How to use this site

This site is designed as a rules reference for Hand of Fate: Ordeals, primarily for use while playing the game, and contains the most up-to-date rules, with clarification and errata added. The setup pages from the rulebook are not included, but you can view them here. The rules and campaign for the cooperative mode of the game are not included.

The Table of Contents below the version information is linked, allowing you to jump straight to a particular section. If searching for something in particular, we recommend using your browser’s Find feature (pressing Ctrl+F or Cmd+F should bring it up).

To point someone towards a particular section, just click the heading of the rules text and the link to that section will be copied to your clipboard (a helpful will remind you it's link, and you'll get a to let you know you've got it in your clipboard).

To help you identify any updates we’ve made, clicking on any of the version numbers below will highlight all changes in that version.

Version 1.1

    Clarifications added throughout:

  • If the Minion deck or the Dealer’s Deck is ever empty, shuffle the discard pile and return it face down.
  • Off-hand equipment can be used with any weapon type, not just one-handed weapon. Shields can only be used with one-handed weapons and explicitly state this on the card.
  • Relic cards are a type of equipment card.
  • You cannot assign a card with no power to an enemy with protection.
  • When Looting a Royalty, in the Exchange step, you cannot gain a Flourish card as it is not part of the Dealer’s Row.
  • If you draw a card that gains you Food during combat, you gain that Food.Resolve any card abilities that refer to the start of combat after drawing minions, before drawing your Strike Bonus.
  • At the end of combat, “unused cards” are any cards bound to your weapon that were not assigned. You do not keep cards on your weapon between combat.
  • If any non-player deck is ever entirely destroyed, returned the destroyed cards to that deck and shuffle into a new deck.

    Errata

  • On page 26, in the campaign section, the 3rd objective should read “You lose when - The Queen has been defeated and Demon Trader Encounters….”

    Card Glossary

  • The Executioner’s Axe always uses the base power of a minion when working out if they are equal.
  • Hammer of the Forge - Equipment (Quest Item): This Heavy Weapon can use the effect of shield cards as if it were a one handed weapon.
  • Mr Lionel Encounter: The "Shield" from Mister Lionel refers to the card named "Shield".

Table of Contents

Table of Contents

Playing The Game

Game Overview

Starting Player

Prefer to learn by watching?

A Game Round

A Player’s Turn

Fatigue

Explore

Acquire

Rest

Deck-Building Basics

First Time Playing?

Playing Cards

Action Cards

Attack Cards

Resources

Effort ()

Power ()

Food ()

Token Shards ()

Fame ()

Health ()

Resource Limits

Player Turn Detail

1. Fatigue

2. Explore

A) Moving

B) Activating an Encounter

3. Acquire

Skill Cards

Equipment Cards

4. Rest

Encounter Usage Values

Card Costs

Acquistion Restrictions

Replenishing the Dealer’s Row

Resource Value & Abilities

Archetypes

Skill Cards

Action Cards

Attack Cards

Binding Attack Cards

Other Cards

Curse Cards

Flourish Cards

Binding Action Cards

More on Curse Cards

Different Types of Equipment

Equipment Slots

Equipment

Slot Placement

Stashing Equipment

Equipment Slot Placement

Armour

Trinket

Weapon

Relics

Destroying Cards

Relic Cards

Encounter Levels

Ambush Encounters Can Fail

Encounters

Usage Value

Encounter Types

Encounter Subtypes

Enemies

Enemy Suits

Enemy Abilities

Protection

Infected

Minions

Bosses

The Royalties

The Jack ( J )

The Queen ( Q )

The King ( K )

King Tokens

Pursuit Ability

Engaging the King

King of Skulls Miniature

Looting a Royalty

A) Acquire Relic

B) Exchange

C) Pass

Moving to the Next Level

Example Boss Encounter

Looting Example

Ambush vs. Standard Combat Encounters

Strike Bonus Special Rules

Combat

Combat Encounters

1. Strike Bonus

A) Draw

B) Resolve

2. Combat Round

A) Assign

B) Loot

C) Clean-up & Continue

3. Push or Flee?

Push:

Flee:

4. Combat End

Strike Bonus Penalty

Assigning Cards

Pain

Pain Card Types

Death

Death Sequence

Game End

Final Scoring

Term Glossary

Card Glossary

Quick Reference Guide

Credits

Playing The Game

Game Overview

Hand of Fate: Ordeals is a deck-building game where Adventurers fight monsters and acquire treasures on their quest to obtain the most Fame.

Each Adventurer starts with a basic set of cards that allows them to move and fight. Better cards will be acquired throughout the game.

Each turn, a player will play cards in any order from their hand. When their Player deck is empty, they will shuffle their discard pile to form a new Player deck. In this way, any new cards that were acquired and placed directly into the discard pile are incorporated into the Player deck.

Players will move around the board, revealing and interacting with Encounter cards, until they defeat the Royalty of that level, starting with the Jack on level 1. This will cause the board to advance to a new level and a new set of Encounter cards.

Defeat the Queen of level 2, and finally the King of level 3 to finish the game. The player who has gained the most Fame will be crowned “The Hero”.

The rules in this section describe the Competitive Mode of the game. You will need to read the rules for Competitive Mode in order to play all other game modes.

Starting Player

Before the game begins, choose a player to start the game. We recommend the person who has the most experience with the game.

A Game Round

A round proceeds in clockwise order. Each player will take a full turn, going through each of the turn steps, before passing their turn to the next player.

Rounds continue until the end of game is triggered by either a player defeating the King Royalty or players collectively dying too many times.

