DOS BoardGame Rulebook
DOS BoardGame Rulebook
1
Table of Contents
Components...............................................................2 Items...........................................................................25
Setup............................................................................3 Equipment...........................................................................25
New Game Session................................................................3 Consumables.......................................................................27
New Location.........................................................................5 Aquiring New Items............................................................28
Game Overview..........................................................6 Runes....................................................................................29
Starting the Game.................................................................6 Exploring a Location...............................................30
Playing Through a Location................................................6 The Location Map...............................................................30
Explore Rounds.....................................................................7 Location Cards....................................................................32
Rest Rounds..........................................................................9 Challenge Rolls....................................................................32
Combat Rounds..................................................................10 Spawning Enemies..............................................................33
Cooldowns...........................................................................11 Continuing Events..............................................................35
End of Round......................................................................12 Downed While Exploring..................................................35
Reaching the Exit..................................................................12 Discovering an Exit.............................................................35
Tracking Time.....................................................................36
Your Origin.............................................................13
Your Journal.........................................................................36
Your Keywords....................................................................14
Finishing a Location................................................37
Your Special Ability.............................................................14
Restarting a Location..........................................................37
Source...................................................................................14
Interlude Phase....................................................................37
Leveling Up..........................................................................14
Ending a Game Session......................................................39
Health and Damage.................................................16
Fighting Enemies.....................................................39
Damage Types.....................................................................16
Start of Combat...................................................................39
Armor...................................................................................17
Movement in Combat........................................................40
Status Effects........................................................................18
Making Attacks....................................................................41
Immunities..........................................................................19
Origin Combat Turns in Detail.........................................44
Undead.................................................................................20
Minion Combat Turns In Detail.......................................45
Defeated Enemies................................................................21
Ending a Combat................................................................48
Downed Origins..................................................................21
Encountering Bosses................................................49
Skills...........................................................................22 Game Variants..........................................................51
Using Skills..........................................................................22 Credits.......................................................................52
Skill Schools.........................................................................23 Index..........................................................................53
Skill Effects...........................................................................23
Source Skills.........................................................................25
1
Components
(18) Environment Effect (4) Source Collar Cards (18) Rune Cards
Tokens
5
2
4
1
3
3
6
A
F C
D E
B
6 Each player takes the following steps to set up their personal play area:
A Take a player tray and place it in front of you. E Arrange your item cards in the equipment
Place your Origin card in the Origin slot, and any slots at the bottom of your board. You can
talent tiles you’ve unlocked in your talent slots. also store up to 3 items in your backpack.
Consumable items can’t be equipped and
B Take an Origin health point (HP) dial and set
it to the max HP} value on your Origin card.
must be stored in your backpack.
F Place your Source collar card next to your player
C Take an action point (AP) tracker token and
place it on 0 AP} .
tray, with the appropriate side up (intact or
broken). If this is your first game, your Source
D Collect a number of Source tokens equal to collar is intact.
the max Source} value on your Origin card.
G Draw all your skill cards into your hand.
H Keep a player reference card nearby.
4
2
5
3
1
New Location
Whenever you travel to new location, including when you first start a new game session, follow these steps to
set up the location:
5
Game Overview
The Divine Atlas begins with a Tutorial that ▶ If there are no enemies anywhere on the map at
introduces you to the story of Divinity: Original Sin the start of the round, the party is exploring and
and covers the basics of gameplay. We strongly can choose to either resolve an Explore round
recommend you play through the Tutorial if you have (pg 7) or a Rest round (pg 9).
not played this game before, as it contains some ▶ If there are any enemies on the map at the start
important story elements. of the round (even if none of them share a space
In order to play the Tutorial, you will need to read with an Origin), the party is in combat and must
the Setup and Game Overview sections of this resolve a Combat round (pg 10).
rulebook. After that, you can begin the Tutorial and
use the rulebook as a reference when you encounter At the end of each round, the time tracker advances
unfamiliar situations during the campaign. 1 space. If the tracker reaches the end of the
time track before you discover how to reach the
next location, time is up and you must face the
consequences. (End of Round, pg 12)
6
Explore Rounds
Exploring is the primary way to progress through a Resolving Previously Revealed Cards
location and discover a way to the next one. While
A location card may give the party the option to set it
you explore, you may come across many dangers and
aside in the holding area instead of resolving its effects
enemies, but also treasures and advantages to help
immediately. Any card placed in the holding area is kept
you on your adventure.
front side up and may be reviewed by the party at any
If there are no enemies on the map at the start of a time. There is no limit to the number of cards that can be
round, the party can collectively choose to resolve an placed in the holding area.
Explore round. During an Explore round, each Origin
During an Explore round, a group of Origins in a space
takes a turn to travel any distance to any numbered
together may choose to resolve any one holding area
space that they can reach by unlocked paths.
card instead of exploring the space they occupy. The
(The Location Map, pg 30)
group does not need to be in the space where the
Once each Origin has moved, each group of Origins holding area card was originally revealed. Each group
that are in a space together can either decide to explore must choose whether to resolve a holding area card
that space and reveal a new location card to resolve, or before they reveal a new location card from the deck;
resolve a location card that was revealed in a previous once they have revealed a new card, they may not choose
round but was set aside in the holding area. to resolve a card from the holding area instead.
For more detail on explorating and resolving location cards, see
Exploring New Spaces Exploring a Location, pg 30.
When a group of Origins explore a space, they reveal the
matching-numbered card from the location deck, read Steps to Resolve an Explore Round:
the front of the card to the party, and resolve its effects.
1 Origin Turns: Each Origin takes 1 turn, in
If the party has split up into multiple groups to explore the order of their choice. On your turn, do the
different spaces, each group must first reveal and following:
read their location card to the party. Then the party
collectively chooses the order in which to resolve them. a. Start of Turn: Resolve any “start of turn”
effects on your cooldown track.
If a group is in a space that’s already been fully explored (Status Effects, pg 18; Ongoing Skills, pg 24)
(there are no matching-numbered location cards b. Travel: You may move any distance to any
remaining in the deck), they can either choose to resolve numbered space on the map that you can
a previously revealed card (see next section) or choose not reach by unlocked paths.
to resolve a location card this round. (The Location Map, pg 30)
c. Slide Cooldowns: Slide all cards on your
! TIP: Splitting the party can be dangerous, as each
cooldown track left 1 slot.
group of Origins will have to face whatever they
(Cooldowns, pg 11)
find on their own!
7
2 Explore: Once all Origins have finished 3 Resolve Cards: Once each group has read a
moving, each group of Origins that are sharing location card, the party collectively decides
a space together choose one of the following, in what order to resolve them. Then each group
any order: resolves their card one at a time.
a. Reveal the location card matching the 4 End of Round: Once all location cards have
number on your space from the deck and been resolved, advance the time tracker by 1
read it to the party; OR and resolve an event if it reaches one (End of
Round, pg 12). Then start the next round by
b. Take any 1 location card from the holding
determining if it will be an Explore, Rest, or
area and read it to the party.
Combat round.
Example:
Ifan, Sebille, and the Red Prince start their journey Ifan and Sebille stay in Shallows where they started,
in Shipwreck. There are no enemies present, so they while the Red Prince moves to explore the Tide
start exploring. Pools. Ifan and Sebille reveal and read card #1 from
the location deck, while the Red Prince reveals and
reads card #3. The party then decides which one to
resolve first.
8
Rest Rounds
Resting gives the party a chance to heal, adjust their Steps to Resolve a Rest Round:
inventory, and use skills and items outside of combat.
