Keywords

## Heroes

### ATK

ATK is short for "Attack", and will commonly be found in the rules, Item Cards, and Event Cards as shorthand. When a card references +/- ATK, increase or decrease the number of dice rolled for Attack rolls by the number listed.

```
Roland acquired the "Mighty Gloves" accessory, which gives him +1 ATK. This means that while he has it in his inventory, he will roll an additional die on Attack Actions.

```

+ ATK- ATK
### Action

When a hero tries to move, attack, or interact with something, it takes an Action to do so. See Actions.

#### **# Actions**

The number of Actions a certain Ability costs to use.

```
Ibexus's "Mana Stream" is a 2 Action Ability, and it costs two Actions to cast it.

```

### DEF

DEF is short for "Defense" and will commonly be found in the rules, Item Cards, and Event Cards as shorthand. When a card references +/- DEF, increase or decrease the number of dice rolled for defense rolls by the number listed.

```
Kira acquired the "Buckler", an OFF-HAND shield. It gives her +1 DEF, meaning she rolls an additional die on her next Defense check.

```

+ DEF- DEF
#### Defense Check

Some Event Cards require a hero to test their Defense. When testing the Defense of a hero, the player will gather dice equal to their hero’s Defense stat (including any modifiers applied by items and/or the Initiative Tracker) and roll for success. After a hero rolls their dice, they first check for any CRITS. Once all additional dice from CRITS have been rolled, add up the successes (which includes "Axe/Shield" and "CRIT" symbols) for your Defense Check. Compare the number of successes to the Event Card to determine the outcome.

### Downed

When a hero has Wounds equal to their total HP, that hero is downed. When downed, a hero places their model on its side, drops all tokens on the space they occupy, place their Initiative Card at the end of the initiative track, and the party loses one Morale.

Heroes can recover from downed by either making a successful Rally or having another hero use an Action to Rally them.

### HP

HP is short for Health. It is commonly used throughout many assets in the game. When a card references +*X* HP, increase your total health pool by *X* amount. You will most commonly see this on ARMOR, HELM, and ACCESSORY item cards as well as hero abilities.

```
Tank acquired the “Worn Armor” Item Card. It gives him +1 HP and +1 DEF. This adds one health to his total health pool.

```

### Knowledge / Check Knowledge

Knowledge represents the intellect of the character. Many Event Cards require a hero to test their Knowledge or “CHECK KNOWLEDGE”.

To perform a Knowledge check, the player will gather dice equal to their hero’s Knowledge stat (the blue brain icon on the hero card), as well as any modifiers applied by items, and roll for success. Since axes are considered a tool for creation as well as destruction, the “AXE” symbol represents a success on Knowledge rolls, as well as the “CRIT” symbol. After a hero rolls their dice and resolves any CRIT rolls, add up the successes ("AXE", "AXE/SHIELD" and "CRIT" symbols) for your Knowledge check. Compare the number of successes to the Event Card to determine the outcome.

### Rally/Rallies

There are 2 types of Rallying:

* A hero may use an ACTION to perform a RALLY on a DOWNED hero in the same space.
* When it is a DOWNED hero’s turn to activate, they must attempt to RALLY and will perform the RALLY check as many times as they ACTIONS. The hero’s turn ends after a successful RALLY.

When performing a RALLY check, roll one die per hero in the space (Including the DOWNED hero). A hero successfully RALLIES when a CRIT is rolled. When a hero RALLIES they may freely move two spaces and ignore the effects of water.

## Combat

### AOE

AOE stands for “Area of Effect”. If a hero successfully attacks with a Weapon or Ability that triggers an AOE effect, all other enemy models in the same space will be affected. When an enemy attack is an AOE against heroes, all heroes within the same space of the targeted hero must roll defense against the attack.

### Charge

After a MOVE ACTION, a hero may then perform a free ATTACK ACTION against an Enemy. This attack must be used immediately after the triggering movement.

### Clearshot

Any model that is visible in a straight line from the target is in CLEARSHOT. Full spaces, Wall Tokens, Darkness Tiles, and red lines block CLEARSHOT. For more information, see Line-Of-Sight.

### Cleave

When you have a Weapon or Ability that causes attacks to CLEAVE, rolling each CRIT causes one additional enemy within the same space as the target to automatically suffer one WOUND. Damage from CLEAVE is only resolved if the targeted enemy suffers at least 1 WOUND.

