Gloom of Kilforth.rules.en
Gloom of Kilforth.rules.en
Gloom of Kilforth.rules.en
1. Components p3
2. Setup p4 The land of Kilforth is a perilous domain filled
3. Card Anatomy p5 with nefarious monsters, mysterious strangers and
treacherous locations. Throughout the land, various
4. Winning the Game p10 factions vie for power - the supposedly noble Order
5. Playing the Game p10 of the Rose, the terrifying Doom Guard, and the
6. Daylight Phase p11 evil Overlord Masklaw to name a few. At the heart
7. Hero Turn p11 of Kilforth is the Sprawl, a huge city where intrepid
heroes begin their journey to fame and fortune. Over
8. Actions p12
the coming month, a deadly ‘gloom’ will descend upon
9. Engagement p18 Kilforth, through which the heroes must battle to
10. Deeds p19 prove their worth, defeat a primordial evil, and save
11. Night Phase p22 the land from darkness.
12. Additional Rules p22
Gloom of Kilforth is a game of high fantasy
13. Rules Reference Guide p23
with a gothic edge, where 1-4 players, working
14. Summaries p26 individually or together, assume the roles of heroes
on a journey through a dark world of magic and
Credits peril. They will visit strange places, stranger people
and defeat powerful enemies in their mission to
Game Design & Development: Tristan Hall discover mysterious artefacts and mystical spells.
Music: Francesca L Hall Each player follows their hero’s tale, an epic saga
Art: Ania Kryczkowska, Roman Hodek, Jackie Brown
from modest beginnings through to a climactic
battle that will decide the fate of the world.
Graphic Design: Tom Howard, Darren Marks
©2015 Hall Or Nothing Productions. All Rights Reserved. This product is a work
of fiction. Any similarity to actual people, places or events included herein is purely
coincidental. All characters, character names and likenesses thereof are property
of Tristan Hall. Reproduction or use of the material or artwork herein is prohibited
without the express permission of Tristan Hall. Made in China. Not suitable for
children under 36 months due to small parts. This product is not a toy, nor intended
for use by children under 12 years old. Listen to the official original piano soundtrack by
Francesca L Hall, search "Gloom of Kilforth soundtrack"
on YouTube, or visit: http://bit.ly/2dLnXHm
Gloom of Kilforth
1. Components TOKENS
25 Location cards
First Hero Marker: Identifies
4 Ancient cards the player that acts first at the
start of the Day.
4 Ancient Abilities cards
24 Plot cards
8 Race cards Loot: claimed by heroes for clearing
plots and obstacles, or instead of gold on
8 Class cards Reward cards, provide one-time bonuses.
32 Skill cards (8 in each of 4 types)
25 Night cards
Action Points (AP): represent how many
24 Saga cards (3 for each saga) Actions a hero may take during a Day.
Note: engagements and Deeds (described
82 Encounter cards
later) are minor actions which do not
74 Reward cards consume AP.
16 Enemy tokens (4 for each hero)
16 Fate tokens Enemy: placed on a Stranger to show it is
4 Hidden tokens now an enemy to the hero who is using this
colour of Enemy tokens.
60 Gold tokens
32 Action Point tokens
32 Health Point tokens
Fate: one-use only tokens, each can add 1
24 Obstacle tokens success to a Test.
82 Loot tokens
1 First Hero marker (+ 1 spare)
8 Hero standees
4 Ancient standees Gold: the currency of the game.
6 Six-sided dice
1 Loot bag
Gloom of Kilforth
2. Setup
SUGGESTED PLAY AREA LAYOUT
7 5 14 13 Ancient
Night Card Night Discard Skill Plot Ancient Abilities
9 10
8 Encounter Discard 1 Map - Play Area Reward Discard
Barrow Moor
Barrow Moor
Dark Mire
Dark Mire
Lava Canyon
Lava Canyon
Old Wood
Old Wood
Heroes may perform 1 Move action here to move Heroes may perform 1 Move action here to move
175 directly to Lava Canyon. ©2015 Tristan Hall 177 directly to Old Wood. ©2015 Tristan Hall
Lava Canyon
Lava Canyon
Barrow Moor
Barrow Moor
Heroes may perform 1 Move action here to move
183 directly to Barrow Moor. ©2015 Tristan Hall
11
Sprawl City
Sprawl City
Old Wood
Old Wood
Dark Mire
Dark Mire
Heroes may perform Market actions here. Heroes may perform 1 Move action here to move
L22 ©2015 Tristan Hall 188 directly to Dark Mire. ©2015 Tristan Hall
To prepare Gloom of Kilforth, the following setup steps are 4. Sagas: Each hero takes a three card saga set –
performed in order: “Chapter 1 & 2”, “Chapter 3 & 4”, and “Finale
& Totem”. The heroes decide whether to
1. Map: Place the Sprawl City location in the centre allocate saga sets so that they match their heroes’
of the table, colour side up. Shuffle the remaining classes (see below), or allocate saga sets randomly
locations and randomly place them around Sprawl amongst the heroes. Then, each hero places their
City, colour side up, to form a 5x5 grid with Sprawl “Chapter 1” card face-up in their play area –
City in the centre. This array of 25 locations is this is their current saga chapter.
called the map. For their first game players should match sagas as:
2. Races: Each hero chooses a race card (or draws one Priest – Rescue Villagers
randomly if preferred) and chooses its male or Rogue – Assassinate Lord
female side. Warrior – Take Fortress
3. Classes: Each hero chooses a class card (or draws Wizard – Steal Artefact
one randomly if preferred).
