Professional Documents
Culture Documents
Rules &
Missions
Compendium
rev Dec 17, 2013
INDEX
Once you have learned how to play DoA II, Rules &
Missions Compendium becomes your primary gamebook.
R&MC contains:
Page 5
Core Rules
Placed together for easy reference.
Page 14 Adventures
Your complete Adventure guide.
INDEX
Achievements
20
Adventure phase
10
Age
3
Allies and Enemies 13
Amaze
5
Area target
9
Armor cards
11
Auras
13
Banishment
5
Begging for Mercy
16
Card Bonus
11
Card Specials
11
Challenges, Adventure
5
Challenges, Damage 5,6,8
Challenges, Hit
5,6,8
Character Count
18
Character Entry
20
Character Selection
18
Characters
13
Circle
3
Creatures
12
Cubes
11
Dismissal
5
Elite treasure deck
10
Encounters
14,18
Experience markers
13
Fire phase
6
Flight
13
Fopp
5
Free Action phase
6
Game Rounds
6,20
Game Setup
18
Game Time
20
Gates
15
Glory Win
21
Health
5
Henchmen
12
HQ
15
Hunters
12
Imprisoning
13
Labyrinths
16
Labyrinths, Alternate
17
Leveling Up
13
Line of Sight
6-8
Liths Lair
14
Luck
5
Map-Building
18
Map-Building Examples 19
Medical cards
11
Melee phase
10
Melee cards
11
Mental Abilities
13
Missions
22-28
Move
8
Nature
3
Obsidian Fangs
14
OpFire phase
9
Prison
15
Ranged Attack
6-9
Ratings
4
Reflecting Pool
14
Reinforce phase
10
Secret treasure deck
10
Secrets
11
Sentinels
12
Setting
3
Setup, Game
18
Sight
6-8
Single target
13
Special Abilities
9
Squeak
5
Stealing Cards
13
Stealth cards
11
Team Bases
15
Terrain
8, Ref
Transports
11
Treasure
11
Tribute Item
14
Tribute, Lith
14
Valor Win
21
Vault
15
Victory, Immediate
21
Vortex
15
Wailing Cave
14
Indicates new
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Game Design
www.duelofages.com
CREDITS
Brett Murrell
Art
K. Andersen
Matthew Attard
Armands Auseklis
Kerem Beyit
Deyer Blaylock
Leon Butchers
Jose R. Castello
Lon Chaney
Dean Chaney
Chris Collingwood
Donna DAmelio
Jacques-Louis David
Gerald C. Double
FrankT
Andrew Hou
Howard David Johnson
Ronald C. Kapaun
Richard Kitner
Zieben Lin
Thomas Long (Fygomatic)
Damir Martin
Mea
Kurt Miller
Gary Oliverio
Laurie Prindle
Lorraine Purviance
Kevin Radthorne
Mike Robinson
Martin Roes
Douglas Shuler
Margit Elland Schmitt
Robert Sicotte
Wolfgang Sigl
Jakov Smojver
Adam Vehige
Writing
Brett Murrell
Editing
Jeff McCamish, Editor
Jed Wegner, Proofing
Core Playtest
Curtis Barrett, Tigger Barrett,
Keith Carter, Marlee Carter,
Matt Clark, John Crane,
Jeremy Evarts, Marc
Gardner, Joe Hartman, Gary
Heller, Steve Kennedy,
Matthew Jacobsson, Jeff
McCamish, Derek Mencer,
James Murrell, Jonathan
Murrell, Caleb Ortiz, Joshua
Ortiz, Colby Patchin, Jared
Patchin, Jack Penick, Chris
Reed, Luke Roberts, Zane
Roberts, Cody Stump
duelofages.com is the
official resource for DoA.
Discover a treasure of
additional content,
strategies, and mods.
New challenges
Extended game play
Additional characters
Game support
The Duel of Ages website is a
resource for established,
official material.
For community forums, DoA
relies on the community at
Board Game Geek:
www.boardgamegeek.com
To ask a support or purchase
question, contact:
spitfireixa@gmail.com
CHARACTER BACKGROUND
Circle
CHASMS
ANCIENT
Exemplars
The pure at heart
Lords
Kings, generals
and other leaders
Defenders
Protectors and
law-keepers
Icons
The famous
FAER
A land abundantly populated with the faerie
people.
EPIC HEROES
The ancient histories and mythologies of old
Earth, up to the 1400s A.D.
