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The Road To Runedale: This Tutorial

This tutorial provides instructions for playing the second introductory scenario in Tabletop Simulator, titled "The Road to Runedale". It introduces new rules for moving and interacting with the togrel and wagon. Players must guide the togrel and wagon along the road to the destination while resolving story events and battling enemies. The tutorial summarizes the setup, additional scenario rules, and provides a refresher on rules from the previous tutorial to prepare players for their turns in the new scenario.

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100% found this document useful (1 vote)
932 views16 pages

The Road To Runedale: This Tutorial

This tutorial provides instructions for playing the second introductory scenario in Tabletop Simulator, titled "The Road to Runedale". It introduces new rules for moving and interacting with the togrel and wagon. Players must guide the togrel and wagon along the road to the destination while resolving story events and battling enemies. The tutorial summarizes the setup, additional scenario rules, and provides a refresher on rules from the previous tutorial to prepare players for their turns in the new scenario.

Uploaded by

moox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Tabletop Simulator Tutorial

THIS TUTORIAL
This Tutorial builds on Tutorial 1 and will guide you through the second introductory scenario “The Road to
Runedale”, teaching you the rules you need to know as you progress.

TUTORIAL 2

THE ROAD TO RUNEDALE


INTRODUCTION
You fly from the flooded city of Ambergate with the mysterious Shantor Three-Birds in her strange wagon Birdie
as far as the agura crystal can power it. After you land, the wings are folded, and the calm and pleasant togrel,
Legionary, climbs out of the wagon to pull it. The road through the dense wisptree forest is well paved and the sun
is shining. You lack your belongings, but there is food and a few basic tools in Birdie’s trunk.
Every night while camping, Shantor tells you about her quest. She is looking for beacons built by the Ancients,
millennia ago. She hints that she is the last person who can do what must be done to save Agemonia. When asked
for more details, she winks, and promises to tell you when you get to Runedale.
On the third day, you see a red light emanating from the horizon ahead of you. Legionary whimpers in fear, and
Shantor has to calm him. “A great evil is afoot. I must go ahead to investigate,” Shantor says solemnly, and shows you
a stone with odd markings. “Protect this runic plate. Make sure Legionary pulls Birdie and the plate to yonder hill.”
You grab the tools from the trunk, and encourage Legionary to move on. He needs to stay on the road, but you
are free to roam the wilderness. Not that it looks very inviting with the razor-sharp slavethorns and the steep cliff
on the right.
As Shantor runs off, you have an ominous feeling that something will go horribly wrong if you are delayed…

2021-04-21 1
Tabletop Simulator Tutorial

Set Up
Any set up you need to perform yourself is highlighted in red. All other setup has already been completed.

17

3 18

4 1
13
8
5 7 9 16
10 2
6 11 12 15
14 19

1. Scenario map for “The Road to Runedale”.


2. Togrel & Wagon token.
3. Each player: Hero board, Action Selection marker, and starting Vitality disk for your selected Hero.
4. Each player: Stacked on your Vitality disk are a number of Vitae chips, vitae (blue) side up. The
number of Vitae chips is determined by the Hero you are playing.
5. “Togrel Whisperer” Story card from Tutorial 1. If you gained this card as a reward in Tutorial 1,
give it to the Hero who calmed the Togrel.
6. Other possible rewards from Tutorial 1. If you gained any of these during the conclusion of
Tutorial 1, give each to a Hero of your choice.
7. Starting equipment.
8. Bag of Star tokens. If you gained any Star during the conclusion of Tutorial 1, distribute it
amongst your Heroes as you choose.
9. Bag of X-markers.
10. Bag of Star Lotus Herb tokens.
11. Bag of Blightcap Mushroom tokens.
12. Bag of numbered Skitterer figures. Shuffle this bag.
13. Initiative cards. Shuffle these cards.
14. Story cards for “The Road to Runedale”. Do not shuffle this deck or read any of the Story cards.
15. Fate cards. All 20 Fate cards are used in this scenario.
16. Item cards.
17. Action dice (red).
18. Reaction dice (blue).
19. Choose one player to be the narrator. That player reads aloud the Introduction section. This will
provide additional setup instructions such as where to place your Hero miniatures on the
Scenario map. Alternatively, you can use the Agemonia App and click on [●] for a voice-acted
introduction.

