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RollPlayer Familiars

In Roll Player: Fiends & Familiars, players compete to create heroic characters while battling new obstacles in the form of Fiends. The expansion introduces Familiars to aid characters and new mechanics like Split Dice and Combat Dice. Players must learn information from defeating Minions and progress toward defeating the Monster card of the game through gaining experience points and other rewards. Fiends introduce hindrances while Familiars provide unique powers to help overcome challenges.
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100% found this document useful (1 vote)
373 views12 pages

RollPlayer Familiars

In Roll Player: Fiends & Familiars, players compete to create heroic characters while battling new obstacles in the form of Fiends. The expansion introduces Familiars to aid characters and new mechanics like Split Dice and Combat Dice. Players must learn information from defeating Minions and progress toward defeating the Monster card of the game through gaining experience points and other rewards. Fiends introduce hindrances while Familiars provide unique powers to help overcome challenges.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Overview v

A second wave of monsters has arrived on the horizon! New enemy minions flood the
countryside with a powerful weapon in tow -- Fiends. To bolster his forces against this menace,
King Taron has ordered mythical creatures to serve as Familiars of the King’s Guard. With these
companions at their side, the heroes of Nalos must turn the tide of the Dragul Invasion.

In Roll Player: Fiends & Familiars, players compete to construct the greatest fantasy characters,
now with the help of Familiars and the hindrance of Fiends. Familiars each lend unique powers
to their keepers. These powers, along with new goods in the market, offer hope. But all the while,
malicious Fiends torment the players with new obstacles. Prepare for a showdown against the
monsters and earn Reputation Stars by banishing their minions while developing your hero.
Prove that your character and your familiar are the greatest champions of Nalos!

Components
10 Familiar Boards
v 172 Cards 12 Adventure Tokens (4 of each)
- 32 Market Cards
25 Combat Dice 18 Injury Tokens
- 12 Monster Cards
15 Split Dice - 6 for Multiplayer 12 Honor Tokens
- 6 for Solo Play
- 20 Minion Cards 6 Charisma Tokens
- 54 Adventure Cards 40 XP Cubes
- 5 Player Aid Cards
- 5 Cost Summary Cards 1 Rulebook
- 6 Class Cards
- 26 Fiend Cards
- 6 Initiative Cards
- 1 Call to Adventure Card

WARNING: Roll Player: Fiends & Familiars cannot be played without Roll Player.

NOTE: If combining Fiends & Familiars with Monsters & Minions, include the new “Backpack” card in the Market
deck and return the version of the card from Monsters & Minions to the game box. This new version replaces the
card released in Monsters & Minions.

Familiar Boards v
Each player receives a Familiar Board, which
is placed above their Character Sheet. It
represents a friendly companion for the
player to develop to join them on their
adventures. A familiar is considered part
of the Character Sheet, and has a unique
Familiar Action. At the end of the game, each
player will score Reputation Stars for meeting
their Familiar’s Power Goal and satisfying their nature with placement of dice of specific colors.

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Fiend Cards v
Fiend cards represent pesky creatures that have infested the kingdom. They can
get in the way as players create new heroes. The player’s own desire for power will
draw fiends to them – each with their own restriction that will make accomplishing
the player’s goals more difficult. Fiends can be banished – if the player has enough
coin or the charm.

Split Dice v
Split Dice are a new kind of dice that each feature two different colors. Each die will
always count as both colors, regardless of which side is face up. The number range on
Split Dice is one to four.

Call to Adventure Card v


In Roll Player: Fiends and Familiars, players will draft two dice at a time during the earlier
rounds, though they will only use a single Attribute Action per round. Once they hear the
Call to Adventure, the players will each draft a single die each round for the remainder of the
game.

Combat Dice v
Combat Dice are smaller dice that are used to battle Minions during a Hunt
and the Monster during the final battle. They help determine how much damage a player’s
character is able to inflict.

Market Card: Scrolls v


Scroll cards represent powerful and ancient incantations. When a player buys a Scroll
card in the Market Phase, they immediately take the action in the card’s description and
place the card near their Character Sheet, as Scrolls are sometimes referenced later in the
game.

Monster Cards v
At the beginning of the game, one of six Monster cards is selected
as the target of the characters’ final battle. Each Monster card has a Strength value
shown inside a heart icon and a special ability that comes into play during Monster
Combat.

There are two sets of Monster cards in the game box — one for the multiplayer game
and one for the solitaire game.

