Rulebook clarified and edited for ease of use.

iamfanboy

New member
First off, I want to say that this is a great game with a truly great set of rules that I have enjoyed (almost) every time I've played - the only time I haven't is when I got three Heroes killed by the third round in the first tile. But the rulebook is... well... somewhat haphazardly laid out. It isn't BAD, mind you - I still have nightmares about BAD ones like the Rifts and TMNT books - but it just needs a bit of clearing up and re-editing to be perfect. So here is my re-edited version of the rulebook, thus far.

It's incomplete, but I feel that everything else in the rulebook IS, in fact, explained clearly. This is just the stuff that is scattered across different pages or isn't explained succinctly and plainly enough for my taste.


PHASES OF A ROUND​
1) SPAWN PHASE
2) INITIATIVE PHASE
3) ACTIVATION PHASE
4) END PHASE

SPAWN PHASE
The Consul spawns monsters. He may spawn 4 Skulls worth of monsters from each Spawn Point, placing them in any of the eight squares adjacent to the Spawn Point. If he has any Skull Tokens from the previous round he may use those to spawn additional monsters; if they are not used, they are lost. If the Consul has no monsters to spawn or there are no free adjacent spaces around the Spawn Points, then he cannot - better urge those lazy heroes to get to work!

The Consul may spawn 1 Mini-Boss and 16-Bit monsters if the Power Gauge has passed 16-Bit, and may spawn up to 2 Mini-Bosses and Overcharge monsters if the Power Gauge is in Overcharge.

INITIATIVE PHASE
Each side rolls a number of dice equal to the highest Will on one of their models in play. Whoever gets a higher number of stars may choose to take the first turn or let the other side take it. Ties go to the Hero side.

ACTIVATION PHASE
During each side's respective turns, the Consul activates a monster for the Skull amount listed on its card up to 4 Skulls worth of monsters, and the Heroes activate one Hero. Each side alternates turns until all Hero models have been activated. If there are any models that have not been activated on the Consul's side, they are then activated as normal.

During a given model's activation, it may either move up to its Speed and spend its Action Points, or it may run up to twice its Speed and do nothing else. Models may move into any of the eight squares adjacent to it unless there is an obstacle or a model of the opposing side.

All models may use its Attack dice to assault an adjacent model, and may use any of its Special Actions or Special Attacks for a number of Action Points equal to what it requires. In addition, some models may perform the following for one Action Point:

Missile X - Assault a model within X squares using its Dex dice. Models may not use any abilities with Missile on an adjacent model.

Magic X - Assault a model within X squares using its Will dice.

Range X - Assault a model within X squares using its Attack dice.

Chest - A Hero may open an adjacent Treasure Chest and draw from the Treasure Deck.

If a model is assaulted, it rolls its Defense dice, if any, and compares the result to the assaulter's roll - if the defender scores equal or higher, the assault is deflected, if it rolls lower the model suffers a Wound.

Whenever the Heroes inflict a Wound, move both the Loot-o-Meter and the Power Gauge one square. When the Consul inflicts a Wound, move only the Power Gauge one square. If the Loot-o-Meter lands on or passes a Loot! spot the Heroes draw a Loot card and take one of the following actions:

1) Equip it to any hero immediately (or at the end of the model's activation, rules contradiction gives you the choice until clarified); any equipment already in that model's slot is lost

2) Equip it to any hero during the End Phase of the turn; any equipment already in that model's slot is lost

3) Exchange it for a Heart or removal of a Status Effect on any Hero model. Treasure cards drawn may also be exchanged for a Potion counter given to any Hero model.

If a Hero successfully causes at least one Wound and any Potions or Hearts were also rolled on their dice, they may give a Potion token for each Potion rolled to any Hero in play who does not already have their full amount of Potions, and each Heart may be used to remove either a Wound or a Status Effect on any Hero in play. A Green dice gives a Heart AND a Potion. Hearts and Potions rolled by Heroes on defense rolls, as well as any rolled by the Consul at any time, count as blank faces.

If a Hero slays a Mini-Boss, that player draws one card from the Treasure deck.

Whenever the Power Gauge passes a Skull, the Consul gets one Skull Token that can be used to spawn additional monsters next round.

END PHASE
If 16-Bit or Overcharge has been reached, the Consul draws one Loot card for each spawn point still in play and chooses one, shuffling the remainder back into the deck. All of his Denizens and Minions gain the benefit of that Loot card for the remainder of the game.

If the "Super" platform in a 16-Bit game, or the Overcharged "Super" platform in a Super game, has been reached the Dungeon Boss is spawned.