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Tabletop Simulator Tutorial

Items Gained
Reveal the following items 7 and divide them among your Heroes as you choose:
Item 1 “Hand Axe” Item 2 “Shovel” Item 3 “Hook & Rope”
Item 4 “Small Hunting Bow” (we recommend giving this item to Lunara, as she is the only Hero that can use it).
If the Hero “Torrax” is being used, reveal item 5 “Fist of Torrax” and give it to him. This item may not be
given to any other Hero.
Place your items below your Hero board for now.

Additional Scenario Rules


There are additional rules in this scenario for the togrel and wagon.

SIZE OF TOGREL AND WAGON


The combined size of the togrel and wagon is 3. This means they take up the same capacity in an area as 3
normal figures. Consequently they may only move into areas with a maximum capacity of at least 3, and in
areas with a maximum capacity of 4, there may be no more than 1 other figure in that area at the end of the
togrel and wagon’s movement.

MOVEMENT OF TOGREL AND WAGON


Once per round, at any time during a Hero’s turn, the togrel and wagon may move up to 2. The togrel and
wagon always move together; they may never be in different areas.
The togrel and wagon may move through an area that contains Heroes, and Heroes may move through an
area containing the togrel and wagon, even if doing so would exceed the maximum capacity of the area.
The togrel and wagon do not reveal Story cards.

Togrel Movement Restriction


As well as the normal restrictions on movement, such as the maximum capacity of an area, there is one
further restriction on the movement of the togrel and wagon; they may not move closer to an enemy if that
enemy is within range 3.

Enemies and the Togrel and Wagon


Enemies will not attack the togrel and wagon.

SCENARIO END CONDITIONS
You successfully complete the scenario if, at the end of any round, the togrel and wagon are in the rightmost
road area (where story point P is located). You fail the scenario if all Heroes are exhausted (exhausted will
be explained during the first Hero turn). The quicker you can successfully complete this scenario, the better
the outcome will be for you and your traveling companions.:

Fate cards revealed Reward level


10 or fewer The best result
11–13 A moderate result
14 or more An unfortunate result

If you successfully complete the scenario, read the Conclusion at the end of the tutorial. If you fail, you can
always try again.

FOR NOW...
Place your Hero miniatures in the area marked “Start Here” near the bottom of the Scenario map.
Do not reveal Story cards H and E yet; they will be revealed at the start of the first Hero turn.

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Tabletop Simulator Tutorial

TUTORIAL 1 REMINDER
Here is a reminder of some of the rules from tutorial 1 along with the page to find them on in that tutorial.

YOUR HERO OTHER RULES


Spending vitae, page 5 Scenario map
Active ability checks, page 9 Areas on the Scenario map, page 5
Maximum Capacity, page 8
Actions Range, page 7
Focus action: page 8
Extra Maneuver action: page 3 Story cards
Story points and Story cards, page 6
Maneuvers Flipping Story cards, page 10
Move maneuvers: Run and Walk, pages 4 & 5 Overlay cards, page 10
Meditate maneuver, page 8
Spending maneuvers, page 9

ROUND OVERVIEW
An extra phase of the game, “Reveal Initiative Card”, is introduced in this tutorial. There are also enemies
to fight, meaning that the “Hero Turns” phase becomes the “Hero and Enemy Turns” phase. The full round
structure is:

1. Select Hero Action


2. Reveal Initiative Card
3. Hero and Enemy Turns
4. Discard Fate Card

1. Select Hero Action


Select your Hero’s action for the round, just as in tutorial 1.

NEW ACTION
There is a new action you may select for your Hero. The name of this action depends on which Hero you are
playing, but they are all used when you want your Hero to attack an enemy. We recommend you do not select
this action until you know there are enemies you can attack during your turn. These actions will be explained
later in the scenario, when the first enemies are revealed by a Story card.

