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EN Rulebook

The document outlines the game 'Synchro Horizon', where players embark on a quest to prevent the Fifth Calamity foretold by the Great Sage. Players must navigate through treacherous lands, battle monsters, and make crucial decisions within four seasons to save the world. The rulebook details game components, setup, phases, and gameplay mechanics necessary for players to engage in this cooperative adventure.

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0% found this document useful (0 votes)
26 views27 pages

EN Rulebook

The document outlines the game 'Synchro Horizon', where players embark on a quest to prevent the Fifth Calamity foretold by the Great Sage. Players must navigate through treacherous lands, battle monsters, and make crucial decisions within four seasons to save the world. The rulebook details game components, setup, phases, and gameplay mechanics necessary for players to engage in this cooperative adventure.

Uploaded by

Sandy Kosalim
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
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SYNCHRO

HORIZON

Rulebook
The World of Synchro Horizon

Long ago, an unseen power pulled separate worlds together, creating a


single realm. As the horizons of the three worlds synchronized, the people
of the old world named this phenomenon "Synchro Horizon". Its lifeblood is
crystal magic known as Shards—raw energy that flows through every tree,
river, and city, answering only to those with training and an iron will.

Centuries later, in an age of rare peace and prosperity, the greatest mage of
the era—reverently called the Great Sage—unearthed an ancient stone and
proclaimed: “In two hundred years the Fifth Calamity will awaken, and
even the skies will mourn.”

The prophecy shattered the calm. Unable to accept doom amid such
harmony, the people scoffed and twisted his honorific into “the Mad Sage,”
and watched him vanish into legend. His dramatic fall from respect became
a fireside tale told to children at night.

Now the Sage’s deadline is today. The final petal of a Synchro-Blossom has
fallen, strange beasts roam, and storms coil above the floating ruins of
Stellaris. Alarmed, the Continental Government summons heroes in the
capital, Luminaria—including you—to journey to Stellaris and stop the
Fifth Calamity before it shatters Synchro Horizon once more.

Bring Light to Looming Darkness.

The Demon Lord is already preparing a dark ritual in Stellaris. You have
only four seasons to stop him. Lead your party through treacherous lands,
master new abilities, and battle monstrous foes. Every decision counts in
this race to save the world.
Table of Content Game Components
30x Hero Cards
Page 48x Monster Cards
Components 3
4x Celestial Cards
Game Setup 5 1x Map Board
14x Journal Tiles
Player Setup 6
1x Flag Standee
Items, Skills, Stun & Silence 7 30x Item Cards
Hero & Monster Card, Initiative Boxes 7 4x Hero Boards
4x Monster Boards
Hero & Monster Board 8 4x Level Trackers
Journal Tiles, Potion Tokens & Time Tracker 10 2x Initiative Boxes
1x Time Tracker
Journey Phase 11
1x Round Tracker Cube
Battle Phase 12 16x Damage Tracker Dice
5x Monster Action Dice
Hero Turn 14
4x Stun & Silence Tokens
Monster Turn 16 4x Potion Tokens
Battle Outcome & How to Win the Game 17 40x Shield Tokens
• 20x (1-Shield)
Location Phase 18 • 20x (5-Shield)
Landmark 19 25x Coins
• 10x (1-Coin)
Gain a New Hero 21
• 10x (5-Coin)
How to use Items 21 • 5x (10-Coin)
Learn from Master 1x Shard Bag
21
28x Crystal Shards
Position, Push, Pull & Shift 22 1x Skill Bag
Elimination Rule 23 50x Skill Tiles
30x Hero Standees
Burn Shard & Mulligan 24 48x Monster Standees
Targeting Rule 25 4x Celestial Standees
2x Stage Stands
Q&A 26
8x Identification Rings
1x Discard Tray
1x Rulebook
3 Game Components
Game Components

