Errata Corrige
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Obstacle Jump (for jumping over Low Obstacles and Wooden Walls)
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Each player might receive an Armor Card, a Weapon Card, and other Equipment cards, depending on what is shown on the Trait Card.
Players take these cards (choosing them if not specified otherwise) from their respective decks, and place them face up next to the Hero Card.
When the Starting Traits are resolved, shuffle the Armor & Shield, Melee Weapon, Ranged Weapon, and Magic Weapons level I decks (all the green decks), and place them face up back on the Shop board.
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Heroes can equip:
A maximum of one Low Armor, one High Armor, and one Shield.
A maximum of one Scroll.
A maximum of one Potion.
A maximum of two weapons, with the following limitation:
» Either 2 One-handed Weapons (✋+✋).
» Or 1 One-handed Weapon and 1 Two-handed Weapon (✋ +✋✋).
Note: you can never have 2 Two-handed Weapons at the same time.
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Once a Ruin has been scavenged, players remove it from the Town and gain the Resources depicted on its base. The gained Resources will then go into the Common Stash.
Place the removed Ruins back into the box. They are considered out of the game.
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Walls are some of the Town’s protective Structures that help slow down enemy hordes.
Players can only build Walls in the inner perimeter of the Town, using the appropriate cutouts.
Heroes can jump over Wooden Walls only, and only if there is a free space to land on the other side.
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WOODEN GATES
Construction cost: Spend 2 Materials. Place the Gate into an available spot, following the Placing rules (page 14).
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Repel Mist — Spend 3 Gold: push back the Mist tile of 1 slot (never more than 6 spots from the town Walls).
Upgrade cost: Spend 2 Gold, then flip the Seer base to the upgraded face.
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Fist: Heroes can decide to spend 1 Action Point to perform a Melee attack against a Monster.
There’s no limit to the number of times this ability can be performed during each Hero Phase.
Note: Fist ability does not activate any perks.
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During the Attack Phase, Monsters with a Ranged attack hit the first Structure or Hero they are orthogonally adjacent to or that are within their Attack Range.
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To mark a Stunned Monster, place its miniature on its side.
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Resolute: If a Monster has the Resolute ability, it doesn’t stop at Heroes and Structures; it proceeds in its movement instead, always complying with the Fate coin rule. Then the Monster attacks if possible.
However, the Monster’s movement stops when it becomes orthogonally adjacent to the Magic Circle.
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Fly: During its Movement, a Monster with the Fly ability ignores Defenses and Low Obstacles that it becomes orthogonally adjacent to within its movement, as if they were flying over the terrain.
However, it cannot stop on an occupied spot. If the Monster isn’t able to move to any spot beyond, it ends its Movement in the previous spot. -
Attack:
» Lacerate: a normal Melee attack that deals 1 damage. -
All affected characters will consume one Movement Token at player's choice in the next Hero Phase, after restoring their movement points.
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When a Monster becomes orthogonally adjacent to a Structure, a Hero, or the Magic Circle during its movement, it immediately stops.
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If a Monster has enough Movement Points, it can cross other Monsters it becomes adjacent to during its movement; otherwise, it stops before reaching them.
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When a Monster becomes orthogonally adjacent to any other obstacle during its Movement, it bypasses it by making one step laterally, either left or right, depending on the current indication of the Fate Coin.
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[The images of the example have been updated]
In this example, during the Monster movement, the two Clawers (blue and yellow) have to make a three-steps movement each.
The blue Clawer moves first, and makes its movement following its orientation, or rather following the direction of the imaginary arrow on its starting spot of the map (see Monster Orientation section above). It stops at their second step as they become orthogonally adjacent to the City Wall.
At the end of its movement it changes its orientation, turning to the direction indicated by the imaginary arrow on its finishing spot of the map .
Next, it’s the yellow Clawer’s turn, following the same rules: it completes its three-step movement, then change its orientation.
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On their turn, players may perform one or more actions in any order: Attack (with a Weapon or Fist Innate ability), make a Movement, use a Perk, use an Equipped item, or use another Innate Ability of their Heroes.
Attack - The attack can be performed only once per turn and it can be either:
Weapon Attack: the player chooses a Weapon’s Type of Attack, and spends the required Action Points (icon) to execute it.
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Use Fist Innate ability: Heroes can decide to spend 1 Action Point (icon) to perform a Melee attack against a Monster.
Note: Weapons Types of Attack have a limited number of uses per Hero Phase (see Weapon legenda, page 5 of the Night Rulebook). The Fist Innate Ability has no limit and can be used any number of times during the Hero Phase, always once per turn.
Note: Weapons Types of Attack have a limited number of uses per Hero Phase (see Weapon legenda, page 5 of the Night Rulebook). The Fist Innate Ability has no limit and can be used any number of times during the Hero Phase, always once per turn.
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Important: Players have the option to use their abilities or Weapon Types of Attacks to reroll the Defense die during an Hero attack. Some Abilities allow you to increase the number of dice rerolls. You can sum up the number of rerolls to a maximum of four for a single attack.
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The Ballista can shoot a target either in the Current or Adjacent Sector, only once per Hero Phase.
This Defense deals 1 damage to the target and possesses the Armor Piercing and Vision ability.
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The Catapult can attack in an Adjacent or Far Sector by spending one of its available Hurl tokens.
This defense has an attack area spanning 3x3 spots. Its attack deal 1 damage and have the Vision and No-Dodge abilities. The No-Dodge ability is only applied to the Impact Spot, while the attack also hits the surrounding 8 spots.
Players are free to select any target Impact Spot, even if it is occupied by another game element, as long as it falls within the attack range of the Catapult.
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When the Night is over it’s time to manage the Town Panic track. Collect the indicated amount of Resources indicated in the leftmost non-empty slot of the Panic Track and an Equipment item of your choice, and place them in the Common Stash.
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When playing in Campaign mode, after completing a Scenario, players save the game according to the instructions of the previous section.
Moreover, players collect resources from the Panic Track, placing them in the Common Stash Chest, along with all other resources.
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When the Head receives its 8th Wound or the Tail receives its 6th Wound, remove any extra damage and flip both cards, Head and Tail, to the Second Stage.
If the Tail receives its 7th damage, it is removed from the game, while the Head, if it is still in the game, continues to attack normally.
If the Head receives its 9th damage, it is removed from the game, while the Tail, if it is still in the game, continues to attack normally.
Example: if the head has 7 wounds and takes 2 more, it will take only 1, then head and tail are flipped to the second stage.