### Hits

Hits are the incoming damage from a successful attack by a hero or enemy. Hits deal wounds when they break through an enemy’s Defense or a hero’s failed Defense Roll.

### Pierce

Pierce allows your attack to ignore one Defense on the targeted enemy model.

### Pushback

Pushes the target one space of the player’s choosing. This is an optional effect.

### Reach

Normally a melee weapon can only attack enemies in the same or adjacent spaces as the hero using it, but Weapons with REACH can attack one space further away. This is only applied to a few select items.

### Wound

A WOUND represents any damage that is done to a hero or enemy in the game that has not been successfully defended against. Many events state “Take 1 WOUND”. WOUNDS cannot be blocked. When a hero has as many WOUNDS as they have HP, that hero is considered DOWNED.

## Status Effects

See Status Effects for the following keywords:

* Confuse
* Curse
* Knockdown
* Poison
* Sleep

## Other

### Close

Close means up to one space away from the source. Does not include spaces that are diagonal to the original source.

### CRIT

A CRIT is when a die shows the "CRIT" symbol. When a "CRIT" is rolled, it "explodes" causing another die to be rolled into the dice pool. Many special Abilities are triggered on CRITS. For Item Special Rules or Abilities based on ATTACK ACTIONS, the target enemy must be WOUNDED with a roll including a CRIT for that Special Rule or Ability to trigger.

2x CRIT: The Ability triggers when the dice roll has two or more successful CRITS. For special Abilities with ATTACK ACTIONS, the target enemy must be WOUNDED with a roll including two CRITS.

### Dodge

If a hero wants to perform a Move Action while they are within the attack range of any enemies, they will need to perform a dodge roll.

Prior to moving any spaces, you roll dice equal to your hero’s Defense stat found on their Hero Card (plus any additional defense you gain from Item Cards, hero abilities, and Advanced Initiative Rules) against one incoming HIT, regardless of how many enemies you are in attack range of.

A dodge check should be performed at the beginning of each Move Action.

### Encounter

Each Scenario is broken into Encounters. An Encounter consists of all tiles that are connected and the same level tile as the heroes (i.e., aboveground and below-ground). Darkness Tiles do not separate areas to create a different Encounter. The Campaign Book shows the current Encounter on fully colored tiles, while tiles for other Encounters are grayed out.

When entering a new Encounter, set up new tokens and Darkness Tiles as shown in the "Encounter Layout" section of the Campaign Book. When moving onto a new Encounter from a previous one in the same Scenario, the Initiative Order is reshuffled and dealt back out again after enemies have been spawned.

Once all enemies in the Encounter are defeated, all heroes regain one HP. Once the Encounter is clear of enemies, heroes are able to interact with Ladder Tokens to flip the current tile and enter a new Encounter.

### Morale

During the game, Scenarios can be lost in multiple ways; however, all Scenarios are lost when the Party Morale reaches zero, which is represented by the "skull" symbol on the Initiative Board. At the beginning of a Scenario, the Party Morale starts at four. Each time a hero gains WOUNDS equal to their max health and becomes DOWNED, the party loses one Morale. If Party Morale ever gets to zero, the party has lost the Scenario.

Morale TrackerMorale Token

### Re-roll

+/- RE-ROLL: After rolling dice for any check, a hero may re-roll one of the dice from the dice pool after CRITS have been resolved. Many RE-ROLL Abilities state what kind of roll they allow RE-ROLLS on. For example, +1 ATK RE-ROLL means a hero may re-roll one die after an attack roll.

### Round

A round is made up of multiple turns based on the Initiative Tracker. The beginning of a round occurs prior to the hero/enemy in the first slot and ends with the hero/enemy in the last filled slot.

### Trapped

This means a hero cannot MOVE or ATTACK until the Event Card they are currently TRAPPED by is resolved. The Event Card will give instructions on how to escape the trap on the card.

### Turn

Heroes can perform a variety of actions in a turn, as well as shift their position in the Initiative Tracker, deal with the results of a Darkness Tile or Event Card, and even control a minion called a Familiar.

When it is a hero’s turn, they may perform a variety of actions. At the beginning of a Scenario, all heroes start with two actions available per turn. A Hero may perform actions in any order or the same action multiple times. Below is a list of the actions you can take on your turn:

* Move Action
* Attack Action
* Interact
* Ready Equipment
* Trade Equipment
* Drop Items / Tokens
* Step Up
* Fall Back