14× Journal Tiles

4× Celestial Standees

1× Flag Standee

1x Map Board

48x Monster Standees

2x Stage Stands

8x Identification Rings

1x Time Tracker 30x Hero Standees

1x Discard Tray 2x Initiative Boxes 50x Skill Tiles


Game Components 4

4x Monster Boards
48x Monster Cards 4x Celestial Cards

Nebula Impaler
Multi-target
[ ] +5
22. 2

30x Hero Cards 30x Item Cards

16x Damage Tracker Dice


5x Monster Action Dice
4x Hero Boards

1x Round Tracker Cube

28x Crystal Shards 25x Coins

4x Level Trackers 4x Stun & Silence Tokens

40x Shield Tokens 4x Potion Tokens 1x Shard Bag & 1x Skill Bag
5 Game Setup

Game Setup Each city name on the Game Board has a notebook
icon with a shard color on its cover. Randomly select
A. Place the Game Board in the center of your play area. a Journal Tile of that color and place it above the
Check the shard color at the top-right corner of each city name. Flip the Journal Tile immediately.
city name on the Game Board. Randomly select a
Journal Tile of the same color and place it above the
city name, with the Shard side facing up.
B. Place the Flag Standee at Luminaria (upper-left corner
of the Game Board).
C. Separate the Legendary Heroes (cards with the blue
night background, as shown in the picture) and set them
aside with the regular side facing up (see p.8). Then
shuffle the remaining Hero Cards to create the Hero Deck,
also with the regular side facing up.
D. Shuffle the Item Cards to create the Item Deck with the
regular side (see p.7) facing up.
E. Put 28 Shards (7 of each color) into the Shard Bag.
F. Rotate the Time Tracker to 1 and set it to the Spring
Season (see p.10). H
G. Place all Shield Tokens, Coins, Potion Tokens, Stun
Tokens, and all Dice within reach. Give each player their G
Hero Board and place a Initiative Box nearby. Group
the 4 Monster Boards together within reach of another
player, and place the second Initiative Box near them.
Connect the 2 Stage Stands. Place the Identification
Rings near the Stage.
H. Put all Skill Tiles into the Skill Bag. B
I. Separate the Monster Cards by the color on the
back, creating 5 decks. Shuffle each deck and
place them into their designated slots.

C D I I
Player Setup 6
Draw 3 Skill Tiles and choose 1. You may choose a tile of any
color, but selecting one that matches the Hero’s color makes Player Setup
it easier to use the Skill. 1. Draw 7 Hero Cards from the bottom of the
deck. Choose 4 and place them on Hero
2 Boards with the regular side facing up (see
p.8). Return the 3 unchosen Hero Cards to
1 2.
the top of the deck.
For each Hero, draw 3 Skill Tiles and choose 1
to place in their Skill Slot with the regular side
5 6 facing up (see p.7). Return the 2 unchosen tiles
to the Skill Bag.
3. Take the Standee for each Hero and attach
the Identification Ring that matches the color
of their Hero Board.
4. Place 2 Damage Dice on the slot with the “0”
0 0 7 side facing up.
3 4 5. Place the Level Tracker on the topmost space
(Level 1).
6. For each Hero, draw 2 Shards from the Shard
Bag and place them in the Hero’s Shard Slots.
7. As a team, collect 8 Coins. You may visit a
G Village. (See p.18 for Village rules.)

The color of the Hero Board doesn’t need to match


the Hero, but the base of the Hero Standee must
match the Monster Board color.

Pro Tip: Visiting a Village early helps you


A acquire items or learn from a Master to
strengthen your party.

G F

I I I
7 Game Components
Game Components
Items, Skills, Stun, Silence & Icons

Items
Gold Background: Upgraded Items Silver Background: Regular Items
4
Price

Name
Nebula Impaler Twilight Piercer
Multi-target Ability [ ] +2
[ ] +5
22. 2 22.1

Reference
Code
Skills
Gold Background: Upgraded Skills Silver Background: Regular Skills

The border color of a Skill Tile indicates The number and color of Shards required
which Shard colors are needed. to activate a Skill.
Stun & Silence Shield
• When a character gains Shield,
When a character is Stunned, place place the appropriate number
6 a Stun Token on their card. of Shield Tokens on their card.
A Stunned character cannot take any 3 DMG • When the character takes
actions on their next turn. Remove the Damage, discard Shield Tokens
Stun Token at the end of that turn. equal to the Damage taken
(A character already Stunned cannot (or as many as possible). Any
be Stunned again.) leftover Damage bypasses the
0 0 Shield and is subtracted from
their HP.
Silence prevents a Hero from using any of their Skills. If used on • A character cannot hold more
a Monster, it reduces its action by 1 Tier. If the Monster’s action Shield Tokens than their Max
is already Tier 1, it performs a Basic Attack instead. HP.
The Silence Token is removed at the end of the affected • All Shields are discarded at the
character’s turn. end of the battle.

T Start Turn Ally Unit Both Adjacent Roll D6 Dice Stun

Damage Enemy An Adjacent PUSH Push Skill

Shield All Allies Shift PULL Pull Item

Basic Attack All Enemies HP Heal Time Shard


Character Card & Initiative Box 8
Hero & Monster Card
Monster’s
Starting HP

Background color indicating


the Hero’s Class Monster’s Level

Card color indicates Monster’s Name


the Monster’s Level

Hero’s Name Hero’s Class


Reference Code
Hero’s Title
Hero's Faction Actions the Monster will take if the dice shows
Reference Code specific numbers or ranges. During the Monster's
Hero's Abilities turn, it will perform the Action indicated on the
card based on the dice result.

The color of a Monster


Standee’s Identification Ring
must match the color of that
Monster’s Board.

Gold Border: Upgraded Hero Class Color Border: Regular Hero


Initiative Box
This game uses two boxes to randomly determine turn order: Hero Initiative Box (blue) and Monster Initiative Box (red).
Each box contains 4 marbles, one for each character. The color of each marble matches the Identification Ring on the
corresponding Standee and Board.