5. Skills: Each hero places all the skills of their class’
Gloom of Kilforth
skill type face-up beside the map.
6. Unused race, class, skill and saga cards are removed 12. Tokens: Put the Loot tokens in the Loot bag.
from the game. Place each pile of tokens in a token pool beside the map.
Each hero takes:
7. Night Deck: Shuffle the Night deck and place it
face-down beside the map. a. 4 Health Points,
b. 4 Fate tokens,
8. Encounter Decks: Separate the encounter cards c. 1 gold,
into 4 separate decks, one for each terrain
type - Badlands, Forest, Mountain, and Plains. Shuffle d. 4 Enemy tokens (in their colour of choice),
each deck separately and place it face-down beside e. and 4 Action Points (for Breaking Camp, see p. 11).
the map.
13. Ancients: Shuffle the Ancient cards and draw 1 (in the
9. Reward Decks: Separate the reward cards into 4 cooperative game each hero draws 1 Ancient), then place
separate decks, one for each reward type - Spell, it face-up beside the map alongside its Ancient Abilities
Title, Item, and Ally. Shuffle each deck separately and card. The remaining Ancient cards are removed from
place it face-down beside the map. the game.
10. Hero Starting Rewards: Each hero draws 2 cards 14. Plots: Take the plot cards that match their Ancient(s),
from a reward deck of their choice, taking one into shuffle them into separate piles for each Ancient, and
their hand and shuffling the other back into its place them in a deck face-down beside the map.
respective deck. They may keep their hand secret, The remaining plot cards are removed from the game.
choosing not to show the other players their choices.
15. First Hero: The hero with the highest Sneak value
11. Hero Standees: Each hero places their hero standee on (as found on their race and/or class card) is the First
Sprawl City. Hero (decide randomly if tied) and takes the First
Hero marker.
3. Card Anatomy
NORMAL SIDE
LOCATIONS
Old Wood
retreated behind the safety of Sprawl City’s walls. Today, the land
Dark Mire
Dark Mire
is littered with the long forgotten remnants of archaic civilisations 1 3
and overgrown ruins, home only to untamed denizens of evil
purpose. Only the bravest and most foolhardy souls dare venture
out into the wilds now.
Locations are used to form the map of Kilforth that the heroes 2
will traverse. There are 25 locations: Sprawl City, which Heroes may perform 1 Move action here to move
marks the centre of the map, and 6 each of Badlands, Forest, 188 4 directly to Dark Mire. ©2015 Tristan Hall
1. Name.
Old Wood
Dark Mire
Each hero hails from one of eight different races – Dark Elf,
Dwarf, Elf, Half-Demon, Half-Elf, Human, Orc, or Vampire. 2 3
Each race bestows a set of different values in four core
attributes – Fight, Study, Sneak, and Influence – which will 3 3
be used when tackling different types of encounters. A hero
may choose to play as either male or female by placing the
respective side face-up - they’re otherwise identical.
4 1
1. Name. 5 3
2. Fight value - strength and combat ability used to
battle Enemies.
3. Study value - intelligence and arcane knowledge
used to complete Quests.
6
4 1 Half-Demon
7 Demon
4. Sneak value - stealth and cunning used to 8 (Hero): Heretic - Add +1 to your tested
explore Places. attribute value in each Test against a Demon.
Race
5. Influence value - charisma and credibility used Not all of Veil heritage are intent on destroying
9 the civilised races.
to influence Strangers.
CLASSES
Gloom of Kilforth
SKILLS
Heroes must arm themselves with more than just their swords - their
wits will keep them alive. 3
1. Name.
SAGAS
The sagas of the scholars and bards will determine who passes
1
into legend… and who merely passes on, into the Veil.
12. HP - the damage required to defeat this encounter. Stranger Noble, Villain
REWARDS
7
Endless tales of age-old, priceless treasures lure explorers out
8 from the safety of the Sprawl and into the untamed wilderness of
Kilforth. But to discover the most powerful rewards, heroes must
track them down first.
Usually rewards are earned in two stages:
1. Rewards are earned by heroes when encounters are
1
defeated – they go into the hero’s hand as ‘Rumours’
to be discovered.
5
6 2. The hero ‘Discovers’ the reward by going to its listed
2 location and playing a Discover action (p. 15) to put
it into play.
But occasionally Rewards can be put directly into play, such
3 4
as by using the Market action, or as Trophies from defeating
certain encounters.
1. Name.
Rewards come in four types - Items, Titles, Spells, and
Allies. Each can boost a hero’s attributes and/or provide 2. Reward Type - Item, Title, Spell, Ally.
bonus Actions and other abilities to help the hero in their 3. Location – where a hero needs to be in order to put this
adventure. card into play from their hand.
As a reference, keywords for each type include: 4. Gold value - denotes value, and cost to buy this card.
5. Keywords - an asterisk * denotes a unique keyword,
Type Unique Keywords
indicating that the hero can only possess one card with
Ally Arcane, Martial, Pious, Shadow this keyword at a time.
Armour, Jewellery, Potion,
Item
Weapon 6. Ability (not pictured on this card).
Spell Aid, Combat, Healing, Kinetic 7. Attribute bonus - added to the hero’s core attribute.
