You are on page 1of 13

ll

(A

n
te

Be

co

bj

ta

su

t
ec

to
an
ch

)
ge

Rulebook
Preview

Rulebook is currently still in development.


What you see here is just its latest iteration.
Please feel free to post Typos to our BGG page under the rules forum section.
Last Modified: October 22, 2015 2:50 PM

ll

co

te
n

ch
an
to

bj

su

Before playing the first time, it is recommended that you


review the following sections in this order.

1. Using the Story Journal, General Gameplay


2. Traversing the World Map, Adventuring, Game Setup
3. Review the Components and Awards sections only if
needed.

4. Wait to read the On Death and Dying section until

somebody dies.
You may wait to read the Combat section until you are
asked to Encounter or Skirmish with an enemy. The first story
contains a tutorial that summarizes these sets.

Using the Story Journal


Skill Checks
Choose Your Path
Attention!
World Map
Skirmish Tables
Adventuring Phase
Encounters
Story Closing
General Gameplay
Characters
Attributes
Rolling Dice
Character Roles
Skills and Checks
Character Growth
Abilities
Effects
Statuses
Infections
The Diseased Condition
Corrosion
Companions
Mission
Lycanthropy

12

Adventuring

14

Adventure Turn/Round
Phase 1 : Resting
Phase 2 : Character Actions
Phase 3 : Map/Leader Transition
Map Transitions

5
5
5
5
6
6
6
6
6
6
7
7
7
7
8
8
8
9
9
9
10
10
10
11
11
11

Traversing the World Map


World Map Movement
Terrain Symbols
Road Events
Off-Road Events
The Wanted Condition
Locations
Towns
Entering Towns
Adventure Locations

Copyright Twin Fire Production, LLC

12
12
12
12
12
12
13
13
13

14
14
14
14
14

Encounters

16

Skirmishing

23

Setup
Encounter Turn/Round
Character Turn
Character Movement
Attacking
Devastating Strike and Fault
Exhausting Items and Abilities
Dying in Combat
Ghosts in Combat
Creature Turn
Creature Movement
Creature Attacks
Auras
Special Instructions
Devastating Strike and Fault
General Rules
Missing a Turn
Sight
Darkness
Summoning
Throwing and Pushing
Winning A Combat

1. Determine Strength:
2. Place Marker:
3. Attack or Defend:
4. Creatures Turn:
5. Characters Turn:
6. Reduce Counter:
7. Repeat Steps:
8. Get Loot:
Chapters yet to be imported
Awards Chapter
On Death and Dying
Wrapping Up a Game
Components
FAQ
Credits
Printable Sheets
Status Reference
Index

16
16
17
17
17
17
18
18
18
19
19
19
20
20
20
21
21
21
21
21
21
22
23
23
23
23
23
23
23
23
24
24
24
24
24
24
24
24
24
24

Copyright Twin Fire Production, LLC

)
ge

Using This Rulebook

Starting with New or Existing Characters


Adding New Characters Campaigns/Skipping Ahead

15
15
15
15
15

an
ch

There is no need to have a player antagonist or game master


because the mechanics make those decisions for you. Games
with only one player require you to play two characters.

Game Setup

Ghost Actions
The Sleeping Vampire
Blocked Map Spaces
Snares
End of a Chapter

to

Folklore The Affliction is an adventure board game where


your characters play through a series of stories in their quest
to save the land from evil. Every story is steeped in tales and
lore from ages past. As your characters complete stories, they
will become more powerful and gain enough strength to rid
the land of its Afflictions.
Stories are broken into multiple chapters to provide
convenient stopping points, allowing players to have control
of how long their game sessions last. Most chapters will take
approximately 45-60 minutes to complete.
As you progress through the various stories, characters
grow in skill and ability, retaining all that they have learned
from previous adventures. They are progressively more
difficult, challenging players continuously. Stories may
be replayed multiple times in order to explore the many
outcomes that can occur based on the choices you make.
Folklore the Affliction is a cooperative game for 1 to 5
players, where everyone works together to achieve their goals.

Using This Rulebook

t
ec

Game Overview

Game Overview

bj

the land by playing one of six unique characters, whose skill


and knowledge grow as they face challenge after challenge.
Harness the power of artifacts long forgotten and find rituals
from the pages of the dreaded Necronomicon.
Can you survive, or will you play on as a ghost? Or worse.
will you be doomed to transform into one of the creatures
that hunt by night?

ta

mbark on an adventure of dark fantasy, steeped in


fear, myth and superstition. Hunt or be hunted by
creatures of antiquity and legend. Search dangerous
locales to find clues to the source of evil sinking its claws into
the heart of the land, decimating its people and settlements.
Free the denizens from the scourge of witchcraft and
vampirism. Oppose the spreading darkness as it overtakes

su

(A

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Contents

ch
an
to

bj

su

te
n
ll

co

according to type.
b. Remove the six (6) starting items from the Item deck
and twelve (12) starting abilities from the Ability
deck, designated by the character portraits.
c. Shuffle all decks, except Ability, and arrange Creature
and Affliction decks in alphabetical order.

4. Choose Your Character: Each player selects a

6. Choose Your Story: Choose the story you wish to

5. Equip Your Character: Take the starting Abilities

7. Place The Group Marker: Place the Group

Marker on the World Map at the Starting Location


referenced in the Story Journal. For the Everything
Changes story, this is the Church of the Crossroads space.

8. Character Order: Roll off to determine who is

9. Time To Play: Open the Story Journal to your chosen


story and begin.
Town
Reference

Story
Journal

World Map

Off-Road
Events

Leader
Token

Starting
Rituals

Character
Journal

Mountain
Plains
Wasteland

Artifacts
Deck

Militia
Companions

Prayers
Deck

Tarot
Deck

Animal
Companions

Items
Deck

Skirmish
Card

Copyright Twin Fire Production, LLC

Coins

Ability Points

II

Dusk

23

1d6 x 10

4, or Starting Abilities +1

III

Twilight

46

2d6 x 10

6, or Starting Abilities +3

IV

Twilight

69

2d6 x 10

9, or Starting Abilities +6

Midnight

92

3d6 x 10

10, or Starting Abilities +7

VI

Midnight

116

3d6 x 10

13, or Starting Abilities +10

Rituals
Deck

Starting
Abilities

Using the Story Journal


The Story Journal guides the characters through various
adventures. Every Story has a difficulty levelDusk (easiest),
Twilight (hard) and Midnight (deadly)that assume a
character has completed a certain number of stories.

STORY SKILL CHECK

Nerve 5

Dusk: characters who have completed 0-1 stories

Dusk

Church of
the
Crossroads

90
Min

Difficulty

Start Location

Duration

Character
Card

Equipped
Items

ALL
CHARACTERS

With silent dread, you enter the mouth of the


dead tree, trying to avoid its jagged teeth.
You enter as cautiously as possible, carefully
avoiding the vicious teeth.
In your efforts to get past the teeth of the
tainted oak, you cut yourself on their sharp
edges. Lose 2 Vita.

Choose Your Path


You may be asked to make a choice which could change the
direction of a story. When this occurs, you are usually asked
to read a Story Moment, which are located the back of the
Journal.

CHOOSE YOUR PATH

Skill Checks
Character
Miniature

Abilities
Deck

Lore

For example, if you play a Story written at Twilight difficulty


with starting characters, they may have trouble staying alive.
The beginning of every story will show you the difficulty
level, starting location and the estimated duration. Place the
Group Marker at the starting location of the World Map and
then read through the narrative. During the narration, you
will come upon various events, as follows.

Road
Events

Hills
Forest
Marsh

Artifacts

Midnight: characters who have completed 4-5 stories

Reference
Sheet

Roads
Rivers
Area Borders
No Passage

Items

Twilight: characters who have completed 2-3 stories

Item
Tokens

Status
Reference

Group
Marker

Story Difficulty

play. New players should start with Everything Changes.

character 1. Mark this on that characters card. Number


all remaining characters 2 through 5, clockwise. Character
1 starts as the Leader and takes the Leader Token.

Character Card, associated Booklet and miniature. If you


already have a character and want to continue with them,
skip ahead to section 6.

Story

One character may


give the street urchin
a coin, if you have
one. The character
to do so must read
Story Moment 52.

Whenever you encounter a Skill Check, the character(s)


specified will roll the skill shown by rolling a d10 and adding
any skill modifiers they have. The outcome for both success
(green) and failure (red) are provided.

