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Early Access Credits

This is an early access release of the digital board Game Design: Marcel Zons
game “Soulless Vessel” for Tabletop Simulator. It’s a Manuel Kuczynski
work in progress, but our goal is to deliver a great
experience. 2D Design & Layout: Manuel Kuczynski

To ensure it’s the best game it can be, we will Illustrations: Albert Wijaya
periodically make changes to improve balance and
Map Tile Art: Marcel Zons
presentation.
Supporting Design: Dashiel Nemeth
The campaign’s first three chapters can be enjoyed
in its entirety already, and more chapters will follow
Programming: Jonah Möller
over the coming months.
Dashiel Nemeth
We want this game to grow together with an
Narrative Support: James Jarvinen
engaged community, so we encourage all our
Alexandra Norman
players to leave feedback, and you can do that by
joining us on Discord. Special Thanks To: Julian Erhardt
James Jarvinen
If you’d like to support us, you may also consider Magnus Linder
subscribing to our Patreon for in-depth updates and Jonah Möller
Dashiel Nemeth
a voice in the direction of future updates. Your
Alexandra Norman
support helps us pay for the art which makes this a Jennifer Patzer
complete and polished product. Florian Rohde
Tobias Rojahn
Patrick Röseler
Naomi Seeling
Adam Taubenheim
Thomas Walther
Andreas Weiß

All icons for items, ability cards and traits are from
the Humble Bundle Game Dev Icons. The Map Tiles
were created using a pro license from Inkarnate.

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Table Of Contents: Attack Roll 14
Defense Roll 14
Game Summary & Goal 5 Spellcasting Roll 14
Game & Campaign Overview 5 Damage Roll 15
Game Components 6 Miscellaneous Rolls 15
Ability Cards 6 Attacking 15
Ability Tokens 6 Unarmed Attacks 15
Vessels 6 Line-of-Sight 15
Items 6 Ability Cards 16
Legendary Items 6 Cooldown 17
Wear Tokens 6 Failed Spellcasting 17
Special Tokens 7 Ongoing Effects 17
Book Of Adventures 7 Interrupt Effects 17
Book Of Exploration 7 Ability Tokens 17
Exploration Cards 7 Initiative 17
Map Tiles 7 Items & Item Slots 18
Player Board 8 Vessels 18
Die Pool Tokens 8 Exchanging Vessels 18
Scratch Tokens 8 Damage & Death 18
Hero Wound Tokens 8 Hero Damage 19
Status Effect Cards 8 Wound & Scratch Healing 19
Initiative Tracker 8 Enemy Damage 20
Player Tokens 8 Minion Damage 20
Enemy Cards 9 Status Effects 20
AI Cards 9 Bleed 20
Trait Cards 9 Cripple 21
Enemy Standees 9 Dazed 21
Status Effect Tokens 9 Stun 21
Enemy Wound / Minion Scratch Tokens 9 Weaken 21
Coins 10 Cursed 21
Soul Shards 10 Terror 21
Legend Points 10 Exploration 21
Game Concepts 11 Quest Triggers 21
Movement 11 Connecting Rooms 21
Movement Actions 11 Placing Loot & Doors 22
Red Map Lines 11 Placing Enemies 22
Blue Map Lines 11 Key Terms 22
Difficult Terrain 11 Nimble 22
Special Movement Actions 11 Slippery 22
Attacks Of Opportunity 12 Bulky 22
Dice Types 13 Knockback 23
Dice Symbols 13 Pull 23
Power 13 Retreat 23
Plus 13 Hit Multiple / Additional 24
Double Plus 13 Reach 24
Star 13 Toughness 24
Wear 14 Straight / Diagonal Line 24
Botch 14 Blast Template 25
Critical 14 Giving Up 25
Dice Rolls 14 Enemies 25

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Enemy Reference Cards 25 Shared Currencies 34
AI Cards 26 Repair 34
Trait Cards 26 Sell Items 34
Rule Of Ambiguity 26 Buy Items 34
Game Rounds 27 Additional Inventory 34
1. Reduce Ongoing Effects 27 Tier 0 - Improvised Items 34
2. Events 27 The Soul Shop 34
3. AI Cards & Enemy Initiative 27 Immediate Use Items 34
4. Place Ability Cards 27 Vessel Offers 35
Secret Plans 28 Vessel Exchange 35
5. Reveal Cards & Hero Initiative 28 Buy & Upgrade Ability Cards 35
6. Turns 28 Buying Ability Cards 35
Hero Turn 28 Upgrading Ability Cards 35
Movement 28 Retraining Cards 35
Ability Cards & Actions 28 Vessel Perk Unlocks 35
Minion Turn 28 Retaining Synchronization 35
Enemy Turn 29 Select Next Adventure 36
Activation Order 29 Adventure Tracker 36
Target Priority 29 Campaign & Tiers 36
Movement 29 Advancing Tiers 36
Attacks & Defense 29 The First Tier 36
Abilities 30 The Final Tier 36
AI Modifiers 30 Failing The Campaign 36
Threat Value 30 Optional Game Rules 37
End Turn Effects 30 Difficulty: At Death’s Door 37
End Round 30 Difficulty: Neverwake Horde 37
First Game Setup 30 Difficulty: Starved Economy 37
Select Roles 30 Difficulty: Smart & Mean 37
Select Starting Decks 31 Singleplayer / Solo Campaign 37
Select Vessels 31 2-Player Campaign 37
Select Items 31 Optional: Enemies Drop Loot 38
Deck Builder 31 OPtional: Card Drafting 38
Select Soul Tokens 31 Joining Later In the Campaign 38
Select Difficulty 32 Leaving A Campaign 38
Default 32 Tabletop Simulator Guide 39
Challenger 32 Take A Seat 39
Nightmare 32 Shuffle 39
+1 Mode 32 Flip 39
Prepare First Adventure 32 Draw Card vs. Move Deck 39
Adventure Setup 33 View Card 39
Player Ready State 33 Lock / Unlock Object 39
Exploration Deck 33 Draw Line-Of-Sight 39
Enemy Deck 33 Look at Facedown Cards 39
Events 33 Quick Draw Card 39
First Room 33 Rotate Object 39
Story Intro 33 Ping 39
Quest Triggers 33 Take Multiple From Bag 40
After The Adventure 33 Dice Roller Tool 40
Town Phase 34 End Round Button 40
Refresh Piles 34

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Game Summary & Goal
Soulless Vessel is a cooperative dungeon crawler
all about tactics and building a strong character
with powerful internal and party synergies.

Each player assumes the role of a hero’s lost soul


returned to fight an age-old evil once more: the
Neverwake Dragon.

Equipped with the power to inhabit a vessel - the


body of a former hero - the players will pursue the
Neverwake Dragon’s tracks and grow strong enough
to ultimately face and defeat it.

As they adventure, the heroes will grow stronger by


gaining and improving their equipment and skills,
and by acquiring new and powerful vessels for their
souls to inhabit.

The campaign is divided into adventures, each of


which is designed to be played in a single game
session, and during each adventure the party will
coordinate to fulfill quest objectives while exploring
a procedurally generated dungeon inhabited by
enemies that act based on clear rules the players
can learn and strategize around.

Game & Campaign Overview


Recommended Players: 3-5
Supported Players: 1-5
Adventure Length: 45 minutes per player
Town Phase Length: 15-30 minutes
Sessions (full campaign): 15

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standee miniature, and provides unique benefits
Game Components that grow stronger over time as the party’s legend
grows.
There are several types of game components
players should be familiar with and this section At any given time a player inhabits only a single
provides an overview over all of them: vessel, and when they leave it for another the
abandoned vessel crumbles to dust and is lost.

Ability Cards
Items

Ability cards are a player’s arsenal of actions and


represent the heroic soul’s unique powers. Each Items can be equipped to provide useful bonuses
player builds their own deck of ability cards which and options which enhance the synergy of a player’s
remain with them even as they change vessels. overall character build. They can be found during
adventures or purchased in shops between them.
Players start the game with six un-upgraded ability
cards of their choice, and alternatively there are Players can carry and equip a limited number of
fifteen pre-made starter decks that new players can items of various types, as shown on the player
choose for a quick and easy start. board (see Player Board).

Ability Tokens Legendary Items

Ability tokens are used to track the location of an Items with a golden border are “Legendary Items”.
ongoing ability effect on the board, and are always These can only be earned by finishing certain
placed in a specific square on the game board. adventures. They can never be bought for coins.

Vessels Wear Tokens

‘Wear’ tokens are placed on an item card whenever


it suffers wear, and an item breaks if it accumulates
Vessels are the physical bodies a heroic soul a certain amount of these tokens.
inhabits to give their power form in the physical
world. Each vessel is represented with a card and a

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This manual describes how to set up the room with
Special Tokens enemies, treasures, vessels, as well as its
orientation and available doors.

Exploration Cards

The special token marks anything that doesn’t have


a token of its own: activated spending options on
ongoing effects, taunted enemies, or the ability
tokens of vessels like the Monk, for example.

Book Of Adventures

Exploration cards determine what room is found


when opening doors in the dungeon. The book of
adventures contains instructions on assembling the
exploration card deck for each adventure.

Map Tiles
This guide contains all the adventures, including
story, setup instructions, objectives, special rules,
layout, an event table, and rewards.

This is your main point of reference for the


particulars of any given adventure.

Book Of Exploration

Each time a door is opened, a new map tile is added


to the dungeon based on the exploration card drawn
and the rules for the adventure (see Connecting
Rooms).
Whenever a new map tile is added to the board, the
players will roll a die and consult the book of
exploration to determine the new room’s
arrangement and contents.

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Hero wound tokens mark severe injuries by heroes,
Player Board and block an entire row of scratches after scratches
have overflowed into the next row.