Title Order, Rank, Reputation, Steed 8. Study Attribute - the lock indicates that this value is the
Gloom of Kilforth
minimum Study a hero must have to use this spell.
NIGHT
4. Effect.
ANCIENTS
From beyond the Veil, ancient beings gather in the darkness and
bide their time. Sending villainous minions and spies out across
Kilforth to undertake evil machinations, these powerful entities
2 5 seek to twist and destroy the fragile existence of the free people.
t of ag rrible ar r.
Ancien
di m en to a te
embo aves in d despai
ses of sl
his mas to inflict suffe
is
ring an
5 Hall 10 5. Gold value - gold earned when defeating the Ancient.
purpose ©2015
Tristan
anyon
Lava C
172
4
Each Ancient has a matching Ancient Abilities card detailing its
abilities, and effects which take place each Night Phase.
Alternatively heroes can shuffle these cards to randomly
determine an Ancient’s abilities for extra play variety.
PLOTS
1
The Ancients send forth their minions ahead of them to erect hideous
altars, corrupt the weak-willed, and to sow terror, pain and fear into 2
the hearts of their enemies. 3
Plot cards are placed by Ancients during the Night Phase and are
similar to Encounter cards, but they have different requirements
to defeat before they can be claimed as rumours. If left
unresolved, they will make the Ancients more powerful.
1. Name.
2. Ancient - denotes which Ancient places this type of card. 4
3. Keywords - referenced by a hero’s saga chapter cards.
5 7
4. To Defeat - requirements to defeat this card.
6
5. Location - type of location where this Plot appears.
6. Ancient Ability - added to Ancient if Plot is not defeated.
7. Loot - earned by hero who defeats this card.
Gloom of Kilforth
4. Winning the Game
Time runs out, and the game ends, at the end of the Daylight
phase of the 25th Day.
Gloom of Kilforth
The following section provides the rules on how and when Actions and Camp can be performed. It’s followed by detailed
sections explaining Actions, engagement, and Deeds, and then that’ll be the Daylight Phase covered!
At the beginning of their turn, the hero must first engage all
BREAKING CAMP enemies at their location, if any, in the order of their choice.
An enemy is either a “Stranger” encounter card that this hero
Each hero takes a number of Action Points (AP) equal to their has placed an Enemy token on, or an “Enemy” encounter
current Health Points (HP); so 4 total AP on the very first day. card. To engage an enemy, the hero and the enemy perform
an engagement (see Engagement p. 18).
When all heroes have made Camp, the Night phase begins
(see p. 22). ACTION OR CAMP
Note: To make Camp is just a thematic way of Once all engagements are resolved, if the hero has not yet
saying you’re finished doing stuff this phase and you made Camp (as the result of an escape or defeat from an
wish to pass from hereon in. engagement, for example), they must either:
Only once these requirements are met can the hero declare
their turn complete.
During their turn, as long as they’re able to, a hero also has
the option of performing as many free actions, called ‘Deeds’,
as desired at any point within their turn (see Deeds p. 19).
The first hero to make Camp each Day takes the First Hero
marker, and thus will take the first turn the next Day.
Gloom of Kilforth
8. Actions
Important: Throughout the game, whenever a hero loses HP, the hero also loses 1 AP for each HP lost.
When performing an Action, the hero spends 1 Action Point (AP) to do one of the following:
ACTION SUMMARY
MOVE Move to another location (either orthogonally adjacent or elsewhere via a shortcut)
CLEAR Remove an obstacle or plot from the hero’s location and gain 1 Loot token.
SEARCH Draw and place an encounter at the hero’s location.
HIDE Become Hidden, allowing the hero to get an edge in a future engagement.
CONFRONT Attempt to defeat a Quest, Place or Stranger encounter and gain a reward (cards and/or gold).
REST Regain a Health Point.
DISCOVER Move a card from hand into the play area.
MARKET Buy and/or sell cards, with the option to pay gold to regain Health Points.
REGALE Complete the hero’s current saga chapter / finale.
ACTION: MOVE
Move to an orthogonally (non-diagonally) adjacent location Some encounters cards have the Ability Type
or, if the hero’s current location shows a shortcut, move to ‘Event’. These are resolved immediately by the
another location showing the same shortcut. A hero may active hero and then discarded. Heroes cannot
not move off the map. team up to tackle Event encounters.
Gloom of Kilforth
ACTION: CLEAR ACTION: HIDE
Heroes face many mundane obstacles on their travels, be they Restriction: Hero must not be Hidden.
upturned carriages, snow drifts, avalanches, mud slides, local
The hero is now considered Hidden. They take a Hidden
bullies or other ambient hindrances in the hero’s path which
token from the token pool and place it next to their hero to
prevent them from reaching their goal. Overcoming these
show this.
obstacles will almost always curry favour with the locals and
provide its own remunerations.
Important: A hero can choose to no longer be Hidden at
any point in the game, during their turn or not, by simply
Restriction: Hero must be at a location with 1 or more
returning their Hidden token to the token pool.
obstacles or, if there are no obstacles, 1 or more plot cards.
