Forgotten Souls Rules
Forgotten Souls Rules
Forgotten Souls Rules
Game Overview
Components
12 Exploration Cards
10 Peril Cards
Roo
m of
Sou
A hero
to the may spend
1
cau
carrying ldron to movement
pick
move the cauldro it up. As point while
or be mo
adja
an
n
ved thromay move 1 action, the cent
As an
ugh any space. He hero
acti
other
adjacen on, or by
means. cannot
cauldro t to a pit spa suffering 2
and
actions n may destroyce, the her
o carr 2 , while
other
ying the
than tho it. He can
If the
se liste not perform
her
d above.
amount o carr yin
any
g
the
of
cau
the cau
ldron he tests . ldron suff
If he fail
ers
cracks.
If a her
s, or is any
defeate
draws o destroys the
d,
1
Then, search card cauldron,
disc
refresh
, and
fate and each her ard it. Tha
If the
discard o receives t hero
cau
this Exp
2 XP.
discard ldron crac
loration
Then, the cauldro ks, advanc
card.
e doom
discard
n. Eac
by 1
this Exp h hero
loration receives and
1 XP.
card.
AFT
You tur
Tharn n a corner
and
disa
You pus ppearing see the ma
halls are h forward, into the dist ssive
and har endless. Its but the dun ance.
walls. der to breath becoming geons
Your fate
harder
e wit
may alr hin the ston
eady be
e
Advan
sealed
ce doo
...
m by 1.
ER SET
ls
UP: Act
ivate flesh
1/10
moulder
s.
Roll 1
to the gray defens
e die.
cauldro
Pla
n,
each or the her ce 1 flesh mo
o carr
result,
uld
respecti ying the er adjacen
cau
t
ng gro
up lim ldron, for
its.
The cau
ldron
cracks.
10 Activation Cards
Fl
Each
attack esh
flesh mo Mou
ulders
Spotth
ld
perform ers
weapon eclose
gains
Attack equippstherowh
+2 Ran
ohasa
ge.
Ra theclo ed.
Range
d
ackthe osesth ipped. Swho
hasa
closest ero.
heroin
LOS.
nge
sesther
Spotthdweapon
ecl
equ oinLO
Att
Engage
the
Att
Shad
ow
Engage
Drag
theher
obj
ect
Attack ivetoken.owhoisc
lose
Ift anadj
Zom
bie
s
clo
ack
isDiseaanadj sestDisea
targetin sed,peacenthero sedhero.
Engage gthathrform1ad.Then,ift
ditiona hather
theclo ero.
lattack o
sesther
Grab.
o.
Engage
theher
owho
hasthe
highes
tSpeed
.
Ba
rghe
Engage
sts
tokens theher
Howl. onhisherowhohas
osh themo
stdam
age
ons
sttoan
his
acenth
engage monsterp
ero
Engage thesam erforme .
theclo etarge daneng
sesther tagain.
ageact
ion,
o.
eet.
Attack
Engage anadj
Attack thefuracenthero
his
acenth ero.
engage monsterp
ero.
thesam erforme
etarge daneng
tagain
ageact
.
ion,
1/10
1 Title Sheet
In ord
STO
P!
will nee er to play
this coo
d to
perati
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and rea ve advent
tthebo
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on the
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FORG
OT
TEN
All the
card
SOUL
Forgotte s and shee
S EXPA
from thosn Souls expa ts found in
NSIO
this
nsio
e foun
d in the n icon to distiexpansion are N ICON
base gam
mar
nguish
these comked with the
e and
other
expansio ponents
ns.
