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RULEBOOK
COLLECTING AND DISTRIBUTING GOLD
The party earns gold for
each encounter defeated. The
gold value of each encounter is

of its card. On the turn the en-
counter is defeated, the active
player takes 1 gold from the to-
tal value of the encounter. Then

from the remaining gold, and
so on until all the encounter’s
gold value is distributed. For

on your turn (which has a value
-
ers, you would get 3 gold and all
other player would get 2 gold.
There is no limit to how much gold you can have, but it’s best to
spend it on improving your deck if you can.
DEFEATING AN ENCOUNTER
WHEN IT ISN’T ANYONE’S TURN
Sometimes an encounter gets defeated when it isn’t a player’s

-
er for resolving any Vanquished abilities and distributing gold.
WHAT IF AN ENCOUNTER ELIMINATES ITSELF?
Even if an encounter somehow eliminates itself, it still pays out


is the Tripwire Trait, which always occurs, if appropriate (see p. 30).
PLACING CARDS IN THE DISCARD
At the very end of the Deal Damage phase, all played cards—
as well as defeated encounters—are placed into their respec-
tive discards.
4. TAKE DAMAGE
When you are done playing cards, if there are any encounters
still facing you, including Locations and tokens, each one attacks
you and deals damage equal to its Attack Strength. No matter how
many encounters deal damage to you, that damage is combined
and applied as a single amount.
Some encounters also have abilities that trigger when they at-
tack. If those abilities deal damage, that damage is added to the
total damage from encounters attacking you.
When you take damage, reduce your HP by the amount of
damage you take. If you take damage that would reduce you to
below 1 HP, you become Stunned (no matter how much additional
damage you take at the same time).
Multiple Class Types: Encounter cards that deal damage to a

Deals Damage vs. Attacks: -
         -
tacks.” Even if an encounter is prevented from dealing damage,
        
would occur when it attacks still apply (unless the encounter was
completely stopped from attacking).
BECOMING STUNNED
If a character’s HP is reduced to 0, they become Stunned (any

they cannot play any further cards and immediately follow the
rules below.
The following rules govern becoming Stunned.
The character also becomes Exhausted and immediately


discard pile) into a new draw deck.
DANIEL LJUNGGREN • ™ & © 2017 WIZARDS • 19/20
2
11
1
2
3
3
TROLL
If Troll is damaged in a turn, it must Save.
Success: It heals 1 level.
Hunger. It drives trolls to devour anything
they can smash in their path.
GIANT
COOPERATIVE PLAY AND GOLD
Remember that gold distribution begins with the active player,
regardless of whose cards actually defeated the encounter. Even
when your Assist was crucial in defeating an encounter but
you’re not awarded as much gold or other spoils for the spent
card as other players, you need to remember it’s a cooperative
game and sometimes that sacrifice is necessary to carry the day.
STUNNED AND UNCONCIOUS
CAN BE GOOD TACTICS
Don’t be afraid of being Stunned or Unconscious. Remember
that only one character who is not Stunned needs to end the last
Scene of an Adventure. That means in a six-player game, if you
have three Unconscious characters, two Stunned characters, and
one character with only 1 HP left (even with an Exhausted token),
if you clear all the encounters in the final Scene without losing that
last 1 HP, you still complete the Adventure!
There are numerous times in a game when tactics will decide
if it’s time to let a player go Stunned. For example, the Fighter
who plays Heroic Charge to pull six encounters will likely get
Stunned, but it pushes a huge amount of additional cards
into active use and it negates all of that extra damage beyond
what makes them Stunned. That gives you a full round to deal
with the encounters before the Fighter might go Unconscious
and the encounters start moving to other characters. Healing
Stunned players in this situation can be great as well.
Even letting someone go Unconscious can be advantageous
in the right situation—although it doesn’t mean “throw your
companion under the troll.” But Stunned and Unconscious are
just more tools in your toolbox for figuring out how to fight your
way toward victory.
21

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