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RULEBOOK
“What? Didn’t he just say
‘Over my dead body?’”
FEATURE SLOT 1 FEATURE SLOT 4
FEATURE SLOT 2 FEATURE SLOT 5
FEATURE SLOT 3 FEATURE SLOT 6
deception class: rogue race: half-orc
xp
equipment pack
level
2
9
5
AARON J. RILEY • ™ & © 2017 WIZARDS • 15/16
RELENTLESS ENDURANCE:
When Stunned, do not discard hand.
NAME
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2
1
STUN
UNC.
CHARACTER SCREEN Each Character screen has the following stats:
1. Name: You can write your character’s name here.
2. Equipment Pack: The unique build of Basic Market cards that form your starting
draw deck. (Some will include non-Basic Market cards.)
3. Starting Hand: The number of cards you draw from your deck at the start of the
game. (After the start of the game, this has no effect.)
4. Starting Gold: The amount of gold you have at the start of the game. (After the
start of the game, this has no effect.)
5. Health Track: Numbers and icons along the top of a Character screen represent
how many HP your character has remaining.
6. Starting Hit Points: The number of HP your character has at the start of the
game (place a clip on that number on the Health Track). A character can’t be
healed beyond their starting HP value.
7. Class Type/Character Class: Your character’s Class Type, as well as a specific
Character Class within that Class Type.
8. Race: Your character’s race.
9. XP (Experience Points): Track the XP earned across multiple Adventures here.
10. Level: The current Level of the character.
11. Racial/Class Ability: If the character has a special racial ability or class ability,
it is written here.
12. Feature Slots: Feature stickers (including the first Background sticker) are
placed into these slots (see Features, p. 24).
13. Back of Character screen: The back of a Character screen can be used to
note various things, such as which Magic Items they’ve acquired. It also
includes Magic Item limitations (see Character Limitations, p. 26).
14. Card Number: Used to keep track of cards in a set.
1. Name: The name of the encounter.
2. Damage Track: This set of icons shows the types and amounts of damage you must
inflict to defeat the encounter. You must clear each level on the track, in order, from
top to bottom.
3. Encounter Type: Each encounter has a type. Some effects, card abilities, and Adventure
rules refer to this type.
4. Encounter Color: Each encounter has a color that corresponds to the Class Types: black
= Martial, blue = Arcane, green = Devotion, and red = Deception. Some effects, card
abilities, and Adventure rules refer to this color.
5. Card Ability: Some encounters have abilities that affect the game, usually causing problems
for the party. An encounter’s ability might be always in effect, or it can trigger when
the card is first turned face up into play (SURPRISE and TOKENS), when it is defeated
(VANQUISHED), when the Dragonfire level is at a certain threshold (
2+
), or at other
times as described by the ability.
6. Attack Strength: The damage the encounter deals to the character it faces.
7. Gold: The amount of gold the defeated encounter is worth to the party.
8. Tripwire Trait: This white line on the damage track of some cards represents a Tripwire, and corresponds to the
underlined Trait text on the card. As soon as any level below the Tripwire line has been cleared, the card’s
underlined Trait is immediately activated, even if the encounter is defeated (when applicable).
9. Card Number: Used to keep track of cards in a set.
10. Encounter Deck: This icon indicates both which Encounter Deck the card belongs with—which environment—as
well as the Difficulty Rating of the deck; one icon means Difficulty Rating 1, two icons means Difficulty Rating
2, and so on. For example, is the Dungeon Difficulty 1 Deck; is the City Difficulty 1 Deck;
is the
Adventurers Difficulty 2 Deck; and so on. Finally a star icon means that the card can be added to any environment
deck but should still be added only to the appropriate Difficulty Rating. Adventures may tell you to mix up cards
in ways beyond these classifications. Finally, some rules may refer to the “Dungeon 1 Deck” or the “Adventurers
2 Deck.” In all instances, those are abbreviations for “Dungeon Difficulty 1 Deck” and “Adventurers Difficulty
2 Deck.” (As future Adventures may mix and match encounters, the backs are all identical. Simply review the
bottom left-hand corner of each card front when sorting cards into their appropriate Encounter Decks.)
11. Encounter Card Back
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9 10
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MAGIC ITEM LIMITATIONS
Weapon: 3 Armor: 1
Shield: 1 Misc.: 4
Any Light Armor; Deception Shield only.
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STUN
UNC.
AARON J. RILEY • ™ & © 2017 WIZARDS
13
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 19/20
2
6
3
6
DEATH SLAAD
5+: +1 damage.
7+: +1 additional damage.
Strength: Attack Strength is now +1.
Evil is not just in their nature. They enjoy it.
ABERRATION
CONCEPTOPOLIS • ™ & © 2017 WIZARDS • 19/20
2
6
3
6
DEATH SLAAD
5+: +1 damage.
7+: +1 additional damage.
Strength: Attack Strength is now +1.
Evil is not just in their nature. They enjoy it.
ABERRATION
ENCOUNTER CARD
Each encounter card has the following stats:
1
2
3 4
5
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9
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ENCOUNTER
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