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RULEBOOK
GETTING STARTED
SUMMARY OF PLAY
The game takes place across a number of Scenes as deter-
mined by the selected Adventure. Gameplay follows these basic
rules, although some Adventures can modify these. For the com-
plete rules, see page 10.
The party—the players involved in the current game—start
by selecting their characters and building their Equipment Packs
of starting cards. Then they set up the Encounter Decks that will
be used for that Adventure. Encounters are then drawn from the
Primary Deck to face
the number of players, a  is revealed, read out
loud, and placed on top of the .
Starting with the party leader and -
er takes their turn. (The party leader stays the same throughout the
game.) Once the last player has taken their turn, the round ends.
On their turn, the active player follows these steps in order:
1. Start Turn: Choose to move into or out of a Location, as well

2. Play Cards: Play cards (including any Assists played by other

3. Deal Damage: Deal damage from cards to encounters.
4. Take Damage: Encounter(s) facing the active player attack
and deal damage.
5. Replenish: During the Replenish phase, if the active player
has three or fewer cards in hand, they draw two cards.
6. Market: If they have enough gold, the active player may
purchase any number of cards from the Market. If they do
not purchase a card, the active player must cycle one card
into the Market.
7. End Turn: The players’ turn ends.

top of that deck (if any); if a card is discarded, the 
increases by 1. Reveal




At the end of any player’s turn, if all encounters have been de-
feated, the round immediately ends—that Scene has been com-
pleted. Bury-

Short Rest, during which players

Once the Short Rest is done, a new Scene begins. New revealed
        
from the Secondary Deck
If players complete all the Scenes in the Adventure, they com-
plete that Adventure and win the game.
At the end of a game, players earn Experience Points (XP)
based on their progress through the Scenes of the Adventure.
These can then be used to purchase Features (stickers) that will
increase the overall strength of their characters. If they complete
the Adventure, they can also earn Magic Item cards to improve
their characters.
CARD TYPES


MAGIC MISSILE
3
Deal to up to three different encounters.
Deal
1
to up to three different encounters.
There can be great power in simplicity.
RANDY GALLEGOS • ™ & © 2017 WIZARDS • 9/28
ARCANE (EVOCATION)
ASSISTASSIST
GRACE
1


MATT STAWICKI • ™ & © 2017 WIZARDS • 1/28
DEVOTION: BASIC
1. Name: The name of the card.
2. Damage: How much damage the card deals, if any.
3. Cost: How much gold the card costs to buy from
the Market.
4. Class Type: Each card has a Class Type—Devotion,
Arcane, Deception, and Martial—with a
corresponding color and text for clarity. Some
effects, card abilities, and Adventure rules refer
to Class Type.
5. Basic card: A Basic Market card is used when
building a character’s Equipment Pack at the
start of the game. Basic Market cards denote
themselves as such.
6. Card Ability: The card’s special abilities (which can
include extra damage), as well as requirements
to purchase and/or play, if any.
7. Assist Ability: This ability appears on some
cards. You can use Assist abilities only during
another player’s turn to help them. Assists are
particularly important for defeating Locations
(see Locations, p. 12).
8. Card Number: Used to keep track of cards in a set.
9. Market Card Back
MARKET CARDS
Each Market card has the following stats:
1
6
7
8 8
4
2
3 3
1
4 5
9
2


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