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Maladum Reference Section

The document outlines various types of magic in a game, including Proximate, Vicarious, Elemental, and Illusions, each with specific spells and effects. Proximate magic enhances the user's physical abilities, while Vicarious magic manipulates others' actions. Elemental magic allows manipulation of the environment, and Illusions create distractions for enemies, with detailed targeting and spell mechanics provided for each level of magic.

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0% found this document useful (0 votes)
738 views28 pages

Maladum Reference Section

The document outlines various types of magic in a game, including Proximate, Vicarious, Elemental, and Illusions, each with specific spells and effects. Proximate magic enhances the user's physical abilities, while Vicarious magic manipulates others' actions. Elemental magic allows manipulation of the environment, and Illusions create distractions for enemies, with detailed targeting and spell mechanics provided for each level of magic.

Uploaded by

jojointel1
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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REFERENCE – SPEL LS

PROXIMATE MAGIC LEVEL 1


Reference – Spells

Healing : Restore X Health (max 3).


Proximate magic is a form of Maladum that affects
the user. Focus : Gain X Blessed counters.
Spellcasters proficient in proximate magic are a Strength : Gain +X until the end of
match for any warrior with traditional martial the round.
training. They channel malacytes through their
own bodies to give them the strength, speed, Speed Use during a Move to move an
toughness and agility that may be lacking in their additional X+1 squares.
physical form. Advanced proximate magic can even Harden Skin : Gain +X until the end of
change the nature of the user’s cells. the round.
Proximate spells are marked in blue on the Recover : May be used when Fatigued
Maladaar reference cards. to remove a Fatigued counter.
: Remove a Poisoned counter.
TARGETING
All proximate spells target the spellcaster themselves. LEVEL 2
Malacyte : Increase your Warded value
Shield by X (max 1).
Insight : Add X automatic hits to your
Persuade rolls until the end of
the round.
Hyper : Place a Reminder counter
Awareness on your Adventurer and
become Blessed. At any time,
including midway through an
enemy’s Move, discard the
Reminder counter to take an
action. Remove the Reminder
counter in the Assessment
Phase if not used.
Jump : Move your character X+1
squares away, counting each
square horizontally and vertically.
Invisibility : Gain the listed effects until
the end of the round.
X=1: You cannot be targeted by
enemies beyond short range.
X=2: You cannot be targeted by
non-adjacent enemies. You do
not block LoS.
X=3+: You cannot be targeted.
You ignore attacks of opportunity
but may still make them. You do
not block LoS. You only block
movement if you choose to.

132
LEVEL 3 LEVEL 5
Malacyte Passive: This character’s level Rearrange : Temporarily mutate your
Aura 1-3 proximate spells may affect Cells body into that of a beast.
adjacent friendly characters. Increase the following
Effects may be freely split statistics by a total of X+2
between the caster and other in any combination:
characters. This character may
also use their magical armour to (max 4)
negate hits on adjacent friends.
(max 3)
Advanced : Apply these effects in any
Healing combination up to X times: (max 2)
• Restore 1 Health (max 3). Instead of increasing a statistic,
• Restore 1 Skill peg (max 1). you may add any of / / /
• Remove a status counter. / to your attacks.
Levitation Use during a Move to ignore
terrain or characters (including Make a note of these increases.
ignoring attacks of opportunity) Increase your size by 1, or
of up to X inches in height. increase it by 2 and become if
Alter : Temporarily distort your X is 3 or more.
Appearance features to resemble any other While mutated you cannot use
character of the same size (e.g. any equipment, although you can
a Lamentor; an Adventurer from still carry it.
another party).
Place X Reminder counters on
Other characters in play will your character board. Remove
treat you as that character type one counter in each Assessment
for all purposes, and will give Phase. The effects last until the
permission to your character last counter is removed.
where required (e.g. to move
through them or to take an item
from them).
Characters with a higher rank
than the caster ignore
these effects.
Place X Reminder counters on
your character board. Remove
one counter in each Assessment
Phase. The effects last until the
last counter is removed.
LEVEL 4
Phasing
Reference – Spells
: Make a Move of up to X
squares, freely moving through
walls and terrain and ignoring
attacks of opportunity. Must end
the Move in an empty square.
Foresight : Look at the top X cards of the
Event Deck. Place them back in
any order, but turn them 90° to
mark which ones you have seen.
When any of these rotated
cards is resolved, you may
spend a Magic peg to re-roll any
randomised effect such as an
Entry Point or chosen Adventurer.

133
VICARIOUS MAGIC LEVEL 2
Strengthen : Target removes X
Vicarious magic affects other people and sentient
Fatigued counters.
Reference – Spells

creatures, manipulating their minds and bodies to


the caster’s will. Healing : Target restores X Health
Hands (max 3).
Those who would use vicarious spells in combat
must keep a clear head. Their magic is by far the Nausea : Target is Poisoned.
hardest to perform as they must overcome the will
Enchantment : Target is Moved up to X
of their target. In doing so they put themselves in
grave danger – a specialism in vicarious Maladum squares following all normal
often leaves their proximate protection abilities movement rules.
lacking so they must be guarded in battle by Illusion : Place an Illusion in any
tougher companions. empty square in range and LoS
However, vicarious magic is incredibly powerful. of both the caster and a chosen
Illusions conjured into an enemy’s mind distract enemy. The enemy is distracted
them, while more powerful spellcasters can boil (see Illusions).
the blood of their foes or even control them like LEVEL 3
puppets. What better way to defeat an enemy than
Malacyte Passive: This character’s
forcing them to defeat themselves?
Sensitivity vicarious spells may target
characters in short range
Vicarious spells are marked in purple on the
without LoS.
Maladaar reference cards.
Stun : Target suffers X
TARGETING Fatigued counters.
Vicarious spells can target any character, friend or Blood Boil : Target suffers an attack with
foe, in medium range and LoS other than the caster 1 die and .
themselves. Cover has no effect. Rouse : Target removes a
As the spells directly target the victim, the victim Stunned counter.
may resist them if applicable.
LEVEL 4
LEVEL 1 Remote Passive: This character may resist
Bless Resistance any spells cast within short range
: Target gains X of themselves, using their own
Blessed counters. pegs, regardless of the target.
Protect : Target gains +X until the Advanced : Place up to X Illusions in
end of the round. Illusion empty squares in range and LoS.
Calm : Target removes a All enemies within range and LoS
Terrified counter. of both the caster and an Illusion
are distracted (see Illusions).
Fortitude : Target may ignore any status
counters that would be applied For resistance purposes, this
until the end of the round. spell is considered to be cast
with one peg.
Deflection : Target increases their
Warded value by X (max 1) until : Move an Illusion as if it
the end of the round. were a character, ignoring
attacks of opportunity.
Clouded : Place X Reminder counters
Minds on eligible targets. If a target LEVEL 5
would act outside their turn Advanced : Target takes up to X actions
(e.g. Attacks of Opportunity, Enchantment (max 3) under your control.
Parry, Shield Block, Reaction
Skills, etc) they must discard a
counter instead of acting. The
counters are removed in the
Assessment Phase.

134
IL L USIONS
Illusions are represented by miss unless a critical hit is
markers placed onto the rolled – if this happens the
gaming area. Illusion is removed. Discard
the Reminder counter from
Only characters distracted by any distracted enemy in LoS
an Illusion spell can see the of the removed Illusion –
markers - these characters they are no longer distracted.
should be marked with a
Reminder Counter. They will All other characters ignore
consider Illusions enemies and target them Illusions – they may see and
exactly like any other enemy. Distracted move through them with no effect.
characters cannot see through or move
through Illusions. Illusions do not move unless their
caster moves them.
Unlike NPCs, players could normally have
their Adventurers ignore these Illusions. Illusion spells may be cast
However, if an Illusion is the closest visible multiple times, but a
enemy to a distracted Adventurer when caster can only sustain a
they are activated, the Adventurer may number of Illusions up
spend a Skill peg to ignore the distraction. to their rank at any
If they do not, the player temporarily loses one time.
control of the Adventurer, and they will
take their actions that turn according
to the NPC Activation Chart on
page 41, with the Illusion as
the target.
An Illusion targeted by a
melee attack is instantly
removed from the gaming
area, without rolling.
Ranged attacks targeting
an Illusion will always