The sma
Forg
ll village
massiv
otte
n So
bodies e castle. Youof Summer
uls
s Glade
com
worn, and minds.
but you
sits qui
Manye upon the vill
etly in
r resilien
dan
To you
the sha
ce is unbgerous encage in the hop
dow
covered r surpris
roken. ounters
es
have leftof repleniof a
consum in blacke the town
you tireshing you
ed this ash. Th is devasta
d and r
ere
tow
n, it has is not an ted. Rooftop
Soon a
inh
taken
shadow
s and
boy eme
all tha abitant in
wal
t lives.
face. Yorges. Heis cast upon
sight. kways are
Whatev
lives u cam slowly com you, and
er flam
the hor I will shoe too latees up to youin front of
e
w
izon. You you
, a glim the setting
Th
follow. He slowe boy is wea mer of hop
sun
Once
ly stum k and
e on hisa young
feeb
vanisheinside the
bles
defe
toward le. Th
out, you s into thestone walls,
the cast e dragon ated
r only air, a grim the ent
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smile rance seal
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is to
e Set
spread s beh
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a Gam ebou
Run
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.
in the
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Univ
the dun
.
geons There is noboy
depths way
TM
1 Track Sheet
1 Reference Sheet
k
Quic
2.
ary
Summ
o Phase
ster
4 cards
3 cards
LOOT TRACK
OVERLORD TRACK
Her
nce
d Phase
Overlor
card, adva
cts
loration
rlord Effe
active ExpPeril card.)
a. Ove
e is no
lve one
(If ther
b. Fate one and reso
fate by
vation
ster Acti
c. Mon
ation
ers Sp
Monst
ls
Hero Skil
Range
1.
2.
3.
2 cards
4.
5.
1 card
BE HIN
D EV
A
ER
Activ
1.
Special
Pierce
Damage
DE AD
Y DO
The bloo
LY
SU RP OR LIE
into his dthirsty drag
RIS E.. S
appetite ghastly arm on Tharn
.
has prov y. Unfortu assimilate
en insa
s all he
nately
Discove
tiable.
cons
for all
who live, umes
r a new
Dark
way to
his
expansioSecond Edi
tion withplay Descent
:
allows n removes
the over Forgotten Journeys in
1
coopera to 4 hero
Sou
lord
ls. Thi the
play
tive adve players to
s
enjo er and
nture
experien y a fully
The hero
Desc
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General Setup
Before playing this cooperative adventure, perform the following setup steps
instead of those described in the base game.
1. Assemble the Exploration Deck: Take all Exploration cards and
assemble the Exploration deck (see Assembling the Exploration
Deck on page 4). Place it within easy reach of all players.
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 .
2. Prepare the Track Sheet: Place the track sheet within easy reach
of all players. On the overlord track, place an orange hero token
on the space that corresponds to the number of heroes playing; this is
the doom token. Then, place a purple hero token on the upper space
of the track; this is the fate token. On the loot track, place a fatigue
token on the lowest space of the track.
Encounter Guide
The Onset
As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!
Each hero places his figures on a space marked with an
X. Spawn zombies and barghests as indicated.
The Onset
Exploration Card
7 cards
Fate
Token
6 cards
19B
Treasure Vault
Covered
Treasure
8B
Shiny Corridor
30B
Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands.
29B
Tunnels End
5 cards
3 cards
LOOT TRACK
OVERLORD TRACK
Doom
Token
4 cards
8. Prepare Tokens: Sort all damage, fatigue, hero, condition tokens and
Key
Condition cards into piles by type. Place Encounter
each pile
within easy reach of
all players.
Entrance
Fatigue
Token
2 cards
Flesh Moulders
SpottheclosestherowhohasaRanged
weaponequipped.
AttacktheclosestheroinLOSwhohasa
Rangedweaponequipped.
Spottheclosesthero.
AttacktheclosestheroinLOS.
Note: Certain card and hero abilities from the base game and other
expansions do not directly apply to cooperative play. If a player uses
such a card or ability, he ignores any part of it that has no effect on
the game (e.g., the Wildlander Class card Danger Sense causes the
overlord to discard 1 Overlord card. This ability would be ignored in
a cooperative adventure because there is no overlord and there are no
Overlord cards).
Shadow Dragons
Engagetheherowhoisclosesttoan
objectivetoken.
Attackanadjacenthero.
Ifthismonsterperformedanengageaction,
engagethesametargetagain.
Engagetheclosesthero.
Zombies
10. Spend Experience Points: Each hero starts the game with
1 experience point that he can spend immediately on a Class card or
save for future use.
Barghests
EngagetheclosestDiseasedhero.
Attackanadjacenthero.Then,ifthathero
isDiseased,perform1additionalattack
targetingthathero.