The Heroes may choose to equip any Loot or Treasure not already equipped.

SPECIAL ABILITIES, ACTIONS, ATTACKS, & POTIONS
Special Abilities, Actions, Attacks, and Potions are what distinguish one model from another besides the dice rolls, and are what adds a truly tactical element to the game. Using them effectively is what leads to victory - and ignoring them leads to defeat. Because the specifics of each of them are explained on a given model's card (with few exceptions), make sure to read each model's card carefully before using it!

SPECIAL ABILITIES
Any Special Abilities a model may have are listed in the bar below the model's image on its card and above the box with any Special Attacks/Actions/Potions. A model's Special Abilities are always on, whether or not the model has activated already, is active, or has not yet activated. A model's Special Attributes are usually explained on the back of the card, but some (such as the Kobold Knucklehead) also print them on the front.

Any Status Effects caused by the model (such as Knockdown or Fire) are also listed in this box as Special Abilities. The Status Effects are explained on page 30 of the rulebook.

If the model has any ranged Special Abilities (such as Missile), they will be listed here, as well as the range of that ability listed in squares. Explanations for those abilities can be found on page 31, as well as in the Activation Phase rules.

SPECIAL ACTIONS
Special Actions are denoted by a BLUE button on a model's card. The number printed on top of the button is the number of Action Points (AP) required to use the Special Action; if a model does not have enough AP it cannot use the Special Action. Special Actions require no rolls to activate; once the AP is spent it comes into effect, and Special Actions cause no Wounds.

If a Special Action does not list a Range or area of effect, it only affects the model using the Special Action. Any dice granted by the Special Action are in addition to the model's usual Attribute, plus any granted by Loot or Treasure.

The effects of the Special Action remain in play until the model's next activation, unless it is an immediate effect (such as Remedy or Heal), or causes a Status Effect that lasts until removed (such as Fire).

SPECIAL ATTACKS
Special Attacks are denoted by a RED button on a model's card. The number printed on the button is the amount of AP required to activate the Special Attack.

If the model has no ranged Special Abilities and the Special Attack lists no range or area of effect, it may only affect a single enemy model adjacent to the model using the Special Attack.

Any dice granted by the Special Attack are in addition to the model's usual Attribute, plus any granted by Loot or Treasure. The extra dice granted by a Special Attack only last for the duration of that Special Attack.

If a model has a Special Ability that gives a Status Effect (such as Poison), any Special Attacks used by that model also cause that Status Effect if they successfully deal damage.

POTIONS
Heroes have additional, limited-use Special Actions denoted by an image of a Potion. The details for each Potion are listed on a Hero's card, below the Special Actions and Attributes.

Potions follow most of the same rules as Special Actions - unless its text describes an area of effect it only affects one model, any effects granted last until the model's next activation, all dice granted are in addition to the model's normal Attribute - but the following special rules apply.

Potions do not cost AP to use; instead, they cost Potion Tokens. If no cost is listed on the Potion, it costs one token to use. If a Hero has multiple Potion types, it may use any of them at any time, but each costs at least one token to use.

Any Hero model may use any of its Potions on any other Hero, no matter how far the Heroes may be apart in the dungeon. A Hero may use its Potions at almost any time, even after the Consul rolls an attack, with the following two exceptions:

1) A Potion may not be used in order to pick up another Potion from either a successful attack roll or one obtained by sacrificing a Treasure card.

2) A Potion may not be used in response to a Hero taking a mortal Wound and being removed from play.


TILES​
Tiles are the components of the game playing board, also called the dungeon. At the start of each game, the Consul picks the first tile and places it, then the Hero side picks another tile and places it adjacent to the first. Each side alternates choosing and placing tiles until the game board size has been reached - 2 tiles for an 8-bit game, 3 for a 16-bit game, and 5 for a Super! game.

Every tile has a grid of squares on it that are where models are placed and through which distances and ranged are measured. Each tile is divided into three separate categories:

HALLWAY
A hallway is wherever a tile can connect to another tile without a wall interfering. It is represented by a set of arrows pointing away from the center of the tile. If the hallway is contiguous with another tile's hallway, the squares on each tile are considered adjacent to each other - the hallway arrows themselves are not considered squares! If a hallway has no other hallway connected to it, that hallway is considered an entrance.

WALL
If an area on a tile does not have a square outlining it, it is a wall. Walls are obstacles through which models cannot be moved, and line of sight cannot be traced.