If you decide to be
uncharitable, the
Leader must read
Story Moment 14.

Copyright Twin Fire Production, LLC

)
ge

3. Prepare Card Decks


a. Separate the pieces of the game and arrange all decks

If you wish to add a new character to an existing campaign (example adding a 4th character to a group of three). Or you wish
to start fresh with new characters, but do not want to play from the beginning. Use these guidelines to provide characters what
they need, in addition to starting equipment.

an
ch

(A

to

the middle of your play area.

t
ec

2. Place the World Map: Place the World Map in

bj

and other starting gear for your character as shown on


your Character card. Example, the Arcansist should take a
Ritual and Bandage token.
Place starting items and weapons to the left of your
Character Cards. Each character may equip any items by
placing them to the right of the Character Card (see the
Item Deck section on page XX for details)

of characters being played, from two to five. Single-player


games require two characters.

ta

Starting with New or Existing Characters


1. Number of Characters: Determine the number

su

Adding New Characters Campaigns/Skipping Ahead

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Game Setup

ch
an
to

bj

su

te
n
n
co
ll

Start
Zone
Search

Ostelink

Terrain TIle: Crypt

to the caves of

Skirmish Tables
At the beginning of each chapter, there is a Skirmish Table.
There are times you will be asked to roll on this table, such
as if you encounter a creature while resting. Skirmishing is
another combat mechanic explained later.

1-4

Rabid Wolf

5-8

Highwayman

9-0

Night Stalker

Power Points: This number represents the number


of Power Points the character has which can be spent to
use their Abilities.
Stride: This number represents the number of squares
a character can move when adventuring on a map and
the number of road segments the group can move on the
World Map.
Vita: The life force of a character. If the Vita of a
character reaches zero, they die and become a ghost.

Encounters
While exploring an adventure map, you may be asked to
battle creatures. Keep in mind you may still interact with Map
Features while in combat.

The Witch Hunter: A fanatical


bounty hunter sworn to undo all
paganism. He is a tracker and a marksman
with the crossbow. He is immune to being
Spooked.

Encounter a Restless Spirit and


2 Flesh Easting Ghouls.

Attributes

Adventuring Phase

Story Closing

You will eventually arrive at an destination that requires the


use of an adventure map. When this occurs, you transition
from a narrative mode to an adventure mode, where you solve
puzzles, search for clues and battle horrific creatures.
Place the adventure map shown on top of the World
Map and set it up as instructed by the journal. Place your

When you finally find and face the Affliction of the story,
you read the Story Closing section. This tells you the outcome
and awards for successfully defeating, or being defeated by
the Affliction.

Damage: This is the damage that a character inflicts


on a successful hit, even without holding a weapon. It is
represented as a dice on the character cards. If a weapon
is equipped and used to make an attack, add its bonuses
to the attack.

Arcanist

Attributes

Forbidden s Learned s Mythos

Vita

Power

21

Skills

Archeology

+1

Might

Occult

+3

+2

Nerve

+1

37

Stride Defense
Rituals

The Telepath : A talented mentalist


who can access unique and powerful
psychic abilities. She carries quartz
geodes that she hurls at her enemies with
the power of her mind.

ENCOUNTER

For example, if a character has Might +5 , the they would roll their attack dice and add
+ 5.

The Exorcist : A priest sent to rid


the land of evil. He holds the Aspergillum,
a weapon that can be filled with holy
waters. He is immune to Bloodlust, and
can revitalize his allies through prayer.

Each character has a number of attributes:

Copyright Twin Fire Production, LLC

Might: A characters skill in combat. Add this number


to attack rolls.

#03

Skill check dice are map-based skill checks, showing in the


locations Map Features. When you are on or adjacent to one
of these, you pick up the dice from the map and roll it.
See the Adventuring section on page XX for more details on
Adventuring.

Nurians Hollow

Creatures Encountered

The Avenging Madman : A


revenge driven farm-hand whose family
was slaughtered by vampires. His rage has
made him unstable and strong. He flings
himself into combat with Bale Hooks. The
Madman has a vendetta against vampires,
cannot be Deranged and has outstanding
nerve. A consequence of this is that he is
unable to use ranged weapons.

Skill Dice

Travel from the town of

Dice Roll (d10)

Flesh Eating
Ghoul
2

For example, if a targets Defense is 35 and the attackers roll is 37 then it is a successful
hit. If the result of the attackers roll was 22, then it would be a miss since the result was
not greater than or equal to 35.

Starting Equipment

Stiletto, Bandage, Ritual

Power Point Tracker

10

Vita Tracker
Special Ability
Resist the Change: You
have created powerful wards
against the dark magic
afflicting the land. You can
never be Transformed.

30

29 28

27

26 25

24 23

22

21

20

19

18

17

16

15

14

13

12

11

10

Rolling Dice
Dice are used to attack your foes, perform skill checks,
resist statuses, cast rituals and more. Dice are denoted as
d[x}, where [x] specifies the number of sides. When you see
a notation such as 1d4, it means roll one four-sided die,
while 2d6 means roll two six-sided dice. A notation such
asd6:5+ means roll one six-sided die and the listed effect
occurs if you score a 5 or more.
There are two types of d10 dice, a single-digit and a double-digit (called a d00). Together,
they are called Percentile dice as they produce results from 1-100.

Defense: The characters ability to evade foes in


combat. This is the target number which is required for
an opposing attack roll to hit the character or foe. If the

Copyright Twin Fire Production, LLC

)
ge

The Archeologist : A scholar


possessing knowledge of things ancient
and mystical. He carries a Whip that
can hinder his foes. He is immune to the
Immobilized status.

Restless
Spirit
1

WORLD MAP

an
ch

(A

to

The Arcanist: A dabbler in the


arcane and a seeker of secrets. Her
occult knowledge is peerless. She carries
the Stiletto, and is immune to being
Transformed.

Search

Flesh Eating
Ghoul
1

attack roll with modifiers is equal to a targets defense,


the attack is successful.

List of playable characters.

World Map
When a World Map dialog box appears, the group must
travel to and from specific locations on the world map in order
for the Story to progress. This does not mean that you have
to go directly there if you have other business to take care of,
such as stopping off at the Church of the Crossroads to learn
a new ability.

t
ec

Characters

The Leader gains the Farmer


Companion.
Search

bj

ATTENTION!

ta

General Gameplay

su

You may see a dialog box with the title Attention! that
provides important information concerning the Story or map.

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Attention!

miniatures in the Start Zone, and then read the Goals and
Map Features. Goals explain what your objectives are while on
the map. Map Features are things the characters may interact
with, such as a search location.
The map shown here instructs players to place a Restless
Spirit and two Flesh Eating Ghouls on the map, a Skill Check
dice and three Search tokens. Many maps also have Exit
Zones when characters may transition to the next map.

bj

ch
an
to

te
n
n
co

(A

ll

All skill checks are made by rolling a d10. Success is achieved if the value of your roll
equals or exceeds the target value listed on a challenge. For example, the Exorcist must
make a Faith 4 check. This means the character must roll one 10-sided die and add any
bonuses they may have. The result must be greater than or equal to 4. So if the Exorcist
rolls a 3 on a d10, and then adds his bonus (in this case, the Exorcist starts with a +2 Faith
bonus), the result is 3 + 2 = 5, which is a success. However, any time an unmodified skill
check result is 1, it is an automatic failure.

things ancient and cultural.

2. Awareness: How in-tuned your character is to their


surroundings.

3. Ecology: The characters knowledge of the world,

Avenging Madman

The Avenging Madman has a soul


driven mad by loss. At the end of a
There are several ways to make hard
characters
andingrow
days labor,unique
he fell asleep
the
barn
amongst These
bails of hay.
When next
powerful as they progress through
stories.
include:
he awoke, the sun shining brightly
overhead, the sight the greeted him
foreverone
torment
memories.
heir ath Players must will
choose
of his
two
paths
His entire family, massacred night by
for their character the when they
firstclearly
startinhuman.
out. These
something
But the
body of his wife
wasprofessions
not among the
paths reflect the different personalities
and
victims. Driven to the brink of insanity,
that the characters may possess.
the the
he tookAs
his an
bailexample,
hook and followed
to thisas
land
is afflicted
Avenging Madman can choosetracks
to play
anwhich
Avenger,
by things pulled straight from his
pledged to defend those in need,
or theRage
Savage,
whoseand
nightmares.
is his purpose
revenge
his weapon.
purpose is to destroy those that have
wronged
you and

environments, plants and animals.

those important to you.