Status Effect Cards

Each hero, and therefore player, has their own player


board to record the vessel they currently possess, Status effect cards are placed on the duration track
what items they have, but also to track the status of to track ongoing effects suffered by a player.
their ability cards and their vessel’s health.

The player board is also used to manage the Initiative Tracker


inventory of items (see Items & Item Slots).

Die Pool Tokens


The initiative tracker is used each game round to
determine the activation order of heroes, minions
and enemy groups.

It also has slots you can use to organize enemy, AI


Die pool tokens are placed on the player board to and trait cards.
provide a quick reference for the dice to be rolled in
various common dice pools (main hand attack,
defense etc.). Player Tokens
The Dice Roller Tool also uses them to determine
how many dice to create.

Scratch Tokens
Every player selects a soul token to represent them
on the initiative tracker when the campaign starts.

Scratch tokens are used to track smaller injuries on


the player board. They can be flipped with the “F”
key, and the red side indicates a scratch suffered.

Hero Wound Tokens

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Enemy Cards Enemy Standees

Each enemy in an enemy group is represented on


the game board by a standee, and each of them will
move and act independently, as dictated by the
Each type of enemy is described by a corresponding
corresponding enemy, AI, and trait cards.
enemy card, which contains information about that
creature’s combat-relevant attributes and their
special abilities. Status Effect Tokens
Each enemy card comes in two variants, one for
normal and one for nightmare difficulty.

A single enemy card usually represents a group of


enemy models on the game board.

AI Cards

Status effect tokens are placed next to a standee to


track ongoing effects on an enemy. There are
several types, one for each different status.

AI cards describe how enemy groups act, and


determine which modifiers or abilities are active on Enemy Wound / Minion Scratch Tokens
them each round. Each group of enemies gets a
new AI card each round (see AI Cards).

Trait Cards

Some circumstances may call for a trait card to be


attached to an enemy group. Trait cards provide an Enemy wound tokens are used to track wounds
enemy group with unique bonuses or abilities, suffered by a particular enemy, and are placed on
making them more challenging to fight. the board next to the wounded model.

Use the same tokens to track scratches for minions.

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Adventure Tracker Coins

Coins can be found in treasure chests, earned as


rewards, or acquired by selling items. The party
shares its coins, and they can be used to purchase
and repair items, gain access to more inventory in
the shops, and exchange ability cards for new ones.

Soul Shards

The adventure tracker is used throughout the


campaign to track which adventures the party has
completed, and at what point they move to the next
campaign chapter (see Campaign & Tiers).

There is a token representing each adventure, and Soul shards are obtained as adventure rewards or
after finishing it (successful or not), its token is by extracting a vessel which no soul chooses to
placed on the adventure tracker. inhabit. They can be spent in the Soul Shop, which
becomes available starting in chapter two.

Legend Points

Legend Points reflect the party’s growing legend


and renown. They are gained by successfully
finishing adventures.

The party can spend them to unlock the various


perks of their vessels.

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Game Concepts Blue Map Lines

Movement
The map tiles which make up the game board are
divided into squares through dark grid lines.

All models can move on the game board by Some map tiles show blue dotted lines along the
spending movement points. edges of one or more squares, representing barriers
like fences, screens, windows etc..
For each movement point spent, a model can move
onto an adjacent square, straight or diagonally. These blue dotted lines block movement, but don’t
block Line-Of-Sight.
A model cannot move onto or through a square that
is already occupied by another model however.
Difficult Terrain
Movement Actions
During each player’s turn, they gain movement
points equal to their vessel’s speed which have to
be used before taking any other action.

Ability cards, items, or other effects may grant


additional movement actions, which provide a
Dark diagonal lines that cover an entire square mark
particular number of movement points, and may
“Difficult Terrain”. To move onto such a tile, a model
also grant the movement taken special qualities
needs to spend double the normal amount of
such as Nimble or Slippery.
movement points.
Each of these is a movement action, and must be
Note however that this does not stack with the
completed in its entirety before moving on to other
negative effect Cripple.
actions. At the end of each action, any unspent
movement points are lost.
Models that have Nimble for their movement ignore
difficult terrain altogether.
Red Map Lines
Special Movement Actions
Heroes can spend movement points for more than
just moving. A variety of miscellaneous actions can
be performed during movement by spending
movement points.

Open Door (1 Movement): A hero who is adjacent to


Some map tiles show red solid lines along the a closed door can spend one movement point to
edges of one or more squares, representing walls or open it. Remove the door and reveal the next room
other permanent barriers. (see Exploration).

These red lines cannot be crossed, and it is not Pick Up Treasure (1 Movement): A hero who is
possible to draw a Line-Of-Sight through them. adjacent to a treasure chest can spend one
movement point to open it. Remove the treasure
chest and draw two random item cards from the
pile of available item cards. The opening hero may
move both items to their unoccupied and
compatible item slots on their player board.

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If they cannot hold one or both of the items, place a
Attacks Of Opportunity
dropped item token where the treasure chest was,
and put the item card(s) near the map tile. Whenever a hero or minion begins a new movement
action and moves at least one square (regardless of
direction) while adjacent to one or more enemy
models, they must perform an escape test.

The affected character rolls one cursed die. The


number shown indicates how many enemies would
(a “Dropped Item” token) immediately perform a free attack of opportunity
against them: If a -1 is rolled, one enemy model will
It can be picked up by other heroes following the attack. On a -2, two different ones will attack if there
same rules as if it were in a chest (except that you are two enemies to do so.
don’t draw items from the pile of item cards).
Handle these attacks as usual. If there are multiple
(Un)Equip Item (1 Movement): By spending one enemies adjacent to the character, the ones with the
movement point, the hero can move any amount of highest attack value will perform the attack.
items around within their own player board’s
inventory, e.g., to move one weapon to their After these attacks are handled, the character can
backpack and a weapon from their backpack to continue with their movement.
their hand slot.
Example:
Exchange Item (1 Movement): A hero who is
adjacent to another hero may give or take one item
to or from the targeted hero’s player board by
spending one movement point. Both heroes may
perform the “(Un)Equip Item” action for free after
exchanging items.

Use Consumable (1 Movement): By spending one


movement point, a hero may use one of their items
of the consumable type. Handle the effects of the
item, then discard it. The hero wants to move two squares back. As they
are adjacent to enemies as their movement begins,
Assume Vessel (2 Movement): By spending two they roll one black Cursed Die.
movement points, a hero who is adjacent to a
vessel token can assume the corresponding vessel It shows a “-1”, so one of the two Corrupted Humans
(see Vessels). will immediately attack before the hero gets to move.

Drain Vessel (2 Movement): A hero adjacent to a


vessel token can spend two movement points to
remove the vessel and drain soul shards from it
which can later be spent in the Soul Shop. The
amount of soul shards gained depends on the rarity
of the vessel:

● Common: 1 Soul Shard


● Rare: 2 Soul Shards
● Legendary: 3 Soul Shards

Exchange Vessel (2 Movement): Two heroes who


are adjacent to each other exchange their current
vessels.

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During attacks, power determines the total damage
Dice Types dealt to an enemy. During defense, it determines
There are five types of dice in Soulless Vessel how much of the incoming damage is mitigated.
featuring various symbols in various combinations. During spellcasting rolls, power determines if the
Some dice also have blank sides that contribute target number was met and consequently, if the
nothing when rolled. spell succeeds.

There is a limited supply of each type of die: if a


hero would have more dice of a certain type than Plus
what is available, the surplus dice are simply lost.

Die Type Supply Description


Limit
The plus symbol can be used to activate additional
Standard The standard die is a green effects for the roll called “spending options”.
twenty-sided die with the
greatest variation of different
(4) symbols (good and bad). Each ‘plus’ you roll can only be spent on one
Heroes always have one
standard die as a baseline for
spending option, and each spending option can only
each attack, defense, or be used once per roll.
spellcasting roll and add any
other bonus dice to it.
Every vessel comes with one generic plus spending
Power The power die is a red, option that can be used on any of the three main
six-sided die with the highest types of rolls: attack, defense or spellcasting.
amount of available “Power”.
(3) See the example below:

Enhancement The enhancement die is a blue


ten-sided die that has a great
chance to add special symbols
(4) like the “Plus”.

Blessing The blessing die is a white


six-sided die that has a chance
to add mild positive effects to
a roll.

(5)

If the order of your spending options matters, you


Cursed The cursed die is a black
six-sided die that has a chance can choose to activate them in any order you prefer.
to subtract “Power” from a roll
and is often the result of
weaker attacks or other
Note that not all spending options are available on
(5) disadvantages. every roll (some can only be used during attack,
defense or spellcasting roll).

Dice Symbols Double Plus


In total, there are six different symbols that appear
on dice in Soulless Vessel:

Power Some dice show a double plus, which is equivalent


Power is shown as a number on the die. When you to having rolled two individual plus symbols.
roll power, you simply add up all power values that
You may also spend two individual plusses to
are shown from the entire roll (subtracting the
activate spending options which cost a double plus.
negative power from Cursed Dice). The result is the
total power of the roll.

In many cases, you may activate other symbols to


add even more power.

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Star Critical

The star is a rare symbol that can be used for


spending options just like the plus symbol. It is
generally used for more powerful effects.
A critical symbol indicates exceptional success.
For spending options, you can always convert it
into a plus symbol if desired! On an attack roll, each critical deals one wound to
the enemy, regardless of their defense, in addition
to the other outcomes of the roll.
Wear
On a defense roll, a critical negates the entire
attack. The hero (or minion) won’t take any
scratches and doesn’t suffer any other
repercussions like negative status effects.

On a spellcasting attempt, a critical results in an


automatic success for the spell, regardless of the
The ‘wear’ symbol indicates damage to one of the required target number. Other symbols can still be
items involved in the roll (any piece of equipment spent as usual to enhance the spell’s effects.
that provided at least one benefit to the roll like a
bonus die or a spending option). Put a ‘wear’ token
on any one of those items you choose: Dice Rolls
The outcomes of a hero’s actions are determined by
rolling dice. The amount of available dice depends
on the type of roll and what bonus dice the hero
gets based on their abilities and equipment.

