HG016 Alone HeroCompendium en v22 Web
HG016 Alone HeroCompendium en v22 Web
HG016 Alone HeroCompendium en v22 Web
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HERO COMPENDIUM
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This manual is to be read by the Hero player, after all players have read the Intro Rulebook.
It will explain the game rules from the Hero player’s perspective, while also giving the information
related to the Evil side of things that the Hero player also needs to know.
These boxes contain brief information These boxes contain shorter reminders
about Evil rules that you also need to of rules that are already explained
know. elsewhere, so that you don’t need to
skim around too much.
A QUICK RECAP
As the Hero, during the game it is always “your” Turn. There is no proper “Evil Turn”. The Evil
players can only play in Reaction to your Actions. You will perform 1 Action each Turn (unless you
trigger Bullet Time, see page 16).
ROUNDS TURNS
Each Round is made up of 8 During each Turn you choose 1
Turns, represented by the Turn Action to perform. You may also
tokens placed on the Hero perform 2 Actions in a single
sheet. Turn by triggering Bullet
Time (see page 16).
During the game, the Round marker will move
to the left on the Round track at the end of At any moment after you declare your
each Round. You may also gain additional Action, the Evil players may play 1 or
Rounds during the game (in which case, the 2 cards as a Reaction. Each card
marker moves to the right). will specify in which moment it may
be played during the Turn. After your
When the Round marker reaches the final Action has been resolved and the Evil
space of the Round track, the game enters players have the opportunity to play
Nightmare Mode (see page 18). their Reaction, the Turn ends.
Your first goal is to complete one of the Starting Missions, which triggers the Final Mission, i.e.,
“unlocks” it and makes it come into play. Triggering the Final Mission also gives you a few extra
rewards, depending on the Difficulty Level you chose to play with. If you manage to complete the
Final Mission too, you win the game. 1
PERFORMING ACTIONS
During each Turn you must choose an Action to perform, declare it, and then spend a Turn token
by flipping it face down. In normal conditions, you can only perform 1 Action each Turn. However,
you may perform 2 Actions in a single turn by triggering Bullet Time (see below).
The MOVE Action allows you to move to an adjacent Sector and to Block an adjacent Door. To
perform the Move Action, you must declare to the Evil players in which direction you want to move
(north, east, south or west). The Radar on the Hero sheet shows which direction is which.
Evil players can Unblock Doors too, can’t Block the north Door of the Infirmary before See
by spending a “movement step”. moving, because Doors can only be Blocked after “Creature Movement“,
For example, if the Evil players play a a movement step, but they can Block the west page 5.
door once they have moved out of the room, even
Reaction card that allows a Creature to
though the Jet Pack allows them to keep moving
move 3 Sectors and want to move it through into a second Sector. After completing the Move
a Blocked Door, 1 of those needs to be Action, the Hero can also Block the south Door of
spent on Unblocking the Door; the Creature the Control Room, since an adjacent Door can be
would then move 2 Sectors. Blocked after each movement step. 3
USING STAIRS
The two Levels of the Map are connected When you move to the other Level of the Map, all
to each other by 2 sets of Stairs. Sectors the Sectors from the first Level except the one with
connected by Stairs are considered to be the Stairs are removed.
adjacent to each other.
When you move from one Level of the Map
to the other, the Evil players will immediately
remove from the Labyrinth all the Sectors
from the Level you leave, with
the exception of the Sector
with the Stairs.
ENCOUNTERING CREATURES
If, while moving, you enter a Sector containing a Creature that wasn’t already Revealed, you will
See
“Hero Taking Damage“, get scared by the Creature and will lose Self Control (see page 9). The amount of lost
page 9. depends on the Creature, and is shown on the Creature Stats table (see page 18).
This happens if you enter an Unrevealed Sector that contains a Creature, but also if a Creature
See “Receiving coming from an adjacent Unrevealed Sector enters the Hero’s Sector as a consequence of a
Creature Attacks“, Reaction. Also, if there are Creatures in your Sector at the end of the Turn, they will attack you
page 8. (see page 8).
-1
-2
You perform a Action to move to the right into an Unrevealed Sector... and you encounter a Parasite! You
get scared, and lose 1 . The Action is now resolved. The Evil Players react by moving an Unrevealed Worm into
the Sector, and you get scared again.