C H O O S E

4. Faith: The characters spiritual strength, knowledge


and willpower.

5. Nerve: Bravery and overall ability to act in the face of


terror.

C H A R

A C T E R

Avenger

S ava g e

Your newfound purpose is to avenge


those that have perished at the hands
of evil. Once per story, choose an
option. You may not change it until the
next story:

Your rage becomes your most reliable


weapon. Once per chapter, choose
a creature type to focus your hatred
upon. When hit by a creature of this
type, they lose 1 Vita. You may add
half the value of your current Power
Points to your might, rounded down.

The Avenger gives all other characters


fighting the same creature as he is +1
damage to melee attacks.

6. Occult: Knowledge and skill concerning subjects


arcane and occult.

7. Speech: The characters skill in linguistics, languages


and negotiations.

8. Trickery: The characters ability to perform actions

OR
At the start of a combat encounter,
choose one target creature. As long as
you do not change targets, you inflict
+2 damage against it.

that go unnoticed by others and to manipulate objects


with dexterous movement.
#1

Copyright Twin Fire Production, LLC

6
Focus your
Rage!

Skill Tree: Each character has a unique Skill Tree


that gives them enhanced abilities or improved attributes
as they gain Lore while adventuring. It is possible to

Hunt * Nature

Keywords

Gain +1 Ability Point

140 +1

Gain +10 Might, +1 Damage and 10 Defense for one


combat per story.

128 +2

+5 Might OR +5 Defense.

116 +1

+1 Damage with Melee weapons.

For example, lets say the Madman had 130 Lore and chose the +5 Might bonus. If he lost
+1hetowould
Anylose
Skill.
5 Lore, bringing him to 125 Lore,
his +5 Might bonus until he reached 125
Lore once more. He cannot choose to change his bonus to +5 Defense as he already made
that choice previously.

104 +1
92

+2

+5 Vita and you may retrain your Abilities.

Abilities

80

+1 Power Point.
Each characters begins the game with two Abilities. These
are represented by the characters portrait at the bottom right
+1 Increase base damage to 2d4.
of the Ability card. An optional rule for experienced players
is to choose your own Abilities with a total cost of 3 Ability
Points. The cost+1
of an+1
ability
represented
Strideisin
combat. in the lower-left
of the card, within the Power Point icon.

68
56
44
32

F O C U S

Natures Call

+1

+1

Avenger: +1 Companion slot.


Savage: Gain 1 extra Rage target.

Deal an additional
+2 damage to one
Nature creature on a
successful hit.
Power Points
Needed to
Use

1
#38

Characters are allowed to learn/use abilities when there is


a shared Keyword. There is only one of each Ability card in the
game, players must arbitrate amongst themselves if multiple
players want to learn a specific Ability.
Abilities may be learned at the Church of the Crossroads
library. Learning an ability requires a character to spend
Ability Points for each Ability Cost point. For example, if the
Ability Cost is 2, then it requires 2 Ability Points.
Ability Points are earned as characters collect Lore and
learn new skills from their Skill Tree, as mentioned in the
previous section.

Effects

Effects are similar to Statuses in that they have some


Ability
special properties:
+1 NerveCost
OR ABSORPTION 1 against Vampires.
Absorption: When a target is affected by Absorption

may reroll
+1 Once per chapter, youActive
20
Passive Ability
Ability a failed Nerve check.
[X], then that target takes [X] less damage for each

to Any Skill.
There are two types +1
of Abilities:

Passive: These abilities are represented by a GREY power

different attack that hits them.


Reduction: When a target is affected by Reduction
[X], then they do [X] less damage for each successful
attack they make.

point icon. They do not require Power Points to activate


#3 how many
during play. The Ability Cost only determines
Ability Points is needed to learn them.

Statuses

Active: These abilities are represented by a GREEN


power point icon. Every time you use an Active Ability, you
must spend Power Points in the amount of
the Ability Cost.
Abilities can only be used during the
characters turn, unless they have the Use At
Any Time icon. Follow the rules described on
each Ability card. Abilities are active for one
Use At Any
turn unless otherwise indicated.
Time
Active abilities require spending Power

Characters will be subjected to both positive and negative


statuses. There are ten (10) of each in the game.
In most cases, negative statuses stay with a character until
they are removed in town or at the Gypsy Caravan, a beneficial
event occurs, or upon their death. There is no limit to the
number of negative statuses that can affect a character at a
given time.
Positive statuses stay with a character until an unfortunate
event occurs or they are killed. A maximum of three (3)
positive statuses can be in effect for each character at any

Copyright Twin Fire Production, LLC

)
ge

Skirmish with the Highwaymen. After the skirmish,


the assailants break and run.

an
ch

1. Archeology: Knowledge and skill pertaining to

Skill Tree

Lore
Total

You exert yourself as the dominant force and ask


them to leave. They realize that the curator is not
easy pickings and decide to take their trouble
elsewhere.

Character Growth

Skill checks are made during various events


and challenges. They even play a part in
certain combat situations. Each character has
the following skills:

to

Skills and Checks

GNE0070 Base Game

Convince the highwaymen to leave peacefully!

Leader: A character becomes the Leader when they


have the Leader Token in their possession. The Leader
acts first during a turn, is responsible for movement on
the World Map and has the final say in any and all group
decisions.
Narrator: The Narrator can be any player. Their job
is to read through the story being played in the Story
Journal. This should be done out loud so that the other
players may hear how events unfold. Pick the Narrator at
the start of a story.

ANY ONE
CHARACTER

Speech 8

t
ec

Controller: The Controller is a player-specific role,


rather than a character role. The Controller is always the
player that is to the right of the player who is the current
Leader. They are responsible for placing and controlling
enemies during combat encounters, and rolling for
enemies during Skirmishes.

bj

STORY SKILL CHECK

There are three major roles within the game:

Points, while passive abilities are always in effect without


expending Power Points. Each new character starts with five
(5) Power Points. The total number of points can be increased
during play. Characters can use abilities as often as they like
as long as they have the necessary Power Points.

ta

lose Lore or sacrifice it to cure supernatural ailments,


like lycanthopy. If your total Lore decreases beyond a
previous lore threshold, you lose the associated benefits
until you regain enough to reach that level again. Ability
Points are not lost if this occurs.

su

su

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Character Roles

ch
an
to

ta

ec
t

bj

su

Be
t

te
n
co

As an example, using the vampire attack above, the Witch Hunter is hit and must attempt
to resist the status. He rolls a d10 and receive a 5, which is not enough to resist. But he
gets to add his skill bonus to the roll. For Bloodlust, the related skill is Faith. The Witch
Hunter has a +1 Faith when this occurs, so his total resist roll is 5 + 1 = 6, which is
enough to avoid being affected by Bloodlust!

If a negative status does not show a number, it cannot be


resisted. The following are the skills related to each of the
negative statuses:

Militia: Militia companions provide bonuses to a


characters skills and combat abilities. To purchase, randomly
draw a card from the Militia companion deck. Militia cards
include the Farmer, Minstrel, Mystic, Priest, Soldier, Tinker,
Townsman and Vagabond. Militia companions are hired at the
Inn within town for 20 coins each.

Lycanthropy
The Lycanthropic negative status can be gained in various
ways, the most common being an outcome of a fight with a
Werewolf. There are some positive and negative features of
this status, which is why it deserves special attention.
The Good: Characters gain +1 Damage and +1 Stride bonuses.
The Bad: Characters gain a Silver Allergy.
A silver allergy prevents a character from earning silver coins. This means that any coin
award that would normally be gained by a character would be lost.

They cannot carry silver coins or items in their possession


without paying a price. Each non-combat round holding
anything silver, even one silver coin, will make them feel ill,
causing a loss of 1 Vita. If all characters become Lycanthropic,
as unlikely as that may seem, they would be forced to drop all
coins and silver items, unless they wish to lose Vita.
Lycanthropy may be cured by visiting the Gypsy Caravan.

Corrosion
Certain creature and story-related events can
cause a character to gain a Corrosion token. The
Corrosion token is numbered from 1 to 4. At the
start of every turn after you received it, you lose 1
Vita as an acidic substance burns you.
To be rid of it, you have two choices:
1. Let the Corrosion token do its work, damaging you for 4
rounds, for a total of 4 Vita.
2. Discard an Item to avoid damage. This can be done at any
time while you have the token, however, once a point of
Vita is lost, you cannot gain it back by discarding an Item.
Corrosive

For example, if you wait 2 turns and lose 2 Vita, you can discard an item to prevent the loss
of the remaining 2 Vita. However, you do not regain the 2 Vita already lost.