The 4 attack actions

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2. Reveal Initiative Card


Reveal the top Initiative card from the Initiative deck and place it face up in a discard pile next to the deck.
The Initiative card indicates five things:
1 3
1. Hero and Enemy initiative. From top to bottom, the order in which Heroes and
Enemies will take turns this round. Your Hero’s turn is represented by the circular
symbol which matches the symbol of your Hero’s chosen action. An Enemy’s turn is
represented by the square symbol which matches the symbol shown in the top left
2 of the Enemy’s Encounter card. For both Heroes and Enemies, red symbols will
usually appear earlier, while green symbols will usually appear later.
5 2. Enemy actions. The action symbol shown on an Enemy initiative bar will
determine which action that Enemy performs on its turn, as indicated by the
matching symbol on the Enemy’s Encounter card. In this example, enemies with
the red enemy symbol will perform their blue, ‘N’ action, while enemies with the
4 blue or green symbol will perform their green, ‘C’ action.
3. Hero bonus symbol. These are not used in Tutorial 2, so should be ignored.
4. Enemy special ability symbols. Enemies in Tutorial 2 do not use these special
ability symbols, so these should be ignored.
5. Initiative deck shuffling. From the second round onwards, before revealing an
4 Initiative card, check if the Initiative card for the previous round shows “Shuffle”.
If it does, shuffle the Initiative deck and Initiative discard pile together to form a
new Initiative deck, before revealing the top Initiative card as normal.

3. Hero and Enemy Turns


TURN ORDER
Heroes and Enemies take their turns in the initiative order determined by the Initiative card. Until the first
Enemies appear you can ignore the Enemy initiative bars.

A HERO TURN
Heroes take their turns in the same way as in Tutorial 1. Remember to reveal Story cards whenever relevant,
and take note of the maximum capacity of each area.

Note: In this scenario the Heroes start within range of story points H and E . Whenever this is the case at
the start of a scenario, the Story card is revealed at the start of the first Hero turn.

Important: Just like in Tutorial 1, many of the Story cards in this scenario will direct you to certain parts
of the rules, located towards the end of this tutorial. This is signified by a brown box around the text on the
Story card. Make sure you have read those rules as well as the Story card.

Recover Maneuver
Your recover maneuver may now be used either to recover spent Stamina chips or to heal your Hero. Each time
you use your recover maneuver you must decide which of these 2 options to use. The amount of damage healed
is shown on your Recover maneuver on your Hero board. To heal an amount of damage, flip an equal number
of Vitae chips showing their wound (red) side, back to their vitae (blue) side, and place them on your Vitality
disk. If you are attempting to heal more damage than you have taken, simply heal as much as you are able.

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Tabletop Simulator Tutorial

4. Discard Fate Card


Just as in Tutorial 1, each round one Fate card is discarded, face up, into a discard pile next to the Fate deck.
The face of the Fate card is irrelevant in this scenario. If you run out of Fate cards, just continue playing the
scenario until one of the end conditions occurs (as described in the Scenario Introduction).

OTHER RULES
This section details the rules that various Story cards in “The Road to Runedale” may direct you towards.
1. Paying Star or items
Some Scenario cards require you to pay Star or items in order to interact with them. The Star or items paid
are removed them from the game.
Sometimes you will have a choice between either spending Star or items, and making an ability check. In
this case, both options are shown, separated by a ‘|’. If you attempt the check and fail, you may not choose to
spend the Star or items in the same round.

Example: In this example the Hero may either pay 2 star, or make a Will active ability
check that requires 6 successes. If they attempt the check and fail, they may not choose to
pay the 2 Star this round.

2. Reactive ability checks


While active ability checks (detailed in Tutorial 1) are used when your Hero is trying to accomplish a task,
reactive ability checks are used when your Hero is reacting to something that happens, such as being
attacked. Active ability checks are signified by a number in a red box , while reactive ability checks are
signified by a number in a blue box .
Reactive ability checks are performed by rolling a number of Reaction (blue) dice equal to your Hero’s
level in the given ability. The ability symbol displayed in the check determines the ability being used, and
corresponds to one of the 3 abilities your Hero has:

Might Agility Will


These 3 abilities, and the level your Hero has in each, are shown on your Hero board below your Hero’s
character portrait. Some reactive ability checks may allow you to choose between 2 abilities. In this case, both
ability symbols are shown, separated by a ‘|’.

Reaction dice
There are various symbols on a Reaction die:
0 successes 1 success 2 successes
Once your Hero has developed further this symbol will activate various effects you may have gained, but
for now it counts as 0 successes.

Important: Performing a reactive ability check does not require you to spend an action or maneuver.
Moreover, you may perform a reactive ability check during an action or maneuver, and then continue with
that action or maneuver afterwards. You will often perform a reactive ability check when you are attacked
during an Enemy‘s turn.

