Bard

## **Background**

Art and craftsmanship go hand in hand, each requiring inspiration, intelligence, and creativity. Bards, not only being spirit-lifting entertainment to the party, but also considerable magic support. Their music can sow dread and despair among even the most fearsome enemies and inspire allies to acts of mighty heroism in the midst of combat.

## **Gameplay**

**Setup:** Choose a level 1 Skill card and place it with the Bard Musical dashboard near their Hero dashboard. Place the 3 Chord tokens (Chord Token) on the 3 leftmost slots of the first line of the Bard Musical dashboard. Then take all 5 Note Tokens (Note Token) and keep them close to the Bard Musical dashboard.

Remove the following cards from the Treasure decks and place them close to the Bard Musical dashboard: Lute (Common), Inspiring Drums (Rare), and Angelic Flute (Epic). They **are not** considered to be in the Bard's Inventory.

**Notes and Chords:** The Bard begins the game with no Note tokens (Note Token) on their dashboard. During their turn, they may spend 3 (Mana) to place a Note token on any Note slot on their dashboard as long as there is no other Note tokens already placed in that same column. A Note token is either a G, B, or E, according to the line where it is placed in the Bard Musical dashboard.

If the Bard has all Note tokens placed on their dashboard and wants to move any of them from one slot to another, they may spend 3 (Mana) to move each Note tokens as long as after moving Note tokens, there are no 2 tokens in the same column. Bards can place and move notes in this manner multiple times during their turn.

At the start of the Bard's turn, they **must** move all Chord tokens (Chord Token) 1 slot to the right. If a Chord token is at the rightmost slot, move it to the leftmost slot.

## **Skills**

*Note that all Skills level 6 and higher are only available in Campaign Mode*

Swing Groove

* **I - Level 1; G G B:** Before the Enemy Phase, all Heroes in your Tile may move 1. Heroes don't take Reaction Damage during this move.
* **II - Level 3; G G B:** Before the Enemy Phase, all Heroes in your Tile may move 1. Heroes don't take Reaction Damage and deal 1 Wound to each Enemy in the Zone they move from during this move.
* **III - Level 5; G G B:** Before the Enemy Phase, all Heroes in your Tile may move 1. Heroes don't take Reaction Damage and deal 3 Wounds to each Enemy in the Zone they move from during this move.

Trance Rhythm

* **I - Level 1; B B E:** At the start of the Enemy Phase, add 1 (Frost Token) to 1 Enemy in your Tile
* **II - Level 3; B B E:** At the start of the Enemy Phase, add 1 (Frost Token) to up to 2 Enemies in your Tile
* **III - Level 5; B B E:** At the start of the Enemy Phase, add 1 (Frost Token) to up to 2 Enemies in your Tile. During the Darkness Phase, Mobs spawn with -1 Minion

Serenade of Calmness

* **I - Level 1:** At the start of your turn, before advancing the (Chord Token) choose G, B, or E. For each Active Note of the chosen type, Heal 1 Hero in your Tile by 1 (you may target multiple Heroes)
* **II - Level 3:** At the start of your turn, before advancing the (Chord Token) choose G, B, or E. For each Active Note of the chosen type, Heal each Hero in your Tile by 1
* **III - Level 5:** At the start of your turn, before advancing the (Chord Token) choose G, B, or E. For each Active Note of the chosen type, each Hero in your Tile Heals 1 and gains 1 (Mana)

Instrument Proficiency

* **I - Level 2:** You may equip Instruments to your (Miscellaneous) slot. If you do, they do not grant Attack dice
* **II - Level 4:** You may equip Instruments to your (Miscellaneous) slot. If you do, they do not grant Attack dice and you gain: **Magic Attack:** +1 (Orange Dice)

Death Notes

* **I - Level 2:** At the start of your turn, before advancing the (Chord Token), deal 1 Wound to 1 Enemy in your Tile for each different Active Note (*you may target multiple Enemies*)
* **II - Level 4:** At the start of your turn, before advancing the (Chord Token), deal 1 Wound to each Enemy in your Tile for each different Active Note

One-Man Band

* **I - Level 8; B E E:** For each Instrument either equipped or in your Inventory, each Hero in your Tile gains: **Attack:** +1 (Sword) **Defense:** +1 (Shield)
* **II - Level 9; B E:** For each Instrument either equipped or in your Inventory, each Hero in your Tile gains: **Attack:** +1 (Sword) **Defense:** +1 (Shield)

Grooving Hypnosis

* **Level 9; Required: Swing Groove IV + Trance Rhythm IV; B B E:** Before teh Enemy Phase, each Hero in your Tile may perform 1 free non-Attack action

Somber Groove

* **Level 9; Required: Swing Groove IV + Serenade of Calmness IV: Action 6 (Mana):** Kill an entire Mob in a Portal Zone (*once per Quest*). Heroes may collectively Heal equal to the amount of miniatures killed this way (*distributed as players wish*)

Chilling Trance

* **Level 9; Required: Trance Rhythm IV + Serenade of Calmness IV: B B E:** Before the Enemy Phase, you may remove 1 (Frost Token) from 1 Enemy to deal 8 Wounds to it and Heal each Hero in (Magic) range by 3

## **Set Item Skills**

Shadowbane

* Minor Power: You may use your Instruments as (Ranged)
* Greater Power: You may use your Instruments as (Ranged). Tenacity Ballad and Bolero of Vulnerability need 1 less G to be played

Hellfire

* Minor Power: **Discard 1 (Fire Token) from Yourself:** Place or move 1 (Note) (*once per round*)
* Greater Power: **Discard 1 (Fire Token) from Yourself:** Place or move 1 (Note). Then, add 1 (Fire Token) to 1 Enemy in your Tile for each different Active Note (*you may target multiple enemies, once per round*)

Darkbringer

* **Shadow Mode Skill:** For each Active Note, gain the corresponding effect:
	+ **G:** 1 (Re-roll)
	+ **E:** +2 (Sword)
	+ **B:** +2 (Mana)

## **Bards in Massive Darkness 2: Hellscape**

* Dylan
* Thalia
* Ryff

## **Attainable From**

* Massive Darkness 2: Tinkerers & Bards vs Metal Angel