Relic Worlds Expeditions
Relic Worlds Expeditions
Relic Worlds Expeditions
Expeditions
Set-Up . . . . . 10
Combat . . . . . 17
Discoveries . . . . 28
Game End
. . . . . 37
Counters
. . . . . 38
Treasure Hunters . . . 44
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Introduction
Welcome to the universe of Relic Worlds, a place
where ancient civilizations once thrived across the galaxy, but
have disappeared. Within their ancient ruins they have left
behind priceless relics and powerful artifacts. As humanity is
spreading into the stars, they are discovering these treasures,
and thousands of people are seeking them out for various
reasons.
In Relic Worlds Miniatures, players choose factions
who are either seeking these items, or have some other
motivation around them. They will build expedition teams and
send those teams into the field to accomplish their goals.
The primary object of the game is to get the most
number of points. These points can be attained by finding
relics and other treasures, killing enemies, accomplishing goals
of the chosen factions, or accomplishing individual goals of
certain characters.
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As such, sometimes a game will involve a lot of
fighting between players, sometimes there will be none, and
sometimes they might help one another in their mutual best
interest. Players can even play the game cooperatively if they
wish to just play against the board and see how many points
they can get, or it can be played solitaire.
Relic Worlds Miniatures is also compatible with the
Relic Worlds role playing game, which will be releasing
in early 2021. This miniatures game is most useful in the
RPG when players get involved in larger sized combats or
adventures with large crowds. Simply use all rules allowed in
the RPG with the players, and use the miniatures rules with all
non-player characters.
If you would like to learn more about Relic Worlds, you
can find out everything on the website. It is a series of books,
short stories, and games about characters who are uncovering
ancient artifacts while fighting in a mighty galactic struggle;
much like Indiana Jones and Star Wars. You can find it at:
www.relicworlds.com
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What You’ll Need
This is only the rulebook for Relic Worlds Miniatures.
In order to play the game, you will need the following:
* A supplement book with the faction you wish to play.
The treasure hunters are included in this book, but to get other
factions you will need to purchase them separately on Wargame
Vault or at: www.relicworlds.com.
* Counters or miniatures for every character in your list.
You can use figures of any type in your collection that seem to
match what they represent. You can also find cut-out counters
included in the faction lists. Counters can also be purchased on
Wargame Vault or on the Relice Worlds website, where you can
also purchase 3D printable files of each figure type.
* Terrain of an alien planet where the expedition/battle
is taking place. This can happen in any sort of environment,
and often works with ancient ruins; many of which can be
found in the fish tank aisles of pet supply stores. If it’s a city
environment, monsters are probably not appropriate, but traps
would be security systems, and relics would probably be locked
away or hidden underneath buildings that were placed on top
of ancient ruins.
* Counters that are blank on one side, and have an even
number on the other side which read: Trap, Monster, Relic,
Mundane. These are called “Discovery counters”.
* Measuring tape or sticks that are 6 inches long with a
notch at every inch.
* Dice of the following types: d4, d6, d8, d10, d12. You
will want to have several d10s, one of which is a different color
than the others. You will also want a special d6 that is not used
for rolling, but instead used for keeping track of what turn it is.
* A deep imagination and a desire to uncover the
unknown.
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Building Your Expedition
Before beginning the game, players build their
expedition teams. They choose their faction and use the
apropriate book to choose their units. They can also spend
under half their points on units from an ally faction.
Players first determine how many points they will be
using in the game. Standard amounts are listed below, but
players can choose based on personal preference:
Small: 5 points
Medium: 10 points
Large: 15 points
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Players then turn the discovery markers face down and
shuffle them. They then place the discoveries evenly across
the board. After placing them, the players adjust them so the
discoveries are as much inside terrain pieces as possible, or in
logical locations. For instance, discoveries are more likely to be
found inside ruins or inside a statue. But if neither is close, it
would most likely be inside some bushes, or behind a fence, or
something that might hide whatever it is.
After all discoveries are placed, both players roll. The
highest roll chooses a side of the board to set up. That player
places one unit within range 1 (6 inches) of their table edge.
Then the opposing player places 1 unit within range 1 (6
inches) of their table edge. This goes back and forth until all
units are placed on the board. Units can be placed on or near
discoveries, but they do not reveal them.