A Player’s Turn

A player’s turn consists of 4 steps that must be taken in order:

Fatigue

This is the upkeep step where a player must decide if they want to spend resources in order to maintain battle-readiness.

Explore

This is the adventuring step where a player interacts with the game world, engages in combat and explores new locations.

Acquire

This is the deck-building step where a player acquires new cards that improve their Adventurer.

Rest

This is the clean-up step where a player places both played and unplayed cards into their discard pile and draws a fresh hand of 5 cards.

Playing Cards

You may play cards from your hand at any time during your turn while outside of a Combat or Ambush Encounter.

The types of cards you will draw and play from your deck are Action and Attack cards, collectively called Skill cards.

Action Cards

Action cards provide resources and special abilities that take immediate effect when played. Played Action cards are discarded at the end of a player’s turn.

Attack Cards

Attack cards provide resources and abilities that usually take effect during combat. Unlike Action cards, Attack cards usually stay near your Player Board until they are used.

Cards that are not played are discarded at the end of the turn before a new hand of 5 cards is drawn.

Resources

During your journey, you will gain various resources. These are essential for moving, fighting, improving your Adventurer, and achieving victory.

Effort ()

Effort may be gained from several sources during your turn. Effort may be used to acquire cards from the Dealer’s Row by spending an amount of Effort equal to a card’s cost. Certain abilities are activated by spending Effort. You may spend Effort at any time during your turn, across multiple actions or cards.

Effort you obtain does not need to be used immediately, and may be kept for use later in the turn. But beware! Any Effort you have not spent by the end of your turn is lost.

Power ()

Power represents the overall strength of an Attack card, weapon, or enemy. It is an important part of combat. You can gather Power prior to combat by binding Attack cards to your weapon.

Food ()

Food provides you with Food tokens equal to the value indicated. Any Food tokens gained are taken from the general supply and placed in the Pouch on your Player Board. Food is an important resource that you must spend if you wish to move your character from one Encounter to another. Food can also be used for other special effects through combat, Encounters and Action cards.

Token Shards ()

Token Shards are a reward granted by Kallas for defeating enemies and visiting Encounters. The primary purpose of Token Shards is to grant you the ability to earn Relics, which are ancient artefacts that hold great power. Any Token Shards you earn are placed in the pouch on your Player Board.

Fame ()

Fame is the ultimate prize. Each decision you make, every additional skill and item you acquire, and every battle you win or lose, will determine whether your Fame rises or falls.

At the end of the game, your Fame is totalled by combining the value on the Fame Track with the Fame values of all cards in your Player deck and on your Player Board. The player with the most Fame is the winner.

Note: Players do not have any resources at the start of the game. In order to gain resources, players must play cards that grant them.

Player Turn Detail

1. Fatigue

During the Fatigue step, you may spend for each Attack card currently bound to your weapon. If you do not spend the required for each card, you must discard all Attack cards bound to your weapon.

Fatigue Example: If a player has 3 Attack cards bound to their weapon at the start of their turn, they must spend to keep all three Attack cards bound. A player cannot spend any amount less than as it is an “all or nothing” affair.

2. Explore

During the Explore step, you may move as many times as you like until you activate an Encounter. You may move in order to reveal new Encounters, revisit old Encounters, and ultimately hunt down the Royalty in the current level.

This step is optional and you may choose not to move or to activate any Encounters.

A) Moving

In order to move from one Encounter to another, spend by returning a Food token to the general supply. You may then move to any orthogonally adjacent Encounter. Diagonal movement is NOT allowed.

If you have no and wish to move, you may spend 1 per move instead.

As long as you have the necessary resource, you may continue to move until you activate an Encounter, or have revealed an Ambush Encounter.

If you move to an Encounter that is face-down, you must immediately reveal it by turning it face-up. After revealing an Encounter, immediately place a number of Usage cubes on the Encounter according to its Usage value.

B) Activating an Encounter

To activate the Encounter you are on, remove 1 Usage cube and resolve the ability of the Encounter.

If an Encounter has a Usage value but no remaining Usage cubes, it may no longer be activated.

An Encounter without any Usage value has no activation limit and can be used any number of times.

You may only activate one Encounter per turn. You may choose not to activate any Encounter, as long as you do not reveal an Ambush.

If you have revealed an Ambush Encounter during your Explore step, this Encounter is activated immediately and your Strike Bonus will be reduced to a value of 1 (See p. 18, “Strike Bonus”).

3. Acquire

Acquiring Skills and Equipment is the primary way to improve your Adventurer. It is the key to survival and defeating the Royalties on each level.

After completing (or skipping) the Explore step, you may spend any unspent Effort you have generated this turn to acquire new cards from the Dealer’s Row.

While there is no limit to how many cards you may acquire in a turn, some Encounters restrict the types of cards you may acquire.

Cards that you acquire go into one of two different areas, depending on their type.

Skill Cards

Action and Attack cards are collectively called Skill cards. When acquired, they go immediately into your discard pile.

Equipment Cards

Equipment cards (including Relics) go directly onto your Player Board, covering the appropriate Equipment slot. If there is another Equipment card occupying the same slot, you must first stash the item already equipped (See p. 12, “Stashing Equipment”).

4. Rest

Place all cards in your played area, as well as any cards remaining in your hand, into your discard pile.

Draw a new hand of 5 cards from your Player deck. If there are not enough cards in your Player deck, draw as many as you can until the pile is depleted, shuffle your discard pile to form a new face-down deck, and continue drawing.

Play then passes to the next player in clockwise order.

