The Secret of The Ancients: This Tutorial
The Secret of The Ancients: This Tutorial
THIS TUTORIAL
This Tutorial builds on Tutorials 1 & 2 and will guide you through the third and final introductory scenario
“The Secret of the Ancients”, teaching you the rules you need to know as you progress.
TUTORIAL 3
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Tabletop Simulator Tutorial
Set Up
Any set up you need to perform yourself is highlighted in red. All other setup has already been completed.
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Runic Plates
Runic Plates are items, and are used as described on various Story cards.
Placing Skitterers
Reveal and flip Story card '' now, and place Skitterers accordingly.
Until the marker is removed, treat each of these lines as a solid barrier (impassible). If the X marker is
removed, treat it as a normal white line.
Slavethorn Bushes
Just like the Scenario map for The Road to Runedale, the Scenario map for this tutorial has areas containing
Slavethorn.
Whenever you enter an area containing :
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SCENARIO END CONDITIONS
You successfully complete the scenario when a Story card tells you to read Climax 1: Scenario Success. Play
to the end of that round. You fail the scenario if all Heroes are exhausted, or if a Story card tells you to read
Climax 2: Fail Forward. If you both succeed and fail in the same round, count it as a success.
In either case, read the relevant Conclusion (Scenario Success or Fail Forward) at the end of the tutorial.
FOR NOW...
Place your Hero miniatures in the area marked “Start Here” in the bottom left of the Scenario map.
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ROUND OVERVIEW
The round structure remains the same as in tutorial 2:
Runic Blast
A magic attack that costs 1 stamina, has a range of 2, and allows you to roll 3
Action dice.
Empower
Recover stamina that Zuva’sai or another Hero has spent. It has a range of 2, and
recovers stamina equal to the successes you roll on 3 Action dice.
Void Bolt
A magic attack that costs 1 stamina, has a range of 3, and allows you to roll 2
Action dice.
Precise Shot
A melee or ranged attack that allows you to roll 2 Action dice.
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Gallant Strike
A melee or ranged attack that costs 2 stamina, and allows you to roll 3 Action
dice.
Flash Heal
Heal damage that Lunara or another Hero has taken. It has a range of 3, and
heals damage equal to the successes you roll on 2 Action dice.
Boulder
A magic attack that costs 1 stamina, has a range of 3, and allows you to roll 2
Action dice.
Colossal Crush
A melee attack that costs 1 stamina, and allows you to roll 3 Action dice.
Before selecting your Hero action in the first round, you must choose 2 of your 3 Action bars to slot into the
spaces provided on your Hero board. Remove the Action bar you don’t choose from the game. Note: This
choice only affects the actions you may choose in this scenario; you may make a different choice of actions at
the start of each future scenario.
Heal 3 damage.
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Adds a condition to the Enemy’s attack. If a Hero takes damage from the attack, they will
also gain the specified condition (see Conditions, page 10).
ENCUMBRANCE
Each Hero can carry equipment totalling up to 5 encumbrance, as shown on the bottom right
of their Hero board. Active Items do not count towards this total. The encumbrance of an item
is shown next to the backpack symbol on the Item card. Item cards that do not show an
encumbrance value have an encumbrance of 0. Item tokens always have an encumbrance of 0.
LOOT
Some Enemies leave behind loot in the form of items (usually tokens) when they are defeated. The loot they
leave is shown on their card underneath their portrait. When the Enemy is defeated, place the loot in the
same area of the Scenario map that the Enemy was in. You may pick up these items if your Hero is in the
same area, just as with any other items dropped on the Scenario map.
Place an Agura Crystal token in the area where this Enemy was when it was defeated.
Place a Blood Crystal token in the area where this Enemy was when it was defeated.
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INJURY CARDS
From this tutorial onwards, a Hero who becomes wounded (all their Stamina chips are
wound side up and they take more damage) also gains an Injury card:
» Reveal the topmost Injury card from the Injury deck and place it on your Hero board.
» Each Injury card has a different effect (See Injury card effects, page 10).
» Your Hero retains the Injury card, even between scenarios, until some effect removes it.
» When removed, shuffle the Injury card back into the Injury deck.
You may also encounter other ways in which your hero may gain an Injury card! Follow the same 4
bullet points above for these Injury cards.
OTHER RULES
This section details the rules that various Story cards in “Ruins of the Ancients” may direct you towards.