After all units are placed, the game begins.
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Playing the Game
Turn Sequence:
Determine initiative
Activate unit
Roll morale
Take actions
Reveal discoveries
Activate anything from discoveries
Activate next unit
End of turn
Determine Initiative:
Players roll a d10 for every unit and adds its initiative
rating. The resulting number is then placed next to each unit.
(This can be a number on a slip of paper, or with a die.) Players
should decide at the beginning of the game whether to have
these initiative numbers be public, in which case the numbers
are placed next to the units on the table, or secret, in which case
the numbers are placed by the unit sheets and out of sight of
the opponent. The assumed method is to have them in sight
of the opponent, unless it is an RPG, in which case it is usually
hidden.
The turn begins with the unit that has the highest total
initiative roll. If there is a tie, the unit with the highest senses
goes first. If there is still a tie, the unit with the highest agility
goes first. If it is still a tie, the unit with the highest savvy goes
first. If it is somehow still a tie, the players roll to see who goes
first. The highest roll wins.
After the unit with the highest initiative takes its full
turn, the unit with the next highest initiative takes its turn, and
so on, until every unit has taken a turn.
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Activate Unit:
The unit that is activated now takes its turn.
Morale:
The activated unit must first determine whether or not
it needs to roll morale. A unit must roll morale if it has any fear
markers on it at this time. The unit subtracts the number of
fear markers from its morale to a minimum of 1, then it rolls.
If the unit rolls equal to or less than its modified morale
number, it passes, removes 2 fear markers, and continues its
turn as normal.
If the unit rolls above its modified morale number, it
fails, and becomes rattled. It removes 1 fear marker, and can
only take 1 action at -1.
A unit that fails its morale roll when it is already rattled
can take no actions during its turn, and it adds 1 fear marker.
A unit that fails its morale while rattled and already has
a number of fear markers equal to its morale number breaks
and is removed from the board.
A unit that succeeds at its morale roll when it is rattled
removes the rattled marker and only 1 fear marker. When the
last fear marker comes off, so does the rattled marker.
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Take Actions:
Every unit has 2 actions. Units cannot take the same action
twice. Those actions can be the following:
Move
Run
Evade
Interact
Overwatch
Hold
Aim
Attack
Move - All units move 6” unless stated otherwise on their unit
cards. If moving through any standard terrain, their movement
is reduced by 1” for each portion of terrain to a minimum of
1”. Any body of water that can be moved through reduces the
movement to half of its current amount at the time it is entered.
For example, a unit moves over a small hill with some
woods, so it goes from 6” to 4” since the hill has 2 forms of
terrain. They then enter a creek, so it goes from 4” to 2”. It has
already moved 3”, so it stops at the edge of the creek.
To move a unit, measure the distance for each piece.
Each piece must be within 2” and in sight of another piece in
the unit. If this is not possible, then the unit must move less in
order to accommodate the stand which is lagging behind.
Run - The run action only happens during the second action,
and only if the unit has already moved with its first action. To
do this, roll a d6. That is how many inches the unit moves.
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Evade - Place an evade marker next to the unit. That unit may
spend its evade marker to reroll an evade roll.
Hold - A player may place a hold marker next to the unit. This
means that the unit is holding an action to perform later in the
turn. This action can be played at any time during the game
just before another unit is about to take its action and before
that action is declared.
If actions are being chosen for each turn, the action
placed on hold does not have to be the one that had been
chosen.
Any action taken after a hold action is at -1 on any roll
and movement.
Aim - Place an aim marker next to the unit. That unit may
spend the aim marker to reroll an attack roll.
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Combat
An attack can be melee or ranged. Melee happens when units
are in base contact with one another, and sometimes when they
are within 1” of each other, depending on the melee weapon.
Any other attack must be ranged.
Ranged Attack:
A ranged attack can
be declared if the firing unit
has line of sight and is within
range of a target.
Line of sight - Line
of sight is determined from
each individual who is firing.
So if 2 individuals out of a
unit of 5 can see a target, then
those 2 will fire.
The eye line of the
shooter is taken from any
part of its model toward the
target.
A stand is considered
to be able to see a target if it
can see any part of the target
model that is not an inanimate
object. So if a gun is sticking
out from a rock and that’s all
that can be seen, it does not
count; but if a hand is, then
it is a valid target.