Usage Instructions
• After shaking, place the box on a flat surface
to prevent marbles from shifting or rolling
back.
• Do not shake or move the box once the If a red marble is
revealed from the box,
cover is removed. the red Monster takes
• If the marble order is disturbed before all are the first action.
revealed, close the cover, shake again, and
start a new reveal sequence.
• If a color repeats for a character that has Slide the cover one
already taken an action, skip that color. section at a time to reveal
the16
marbles one by one.
9 Hero & Monster Board

Hero Board

Skill Tile Slots: Can hold up to 4 Skills Basic Attack Shard


Placement Area Shard Placement
Area for Shift
Hero and Master positions
Card Slot

The Shard storage


Tracks the Hero’s level, slot can only hold
indicating the HP limit a maximum of 5
and the number of Shards at the end
Shards gained per round of a round
and at the start of
battle. Item Slots:
Can hold up
0 0 to 2 items

1 2 Use two D10 dice to track damage taken. The 0 2


left die represents the tens place, and the
When the Hero takes 12 right die represents the units place. If damage When the Hero takes 2
damage reaches the HP limit, the Hero is eliminated. damage

Monster Board Action Dice Slots: Two slots to show whether


the action has been performed or not.
Action Dice: Indicate the actions of the Monster.

4 6 6
1

0 0 0 0 0 0 0 0

Separable Monster Board: The Monster Board Damage Dice: Use two D10 dice to track
can be separated for easier understanding. We damage taken by the Monster. The left die
recommend arranging the Monster Boards to represents the tens place, and the right die
match the positions of the Monster Standees. represents the units place. If the damage
reaches the limit, the Monster is defeated.
Game Board, Journal Tile, Time Tracker & Potion 10
Game Board
Journal Tile: The book icon Level 2 Journal Tile
on the Journal Tile will have a
color that corresponds to the
city name.

Level 4 Journal Tile


Level 1 Journal Tile

During Setup, after placing the


Journal Tile, flip the Journal
Tile to reveal the book page.

Level 5 Journal Tile

Level 3 Journal Tile


City of Celestial
Journal Tile Time Tracker
Landmark: Places within the city Seasons: There are 4 seasons,
Journal Tile Level that can be visited. each with 12 .
The Time Wheel is turned whenever
Travel Time: The is spent. The space at the top of the
Time required wheel indicates the Exhausted slot
to travel to this for the current round.
location. Reserve Shard: There are 2 Shard
Slots used to hold Shards that are
shared among the party.
Monster Level: Indicated Reward Money: Summer Autumn
by the color and symbol Earned for defeating
that match the back of the the Monster. Winter
Monster Card. Spring

Potion Token Time Out: If the Time Wheel reaches the 12th day of
Winter, the Celestial successfully summons a Calamity
Using Potions: A Potion can be used at any time, and the players immediately lose the game.
including right before taking damage. When used,
reduce the value on the Damage Tracker Dice on
that Hero’s board by half of the Hero’s Max HP
(rounded down). The Celestial has succeeded in
This effect can be used to prevent a Fatal Blow. its dark ritual.

+ /12 MHPAX
Example: A Hero with 30 Max HP is about to take 22
damage. When the Hero uses a Potion, they still take the
damage, but it is reduced by 15 (half of their Max HP).
Game Over
As a result, the Damage Tracker Dice will show 7 damage
remaining on the Hero.
0 0 2 2 0 7
11 Gameplay Phase
Journey Phase
Gameplay Phases
Synchro Horizon has 3 Phases to follow.
I II III
JOURNEY PHASE BATTLE PHASE LOCATION PHASE

Choose the path and Battle the mob of Activate the Landmark
move your Party there. Monsters. and/or Visit the Village.

Journey Phase
Begin the journey at Luminaria. Choose the adjacent City your party wants to visit, then choose the
Landmark in that City. Place the Flag Standee on that Landmark symbol. Move the Time Tracker
according to the Hourglass symbol on the upper-right of the Landmark.

Movement follows by these rules:


• The Party can only move forward
on the path (down and right) and
cannot move backward (up and
left).

• The Party cannot skip any city on


the path. They must move to the
next adjacent city through the road
or canal (black arrow).

• The Party can only choose one


Landmark per Journal Tile.
“The path of destiny cannot be returned.”
If you choose to go to the
Tavern, you must advance
the Time Tracker forward
by 3 .

If traveling to this city,


you will encounter Level
1 and Level 2 Monsters.
If you can defeat the Monsters,
you will gain access to the Tavern
and receive 6 Coins.
Battle Phase 12
Battle Phase Start of the Battle Phase

The Battle Phase involves the Heroes fighting to help the


townsfolk, gaining experience to become stronger, and
earning money and access to new locations after defeating
the Monsters.
The steps for the Beginning of Battle Phase are as follows:
1 Draw 4 Monster cards, as indicated in the bottom-left
corner of the Journal Tile. Draw them one at a time from
left to right, placing them onto the Monster Board from
the frontmost position to the back.
If a drawn Monster card has an “F” (Front) or “R” (Rear) In this example, draw 1 Level 1 Monster
Cards and 3 Level 2 Monster Cards. Open
symbol in its top corner, place that card in the corresponding them in sequence without shuffling or
front or rear position on the Monster Board. This placement rearranging.
overrides the normal front-to-back order.
1 Example of Monster Card opening step

R
Step 1 Step 2

Flip the first card and place it in the The second card has an "R" for Rear,
first position on the Monster Board. place it in the last position.