ATTACKS OF OPPORTUNITY
Whenever you leave a Sector that also
contains 1 or more Creatures, you will
grant Evil players an Attack of Opportunity.
See The Evil players will roll 1 for each What an unpleasant situation! You decide to flee
“Hero Taking Damage“, Creature in the Sector. You will lose 1 for
page 9. instead of fighting when outnumbered, but this
each Hit (see page 9). gives the Evil players the chance for an Attack of
Opportunity. Before you move, since the Sector is
If there is Light in the Sector you are leaving, the
Lighted, the Evil players attack you by rolling 1 ,
4 • HERO COMPENDIUM Attack of Opportunity will be reduced by 1 . 1 less than the number of Creatures.
CREATURE MOVEMENT Read about
The Evil players can move the Creatures “Creature Movement“.
2
using some of their Reaction cards.
The number of Sectors a Creature may move
is indicated on the card itself.
Additionally, Evil players may play any
1
Reaction card face down (i.e., a Standard
Reaction) to move any 1 Creature up to When an Unrevealed Creature enters a Revealed
1 Sector. Sector, no matter if the destination Sector is in your
Line of Sight (1) or not (2), it must be Revealed. In
both cases depicted above, since the Parasite has
not been Revealed into the Hero’s Sector, you will
not get scared.
B
A
LINE OF SIGHT
Your Line of Sight (or LoS) represents everything the Hero miniature can directly see in a
specific moment. The LoS starts from the Hero’s Sector and extends through all Revealed
See “Revealed and Sectors in a straight line in each possible direction. It is interrupted only by:
Unrevealed“,
page 3. • a wall (such as a Curve Sector
or T-Junction)
• a Door that is not adjacent to
the Hero’s Sector
• an Unrevealed Sector
• a Sector on the other side of a
set of Stairs
The EXPLORE Action allows you to Reveal up to 2 adjacent Sectors in a straight line from the
Hero’s Sector, without entering them. A wall (such as a Curve Sector or T-Junction), a non-adjacent
door or a Blocked door interrupts the exploration. To perform the Explore Action, you must declare
in which direction you want to Explore. The Evil players must update the Labyrinth according to
the Map, Revealing all of the elements of the Sectors just explored.
If you explore through the Stairs, only the single Sector on the other end of the Stairs will be
Revealed (instead of 2 Sectors in a straight line).
Additionally, if there are any Danger tokens in the Hero’s Sector or any of the newly explored
Sectors, you may discard 1 of these tokens. You may also Explore Sectors that are already Revealed
just to remove a Danger token from them.
See
After this, the Action is resolved. N “Danger Tokens“,
page 15.
The FIGHT Action allows you to roll 2 dice to attack a Creature in the Hero’s Sector.
To perform the Fight Action, you must choose RECEIVING CREATURE ATTACKS
and declare the Target of the attack, then, roll Whenever a Creature is in the Hero’s
2 dice : the number of Hits is the amount of Sector at the end of a Turn, that
damage dealt to the Target. Creature attacks. The Evil players don’t need
to play cards to do this, the attack is automatic.
After this, the Action is resolved.
The Evil players will roll a certain amount
DAMAGING A CREATURE of dice , depending on the stats of the
attacking Creature(s). You will lose 1 Life
Each Creature has a certain number of life for each Hit (see opposing page).
Read about “Receiving points (as listed in the column on the
Creature Attacks“. Creature Stats table, see page 18). This is the Most of the Creatures roll a different number
amount of damage you need to deal to Wound of dice depending on whether their Sector
or Kill that Creature. This value is split in two: the is Dark or Lighted. The first number in the
first number is the amount of damage you need column of the Creature Stats table is the
to deal with a single attack to inflict the first number of dice the Creature rolls in a Dark
Wound to the Creature; the second number is Sector. The second number in the column
the amount of damage you need to deal with a is the number of dice the Creature rolls in a
single attack to inflict the second Wound to the Lighted Sector.
Creature. When a Creature receives the second For more information about Light, see page 6.
Wound it is Killed. So, as you can easily imagine,
to directly Kill an unwounded Creature, you
need to deal an amount of damage equal to
Read about or greater than the sum of these two numbers WOUNDED CREATURES
“Wounded Creatures“. with a single attack.