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Adventure Cards v
Between the characters and their final goal of defeating the Monster stand three
vital pieces of information that are unknown at the start of the game: the location
of the Monster, the obstacle they are likely to encounter along the journey, and the
type of attack the Monster will use against them. This information can be discovered
by revealing the Adventure cards after defeating Minions.

Minion Cards v
The Monster’s Minions prowl the land, giving developing characters an opportunity to
prove their worth to the king. A player may send their character on a Hunt to kill Minions
and gain Experience Points, Gold, Honor, and information about the adventure ahead.
Each Minion card has a special weakness that allows the player to roll additional Combat
Dice, increasing the chances of killing the Minion to gain Honor for their character and
learn more about the upcoming battle against the Monster.

Adventure Tokens v
As the players defeat Minions and learn the secrets on the Adventure cards, they use Adventure
tokens to keep track of who has learned the Monster’s Location, Obstacle, and Attack.

Honor / Injury Tokens v


When a character does exceedingly well or embarrassingly poorly in combat with a
Minion, they often receive Honor tokens or Injury tokens, which either add to or subtract from the
player’s combat roll during Monster Combat at the end of the game.

XP Cubes v
Characters gain Experience Point
Cubes (XP) by defeating Minions
or through other effects in the
game. XP is invaluable for gaining
additional Combat Dice, removing
Injury tokens, rerolling Combat Dice,
or making additional adjustments to
a Character Sheet.

- 3 ,
7. Familiar Board
Updated Setup v
Any Setup instructions specific to Fiends & Familiars
Shuffle the Familiar Boards and deal two to each player.
Each player chooses between the two Familiar Boards
and returns the other board to the game box. Place
are highlighted below in green. Updated setup
instructions when using Monsters & Minions are noted the chosen Familiar Board above the player’s Character
in red. Sheet. Whenever a card or ability refers to the player’s
Character Sheet, this also includes the player’s Familiar
1. Starting Player Board.
All players roll a die. The player with the highest roll is
the Start Player. Place all dice into the dice bag. 8. Market Deck
Collect all single-dot and double-dot Market cards and
2. Character Sheet shuffle the two piles separately. Place the single-dot
Beginning with the Start Player and proceeding pile on top of the double-dot pile to form the Market
clockwise around the table, each player chooses a deck. Then remove Market cards from the top of the
Character Sheet and selects the male or female side deck, based on the number of players, and put them in
(gender choice does not affect gameplay). the discard pile.

3. Starting Gold When playing with Roll Player and Fiends & Familiars:
Each player takes 5 Gold. The remaining Gold creates • For one or two players, discard 20 Market cards.
the Gold supply.
• For three players, discard 15 Market cards.
• In a 3-player game, the third player in player
• For four players, discard 10 Market cards.
order receives 1 additional Gold.
• In a 4-player game, the third player receives 1
When playing with Roll Player and both Monsters &
additional Gold, and the fourth player receives 2
Minions and Fiends & Familiars:
additional Gold.
• For one, two, or three players, discard 40
4. Class Card Market cards.
Beginning with the Start Player and proceeding
clockwise around the table, each player chooses • For four players, discard 35 Market cards.
randomly from a selection of tracking tokens in each • For five players, discard 30 Market cards.
of the six Class Colors. The color of the tracking token
determines their Class Color. Each player then selects a 9. Call to Adventure Card
Class from the available Classes in that color. There are Insert the Call to Adventure card into the Market Deck
two Classes in each color in both Monsters & Minions based on the number of players as indicated on the
and Fiends & Familiars in addition to the two in each back of the Call to Adventure card. For example, with
color included in Roll Player. four players, the Call to Adventure card is inserted
underneath the top 35 cards of the Market deck.
5. Backstory, Alignment, Player Aid, and Cost
Summary Cards 10. The Market
Shuffle the deck of Backstory cards and the deck Create the Market by drawing cards from the Market
of Alignment cards separately. Deal one Backstory deck equal to the number of players plus two (4/5/6/7
card and one Alignment card to each player. Give cards for 2/3/4/5 players, respectively) and placing
each player a Cost Summary card and a Player Aid them face up in the center of the table.
card. Return any unused Backstory, Alignment, Cost
11. Initiative Cards
Summary, and Player Aid cards to the box.
Find the new set of Initiative cards included in Fiends
and Familiars, and place them in the center of the
table. Use the cards required as indicated by the icons
6. Tracking Tokens
in the upper left corner of the card. The card with the
Each player places their Backstory and Alignment cards
arrow is in play at every player count. Place a Gold on
on their Character Sheet and takes the two tracking
any Initiative cards in play that have a Gold icon in the
tokens of their Class Color. One is placed on the center
upper right corner of the card. Exception: When playing
space of their Alignment card. The other is placed on
with one player, use the Initiative cards for the 2-player
their Class card.
game.