Engagetheclosesthero.
Grab.
EngagetheherowhohasthehighestSpeed.
Zombies
12
3. Prepare Monsters: The monster groups required for this quest are
listed on each Activation card. Take all Act I Monster cards and
figures for the required monster groups and place them within easy
reach of all players.
Shadow Dragons
9. Hero Setup: The players follow the normal hero setup steps from the
base game, with the following exceptions: If there is only one player,
the lone hero player must control two heroes. If there are two or more
players, each player controls one hero. A player makes independent
decisions and takes separate turns for each hero he controls.
Flesh
Moulders
Track Sheet
Barghests
Exit
1 card
28B
Engagetheherowhohasthemostdamage
tokensonhisherosheet.
Howl.
Attackanadjacenthero.
Engagethefurthesthero.
Attackanadjacenthero.
Ifthismonsterperformedanengageaction,
engagethesametargetagain.
1/10
Activation Card
4. Assemble the Activation Deck: Take all Activation cards and shuffle
them together. This is the Activation deck. Place it facedown near the
Exploration deck.
5. Assemble the Peril Deck: Take all Peril cards and shuffle them
together. This is the Peril deck. Place it facedown near the overlord track.
Apparitions surround your party. Your
senses dull and your mind becomes clouded.
Then, without a sound, they are gone.
Each hero tests an attribute of his
choice twice. Each hero who fails
at least one test is Stunned.
7/10
Peril Card
6. Assemble the Search and Shop Item Decks: Take all Search cards
from the base game and shuffle them together; this is the Search deck.
Place the Search deck facedown near the Track sheet. Separate the
Act I and Act II Shop Item cards and shuffle them separately; these
are the Act I and Act II Shop Item decks. Place the Act I Shop Item
deck facedown near the loot track. Place the Act II Shop Item deck to
the side for now.
7 cards
6 cards
4 cards
3 cards
LOOT TRACK
OVERLORD TRACK
5 cards
2 cards
1 card
10
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 .
If there are no monsters on the map, discard this
Exploration card.
6. Shop Item Deck I: The Act I Shop Item deck is shuffled and
placed facedown next to the loot track.
2. Track Sheet: This sheet contains the overlord and loot tracks.
The doom and fate tokens, as well as a fatigue token, are placed
on their respective tracks.
7. Shop Item Deck II: The Act II Shop Item deck is shuffled and
placed facedown to the side.
8. Starting Encounter: This Exploration card is placed faceup on
the table to indicate that it is active.
5. Peril Cards: The players shuffle the deck of Peril cards and place
it facedown.
10. Class Card: Players may choose to spend the 1 experience they
gain during General Setup on a Class card.
Overlord Phase
Assembling the
Exploration Deck
The Overlord phase occurs after all hero players have completed their
turns. The Overlord phase is broken into three steps as follows:
1. Overlord Effects: Follow all effects printed in the red box of the
active Exploration card (see Overlord Effects on page 6).
The Onset
Each time a hero enters a space that is not
adjacent to another hero, the hero who entered
that space suffers 3 .
1
3
6
5
4
1.
omb
These steps are described in detail on pages 6-9. All rules regarding
Overlord cards and the overlord player from the base game do not apply
in cooperative adventures.
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To win, the heroes must successfully complete the third main encounter
of the quest (see Main Encounters and Experience Points on page 10).
The heroes win or lose the game together.
2.
3.
4.
5.
6.
1
2
1. Doom
Advances by 1
Hero Phase
During the Hero phase, each hero takes one turn, following the normal
steps of a hero turn in the base game. Each hero completes his entire turn
before another hero begins his turn. At the start of each round, the players
decide as a group the order in which each hero activates. This order may
be different each round. If they cannot agree, they proceed clockwise,
starting with a player determined at random. After all heroes have
completed their turns, the Overlord phase begins.
3
3. Fate Moves
Backward by 1
4
2. Fate
Advances by 1
4. Fate
Refreshes
In addition to the actions a hero can normally take during his turn, heroes
now have the chance to explore and discover new encounters.