Warriors
Skilled fighters
Adventurers
Treasure hunters
and thrill-seekers
Commoners
The everymen
and everywomen
Villains
The dark side
Outcasts
Refugees from normal
society
COLONIAL
LANDS WEST
The colorful setting of Western America
during the 1800s.
FOLKTALES
Colonial-era folklore and fairy tale set in the
16th-19th century.
Nature
Man
There is a magical
difference between
boys, girls and
toothy aliens.
Woman
HORIZONS
Historical old Earth from the 1400s through
World War I.
C
Fie
UNDERGROUND
Child
Fiend
Fai
Mc
Being
Fairy
Machine
Holy
MODERN
STRANGE TIMES
The daydream realm of conspiracy theorists
and their unexplained phenomena.
AGE OF CRISIS
History and myth during the time of great
crisis, between World War II and the 2060s.
STARMARCH
FUTURE
ALTSPACE
A fantasy universe set in the mold of grand
space opera.
FORTY WORLDS
History and mythology from the 2060s to the
present.
The Portrait
A characters portrait does not reflect the characters equipment.
Even though the picture of William Wallace shows him with axe
and armor, he actually comes into the challenge with little more
than a kilt and an inspiring grimace.
Ratings are the core of your character. Each rating is a scale from 0 (hopeless) to 9
(best of the best). Ratings are colored merely as a helpful indicator of quality. High
ratings are a healthy blue, while poor ratings are a sickly red.
Speed
Land speed. An average human
has a Speed of 6.
Aim
Steadiness, cool-headedness,
concentration and vision quality.
Aim is needed to use carefully
aimed weapons like rifles.
SPEED
Throw
Throw strength and accuracy.
Important for grenades, spears and
arm-strength weapons like bows.
MELEE
WITS
9
7
5
3
1
Wind Warrior
Acrobat
Cheerleader
Potbellied plumber
Zombie with torn ACL
Stealth
Hide, sneak, and avoid getting shot.
Stealth is your Ranged defense:
9
7
5
3
1
Ninja
Elf
Country girl
American tourist
Inebriated Elvis impersonator
Armor
POWER
DAMAGE
RANGED
AIM
THROW
Strength
Muscle power and the experience to
put it to use:
9
7
5
3
1
Intellect
DEFENSE
REACT
STEALTH
9
7
5
3
1
Einstein
Einsteins accountant brother
Einstein during Oktoberfest
Einstein the Barbarian
Einsteins really smart cat
Honor
ARMOR
STRENGTH
9
7
5
3
1
INTELLECT
Respect
TRAITS
9
7
5
3
1
9
7
5
3
1
MELEE
POINT
React
Melee
HEALTH
Point
Hand-eye coordination and fluid,
accurate upper body movements.
Point is critical with weapons that
are not carefully aimed, such as
pistols and automatic weapons.
9
7
5
3
1
Health
The amount of punishment you can
take before your gallant death. A
typical human has Health 4.
Wits
HONOR
RESPECT
9
7
5
3
1
Rock star!
Reality show contestant
Family man
Loser
Fermenting pond scum
GAME BASICS
Challenges
Dismissal
Banishment
Resolving challenges
Leaving a Dome
column.
= Miss,
= Hit.
6
6
vs.
DEFENDER
IS BETTER
vs.
ATTACKER
IS BETTER
BY
0
1-5
6-9
1-5
6-9
FAIL F-A-I-L.
Using Dice
Critical Result
-1
+0
+1
-2
X
Luck
A special ability or rule may call for a Luck check.
Usually, checking Luck is part of a challenge. Look
at the Luck number on the challenge card that was
drawn for the challenge.
6
Teams
Game Rounds
DoA is played in rounds. Each round has a Team White turn,
followed by a Team Black turn. The phases below occur each
turn. Complete them in the order shown. You must finish one
phase before going on to the next.
vs.
During your Free Action, your team (only) can take special
actions like:
Trading and picking up cards (see Cards section). You
cannot trade or pick up cards if an enemy is in your space.
Taking cards from or adding cards to the Vault. Enemies in
your space do NOT prevent you from using the Vault.
Using cards and special abilities that say Free Action:
Enemies in your space do NOT prevent you from using Free
Action cards and special abilities.
vs.
Unlike melee,
characters do not
naturally have a
ranged attack.
Ranged weapons
are required.
Ranged Cards
6
4
1
16
Target
Line of Sight
Some terrain blocks sight completely. Other terrain does not
block line of sight, but gives a Stealth bonus to your target.