Skill Cards

The Skill cards in your Player deck determine the variety and strength of your Adventurer’s abilities.

Each Skill card has an archetype, an ability, and a resource value, whether that resource is Effort , Power , or Food .

There are two types of Skill cards:

Action Cards

Action cards play a central role in helping you survive. Most Action cards have an Effort value (), which is used to acquire more cards. Action cards may also provide Food and/or activate special abilities. When you play an Action card, resolve its ability immediately.

Attack Cards

Attack cards have a Power value (). Attack cards are bound to your weapon in order to increase your Power in combat. Power you have gathered by binding cards to your weapon is assigned to defeat enemies during combat.

Binding Attack Cards

To bind an Attack card to your weapon, place the card into the notch beside your weapon on your Player Board. While binding, you cannot exceed your weapon’s Binding Limit (See p. 13, “Binding Limit”).

Other Cards

Curse Cards

As you fight enemies and face the many challenges Kallas has arranged, you may find yourself burdened with curses.

Curse cards do not provide any Resource value and will hinder your progress by taking up valuable space in your deck.

Flourish Cards

Flourish cards represent your most basic form of exertion during the game.

They are a common card and are located in the Flourish deck on the Central Board; you may acquire Flourish cards from any Encounter space during the Acquire step of your turn.

Equipment

When an Equipment card is acquired, place it directly onto the Equipment area of your Player Board. These cards remain on your Player Board until destroyed through some game effect or until they are replaced.

Equipment is divided into three main types: armour, weapon, and trinket. Additionally, Equipment cards must be equipped to their appropriate slots on the Player Board: head, body, side, weapon, or off-hand.

Slot Placement

Equipment cards are slotted on designated areas of the Player Board. These slots are positioned so that cards will overlap each other yet leave important card text unobstructed.

When you acquire a weapon, simply cover the default weapon printed on your Player Board with the new weapon card.

Stashing Equipment

If an Equipment card would be placed on a slot that is already occupied by an existing Equipment card, you must stash the existing Equipment. To do this, destroy the Equipment card you are replacing and score Fame equal to its Fame value. Then place the new Equipment in its place.

Armour

Armour serves to protect you from the twists and turns of fate. Whether armour is equipped to your head, body, or off-hand, it serves its purpose by providing you with various special abilities.

Trinket

Trinkets are typically smaller items and charms which endow you with a variety of unique abilities.

Off-hand Equipment

Off-hand items are items that you’re able to quickly use with a spare hand. Off-hand equipment can be used with any weapon type, not just one-handed weapons, unless otherwise specified.

Weapon

You will start the game with a Rusty Axe. You may replace it as soon as you’re able to acquire a new weapon.

Each weapon has a Power Value, Binding Limit, and Strike Bonus. Some weapons will also have an ability that only activates during a Combat or Ambush Encounter.

There are three types of weapons:

One-Handed weapons are balanced and allow you to use a shield. Great for those who want to play it safe.

Dual Wield weapons are fast and grant a high Binding Limit at the cost of a low Strike Bonus. Ideal for those who want to plan their moves in advance.

Heavy weapons require both hands to heft. They offer a high Strike Bonus at the cost of a low Binding Limit. Best for those who want to charge headlong into battle.

Relics

Relics are rare and powerful artefacts that may take the form of any of the three Equipment card types. Relics follow the same slot placement rule as Equipment.

There are several opportunities to acquire Relics, such as when you have activated the Demon Trader Encounter or are looting a Royalty.

Once the Relic has been placed on the Player Board, it cannot be removed unless another Relic belonging to the same slot is acquired (which would stash the old Relic). Therefore, you cannot acquire an Equipment card for any slot occupied by a Relic.

Important: Relics can never be destroyed or discarded by an ability or game effect targeting Equipment.

Power Value

The base damage the weapon will bring to combat. This can be applied to an enemy only once per Combat Encounter.

Binding Limit

The maximum number of Attack cards you may have bound to your weapon outside of a Combat Encounter. You may exceed this limit if you bind more cards to your weapon during combat with your weapon’s Strike Bonus, or through other special abilities.

Strike Bonus

The number of extra cards you draw from your Player deck and bind to your weapon at the start of a Combat Encounter. Beware! If you reveal an Ambush Encounter, your enemies have taken you by surprise, and your Strike Bonus is reduced to 1.

Encounters

Encounters are the cards that form the map on the Central Board. Encounter cards (aside from the Town Encounter) start out face-down. When you move to a face-down Encounter card, you must reveal the Encounter by turning it face-up.

There are three levels of Encounters, one for each of the three Royalties. Level 1 Encounters are associated with the Jack, level 2 the Queen, and level 3 the King.

Each Encounter also displays one or more archetypes: Trickster (T), Wanderer (W), and/or Soldier (S).

These indicate the types of Skill cards that may be acquired from the Dealer’s Row at this Encounter. In addition, an Encounter card may also grant access to Equipment (E) cards.

Usage Value

A Usage value indicates how many times an Encounter can be activated. When an Encounter is revealed, place Usage cubes according to the Usage value.

Some Encounters show more than 1 Usage value. The subsequent Usage value icons are always coupled with a red numeric symbol, indicating the player count.

Encounters without any Usage value have no activation limit and can be used any number of times.

Encounter Types

Location is the most common type of Encounter in the game.

Boss Encounters will bring you face-to-face with a unique and powerful enemy.

Campaign Encounters are only used in Campaign Mode (See p. 22, “Campaign Encounters”). Return them to the box when playing in Competitive Mode.

