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Components Overview....................................2 Object of the Game .........................................4 Setup ............................................................4 Game Components Description .......................9 Gems and Equipment ................................................15 Game Mechanics ..........................................17 Gameplay ....................................................18 Move, Actions and Free Actions ......................19 Move ...........................................................19 Mining Action ..............................................20 Trade Action .................................................21 Chests and Flasks .....................................................22 Scrolls and Potions....................................................23 Combat Action .............................................23 Loot ........................................................................27 Monster Cards .........................................................27 Combat Ability .........................................................28 First Strike Ability ....................................................28 Weapon ...................................................................28 Throwing Weapon ....................................................29 Shield......................................................................29 Gaar in Combat ........................................................29 Silver and Gold Cards ................................................30 Timing Icons.............................................................31 Free Actions .................................................31 Farruga Scenario Defending the Settlements ............................34 Scenarios .....................................................34 Mirrezil Scenario Threat of Mirrezil .........................................36 Brasath Scenario Banishing of Brasath.....................................38 Solo Mode ....................................................39 Contents Strategic Competitive RPG 30-120 min PER PLAYER 1-4 PLAYERS 14+ WORK IN PROGRESS
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WORKINPROGRESS - Euthia · 3 80Encountercards-9types 6double-sidedMovetokens 6Legendcards 6Artifacttiles MonsterHealth token 12HunterReward tiles 7WitchReward tiles 6Suppliestiles

Jul 05, 2020

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Page 1: WORKINPROGRESS - Euthia · 3 80Encountercards-9types 6double-sidedMovetokens 6Legendcards 6Artifacttiles MonsterHealth token 12HunterReward tiles 7WitchReward tiles 6Suppliestiles

Components Overview....................................2

Object of the Game.........................................4

Setup ............................................................4

Game Components Description .......................9

Gems and Equipment ................................................15

GameMechanics ..........................................17

Gameplay ....................................................18

Move, Actions and Free Actions......................19

Move ...........................................................19

Mining Action..............................................20

Trade Action.................................................21

Chests and Flasks .....................................................22

Scrolls and Potions....................................................23

Combat Action .............................................23

Loot ........................................................................27

Monster Cards .........................................................27

Combat Ability .........................................................28

First Strike Ability ....................................................28

Weapon ...................................................................28

ThrowingWeapon ....................................................29

Shield......................................................................29

Gaar in Combat ........................................................29

Silver and Gold Cards ................................................30

Timing Icons.............................................................31

Free Actions .................................................31

Farruga ScenarioDefending the Settlements............................34

Scenarios.....................................................34

Mirrezil ScenarioThreat of Mirrezil .........................................36

Brasath ScenarioBanishing of Brasath.....................................38

SoloMode....................................................39

Contents

Strategic Competitive RPG

30-120minPER PLAYER

1-4PLAYERS 14+

WORK IN PROGRESS

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Components Overview

Game Boards

12 Healing Potiontiles

4 Church HealingScroll tiles

12 Grey Sacktiles

Scenario board Trade board Mining and Combatboard

Knowledge board

4 Reputation tokensDie of Hope

5 Hero boards

5 Hero standees

10 Hero dice(2 per Hero)

125 Shield tokens(25 per Hero)

5 MaximumHealth tokens

(1 per Hero)

30 Action tokens(2 sets of 3 per Hero)

50 Trade tokens(10 per Hero)

150 double-sidedInteraction tokens

(30 per Hero)

60 Damage tokens(12 per Hero)

108 Hero tiles(21 for Maeldur, Dral and Keleia;

22 for Áel; 23 for Taesiri)

12 Chapter IMap tiles

12 Chapter IIMap tiles 12 Chapter III

Map tiles12 Chapter VMap tiles

14 Chapter IVMap tiles

StartingMap tile

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6 double-sided Move tokens80 Encounter cards - 9 types

6 Legend cards

6 Artifact tiles

Monster Healthtoken

12 Hunter Rewardtiles

7 Witch Rewardtiles

6 Supplies tiles

4 Farruga Dragoncards

4 Farruga Attackcards

4 Mirrezil Dragoncards

7 Event cards

3 double-sidedInitiative tokens

12 DefenseMagic tokens

24 Silver cards 24 Gold cards40 Monster cards(14 for Level 1 and Level 2; 12 for Level 3)

21 Control Playercards

8 Chaos tokens

20 Gaar tokens

4 Elemental cards

44 Essence tokens(11 for each Elemental)

4 double-sidedGlobal Effect tokens

68 Gold tokens

66 Merchanttiles

51 Dragonslayertiles

68 Alchemisttiles

42 Treasure tiles

36 Combat cards

64 Gem tokens(8 of each type)

25 MountainResource tiles

24 CaveResource tiles

25 LakeResource tiles

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Turn the other Hero tiles face down. Sort the tiles byReputation value, (the value in a star symbol), with thelowest values placed at the top. Order of tiles with the sameReputation value does not matter. Place the deck next to theHero board (11).

Place one Church Healing Scroll tile on one of the Sacks (12).

Return all components belonging to not chosen Heroes tothe box.

Hero Icons and Colors

Solo Mode

For Changes in setup and rules for SoloMode, see page 39.

ChoosingandPreparingaHero

Each player selects one of the Heroes and places their boardin front of them. Place the MaximumHealth token above thehighest bloodred slot, i.e. the initial Health of the Hero (1).Place one Shield token at the side of the same slot (2). Bothtokens should point to the initial Health of the Hero. Placethe remaining Shield tokens next to the board (3).

Place Action (4), Trade (5), Interaction (6), and Damage (7)tokens, and the Hero dice (8) next to the Hero board - all of ithas the color of your Hero.

Place 4 Gaar tokens on Gaar slots on the Hero board (9).

Take all Hero tiles and put aside the Starting Hero tiles, i.e.the ones with Hero icon on the back side. Place the StartingHero tiles face up on the Ability slots such that the tileshares the same icon with the slot in the bottom right corner(10). For further details, seeHero Tiles, page 16.

Object of the GamePlayers take on the roles of Heroes fighting an unfair battleagainst one of the three Dragons which are scourging Euthia.Over the course of the game Heroes gain Reputation forfighting Monsters and Dragons, liberating Places of Tradeand Places for Mining, selling Natural Resources, as well asdefeating an opposing Hero while controlling a Monster. Theplayer with the highest Reputation at the end of the game isthe winner.

Setup

Dral(blue)

Keleia(yellow)

Áel(white)

Maeldur(red)

Taesiri(violet)

(10)

(11)

(3)

(5)

(8)

(6)

(7)

(1) (2) (12)

(4)

(9)

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Scenario Board

Randomly select the starting player. Place the startingplayer’s Shield token on the Round 1 slot on the Round track(1).

All players place a Shield token on zero on the Reputationtrack (2).

Note: In the Brasath scenario, all players place a Shieldtoken on 5 on the Reputation track, see Setup of theBrasath Scenario, page 9.

Place the Reputation tokens within reach of all the players(3). You will use these tokens whenever a Hero exceeds 50,100, or more Reputation.

Mining and Combat Board

Sort the Natural Resource tiles into decks by the illustrationson the backside. Shuffle each deck and place it face down onthe board (4).

Shuffle the Treasure tiles and place them face down on theboard (5).

Sort the Monster cards by the difficulty level. Shuffle eachdeck and place it face down in the center of the board (6).

Shuffle Silver card deck and Gold card deck and place themface down at the top of the board (7).

According to the number of players:

◆ 2 players game: Put all Control Player cards to the box.

◆ 3 or 4 players game: Take all Control Player cards withthe symbol of all Heroes who participate in the game.Shuffle the cards and place them face down next to theSilver card deck (8). Return unused cards to the box.

Note: Áel, Dral, Keleia andMaeldur have 4 Control Playercards each. But there are 5 cards for Taesiri.

Place Gem (9), Gaar (10) and Chaos (11) tokens within reachof all the players.

Put Combat cards into the box. They are used only in the solomode.

Number of Players

Reputation

Reputation is marked by the Star symbol.Reputation can be seen as experiences tolearn new abilities and also victory points atthe end of the game.

Monster Difficulty Level

Three-playersicon

Four-playersicon

Two-playersicon

One-playericon

(2)

(3)

(1)

(8) (7)

(6)

(4)

(11)

(10)

(5)

(9)

Level 1 Level 3Level 2

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Trade Board

Shuffle theMerchant tiles (1) and place them face down nextto the Trade board. Do the same for the Alchemist tiles (2)and Dragonslayer tiles (3).

Draw 4Merchant tiles and place them face up in theMerchants area (4).

Draw 4 Alchemist tiles and place them face up in theAlchemists area (5).

Draw 4 Dragonslayer tiles and place them face up in theDragonslayer Towers area (6).

Knowledge Board

The Knowledge board includes information about Scoring(7), Gems and Essences (8), the Church (9), and Shii’sIntervention (10).

Place the decks of Church Healing Scroll tiles, Healing Potiontiles, and Grey Sack tiles in the bottom left corner of theKnowledge board (11).

Place the Die of Hope in the “Shii’s Intervention” area (12).

Scenario Selection

Choose one of the following Scenarios. The choice willinfluence further steps of Setup.

Farruga Scenario– Defending the Settlements

This Scenario represents standard game which ends with tworounds boss-fight with dragon Farruga.

Mirrezil Scenario – Mirrezil’s Threat

Scenario with intermediate difficulty where Heroes facevarious events throughout the game finished with finalboss-fight against dragonMirrezil.

Brasath Scenario – Banishing Brasath

Advanced Scenario for experienced players using LegendMap tiles and Artifacts.

All Scenarios use similar basic rules. Special rules forparticular Scenario are described in individual sections:

◆ Farruga Scenario, page 34;

◆Mirrezil Scenario, page 36;

◆ Brasath Scenario, page 38.

Map

Place the Starting Map tile with the Church in the center ofthe gaming area. What side is up depends on the chosenScenario.

◆ Farruga andMirezzil scenarios:Use the side with theChurch only.

◆ Brasath scenario:Use the side with the Church andPriest.

(6)

(5)

(4)

(1)

(2)

(3)

(11)

(7)

(8)

(10)

(9)

(12)

Church and PriestChurch

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Sort all Map tiles into decks by the roman number of theChapter on the backside (1).

Turn every Chapter face up and sort the Map tiles into thefollowing groups:

◆ FixedMap tilesmarked with the symbol at the bottomof the tile.

◆ EncounterMap tilesmarked with the yellow questionmark.

◆ LegendMap tileswith only one location on all threehexes of the tile. LegendMap tiles are in Chapter IVand V.

◆ Other Map tiles not fitting in any of the groups above.

Now, use one of the Map preparation tables according to thechosen Scenario.

For each Chapter choose Map tiles in the following way:

◆ Use all FixedMap tiles.

◆ From the EncounterMap tiles, randomly choose theappropriate number of tiles by the Chapter and thenumber of players. Put the rest in the box.

◆ Farruga andMirrezil Scenarios: Return all LegendMaptiles to the box.

◆ Brasath Scenario: For Chapter IV and V, randomlychoose the appropriate number of the LegendMap tilesby the Chapter and the number of players. Put the rest inthe box.

◆ From the other Map tiles, randomly choose theappropriate number of tiles by the Chapter and thenumber of players. Put the rest in the box.

Note: Players can now prepare corresponding Encounterand Legend cards according to the chosen Encounter andLegendMap tiles (Encounters and Legends). Otherwise,players must write down these Map tiles for later use (seeOther Game Components, page 8).

For every Chapter, shuffle all chosenMap tiles. Make thedeck of all Map tiles with the Chapter with the highestnumber at the bottom and with the Chapter with the lowestnumber at the top.

Example: For a game with three players in the FarrugaScenario

◆ use all Fixed Map tiles from Chapters I, II, III, and IV;

◆ randomly choose 1 Encounter Map tile from Chapters Iand II and 2 Encounter Map tiles from Chapter III;

◆ return all Legend Map tiles to the box;

◆ from the rest of the tiles, randomly choose 6 Map tiles forChapter I, 4 Map tiles for Chapter II, and 3 Map tiles forChapters III and IV.

Farruga Scenario

Mirrezil Scenario

Brasath Scenario

Fixed Map tile

Example ofLegend Map tile

Example ofEncounter Map tile

(1)

Question marksymbol

Fixed Map tilesymbol

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Other Game Components

Place all the Elemental cards, Global Effect tokens, andEssence tokens within reach of all the players.

From all Encounter cards, select those that correspond toEncounter Map tiles you have chosen during the setup of theMap. If there is Hunter or Witch among the selectedEncounter cards, remove all cards with One-player icon. Sortthe cards into decks by the illustration on the back side.Shuffle the decks and place them on the table face down.

◆ 2 players game: Remove 3 cards from the top of eachdeck.

◆ 3 players game: Remove 2 cards from the top of eachdeck.

◆ 4 players game: Remove 1 card from the top of eachdeck.

Put the removed cards to the box.

If there is a Hunter among the selected Encounter cards,shuffle the deck of all Hunter Reward tiles and place it facedown within reach of all the players.