F R
Step 3 Step 4

The fourth card has an "R" for Rear, so place it in


The third card has an "F" for Front, so the last position. shifting other cards accordingly.
place it in the first position, shifting other
cards accordingly. Set Round Tracker Cube
according to the
2 Roll 4 D6 dice one by Time wheel color
one, placing each above
a Monster Card from left 3
to right. Then, place a
Damage Tracker Die with
the 0 face up on each
Monster Board.
2
2.3 Set the Round Tracker
4 6 1 6 Cube to match the color
of the Time Wheel
number color.
Players may choose to place the Heroes stage on either
0 0 0 0 0 0 0 0
the left or the right side. If you choose the right side, move
the Monsters stage to the opposite side, ensuring that the
first Monster is adjacent to the first Hero.
6
13 Battle Phase
Start of the Battle Phase
4 You may rearrange the Heroes and swap Item
Cards between Heroes. The Hero at the front is
more likely to take more damage than the others.

5 Choose whether to begin first (taking the first turn


in battle) or not. If you choose to begin first, draw 1
Shard from the bag for each Hero. If the Monsters
begin first, each Hero fills Shards according to their
Shard/Round value.

5 Example Hero Level 1: 5 Example Hero Level 5:

If the enemy takes the first action, draw 2 Shards. If the enemy takes the first action,
draw 3 Shards.

If the Hero takes the first action, draw 1 Shard at the If the Hero takes the first action,
beginning of the battle. draw 1 Shard.

6 Move each Monster Die (D6) above the Monster


Card to the left slot [I] if the Monster begins first,
or to the right [II] if the Player begins first.
When the cover is opened,
7 Shake the Initiative Boxes for both Heroes and the color of the marble
Monsters. Slide the cover of the Initiative Box determines which character
(according to who begins first) to reveal the first on the board, matching the
marble, then perform that character’s turn. color of the marble, will
Monster Monster
take their turn.
Starts First 6 Starts later

7
4
7
Battle Phase 14
Hero Action
Hero Turn
On the Hero’s turn, slide the cover on the Hero Initiative Box just until
the next marble is revealed. This marble indicates which Hero will activate
this turn (match its color to a Hero Board). The active Hero may perform
each of the following Actions once per turn. Note: each Skill is considered
its own Action, so you may use each of the Hero’s Skills once.
1. Basic Attack
Move an available Shard (any color) from the Shard Slots
to the Basic Attack Slot and perform a Basic Attack that
deals Damage to the Monster at the frontmost position,
equal to the Hero’s Level. This will also trigger the Class
Ability. There are 3 classes in this game:

Sorcerer: Will deal

1 additional Damage to
another Monster of your
choice equal to the
Hero’s Class Level.

+ Warrior: Gains Shield


Class Level 1

2 equal to the Hero’s


Class Level.
Class Level 2

Class Level 3

Class Level 4

Ranger: Basic Attacks Class Level is abbreviated as CLv.


deal additional
3 Damage equal to the
Hero’s Class Level.

2. Shift Position
Move an available Shard (any color) from the Shard
Slots to the Shift Position Slot, then swap the position of
the Active Hero with an adjacent Hero (see p.22).

Pro Tip: Position shifting is crucial for battle strategy.


Sometimes it is necessary to swap the position of
Heroes to protect them or to take advantage of their
special abilities.

8
15 Battle Phase
Hero Action
3. Use Skill
จากรูปเปนเทิรนที่ 2 ของ ฝง Monster
To use a Skill, move the required Shards (color and amount)
ซึ่งฉากกั้นลูกแกfrom ชอง โดยShard Slots to the Skill Tile of
วเลื่อนเปด 2the
Monster ที่อยูบน Monster Board สี
the Active Hero. แดงจะทำ Action

If the Hero does not have the required Shard color for the
Skill Tile, you may use:
=
> Clear Shard: May be used as any color.
> Class Color: Once per turn, any Shard can be used as the
Hero's Class color.

If a Hero has 2 red Shards and 1 blue


Shard but needs to use both Skills
in battle, the Warrior's ability allows
converting any Shard to red once, which
must be used immediately.
Sorcerer: Convert Warrior: Convert Ranger: Convert
to blue. to red. to green.