The reactive ability check is successful if your Hero rolls a total number of successes equal to or higher than
the number specified by the check (shown in a blue box). However, you will often be making a reactive ability
check to avoid damage. In this case each success you roll reduces the damage you take by 1. In this way, it is
possible for the reactive ability check to be partially successful by partially reducing the damage you suffer.
Reactive ability checks and the focus action

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Tabletop Simulator Tutorial

When choosing the focus action as your Hero's action for the round, your Hero's abilities are immediately
increased by 1 for the entire round, even before your take your Hero turn. Consequently, even if your Hero is
attacked by an enemy before your Hero turn, your Hero will get to roll one extra die against the attack.
Remember: If you use the focus action to roll an extra die, you will not be able to change your action to the
rethink action on your turn.

3. Applying damage to Heroes


Reducing Damage with a Reactive Ability Check
The vitae symbol before a reactive ability check signifies that your Hero may suffer damage, and you
need to perform a reactive ability check to try to reduce that damage (see Reactive ability checks). For each
success you roll, the damage is reduced by 1 to a minimum of 0.

3
Example: This example shows that your Hero will take 3 damage, reduced by 1 for each success you roll on a reactive ability check
using your might.

Suffering Damage
Whenever your Hero suffers an amount of damage (from an Enemy attack or otherwise), remove a
corresponding number of Vitae chips from your Vitality disk and flip them over to their wound (red) side,
placing them to the right of your Hero board. If there are no Vitae chips left on your Vitality disk, any
remaining damage is taken by flipping over previously spent Vitae chips (that are vitae side up above your
Hero board) over to their wound side, placing them to the right of your Hero board.

Becoming Wounded
If all of your Vitae chips are wound side up and there is still damage remaining, ignore the remaining damage,
but flip your Vitality disk over to its wounded (red) side. Your Hero is now wounded. The wounded side of your
Vitality disk shows a number of Vitae chips. Return that number of Vitae chips, vitae side up, to your Vitality
disk. While wounded you may not have more Vitae chips on your Vitality disk than this new value.

Note: In the full game you would also draw a random Injury card and apply its effects, but Injury cards are
not used in Tutorial 2.

Becoming Exhausted
If your Hero would become wounded for a second time, instead they become exhausted. An exhausted Hero
takes no further part in the scenario. Remove your Hero miniature from the Scenario map. You take no
further turns. Any game effects that depend on the number of Heroes still count your Hero.

4. Damage from overlays


Sometimes when a card is overlaid, Heroes and Enemies in the area(s) overlaid may take damage. This is
signified by the vitae symbol and a reactive ability check, as shown in "2. Applying damage to heroes" above.
Heroes in these area(s) overlaid perform a reactive ability check to try to reduce the damage. Enemies in
these area(s) take half of the indicated damage (rounded up).

5. Overlays changing areas


Sometimes when a card is overlaid, one or more of the areas it overlays are either split up into seperate areas,
or are merged together into a single area.
When this occurs you may decide which of these areas each of the Hero and Enemy figures affected is
placed in. You must observe the maximum capacity rule when doing so.

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Tabletop Simulator Tutorial

6. Using items
Items can be used in various ways in Agemonia: to improve ability checks, as weapons, etc. Some items must
be active in order to be used. An item is either an Item card or a token.

Layout of an Item card


Name

Picture of item

Item type

Effect box

USING AN ITEM TO IMPROVE AN ABILITY CHECK


Some ability checks you make may be improved by using the correct item. These improvements are shown to
the right of the ability check, in the form of extra successes.

Example: A Hero performing this ability check using the Hook and Rope will get 2 extra successes.

Sometimes the item is described in a less specific way. For example, a check that is improved by using an
"Axe", is improved no matter what type of axe you are using.

USING AN ITEM AS A WEAPON


Some Item cards may be used as weapons. This is shown by the item type “Weapon”, and the weapon
modifier in the effect box (see 5. Enemies and combat).

ACTIVE ITEMS
Item cards that show one or two hand symbols ( / ) must be active in order to be used. At any time, you may
have up to two active Item cards showing one hand, or one active Item card showing two hands. Your active
Item cards should be placed below your Hero board on the left hand side, while other Item cards and tokens
you own should be placed below your Hero board on the right hand side.

Changing Your Active Item Cards


Once during your turn, you may change your active Item cards. Place the Item cards you no longer wish to be
active below your Hero board on the right hand side, and place the Item cards you now wish to be active below
your Hero board on the left hand side.
If you wish to change your active Item cards for a second time in the same turn, you must spend a
maneuver to do so.