It is often a good idea for the party to rest after an 1 Origin Turns: Each Origin takes 1 turn, in
arduous battle. the order of their choice. On your turn, do the
following:
If there are no enemies on the map at the start of a
round, the party may collectively choose to resolve a a. Start of Turn: Resolve any “start of turn”
Rest round instead of an Explore round. During a Rest effects on your cooldown track.
round, each Origin takes a turn to perform a variety of (Status Effects, pg 18; Ongoing Skills, pg 24)
non-combat actions. If the party chooses to rest, all
Origins must do so (no one may explore that round).
b. Recover: You may heal 2 HP} and discard
all status effects from your cooldown track
to the supply, including positive statuses.
! TIP: To speed up Rest rounds, Origins may choose (Health & Damage, pg 16)
to take their turns simultaneously. c. Revive: You may revive and transfer
any amount of your HP} to any number of
downed Origins anywhere on the map.
(Downed Origins, pg 21)
d. Equip & Trade: You may move or swap any
number of items between your equipment
slots and your backpack, and give or take
any number of items from Origins anywhere
on the map. (Equipping & Storing Items, pg 26;
Trading Items, pg 29)
e. Use 1 Skill or Item: You may use any 1
action on a skill or item card you have,
ignoring its AP} cost. (Using Skills, pg 22; Using
Equipment, pg 27; Consumables, pg 27)
f. Slide Cooldowns: Slide all cards on your
cooldown track left 1 slot.
(Cooldowns, pg 11)
2 End of Round: Once all Origins have rested,
advance the time tracker by 1 and resolve an
event if it reaches one (End of Round, pg 12).
Then start the next round by determining if it
will be an Explore, Rest, or Combat round.
9
Combat Rounds
Whenever you discover a group of enemies, you must d. Attack Target: After moving, if the minion
find a way to deal with them before you continue is within range of their target, they make an
exploring. Defeating enemies can earn you rewards attack roll. If they are not within range of
and clear the way to progress to the next location.
their target, they instead heal HP} equal to
their level. (Minion Attacks, pg 46)
If there are any enemies on the map at the start of
the round, the party must resolve a Combat round e. Slide Cooldowns: Slide all cards on the
(they may not resolve an Explore or Rest round). Each minion’s cooldown track downward 1 slot.
(Cooldowns, pg 11)
Combat round, each Origin and enemy get 1 turn to
move, attack, and take other actions. Enemies on the 2 Origin Turns: Once all [Fast] enemies have
[Fast] initiative track take their turns first (in left to acted, each Origin takes 1 turn, in the order of
right order), followed by the Origins (in the order their choice. On your turn, do the following:
of their choice), and finally enemies on the [Slow]
initiative track (left to right). a. Start of Turn: Resolve any “start of turn”
effects on your cooldown track, then gain
Combat continues until either all enemies are
defeated or all Origins are downed (Ending a Combat,
action points AP} equal to the AP} value listed
on your Origin card. (Action Points, pg 44)
pg 48). If there are still enemies left at the end of a b. Take Actions: Spend your AP} to take any
Combat round, the next round will also be a Combat number of actions listed on your player tray,
round. in any order. You may take the same action
For more detail on combat, see Fighting Enemies, pg 39. more than once, if you can afford it.
(Combat Actions, pg 45)
Steps to Resolve a Combat Round: c. Slide Cooldowns: Slide all cards on your
cooldown track left 1 slot.
1 Fast Enemy Turns: Each enemy on the [Fast] (Cooldowns, pg 11)
initiative track takes 1 turn, from left to right.
Each enemy minion does the following on their 3 Slow Enemy Turns: Each enemy on the
turn. (Enemy Boss turns are covered in Fighting a Boss, [Slow] initiative track takes 1 turn, from left
pg 50) to right. They follow the same steps as [Fast]
a. Start of Turn: Resolve any “start of turn” enemies.
effects on the minion’s cooldown track. 4 End of Round: Once all Origins and enemies
(Status Effects, pg 18) have had a turn, advance the time tracker by 1
b. Choose Target: Roll the targeting die. If a and resolve an event if it reaches one
Closest} is rolled, the minion targets the closest (End of Round, pg 12). Then start the next round
Origin to their position. If a Target} is rolled,
they instead use the special targeting rule
by determining if it will be an Explore, Rest, or
Combat round.
on their minion card to choose a target.
(Minion Target Selection, pg 45) ! TIP: Each Combat round advances the time tracker,
c. Move To Max Range: The minion moves just like Explore and Rest rounds do—so if you take
towards or away from their target until the too long in combat, you can run out of time to find
distance to their target is equal to their the next location!
range value, or they have moved a number
of spaces equal to their move value.
(Minion Movement, pg 46)
10
Cooldowns
Each Origin, Boss, and minion has a cooldown track Status effects and consumable items that are cleared
that acts as a timer for ongoing effects and skills that from cooldown are discarded to the supply
need time to recharge. (Status Effects, pg 18; Ongoing Consumables, pg 28), while
skills and Boss tactics that are cleared are returned to
Each cooldown track is made up of cooldown slots their owner and can be used again.
where status effects, skills, and other ongoing effects (Using Skills, pg 22; Boss Cooldowns, pg 50)
can be placed. Each slot can contain any number of
cards of any type. Cards that are face up on an Origin or enemy’s
cooldown track have ongoing effects that remain
Whenever an Origin or enemy ends their turn, they active until they are flipped face down or cleared.
must slide all cards on their track 1 slot (to the left Cards that are face down have no effects, but must
on Origin and Boss tracks, downwards on minion still reach the end of the track before they are cleared.
tracks). Whenever a card slides off the end of a
cooldown track, it is cleared from cooldown.
Example:
At the end of Ifan’s turn, he slides all cards on his The Frozen status remains on his track and will
cooldown track left 1 slot. This clears the skill card he continue to affect him for 2 more rounds.
played and returns it to his hand.
11
End of Round Reaching the Exit
At the end of each Combat, Explore, and Rest round, The party must continue exploring a location and
the time tracker ticks down towards the end of the fighting through enemies until you discover an exit
scenario. Whenever the tracker reaches an event to a new location (Discovering an Exit, pg 35). Some
icon, the party must reveal and resolve the location locations include multiple exits you can discover,
card with the indicated letter from the deck. each leading to different locations. Some of these
▶ TimedEvent} Timed Events: These trigger as time
progresses, and may have positive or negative
exits can be difficult to reach, requiring you to defeat
Bosses or navigate challenging obstacles.
effects. When the party successfully exits a location, you will
▶ EndEvent} End of Scenario Event: When the time
have a chance to recover HP} , purchase new items and,
if instructed, level up before continuing on to the
tracker reaches this icon, you’ve run out of time next location (Finishing a Location, pg 37). You can also
to find the next location, and must face the choose to end your game session after exiting any
consequences! location and save your progress for the next time you
For more detail on the time track and events, play. (Ending a Game Session, pg 39)
see Tracking Time, pg 36.
! STOP!
You are ready to begin the Tutorial!
Open the Divine Atlas to the Quick Start Guide.
12
Your Origin
Source Collar
Source
Token
Origin
HP Dial
Equipment Slots
Hand of Skills
Max HP
Current Level
AP gained on your
Combat turn
Level Bonus
Max Source
Keywords
Number of
Unlocked Talents
Special Ability
13
Your Keywords Leveling Up
Your Origin card lists a number of keywords that When you exit certain locations, the party will be
describe your character and background. These can instructed to level up (Finishing a Location, pg 37).
help you resolve certain location cards as you explore. All Origins in the party always level up together.