There are five types of dice rolls:


If the item has as much wear as its durability
(shown as symbols at the bottom of its card), then
it breaks and has to be permanently discarded. Attack Roll
When a hero performs an attack against an enemy,
Wear can be repaired for a small number of coins they make an attack roll to determine how much
during the town phase (see Repair). damage they deal, and what kind of special effects
they can activate (see Attacking).
Botch
Defense Roll
When an enemy attacks a hero or a minion, the
target of the attack performs a defense roll to
reduce the amount of incoming damage they’ll
suffer (see Attacks & Defense).

A botch symbol indicates that the entire roll is


botched and therefore unsuccessful, regardless of
Spellcasting Roll
what the other dice shows. This only applies to When a hero attempts the major action of a spell,
attack, defense or spellcasting rolls, not to damage they need to succeed at a spellcasting roll to
or other miscellaneous rolls. produce the effects of that spell.

If a roll is botched, you cannot make use of any Successfully casting a spell requires that the roll
other symbols unless you have specific spending produces a total power equal to or greater than the
options or perks that let you ignore the botch. spell’s target number.

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Ranged attacks have a specified range in squares,
which can be counted in any combination of
straight or diagonal steps, so long as a direct line of
sight can be traced to the target as well (see
below).

(an ability asking for a spellcasting roll with a total If a hero performs a ranged attack while adjacent to
power of two or more) one or more enemies, add two Cursed Dice to their
attack roll.

Damage Roll The total power of the attack roll determines the
damage done to the target (see Damage & Death).
When an ability calls for a damage roll that is not an
attack, they roll the specified dice pool but count
only the total Power and Criticals rolled, ignoring all Unarmed Attacks
other symbols. The result goes against the target’s
Heroes can always perform unarmed melee attacks
defense.
with their regular pool - usually, this is a single
Weapons usually do not provide their bonus dice to Standard Die, even if they have no weapon.
such damage rolls. Note that each fist counts as an individual 1-handed
weapon for the purpose of other effects.

Miscellaneous Rolls If a hero has at least one free hand, they can also
perform ranged attacks by throwing rocks with a
A few abilities call for rolling a set of specific dice
range of 3 and a Cursed Die added to the roll.
and using the results in a specified way. When
making a miscellaneous roll, no other bonuses are
applied and only the specified dice are rolled. Line-of-Sight
Symbols rolled on a miscellaneous roll can only be Whenever an ability or attack mentions “range”,
used for the spending options or conditions specific then this implicitly requires a viable line-of-sight
to that roll, and can’t be used for generic options from the source to the target!
such as a vessel’s ‘plus’ ability.
To measure a viable line-of-sight, draw an imaginary
line from the center of any square occupied by the
Attacking source model to the center of any one square that
is occupied by the target.
Whenever a hero or minion performs an attack, they
will do so with a suitable weapon or their fists. When “Bulky” models are involved, pick any of its
four occupied tiles to draw from or to.
Exactly one weapon is chosen for each attack, and
the player only gains bonus dice and spending If that line crosses a red line or an outer wall of a
options from the weapon they chose, not from any tile, then the line-of-sight is blocked, but note that
other weapons they may also have equipped. touching the corner of an obstruction is still valid.

Any action that simply says “Attack” can be Other models do not impact line-of-sight.
performed as a ranged or melee attack, as the
player prefers, assuming the hero has an
appropriate weapon equipped.

If an ability card explicitly states “Ranged Attack” or


“Melee Attack” however, then it needs to be used
with a weapon of the appropriate type, or an
unarmed attack as outlined below.

Melee attacks can always be performed against


any adjacent enemy, positioned either straight or
diagonal relative to the attacker.

Example of a regular, viable line-of-sight.

14
Ability Cards

Example of a viable line-of-sight only touching the


corners of an obstruction and an outer wall.

Each ability card contains a variety of different key


Example of a non-viable line-of-sight as it crosses pieces of information, as outlined below:
two squares that are blocked.
1. Card Type - Provides a list of keywords
which may be referenced by other cards.
2. Initiative - Specifies the card’s initiative
value, for determining activation order (see
Initiative).
3. Card Name - A deck may have only one
card with the same name (including it’s
upgraded A and B versions).
4. Cooldown / Duration - Specifies where the
card is placed on the cooldown or ongoing
effects tracker when its major action is
used.
5. Card Effects - Provides a quick overview
whether the card has an Interrupt and/or
Ongoing effect.
6. Major Action - Describes the effects of the
card if used as a major action.
7. Spending Options - Lists spending options
available on the roll for the card’s major
action.
8. Minor Action - Describes the effects of the
card if used as a minor action.

15
Cooldown Interrupt Effects

Some ability cards have a section on their Major


Action that is marked by an “INTERRUPT” header.
When a card is used as a major action, it is placed
on the cooldown tracker of player board at the Players can activate the effects at any time, so long
position designated by its cooldown value. This is as the implied requirements are met, by playing it
done after handling the entire action, including directly from their hand, regardless whether it is
spending options. their turn or not.

Effects may reduce the cooldown of cards, and They briefly interrupt the game flow, handle their
cooldowns may also be reduced by performing a interrupt card, and resume the game where it was
Minor Action. Using a minor action returns the card left before that effect.
used to the player’s hand and moves each card on
their cooldown tracker one place to the left. If the interrupt was part of the card’s major action,
the card is placed on the “Cooldown” or “Effects”
If a card on position one would have its cooldown tracker after usage as appropriate.
reduced, it is returned to its owner’s hand.

Failed Spellcasting Ability Tokens


While spells have a cooldown value like any other Some abilities will ask players to place that ability’s
ability card, if a player fails a spell by not meeting token on the game board.
the required target number, then that card goes to
cooldown one regardless of its regular cooldown. While these tokens have to be clearly placed onto a
specific square, they do not block movement or
line-of-sight.
Ongoing Effects
If a model is already present in the square, place the
token below it.
Some ability cards have a section on their major
There is no limit as to how many ability tokens can
action that is marked out by an “ONGOING” header.
be on a single square.
When an ongoing effect is used (instead of
potential other effects on the card), the card is
placed at the designated spot on the effects
Initiative
tracker rather than the cooldown tracker. The Initiative Tracker determines the activation
order of all heroes, enemies, and minions during
As long as that ability card is on the effects tracker, each round.
the effects of that card apply.
Players determine their initiative at the beginning of
At the beginning of each game round, reduce the each round (see Reveal Cards & Initiative), and
duration of every ongoing effect by one. When a once the round begins, activate entities from
card on position one would have its duration highest to lowest initiative value.
reduced, return it to its owner’s hand.
In case of a tie, heroes and minions always act
before enemies. If heroes and minions share the
same initiative, the players may decide the
activation order among themselves.

Once everyone has activated once, the round ends.

(A player board with two active, ongoing effects and


their remaining duration.)

16
Items & Item Slots Vessels
Vessels are the physical forms a heroic soul
inhabits to enable it to interact with the world, and
each of them confers upon the soul certain powers
which reflect the story of its former life.

Each vessel is represented by its own card and


corresponding standee.

Each vessel has one of four rarities: common, rare,


legendary, or mythical, and generally, the rarer the
vessel, the stronger and/or more specialized it is.

Players can find and possess new vessels by:

● Finding vessels during the town phase


between adventures.
● Finding vessels during adventures who
succumbed to the eternal slumber.
● Acquiring vessels as a reward for
completing certain adventures.

When a player obtains a new vessel, they discard


their old vessel and put the new vessel card onto
their player board in its place.

Place a ‘Perk Blocker’ token on each of the new


vessel’s perks except the first, update the three
scratch bars with the specified number of scratch
tokens, and replace that player’s standee with the
standee for their new vessel.
Each hero has a variety of item slots, as displayed
on their player board, to which they can equip items Locked perks become available by spending Legend
according to each slot’s type: Points (see Vessel Perk Unlocks).

Hand slots hold hand-held items such as weapons


and shields. Two-handed weapons are placed in Exchanging Vessels
between the two hand slots to indicate that the item In the same way players would possess a new
is held with both hands. vessel (see Vessels), players who are adjacent to
each other can spend two movement points to
Armor slots hold armor, robes, and similar items. switch their vessels. Both swap the vessel cards
Each character has only one armor slot. and standees, immediately unlearn all perks except
for the first one, and also switch all scratches and
Gear slots hold miscellaneous equipment items like
wounds.
rings, helmets, gloves, pauldrons, and so on. Except
for rings, a hero cannot equip more than one item However, they retain all items and ability cards.
worn on the same part of the body (back, boots,
helmet, and so on).

Backpack slots can hold any item, but these items


Damage & Death
are not considered to be equipped, and provide no Heroes and enemies both accumulate damage and
effects unless they specifically say otherwise. eventually die. However, damage is tracked and
calculated differently between them.
Consumable slots are akin to backpack slots, but
can only hold consumable items such as potions,
as designated in the item’s keywords.

17
Hero Damage
Each hero has three rows for scratches. The
amount of scratches they can suffer depends on
the vessel’s toughness for that row. Place as many
scratch tokens on the player board with the healthy
side up.

Whenever the hero suffers a scratch, flip a scratch


token to its damaged side.

If the current row already has the maximum amount


of scratches, apply these scratches to the next row.

