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Movement Casting a Spell

Spend 1 MP to move into an adjacent free cell. Usage Limit:


Locking: Black (unlimited), Blue (once per turn), Purple (once per turn per
When moving away from a cell adjacent to an opposing character, target), Red (once per game)
indicate a cell your character wants to move to and check for Locking.
Ignore this rule if you are using a Spell to move. Casting an Attack Spell
1. Roll for Lock: Each adjacent opposing character rolls a die (plus 1. Assign target: Pick the target of your spell.
an extra die if they have the Lock power). Each or counts as 2. Cost: Pay the listed cost of spell.
a success 3. Additional Effects: Any effects listed in the text of the spell are
2. Roll for Dodge: Then the active player rolls a die (plus an extra applied to the target of the spell, or as specified otherwise.
die if they have the Dodge power). Each or cancels out a Lock 4. Critical Hit: The active character rolls a die for Critical Hit (plus an
Turn Sequence success.
3. If Locking roll still has at least one success remaining, your charac-
extra die if they have the Critical Hit power).
5. Armor: Each opposing character rolls a die for Armor (plus an extra
1. Turn Start
ter is locked and loses all of their remaining MP and AP. If there are die if they have the Armor power).
• Reveal Demonic Rewards: During their first turn, the first player can
no successes, then your character may move to the indicated space 6. Injury: Place on the character equal to the damage inflicted
only buy face down Demonic Rewards. At the beginning of the first
as normal. by the spell. If more Critical Hits were rolled than Armors, apply
turn of the next player, turn one Demonic Reward of each rank face
up. At the beginning of the next players turn, turn another Demonic one more XX. If more Armors were rolled than Critical Hits, apply
Reward of each rank face up.
• Roll for Tension: Roll 2 dice. Assign symbols if or are rolled.
Action Points one less XX. If tied, do not modify the damage. If is greater than
or equal to HP of character, it has been K.O.’d. The active player
Spend the active character’s AP to: gets equal to the of the K.O.’d character (take from wild if it is still
If doubles, each player discards 1 GG . The 1st player skips this step • Collect Kama: (1 AP per Kama collected): Pick up one Kama on the
during their 1st turn available)
space your character currently occupies.
• Inspiration: Place tension dice on character cards. Characters gain • Buy GG (1 AP): If your character is located on an demon cell, spend
Powers matching the symbol on the die until the next turn. You can 1 AP and 10 . Take a from your opponent, or the Wild if Casting a Healing Spell
assign both dice to the same card. You cannot attribute a die to a it is still available. This action can be taken only once during each 1. Assign target: Pick the target of your spell.
character if that character already has the same Power as the die. player’s turn. 2. Cost: Pay the listed cost of spell.
Becomes any attribute. • Cast a Spell (Variable): Character cards contain spell(s) and list the 3. Additional Effects: Any effects listed in the text of the spell are
• Refund!: You may choose to exchange inspiration dice for AP required cost depending on the spell applied to the target of the spell, or as specified otherwise.
(1 die for 1 ; 2 dice for 3 ) • Punch an Opponent (5 AP): A Krosmaster may punch an adjacent 4. Critical Hit: The active character rolls a die for Critical Hit (plus an
enemy, dealing 1 Damage. Roll for Critical Hit and Armor like any extra die if they have the Critical Hit power).
2. CHARACTER TURNS other attack. 5. Heal damage: Remove from the target equal to the Heal level of
Activate your characters left to right in your timeline. You cannot use • Buy a Demonic reward (1 AP): If your character is located on a de- the spell, plus one if a Critical Hit is rolled.
the next character until you are done with the current character mon cell, you may spend 1 AP and the appropriate amount of Kama
• Preliminary Phase: Remove buffs on active character. Resolve trig- to buy a face up reward, or a random reward from the top of the XX Summoning Spell:
gered effects. If there are multiple effects, the active player resolves pile. When purchased, you must place it face down on any character 1. Assign target: Pick the target of your spell.
them in the order they choose. A character that starts with a +1/-1 card, assigning it to that character. A character may not have more 2. Cost: Pay the listed cost of spell.
MP/AP marker uses the effect and then discards it. rewards than that character’s level. Only a Krosmaster can complete 3. Additional Effects: Any effects listed in the text of the spell are
• Activation Phase: Your character moves and acts up to the max of this action, not summons. applied to the target of the spell, or as specified otherwise.
their MP and AP . A Granite Reward costs 3 Kama 4. Place the token: Place your summon token in the targeted free cell.
• End of Activation Phase: Resolve triggered effects. If there are multi- A Jade Reward costs 6 Kama You cannot have more Summon tokens in the game than the number
ple effects, the active player resolves them in the order they choose. in parenthesis in the title of the spell.
A Gold Reward costs 12 Kama
• Use a Demonic Reward (0 AP): A Krosmaster can unlock a demonic
3. END OF THE TURN reward at any time during their activation phase Special Spell:
Game play switches to your opponent. 1. Cost: Pay the listed cost of spell.
Boost: Discard after use. 2. Additional Effects: Any effects listed in the text of the spell are