(Location Cards, pg 32)
When you level up, follow these steps:
You can gain additional keywords by unlocking
talents, equipping items and runes, or summoning 1 U
pdate Origin: Replace your Origin card with
allies that provide them. You can also temporarily the matching card of the next level. (If you were
gain keywords by using skills or consumables that at an odd-numbered level, flip your card to the
provide them. other side. If you were at an even-numbered
(Skill Keywords, pg 23; Equipment Keywords, pg 27; level, return your Origin card to the supply and
Consumable Keywords, pg 28) take the new card of the next level.)
▶ Source Skills: On your turn during a Combat or ! TIP: When starting a new game session, you can
Rest round, you may spend Source} to play a Source skill
from your hand. (Source Skills, pg 25)
remember what level the party should be by
checking the level of the location you’re at.
14
Example: Level 1:
Sebille and her party leave a
location and are instructed to
level up. Sebille starts by
flipping her Origin card
to level 2 and notes her
increased HP} and level bonus
StarBonus} . Next, she unlocks a new
talent, choosing Arrow
Recovery (level 1).
15
Advanced Skills & Training Talents
When learning a skill of level 2 or lower, you may In order to learn
choose a skill from any of the 12 skill school decks. Fireball, you must
However, skills of level 3 or higher are advanced be at least level 3
skills and require special expertise to learn. You may and have the
only learn an advanced skill if you have the training Pyrokinetic
talent for the appropriate skill school. Training talent.
(Skill Schools, pg 23)
In addition to allowing you to learn advanced skills,
training talents provide special keywords that can help
you resolve certain location cards as you explore. (Your
Keywords, pg 14)
Each Origin and enemy has a health point dial that shows you how much damage they can take before they are
downed or defeated.
PhysicalDamage}
Origins, pg 21)
▶ Healing: When a skill, item, or other effect Physical Damage: Reduced
heals a target, their HP} is increased by the
by target’s physical armor PhysArmor} .
amount healed, up to the max HP} value printed
on their Origin card, minion card, or Boss DAir} Air Damage: Reduced by
target’s magical armor MagArmor} .
booklet page.
DWater} Water Damage:
MagArmor}
Reduced by
target’s magical armor .
DPoison}
target’s magical armor .
Poison Damage:
MagArmor}
Reduced by
target’s magical armor .
16
Armor
Armor is used to reduce incoming damage of specific Damage Reduction
types. Origins and enemies may have physical In addition to armor, certain defensive items may
armor PhysArmor} that reduces physical damage, magical reduce damage of a specific type. These effects stack
armor MagArmor} that reduces elemental and poison damage,
or both.
with armor.
Armor Example:
While exploring, you trip across a trap You have a shield equipped that gives +1 magic
that deals 3 DFire} . armor, and a helmet that gives another +1 magic
armor, so you only lose 1 HP} .
17
Status Effects
Status effects are ongoing effects that last for Whenever a status slides off the end of a target’s
multiple rounds after being applied. They can be cooldown track, it is cleared (Cooldowns, pg 11). Some
positive (such as HASTE or INVISIBLE) or negative skills, items, and other effects can also immediately
(such as POISONED or BLEEDING). clear specific statuses by removing them from your
track. Once a status is cleared, its effects are no
When an Origin or enemy gains a new status, take a longer active, and it is returned to the supply.
matching status effect card from the supply and place
it in the cooldown slot listed on the attack or effect
that applied it. If the target is an Origin or Boss, place ! TIP: Statuses you receive in combat can continue
to affect you after combat ends. Taking a
the card with the dark brown side (vertical) face up.
Rest round allows you to clear all your statuses,
If it is a minion, place it with the red side (horizontal) but costs you time.
face up. There can be multiple statuses in the same
cooldown slot.
Statuses are always applied after damage (Making
Attacks, pg 41). Each status’ effects remain active
until it is cleared from the target’s cooldown track.
Statuses still affect Origins when they take turns
during Explore and Rest rounds, even if they decide
not to move or take any actions.
Example:
Ifan is attacked by a [FAST] Crocodile. The Crocodile
At the start of his next turn, he takes 1 DDirect} , and must
rolls a Special} icon, which triggers its ability to add take additional damage each time he moves. At the
+3 Hit} and apply BLEEDING for 2 rounds. Ifan takes
end of his turn, he slides BLEEDING to cd1} , indicating
a BLEEDING status effect card and places it on cd2}
above his player tray.
it will last 1 more round before it clears.
18
Start of Turn Effects Immunities
Statuses that apply a “start of turn” effect always
If a target is immune to a certain damage type, they take
trigger at the start of the affected Origin or enemy’s
no damage from attacks or effects of that type. If a target
turn, before they do anything else.
is immune to a specific status effect, attacks or effects
If you are affected by multiple start of turn effects that would normally apply that status do not do so.
from statuses, ongoing skills, or other sources, you The Red Prince is immune
may choose the order you resolve them. If an enemy
is affected by multiple start of turn effects, the party
to DFire} damage and can’t
gain BURNING. When the
collectively chooses the order to resolve them. Red Prince is targeted with
Example:
The Red Prince has FROZEN on cd1} on his cooldown Instead of gaining a new status, he slides FROZEN
track. A new enemy attack applies FROZEN cd2} to him.
from cd1} to cd2} .
19
Undead
Origins and enemies that have the [UNDEAD] keyword If you are [Undead], your allies may target you with
do not heal like others do:
DPoison} attacks in order to heal you. You may also target
▶ Certain skills, consumables, and other effects
yourself with single-target DPoison} attacks, and any DPoison}
damage applied by area attacks in your space also
that normally heal a target will instead deal
direct damage DDirect} to [Undead] targets. This is
indicated in the effect’s description. If a healing
heals you. (Single & Area Targeting, pg 44)
effect does not say that it deals damage to ! TIP: Undead Origins can be revived and heal
normally during Rest rounds or when using the
[Undead] targets, it heals them normally.
Recover action in combat.
▶ Whenever an [Undead] target takes poison
damage DPoison} , they instead heal HP} equal to the
total damage they would have taken, ignoring
armor. This is indicated on the [Undead] target’s
Origin card, minion card, or Boss booklet page.
Example:
Sebille and the Red Prince are in a space with an Undead
She rolls 5 Hit} and adds her StarBonus} of 2, so she and the
Ranger. Sebille decides to throw a Healing Grenade,
Red Prince each heal 7 HP} , but the Undead Ranger
which affects all enemies and allies in her space.
takes 7 DDirect} , since it is [UNDEAD] .
20
Defeated Enemies Downed Origin Turns
Whenever an enemy minion or Boss has 0 HP} , they During Combat rounds, downed Origins still take
are defeated. Remove their figure or standee from
a turn as normal, but they only gain AP} (up to
their max) and slide cooldowns. During Rest and
the map and remove their tray from the initiative
track. When you defeat the last enemy on the map Explore rounds, they again take turns, but only slide
(minion or Boss), the combat immediately ends in a cooldowns. If an Origin is revived before they take
victory for the party. After combat, return all enemy their turn, they may take a normal turn.
components to the supply. (Ending a Combat, pg 48)
Being Revived
Downed Origins Downed Origins must be revived before they can be
Whenever an Origin has 0 HP} , they are immediately
downed and must lay their figure on its side on the
healed by other effects. Healing skills and items have
no effect on downed Origins, unless a skill or item
map. They keep all their equipped items, stored explicitly revives its target.
items, and any active summon they have, as well as Origins can be revived in the following ways:
all cards on their cooldown track (including statuses,
skills, and ongoing consumables). ▶ Revive Action: During a Combat round, you
21
Skills
Skills you learn provide you with a variety of unique actions and special effects. Some skills can be used to attack
enemies, while others can be used to heal your party or apply ongoing effects that last for multiple rounds.