4. Level Up
Look at the next number below the Level Marker and move that
number of Clear Shards from the Shard Slots to the Level Up
section of the Hero Board. Move the Level Marker down 1 step.
Then, get a reward according to the level:
• Level 2-4: Draw 3 Skills from the Skill Bag and choose 1 to place
on the Skill Slot of the Active Hero Board, with the regular side
facing up. Return the other two.
• Level 5-7: Flip the Hero Card to the Upgraded side or flip a skill
of the Active Hero to the Upgraded side.
=
You may spend two Shards of the
• Sometimes leveling up the Hero will increase Max HP, shown same color in place of a Clear
next to the Level Marker. Shard to Level Up.
5. Reserve Shards
The Active Hero can move unspent Shards to the Reserve Slots
on the Time Tracker if slots are available. The Active Hero can
use Shards in the reserve slots for their Actions.
6. Retreat
Advance the Time Tracker by 5 Steps. Remove all Damage inflicted on
each Hero and fill Shards depending on the Hero’s Shard/Round. Take all
Monster Cards into the Monster Card deck according to their Level, then
shuffle. After that, do the Beginning of the Battle Phase again.
7. End Turn
End your turn and pass to the next enemy. Slide the cover on the Monster
Initiative Box.
Pro Tip: If all Heroes are defeated, the game ends immediately and the players lose. We recommend using the Retreat
action if your Heroes are too weak to continue fighting or if victory seems unlikely. Additionally, Retreating can also be
used as a strategy for farming.
Battle Phase 16
Monster Turn
Monster Turn

Slide the cover on the Monster Initiative Box 4


just until you see the next marble. It tells which 6 1 6
Monster will activate this turn (match the color
of the marble with the Monster Board). Then
the Active Monster performs the following steps.
1. Monster Action
0 0
Perform the action according to the value on
0 0 0
the Monster Dice (D6) above the Monster. The 0 0 0

Monster Dice act as the Shard for that Monster. If


the Monster’s die value is reduced below 1 due to L20o
effects such as Burn Shard (see p.24) or Silence: 4 LV 2
Goblin Warrior
• The Monster performs a Basic Attack by dealing 1-3 4 ,4

damage equal to twice its Level to the frontmost 4-5


6
4

6 ,
to

= this

Hero. 1.9

• However, if the Monster is a Celestial, it instead This Monster’s die shows a 4, dealing 4 damage
performs a Basic Attack, dealing 10 Damage. to all enemies.

2. Roll the Dice & End Turn


4 6
Roll the die and place it in the opposite slot on the
Active Monster Board. End this Monster’s turn and
pass to the next Hero. Slide the cover in the Hero
Initiative Box, then perform that Hero’s Action.

10
17 Battle Phase
Battle Outcome
Battle Outcome
End Round Step
When both Initiative Boxes have revealed all four marbles, the Round ends and follows
these steps:
1. Discard Used Shard Step : Move all the Shards on Hero Boards that are not in the Shard
Slots to the Discard Tray
2. Advance the Time Wheel forward by 1 step. If the Round Tracker Cube color matches the
corner of the Time Wheel, discard the Round Tracker Cube. Your party is now Exhausted.
3. Fill-Shard Step: Each Hero gains a number of Shards equal to their Shard/Round value.
However, if the party is Exhausted, each Hero gains only 1 Shard instead. (If the Shards exceed
the Shard Limit, you must choose to discard the excess Shards.)
4. Close and shake both Initiative boxes.
The number of Shards a
Hero can gain is limited by Check which side begins first for the next Round by looking at the Monster Dice.
their Level, shown in the • If they are in the [I] slot, Monsters will begin first.
right slot.
• If they are in the [II] slot, Players will begin first.
The Battle Phase ends as soon as all the Monsters are defeated, Retreat, or all the Heroes are
defeated (you lose).
The Monsters are defeated

If you defeat all the Monsters, the Party will gain Coins equal to the Coin Symbol at the lower
corner of the current Journal Tile, plus an additional 2 Coins for each Elite Monster defeated in
this Battle. Then move to the Location Phase.

6 + 2
You receive 6 Coins for helping the city
and an additional 2 Coins for successful-
ly defeating 1 Elite Monster.

Defeat the Celestial & End game

The Celestials dwell in Stellaris, the final destination of this


journey. In that location, you will draw three Level 4 Monster
Cards, then randomly draw a Celestial Card.
The Celestials are treated as Monsters and will perform
actions similar to them during the game.
All Celestials have an ability, similar to Heroes
(see the gold banner at the bottom of the card).
If your party of Heroes defeats both the Celestial and the
Monster within four seasons, they will be remembered as This is the Celestial — a being that dwells in Stellaris,
so mighty that only the most exceptional Heroes can
the Great Heroes of this Realm. hope to defeat it.
And that's how you win the game.
12
Location Phase 18
Location Phase Visiting a Village & Activating a Landmark

In this phase, you may choose to visit the Village either before or after activating the
Landmark. However, you may only visit the Village once per Location Phase. Therefore,
you cannot visit it both before and after the Landmark in the same phase.

Any time after finishing an action in this phase, you may skip to the next Journey Phase.