Encounter Subtypes

Basic Encounter is a subtype that appears on every level. The Town is the only basic Encounter card in the game. At the start of each level, all players start on the Town.

Events are the most common Encounter subtype in the game. If you activate an Event Encounter, simply resolve the text on the Encounter. Any cost must be paid or the Encounter cannot be activated.

Combat subtypes call upon your Adventurer to engage in battle. If you activate a Combat Encounter, draw and fight enemies as instructed by the card.

Ambush behaves like a Combat subtype with a couple of differences. Any Ambush you reveal when exploring will be activated immediately. Whenever you are ambushed, your Strike Bonus is reduced to a value of 1.

Once an Ambush Encounter has been revealed and activated a single time, it acts as an ordinary Combat Encounter. Therefore, if you choose to activate an Ambush Encounter that has already been activated, your Strike Bonus will be fully available at the start of combat.

Enemy Suits

Enemies come in 4 suits: Dust (), Plague (), Skulls (), and Scales ().

Dust minions are Bandits that roam the wide ranging deserts. They are weak but have a penchant for stealing.

Plague minions are filthy Ratmen who feed on scraps and spread illness. Best beware if these enemies outnumber you, as fighting will become increasingly difficult.

Skulls minions are Undead skeletal warriors raised from the dead by dark magic and curses.

Scales minions are powerful Lizardmen. They carry fierce weapons and heavy shields. They will fend off blows so come prepared for an extended battle.

Enemy Abilities

Enemies may have abilities which allow them to change the course of combat. These special attributes take effect at the time stated on the card — either when the enemy is in battle or when it is defeated.

Protection

Protection is a powerful passive defence, common to the Scales suit.

Protection comes with a numerical value. If an enemy has Protection 1, the enemy will ignore the first card with 1 or more power assigned to it each round of combat. If an enemy has Protection 2, the enemy will ignore the first 2 cards, and so on. If you wish to defeat such an enemy, you will need to assign multiple cards in a single round of combat.

If an enemy with Protection would gain Protection for any reason, increase their original protection to the sum of those values.

Infected

Infected enemies are covered in filth and disease. Your endurance is weakened against these opponents, and you will find it harder to push on in fights (See p. 19, “Push or Flee?”).

Infected enemies will force you to spend additional Food in order to push during combat. If an Infected enemy is defeated during combat before you push, you no longer need to spend the additional Food.

Infected comes with a numerical value. If an enemy has Infected 1, the enemy will cost you 1 additional Food to push against. If an enemy has Infected 2, the enemy will cost 2 more to push against, and so on.

Minions

Minions are the underlings that serve their bosses. They are what Adventurers typically fight during Combat Encounters. If the Minion deck is ever empty, shuffle the discard pile and place t face down to form a new deck.

Bosses

Bosses are typically fought at Boss Encounters. They are powerful enemies who always enter combat with minions at their command.

The value found in the Minion Draw icon indicates the minimum total Power value of minions that must be drawn for battle. Draw and reveal minions until their combined Power value is equal to or greater than the Minion Draw value.

For example, if a boss has a Minion Draw value of “4+”, you must continue to reveal minions from the Minion deck until their combined Power value totals 4 or greater. This could be achieved by drawing a single minion with a Power value of 4 or above, or one minion of 3 Power combined with a minion of 2 Power for a total of 5, or just four minions with 1 Power each.

Once you have drawn these minions, the Combat Encounter resolves in the same way as any other Combat Encounter, with one exception: All minions must have enough damage assigned to defeat them before you may assign cards to the boss. In other words, you must defeat all minions before you can defeat the boss.

As with normal combat, you must resolve Pain cards equal to the boss’ Pain value (as well as that of any remaining minions) if you are unsuccessful (See p. 20, “Pain”).

If the boss is not defeated, its Encounter remains active until a player is able to defeat the boss. All minions drawn for the previous combat are discarded. At the start of the next boss combat, the boss will draw new minions.

The Royalties

A Royalty is a type of Boss. Only Royalty Bosses exist in the standard edition of the game, but future game expansions may introduce non-Royalty Bosses.

The Jack ( J )

The Jacks are the weakest of the three Royalty types, but they remain a force to be reckoned with. When first encountered, a Jack may afflict the players with a devastating special ability. If you wish to fight the Jack, make sure you are prepared for the challenge.

The Queen ( Q )

The Queen Royalties are characterized by the Queen’s Presence, a special ability that affects gameplay as long as that Queen remains in play.

For example, while the Queen of Dust is in play, any player who reveals a Dust minion during their turn immediately loses 1 Health.

The King ( K )

The Kings are the most difficult Royalties to defeat.

If you have revealed the King Royalty and are unable to defeat it, place the King token on the Boss Encounter. In this way, the King’s Boss Encounter becomes a moving Encounter, which is activated whenever the King token reaches the active player.

The King token will move at the start of each player’s Explore step (after the Fatigue step), hunting a player as described by the King’s Pursuit ability.

Pursuit Ability

Pursuit comes with a numerical value, followed by a description of the player that the King token will move towards. The numerical value indicates the number of Encounters the King token will move in pursuit of the player it is seeking.

If two or more players are tied for the Pursuit condition, the player to the left of the active player must choose which direction the King will move.

Example: The King of Scales reads: “Pursuit 1: Player with the most .”

The King token will move 1 encounter in the direction of the player with the most Health. If two or more players are tied for “the most Health”, the player to the left of the active player decides which of the tied players the King pursues.

Engaging the King

If a player wishes to engage the King after the King token has moved away from its Boss Encounter card, the player must reach the King token itself to initiate combat.