Buff: Remains in play until the start of the character’s next turn. applied to the target of the spell, or as specified otherwise.
Equipment: Permanent.
Damage Powers
Elemental Damage: Attack spells display a damage type and inflict that Agility: This characters rolls an additional dice when rolling for Critical rolls and opposing characters cannot perform Lock rolls against it.
type of damage. Water , Air , Earth , Fire Hit with an Air spell. In addition, this character rolls an additional die Lock: This character rolls an additional dice when rolling for Lock.
Neutral Damage : An attack spell that is not associated with any when rollling for Armor against an Air spell. Note: this is in addition Loot X: When an opposing Krosmaster KO’s this pawn, its controller
elements . Inflicts neutral damage to Critical Hit or Armor. takes X Kamas from the reserve and adds them to his stock.
No Damage: Spells with no base damage require a critical hit success Armor: This character rolls an additional dice when rolling for Armor. Multiple targets: After the principal target is chosen, every square in
to do damage
Counter: Each time an opposing character inflicts one or more to this range that could have been selected become secondary targets and
+X Damage Type , , , : The indicated damage type is
increased by X character, the attacking character will suffer are affected by the spell as well.
Critical Hit: This character rolls an additional dice when rolling for Obstructive: This character blocks line of sight.
Range Critical Hit.
Chance: As per Agility, but for Water spells.
Prospecting: When an allied Krosmaster KO’s an opposing Krosmas-
ter, take one Kama from the reserve and add it to your stock
All ranges are counted in cells along straight line spaces. Do not count
diagonally! Crafter: The first time this Krosmaster buys a Demonic Reward during Resistance: This character is resistant to an element type. Take one
its turn it does not have to spend any AP. In addition, for that first less damage from attacks of that type.
Personal Spell: Only affects Close Combat Spell: Only targets purchase, Jade Demonic Rewards cost only 5 Kamas, Gold Demonic Retribution X: powers or additional effects of spells preceded by
spell caster. adjacent cell.
Rewards costs only 10 Kamas, and Ruby Demonic Rewards costs only this keyword only apply if at least X Avengers are present on the
15 Kamas. The cost of the Granite Demonic Reward is not modified. battlefield (allies and enemies included.)
No Line of Sight Spell: Target a cell
Ranged Spell: Target a cell
between the min/max range. LoS is Dodge: This character rolls an additional dice when rolling for Dodge. Revenge X: powers or additional effects of spells preceded by this
between the min/max range. not required. Farmer: At the end of that Krosmaster’s turn, if that Krosmaster has keyword only apply if at least X Villains are present on the battlefield
Spells with a Red range icon collected at least one Kama, take one additional Kama from the (allies and enemies included.).
Line Spell: Target a cell between the
min/max range in the same row of cannot have their range modified reserve and add it to your stock. Strength: As per Agility, but for Earth spells.
cells as spell caster. in any way! Heal: Heals an additional when at least one is healed. Unfazed: Can’t be affected by additional spell effects except those
Immune: This character is immune to an element type and takes no that cause additional damage.
Line of Sight
Line of sight exists when you can draw an imaginary line from the damage from attacks of that type. Wisdom: When this Krosmaster KO’s an opposing Krosmaster, you
center of one cell to the center of another without going through a Intelligence: As per Agility, but for Fire spells. gain an additional GG. When an opposing Krosmaster KO’s this
cell containing something that blocks LoS. Krosmaster figures, trees, Itty-Bitty: This pawn ignores the Locking rules. It cannot perform Lock Krosmaster, its controller gains an additional GG.
and anything with the Obstructive power blocks Line of Sight.
Additional Effects Summons
Area of Effect Steals Health: Remove a number of wounds from this character equal
to the total damage done by this spell.
Mob Tokens: Mobs are a type of summoned character. They activate
in your timeline immediately after their summoner. Mobs do not
Some spells affect more than one cell at time. Determine the target as
normal. Attacker makes one Critical Hit roll, while every target makes Pierces Armor: Target rolls 1 less die when rolling for Armor. block Line of Sight. No are rewarded for a K.O’d mob
an Armor rolls individually Retreat X*: Caster is moved X cells in opposite direction of spell’s Bomb Tokens: Summoned device (not a character) that is an obstacle
target and allows LoS. The bomb has 1 HP and casts explosion at the
Move Closer X*: Caster is moved X cells closer to the spell’s target beginning of the turn of the character who brought it into play, the
Push Back X*: Target is moved X cells away from the caster bomb is then K.O.’d
Attract X*: Target is moved X cells closer to the caster Trap Tokens: Summoned device (not a character) that is not an
“Cross” AoE “Square” AoE “Shovel” AoE “Hammer” AoE
+1/-1 MP: Add a +1/-1 MP to target obstacle and allows LoS. A trap does not have HP. A trap casts
+1/-1 AP: Add a +1/-1 AP to target its spell when character moves to its cell. Counted as having the
=Caster
Steals 1 MP: Place -1 MP on target and +1 MP on caster Unfazed power.
=Target Steals 1 AP: Place -1 AP on target and +1 AP on caster
=Additional
*Movement Effects: Ignores Locking. Effect stops when obstacle or
“Needle” AoE “Blast” AoE “Staff” AoE Target board edge in the way

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