ROOM
A room is an area of squares on a tile which is separated by a wall from other areas on the tile. For example, the crystal tile with four separated rooms is actually FIVE rooms; the four rooms and the central chamber in a cross shape across the center of the tile.

TILE EFFECTS
Certain tiles also have squares with special effects, such as Difficult Terrain or lava that causes Fire. Each Tile Effect comes with its own card which explains what those squares cause.


CONSUL MONSTER TYPES AND RULES​
The Consul has four types of monsters at his command: Minions, Denizens, Mini-Bosses, and Bosses. Unless they are a Boss or have rules that state otherwise, monsters enter play from spawning points. Loot cards drawn by the Consul ONLY affect Denizens and Minions; Bosses and Mini-Bosses do not benefit from them.

MINIONS
Minions are the weakest of the Consul's monsters, but their numberless hordes can drag even the mightiest of heroes down.

DENIZEN
Denizens are stronger monsters than Minions and are often closely aligned with a Boss.

MINI-BOSS
Mini-Bosses are solitary and stronger monsters, though they may be related to either a group of Denizens or Minions. When 16-bit is reached on the Power Gauge, the Consul may spawn and have in play a single Mini-Boss; if the Power Gauge is in Overcharge, then two Mini-Bosses may be spawned. When Mini-Bosses are slain, the Hero player may immediately draw a card from the Treasure Deck, and the Consul may respawn the Mini-Boss next turn as normal.


BOSSES IN ALL THEIR TERRIBLE MIGHT
Bosses are (rightfully so!) the most powerful monsters in the Consul's army. The Heroes' goal in a 16-bit or Super! game is to destroy the Boss after it spawns.

SPAWNING
Bosses spawn in one of two conditions: When all the Spawn Points have been destroyed, or when Super! is reached in a 16-Bit game (or Overcharged Super! in a Super! game). When the Boss spawns, place it on a tile in a room with no Heroes present at the start of the round after the spawning condition is reached.

When the Boss is present, any Spawn Points still in play cannot spawn additional monsters, as their energies are devoted towards empowering the Boss.

ACTIVATING
Bosses can be activated as normal during the Consul's turn for the cost listed on its card. If there are any Spawn Points still in play, the Boss may be activated once more during a Consul's turn, for a total of two activations.

If there are any other monsters still in play, the Consul may of course activate them as normal.

TIMEOUT
Immediately after a Boss has a number of Wound counters equal to half their total number of Hearts, a timeout is triggered. Before any further actions are carried out, the Consul performs the following actions:

1) Remove all Status Effect counters from the Boss's card
2) Move the boss to any room on the dungeon that does not contain a Hero
3) Resolve any Timeout Effects listed on the Boss's Adventure Effects card.

Any summoned monsters listed under the Timeout Effects are placed in the squares that the Boss occupied before the Timeout or in adjacent squares. If the monsters are still in play somewhere else on the board, remove them from that square and place it as per this paragraph's rules.

ADVENTURE EFFECTS
Every Boss brings to a dungeon unique effects, making that dungeon more truly their own. These effects are listed on the card, and divide into three categories:

Dungeon Effects are in play the moment the game starts; for example, if Starfire is the boss then all Spawn Points inflict Fire on adjacent Heroes and all Heroes have access to the Dragon's Blood potion from the start of the game.

Boss Fight Effects start from when the Boss spawns.

Timeout Effects take place when the Boss times out (as explained above).

...There we go. All the little bits scattered throughout the rulebook compiled into one step-by-step explanation. I hope it helps. Note that I didn't use the words 'attack' and 'attacker' because it might be confused with the Attack stat; instead I used 'assault' and 'assaulter' for clarity. I also used 'adjacent' instead of melee because that way the same word describes both concepts: one of the eight squares next to a model.
 
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Gannon

New member
Looks good, cleared up a couple things for me.

I'll probably use this to help during demos for the new players.
 

Morrowen

New member
First up, nice job doing some clarifying, but unless there's been an errata I missed (which is possible) I think you need to fix up this one:

"During each side's respective turns, the Consul activates a monster for the Skull amount listed on its card up to 4 Skulls total"

The book states on page 10 "4 skulls worth of monsters", so that leaves the consul with the choice of activating a few weaker monsters or a more powerful one, it doesn't limit him to only one monster.
 

iamfanboy

New member
Morrowen, I actually did your change to the phrasing on all the different websites I've posted this on thus far; it's a much cleaner phrasing and THAT is why editors are necessary. I knew what I meant, and so did you, but it has to be as clear as possible within the limits of language.

