Rules Summary


[Migrated from Wave, needs tidying]

For the Players
    when in a DUNGEON When at least one player has stepped through the next level portal and no players remain in the current level (Either because they are in the next level portal or in town) the party is considered to have moved onto the next level.

    After an encounter (I.e. like the one we met on the road with the hell hounds): All heroes may drink any number of potions and use any healing items they wish

    Placing a Guard Order
    1. Clarification on when a hero who has a placed Guard order can attack here
    In a nutshell a hero can interupt the overlord at any point and make an attack against ANY target.
    We have not played it like that previously.

    For the Overlord

    You can only upgrade dice with treachery in an ENCOUNTER not a DUNGEON

    1. The heroes are ejected from the dungeon if the overlord deck is cycled twice in a single dungeon level.
    2. The overlord receives 3cp from a cycled deck.
    3. The overlord deck does not RESET at each dungeon level.
    i.e. if you move to dungeon level 2 from level 1 when the overlord has one card left in the deck on his first turn in level 2 the overlord receives 3cp and has cycled the deck once.
    If he cycles it again just once it's dungeon over!!!

    The Overlords game week

    1. Time Passes
    a) Raise campaign level to silver at a combined xp total of 200
    Question: is XP the same as conquest? If the party has 5 conquest and the overlord has 5 conquest is that 10 combined xp?
    b) Gain 1 conquest
    c) Gain 1 conquest per razed city

    2. Resolve Sieges
    a) Remove ALL siege tokens from cities where there are not one or more lieutenants
    b) Each city that has a number of seige tokens equal to it's defence rating must roll a single black power die.
    On a surge (2/6) the city is razed. On any other result, simply leave the siege tokens in place.
    When a city is razed it is gone forever it can be passed through but can offer no services to the heroes.
    NB: If Tamalir is razed, the overlord immediately wins the campaign.

    3. Overlord Actions
    When the overlord acts during the game week, he may do two different types of actions: issues order to his lieutenants, and
    purchase an upgrade. He may do these in any order, even purchasing an upgrade between issuing orders to different

    Lieutenant Orders
    The overlord may issue one order to each of his lieutenants per game week. Each order may be to either move or besiege a
    Move: When moving, a lieutenant moves its marker from its current location, along one trail (of any type), to a new location. He does not check for encounters. However,
    lieutenants cannot enter Legendary Areas or Secret Master Areas. If a lieutenant enters the party’s location he may (but does not have to) attack the party
    Besiege a City: If the lieutenant begins his turn in a city, he can besiege it. If he does, the overlord places a siege token on that city’s space, as long as it currently has fewer
    siege tokens than the city’s Defense rating. (If it currently has siege tokens equal to the city’s Defense rating, the overlord does not add additional siege tokens.)

    The overlord may purchase one upgrade per game week with his XP. Upgrade examples include Avatar Upgrades, Plot cards, treachery upgrades, and monster upgrades.

    The Final Battle - The Overlord’s Keep

    Once the overlord and the heroes pass a combined total of 600 conquest tokens, the Final Battle begins whether the heroes are ready for it or not. Remember, though, that the
    heroes can’t enter the Overlord’s Keep – or even move to that location on the Terrinoth map – before the Final Battle begins. When the Final Battle is determined to have begun at the
    beginning of a game week (see “1. Time Passes” on page 10), the players immediately stop carrying out the normal game week steps and instead do the following, in order:
    1. The party marker is moved to Tamalir, and each hero may train once, in one of the buildings there.
    2. The party marker is moved to the location of the Overlord’s Keep.
    3. The players reduce both the heroes’ and the overlord’s conquest token totals to zero, with any unspent XP being lost.
    4. The heroes explore the Overlord’s Keep.

    Exploring the Overlord’s Keep
    The Overlord’s Keep is explored like a normal dungeon save that it has five levels rather than three.
    The first four levels are explored like normal dungeon levels, with each level’s portal leading to the next level.
    Track new conquest token totals for the heroes and overlord as they explore the Overlord’s Keep. What do we think about 10 conquest per level for the overlord and the players max?
    Also, while the heroes are in the Overlord’s Keep, all buildings in Tamalir are closed (i.e., unavailable for restock actions).
    The exception is that heroes who are killed re-appear at the Temple as usual, from where they can return normally to the dungeon via a glyph of transport.