Action
AP Cost and Cooldown
Range and Targets
Attack Roll
Damage Type
Keywords
Special Effects
Skill School
Skill Level
Using Skills
When you travel to a new location, all skills you’ve When a skill slides off the end of your track, it returns
learned start in your hand. You can use any skill in to your hand and can be played again (Cooldowns,
your hand during combat by paying its AP} cost
(Combat Actions, pg 45), or for free during a Rest round
pg 11). Skills that have no cooldown listed return to
your hand immediately after you play them, and can be
(pg 9). You can also use some skills to temporarily
gain keywords when resolving a location event or
played again in the same turn, if you have enough AP} .
22
Skill Keywords
Some skills can be used to gain temporary keywords.
! TIP: Over the course of the campaign, your Origin
can develop specialties by focusing on certain skill
When you encounter an event or challenge roll with a schools. As you progress, it’s usually a good idea
keyword condition, you may play a skill with that keyword to pick a few schools to learn from, rather than
from your hand to fulfill the condition (at no AP} cost).
This only fulfills the immediate condition (you don’t gain
spreading your skills across many different schools.
23
Ongoing Skills Summons
Some skills apply ongoing effects that last a specific Some ongoing skills and other effects allow you to
number of rounds. When you play an ongoing skill summon magical entities to aid you. When you gain
with a up} icon, place it face up in the indicated
cooldown slot (instead of face down). Its effects
a summon, take the appropriate summon card from
the summon deck and place it in your player tray’s
remain active as long as it is face up on your
cooldown track.
active summon slot Summon} . If you already have an active
summon, you must discard it to the supply (you can
never have more than 1 active summon).
Each ongoing skill lists a second cooldown slot next
to a flip} icon. Whenever any ongoing skill reaches its Unless a summon’s card says otherwise, it doesn’t
flip} slot on your track, immediately flip it face down. have a separate figure or standee, and it is always
Its effects are no longer active, but it must still reach
the end of your track before it returns to your hand.
considered to be in your space. It does not have HP} ,
and can never be targeted or take damage. While
This ongoing skill costs
it remains in your Summon} slot, treat it the same as an
equipped item: You have all of its keywords and can
1 AP} to use. When you
use its action by paying the AP} cost. (Equipment, pg 45)
use it, place it face up
on cooldown 4. It Any summon granted by a skill or consumable is
remains active until temporary and only lasts as long as the skill or
cooldown 1, when it is consumable is face up on your cooldown track.
flipped face down. When the skill or consumable flips face down (or
leaves cooldown early), you must discard your active
summon back to the supply. Note that if you are
forced to discard your active summon for any other
reason (e.g. gaining a new one), any card used to
summon it remains on cooldown for its full duration.
space, ignore the AP} cost of all spaces on your path.
! TIP: In order to unlock and play Source skills, you
must find a way to break your Source collar.
(Your Source Collar, pg 14)
Items
Items are useful tools you can find on your adventure or purchase with gold as you progress through the
campaign. You can equip items by placing them in the appropriate equipment slots at the bottom of your
player tray, and you can store up to 3 items at a time by placing them in your backpack.
Equipment
Items that can be equipped have an equipment slot Equipment items can also be stored in your backpack
icon (such as Helmet} or Trinket} ) in the top right corner. Only
1 item can be equipped in each of your slots at a time.
when you are not using them. While in your
backpack, equipment items have no effect.
Consumables
& Stored
Equipment
(Max 3)
Equipped Active
Weapons/Shield Summon
Equipped Equipped Equipped
Helmet Chest Armor Trinkets
25
Equipment Slot
Gold Cost
Action Details
Keywords
Special Effects
You can equip up to 2 one hand items 1H} or 1 two
hands item 2H} . There are no restrictions on which one
hand items you can equip together. If you equip a two
hands item, you may not use your other hand slot.
26
26
Using Equipment
Some equipment items provide you with actions you
can take by paying their printed AP} cost. In particular,
weapons allow you to make attack rolls against
enemies (Making Attacks, pg 41).
Unlike skills, equipment actions do not have
cooldowns, which means you can use most equipment
(including weapons) multiple times in the same turn
or combat round. However, if an item states that it has
limited uses per round, you must always follow this
restriction (even if a skill or effect would normally let
you make multiple weapon attacks).
While you have the Whenever you use a consumable, resolve its effect,
Copper Band equipped, then discard it immediately, unless it has an ongoing
you may use it once per effect (Ongoing Consumables, pg 28). Each discarded
Combat round to reroll consumable is returned to the bottom of the
1 die after you make a appropriate deck in the supply.
physical attack.
27
Ongoing Consumables Aquiring New Items
When you play a consumable with an up} icon, place
it face up in the indicated cooldown slot. Its effects
The party can acquire new items by discovering them
as you progress through a location or by purchasing
remain active as long as it is on your cooldown track.
them with gold when you travel to a new location.
When an ongoing consumable slides off the end of your
cooldown track, discard it to the bottom of the deck. Gaining & Spending Gold
All gold any Origin collects belongs to the party and
You can play this Physical is placed in a group stash that the party collectively
Armor Potion from your
backpack for 1 AP} to gain
decides how to spend. Gold can be spent to purchase
+2 physical armor PhysArmor} for
the next 3 rounds.
items after exiting any location, if the party decides
to visit the Merchant. (Finishing a Location, pg 37)
Finding Loot
When you survive events, defeat enemies, or solve
challenges, you may be rewarded with riches:
▶ When you find gold, add gold tokens from the
supply to the party stash (see previous section).
▶ When you find a unique item, rune, or other
Consumable Keywords specific reward, search the appropriate deck for
Like equipment, some consumable items have the specific card listed.
keywords on them. However, in order to use a ▶ When you find one or more generic items (such
consumable’s keyword, you must play it, like a skill. as a consumable or level 1 item), draw the
(Skill Keywords, pg 23) indicated number of items from the
appropriate deck at random.
Playing a consumable for its keyword only fulfills the
immediate keyword condition (you don’t gain the
(continues next page)
keyword as an ongoing effect). Do not resolve any of
the consumable’s other effects.
After using a consumable keyword, immediately
discard the consumable to the supply (ignoring any
normal cooldown it has in the top left).
28
If you find an item while exploring a space Runes
(or resolving a holding area card), any Origin in
your space may immediately equip or store it at no Runes can be attached to your equipped items to add
AP} cost. If the party is granted an item as a reward
at the end of a combat, any Origin in any space may
additional special effects to them.
immediately equip or store it at no AP} cost.
Each rune card is double-sided, with each side showing
a different equipment slot in the top left (such as Helmet}
(Equipping & Storing Items, pg 26)
or Trinket} ). A rune can only be attached to an item that
is equipped in one of these 2 slots. It will provide a
Trading Items different effect depending on which slot you choose.
When you start a new game session (Setup, pg 3) or
travel to a new location (Finishing a Location, pg 37), all
Origins may freely trade items between each other.
While playing through a location, you can trade items
during a Combat or Rest round:
▶ During Combat Rounds: During your turn,
you may give or take any number of items from
other Origins in your space at a cost of 1 AP} per
item. (Combat Actions, pg 45)
▶ During Rest Rounds: On your turn, you
may freely trade any number of items with any
number of Origins anywhere on the map.