Whenever the first scratch in a new row is turned to


The knight after two more scratches which
its damaged side, that hero suffers a wound!
overflowed to the second row, causing a wound.
On the row that is now full of scratches, flip all
scratches to the healthy side up, and then put a Wound & Scratch Healing
wound token over that entire row.
A hero who heals all their scratches does not
Each wound adds a Cursed Die to all attack, automatically heal wounds on the rows above them,
defense and spellcasting rolls. and as long as the wound exists, the hero cannot
regain the rows of scratches they cover.
As soon as a hero would suffer a third wound (by
suffering a scratch when their third row of Wounds may be healed only when explicitly stated
scratches is full), they die immediately. by an effect, and effects that heal wounds remove
the lowest wound token first.
Replace their standee with the “Vesselless Soul”
standee, and discard their current vessel card If a wound is healed when a hero has one or more
(revealing the “Vesselless Soul” reference). scratches, move those scratches up to the newly
As a Vesselless Soul, they still get to participate revealed row.
normally, with all their abilities and items, but suffer
If a wound would be healed but there are more
the implied rules as described on the “Vesselless
scratches present than that wound bar’s toughness
Soul”.
(its number of scratches), instead heal a number of
scratches equal to the toughness of the wound bar
that would have been healed.

A knight vessel with four scratches. He will not suffer


a wound until taking at least two more scratches.

The knight after having four scratches healed (only


one could actually be healed because of the wound).

18
A minion can suffer as many scratches as it has
toughness. Once their scratches exceed that
amount, they suffer a wound (which kills and
removes them immediately).

Status Effects
There are a variety of status effects in Soulless
Vessel that can affect heroes and enemies in
negative ways.

Each status affects heroes and enemies in different


ways, and by default, minions ignore all negative
The knight after an ability heals his wound, effects entirely.
unblocking the row and revealing healthy tokens.
Status effects for heroes are tracked on the effects
track of the player board, alongside ongoing
Enemy Damage abilities. The card representing the status effect is
Enemies track damage in a much simpler way than placed at the spot corresponding to its duration,
heroes, never suffering scratches, only wounds. and its duration decreases each round in the same
way as for any other ongoing effect card.
When an enemy is attacked, divide the total power
from the attack roll by the defense value of the As long as an effect is present on the tracker, its
target, rounding down (if a target has a defense of effects apply to that hero.
zero or less, treat its defense as one instead).
A hero can have each effect only once. If they would
get the same effect again, move the effect card to
the new duration unless it’s already higher.

Status effects for enemies are tracked as small


tokens next to their model.
(the defense value on the blue shield, and the
Enemies can have each status effect token up to
maximum amount of wounds next to the heart,
two times at once, with the exception of ‘Bleed’,
depending on the amount of heroes participating)
which can stack up to four times.
The result is the amount of enemy wound tokens
At the end of that model’s activation, remove one
put next to the corresponding standee, and it is
token of each status effect type.
possible for an attack to cause no damage if its
total power is less than the target’s defense.
Bleed
Once the amount of accumulated wounds is equal
Heroes: After the affected hero performed a Major
to that enemy’s maximum wounds, it is defeated
Action, including “Interrupt” abilities, they
and removed from the game board.
immediately suffer a scratch. Minor Actions are
unaffected.
Minion Damage
Enemies: Whenever a single ‘Bleed’ token gets
Friendly minions such as summoned creatures or
removed from the enemy at the end of their
hired mercenaries take damage in the same fashion
activation, they suffer a single wound.
as the vessels of the heroes.

Instead of tracking that damage on a player board


however, put the necessary amount of minion
scratch tokens (which are the same as wounds for
enemies) next to the minion’s standee on the game
board.

19
Cripple Terror
For both heroes and enemies, moving one square Only heroes can suffer from this effect.
costs two movement points instead of one.
As long as the hero suffers from terror, they may not
If a movement action provides an uneven amount reduce the duration of their other negative effects
(e.g., 3 movement points), then one movement by any means.
point is potentially wasted (unless used for Special
Movement Actions).
Exploration
Dazed Whenever a new room is revealed by opening a
door, the player who opened it draws the top card
Heroes: The hero treats all major actions they use
from the exploration deck and reveals it.
as if their cooldown was one higher than normal, to
a maximum of five. Ongoing effects and their
Typically, this card will be a room card, which you
duration are unaffected.
will connect to the dungeon, but occasionally it will
be a quest trigger card. In either case, follow the
Enemies: The enemy cannot use their bones or skull
instructions below.
abilities, regardless of what its AI card (or trait
cards) would otherwise dictate.
Quest Triggers
Stun In some cases, the revealed card from the
exploration deck will be a quest trigger and not a
Heroes: The hero can place at most one card from
map tile. In this case, refer to the description of the
their hand face down at the beginning of the round.
adventure for instructions on how to proceed.
They can still use the empty slot for cooldown
reduction (see Ability Cards).
Connecting Rooms
Enemies: If that enemy’s AI card has a threat value To connect a new tile to the dungeon, first roll an
of 10 or less, the enemy model will skip its entire enhancement die (blue), and consult the Book of
turn (it will still remove negative effects as usual at Exploration to determine the tile’s layout.
the end of its activation).
The layout determines which room entrance
Additionally, the enemy cannot perform attacks of connects to the door just opened (and therefore the
opportunity (see Attacks Of Opportunity). orientation of the newly placed tile).

Align the specified entrance with the exit of the


Weaken current tile directly if possible.
Heroes: The hero adds two cursed dice to all their
If that’s not possible because the new tile would
defense rolls.
overlap an existing tile, use up to two generic
Enemies: Heroes / minons who attack the enemy connector pieces (2x4 tile straight corridors and/or
add +1 Power to their attacks for each weaken L-shaped corners) to make an arrangement that
token on the enemy. This Power bonus is also works, ensuring everything aligns perfectly and
applied if the enemy is the victim of a damage roll. nothing overlaps.

Cursed
Only heroes can suffer from this effect.

Each time the hero makes an attack, defense, or


spellcasting roll, they must discard a card of their
choice from their hand on cooldown two (2) unless
they spend a plus symbol specifically to avoid this (usable connector piece examples)
effect.
If it’s not possible to place the tile even using
connectors, instead, place an end-cap piece over

20
the door that was just opened, and replace an end After spawning enemies, draw an AI card for each
cap closing another entrance anywhere in the enemy reference card, attach it to it, and adjust their
dungeon with a door. initiative accordingly.

If the resulting initiative is higher than the current


Placing Loot & DOors initiative step of the ongoing game round, place
After successfully placing a map tile, place the rest them at initiative zero instead.
of the room’s contents as outlined in the layout:

● Place the indicated end caps (marked as Key Terms


red bars) and doors (marked as yellow
The following key terms, commonly used on ability
arrows)
and enemy cards, have special rules meaning:
● Place any treasure chests and vessels.

Note that chests and vessels are only placed if the


Nimble
number of heroes is equal to or greater than the
number specified on the room layout. A model that is nimble can move through/over
other models during its movement. It may not end
For each vessel token placed, draw a random vessel its movement on the same square as another
card (ignoring peasants and mythical vessels) and model. They also ignore difficult terrain.
place it near the token to represent what vessel lies
there. Note that in most cases, nimble is only granted for
an individual movement action, and does not apply
to other movement actions during the same turn.

Slippery
Heroes or minions that are slippery do not provoke
attacks of opportunity when moving near enemy
models (see Escape Tests & Attacks Of
Opportunity).

(a map tile with a door and an end cap piece) Note that, like nimble, in most cases slippery is
granted only for an individual movement action and
not for all of a hero's movement in general.
Placing Enemies
Lastly, if the layout displays any red or blue sockets,
then enemies will spawn on this map tile.
Bulky
Models that are bulky are large and always occupy
For each color of socket in the layout, draw an four squares. However, they only have to stand on
enemy card from the pile of enemies for this at least two walkable squares at any one time. For
adventure (if you run out, shuffle the used enemy example, an Ogre may have two of its squares
cards from the adventure into a fresh pile). standing inside the outer wall of a map tile, while
the other two squares of the model occupy
Determine the number of standees to place based walkable squares.
on the number of participating heroes, and start
filling the sockets based on their numbering, going In addition to that, their movement is performed
from lowest to highest. square by square and they displace other models
as they go.
If a socket is occupied by something, place the
model as close as possible to the socket instead. If a bulky model moves into a square that is
occupied, the displaced model is moved to an
If a group of enemies would spawn that shares a unoccupied adjacent square of the players’ choice.
type with an existing enemy group, add the If there is no unoccupied adjacent square, then that
specified number of models as usual, but discard model gets displaced to the closest unoccupied
the duplicate enemy card - all models of the same square instead.
type will act based on the reference card that was
on the Initiative tracker already.

21
A minotaur boss (which is “Bulky”) wants to move A hero causes knockback (3) against an adjacent
onto a square that is occupied by a hero. enemy.

The hero decides to knock the enemy away by one


The hero has to occupy any adjacent square. square, and uses the remaining two points from the
knockback effect to knock the enemy against the
Knockback wall. The hero rolls two standard dice as damage,
both of which show a critical! The hero deals two
Both heroes and enemies can cause knockback, but
wounds against the enemy.
the mechanics differ between them.
Enemies that cause knockback move the affected
Heroes who cause knockback move a targeted
hero away from them as outlined above, but the
model up to the specified number of squares away
hero determines which direction they’ll be moved.
from their position. Each square of the movement
must be further away from the hero than the The target must choose a direction that would allow
previous position, but the hero specifies which them to make use of as much of the knockback
square the target moves to within the requirement. distance possible.

If so desired, the hero need not move the target the Heroes do not take damage from knockback.
full distance of the knockback.

If a knockback effect would move an enemy against Pull


another model or a wall, then roll one Standard Die The pull effect is the opposite of knockback, forcing
(green) for each remaining point of the knockback models to move closer to the attacker.
effect, and deal the result as damage.
As usual, it is not possible to roll more than four Forced movement from pulling may be divided
Standard Dice at once. among any number of targets, so long as each
square moved brings the target closer to the source
In cases where it matters, movement caused by of the effect.
knockback is not a move action, as it is involuntary.
In cases where it matters, movement caused by
pulling is not a move action, as it is involuntary.