The Evil players must always
These two values are thresholds: for example, Communicate to you if a Revealed
See Glossary if a Creature needs to take 2 damage to be Creature is Wounded or not. You can always
“Wound“, Wounded, but you only deal 1, the Creature ask them to be reminded of their status.
page 20. will not be Wounded, and the damage dealt
would be “lost”.
See
“Action - Fight“, Precision: When you perform an Fight Action, you can reroll 1
page 8. Miss result once.
Dexterity: When you should lose Life after a Creature attack, you
See may force Evil players to reroll 1 Hit result once.
“Hit or Miss?“,
page 8.
When you Kill a Boss, you gain 1 Experience Point in 2 different Abilities of your choice.
10 • HERO COMPENDIUM
ACTION - LOCATE
The LOCATE Action allows you to check your distance from two targets. Basically, anything on
the Map can be chosen as a target (specific Room Sectors, a certain kind of Sector, Doors, Stairs,
LCUs, a certain kind of Creature). To perform the LOCATE Action, you must declare 2 Targets.
The Evil players must check the Map and COMMUNICATING INFORMATION
Communicate the shortest distance (measured
in number of Sectors) between the Hero’s When you perform the LOCATE
Sector and each Target. The Evil players must Action, and in a few other occasions
also specify which Level each Target is on during the game, the Evil players will have to
(“same Level” or “the other Level”). Communicate information to you.
Unless you ask for a specific target (e.g., “the When the game asks them to Communicate
Laboratory”), the Evil players will communicate something, unless a Reaction card explicitly
the distance from the nearest target of that allows them to do otherwise, the Evil players See “Orienteering 101“,
kind (e.g., “the nearest LCU is 1 Sector away”). cannot lie: they must give you correct and Intro Rulebook,
After this the Action is resolved. clear information. page 12.
B-1
You ask for the distance from the Lab and from the nearest Stairs. As you can
see in the Map above, the Lab is on the other Level at a distance of 7 Sectors,
while the nearest Stairs are just 1 Sector away. Without seeing the Map, it’s not
easy to find far away Targets only knowing the distance, of course, but you can
ask for the distance again in subsequent Turns and triangulate the position. 11
ACTION - SCAVENGE
The SCAVENGE Action allows you to draw Item cards and to Upgrade the Items in your Inventory.
To perform a SCAVENGE Action, you must declare this intention, then draw 1 card from the Item
deck. If you are in a Room Sector, you can draw 3 cards instead, but this can only be done once
per Room during the same game. Place a Charge token on the corresponding Room space on
the Hero sheet to mark which Rooms you’ve already Scavenged.
You must place the Item cards drawn in your
Inventory. Unless otherwise specified by the ANY SECTOR ROOM SECTOR
(only once per Room)
card itself or a Reaction card, you must also
place 3 Charge tokens, with the blue side up,
on each Item drawn. +2
Read about After drawing Items, if you have more than 6
“Inventory“. Items in your Inventory, you have to discard
Items until you only have 6 left.
After you finish drawing (and possibly
discarding) cards, you may then Upgrade any
Items in your Inventory (including newly drawn
ones) as part of the same Action.
For further details about Items and their use in
the game, see page 14.
UPGRADING ITEMS
You performed a Scavenge Action in the Ventilation
Each Item card belongs to a specific Matrix Room and you have drawn 3 Items. You won’t be
(Chemical, Electrical or Mechanical). It also able to take advantage of this Room bonus again
for this game. Place 1 Charge token on the Hero
requires a component of a specific Matrix to
sheet as a reminder.
be Upgraded.
To Upgrade an Item, you need to take 1 Charge
token from another Item with the correct
omb
Matrix, flip the token to the green side, and Smoke B
place it on the Required Component space
of the Item card that you want to Upgrade.
This can be done multiple times during the
same Scavenge Action.
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12 • HERO COMPENDIUM 5. Advanced Effect
ACTION - INTERACT
The INTERACT Action has different uses. It allows you to repair LCUs in order to switch on the lights
in a few Sectors or to interact with other devices in the Labyrinth in order to complete a Mission.
To perform an INTERACT Action, you must declare an eligible Target in the Hero’s Sector.
Eligible Targets are:
• LCUs (Light Control Units): this Action will repair the LCU, see Repairing Lights, below.