GIVING ITEMS TO OTHER HEROES


You may give one or more of your Item cards or tokens to another Hero in the same area as your Hero, on
your turn or theirs. Any items you give them must be placed below their Hero board.

ONE-USE ITEMS
Some Item cards and tokens, such as potions and herbs, are removed from the game when they are used,
meaning they can only be used once. These items may be used at any time during your Hero’s turn.

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Tabletop Simulator Tutorial

Removing a Star Lotus token from the game allows your hero to heal 2 damage.

Removing a Blightcap Mushroom token from the game allows your hero to recover 2 vitae.

AREA ATTACKS
Removing a Cube of Annihilation card
An area attack is shown as "Area" followed by a number
from the game allows your hero to
which indicates the range of the attack (in this case 1).
perform a magic area attack.
Each Enemy within range of your Hero is affected. The
attack will not affect your Hero or any other Heroes.
Note: When rolling the Cube of
The area attack also indicates the number of Action
Annihilation's attack, any rolled
dice you should roll (in this case 4). Roll the dice once
counts as 2 successes.
and apply the result to all Enemies within range.
Area attacks are never reduced by Obstructed Aim,
but may be blocked by Line of Sight.
ITEM ENCUMBRANCE
All of the bulkier items your Hero finds have an encumbrance value on them, shown next to the backpack
symbol . However, backpack and encumbrance rules are not used in Tutorial 2, so this can be ignored.

Overlay cards: new areas


The  Overlay card splits an area into several new areas. When this occurs, any figures in the area that is
overlaid will have to be placed in one of these new areas. You may decide which of the new areas each of these
figures is placed in, being careful not to exceed the maximum capacity of any of these areas.

In Tabletop Simulator
Although you would normally not have to move figures when overlaying a card in Tabletop Simulator, in
the case of an area being split into several smaller areas you may have to reposition figures afterwards, as
described above.

In Tabletopia
Some of the Overlay cards in tutorial 2 need to be overlaid at an angle. To do so, rotate the camera to the
desired angle (right click and move your mouse left or right) before placing the card.

Overlay cards: combining areas


The  Overlay card combines several areas into a single new area. When this occurs, any figures in the areas
that are overlaid will have to be placed in the new area. If this exceeds the maximum capacity of the new
area, place some of these figures in adjacent areas until the maximum capacity is no longer exceeded. In this
case an area is only considered adjacent if it is separated by a white line.

7. Enemies and combat


Spawning Enemies
To spawn an enemy, place its figure on the Scenario map in the specified area. An Enemy does not take a
turn during the round it is spawned. You may want to place the Enemy on its side as a reminder that they
will not take a turn this round. If you do, place it in an upright position at the end of the round.
You should take a random figure from those available when spawning an enemy. In Tabletop Simulator
you should “Shuffle” the bag of figures before taking one, to ensure you get a randomly numbered figure.
Enemies count towards the maximum capacity of an area, just as Heroes do. If the specified spawning area
is at maximum capacity, instead place the Enemy figure in any area at the shortest range possible from the
specified area, that is not at maximum capacity. In this case, measure range over white lines only.

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Tabletop Simulator Tutorial

ENEMY INITIATIVE
3 Enemy initiative bars are shown on each Initiative card. The initiative bar that corresponds to the
Skitterers is the one displaying the blue skull symbol ( ), as it matches the symbol shown in the upper
left corner of the Skitterer Encounter card. The other 2 Enemy symbols ( & ) should be ignored in this
scenario, as there are no Enemy Encounter cards that display those symbols.

A Skitterer initiative bar:

Enemy symbol matching the one Enemy action symbol. This Enemy special ability symbol
in the top left of the Skitterer determines which action the ( or ). The Skitterers in this
Encounter card. Skitterers will perform on their scenario have no special abilities, so
turn, as indicated by the matching these symbols should be ignored.
symbol on the right of the Skitterer
Encounter card.

If there is more than one Skitterer on the Scenario map, they take turns in numerical order (shown on the
Skitterer figure’s base), from lowest to highest. Perform each Skitterer’s entire turn before moving on to the next.

Example:
Initiative card: Skitterer Encounter card:
This Initiative card shows that the Skitterers will have their
turns after any Heroes who are performing red or blue actions,
and before any Heroes who are performing green actions.
The Initiative bar on the Initiative card shows the Skitterers will
perform their topmost action, ‘R’. The special ability symbol is
ignored in this scenario.
Looking at the Skitterer Encounter card, we can see the ‘R’ action
is a Move 1 followed by a Melee Attack.