Reference – Spells

135
EL EMENTAL MAGIC Focused
Energy
: Make a ranged attack with X
dice, and .
Elemental magic affects inanimate objects and the
Extinguish
Reference – Spells

immediate environment around the user. It cannot : Remove a Burning counter,


create objects; only manipulate them. Torch (even from another
character’s inventory) or Brazier.
With no sentient mind resisting a caster’s malacyte
manipulation, elemental spells are among the Detect Use during a General Search action
easiest and most widely used magic. However, to take X additional items (max. 3)
most elemental maladaar have a limited repertoire from the pouch. Traps are resolved
as the malacytes in each different substance must immediately. Any other additional
be controlled in a different way. items are scattered from the caster.
Refract : Place or flip a Darkness or
Elemental spells range from moving small objects
Light counter and add X Reminder
and creating blasts of energy to the manipulation
counters. Remove one Reminder
of fire and even dimensional boundaries!
counter in each Assessment Phase.
Once the last is removed, return the
Elemental spells are marked in green on the
room to its previous state.
Maladaar reference cards.
LEVEL 2
TARGETING Push : Move an item, character, or
Elemental spells can target any square or item in portable terrain piece up to X
medium range and LoS. Cover applies to ranged squares directly away from you,
attacks as normal, but otherwise has no effect. with no attacks of opportunity. You
must spend at least as many pegs
Any spell that resolves as a ranged attack may as a character/object’s size to move
be used at any time outside a character’s turn it. If a character is moved more
that they could use such an attack, such as the squares than they have actions they
Ambush Skill. are knocked prone.
While elemental spells sometimes resolve as Barricade : Create a barricade of your
ranged attacks against a character, the target choice.
of the spell is the object or energy used against
that character, not the character themselves, so Alternatively, mark up to X squares
Elemental spells cannot be resisted. of a pit with Reminder counters.
These squares are considered solid
LEVEL 1 ground. When all squares of a pit
Telekinesis are marked, remove it. If a pit is
: Choose one: removed while a character is inside,
• Move a loose item, an item they are defeated and Left for Dead.
in a friendly character’s Advanced : Look inside a Searchable terrain
inventory, or a random item Detect piece that fills up to X squares. You
inside an unlocked terrain may discard an additional Magic
piece (whichever one you draw peg to remove one Trap found.
first) up to X+2 squares. Traps
drawn are triggered against a Advanced : Choose one:
single target in contact with the Telekinesis
terrain piece, if any, and then • Move any terrain piece you could
discarded. If the item reaches a normally move (see page 60)
friendly character place it in their up to X+2 squares. If it reaches a
inventory. If the item is a weapon character, stop moving and treat
and it reaches an enemy, treat it it as a Knockback with X+2 dice.
as having been thrown at them. • Move an item in an enemy’s
• Spread a fire – choose a source inventory up to X+2 squares.
of fire and add a Burning counter They may spend a Skill peg
to any character or terrain piece to scatter the item instead.
within X+2 squares of it. Otherwise, if the item reaches a
friendly character place it in their
Open Door : Open or close an unlocked door. inventory. If the item is a weapon
and it reaches an enemy, treat it
: Lock or unlock a door or as having been thrown at them.
terrain piece.

136
Weaken : Reduce an enemy’s by X
Armour until the end of the round.
PORTALS
LEVEL 3
Portals are usually placed by
Malacyte Passive: This character’s elemental spell effects, but may also be
Perception spells may target objects in short in play in certain quests. They
range without LoS. are distortions in space that can
Fireball be passed through to emerge
: Requires a source of fire within
elsewhere, if you know how!
range of the caster and the target.
Make a ranged attack from the source Portals block LoS.
of fire with X dice, Blast and .
If a character enters a square with a portal they
Torrent : All targets must be in short are removed from the gaming area, ending any
range and LoS of a source of water. action they were taking. The character may spend
Choose one: a Magic peg to be placed in contact with any
other portal of their choice. Otherwise, or if they
• Remove X Burning counters,
roll a Mental Overload result, roll the Magic Die:
torches or sconces.
• Knock X characters prone. 1-2: The character has emerged a long distance
• Choose a character and roll X away. They are considered defeated and
dice. Each hit scored Fatigues the they play no further part in the game.
target. If the character becomes Adventurers will be Left for Dead (see
Stunned, any remaining hits are page 79).
treated as an attack with .
3-4: They are placed in contact with a random
Cocoon : Gain the benefits of a Rest portal in play (including the one they
action, regardless of enemies in entered). If possible they should be placed
the room or in short range and LoS into a different square to the one they
(enemies engaged with a Resting entered from.
character will still prevent it as
normal). Nearby characters may 5-6: A new portal opens. Scatter from the
Rest as part of the spell – it affects portal the character entered, doubling the
up to X characters (including the distance and ignoring terrain. Place a portal
caster) with a range of X squares. in the closest empty square to that position
and place the character in contact with
LEVEL 4 it. If no portals are available, remove one
Energy already in play and use that.
: Move characters or portable
Burst terrain pieces with a total size NPCs will not voluntarily enter portals but
up to X up to X squares directly can be pushed into them. If they have Magic
away from you, with no attacks pegs they will spend one, emerging from
of opportunity. Characters are a random portal in play. If not, roll for the
knocked prone. result on the table above. Other objects
Rebuild : Choose a wall of up to X can be pushed or thrown into portals,
Reference – Spells
squares in length. Detach it and randomising the result as above.
reconnect it anywhere else within
short range. This cannot cause any
room to become inaccessible from
the rest of the gaming area.
LEVEL 5
Portal : Place a Portal in an empty square.

137
FORBIDDEN MAGIC LEVEL 2
Forbidden magic is not taught by the guilds, and Hellfire : Target suffers an attack with 1
Portal*
Reference – Spells

for good reason. It is absorbed by those with die, Burning and Vicious .
unfettered access to Maladum; the manifestation
of darker dimensions brought forth into the : Create an Arcane Torch .
material plane. While traditional, sanctioned magic Hail of : All other characters (friend or
cannot create matter, forbidden magic can… or at Malacytes* foe) in short range suffer a ranged
least it appears to… In reality, that which appears attack with X dice and Sharp .
to have been conjured from thin air has in fact
been plucked from another realm and dragged into Curse : Target is Cursed.
this one through a hellish portal. Cardiac : Target suffers an attack with X
With no structure or limits on how forbidden magic Strike dice and .
is learned, forbidden magic is more powerful than Psionic : Target suffers an attack with X
anything seen in the civilised world, but it causes Strike dice. No damage is caused. Instead,
irreversible effects to the user’s mental state.
for each hit the target loses a Magic
peg. On a critical hit, the target
Forbidden spells are marked in black on the
loses one Skill peg as well. For each
Maladaar reference cards.
peg the target is unable to lose,
they become Fatigued.
TARGETING
LEVEL 3
Forbidden spells have a variety of targets, from the Spectral
caster themselves to other characters to locations. : Place a Darkness counter and
Shroud X Reminder counters on your
This is usually clear from the spell’s text. All targets
must be in medium range, and cover has no effect. Dashboard. While these are in place
all enemies consider everywhere
If spells directly target a victim, they may be within short range of this character
resisted as normal. Spells marked * are Elemental to be in the dark. This is cancelled
in nature and may not be resisted. out by light sources as normal.
Friendly characters are unaffected.
LEVEL 1 Remove a Reminder counter in
Sanguine Use during a Move to move an each Assessment Phase. When
Speed additional X squares. the last is removed, remove the
Darkness counter too.
Apply this bonus to all other Move Raise Dead
actions made by this character : Place a Revenant character of
until the end of the round, at no up to rank X (max. 3) at the nearest
additional cost. empty Grave Point (or at a point
scattered from the caster if Grave
Sanguine Use during a melee attack to roll Points are not being used). Mark it
Power X additional dice. with a Reminder counter.
Sanguine : Gain Night Sight . Place Treat the marked Revenant as if it
Sight X Reminder counters on this were summoned, but it does not leave
character’s Dashboard. a Dimensional Portal when removed.
Dimensional : Place a Dimensional Portal in a
Remove a Reminder counter at the
Portal target square.
end of each round. These effects
last until the last is removed. Dimensional Portals work like regular
Portals with the following additions:
Otherworldly : Target an Otherworldly
Affinity • They may be placed in a square
character in range of up to rank X. containing another character.
Mark it with X Reminder counters. That character enters the Portal
While the counters are in place, it is immediately.
considered to be your Companion • They are a summoning point for
for all purposes and may act in the the Summoning spell.
current round. • A character forced to emerge
Remove one Reminder counter in randomly following a Mental
each Assessment Phase. Overload result changes all of
their Health pegs to black ones
and loses control. Otherworldly
characters ignore this rule.