Exploration
When a hero performs an open a door action, he follows the steps below:
1. Draw the top card of the Exploration deck and place it faceup on the
table. That Exploration card is now active. An active Exploration
card defines an encounters rules for as long as the card is active.
1.
2.
3.
4.
5.
6.
Lengthy Sewers
21B
26B
21B
26B
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
Fog-Filled
realize something:Passage
theyre all dead.
A green smog swirls from the door as you pull it open. Villagers
Spawn
indicated.
of Summers Glade
beginzombies
to moveastowards
you with their
hands outstretched. Once they get close you begin to
realize something: theyre all dead.
20B
20B
Trash Heap
2B
2B
Deadly Kennel
2.
Lengthy Sewers
Fog-Filled Passage
1.
5B
5B
13
3.
4.
Players read the setup text in the green box of the corresponding
encounter guide and place the hybrid sentinels, objective tokens,
and search token as indicated, based on the number of heroes.
5.
Players now read the Exploration card for all rules regarding the
encounter.
13
Exploration Example
Fog-Filled
Passage
3. Refer to the Exploration card for all rules regarding the encounter.
Effects in the blue area of Exploration cards trigger from top to
bottom. Any text that says "After Setup" occurs immediately after the
encounter has been set up. Refer to Monster Activation During a
Hero Turn on page 11 for Exploration cards that require monster
activation after setup.
Loot
The overlord phase occurs after all hero players have completed their
turns. The players perform various steps that facilitate dangerous events
and monster activity during the adventure.
Fog-Filled
1. Overlord Effects
Passage
If a hero defeats a master monster, he moves the fatigue token on the loot
track up one space. This is done before he places any damage tokens on
the loot track for defeating the monster. The fatigue token on the loot
track cannot go past the highest space of the track.
Overlord effects are printed in the red boxes on the lower portion of
Heroes cannot suffer to gain movement points.
Exploration cards
(see Exploration on page 5). At the start of the
Each time a hero enters a space adjacent to a
Overlord phase,zombie,
all Overlord
he sufferseffects
1 . on the active Exploration card trigger
in order from top to bottom.
Each zombie gains 1 additional for each other
2 Hero
Loot Limit
4 cards
OVERLORD TRACK
OVERLORD TRACK
6 cards
of its figure.
When one of these effects
Some Overlordzombie
effectswithin
have 2a spacessymbol.
triggers, do notIfresolve
text.refresh
Instead,
there arethe
no corresponding
zombies on the map,
fate place one fatigue
andsymbol.
discard this
Exploration
token next to the
After
placingcard.
a fatigue token, if the number
symbol,
of fatigue tokens matches the number associated with the
the corresponding text triggers, and all tokens are removed. Continue
placing one fatigue token during each Overlord phase for as long as the
Exploration card remains active.
7 cards
LOOT TRACK
2 cards
Heroic feats do not refresh in cooperative play.
Each hero may
only use
3 cards
his heroic feat once per quest.
1 card
Otherwise, advance fate by one (see page 4) and resolve one Peril card.
6 cards
Each Peril card contains one or more effects that provide deadly surprises
for the heroes. Players perform the following when they resolve a Peril card:
2 cards
LOOT TRACK
OVERLORD TRACK
PERIL CARDS
5 cards
3 cards
4 cards
2. Fate
2 cards
7 cards
LOOT TRACK
OVERLORD TRACK
At any time during a heros turn, he may flip one of his heros faceup
2 cards the effects of the card. If he does, he adds
Search cards facedown, ignoring
3 cards
two damage tokens to the loot track.
4 cards
1 card
If there are monsters on the map, resolve the effect listed on the
bottom half of the card.
1.
3. If the card is not divided into two sections, resolve the entire cards
effect.
2.
3.
If the Peril deck runs out of cards, the discard pile is immediately shuffled
to create a new Peril deck.
Peril effects do not apply to familiars, figures treated as heroes, and heroes
who are not on the map.
3. Monster Activation
If there are any monsters on the map during this step, draw one
Activation card and perform the following:
SpottheclosestherowhohasaRanged
weaponequipped.
AttacktheclosestheroinLOSwhohasa
Rangedweaponequipped.
Spottheclosesthero.