If there is aWitch among the selected Encounter cards,shuffle the deck of all Witch Reward tiles and place it facedown within reach of all the players.

If there is a Priest among the selected Encounter cards,shuffle the deck of all Supplies tiles and place it within reachof all the players.

Place Gold tokens andMove tokens within reach of all theplayers.

Move tokens

Hunter Rewardtiles

Witch Rewardtiles

Supplies tiles

Gold tokens

Encounter cards

Essence tokensGlobal Effect tokens

Elemental cards

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Scenario Components

Farruga Scenario- Defending the SettlementsChoose Farruga Dragon card with an appropriate number ofplayers symbol. Put the rest in the box.

Example: In a game with three players, use theDragon card with the three-player symbol onthe back side.

Prepare a deck of Farruga Attack cards, shuffle it and place iton the table, face down. Place the Initiative tokens next tothe deck.

Mirrezil Scenario- The Threat of MirrezilChoose Mirrezil Dragon card with an appropriate number ofplayers symbol. Put the rest in the box.

Prepare two decks of Event cards (one for Category I, one forCategory II), shuffle them and place them on the table, facedown. Place the Defense Magic tokens next to the decks.

Mark Rounds 6, 11 and 16 with the Initiative tokens with theDragon symbol face up.

Each player begins the game with 10 Gold.

Brasath Scenario- Banishing BrasathFrom Legend cards select those that correspond to theMaptiles you chose during the setup of the Map. Place themseparately on the table, face up.

For every Legend card, prepare the Artifact tile that has thesame illustration as the card on the back side.

Each player begins the game with

◆ 20 Gold,

◆ 5 Reputation (instead of zero) on the Reputation track.Legend card Artifact tile

Farruga Dragoncard

Farruga Attackcard

Mirrezil Dragoncard

Event card

Initiative tokens

Defense Magic token

Initiative token

Game Components DescriptionMap Tiles

Map tiles have a shape of three connected hexes. On the backside of each tile is the number (1) and illustration (2) of theChapter.

Note: Even though it plays no role in the rules, every Chapterhas its name and players can use them to extend their RPGexperience when they voyage in the lands of Euthia:

◆ Chapter I: Grove,

◆ Chapter II: Wetland,

◆ Chapter III: Swamp,

◆ Chapter IV: Desolated Rainforest,

◆ Chapter V: Forbidden Land.

(2) (1)

Back side of Map tile

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The front side of eachMap tile contains a small symbol at thetop (1) and the bottom (2) of the tile which helps to place thetile correctly when exploring a new area of the Map (see alsoMove, page 19).

Moreover, the symbol of the fixedMap tile (3) is used onMaptiles which are used in every game. The symbol is usedduring Setup, see page 6.

There are various locations onMap tiles. A detaileddescription and rules for the locations are provided inindividual sections:

◆ Church and StartingMap tile: The Church is at thecenter of Starting Map tile. The front side of tile is usedin Farruga andMirrezil Scenarios. The back side withPriest Encounter is used in Brasath Scenario (see Setup,page 6).

◆ Portal:Heroes can travel freely between Portals (seeMove, page 19).

◆ Treasure: Players gain Treasure tiles at Treasure hexes.(see Treasure, page 31).

◆Mountains, Lakes, and Caves:Heroes gather NaturalResource tiles there (seeMining Action, page 20).

◆ Elementals: The hex with Elemental or any of theadjacent hexes are influenced by Elemental Power (seeElementals, page 31).

◆ Places of Trade (Merchants, Alchemists, DragonslayerTowers):Heroes visit these places to buy and sell variousItems like Armor, Jewelry, Potions, etc. (see TradeAction, page 21).

◆ Encounters: Every Encounter is marked with thequestionmark symbol (4). Heroes fulfill Quests at thesehexes (see Encounters, page 33).

◆ Legends: These tiles are used only in Brasath Scenario.Heroes fulfill Quests for Artifacts at these tiles (seeLegends, page 33).

Examples of Legends

Dragonslayer Towers

Examples of Encounters

(4)AlchemistsMerchants

Elementals

CaveLakeMountain

Portal Treasure

(3)

(1)(1)

(2)Front side of Map tile

Back side ofStarting Map tile

Front side ofStarting Map tile

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Monster icon

Monster IconSome hexes contain theMonster icon. The number of swordsrepresents the level of Monster and corresponds to theMonster card used in the Combat.

The hex with theMonster must be liberated, i.e. a Heromustdefeat the Monster in the Combat before any Hero caninteract with the location on the hex.

After defeating Monster the winning Hero receives Loot fromthe hex.

For further details see Combat Action, page 23.

Big TilesThere are special tiles which consist of three hexes but aHero can also enter the center of tile:

◆ Church (Starting Map tile)

◆ Dragonslayer Towers (Place of Trade)

◆Mercenary Fortress (Encounter)

◆ any Place of Legend

SeeMove, page 19, for further details on interaction withthese tiles.

Hero Board

The Hero board has the following parts.

Name of Hero (1).

Illustration. During the game, the player places the Shieldtokens of defeated opponent players in this area (2) (seeCombat - Death of Hero, page 26).

Ability tiles and some Equipment tiles (Weapons, ThrowingWeapons and Shields) can be placed on the square slots onthe left of the Hero board (3).

Locked Ability slot (4) (see page 17).

The player puts their Gold on the left bottom of the board (5).

At the beginning of every round, the player places Mining,Trade, and Combat Action tokens on corresponding places.The fourth grey slot the player uses if they still have unused

Action tokens at the end of their turn (6) (see Player’s Turn,page 18).

The Health track serves to record current andmaximumHealth of the Hero. Moreover, the slots with bloodredbackground correspond to the starting Health of the Hero (7)(see Setup, page 4).

Seven squares with grey icons are slots for equipped armor,ring, and amulet (8) (see Equipment, page 14) .

Locked Armor and Jewelry slot (9) (see page 14).

On the right of the Hero board, three Sacks could hold Items(10) (see Sacks, page 13).

Besides in the Sack, Gaar token can be placed on one of thefour Gaar slots (11).

Besides in the Sack, Gem or Essence token can be placed onone of the five small slots on the bottom right of the Heroboard (12).

(11) (12)

(3)

(5)

(6)

(10)

(8)(7)

(4)

(1) (2) (9)

Level 1(one sword)

Level 3(three swords)

Level 2(two swords)

Mercenary Fortress Example of Looton the hex

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Health

The player tracks the Health of their Hero on the Healthtrack. The slots with a bloodred background are the initialHealth of the Hero (1). During setup, the player placesMaximumHealth token (2) above the highest bloodred slotand one Shield token (3) at the side of this slot. The Shieldtoken is used to track the current Health of Hero.

Maximum HealthVarious Equipment and Ruby Gem contain the Hero Healthsymbol.

When Hero equips such Item (see Equipment, page 14) theyadd the value in the symbol to the MaximumHealth. If Herounequips such Item, the MaximumHealth is reduced.

Alwaysmodify the current Health of the Hero in the sameway as MaximumHealth. It is not allowed to unequip Itemssuch that the current Health will be less than or equal tozero.

Note: The reduction or increase of MaximumHealth andHealth can be done after completing the change ofEquipment.

Example: The currentHealth of Hero is 2. TheHero can unequip MailGreaves with value 2 in theHero Health symbol (4) andimmediately equip PlateGreaves with value 3 in theHero Health symbol (5).This will not cause death ofthe Hero.

Hero HealingWhen the player uses Item or Ability withHero Healing symbol, Hero heals by the valuein the symbol, i.e. the value is added to Hero’sHealth such that the player moves the Shieldtoken on the Health track (6). However,Health cannot rise above theMaximumHealth (7).

If Hero Healing symbol contains the word“MAX” instead of value, Hero heals to theMaximumHealth.

Note: The Healing symbol with the Silver Heart is meant forthe Monster. The effect can be used only to heal Monsterduring combat (see Combat Action, page 23).

InjuryVarious effects in the game can injure Hero.

◆ The injury reduces Hero’s Health by value inthe symbol. If the Hero’s Health drops to zero-marked by skull and bones on the Healthtrack - the Hero dies (see page 26).

◆ If any effect inflicts at least one injury tothe Hero, add also the values of allinjuries with the plus symbol. Otherwise,these plus-injuries vanish without effect.

Health

There are two types of Health symbol in the game:

◆ Hero Health symbol is red and represents Health ofHero.

◆Monster Health symbol is silver and represents Healthof Monster.

For further details onMonster Health, see page 27.

Healing

Injury and Damage

There are two symbols related to the reduction of Health:

◆ Injury:Hero suffers Injury from various game effectslike Monsters, Dragons, Elementals, etc.

◆ Damage:Hero deals Damage to Monsters or Dragons.

Injury with theplus symbol

Injury

Hero Healthsymbol

Monster Healthsymbol

Hero Healingsymbol

Monster Healingsymbol

DamageInjury

(3)

(2)

(1)

(6)

(7)

(4)

(5)

Healing

Healing with“MAX”

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Store your Items

There are three places with slots on Hero board where theplayer could store their Items:

◆ 4 Gaar slots (1) – only Gaar tokens

◆ 5 Gem and Essence slots (2)– only Gem and Essence tokens

◆ 3 Sack slots (3) – any Item

SacksEvery Sack on the right side of the Hero board can holdexactly one Item:

◆ square tile -Weapon, ThrowingWeapon, Shield, Armor,Jewelry, Scroll, Potion, Natural Resource, Chest, Flask,Artifact, Case, Rucksack, Supplies

◆ token - Gaar, Gem, Essence

◆ card - Trophy

TrophyWhen Hero defeats Monster in the Combat, they can takeMonster card as a Trophy (seeDeath ofMonster, page 26).TheMonster card is too big to fit in Sack. Therefore, markthe Sack where Hero stores the Trophy by a Shield token.

Acquire and Discard ItemsAcquired Itemsmust be equipped, used or stored in anappropriate slot.

If the Hero has exceeding Items at the end of Action or Free-Action, those Itemsmust be discarded.

Special situation:Due to the reward at the end ofCombat, Hero can have exceeding Items. If Monster wasdefeated at a hex with Place of Trade, Hero is allowed toplay Trade Action (immediately after Combat Actionends) and is not forced to discard exceeding Itemsdirectly after the Combat Action.

Sack SymbolThe number of Sacks the Hero has can bemodified by the Sack symbol with apositive or negative value. Every time Herochanges Equipment (see page 14) orAbilities (see page 17) sum up the values inSack symbols.

◆ In case the sum is greater than orequal to zero Hero can use all threeSacks on the Hero board.

◆ If the sum is less than zero, coverthe corresponding number of Sackson the Hero board with Grey Sacktiles. E.g. if the sum of values in Sacksymbols is -1, then 1 colored Sack iscovered by Grey Sack tile (4). No itemcan be stored in Grey Sack.

Take any Items from Sacks which should be covered by GreySack tiles. Consider these Items as if Hero just acquired them(see above).

Potion CasePotion Case has 3 virtual slots. Each slot canstore one Potion, Gaar, Gem or Essence.These virtual slots work in the same way asSacks. Place the stored Items on top of thePotion Case or beside it.

Scroll CaseScroll Case has 3 virtual slots. Each slot canstore one Scroll, Gaar, Gem or Essence.These virtual slots work in the same way asSacks. Place the stored Items on top of theScroll Case or beside it.

RucksackRucksack has 2 virtual slots. Each slot canstore one Item. Place the Items on top of theRucksack or beside it.

These virtual slots work in the same way asSacks. However, Rucksack inside of another

Rucksack has no function and provides no additional virtualslot. (Potion and Scroll Cases can be used as usual eveninside Rucksack).

Examples of square tiles

Examples of tokens Trophy(Monster card)

(4)

Sack symbol

(1) (2)

(3)

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Exhaust and Activate

To exhaust tile,turn it clockwiseby 90 degrees. Toactivate it, turn thetile back.

One-time Effects

Permanent Effects

Equipment

The following square tiles are called Equipment:

◆ Armor, see page 15,

◆ Jewelry, see page 15,

◆Weapon, see page 28,

◆ ThrowingWeapon, see page 29,

◆ Shield, see page 29.

Every Equipment tile has a purchase price(1) and selling price (2).

See further for a detailed description of every type ofEquipment.

Changing EquipmentAHeromust equip the tile to use its effects. The Equipmenttile provides no effect when placed in Sack.

To equip the tile, simply place it on the appropriate slot:

◆ Armor and Jewelry are placed on slots with anappropriate icon on the right side of the Hero board.

◆Weapons, ThrowingWeapons and Shields are placed onthe left side of the Hero board on the Ability slots withthe corresponding Ability icon (see page 16).

To unequip the tile, remove it and place it to Sack or directlysell it during the Trade (see Trade Action, page 21).

On each slot can be placed only one Equipment.

A player may change Equipment at any time when not inCombat.

Note: Be aware, that this rule considers only Equipment,e.g. player may immediately changeWeapon to newlyacquiredWeapon. But Hero can switch from Ability toWeapon, ThrowingWeapon or Shield and vice versa onlyduring Training (see page 17).