All obstacles directly
between the firing individual and the target are considered in
the way and will alter the saving throw roll.
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Range - Range is determined from the commander of a
unit to the nearest part of a target that is visible.
Every unit’s weapon has a range listed as short,
medium, long, or extreme. These are in increments of 6”. So
short range is 6”, medium is 12”, and long is 18”. This is
merely the effective range of a weapon, meaning that when a
target is within that range, there is no subtraction from the roll
for distance. A weapon can fire up to twice the distance with a
-1 modifier, and from two to three times the distance with a -2
modifier. This modifier is taken from the firing unit’s shooting
skill.
For example: A unit with a pistol that fires short range
can shoot at one target at 4” with no alteration to the roll, or
another target that is 10” is away with a -1, or another target
that is 14” away with a -2. They cannot fire beyond 18”.
4”: No change
10”: -1
14”: -2
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The attack roll:
The attacker builds a dice pool consisting of d10s and
the damage dice listed in the unit’s weapon. The number of
d10s the player rolls depends on how many individuals are
firing, and their rate of fire. If all individuals have a RoF of
1, then it is equal to the number that are firing. If one or
more have a higher RoF, the number of dice are increased
appropriately.
For example: A unit of 4 soldiers with a RoF of 1 and
a commander with a RoF of 2 is firing. The player will take 6
d10s into his/her dice pool. The soldiers’ rifle damage is 2d6,
and the commander’s is 1d8, so the player also adds 2d6 and
1d8 into the dice pool.
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For example: A unit is hit 3 times. The unit has an
evasion of 4, and is behind a fallen log in light woods. The unit
adds 2 to its evasion for a total of 6. The player then rolls 3 d10s
and gets 2 7s and a 3. The 3 causes the shots to miss, but the 7s
hit. The damage rolled was 5. The unit’s endurance is 6, so the
first hit does not kill anyone, but the second hit kills 1 stand. If
there was another hit, it would go onto the next stand, but there
was not one. (The remaining 4 damage from the first hit does
not continue on to the next individual in the unit.)
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Melee Attack:
When a commander makes base to base contact with
an enemy unit, all other individuals in that commander’s unit
connect with the same target unit as evenly as possible. This
might cause some stands to move further than their usual
movement allowance, which is fine for this purpose. No other
individual may make contact with an enemy unit unless and
until their commander makes contact.
If the commander of a unit with a melee weapon that
has a range listed comes within that listed range of an enemy
unit, the player may declare that a melee is starting, and all
individuals of that unit are lined up at the same distance from
the opposing unit as evenly as possible.
Note that melee combat does not happen in the same
action as movement into contact. A melee attack must be
declared during its own action. If a unit runs out of actions
after moving into contact, it cannot conduct melee until its next
turn.
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The attack roll:
Much like the ranged attack, the attacker builds a dice
pool based on their number of attacks. The amount of attacks
is typically 1d10 per individual in the melee, but in rare cases
a unit might be listed as having multiple attacks in melee.
Damage is 1d6 unless the unit has a melee weapon with a listed
damage amount.
If an attacking unit outnumbers its opponent in melee
combat, add 1 additional d10.
The player rolls all dice in their pool. All rolls that
are equal to or less than the unit’s melee score hit and will do
damage equal to the damage roll.
If at least one hit was scored, the target gains a fear
token.
The opponent does not make an evade roll. Instead they
roll a number of d10s equal to the number of hits they received.
If it outnumbers the attacker, it rolls 1 additional d10. The
player may then make any re-rolls they get for that unit.
All results that are equal to or less than their melee
nullify 1 hit. All results that are greater than their melee
result in 1 hit. The unit takes 1 fear token for each hit, and the
amount of damage rolled onto 1 individual in the unit. If the
damage equals the unit’s endurance, they take a wound (if a
hero) or a loss (if a minion.) If the damage does not equal the
unit’s endurance, then no damage is done. If there is another
hit, the second hit goes onto the same target until it kills the
individual. The next attack will hit the next target, and so on.
The unit takes 1 fear token for each of its stands killed in
a melee.
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Other Combat Effects
Area Effect:
Weapons that do area effect have a range rating and
a size rating. The range rating is how far the weapon can be
thrown or fired. The size rating is “small”, “medium”, or “large”,
and each matches a template size at the end of this book.