AttacktheclosestheroinLOS.
Grab.
EngagetheherowhohasthehighestSpeed.
Engagetheherowhoisclosesttoan
objectivetoken.
Attackanadjacenthero.
Ifthismonsterperformedanengageaction,
engagethesametargetagain.
Engagetheclosesthero.
Barghests
Shadow Dragons
Zombies
EngagetheclosestDiseasedhero.
Attackanadjacenthero.Then,ifthathero
isDiseased,perform1additionalattack
targetingthathero.
Engagetheclosesthero.
Engagetheherowhohasthemostdamage
tokensonhisherosheet.
Howl.
Attackanadjacenthero.
Engagethefurthesthero.
Attackanadjacenthero.
Ifthismonsterperformedanengageaction,
engagethesametargetagain.
1.
2.
3.
1/10
2. Note Active Effects: Note any active effects for that group. Active effects
are printed in italics directly under the name of each monster group.
3. Choose a Monster:
If there are yellow and red boxes, minion (yellow box) and
master monsters (red box) activate separately. The order in
which monsters are activated is defined from top to bottom,
with all monsters of the top box activating before any monsters
of the bottom box. Choose one monster that has not activated
from the top box. If all monsters of the top box have activated,
choose one monster that has not activated from the bottom box.
If there are no yellow and red boxes, choose any monster of that
group that has not activated.
4. Perform Actions: Resolve all actions listed for that monster in order,
from top to bottom, repeating the list of actions until that monster
has performed two actions or follows the entire list and is unable to
perform a listed action.
2
3
Activation Card
Anatomy
Flesh Moulders
Spottheclosesthero.
AttacktheclosestheroinLOS.
Spotthefurthesthero.
Performanattacktargetingallherofigures
inLOS,ignoringrangerequirements.Each
figurerollsdefensediceseparately.
4
5
Shadow Dragons
Engagethefurthesthero.
Attackanadjacenthero.
Ifthismonsterperformedanengageaction,
engagethesametargetagain.
Engagetheclosesthero.
Attackanadjacenthero.
Zombies
Barghests
Engagetheclosesthero.
Attacktheadjacentherowhohasthelowest
remainingHealth.
EngagetheTargethero.
AttacktheTargethero.
Engagetheclosesthero.
Attackanadjacenthero.
2/10
1.
2.
3.
4.
5.
During the Monster Activation step of the Overlord phase players draw one Activation card. There are flesh moulders and
zombies on the map, so flesh moulders activate first followed by zombies.
2.
The Activation card instructs the minion flesh moulder to spot and then attack the closest hero in line of sight. The minion
flesh moulder must move one space to spot (gain line of sight to - see page 9) Leoric of the Book, who is the closest hero to the
flesh moulder's figure. Then, the minion attacks Leoric of the Book. Its activation is now complete.
3.
Now that all minion flesh moulders have activated, the master flesh moulder activates. The Activation card instructs the master
flesh moulder to spot the furthest hero and then attack all heroes in line of sight. The master flesh moulder must move two
spaces to spot (gain line of sight to - see page 9) Widow Tarha, who is the furthest hero from the master flesh moulder's figure.
Then, the master flesh moulder performs an attack that targets both Leoric of the Book and Widow Tarha. Its activation is now
complete.
4.
There are no yellow or red boxes for the zombies' activation, so the heroes decide to activate the master zombie first. The
master zombie moves three spaces to engage (attempt to move as close as possible to - see page 9) Widow Tarha, who is the
closest hero to the master zombie's figure. Then, the master zombie attacks Widow Tarha since she is the only adjacent hero. Its
activation is now complete.
5.
Next, the remaining zombie activates. The Activation card instructs the minion zombie to engage the closest hero and attack
the adjacent hero with the lowest remaining health. The minion zombie moves up to its Speed of 3 spaces to engage (attempt
to move as close as possible to - see page 9) Widow Tarha, who is the closest hero to the minion zombies' figure. The minion
zombie has a melee attack and is not adjacent to any hero so the attack action does not trigger. The list of actions repeats.
6.
2
3
Flesh Moulders
Spottheclosesthero.
AttacktheclosestheroinLOS.