It is possible to have more than one Corrosion token at a


time, and they act cumulatively.

Copyright Twin Fire Production, LLC

10

11

Copyright Twin Fire Production, LLC

)
ge

At this point, the character finds the skill associated with Bloodlust by referencing their
character scratch pad or status reference sheet. Perform a d10 and the related skill bonus.
If the result is equal to or greater than the number shown, they do not gain the status.

Animal: Animal companions provide a character with


a variety of bonuses, defenses and/or attack capabilities. To
purchase, randomly draw a card from the Animal companion
deck. There are eight animal companions, including the Cobra,
Dove, Drake, Golden Canary, Hound, Mare, Mustang and
Snow Owl. Animal companions may be purchased from the
Stable in town for 20 coins each.

an
ch

In this case, the character#18was bitten by a Vampire and is told they gain Bloodlust 6.
Before they receive this status, they have to attempt to resist its affects.

The following types of companions may be found in the


game:

to

90 Venom: You are bit and lose 6 Vita and gain


.

If a character gains 4 Infection tokens (see


Diseased!
the Infections section), they become Diseased. If
this happens when they are already diseased, the
effects become permanent.
The Diseased condition causes Reduction 1 to all healing
affects. For example, if a Diseased character use a Bandage, it
recovers 3 Vita instead of 4 Vita.
This condition can be cured by visiting a Physician in town,
unless it has become permanent.

Mission companions are found while adventuring. They


usually require you to rescue and/or escort them someplace.
By doing this, characters can gain coins or status effects.
They remain with a character until the mission objectives
are completed or the character is killed. Mission companions
do not have specific cards or abilities but they do take up a
companion slot.
Characters that become Ghosts, or that are affected by
Bloodlust or Lycanthropic statuses, lose their companions
and may not gain new ones until the status is cured.

t
ec

for 2d4 Vita. Lose a turn.

Companions provide bonuses to a character during their


adventures. Each character has two companion slots,
allowing them to have up to two companions at any one time.
Companions stay with a character until they are lost by an
event, specific negative statuses, death, etc.
A companion card may be discarded at any time, but never
traded with another character. You may block an attack
against you (or one source of damage, such as a Snare) by
discarding a Companion. All companion cards are unique, so if
you are prompted to gain a Companion that is already in play,
you instead receive 10 coins. When hiring a companion in a
town, the Leader goes first if they chose, then the remainder
of the characters may hire in a clockwise fashion.

bj

30
+9
61

Mission

ta

22
+7
58

Companions

su

If a character become Sickened, there is a


Infected!
chance that they might become infectious.
Whenever you are Sickened and gain the
Sickened status again, you gain an Infection
token. If you receive 4 Infection tokens, you immediately
Vampire
discard them and gain the Diseased Condition token. As soon
as any character becomes Diseased, all other characters must
attempt to resist becoming sickened by rolling Sickened 8.
This represents the spreading of disease.
2OR 4OR
Each healing event such as the use of a Bandage token, a
3
5
healing ability, etc. will remove 1 infection token.
Vita
Each turn, characters with The only way to get rid of an Infection token, other than
becoming Diseased, is to be healed by an Ability, Item, story
Bloodlust
cannot attack Vampires
Might
unless they pass Faith 5. event, etc. Instead of receiving the benefits of the healing, one
Infection token is removed. Keep in mind that this does not
Defense
cure the Sickened status.
It is important to note that a character who is affected by Bloodlust is immune to
If a Diseased character receives 4 Infection tokens, the
Diseased condition becomes permanent and cannot become
Lycanthropic while he has Bloodlust and vice versa.
cured. They can continue to gain Infection tokens at this
point, but they do not become Diseased again, instead just
are constantly at risk of receiving negative
Characters
Mesmerize:
sickening the group as normal.
statuses, whether by story events or when fighting creatures.
or suffer
When a character is about to receive a negative status, they
Penalties do not stack.
are told what negative status is pending followed by a number,
The Diseased Condition
as shown in the example below:

ll

n
te

(A

Be

12

co

ll

ge
)

(A

ic!

Infections

time. If a new positive status is obtained when there are


already three in effect, then a character has the option to
remove an existing status to make room for the new one.

ch
an
to

bj

su

te
n
n
co

(A

ll

Terrain Symbols
Some off-road locations contain one of the following
terrain symbols, which are referenced on certain Off-Road
Event cards. See the Off-Road Events section for details.

Plains

Forest

Hills

Marsh

Wasteland Mountains

The Wanted Condition


A character may become Wanted because of some mishap
while adventuring. Take the Wanted token and place it over
the characters portrait on the Character Card. If the group
has a Wanted character, they may enter towns, however the
Wanted characters cannot take advantage of town services.
They are still able to participate in Story-related events.
Wanted characters may not gain new companions of any
type. To remove the Wanted condition, affected character(s)
must pay 10 coins while at a town, at which point the token is
removed.
The Respected positive status cancels out the Wanted
condition. For example, if a character is Respected and then
becomes Wanted, they lose the Respected status, but do not
become Wanted. Alternately, if they are Wanted and then gain
the Respected status, they do not become Respected, but
instead the Wanted condition ends.

crossed in order to pass into the wastes where the Dark


Spire lies. This place is isolated and few have dared enter
this wasteland. The structure stretches high into the
air and is rumored to be full of dark secrets. The Story
Journal will help navigate you to this location.

minimal accommodations.

Entering Towns

1. Church of the Crossroads (COCR): This is

#1

4. Dark Spire and Chasm: A large chasm must be

the starting location for the initial Folklore The Affliction


story, Everything Changes. Treat this location as any
other road location unless otherwise specified. This is
also where characters go to learn new abilities.

5. Bone Isle: Bone Isle is the resting place of a multitude


of dead. Townsfolk used to use this small isle as a
tranquil cemetery for their loved ones. Now it is avoided
at all costs due to the stories of the dead walking freely
amongst the once beautiful tombs and headstones.
The group must pay 50 coins for a round trip from the
mainland to Bone Isle.

Adventure Locations
You are directed to these locations, such as Elkra Pines and
Nurians Hollow, from within the Story Journal. This is where
you usually encounter the various Afflictions that plague the
land.

Locations
Road Events
When movement ends on the World Map and the group
is on a road space, they must draw a Road Event card. Road
events are evenly balanced to be positive, negative and a
mixture of both.

Copyright Twin Fire Production, LLC

12

When traveling from place to place, you will always end your
movement on the actual location space, be it a town, forest,
castle, etc. The following are the major locations that can be
found on the World Map:

Roads
Rivers
Area Borders
No Passage

Hills
Forest
Marsh

Mountain
Plains
Wasteland

13

Copyright Twin Fire Production, LLC

)
ge

End the end of movement, the Leader must draw an event


card. If on the road, draw a Road Event card. If off-road, draw
an Off-Road Event Card and follow the instructions for the
terrain type you are on.
When the turn is over, the Leader Token passes to the next
clockwise character, and the process repeats.

+1 Skill Checks

2. Yorotrusk: The largest settlement within the land of

If a group wishes to enter a town, movement stops for


that turn, however they do not have to draw a Road Event
card. In town, characters may utilize any of the services that
are listed of the Location Reference Cards. When leaving
a town, Leadership passes to the next character, then
movement on the world map resumes. A group containing
Wanted characters may enter a town, however those Wanted
characters may not take advantage of town services.
The group may pass through a town space on their travels
without entering. In this case, treat the town as a road
space for the purposes of movement. No Road Event card
needs to be drawn when landing on a town space.

an
ch

Off-Road to Road: If you wish to enter the road


from an off-road area, your movement immediately ends.

1 Skill Checks

variety of services.

3. Ostelink: a small outpost/town in the far north, with

to

Off-Road to Off-Road: One turn as movement


immediately ends when you enter the other off-road area.

a place of ancient power, where fate, time and space


intermingle. No one knows what their exact purpose
might have been. It is possible to remove a tarot card
from a character at the Standing Stones by spending 100
coins per Tarot card removed.

