Rules & Quests

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Rules & Quests RULES & QUESTS WORK IN PROGRESS MASSIVE DARKNESS - RULES CHAPTERS Inserts are in italic. Pick-Up . 28 Reorganize/Trade . 29 GAME COMPONENTS ................... 3 Resurrect . 29 STORY: THE LIGHTBRINGERS’ LEGACY......... 5 Signature . 29 Why So Dark? . 5 Transmute . 29 EXPERIENCE PHASE ...................... 30 SETUP ............................ 6 I’d Kill That For 1 XP! . 30. GAME OVERVIEW .................... 10 ENEMIES’ PHASE........................ 32 Step 1 – Move . 32 BASIC RULES . .11 Step 2 – Attack . 32 ACTORS............................... 11 END PHASE ........................... 36 ZONES ............................... 12 LINE OF SIGHT .......................... 13 COMBAT.......................... 36 MOVEMENT............................ 14 COMBAT ROLL ......................... 36 Step 1 – Rolling Dice . .36 . LEVEL AND LEVEL TOKENS................... 14 Re-rolls . .37 COMBAT DICE........................... 16 Two Hands! . 38 Three Dice Of Each Color . 16 Step 2 – Resolve The Enchantments . 38 HEROES .......................... 16 Step 3 – Inflict Pain! . 38 HERO CARD ............................ 16 MOB RULES ........................... 39 HERO DASHBOARD ........................ 17 ADDITIONAL RULES ................... 40 CLASS SHEET ........................... 18 ARTIFACTS............................ 40 EQUIPMENT CARDS ................... 19 OBJECTIVE AND PILLAR TOKENS .............. 40 COMBAT EQUIPMENT ...................... 19 SPECIAL LOCATIONS: APOTHECARY AND GUARDSROOM.. 41 ITEMS .............................. 20 STUN ................................ 41 CONSUMABLES ......................... 20 SKILLS........................... 42 CARD SYMBOLS ........................ 20 STORY MODE ....................... 45 Two-Handed Equipment . 20 ENEMIES .......................... 21 ENEMY CARDS .......................... 21 Massive Darkness is a cooperative board game for Minions Amount . 21 one to six players, age 14 and up. As a team, players Health . 21 agree on a fantasy quest to undergo. Each of them Enchantments . 22 Enemy Combat Type . 22 chooses a hero, then the whole party descends into Defense Dice . 23 underground lairs and corridors! Prowling in the ENEMY ROLES ......................... 23 darkness, the heroes beat guards and monstrosities, claim legendary weapons and earn experience until Mobs . 23 Agents . 24 they deserve to be called Lightbringers. Roaming Monsters . 24 Enemies of all kinds, from goblin war parties to Guardians . .24 . roaming monsters, are controlled by the game itself, using a simple set of rules. Your heroes can battle PLAYING A GAME ROUND ............... 25 them in hand to hand, ranged, or even magic combat. EVENT PHASE.......................... 25 Explore the dungeon, beat your enemies and claim Running Out Of Miniatures . 25 their potent weapons to survive the next challenge! HEROES’ PHASE......................... 26 The basic goal is to achieve the objectives set by Combat Actions . 26 the chosen quest. As players can keep their heroes Do Nothing . 26 from a quest to the next, and see them evolve, the Enter Shadow Mode . 27 ultimate goal is to play your own adventure over a Get Up . 28 series of games! Move . 28 Open A Door . 28 2 MASSIVE DARKNESS - RULES GAME COMPONENTS 9 GAME TILES (DOUBLE-SIDED) 6 PADS OF 20 CLASS SHEETS Battle Wizard, Bloodmoon Nightrunner, 6 HERO MINIATURES AND HERO CARDS Nightshade Ranger, Paladin Of Fury, Pit Fighter Berserker, Shadow Barbarian. 6 PLASTIC HERO DASHBOARDS 6 HERO COLOR BASES Sibyl Bjorn Siegfried 12 COLOR PEGS 111 TOKENS Level token x10 Door x15 Owen Elias Whisper First Player Treasure token Shadow Mode token x1 (30x Lvl 1 & 4x Lvl 2) token x6 x20 x10 Pillar 12 COMBAT DICE Exit x1 Wound token token x6 Yellow Attack Blue Defense Lair x3 Dice x3 Dice x3 Red Attack Green Defense Artifact x2 Library x1 Dice x3 Dice x3 Dark Bridge x2 Objective token x6 3 MASSIVE DARKNESS - RULES 69 ENEMY MINIATURES Dwarf Dwarf Dwarf Dwarf Goblin Goblin Goblin Goblin Defender Defender Warrior Warrior Archer Archer Warrior Warrior Minions x6 Boss x1 Minions x12 Boss x1 Minions x12 Boss x1 Minions x12 Boss x1 Orc Orc Orc Orc Dwarf Goblin Orc Flayer Flayer Enforcer Enforcer Agent x1 Agent x1 Agent x1 Minions x6 Boss x1 Minions x6 Boss x1 Troll x1 Giant Spider x1 Ogre-Mage x1 Demon x1 Hellhound x1 Liliarch x1 207 MINI-CARDS 12 Starting 164 Treasure cards 15 Event cards Equipment cards (T1 to T163) (E1 to E15) (SE1 to SE12) 33 Level 2 32 Level 4 10 Door cards 6 Artifact cards 35 Level 1 32 Level 3 32 Level (D1 to D10) (A1 to A6) 5 50 GUARD CARDS 12 ROAMING (G1 TO G50) MONSTER CARDS (RM1 TO RM12) 10 Level 1 10 Level 2 10 Level 3 10 Level 4 10 Level 5 4 MASSIVE DARKNESS - RULES STORY: THE LIGHTBRINGERS’ LEGACY Once upon a time… Wait . That’s not right . No, it was not so long ago . Three generations . Roughly sixty years . I’ve seen records of it, and heard Grandmother’s tales . But you, you may still be too young . So, not so long ago, there were more people