Note: Obstacle tokens are usually placed by Night gaining the element of Surprise when you
cards. They stop you doing Search and Confront engage an enemy,
Actions for encounters, but they don’t hinder
evading an enemy instead of battling it.
movement or anything else! Plot cards are placed by
Ancient abilities and whilst they don’t hinder you
Being Hidden doesn’t hinder any other Actions
immediately, if left unchecked they could be your
except where the rules specifically state it. Heroes
downfall come the end of the game...
automatically stop being Hidden and lose their
Hidden tokens at the end of the Night phase!
ACTION: SEARCH
Draw a card from the location’s encounter deck and assign it Sneaking into deadly places, influencing powerful strangers,
(face-up) to the hero’s location. fulfilling challenging quests, and battling terrifying enemies -
these are the tests which separate the fables from the footnotes.
Gloom of Kilforth
Test Confront
To conduct a Test, the tester (be it hero or foe) performs In detail, the hero Confronts the encounter as follows:
the following steps in order:
Choose one of the attributes shown on the encounter, and
1. Determine how many dice to roll, which is the sum of: Test the hero’s corresponding attribute. If the encounter’s
value in that attribute is less than or equal to the hero’s
a. The tester’s value in the attribute being tested. number of successes, the hero defeats the encounter and
b. Add any attribute bonuses the tester has in claims its reward (see Reward, p. 15).
this attribute. Veiled cards (see below) do not
directly contribute any bonuses to Tests. If the hero has fewer successes than required, they haven’t
c. Add 1 if the tester has Surprise. defeated it yet, but they make a note of their total number of
successes so far. Track successes using any type of token. On
future turns, the hero can perform another Confront action
Note: A Hero’s attribute value is found on their
to add more successes, and use their total accumulated
Race card, and bonuses on cards in the hero’s
successes to defeat the encounter.
play area. It’s possible for an encounter itself
to perform a Test (e.g. an enemy will perform a
A hero loses all of their accumulated successes if they leave
Fight Test during a battle); its attribute value is
the location or make Camp, or if another hero defeats the
found on its encounter card. Surprise is a bonus
encounter first. Until then, they must continue to use the
that is awarded by rules or card effects during
same chosen attribute for all of their Confront actions against
some encounters. If it hasn’t been awarded,
this encounter.
then a tester doesn’t have Surprise.
Strangers have several special rules that do not apply to
other encounter types:
2. Roll the determined number of dice.
Heroes cannot Confront a Stranger while Hidden.
3. The testing hero may optionally perform any of their Heroes can only Test their Influence attribute, even if the
re-roll and die manipulation abilities on the remaining Stranger has other attributes.
dice. If the hero has zero total successes after a Test (including
accumulated successes from previous actions), the
4. Gain a success for each die showing ‘5’ or ‘6’. Stranger becomes an enemy to that hero: they must
place one of their Enemy tokens on the Stranger.
5. Fate: The testing hero may optionally add 1 success The hero can choose to intentionally make the Stranger
by calling on Fate – this is done by discarding either a an enemy (instead of rolling) as their Confront action.
Fate token or a rumour – but it’s only allowed if that
hero has not yet called on Fate at all during this Day. Whilst a hero’s Enemy token is on a Stranger, it counts as
an enemy instead of a Stranger for that hero - but not for
other heroes - for the rest of the game. Since they are now
an enemy in the hero’s location, the hero will engage them
when their action completes; which is now. For this first
engagement, neither side can have Surprise.
Gloom of Kilforth
Reward: Loot and Rumour
ACTION: DISCOVER
Each time a hero defeats an encounter, they perform the
following two Reward steps in order... Take a reward card rumour from the hero’s hand that has the
same location as the hero’s current location, and place that
1. Loot Step - The hero may either: rumour in the hero’s play area, turning it into a usable asset.
2. Rumour Step - Then the hero may either: Important: Each reward card has a unique keyword
identified by an * asterisk. A hero can only have at most
a. Place the defeated encounter card in one asset with each unique keyword. If the hero already
their hand as a rumour, or has an asset with this unique keyword, the old asset is
discarded when the new reward card enters play.
b. Discard the defeated encounter card, and
draw a card from the reward deck that
Type Unique Keywords
corresponds to the encounter’s reward type,
the most common of which are shown in the Ally Arcane, Martial, Pious, Shadow
chart below. The hero then places the reward Item Armour, Jewellery, Potion, Weapon
card in their hand as a rumour.
Spell Aid, Combat, Healing, Kinetic
Title Order, Rank, Reputation, Steed
Encounter Type Reward Type
Enemy Item
Limit of 6: Each hero can only have a maximum of 6 assets
Place Title
in play, 6 Loot tokens in play, and 6 rumours in hand. If they
Quest Spell ever have more, then after resolving the ability or process
Stranger Ally that led to that situation, they must discard down to 6.
Gloom of Kilforth
Saga Finale Completion
Requirement: A hero must be at the location listed on their
finale before they can Regale it. Unlike saga chapters, Finales
do not cost 5 gold to complete.
b. remove the totem card from the game and gain gold
equal to its gold value.
Gloom of Kilforth
9. Engagement
STAGE 3: BATTLE
A hero knows that ultimately every negotiation comes down to
the threat of the sword.
Place HP on the foe equal to its health. This stage consists
of a series of battle rounds, which continue until the hero is
Engagements do not cost AP, and are mandatory for any hero
defeated, the hero escapes, or the foe is defeated. In each
in a location with an enemy.
battle round, the following steps are performed in order:
An engagement is an attempt by a hero to defeat a foe.