• Mission Sectors: many Mission cards will ask you to perform 1 or more Interact Actions in a
certain Room Sector to complete the Mission. See the related Mission cards for more information.
After the effects of the Interaction have been applied, the Action is resolved.
REPAIRING LIGHTS
See “Completing
Each LCU on the Map can be repaired. When Missions“, Intro
an LCU is repaired, it will switch on the Lights Rulebook, page 11.
in the LCU Sector and in up to 2 adjacent
Sectors in a straight line from the LCU Sector.
You must declare in which direction you want
to switch the Lights on. If Lights are switched
on in an Unrevealed Sector that would be in
Line of Sight, that Sector also gets Revealed.
The Evil players will update the Labyrinth
according to the Map, flipping the Sector N
tiles to the Lighted side and Revealing new
Sectors, if needed.
You may repair the same LCU more than once
in order to switch on the Lights in different
directions.
For more information about the Lights, see
page 6.
W E
You are in a Sector with an LCU, and you perform an Interact Action to switch on the Lights in that Sector, plus
up to 2 Sectors in a straight line. There are several possible outcomes of this. If you choose west, you end up
switching on the lights in 1 additional Sector only. If you choose north, you switch on the lights in the Room
Sector and in the Curve Sector beyond it, but only the Room is immediately revealed since the Curve is behind
a door that is not adjacent to the Hero’s Sector, and as such, it is out of LoS. Finally, if you choose east, you also
switch the lights on in 2 additional Sectors, and both of them are immediately Revealed because they are in LoS. 13
ITEMS & COMPANIONS Jet
Pac
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ITEMS
There are two different types of Item cards,
Action Item cards and Passive Item cards. : mo
ve up
to
Body Armo
r
2 se
ct ors
.
activate Items, the card discard 1 Charge token from that card you can activate
after declaring the Action. When you activate an
this item wh
the regular effect of the Action Item card, the text of the card completely
aye rs mu
al l h it re st re ro ll
su lts on ce
.
Action (for more details, see overrides the effect of the regular Action. fRee : atta
creature with ck the attacking
page 2). A Passive Item card shows on the top left
attack of opp 2 (in case of an
target creatuortunity, choose 1
re only).
Note: using Items still corner of the card. To activate the effect of this
triggers Reactions related card, you must discard 1 when the trigger
to the Action you have used. condition described in the card text occurs. You declare a Move Action, then you spend
1 Charge from your upgraded Jet Pack to activate it.
When using an Item, unless otherwise specified, Instead of moving to an adjacent Sector as normal, it
you may only discard 1 from the card each allows you to move up to 2 Sectors, and to perform
time it is activated. Therefore, you can only activate an Attack action, all within a single Turn. Both Actions
its effect once per Action. If the last from an trigger the related Allowed Reactions, though, so the
Item is used, that Item is not usable anymore, and Evil players will have a greater chance to React.
it must be discarded immediately. You complete your movement in a Sector containing
a Creature and you attack, but you only manage
If an Item allows you to perform an extra
to Wound it. So, at the end of the same Turn, the
Action, both Actions (the Action activating Creature attacks back. If it Hits you, you can spend
the Item and the extra one) trigger the related Charges from the Armor to force the Evil players to
Allowed Reactions (see opposing page). reroll all Hits, if you so desire.
COMPANIONS
Each Character in the game can either be used as the Hero or as a Companion. Companions can
See “Completing be obtained during the game as a reward for completing certain Missions. When you obtain a
Missions“, Intro Companion, put 6 Charge tokens on their card; these will be their Health Points.
Rulebook, page 11.
When in play as a Companion, a Character has
two kinds of abilities: Sacrifice ability
• SACRIFICE ABILITIES: once per game, at the Sacrifice ability
beginning of a Turn, you may decide to discard discArd tHis cArd At tHe stArt of A turn:
Engineer Companion
“Turns“,
page 1. Charges ) to activate a one-time (and usually
powerful) effect. companion ability
once per turn
6
when the ability can be activated. Each time
the ability is activated, you must discard 1
Charge token from the Companion. Companion ability
If the last from the Companion is discarded, you must also discard the card immediately. When
14 • HERO COMPENDIUM the Evil players deal damage to you, they may decide to deal all of that damage to the Companion
instead. You must remove 1 for each and/or damage dealt to the Companion in this way.