Often the line of sight is obvious. If not, place sight markers
in the shooters space and the targets space, and draw a line
with a paper edge or floss between them. If the line touches
any of the terrain images, that terrain affects the shot.
Sight is affected only by the image of the terrain, not its
shadow or the entire space.
Ignore terrain in the shooters space, except Dome and
Cavern wall.
This sight is not
blocked. It passes
between the
Building and Dome.
The Buildings
shadow and the
Domes numbers
have no effect.
Power
area
Damage
OpFire
Range
LINE OF SIGHT
Clear, Water,
Deep Water
Mesas
(total +10
+2
+3
+3
+2
Shooters on Mesas
have a height
advantage. They can
see over lower terrain
like Woods, Swamp,
Fire, Dome and
Building, except for the
space directly in front
of the lower person.
This is also true in
reverse for the lower
character firing up.
Rough
Obstacle, Caverns
and other Mesa
spaces
+0
+2
+3
Building
A shooter can fire into but not past a
Building. A target in a Building space
gains +3 Stealth.
Obstacles and
Caverns are as tall as
Mesas, and block any
sight downward from a
Mesa. So do other
Mesa spaces.
+2
+2
+2
X
Dome
No one can see
into, out of or past
a Dome.
One Mesa to
another
When sighting from
one Mesa space to
another, all terrain on
lower ground is
ignored. In the case
here, only the Woods
affects the shot.
Obstacle
Obstacles block sight.
Mesa to Cavern
Shooters on Mesas
cannot fire down into
Cavern, and persons
in Cavern cannot fire
up to Mesa.
Not blocked
+2
Blocked
Firing up at Mesa
When firing up at Mesa, the target
gains +2 Stealth because he holds
the higher ground.
Gates
Gates of Team Bases affect sight like Cavern Walls.
+2
Lobbing Grenades
During your Move, your team can move any and all of your
characters that did NOT fire in the Fire phase. The other
team cannot move.
Cavern Spaces
Other Movement
SLOPE: It costs one extra move cost to move up a Slope
onto Mesa. It costs no extra to move down a Slope.
DOMES: If you start in a Dome space, you must leave it in
the Move phase. You cannot enter a Dome space.
GATES: You cannot move into an enemy base through a
Gate unless it is destroyed. You can exit through an enemy
Gate even if not destroyed. Ignore your own allied Gates.
3
2
2
6
8
ATTACKER
IS BETTER
Grok is 4 spaces
away, in range, but
the line of sight
touches a Woods and
a Swamp, so Grok
gains +5 Stealth.
vs.
vs.
2 +5
-1
+0
0
1-5
3
DEFENDER
IS BETTER
Extra Cost
vs.
1-4
5-9
-2 = 0
-2
X
single
area
Single target
A single target weapon attacks one target with each shot.
The shooter chooses his target and resolves the attack.
It is possible to accidentally shoot your friends, if you shoot at
a target that is in a space containing one of your allies. In this
case, if you fail to Hit your target, the enemy chooses an ally
in that space. You must attempt the same attack against that
enemy.
This does not apply if your target is flying (see later).
This does not occur if the space has other enemies only. It
must contain an ally.
If Mr. Yellow shoots at X and misses,
he must make the same attack
against his ally P.
PX
Area target
OpFire Examples
X is moving from 2 to 3. He cannot be
targeted in his starting space (2), but
can be targeted in 3.
X is safe. He cannot be targeted in his
starting space (2), and 3 is not in sight.
ZX
OpFire Examples
X and Z are NOT safe. X leaves Mr.
Yellows space, so he cannot prevent
the shot, and Z does not prevent the
shot by moving into Mr. Yellows space.
However, only one shot by Yellows
weapon can be taken in 2.
Z
2
X
1
2
X
2
X
1
C
X
10
The Melee Phase
Treasure
Strength/Intellect requirement
Melee
vs.
React
Use limit
Each card has a P, 1, or K in the lower left.
Revealing cards
When you draw a new card, keep it face down on or under
the owning characters card, unrevealed to the enemy. At
some point, a card must be revealed. Once revealed, it
cannot be hidden again.
You cannot choose to reveal a card simply to thwart some
effect or because you were killed. There must be a reason
why you are revealing it.
Trading cards
Cards can be traded between characters during their Free
Action phase. Characters must be in the same space to trade
cards. Cards cannot be traded if an enemy is in the space.
Picking up cards
Destroying cards
A character can destroy cards only during his Free Action
phase, or whenever he receives new cards.