If you are on an Encounter with the King token, you may choose to fight the King or to use the Encounter. You may also move past the King on your turn at no penalty.

If the King ends its move on the same Encounter as the active player, or begins its Pursuit ability on the same Encounter and does not move, it will then attack the active player.

When the King attacks a player, that player must choose either to fight or to retreat from the King.

To fight the king, proceed as you would with any (non-Ambush) Boss Encounter. Choosing this option counts as activating an Encounter for your turn. You will move on to your Acquire step after combat.

To retreat from the King, you must resolve a number of Pain cards equal to the King’s Pain value. If you survive the Pain, you will then be able to continue your turn as normal, and may even challenge the King as part of your Encounter step.

If the King is not defeated, it remains on its current Encounter. All minions drawn for the previous combat are discarded. New minions will be drawn at the start of the next combat with the King.

If the King kills a player, place a Usage cube on the King’s Boss Encounter card to track the number of players the King has killed. To determine if the game ends, see p. 20, “Game End”.

Looting a Royalty

Defeating a Royalty completes the current level and provides players with the opportunity to spend their Token Shards to acquire valuable cards.

In turn order, starting with the player who defeated the Royalty, each player must choose to Acquire Relic, Exchange, or Pass:

A) Acquire Relic

Spend Token Shards in order to enter the Relic draw.

Spend , minus 1 for each other player who has already chosen this option.

For example, if you are the first player to choose this option, spend . If you are the second player to choose this option, spend , and so on.

Once all players have made a choice, the first player who spent Token Shards draws 2 cards from the Relic deck, plus 1 card for each additional player who spent Token Shards.

The first player then looks at the cards drawn, chooses a single Relic to keep, and passes the remaining cards to the next player who spent Token Shards. This action is repeated until all players who have spent Token Shards have chosen a Relic. Place the remaining Relic on the bottom of the Relic deck.

B) Exchange

Convert your Token Shards into Effort by discarding all of your Token Shards and gaining for each Shard discarded.

Then acquire cards from the Dealer’s Row up to the total Effort gained, ignoring any Encounter acquisition restrictions. This does not include the Flourish card as is it not part of Dealer’s Row.

C) Pass

The player may choose to do nothing and pass.

Moving to the Next Level

After the Royalty has been defeated for this level, the active player completes their Acquire and Rest steps.

The current level is then replaced with the next. The new level will include a new Boss Encounter card.

The player who defeated the previous Royalty must set up the Central Board for the new level by completing the following steps:

  1. Remove all Encounter cards from the board.
  2. Place the Town Encounter card on any Encounter space. Then place all Adventurers back on the Town.
  3. Draw 6 Encounter cards from the new level’s Encounter deck, without looking at them, and return the remainder to the box.
  4. Add the corresponding Royalty Encounter (named “Queen” or “King”) to these 6 cards and shuffle them. Be sure not to look at the cards.
  5. Starting adjacent to the Town, place each of the Encounter cards, face-down, onto the Encounter spaces of the Central Board. You may create any shape you wish, provided at least one edge of each Encounter card is adjacent to another Encounter card so that Adventurers are able to travel to each Encounter.
  6. Discard all cards from the Dealer’s Row, replacing them with new cards from the top of the Dealer’s deck.
  7. Finally, turn the Royalty card for the new level face-up. For example, if the Jack has just been defeated, you will now turn the Queen Royalty card face-up.

    Play then proceeds with the next player as normal.

Combat

Combat Encounters

When you activate a Combat Encounter, take note of any special abilities belonging to the Encounter. Then, draw and reveal as many minions as the Encounter instructs. Resolve any minion abilities that take effect at the start of combat as they are revealed and then resolve any other card abilities that refer to the start of combat, before drawing your Strike Bonus.

A) Draw

If you have not been Ambushed, draw a number of cards equal to your weapon’s Strike Bonus and bind them to your weapon. Any Action cards you draw must also be bound as though they were Attack cards.

If you have been Ambushed, your Strike Bonus will be reduced to a value of 1.

B) Resolve

Resolve the abilities of the drawn cards in any order.

Effort () gained from cards bound during your Strike Bonus draw step is treated as Power () instead. If a card’s ability would generate additional Effort, this extra Effort will also be treated as Power.

All Power gained this way is added to the card itself. Abilities that gain other types of resources remain unchanged, this includes abilities that generate food.

After you have finished applying your Strike Bonus and resolving any abilities, enter the first combat round (step 2).

A) Assign

Assign any combination of cards bound to your weapon with a total Power value equal to or greater than the Power value of an enemy in order to defeat them.

Your weapon and certain Equipment can also be assigned to enemies this way.

Note that each card may only be assigned to one enemy and can only be assigned once per Combat Encounter.

B) Loot

Gain the rewards from all defeated enemies.

C) Clean-up & Continue

Discard all defeated enemies and move all assigned cards (except for your Equipment) to your played area.

If any enemies remain, you must choose either to Push or to Flee (step 3). Otherwise, proceed to combat end (step 4).

Push:

  • You choose to fight on by spending , and then resolving 1 Pain card for each enemy that remains in combat.
  • If you survive the Pain (you have at least 1 remaining), draw and bind 1 additional card to your weapon and start a new combat round (repeat step 2).

Flee:

  • Resolve Pain cards equal to the total Pain value of the remaining enemies.
    • If you survive the Pain, continue to combat end (step 4).

    If you do not survive the Pain when you Push or Flee, you are dead. Proceed to combat end (step 4).

4. Combat End

Discard any remaining enemies and move any unused cards from your weapon to your played area (unused cards are any cards bound to your weapon that were not assigned).