Visiting a Village
1. Advance the Time Wheel forward by 3 steps.
2. Draw 5 Hero Cards and 5 Item Cards from the bottom of their respective decks. Then perform any of
the following Actions (you can perform more than one, all, or none):

• Buy Items: You can buy any number of items by paying


the cost shown on the Item Card. Place them silver side
up on an Item Slot on the Hero Board.
• Invite new Hero to Party: If you have fewer than 4
Heroes in the Party, spend 8 Coins to add a Hero to
your party.
• Learn from Master: Spend 8 Coins to gain a Hero Card
and place it under one of your existing Hero Cards. That
Hero now gains the Ability and Class of the Master (the
card placed under it).
• Change Hero: Spend 4 Coins to shuffle one of your
VILLAGE

Travel to the Church first, then to the Village current Heroes back into the Hero pile and draw a new
Hero, after that reshuffle all skill of that Hero.
• Rest: Spend 1 Coin per Hero to restore them to full HP.
• Buy Potion: Spend 2 Coins to buy a Potion.
VILLAGE

Travel to the Village first, then to the Church.

Activating a Landmark
Activating a Landmark allows the player to perform only the actions that are available at that specific
Landmark (see pages 19–20 for details).
Using Landmarks is crucial for your Heroes. It's not only a way to prepare for the next battle, but also an
opportunity to Upgrade Skills, Upgrade Items, or even roll a D6 to test your luck at the Statue.

13
19 Location Phase
Landmark
Landmark
Depending on your Flag Standee's position, perform the corresponding to Landmark below:

Draw one random Hero card to add Roll a . Gain 1 Coin equal to
to your party. This Hero cannot be
used as a Master and must be kept in the value of the die shown. You
reserve to replace a defeated Hero. A may re-roll any number of times,
Hero gained this way may only join the but each re-roll costs 1 .
TAVERN party at the end of the Battle Phase. MINE

All Heroes receive 5 damage (this Choose 1 Hero in the graveyard


damage does not trigger Passive pile, use it as a Master (if any)
Abilities from Heroes or Items). or Upgrade an Item Card by
Gain 8 Coins. paying 5 Coins.
GREAT WATERFALL SANCTUARY

Draw 5 Skill Tiles. Then choose Gain 2 Potion Tokens and


up to 3 Skill to replace the Skill fully heal all Heroes.
your Hero have.
ALTAR CHURCH

Pay 2 Coins and roll a . You receive a reward based on the result, as shown below:
1 Gain 3 Coins. 4 Choose a Hero to gain 1 Level Up.
2 Gain an random Item Card. 5 Gain a random Hero Card.
3 Upgrade a Skill Tile. 6 Gain 10 Coins.
STATUE

Discard the Hero who has the Gain a random Item Card and
highest Level. Then all other 2 Coins.
Heroes gain 3 Levels. Your Party
is now limited to 3 Heroes.
ABYSS RUIN

Draw 5 Hero Cards. Then choose Upgrade a Master Card.


1 to replace a Hero in your Party.
(Other things still remain.)
GRAVEYARD LIBRARY

Discard 1 Item Card to Level Up a Hero. Choose a Hero to Level Up.


If you discard an Upgraded Item Card,
gain a random Upgraded Item Card and
all Heroes gain 1 Level instead.
VOLCANO MONUMENT

5
L20o Location Phase 20
Landmark
LV 2
Goblin Warrior
1-3 4 ,4

4-5 4 to

Visit the Village without losing


6 6 , equal this

1.9
Each Hero picks 1 Clear Shard
Time and gain 2 Coins. from the Shard Bag or
Discard Tray.
CAMPFIRE FLOWER FIELD

Choose 1 Skill Tile and set Gain a random Master Card.


it aside. When you Level
Up, you may gain this Skill
instead of drawing from
WIZARD TOWER the bag. DOJO

Spend Shards to gain rewards according to the information below:


X4 Gain a random Item Card
X1 Gain 2 Coins X5 Choose a Hero to gain 1 Level Up
X2 Gain 3 Coins X6 Gain 2 random Item Card
X3 Gain a Potion Token X8 Gain a random Upgraded Item Card
MANA LAKE

• You will begin the Battle Phase by drawing four Level 4 Monster Cards
instead of the usual levels.
• If you draw an Elite Monster card, place it on the bottom of the
Monster Card deck and draw a new card.
DUNGEON • While in a Dungeon, you cannot Retreat, and the Exhausted rules do
not apply.
• If you win this battle, randomly gain a Legendary Hero Card. You may
then choose to either replace an existing Hero or assign the new Hero
as a Master.
21 Location Phase
Recruiting a New Hero, Using Item Cards & Learning from a Master

Gain New Hero Card


1. Place the new Hero Card on an empty Hero Board or swap it
with your current Hero (with the regular side facing up).
2. Set the Level Tracker equal to the Journal Tile’s City Level – 1.
3. Gain the rewards from all the levels one by one. (Example:
Draw 3 Skill Tiles and choose 1.)
4. Fill 2–3 Shards to the Hero according to their Level, or use the
card as a Master. You may place the new Hero Card in an empty
slot on the Hero Board.
Using Item Cards
• Item Cards are shared by the party, but only the Hero currently equipped with one gains its abilities.
• An Item Card’s ability can be used whenever its activation condition is met (e.g., when using a Skill, when
you Shift, when taking Damage, or when activating a Hero).
• Item Cards are not consumed or discarded after use.
• If the Hero equipping an Item Card is defeated, the Item is not lost. However, it can only be equipped to
another character at the start of a new battle.
Draw 3 Skill Tiles and choose 1
to keep, placing it with the silver
side face up.