Common
cards
Secret
cards
Elite
cards
Card Bonuses
Characters gain treasure bonuses, as shown by Bonus
symbols. If a symbol on a character matches that on a card:
11
Armor
Armor comes in three types Body, Helm, and Shield. A
character can use only one of each type at a time, though he
is allowed to carry others.
For Helms and Shields, the Armor bonus is usually shown on
the card in the upper right. Helms give a bonus and often an
additional +1 Armor against melee attacks, while Shields
often give the added +1 against ranged attacks.
Body Armor provides a specific Armor rating. So, if your
natural Armor is higher than this, the card does you no good.
Reveal Armor just before an enemy makes a Damage
challenge against the owner.
+1 Speed
+1 Hit
Medical
Medical cards heal a characters current Health, usually
during Free Action. Reveal the card and apply the healing.
Only the owner of the card can be healed.
No Card
Limit
Cubes
Not Give
Cards
Cubes are one-use event triggers. When you play the Cube,
you can draw another secret card if your Respect is equal to
or higher than the value shown next to the Respect symbol.
No
Trade
Tests
Take the Test to Liths Chamber. There, treat it as an
adventure, then discard it.
Characters cannot give tribute (see p. 18) if using a Test
because they are dismissed after the test.
Badges
Treasure Types
See the manual back page for the card symbol references.
Melee
Monuments
Ranged
Although a few characters have a natural ranged attack,
most must acquire a ranged weapon to do so.
12
CREATURES, HENCHMEN
Creatures
Henchmen
Hunters
A Hunter is unleashed against one specific enemy.
Unleashing a Hunter
Unleash a Hunter during Free Action (or at start of Melee if
you have the Pet or Bot bonus). The target must be in sight.
Name the target and reveal the Hunter. Place the Hunter
card separate from your character cards. It is no longer a
card carried by the character. Find the Hunters marker and
place it in the owners space.
Handling a Hunter
Sentinels
A Sentinel is an immobile machine or beast with both a
melee and a ranged weapon.
Card Name
Unleashing a Sentinel
Bonus
Ratings Used
+1 Hit
Use
Limit
#217
K modern
33
Card
Number
5
2
Power
and
Damage
vs.
Strength and
Intellect
Requirements
Special
Ability
13
Imprisoning Enemies
Capture
When you kill an enemy character in any way, you can
choose instead to imprison him. The enemy goes to prison
with 1 Health. You still lose a K weapon when you imprison
a defeated foe.
Subdue (double-Amaze)
If you Amaze on a Hit, then Amaze the Damage, you can
choose to imprison the target after applying the damage. If
you do so, you lose the weapon if it is a K weapon.
Flight
Some characters can fly, if they wish. Announce whether the
character intends to fly or not each turn before moving. You
cannot mix flying and walking in the same turn.
When flying:
You cannot move into a Cavern or end your movement in a
Cavern space, but you can fly over Cavern spaces.
You pay only 1 move point per space and can enter any
terrain and pass through enemies, but cannot end in a
space containing prohibited terrain like Fire or Obstacle.
Shooting at fliers
During OpFire You cannot fire at a flying target if you are in
Cavern or Dome. In any other space, ignore all terrain when
targeting the flier, including the space where it ends its move.
During the Fire phase Fliers are assumed to have landed
and therefore no special line of sight rules apply.
Auras
Some special abilities have an area effect called an aura.
Auras extend a certain number of spaces outward. They
pass through everything except Cavern Walls, even into
Dome spaces.
Mr. Yellow has a two-space
aura. It reaches into every
space shown, except Mr.
Blues space. The 2 range
cannot go through cavern
wall and must detour
through the gate.
Important! During OpFire, measure an auras range from the
space where a character ends movement. However, if the
target himself has the aura, measure this aura from the
space in which he is being targeted.
Experience Markers
Characters can earn Experience markers. These provide a
temporary ratings boost.
During Free Action, you can announce use of an Experience
marker. The boost lasts until the start of your next Free
Action. Flip the marker to the Active side. Discard
afterward.
Experience gives +1 to all ratings except Health and
Damage. A character can use only one Experience marker at
a time.
Leveling
Some (rare) events call for a character to Level Up. To do
so, draw a challenge card and look at the Level box in the
lower right. Two rating symbols are shown. Choose one. Your
character permanently gains +1 to that rating. If Level
contains a ? symbol, you may choose any rating except
Speed, Armor, Health and Damage.
A rating cannot be increased above 9.
Mental Abilities
Some characters and cards have mental abilities. An
example is the inspiration of William Wallace. A special is a
mental ability only if it is called a mental ability.