1. Skirmish: the hero and the foe each separately
Usually a foe is an Enemy encounter card and does not
resolve a Fight Test (see Test p. 14). For each success
require an Action to engage.
the hero gains, the foe will lose 1 HP. For each
success the foe gains, the hero will lose 1 HP and
The way to defeat an encounter through an engagement is
1 AP. Once both Fight Tests are finished, all lost HP
different from that of defeating other encounter types (which
are removed from the hero and the foe
is usually done through the Confront Action). An engagement
simultaneously.
is made up of 3 stages:
Important: If either the hero or the foe had Surprise, it is
Stage 1: Determine Surprise
now lost for the remainder of the battle.
Stage 2: Evasion Opportunity
Stage 3: Battle
2. Foe Defeated Check: If a foe has no HP, it is
defeated and the hero gains a reward (see
Details on how to perform each stage follow.
Reward: Loot and Rumour p. 15).
If the foe is a Stranger which the hero just placed their Enemy 3. Hero Defeated Check: If the hero has no HP, they
token on this turn, no one gains Surprise – skip the remainder are defeated with the following consequences - the hero:
of this stage. Otherwise...
Makes Camp and ends their turn immediately
An Enemy drawn from the encounter deck this Hero (even if part of a team with another hero as the
Turn has Surprise, unless the hero is Hidden. active hero, they must still follow these steps -
see Deed: Team p. 20).
If the hero is Hidden whilst at a location with an Returns their gold to the token pool.
enemy they must either choose to no longer
Either sacrifices 1 asset or discards 1 rumour.
be Hidden and gain Surprise, or they may
try to evade the enemy whilst remaining Hidden... Returns their hero standee to Sprawl City.
Cannot be affected by abilities.
STAGE 2: EVASION OPPORTUNITY 4. Escape Option: If neither the foe nor the hero
is defeated, the hero may choose to escape. If so, they
make Camp and end their turn immediately. Their
If the hero is Hidden they may perform a Sneak Test against hero standee is placed on an enemy-free location which
the foe in an attempt to evade it. If the hero’s total number would require the fewest Move Actions to move to from
of successes from the Sneak Test equals or exceeds the foe’s the battle location, not using shortcuts (if tied: the
Sneak value, then the Sneak Test succeeds and the foe is hero chooses).
successfully evaded. The rest of the engagement is skipped,
and the hero continues the game as if the foe doesn’t exist After the battle ends, if the foe is non-Ancient and not
until either the day ends or the hero leaves this location, defeated, it restores to full health.
whichever happens first.
If the Sneak Test fails, the hero is no longer Hidden and the
Note: In the Night phase, a defeated hero will
foe gains Surprise.
regain 2 HP and re-join the game, so all is not lost.
But if you’re eliminated by an Ancient, your future
Advanced Variant: If the hero’s Sneak value is higher than
contributions will be limited to cheerleading!
the foe’s the hero may choose to succeed at this Sneak Test
automatically.
Gloom of Kilforth
Engagement Example: upon moving into an empty
Badlands location an Elf Priest hero with 4 HP draws 10. Deeds
a ‘Kobold’ Enemy from the Badlands encounter deck
and has to engage it. The Elf Priest then goes to Stage
1: Determine Surprise. The hero is not Hidden, so the A Deed may be performed by a hero at any time during their
Kobold has Surprise as it was drawn this turn. turn - including during an Action, an engagement, or another
Deed. (Hidden heroes cannot perform Deeds.)
As the hero is not Hidden they do not get an Evasion
Opportunity so they move straight on to Stage 3:
Battle. The Kobold has a Trap ability “Trap: Lose 1
Deed Summary
HP” which triggers and resolves immediately before
the Skirmish step (see Trap, p. 24), so the Elf loses 1 Attempt to defeat the Ancient
HP (and 1 AP). During the Skirmish step the Kobold Assault in battle (once your saga finale is
rolls 3 dice (2 Fight dice + 1 additional die from having completed!).
Surprise) and rolls: 2, 5, and 6, forcing the hero to lose
2 HP (and 2 AP). The Elf has 2 Fight dice and rolls a Exchange gold, rumours, Loot, Item
3 and a 5, causing the Kobold to lose 1 HP. Deciding Exchange assets, Spell assets with another hero
to take no chances the Elf decides to call on Fate by at your location.
discarding a Fate token and inflicting 1 extra HP loss Defeat an encounter which has a
on the Kobold. Weakness matching one of your
Overcome
The Kobold now loses Surprise but it has more to worry keywords in play (see Weakness
about than that: during the Foe Defeated Check we p. 24).
can see the Kobold’s 2 HP have both been removed – so Resolve the Deed ability on a card or
it is defeated and the Elf claims their Rewards Resolve
token in the hero’s play area.
(see Reward p. 8).
Form a team with 1 or more other
During the Hero Defeated Check we see the Elf has
heroes at your location to jointly
survived, but with just 1 HP remaining. Had the Elf not Team
attempt an engagement or to
used Fate to defeat the Kobold they would have had to
Confront an encounter.
either survive another round of Battle, or tried to make
an Escape during step 4: Escape Option. Maybe next
time the Elf will consider Hiding before exploring…
DEED: ASSAULT
ANCIENT BATTLES Restriction: Hero must have completed their saga finale, they
must be at the Ancient’s location, and that location must
have no other encounters.