When an area effect weapon is thrown or fired, its target
is declared. The target can be an individual or a specific point
on the board. In either case, it must be somewhere that the
firing unit can see unless they have a special rule for a spotter.
Range is still taken into account with the usual modifiers, and
no evasion roll is made, but subtract 1 from the roll if there is
any obstruction between the firing unit and the target.
If a hit is scored, the weapon lands where desired and
the appropriate template is centered at that spot. If it is a miss,
a d12 is rolled along with a d6 for every range band that it was
thrown or fired. (So if the range is up to 6”, 1d6 is rolled, if
it’s 6-12”, 2d6 are rolled, etc.) The D12 shows where the shot
deviates, with 6 being the direction of the firing unit and 12
being away from it. All other directions are laid out like a clock.
The d6’s reveal how many inches it deviates.
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Taking Damage:
When a unit takes damage from any source, it compares
the total damage amount to its Health. If the amount of
damage is equal to or greater than the unit’s Health number,
then a stand in that unit takes a wound.
Minions of all kinds always have 1 wound; so when they
take a wound, they are removed. Minor heroes have 2 wounds,
so when they reach their second wound, they are removed.
Heroes have 3 wounds, so they are removed when they take
their third wound.
When an individual that has more than 1 wound takes
enough damage to cause it 2 wounds, it takes the second
wound, and so on. For example, a hero that has a Health of 5
takes 7 points of damage, it only takes 1 wound and the extra 2
damage points are ignored. If that same hero takes 10 points of
damage, it takes 2 wounds.
If a unit has more than one stand in it, and it takes
enough damage to kill one of its individuals, the remaining
damage goes onto one of the others in the unit. For example, a
minion unit takes 8 points of damage. They have a Health of 4,
so 2 stands are killed.
Heroes who have 1 wound get a -1 to all of their rolls,
and heroes who have 2 wounds get a -2 to all of their rolls for
the rest of the game.
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Discoveries
The heart of Relic Worlds Miniatures is the discoveries.
When any unit comes within 2” of a discovery, it must end its
movement with at least 1 stand somewhere within 2” of the
discovery. (Units cannot move past discoveries without at least
1 stand stopping to encounter them.) The unit completes its
entire movement, then the discovery is revealed. Turn over the
marker to see what it is. (Markers can be found later in this
book, or they can be made with one side matching the color of
the terrain, and the other side revealing what it is.)
Discoveries can be one of four things: traps, monsters,
mundane items, and relics. A future expansion will add a few
elements such as puzzles.
When a discovery is revealed, the player either rolls the
appropriate die and consults the relevant chart in this book, or
draws a card, which can be cut out of the end of this book, or
purchased from the Relic Worlds website.
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Springing a Trap
When the discovery is a trap, roll to see which one it is.
The trap is centered on the stand closest to the discory marker.
If there are 2 or more markers that are the same distance from
the trap, the player whose unit sprang the trap chooses. The
result of the trap happens immediately.
Revealing Monsters
When the discovery is a monster, roll to see which
monsters they are, and how many. The first one appears on the
discovery. The next appears next to it, 1” closer to the nearest
figure. Each one after that appears 1” closer to the nearest figure
until it is reached. The next ones appear within 1” stretching
toward the next nearest stand. (If there are multiple stands the
same distance, the player chooses which one.) If there are no
more stands within 6”, they instead wrap around the stands
other monsters are already touching.
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When revealed, monsters immediately attack using
melee unless stated otherwise. Monsters get the first strike
before all player units. After they have attacked, if the unit that
revealed it still has an action, it can take it.
Monsters always activate on the same turn as the
unit which activated them. Unlike the first turn, on every
subsequent turn, the monsters activate after the unit whose turn
it is.
Monsters get two actions, but only do 2 things: move
and attack. A monster who is in base contact with a stand will
simply attack without taking a second action. A monster who
is not in base contact with a stand will move toward the nearest
visible unit of any type. If the distance between targets is tied,
the monster will first prioritize the unit that triggered it, then
any unit of the same faction, then any other player target, then
any monster. If there are no visible targets, the monsters will
stay where they are until a target becomes visible.
If a monster moves toward a target but does not reach it
with its first action, it will move again with its second action.