Stealing Cards
Some rules and events in the game allow stealing cards.
When stealing, the character being thieved selects the cards
being stolen, not the thief.
14
Cards
Rewarded
Difficulty
& Rating
LUMBER
CAMP
Liths Lair
Lith is the virtual queen mother of the Challenges, appearing
as a female or creature made of flowing marble or obsidian.
Characters can interact with Lith in the following ways.
Favor
If your team marker is on Liths Chamber, you have Liths
Favor. If the enemy has Favor, your team cannot challenge
the Reflecting Pool, Wailing Cave or Obsidian Fangs.
Reflecting Pool
A dark, glassy-calm pool in which enemy secrets are
reflected. The Pool is a 5 Intellect Adventure:
The enemy team must reveal 6 unrevealed cards, then
you are dismissed. Gain 1 Lith tribute point.
The enemy must reveal 3 cards, dismissed.
The enemy must reveal 1 card, dismissed.
Dismissed.
Banished.
Obsidian Fangs
This huge contraption can be guided with the right leverage
and elbow grease. It will burst from the ground and ensnare
an enemy, or spirit a friend safely away from danger.
Obsidian Fangs is a 5 Strength Adventure:
Banish one enemy if you wish, then dismiss one ally if
you wish, then dismiss yourself. Gain 1 Lith tribute
point.
You must banish one enemy OR dismiss one ally, then
dismiss yourself.
You must dismiss one ally, then dismiss yourself.
Dismissed.
Banished.
Wailing Cave
A cave of whirling mists; is it wind, or worse? Something
moves in the mists, and with the right tact, it may be
persuaded to steal treasure from the enemy. The Wailing
Cave is a 5 Wits Adventure:
Choose an enemy that has no more than 4 cards. Place
all of his cards in his Vault. You are dismissed. Gain 1
Lith tribute point.
Choose an enemy that has no more than 2 cards. That
enemy must place all of his cards in his Vault. You are
dismissed.
Choose an enemy that has 1 card. That enemy must
place the card in his Vault. You are dismissed.
Dismissed.
Banished.
Liths Chamber
The home of Lith herself. It is here that you can offer tribute
to Lith.
Submitting to a test
If you have a Lith Test card (from the Secret deck) and do not
plan to give tribute, you can attempt the Test.
TEAM BASES
15
Breaking out prisoners
Team Bases
Team Bases are caverns. Each has seven sites the three
Gates, Vortex, HQ, Vault and Prison. During the Adventure
phase, you can challenge different adventures at these sites.
Gates
You can walk freely through your own Gates. But, you must
challenge enemy Gates to gain entry. To challenge a Gate,
move to the space in front of it not to the Gate space itself.
The Main Gate is a 7 Stealth Adventure challenge. On
Squeak or better, you successfully pass through the Gate.
Move your character onto the Gate space. On Fail or worse,
you do not gain entrance and remain on the outside space.
At the
enemy gate,
begin here
Move to here on
Squeak or better
Once inside the enemy base, you can exit any of the Gates
freely, without challenging them.
A destroyed site in your base causes ill effects for your team:
Vortex
Repairing sites
No fake adventuring
Interrogating prisoners
During the Adventure phase, a character on their Prison
space can interrogate a prisoner that has cards. Challenge
their Strength vs the prisoners Strength:
Steal 4 cards from the prisoner, then you are dismissed.
Steal 2 cards, then you are dismissed.
Steal 1 card, then you are dismissed.
You are dismissed.
You are banished.
16
LABYRINTHS
Labyrinths
4
8
Example
Phillip moves
onto the Path of
Prestige in the
Ancient
Labyrinth.
During his
Adventure
phase, he
announces that
he will
challenge the
Guardian. You
flip over the top
Ancient
Guardian card. It
happens to be
Five Minutes.
6
FIVE MINUTES...
...to fend off the gargoyle and solve six
riddles before the chamber fills with water.
This is a 6 Wits
challenge. Phillip
has 8 Wits, so he
is better by 2.
+1
37
But, Phillip is Ancient Age, and from the Chasms Setting, and
his Circle is Adventurer. Gargoyles and riddles, who better for
that than Phillip! So he gains +3, and is now better by 5.
You draw a challenge card, and he
gets an Amaze! He earns the results
shown to the right.
A
M
A
Z
E
37
He is dismissed.
Because Phillips Honor is 5,
he draws one Honor bonus
(for the 3), but not a
second (for the 7).
+1
End movement
here to challenge
the Path of Glory.