138
Power Passive: After this character SUMMONED CREATURES
Dispersal becomes Corrupted, roll a combat
die for each other character (friend Otherworldly characters can be summoned
or foe, with a dashboard) in short and controlled as Companions. The summoning
range, if any. character is their master. They arrive via
summoning points, which include Entry Points,
• If any hits are rolled, they gain Dimensional Portals, and any other locations
one Magic peg. specified by quest rules.
• On a critical hit, they also gain
one Health or Skill peg (owning The character’s link to its master must be
player’s choice). maintained. In each Assessment Phase, for each
• On a the character becomes summoned character the master discards a Magic
Fatigued. peg and rolls any Magic die. They must roll equal
• On a blank there is no effect. to or higher than its rank to continue controlling
the character. They may increase their roll by 1 for
Leech Passive: All of this character’s attacks,
each additional peg they discard.
magical or otherwise, gain
against targets within short range. If they cannot or choose not to maintain control,
remove the summoned character from play and
LEVEL 4 place a Dimensional Portal in its place.
Corrupt : Target becomes Corrupted. If this If a master is stunned, defeated, or loses control,
causes them to lose control, you may any summoned characters it controls leave play in
control them until the end of the the same way.
round. From the next round onwards
they follow the normal rules. Summoned characters may use their master’s
Summoning Warded value, following all normal rules, and may
: Choose an Otherworldly
use their master’s Magic pegs to resist effects.
character from those not being
used for this game of up to rank X. Sometimes summoned characters may be
Place it adjacent to a summoning controlled by NPCs. They follow the normal
point in range. rules, and NPCs always discard additional pegs to
maintain their summoned characters if possible.
You may spend one additional peg
(within normal rank limits) to use Summoned characters with the Pack
the Elite side of the character’s rule arrive in multiples as normal. The
board, if applicable. required maintenance roll is increased by 1
for each in play beyond the first (e.g. three
LEVEL 5 rank 1 characters would require a roll of 3
Sanguine Use during a melee attack. Instead or higher). If your roll is insufficient, you
Blast* of resolving the attack as normal, may choose to remove characters from play
instead resolve an attack with X dice, instead of discarding pegs, starting with the
Blast, and Bludgeoning from the furthest from the master.
caster’s position. All characters hit are
pushed one square away from the Some characters have specific requirements
caster, if possible, and are knocked for arrival, e.g. the Cursed Portal and Chest
prone. The caster is unaffected. (from the Oblivion’s Maw expansion)
replacing terrain pieces. When summoned, Reference – Spells
Conjuration : Gain a common item of your these should be placed in the closest eligible
choice with buy value up to 4X. location to the summoning point, following
their normal rules.
: Gain an uncommon item of
your choice with buy value up to
4X.
: Gain a rare item of your
choice with buy value up to 4X.

139
REFERENCE – SKIL LS
AGIL ITY SKIL LS
Reference – Skills

Skill L evel Action

1 Make a Move action with .


Passive: You may Stand Up as an effortless action.
Acrobatics
Reaction: Use when targeted with an attack. Roll three combat dice. Each
hit scored negates one hit from the enemy’s attack. If no hits remain, all
2 other effects of the attack are ignored.
Passive: You may treat Rough Ground values as one lower.
You burst out of combat. All enemies engaged with your character may be
pushed up to two squares away in a direction of your choice, stopping if
3 they hit a wall or other obstruction. No attacks of opportunity are made,
but each enemy pushed back suffers an attack with 2 dice. Then, you may
make a Move action.
You sweep your enemy’s feet from under them. An enemy in contact is
knocked prone.
1
Combat Passive: This character’s attacks gain Quickstrike . If using a weapon that
Arts also has Quickstrike , you may Dash AND Attack.
Reaction: Use when an enemy engages you, before they attack. Their attack
2 has no effect. Swap positions with the enemy, and then make a Move action
with no attacks of opportunity or a Knock Back action with +1 die.
Jump from a higher level, increasing your safe distance by 3. All characters
of the same size or smaller adjacent to your landing position are knocked
3
prone. Then make a Melee Attack with additional dice equal to the distance
of the Jump.
1 Make a Move action.
FL EET
OF FOOT
2 Passive: Gain Fast 1

Make a Move action. This and all your other Move actions in this turn
ignore attacks of opportunity. Make an attack with one die against each
3
enemy contacted during your Moves. Any hits will also knock them prone,
even if no damage is caused.
Reaction: Use when an enemy engages you. Make a Move action, ignoring
1 attacks of opportunity.
Passive: Ignore one hit scored against you during any attack of opportunity.
Reflexes
Reaction: Use when an enemy engages you. In any order, make a Move
2 action, ignoring attacks of opportunity, and an Attack action.
Passive: This character may use Parry against ranged attacks.
Reaction: Use when an enemy engages you. The attacker is Stunned. In
any order, make two Move actions, ignoring attacks of opportunity, and an
3 Attack action.
Passive: You may use an effortless action to ignore an attack of opportunity.

140
CU NNING SKIL LS

Skill L evel Action


1 A character in medium range and LoS becomes Fatigued.
Distraction
Make a Ranged Attack action or Throw an item. The target or another
2 enemy within short range of the target suffers two Fatigued counters in
addition to damage caused, if any. Then make a Move action.
You may make a Move action with a character in medium range and LoS
(you cannot use this Move to engage an enemy or do anything that could
3 cause the character direct harm), and they suffer two Fatigued counters.
You may make a Move and an Attack action yourself, in any order, before or
after moving the target.
Reaction: Use after suffering a melee attack in which you took no damage.
Take any item from the attacker’s inventory other than the one they
1
attacked with. If you do not have space for it, drop it or another item you
are holding.
Move into contact with another character and make a Pickpocket action.
L ight
Fingers
Pickpocket: When in contact with another character, roll a combat die:
• : You fail. There is no effect.
• Blank: One of the target’s items, chosen at random, is scattered.
2 • : Take a non-large item of your choice from the target’s inventory.
• : Take an item of your choice from the target’s inventory and
knock them prone.
• The target may spend a Skill peg to avoid this effect.
Then make another Move action, with no attacks of opportunity.
3 Passive: You have access to the Pickpocket action as standard.
1 Use before making a Persuade roll. Add two automatic hits to the roll.
Persuasion Make a Persuade action against an Adventurer from another party to try
to dissuade them from their mission. They suffer one Fatigued counter per
2 unblocked hit.
Passive: Add one extra die to your Persuade rolls.
Make a Persuade action against any character, adding three automatic hits.
3 The normal options apply, except that Adventurers from other parties will
not join you.
You may lock or unlock a door or terrain piece in contact, OR you may use
1 when Searching, after drawing tokens, to ignore any Trap token(s) drawn
with no effect. Reference – Skills
Tricks of
Reaction: Use when a trap card or token is drawn targeting this character
the Trade or a friendly character within short range and LoS. This character spots and
2 disables the trap’s trigger. Discard the card/token with no effect.
Passive: You may make a General Search as an effortless action.
Use when Searching (terrain or General) to draw one additional token
from the pouch and one random uncommon item. Do not resolve any
3 traps drawn – they should either be returned to the pouch or left inside a
Searched terrain piece.
Passive: Your attacks gain .

141
ENDURANCE SKIL LS
Reference – Skills

Skill L evel Action


Reaction: Use whenever you would suffer a status counter of any type.
1
Discard the counter with no effect.
Impervious
2 Gain +2 until the end of the round.
Restore 1 Health. This may take you above your starting level as long as
there is space on your dashboard. You may discard any status counters you
3 wish to.
In addition, you ignore all damage, resist all spells without spending pegs,
and discard all status counters with no effect until the end of the round.
Reaction: Use after scoring one or more hits on an enemy in melee. Make
1
Onslaught another Melee Attack action.
Reaction: Use after scoring one or more hits on an enemy with any attack.
2
Move if you wish, and then make another Melee Attack action.
Use during a Move action. You may ignore attacks of opportunity during
3 this Move, and you may make a melee attack against each enemy you
engaged with while moving.
Quick
1 Restore 1 Health.
Recovery
Use before activating to remove any Stunned, Poisoned or
2
Wounded counters.
Reaction: Use after being defeated. You are no longer defeated – restore 1
3 Health and Stand Up.
Passive: At the start of your turn you may remove one Fatigued counter.
You cannot be Stunned, Knocked Back or laid prone until the end of the
1
round.
You cannot Move this turn, but you gain one extra die on all attacks and
Knock Backs until the end of the round.
Steady 2
Passive: You may ignore the Cumbersome rule in any turn in which you
do not Move.
Until the end of the round:
• You cannot become Fatigued, Stunned, Knocked Back or laid prone.
• Enemies cannot move out of contact unless you allow them to.
3 • After any melee attack made against you, you may make a free Knock
Back action against the attacker.
• If an enemy moves within two squares, you may make a free Dash to
engage them, becoming their target if you weren’t already.