Resolve the rest of the step based on your outcome:

  • You won – If no enemies remain before the combat end step, you are victorious! Receive any rewards earned from the Encounter and proceed to the Acquire step of your turn.
  • You fled – If you flee, you lose in combat but live to fight another day. Proceed to the Acquire step of your turn.
  • You died – If you do not survive the Pain, death comes for you. However, this is not the end of your journey. Resolve the death sequence (See p. 20, “Death”).

Pain

As you struggle to overcome each enemy and obstacle, you are destined to meet with the wounds and torments they have in store for you.

Both exploration and combat will exact a toll on your fortitude by causing you to resolve Pain cards. To resolve, draw a Pain card from the Pain deck and apply its effect. Discard the card afterwards.

When the Pain deck has run out, shuffle the Pain discard pile in order to form a new Pain deck.

Pain Card Types

Pain cards range from Health afflictions to famine and curses. When you lose all your , you are dead. When losing , ignore the effect if you have none. When gaining a Curse card, place it in your discard pile.

Death

If your Health tracker has reached “0”, you are dead. But death is not the end. You must continue your struggle.

Upon death, follow the steps below to resurrect your Adventurer and continue your journey:

Death Sequence

  1. Discard any unresolved Pain cards.
  2. Lose all your Food.
  3. Destroy a piece of Equipment of your choice (if you have any).
  4. Return your Health tracker to 10.
  5. Place your Adventurer miniature on the Town Encounter.
  6. Lose 10 Fame.
  7. Discard all cards from your hand, played area and cards bound to your weapon.
  8. Shuffle your deck and discard pile together to form a new Player deck.
  9. Draw a fresh hand of 5 cards.
  10. Your turn ends.

Game End

Were you and your fellow Adventurers triumphant? Did you best the game of life and death, or did it best you?

The end of the game can be triggered in one of two ways:

  1. A player defeats the King.
  2. The King kills the players a number of times equal to the player count. It does not matter which players are killed (for example, in a 3 player game, all 3 players could be killed once, or 1 player could be killed three times).

    When the end of the game has been triggered, you do not move to a new level. Instead, complete the current round of turns as normal so that all players have an equal number of turns, then proceed to final scoring.

Final Scoring

To calculate your final score, add the Fame value of each card from your Player deck, hand, discard pile, and Player Board to your score on the Fame track. Finally, add 1 Fame for every 3 Token Shards you have.

The winner is the player with the most Fame. In the case of a tie, the tied player who killed the King wins. If neither of the tied players killed the King, the tied player with the most Token Shards wins.

If there is a further tie, the tied players must duel: Each player discards all cards in their hand and bound to their weapon. Then, each player shuffles all their cards into their deck and draws 5 cards. They may play any of these cards for their abilities, then bind Attack cards as normal. Each player then applies their Strike Bonus. After these steps, the player with the greatest amount of Power wins the game.

Term Glossary

Term

Description

Ability

Refers to a card’s rules text.

Acquire

To obtain a card by spending some resource, usually Effort.

Action

A type of Skill card that provides resources, such as Effort, and abilities.

Activate

To use an Encounter.

Ambush

A type of Encounter that must be activated as soon as it is revealed.

Archetype

Refers to the three Skill card types: Trickster, Wanderer, and Soldier.

Attack

A type of Skill card that provides Power and abilities, typically used in combat.

Basic

Refers to the starting cards (Strive, Hack, Forage), as well as Flourish cards.

Bind

To attach a card to your weapon.

Binding Limit

The maximum amount of cards that may be bound to your weapon outside of a Combat Encounter.

Combat

The event of battle, synonymous with Combat Encounter.

Curse

A card type with negative effects.

Damage

Harm inflicted upon a player or an enemy, resulting in loss of Health, defeat, or death.

Dealer

In Competitive Mode, Kallas is the current master of the Game.

Death

Occurs when a player’s Health is reduced to zero.

Defeat

The elimination of an enemy when it has Power assigned to it equal to or greater than its Power value.

Destroy

The act of removing a card from the game and placing it back in the box. If any non-player deck in the game is ever entirely destroyed, return the destroyed cards to that deck and shuffle it into a new deck.

Discard

To place a card of any kind into its designated discard pile.

Draw

The act of taking a number of cards from a specified deck.

Effort

The primary currency, represented by , used to acquire cards and activate certain abilities.

Encounter

A space occupied by an Encounter card on the Central Board, which is revealed (turned face-up) when a player moves onto it.

Equipment

A card type that is placed on your Player Board’s various Equipment slots. Includes subtypes: trinket, armour, and weapon.

Fame

Earned by players and represented by ; used to determine the winner in Competitive Mode.

Fight

To draw and face enemies in combat.

Flee

To leave combat at the end of a round, before all enemies have been defeated.

Food

A type of resource, represented by , that may be spent to move between Encounters and activate certain abilities.

Gain

To obtain transient resources of any kind, such as Effort or various kinds of tokens.

Health

Refers to a player’s life-force, represented by . Health is tracked on the Player Board and ranges from “0” to “10”.

Infected

An enemy with this effect makes you spend additional Food each time you push.

Jack

The weakest of the Royalty boss type, and the ruling Royalty of level 1.

King

The strongest of the Royalty boss type, and the ruling Royalty of level 3.

Look at

To see the contents of a card privately. If you are allowed to look at a card that is face down, do not reveal its contents to the table.

Minion

A standard non-boss enemy.

Non-Basic

Refers to a card that is neither a starting card nor a Flourish card.