17
If you defeat
the Guardian,
place your team
marker here.
Mix the Gold or Blue Encounters face down. If you are using
Encounters normally for the Mission, you can use the same
Encounter set. Place one Encounter face down on the last
space the one containing Dingo Jakes handsome mug.
Encountering Alliance
To encounter Alliance, you must move to the space
containing your team marker, not to the Encounter marker.
Announce the encounter and flip the Encounter marker for all
to see. If you pass it, you do NOT get cards as a reward,
Instead, move your marker one space into the Alliance key.
Dismiss the character. Remove the passed Encounter and
replace it with a new one without looking at it. Only one
Encounter is placed on the key this is the current inhabitant
of the cavern, and both teams try to impress that one.
If you fail the Encounter, you can either:
Gaining henchmen
From certain spaces, you can choose to either move your
team marker along the normal path, or into one of the side
Henchman spaces.
Alternate Labyrinths
The four alternate Labyrinths have their name in yellow. They
work the same as standard Labyrinths, but the final space of
their paths cause different effects:
Path of Power All allied characters of that age gain +2
Respect and Armor.
Path of Discipline All allied characters of that age gain +2
Strength and Intellect.
Path of Shadow All allied characters of that age gain +2
Wits and Stealth.
Alternate Guardians
The alternate Labyrinth has a different Guardian from the
standard. Split the Guardian deck of that age into two decks.
18
Draft
Mission Methods
This section contains the standard methods used in
Missions, so that the Mission description can simply list the
names of the standard methods it uses.
By mixing methods and creating your own methods and
adventures, there is no limit to the Missions possible.
Game Setup
Adventure Methods
Adventure Keys
Encounters
If a Mission uses Encounters, it will state Encounters and a
number. The number indicates the distance that each
Encounter must be placed away from all other Encounters.
10. If you are using the Challenge decks, give the white deck
to Team White, and the black deck to Team Black. If
using dice, provide each player a 10-sided die.
Character Count
4
3
2
Map-Building Methods
Platters and Dome Keys
Standard
Standard
Pure
As Standard, but deal the exact number of characters, no
extras.
FULL
STD
MAP-BUILD EXAMPLES
19
Standard Map-Build
C
Ol
ym
pu
ep
Se
am
Al
Team White
chooses the
Olympus platter
and adds two keys.
lam
o
Halves Map-Build
Team Black
chooses the Seep
platter, randomly
draws
Installation, and
fills out the rest
of the map,
deciding to push
out the map in a
long string.
s
pu
yo
yo
an
ox
C
yo
an
ox
C
an
ox
C
mb
co
4
n
pu
yo
an
ta
ym
ox
C
Ol
ym
C
Ca
Ol
tio
lla
ta
ns
Split Map-Build
bs
om
r4
Pa
c
ta
Ca
Pa
r4
ta
Starport
Starport
s
pu
Lithopolis
Starport
xC
Bo
ym
Bo
C
L
xC
on
an
y
mb
co
xC
on
ta
Team Black
places three
keys.
Team White
randomly selects
St. Lo and
finishes. This
Mission calls for
8 Dome keys, so
some key slots
remain empty.
Ca
Ol
Bo
an
y
5&6
Team White
places three
keys.
on
los
Co
an
y
Lithopolis
su
Team White
places three keys.
mb
co
Ol
Starport
pu
Ca
ym
Starport
Starport
Team White
chooses Box
Canyon and
places two keys.
M
M
M
L
St
su
los
Co
Lo
su
los
Co
su
los
Co
20
Halves
Split
Map build is as per Standard. However, the map is split into
two separate sections. Each section must have at least one
of the chosen platters, two Adventure keys and two Dome
keys. Characters cannot move normally between the
sections, but can be dismissed/banished between them.
Variable Rounds
If you are playing by rounds, you can use a variable end
method if all players agree.
Take five Common cards. Choose one of those cards to
trigger game end. Shuffle and set aside.
Before you begin the second-to-last round, draw a card.
The game ends immediately if the trigger card is drawn.
Continue to draw at the start of each round until the
trigger card is drawn.
Achievements
REINFORCE
Combat
Whichever team has the most combat points gains the most
achievements. Count as follows:
Team Base
The team that has the most destroyed enemy team base
sites wins the Achievement.
Liths Lair
Dome Color
Labyrinths
The team with the most team markers in a labyrinth wins the
Achievement for that Labyrinth.
If all Domes are filled for your color, you can place a second
character in a Dome with one character, and so on.