- 4 ,
12. Tokens, XP Cubes, and Combat Dice 17. Select Adventure Cards
Place the Charisma tokens, Adventure tokens, Injury Gather the three Location cards, the three Obstacle
tokens, Honor tokens, XP cubes, and Combat Dice in cards, and the three Attack cards for the chosen
separate piles on the table so all players can access Monster.
them.
Randomly select one of each card type and place
13. Minion Deck them face down near the Monster card. Make sure no
Collect all single-dot and double-dot Minion cards and player sees the chosen Location, Obstacle, and Attack
shuffle the two piles separately. Place the single-dot cards before starting the game. Return all unselected
pile on top of the double-dot pile to form the Minion Adventure cards to the game box.
deck. Then remove cards from the top of the Minion
deck and return them to the box. 18. Start Game
The Start Player begins the game.
• When playing with Roll Player and Fiends &
Familiars return five cards.

• When playing with Roll Player and both Monsters &


Minions and Fiends & Familiars return ten cards.

Reveal the top card, placing it face up on top of the


deck.

14. Fiend Deck


Shuffle the Fiend cards to create the Fiend deck and
place it face down near the center of the table. Draw
and place a Fiend card on the lower portion of each
Initiative card that has a space for a Fiend.

15. Starting Dice


Each player randomly draws six dice from the bag as
their starting dice, no matter the player count. Each
player rolls their starting dice and arranges them on
their Character Sheet in the spaces of their
Attribute Rows and on their Familiar Board,
following these guidelines:
• Dice must be placed in the leftmost
empty space in a row.
• Attribute Actions and Familiar Actions
are not taken during setup.
• For each Attribute Row that is filled
with 3 dice, or if the Familiar Board is
filled, gain 1 Gold.
• For each gold-colored dice placed,
gain 2 Gold.

MONSTER SETUP
16. Select the Monster
Find the Monster cards with the “2P+”
indicator on them. Monster cards are each
associated with a color; remove all Monster
cards that match any player’s Class Color.
Randomly choose a Monster from the
remaining cards and place it face up on the
table. Return all other Monster cards to the
game box. The Monsters cards with the “1P”
indicator are used in solo play.

- 5 ,
Gameplay Sequence v
When playing with this expansion, there are a few changes to the round and turn structure compared to Roll
Player and the Monsters & Minions expansion.

ROLL PHASE
During the Roll Phase, at the start of the game, instead of drawing one die per Initiative card, draw and roll two.
For example, in a four player game, during the beginning of the game, ten dice are drawn and rolled.

Place the two dice with the lowest values on the “1” Initiative card, the second lowest two dice on the “2”
Initiative card, and so on. If there are multiple dice with the same value, the Start Player decides where the dice
should be placed.

Once the Call to Adventure card is revealed in the Market, discard the Call to Adventure card and replace it with
a new card from the top of the Market deck.

IMPORTANT: For that round, and for the remainder of the game, roll and place only one die on each Initiative
card instead of two.

DICE PHASE
During the start of the game, before the Call to Adventure card is revealed, when selecting an Initiative card,
claim both dice on it, placing them in the leftmost space in any Attribute Row, or on the Familiar Board. After
BOTH dice are placed, the player may take ONE action based on the dice’s placement. The action can be an
Attribute Action or Familiar Action.

When selecting an Initiative card with a Fiend card on it, gain the Fiend. Fiend restrictions apply at the start of the
Market Phase.

Whenever the final space of an Attribute Row or the Familiar Board is filled, gain 1 Gold, whether or not the
Action is taken.

Whenever a card or ability refers to the player’s Character Sheet, this also includes the player’s Familiar Board.
For example, when taking an Attribute Action after placing dice in an Attribute Row, instead of adjusting dice on
the player’s Attribute Rows, the player may adjust dice on their Familiar Board.

• For the DEX Attribute Action, dice may be exchanged between the Familiar Board and Attribute Rows.
• For the INT Attribute Action, if taken on the Familiar Board, return it to the original space on the Familiar
Board after taking the action.