22
In these cases, perform the attack or spell once as
Retreat
usual against the primary target, but apply the
Enemies with this keyword will perform an resulting power and any generated effects against
additional movement action after their default each of the additional targets as well.
attack during their activation. This movement must
maximize the distance from the hero that was
attacked. If there are multiple viable destinations, Reach
the players decide which the enemy moves to. Some heroes and enemies may have the reach
keyword, typically as a benefit from their weapon.
When the retreat keyword is applied in a scenario
where the enemy didn’t just make an attack, the Reach gives melee attacks a range of two squares
enemy must instead maximize its distance from the (instead of being limited to adjacent targets).
closest hero when it starts its retreat (choose on a Line-of-sight must still be valid.
tie).

Toughness
Toughness describes the amount of scratches a
hero or minion can sustain before suffering a
wound on a given bar of scratches.

For heroes, the toughness value varies for each row


based on their vessel.

Straight / Diagonal Line


Some enemies and abilities cards refer to either a
“straight line” or a “diagonal line”.

A straight line is a line that goes strictly north,


A Swarm Of Rats just performed an attack against a
south, east, or west.
hero and now performs Retreat (5). It moves in the
opposite direction, since that will allow the Rats to
A diagonal line goes strictly northeast, southwest,
maximize their distance from the hero.
southwest, or northwest.

In either case, squares outside these direct lines are


not valid targets or destinations as applicable.

Although the Swarm Of Rats is cornered in this


scenario, it will still run past the heroes as this will
allow it to maximize the distance to the hero it has
just attacked (the one in the middle).

Hit Multiple / Additional


Some ability cards allow the player to hit multiple or
additional targets.

23
In the shown example, the white directions are all However, they get to keep all treasures that were
valid, as they all emerge from the hero’s square in a collected during the adventure.
straight or purely diagonal direction.
Proceed to the town phase as usual.
The purple path / line is not viable.

Enemies
Blast Template All monsters or other foes are referred to as
Some abilities make use of the blast template. “enemies”. Heroes and minions are never referred to
as such, even when a card speaks from the
This tear-drop shaped template can be placed with perspective of an enemy.
the tip anywhere within the square of the executing
model, and rotated to any angle. There are three key components that are relevant to
describe enemies: Enemy Reference Cards, Traits
All tiles that are at least partially covered by the and AI Cards.
template are affected, but each enemy can only be
affected once. The activation of enemies and their behavior is
described under enemy turns.

Enemy Reference Cards

The tiles colored in purple mark the ones affected by


the blast token. Any model on these tiles would
become a target of this ability.

Giving Up
There may be adventures that simply go south for
the entire party. Maybe a few heroes are already
dead, or there are too many powerful enemies to
deal with.

The party always has the option to give up on the


current adventure, as long as there are no enemies
within range 3 of any hero. Each enemy reference card represents an entire
group of enemies, and consists of the following
When retreating, the adventure is added to the elements.
adventure tracker, but the party won’t get any of its
specific rewards.

24
1. Initiative - This value is the base initiative behavior, bonuses and initiative.
of this enemy type. It will be modified by Also check out the Game Rounds overview for more
the AI card it draws each round. information.
2. Base Values - Below the name you will find
these three values (in order): 1. Initiative - This value is a modifier that is
The enemy’s movement speed, describing added or subtracted from the base
the amount of squares they get to move initiative of an enemy group to determine
during each activation. their final initiative value for a given round.
Their attack value, describing the amount 2. Threat Value - Each AI card has a unique
of damage they deal with each attack. number that may be referenced in certain
Their attack range, describing over how situations, like some abilities or when
many squares they can perform an attack. attempting to Stun an enemy.
If there is no value, that enemy type can 3. Target Priority - The AI card determines
only perform melee attacks. what heroes or minions a given enemy will
3. Enemy Tier - This information won’t prioritize to attack during their activation.
usually matter to game mechanics. It 4. Abilities - If a bones or skull icon shows up
merely describes in which campaign tier here (or both!), then these abilities are
this enemy type gets introduced. active for the round.
4. Defense - This value describes the enemy’s 5. Bonuses / Penalties - Some AI cards grant
ability to resist attacks from heroes and enemies the keyword “Nimble” for their
minions. See enemy damage for more entire activation, or modifies their
information. movement speed, attack value or defense.
5. Models / Max. Wounds - This section is a These bonuses are only active for the
table that determines two values based on given round.
the amount of participating heroes. The
first value (#) is the number of models to
spawn whenever this enemy reference
Trait Cards
card is drawn. The second value (the
heart) describes how many wounds it
takes to kill an individual model of from
this group.
6. Passive Ability - This section describes
unique mechanics or key words that
always apply for all models of the given Some situations or game difficulties may call for
enemy group. one or more trait cards to be attached to an enemy
7. Bones Ability - This ability will be active group - typically upon spawning them. The cards
some rounds but not others, depending on provide them with unique effects that remain with
whether the corresponding icon is shown them until defeated.
on the AI card attached to the group.
8. Skull Ability - The same as above, but
activated with a different symbol. Rule Of Ambiguity
We strive to make these rules as complete as
AI Cards possible, but if you discover a case where rules are
ambiguous in terms of meaning, tie-breaking, order
of operations, or some other respect, the party
should assume they can resolve it in whatever way
is most beneficial to them.

Afterall, this is a cooperative game where the


players are the heroes of the story.

AI cards are drawn and attached to enemy


reference cards each round to determine their

25
total result is a 9, which triggers the “Resurrection
Game Rounds Sickness” event for that round.

Each game round is divided into six steps, as


outlined below:
3. AI Cards & Enemy Initiative
1. Reduce Ongoing Effects For every enemy group that is still alive, draw one
2. Events new AI card and replace the previous one (if
3. AI Cards & Enemy Initiative applicable). Start with the group that has the
4. Place Ability Cards highest initiative on the initiative tracker. On a tie,
5. Reveal Ability Cards & Hero Initiative start with the group that was placed on that
6. Heroes, Enemy, and Minion Turns initiative step first.

1. Reduce Ongoing Effects This will determine the enemies’ behavior for the
round, so that players can tactically plan around it.
The first step of each game round is to reduce the
duration of any ongoing effects on heroes by one. Each AI card also modifies the initiative of the
enemy group. Add the initiative modifier to the base
Ability cards that leave the tracker go back to the initiative of the enemy group, and use the total to
hand of the hero who owns them. place that group in the appropriate initiative slot.

Status effects (cripple, bleed, etc.) that leave the


tracker get discarded, and the hero won’t suffer
from their effects any longer.

2. Events
At the beginning of each round (except for the first
one of of each adventure), one player rolls a
ten-sided die (d10) and adds the current
accumulated threat total to the roll.

Find the result on the event table of the current


adventure and follow the rules for that event. (the Corrupted Humans ended up on initiative slot 2
for this round as their base initiative is 2, and their AI
If the event adds threat, add the specified number of card has a modifier of 0)
threat tokens to a pile near the event table for
visibility (always start each eventure with no threat). If two enemies have the same initiative, place them
in the order they were assigned to that initiative slot.
They will be activated in that order later.

4. Place Ability Cards


Now that the players have enough information
about the tactical situation, all players can place up
to two cards in the slots on their player board:

Cards are placed face down and players are not


allowed to make any comments about what they
plan to execute.

Only proceed to the next step once all players have


finalized their decision and placed cards.

A player has just rolled a 7, and the party already


accumulated two threat for the given adventure. The

26
Secret Plans Movement
Once a new round begins, the party is forbidden Every vessel comes with a default number of
from discussing tactics and strategy until step five, movement points each turn based on their vessel’s
when ability cards are revealed. speed. This movement action needs to be
performed before any actions from the placed
It is of utmost importance that every player makes ability cards, otherwise these movement points are
their own decisions, and all the players’ actions lost (see Movement).
need to be planned with the information that is
available at this point - this is a key part of the
game’s tactical challenge, and helps avoid the game
bogging down in decision paralysis. (a vessel’s speed value)

Clarifications and rules questions are always


allowed however. Ability Cards & Actions
During a player’s turn, they can execute their placed
Once all players have revealed their ability cards
ability cards in any order, choosing either the Major
simultaneously, everyone is free to discuss their
or Minor action for each card.
intent and tactics for the round.
They may also choose to forfeit an action, or to only
use parts of an ability. For instance, a Minor Action
5. Reveal Cards & Hero Initiative that grants a movement action and an attack can be
At this step, all players reveal the cards that they used to only generate the movement action,
committed to. Now they are free to chat about their ignoring the attack entirely.
intentions and tactics.
However, the instructions of any action must be
Each hero - coordinating with the group - chooses performed in the listed order.
the initiative of either one of their revealed ability
If a hero has an empty ability card slot for any
cards and places their soul token on the
reason, each empty card slot reduces the cooldown
corresponding space on the initiative tracker.
of each card on their cooldown track by one, as if
If an ability card slot was left empty, treat this like they’d performed a Minor Action.
an ability card with an initiative value of zero.
To be able to attack enemies, a hero needs to
Players who share the same initiative may perform an action that allows to do so.
determine their exact order once they are at that
initiative step during the round.
Minion Turn
Minions are controllable characters or monsters
6. Turns that aid the party during an adventure. The group
Having determined the order of activation, everyone should discuss collectively what each minion does,
acts in order as outlined under Initiative. but the owner of the minion has the last word.

The actions that can be taken during each creature’s Unless otherwise specified by the card that creates
turn are outlined in the following sections. them, minions act at initiative step zero (before
enemy groups that are at the same initiative step),
and just like heroes, they can perform attacks and
Hero Turn defense rolls using a Standard Die.

Once it is a hero’s turn, they will first perform their During a minion’s activation, it may move its speed
default movement action, and then perform the and then perform a melee or ranged attack (if it has
actions of their placed cards. any range), as specified in its rules text.