Alliance
Dome Region
As Dome Color, but place characters only in Domes in a
certain region of the map, as identified by the Mission.
Encounters
The team passing the most Encounters wins the
Achievement.
MISSION METHODS
Escaping the Map
A character that begins their Adventure phase in an escape
space (as designated by the Mission) can escape the map.
Remove the character permanently. He counts as a living
and unwounded character, but no longer affects the game.
An escaped character provides points, as listed in the
Mission. The listing shows numbers separated by dashes,
such as 4-3-2-1. This means that the first character of either
team to escape the map provides 4 points, the second
provides 3, and so on.
The team with the most points of escape at the end of the
game wins the Achievement.
Flags
Some Missions use Flags. After building the map, each team
places Flags starting with Team Black and alternating -equal to half of the Mission character count, rounded down.
So, when playing 9 characters per team, each team places 4
Flags. Use any unused markers for Flags a different
marker type for each team. Flags are placed like Encounters,
but can only be placed:
In Clear, Woods, Water, Rough, Swamp and Building
spaces (spaces you can ordinarily enter)
On a map platter or Dome key, not on an Adventure key or
team base.
On a space not containing a character.
Flags must be placed at least 6 spaces away from both
enemy and allied flags.
A character can pick up a Flag during their Free Action, even
if an enemy is in the space. A character can have only one
Flag at a time. Characters cannot pick up enemy Flags.
If a character is killed or imprisoned, the Flag is left in the
space where this occurred.
A character that is on their HQ base space or on Liths
Chamber in the Adventure phase can score the Flag. Place
the Flag near your Team Base, off-map.
The team with the most Flags at game end wins the
Achievement.
Immediate Victory
Unless the Mission excludes them, a team can win an
immediate victory in one of two ways:
Valor Win
If at any moment you have more than twice as many living,
unimprisoned characters as the enemy, you win. For
example, if you have 6 characters, you gain a valor win if the
enemy is reduced to 2 characters. Characters that escape
the map are counted for this.
Glory Win
If at any moment you have more team markers on map than
the enemy, equal to the mission team character count, you
gain a glory win. For example, if you play an 8-character
Mission, you gain a Glory Win if you have 8 more team
markers on the map than the opponent.
21
22
MISSIONS
Penta
16/
15
Dual
Random
FULL
STD
REINFORCE
Sexi
20/
21
Each team starts with one random platter on their first play,
rather than one selected platter.
10
STD
REINFORCE
Triad
FULL
REINFORCE
STD
8/9
FULL
STD
REINFORCE
Septimus Rex
24
12
STD
REINFORCE
Quad
12
FULL
STD
REINFORCE
Redoctolous
30
15
STD
REINFORCE
MISSIONS
23
Split Penta
16/
15
Split Dual
Random
10
SPLIT
REINFORCE
SPLIT
REINFORCE
Split Sexi
20/
21
Each team starts with one random platter on their first play,
rather than one selected platter.
12
SPLIT
REINFORCE
Split Triad
8/9
SPLIT
REINFORCE
24
14
SPLIT
REINFORCE
Split Quad
12
SPLIT
Split Redoctolous
REINFORCE
30
16
SPLIT
REINFORCE
24
MISSIONS
Jump Labyrinth Missions
Jump Quad
12
You must build the map as shown, with the keys aligned as
shown.
See
Below
See
Distance
Team White builds west side and south and all Dome keys
touching these two platters, as shown, selecting Labyrinths
at W. Black builds the rest, selecting Labyrinths at B.
Jump Penta
16/
15
See
Below
See
Blacks
Starting
Spaces
e
hit
W dom
an tter
R la
P
White
Selected
Platter
es
hit g
W rtin s
a ce
St a
Sp
ks
ac g
Bl rtin
ta aces
S
Sp
k
ac
Bl dom
n ter
Ra lat
P
k
ac
Bl cted
r
le
Se latte
P
e
hit d
W cte
le ter
Se lat
P
W
Black
Selected
Platter
Distance
Random
Platter
1
See
Below
See
Distance
Blacks
Starting
Spaces
Random
Platter
2
Black
Random
Platter
White
Selected
Platter
Blacks
Starting
Spaces
Jump Triad
Whites
Starting
Spaces
White
Random
Platter
8/9
Whites
Starting
Spaces
Whites
Starting
Spaces
B
Black
Selected
Platter
Random
Platter
1
Distance
Random
See
Jump Dual
See
Below
e
hit
W dom
an tter
R la
P
B
Black builds the rest,
selecting Labyrinths at
B.