After the Call to Adventure card is revealed, the Dice Phase is performed the same as in Roll Player.

MARKET PHASE
During the Market Phase, the players may do one of the following:
1. Buy a card from the Market.
2. Discard a card from the Market and gain 2 Gold from the supply.
3. Go on a Hunt. (See Going on a Hunt below.)

- 6 ,
CLEANUP PHASE
The Cleanup Phase is the same as in Roll Player with the following changes:

1. Refill Market
The Start Player reveals new Market cards equal to the number of players plus two, instead of plus one. (4/5/6/7
Market cards for 2/3/4/5 players, respectively). Exception: When playing as a solo player, reveal four cards.

2. Refresh Fiends
Draw and place Fiend cards on the lower portion of each Initiative card that has a space for a Fiend to replace any
Fiends claimed in the previous round.

Banishing Fiends v
At any time, a player may banish one of their faceup Fiends. To do this, a player may either:
• Return a Charisma token to the supply or
• Return 5 Gold to the supply.

Flip the Fiend facedown in front of the player. Faceup Fiends are active, facedown Fiends are banished.

Going on a Hunt v
During the Market Phase, a player may choose to go on a Hunt instead of buying a Market card or discarding a
Market card. To go on a hunt, follow these steps:
1. Examine the face-up top card of the Minion deck.
2. The player may put the top Minion card on the bottom of the Minion deck and reveal a new Minion card by
paying 3 Gold. This can be repeated multiple times, paying 3 Gold each time.
3. Take 1 Combat Die from the supply plus any additional Combat Dice allowed by the face-up Minion card.
Some Minion cards only allow the player to roll one die.
4. The player may hire mercenaries (i.e., additional Combat Dice) to assist in the Hunt for 3 XP or 5 Gold each.
• There is no limit on how many mercenaries may be hired.
• Charisma tokens can be used to reduce the Gold cost of hiring mercenaries — one token per mercenary.
5. Make a combat roll by rolling the Combat Dice and totaling them.
• Players may reroll any of their Combat Dice (including mercenaries) by spending 1 XP per die.
• Players may reroll a die an unlimited number of times, but each reroll costs 1 XP.
6. Gain XP, Gold, Injury tokens, and/or Honor tokens as shown on the reward level of the Minion card based
on the combat roll result. If the reward includes an action, take that action immediately.
7. If the reward level does not have the trophy symbol, put the Minion card on the bottom of the Minion deck,
because the Minion survived and ran away.
8. If the reward level does include a trophy symbol, place the Minion card near the player’s Character Sheet as
a Trophy: the player’s character has killed the Minion! Then gather information:

• F or a player’s first Trophy, the player takes a Location token and gets a private look at the Location card.
• For a player’s second Trophy, the player takes an Obstacle token and gets a private look at the
Obstacle card.
• For a player’s third Trophy, the player takes an Attack token and gets a private look at the Attack card.
• If the player already has three Adventure tokens, they gain 1 XP instead.
9. Reveal the top card of the Minion deck and place it face up on top of the deck.

10. Return all Combat Dice to the supply.

- 7 ,
Spending XP v
Experience Points are gained primarily by going ont Hunts or from abilities on Market cards. They can be spent in
the following ways:
• 1 XP — Reroll a Combat Die during a Hunt or in Monster Combat.
• 2 XP — Discard an Injury token during the character creation phase.
• 3 XP — Hire a mercenary (i.e., additional Combat Die) before making a combat roll against
a Minion or Monster.
• 5 XP — Take any Attribute Action during the character creation phase.

Game End v
END OF CHARACTER CREATION
Once all players have 18 dice on their Character Sheets, 3 dice on their Familiar Board, and the round is finished,
the character creation phase of the game is complete. The characters then journey to confront the Monster. This
is the last opportunity players have to spend XP to take Attribute Actions or discard Injury tokens.

CREATE DICE POOLS


Each player creates an individual dice pool for their character’s combat with the Monster by gaining 1 Combat Die
from the supply.

RESOLVE ADVENTURE CARDS


The players then resolve the Adventure cards:
• Reveal the Adventure cards, one at a time and in order: the Location card, the Obstacle card, and finally the
Attack card.
• As each card is revealed, players who have the matching Adventure token follow the instructions on the
card. If a player has not gathered the information on a particular Adventure card, they are not eligible for the
benefit of that card, nor are they considered when comparing achievements among players.
• The results of the Adventure cards will cause players to gain XP or Combat Dice to add to their dice pools. If
multiple players tie for the benefit of an Adventure card, all tied players receive the benefit.