142
MAGIC SKIL LS

Skill L evel Action


1 Use Purification 1 - replace your rightmost black Health peg with a green one.
Cast any spell at any level, whether you have access to it or not, ignoring
rank and peg limits. Spend actions as normal. This spell uses the Forbidden
Forbidden
Arts 2 Magic die even if the user is not Unsanctioned . After resolving the spell,
become Corrupted for each level that the spell is higher than your rank.
Passive: All of your spells that involve rolling for an attack gain Vicious .
You draw on the powers of an otherworldly being to perform acts beyond
your physical limitations. Resolve the effects of any Skill at any level. Then
3 become Corrupted.
This Skill can be used with reaction Skills at the appropriate time. It can only
be used during a quest - it does not apply in the Campaign Phases.
1 Use before casting a spell to cast it while engaged.
Reaction: Use when a friendly character in short range suffers an attack.
Use this character’s magical armour to negate hits. Magic pegs from any
2
Fortified
combination of this character and the target character may be used to
Mind boost the armour. Any Magic Die effects are applied to this character.
Until the end of the round, all spells targeting friendly characters in
short range are automatically resisted without spending pegs, unless an
Unstoppable result is rolled. All attacks against friendly characters in short
range can be negated using this character’s magical armour, spending any
3 combination of this character and the target characters’ Magic pegs to
boost the armour. Any Magic Die effects are applied to this character.
Passive: When casting spells of a level lower than your own rank, you do
not become Fatigued when you suffer a Mental Overload result.
Cast any non-Forbidden level 1 spell, whether you have access to it or not,
1
spending an action or effortless action as normal.
Malacyte Reaction: Use after rolling the Magic Die to roll it again and pick which of
Mastery 2
the two results to apply.
Reaction: After rolling an Unstoppable result during your turn, immediately
cast any or spell you have access to at a casting value of 2, without
spending any pegs. Instead of rolling the Magic Die you may choose which
3 die result you want to apply to this spell. Then take any action for free.
Passive: Gain Regeneration 1 - restore 1 Magic peg in the
Assessment Phase. Reference – Skills
1 Reaction: Use at any time. Cast any or spell you have access to.
Passive: You may spend any number of Skill pegs when casting a spell to
2 increase its casting value by the number of pegs spent. This can exceed
Power your rank.
Manipulation
You force a huge burst of energy through one of your magical items. Choose
a weapon you hold with the Channel icon, and decide how many Magic
pegs you will spend (minimum 1). Make a ranged attack at short range using
a number of dice equal to the pegs spent +3 (this includes the +1 for the
3 Passive effect below). Any icons on the chosen weapon are applied to the
attack. Mental Overload results on the Magic Die are ignored with no effect.
Passive: When you use an item with the Channel icon, resolve the effects
as if one additional peg had been spent.

143
MEL EE SKIL LS
Reference – Skills

Skill L evel Action

1 Make a Melee action using only your with one extra combat die. If the
target survives lay it prone.
Choose a character you are engaged with that is no larger than you and
Brutal throw them. Move them into any square within short range and LoS. They
Assault
suffer no attacks of opportunity from this move. They suffer an attack
equal to your +1, rolling an additional die if a wall or other terrain piece
2 prevented them being thrown the full distance. Then lay them prone. If
their trajectory was blocked by a character, that character also suffers an
attack equal to your +1.
Passive: You may ignore the Cumbersome rule for melee weapons.

3 Make up to three Melee actions using only your +1. If the target survives
lay it prone. Then make a Move action.
Reaction: Use after suffering a melee attack in which you took no
1 damage. The weapon that the attacker used is removed from their
Disarm
dashboard and scattered.
Reaction: Use after suffering a melee attack in which you took no damage.
The weapon that the attacker used is removed from their dashboard and
2
added to yours. If you do not have space for it, drop it or another item you
are holding.
Reaction: As level 2. In addition, you may make an immediate Melee
3 Attack action with the stolen weapon, followed by a Move action with no
attacks of opportunity allowed.
1 Use before making a melee attack. Add two dice to the attack.
Frenzy 2 Use before making a melee attack. Add three dice to the attack.
Use before making a melee attack. Add four dice to the attack. After rolling
the dice, you may split the hits scored between any number of enemies in
3 range of your weapon. Any other effects such as Bludgeoning are applied to
all enemies that suffer a hit.
Passive: Gain First Strike .
Make a Melee Attack with a weapon. You may re-roll one die.
1 Passive: You may use the Shield Block ability as an effortless action. You
still become Fatigued if it is used outside your turn.
Weapons
Master Use after making a melee attack with a weapon. The target is Wounded
2 and Stunned.
Passive: You may make a Melee Attack as an effortless action.
Use after rolling for a melee attack with a weapon. You may roll again for
a different weapon in your inventory, combining hits and effects. results
3 apply to each weapon separately. Then make a Knock Back action with +1
die, or a Move action ignoring attacks of opportunity.
Passive: When making melee attacks, results on the blue die are critical hits.

144
RANGED SKIL LS

Skill L evel Action


Make a Ranged Attack at short range. This attack does not roll any dice – it
1
scores 1 automatic hit, ignoring cover.
Bullseye
Make a Ranged Attack at up to medium range. This attack does not roll any
2 dice – it scores 1 automatic hit, ignoring cover and physical armour.
Passive: This character’s ranged attacks ignore cover at short range.
Make a Ranged Attack at up to medium range. This attack does not roll any
3 dice – it scores 2 automatic hits, ignoring cover and physical armour.
Passive: This character’s ranged attacks ignore cover at medium range.
Reaction: Use after being targeted with a ranged attack or spell, before the
Counter 1
Shot attack is resolved. Make a Ranged Attack or cast a spell against the attacker.
Reaction: Use at any time after a target enemy has taken its first action in
2
the current round. Make a Ranged Attack or cast a spell against the target.
Reaction: Use at any time. Make a Ranged Attack or cast a spell against an
3 enemy with one extra combat die (if applicable), and then make a Move
action.
Use when making a melee attack to use a ranged weapon instead. Roll to
hit as normal using the weapon’s short-range statistic and add one die to
1 the attack.
Passive: You may ready a ranged weapon with Preparation as an
Ranged
Expert effortless action.
Throw any melee weapon, rolling two additional dice, OR throw any other
2 item as if it was a weapon, rolling two dice.
Passive: You may make a Ranged Attack as an effortless action.
Make a Ranged Attack with a Shot weapon. Ignore the Unreliable rule
and add the Bludgeoning , Sharp and Piercing rules to the attack.
3
Passive: When making ranged or thrown attacks, results on the blue die
are critical hits
1 Make a Ranged Attack. You may re-roll one die.
Trick
Shot You shoot an item from an enemy’s hand. Make a Ranged Attack. If at least one
2 hit is scored, no damage is done, but an item of your choice is removed from
their inventory and moved up to six squares in a direction of your choice.
Make a Ranged Attack with three extra combat dice. After rolling the dice, Reference – Skills
3 you can split the hits scored between any number of eligible targets within
range of your weapon and within short range of each other.

145
STEAL TH SKIL LS
Reference – Skills

Skill L evel Action


Reaction: Use when an enemy ends a move within 4 squares and you are in
1 full or partial cover. Make a Ranged Attack action against that enemy. You
Ambush
may Dash before or after this action.
Reaction: Use when an enemy ends a move within 4 squares and you are in
2 full or partial cover. Make a Move action and then an Attack action against
that enemy. You may Dash once before or after either of these actions.
Reaction: Use when an enemy ends a move within 4 squares and you are
in full or partial cover. Make a Move action, an Attack action against any
3
enemy, and then another Move action. You may Dash once before or after
any of these actions.
While you are in contact with any wall you cannot be targeted for the rest
of the round. Enemies can move through adjacent squares without stopping
1
or attracting attacks of opportunity from you and cannot end a move in
contact with you. You do not block LoS in any way.
Make a Move or Ranged Attack action. While you are in contact with any
Camouflage terrain you cannot be targeted for the rest of the round. Enemies can
2 move through adjacent squares without stopping or attracting attacks of
opportunity from you and cannot end a move in contact with you. You do
not block LoS in any way.
While you are not in contact with an enemy you cannot be targeted for the
rest of the round. Enemies can move through adjacent squares without
stopping or attracting attacks of opportunity from you and cannot end a
3 move in contact with you. You do not block LoS in any way.
Passive Reaction: At any time (including midway through an enemy’s Move)
during a round in which you are camouflaged using this Skill you may make
a Ranged Attack action and then become Fatigued.
Reaction: Use after being targeted with a ranged attack or spell if you are
1
within 4 squares of cover. Move into cover.
Duck
for Cover Reaction: Use after being targeted with a ranged attack or spell if you
2 are within 4 squares of cover. Move into cover and ignore all effects of
that attack.
Reaction: Use at any time. Make a Move action into cover ignoring
attacks of opportunity, and make an Attack action, in any order. You
3
cannot be targeted for the rest of the round as long as you do not move
from your position.
While in cover, you cannot be affected by ranged attacks until the end of the
1
Hard round, although you can be targeted as normal.
to Hit
While in cover or at more than short range, you cannot be affected by
2 ranged attacks until the end of the round, although you can be targeted
as normal.
Make a Move action ignoring attacks of opportunity. You cannot be
3 affected by any enemy ranged attacks until the end of the round, although
you can be targeted as normal.

146
SUPPORT SKIL LS

Skill L evel Action


Market Phase: You may perform one of the following:
• Purchase an item of any value, in addition to the normal limits.
1 • Draw an additional rare item from the supply – this will now be available
Barter to purchase.
• Sell one item for its buy value, to a maximum of 10 x your rank.
Market Phase: Deduct up to 2 from the buy prices or add 2 to the sale
prices of up to three items, in any combination.
2
Passive: Deduct up to 2 from the cost of one item or Adventurer upkeep
cost in each Market Phase.