MISSIONS
25
Half Dual
Jump Sexi
20/
21
See
Below
See
Distance
Random
FULL
HALVES
REINFORCE
12
FULL
HALVES
REINFORCE
Half Quad
Black
Selected
Platter
White
Random
Platter
White
Random
Platter
Black
Random
Platter
Half Sexi
Whites
Starting
Spaces
Black
Random
Platter
?
White
Selected
Platter
B
?
A
20/
21
10
HALVES
REINFORCE
W
12: Combat, Base, Lith, 8 Labyrinths, Alliance
Fast -- 6.5 Hours or 12 Rounds
Medium 9 Hours or 16 Rounds
Epic 12 Hours or 20 Rounds
26
MISSIONS
Rush Encounter Missions
Rush Triad
8/9
You must build the map as shown, with the keys aligned as
shown.
See
Below
See
Distance
Rush Dual
Random
See
Below
See
Blacks
Starting
Spaces
Black
Selected
Platter
Whites
Starting
Spaces
White
Selected
Platter
A
Random
Platter
1
Random
Platter
2
W
A
Blacks
Starting
Spaces
Rush Quad
12
See
Below
See
Distance
Whites
Starting
Spaces
White
Random
Platter
Black
Selected
Platter
W
White
Selected
Platter
Black
Random
Platter
Random
Platter
1
Whites
Starting
Spaces
Blacks
Starting
Spaces
MISSIONS
27
16/
15
See
Below
See
Double
Distance
Rush Sexi
20/
21
k
ac
Bl cted
r
le
Se latte
P
es
hit g
W rtin s
Sta ace
Sp
e
hit
W dom
n ter
Ra lat
P
k
ac g
Bl rtin
a ces
St a
Sp
k
ac
Bl dom
r
n
Ra latte
P
e
hit d
W cte
le ter
Se lat
P
Double
Distance
See
See
Below
e
hit
W dom
n ter
Ra lat
P
White
Random
Platter
Black
Selected
Platter
Blacks
Starting
Spaces
Black
Random
Platter
White
Random
Platter
Whites
Starting
Spaces
White
Selected
Platter
Black
Random
Platter
B
A
28
MISSIONS
Flag Encounter Missions
Flag Penta
16/
15
Flag Dual
Random
FULL
STD
Flag Sexi
20/
21
10
STD
Dome
Color
Flag Triad
FULL
Dome
Color
Dome
Color
STD
8/9
FULL
STD
Dome
Color
24
12
STD
Dome
Color
Flag Quad
12
FULL
STD
Dome
Color
Flag Redoctolous
30
15
STD
Dome
Color
Version Changes
March, 2003
Initial version.
July 6, 2013
Imprisoned characters are worth one extra, not 3 as
previously listed.
LITH ADVENTURES
BASE ADVENTURES
TERRAIN
Move Sight &
Cost Stealth
Vortex
Heal 4. Dismissed.
Heal 2. Dismissed.
Heal 1. Dismissed.
Dismissed.
Banished.
Woods
+2
Swamp
+3
Water
Deep
Water
Clear
Reflecting Pool
+3
3 blocks
past
2 in+2
space
Building
Obsidian Fangs
Rough
only
Interrogating prisoners
Steal 4 cards. Dismissed.
Steal 2. Dismissed.
Steal 1. Dismissed.
Dismissed.
Banished.
X +3
X
X into
Fire
Dome
and out
1/X
walls
block
Obstacle
Cavern
& Walls
Cliff &
Slope
+1 up Slope
Repairing sites
(WEAPON)
Bow
Powder Rifle
Crossbow
Melee
Power
FOPP
FAIL
Damage
RANGED
PASS
Aim
AMAZE
Point
CREATURE
(WEAPON)
Blade
Swing
Auto Rifle
Thrust
Wits
Throw
Long Rifle
Energy Rifle
MELEE
Tribute Item = 3
Unrevealed Card = 1
DEFENSE
Exemplar
Lord
Pet
Revolver
Health
SQUEAK
MELEE
Powder Pistol
Speed
Offering Tribute
RANGED
PHASES
FREE ACTION
FIRE
MOVE
OPFIRE
MELEE
ADVENTURE
REINFORCE
Wailing Cave
X +2
Defender
Bot
React
Stealth
TRANSPORT
Armor
Mount
Icon
Vehicle
OTHER
Warrior
TRAITS
Strength
Adventurer
Commoner
Intellect
Stealth Gadget
Brawler
Medical Armor
Honor
Villain
Outcast
Respect