(Rest Rounds, pg 9)
29
Exploring a Location
Locked Paths
Locked paths prevent you from reaching Some location cards may instruct you to place a key
certain spaces on the map. While a path is
locked, neither Origins nor enemies may
token Key} on a locked path. Once a locked path has
a key token, it is unlocked, and you may use it like a
move or be moved across it by any means, normal path.
during Combat, Explore, or Rest rounds.
This includes moving normally or using
skills or items.
30
Locked Spaces T
actical Spaces
Locked spaces are spaces you have not discovered yet Some locations have extra spaces that only
and can’t travel to. While a space is locked, neither have an environment effect slot and don’t have
Origins nor enemies may move or be moved into or a name or number. These are tactical spaces.
through it by any means, during Combat, Explore, or
Rest rounds. While exploring, you may freely move through
tactical spaces on unlocked paths, but may not
As you progress through a location, you may be end your movement there. While in combat,
instructed to place a location card on a locked however, you must consider tactical spaces
space. Once a locked space is covered with a card, it when calculating range and movement.
is treated as a normal numbered space, except that (Movement in Combat, pg 40)
when you explore it, you do not draw a new card
from the deck. Instead, resolve the “when explored”
instruction printed on the card that’s placed there.
(Continuing Events, pg 35) Multicard} Multicard Spaces
Some locations have spaces that can be
explored multiple times. These are marked
| Lava Caves 4
with a multicard icon Multicard} .
When you explore a multicard space, take
all location cards with the matching number
from the deck, shuffle them, and reveal
1 card at random. You can still only reveal
1 location card at a multicard space each
round, but you can explore it again in future
rounds (until all cards for the space have
been discarded).
While this space is empty, you can’t move into or Return any cards you do not reveal to the
through it. Once you place a location card on it, deck. The card you reveal may instruct you
you’ve discovered the space and can move there to
to return it to the deck after resolving it,
in which case it is included in the random
explore it.
draw for that space during future Explore
rounds. (Continuing Events, pg 35)
31
Environment Effects
Environment effects are ongoing effects that apply to Charged} CHARGED: When anyone here takes
they take +2 more.
DAir} damage,
DFire} damage,
applied by placing a token. A space can only have they take +2 more.
Difficult}
effect to a space, place a matching token from the
DIFFICULT TERRAIN:
supply in its slot (covering any printed effect), and During combat only, Origins must spend +1 AP} to
discard any other token there. Environment effects are move into this space, and minions must expend +1
always applied after damage. (Making Attacks, pg 41) movement to move into this space. Bosses ignore
DIFFICULT TERRAIN. (Movement in Combat, pg 40)
32
! TIP: If you have a keyword on your Origin card
Example: (or a talent, equipped item, or similar), you can
use it during any challenge roll you encounter.
Ifan and Sebille explore a space together and However, if you use a skill or consumable to gain
discover a challenge to search for supplies. They a temporary keyword, it only lasts until the end of
each decide to make the attempt. the current challenge roll. (Your Keywords, pg 14)
Ifan rolls 3 white dice, plus a 4th because
his Origin card has the [MERCENARY]
keyword. Sebille doesn’t have any of the Spawning Enemies
keywords listed, so she just rolls 3 white dice. Location cards may instruct you to spawn enemies who
you will have to fight before you can continue exploring.
When you’re instructed to spawn one or more
minions, follow the steps below. If you must spawn
an enemy Boss, follow the Boss Setup instructions
on pg 49. Once you have spawned all enemies, finish
resolving any other location cards the party has
revealed, then end the round normally. Since there are
now enemies on the map, the following round will be a
Combat round. (Combat Rounds, pg 10)
33
Example:
In a 3-player game, Ifan and his fellow Origins Ifan finds 3 Darkhan’s Lackey cards from the minion
explore space #3 on the map and discover a squad deck and places them in minion trays A, B, and C.
of Darkhan’s Lackeys!
Since there are 3 players, the card tells Ifan to spawn
He sets each tray’s HP dial to 28 HP} and places 1 next
to [FAST] and 2 next to [SLOW], then places A, B,
1 [FAST] Lackey and 2 [SLOW] Lackeys, all in space
#3 on the map. and C standees on space #3. Finally, he places the
location card on the active combat stack.
! TIP: Enemies sometimes spawn in a different space than the one you explored. A single location card can even spawn
enemies in multiple spaces—it’s an ambush!
34
Veteran Minions Downed While Exploring
Each minion card is double-sided, with the standard
minion on one side and the more difficult Veteran
It is possible to be reduced to 0 HP} and downed
outside of combat. When this happens, follow all
minion on the other. Only spawn the Veteran version of
normal rules for being downed.
a minion when specifically instructed by a location card.
(Downed Origins, pg 21)
In the event the entire party is downed during an
Continuing Events Explore round, immediately restart the location.
(Restarting a Location, pg 37)
Defeating enemies and solving challenges may lead
to further events.
▶ If a location card tells you to flip it over or
Discovering an Exit EXIT}
Some location cards allow you to leave your current
resolve another location card from the deck,
immediately read and continue resolving the
location and head to a new location. Each exit EXIT}
lists the name and Divine Atlas page number of the
effects on the new card. If the card you are told location where the party will head next. When any
to resolve is no longer in the deck (because it was Origin resolves a card with an exit, the entire party
already resolved or discarded), do not resolve it leaves the location and the scenario ends.
again. (Finishing a Location, pg 37)
▶ If a location card tells you to place it on the map, Optional Exits
place it on top of the indicated numbered space
and move any Origins, enemies, and environment An exit card may give the party the option to place it
effects there onto it. Any ongoing effects on the in the holding area instead of using it immediately.
card remain active while it is there. When the party first discovers an optional exit, they
must collectively decide whether to use it right away
▶ If a location card tells you to place a new or keep exploring until they are ready to travel to the
location card on the map, find the new card in next location.
the deck, place it on the indicated space, and
move any Origins, enemies, and environment During any Explore round, any group of Origins in
effects there onto it. During any future Explore a space together may choose to resolve an exit card
round, if a group of Origins decide to explore in the holding area instead of exploring a new space
that space, resolve the “when explored” effect on (Resolving Previously Revealed Cards, pg 7). The party
it (instead of taking a new card from the deck). must still all agree to use the exit in order to leave the
(Locked Spaces, pg 31) location (otherwise it returns to the holding area).
35
Tracking Time Your Journal
The time tracker’s position tells you how many rounds As you progress through the campaign, you will
you have left to finish your location, and when certain discover journal cards containing important clues and
timed events will trigger. (End of Round, pg 12) story events. The events you encounter can change
what happens later on in the campaign.
If you reach the bottom of the track, you must
reveal the event from the location deck and Whenever a location card or other instruction tells you
resolve its effects. This does not always end the to reveal a journal card, find the matching-numbered
scenario immediately or force you to restart (and can card in the journal deck and read it to the party, then
sometimes even be positive). store it in the party’s journal envelope. The journal
envelope is stored with the party’s gold stash and other
Pausing the Time Tracker components at the end of each game session, and
its contents may be reviewed by anyone at any time
If a location card or other instruction tells you to pause during the campaign.
the time tracker, do not advance the tracker or resolve
any further timed events until you are told to resume Collecting journal cards with the same symbol ( Boat} ,
tracking time.
Magister} , or Portal} ) can help you progress the story in a certain
direction.
Locations with No Time Tracker
If a location’s setup instructions tell you not to set the
time tracker, it means you do not have a time limit
to finish the location. If the time tracker is not set, it
does not advance at the end of the round, and timed
events can’t be triggered.