Engaging an Ancient is a special, separate Deed called an
Assault – it functions in a similar way to normal engagements Important - In the cooperative game: All heroes must have
but with the following differences: completed their saga finales before any hero can Assault
an Ancient.
It is not mandatory for a hero in the same location as the
Ancient to battle it, they must perform the Assault Deed The hero and the Ancient perform an engagement (see
to initiate battle with it. Engagement p. 18). If the Ancient is defeated, the game ends
When a hero assaults an Ancient, any unresolved plots immediately in a win. In the cooperative game all Ancients
for that Ancient are now removed from the Map and must be defeated for the win.
placed next to it. The Ancient gains any abilities or
benefits listed on their unresolved plot cards and these
plots can no longer be defeated.
There is no Surprise or Evasion when battling an Note: You’ll only perform this Deed towards the
Ancient, so skip stages 1 and 2 of the engagement. end of the game, but as it’s the only way to win,
Foe Defeated Check: If the Ancient has no HP, it is it’s also a pretty important Deed!
defeated. The hero takes gold equal to the Ancient’s
gold value, and if it was the last remaining Ancient
the game immediately ends.
Hero Defeated Check: If the hero has no HP, the hero
is eliminated from the game. All their cards and tokens
are returned to their appropriate discard piles and token
pools. All rules and card references to heroes no longer
include that hero in their consideration.
A hero cannot escape or leave the battle by any means.
All HP loss inflicted on the Ancient remains after the
battle, even if the hero is defeated.
Gloom of Kilforth
Assault Example: In the competitive game, a Hero
has completed their saga finale and is at the Old Wood,
where the Ancient Prince of Ruin awaits. There are no
other encounters at the location. The hero carries out
an Assault deed and performs an engagement with
the Ancient. All undefeated plot cards for that Ancient
are gathered together and placed next to the Ancient,
giving the Ancient their respective Ancient Abilities for
the rest of the game.
Neither combatant can have Surprise, and the hero DEED: RESOLVE
cannot escape so battle Stages 1 and 2 are skipped.
When each battle round starts the hero sacrifices 1
Asset of his choice, and since this is the first battle The hero resolves the Deed ability on an Asset or token (e.g.
round the hero discards an asset now. The hero gathers by discarding a Loot token) in the hero’s play area. If the
his dice, and the Ancient’s, and prepares to do battle. asset or token specifies ‘Veil:’, then it becomes Veiled and its
Deed can no longer be Resolved until it is Unveiled during
the next Night phase. Veiled cards or tokens do not directly
contribute any bonuses to Tests (see Unveil p. 22).
The hero may perform any number of agreed exchanges with The hero may form a team with any number of agreeable
any number of heroes who are at the hero’s location. An heroes who are at the hero’s location, with the aim of
exchange may be a one-way donation, in either direction. cooperating to attempt to defeat an encounter, resolve an
An exchange can only be undertaken in the following - gold, engagement, or complete a finale. Heroes cannot Team to
Loot tokens, rumours, Item assets, Spell assets. resolve an Event encounter. A hero may join a team even if
they have already made Camp this phase. No team member
Rumours are transferred from hand to hand, remaining can be Hidden, each must come out of hiding first.
rumours. Assets move from play area to play area, whilst
remaining assets. Each hero in a team may call on Fate during a Test performed
by the active hero (following the normal Fate limit of once per
day per hero). Teams have the following special rules...
DEED: OVERCOME
Gloom of Kilforth
Team Engagement Example Solo Hero Turn
Gloom of Kilforth
11. Night Phase 12. Additional Rules
At night the heroes must camp down and sleep, but the gloom Asset: A card may become an asset even if the hero doesn’t
spreads its deadly tendrils across the land whilst the Ancient’s currently have the capability to use it.
forces are ever watchful.
a. Draw: The First Hero draws a card from the Night deck. If an effect says to draw to find a card meeting a specific
criterion (Example: “the first Enemy”), any cards drawn that
b. Gloom Spreads: Flip the location named on the Night don’t meet the criterion are not resolved but are immediately
card to its gloom side – this is now a gloom location. discarded instead. If the required card isn’t found by the time
the deck runs out, the effect ends without the card(s) being
c. Resolve: The Night card’s effect is now resolved, found.
dependent on its card type as follows:
When the last card is drawn from an encounter or reward
Weather: Any Weather card currently in play is deck, its discard pile is immediately shuffled to form a new
discarded. Place the new Weather card in play beside deck. If the last drawn card was also discarded, include that
the map - its effect will apply until a new Weather in the shuffle.
card is drawn.
Encounter Attribute Tests: If an encounter’s attributes are
Enemy, Place, Quest, Stranger: Place this encounter modified in such a way that a hero now has enough successes
in play on the location named on the card. in that attribute against that encounter this phase to defeat
it, the hero must still trigger the appropriate rules process
Event: Resolve its effect and discard the card. in order to defeat it (e.g. perform a Confront Action, with its
If a Night card Event effect offers a choice, the associated attribute Test, which contains a rules process that
First Hero chooses. determines whether the encounter is defeated).
d. Plot: When a particular location type falls into gloom Gold: Heroes may make change at any time, and there is no
the Ancient will bring a plot card into play, as limit to how much gold a hero can have.
detailed on the Ancient’s card. This happens after
the Night card is fully resolved. Health / Health Points (HP): A hero cannot gain more HP
than their maximum health. A hero’s maximum health is
defined during setup as that which is on the hero’s race card,
Example: When a Badlands location falls into gloom but it may be increased or decreased during the game by
the Abbess of Penance places a random plot card on abilities. When a hero loses 1 or more HP, that hero also loses
that location. 1 AP (if able) for each HP lost. When a hero loses their last
HP, they are defeated. A hero can’t lose more HP than they
have.