When changing Equipment, the tile is equipped orunequipped in the same state, i.e. exhausted or activated. AllEquipment is activated at the beginning of the round (seepage 18).

When a player finishes a change of Equipment of their Hero,it is always necessary to adjust the number of Sacks (see page13) andMaximumHealth as well as current Health (see page12).

Locked Armor and Jewelry SlotsArmor or Jewelry slots with Gold icon are locked at thebeginning of the game. These slots can be unlocked onlyduring Trade Action (see page 21) by paying an appropriateamount of Gold. From now on the Hero can use the slot toequip corresponding Equipment.

If there is no Equipment tile placed in the unlocked slot,place a Shield token on the slot. This token serves as areminder that the slot has already been unlocked.

One-time EffectsTo use a one-time effect on Equipment, e.g. Healing, Move,Injury, etc., a player rotates the tile by 90 degrees. Thisindicates that the effect of the tile was triggered off andcannot be used again until the tile is activated.

If a Heromoves any Equipment between slots, it stays in thesame exhausted or activated state.

Note: State of Equipment and Gems do not influence eachother. E.g. exhausting Equipment tile do not deactivate Gem (seealso Gems and Equipment on page 15).

Permanent EffectsSome Equipment tiles have a permanent effect. Such a tileaffects Hero immediately when it is equipped bothexhausted and activated.

◆ Hero Health symbol increases Health andMaximumHealth (see page 12)

◆ Sack symbol influences the number of Sacks (see page 13).

Note: The reduction or increase of Sacks andMaximumHealth as well as Health can be calculated after completingthe change of Equipment.

Example:Mail Cuirassreduces Sacks of Hero to1. Still, the Hero canequip Dragon Greaves (3)and Dragon Gauntlets(4), because the sum ofall values in the Sacksymbols on Armor is -2.

(1)

(2)

(4)(3)

Exhaust Activate

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Armor

There are five types of Armor that can be distinguished byillustration and background color:

◆ Leather (green background),

◆Mail (red background),

◆ Plate (blue background),

◆ Krak (purple background),

◆ Dragon (yellow background).

Moreover, each Armor type consists of five parts:

◆ Helmet,

◆ Cuirass,

◆ Gauntlets,

◆ Greaves,

◆ Boots.

Beside purchase and selling price (see Trade Action, page 21),Armor tile can contain:

◆ one-time effect (Hammer-pick, Move),

◆ permanent effect (Hero Health, Sack),

◆ Gem slot.

Armor SetAHero can use any combination of types of Armor. However,if they equip at least three parts of the same type of Armor,then it is called the Armor Set.

To use some Amulets (see page 16) and Abilities (see page 17)the Heromust have equipped Armor Set of an appropriatesize given by Armor Set icon:

◆ Triangle - Armor Set of at least three parts;

◆ Square - Armor Set of at least four parts;

◆ Pentagon - Armor Set of at least five parts.

Jewelry

There are two types of Jewelry in the game: Rings andAmulets. Unlike themajority of Amulets, Rings can be usedregardless of Armor equipped by Hero.

Types and Parts of Armor

Armor Set Icons

Gems and EquipmentThe effect of Gem can be used only if Gem is placedon Equipment. Gem has no effect when stored inSack or on Gem and Essence slot.

The slot on the Equipment tile specifies the type ofGemwhichmay be placed there. The player canplace their Gems on Equipment any time when notin Combat. Gems are placed on Equipment with theeffect side up.

Once placed on the Equipment, the Gem cannot beremoved from the tile, i.e. such Gem cannot be soldor used to fulfill Quest.

The player uses a one-time effect by flipping Gem toits gem side. After that, Gem cannot be used againuntil flipped back. Using the effect of Gem iscompletely independent of the state and Timingicon of Equipment.

When changing Equipment with Gem, the tokenstays in the same state i.e. face up or face down.Gems are flipped to the effect side at the beginningof the round (see page 18).

Hero Health (Ruby) and Sacks (Amethyst) symbolshave the same permanent effects as those directlyprinted on an Equipment tile.

Dragon-Gauntlets

Krak-Helmet

Leather-Boots

Plate-Cuirass Mail-Greaves

Gem side Effect sidePentagonSquareTriangle

Ability Description

One-timeeffect

Permanenteffect

Gem slot

Sellingprice

Purchaseprice

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RingsEvery Ring tile contains

◆ illustration,

◆ purchase and selling price (see Trade Action, page 21),

◆ Gem slots.

Besides that it can contain

◆ one-time effect,

◆ Timing icon (see page 31).

AmuletsBesides the purchase price, selling price (see Trade Action,page 21), and illustration, Amulet tile can contain:

◆ Armor Set icon with effect,

◆ permanent effect (Sack),

◆ Timing icon (see page 31),

◆ Gem slot.

To use the effect under Armor Set icon the Heromust beequipped in the Armor Set of a given size (see page 15).

The Amulet can contain two effects with Armor Setrestriction. The player can use only the first effect if the herois equipped into Armor corresponding to the smaller ArmorSet icon. Or both symbols at once if the Heromeets thecondition for the bigger Armor Set.

Hero Tiles

Every Hero has their own unique set of Hero tiles. BesidesStarting Hero tiles, they are placed on the table face down inthe sorted pile (see Setup, page 4), but players can look atthe tiles in any deck at any time.

Hero tiles have the Reputation symbol and the value on theirback side. The Reputation value is the required Reputationfor a Hero to Unveil tiles (see below).

Based on the icon in the bottom right corner, the Hero tile isone of the following:

◆ Equipment (Sword or Axe icon);

◆ Ability (Magic ball icon).

Starting Hero TilesStarting Hero tiles has a Hero icon on their backside. Theyare available to the Hero from the beginning of the game(see Setup, page 4).

Unveil Hero TilesA player reveals new Hero tiles only at the Place of Tradewhen they pay 1 Gold to use Unveil service (see Trade Action,page 21). This means the player takes all face down Herotiles which have a Reputation value lower than or equal tothe Reputation of Hero.

FromHero tiles which come in pair with the sameReputation value (1), the player must select one to keep and

Rings and Amulets Description

Back Side of Hero Tiles

return the other to the box (2). The choice has to bemadeduring Unveil.

The unveiled Hero tiles are placed next to the Hero board (3).

Once a Hero tile has been unveiled, the Hero can use thisHero tile even if their Reputation drops.

Book Symbol

Book symbols on the Scenario boardrepresent milestones of Reputationwhen a Hero can unveil new Hero tiles.

Illustration

One-timeeffect

Timing iconGem slot

Sellingprice

Purchaseprice

Illustration

Gem slot

Timing icon

Permanenteffect

Sellingprice

Purchaseprice

Armor set iconwith effect

Hero tile withReputation value

StartingHero tile

Unveil Hero tiles

(1)

(2)

(3)

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Ability Slots

Every Ability slot on Hero board is marked by one or moreicons:

◆ Sword icon for Weapons and Shields;

◆ Axe icon for ThrowingWeapons;

◆Magic Ball icon for Abilities.

Ability Icons

To place Ability or Equipment on the slot, the icon on the tilemust match one of the icons on the Ability slot.

Note: Abilities can be placed and removed from the slot onlythrough Training during Trade Action (see below). However,the player may change Equipment of their Hero at any timewhen not in Combat (see Changing Equipment, page 14).

Locked Ability SlotsAbility slots with Essence and Gold icon are locked at thebeginning of the game. These slots can be unlocked onlyduring Trade Action (see page 21) by either discardingappropriate Essence or paying an appropriate amount ofGold. From now on the Hero can use the Ability slot.

If there is no tile placed on the unlocked slot, place a Shieldtoken on the slot. This token serves as a reminder that theslot has already been unlocked.

Weapons, ThrowingWeapons andShieldsWeapons, ThrowingWeapons and Shields follow the samerules as other Equipment. They have to be either equipped orstored in Sacks. The player can equip and unequip them atany time not in Combat. The player can sell them. etc.

Before use, the player must buy their unveiled Equipmentplaced beside Hero board in a similar way as tiles from theOffer during Trade Action (see page 21).

Note: If the player sold the Equipment fromHero tile, it isremoved from the game.

See pages 28 and 29 for description and usage of Weapons,ThrowingWeapons and Shields.

AbilitiesAbilities are tiles with a Magic Ball icon in the bottom rightcorner. The tile contains:

◆Magic Ball icon,

◆ illustration,

◆ name,

◆ Effect (symbol, text description).

Besides that, it can contain:

◆ Timing icon,

◆ Training cost,

◆ Armor Set condition.

See Appendix for further details of Hero Abilities.

Train AbilitiesThe player canmanipulate with Abilities on Hero board onlyduring Trade Action (see page 21).

To place unveiled Ability, the player must pay the Trainingcost of the tile. If the tile does not contain Training cost,Training is for free.

Moving and switching Abilities and Equipment on Hero doesnot cost any Gold. The same applies to remove Ability fromthe board. The removed tile is placed beside the Hero boardbetween other unused unveiled Abilities.

Note: To place Ability onto Ability slot, the slot must containtheMagic Ball icon (see page 16).

An Ability tile is placed from unveiled tiles on the Hero boardor vice versa in the same state i.e. exhausted or activated. AllAbilities are activated at the beginning of the round (seepage 18).

Ability Description

Game MechanicsHero RollsThe player rolls 2 Hero dice. The Roll is the sum of values onboth dice. However, the following effects modify the dice orthe Roll:

◆ First, if both dice show different values and Hero standson hex influenced by Air Elemental Power, the die withthe higher value is turned over to show the opposingnumber (see page 32).

◆ Then, if Hero stands on hex influenced by EarthElemental Power, add 2 to the Roll (see page 32).

Axe iconSword icon Magic Ball icon

Armor setcondition

Effect

Timing icon

Trainingcost

Name

Magic Ballicon

Illustration

Air Elementaland its Power

Earth Elementaland its Power

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Mirrezil Scenario: 15 standard rounds + 1 Mirrezil Attackround

Brasath Scenario: 20 standard rounds

Then, the final score is calculated to determine the winner.

Final ScoringFirstly, each player calculates the value of their possessions:

1. For each tile on the Ability slot, take Gold equal to eitherTraining cost or purchase price of Equipment. Removethe Hero tiles from the Hero board.

2. For each unlocked Ability slot, take Gold equal to theunlock price.

3. Take 2 Gold for each Essence and Gem on Hero board.Remove them from the Hero board. (Note: Take Goldeven for Gems put on Equipment tiles. Essences onAbility tiles provide no Gold.)

4. For each Equipment tile still on the Hero board, takeGold equal to the purchase price. Remove all Equipmentfrom the Hero board.

5. For each unlocked Armor or Jewelry slot, take Gold equalto the unlock price.

6. For each Natural Resource tile on the Hero board, takeGold equal to selling price. If there are two selling prices,consider the one with the Reputation or if there is noReputation, consider the higher price.

Now, each player adds to the Reputation of their Hero:

1. Reputation on Natural Resource tiles on the Hero board.

2. One Reputation for every 5 Gold.

Then, each player receives the Reputation according to theScoring table based on the tokens placed on theMap orfulfilled Quests.

◆ Shield tokens – Treasures, liberated places withoutMining hex or Place of Trade

◆ Interaction tokens – Elementals, Mining hexes

◆ Trade tokens – liberated Merchants, Alchemists andhexes around Dragonslayer Towers

◆ Afterward, the roll can bemodified by various effectslike Gaar, Abilities, Equipment, Essences, etc. All effectsare applied immediately.

Other players cannot affect the Hero Roll by nomeans, evenas Monster (see Combat Action, page 23).

GaarReturn Gaar token to the supply to reroll one die and add 2 tothe Roll.

RangesMany effects in the game depend on a dice roll.

◆ X–Y: The effect is applied only if Roll is greater than orequal to X and less than or equal to Y.

◆ X+: The effect is applied only if the Roll is greater thanor equal to X.

Course of the GameGame RoundsThe game is played over series of rounds. From the startingplayer, each player takes their turn playing clockwise.

At the beginning of each round all players:

◆ Place oneMining, Trade, and Combat Action token oncorresponding places on the Hero Board.

◆ Activate all exhausted Items and Abilities.

◆ Flip all Gems to their effect side.

Player’s TurnDuring their turn, the player moves their Hero around themap, play asmany Actions (Mining, Trade, Combat) as theirAction tokens, and Abilities allow them, and perform FreeActions. Move, Actions and Free Actions can be performed inany order. The player can perform any Action and FreeActionmore than once in their turn.

At the end of turn:

◆ If the player has any unused Action tokens, they chooseone and place it on the grey Action slot. Remove allother Action tokens from the Hero board.

◆ If the player fulfills any Quest from the Encounter cardduring their turn, draw new cards (if possible) from theappropriate deck and place them such that there are twoface up cards beside every revealed Encounter deck (seeEncounters, page 33)

End of the RoundWhen the last player completes their turn, the round ends.The Shield token on the Round Track is moved one slotforward.

If it is not the final round, the next round begins with thestarting player again.