on the surface of our world than ever before . Humans, Elves, Dwarves… you know them, but Goblins, Orcs and Ratlings were there, too . You might be lucky to have seen a couple of them today, but in that time they used to form entire nations . The rules weren’t the same, things were sim- pler, yet death was part of everyday life . Everyone knew where the border was drawn between civilization and the unexplored, savage lands . Attacks during travel forced you to keep weapons by your side . It was a wild time . Then everything changed… A mysterious someone, or something, managed to unite the so-called “barbaric” folk against the rest of us . Our foes called this new leader “the Darkness ”. Its dreaded emissar- Listen, young one . You may have heard the rumors about the de- ies, the Agents, brought with them monsters of a long, lost age . They struction of remote villages, the disappearing people, the chilling arrived and began to teach the power of Darkness to the savage noises shepherds have heard in the mountains . Our leaders have people . They firmly believed in the rule of nature over civilization, spies, and they certainly heard of them too . They are talking, trying might over law, night over day . A brutal war erupted with a clash to get a world that found its peace by ignoring its problems to stand between the royal armies in all their forms . It ended seven years up and do something about these dire omens . later with everyone, from peasants to kings, fighting for survival . And you? Do these rumors ring some bell? I’m sure they do . You have Our great-grandparents won, not on account of strength, but *that* fire in your eyes . That same spark which ignited within the thanks to dedication, cooperation, and lore . The best blacksmiths Lightbringers’ gaze . I know because I have it, too, and we’re not the allied with the best enchanters to create superior weapons and ar- only ones . Collectively we are sure these events herald the beginning mor . Once armed properly, the most skillful warriors led the final of something bigger… something maliciously familiar to this world . charge against the Darkness . The people called them Lightbringers, You can feel it, can’t you? as they brought hope, light, and a burning justice to the world . Their savage foes could do nothing against the combined might The Darkness returns . of craftsmanship and magic . The Lightbringers slayed Darkness’ Agents and their monsters borne of the deeper pits . Their victorious I’m not going to turn away from the threat . I’m not one of the silent zeal pushed them beyond the wild borders… and spared no one . Any and happy lambs, and I know neither are you . I want to find out if I remaining warriors, women, and even their offspring were chased can be the hero this time around . I don’t want the war to start again . down . The Darkness’ allied folks nearly disappeared, and their I need proof for all to see . I need glory . I need gold . homelands became our new kingdoms . It’s time, young one . Claim your legacy, and join us on the brink of Darkness . Despite the peace they brutally restored, the Lightbringers quickly became symbols of a hated war, labelled king slayers and mass murderers . Not long after the people lost faith in them, a few Light- bringers claimed the lands they purged and crowned themselves their sovereign . The kings and queens they once served silenced their claims and scattered their legendary weapons out of sight of the rabble . WHY SO DARK? Bloody hands were washed and the bad memories were shut away to Darkness is both a mysterious antagonist and an envi- be forgotten . Order was restored for everyone’s benefit, and people ronmental ally in the game, and it shows on the tiles. grew blissful in their ignorance concerning their heroes . Sixty years of Darkness plays a major role in the game: sooner or expansion saw the kingdoms rise upon the ashes of the past . later, even the heirs to the Lightbringers have to hide And here we are . in the shadows to play deadly hide-and-seeks with their dreadful foes. 5 MASSIVE DARKNESS - RULES SETUP 2. Place the tiles and tokens as indicated by the Quest. Sort the game cards per type and level. Each card bears its 3. type name on the back, as well as a dedicated color. Choose a Quest. If this is your first game, we recommend 1. choosing the tutorial, then playing the Quests in the in- • Set aside the Starting Equipment cards. They have the “Start- dicated order to follow the story. Experienced players can play ing Equipment” keywords and a beige back. a past Quest again in different conditions, or create a Quest on their own using the modular tiles and various tokens. Many items help identifying your game cards. They can prove useful to sort your cards and apply specific game effects. This is Massive Darkness’ selection of Starting Equipment cards. Your Heroes will quickly get rid of these basic items to get much more potent toys! All cards featured in Massive Darkness’ core box bear this symbol.
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