1. Fate cards
Each Fate card displays a number and a directional arrow. They are used in various ways in different
scenarios, often to trigger effects, or to measure the passage of time.
As discarding a Fate card is performed at the end of the round, any enemy spawned as a
result of that Fate card will start taking turns in the following round.
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2. Timers
A timer uses the values on the Fate cards to count to a target number. On reaching this number an event will
occur, and the timer will be reset.
STARTING A TIMER
Once instructed to start a timer, from that round onwards, you should place the Fate card revealed at the
end of each round in a separate pile from the Fate card discard pile. Any Fate cards that were discarded in
previous rounds remain in the Fate card discard pile. This new pile is called the Timer pile.
Resetting a Timer
To reset a timer, remove all but the most recently placed Fate card from the Timer pile, and place them in the
Fate card discard pile. The timer will start its count again. This count will include the Fate card remaining in
the Timer pile.
Example: A timer with a target number of 12 started 3 rounds earlier. The 3 Fate
cards currently in the Timer pile show a 3, a 2, and a 4; a total of 9. At the end of this
round, a Fate card is revealed showing a 5. The total is now 14 and so the given event
occurs. The Fate cards showing 3, 2, and 4 are placed in the fate card discard pile. The
most recent Fate card, showing a 5, remains in the Timer pile. Not good news, as the
timer is already well on its way to reaching its target of 12 again.
Example: Tony is playing the Hero Torrax, while his 3 friends are playing 3 other Heroes. He is attempting a might progressive
ability check that requires 12 successes when playing with 4 Heroes. Torrax has a might of 3 and Tony rolls , & . Even
if Tony spends 2 stamina he cannot immediately succeed at the check. He decides to spend 1 stamina and places a Counter set to 4 on
the Story card. 8 more successes are required to succeed at the check. Any of the other Heroes may attempt the check this round, and
Torrax may have another attempt next round.
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4. Hive Mother
OVERVIEW
1 1 The green enemy symbol means the Hive Mother
5 will tend to have an initiative later in the round.
2 2 The Hive Mother has either 15 health (2 Heroes),
3 20 health (3 Heroes), or 25 health (4 Heroes).
4 It also has 1 shield 3 , meaning that each time
it takes damage, that damage is reduced by 1.
4 The Hive Mother’s Punish causes 2 damage to
any Hero that moves out of the area containing
the Hive Mother.
LARGE ENEMY
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large Enemy takes up the same capacity in an area as 2 normal figures.
Consequently the Hive Mother may only move into areas with a maximum capacity of at least 2, and in areas
with a maximum capacity of 3 (or 4), there may be no more than 1 (or 2) other figures in that area at the end
of the Hive Mother’s movement.
Normal figures may make melee attacks into an area that is at maximum capacity. In a similar way, large
enemies such as the Hive Mother may make melee attacks into an area they are prevented from moving into
due to maximum capacity i.e. an area that is either at maximum capacity, or that has only 1 spare capacity.
ACTIONS
The Hive Mother’s snake special ability spawns a Skitterer in the same area as the Hive Mother.
Reminder:
» If that area is at maximum capacity, instead place the spawned Enemy in the closest area that is
not at maximum capacity.
» An Enemy does not take a turn during the round it is spawned.
The Hive Mother will move up to 1 area and perform a ranged attack (Web) with a range of up to 2.
Note that this attack does not cause damage as there is no stamina symbol , and the Hero rolls an
active ability check to resist it rather than a reactive ability check.
If the Hero does not get 3 or more successes from their agility active ability check they gain the
Entangled condition (see Conditions, page 10). If the horns special ability symbol is shown on
the Initiative card, the Hero needs 4 or more successes from their agility active ability check instead
of 3 or more.
Note: If the Hero has selected the Focus action this turn, they will get to roll 1 extra Action die
against this attack even if the attack occurs before the Hero has had their turn.
The Hive Mother will move up to 3 areas and perform a melee attack (Stomp). If the horns special
ability symbol is shown on the Initiative card, the Hive Mother will move up to 4 areas instead of 3.
The Hive Mother will move up to 2 areas and perform a melee attack (Spike). If the horns special
ability symbol is shown on the Initiative card, a Hero that does not fully succeed at the reactive
ability check (and so takes damage from this attack) will also gain the Enfeebled condition (see
Conditions, page 10).
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5. Conditions
Heroes may gain negative effects called conditions. When your Hero gains a condition, take
the corresponding Condition card and place it on your Hero board. The Condition card
remains until its discard condition has been met, and is then discarded, and placed back in
the relevant pile of Condition cards.