In this case, draw


2 Shards
as the Hero is at
Level 3.

Randomly draw Shards from the bag and place them


in your Hero’s Shard Slots. Since you found the Hero in a Level 4
city, they will start at Level 3.
Learn from Master
• Instead of placing a Hero into an empty slot on the Hero Board,
you may designate them as the Master.
• The Hero now has 2 Abilities: one from the Hero Card itself
and one from the Master.
• The Basic Attack will apply both class abilities simultaneously
(effects double if the classes are the same).
• You can use any Shard as the class color twice per turn: once
as your class color and once as the Master’s class color.
• If the Hero is defeated, the Master is shuffled back into the
Hero Deck.
• One Hero, one Master. (The hero cannot have more than 1
Master.)
Vela Mercantalis gains the abilities of
the Master card placed beneath her,
combining abilities from both classes.
Position, Push, Pull & Shift 22
Position, Push, Pull & Shift
Position is where a character stands on the Stage. On your side, the spaces are P4 (Rearmost), P3, P2,
and P1 (Frontmost). The enemy side mirrors this, with their P1 position facing your P1.
R F
F
P4 P2 P1 P3 R

P3 P1 P2 P4

1 PUSH : To push an enemy character into a position with a higher number (i.e., move it toward R ).
For example, pushing a unit in P1 moves it to P2.

P4 P2 P1 P3 P4 P2 P1 P3

P3 P1 P2 P4 P3 P1 P2 P4

2 PULL : To pull an enemy character into a position with a lower number (i.e., move it toward FF ).
For example, pulling a unit in P4 moves it to P3.

P4 P2 P1 P3 P4 P2 P1 P3

P3 P1 P4 P3 P1 P2 P4

3 : Shift allows one of your characters to take the place of an R


ally within the specified position range. P4
F
1 P2
If no range or specific Position is indicated on the ability, P3 P1
it means you can Shift to replace any ally character in any
Position. The Shift action is governed by the following rules:
1. Move the character performing the Shift to its target Position. R
2. Afterwards, all ally characters that were in higher-numbered
P4 P2
Positions than the one just vacated must move forward 2 F
sequentially to fill the empty slot toward F .
P3 P1
23 Elimination Rules
Elimination Rules
A character is eliminated when its accumulated Damage (as shown on the Damage Dice) is equal to or
greater than its Max HP.
When a character is eliminated, immediately remove its Standee or Miniature from the Stage. Then, fill
the gap. Every Standee or Miniature in a higher Position number must shift down one space to the newly
vacant, lower-numbered Position. The character in the highest-numbered Position is considered the
"Most Rear". The Position order is as follows:
R F R F R
F F
P4 P2 P1 P1/P2
P3 R P4 P2 P3/P4
P3 P1 P4 P3 P1 P2/P3
P2
Example 1: When a character is eliminated. Example 2: Adjusting the Position Order
R F R R F
F F
P4 P2 P1/P2 P3/P4 P4 P2 P1/P3 R
P3 P1 P3 P1 P2/P4
P2/P3
Example 3: When the "Most Rear" character is eliminated Example 2: Adjusting the Position Order
Hero Defeat

• Discard the Hero's card to the Graveyard Pile.


• Return the Hero’s Skill Tiles to the Skill Bag.
• Discard all of that Hero's Shards into the Discard Tray.
• All Item Cards equipped to that Hero are retained. 4

They can be assigned to another Hero before the


next Battle Phase. [
Twilig
ht Pie
rcer
] +2

When a Defeated Character Is Activated 22.1

If it’s a defeated Hero’s turn, draw a Shard from the Shard Bag and give it to any Hero of your choice.

If a defeated Monster’s turn comes up, a Hero of your choice receives 3 Damage (this damage is not
blocked by Shields or Passive Abilities from the Hero or any Item Cards).

3 DAMAGE

Example: If it’s your turn but you don’t have a Hero on the Yellow If a red Monster’s turn comes up, but it’s already
Board, draw 1 Shard and give it to a member of your party. defeated, a Hero takes 3 Damage.
Burn Shard & Mulligan Rule 24
Burn Shard
• On Your Character: You must choose and discard a number of Shards equal to the Burn Shard value.
A
• On a Monster: Reduce the Monster's die value by the Burn Shard amount. If the die's value is reduced
B
to 0, take the die, place it above the Monster's slot, and the Monster performs a Basic Attack instead of
its normal action (see p.16).

3
A B
4

When you suffer “Burn 1 Shard”, you must choose and When a Monster suffers “Burn 1
discard 1 Shard to the Discard Tray. Shard”, reduce its die value by 1.