Spotthefurthesthero.
Performanattacktargetingallherofigures
inLOS,ignoringrangerequirements.Each
figurerollsdefensediceseparately.
Zombies
4
5
Engagetheclosesthero.
Attacktheadjacentherowhohasthelowest
remainingHealth.
5
Disease
Shambling
Barghests
Engagetheclosesthero.
Attackanadjacenthero.
+2
EngagetheTargethero.
AttacktheTargethero.
Engagetheclosesthero.
Attackanadjacenthero.
2/10
Zombie
Grab
+2
Shambling
Disease
4
5
8
COMBAT
When a monster performs an attack, the hero rolling defense dice also
rolls the attack dice for that monster.
SURGES
Additional Rules
Movement
Monsters cannot enter terrain that causes them to suffer damage during
movement.
MOVEMENT VOCABULARY
Toward: When a figure moves toward a target, the figure moves into the
targets space if possible. Otherwise, the figure must end its movement in
the closest possible space to the target following normal movement rules.
The figure always takes the route that requires the fewest movement points.
Away: When a figure moves away from a target, the figure must increase
the number of spaces between the figure and the target with each space
moved. If a figure cannot increase the number of spaces between the
figure and the target, the figure does not move.
Furthest: The target that is the greatest number of spaces away from the
monster.
Closest: The target that is the fewest number of spaces away from the
monster.
Disease
Shambling
+2
Zombie
Grab
+2
Shambling
Disease
1.
2.
3.
4.
LOS: Some monster activation actions contain the acronym LOS. This
acronym stands for line of sight and follows all of the rules for line of
sight in the base game.
Spotting Example
LARGE MONSTERS
1.
2.
Engaging Example
Encounters
The rules of an encounter affect the whole map unless otherwise stated.
Room of Souls
A hero may spend 1 movement point while adjacent
to the cauldron to pick it up. As an action, the hero
Heroes gain experience
inmay
themove
first 1two
main
encounters. When a
carrying thepoints
cauldron
space.
He cannot
hero gains experience
points,
may immediately
move or be
movedhe
through
any other means.spend those experience
points, along with any saved experience points from earlier in the quest,
As an action, or by suffering 2 and 2 , while
by acquiring new
skill to
cards
his class.
Players
may
adjacent
a pitof
space,
the hero
carrying
the save any unspent
experience points
for
future
use,
but
can
only
spend
points
cauldron may destroy it. He cannot performexperience
any
actions
other new
than those
listed above.
immediately after
gaining
experience
points.
If the hero carrying the cauldron suffers any
CURRENTamount
ENCOUNTER
of he tests . If he fails, or is defeated,
the cauldron
cracks.
The current encounter
is the
encounter on the active Exploration card or
the most recentIfactive
Exploration
card. discard it. That hero
a hero destroys
the cauldron,
draws 1 search card, and each hero receives 2 XP.
Then, refresh fate and discard this Exploration card.
the cauldron
cracks,
advance
doomencounter.
by 1 and
Entrances and Ifexits
are defined
spaces
in each
Refer to the
discard
the
cauldron.
Each
hero
receives
XP. exit.
encounter guide to locate an encounters entrance1 and
Then, discard this Exploration card.
1.
2.
End Cap
If a figure is on a linked end cap, the figure may spend one movement
point to move to the other linked end cap as if the spaces of both end
caps were adjacent. If both spaces on the end cap a figure is moving to are
occupied, the hero or monster places his figure in the closest empty space
to that end cap.
Monsters and heroes cannot attack through nor draw line of sight
through linked end caps.
10
Defeated Heroes
Transition to Act II
1. Place the Act I Shop Item deck back in the box, and move the Act II
Shop Item deck next to the loot track. When drawing cards for loot,
players will now draw from the Act II Shop Item deck.
2. Replace all Act I Monster cards with Act II Monster cards. The new
cards apply to monsters currently on the map as well as all future
monsters.
Overlapping Map
Tiles Example
1
Room of
Souls
Treasure
Vault
Deadly
Kennel
1.
There are two very important rules that players should keep
in mind when playing cooperative adventures. These rules
are below:
2
Treasure
Vault
Room of
Souls
3
2.