Each player may hire mercenaries to


assist in Monster Combat for 3 XP or 5
Gold each. Mercenaries hired this way are
added to the player’s dice pool. There is
no limit on how many mercenaries may
be hired.

MONSTER COMBAT
Now it’s time for the adventuring party to
attempt to slay the Monster! Each player
rolls the Combat Dice in their individual
dice pool as their combat roll and totals
the result to calculate the power of their
character’s attack.

- 8 ,
Take note of the Monster’s special ability, as it may affect a player’s combat roll.
• Players may reroll any of their Combat Dice (including mercenaries) by spending 1 XP per die. Players may
reroll an unlimited number of times, but each reroll of a die costs 1 XP.
• Once players have finished any rerolls, the combat roll is considered Final Dice. Some Monster special
abilities take effect once they are in this state.
• Add 1 to the player’s combat roll for each Honor token they have.
• Subtract 1 from the player’s combat roll for each Injury token they have.

Each player announces the total of their combat roll and compares it to the Strength of the Monster.

• If a combat roll does not meet or exceed the Monster’s Strength, that player earns no Reputation Stars and
fails to contribute to the Monster’s defeat.

• All players who meet or exceed the Monster’s Strength are Monster Slayers! Examine the Monster card to
see how many Reputation Stars are awarded to each player based on their combat roll. Use the tracking
token from each player’s Class card and the chart on the back of their Player Aid card to track the awarded
Reputation Stars.

Champion Bonus
When playing with two or more players, the player who does the most damage to the
Monster, gain the Champion Bonus as Reputation Stars as indicated on the Monster
card. In the event of a tie, all tied players gain the Champion Bonus.

Final Scoring v
After monster combat is complete, gain Reputation Stars based on the development of the player’s Familiar.

Familiar Power
Earn the Reputation Stars indicated below the three spaces for dice on the Familiar board if the total of the dice
on the Familiar board is within the indicated range. For Example, if a player has the Ice Bear Familiar, and the
three die on their Familiar board add up to 5, 6, or 7, they gain two Reputation Stars.

Familiar Backstory
If a player has dice on their Familiar Board that match the color and position of the dice pictured on the right side
of the board, then the player earns Reputation Stars:
• 0 Reputation Stars for 0-1 matches
• 1 Reputation Stars for 2 matches
• 3 Reputation Stars for 3 matches

Then score Reputation Stars for Attribute Goals, Alignment card, Backstory card, Armor cards, and Trait cards as
normal. When scoring Class Color dice include any dice of the player’s Class Color on the Familiar Board.
The player with the most Reputation Stars wins!
• If there is a tie, the tied player with the most Gold wins.
• If there is still a tie, the tied player with the fewest number of dice in their Class Color on their Character
Sheet wins.

• If there is still a tie, the tied players rejoice in their shared victory or play again!