Keep in mind that many ongoing effects and vessel As a special rule, all minions can spend any number
perks allow for things to happen at the beginning of of plus and star symbols to add +1 power to their
a turn (or during it), so now would be the time to attack rolls.
handle these.

27
Like heroes, minions must perform Escape Tests it didn’t attack anyone so far or that target cannot
when starting movement adjacent to an enemy. be reached this round, ignore this instruction.

Lowest Initiative: The enemy prefers to attack


Enemy Turn whichever hero or minion has the lowest initiative
this round.
An enemy group acts after all heroes and minions
on the same initiative step have acted. If there are Most Unwounded: The enemy prefers the target
multiple enemy groups on the initiative step, start that has the fewest wounds.
with the one that was placed on that initiative step
first and go in that order. Most Scratched: The enemy prefers the target with
the most current scratches (not considering
wounds).
Activation Order
When an enemy group becomes active, each of its Most Wounded: The enemy prefers the target that
models gets an individual activation, one after has the most wounds (not considering scratches).
another.

Start with the model that is closest to the starting


position of that adventure (where the heroes began
the adventure) measured by walking distance in
squares. Then work your way from closest to
furthest as seen from that starting position.
In this example, the Goblin Archer has the priority
In case of a tie, the players can decide which model “Furthest, Lowest Initative”. It has a speed of 3 and
acts first. an attack range of 5, so it can reach any hero 8
squares away from it. The hero to the far left would
be furthest, but is one square too far away. The other
Target Priority two heroes in the middle are equally far away, so the
Initially, consider all heroes or minions that this second priority decides in this case: the upper hero
enemy model can reach as viable targets. Consider will be attacked as she has a lower initiative. The
their speed as well as their attack range if Goblin moves one square closer to get the hero in
applicable. range, and then performs the attack. The hero will
have to perform a defense roll.
Then narrow the selection down by looking at the
first instruction on the AI card. On a tie, use the
second and third instructions to narrow the Movement
selection down further. If there is still a tie, the Once an enemy has determined its target, it will
players may select which hero or minion that enemy move as little as possible to be able to attack that
model will go after. target. Melee enemies will typically move to
become adjacent to their target, while ranged
The result is the hero or minion that the enemy
enemies only move as much as is needed to get the
model will attempt to attack.
target within their range and line-of-sight.
The behavior of each of these targeting behaviors is
If there are multiple positions that would fulfill the
outlined below:
criteria, the players choose.
Closest: The enemy prefers whichever target is
If an enemy cannot reach a position from which it
closest to it, so allowing for an attack with as little
can attack at all, it will simply move as much as it
movement as possible.
can towards the closest hero or minion, regardless
Furthest: The enemy prefers a target that is as far of its target selection criteria.
away as possible (distance measured in squares),
but that can still be reached this round. Attacks & Defense
Previous: The enemy prefers to attack the same Once the enemy model has been positioned, it will
hero or minion that it attacked with its last attack. If make an attack against its target.

28
Enemies don’t roll for attacks, they simply deal a This value is also relevant to see if a stun status
number of scratches equal to their attack value to effect on an enemy would force them to skip their
their target, and their target makes a defense roll turn (see Stun).
to reduce this damage according to their power
rolled.
End Turn Effects
The enemy might perform abilities or trigger effects
at the end of their turn.
(an enemy’s attack value)
In any case, it removes one token from each type of
A hero or minion will always suffer at least one ongoing effect (Cripple, Stun etc.).
scratch from an attack, unless they have specific
effects or rolled a critical on their defense roll.
End Round
An attack that is performed by a melee enemy or by
an enemy that is adjacent to the target is
considered a melee attack, even if that enemy has
an attack range. Any attack that is performed from
a range is a ranged attack. This may be relevant for
certain situational bonus dice. The initiative tracker has a button that will
automatically discard all assigned AI cards, and
Check Hero Damage to re-cap on how damage place the hero’s soul tokens back to their starting
against heroes gets tracked, and Minion Damage position.
for minions.
After that, a new game round can begin!

Abilities
Enemies typically have three abilities: a passive, a
bones ability, and a skull ability.
First Game Setup
The game is played over a course of 15 adventures,
If the AI card shows either (or both) of these
as a persistent campaign, where all participating
symbols, then that ability is available to that enemy
players keep and develop their heroes from
group for the current round, and functions as
beginning to end.
described.

The passive ability always applies to the enemy,


regardless of active symbols on AI cards, and isn’t
Select Roles
disabled with the dazed status effect. Before jumping into the fray to fight the army of the
Neverwake Dragon, the players should discuss what
role each hero is going to play in the group.
AI Modifiers
In some cases, an AI card will list an additional Roles are fulfilled by the combination of abilities,
modifier that gets applied to the entire enemy group vessel, and equipment you choose, so they’re
for the round. It may modify their attack value, ultimately flexible, but it’s recommended that each
defense, speed or grant them the ‘Nimble’ keyword group has at least one of each of the following:
for all their movements during that round.
Tank - A group’s tank will protect the party from
harm. They will attempt to position themselves in a
Threat Value way that ensures most attacks will be directed at
Each AI card has a threat value which describes the them, and build their characters to survive their
overall danger the behavior poses to the heroes. place at the focus of all that damage.

In some cases, enemy groups are required to draw Supporter - A group’s supporter keeps the group
two AI cards each round and pick the card with the alive by using healing or effects that protect them
higher threat value. from harm. They may focus on making their allies
stronger or their enemies weaker, but in either case
they magnify the abilities of the entire group.

29
Sorcerer - A group’s sorcerer is a versatile hero who The remaining vessels should be shuffled together
typically focuses on ranged damage combined with as a vessel deck.
effects that enhance allies or weaken enemies.
Socerers usually focus on spell-based abilities.
Select Items
Damage Dealer - A group’s damage dealer is
specialized in taking out enemies quickly. They may To determine the starting items for the party, you
focus on single target or multi target damage, using will draw cards at random from the pile of items,
ranged or melee attacks, but it’s always about the ignoring any yellow- or red-background cards drawn,
damage, and they’re key to getting threats off the and drawing a new item to replace them.
battlefield fast.
From the tier one deck, draw one card per hero to
There are many builds that don’t cleanly fit into a start, all of which you will put aside to be distributed
role, and players are encouraged to combine later. Then, for each hero, draw three cards and pick
concepts to develop a unique character that one of them to keep, discarding the others. The
complements their group and style. The smaller the party may draw all of these rows at once to narrow
party, the more you should consider creatively down your choice, also respecting the items that
combining roles to ensure they’re all covered. you put aside in the first step.

Then, finally, for each hero, select up to one item


Select Starting Decks from the deck of improvised (tier zero) items.

Each player begins the game with any six basic You may distribute all of these items among the
(un-upgraded) ability cards of their choice. party members in whatever way seems best, with
each player placing their items on the appropriate
To make getting started easier, players may wish to item slots on their player board.
select from one of the 15 themed starter decks the
game provides. Each fits an overarching theme (e.g.
‘Protector’) and a more specific flavor within it. Deck Builder
These decks are tried and tested, but they’re only a Building a plan for your hero is a key part of the
starting point, and you’ll add and swap cards from Soulless Vessel experience, and we’ve created a
them throughout the campaign, to take your build in deck building tool to make it easier for you. Simply
your particular direction. create a new deck (with the “+” button) and select
your chosen starter deck to have it automatically
shown.
Select Vessels If you don’t have a complete plan from the
After selecting a starting deck, players choose their beginning though, don’t worry - your plan will
starting vessels. inevitably change as you go in any case!

In each party, one player - traditionally the oldest,


but choose in any way you like - starts the game Select Soul Tokens
with the peasant vessel.
Next, each player should pick a soul token that best
Each other player begins with any common vessel represents the flavor of their character and deck.
of their choice, keeping in mind that there are only
two copies of each common vessel available.

After choosing a vessel, the player places the vessel


card onto their game board, adjusts their perks and
scratches as outlined in the section Vessels and
takes the corresponding miniature.
Which token you choose has no mechanical impact
If two players pick the same type of vessel, tint the on the game, but each token should be unique, as it
color of the base of each standee to differentiate will identify the player on the initiative tracker.
the two (or better, use a completely different
miniature as a stand-in). Delete the ones that are not being used.

30
Select Difficulty Prepare First Adventure
The party should next agree on the difficulty of And finally, to prepare your first adventure, follow
their campaign. Obviously, nothing will keep you the “New Adventure Setup” instructions below for
from adjusting the difficulty between adventures the adventure called “The Escape”.
(especially upwards), but you need to make the
initial choice to get started. There are four difficulty You’ll be able to choose your adventures in the
levels available in addition to the optional difficulty future, but every campaign begins there.
rules:

Default
When you play with the default difficulty, no
additional rules apply and you simply play the game
as described in the rule book.

This difficulty is recommended for parties that want


a more relaxed game experience or play this genre
for the first time.

Challenger
This difficulty level will ask the party to improvise
and discuss tactics more often. This is the
recommended difficulty for experienced fans of this
genre and those who have already played similar
games before.

On challenger difficulty, every enemy group (except


bosses) gets a random trait card when it spawns, in
addition to any other Traits it would normally get.

Nightmare
On nightmare difficulty, you’re much more likely to
get wiped out and lose the entire campaign, making
this the ideal difficulty for experienced players
who’ve perfected strong builds with powerful
synergies, and want to test their metal.

In this mode, in addition to the rule from challenger,


you replace all enemy cards with alternate versions
created specifically for this difficulty.

+1 Mode
This difficulty is not recommended for anyone who
hasn’t finished at least one full campaign, ideally on
nightmare difficulty. It’s intended only for players
seeking a truly brutal life or death challenge.

In this game mode, play as you would on nightmare,


but add an additional one, two, or even three trait
cards to non-boss enemies, in the same way
described for challenger mode above.