Mulligan Rule
L20o
Upon leveling up, that you draw 3 Skill Tiles and choose 1 to keep. If you are unsatisfied with your LV 2
Goblin Warrior
options, you may perform to "Press Your Luck" mulligan. This allows you to redraw, 1-3 4
but with fewer
,4

options each time. 4-5


6
4

6 ,
to

equal this

• The Initial Draw (3 Tiles): After draw 3 Skill Tiles from the Skill Bag. First Mulligan Decision: If you 1.9

dislike your options, you may choose to mulligan. To do so:


1. Put all 3 tiles aside. You cannot choose this tile again.
2. Draw 2 new Skill Tiles.
• Second Mulligan Decision: After seeing the two new tiles, you still have one final chance to
mulligan. To do so:
1. Put all 2 tiles aside. You cannot choose this tile again.
2. Draw 1 new Skill Tile. You must keep that tile, no matter what it is.
After you have choose a Skill at any step, return all other Skill Tiles (the ones you set aside) to the
Skill Bag.

Example 1:
The Initial Draw
(Choose 1 of 3).

Example 2:
First Mulligan
(Choose 1 of 2).
Example 3:
Second Mulligan
(You must choose
this tile).

11
25 Targeting Rules
Targeting Rules
Default Target
Unless specified otherwise, any action affecting an opponent will only affect the frontmost opponent.

Single Target
Targeting a Shared Position
If multiple characters (e.g., two enemies) occupy the same position slot and an skill targets that specific
position, the player using the skill chooses which one of those characters becomes the target.
Targeting Allies and Self
Skills can also target allied characters or the user themselves. The Skill’s text will specify this (e.g.,
“Target any character” or “Target all allies”). The same targeting principles apply.
No Legal Target
If an action or Skill requires a target but there are no legal targets available on the Stage, the action or
Skill cannot be used and is considered to have failed. Any resources spent to activate it are lost.
Choose one of the Monsters
R F in Position 3.
R
F P1 P3/P4
P4 P2

P3 P1 P2/P3
Liona
If Liona uses a Skill that targets a single Position and that Position (e.g., P3) contains multiple enemy
Monsters, you may choose which Monster in P3 is affected.

Multi-Target
Some Skills are designed to affect multiple targets at once.
Only One Hit Per Character
When a single Skill affects multiple targets, each character can only be targeted and affected once by
that Skill's use, unless the Skill's text explicitly says otherwise (e.g., "this Skill can target the same
target twice").
Common Multi-Target Effect
All: Affects every character of a certain type on the Stage (e.g., " ," " ").
Position: Affects all characters currently occupying a specific position or area (e.g., "all characters in
Position 3")
Adjacent: Affects a primary target and then hits one or more additional targets, often those adjacent
to the primary target. The Skill's text will describe the exact conditions.
Q&A 26
Q&A
1. Can a character Level Up when not in a battle?
Answer: Yes. A character can Level Up at the start of their turn or by visiting certain Landmarks.
2. Does leveling up restore a character's HP to full?
Answer: No. While some level ups increase your Max HP, it is not a full heal.
3. Do I have to perform my Actions in a specific order?
Answer: No, there is no required order. However, the sequence you choose for your Actions is
strategically very important.
4. Can I use more than one Skill in a single turn?
Answer: Yes, you can use multiple different Skills in one turn, as long as you have enough Shards to pay
for each one. However, each individual Skill can only be used once per round.
5. What is the purpose of the faction symbols?
Answer: They will be used in a future expansion.
6. Is there a limit to the number of tokens?
Answer: No. If you run out of a specific type of token, you can use another component as a substitute.
7. Does anything special happen when the season changes?
Answer: Not at this time.
8. Are the Identification Rings required at all times?
Answer: No, they are not strictly required. Their main purpose is to help tell characters apart when it
becomes difficult, for example, when you have multiple identical Monsters on the board or if you are
using unpainted Hero miniatures.
9. Can I sell Items?
Answer: Currently, there is no way to sell Item Cards.
10. Can I choose which Shard to draw from the bag?
Answer: No, unless the effect includes the keyword “Pick.” If the effect says only “Fill,” you draw
randomly. If it says “Pick,” you may look and choose the Shard you take.
11. What happens if I gain a new Hero when my party is already full?
Answer: You can place the new Hero next to your Hero Board to keep them in reserve. Before the start
of a new Battle Phase, you can swap them with a Hero in your party or use them to fill an empty slot.
12. What happens if I gain a new Shard, Item Card, or Skill when my slots are already full?
Answer: You cannot exceed your limit. If you gain a new one while you are full, you must immediately
choose to either discard the newly gained one or discard one you already have to make room.
13. When can I use a Potion?
Answer: You can use one at any time, including just before your Hero would suffer a fatal blow.
14. Can I spend "time" to visit additional Landmarks?
Answer: Currently, that is not an option.
15. Can I upgrade the Master?
Answer: Currently, this can be done by using certain Landmarks.

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