3 Market Phase: Increase the number of gained from any quest objectives
(if applicable) by 50%, rounding up.
1 Remove a Terrified counter from a friendly character in short range.
Inspiring Reaction: Use after defeating an enemy. All other friendly characters in
short range may remove a Terrified counter OR take one action.
2
Passive: Any other friendly character that starts its turn in short range and
LoS of this character removes a Terrified counter before activating.
All friendly characters in short range (including this one) remove all Terrified
3
and Fatigued counters. Each may then make one action.
Reaction: Use when an enemy in LoS activates. You may choose the
1 enemy’s target for the round from any eligible characters it can see, even if
it is already engaged and/or another target is closer.
Intimidating
Reaction: Use when an enemy enters LoS or starts their turn within LoS.
Their turn immediately ends and they are Stunned.
2
Passive: As an effortless action, you may take an action with any friendly
character in short range. They then become Fatigued.
All enemies of this character’s rank or lower within short range and LoS are
3 Stunned and Terrified.
Passive: You gain Terrifying .
Use after taking an action. Another Adventurer in your party within short
1
range and LoS immediately makes the same action for free, if able.
Training Advancement Phase: Add one Experience to any other Adventurer in your
2
party. This Experience may only be assigned to Agility, Endurance, Melee,
Ranged or Stealth Skills.
Reference – Skills
The trainee’s rank may be no higher than X.
Advancement Phase: Add one Experience to any two Adventurers in your
3 party. One can be at any rank; for the other the trainee’s rank may be no
higher than X.

147
SURVIVAL SKIL LS
Reference – Skills

Skill L evel Action


Natural Use when Resting. You and any other friendly characters that Rest this
1
Remedies
round restore an additional Health peg and an additional Magic peg.
You or a friendly character in contact removes a Wounded or Poisoned
2
counter and restores one Health.
You and all friendly characters in contact are Blessed, and may each take an
3
additional action this round.
Use during a General Search action to forage, taking the items listed below
in addition to any drawn. Roll the Magic Die.
• 1: You did not find anything other than the item drawn.
• 2-3: Take a Morsel or Herbs* token.
1
• 4-5: Take a Provisions or Fungus* token.
One with
Nature
• 6: Take a Remedy or Minerals* token.
Passive: When staying in the Wilderness in the Rest Phase you may roll
once on the above table for each character with this Skill.
At the start of your turn, choose a non-Otherworldly Wandering Beast
2 within medium range and LoS. You may use any of your actions this turn
to control the Beast instead.
Select a random non-Otherworldly Wandering Beast of rank 1-3 (see page
44). It enters play at an Entry Point of your choice and will be controlled by
3 you in the Adventurer Phase for the rest of the game. It may activate this round.
Passive: Non-Otherworldly Wandering Beasts will never target you.
Ready for
Anything 1 Reaction: Use at any time. Take an action.
Passive: Use at any time, once per round.
2
Take an action and then become Fatigued.
Reaction: Use at any time, including midway through an enemy’s Move. You
3 may take up to two actions and an effortless action.
1 Look at the top three cards of the Event Deck.
Based on the current Dread, roll for the arrival of all NPCs due to arrive this
round and place them next to the appropriate Entry Points. Grave Points
or any other arrival location within short range of this Adventurer cannot
be used. You may then move the NPCs at any one Entry Point to a different
2 one. Their arrival will not be rolled again this round – they will just be
Tracking
activated and enter the gaming area as normal.
Passive: If any rule causes your Staging Point to be swapped with a random
Entry Point, you may roll the Magic Die twice and pick your preferred result.
Reaction: Use either before or after an enemy enters LoS/is placed onto
the gaming area, interrupting their Move if necessary. This character may
take a free turn immediately. All friendly characters within short range may
3 take one action. Any of these actions that target the arriving enemy gain
one extra die. If the arriving character survives any attacks they may take/
continue their turn as normal.
Passive: You may treat Rough Ground values as two lower.

* Herbs, Fungus and Minerals can be found in the Of Ale and Adventure expansion.

148
TOWNSFOLK SKILLS
You will note that some of these Skills have multiples of the same level, which will all be unlocked as
a character marks a sufficient number of spaces. As characters allocate XP to these Skills they will not
always unlock new abilities, but will still increase that Skill’s X value, affecting the number of pegs that
can be spent on the abilities already unlocked.

Skill L evel Action

Bombast
Rest Phase: After any Raucous Night result, gain X additional Renown.
1 Passive: Whenever Renown would be spent, this character may spend their
Skill pegs instead of the party’s Renown, following the usual restrictions on
Skill use.
Reaction: Use whenever Renown is gained by your party. Gain one
2
additional Renown.
Remove a Fatigue counter from another character in short range.
1
Rest Phase: Add up to 2 to any Inn roll without spending Renown.
Use when Resting. Bless each friendly character (including this one) in
Entertainer short range. You may increase the Dread level by up to two to Bless each
2 character that many additional times.
Rest Phase: At the end of the Phase, Bless all characters in your party.
This character inspires all around them to draw upon their inner strength
to perform great feats. Place three Reminder counters on this character’s
board. While these are in place, all friendly characters in short range may
3 use their Magic pegs as if they were Skill pegs. Remove one Reminder
counter in each Assessment Phase.
Passive: This character may use Magic pegs as if they were Skill pegs.
Reaction: When an attack is made by a friendly character in short range,
add the Poison rule to the attack. If it already has the Poisoned rule, add
1 Vicious instead.
Passive: Apply the benefits of a Herbs, Fungus or Minerals token as a
regular action, instead of during a Rest.
Herbalism During a quest, spend two actions in the same round to Craft a potion token
(those marked on the back) as if you were visiting the Artisan’s Guild at no
1 cost. You may craft items requiring any number of , , and resources,
and up to a total of X other resources.
Market Phase: Craft an item as above at no cost.
You brew a potion ( ) with whatever you have at hand. Draw three crafted
potion tokens at random and choose one to keep at no cost. Mark the Reference – Skills
3 potion with the pen.
After the potion is used, roll a combat die. For each hit scored, the user gains
their choice of a Health, Magic or Skill peg. On a the user is Poisoned.
Advancement Phase: Add one Experience to any other Adventurer in your
party. This Experience may only be assigned to Townsfolk, Cunning, Magic,
1 Support or Survival Skills, or to Spells.
Loremaster The trainee’s rank may be no higher than X.
Use when Searching (terrain or General) to draw X additional tokens from
the pouch. If any of these additional tokens is a Hidden Location or a Rare
1
item, you may choose one to take in addition to whatever else was found.
Otherwise the additional tokens are returned to the pouch with no effect.
Use before setting up a quest to add an additional random rare item to the
2 token pouch.
Passive – Market Phase: You may re-roll the die when resolving a Book .

149
Skill L evel Action
During a quest, spend an action to Repair a broken item as if you were visiting
Reference – Skills

the Artisan’s Guild at no cost. The items you may repair depend on X:
1. Common
1
2. Common or Uncommon
Smithing
3. Any Item
Market Phase: Repair an item as above at no cost.
During a quest, spend two actions in the same round to Craft a weapon or
armour token as if you were visiting the Artisan’s Guild at no cost. You may
1 craft items requiring any number of , , and resources, and up to
a total of X other resources. At least one peg must be spent.
Market Phase: Craft an item as above at no cost.
1 Spend an action to create a Barricade in an adjacent square.
Reaction: Teamwork! When this character or another friendly character within
short range and LoS makes an attack, for each friendly character in contact with
1
themselves or the target of the attack they may either add one die to the roll or
gain Vicious . A maximum of X dice and/or effects can be added.
Reaction: We Trained for This! Use after an Event Card is drawn but before
it is resolved; or use after rolling for the arrival of one or more characters at
an Entry Point in LoS.
This character and all others within short range may take one action for
Tactical Gift 2 free. They may become Fatigued to take a second action. Then continue the
game, resolving the interrupted effects.
Passive: During a friendly character’s turn, between actions, another
unactivated character may become Fatigued to take an action. Both
characters must be in short range of the character with this Skill.
Use when in a room containing no enemies. You may close any doors in that
room and flip any Entry Point markers within short range of a character in
that room. You may reposition any characters in that room. Then, for each
friendly character in the room, replace the uppermost peg in the Dread
3 Tracker with a green one.
Green pegs do not count towards the current Dread. When a peg is to be
added to the tracker, replace the lowest green peg instead. While any green
pegs remain, the flipped Entry Points must be re-rolled for arrival purposes.
When the last green peg is replaced, flip the Entry Points back.
This character makes use of their seemingly mundane talents for the good
of the party. In the campaign phases between games, this character may
spend up to X pegs. For each peg spent:
• Escape Phase: Adjust a Left for Dead roll for this Adventurer by 1.
• Advancement Phase: Add one Experience to any Adventurer in your
1
party (max 1 per Phase, Adventurer’s rank may be no higher than X).
• Market Phase: Ignore the Upkeep for an Adventurer.
Unlikely Hero
• Rest Phase: Re-roll any result at the Inn or in the Wilderness.
Passive: This character is never targeted by enemies unless they are the
only target in LoS.
Passive: This character may spend the party’s Renown as if it were their
2
own Skill pegs.
Reaction: This character seems to be exceptionally lucky and unlucky at the
same time. Use after rolling an attack for or against this character. If this
character is attacking, the attack causes one additional damage regardless
3 of the roll, and is considered to have rolled a critical hit. If this character is
being attacked, ignore all effects of the attack and Stun the attacker.
Then draw and resolve an Event Card.