Pain

Has reference to Pain cards or the Pain value of an enemy.

Play

To use and apply a card from one’s hand. Cards drawn during the Strike Bonus are also considered as played.

Played Area

Any cards you have played during your turn are placed here.

Player Board

A component used to track a player’s Equipment, Food, Token Shards, and Health.

Power

The strength value of an enemy or a weapon, represented by .

Protection

An enemy with this effect ignores a number of cards applied to it equal to its Protection value. If a card has Protection and Gains protection from another card, the protection values are added together.

Pursuit

The rule governing the movement of the King token, after the King’s Boss Encounter has been activated.

Push

To persist in combat by spending , resolving 1 Pain card for each enemy, then drawing and binding 1 new card to your weapon.

Queen

The second strongest of the Royalty boss type, and the ruling Royalty of level 2.

Queen’s Presence

An ability specific to the Queen Royalties, which remains active for as long as the Queen remains in play.

Quest

A card type used in cooperative and solo modes of play. When complete, a Quest grants a player with a unique Adventurer-specific Reward.

Resolve

To apply the effects described on any card. Also used with reference to drawing Pain cards and applying their effects.

Resource

Refers to the asset players could obtain such as Effort, Food and Power.

Retreat

Choosing to avoid combat with the King when you are the active player and begin your turn on the same Encounter as the King token.

Reveal

To show the content of a card, typically by turning that card face-up.

Round of Combat

Refers to a single phase of a Combat Encounter.

Royalty

A boss type comprised of the Jacks, Queens, and Kings.

Skill

A type of card, of which Action and Attack cards are subtypes.

Slot

A designated location for an Equipment card on a Player Board.

Stash

To destroy an Equipment or Relic you are replacing and score an amount of Fame equal to its Fame value.

Unlike Equipment, Relics can only be stashed by other Relics.

Strike Bonus

Allows you to draw and bind additional cards to your weapon at the start of combat. Can exceed your weapon’s Binding Limit.

Take

To obtain a card for free.

Token

Refers to Token Shards, Food tokens, King tokens, and Curse tokens.

Token Shard

A special currency, represented by , used for acquiring Relics and activating certain abilities.

Value

A value is a number indicating the quantity of a game statistic, such as Effort, Food or Power.

Card Glossary

Card

Type

Description

2 of Skulls

Minion

The discarded card must be from your hand. If you have no cards to discard, you must take a curse instead.

3 of Plague

Minion

Each opponent chooses which option to take.

4 of Dust

Minion

The reward can be applied to any 1 minion you defeated on the current or previous combat round.

Battle Cry

Skill

Add any non-Attack cards to your hand.

Berserker Greatsword

Equipment

Your Health must be 4 or less when you assign this weapon to an enemy in order to gain the 2 Power.

Beyond the 13th Gate

Encounter

Choose any Encounter from the Level 1 and Level 2 Encounters used this game. Place Usage cubes on the new Encounter as though it was just revealed.

Broaden Horizons

Skill

Do not include the Encounter you start your turn on, but do include the Encounter where you end your turn.

Call Lightning

Encounter

Each opponent chooses which option to take.

Captain's Pistol

Equipment

This ability may be used once per combat.

Cautious Strike

Skill

Place the requisite number of Usage cubes on the Ambush Encounter that was avoided. You may continue to move and may still activate an Encounter this turn.

Cloak of the Wanderer

Equipment

The ability to avoid an ambush may be used more than once per turn. Place the requisite number of Usage cubes on the Ambush Encounter that was avoided. You may continue to move and may still activate an Encounter this turn.

Conjured Shield

Equipment

Quest Reward

Unlike normal Equipment, you do not need to stash the off-hand Equipment if Conjured Shield is equipped on top. Furthermore, it can be used alongside Dual Wield and Heavy weapons.

Also unlike other Equipment, Conjured Shield can end up in your discard pile and eventually shuffled into your Player deck. When drawn, you may immediately Equip this on a player, even if it was drawn during your Strike Bonus.

Crushing Mace

Equipment

Cards such as Forage or Bad Luck provide “zero” Power, and would therefore be considered the least powerful card.

Demon Trader

Encounter

The Usage value is equal to the number of players in the game.

Detonator

Equipment

Unlike most other Equipment, Detonator gains Power to itself. It can be assigned to an enemy like an Attack card. Power gained to this card accumulates from combat round to combat round until it is assigned to an enemy.

Devil's Choice

Encounter

You may group them however you wish as long as each group has at least 1 minion.

Devil's Crown

Equipment

Ability is to be used at the start of combat before drawing the Strike Bonus.

Executioner's Axe

Equipment

You can only destroy 1 minion per combat using this ability. The Executioner’s Axe always uses the base power of a minion when working out if they are equal.

Hammer of the Forge

Equipment

Quest Reward

This Heavy Weapon can use the effect of Shield cards as if it were a one handed weapon.

Health Elixir

Equipment

You may use this ability any time except while resolving a Pain card.

Hitch a Ride

Skill

This does not cost any food.

Immovable Object

Equipment

This ability is always active during opponent’s turns.

Kraken's Claws

Relic

You may divide the Power of bound cards however you want. A card with 3 power may be split among 3 enemies.

Lord Edgar's Hammer

Equipment

When drawing your Strike Bonus for this weapon, you will continue to draw until you have drawn 3 non-Attack cards. These 3 cards and any Attack cards also drawn will all be bound to your weapon.

Mr. Lionel

Encounter

The Shield from Mister Lionel refers to the card named Shield.

Recall

Skill

This ability will not trigger more than once per turn.