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Relics and Mundane Items
When a discovery is a relic or a mundane iteam, the
player does not immediately roll or draw a card. Instead,
the discovery remains where it is until a figure comes in base
contact and spends an action picking it up.
When a unit tries to pick up a relic, it must first roll to
see if it can figure out what it is.
If it rolls equal to or less than its
knowledge, then it can roll or
draw to find out what it is.
When a unit picks up a
mundane item, there is no need
for a roll. In either case, the
item is placed with the unit,
and is considered to be carried
by the unit’s commander. If
the commander is killed, or
drops an item for some reason,
it is placed on the ground where
the stand had been.
Relics that have powers
can be used throughout the game
by the unit commander.
Units can pass relics and
mundane items to other units
they are adjacent to as an action.
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Traps
When the discovery is turned over and says trap, roll a
d8 on the following table and take the results.
34
Relics
When the unit successfully investigates the relic, roll a d12 on
the following table and take the results.
35
Skill Tests and Re-Rolls
Skill Tests:
Units can sometimes perform actions that do not
involve combat. Most commonly, this involves using
knowledge to pick up relics, or making a test to avoid a trap.
These can also include dealing with aspects of the terrain
determined before the game. For instance, there could be a
gorge that is a couple inches across, so the players can decide
that it can be jumped with a successful strength test. Or they
can only open an ancient tomb by passing a knowledge test.
To make a skill test, the unit must use an action to do it,
and the player rolls a d10. If they roll equal to or less than the
skill of that unit, they succeed. If they roll over that number,
they fail. Bear in mind that this number can be reduced by
subtractions brought on by wounds, curses, etc.
Re-Rolls:
Some special abilities allow units to re-roll certain skills.
These re-rolls are made after the initial roll is complete, and the
player can choose whether to use them or not.
Re-rolls listed with special abilities can only be used
with that special ability, and can only be used once per turn.
However, a unit that has multiple re-rolls listed can use all of its
listed re-rolls each turn.
Luck re-rolls - Every hero has a luck rating. At the
beginning of the game, each player places a number of luck
counters equal to each unit’s luck rating onto the appropriate
units’ sheets. Throughout the game, players can choose when to
use their luck counters to re-roll any roll that they made. Once
a luck counter is spent, however, it is gone for the rest of the
game.
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Game End
At the end of turn 6, one of the players rolls a d6. On a
6, the game ends. On any other result, the game continues and
the die is placed on the side of the table with the 5 facing up.
At the end of turn 7, a player rolls the d6 again. On a 5 or a 6,
the game ends. On any other result, it continues and the die is
placed to the side with 4 on the top. This continues until the die
reaches 1, at which point the game ends at the end of the turn.
When the game ends, both sides add up their points
based on the following:
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Treasure Hunters
Though most people overlook ancient artifacts left
behind by extinct alien civilizations, treasure hunters know
their true value. Whether xeno-archaeologists or other
scientists trying to understand them, or looters searching for
treasures they can turn over for a quick buck, these adventurers
are trying to recover as many relics as they can.
Units
Heroes: Minions:
Lancaster James Scientists/Archaeologists
Mika Sinovi Explorers
Nikos Kazakis Hunters
Treasure seeker
Explorer Extras:
Big game hunter Tools
Research information
Minor Heroes: Research on location
Professor
Allies:
Major Minions: Any but Dark Agents
Expedition leaders
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Lancaster James (Hero)
Strength: 4 Shooting: 2 Luck: 3
Agility: 6 Melee: 4
Knowledge: 8 Endurance: 5
Initiative: 2 Morale: 6
Evade: 3 Luck: 3
Special:
Identify (Action): When within range 1 (6 inches) of a
discovery, (even if the discovery is out of sight,) roll smarts. If
successful, secretly look at what the discovery is.
The hat: Once during the game, after taking all damage from
a single source, Lancaster may ignore all the damage taken.
(This source can be an entire unit.)
Prepared: Once during the game, Lancaster may automatically
pass one skill test, even after rolling.
Trap sense: When rolling against traps, always gets a +1 to the
skill he is using.