31
Adventure Setup First Room
Unless the description for a particular adventure
When the group has determined which adventure
says otherwise, each adventure begins with just the
they want to play next, make sure all elements of
dungeon entrance map tile.
the previous adventure have been removed or put
back, then follow these steps to get ready. Place the heroes and minions anywhere within the
starting area, and place doors on each of the map
tile’s exits.
Player Ready State
Every hero starts with their entire deck of ability
cards in their hand. Every vessel heals all scratches Story Intro
and wounds, and no one should have any negative At this stage, one player should read the intro text
effects on them at this point. out loud to the party to set the scene. There may be
additional story descriptions during the adventure
(see Quest Triggers).
Exploration Deck
With this done, you’re ready to play, and can begin
First, prepare the exploration deck, which will be
exploring the dungeon!
used to determine which map tiles are added as the
dungeon is explored (see Exploration).

Remove any cards specified in the adventure


information and put them aside, then shuffle the
Quest Triggers
remaining exploration cards face down. Never mix Most adventures will have one or more quest
the exploration cards of two different themes or triggers. Whenever a quest trigger card is drawn
chapters at this step. from the exploration deck, refer to the quest trigger
description in the adventure.
Then, assemble the exploration deck, interspersing
quest triggers and other specified cards with cards Perform all instructions and read out story
drawn randomly, as the adventure outlines. descriptions, then proceed as usual.

The Book Of Adventures will list the cards from It’s important to remember which quest trigger is
bottom to top, so merely take the cards as listed, the next (the adventure lists them in order), as the
one after another, and put them on top of your order is crucial for adventures to function.
exploration deck, face down, until all mentioned
types of cards have been added to the deck.
After The Adventure
Enemy Deck After the adventure is completed, one player will
read the outro to everyone.
Take all the enemy cards listed in the adventure’s
description and shuffle them into their own
All scratches and wounds are healed, all effects are
face-down pile, placing it above the the initiative
removed, and all ability cards are returned to their
tracker in the corresponding slot.
owners’ hands.

If the adventure was completed successfully, grant


Events the party the rewards listed in the description.
Open the book of adventures to the event table for
Then you can clear the board and proceed to the
the adventure, and set that to one side for easy
town phase.
reference, as you will roll on this table each round.

32
can buy any of these items by paying the displayed
Town Phase costs in Coins.

When an adventure is over the party returns to At the start of the campaign, the pile of items
town. In this phase of the game you will expand should exclusively consist of Tier-1 item cards. The
your deck, buy and sell items, and generally update items of higher tiers will be added later, as
your hero to prepare for the next adventure. mentioned in the chapter transitions in the “Book Of
Adventures”.
There are several activities the party can participate
in town, which can be done in any order.
Additional Inventory
Refresh Piles You can also pay to access additional inventory - a
few coins to stay the night and see what comes in.
Any items that have been discarded during an
adventure (for instance used consumables or items The party can reveal additional rows of cards for
that broke due to wear), are now being shuffled 10 coins each, but only one card may be purchased
back into their respective pile before the Town / picked from each of these additional rows.
Phase begins.
This option is available for the item shop, the soul
Do the same thing for all vessel cards that are shop, and the vessels available in town.
currently not in use.

Tier 0 - Improvised Items


Shared Currencies The party may always access the entire roster of
Coins, Soul Shards and Legend Points are a shared Tier 0 items (also called “improvised items”).
resource for the entire party. The group will
collectively decide what to do with the currencies, There are no limitations to buying items from this
and they aren’t carried by any particular hero. deck of item cards - other than the available Coins.

Repair The Soul Shop


Items may accumulate wear during adventures. In Once the party has reached tier two, they gain
town items can be repaired, and ‘wear’ tokens can access to the soul shop, as mentioned in the tier
be removed for a cost of 5 Coins per token. two transition text.

This is a special item shop with unique purchase


Sell Items options, all of which must be purchased using Soul
Shards instead of Coins.
During the town phase, the party may sell items they
own to gain additional resources. Shuffle the soul shop items deck and draw 5 cards,
placing them in a face up row.
When selling an item, the party gains half the item’s
displayed value (round up), in the appropriate As with the item shop, players can buy any or all of
currency for the item (Coins or Soul Shards). the items from those initially revealed, and may
reveal additional rows of inventory of 5 cards each
The value of an item is not influenced by any ‘wear’ for 10 Coins as outlined above (see Additional
tokens the item may have suffered. Inventory).

Buy Items Immediate Use Items


Each time you return to town, shops have new Some of the consumable items in the soul shop
inventory available for purchase. have the immediate tag. These items must be used
immediately, and cannot be kept in your inventory.
Shuffle the item deck and draw 10 cards, placing
them face-up in a row for everyone to see. Redraw
any items with a gold or red background. The party

33
Vessel Offers Upgrading Ability Cards
Each ability card has two possible upgrades,
In each town there are also people willing to give up
referred to as its alpha and beta variants.
their bodies to fight against evil.
For one soul XP, a player may upgrade a base card
Shuffle the vessel deck and draw 3 cards, skipping
that they already possess, replacing it with either of
any legendary, mythical, and peasant vessels, and
the two upgrade variants for that card.
placing the drawn vessel cards face up.
You may never have multiple versions of the same
Any member of the party may assume any of these
ability in your deck at the same time.
vessels, or the peasant vessel if both are not
already in use, at no cost, replacing their previous
Additionally, a specific upgrade variant may only be
vessel. The new vessel begins with only the first
present once across the entire party.
perk unlocked, as usual.

An additional 3 vessels may be revealed for 10 Retraining Cards


Coins, as outlined above (see Additional Inventory).
If you find you’d like to adjust your play style, or that
a particular ability just isn’t working out the way you
Vessel Exchange imagined, you can exchange it for another ability
card for a cost of 10 Coins.
Just like how two heroes could exchange their
vessels during an adventure, they can do so at any
Base level cards are exchanged for other base level
time during the Town Phase.
cards, and upgraded cards for other upgraded
cards, so no soul XP is lost in the bargain.

Buy & Upgrade Ability Cards


Whenever an adventure is successfully completed, Vessel Perk Unlocks
heroes will typically gain one or two Soul XP from
As the party’s legend grows, they gain access to
the adventure’s rewards, which they can use to
ancient knowledge, training and information
acquire or upgrade ability cards.
through various connections.
Players don’t have to spend their soul XP right away,
All of this may enable a hero to learn more about
and can choose to save them up if they wish by
their vessel and its history to unlock its full
placing a ‘Special’ token on their ‘Soul XP’ slots on
potential.
their player board.
If the party agrees, a player can spend two Legend
points to unlock either one perk from the second
Buying Ability Cards column.
Players can permanently acquire any base ability
card from the deck of abilities for a base cost of To unlock a perk from the third column, they need to
one soul XP if they have eight ability cards or less spend three Legend points, but this requires having
already, or two soul XP if they already have nine or unlocked a perk from the second column.
more ability cards.
Keep in mind that by default only one perk can be
You may have any number of ability cards, and once unlocked and active per column, not both.
acquired, ability cards remain with you for the rest
of the campaign, but you can never have the same To show a perk as unlocked, simply remove the
ability card twice (regardless of its variant). Perk Blocker token that was placed on top of the
given perk when the vessel was taken over.
Additionally, the same ability card may only be
represented up to two times within the party, no
matter if it’s a base or upgraded variant. Retaining Synchronization
When a hero switches vessels for whatever reason,
make a note of which perks that player has already
unlocked for that vessel.

34
If the same hero later returns to the same vessel,
The First Tier
they retain access to the perks they’ve already
unlocked for it. In the very first tier (“Nathender”), keep in mind that
the initial adventure “The Escape” is the prologue
and does not count towards the total of three
Select Next Adventure adventures the party will complete in that tier.

Once they’re done with their shopping and So after playing “The Escape”, the party still gets to
upgrades, the party should discuss which adventure play three regular adventures of the first chapter.
they want to play next based on their strengths,
interests, and the possible rewards.
The Final Tier
The party can pick any adventure that is part of the In the fifth and final tier, reflecting the rising action
current campaign tier and which has not been towards the finale of the story, the party will play
attempted before. only two adventures of their choice before
advancing to their final encounter with the
Neverwake Dragon.
Adventure Tracker
During the town phase, remember to add the
adventure token for the last adventure to the Failing The Campaign
adventure tracker.
It is possible for a party to be wiped out and fail the
Once the specified number of adventures have been campaign as a whole.
completed in a given tier - 3 in most cases -, the
party will advance to the next tier and a new set of This occurs when all players lose their vessel
adventures and items will become available. during an adventure and everyone has become a
“Vesselless Soul”.

Traditionally in this scenario the campaign is over,


Campaign & Tiers and you would start again from the beginning.
The entire campaign of Soulless Vessel is divided
into five distinct tiers, each forming a chapter of the Alternatively however, you may simply count the
overall story taking place in a unique region such as adventure as failed and move on as usual, acquiring
Nathender, the Leyforest, or the Desert of Shakum. new vessels for the party in the town phase.

Each tier introduces new map tiles, enemies and Afterall, you should play the game in a fashion that
items, and each has its own set of adventures is most fun for everyone!
available to be played while the party is in that tier.

The campaign starts at the first chapter and tier


called “Nathender”.

Advancing Tiers
When the party has completed three adventures in
a given tier (successful or not), they advance to the
next tier of the campaign.

A brief story text sets the scene for the new area,
and describes the party’s journey.

Additionally, when advancing to a new tier, follow


the instructions listed after the story text for
introducing new items to the item deck.