3.
11
Encounter Guide
The Onset
As you make your journey into the dungeon, corpses that lined
the floor begin to writhe with life. Behind you, near the sealed
entrance, monsters appear from the shadows!
You must stand together!
Each hero places his figures on a space marked with an
X. Spawn zombies and barghests as indicated.
19B
Treasure Vault
Covered
Treasure
8B
Shiny Corridor
30B
Hall of Riddles
A lengthy riddle is inscribed onto the door at the far end of the
hall. The markings are handmade; the deep crevices hollowed
by unknown hands.
29B
Tunnels End
28B
Encounter Key
Entrance
Barghests
Exit
Shadow Dragons
Flesh
Moulders
Zombies
12
Lengthy Sewers
21B
26B
Fog-Filled Passage
A green smog swirls from the door as you pull it open. Villagers
of Summers Glade begin to move towards you with their
hands outstretched. Once they get close you begin to
realize something: theyre all dead.
20B
Trash Heap
2B
Deadly Kennel
5B
13
Room of Souls
Cauldron
4B
The spirits have lured a helpless farmer away from his family and
chained him in this deathly tomb, doomed to suffer the same fate
they had to bear. He struggles with his bonds, like a squirming rat
in the eyes of a large serpent. He is the dragons next meal.
11B
27B
12B
Farmer
Throne of the Fallen
Tharn, the massive dragon who commands this dungeon, spots your
band of heroes. With a thunderous roar he beckons the spirits to rise
from the ground. Anger and hatred flare as the dead villagers of
Summers Glade cast their eyes upon you. The only way out is a tunnel
thats been sealed shut. You must be quick and avoid any traps, or you
too will become one of Tharns minions.
Spawn a shadow dragon as indicated. This is Tharn, he is
immediately Immobilized. Spawn barghests as indicated. Collect
1 red and 1 green objective token. Shuffle the tokens together and
place them facedown on the map as indicated. No players should
know which objective token is which color.
18B
Blocked
Tunnel
1B
Trap
17B
14
Epilogue
Credits
If you successfully destroy the tunnel in the Throne of the Fallen, read the
following aloud:
With a mighty blow, the wooden barricade blocking the tunnel is smashed to pieces.
Seeing your escape, Tharn rises in a desperate rage, slamming his tail against the many
pillars of the great room. Piece by piece the dungeon's ceiling falls to the ground, collapsing
the enormous castle. Tharn accepts his fate, but he refuses to allow you to leave alive. You
make your way through the small corridor, spotting the light of day in the distance. An
explosion of fire is released behind you, filling the tunnel with a deadly heat. You make it
outside just before the flames overtake you! The tunnel walls cave in, and you hear a faint
roar in the distance. The dragon's fate is sealed.
Descent: Journeys in the Dark Second Edition Design: Adam Sadler and
Corey Konieczka with Daniel Lovat Clark
Producer: Jason Walden
Editing & Proofreading: Brendan Weiskotten
If the doom and fate counters occupy the same space, or all 8 villager
tokens are placed on the Throne of the Fallen, read the following aloud:
Tharn's spirits have grabbed hold of you. Your bodies slow, and your minds become faded.
The world around you changes into a warped dream. In the distance, Tharn approaches.
The beast takes great care with each step; his motions are calm. Then he is upon you. His
warm breath flows around you, yielding a strange sense of comfort. Tilting his head up,
Tharn samples the air, deciding whether his army of spirits will grow, or if his next meal
is prepared. Either way, your fate is sealed.
www.FantasyFlightGames.com
15
Quick Reference
Turn Summary
1.
Hero Phase
2.
Overlord Phase
Defeated Heroes
a. Overlord Effects
Movement Vocabulary
c. Monster Activation
Monster Activation
1.
2.
3.
Choose a Monster
4.
Perform Actions
5.
Continue/Complete Activation
Monsters Spending
1.
Hero Skills
2.
Range
3.
Special
4.
Pierce
5.
Damage
1
3
1. Doom
Advances
by 1
2. Fate
Advances
by 1
3. Fate
Moves
Backward
by 1
4. Fate
Refreshes
16