That being said, now I've got another addition to the rules that people seem to be havin' some troubles on: tiles/rooms/walls, and Boss stuff summed up neatly - along with a bit more on Minibosses and the like. There's some repetition, but it bears repeating 'cause it's important rules-stuffs.


TILES​
Tiles are the components of the game playing board, also called the dungeon. At the start of each game, the Consul picks the first tile and places it, then the Hero side picks another tile and places it adjacent to the first. Each side alternates choosing and placing tiles until the game board size has been reached - 2 tiles for an 8-bit game, 3 for a 16-bit game, and 5 for a Super! game.

Every tile has a grid of squares on it that are where models are placed and through which distances and ranged are measured. Each tile is divided into three separate categories:

HALLWAY
A hallway is wherever a tile can connect to another tile without a wall interfering. It is represented by a set of arrows pointing away from the center of the tile. If the hallway is contiguous with another tile's hallway, the squares on each tile are considered adjacent to each other - the hallway arrows themselves are not considered squares! If a hallway has no other hallway connected to it, that hallway is considered an entrance.

WALL
If an area on a tile does not have a square outlining it, it is a wall. Walls are obstacles through which models cannot be moved, and line of sight cannot be traced.

ROOM
A room is an area of squares on a tile which is separated by a wall from other areas on the tile. For example, the crystal tile with four separated rooms is actually FIVE rooms; the four rooms and the central chamber in a cross shape across the center of the tile.

TILE EFFECTS
Certain tiles also have squares with special effects, such as Difficult Terrain or lava that causes Fire. Each Tile Effect comes with its own card which explains what those squares cause.


CONSUL MONSTER TYPES AND RULES​
The Consul has four types of monsters at his command: Minions, Denizens, Mini-Bosses, and Bosses. Unless they are a Boss or have rules that state otherwise, monsters enter play from spawning points. Loot cards drawn by the Consul ONLY affect Denizens and Minions; Bosses and Mini-Bosses do not benefit from them.

MINIONS
Minions are the weakest of the Consul's monsters, but their numberless hordes can drag even the mightiest of heroes down.

DENIZEN
Denizens are stronger monsters than Minions and are often closely aligned with a Boss.

MINI-BOSS
Mini-Bosses are solitary and stronger monsters, though they may be related to either a group of Denizens or Minions. When 16-bit is reached on the Power Gauge, the Consul may spawn and have in play a single Mini-Boss; if the Power Gauge is in Overcharge, then two Mini-Bosses may be spawned. When Mini-Bosses are slain, the Hero player may immediately draw a card from the Treasure Deck, and the Consul may respawn the Mini-Boss next turn as normal.


BOSSES IN ALL THEIR TERRIBLE MIGHT
Bosses are (rightfully so!) the most powerful monsters in the Consul's army. The Heroes' goal in a 16-bit or Super! game is to destroy the Boss after it spawns.

SPAWNING
Bosses spawn in one of two conditions: When all the Spawn Points have been destroyed, or when Super! is reached in a 16-Bit game (or Overcharged Super! in a Super! game). When the Boss spawns, place it on a tile in a room with no Heroes present at the start of the round after the spawning condition is reached.

When the Boss is present, any Spawn Points still in play cannot spawn additional monsters, as their energies are devoted towards empowering the Boss.

ACTIVATING
Bosses can be activated as normal during the Consul's turn for the cost listed on its card. If there are any Spawn Points still in play, the Boss may be activated once more during a Consul's turn, for a total of two activations.

If there are any other monsters still in play, the Consul may of course activate them as normal.

TIMEOUT
Immediately after a Boss has a number of Wound counters equal to half their total number of Hearts, a timeout is triggered. Before any further actions are carried out, the Consul performs the following actions:

1) Remove all Status Effect counters from the Boss's card
2) Move the boss to any room on the dungeon that does not contain a Hero
3) Resolve any Timeout Effects listed on the Boss's Adventure Effects card.

Any summoned monsters listed under the Timeout Effects are placed in the squares that the Boss occupied before the Timeout or in adjacent squares. If the monsters are still in play somewhere else on the board, remove them from that square and place it as per this paragraph's rules.

ADVENTURE EFFECTS
Every Boss brings to a dungeon unique effects, making that dungeon more truly their own. These effects are listed on the card, and divide into three categories:

Dungeon Effects are in play the moment the game starts; for example, if Starfire is the boss then all Spawn Points inflict Fire on adjacent Heroes and all Heroes have access to the Dragon's Blood potion from the start of the game.

Boss Fight Effects start from when the Boss spawns.

Timeout Effects take place when the Boss times out (as explained above).
 
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