1. Waylin Point: A medium-size settlement with a


Kremel. Most town services are available here

t
ec

Road to Off-Road: Can move onto an off-road


space as long as you have at least one Stride remaining,
but movement ends immediately after entering an offroad area.

shortcut, and sometimes required to achieve an objective. But


there is risk.
Off-Road
are double-sided.
Because
of this,to
they
Getcards
moving.
There is
no time
should always be drawn from the bottom, and used cards
deal
a you
wolf
placed on the top.
Thiswith
prevents
frompack.
revealing the results
of choices you are sometimesOR
asked to make.
your
ground
and
prepare
SomeStand
cards show
terrain
symbols on
the card
front, like the
following example. Iffor
your an
location
has a terrain symbol and
attack.
you draw a card that contains the same symbol, you apply the
conditions shown for the event.

3. The Standing Stones: The standing stones are

whose knowledge amalgamates science and supernatural.


Visit his tower for services listed in the Story Journal and/
or Location Reference Cards.

bj

Road movement only: Up to Leaders Stride value.

and bright in the sky. Characters who


are Lycanthropic feel something primal
withinends
them.
Howls
When stir
movement
on the
World can
Map be
andheard
the group is
in
the
distance,
sending
chills
down
on a off-road area, i.e. not on a road space, they
must draw an
Off-Road
Event
card.The
Thesesounds
cards usually
poselouder,
a greater risk
your
spine.
become
for the group
and thethat
balance
more heavily
weighed on the
signaling
theiswolves
are getting
negative. Moving through off-road spaces is usually a good
closer.
Off-Road Events

There are a number of towns located on the World Map.


Visit these locations to utilize services, buy and sell goods,
and cure disease and death. The towns are Waylin Point,
Ostelink, and Yorotrusk.

ta

The World Map is a representation of a fictional European


region known as Kremel, and is how characters travel from
place to place in order to complete stories in the Story
Journal. The beginning of each story will tell players where to
place the Group Marker. This marker will always represent the
group of characters while on the World Map.
Traveling on the road is the safest choice, but because the
map is broken into off-road areas, the group may choose to
leave the road to take advantage of a shortcut, investigate a
place of interest, or the follow up on a rumor. Be warned...
there are risks to those who choose to leave the beaten path.
Each turn on the Road, the current Leader moves up to
their Stride Value, unless traveling off-road, which requires an
entire turn.

You do not draw a Road Event if you land on a town, the


Church of the Crossroads, the Alchemist, the Standing Stone,
or an active adventure location, meaning where you enter
Adventuring
Mode (see
the Adventuring
section).
Twilight
looms
and the moon
is full

2. The Alchemists Tower: The Alchemist is a sage

su

Howls in the Night

World Map Movement

Towns

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Traversing the World Map

ch
an
to

Phase 1 : Resting
Once per chapter, the Leader may decide to have the group
rest. The Character Actions and Map/Leader Transition
phases are skipped. All characters recover 4 Vita, 4 Power
Points and 4 Ghost Points, up to their maximum amount.
Then roll a d10. On a 1, 2 or 3, the group must Skirmish by
rolling on the chapters Skirmish table.
Resting cannot occur during combat, and it can only be
done while on an adventure map. Story conditions will still
take place during this phase. For example, if the map is
experiencing a cave-in and characters are injured while on the
map, they will still receive injury while they rest.

Phase 2 : Character Actions


Character actions may be taken in any order during their
turn.

Move: The number of spaces


you can move is equal to your
Stride. Moving diagonally only
costs one stride, as long as the
connecting corners are not
blocked by terrain. You may pause
movement to perform other
actions (such as searching), then
continue moving.

Can not
move
diagonally

Due to
blocking
Terrain

Activate an Item/Artifact, use an Ability, or a Prayer/


Ritual:
A character may either activate an Item/Artifact, use an
Ability or cast a Prayer/Ritual. Only one of these actions is
allowed per turn. Unlike in combat, an ability cannot be used
more than once per turn.

Phase 3 : Map/Leader Transition


If all characters, living and ghost, are within the Exit Zone,
the Leader may transition to a new adventure map, as long
as the group is not in combat. If there are 5 characters being
played, only 4 have to be in the Exit Zone. Then they put away
the current map and continue the story.
In some cases, the story goals will tell players that they can
place characters on the Exit Zone at any time to allow for fast
Map Transition, or when certain objectives are completed. The
group will most likely want to completely investigate all map
features first.
However, there are also many cases where it is necessary
to perform some action to make the Exit Zone accessible.
For example, it might be hidden and characters must solve a
puzzle to find it, or they must reach the Exit Zone before they
die from a cave-in.
Once all necessary characters are in the Exit Zone and the
map transition begins, Leadership immediately passes to the
next character.

Map Transitions

Interact/Search: There will be many opportunities to


interact with points of interest on the map, or
map features. You many interact with only
one feature per turn and you must be adjacent
to or occupying the same space in order to do
so. Interactions include things such as opening
Copyright Twin Fire Production, LLC

An item is found and the character can draw one item


from the Item deck.

14

A map transition, meaning putting a new adventure map


in play, occurs when all characters reach the Exit Zone. This
cannot occur while group is in combat, unless the story
says otherwise. It is up to the current Leader to make the
transition. If they decide to stay, then the adventure round
begins anew.

Blocked Space

Ghost Actions
Ghost characters are just shadows of what they are in life.
Therefore, there are some significant restrictions placed upon
them while adventuring. Ghosts:
may not assume the Leader role.
may not initiate a Map Transition.
may not search or perform map skill checks, unless
specified in the story.
are not affected by snares or story/event-related
physical calamities.
are not affected by Stride penalties.
may ignore terrain inhibitors, water. This does not
include walls, doors, portcullises, etc.
can not affect map features, such as levers and other
mechanisms that require a physical presence.
can not use weapons or items unless otherwise
specified.
do not receive physical rewards, such items, artifacts,
rituals, etc., although they still receive coins and Lore.
Simply, the only character actions they can take is to Move,
use Ghost Powers, and participate in combat. Keep in mind
that Ghost characters still recover Ghost Points while resting,
they just cannot initiate a rest because they never assume the
Leader role.

The Sleeping Vampire


If the group is lucky enough (or unlucky for that matter) to
have stumbled upon a sleeping vampire, then it is necessary
to make an attempt to stake it through the heart and kill it
outright. When characters encounter a sleeping vampire, they
must be adjacent to it and roll a d6:4+ to drive something
sharp through its heart before it can awaken.
If the roll is successful, the vampire is destroyed. The
character gains 1 Lore if a vampire is killed in this manner. If
you possess a Wooden Stake at the time the attempt is made,
add +1 to the die roll. If you fail, the vampire awakens and the
group must face it in encounter combat.
If you find more than one vampire in slumber in the same
adventure map, the first can destroyed on a d6:4+ roll. All

Blocked Space

Terrain Tile: Twisty Path

Blocked Space

8-0

Map/Leader
Transition

Blocked Space

Blocked Space

Characters cannot move through walls, closed doors and


portcullises or through objects that have no grid, such as trees
and buildings. Likewise, a character cannot move through a
space that is MOSTLY (80%) occupied by an object, such as
a tree stump, a large chest or a table. The following example
shows which squares can be occupied by characters, with the
red shaded areas being blocked by trees. If it is not clear how
to do this, err on the side of allowing characters to occupy a
square.

Blocked Space

bj

su

te
n
n

(A

ll

co

Character Actions

Blocked Map Spaces

)
ge

The search turns out to be a waste of time and nothing


occurs.

an
ch

4-6

to

Resting

The character is hurt by a Snare while investigating


and loses 1d4 Vita.

t
ec

1-3

For example, the Telepath is the Leader while on the World Map and she enters Elkra
Pines on her move. She would not draw a Road/Off-Road Event card, but instead pass
Leadership to the next character. The new Leader would then read the Story Journal and
setup the first adventure map.

bj

An Adventure Turn is the time that it takes for one


character to complete their actions on an adventure map.
An Adventure Round is the time it takes for all characters
to complete their Adventure Turn. When an effect lasts one
turn it means until the end of a character/creatures next
adventure turn.
There are three phases in a Adventuring Turn, that occur in
this order:

a door or investigating a feature on the map by making a skill


check. Interacting with features does not stop movement, and
may be done during an encounter.
Interacting with a search token is another example. Only
one search attempt is allowed per search chit. If unsuccessful,
the chit is removed from the map.
To begin the search, roll a d10. Unless otherwise specified by
the Story, the results of the roll are:

additional vampires require a d6:5+. If you fail, you must face


the remaining vampires in an encounter.

ta

Adventure Turn/Round

To transition a map, the Leader puts away the current map


and then passes the Leader token to the next character. There
is no backtracking. The new Leader sets up the next as shown
in the story instructions. The Leader then completes any
additional instructions for the new location, such as initiating
combat, or making a skill roll.
This is also true when entering an adventure location
from the World Map. The current Leader decides to enter the
adventure location ad then passes Leadership to the next
character, who then completes setup as instructed in the
story.

su

When the story instructs you to place an adventure map, you enter the Adventuring phase. Most maps have a Start and Exit
Zone. Usually, the goal is to reach the Exit Zone to progress the story to its climax.