150
REFERENCE – ICONS
Some rules will have an ‘X’ value. This refers to the Camouflage: This character can only be
number in or next to the associated icon. targeted by ranged attacks from within
short range.
Icons found on weapons apply each time the
weapon is used. Weapon abilities found on
character boards or other types of token such as Channel: This icon will be seen alongside
Gear apply to all attacks made by the character other statistics or abilities. At least one
(regardless of weapon) while the item is in effect. Magic peg must be spent to use the
statistic/activate the ability. If an ability
+X dice: This is usually found alongside has an X value, additional pegs may be
the Channel icon. The attack may spent to improve the effect.
roll an additional number of dice equal Abilities with the black Forbidden
to the number of pegs spent. Channel icon work in the same way, but
Ammunition: A character firing a the Forbidden Magic Die must be rolled
weapon with this icon must have instead of the regular Magic Die.
a Gear or Armour token of the Cleave: If a melee attack with this
matching type to fire it. weapon defeats an enemy, you may
However, Throwing Stars are a resolve the same attack against
weapon in themselves – they do not another eligible enemy, removing one
require a separate Gear token and the hit from the roll. You may continue
Weapon token itself is discarded if to do this until you fail to defeat
they run out. an enemy or there are no eligible
enemies remaining.
Balanced: This weapon rolls +1 dice
when thrown. Crafting – Resource: This item is used
as an ingredient for crafting – see page
Bludgeoning: If this attack rolls a critical 84. The letter and colour determine
hit, the target is Fatigued, even if no the resource type. Numbered items are
damage was caused. used to craft unique relics.
The target suffers one additional Fatigued Creature: Unless stated otherwise, this
counter for each damage caused. character cannot Open Doors, Search,
use equipment or Interact with terrain.
This attack rolls one extra die when
attacking terrain pieces. Cumbersome: If an attack with this
weapon rolls any and is not broken,
Book: In the next Market Phase after turn the token 180°. It cannot be used
obtaining this item, roll the Magic in this position. It requires an effortless
Die to see what literary secrets action to ready the weapon for use again.
you’ve uncovered. If the token is
Uncommon, add 1 to the roll. If the Cumbersome weapons cannot
token is Rare or Exclusive, add 2 to be thrown.
the roll. Curse: If this weapon rolls a critical hit,
• 1-2: The book is worthless – discard it. the target is Cursed, even if no damage
was caused.
Reference – Icons
• 3-5: The book is sold for equal to
the number rolled.
Darkness/Light: Treat this item as the
• 6-7: An Adventurer of your choice
appropriate counter. It will move with
gains 1 Experience. Discard the book.
any character carrying it, affecting the
• 8: You find information on an
area in short range as usual.
ancient artefact. Add one random
relic resource token to the token If the item is discarded when it resolves,
pouch and discard the book. place the counter in the room instead.
Burning: If this attack rolls a critical
hit, the target is Burning, even if no Defensive Re-roll: The character may
damage was caused. force a single die to be re-rolled from
any attack made against them, unless
Equipment with this icon is considered the attack ignores physical armour.
a source of fire. Critical hits cannot be re-rolled.

151
Discard: When this item has been used, Immobile: This character cannot Move
return it to the supply. or be moved unless a rule explicitly
says otherwise.
Reference – Icons

Effortless: This item can be used as an Immunity: This icon will be seen
effortless action. alongside other abilities and statuses.
This character does not suffer any
Entangling: If this attack causes one counters or effects from the
or more hits, the target is Fatigued. If ability shown.
this attack rolls a critical hit, the target
is knocked prone. These effects apply Indestructible: This item ignores any
even if no damage was caused. rule that would cause it to break. If you
need to determine a random item to be
Fast: When making a Move action, broken, choose another if possible.
this character can move X additional
squares. If a character has this ability Infinite Ammo: When this token is used
from multiple sources, they use the for a ranged attack, it ignores results
highest value – they do not stack. that would cause you to run out of
ammunition and discard it.
First Strike: When this character enters
within melee range of an enemy Key: A character carrying this item may
(including when placed onto the gaming lock or unlock any door or terrain piece
area or when a door opens), it gets an as an effortless action.
immediate free Melee Attack action. Lasting Effect: Effects granted by this
Fly: This character can fly above the item last until the end of the round.
ground with the following benefits: Rotate the token 180° as a reminder. If
the token is discarded after use, place
X it on your character board instead and
• Scramble X
discard it at the end of the round.
• They ignore the first hit of any attack
of opportunity against them. The user may spend X Magic pegs
• They cannot be knocked prone. They (max 2) to add X Reminder counters to
are still subject to any other parts the item. In each Assessment Phase,
of a rule that would normally make remove a Reminder counter instead of
them prone. discarding/rotating the item.
Hawkeye: This attack ignores partial Location-Specific: Unless stated
cover and can fire at engaged otherwise in a quest briefing, this item
characters at any range without only works in the quest in which it was
randomising the target. found, or the next quest if purchased in
a Market Phase.
Hazardous: When this item would be
used, roll the blue die. If a hit is scored, Loud: Increase the Dread by 1 when
the item’s normal effects are applied. this item is used.
On a blunder, the user suffers the
effects shown alongside the Hazardous Lull: Reduce the Dread by the amount
icon instead (such as gaining status shown when this item is used.
counters or losing pegs). On a blank, no
effects are applied.
Hidden Location: Draw the Hidden Magical Armour: Spend an action and up
Location card with the number to X Magic pegs to increase your Warded
matching this token. Return the token value by the number of pegs spent.
to its supply (the pouch for common
tokens, or the separate bag otherwise). Rotate the token 180° to mark it as
active. The token cannot be used in
Hit and Run: After making a melee this position.
attack, if this character is still engaged
it will make a free Move directly away Malacyte Enhancement: This character
from the defender, ignoring attacks of may cast spells with one more Magic
opportunity, if there is space to do so. peg than their rank allows.
It will not engage other enemies with Malacyte Stability: You may discard a
this Move. Magic peg to re-roll the Magic Die.

152
Malacytic Conduit: This character Quickstrike: If this weapon rolls a critical
cannot contain the magical energy in hit during a melee attack, you may Dash
their body. At the start of each of this or make another attack (with this or
character’s turns, add a blue peg to the any other weapon) for free immediately
Dread Tracker. If on an item, the rule after the initial attack is resolved.
applies while it is being carried or worn. Rank: The power level of an NPC. NPCs
Master: This icon will be seen alongside activate in order of rank, starting with
other abilities on Companions or the highest, and their rank may also be
Summoned characters. The linked referenced by other rules and effects.
ability applies to the controlling
Reach: This weapon may be used
character while they are within short
to make a Melee Attack against an
range of this character.
enemy up to X squares away, including
Night Sight: This character ignores all diagonally. Unless in contact, the
effects of Darkness (see page 61). characters are not considered to
be engaged for any other purpose,
Otherworldly: This character originates including attacks of opportunity.
from another dimension. The icon
(found on character boards and any When using multi-level terrain this rule
applies vertically as well – the marks
associated Event Cards) has no effect
on the ruler can be used to determine
on its own but will interact with other
how many squares a target is from their
rules found in Maladum expansions.
attacker when measuring up or down at
Pack: These characters arrive in an angle. Measure from ground level.
groups. When they enter play, place
the number of miniatures shown here NPCs with this rule will make Attack
instead of a single character. They still actions as soon as their weapon is in
activate individually. range of their target – they will not
Move closer if they do not need to.
Parry: When the user of this item is the Characters with First Strike may also
target of a melee attack, you may roll a choose to stop and attack once they are
combat die. Each hit scored will negate within their weapon’s range.
one hit from the enemy’s attack as if it
were physical armour. You then Reactive: Once per turn, if another
become Fatigued. character starts their turn or enters a
square within range of this character’s
Piercing: Physical armour cannot attacks (intentionally or otherwise), this
negate hits from this weapon. character immediately makes a free
attack against them. This interrupts any
Plunderer: If this attack causes damage, movement, and the moving character
a random item from the defending can continue their action/turn after the
character’s inventory is scattered. If attack if they survive.
the attack also scored a critical hit the
attacker may take the item instead. Regeneration (peg type): Restore
X pegs of the type shown in the
Poison: If this weapon rolls a critical Assessment Phase. If a character has
hit, the target is Poisoned, even if no
damage was caused.
this ability from multiple sources, they
are cumulative.
Reference – Icons
Preparation: After this weapon is used, Relentless: A character attacked multiple
turn the token 180°. It cannot be used times in a single round by characters with
in this position. It requires an action to this rule will have their physical armour
ready the weapon for use again. reduced by 1 for each attack after the
Purification: When this ability is first, to a minimum of zero.
used, the character may replace their
For example, the first attack by a
X rightmost black Health pegs with
character with Relentless will use the
green ones.
defender’s standard armour value. The
This ability will specify when it applies, second will reduce it by 1; the third will
such as when Channelled, when Resting, reduce it by 2, and so on.
or by spending an action or Skill.