End of the GameThe game ends once the appropriate number of rounds hasbeen completed according to the chosen Scenario:

Farruga Scenario: 12 standard rounds + 2 Farruga Attackrounds

Gameplay

Example ofX–Y range

Example ofX+ range

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◆ Other Shield tokens – Shield tokens of opponents theplayer has defeated in Combat. The opponent who lostthe Shield tokens in Combat withMonsters loses now 2Reputation for each token.

◆ Quests – Quest cards for fulfilled Quests.

The player with themost Reputation is theWinner.

TieIn the case of a tie, theWinner is determined by the highesttotal value of Silver and Gold cards in hand – each Silver cardis worth 1, while each Gold card is worth 4.

If there is still a tie, theWinnermust be determined byanother battle for the fate of Euthia.

During their turn, players may play in any order:

◆Move: The player spends Move points which areprovided by Action tokens, various Items, and Abilitiesto travel on themap.

◆Mining, Trade or Combat Actions: The player spendsAction token or uses an effect of Ability to perform givenAction. The player can perform any Actionmore thanonce in their turn.

◆ Free Actions: Resolving Free Action on a hex withChurch, Treasure, Elemental and Quest does not requirespending Action token or using Ability. The player canperform any Free Actionmore than once in their turn.

Action Tokens

Action tokens provide a combination of Move points (value intheMove symbol) (1) and the Action (2)which can beperformed with the token:

◆ 1 Move point / Mining Action;

◆ 2Move points / Trade Action;

◆ 3 Move points / Combat Action.

The player removes the Action token from the Hero board toeither receive givenMove points or to perform an Action.

Move Points

The value in Move symbol is the number ofMove points the Hero receives wheneverthey use Action token, Ability, etc.

The Hero can interrupt their movement atany time, perform any number of Actionsand Free Actions and then use theremainingMove points again.

The player can use Move tokens to trackthe remainingMove points.

Move between Hexes

The Heromust spend 1 Move point tomove from one hex tothe adjacent hex.

Whenever a Hero enters a hex on the edge of themap andthere are still tiles in Map tiles deck, immediately add newMap tiles such that the hex with Hero is surrounded by sixother hexes. All tiles in themap have to be orientated in thesame direction given by the symbol at the top and the bottomof eachMap tile (3).

Note: At the beginning of each game, it is recommended toagree on themaximum area of themap. For example, youcan agree to never move Hero boards during the course of thegame.

Hero cannot enter a hex containing an undefeated Monster ifthey cannot perform Combat Action immediately afterentering such hex.

Theremay be several Heroes on one hex.

Big Tiles

The following tiles are called Big tiles:

◆ Church (Starting Map tile)

◆ Dragonslayer Towers (Place of Trade)

◆Mercenary Fortress (Encounter)

◆ any Place of Legend

Move, Actions and Free Actions

Move

(1)

(2)

Scoring table

Move tokens

Move symbol

(3)

Correct maptile placement

Wrong maptile placement

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In the following, consider only Interaction tokens of thecurrent player, i.e. do not count or manipulate with tokens ofopponents:

◆ If there is no Interaction token onMining hex, thenHero places Interaction token on the hex.

◆ If there are two Interaction tokens onMining hex, thenHero removes one Interaction token from the hex.

◆ In both cases, Hero takes one Natural Resource tilecorresponding to the terrain type of the hex.

Note: After Mining Action, the current player has oneInteraction token on the hex.

A Hero can play Mining Action at Mining hex, i.e. Mountain,Lake or Cave.

The Hero is never allowed tomine twice in the game at thesame hex. Such hexes aremarked with one Interaction tokenof the Hero. (The Interaction tokens of opponents play norole in this context.)

This means that Hero is allowed tomine at:

◆ The hex which contains none Interaction tokens of theHero. When the Hero plays Mining Action, placeInteraction token on the hex.

◆ The hex contains exactly two Interaction tokens of theHero. (This happens when the Hero liberated a Mininghex in Combat but haven't playedMining Action on thathex yet.) When the Hero plays Mining Action, removeone Interaction token from the hex.

When placing Interaction token on aMininghex, use the side with Hammer-pick symbol.

Note:When the Hero plays Mining Action immediately afterCombat in which they liberate the Mining hex, place directlyonly one Interaction token.

At first, when playingMining Action the Heromust pay 1Gold to every opponent who has at least one Interactiontoken at themining hex.

Use all mentioned rules above to Move a Hero over hexes ona Big tile.

However, the Hero can also enter the center of the Big tile (1).The center is only reachable from the three surroundinghexes on the Big tile. Similarly from the center, the Hero canmove only on these surrounding hexes.

To enter or leave the center, the Hero spends 1 Move point inthe same way asmoving between standard hexes.

The center of the Big tile cannot be entered by nomeansbefore all hexes on the tile are liberated of Monsters (seeCombat Action, page 23).

Teleport

Portal and various effects can teleport Hero to a differenthex. To do that, simply place your Hero to the chosen hex.Teleportation does not cost anyMove points.

Teleportation to the hex withMonster follows the samerules as if Hero Move in the hex.

It is not possible to teleport to the center of Big tile before allsurrounding hexes are liberated.

Consider the distance between hexes of the Big tile and thecenter to be 1.

PortalWhen a Hero stands on a hex containing a Portal, they canteleport to any other hex containing a Portal.

Mining Action

Example of thecenter of Big tile

(1)

Examples of teleports

Cave hexand Natural Resource

Lake hexand Natural Resource

Mountain hexand Natural Resource

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Hammer-pick Symbol

Various Items contain the Hammer-picksymbol. If a Hero uses that Item, they drawthree Natural Resource tiles (instead ofone), choose one and discard the other two.

During eachMining Action can be usedonly one Hammer-pick effect.

Natural Resource Tiles

Every Natural Resource tile contains:

◆ illustration,

◆ name,

◆ trading information.

The tile represents the Natural Resource described by thename. Such resources are used for example to fulfill a Quest.

Trading information is used only in Trade Action when Herodecides to sell the Natural Resource. When sold, take Gold,Reputation, and Gems from the card. If there is a backslashsymbol, take everything either before the backslash or afterit (see also page 22).

Gold Symbol on Items

If there are two numbers in the Gold symbol then:

◆ the top number is the purchase price

◆ the bottom number in brackets is selling price

Abilities have only “purchase price” called Training costwhich is used during Training.

Natural Resources has only selling price.

Purchase of Items

Each Place of Trade has an Offer of square Item tiles on theTrade board.

A Player buys the Item by paying the purchase price.

Immediately refill the emptied slot on the Trade board with anew tile from the appropriate deck.

The player can directly use or equip the Item or store it inSack.

Note:Whenever, by anymeans, is the slot on the Tradeboard emptied, it is immediately refilled from theappropriate deck. Either due to the purchase of Item orbecause of Hero Ability.

A Hero can play Trade Action at any Place of Trade, i.e.Merchants, Alchemists, and in the center of DragonslayerTowers.

Note: AHero can Trade withMerchants and Alchemists onlyon liberated hexes (seeMove, page 19). To Trade atDragonslayer Towers, all hexes on theMap tile must beliberated and the player must spend 1 Move point to enterthe center of the tile (see Big Tiles, page 11).

Playing Trade Action:

◆ The player must pay 1 Gold to an opponent who has theTrade token at the Place of Trade. If the player has noGold, they are allowed to sell one Item to pay the fee.

◆ Then the player can use any service of the Place of Tradeasmany times as they want (see below).

Note: Be aware, a player places Trade token on the hex withPlace of Trade only in case when they liberate the hex bydefeating a Monster. Moreover, there is never more than oneTrade token on a hex.

Services at the Place of Trade:

◆ Purchase Items,

◆ Selling Items,

◆ Healing,

◆ Unveil,

◆ Train Abilities,

◆ Unlocking slots,

◆ Purchase Gaars.

Natural Resource Description

Terrain Types and NaturalResources

We provide for reference the list of all Natural Resources andterrain types where Heroes can find them:

◆Mountains: Iron Ore, Gold Ore, Silver Ore, Raw Ruby,Raw Sapphire, Raw Onyx, Raw Amethyst;

◆ Lakes: Pearls, Gold Ore, Raw Ruby, Raw Sapphire, RawOnyx, Raw Amethyst, Raw Emerald, Raw Opal;

◆ Caves: Euthium, Raw Demonium, Raw Diamond.

Trade Action

Training costPurchase andselling price

Natural Resourceselling price

Hammer-picksymbol

Tradinginformation

Name

IllustrationBackslashsymbol

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Changing the OfferAt any point during a Trade, a player may completely changethe Offer at the Place of Trade they are visiting.

◆ The first change is free of charge (1).

◆ Any subsequent change of Offer cost 1 Gold (2).

To change the Offer, simply remove four Items from theboard (3), and refill slots with new tiles (4).

Unveiled EquipmentAHero can buy also any Equipment from their unveiled Herotiles (seeUnveil Hero Tiles, page 16).

Selling Items

A player can sell any Item for its selling price. Moreover,every Gem on the Item increases its selling price by 1 Gold.Gems on Items cannot be sold separately.

Gems not placed on Equipment and Essences can be sold for2 Gold each.

Gaar tokens cannot be sold.

Natural ResourcesWhen the player sells Natural Resource tile,they take Gold, Reputation, and Gems as statedon the tile. If there is a backslash symbol, takeeverything either before the backslash or afterit.

Healing

For 1 Gold, the Hero heals by the value in the Hero Healingsymbol shown on the Trade board (Merchants heal 5,Alchemists heal 8, Dragonslayer Towers heal 12).

Unveil

Pay 1 Gold to unveil new Hero tiles (see page 16).

Train Abilities

The player canmanipulate with Abilities on Hero board (seeTrain Abilities, page 17).

Unlocking Slots

AHero can pay Essence or Gold stated on the Ability orEquipment slot to unlock the slot and use it to place Abilityor Equipment tiles (see Locked Armor and Jewelry Slots,page 14 and Locked Ability Slots, page 17).

Purchase of Gaars

At Dragonslayer Towers, the player can buy Gaar tokens for 1Gold each.

Chests and FlasksChests and Flasks are single-use Items whichcontain:

◆ Chest: 1, 2 or 3 Gems,

◆ Flask: 1 or 2 Essences.

Chest and Flask tiles contain:

◆ illustration (1),

◆ Gems (2a) / Essences (2b),

◆ purchase and selling price (3).

Note: Small Chest with 1 Gem and Small Flask with 1Essence acquired as a Treasure tile do not havePurchase and selling price. A Hero can sell them fortwo 2 Gold which is the value of Gem or Essencethey contain.

When a Hero receives Chest or Flask, they can storeit as one Item or immediately exchange forappropriate type and the number of Gems orEssences. In the latter case, discard the tile.

For further details, see page 32 and Appendix.

Flask

(1)

(2b)(3)

(1)

(3)

Chest

(2a)

(1)

(2)

(3)

(4)

Changing the Offer

Backslashsymbol

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The hex with theMonster iconmust be liberated, i.e. a Heromust defeat the Monster in the Combat before any Hero caninteract with the location on the hex. When a Hero enters ahex containing an undefeated Monster theymust performCombat Action immediately after entering such hex.

Combat is played over a series of Combat rounds whenMonster and Hero alter in attacking each other until theMonster is defeated or the Hero dies.

Before CombatReset Die of Hope to zero.

Before Combat, the Hero can:

◆ change Equipment,

◆ use Items,

◆ use Abilities.

Once Combat begins, the Hero cannot use anyOut-of-Combat Ability or square tile Item i.e. those withoutTiming icon, see page 31.

Note: Remember that using the effect of Gem iscompletely independent of the state and Timing icon ofEquipment (see Gems and Equipment, page 15). Thus,Emerald, Opal, and Diamond can be used in Combat evenon a tile without the Timing icon.

Combat Setup

Monster-playerDuring Combat, the Monster is controlled by one of theopponents. The opponent controlling Monster is calledMonster-player and the current player entering Combat iscalled Hero-player.

2 players game: The opponent becomes theMonster-player.

3-4 players game: Reveal cards from Control Player deck,until the card with Hero icon different from the Hero-playeris drawn. The player whose Hero icon is on the card becomestheMonster-player.

Scrolls and PotionsScrolls and Potions are single-use Items. A Herouses them either directly from the Sack or Case orimmediately when obtained. Then the tile isdiscarded.

Scroll and Potion tiles contain:

◆ illustration (1),

◆ Effect (2),

◆ Timing icon (3),

◆ purchase and selling price (4).

For further details on the effects see Appendix.

Combat Action

Control Player Cards

Potion

(4)

(1)(2)

(3)

(3)

(4)

(1)

(2)

Scroll

Zero on Dieof Hope

Dral Keleia Áel Maeldur Taesiri

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If no cards left in the deck, shuffle the revealed ControlPlayer cards of Hero-player together with discard pile tocreate new Control Player deck and then discard revealedControl Player card of Monster-player.

Otherwise, shuffle the Control Player cards of Hero-playerback to the deck and discard Control Player card of Monster-player.