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Adventuring

#08

Snares
Snares represent an intentional trap,
natural disaster or unfortunate event.
Snares affect the character encountering
it and any other character within range
of them. The range is specified within the
description of the snare, i.e. Snare 2
or the snare icon. Snare 2 affects the
character encountering the snare and any other characters
within 2 spaces of him. If a number is not shown, it only
affects the person encountering it.

End of a Chapter
When the story reaches the end of a chapter, the following
actions should be completed before moving on to the next:
Un-exhaust all Items, unless they have special unexhaust instructions.
Discard all activated Items that have a duration effect
of a chapter.
Transition the Leader token to the next character.

15

Copyright Twin Fire Production, LLC

ch
an
to

any movement.
b. Activate/exhaust an Item or Artifact.
c. Attempt to use a Prayer or Ritual.

Creatures &
Aictions

A character can only participate in combat once per turn.


For example, if a character not in Darkness takes their turn
during phase 1, then a creature causes them to be affected by
Darkness in phase 2, they cannot act again during phase 3.
Assuming that character remains in Darkness, the must act in
phase 3 the next round.

3. Interact: A character may interact with one Map

Feature, such as a Search Token or a map skill check.

4. Use Summoned Allies/Companions: If a

character has a summoned ally (see Summoning section),


it may act during that characters turn. If you have a
companion that has an attack capability, it may act in
addition to the characters attack.

5. Consumable Items: A character may use any

number of consumable items that they have in their


possession, such as a bandage or holy water.

6. Ability: A character can use any of their abilities

bj

su

te
n
n
ll

(A

7. Equip/Trade: A character can trade items with an

adjacent character and adjust which items they have held


in their hands. This can only be performed at the very end
of their turn after all other actions.

Character Movement
A character may move through spaces occupied by other
characters, but not through spaces occupied by foes. A
character cannot stop their movement on an occupied space.
If a character moves into a space with water, they must
immediately stop. On their next turn, they may continue
through water at the rate of one space per turn, including
moving out of a water space. Those with the Ethereal Status,
ignore movement restrictions, such as this water restriction.
There may be other movement restrictions or effects within
the story instructions.

Attacking
All character attack rolls are made by
rolling a d10 and a d00 (the percentile
dice), which produce a result between
01-100. The character declares a target
to attack on his turn and then rolls both dice. Take the result
and add the characters Might modifiers (which includes
bonuses represented on their Character Card), and bonuses

10

16

For example, the Arcanist attacks a Werewolf that she is adjacent to. She rolls the
percentile dice. The d10 shows an 8 and the d00 shows a 50, resulting in a 58. After
adding her weapons modifiers, which in this case is a +4 Might for the Stiletto, and her
own Might modifier, which is a +3, the final result is 65. The Defense of the Werewolf is
60, which results in a successful hit. The Arcanist then rolls damage, which is 1d4. She
rolls a 3 on the d4, which means that the Werewolf loses 3 Vita. The Controller records this
result on the Creature Vita Tracker.

Devastating Strike and Fault


If a characters attack roll results in a natural 100, they have
performed a Devastating Strike. This means:
They gain an extra Move and Act, OR
They may recover all their Power Points
However, if a character rolls a natural 1 (attack roll with no
modifiers), they experience a Fault which exhausts the weapon
card (turn it sideways). This weapon is considered broken
and unusable until they get it repaired by a Tinker in town. If a
character has a fault when not using a weapon, then they may
ACT but cannot attack during the next turn, including using
Abilities that require an attack roll.
Ghosts gain 2 Ghost Points when they perform a
Devastating Strike and lose 1 Ghost Point when they have a
Fault.

17

Copyright Twin Fire Production, LLC

)
ge

2. Act: An act can be any ONE of the following:


a. Attack a foe with equipped weapons. Attacking ends

from items, weapons, statuses, etc. Then compare this final


number to the targets Defense value. If the result is greater
than or equal to the Defense value of the creature, the target
is hit and damage is rolled by adding the characters base
damage to any weapon modifiers and applicable ability
modifiers.
The total damage is subtracted from the foes current
Vita. When a foes Vita reaches zero, it is defeated, and its
miniature is removed from the map.
Melee weapons can only be used against adjacent targets,
unless they have a range otherwise specified on their card.
Only weapons and items that are equipped should be placed
on the right side of the Character Card.
Two 1H weapons or items can be equipped at a time (one
weapon or item in each hand). When attacking, you must
choose which weapon to use each turn, applying the bonuses
and effects of the chosen weapon only. You may also spend
one Power Point to make an additional attack with the
secondary weapon. Alternatively, if a 2H weapon or item is
held, no other items can be held as both hands are occupied.
Ranged weapons can be used on any target that is within
SIGHT (see the Sight section). If an item, such as a melee
weapon, has a range specified on its card, use that as the
range instead of the Sight rule, although attacks still cannot
be made through obstacles.
If a character does not have a weapon equipped, they may
still attack. It is assumed they are using the environment
around, such as using a stone or jagged branch. The penalty
for this is simply not being able to use a weapons bonuses/
abilities.

an
ch

co

to

during this turn as many times as they wish, as long as


they have enough Power Points to activate them. Some
abilities allow you to use them outside of your turn.

Copyright Twin Fire Production, LLC

t
ec

An Encounter Turn is the time that it takes for one


character or creature to complete their combat actions. An
Encounter Round is the time it takes for all combatants to
complete their Encounter Turn. When an effect lasts one
round it means until the end of a character/creatures next
combat turn.

1. Move: Same as during an Adventuring turn.

Characters Not in
Darkness & Ghost
Characters

Characters In
Darkness

Encounter Turn/Round

Each of the following actions may be taken once per


encounter turn, in any order (with the exception of Equip/
Trade):

The encounter turn order is as follows:

bj

Find the creatures in this encounter from the Creature


Deck and place them in an accessible area.
Find and retrieve the associated creature miniatures
and place them on the adventure map.
The Controller should use the Encounter Record Pad to
manage the Vita of the enemies.

ta

Setup

During Story setup, the Leader may be instructed to start


an encounter. The Controller must complete the following
before combat can start:

su

Character Turn

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Encounters

ch
an
to

bj

co

(A

ll

Dying in Combat
If a character dies, they are removed from the adventure
map and then they rise up as a ghost in any free map space
Archeologist
that is accessible to characters. For example
they cannot
appear behind a closed door. Once placed, they can then take
any allowable actions.
If the Leader dies, combat order does not change even
though Leadership moves on to the next character.

Ghosts in Combat
Ghosts always act in turn phase 1 because they are not
affected by Darkness. They participate in combat and can be
targeted like any other character. The following actions can be
taken by ghost characters:

1. Move: Same as living characters. They are Ethereal,

Ghosts Base
Damage

b.

3. Ghost Powers: Ghosts are unable to use Abilities

unless an Ability specifically states it. Instead they have


Ghost Powers that require you to expend Ghost Points
Attributes
Ghost Points
to activate
them. Similar to Abilities,
a ghost can use
any Ghost
of their
powers during their turn as many times as
Points
19 Ghost
18 Points
17 16to
they wish, as long as they have20enough
10
activate them. There is no restriction on when they may
Defense
Might
15 For14
13 a12
activate them during their turn.
example,
ghost11may
35
+3
use a power, then move, then attack, and then activate
9 out8of Ghost
7 6
another power. Be careful...if 10
you run
Points, your
4 character goes to Limbo and is temporarily
out of the
game.
5 4
3
2
1
Stride

so are not affected by penalties to their Stride unless

specifically stated in the story.

Ghosts have the

2. Attack: Attack a foe with their base damage.


Ghosts
Ethereal
status.
cannot use weapons or items to modify their attacks
unless specifically stated or unless they possess an item
which is allowed to be used in ghost form. Attacking ends
any movement.

Energy Drain: Damage a corporeal enemy for 2


Vita.
Luck: Give any one group member a +2 to a
search and snare roll.
Mallochio: Hinder a foe, reducing their Might
by 5 for one turn.
Terrain Tile: Marsh1

Ghost Points act as Vita, so when a ghost is injured, it reduces its number of Ghost Points.
Once their Ghost Points are depleted, the Ghost is sent to Limbo. See the On Death and
Dying section for more details on Ghosts.

sword icon) move towards the


closest character(s) during the their
turn. If more than one character are
equal distance from a creature, the Controller uses
Targeting to determine which character the creature
attacks.. If any characters are already adjacent to the
melee creature, the creature will not move.
RANGED enemies (denoted by the
arrow icon) do not move unless a
character is adjacent to them. If a
ranged enemy is adjacent to a character,
it moves away from the characters
according to their Stride, prior to attacking. The only
exception is if all characters are out of their line of
sight. In this case, ranged attackers will move up to
their Stride towards the characters until they have
line of sight. The Controller must position ranged
attackers such that they have line of sight to as many
characters as possible.

Targeting
Dice

Results
(Char 1 / Char 2/ / Char 5)

d4

1-2 / 3-4

d6

1-2 / 3-4 / 5-6

d4

1/2/3/4

d10

1-2 / 3-4 / 5-6 / 7-8 / 9-0

For example, use a d6 for 3 characters, making character one targeted on roll of 1-2,
character two on a 3-4 and character three on a 5-6.

MOVES THEIR
STRIDE

Then look at the Power Die. Reference the creatures


attack table to match the result of the die to determine
what attack the creature makes. A roll of 0 on a Power Die
equates to 10.A roll of 0 on a Power Die equates to 10.

Ranged Dryad moves away at their


STRIDE value (4) so that it is not
adjacent to any Characters.
Melee Dark Oak moves toward closest
Character.

For example, if a Stregha starts her encounter turn adjacent to a character, she will move 4
squares away (Stride 4) so that she is as far from the group as possible.

10

0
Power Die

#07

2. Target and Attack: Once in their desired position, they will


choose a target and then attack.
a. MELEE creatures attack characters adjacent to them.
If more than one target is within range, they will use
Targeting to choose their victim.
b. RANGED creatures attack characters at random,
whether they are adjacent to a character or not. Use
Targeting to determine who will be attacked.

Creatures follow the same rules for movement as


characters, however they can only move through spaces
occupied by other creatures and not through spaces occupied
by characters. They may not end their movement on an
occupied space.

18

# of Characters

For the attack, the Controller must roll the attack dice to obtain a number between 01-100
(with 00 and 0 resulting in 100). The example below should a 10 and a 0, resulting in a
10. If the result plus the creatures Might bonus is greater than or equal to the characters
Defense, it is a hit.

Creature Movement

Copyright Twin Fire Production, LLC

For each of the creatures attacks, roll all the following dice
all at once:
The targeting die (see below)
The attack dice (percentile dice, meaning the d10 and
d00). The white d10 is the Power Die, which determines
a creatures attack power.
The targeting dice will determine which character is
targeted for attack. The recommend dice include:

1. Move:
a. MELEE enemies (denoted by the

Some items and abilities can be exhausted to provide


a special effect. When this happens, they are inoperative until
refreshed, including all other benefits and bonuses noted
on their card. For example, thrown weapons are exhausted
when thrown, shields can be exhausted to block attacks, and
some abilities must be exhausted in order to use them. When
something is exhausted, turn its card sideways to denote this
condition. All exhausted items/abilities/etc. are refreshed
when characters leave their current adventure map, unless
noted otherwise.

)
ge

Creature Attacks

Each creature encountered will take the following actions


every turn, in this order:

Exhausting Items and Abilities

an
ch

to

te
n

t
ec

su

bj

su

ta

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

Creature Turn

For example, if a Highwayman rolls a 74 (a 70 on the d00 and a 4 on the power die)
against the Arcanist whose defense is 55, then it is a hit. Consult the Creature Card to see
which of the Highwaymans attacks corresponds to the Power Die result (MIght bonuses
do not modify the result). In this case the result is 4 (the value of the Power DIe), the
Intimidating Glare attack.
If a creatures attack affects more than one character, the creature rolls once for its attack,
but the attack roll result is compared to each characters defense individually to see if it
qualifies to hit their respective Defense value.
In one single roll of 3 dice (Target Die, d10, d00) for each creature attack, you have
determined who is being hit with the Targeting Die and if the hit was successful with the
Attack Die and finally which type of attack the creature made with the Power Die.

19

Copyright Twin Fire Production, LLC

ch
an
to

co
ll

(A

bj

Some creatures can create aura effects,


usually due to special instructions on their
creature card. Auras are usually barriers
which cause damage or some other effect
to all adjacent characters. Auras affect
characters on their turn. If a character enters a space within
the range of an aura or they end their turn in such a space,
they are affected by it. A character cannot be affected by the
same aura more than once during their turn. Creatures are
not affected by the aura of other creatures. Overlapping auras
could cause additional damage as shown in the following
example:

Special Instructions

Missing a Turn

All enemies include special instructions that must be


followed during combat. For example, when characters
encounter HIghwayman, while there are three or more in the
group, they gain +10 Might.

If a character or creature loses their turn, lay their


miniature on its side. After their missed turn has passed, put
their miniature back upright to indicate that they can act
during their next turn.

Combats that occur in Darkness result in a -5 Might to all


melee attacks and -10 Might to all ranged attacks. A character
holding an equipped Light Source, such as a Torch, does not
take these penalties. Darkness has no effect on creatures or
ghost characters.

Summoning

Sight

Some creatures can summon allies to fight with them. There


are also abilities and rituals that allow characters to do the
same. When a creature is summoned, the summoned entity
is immediately placed on the adventure map according to the
instructions of the summons. If no location is specified, use
the following placement rules:

Sight is whether a character and creature can see one


another in order to target an attack. Unless otherwise
mentioned, any map feature that causes a space to be
inaccessible for movement blocks sight for attacks (trees,
walls, closed doors, etc.). This means that if the attacker
cannot see the proposed target, then that is not an eligible
target. The rule of thumb is if any corner of the attackers
square can see any corner of the creatures square, there is
sight. Characters and creatures do not block sight.

Creatures summoned by other creatures (summoned


enemy) should be placed in any unoccupied space
adjacent to the Leader.
Creatures summoned by characters (summoned ally)
may be in any unoccupied space within their Sight (see
the Sight section).

Each creature has unique special instructions.


Avenging Madman loses
3 Vita on his turn.

All Characters have


Line of Sight

Devastating Strike and Fault


If a creatures unmodified percentile
role results in a 100, meaning the d10
dice shows a 0 and the d00 dice
Strike(100)
shows a 00, they have performed a
Devastating Strike. After they complete the first attack, they
must make another attack against the same character. If the
character who was targeted for the first attack was killed,
the foe may not take advantage of the Devastating Strike.
If the first attack did not target a specific character, use the
targeting roll for the second attack for the Devastating Strike.
However, if a creature rolls a natural
1, meaning the d10 dice shows a 1
and the d00 dice shows 00, they
experience a Fault, which means they
Fault(1)
cannot attack their next turn, although
they can still move.

00

Archeologist loses 6 Vita


on his turn.
The Telepath is safe from
the Auras until she enter
a space adjacent to a
Stregha.

Two Stregha attack the group. We will assume that both created an aura to demonstrate
how auras work and can overlap. Based on the figure above, the Avenging Madman
moves into the aura of the green Stregha, so will lose 3 Vita each turn he starts in, reenters, or moves into this aura. The Archeologist is in range of two auras, meaning he will
lose 6 Vita each turn. If the Telepath moves into a space adjacent to one of the Stregha,
she will immediately lose 3 Vita. If she continues to move to another space adjacent to the
same Stregha, she will not lose additional Vita. If she enters the aura of another Stregha
during her move, she will lose an additional 3 Vita.

ain Tile: Chapel

00

#02

Arcanist & Exorcist have


Line of Sight

Only the Witch Hunter


has Line of Sight

Throwing and Pushing

Darkness
Terrain Tile: Earth Passage

#04

Darkness decreases your effectiveness in


combat. There are two ways that Darkness
can occur:
Story instructions: In this
situation, a Darkness token should be placed on the
affected map(s). Any character on a map with the
Darkness token is affected, unless they are carrying a
Light Source.
Creature Attacks: This usually affects a single
target with Darkness. Follow the directions on the
creature or affliction card. Unless stated otherwise, the
Darkness effect ends once combat is completed. An
example of this is when one character becomes blinded.

Copyright Twin Fire Production, LLC

20

A summoned enemy acts after their summoners next


turn ends. A summoned ally acts after the character who
summoned it takes their next turn. This is also true when
a character is in Darkness and acts after the creatures
turn. However, this does not mean the summoned ally is in
Darkness, i.e. they receive no penalties.
Summoned allies are targeted by creatures as if they
were characters. A summoner may not have more than one
creature in play at any time. In addition, creatures summoned
by characters disperse after combat (they are removed from
play).

When an ability or creature power specifies that a target


should be thrown or pushed, certain limitations apply based
on obstacles in the path of movement. In the following
examples, the Telepath uses the Psychokinesis ability to
throw a target 2 spaces. The target will land a maximum
of 2 spaces away, but the effect of the ability will still affect
everything in the path.
Second
Dark Oak

Target Dark
Oak

Ending
Location

In the example below, the creature can be thrown 2 spaces as the projected end location
is unoccupied. Both the target and the other creatures the target passes through loses 1d4
Vita as specified in the ability instructions.

21

Copyright Twin Fire Production, LLC

)
ge

Auras

an
ch

to

te
n

t
ec

su

bj

su

ta

ec
t

n
te

ta

Be

co

Be

ll

ge
)

(A

General Rules

ch
an
to

su

bj

Lose 2d4 Vita and one random


character that was hit becomes
Bloodlust 4.

te
n
n
co
ll

(A

Target
Does Not
Move

5 characters
SKIRMISH COUNTER

+2 Damage
+15 Might

The last example shows that all spaces in the path are occupied already, so the creature
does not move. However all three creatures lose 1d4 Vita because they are in the path of
the 2 space throw.

#06

+1 Damage
+10 Might

+8 Might
+8 Defense

#18

Winning A Combat

1. Determine Strength:

After each successful combat, each character will:


Coin: Receive a coin reward for the creatures defeated.
The amount of the reward is determined by adding up
the total coin value for all creatures defeated. The value
of a creatures coin reward is found in the coin icon on
a creatures Creature Card. For example, the characters
defeat 3 creatures during one combat. Two of the
creatures award 5 coins and the third awards 10 coins. All
living characters gain 20 coins.
Lore: Receive the Lore award listed on the card. Keep
track of how much Lore you have received and refer to
the Skill Tree in the Character Booklets to see if you have
enough to advance.
Loot: Search the dead for items. For every creature type
(Werewolf, Rabid Wolf, etc.), each character will roll one
d10 at the end of combat. On every d10:10+, they find an
item. Characters that have a search bonus, such as with
the Lucky status, can add the appropriate modifiers to
their rolls.
If you fail or avoid an encounter, there are no rewards
gained.

22

Determine the skirmish strength based on the number of


characters by rolling the dice shown on the far left of the card.
This is done for each Creature being skirmished with.

2. Place Marker:
#06

Place a marker on the skirmish counter representing the


skirmish strength. Modifiers for the current strength level
are listed above the counter. These modifiers apply to the
creature, not characters.

3. Attack or Defend:
At the beginning of each round, all characters choose to
ATTACK or DEFEND by placing their Attack/Defend Token in
front of them with the appropriate side showing.
Attack: You may attack the creature
during your turn
Defend: You may attack during your
turn, but receive a +10 Defense and -10
Might until the beginning of your next
turn. When ghost characters defend,
they fade from sight and cannot attack
or be targeted.
If there are multiple skirmishing
Creatures (or afflicted characters, such as those with the
Lycanthropic or Possessed statuses), characters must
choose who they will attack.

5. Characters Turn:
All characters roll the attack dice (percentile)
simultaneously and add any Might bonuses they have. If a
characters attack roll is equal to or greater than the target
creatures Defense score, they succeed in hitting. Keep track
of the number of successful hits. Some opponents are
susceptible to attack via Skill checks instead of weapons.
If you choose to use a Skill check to reduce the Skirmish
counter, you cannot attack with weapons that turn.

6. Reduce Counter:
Reduce the Skirmish counter(s) by the number of
successful attacks made by the characters. Each Devastating
Strike reduces the counter by 2.

7. Repeat Steps:
Repeat steps 3 through 6 until the Skirmish Counter is at
zero or until all the characters are defeated.

8. Get Loot:
All characters receive the reward listed on the Skirmish card
and can perform a search for each creature type. On a d10:10+,
they find an Item. Characters forced to skirmish with their
allies do not yield an award.
During a Skirmish, the following should be considered:
Characters may use Items during this phase.
Abilities may be used, although only those that require
an attack roll can reduce the Skirmish Counter.
You cannot change equipped weapons during a
Skirmish.

23

Copyright Twin Fire Production, LLC

)
ge

X X

an
ch

62

4
3-4 characters

to

Defense

t
ec

4. Creatures Turn:
First, the Leader rolls the creatures attack dice (percentile)
and applies any modifiers from the skirmish counter. This
score is compared to each characters Defense. If it is equal to
or greater, they are hit. If skirmishing with multiple creatures,
they each get an attack against the characters.
Those hit by the creatures would be affected by the
Skirmish power, plus any applicable modifiers. Each character
makes their own rolls for damage and status effects.

Skirmish!

Third
Dark Oak

Copyright Twin Fire Production, LLC

bj

2 characters

Terrain Tile: Forest Clearing

Vampire

The next example shows that the projected end location is occupied (but the target still is
assumed to have bashed into it), so the target lands in the space before it. Both enemies
on the map still lose the 1d4 Vita.

ta

Skirmishing is a quick battle with enemies that does not use miniatures based tactical combat. A skirmish can take place
during any segment of an adventure and also when a character becomes lycanthropic and attacks his friends.

Ending
Location

Second
Dark Oak

su

Target

ec
t

n
te

ta

Terrain Tile: Forest Clearing

Be

co

Be

ll

ge
)

(A

Skirmishing

Second
Dark Oak

ge
)
ch
an
to

ta

ec
t

bj

su

Be

(A

ll

co

te
n

Chapters yet to be imported


Awards Chapter

FAQ

Chapter discussing items, coins, lore, story markers, prayers


& rituals and ghost character.

On Death and Dying

Additional clarifications on rules

Credits
Who made what

Singel Character death, Total Party Death, Limbo, Gypsy


Tarot Cards.

Printable Sheets

Wrapping Up a Game

Printable Character, Creature, Campaign sheets

Status Reference

Details on wrapping upa game.

Components

Full Status Reference explanations

Detailed component clarifications.

Index
A

Absorption 9
Act 17
Active 9
Animal companions 11
Arcanist 7
Archeologist 7
Archeology 8
Attack 18, 23
Attacking 17
Auras 20
Avenging Madman 7
Awareness 8

Diseased 10
Dusk 5
Dying in Combat 18

Ecology 8
Encounters 16
End of a Chapter 15
Exhausting Items 18
Exorcist 7

F
Faith 8
Fault 17, 20

Map Transitions 14
MELEE 19
Midnight 5
Might 7
Militia companions 11
Missing a Turn 21
Mission companions 11
Move 14, 17, 18, 19

Skill Tree 8
Skirmishing 23
Sleeping Vampire 15
Snares 15
Special Instructions 20
Speech 8
Story instructions 21
Stride 7
Summoning 21

Narrator 8
Nerve 8

Targeting Dice 19
Telepath 7
Terrain Symbols 12
Their Path 8
Throwing and Pushing 21
Towns 13
Trickery 8
Twilight 5

Blocked Map Spaces 15

Ghost Actions 15
Ghosts in Combat 18

Occult 8
Off-Road 12
Off-Road Events 12

Infections 10
Interact 14, 17

Passive 9
Power Points: 7

Vita 7

Character Actions 14
Character Movement 17
Coin 22
Companions 11
Controller 8
Corrosion 10
Creature Attacks 19, 21
Creature Movement 19

Damage 7
Darkness 21
Defend 23
Defense 7
Devastating Strike 17, 20

Leader 8
Leader Transition 14
Locations 12
Loot 22
Lore 22
Lycanthropy 11

Copyright Twin Fire Production, LLC

24

RANGED 19
Reduction 9
Resting 14
Road Events 12
Road movement 12

Wanted 12
Waylin Point: 13
Winning A Combat 22
Witch Hunter 7
World Map 12

Search 14
Sight 21

Yorotrusk 13

You might also like