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GAME ROUND
Game rules override this Game Round summar rules.
. PLAYERS’ PHASE:
The First Player Activates his Hero. When he’s done, each
player in clockwise order does the same, until all Heroes have
been Activated. Each Hero has  Actions to spend during his
Activation, chosen from the following list.
• Movement: Spend  Movement Points on:
- Move: The Hero moves  Zone.
- Open a Door: Draw a Door card for the whole Chamber
when its first revealed.
- Pick Up: Take all tokens in his Zone.
• Combat Action: Magic, Melee, or Ranged.
• Reorganize/Trade: Trade with all Heroes in his Zone.
• Get Up: The Hero recovers from a Stun eect.
• Do Nothing: All remaining Actions are lost.
The following can be performed without spending any Actions:
• Transmute: Discard  Equipment cards and draw one  Level
higher than the lowest of them.
Signature: Spend  Experience Point to execute it (once per
Activation).
Counter-Attack: At the end of his Activation, all suriving
Enemies the Hero attacked are activated and tr to Attack him.
. ENEMIES’ PHASE:
All Enemies on the board are activated, performing the follow-
ing steps:
Step  - Tr to Attack a Hero. If they’re unable to, they continue
to Step .
Step  - Move  Zone towards their target.
Step  - Tr to Attack a Hero. If they’re unable to, they continue
to Step .
Step  - Move  Zone towards their target.
Target priori:
: Hero in Range with most XP.
: Hero in Line of Sight with most XP.
: Hero in a Light Zone with the most XP.
: Starting Zone.
. EXPERIENCE PHASE:
Spend Experience Points to get new Skills.
. EVENT PHASE:
Draw and resolve an Event card.
. END PHASE:
The next player receives the First Player token (in clockwise
order).
COMBAT
Melee: Range 
Ranged: Range +
Magic: Range -
.
Add the Attackers dice with the Defenders dice to per-
form a single roll (up to  dice of each pe).
.
Bam and Diamonds from the Defense dice may
trigger the Defender’s Enchantments and, from the
Attack dice, may trigger the Attackers Enchantments. Defense
Enchantments are resolved before the Attack Enchantments.
.
Add all Hits , then subtract all Shields to determine
how many Wounds the Defender suers. If its Health
drops to , it is killed. The Hero is rewarded with the Equipment
the Enemy had, plus some XP:
MINION
1 XP to the Hero
BOSS
3 XP to all Heroes
AGENT
4 XP to all Heroes
ROAMING MONSTER
5 XP to all Heroes
46


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