As you progress through a location, you may discover
a location card or other instruction that tells you to
set the time tracker. If this happens, place the time
tracker on the indicated space and begin advancing it
at the end of the round normally.
36
Finishing a Location
When the party resolves an exit EXIT} on a location card, 3 Restore Source: Each Origin refills their
the scenario ends. Return all components on the map
and all location cards (in numerical order) to the supply.
Source tokens up to the max Source} value on their
Origin card. (Source, pg 14)
Before traveling to the next location, the party resolves
an interlude phase, where each Origin may level up,
4 Restore Talents: Each Origin flips all their
recover HP} , and purchase items. After the interlude,
the party may either choose to end the game session
once-per-location talents face up so they can
use them again. (Unlocking Talents, pg 15)
and save progress for next time, or follow the New 5 Equip & Trade Items: Each Origin may freely
Location setup steps on pg 5 to continue playing the equip or store items, and trade items with any other
next location. Origins in the party. (Equipping & Storing Items,
pg 26; Trading Items, pg 29)
Restarting a Location 6 Visit the Merchant: The party may visit the
If the party encounters a major setback, you may be Merchant to buy and sell items (see below).
forced to restart a location. When this happens, remove
everything from the map, return all location cards to the Visiting the Merchant
deck, and follow the New Location setup steps on pg 5 to During the interlude phase, the party may collectively
restart the location. decide to visit the Merchant to buy and sell items. To
Whenever the party is forced to restart, you must visit the Merchant, follow these steps:
discard all gold in the party stash (Gaining & Spending
1 Entry Fee: First, the party must spend gold to
Gold, pg 28). However, the party may keep any items or
see what the Merchant has available. Choose an
other rewards you discovered at the location.
equipment deck of your current level or lower
After restarting a location, if you discover a unique and pay gold equal to its level.
item, rune, or other specific reward the party already
2 Reveal Items: Shuffle the selected deck and
acquired on a previous attempt, you do not gain
reveal 1 equipment item per player plus 1 extra.
another copy of that reward. If you rediscover a generic
The party may then also select any 1 of the
reward, such as gold or a level 1 item, you may collect
4 consumable decks, shuffle it, and reveal the
it again. (Finding Loot, pg 28)
same number of consumable items.
37
5 Restocking: At any time after paying the initial When visiting the Merchant, you may not look at or
entry fee, if the party wishes to view more purchase anything from the unique item deck, rune
items, you may choose an equipment deck of deck, or summon deck. Unique items that have a
your level or lower, or any consumable deck, gold cost can be sold to the Merchant for half their
and pay another entry fee to reveal 1 item per cost, but the Merchant will not buy runes.
player plus 1 from that deck. Restocking from a
consumable deck always costs 1 gold. The party ! TIP: When you pay the Merchant’s initial entry
may restock any number of times. fee, you also get to look at a set of consumables
without paying any extra gold. However, each
time you wish to restock consumables, you must
pay 1 gold.
Example:
Upon leaving their location, Ifan, Sebille, and the One of the items they reveal is a Fire Staff, which the
Red Prince have a total of 9 gold. They decide to visit Red Prince wants to buy. He sells his Long Sword for
the Merchant. 1 gold (its cost is 2), then convinces the party to spend
They are level 2, so they pay 2 gold to see 4 items 3 more gold to buy the Staff. He equips it immediately.
from the level 2 deck. This also allows them to see The party doesn’t like any of the potions on offer, so
4 consumables from a deck of their choice; they they decide to spend 1 more gold to see 4 arrow
choose potions. consumables as well. They then buy Blessed Arrows
for 3 gold, which Sebille places in her backpack.
They have no gold left, so it’s time to move on to the
next location.
Entry Fee
Restocking Fee
38
Ending a Game Session
At the end of any interlude phase (or after being forced to restart a location), the party can decide to end the
current game session and continue playing later.
When you end a game session, do the following:
2 Store each Origin’s components separately: You do not need to keep track of your current health
Fighting Enemies
Time Track
Location Card
Discard Pile
Holding Area
Minion HP Dial
39
Active Combat Stack Movement in Combat
When enemies are spawned, the location cards
During combat, your movement is limited by the
that spawn them are placed on the active combat
stack. When combat ends in either victory or defeat,
amount of AP} you have to spend on your turn. Each
space you move into, including tactical spaces, costs
all cards on the active combat stack are flipped,
resolved, and discarded. (Ending a Combat, pg 48)
1 AP} (Combat Actions, pg 45). Moving into a space with
the DIFFICULT TERRAIN environment effect costs an
40
Example:
It is Ifan’s turn. He wants to make a melee attack on
a Crocodile in an adjacent tactical space, but Sebille
During his movement, he spends another 2 AP}
to attack the Crocodile with his Long Sword. He
occupies the space. He must use 2 AP} to move
into the space because of the DIFFICULT TERRAIN
then spends 1 AP} to finish his movement where he
started.
environment effect.
Making Attacks
Throughout combat, Origins and enemies will make
attack rolls against each other. Origins can use skills
C D
ice Roll: The number and color of dice rolled
for the attack and the number of bonus hits
and items to make attacks, while minions make a added to the result. (Dice, pg 43)
standard attack printed on their minion card.
Each attack lists the following stats:
D Ddeals.
amage Type: The damage type the attack
(Damage Types, pg 16)
A R
ange: The maximum number of spaces away
the target can be. Range must be counted
along paths and include tactical spaces. Range
A
0 indicates a melee attack that can only select B
targets in the attacker’s space.
C
B T
argets: Whether the attack is directed at
a single target or has an area. (Single & Area
Targeting, pg 44)
D
41
Steps to Resolve an Attack Roll
1 Roll: Roll the attack dice and resolve any reroll 4 Apply Statuses: If the attack applies a status
effects. (Dice, next page) effect, place a matching status effect card on the
target’s cooldown track in the indicated slot.
2 Count Hits: Add up the total number of hits
Hit} rolled plus the attack’s bonus hits. Also add
The target does not need to lose HP} for a status
to be applied (unless the attack says otherwise).
any extra hits from the attack’s special effects, (Status Effects, pg 18)
equipped items, and other sources.
5 Environment Effects: If the attack applies an
3 Apply Damage: Check the attack’s damage environment effect, place a matching token on
type and subtract the target’s appropriate armor the target’s space. (Environment Effects, pg 32)
value ( PhysArmor} or MagArmor} ) from the hit total. Reduce the
target’s HP} by the number of hits remaining.
Example:
The Red Prince uses his Fire Staff to attack a Bandit The space they’re fighting in is WARM, so the
Hydrosophist in his space.
Hydrosophist takes another +2 DFire} . However, the
He rolls 3 white dice and gets 3 Hit} and a Special} . He adds
Hydrosophist has 2 MagArmor} , so the total damage is reduced
the 2 bonus hits on his Fire Staff for a total of 5DFire}
by 2 and he only loses 5 HP} .
damage.
Because the Red Prince rolled a Special} , his Fire Staff then
applies BURNING to the Hydrosophist for 2 rounds.
42
Special} S
pecial Icons
Some attacks have special effects that are
▶
time). If you apply multiple reroll effects to the same
B} Blue dice have the most specials Special} . die roll, you may resolve each of them one at a time,
▶
R} Red dice have the most hits Hit} . in the order of your choice.