Encounter the MonsterTheMonster-player draws aMonster card from the deckmarked with the symbol matching theMonster icon on thehex and places it in front of them, face up.

ThenMonster-player takes Silver or Gold cards (1), Chaostokens (2), and Gaar tokens (3) stated in the bar below thename of the Monster.

Note: If at this moment, the Monster-player hasmore than 5cards in hand (seeHand Limit, page 30) they need notdiscard to 5 but theymust at the End of Combat, see Silverand Gold Cards, page 30.

Combat Sequence

Combat Sequence has the following steps:

◆ First Strike: If Hero wields ThrowingWeapon or hasFirst Strike Ability, they can attack once with thembefore first Combat round.

◆ Combat round:Monster and then Hero attacks eachother over series of Combat rounds until Monster isdefeated or Hero dies.

◆ End of Combat: If Hero dies, they are resurrected in theChurch. If Monster was defeated, the Hero liberates thehex and gathers reward.

Hero Rolls in CombatThe Hero-player rolls 2 Hero dice and sums their values tomake the Roll.

Any Roll made during Combat Sequence is immediatelyaffected by the following effects:

◆ Shii's Intervention: If the Roll – before any other effectsare applied – is less than or equal to 5, add 1 point on Dieof Hope.

◆ Air Elemental Power: If Combat occurs on the hexinfluenced by Air Elemental Power and dice has differentvalues, turn the one with the highest value to theopposite side (see page 32).

◆ Earth Elemental Power: If Combat occurs on the hexinfluenced by Earth Elemental Power, add 2 to the Roll(see page 32).

(1) (2) (3)

Hero-player can use the following tomodify the roll:

◆ Emerald Gem,

◆ Gaar token,

◆ Jewelry containing the Cloversymbol,

◆ Abilities (see Appendix),

◆ Die of Hope.

Note: The only difference between Rolls in and out ofCombat is that Shii's Intervention rule is applied only inCombat and is checked directly after every Roll in CombatSequence.

Die of HopeHero-player can reduce the value of Die of Hope by:

◆ 1 point to add 1 to the Roll (1);

◆ 2 points to take Gaar token (2);

◆ 3 points to add 1 to the Roll and dealone Damage to the Monster (3).

This can be done at anymoment in theCombat and used after any Roll.

First Strike

Hero-player can attack before Monster if Hero has ThrowingWeapon or First Strike Ability in Ability slot. Follow the samerules as for attack inHero Phase (see page 26). The onlydifference is that instead of Weapon or Combat Ability theHero-player uses either ThrowingWeapon or First StrikeAbility.

Note: ThrowingWeapons are never exhausted when used toFirst Strike. On the contrary, First Strike Abilities areexhausted when used in Combat and therefore they can beused only once per turn.

Combat Rounds

Every Combat round has the following phases:

1. Hero Preparation

2.Monster Phase

3. Hero Preparation

4.Hero Phase

If at any time during a round, Hero defeats the Monster orHero dies during the Combat round, the Combat ends. SeeEnd of Combat on page 26 for the outcome of the Combat.Otherwise, start another Combat round after Hero Phase.

Emerald Gem

Clover symbol

(1)

(3)

(2)

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Hero PreparationThe following can be used only in the Hero Preparationphase:

◆ Potions

◆ Scrolls

◆ Hero Healing effect with Timing icon

◆ Hero Healing provided by Gems (Opal, Diamond) andEssences (Water)

Note: Out of Hero Preparation phase, Hero can Heal onlyby effects that specify the exact phase of CombatSequence. E.g. Treatment Ability of Aél can be used only inHero Preparation, but Starlight Staff as Combat Abilityprovides Hero Healing in Hero Phase.

Monster-player is not allowed to play anything in this phase.

Hero Preparation Effects

Monster PhaseA) Before Monster-Attack Roll

In this phase, any number of the following effects can beused:

◆ Silver and Gold cards with Timing icon

◆ Abilities and Items with Timing icon

◆ Air Essence

If both players wish to use an effect at the same time, firstgoes:

◆ the player who did not perform the previous effect;

◆ or the Monster-player if it is the first effect of thephase.

B) Monster-Attack Roll

TheMonster-player rolls 2 Hero dice and sums their valuestomake theMonster-Attack Roll.

The Roll is immediately affected by the following effects:

◆ Shii's Intervention: If the Roll – before any other effectsare applied – is greater than or equal to 10,add 1 point onDie of Hope.

◆ Air Elemental Power: If Combat occurs on the hexinfluenced by Air Elemental Power and dice has differentvalues, turn the one with the highest value to theopposite side.

◆ Earth Elemental Power: If Combat occurs on the hexinfluenced by Earth Elemental Power, add 2 to the Roll.

C) After Monster-Attack Roll

After the Roll, both players can use their Gaar tokens:

◆ If Monster-player uses Gaar token of Monster, theyreroll any dice and add 2 to the Roll.

◆ If Hero-player uses Gaar token onMonster-Attack Roll,they reroll any dice and subtract 2 from the Roll.

Both players can use any number of Gaars.

Moreover, Monster-player can use Silver or Gold cards withthe Timing icon .

D) Monster Attack

Hero-player can use any number of their Abilities withTiming icon .

Monster-Attack Roll is then the sum of values on the diceand all applied effects.

If the Monster-Attack Roll is within one of the ranges onMonster card, the Hero's Health is reduced by the value inthe Injury symbol.

Apply all effects from the Silver and Gold cards whichdepends on theMonster-Attack Roll.

Apply all effects of Hero Abilities which depends on theMonster-Attack Roll.

Note: Remember that the Injury symbol with a plain numberis the effect, that directly reduces the Health of Hero. But theInjury symbol with plus sign before the number is appliedonly in case if Hero receives at least 1 Injury fromMonsterAttack. See Injury on page 28.

Finally, Monster-player can play Curse (see Appendix).

After this point, the Monster-player is not allowed to playany cards or use Gaar until next Monster Phase.

Monster Phase Effects

Timing icon

Gems

Essence

BeforeMonster-Attack roll

Treatment

AfterMonster-Attack roll

Monster Attack

Starlight Staff

Potions, Scrolls

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Hero Phase

Note: Before the Hero Phase the Hero-player can playHero Preparation phase, in the same way as beforeMonster Phase (see Combat Sequence, page 24).

A) Before Hero-Attack Roll

Before the Roll, Hero-player can use:

◆ any non-Combat Ability with Timing icon

◆ Fire Essence

B) Hero-Attack Roll

Hero-player chooses oneWeapon or Combat Ability (seeAppendix).

Note:Weapons are never exhausted when used to attack. Onthe contrary, Combat Abilities are exhausted when used andtherefore they can be used only once per turn.

Hero-player makes the Hero-Attack Roll as described inHero Rolls in Combat on page 24. Besides effects which canbe used to influence any Hero Roll in Combat, Hero-playercan also use any number of Items and Abilities with Timingicon .

C) Hero Attack

Hero-Attack Roll is now the sum of values on the dice and allapplied effects.

If the Hero-Attack Roll is within one of the ranges on theusedWeapon or Combat Ability tile, the Monster's Health isreduced by the value in the Damage symbol. Place Damagetokens of corresponding values onMonster card.

Also apply all effects of Hero Abilities which depend on theHero-Attack Roll.

Note: Remember that the Damage symbol with a plainnumber is the effect, that directly reduces the Health ofMonster. But the Damage symbol with plus sign before thenumber is applied only in case if Hero deals at least 1 Damageby Hero Attack.

Hero Phase Effects

End of Combat

Combat Ends immediately after resolving effects when:

◆Monster is defeated: Sum of Damage tokens onMonstercard is greater than or equal to the Health of Monster(seeDeath ofMonster).

◆ Hero dies:Health of the Hero drops to zero (see Combat- Death of Hero).

Combat – Death of HeroIf Hero dies in Combat, the Combat Action ends. Then:

◆ put back theMonster card on top of the appropriateMonster deck, face down;

◆ return to the supply all Gaar and Chaos tokens of theMonster;

◆ place played Silver and Gold cards on appropriatediscard piles;

◆ the Monster-player take one Shield token of thedefeated Hero and place it on their own Hero board;

◆ resurrect the defeated Hero.

Combat – ResurrectionWhen Hero dies, they are resurrected in Church. The playerthen:

◆ place Hero in Church,

◆ restore Health to Maximum,

◆ takes 3 Gaar tokens,

◆ draw one Gold card.

All remainingMove points are lost. However, the player cancontinue in their turn if they still have any remainingActions or can gain Move points.

Death of MonsterIf Hero defeats the Monster, the Combat Action ends and:

◆ Hero gathers the Loot from the hex.

◆ Hero gathers the Reward fromMonster card if the Hero's Reputationis within range of Reward condition.

◆ Hero either takes Monster card as aTrophy (see page 13) or put theMonster card on the appropriatediscard pile.

◆ Return all used tokens to the supply and played Silverand Gold cards on appropriate discard piles.

◆ The Hero still can use points fromDie of Hope to gatherGaar tokens.

Then the player places one of the tokens of their Hero on thehex according to the location where Combat took place:

Trade token: Combat Action takes place on ahex withMerchants, Alchemists or one of thehexes on the Big tile with Dragonslayer Towers.

TwoHammer-pick Interaction tokens:Combat Action takes place on aMining hex.If the player decides to play Mining Actiondirectly after Combat, they place only onetoken instead of two (seeMining Action, page20).

Shield token: Any other hex than thosementioned above.

BeforeHero-Attack roll

Hero-Attack roll

Reward condition

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The hex is then considered as liberated till the end of thegame. From now on, players can freely enter the hex.

Special situation:Due to the reward at the end ofCombat, Hero can have exceeding Items. If Monster wasdefeated at a hex with Place of Trade, Hero is allowed toplay Trade Action (immediately after Combat Actionends) and is not forced to discard exceeding Itemsdirectly after the Combat Action.

LootLoot is part of the reward Hero receives when theydefeat Monster. Loot is represented by icons on thehex besides the Monster icon.

◆ Take X Gold.

◆ Take Gaar token.

◆ Take Healing Potion tile.

◆ Draw Silver card.

◆ Draw Gold card.

◆ Gaar tokens (10),

◆ Attack ranges (11).

The symbols in the bar below name ofMonster are used inthe Combat Setup (see Encounter theMonster, page 24).

Attack ranges are used at the end of the Monster Phase(see page 25). If the Monster-Attack Roll is within one ofthese ranges the Monster inflicts the given Injury on theHero.

Moreover, the card can contain Hero Roll penalty (12).Subtract the value fromHero-Attack Roll that theHero-player makes throughout the Combat. Apply thiseffect directly after Shii's Intervention and ElementalPowers (seeHero Rolls in Combat, page 24).

Health of MonsterIn Combat, the Hero deals Damage toMonster. The player uses Damagetokens to keep track of the Damagethat has been dealt to the Monsterthroughout Combat. If the sum ofDamage tokens is greater than orequal to the Health of Monster, theMonster is defeated (see page 26).

Monster CardsMonster cards are divided into three Difficulty levelswhich differ by Monster icon with 1, 2 or 3 swords (1).Besides this icon, the back side of the Monster cardcontains:

◆ reference ranges of Health and Injuries inflicted byMonsters of this level (2);

◆ reward condition (3);

◆ Reward (4).

After defeating theMonster (see page 26), the Heroreceive everything from Reward onMonster card only inthe case the Hero's Reputation is within the range ofReward condition.

The front side of the Monster card contains:

◆ illustration (5),

◆ name (6),

◆ Health of Monster (7),

◆ Silver or Gold card bonus (8),

◆ Chaos tokens (9),

(6)

(5)

(11)

(12)

(7) (8) (10)(9)

(1)

(2)

(4)

(3)

Damage tokens

Example of Lootfrom the hex

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Damage

In Combat, Hero deals Damage to Monster. Hero usesDamage tokens to keep track of the whole amount ofDamage dealt to the Monster throughout Combat.

Damage symbol with the plain number:Dealinstantly Damage to Monster.

Damage symbol with the plus before number:Deal the value in the symbol to Monster only inthe case the Hero dealt at least one Damageduring the Hero Phase.

Damage symbol with theminus before number:Reduce the Damage inflicted onMonster by thevalue in the symbol.

Injury

In Combat, Monster inflicts Injury on Hero and thusreduce the Health of Hero.

Injury symbol with the plain number: Reduceinstantly the Health of Hero.

Injury symbol with the plus before number:Inflict the value in the symbol on Hero only inthe case if the Monster inflicts at least one Injuryduring theMonster Phase.

Injury symbol with theminus before number:Reduce the Injury inflicted on Hero by the valuein the symbol.

Combat AbilityCombat Abilities are special Abilities of Heroes (seeHero Tiles, page 16) that can be used in the HeroPhase to attack Monster. See Appendix for the list ofCombat Abilities for every Hero.

Directly before Hero-Attack Roll, the Hero-playermust choose either Weapon or Combat Ability. Ifthey Choose Combat Ability it is exhausted andcannot be used before the new game round.

