVT CC SHOT MAG DEF PV

6 3/1 3/1 7 7 4

Flaming Hands: This spell can be used while adjacent to the opponent. If the spell is cast, the character makes a free attack
with a CC 7/3. The spell can be cast before moving to make the free attack.

Magic fog: The target cannot be targeted by a shot or a spell until the end of the turn.
BERSERKER

MVT CC SHOT MAG DEF PV

6 7/4 3/1 3 4 4

Blunt weapon: In hand-to-hand combat, the opponent suffers a 1 to his DEF


Push: At the beginning or end of your turn, you may push an opponent who is within 1 inch of
you by 3 inches in any direction.

7
UMEKIAN

MVT CC SHOT MAG DEF PV

6 7/3 7/2 3 5 3

Longbow : your character gains +1 in SHOT (first value)


Edged weapon : your character gains +1 in CC (first value)
QILAR

MVT CC SHOT MAG DEF PV

6 7/3 7/2 3 5 3

Longbow : your character gains +1 in SHOT (first value)


Edged weapon : your character gains +1 in CC (first value)
OLORIC

MVT CC SHOT MAG DEF PV

6 7/3 7/2 3 5 3

Longbow : your character gains +1 in SHOT (first value)


Edged weapon : your character gains +1 in CC (first value)
ERXALIM

MVT CC SHOT MAG DEF PV

6 6/3 6/2 3 5 3

Acrobat : the character ignores difficult terrain, and climbs without penalty (one inch
climbed costs one inch).
Coward : when you are attacked in close combat, roll a die. On 5+, your character moves
back 2 inches, the opponent's attack is cancelled.
LUMARIS

MVT CC SHOT MAG DEF PV

6 5/2 3/1 8 5 4

Wizard's Staff: Your character gains +2 in MAG


Magical protection: the target gains +2 in DEF, until the end of the turn.

8
DRUNTIK

MVT CC SHOT MAG DEF PV

6 7/4 3/1 3 6 3

Blunt weapon: In close combat, the opponent subtracts 1 from his DEF
Fierce Charge: Your character gains +2 in CC (second value), when he attacks after a
movement during the turn.
GROLGU

MVT CC SHOT MAG DEF PV

6 7/4 3/1 3 6 3

Blunt weapon: In close combat, the opponent subtracts 1 from his DEF
Fierce Charge: Your character gains +2 in CC (second value), when he attacks after a
movement during the turn.
KOKLAM

MVT CC SHOT MAG DEF PV

6 7/4 3/1 3 6 3

Blunt weapon: In close combat, the opponent subtracts 1 from his DEF
Fierce Charge: Your character gains +2 in CC (second value), when he attacks after a
movement during the turn.
GUR

MVT CC SHOT MAG DEF PV

6 7/4 3/1 3 7 3

Shield: Your character gains 1 in DEF.


Immortal : When the character loses his last point of life, he can make an attack against an
opponent with CC or SHOT.
ODOM

MVT CC SHOT MAG DEF PV

6 4/2 3/1 8 6 3

Invocation of a striking pet : (see rules).


Rage: The targeted miniature will be able to attack 2 times during its next activation.

9
EZEKIEL

MVT CC SHOT MAG DEF PV

6 6/3 3/1 3 6 5

Shield : Your character gains 1 in DEF.


Edged Weapon : Your character gains +1 in CC (first value)
BALTHASAR

MVT CC SHOT MAG DEF PV

6 5/3 3/1 3 6 5

Shield : Your character gains 1 in DEF.


Fencing : Your character has the right to re-roll all or part of his dice during hand-to-hand
combat.
GHUNTAR

MVT CC SHOT MAG DEF PV

6 5/3 3/1 3 6 5

Shield : Your character gains 1 in DEF.


Infiltration: During deployment, your character can place on any point within 6 inches of your
table edge.
PUTNAY

MVT CC SHOT MAG DEF PV

6 3/1 5/3 3 5 5

Crossbow: The opponent loses 1 to his DEF when he suffers a SHOT.


Javelin: single use, perform a SHOT, the target will have a 2 DEF penalty. Range 12 inches.
ARBER

MVT CC SHOT MAG DEF PV

6 3/1 3/1 8 4 5

Necromancy: (see rules)


Fireball : the target suffers 3 hits and its DEF is decreased by 1.

10
OZ’GALUTH

MVT CC SHOT MAG DEF PV

6 7/3 3/1 5 6 3

Shield : Your character gains 1 DEF.


Demonic Sacrifice : Your summoner transforms into a demon (Detail in the rules).
RARZANOTH

MVT CC SHOT MAG DEF PV

6 7/3 3/1 5 6 3

Shield : Your character gains 1 DEF.


Demonic Sacrifice : Your summoner transforms into a demon (Detail in the rules).
VALVUXATH

MVT CC SHOT MAG DEF PV

6 7/3 3/1 5 6 3

Shield : Your character gains 1 DEF.


Demonic Sacrifice : Your summoner transforms into a demon (Detail in the rules).
DAZ’GUL

MVT CC SHOT MAG DEF PV

6 5/2 3/1 8 5 4

Sorcerer's Rod: Your character gains +2 MAG


Illusion: The target can move for free at the whim of the player with the spell caster.
SUGOL

MVT CC SHOT MAG DEF PV

6 8/5 3/1 3 3 4

Piercing weapon : your character gains +1 in CC (second value)


Fencing: Your character has the right to re-roll all or part of his dice during a close combat.

11
The characters in the game come from all over the world. As such, you can represent your
heroes with miniatures of any brand and race.
The characteristics are as follows:
MOVE (DEP): the maximum distance in inches that the character can travel in a move action.
Displacement is usually 6 inches.
CLOSE COMBAT (CC): the first number indicates the maximum value that must be rolled on a
die to be successful. For example, if a character has a value of 5, he must roll 5 or less on a
die to succeed in hand-to-hand combat. The hand-to-hand rules and modifiers are explained
later. The second number indicates the number of dice you roll in hand-to-hand combat.
SHOT: The first number indicates the maximum value you must roll on a die to have a hit.
For example, a character with a value of 7 must roll 7 or less on a die to get a hit. The rules
for shooting and modifiers are explained later. The second number indicates the number of
dice you roll in a shot.
MAGIC (MAG): This is the ability to cast spells. A spell is handled like a shot, except that the
caster only has one die.
DEFENSE (DEF): For each success of the opponent, the defender rolls a die. Each result equal
to or lower than your defense value cancels a success.
LIFE POINTS (PV): A person has a basic value of 3. This means that he will die on his third
wound.

12
MVT CC SHOT MAG DEF PV

BASE 6 3/1 3/1 3 3 3

MAXIMUM 9 9/5 9/3 9 8 8

COST 2 1/1 1/1 1 1 2

Thanks to the table above, you can create your own team of heroes. This team is always
composed of five heroes. The first visible value line of the table represents a neutral
character. These are basic values that you will increase without being able to exceed the
MAXIMUM indicated on the second line of values, these maximums can never be exceeded,
neither with an item, a spell, a stone or a skill. To do this, you have 10 creation points that
you will distribute as you wish (or almost, we do not exceed the MAXIMUM, moreover,
important thing, even the effects of games and spells do not allow to exceed these
maximums). Finally, the last line indicates the cost of each increase. Thus, out of the 10
points at your disposal, increasing the MVT by 1 will cost you 2 points, while increasing the
CC on its first or second value will cost you only one point.
Each character created has the right to 2 assets, among the skills, items and spells listed
below, and this, at your total convenience. The possibilities of customization are very
numerous. Please note that, in the same team, an asset can only appear 3 times at most.

13
Acrobat : The character ignores difficult terrain, and climbs without penalty (one inch climbed
costs one inch).
Longbow : Your character gains +1 in SHOT (first value)
Crossbow: The opponent loses 1 DEF when he/she suffers a SHOT.
Blunt weapon: In close combat, the opponent subtracts 1 from his DEF
Sharp weapon : your character gains +1 in CC (first value)
Piercing weapon : your character gains +1 in CC (second value)
Shield: Your character gains 1 to DEF.
Sorcerer's Staff : Your character gains +2 in MAG
Fierce Charge : Your character gains +2 in CC (second value), when attacking after one move
during the turn.
Coward: When attacked in close combat, roll a die. On 5 or less, your character moves back 2
inches, the opponent's attack is cancelled.
Fencing: Your character has the right to re-roll all or part of his dice when attacked in close
combat.
Sharpened arrow : Your character gains +1 in SHOT (second value)
Net: If the character makes at least one wound, during the CC, the opponent does not lose
any life points, but his next activation will be entirely devoted to removing the net.
Infiltration: During deployment, your character can be placed on any point within 6 inches of
your table edge.
Immortal: When the character loses his last hit point, he can make an attack against an
opponent with CC or SHOT.
Javelin: single use, perform a SHOT, the target will have a 2 DEF penalty. Range 12 inches.
Master Sorcerer: Your character is allowed to re-roll his die when he casts a spell (MAG).
Hawkeye: Your character has the right to re-roll all or part of his dice when shooting.
Parry: Your opponent has a 1 to his CC (first value), when he attacks you with CC.

14
Push: At the beginning or end of your turn, you can push an opponent who is within 1 inch of
you by 3 inches in any direction.
Reinforced Protection: Your opponent has a 1 penalty to his or her SHOT value (first value),
when performing a SHOT on your character.
Protector: If an attack targets an ally who is one inch or less away, switch places and check
your DEF.

Blindness: The target will not be able to shoot or cast a spell until the end of its next activation.
Fireball: The target suffers 3 hits and its DEF is decreased by 1.
Magic fog: The target will not be able to be targeted by a shot or a spell, until the end of the
turn.
Disappearance: Remove the miniature until its next activation. It will return to its previous
location.
Blaze: Any miniature within two inches suffers 4 hits.
Illusion: The target can move for free at the desire of the player who has the spell caster.
Immobilization: The target loses its movement until the end of the turn.
Striking Pet Summoning: Add a pet figure adjacent to the caster of the spell. On the next turn,
it can activate at the same time as the caster. The pet's characteristics are:

MVT CC SHOT MAG DEF PV

6 5/2 - - 2 2

The caster cannot summon an additional striking pet while he has one in play.
Summoning a Striker Pet: Add a pet figure adjacent to the caster of the spell. On the next
turn, it can activate at the same time as the caster. The pet's characteristics are:

MVT CC SHOT MAG DEF PV

6 - 3/2 - 3 2

The caster cannot summon an additional gun pet while one is in play.

Wall Raise: Set up a wall no more than 1 inch wide, 3 inches high and no longer than 3 inches
long.

15
Flaming Hands: This spell can be used while adjacent to the opponent. If the spell is cast, the
caster makes a free attack with a CC 7/3. The spell can be cast before moving to make the free
attack.
Necromancy: Resurrect an eliminated opponent's hero in your line of sight. This spell requires
you to mark the locations where the heroes are eliminated. The resurrected hero has the
following characteristics:

MVT CC SHOT MAG DEF PV

6 5/3 - - 2 3

You cannot resurrect a previously resurrected hero. The resurrected hero loses his skills and
items. He is activated at the same time as the caster.
Magical protection: the target gains +2 in DEF, until the end of the turn.
Rage: The targeted miniature can attack twice during its next activation.
Care: The target regains 2 health points (You cannot exceed the initial value of health).
Demonic Sacrifice: Your summoner is permanently transformed into a demon. He loses his
skills and objects. The demon has the following characteristics:

MVT CC SHOT MAG DEF PV

6 7/5 - - 4 6

16
Characters start at a maximum of 3 inches from their entry edge. The game turn consists of
three phases, allocation of power tokens, initiative, and then character activation.

Each turn, players will be given two power tokens. These can be spent during the turn to re-
roll a die. They are not kept between turns.

You will need a classic deck of cards. Take the cards numbered 1 to 10 in the color of your
choice. Separate them in two. On one side 1;4;6;8;10 and on the other side 2;3;5;7;9. Each
player randomly takes one of the two packs thus formed. At the end of each round, the
players exchange their packets.

Each player chooses a card and places it face down in front of him. The cards are revealed
simultaneously, the player with the highest card activates one of his characters first, then
the next player does the same. Repeat the process until all characters in play are activated.
A character can only be activated once per turn.

17
At the end of the round, players exchange their decks of cards.
During an activation:
- The character can move up to his MVT value (in inches) and attack (CC or TIR) or cast a spell
(MAG) in any order he chooses (move then attack/spell or attack/spell then move).
- Do nothing
Be careful, the same miniature can only be activated once in a turn. You can place a token
near the activated miniatures to better read the game. If you have more activation cards
than figures to activate, you can play a card without activating a character.

18
Characters can move with all or part of their movement capacity.

Disengage: Characters can disengage from a close combat at any time, the opponent can
make an attack during this disengagement with a single die for each enemy character
adjacent to the retreating figure.

If during your move you come within 1 inch of an enemy figure that is not already engaged in
hand-to-hand combat, you must make contact with it and stop your movement.

LADDER: If there are ladders or stairs in the play area, they do not interfere with
movement. Vertical distance is measured on the ladder as if it were on the ground.

CLIMBING (no ladder): Characters can climb heights of up to 3 inches. Each inch climbed
actually costs 2 inches. Example: to climb a 3 inch wall, you would use 6 inches of your
movement ability. You can move down heights in two ways, either by consuming 2 inches
per inch moved down or by jumping, which does not count as movement regardless of
the height, as the figure is considered to be jumping. Nevertheless, roll a 6-sided die, the
result to be obtained depends on the height. If the height is less than 4 inches, you must
roll 2 or more. If the height exceeds 4 inches, add 1 to the die roll for each additional inch.
Thus, you would need to roll 4 or more on the die to jump 6 inches and a jump over 8
inches is impossible. On failure, the figure's movement stops at the foot of the building,
its activation ends, and the character suffers a wound.
Important: you can never stop your movement while ascending or descending for any
reason.

JUMP: Characters can jump a maximum distance of 3 inches.

19
DIFFICULT TERRAIN (river, very rough road, etc.): We advise players before the game to
clearly define the areas considered difficult terrain. By convention, one inch of difficult
terrain actually consumes 2 inches of movement capacity. Passing a barrier lower than
the miniature does not incur any penalty.

Orientation and vision: orienting the miniature does not consume movement, but must be
done during your movement phase, so, on your turn, you can very well reorient a miniature
before shooting. The miniatures can see at 180°, this is important to take into account
possible shots and spells.

20
To succeed in a shot, the character rolls a number of dice equal to the second value of his
Shooting ability and must obtain a result less than or equal to his first Shooting value, taking
into account the following possible malus: cover (see below). The defender rolls one die per
success, if the result is less than or equal to his DEF, the success is cancelled. Otherwise he
loses one VP per success. Note that a character one inch or less from the opponent cannot
shoot.
Line of sight: to see if a miniature is able to shoot at an opponent, look at the head of the
miniature. If the miniature can see the opponent even partially, the shot is possible. By
convention, if only the base or the weapon of the miniature is visible, the shot is impossible.

Cover : if a miniature taken as a target is partially visible, it benefits from cover. This cover
increases the difficulty of the shot, and the shooter suffers a penalty of 1 to his first shot
value.

Example : a soldier shoots at a target that is under cover. His first shot value is 6, he has a
malus of 1, changing his first shot value to 5.

For shooting, as for casting spells, the value of SHOT and MAG is modified according to the
distance of the target. Beyond 10 inches, 1 is subtracted from the first SHOT and MAG
value, beyond 20 inches, 2 is subtracted, beyond 30 inches, etc.... per 10 inches.

21
To succeed in hand-to-hand combat, the character rolls a number of dice equal to the second value
of his CC ability and must obtain a result less than or equal to his first CC value. The defender rolls as
many dice as the number of successes. If the result is less than or equal to his DEF, the hit is
cancelled. Otherwise he loses one VP for each unprotected success.

A miniature within one inch of an opponent is considered adjacent, it cannot shoot or cast a spell,
but can fight in close combat.

22
The games take place in various places of this world. Depending on the region, the playing
field can be of any type: in the middle of nature, in a city, a snowy field, etc... The players are
free to create their own arena and the results are very varied, the only limit is the
imagination as to the scenery to be used.