REACTION TRACK
The Evil players may only play up to 2 Reaction cards each Turn. When the Evil players play a
Reaction card, they must place that card on the Reaction Track of the Hero sheet.
Looking at the cards on the Reaction Track is a way for you to have a simple reminder of which
Reactions were played against you this Round, and plan your next steps accordingly.
There are two ways you can spend Adrenaline tokens: to Recover Health or to trigger Bullet Time.
You can do both things in a single Turn, but you can only spend 1 Adrenaline for each purpose.
You start the game with 3 Adrenaline tokens in your pool. At the end of each Round, your
Adrenaline pool is restored to its maximum, as indicated on the Hero sheet by the Health track
with the lowest value between Life and Self Control (see facing page).
RECOVERING HEALTH
At the beginning of each Turn, you can spend 1
See Adrenaline token to recover 1 OR 1 . You
“Healing Cap“, can never exceed the Healing Cap though;
page 9. it is determined by the position of the Round
marker between your Health tracks.
To Recover Health, you must declare this
intention while you flip the Turn token for this
Turn, and place 1 Adrenaline token with the
Recover side up on top of it.
BULLET TIME
At the end ot the eighth Turn of a Round, after the Evil players have the chance to React, the Round
is over. Before starting a new Round, follow the procedure described below.
Regular side
“Creature Stats Table“. complete your Missions, and the Creatures enter an 2/1 2/1 1 4
Nightmare side
Triggering Nightmare mode does not end the game,
it just makes the game much more difficult. With
stronger Creatures, the Evil players will have an easier
time trying to defeat you. This is why you should try to
complete your Missions as quickly as you can! During Nightmare mode, at the end of each Round, you will lose 2 Self Control .
DIFFICULTY LEVEL
Depending on the Difficulty Level chosen during the setup procedure, the Hero’s Starting Items
and the rewards they obtain when triggering the Final Mission are different:
18 • HERO COMPENDIUM
END OF THE GAME
YOU COMPLETE THE FINAL MISSION YOU ARE DEFEATED See “Completing
You instantly win the game if the Final The Evil players instantly win the game if Missions“, Intro
Rulebook, page 11.
Mission is completed. Remember that your Life and Self Control tracks are
to trigger the Final Mission, you have to both lowered to zero.
complete 1 of the 2 Starting Missions first. See
Also, remember that you may win the game “Nightmare Mode“,
even if Nightmare Mode has been triggered. page 18.
or and
SECURITY
COUNTERMEASURESGRAVITY FALLS SAVE OUR SOULS
The
You have the activation codes for the cryostasys system
disinfestation turrets.of the pods is malfunctioning The radar signals that the interplanetary communication
and it’s creating energy fluctuations that deactivated system is back online and can be used in the to send an
Reach the to use them! the inertial systems, now there is no gravitiy. S.O.S. message. But a Traitor is planning against him.
Find a way to fix it and reactivate the inertial systems.
As soon As The is CompleTed
special condition
The Evil places the Soldier on the Map in a Sector at the same
When the Hero performs he moves in a straight line distance from the as the Hero is distant from the .
and stops only when he founds a wall or by flipping an The Soldier wants to reach the before the The Hero.
To CompleTe Thisadditional mission Turn token. The Traitor can be moved as a and has the same stats as
The Hero cannot run. The Creatures move normally. a . If the Soldier reaches the before the Hero places
You have to reach the and perform 1 and discard 3
to activate the turrets. 2 Sabotage tokens in the and the Hero loses 3 .
At the end of a Round, if the Traitor is in the , place 1
to complete this mission additional Sabotage tokens in the .