- 9 ,
Notes v Solo Play Rules
SOLO SETUP
v
Use the same Setup as in the multiplayer game of
General - Rules: If there is ever a discrepancy between
Roll Player: Fiends & Familiars with the following
a card and the rulebook, follow the rules on the card.
exceptions:
General - Character Sheet: Whenever a card or ability • Use the Monster cards with the “1P” indicator
refers to the player’s Character Sheet, this also includes on them.
the player’s Familiar Board. If the card or ability refers • Remove 2 gold-colored dice from the dice bag
to Attribute Rows, this does not include the spaces on and set them off to the side as the “enemy dice.”
the player’s Familiar Board. • Flip the top card of the Market deck and place it
next to the discard pile to create the “trash pile.”
General - When placing two dice: Dice may be placed
in any order, but only one action is taken (Familiar or
Attribute).
Solo Gameplay
ROLL PHASE
The Roll Phase is the same as in Roll Player: Fiends &
Adventure Cards: Once a player has obtained an
Familiars.
Adventure token for an Adventure card, they can look
at that card again as often as they wish.
DICE PHASE
Backpack: A player may store up to four dice on the The player chooses an Initiative card, places the die (or
Backpack card and may move any number of dice dice, if before the Call to Adventure card is revealed)
from the Backpack card to their Character Sheet in a on their Character Sheet or Familiar Board, and may
single turn. A player cannot store more dice on the take the Attribute or Familiar Action:
Backpack card than the number of open Spaces on • If the player selected the “1” Initiative card, the
their Character Sheet. If a player stores a die on the enemy dice are not rolled.
Backpack card, they do not take an Attribute Action nor
• If the player selected the “2” Initiative card, the
gain Gold for gold-colored dice until the die is placed
player gains the Gold on the Initiative card and
on the player’s Character Sheet. The Backpack does not
rolls one enemy die.
count toward a player’s Weapon card limit.
• If the player selected the “3” Initiative card,
Clarity: After taking this action, do not slide dice to the the player rolls both enemy dice. If doubles are
left to fill any open spaces. As a result, when a player rolled, reroll one of the dice until the results on
activates this card, they may have gaps between their each die are unique.
dice in their Attribute Rows or Familiar Board.
Resolve each die result using the following reference:
Crocodile (Minion): The player’s Familiar Backstory
• If 1, move the leftmost card in the Market to the
does not add Combat Dice to the combat roll with this
trash pile.
minion.
• If 2, move the second card in the Market to the
Controlling (Beastmaster Class Ability): A player trash pile.
may choose to activate this ability before or after the • If 3, move the third card in the Market to the
combat roll. trash pile.
• If 4, move the rightmost card in the Market to
Relentless: Do not include the Champion Bonus when
the trash pile.
calculating whether the condition on this card is met
• If 5 or 6, move the top card from the Minion
Summon: After using Summon, it is possible for an deck to the bottom of the deck, reveal the next
Initiative card to have multiple Fiends on it. If these Minion card, and place it on top of the deck.
Fiends are not gained by a player, the Fiend cards
remain on the Initiative card during the Cleanup Phase. MARKET PHASE
After the Initiative card is cleared of Fiend cards as a After buying a card from the remaining cards in the
result of a player choosing the Initiative card, only one Market, discarding a card from the Market to gain 2
Fiend is placed on empty Fiend spaces. Gold, or going on a Hunt, move the leftmost card in the
Market to the discard pile. Move any remaining cards
in the Market to the trash pile.

- 10 ,
CLEANUP PHASE
The Cleanup Phase is the same as in Roll Player: Fiends
& Familiars, with one exception: keep two enemy dice
Credits v
set aside for future turns. Designer: Keith Matejka
Development: John Brieger, Dale Rowe, Matthew Bown
Solo Game End Graphic Design: Luis Francisco
The End of Character Creation, Create Dice Pools, Illustrations: Lucas Ribeiro, John Ariosa
and Monster Combat steps are all the same as in the Editors: Dustin Schwartz
multiplayer game. Special Thanks: To all the people who helped playtest and
provided feedback throughout development: Scott Bogen,
During the Resolve Adventure Cards step, take note of James Ryan, Jeremy Haack, Scot Schafer, Steve Esser,
any “1P” indicators in the bottom right corner of the Aaron Krevans, Kathleen Mercury, Emily Hancock, David
Adventure cards. This designation adds an additional Bruglia, Marcus Ross, John Vang, Kevin Riley, John Velgus,
requirement the solitaire player needs to meet to Amanda Sabolish, Jeremy Commandeur, Kevin Russ, Chris
Solis, Brad Talton, Don Gilstrap, Michael Dunsmore, John
gain the benefit on the card. As in the multiplayer
Shulters, Drake Villareal, Maggie Clayton, members of the
game, if the player does not have the Adventure token
Bay Area Tabletop Devs, attendees of the Waitress Games
associated with an Adventure card, they are not eligible
Retreat, attendees of the Eastern Sierra Games Retreat, and
for the benefit on the card.
attendees of DundraCon Protospiel.

During Monster Combat, if the combat roll is less than


the Monster’s Strength, the Monster has killed the For additional information or support,
player’s character, and the player immediately loses the please visit us at www.thunderworksgames.com
game.

If the combat roll meets or exceeds the Monster’s


Strength, the Monster is defeated. Award Reputation
Stars based on the amount by which the player’s
combat roll exceeds the Monster’s Strength as
indicated on the Monster card.

Once Reputation Stars are awarded for defeating


the Monster, move to final scoring.

Solo Final Scoring


Final scoring occurs in the same way as in the
multiplayer game, except that for every 8 Gold
the player has at the end of the game, the player
earns 1 additional Reputation Star.

Check the updated chart to see how well you did.

Monster Slayer 47+


True Hero 43 – 46
Clan Leader 39 – 42
Luminary 35 – 38
Adventurer 31 – 34
Hireling 27 – 30
NPC ≤ 26

- 11 ,

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