AN ENEMY TURN
During its turn, an Enemy will perform the action on its Encounter card that matches the one indicated
on its activation bar on the Initiative card. An Enemy action typically consists of two parts: a move and an
attack. Complete each part in full before moving on to the next.

Enemy Movement
If the Enemy Action shows “Move” followed by a number, this indicates the Enemy may move up to the indicated
number of areas on the Scenario map.
Enemies may move through an area already at maximum capacity as long as there are only other Enemies in
that area. Similarly, Heroes may move through an area already at maximum capacity as long as there are only
other Heroes in that area. If, for any reason, a Hero or Enemy ends their turn in an area that is above its maximum
capacity, move that Hero or Enemy back to the previous area they were in that was not above maximum capacity.

When moving an Enemy:


1. If it is already in an area it can attack from, it does not move.
2. Otherwise, it moves towards the area it can attack from that requires the least amount of movement
to reach.
3. If two or more areas are tied in this respect, it moves towards the one that allows it to attack a Hero
with a higher Taunt value.
4. If two or more areas are valid in this respect, you may choose which of these areas it moves towards.
5. If the Enemy cannot reach this area with the movement it has this turn, it will move towards the
area, as far as its movement allows.
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Tabletop Simulator Tutorial

Note:
» The areas an Enemy can attack from are determined by the attack it is performing on its turn (see Enemy
Attacks, below).
» If an Enemy is not performing an attack on its turn, for the purposes of movement, assume it is
performing a melee attack.
» An Enemy will always use the most direct (shortest) route it can when it moves towards an area.

It may sometimes happen that there is no area an enemy could attack from, even if it had an unlimited
amount of movement points during its turn. For example, all Heroes could be in an area where all adjacent
areas are at maximum capacity, or all Heroes could be in an area that an enemy cannot reach. When this
happens, move the enemy towards an area it can reach that is as close as possible (counted in adjacent areas)
to an area containing a Hero, breaking ties with Taunt value as above.

Enemy movement example 1:

The skitterer needs to move 3 areas to attack either Lunara or Zuva’sai.


As Lunara has the higher Taunt value the skitterer will move towards
her.

However it is only moving 2 areas this turn, so will end up in an adjacent


space.

Enemy Attacks
In this scenario the Skitterers will only perform melee attacks. A melee attack may only be performed
against a Hero in the same area as the attacking Enemy, or against a Hero in an adjacent area to the
attacking Enemy if that area is at maximum capacity. i.e. Being in an area that is at maximum capacity
does not prevent an Enemy from being able to use a melee attack against you. It is important to remember
this rule when determining which areas an Enemy may attack from during that Enemy’s movement.

Enemy movement example 2:

The skitterer needs to move 1 area to be able to attack Lunara with a melee
attack. However, it also only needs to move 1 area to be able to attack Torrax or
Venia, as the area they are in is at maximum capacity.

As Torrax has the highest taunt value, the skitterer will move towards him.

You may choose which of the 2 possible areas it moves into.

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Tabletop Simulator Tutorial

A Skitterer attack:
Shows that this is 
a melee attack S hows that a reactive ability
check using agility is required to Name of attack
avoid damage

If only a single Hero may be attacked by an Enemy, that Hero will be the target of the attack. If there is more
than one Hero that may be attacked by an Enemy, the Hero with the higher Taunt value will be the target of
the attack. If no Heroes may be attacked by an Enemy, skip that Enemy’s attack.

Exception: If there are 1 or more other Heroes in the same area as the Hero being attacked, one of those
Heroes may become the target of the attack instead, as long as the 2 players whose Heroes are involved agree.

Melee Attacks into Adjacent Areas


When performing a melee attack into an adjacent area (usually because that area is at maximum capacity)
the two areas may be separated by either a red or white line. The two areas may not be of different heights
(see Height of an Area on page 13).

Outcome of an Enemy Attack


To determine the outcome of an Enemy attack, the attacked Hero must roll a reactive ability check, the type
of which is determined by the Enemy attack (see 2. Applying damage to Heroes). In this scenario, you will
roll either a Might or Agility reactive ability check against the Skitterers’ attack.