35
Simply remove the AI cards with the threat values:
Optional Game Rules 1, 2, 3, 5 and 13.

This section presents several optional rules that you


may use to taylor the experience to your taste.
Singleplayer / Solo Campaign
This section also outlines rules to play entirely It is entirely possible to play Soulless Vessel alone.
alone or with just two players (as opposed to the
recommended three to five players). When playing in this fashion, you will control three
heroes. You follow the same rules that a regular
party would to pick starter decks, vessels and
Difficulty: At Death’s Door items.

With this rule enabled, all vessels are considered to At the beginning of each round, you can openly
have one less toughness on each of the three rows. commit to two cards per hero (while keeping their
decks separated), and commence with the game
This effectively means they can sustain a total of
round after doing so.
three less scratches before dying.
Since you will be able to perform highly optimized
This makes suffering wounds more likely and
strategies (as you effectively forfeit the
requires a more steady usage of healing items and
non-communication rule at the beginning of a
abilities.
round), it is recommended to play with a higher
difficulty than you normally would.

Difficulty: Neverwake Horde Other than that, no special rules apply!


With this rule enabled, enemies either sustain more
wounds before dying or appear in greater numbers.
2-Player Campaign
Treat the party as if it had one more hero
When playing with two players, each player will
participating for all purposes of spawning enemies.
control two heroes at once.
This rule cannot be applied when playing with five
At the beginning of a round, each player takes the
heroes.
hand cards of one of their two heroes and commits
to up to two cards (face down), then does the same
procedure for their other hero.
Difficulty: Starved Economy
With this rule enabled, all income of Coins is Once both players are ready, reveal the cards as
reduced by 50% (round up). usual and start discussing tactics and strategy.

This applies to items sold (so items sell for 25% of The repercussions are quite similar to the solo
their displayed Coin value), Coins gained from campaign. So also in this case, it is recommended
adventure rewards or vessel perks and so on. to play with a higher difficulty than you normally
would.
This does not affect the income of Soul Shards.

This rule will make rewards feel more rare and


appreciable, and forces the party to improvise a lot
more with what they have.

Difficulty: Smart & Mean


With this rule enabled, certain weak AI cards will be
removed from the AI card deck entirely, making it
more likely for enemies to behave in unforgiving
ways or having special abilities enabled.

36
When this happens, calculate the average value in
Optional: Enemies Drop Loot both Coins and Soul Shards that each existing hero
This rule is best combined with an increased has among their equipment.
difficulty or the “Starved Economy” difficulty rule.
With this optional rule enabled, the party will obtain The party immediately adds both average amounts
an item whenever an enemy group is defeated (the (round down) to their stash.
moment its reference card is discarded).
The new player may choose any one vessel based
The last model of the defeated group leaves a on the current campaign tier:
Dropped Item token beneath it. The party draws two
● Chapter 1 - Only rarity “Common”.
item cards and keeps the one with the lower value.
● Chapter 2+ - Up to “Rare”.
Place the item near the token. It can be picked up by
● Chapter 4+ - Up to “Legendary”.
spending one movement point.

Important: Do not apply this rule to enemies that The party immediately gains an amount of Legend
can spawn infinitely through an event, like “Ambush” Points equal to the current chapter tier. So in
or “Neverwake Apparition”. This is to prevent an Chapter 3, the party would gain 3 Legend Points.
infinite loop of looting items during an adventure.
The joining player gains one Soul XP for every
adventure that has already been completed during
OPtional: Card Drafting this campaign.

Some players or groups may feel overwhelmed with After determining the vessel and adding the
the amount of ability cards that they could consider resources, the party will take an extra town phase
for their deck building efforts - especially when you and may add two additional rows of items (either
are new to the game. regular items or Soul Shop) at no cost during this
Town Phase in which the new player joins.
With this rule enabled, the party will experience
Keep in mind that the party may only buy one item
more improvisation, while limiting themselves with
from each of these extra rows, as described under
the amount of options to consider at any given time.
Additional Inventory.
During each town phase, the party draws 10 random
ability cards (only base level cards). Any party
member can learn one of these by spending Soul
Leaving A Campaign
XP as usual. If there is a base level card that a In some situations, a player may have to leave a
player already possess, they can still purchase the campaign while the rest would like to continue.
option, but will upgrade their existing card instead,
and can feely choose the Alpha or Beta upgrade To resolve this, remove their vessel and ability card
variant. By spending 10 Coins, another 5 ability deck first.
cards may be added to the list of options for that
Then, calculate the average value in both Coins and
Town Phase.
Soul Shards that each existing hero has among their
If the party wants to draft for cards at the beginning equipment.
of a campaign (instead of using a premade starter
The party can keep the departing player’s items, but
deck), provide each player with 10 random base
must collectively discard items and/or available
level cards of which they take 2. Every player
currency with a combined value equal to or greater
repeats this process until they have 6 base level
than the average for each currency. In this scenario,
cards.
take the full value of each item into account, not its
typical sell value.
Joining Later In the Campaign If the party can’t or doesn’t want to pay these
You may run into situations where you have already “debts”, they can also note them down. Any
been playing an ongoing campaign, and a new currency they receive goes to pay their debt until it
player wants to join it with a fresh hero. is fully paid. Only then the party can begin to save
up on the given currency again to spend it
elsewhere.

37
Tabletop Simulator Guide Lock / Unlock Object
By pointing your mouse cursor at an object and
In this section we would like to provide you with a
hitting the “L” key, you can lock an object in place so
brief introduction of specific features of Soulless
it won’t be accidentally moved.
Vessel within Tabletop Simulator.
In the same fashion, an already locked element can
be unlocked again to move it around.
Take A Seat
This is useful to fix placed map tiles, so that players
Upon joining a session, every player needs to
don’t accidentally pick them up when moving
choose a virtual seat. This will assign them to a
models or tokens on the board.
specific player board and location for their hand
cards, and give them a distinct color.

At the top right corner, each player clicks on their Draw Line-Of-Sight
own name to choose a color. Then you will see orbs To check for line-of-sight, you can simply place your
at the different locations on the table and simply mouse cursor at the origin point (the center of the
click on one of them to assume that seat. square) and then hold the “Tab” key while dragging
to draw a line between the initial position and your
current mouse cursor position. The line will
Shuffle disappear as soon as you release the “Tab” key.
In many instances, you will need to shuffle a deck of
This way you can easily see if the line crosses a
cards. Simply point your mouse cursor at the deck
non-walkable square and therefore breaks
and press “R” (as in “randomize”). The same
line-of-sight.
function works for rolling dice as well.

Flip Look at Facedown Cards


There may be cases where you have already placed
To turn scratches over, hide or reveal ability cards,
a card face down and want to quickly see what it
or reveal cards from other decks, they need to be
was (e.g. in case you forgot).
flipped. While dragging or hovering over an object,
press “F” to flip it.
You can hold “ALT” + “SHIFT” while pointing at the
card to see its face-up side.

Draw Card vs. Move Deck


If you quickly “drag and drop” from a stack of cards Quick Draw Card
or stacked tokens, you take the topmost element
You can conveniently take a card into your hand by
away from it.
pointing at it with your mouse cursor and hitting the
“1” key (the other number keys will draw multiple
If you want to move the entire stack instead, you
cards from a pile to your hand, but that isn’t usually
can press and hold the mouse until the stack lifts
needed in Soulless Vessel).
up. Then you can move the entire stack.

View Card Rotate Object


In some cases, you may want to rotate an object, for
If you have trouble reading a card or you don’t want
instance a map tile or a model on the game board.
to adjust your entire camera view for a quick read,
you can hold the “ALT” key while hovering over a
While dragging it or hovering over it, press the “Q” or
card or object to get a zoomed-in view of it.
“E” keys to rotate it.
While holding “ALT”, you can use your mousewheel
The rotation increments can be set at the right hand
to zoom in even further.
end of the top menu.

38
Ping End Of The Rule Book
Sometimes you may want to draw your party’s
We want to thank you for playing our game and we
attention to something on the game board, e.g. to
hope you will enjoy it!
mark an enemy or to show them a card.
We want to encourage our players to be active
By hitting the “Tab” key, you can create a ping
members of our community by asking questions,
symbol on your current mouse cursor location. It
providing feedback or ideas. For that reason,
will show an arrow in your own color and make
consider joining our Discord:
other players aware of it via a sound effect.
https://discord.gg/N8FuxtFgHB

In case you enjoy playing Soulless Vessel and want


Take Multiple From Bag to help speed up the creation of future campaign
When taking an item from a bag, while still holding chapters, please consider subscribing to our
the item (with the left mouse), more elements from Patreon. 100% of the funding will be used to pay for
bags can be taken by using the right mouse button. art works or other operational costs:
https://www.patreon.com/soullessvessel

Dice Roller Tool


Thanks To our Patrons!
To assist the rolling of dice in Soulless Vessel we’ve
created a number of helpful automatic features built We would like to shout out a big thank you to our
into the game board. Patrons - you’re awesome!

You can automatically produce the correct


combination of dice for a given pool by clicking on ArksFellon
its name, and make one-off adjustments using the + Benni
and - buttons next to each die type. Dani
David McSweeney
Cursed Dice from wounds will automatically be Derp
added to the dice pool as well. DrasTPM
Dashiel Nemeth
Rolling these dice with the roll button or pressing Feralus (Founder)
the results button will automatically summarize the Frau Hansen (Founder)
results of the roll for the table, and you can clear GigglingRaven
these dice from the table with the clear button. jambit
Ken Merkel
The automatic dice pool buttons read the selection MerYeM
of die-tokens you’ve placed in the row just below Naomi Seeling (Founder)
them on the player board, so you must keep these Patrick Nimmich
tokens up to date for this feature to function. Robert Scheffler
Sirisak Phichitkawin
Strumiker
End Round Button Thomas
Tungar
William FINK
WritKobold
The displayed button can be found on the initiative
tracker. It should be pressed whenever a round has
ended. This function will automatically discard all AI
cards and collect the heroes’ Soul Tokens to go
back to their default positions.

39

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