INDEX
PERFORMING ACTIONS 2 RECEIVING CREATURE ATTACKS 8 PLACING NEW DANGER TOKENS 15
BULLET TIME 2 WOUNDED CREATURES 8 END OF ROUND CLEANUP 15
ALLOWED REACTIONS 2 FIGHTING IN THE LIGHT 9 USING ADRENALINE 16
USING ITEMS 2 HERO TAKING DAMAGE 9 RECOVERING HEALTH 16
ACTION - MOVE 3 HEALING CAP 9 BULLET TIME 16
USING AND BLOCKING DOORS 3 DANGER TOKENS AND DICE 9 INSTANT REACTIONS 16
REVEALED AND UNREVEALED 3 DAMAGE REACTIONS 9 END OF THE ROUND 17
USING STAIRS 4 GAINING EXPERIENCE 10 REACTION TRACK CLEANUP 17
ENCOUNTERING CREATURES 4 ACTION - LOCATE 11 LABYRINTH CLEANUP 17
ATTACKS OF OPPORTUNITY 4 COMMUNICATING INFORMATION 11 REPLENISH ADRENALINE 17
CREATURE MOVEMENT 5 ACTION - SCAVENGE 12 END OF ROUND EFFECTS 17
HOW TO INTERPRET NOISE 5 UPGRADING ITEMS 12 MOVING THE ROUND MARKER 17
LIGHT EFFECTS 6 ACTION - INTERACT 13 REACTIONS AND DANGER 17
CREATURES AND LIGHT 6 REPAIRING LIGHTS 13 NIGHTMARE MODE 18
ADJACENT DOORS 6 ITEMS & COMPANIONS 14 DIFFICULTY LEVEL 18
LINE OF SIGHT 6 ITEMS 14 END OF THE GAME 19
ACTION - EXPLORE 7 COMPANIONS 14 GLOSSARY 20
ACTION - FIGHT 8 PERFORMING ACTIONS WITH ITEMS 14
DAMAGING A CREATURE 8 REACTION TRACK 15
ATTACKING WITH ITEMS 8 ALLOWED REACTIONS 15
HIT OR MISS? 8 DANGER TOKENS 15 19
GLOSSARY
Allowed Reactions: Allowed Reactions are the Note: The Hero’s Sector is always in LoS. An
See types of Reaction cards that the Evil players can Unrevealed Sector is never in LoS. However, a
“Allowed Reactions“,
page 2. play during a turn, determined by the Actions Revealed Sector can either be in LoS or not.
performed by the Hero that Turn.
Noise: When a Creature is Spawned or moves,
Communicate: When the Evil players answer it produces noise. When the Evil players tell the
See“Communicating the questions the Hero asks them when using Hero the direction from which the noise comes,
Information“, the Locate Action, they are Communicating this is called “Communicating a Noise”.
page 11. information. A Communication must always be
true, unless a card specifically states that it may Revealed/Unrevealed: an Element or
be false. a Sector can be Revealed or Unrevealed.
When an Element or a Sector is added to the
See “How to
Interpret Noise“,
Dangerous: A Reaction card is considered Labyrinth it is considered Revealed, otherwise
page 5. Dangerous if the Hero Action that allowed that it is considered Unrevealed.
Reaction was performed in a Dangerous Sector.
A Dangerous Sector is a Sector containing a Spawn: When a Creature is Spawned, it is
Danger token. placed in a Sector on the Map. The Evil players
See decide which Sector the Creature is Spawned
“Danger Tokens“, Draw: When the game tells the Evil players in. The minimum distance between the Hero’s
page 15.
to draw cards, the Evil Leader decides how to Sector and the Sector where the Creature is
distribute the cards. They can decide to split Spawned depends on the type of Creature, as
the number of cards drawn between all the Evil shown on the Creature Stat Table.
players in any way.
When a Creature is Spawned it produces noise
Element: An Element is anything that can be in in the Sector where it is Spawned.
a Sector. Creatures, Danger tokens, Condition
tokens, Doors, LCUs, Stairs, and Mission tokens Teleport: When a Creature is teleported,
are all considered Elements. it does not follow the rules for Spawning.
Teleporting Creatures do not produce any
Line of Sight: Everything the Hero can see in noise, and the Minimum Spawning Distance is
See
a specific moment is considered to be in their ignored.
“Line of Sight“,
page 6. Line of Sight (LoS). The LoS starts from the Hero’s
Sector and extends through Revealed Sectors Wound: A Creature gets a Wound after
in a straight line in each possible direction. It is receiving an amount of damage equal to the
interrupted only by: number shown on the Creature Stats Table.
When a Creature receives its first Wound, it
- a wall (such as a Curve Sector or T-Junction) is “Wounded.” When it receives its second
- a door that is not in the Hero’s Sector Wound, the Creature is Killed.
- an Unrevealed Sector
- a Sector on the other side of a set of Stairs