BLEEDING
At the start of each of your turns, take 1 damage. When you next receive healing (from a
Recover maneuver, or in any other way), heal no damage, but discard this Condition card.
WEAKENED
When you next roll 1 or more Action die (during an active ability check, attack, or any other
ability or effect, such as Lunara’s Flash Heal action) roll 1 fewer Action die, and discard this
Condition card.
ENTANGLED
You may not move (by using a Move maneuver, or in any other way) until you spend a
maneuver to discard this Condition card.
8. Items in Tutorial 3
There are several items you may find in tutorial 3. These last few sections of “Other Rules” detail these items.
We recommend you do not look at these sections until you find the corresponding item, in order not to spoil
the surprise.
MOONEGG TOKENS
Removing a Moonegg token from the game when your Hero is wounded allows them to
become unwounded; set any Stamina chips on your Vitality disk aside, flip your Vitality
disk back to its unwounded side, and replace the set aside Stamina chips back on top of it.
However, any Injury cards your Hero has will remain.
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CEREMONIAL SPEAR
The ceremonial spear is a 2-handed melee weapon with a maximum range of 1. It may still be
used to attack an Enemy in the same area as your Hero. Although it has a range, it is still a
melee weapon (so it cannot be used to make a ranged attack, and is not subject to the
obstructed aim disadvantage of a ranged attack).
Extra damage
The ceremonial spear inflicts 1 extra damage on each attack you make with it.
Agura Crystal Bonus
If you have an Agura Crystal token you may place it on the Ceremonial Spear card at any time
during your turn. While an Agura Crystal token is placed on the card you may roll one extra
Action die on each attack you make with the ceremonial spear. The Agura Crystal token may be
removed from the card at any time during your turn.
CUBE OF TELEPORTATION
The cube of teleportation may be discarded to teleport your Hero into another area within
range 5. To teleport:
» You must have line of sight to the area you teleport into.
» Your Hero is not considered to have entered any of the areas in between.
» You may teleport over red lines as well as white lines.
» You are not subject to any Enemy Punish abilities from the area you leave.
» You may teleport into an area that is at maximum capacity whether it contains Enemies or
not, although you may still not end your turn there.
» You may ignore any symbols on the Scenario map in the area you teleport into.
Place your Hero figure into the area you teleport into.
Note: You may not teleport over any of the lines in this scenario that still have an X marker on
them as they count as a solid barrier.
PRISMATIC JEWEL
The prismatic jewel may be discarded to give you an extra action this turn. You may perform
any of the actions on your Hero board.
POTION OF HEALING
The potion of healing may be discarded to heal 5 damage to your Hero.
SCROLL OF EMPOWERMENT
By spending a maneuver, you may discard the scroll of empowerment to allow each Hero (including
your own) in the areas within range 2 of your Hero to restore up to 5 spent stamina each.
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CONCLUSIONS
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Gain group card: Legionary the togrel (not included in this Prototype)
Gain group card: Birdie (not included in this Prototype)
Gain group card: Legionary the togrel (not included in this Prototype)
ACHIEVEMENTS
Name Type Condition
Explorers Group Story cards ‘H’, ‘U’ and ‘Y’ have been drawn
Pacifists Group No Enemies were defeated
Demon Slayers Group All demons were defeated
Treasure Hoarders Group You succeeded at the progressive will check on Story card ‘N’ without
discarding any Agura crystals and without placing one on the pedestal at ‘Q’
Giant Killer Individual The Hive Mother was defeated, and your Hero applied the final damage to her
Bullheaded Individual Your Hero attempted the reactive might check on Story card ‘W’
All For One and One For All Individual Your Hero took the ceremonial spear off the wall, but either gave it to another
Hero, or dropped it and another Hero picked it up
Pacing Yourself Individual Finish the scenario unwounded, and on maximum stamina
EPILOG
You turn your backs on the ruins and the vault of the ancients, and continue on your way to Runedale. Each of
you is silently pondering Shantor’s fate, and the strange vision you beheld, wondering whether to share it with the
others, or to keep it to yourselves.
The sun sets to your left, painting the sky with brushstrokes of cyan and rose. In the horizon you see the smoke
rising from Runedale’s chimneys.
As you keep traveling, one thing is clear to all of you: The fate of Agemonia lies in your hands!
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