Some effects allow you to set dice to specific faces
A maximum of 5 dice of each color can be rolled before you roll. After choosing a die’s face, treat it as if
during any single roll (including Origin attacks, you had rolled that face for the purposes of all effects.
enemy attacks, and challenge rolls). Whenever one or
more effects would cause you to roll more than 5 of
Healing & Other Effect Rolls
the same color, only roll 5 of that color.
Some non-attack effects, such as healing skills, also
Dice Reductions require die rolls. When making a non-attack roll,
follow the same rules and steps as an attack roll. Apply
Some effects may cause an Origin or enemy to roll
any healing first, followed by applying (or removing)
fewer dice on rolls they make. If you are rolling dice
statuses, and finally environmental effects.
of different colors, you may choose which die you
remove from your roll. If an enemy loses a die, the
party collectively chooses which die they remove.
Example:
Sebille uses the skill Poison Dart to make a
4 B} attack, rolling 3 misses and
1 hit. Since the target is in her space,
Poison Dart allows her to reroll
1 of her dice. She rerolls 1 miss
and misses again.
She then decides to spend 1 Source} to
reroll all 3 of her misses. This time
she gets 2 more hits, improving her
damage.
43
Single & Area Targeting Origin Combat Turns in Detail
Most attacks and targeted effects apply to a single
During the Origin Turns step of a Combat round,
target, but some apply to everyone within a target
Origins may take their turns in whatever order the
space.
party chooses.
▶ Single: Choose a single target within range. You
may choose a target in your own space, including Action Points AP}
yourself. All damage, statuses, and other effects
Origins use action points AP} to take actions during
are applied only to your target.
combat. Whenever you gain AP} , slide your tracker to
the right the indicated number of spaces. You can
▶ Area: Choose a space within range. It may be a
have a max of 8 AP} at a time (unless you have the
tactical or numbered space, and you may choose
your own space. Everyone in that space except
HASTE status; see below). Any AP} gained in excess of
your max is lost.
you is targeted, including your allies. If the
effect requires a dice roll, make a single roll, and At the start of your combat turn, you gain the amount
apply all damage, statuses, and other effects to
of AP} shown on your Origin card. If you have any
all targets simultaneously.
leftover AP} from your previous turn, your new AP} is
If you are in the target space, you may choose to
also target yourself. Enemies will always choose
added to your leftover AP} , up to your maximum.
44
Combat Actions Minion Combat Turns In Detail
The actions you can take in combat are listed on your
player tray along with their AP} costs.
Enemy minions and Bosses take their turns one at a time,
from left to right on each initiative track. Boss turns are
▶ Use Card Action: Spend the AP} cost on a
skill in your hand, an equipped item, an active
covered in detail under Fighting a Boss on pg 50.
spend 2 AP} to heal 2 HP} OR slide 1 status of your
Origin to them.
choice left 1 cooldown slot on your track.
(Health & Damage, pg 16)
▶ If the minion rolls a Target} , they will choose an Origin
using the special targeting rule on their minion
▶ Revive: Spend 1 AP} to transfer any amount of
card. (see table, next page)
your HP} to a downed Origin in your space or an
adjacent one. The Origin is revived with that
Whenever multiple Origins could be targeted (e.g. if
there are multiple Origins that are closest), the party
much HP} . You must transfer collectively chooses which of them is targeted.
at least 1 HP} . (Downed
Origins, pg 21) When a minion targets an Origin that has the most or
least of a certain quantity, they always use the Origin’s
total current quantity. For example, when choosing the
Origin with the least armor of a certain type, they will
count armor provided by items, ongoing skills, and all
other effects.
Minions will ignore Origins that are downed or have the
INVISIBLE status when choosing targets (Downed Origins,
pg 21; Status Effects, pg 18). If there are any DOMINATED
minions on the map, enemy minions will treat them as
Origins during target selection. (Dominated Minions, pg 48)
45
Closest} The minion targets the closest Origin.
Highest} HP} The minion targets the Origin with the most current health points.
Lowest} HP} The minion targets the Origin with the least current health points.
Highest} PhysArmor} The minion targets the Origin with the most total physical armor.
Lowest} PhysArmor} The minion targets the Origin with the least total physical armor.
Highest} MagArmor} The minion targets the Origin with the most total magical armor.
Lowest} MagArmor} The minion targets the Origin with the least total magical armor.
Highest} Source} The minion targets the Origin with the most Source tokens remaining.
Lowest} Source} The minion targets the Origin with the fewest Source tokens remaining.
Highest} The minion targets the space with the most Origins.
Lowest} The minion targets the space with the fewest Origins.
47
Dominated Minions Ending a Combat
When an enemy minion with the DOMINATED status
A combat ends immediately when either:
takes their turn in combat, they do not roll the
targeting die. Instead, the party may choose who they ▶ All enemies are defeated; OR
target, which may be another enemy. They will then
move towards and attack that target if able. ▶ All Origins are downed; OR
When other enemies choose targets, they treat ▶ A special condition on an active combat card is met.
dominated minions as if they were Origins (Minion
Target Selection, pg 45). Dominated minions must still Steps to Ending a Combat
be defeated in order to end a combat. If an Origin
When a combat ends, immediately do the following:
attacks a dominated minion, it does not affect their
status. 1 Victory/Defeat Effects: Flip all location cards
in the active combat stack. If the party defeated
all enemies (or fulfilled a special condition),
read and resolve all victory effects. If the party
was downed, read and resolve all defeat effects.
2 C
lear Combat Board: Discard all location
cards from the active combat stack. Return all
minion and Boss components to the supply
(even if the party was downed).
3 Statuses & Cooldowns: Each Origin who has
not taken a turn yet this round resolves any
“start of turn” effects on their cooldown track,
then slides all cards on their cooldown track left
1 slot. (Status Effects, pg 18; Cooldowns, pg 11)
4 Revive Origins: Each downed Origin is revived
with 1 HP} . (Downed Origins, pg 21)
5 Reset AP: Each Origin sets their AP tracker to
0 AP} . (Action Points, pg 44)
6 End of Round: Advance the time tracker by 1
and resolve an event if it reaches one. Then start
the next round. (End of Round, pg 12)
48
Encountering Bosses
Bosses are powerful enemies that you must defeat to continue your adventure. Each Boss has a page in the Boss
booklet that lists their unique rules and behaviors.
Boss Setup
henever a location card instructs you to spawn a
W 4 ake out the Boss HP tray and slot the Boss’
T
Boss (Spawning Enemies, pg 33), follow these steps: title card into it. Set its HP dial to the Boss’
5
2
3 1
6 4
49
Fighting a Boss Attack Tactics
When the Boss resolves an attack, follow these steps:
During combat, the Boss takes their turn with other
enemies, in initiative track order (Combat Rounds, pg ▶ Choose Target: The Boss always chooses a
10). On the Boss’ turn, they gain and spend action target using their tactic’s special targeting rule.
points AP} to take actions, like Origins do. Each Boss’
actions are dictated by their tactics deck.
They do not roll the targeting die. Bosses follow
all other rules for choosing targets that minions
do. (Minion Target Selection, pg 45)
Steps to Resolve a Boss Combat Turn
▶ Start of Turn: Resolve any “start of turn” effects ▶ Move To Max Range: The Boss moves towards
on the Boss’ cooldown track. They then gain or away from their target until the distance to
action points AP} equal to the AP} value in the Boss
booklet. (Action Points, pg 44)
their target is equal to their tactic’s range value,
or they have moved a number of spaces equal to
their tactic’s move value. They follow all rules
▶ Play Tactics: The Boss spends their available AP} to
flip and resolve tactics from their deck until they
for minion movement, except that they ignore
DIFFICULT TERRAIN. (Minion Movement, pg 46)
can’t afford the next tactic. (Resolving Boss Tactics,
below) ▶ Attack Target: After moving, if the Boss is
within range of their target, they make an attack
▶ Slide Cooldowns: Slide all cards on the Boss’ roll. If they are not in range of their target,
cooldown track left 1 slot. (Cooldowns, pg 11; Boss or there are no Origins in the space they are
Cooldowns, end of this page) targeting, do not attack. Instead, they regain all
AP} spent on their tactic and place it on cooldown
(they do not heal like minions do).