PROVOKE
Skitterers (and most other Enemies) have an ability called “Provoke” (signified by the symbol ). This ability
causes an amount of damage (in this case 1) to any Hero that moves out of the same area as a Skitterer.
If there are multiple Skitterers in the area that the Hero moves out of, they each cause this damage. This
damage cannot be reduced by a reactive ability check.
A Hero may only take Provoke damage from the same Skitterer once during that Hero’s turn, but a
Skitterer may inflict Provoke damage on more than one Hero in the same round.

HERO ATTACK ACTIONS


When your Hero performs an attack action you must first select the Enemy you are attacking. The Enemies you
may attack depend on the type of attack your Hero is performing. There are 3 types of attack in Agemonia:
Melee Ranged Magic

Melee Attacks
Your Hero may perform a melee attack if the following 3 conditions are true:
» Your chosen action for this round shows the melee attack symbol
» They have an active melee weapon; an Item card placed in your active Item cards area (to the left of your Hero
board), showing the melee attack symbol in its effect box
» There is an Enemy in the same area as your Hero, or in an adjacent area to your Hero that is at maximum capacity

Example: Torrax’s attack action is a melee attack that allows him to roll 2 action dice.

The attack action on your Hero board shows the number of Action dice you should roll in a red box . To
calculate the damage caused by your melee attack, add together:
» The number of successes you roll.
» Any weapon modifiers you may have, shown in the effect box of your active melee weapon. In this
scenario, except for the Fist Of Torrax, all weapons have weapon modifiers of -1 damage, as you are using
items that don’t make particularly good weapons.
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Tabletop Simulator Tutorial

Ranged Attacks
Your Hero may perform a ranged attack if the following 4 conditions are true:
» Your chosen action for this round shows the ranged attack symbol
» They have an active ranged weapon; an Item card placed in your active Item cards area (to the left of your
Hero board), showing the ranged attack symbol in its effect box
» There is an Enemy within the range shown in the effect box of your active ranged weapon. Ranged
weapons commonly have both a minimum and maximum range
» That enemy is in line of sight

Line of Sight
Ranged attacks (and some other effects) require line of sight from one figure to another. In order for one
figure to have line of sight to another figure, it must be possible to draw a straight line from a part of the
area the first figure is in to a part of the area the second figure is in, without:
» Going through a solid barrier (a border of an area which is not a white or red line)
» Going through an area of a higher level than the area the first figure is in.

Height of an Area
All areas are at ground level unless they show a height symbol:
One level higher than ground level Two levels higher than ground level

Examples: 1. A line of sight where the corners chosen really matter. 2. A line of sight using a solid barrier as a corner but not going
through it. 3. A figure in one area having line of sight to a figure in a lower level area while the opposite is not true.

Example: Lunara’s attack action can be used as either a melee or ranged attack, and allows her to
roll 2 action dice.

The Ranged Attack on your Hero board shows the number of Action dice you should roll in a red box . To
calculate the damage caused by your ranged attack, add together:
» The number of successes you roll.
» Any weapon modifiers you may have.

Additionally, ranged attacks may have their damage reduced by 1 due to your Hero’s aim being obstructed.

Obstructed Aim
Reduce your Ranged Attack damage by 1 if any of the following conditions are true:
 b  b » There are one or more Enemies in the same area as your Hero.
» There are any Heroes or Enemies in the same area as the Enemy being attacked.
» There are any Heroes or Enemies in any areas that the line of sight of the ranged
attack passes through. Remember, you may determine line of sight from any
 c
corner of the area your Hero is in to any corner of the area the Enemy being
 c attacked is in.

Apply this reduction once only to each ranged attack, no matter how many of
these conditions apply.
 a
Example: Lunara is performing a Ranged Attack against skitterer number 3. There is an enemy
 a in the same area as her, there is a Hero (Zuva’Sai)  b and an Enemy  b in the same area
as the Enemy being attacked, and there is a Hero (Torrax)  c and an Enemy  c in an area that
the line of sight passes through. Regardless of how many times her aim is obstructed, Lunara only
gets a -1 penalty to her Ranged Attack damage.

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Tabletop Simulator Tutorial

Magic Attacks
A magic attack is a ranged attack if it shows a range, otherwise it is a melee attack. If it has a range, that
range is shown as a number on a black background. This is the maximum range. The minimum range of
a magic attack is 0. Although none of the Heroes in these tutorials have melee magic attacks, the rules are
given here for both melee and ranged magic attacks.