Timing icon on Combat Ability tile serves as areminder that Hero-player chooses their Weapon orCombat Ability directly beforemaking Hero-AttackRoll.

Combat Ability tile always contains Attack rangeswhich are used at the end of the Hero Phase (seepage 26). If the Hero-Attack Roll is within one ofthese ranges, apply the given effect.

First Strike AbilityFirst Strike Abilities follow thesame rules as Combat Abilitiesonly that they are used in FirstStrike step of Combat (see page24).

Note: In the basic game, there isonly one First Strike Ability:Taesiri - Blizzard.

Blizzard

◆ Sword icon (6),

◆ purchase and selling price (7).

Timing icon serves as a reminder that Hero-playerchooses their Weapon or Combat Ability directly beforemaking Hero-Attack Roll.

Attack ranges are used at the end of the Hero Phase (seepage 26). If the Hero-Attack Roll is within one of theseranges, the Hero deals the given Damage to the Monster.

WeaponTo attack Monster, Hero-player has to use eitherWeapon or Combat Ability. Unlike Combat Ability, theWeapon tile is never exhausted and Hero-player can useWeapon in every round of Combat.

TheWeapon is Equipment which can be placed onAbility slot with Sword icon and the tile contains thefollowing information:

◆ illustration (1),

◆ name (2),

◆ Timing icon (3),

◆ Attack ranges (4),

◆ Hero Roll (5),

Sword icon

(2)

(6)

(5)

(7)

(3)

(1)(4)

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ThrowingWeaponTo attack Monster during First Strike, Hero-playerhas to use either ThrowingWeapon or First StrikeAbility. Unlike First Strike Ability, the ThrowingWeapon tile is never exhausted and Hero-playercan use ThrowingWeapon in every Combat.

The ThrowingWeapon is Equipment which can beplaced on Ability slot with Axe icon and the tilecontains the following information:

◆ illustration (1),

◆ name (2),

◆ Timing icon (3),

◆ Attack ranges (4),

◆ Hero Roll (5),

◆ Axe icon (6),

◆ purchase and selling price (7).

(2)

(6)

(5)

(7)

(3)

(1)(4)

Sword icon

Timing Icons, page 31). The tile is never exhausted andHero-player can use Shield in every round of Combat.

To use Shield, the player makes Hero Roll and if it iswithin Shield range, the Shield reduces the Injuryinflicted on the Hero during theMonster Attack up tothe value in the symbol.

Reduce the next Hero-Attack Roll by Shield penalty if:

◆ the Roll for using the Shield was within the Shieldrange,

◆ andMonster inflicts at least 1 Injury to the Hero.

ShieldThe Shield is Equipment which can be placed on Abilityslot with Sword icon and the tile contains the followinginformation:

◆ illustration (1),

◆ name (2),

◆ Timing icon (3),

◆ Shield range with Shield effect (4),

◆ Shield penalty (5),

◆ Sword icon (6),

◆ Hero Roll (7),

◆ purchase and selling price (8).

According to the Timing icon, Hero-player uses Shield inMonster Phase before the Monster-Attack Roll (see

(2)

(5)

(6)

(7)

(8)

(3)

(1)

(4)

Shield icon

Gaar in CombatIfMonster-player uses Gaar token,they reroll one die and add 2 to theMonster-Attack Roll.

Monster-player cannot use their Gaarto influence any Roll of Hero-player.

IfHero-player uses Gaar onMonster-Attack Roll,they reroll one die and subtract 2 fromMonster-Attack Roll.

As usual, ifHero-player uses Gaar on any Hero Roll,they reroll one die and add 2 to the Roll.

Gaar token

Hero andMonster Roll Symbol

Below range condition onWeapons, ThrowingWeapons,Shields, and Abilities, there is either Monster symbolreminding that the effect depends on theMonster-Attack Roll or Dice symbol reminding that:

◆Weapon, ThrowingWeapon, Combat Ability, FirstStrike Ability: the effect depends on Hero-Attack Roll

◆ Shield, other Abilities: the effect depends on separateHero Roll

See Appendix for details on the Abilities of each Hero.

Dice symbol Monster symbol

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(1)(2)

(3)

Monster Phase or at the end of Combat round in case ofCurse.

Converting CardsAt any time, the player is allowed to discard fourarbitrary Silver cards (without using their effect) anddraw one Gold card.

Hand LimitWhenever a player draws Silver and Gold cards as areward and hasmore than 5 cards in hand then:

◆ they can convert Silver cards to Gold card (seeabove),

◆ and/or must discard to 5 cards.

Always take the whole reward, i.e. in Combat, whenMonster is defeated, draw cards from reward onMonsterand from loot on hex.

Some Items or Abilities contain Silver or Gold Hand icon.When the effect is used, the player draws thecorresponding Silver or Gold card.

Silver and Gold CardsSilver and Gold cards represent the special abilities ofthe Monsters. Even though players collect the cardsduring their turns as a Hero, they use the cards only inthe role of Monster-player during turns of theiropponents.

Note: In Mirrezil Scenario, Silver and Gold cards are alsoused to create Defense Magic (see page 37).

On the front side, Silver and Gold cards contain:

◆ name,

◆ Timing Icon,

◆ effects.

According to the Timing icon, the Monster-player canplay the card either before Monster-Attack Roll or AfterMonster-Attack Roll (seeMonster Phase, page 25). Theonly exception is Curse which can be played at the end ofMonster Attack (seeMonster Attack, page 25).

Effect and Chaos TokensEvery card is divided into separate boxes with effect; twoboxes on Silver card and three on Gold card.

To use an effect, Monster-player must use one Chaostoken and

◆ play one or two Silver cards of the same type,

◆ or play one, two, or three Gold cards of the sametype.

Use the effect in the box on the card according to thenumber of played cards.

Monster-player places the played cards face up besideMonster card as a reminder of the applied effect. Put thecards on the appropriate discard pile at the end of the

Effect examplesSilver Hand

iconGold Hand

icon

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Church

By Church, we understand the centerof Starting Map tile (see Big tiles, page11). If the Hero is in the center of thetile they can:

◆ For each 1 Gold paid, heal by 6.

◆ Pay 1 Gold to buy Church HealingScroll. The Hero can have only one Church HealingScroll.

Be aware, that Church is not a Place of Trade. Besides thehealing and purchase of the scroll, the Church locationprovides no other service.

Treasure

Whenever Hero enters Treasure locationwithout Shield token, they can place Shieldtoken on the hex and draw one Treasure tile.

If Hero enters and liberates the Treasure hex withMonster,the player place only one Shield token on the hex and afterthe Combat draws one Treasure tile.

Therefore, any Treasure hex contains at most one Shieldtoken.

Elementals

There are four types of Elementals on theMap:

◆ Earth,

◆ Air,

◆Water,

◆ Fire.

Elemental CardsFor every Elemental, there is an Elemental card whichcontains:

◆ illustration (1) (same isused also onMap hexes),

◆ Elemental Power (2),

◆ Confrontation ranges andeffects (3).

Elemental PowersThe hex with Elemental and alladjacent hexes are influenced by its Elemental Power.

Any hex can be influenced by an arbitrary number ofdifferent Elemental Powers.

Timing IconsTiming icons serve as a reminder when the effect ofItem or Ability tile, Silver or Gold card, can be used.

Square tile without Timing icon can be used only:

◆ Out of Combat

◆ Before Combat (see page 23)

The tile has a permanent effect.

The tile can be used both in and out ofCombat.

Timing icons related to Combat:

The card or tile is used before Monster-Attack Roll.

The card can be used either before or afterMonster-Attack Roll.

The card or tile can be used after Monster-Attack Roll.

The card or tile can be used before Hero-Attack Roll.

The tile can be used after Hero-Attack Roll.

Clover

Add to or subtract from the Hero Roll (or Hero-AttackRoll) the value in the symbol.

Rabbitfoot

Add to or subtract from theMonster-Attack Roll thevalue in the symbol.

SubtractAdd

Add Subtract

Free Actions

(2)(1)

(3)

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The effect of one type of Elemental Power is applied onlyonce regardless of howmany Elementals of the same typeinfluence the hex.

Air Elemental Power

If any Dice Roll is made on a hex influenced byAir Power and the both rolled dice showdifferent values, the die with the higher value isturned over to show the opposing number.

Earth Elemental Power

If any Dice Roll is made on a hex influenced byEarth Power, add 2 to the Roll.

Earth is always applied after Air, if the hex isinfluenced by both Powers.

Fire Elemental Power

If Heromoves to the hex influenced by FirePower, they suffer 2 Injuries.

However, the Hero is not injured if they teleportto the hex.

Any Hero also suffers 2 Injuries whenever a newMap tile isadded and Fire Elemental appears on the hex adjacent to thehex with Hero.

If Hero dies due to this injury, they lose two Reputation andthey are resurrected in Church (see below).

Water Elemental Power

If Heromoves to the hex influenced byWaterPower, they heal by 1.

However, the Hero is not healed if they teleportto the hex.

Any Hero is also healed by 1 whenever a newMap tile isadded andWater Elemental appears on the hex adjacent tothe hex with Hero.

Confrontation with ElementalIf the Hero enters the hex with Elemental where isnot placed their Interaction token, they canconfront this powerful entity as follows:

1. Pay 1 Gold to every opponent who has an Interactiontoken on the hex.

2. Places their Elemental Interaction token on the hex.

3. Make Hero Roll.

4. By the range on the corresponding Elemental card,resolve the effect.

For a detailed description of all Confrontation effects, seeAppendix.

Note: The Interaction token is placed on the hex even in thecase when the Roll is out of all ranges on the card andtherefore Confrontation has no effect.

Elemental – Death of HeroIf Hero dies as a result of the effect of Confrontation theHero is Resurrected in Church:

◆ Place Hero in Church.

◆ Hero loses any remainingMove points.

◆ Hero loses 2 Reputation.

◆ Hero heals to the Maximum.

◆ The player can continue playing if it is their turn.

EssencesThere is Elemental Essence or simply Essence for every typeof Elemental. Essence can be:

◆ used for its effect (see below);

◆ sold for 2 Gold (see page 22);

◆ used to unlock Ability slots (see page 22);

◆ spent to fulfill Quest (see Encounters and Legends onpage 33).

Air Essence

Timing: Only in Combat, before Monster-Attack Roll.

Effect:Monster-player uses only one die during the rest ofthe Combat.

Note: If a player uses Elemental Essence, do not apply theeffect of Air Elemental Power even if Combat takes place oninfluenced hex on the remaining die the Monster-playeruses.

Earth Essence

Timing: After any Hero Roll.

Effect: Add 8 to the Roll.

Fire Essence

Timing: Only in Combat, before Hero-AttackRoll.

Effect: Add 3 to the Damage if Hero inflicts at least oneDamage.

Water Essence

Timing: Out of Combat, anytime / In Combat,Hero Preparation

Effect:Heal 4.

Quests

There are two types of Quests in the game:

◆ Encounters

◆ Legends

Encounters are used in every Scenario. Legends are used onlyin Brasath Scenario.

Not all Encounters and Legends are used in the game. Thenumber and type depend on the number of players and thechosen Scenario. See Setup on page 4 for further details.

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EncountersEncounters are marked by the Questionmarksymbol. Every Encounter consists of two parts:

◆ hex on one of the Map tiles (1),

◆ deck of cards (2).

Both parts share the sameillustration.

Besides that, it can consist a deck ofEncounter Rewards (Hunter, Witch)or Items (Priest).

Note: TheMercenary Fortress is an exception (see Big tiles,page 11).

Revealing EncounterWhen a player reveals Map tile with Encounter, draw twocards from the corresponding Encounter deck and placethem beside the deck. From this moment, the Quests on thecards can be fulfilled.

Front side of every Encounter card contains:

◆ illustration (3) (the same as on the Encounter hexor tile),

◆ Quest (4),

◆ Reward (5).

Fulfilling EncounterIf Heromoves to the Encounter hex, they can fulfill one orboth Encounter cards as a Free Action as follows:

1. Satisfy the condition of the Quest.

2. Take the Reward.

3. Place the fulfilled Encounter card beside Hero board.

Hero keeps the Encounter cards for Final Scoring(see page 18).

Be aware, that the Encounter cards are not refilledimmediately, but at the end of the current player's turn (seepage 18).

(1) (2)

Question marksymbol

Legends

Every Legend consists ofthree parts:

◆ LegendMap tile (6),

◆ Legend card (7),

◆ Artifact (8).

The front side of the LegendMap tile, the back side of theArtifact, the back side and the top of the front side of theLegend card share the same Illustration.

Legend tiles are Big tiles (see page 11).

Revealing LegendWhen a player reveals Legend tile they place Legend card andArtifact (both face up) within reach of all players. From thismoment, the Quests for the Artifact can be fulfilled.

Front side of every Legend card contains:

◆ illustration (9),

◆ Quest (10),

◆ Artifact (11),

◆ Reward (12).

Fulfilling LegendThe Legend has two parts.

The first part is completed if Heromoves in the center ofLegend tile and satisfy the top part of the Quest. Then theytake the Artifact.