Resolving Boss Tactics (Making Attacks, pg 41)
The Boss starts playing tactics by paying the AP} cost
shown on the back of the top tactic on their deck. They If the Boss draws a tactic with an attack or other
then flip and resolve that tactic. targeted effect while there are no Origins on the map
who can be targeted (e.g. they are all INVISIBLE), the
Once the Boss finishes resolving their tactic, they Boss does not resolve any part of the tactic. Instead,
place it on cooldown, then check if they have enough
leftover AP} to pay for the next tactic on their deck.
they regain all AP} spent on it, place it on cooldown,
and immediately end their turn (saving all remaining
If they do, they also flip and resolve this tactic, then
place it on cooldown.
AP} for the next round).
50
Ongoing & Special Tactics Defeating a Boss
When the Boss resolves a tactic with an up} icon,
they place it face up on their cooldown track, just like
When the Boss has 0 HP} , they are defeated and
removed from the map and initiative track. If all
an ongoing skill. It remains active until it flips face enemies have been defeated (or if a special condition
down. (Ongoing Skills, pg 24) on the active combat stack has been fulfilled), the
Bosses may also have special tactics that allow them combat ends immediately in a victory for the party.
to heal, remove statuses, spawn enemies, or interact After combat, return all Boss components to the
with special rules. When the Boss resolves a special game box (keeping their title card with their tactics
tactic, follow its instructions. The Boss does not deck). (Ending a Combat, pg 48)
move or attack unless their tactic says so.
Boss Special Rules
Boss Immunities
Each Boss encounter introduces special rules that
Each Boss’ booklet page lists the damage types and are detailed in the Boss booklet. Be sure to read all
status effects they are immune to. All Bosses are special rules in the Boss booklet carefully before
immovable, meaning they can’t be forced to move or beginning a Boss encounter.
prevented from moving. (Immunities, pg 19)
Game Variants
Honor Mode
If your party is
exceptionally brave,
you may choose to play
through the campaign in
Honor Mode.
In this mode, whenever the party
is forced to restart a location, they
must instead restart the campaign from the
beginning with newly created Origins.
51
Credits
52
Index
A E K S
Action 45 Earth Damage 16 Keyword 14 Scroll 27
Action Points (AP) 44 Ending a Combat 48 Knocked Down 18 Shield 25
Active Combat Stack 40 End of Round 12 Shocked 18
Advanced Skills 16 Enemy 33, 39, 40, 45 L Single Target (Single) 44
Air Damage 16 Enemy Initiative 40 Level 14 Skill 22
Ally 40 Equip Action 26, 45 Level Bonus 22 Skill School 23
AP track 44 Equipment Item 25 Level Up 14 Slow Enemy 40
Area Attack 44 Equipment Slot 25 Location Card 7, 32 Source 14
Armor 17 Equipping an Item 26 Locked Paths 30 Source Collar 14
Arrows 27 Everyone 40 Locked Spaces 31 Source Skill 25
Attack Roll 42 Exiting a Location 35 Spawning Enemies 33
Automatic Success 33 Explore Round 7 M Special Icon 43
Exploring a Location 30 Magical Armor 17 Start of Turn Effect 19
B Exposed 18 Status Effect 18
Merchant 37
Backpack 25 Minion 33, 45 Storing an Item 26
F Stunned 18
Bleeding 18 Move Action 40, 45
Blessed 18 Fast Enemy 40 Multicard Space 31 Summon 24
Blinded 18 Finishing a Location 37 Sundered 18
Boss 49 Fire Damage 16 N
T
Boss Booklet 49 Frozen 18 Numbered Space 30
Boss Tactics 50 Tactical Space 31, 40
Burning 18 G O Talent 15
Gold 28 Targeting Die 45
C Oily 32
Grenade 27 Taunt Action 45
One Hand 26
Challenge Roll 32 The Location Map 30
H Ongoing Effect 18, 24, 27
Charged 32 Timed Events 36
Origin 13
Chest 25 Haste 18, 44 Time Tracker 12, 36
Chicken 18 Head 25 P Trade Action 29, 45
Combat Round 10, 39 Heal 16 Training Talent 16
Path 30, 40 Trinket 27
Consumable Items 27 Health Points (HP) 16 Pausing the Time Tracker 36 Two Hands 26
Consumable Keywords 28 Helmet 25 Physical Armor 17
Cooldowns 11 Hit Icon 42 Physical Damage 16 U
Cooldown Track 11 Holding Area 7 Poison Damage 16
HP Dial 16 Unique Item 29
D Poisoned 18
I Potion 27 V
Damage 16
Damage Reduction 17 Interlude Phase 37 R Veteran Minion 35
Damage Type 16 Invisible 18 Range 41 W
Defeating an Enemy 21 Immovable 19 Recover Action 9, 45
Dice Reduction 43 Immune 19 Warm 32
Rerolls 43
Difficult Terrain 32, 40 Item 25 Water Damage 16
Restarting a Location 37
Direct Damage 16 Weapon 25, 27
J Rest Rounds 9
Divine Atlas 30 Wet 32
Revive Action 21, 37
Dominated Minion 48 Journal Card 36 Reviving an Origin 21
Downed Origin 21
Rune 29
53
54
Quick Reference
W}
Effects (pg 32)
Place face down on
White Die
cd2}
Charged}
cooldown 2
B}
CHARGED: When anyone
here takes DAir} damage, they
Blue Die
up2} Place face up on cooldown 2
R}
take +2 more.
Hit}
Red Die
Hit
flip1}
discard}
Flip face down at
cooldown 1
Discard immediately
Wet} WET: When anyone here
takes DWater} damage, they take
+2 more.
Special} Special
discard0}
Discard when cleared
WARM: When anyone
here takes DFire} damage,
V}
from cooldown they take +2 more.
PhysicalDamage}
+2 more.
Stats
Difficult}
Physical Damage DIFFICULT TERRAIN:
HP} DAir}
Origins must spend +1
AP}
and minions must use +1
HP (Health Point) Air Damage
AP}
movement to move here.
AP (Action Point)
DWater} Water Damage Target Selection
DEarth}
any attack or challenge roll
or play Source skills Select a target in
StarBonus}
Range 0
Earth Damage this space.
DPoison}
Level Bonus: Added to
Select a target
some skill and item effects Range X
PhysArmor}
Poison Damage within X spaces.
DDirect}
Physical Armor:
Reduces PhysicalDamage} Direct Damage Single Select a single target.
Target}
targeted.
Locked Path: You may not use this path until you place a Key} here.
Closest} Target the
closest Origin.
Locked Space: You may not move to or through this space until you Lowest} Target the Origin with
least of this quantity.
Highest}
place a location card here.
Target the Origin with
Tactical Space: You can move through this space while exploring but most of this quantity.
can only stop here in combat. In combat, you may only end your turn here if
there are no other Origins.
Multicard} Multicard Space: When you explore this space, shuffle all
matching-numbered location cards and draw 1.