Unlike with other melee and ranged attacks, your Hero does not require an item with the magic attack
symbol in order to perform a magic attack, and any weapon modifiers on items with the melee or ranged
attack symbol are ignored. Otherwise, magic attacks follow the same rules as melee attacks and ranged
attacks (as appropriate), including, for ranged magic attacks, the damage reduction for the obstructed aim of
a ranged attack.

Your Hero may perform a melee magic attack if the following 3 conditions are true:
» Your chosen action for this round shows the magic attack symbol
» Your Magic Attack action does not show a range.
» There is an Enemy in the same area as your Hero, or in an adjacent area to your Hero that is at maximum
capacity

Your Hero may perform a ranged magic attack if the following 3 conditions are true:
» Your chosen action for this round shows the magic attack symbol
» There is an Enemy within the range shown on your Magic Attack action.
» That enemy is in line of sight

Example: Zuva’Sai’s attack action is a ranged magic attack that can be used from range 0 up to
range 3. It allows him to roll 2 Action dice.

Applying Damage to Enemies


The damage an Enemy receives is tracked on the Enemy model by clicking on the ‘+’ and ‘-’ shown above it.
Once an Enemy has received a total amount of damage equal to or higher than the health value shown on its
Encounter card, it is defeated and removed from the Scenario map. In Tabletop Simulator, place it back in
the designated bag if there is one.

Some enemies have health values that vary depending on the number of Heroes. This is shown as a simple
equation using .

Example: The Skitterers in this scenario have 2  health. This means they have 4 health when playing with 2 Heroes,
6 health when playing with 3 Heroes, and 8 health when playing with 4 Heroes.

BEING HINDERED
Your Hero is hindered if there are at least as many Enemies as Heroes in the area your Hero is in. When your
Hero is hindered, any active ability checks you perform achieve 1 fewer success, your Meditate maneuver
restores 1 fewer vitae, and your Recover maneuver heals 1 fewer damage.

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Tabletop Simulator Tutorial

CONCLUSIONS

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Tabletop Simulator Tutorial

You made it past the obstructions and have outpaced any remaining Skitterers. More appear from the treeline as
you rush off up the road towards the rising smoke.

You make it to the hill, where you can see the sky aglow with red and blue light. It is coming from beyond the ruins
of the Ancients which mark the forest downhill. You hear faint yells, curses, and blasts, all seemingly coming from
a magical battle being fought not far from here.

Then you see a nihteegri sorcerer rise into the sky on a flying disc, casting evil red energy down at Shantor as she
levitates herself up, countering with blue magic.

Legionary starts to whine miserably. You do your best to calm him down before going to help his mistress.
Just then you see the evil nihteegri cast a magical bolt your way. You hear the whistling sounds, and you realize
you must run for your lives!

Count the number of discarded Fate cards. Consult the table below to see how you did. Additionally, the
quicker you have completed this scenario, the more advantages you will have in the next.

10 ROUNDS OR LESS
You manage to drag Legionary and Birdie out of harm’s way, safely towards the ruins ahead. The bolt hits the
wisptrees behind you, causing many of them to splinter and fall.

You will place 2 skitterers on the Scenario map at the start of tutorial 3.

11-12
If only you had got here sooner, you could have taken cover in the ruins ahead. The bolt hits Birdie’s back side,
blowing the wagon into small pieces. You manage to cut Legionary away from the remains and save him, and you
also save the runic plate from Birdie’s destroyed wreck.

You will place 3 skitterers on the Scenario map at the start of tutorial 3.

13 OR MORE
You cut Legionary loose and grab the runic plate from Birdie, and then run as fast as you can. But Legionary does
not realize what is going on, and the bolt destroys the wagon and also hits the poor togrel. He dies with a final sad
grunt.

You will place 4 skitterers on the Scenario map at the start of tutorial 3.

ACHIEVEMENTS
Name Type Condition
Explorers Group Story cards ‘A’, ‘L’, and ‘Q’ have been drawn
Pacifists Group No Enemies were defeated
Slayers Group All Enemies were defeated
Togrel Friend Individual A Hero with the ‘Togrel Whisperer’ Story card from Tutorial
1 successfully calmed the Togrel (see Story card ‘E’)
Convincing Argument Individual Your Hero succeeded at the will check on Story card ‘K’
Pacing Yourself Individual Finish the scenario unwounded, and on maximum stamina

16

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