Note: The Artifact is Item that must be stored in the Sack.The Artifact provides no effect usable by the Hero.

To complete the whole Legend, Heromust bring the Artifactto the Church. As a Free Action, the Hero:

◆ places the Artifact below Scenario board;

◆ takes the Reward from the Legend card;

◆ places the fulfilled Legend card beside Hero board.

Hero keeps the Legend cards for Final Scoring (see page 18).

Note: The Artifacts play an important role in the fightagainst elusive dragon Brasath. See page 38 for furtherdetails.

(3)

(5)

(4)

(9)

(12)

(11)

(10)

(7)

(6)

(8)

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The Setup of every Scenario is a part of the standard rules forSetup of the game, see page 6, 7, 9. The following sectionscontain all specific gameplay rules for each Scenario.

Farruga ScenarioDefending the SettlementsBackstoryFarruga, almost the force of nature by itself, is raiding Placesof Trade and Places of Encounter. Heroes try to hunt thedragon down, protect the people and their settlements anddefeat the horrific beast.

GoalDefeat the Dragon before the end of round 14.

Game LengthThe game is played by the standard rules for 12 roundsfollowed by 2 Farruga Attack rounds.

Farruga Card

The back side of the Farruga card is used during Setup (seepage 9) and for scoring. It contains:

◆ Dragon card icon (1),

◆ number of players icon (2),

◆ Scoring table (3),

◆ Final blow scoring (4).

See page 35 for details on the Scoringtable and Final blow.

The front side of the Farruga card is used during the finalround of the game. The cardcontains:

◆ name (5),

◆ illustration of Farruga (6),

◆ Health of dragon (7),

◆ Injury inflicted by dragon (8).

Health varies with the number ofplayers. The Injury inflicted onHeroes is always 6.

Farruga Attack Cards

The front side of the card providesthe following information:

◆ illustration and Type of Placeattacked by Farruga (9);

◆ Compass to determine theorder of targets (10);

◆ Farruga Attack (11).

The deck lay on the table face down (see page 9).

Dragonslayer Towers: There is only one tile withDragonslayer Towers and therefore the Farruga Attack cardmisses the Compass pictogram. Moreover, the card providesthe bonus to each Hero's attack.

Farruga Attack RoundAfter 12 standard rounds, the game proceeds with up to twoFarruga Attack rounds. Both Attack rounds follow thissequence:

◆ Setup of Attack round,

◆ Determine targets,

◆ Farruga Attacks,

◆ Resolving round.

Setup of Attack Round

At the beginning of both Attack rounds, players take all usualsteps as at the beginning of standard round (see Gameround, page 18).

Moreover, as the last step of the round setup, draw a cardfrom the Farruga Attack deck and place it on the table faceup.

Determine Targets

Players use Compass to determine which Places on theMapwill be attacked by Farruga in the next turn.

The small symbols on the top and bottom of the Map tilescorrespond to the North and South on the Compass. East ison the right andWest on the left.

◆ 1st direction is determined by the letter above the redneedle on the Compass.

◆ 2nd direction is the next letter if going along the red arc.

◆ 3rd direction is the last letter.

Directions and Compass

Now, place three Initiative tokens on the locationscorresponding to the Type of Place on the Attack card.

◆ Initiative token “1” on the Place closest to the edge ofthe Map going from the 1st direction.

◆ Initiative token “2” on the Place closest to the edge ofthe Map going from the 2nd direction.

North

South

EastWest

Scenarios

Redneedle

Red arc1st direction

2nd direction

3rd direction

(9)

(11)

(10)

(6)

(7)

(5)

(8)

(1)

(2)

(4)

(3)

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◆ Initiative token “3” on the Place closest to the edge ofthe Map going from the 3rd direction.

If there is a tie during determining the target, choose thePlace closest to the edge corresponding to the next direction,etc.

Note: For the 3rd direction, the next is the 1st direction.

In any Place can be only one Initiative token. Thereforeignore Places with Initiative token when determining theposition of following tokens.

In the case of Dragonslayer Towers, the token is placed in thecenter of the tile.

Example: 1st direction given by the red needle is North (1), i.e.top of the Map. The 2nd direction is East (2), i.e. right and 3rddirection is South (3), i.e. bottom.

The Initiative token “1” should be placed on the Alchemistsclosest to the top edge of the Map. However, there is a tie (4).Therefore, the 2nd direction is used as a tiebreaker. Choose therightmost hex with Alchemists (5).

The Initiative token “2” is placed from the 2nd direction, i.e.from the right edge of the Map. Alchemists with the Initiativetoken are ignored and thus token “2” is placed on the secondAlchemist from the right (6).

The same procedure is followed for the 3rd direction (7).

Farruga AttacksDuring Farruga Attacks the player can only Move and ontheir way to fight the dragon visit Church (to heal or buy ascroll). No other Action or Free Action cannot be played.

As usual, players can change Equipment and use Out-of-Combat Abilities or Items before or in between FarrugaAttacks. However, be aware that Train requires Trade Actionand therefore it is not possible in Farruga Attack rounds trainor change Abilities. Heroes have to be prepared in advance!

The number of Farruga Attacks is equal to the number ofInitiative tokens on theMap.

The players do not play complete turns as usual but beforeeach Farruga Attack, they decide whether they willparticipate in the protection of the raided location.

From the starting player, each player decides whether theymove their Hero to the location with Initiative token “1”.

Those who will fight, Move their Hero to the location “1”.Heromoves and use Move points as usual.

Now each Hero attacks the dragon. The Hero who spends theleast Move points to arrive at the location attacks first. Incase of a tie, decide by rolling the die. Whoever roll is higher,goes first.

The Hero follows standard Combat rules skipping theMonster Phase, i.e. proceed with:

◆ First Strike

◆ Hero Preparation

◆ Hero Phase

Do not use Shii's Intervention.

Note:Heroes cannot use any Abilities or Items whichhave an effect during Combat only in Monster Phase, i.e.Abilities with Timing icons and . Moreover,the player cannot use Stun (Dral), Knock Down (Keleia),Frost Grip (Taesiri).

When the player finishes their attack, the Hero:

◆ place the Damage tokens on the Farruga card (8);

◆ suffers Injury stated on the Farruga card (9);

◆ suffers Injury (10) or receives Reputation (11) accordingto the Damage the Hero inflicted on Farruga.

Be aware, that every Hero has to use their own Damagetokens.

Note: Elsewhere than at the current Initiative token locationHeroes are not affected by Injury from Farruga card andFarruga Attack card.

Final BlowThe last attack that will cause the sum of Damage tokens onthe Farruga card to be equal to or greater than the Health ofthe dragon is called Final blow.

The sum of Damage tokens on the Farruga card cannot behigher than the Health of the dragon. Therefore, the Hero toinflict the Final blow places only the Damage tokens suchthat the sum is equal to the Health of the dragon. The Herosuffers no Injury. If it is the case, the Hero does not receiveReputation from the Farruga Attack card. But the Heroimmediately gains 2 Reputations.

(1)

(2)

(4) (4)

(5)

(6)

(7)(3)

(9)

(8)

(11)

(10)

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Be ReadyIf Hero decided not to participate in the fight at the locationof the current Initiative token - as other players - they stillcan performMove. If they finish at the location of the nextInitiative token, during the next Farruga Attack, countmovement of those Heroes to be equal to zero to determinethe order of players attacking the dragon.

Resolving Round

If Heroes have not defeated the dragon yet, remove thecurrent Initiative token.

◆ If there is an unresolved Initiative token proceed withthe next Farruga Attack. Follow the same rules as in thecase of the previous location.

◆ If the last Initiative token of round 13 was resolved, playanother Farruga Attack round.

◆ If the last Initiative token of round 14 was resolved, seeFarruga - Settlements in Fire

If Heroes defeated Farruga at one of the locations, seeFarruga - Death of Dragon.

If Hero dies during Farruga Attack, see Farruga - Death ofHero.

Farruga – Settlements in FireHeroes failed to protect the people of Euthia!

Each Hero loses 10 Reputation.

Despite this, Heroes receive Reputation for the Damage theydealt to the dragon according to the table on the Farrugacard.

Now proceed to the Final Scoring, see page 18.

Farruga – Death of DragonHeroes successfully protected the people of Euthia and killed thedragon!

Heroes receive Reputation for the Damage they dealt to thedragon according to the table on the Farruga card.

Now proceed to the Final Scoring, see page 18.

Farruga – Death of HeroIf Hero dies during Farruga Attack the Hero is Resurrected inChurch:

◆ Hero loses any remainingMove points.

◆ Hero loses 2 Reputation.

◆ Hero heals to the Maximum.

◆ The player continues playing during the next FarrugaAttack.

Mirrezil ScenarioThreat of MirrezilBackstoryMirrezil, the dragon of pure emotions, is using themagic todestroy the Church and through that, breaks the circle ofresurrection which revives Heroes. Will you be able to invokeDefense Magic that will help to protect the last bastion ofhope in Euthia?

GoalDefeat the Dragon in the round 16.

Game LengthThe game is played by the standard rules for 15 roundsfollowed by 1 Mirrezil Attack round.

Mirrezil Card

The back side of the Mirrezil card is used during Setup (seepage 9) and for scoring. The card contains:

◆ Dragon card icon (1),

◆ number of players icon (2),

◆ Scoring table (3),

◆ Final blow scoring (4).

See page 38 for details on the Scoringtable and Final blow.

The front side of the Mirrezil card is used during the finalround of the game. The card contains:

◆ name (5),

◆ illustration of Mirrezil (6),

◆ Health of dragon (7),

◆ Injury inflicted by dragon (8).

Health varies with the number ofplayers. The Injury inflicted onHeroes is always 13.

Event Cards

There are two Categories of MirrezilEvent cards. The back side contains:

◆ illustration of Mirrezil (9),

◆ Event Category (I or II) (10).

The decks are prepared duringSetup, see page 9.

(6)

(7)

(5)

(8)

(1)

(2)

(4)

(3)

(9)

(10)

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The Event is described on the frontside of the card:

◆ Event Category (I or II) (1),

◆ Effect of Event (2),

◆ Defense Magic condition (3),

◆ Reward for creating DefenseMagic (4).

Heroes are influenced by the Effect of Event whenever theEvent card comes to play. However, each player can createDefense Magic to protect themselves against the Effect ofEvent and gain Reward. See below for details.

Course of Scenario

Remember that players begin the game with 10 Gold (seeSetup, page 9).

At the beginning of:

◆ the round 1, draw and reveal Category I Event card;

◆ the rounds 6 and 11, draw and reveal Category II Eventcard.

When the new Event is revealed:

◆ Return the previous Event card into the box.

◆ Turn all Defense Magic tokens face down (seeDefenseMagic).

The Effect of Event is permanent and last until the card isreturned into the box after five rounds. Effect of Eventinfluences all Heroes. However, each player has theopportunity to create Defense Magic to protect their Herofrom the Effect of Event and receive the reward.

When players finish round 15, Mirrezil Attack round follows.Despite the dragon dies or stays alive at the end of round 16,Heroes score the Mirrezil card and then proceed to FinalScoring, see page 18. The winner is the player with thehighest Reputation.

Defense MagicWhen a Hero invokes Defense Magic, the Hero:

◆ is protected against the Effect of the Event

◆ receives the Reward

◆ uses the Magic during Mirrezil Attack (see Shield ofDefenseMagic)

A Hero can create Defense Magic only if:

◆ standing on the hex with their Shield token,

◆ and there is no Defense Magic token on the hex.

There, the player fulfills the Defense Magic condition of theEvent card by spending Silver and Gold cards together withappropriate Essence (5). The player then:

◆ places the Defense Magic token (6) face up under theShield token (7),

◆ receives the reward (8).

From now on, the Effect of theactive Event does notinfluence the Hero.

When new Event comesto play, the DefenseMagic tokens are flippedface down and Heroes haveto create Defense Magic again toprotect themselves against new Effect.

For one Event, each player may create only oneDefense Magic.

See Appendix for a detailed description of Events.

Mirrezil Attack RoundAfter 15 standard rounds, the game continues withMirrezilAttack round.

At the beginning of the round:

◆ All Heroes are placed on Church and their Health isrestored to Maximum.

◆ Activate all exhausted Items and Abilities.

◆ Flip all Gems to their effect side.

Note: In this round, players do not need Action tokens.

As usual, players can change Equipment and use Out-of-Combat Abilities or Items before Mirrezil Attack. However,be aware that Train requires Trade Action and therefore it isnot possible in Mirrezil Attack round train or changeAbilities. Heroes have to be prepared in advance!

Shield of Defense Magic

Each Hero place 3 Damage tokens onMirrezil card for everyDefense Magic they invoked during the game.

Now, the fight with the dragon begins. First, each Heroattacks the dragon. If Mirrezil is alive, every Hero suffers 13Injury. See next section for details.

The Scenario ends with:

◆ Death of dragon if Heroes inflicted Damage equal toHealth of dragon (seeMirrezil - Death of dragon, page38).

◆ Death of Heroes if all Heroes are killed by Mirrezil (seeMirrezil - Fall of Hope, page 38).