Before the game, the players create a 60 cm by 60 cm field and arrange the scenery as
they wish. Then they place 3 stone markers as they wish, on the center line that
separates the board in two. In other words, 30cm from the edges of each player. Once
this is done, the players randomly draw their side. And each player places a stone in the
opponent's deployment area. The stones are drawn randomly according to the table on
the next page. The heroes of the player who places this last stone, will be the only ones
to be able to pick it up for the first time, after that it can be picked up by all the players
following the death of its holder.

Once the set-up is complete, the players will alternately place their heroes in their
deployment zone. The deployment zone is the edge of the surface on the player's side, to a
depth of 3 inches.

IMPORTANT: Stones can be picked up at the end of a turn, free of charge, when a character
is adjacent to it and no opponent is adjacent to the same stone. Moreover, when a character
carrying a stone is killed at a distance, he drops the stone. If he is killed in close combat, the
stone is immediately in the possession of the hero who dealt the fatal blow. A hero can pass
a stone to an adjacent ally at the end of a turn.

23
Dice results From 1 à 5 From 6 à 10
1 Copy a skill or item from an opposing Swap one of your characters with one
character. of your opponent's. The characters
remain in their respective locations. *

2 +2 to your CC (second value) Teleport to wherever you want,


activates only the turn after picking up
the stone as a move.

3 Permanently cancel the power of a +2 to your SHOT (second value)


stone of your choice. This power is
activated only once.

4 The character gains 3 to his movement The character can re-roll the 1's rolled
value. on the dice.

5 No spell can target this character. The CC of the character becomes 7/3

6 The injuries suffered by this character The SHOT of the character becomes
can be freely distributed to the other 7/3
members of the team.

7 Remove a stone of your choice from The character gains 2 PV (he can thus
the game. This power is activated only exceed his initial level of 2).
once.

8 For each move, the character +1 for DEF


teleports up to 6 inches without
testing his magic.

9 Place a striking pet adjacent to the The character's targets suffer a malus
wearer when they pick up the stone. of 1 to their DEF.

10 Copy the stone of your choice among The character becomes unassailable in
those in play. close combat.

*In other words, you control the opponent's chosen character, and the opponent takes
control of the character you give up.
TIP: Represent the stones with 6-sided dice (first stone face 1 visible, second face 2 etc...).
This way, you will have a clear vision of the power of the stones during the game.

24
- Set the scene - Each token allows you to re-roll a
- Draw randomly and place the stones die of your choice.

Reminder: miniatures start the game at a


maximum of 3 inches from their table
edge (unless otherwise stated).

Take two Power Tokens Difficult terrain and climbing consume 2


inches per inch crossed (except ladders
Players take the deck of initiative cards and stairs). Jumping a barrier smaller than
assigned to them for the turn. the figure is free.
Players choose and place face down, a card, Disengage: Characters can disengage from
and activate a miniature according to the a melee at any time, the opponent can
initiative allocated by the card. Repeat until make an attack during this disengagement
all figures are activated. with one die for each enemy character
An activated character can perform one adjacent to the retreating figure.
of the following actions: Shooting Malus:
- The character may move 6 inches -1 covered
and possibly perform a hand-to-
hand/shoot/spell. In the order of his -1 for every 10 inches beyond the first 10
choice. inches.

- Do nothing.

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Can we cross the space occupied by allied miniatures without penalty when moving?

- Yes. If at the end of the move you encroach on the base of the ally, position the miniature so that it no longer
encroaches, without exceeding its movement value.

Are your allies an obstacle when aiming?

- Yes, they are.

Can we play with 15 mm miniatures?

- Absolutely, just divide all distances by two.

How does hand-to-hand combat through a window or a barrier work?

- The same way as a classic hand-to-hand fight.


Entry edge of the players

- If nothing is specified, they face each other.

A last advice before playing?

- The game is a very good "toolbox", do not hesitate to develop your own game modes, spells, stones.
The more imaginative the community of players is, the more the game will live.

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MVT CC SHOT MAG DEF PV

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MVT CC SHOT MAG DEF PV

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MVT CC SHOT MAG DEF PV

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