Wounds
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Mika Sinovi (Hero)
Strength: 4 Shooting: 2
Agility: 4 Melee: 4
Knowledge: 9 Endurance: 5
Initiative: 1 Morale: 4
Evade: 2 Luck: 2
Special:
Museum: Relics in Mika’s possession at the end of the game get
+2 points, and artifacts get +3 points.
Educator: Any unit that is within range 1 (6”) and within sight
of Mika when rolling to identify a relic gets +1 to its smarts
when rolling.
Wounds
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Nikos Kazakis (Hero)
Strength: 5 Shooting: 5 Luck: 4
Agility: 4 Melee: 4
Knowledge: 8 Endurance: 5
Initiative: 2 Morale: 6
Evade: 2 Luck: 4
Special:
Artifact weaponry: At the beginning of the game, roll or draw
until you get a weapon relic or artifact. Nikos begins the game
with this, but does not get points from it at the end of the game.
Cower: When hit by a ranged attack, you may choose to have all
hits land on another friendly unit within range 1 (6”) & in sight
of the shooter; or you may use 2 luck points to have the shots
hit an enemy unit that is not the shooter & is within range 1 of
Nikos.
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Treasure Seeker (Hero)
Strength: 6 Shooting: 4
Agility: 8 Melee: 6
Knowledge: 7 Endurance: 6
Initiative: 3 Morale: 4
Evade: 4 Luck: 4
Special:
Trap sense: When rolling against traps, always gets a +1 to the
skill being used.
Wounds
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Explorer (Hero)
Strength: 6 Shooting: 6
Agility: 6 Melee: 4
Knowledge: 6 Endurance: 8
Iniatiative: 3 Morale: 8
Evade: 3 Luck: 2
Special:
Trail blazer: Whenever the treasure hunter turns over a
discovery, turn over any other discovery and look at it secretly.
Scout: May start the game range 1 (6”) further onto the board
than other figures, but not closer than 6” from any other figure.
Wounds
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Big Game Hunter (Hero)
Strength: 8 Shooting: 8
Agility: 4 Melee: 6
Knowledge: 4 Endurance: 5
Initiative: 2 Morale: 5
Evade: 2 Luck: 2
Special:
Animal stalker: Once during the game, after the big game
hunter rolls or draws a monster, it may decide not to encounter
it. The player places the monster next to the discovery and it
remains there until activated again.
Trophies: Gets 2 bonus points at the end of the game for every
full group of monsters killed.
Wounds
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Professors (Minor Heroes)
Strength: 3 Shooting: 3
Agility: 2 Melee: 2
Knowledge: 8 Endurance: 4
Iniatiative: 2 Morale: 4
Evade: 1 Luck: 2
Special:
Identify: When rolling to identify relics, professors can re-roll
1 failure.
Wounds
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Expedition Leaders (Major Minions)
Strength: 6 Shooting: 4
Agility: 4 Melee: 2
Knowledge: 4 Endurance: 8
Initiative: 4 Morale: 7
Evade: 2
Special:
Leaders: During set-up, Expedition Leaders can be individually
placed into minion units as leaders. (So they can all be placed
into 1 unit, or they can go into 3 separate units, etc.)
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Scientists/Archaeologists (Minions)
Strength: 4 Shooting: 2
Agility: 4 Melee: 2
Knowledge: 7 Endurance: 4
Iniatiative: 1 Morale: 2
Evade: 2
Special:
Search: When rolling smarts, every stand in the unit rolls to
succeed rather than just one.
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Explorers (Minions)
Strength: 6 Shooting: 4
Agility: 4 Melee: 4
Knowledge: 4 Endurance: 6
Iniatiative: 3 Morale: 6
Evade: 2
Special:
Set forth: At the beginning of the game, before anyone moves,
explorers get one free movement and action before everyone
else.
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Hunters (Minions)
Strength: 6 Shooting: 6
Agility: 4 Melee: 4
Knowledge: 4 Endurance: 6
Iniatiative: 2 Morale: 4
Evade: 2
Special:
Big game: +1 to fighting, shooting, and parry when attacking,
being attacked by, or defending against monsters.
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Extras
Each item listed below cost 1 point when building your team.
They are not represented by figures, but are used as described.
Tools: All units get a special re-roll counter that represents the
tools. This re-roll can be used on any discovery or skill check.
Treasure map: Before the game begins, you may look under
any five discoveries. You may then swap two of them with each
other.