Mirrezil AttackUse die to determine the order of players. The player thatrolled the highest number attacks first, etc.

Hero uses standard Combat rules to play the followingphases:

◆ First Strike

◆ Hero Preparation

◆ Hero Phase

◆ Hero Preparation

Do not use Shii's Intervention.

(7)

(6)

(5)(8)

(1)

(4)

(2)

(3)

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Every Hero uses their own Damage tokens.

Note:Unlike in standard Combat, Monster Phase is skippedand there is Hero Preparation even after Hero Phase.Therefore can heal and use things like Potions, Scrolls, etc.after they attack.

Note:Heroes cannot use any Abilities or Items whichhave an effect during Combat only in Monster Phase, i.e.Abilities with Timing icons and . Moreover,the player cannot use Stun (Dral), Knock Down (Keleia),Frost Grip (Taesiri).

Remember, when all Heroes finished their attack, Mirrezilinflicts 13 Damage on every Hero. If the dragon and at leastone Hero is still alive, proceed with another Mirrezil Attack.

Final BlowThe last attack that will cause the sum of Damage tokens ontheMirrezil card to be equal to or greater than the Health ofthe dragon is called Final blow.

The sum of Damage tokens on theMirrezil card cannot behigher than the Health of the dragon. Therefore, the Hero toinflict the Final blow places only the Damage tokens suchthat the sum is equal to the Health of the dragon. The Herogains 2 Reputation.

Resolving Round

Mirrezil – Fall of HopeAll Heroes died and therefore failed to protect the Church andpeople of Euthia!

Each Hero loses 10 Reputation.

Despite this, Heroes receive Reputation for the Damage theydealt to the dragon according to the table on theMirrezilcard.

Now proceed to the Final Scoring, see page 18.

Mirrezil – Death of DragonHeroes successfully protected Church and killed the dragon!

Heroes receive Reputation for the Damage they dealt to thedragon according to the table on theMirrezil card.

Now proceed to the Final Scoring, see page 18.

Mirrezil – Death of HeroIf Hero dies during Mirrezil Attack they lose 2 Reputation.

If the dragon died, the Hero is resurrected and healed to theMaximum but does not receive any Gaar or a Gold card. TheHero still participates in the scoring of Mirrezil card and inFinal Scoring.

Brasath ScenarioBanishing of BrasathBackstoryBrasath, themysterious being formed from the Faer itself.Who could describe the formwhich the dragon cloak itselfin? In spite of Brasath lacks the physical form, be assured,that you will recognize the presence of him. The imminenceof Death!

GoalHeroes try to banish Brasath by fulfilling the Legends beforethe end of round 20.

Game LengthThe game is played by the standard rules and finishes whenplayers bring enough Artifacts to Church:

◆ 1 player: 2 Artifacts,

◆ 2 players: 3 Artifacts,

◆ 3 or 4 players: 4 Artifacts,

or it ends at the end of round 20.

Course of Scenario

Remember that players begin the game with 20 Golds and 5Reputation (see Setup, page 9).

Since the Starting Map tile is placed with Church and Priestside up, reveal two cards from the Priest's Encounter deck.

The game follows all standard rules.

When one of the Heroes fulfills the Legend and brings

◆ 2nd Artifact in 1 player game;

◆ 3rd Artifact in 2 players game;

◆ 4th Artifact in 3 or 4 players game

to the Church, the game immediately ends. Brasath isbanished and players proceed to Final Scoring, see page 18.

If the Heroes have not managed to fulfill enough Legendsbefore the end of round 20,Heroes have not banished Brasathand the land is enshrouded in the cloak of terror. Despite this,players proceed to Final Scoring, see page 18.

The player with the highest Reputation is the winner.

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The following section describes themodifications ofstandard rules such that the game can be played in 1 player.

Setup

Use the standard Setup of the game (see page 4) with thefollowing changes.

Choosing and Preparing a HeroPrepare dice of not chosen Hero beside Mining and Combatboard. They are called Monster dice.

Mining and Combat BoardReturn Control Player cards intothe box.

Shuffle the deck of Combatcards and place it face down leftfrom the Silver card deck (1).

MapPlace Starting Map tile according to chosen Scenario and sortthe Map tiles as usual (seeMap, page 6).

In solo mode, only two FixedMap tiles are used for eachChapter:

◆ Farruga scenario: Chapters I-IV;

◆Mirrezil scenario: Chapters I-V;

◆ Brasath scenario: Chapters I-V.

Choose appropriate FixedMap tiles shown on the side of thepage.

Follow the standard rules and use an appropriate solo modetable for the chosen Scenario to prepare Encounter, Legendand Other Map tiles.

Other Game ComponentsFrom all Encounter cards, select those that correspond toEncounter Map tiles you have chosen during the setup of theMap. If there is Hunter or Witch among the selectedEncounter cards, remove all cards which do not have one-player icon and return them into the box. Sort the cards intodecks by the illustration on the back side. Shuffle the decksand place them on the table face down:

◆ Remove 2 cards from the top of Hunter andWitch decks.

◆ Remove 4 cards from the top of every other Encounterdeck.

Witch Reward tiles with Dark Amulets are not used in solomode, therefore, return them into the box.

Scenario ComponentsFarruga Scenario:Use Farruga card with one-player icon.

Mirrezil Scenario:UseMirrezil card with one-player icon.

Rules Changes

The game is played by the standard rules with changes in thefollowing parts:

◆ Silver and Gold cardsmanagement

◆ Combat

◆ Farruga andMirrezil Scenarios

◆ Final Scoring

Solo Mode

Chapter I Chapter II

Chapter III Chapter IV

Chapter V

(1)

Farruga Scenario

Mirrezil Scenario

Brasath Scenario

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Note: Instead of Monster-player we will use the Monster forsimplicity.

Silver and Gold Cards

Since there is no opponent in solomode, the Monster iscontrolled by the Combat cards.

Even in solomode, the Monster uses Silver and Gold cards.These cards are kept in two separate decks which are calledSilver cache and Gold cache. Left space for both caches.

Manage the caches as follows:

◆ At the beginning of eachround, add one Silver card ontop of the Silver cache (1).

◆ Any time a Hero draws Silveror Gold card, draw a card of thesame type for the Monster.Place the card on top of theappropriate cache.

◆Whenever there are 4 or more Silver cards in Silvercache, discard 4 Silver cards, draw 1 Gold card and placeit on top of Gold cache.

◆ There is no limit on the number of cards in Gold cache.

Hero still gains Silver and Gold cards in the game as areward, but the player never controls Monster in solo mode.Therefore the player can at any time:

◆ discard 4 Silver cards to gain 1 Gold;

◆ discard 1 Gold card to gain 1 Gold;

◆ Keep cards in hand to create Defense Magic inMirrezilScenario.

The player still has to respect the limit of 5 cards in hand (seepage 30).

When discarding Silver or Gold card, instead of creating thediscard piles, put the card on the bottom of thecorresponding deck.

Combat

Combat Action and Combat are played according to thestandard rules (see page 23). The player Setup the Combat inthe usual way and proceed to Combat Sequence. The onlychange is for Monster-Attack Roll which is part of MonsterPhase.

Combat CardsTheMonster uses Combat card to determine theMonster-Attack Roll andMonster actionsinstead of rolling dice. The cardcontains:

◆Monster-Attack Roll (2),

◆ Sum of dice on the card (3),

◆Monster actions (4).

There are twoMonster actions:

◆ Gaar action,

◆ Chaos action.

Monster-Attack RollInstead of rolling dice, reveal the top card of the Combatdeck and set the Monster dice to show numbers from theCombat card.

Monster-Attack Roll is immediately affected by thefollowing effects:

◆ Air Essence: If Hero-player has used Air Essence, theMonster loses the Monster die on the left of the Combatcard.

◆ Shii's Intervention: If the Roll – before any other effectsare applied – is greater than or equal to 10, add 1 point onDie of Hope.

◆ Air Elemental Power: If Combat occurs on the hexinfluenced by Air Elemental Power andMonster dice hasdifferent values, turn the one with the highest value tothe opposite side (see page 32).

◆ Earth Elemental Power: If Combat occurs on the hexinfluenced by Earth Elemental Power, add 2 to the Roll.

TheMonster immediately tries toplay Monster actions from theCombat card.

For each Gaar action: If Monsterstill has Gaar token, discard thetoken (5) and reroll the die with alower number (6). Moreover, add 2to the Monster-Attack Roll.

If Monster:

◆ has at least two Silver or Gold card,

◆ and has at least two Chaos tokens,

◆ and Combat card instructs to play two Chaos actions,

thenMonster plays two Chaos actions.

If Monster:

◆ has at least one Silver or Gold card,

◆ and has only one Chaos token,

◆ and Combat card instructs to play one or two Chaosactions,

thenMonster plays one Chaos actions.

In other cases, the Monster plays no Chaos action.

After resolving the Chaos actions, discard used Silver andGold cards.

One Chaos Action

If there is at least one card in Gold cache, reveal the top cardand continue until:

◆ you draw 3 cards of the same type,

◆ or draw a card of a different type.

(3)

(2)

(4)

(5)

(6)

Silver cache Gold cache

(1)

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In both cases put the lastrevealed card on the bottomof the Gold cache (1).

If the Gold cache is empty,proceed in a similar way forSilver cache, but draw onlyup to 2 cards of the sametype.

Discard Chaos token (2) andapply the effect of therevealed cards stack (3) inthe appropriate phase ofCombat.

Two Chaos Actions

Perform One Chaosaction to create thefirst stack (4).However, when youdraw a card of thedifferent type thancards in the firststack, start thesecond stack withthis card (5). Again,follow the rules ofOne Chaos action tofinish the stack.

For each created stack discard one Chaos token (6) and applythe effects of the revealed cards stacks in the appropriatephase of Combat.

Combat– Cards Effect Clarification

HealingIf the card is Healing and theMonster has not suffered anyDamage yet, place the card back on top of the Gold cache.TheMonster then uses neither a Chaos symbol nor a Chaostoken.

Mind ControlBecause Gaar action precedes Chaos actions, if Monstersteals Gaar of the Hero by the effect of Mind Control card,the stolen Gaar cannot be used before the next Combatround.

Combat – Death of Hero

If Hero dies in Combat withMonster, the Combat Actionends and:

◆ return theMonster card on top of the appropriateMonster deck, face down;

◆ return all tokens of the Monster to the supply anddiscard played Silver and Gold cards;

◆ the player places one Chaos token on Hero board;

◆ resurrect the defeated Hero (see Combat-Resurrection,page 26).

Note: Each Chaos token on Hero board reduces Reputationby two in Final Scoring.

Scenario

For all Scenarios follow standard rules. There is only a smallchange in the scoring of Farruga andMirrezil Scenarios.

Farruga Scenario ScoringDeath of Dragon: If the player defeats the dragon, as areward they receive 10 Reputation and proceed to FinalScoring.

Settlements in Fire: If the player has not defeated thedragon before the end of round 14 Hero loses 10 Reputation,does not receive Reward from Farruga card and playerproceeds to Final Scoring.

Mirrezil Scenario ScoringDeath of Dragon: If the player defeats the dragon, as areward they receive 10 Reputation and proceed to FinalScoring.

Fall of Hope: If Hero dies during the fight with the dragon,they lose 10 Reputation, does not receive Reward fromMirrezil card and player proceeds to Final Scoring.

Final Scoring

Changes to Final Scoring:

◆ Hero loses 2 Reputation for each Chaos token on Heroboard.

◆ Do not use scoring for Other Shield tokens.

Summary of Death of Hero

If Hero dies during the game, i.e. Health drops to zerothen:

◆ If Hero performed any Action or Free Action, it ends.

◆ Any unusedMove points are lost.

◆ Hero is resurrected in the Church.

◆ The player can continue playing if it is their turn.

Summary of Resurrection

The player puts their Hero on the Church and heals themto theMaximum.

If an opponent caused the death of Hero (in Combat orthrough Adventurer Encounter), the opponent takesShield token of Hero who died. Dead Hero receives3 Gaars and 1 Gold card.

If an opponent did not cause the death of Hero (butElemental reward, dragon, etc. did), Hero losesimmediately 2 Reputations and receives no Gaar and noGold card.

However, we clarify these special situations for eachappropriate places in the rules.

(1)

(2)

(3)

(5)(6)

(4)

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Published by Diea Games s.r.o.Na Folimance 2155/15120 00 Prague Czech Republic

www.euthia.com

Contact us on [email protected]

Copyright ©2020 Diea Games

Actual componentsmay vary from those shown.

WARNING! Not suitable for children under 3 years.THIS PRODUCT IS NOT A TOY. NOT INTENDED FORUSE OF PERSONS13 YEARS OF AGE OR YOUNGER.

CreditsGameDesign and Development:Tadeáš Spousta, Markéta Bláhová

Art:Iveta Doležalová, Petr Štich, Jiří Dvorský

Graphic Design:Iveta Doležalová

Publisher:Diea Games

Rules:

Markéta Bláhová, Ladislav sedlák,Aleš Kotsu Matas