    The fifth level
    The fifth level of the dungeon is special. Its nature, layout, and special rules depend on which Avatar the overlord chose at the
    beginning of the campaign. When it comes time to set up the fifth level, the overlord refers to the appropriate Overlord’s Keep section of the Quest Guide rather than drawing a Dungeon Level card.
    As the heroes explore the fifth level of the Overlord’s Keep, the Avatar will appear at some point, according to the level’s description.
    When that happens, the players do the following, in order:
    1. The overlord removes all monsters other than the Avatar from the board, discards all of his Overlord cards, and puts the Overlord deck away.
    2. Each hero’s maximum wounds are increased by +1 for every 2 conquest tokens the heroes collected since entering the Overlord’s Keep. Plus 20 wounds ish?
    3. The Avatar’s maximum wounds are increased by +2 for every conquest token the overlord scored since the heroes entered the Overlord’s Keep. Plus 80 wounds ish?
    Then begins a final, climactic duel to the death between the heroes and Avatar.
    The Avatar, like a lieutenant, can “Battle” (attack twice without moving) or “Run” (move up to twice its speed but not attack) instead of using the more normal “Advance.”
    Furthermore, any hero killed by the Avatar is dead and gone forever (i.e., does not re-appear at the Temple).
    Each time the overlord kills a hero, the Avatar is healed of 2 wounds for every conquest token that hero was worth. ouch didn't notice that before!
    The battle continues until either the Avatar kills all of the heroes, or the heroes kill the Avatar.
    The end of the Final Battle marks the end of the Advanced Campaign. EPIC!

    Besieging and Razing Cities

    The overlord can strike at the cities of Terrinoth by using his faithful lieutenants to lay siege to them. By moving into a city and remaining there, a lieutenant can weaken and eventually
    raze it. The heroes can try to prevent a lieutenant from razing a besieged city by moving there and attacking him. Razing cities accelerates the overlord’s plans for conquest and
    severely hurts the heroes. If the overlord razes the city of Tamalir, he immediately wins the game.

    Encounters Involving Lieutenants

    When the heroes attack, or are attacked by, a lieutenant, an encounter ensues that is similar – although not identical to – a normal encounter.

    First, rather than drawing an Incident card, the overlord uses the lieutenant’s card as the encounter’s Incident card. There is no ambush check for encounters involving lieutenants; such
    encounters are always set up in non-ambush circumstances.

    Second, the overlord gains access to a small number of cards in an encounter when a lieutenant is involved. He automatically puts into play, for free, at the start of the encounter, the Power card named on the lieutenant card under the portrait (for example, “DOOM!” for Sir Alric Farrow). In addition, if the overlord has any treachery, he may spend it on a hand of cards. Each card added to his hand in this way costs its normal treachery cost. Additionally, two cards without a treachery cost can be added to his hand for one treachery of the correct type (although Power cards can’t be added to his hand at all). Cards in the overlord’s hand may be used normally during the encounter, either played or discarded for threat. However, each card is a one-shot opportunity: once a card has been played during an encounter, it’s gone for the rest of the encounter.

    Third, a lieutenant in an encounter may “Battle” (attack twice without moving) and “Run” (move up to twice its speed with attacking) as heroes do.

    Fourth, a lieutenant can Reinforce any kind of normal monster listed as one of its legal minions on its lieutenant card.
    For example, Sir Alric Farrow can Reinforce Beastmen, Razorwings, and Sorcerers for 4 threat as well as Hell Hounds for 3 threat.

    Fifth, a lieutenant may flee off of the board through an exit space just like a hero girl. Doing so ends the encounter in a party victory, and moves the lieutenant to the Overlord’s Keep. Any
    Quest Item the lieutenant was carrying is left behind for the heroes to take. Quest Item?!

    Sixth, if a hero kills the lieutenant, the heroes gain 250 coins and 4 conquest tokens (instead of the usual 100 coins and 2 conquest they get for killing an encounter’s leader). This also
    ends the encounter in a party victory immediately, as the other monsters on the map flee in terror. The lieutenant card is placed in the graveyard box, and is no longer available to the overlord.

    Thus making the overlord howl in pain and have a little cry presumably... if this actually ever happens I think Geoff might have to dish out medals... big F'Off shiney ones with we rock! emblazoned upon them for all future monsters chancers to look on in awe... dream on.

    Lieutenants Fortifying Dungeons

    If there are any lieutenants on the Terrinoth map in the same location as the current dungeon, or in a location removed from the current dungeon location by only one trail, any or all of those lieutenants may fortify the current dungeon. Although this does not move any lieutenants or their minions physically to the current dungeon, it provides a different – and powerful – benefit to the overlord: Before play begins in the dungeon, the overlord looks through his Overlord deck and places the cards listed beneath the portraits on the fortifying lieutenants’ cards into play for free. Furthermore, these cards do not count against the number of Power cards in play (see “Advanged Campaign Stages” on page 9). (There is one exception: Lord Merick Farrow provides the overlord with an extra 15 threat at the start of the dungeon, instead of providing an additional faceup Power card.)