153
Re-roll: If on a weapon, the character Shield Block: This character may
may re-roll a single combat die each time spend an action to raise the shield,
the weapon is used to attack or parry. taking this token from their inventory
Reference – Icons

and placing it on their miniature to


If on a character board or any other gain the effects shown inside the
type of token, for each roll made, the shield icon. The token is placed back
character may re-roll a single die of any into the inventory again as soon as the
type used for any action or effect on user does any of the following:
their behalf.
Rest: This icon will be seen alongside • Takes any action other than Move
other abilities and is only used during a or Dash.
Rest action. This character may discard • Suffers damage.
the token to apply the abilities shown. • Becomes Stunned.
Restoration: These icons are found on The character may also raise the shield
potions and other remedies. When used when the character is attacked outside
they restore X pegs or grant X additional of their own turn, before dice are
actions (based on the icon shown) to the rolled. After the attack the character
user or another Adventurer in contact. will become Fatigued.
Actions must be used in the character’s
turn in the current round. Only one Shield can be raised at a time.
Size: This character is smaller or larger
Retaliation: If this item/character than an average human and additional
blocks at least one hit from a melee rules apply, most commonly used for
attack that rolls any , resolve an LoS (page 10), Knock Backs (page 29)
attack against the attacker with one die and Moving Objects (page 60).
for each rolled. Skill: The Skill shown here can be used
Rope: This character may spend an by the character at up to the level
action to place this token in contact with shown, exactly as if they were on the
them. While the token is in position, any character’s Class board.
character may Climb up or down from Stash: This item may be instantly
that location at a cost of one action for discarded when found to add its value
each level (height of a wall) climbed. to your Stash – it does not have to be
If placed in contact with a gap, characters placed into an Adventurer’s inventory.
may Jump across the gap from its Terrifying: If this character rolls a
location, adding 2 to their safe distance. critical hit when attacking, the target
Rough Ground: This area follows the is Terrified.
rules for Rough Ground on page 58, If an enemy character ends their turn
using the value shown. Characters or within short range of this character, roll
items may have this icon with a negative the Magic Die. On a 1 that character
value, reducing the effect of any area of becomes Terrified.
Rough Ground they are in accordingly.
Trap: This item is a trap that can be set
Scramble: The top number is the by an Adventurer. They may make an
maximum height or width in squares/ Interact action to set it and place it in
inches of objects/characters that the an adjacent square.
character can move up or over as part of
a normal Move action – they do not need NPCs are unaware of the trap and will not
to Climb them or spend any actions, just adjust their route to avoid it. The trap is
like a regular character climbing stairs. triggered immediately when an enemy
enters a square containing or adjacent to
The bottom number is the character’s it and its effects are resolved against that
safe distance for Jumping down or across. enemy. Then flip the token face down – it
Sharp: If this weapon rolls a critical will not resolve again this round. Flip it
hit the target is Wounded, even if no face up again in the Assessment Phase.
damage was caused. Each time the trap is resolved, roll a die.
On a , discard the token.
Adventurers may pick the item up.

154
Unarmed Combat: This value will be Vicious: results on the blue die on
found on a character’s board (including attacks made with this weapon are
their armour slot). They may use this critical hits.
value to make melee attacks even if
they do not have a weapon. Volatile: If this attack rolls a on the
blue die, the user takes one damage.
Unreliable: If an attack with this
Then, all adjacent characters suffer an
weapon rolls a single , it has jammed.
attack with a number of dice matching
Turn the token 180°. It cannot be used
in this position. It requires an action to the original attack and the Burning rule.
ready the weapon for use again. If it Worthy Opponent: If an Adventurer
rolls two or more it has broken. defeats this character, their party gains
Unsanctioned: This character follows one Renown. The character must be
the rules for Unsanctioned Maladaar defeated with a direct attack or effect
on page 39. – death from delayed effects such as
being Poisoned or Wounded do not
Vampiric (peg type): If this attack grant Renown.
rolls a critical hit the target loses a
peg of the type shown if possible, in This character can only appear once per
addition to any damage caused. If quest. Once it has arrived, any further
multiple types are listed, the target rules that cause another to enter play are
loses whichever they have the most ignored, even after it has been defeated.
of (attacker’s choice if equal). If a peg
was lost, the attacker restores a peg of
same type if possible. If they cannot,
they become Blessed if possible.

Reference – Icons

155
ITEM NOTES Gas Trap: This is resolved as a Ranged
Attack with Blast against the character
Some equipment requires more specific rules than that triggered it. It does not cause
Reference – Icons

can be covered by the standard icons and statistics. damage. Instead each target suffers
These items will be marked – if you see this on an one Fatigue counter per hit.
item you should check the rulebook for full details. Maladaar’s Almanac: Characters
POTIONS: Some rules refer to “Potions”. These are must have a spell track on their Class
all items marked on the back. board to use this item. The user
marks spaces on it equal to their rank
Healing Knowledge: This is not an (marking a new space when they
equipment token. When granted reach a new rank). For each space
to an Adventurer this is placed into marked, the user may learn a new
either side of the armour slot on their spell as if XP had been spent. Mark
character board, and is treated as part these with an X on the Maladaar
of their board for all purposes. reference card.
Adamantine Elixir: While in effect, If after any quest a different
this potion grants Immunity to the character carries this item, erase
following effects: Bludgeoning, any filled spaces here and erase
Burning, Entangling, Poison, Sharp, the corresponding spaces on the
Terrifying, as well as increasing the character’s reference card.
user’s physical armour by 2. This Mystic Grimoire: The character
armour increase does not hinder holding this item may learn spells
magic use. one level higher than their rank.
Blessed Water: This item can only be Learned spells are retained if the
used to attack Revenants. character no longer holds the item.
Oblivion’s Echo: This device channels
the Crucible of Resurrection. The user
Camping Gear: The party may re-roll may Interact with the item as if they
all Wilderness rolls in the rest phase. were Interacting with a Crucible. All
the same rules apply. See page 53.
Cordial of Cognisance: When Sceptre of Dominion: The character
this item is used, the character with this item can Persuade any
gains three Experience and may character to do anything (except
immediately assign it to their Class Adventurers from other parties will
Board. Skills and Spells chosen may not join you). NPCs with no Persuade
be used this round. We suggest value use their rank instead.
marking the gains in a different Sledge of Burden: This character is
colour as they are temporary. considered to be one size larger for
When the token is discarded the the purposes of moving objects.
character loses two of the gained Tome of Revenance: This item allows
Experience and Skills/Spells. the user to re-roll attacks and effects
against Revenants only.
Note that characters only Level Up in
the Advancement Phase.
Daemon Mantle: This item may be
used to cast the Rearrange Cells spell
with X = 5. No pegs are spent and the
Magic Die is not rolled. Rotate the
token 180° - it cannot be used for the
rest of the game.
Doorbuster: This item adds three
dice to a character’s unarmed combat
value against terrain pieces only.

156
QUICK REFERENCE
ORDER OF PLAY Search (p.28)
EITHER: Look in Searchable terrain in contact, take
1. Dread Phase or swap items.
2. Adventurer Phase OR: Place in room and take token from pouch.
3. Adversary Phase
4. NPC Phase
5. Assessment Phase OR: Pick up, drop or swap items in same or
adjacent square.
DREAD PHASE (P.21) Knock Back (p.29)
• Add 1 black peg to Dread Tracker. Roll dice ( on character board + 1) against
• Draw Event Card (round 2 onwards). adjacent target. +1 hit per your larger, -1 hit per
target’s larger.
ADVENTURER PHASE (P.22) Push target back 1 square per hit. May follow up.
Players take turns activating Adventurers. Each 3+ hits = target prone. > = no effect, target
takes up to actions + 1 effortless action. may Knock Back attacker.

• / / / – see status effects first (p.16). Persuade (p.29)


• Defeated characters cannot activate. Choose result and roll dice against target with
• Prone characters must Stand Up before in short range. Increase Dread by 1 if not in
other actions. contact. Reduce hits by . Check remaining hits:
TRADE ITEM: 1+ hits (contact only) – swap item of
ACTIONS (P.22) up to same size and rarity.
TAKE ACTIONS: 1 per hit, Fatigue for each, cannot
Move (p.23) harm friendly characters.
Up to 4 squares (3 if ). Enemies make attack of TRUCE: 2+ hits – they become friendly.
opportunity if you leave contact.
JOIN: 3+ hits – they join your party (p.42)
Melee Attack (p.26) Interact (p.30)
Make melee attack against engaged target or target Refer to rules for object Interacted with. Must be in
in range of . contact and unengaged.
• = dice for Melee Attack. Don/Remove Armour (p.30)
• = forceful – +1 die but 2 x breaks weapon
(p.15). Move/swap items from inventory to armour slot.

Ranged Attack (p.26) Stand Up (p.30)


Make ranged attack against target in range and LoS. Stand up prone character.

• = dice at short, medium and long range. Cast Spell (p.30)


• = blast (p.27). spells target caster. Otherwise target in
• 1x = out of ammo (p.27). medium range and LoS. QUICK REFERENCE
• Choose spell from Reference card, Character
board, Class board or Equipment token.
ATTACK ROL LS • Spend X Magic pegs (max = rank). Discard pegs = .
• Roll Magic Die (see Magic opposite).
• Roll dice, one , others . = hits. • Resolve spell.
• Reduce hits by cover (p.11) and armour • Resolve Magic Die effects. Add peg to Dread if
(p.25). first Magic used this round.
• Reduce target’s health by remaining hits. If
last health removed, character is defeated Rest (p.30)
(removed if NPC, see p.33 if Adventurer). Two actions. No enemies in room or short range
• = critical hit – other rules may apply – and LoS. Cannot be .
check icons.
• Remove all .
Check Skills (p.140-150) and Icons (p.151-155) • Restore 2 Magic pegs.
for any further effects. • Restore 1 Health or Skill peg.
• Remove or .
• Stand Up.

157
EFFORTL ESS ACTIONS (P.31) NPC ACTIVATION (P.40)
• Dash – move 1 square. If NPC has Event Card, follow stated targets
• Throw Item.
QUICK REFERENCE

and actions.
• Use item or spell.
• Open/close door. Otherwise target closest enemy, prioritising those
• Lay prone. in LoS and not in cover. Target does not change
• Give/take/swap item with adjacent character during turn unless target defeated or NPC engages
or square. different target.
Take actions as follows:
SKIL LS (P.32)
START HERE
Once per round, during turn, spend X Skill pegs to
use available Skill at X level. Can the NPC reach the YES
target with one of its melee
NO attacks, without moving? TAKE
Once per round, spend Skill pegs outside turn as
a reaction to a triggering condition to use Skill or ACTION
avoid effect. The NPC will make a
Is the target in YES Melee Attack action
Passive Skills do not need pegs and may be used the NPC’s LoS? against the target.
with no limits.
NO Does the NPC have a YES
See p.140-150 for Skill lists. ranged weapon or ability
that can reach the target?
MAGIC (P.34) TAKE
NO
ACTION NO
The first time an Adventurer spends Magic The NPC will Move
pegs each round, add 1 to Dread. towards the target via Will the NPC’s
the shortest route. ranged attack
Whenever pegs are spent, roll Magic Die: roll more dice
YES
than their best
Magic does not resolve. NO Can the NPC reach melee attack?
Character is Fatigued. and attack the target
in melee this turn? YES
No further effect. TAKE ACTION
Has the NPC already
NO moved this turn? The NPC will make a
Restore 1 Magic peg. Ranged Attack action
YES against the target.
Other characters in 2 squares moved
1 square away and laid prone. ADVERSARY PHASE (P.42)
They may spend Skill peg to avoid.
This and other characters in 2 See Dread Tracker for arrivals based on current band.
squares gain 1 Magic peg (may Roll and dice as appropriate to randomise
exceed starting value). numbers and entry locations.
Resolve effects as if 1 extra peg was = closest Grave Point to Adventurer
spent. Cannot be resisted. If specified type not available, use next lowest ranked.
RESISTING: Spend Magic pegs to reduce X for Activate in descending rank order.
spell targeting character.
CHANNEL : When used, spend at least one NPC PHASE (P.44)
Magic peg to activate linked abilities.
Activate , and other NPC characters in
MAGICAL ARMOUR : Spend action and descending rank order.
up to X Magic pegs shown to gain Warded X.
Rotate token used.
• X = magical armour value.
ASSESSMENT PHASE (P.21)
• If more hits taken, spend Magic peg to • Remove Activation Counters
block each. • / / / – see status effects (p.17).
• If X>1, spend pegs/become Fatigued in • Any other ‘end of round’ effects. Check any
Assessment Phase to maintain. Reminder counters in play.
• Warded removed if damaged or Stunned. • Next player clockwise becomes first player.

158
STATUS EFFECTS (P.16) ADVANCEMENT PHASE (P.80)
• : Must Rest or use actions to remove counters • Earn XP:
before taking other actions. Cannot make attacks • – survived game
of opportunity. If more than , replace all • – survived + completed objective
with .
• : -1 movement. In Ass. Phase, roll: 1-3 -1 • – special – see p.80.
Health, 4-6 no effect. • Spend XP – apply to Skills/spells.
• : In Ass. Phase, roll: 1-2 -1 Health, 3-4 -1 Skill • Level Up – if row filled, increase stats (p.81).
(Health if none), 5 Fatigued, 6 Remove .
• : In Ass. Phase, -1 Health. Cannot Rest. Is MARKET PHASE (P.82)
source of fire, attacks have . May use actions to • Take quest rewards.
remove (p.16). • Sell items.
• : Cannot act voluntarily. During turn, must flee • Buy any items up to 10.
(p.16). May spend Skill to remove. • Buy 1 item per Adventurer at up to 10 x rank
• : Cannot act voluntarily. Cannot suffer . (no limit for rank 5).
Remove counter instead of activating (p.17). • 1 random rare is available to buy.
• : Value is magical armour (p.37). May be • Hiring Adventurers:
boosted. Lost if damaged or stunned. If 2+, • Draw 3 random characters with random
maintain in Ass. Phase. classes. Add Adventurers previously hired
• : Spend to re-roll die or force re-roll of die temporarily. Any may be hired at full price.
against you. • Chosen Adventurer and Class may be
temporarily hired (1 game) at 25% cost.
DARKNESS (P.61) • NPCs that joined party may be hired at
• LoS limited to short range against targets in the dark. 50% cost.
• -1 to attack rolls, no . • Repair Items:
• All Climb/Jump actions fall on a . Safe distance • Common: 1
is zero. • Uncommon: 3
• NPCs prioritise targets in light. • Rare: 5
• Craft Items: See p.84.
• Upkeep: Pay 1 per Adventurer per rank + 1
RENOW N (P.72) for each that took part in latest quest.
Spend to:
• Shuffle 1 card into deck before game. REST PHASE (P.86)
• +1 hit to Persuade. Choose Inn ( 2 per Adventurer) or Wilderness
• Purchase item of any value in Market Phase. (free). Then roll:
• Adjust Inn roll by up to 2. INN
1-2: Choose: Bless all Adventurers or random rank
OTHER IMPORTANT 1 Adventurer gains 1XP.
3-4: Roll again:
PAGES 1: Take random uncommon token.
• Setting Up (p.18) • Companions (p.62) 2: Draw 2 random uncommon and one rare
• Terrain (p.46-58) • Sentries (p.66) token. May purchase any at sell price. Roll for
• Traps (p.57) • Difficulty (p.72) each – on a 1 discard it.
• Large/Small Bases • Side Quests (p.73) 3: At start of next game either:
(p.59-60) • Hidden Locations o Look at top 3 Events, shuffle Traps back in, QUICK REFERENCE
• Moving Objects (p.60) (p.74) return rest.
o Look in searchable terrain piece.
CAMPAIGN REFERENCE 4-6: Draw a Side Quest card.
5-6: Roll again:
ESCAPE PHASE (P.78) 1: -1 Health for random Adventurer.
If Adventurers defeated, choose: 2: Take Provisions.
• Rescue Mission (p.78). 3-4: Gain 2 Renown.
• Left for Dead – roll: 5-6: May spend X. Flip a coin – if you win,
1. Permanently dead, equipment lost. receive 2X.
2. Miss two quests. WILDERNESS
3. Equipment lost. 1: Lose D6. Random Adventurer loses two items.
4. Miss one quest. They may suffer -1 Health and -1 Skill to avoid
5. Pay 5 x rank or treat as 1. all effects.
6. No effect. 2: Roll again. Random Adventurer starts next
Reduce roll by 1 for each / / . may be used. game with 1-3= , 4-6= .
3-4: Roll for each party member. They start next
game with:
1-2: -1 Health 3-4: -1 Skill 5-6: -1 Magic
5-6: No effect. 159

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