STEP 3: DAWN Hero (Race, Class and Saga) Cards: Cannot be affected by
abilities.
Perform the following steps in order:
a. Successes: Each hero discards all encounter Obstacles: Obstacles are placed by card effects. They prevent
successes. heroes from playing Search or Confront actions in their
b. Hidden Heroes: Each hero is no longer Hidden location, and they stay in play until removed by an effect or
(return Hidden tokens to the token pool). Action. There is no limit to the number of obstacles a location
c. Defeated Heroes: Each defeated hero regains 2 HP may have.
and is no longer considered defeated.
d. Unveil: Each card and skill that is veiled is rotated to Token Limitations: There is no limit to the number of tokens
its unveiled state (see Veil: p. 14). that can be in play. If the provided tokens run out, any
substitute may be used in lieu.
Gloom of Kilforth
13. Rules Reference Guide
Example: An ability that says “When a battle starts,
Unless specifically stated, effects on cards always take gain 1 gold” would allow that hero to gain 1 gold each
precedence over the rules in this rulebook. time they start a battle.
Ability Types If multiple abilities with the same triggering condition are
to be resolved, the active hero decides the order in which to
resolve them. If there’s no active hero, the First Hero decides.
(Revealed): - A Revealed ability must be resolved
immediately when the card is drawn from its deck.
Cost - Some abilities have a “do X to do Y” construct, where
the “do X” text is considered a cost, and the “do Y” text is the
(Map): - A Map ability stays in force while the card is in play.
effect that’s resolved after the cost is paid. Such an ability
If it refers to an interaction that can be made with this card
may be performed multiple times, as long as the cost can be
(such as a battle or a Test), then the ability only affects these
paid each time.
interactions with itself. Otherwise it’s a mandatory effect that
affects all elements in play (e.g. Weather on a Night card).
Example: An ability that says “Pay 1 gold to re-roll a
If a Map ability specifies an effect that occurs during an die” may be performed multiple times in an attempt
interaction with a hero or team, then only the active hero to get the desired result. At least until your gold runs
is affected by the ability. The active hero must comply with out anyway.
the effect as much as able, but if the effect can’t be fully or
partially met, the game continues regardless.
“Enters Play:” - If an ability begins with “Enters Play:” it can
Example: A Map ability that says “When a battle only be resolved when the card goes from out of play to in
starts, sacrifice 1 Item” only applies to a battle with play (see Definitions p. 25).
this card. When a hero starts a battle against this
card, that hero must sacrifice 1 Item if they have one. “Leaves Play:” - If an ability begins with “Leaves Play:” it can
Either way, the battle continues regardless. only be resolved when the card goes from in play to out of
play (see Definitions p. 25).
(Deed): - A Deed ability is an optional ability available to its
“Sacrifice:” - If an ability begins with “Sacrifice:” it can
hero while the card is in their play area. It’s resolved when
only be resolved at the cost of removing its card from play
the hero performs a Resolve Deed.
and returning it to its appropriate discard pile. If a sacrifice
has a triggering condition, then the sacrifice may only be
(Hero): - A Hero ability stays in force while the card is in play.
made when that triggering condition occurs. A card may be
It’s a mandatory effect that affects only the hero and the
sacrificed from either a veiled or unveiled state.
elements they’re interacting with. If a Hero ability contains
“you may”, then the hero may choose whether to use the
effect or not each time it’s appropriate.
Example: An effect (on the Battle Elemental card)
that says “(Deed) Sacrifice: When a battle round
Event - An event is an encounter or Night card effect (usually
starts, gain Fight +8 until the end of the battle
in a ‘Revealed:’ format) that is resolved immediately by the
round” may only be resolved when the hero starts a
active hero and then discarded. Events may not be defeated
battle round. If they so choose - remembering that
or kept by heroes unless specifically stated. An attribute Test
Deeds are optional - they may remove the card from
generated by an event does not require expenditure of Action
play to gain the Fight +8 (i.e. 8 extra dice) benefit.
Points (unless stated on the card) and is only rolled once.
Requirements Spell - A spell asset can only be used if the hero has a Study
value equal or greater than the spell’s Study value.
Gloom of Kilforth
Relocate: Simply pick up the hero standee and place it on a
location allowed by the ability. It doesn’t cost AP and is not
Veil Example: An effect (on the Fireball card) that considered a move.
says “(Deed) Veil: When a battle round starts,
gain Fight +4 until the end of the battle round” Spend AP: Can be any type of AP (e.g. a card might specify
may only be resolved when the hero starts a battle ‘Move AP’), and it doesn’t need to correlate to what the
round, and only if the card is unveiled. If they so ability will allow.
choose - remembering that Deeds are optional -
they may veil the card to gain the Fight +4 benefit. Skill: If an ability allows a hero to gain a skill, they can only
choose from those not yet taken by a hero. Skills are limited
to those provided by the game.
Gloom of Kilforth
Definitions
Foe: The encounter you’re battling in an engagement, which
Explanations of some common terms follow. may be an Enemy, Enemy Stranger, or Ancient.