Regimental Charge

Skill

If any enemies were destroyed or removed due to special abilities, you do not gain the 2 Effort.

Rusty Axe

Equipment

Default Weapon

This is the default Equipment printed on the Player Board. It is not considered a card and therefore cannot be stashed or destroyed. It is still considered an Equipment.

Silken Robes

Equipment

The additional health is lost only if the pain card would cause you to lose Health.

Summon Companion

Skill

Gain any resources and resolve the ability of the copied card.

Test of Endurance

Encounter

You may not activate this Encounter if you have not played 2 Wanderer cards this turn. The Encounter activation follows all normal rules. It must have Usage cubes to be used. If it only has one cube, only activate it once.

Test of Strength

Encounter

You may not activate this Encounter if you do not have 2 or more Soldier cards bound to your weapon.

Test of Wit

Encounter

You may not activate this Encounter if you have not played 2 Trickster cards this turn. Each opponent makes the choice for which option to take.

The Crossroad

Encounter

Fight 1 Minion if there are fewer than 3 revealed Encounters.

The Crucible

Encounter

If you choose to convert to Fame, convert all Token Shards you would gain to Fame; if you gained Token Shards in previous rounds of this Combat, lose those Shards and gain Fame instead.

The Forge

Encounter

You may destroy any card even if it does not have a base value. That card’s value would count as 0.

Trash Pile

Encounter

You must spend the required Effort for the card.

Visions of the Dealer

Encounter

Total the Power value of the minions defeated; take cards from the Dealer's Row with an Effort cost up to this total.

Warrior King's Skill

Skill

If any enemies were destroyed or removed due to special abilities, you do not gain the 1 Token Shard.

Quick Reference Guide

Combat

  1. Draw minions.
  2. Draw Strike Bonus (if ambushed, only draw 1).
  3. Assign cards to enemies (loot defeated enemies).
  4. Push or Flee:
    • Push – Spend 1 Food. Resolve 1 Pain for each remaining enemy. Draw and bind 1 card to weapon, then continue combat.
    • Flee – Resolve Pain cards equal to the sum of all remaining enemies’ Pain value.
  5. If victorious, gain reward(s) from the Encounter.

Game Setup

  • Shuffle and deal 6 cards from the Dealer’s deck to form the Dealer’s Row.
  • Shuffle Jack Royalty cards; randomly choose one and place it face-down on the board. Do the same for Queen & King.
  • Place the Town Encounter on the board.
  • Shuffle level 1 Encounter cards. Draw 7 and add the “Jack” Encounter card.
  • Lay the Encounter cards out surrounding the Town Encounter, face-down.
  • Give each player the following cards: 7 Strive, 2 Harvest and 1 Hack.

Player Turn

  1. [F]atigue – Spend to keep Attack cards.
  2. [E]xplore – Move / Activate Encounter.
  3. [A]cquire – Spend to acquire cards.
  4. [R]est – Clean-up and draw 5 new cards.

    Things to Remember:

    • You may play cards any time outside combat.
    • You may move as long as you have food and/or Health to spend.
    • Once you activate an Encounter, you may no longer move.
    • You may only acquire cards from the Dealer’s Row according to the archetypes of the Encounter you are on.

Engaging the King

  • King moves at the start of each player’s Explore step.
  • If the King is on the same Encounter as yours at the start of your Explore step, you must choose to fight or retreat.
  • When calculating the direction of movement, if there is a tie for the direction, the player to your left decides.
  • If the King initiated the combat and you choose to fight, it will count as activating an Encounter.
  • If you initiated the combat, then it counts as your Encounter activation for your turn.

Level Reset

  1. Discard current level Encounters.
  2. Place Town anywhere on the board.
  3. Draw 6 cards from the next level.
  4. Add the Royalty Encounter.
  5. The player who defeated the previous Royalty places the Encounters on the board in any shape as long as they are all connected.
  6. Replace cards from the Dealer’s Row with a fresh set of cards.
  7. Reveal the next level of Royalty.

Death

  1. Discard any unresolved Pain cards.
  2. Lose all Food.
  3. Destroy an Equipment card.
  4. Return Health to 10.
  5. Place miniature on Town.
  6. Lose 10 Fame.
  7. Discard hand, played and bound cards.
  8. Shuffle discard pile and deck to form new deck.
  9. Draw fresh hand of 5 cards.
  10. Your turn ends.

Credits

Rule & Make

Michael “Barantas” McIntyre

Game Design

Allen Chang

Creative Direction

Al Kearney

Product Development

Jason Kotzur

Game Development

David Scott

Public Relations

Ian O’Toole

Art Direction, Illustration & Graphic Design

Greg May

3D Modelling

Matthew Lee

Graphic Design

Darren Atherton

Lead Content Editor

Defiant

Jesse Gillespie

Illustration

Lee May

Project Manager

Morgan Jaffit

Game Direction & Lore

Johnny Chua

3D Character Artist

Shawn Eustace

Art Direction

Liam Hill

Game Lore

Copy Editors

Alan Bic Stroud

Amelia Laughlan

Johan Henriksson

Mikkel Øberg

Pierre-Yves Malisova

Tyson Pink

Playtesters

Brendan Evans

Ashleigh Galvin

Mark Taylor

Steve Deng

Stephen Hurn

Michał “Kapitan Chrum” Murawski

Genesyx

Plus everyone who playtested the game at conventions and other public events.

Thanks!

A big shout-out to the loved ones who endured the lost hours while the team worked on the game. We love you.

Thank you, Kickstarter backers for your support and for believing in the project!