Active Hero: The hero currently performing their turn. Gain: When instructed to gain a reward, that card is drawn
Outside of a turn, there’s no active hero. from the appropriate deck as a rumour.
Adjacent: Orthogonally bordering - not diagonal, not via a Keyword: Encounter Types and Reward Types also count as
shortcut. Keywords.
Action Points (AP): represents how many Actions a hero In Play: All cards and skills a hero has; the map; encounters
may take during a Day. Note: engagements and Deeds do not on the map; face-up cards beside the map.
consume AP.
Out of Play: Cards in hand, deck, discard pile, or removed
Asset: Reward cards in a hero’s play area. from game; skills not yet acquired; the token pool.
Battle: Stage 3 of an engagement where you make Fight Tests Play Area: Includes the map and each hero’s cards in play.
against an enemy to try to defeat it.
Rumour: Reward, plot and encounter cards held in a hero’s
Encounter: a card in a location, drawn from that location’s hand.
encounter deck, or sometimes from the Night deck.
Skill level: The level of a hero’s highest skill.
Encounter Deck: the deck with the same terrain type as its
location. Strongest: The hero with the highest skill level (tie: First Hero
decides). If there’s only 1 hero, they are automatically the
Enemy Stranger: An encounter card of type “Stranger” is an Strongest.
enemy to each hero that has an Enemy token on it. It remains
a Stranger to all other heroes. Success: A successful die result during a Test, usually a
5 or a 6.
Engagement: Divided into 3 stages: Determine Surprise,
Evasion Opportunity, Battle. Weakest: The hero whose highest skill level is the lowest
amongst all heroes (tie: First Hero decides). If there’s only 1
Event: Some encounters cards have the Ability Type ‘Event’. hero, they are automatically the Weakest.
These are resolved immediately by the active hero and
then discarded. Heroes cannot Team up to tackle Event X: The hero may substitute X for any positive integer of
encounters. their choice.
Gloom of Kilforth
ACHIEVEMENTS AND DIFFICULTY MODES ENGAGEMENTS
For more information on variant ways to play, please subscribe Engagements do not cost AP.
to the game online at boardgamegeek.com.
Stage 1: Determine Surprise (+1 die) – gained by Enemies
just drawn or a hero discarding a Hidden token.
1. Loot Step: When claiming a reward for defeating an Move: Move to another location (orthogonally adjacent or via
encounter the hero Loots the location. They may either: a shortcut). Engage enemies. Draw location encounter if new
location has no encounters (engage drawn enemies). Resolve
a. Gain Gold equal to the gold value of the defeated Events immediately.
encounter card, or
b. Draw 1 Loot token. Clear: Remove an obstacle or plot from the hero’s location and
gain 1 Loot token (Maximum of 6 Loot tokens).
2. Rumour Step: Hero gains a rumour (to a maximum of 6).
They may either: Search: Location must have no encounters or obstacles - draw and
place an encounter at the hero’s location.
a. Place the defeated encounter card in their hand as a
rumour, or Hide: Become Hidden to avoid Night effects, evade enemies, gain
Surprise.
b. Discard the defeated encounter card, and draw a
reward card as a rumour. Confront: Location must have no obstacles. Attempt to defeat
a Quest, Place, or Stranger (if not Hidden) encounter and gain
Exception: When a hero defeats a Stranger that has their Enemy Rewards: Loot and Rumours. Accumulate successes (5s or 6s) on
token on it option a. must be chosen each time! this Day equal to the encounter’s chosen attribute value to defeat
it. Rolling zero successes against a Stranger will make it an Enemy!
Trophy: Perform any Trophy benefits on the defeated encounter.
Rest: Location must have no encounters - regain 1 HP.
Limit of 6: If a hero ever has more than 6 rumours, 6 assets, or
6 Loot, they must discard down to 6. Discover: Move a rumour card from your hand into your play area
when at the asset’s required location.
Market: Heal: 1 Gold per HP. Purchase: draw 3 cards from one
DEEDS reward deck, must purchase 1 (if able) and only 1, and put it
straight into play as an asset. Sell: rumours or assets for half gold
value, rounded down.
Exchange: Exchange gold, rumours, Loot tokens, Item assets, and/
or Spell assets with another hero at your location. Regale - Saga chapter: spend 5 gold, resolve keywords: discard
distinct rumours for their keyword, and discard assets (or simply
Overcome: Defeat an encounter which has a weakness matching select assets) for their keyword and gold value. Gain 1 HP, 1, 1 Skill
one of your keywords in play. matching this chapter level, then flip or discard chapter to replace
it.
Resolve: Resolve the Deed ability on a card or token in the hero’s
play area. Regale - Finale: Confront like an encounter. Gain totem if
defeated and place ancient(s) into play.
Team: Form a team with 1 or more other heroes at your location
to jointly attempt an engagement or to Confront an encounter.
HERO DEFEATED
Assault: Attempt to defeat an Ancient in battle (if your saga is
completed) if no other encounters at your location. No Surprise, no
evasion, no escape by any means, death is permanent!
If the hero has no HP during a Hero Defeated Check, or as a
result of losing their last HP by some other means (e.g. Gloom or
‘Competitive Pressure’ Rule. Weather), they are defeated with the following consequences...
In the Competitive game only: If the foe was not an Ancient, the hero: