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Introduction

To play Unbroken you will need these slides, cut up to appropriate card sizes,
a six-sided die and 16-20 small tokens you will be placing on cards.

Starting with the current version of the game, all the art within (with the
exception of the icons) has been created specifically for Unbroken.

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Preparation: Do General Reveal the Monster (if not
Yes
Actions. already revealed). Will you be Pay the Trickery Cost.
Yes
Are you ready to fight the using Trickery to avoid the
monster?
fight? No
Combat. You and the
Monster take turns
No If Time tracker got to 0.
performing Combat actions.
Were you able to win?
Travel: Reveal 2 Combat the
encounter cards (or monster,
more if effects apply). activating
No
Select the card you the Ambush
Yes
will use. Will you: effect.

Collect your Reward.


Rest Use the card

Take two Skill cards and select one to acquire.


Receive SE equal Perform the
Yes
to Encounter’s exchange on the
Time value). card Hunger: Pay F equal to current Level.
No Nofor every Food you eat. Lose 1 SE for 1st
Gain 1SE
You are food you lack, 2 SE for 2nd food you lack etc.
dead Are you still alive?

Move time Tracker towards the 0 by Yes


number of spaces equal to Encounter’s You Win!
Time Value (top right). Did it reach 0? Yes Was the Monster Tier 4?

No No
Proceed to next
Level
Difficulty Levels
– Easy – Start with 13 SE, 1 Skill (selected from 2)
and a random resource from ME, C, T, W, ME, F.
Player attacks first during combat.

– Medium – Start with 13 SE. Player attacks first


during combat.

– Hard – Start with 10 SE. Monsters attack first


during combat.
I’ve seen worse (Combat)
Sneak Re-roll a monster’s combat Brawler
roll. Use either of the rolls.
Flexible:
Reveal +1 Card when
Just a scratch (Combat):
selecting a new skill.
Reduce a Wound effect you
suffer by to a minimum
Take a peek (Travel):
of
Reveal +1 Card during the
Exploration step.
Power Through (Combat):
When attacking with a
Dodge (Combat):
weapon, spend to
After a monster’s Combat I II III IV increase attack power by 1
roll spend to reduce
the roll result by 1 I II III IV

Huntress Sage
Scavenge (Travel) Tome Knowledge
Spend: Spend:
Gain: Gain:

Memorize (Travel):
Subsist (Combat) During an encounter, put 1
encounter card that you did not
Once per level, reduce
select on top of the encounter deck.
your requirement by 1. If Then commit to next encounter.
you do, lose .
Dangerous Idea (Travel):
Lay of the Land (Travel): I II III IV Roll a die. If your roll is higher than I II III IV
Look at top 5 cards of the the current level – Gain . On a
Encounter deck. roll of 1 – Lose .
Effort Tracker Resource Tracker
0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7

8 9 10 11 12 13 14 0 1 2 3 4 5 6 7

15 16 17 18 19 20 21 0 1 2 3 4 5 6 7

0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7

0 1 2 3 4 5 6 7 0 1 2 3 4 5 6 7

General Actions Time Tracker Scouting Costs:


Action Spend Gain
Level I (7)
Focus 29 28 27 26 25 24

Inspiration IV
23 22 21 20 18 Level II (12)
Plan
17 III 15 14 13 II
Level III (16)
Orienteer 2 extra cards in Travel
11 10 9 8 I 6
Scout On Time Tracker Reveal the Monster
Level IV (19)
Craft On Weapon Card Upgrade the Weapon
5 4 3 2 1 0
SKILL SKILL SKILL SKILL
Improvised armor Tinker Vermin Master: Daring

Spend or to You may use M Combat Action: At the beginning of


ignore a Wound and W each combat (unless
Spend: 1F ambushed), gain SE
effect or Daze effect interchangeably. Wound: 3 equal to the current
in Combat.
level.

1 2 3 4

SKILL SKILL
SKILL SKILL
Heroic Perseverance Grim Determination
Impale Poison mastery
Your Inspiration Your Focus General
Spend Spend: 2C
Wound: 3 General Action is now Action is now
Inflict 3 wounds
Spend: 3C Spend : Spend:
Or Wound: 5
Gain: Gain:
Spend Ignoring armor
If used by Sage this skill Using this Action in Using this Action in
Inflict 5 wounds Combat allows you to
inflicts 1 less wound. Combat allows you to
immediately take another immediately take another
5 6 7 Action. 8
Action.
SKILL SKILL SKILL SKILL
Inventive: Spike Thrower Sacrifice Stoic

Your Planning General Combat Actions: Combat Action: Your


Action is now requirement is
Spend: Spend: reduced by 1, but
Inflict: 2 wounds Inflict 3 wounds
Spend: 3 SE you no longer gain
Gain: Spend: SE when you eat
Inflict: 3 wounds This skill bypasses armor.
food.
Using this Action in
Combat allows you to
immediately take another
Action. 9 10 11 12

SKILL SKILL SKILL


Awareness SKILL
Survivor Patient
Weaponsmith
Spend to ignore Ignore all Threaten Play in Combat after an
the monster’s Ambush Reduce the cost of
and Confuse effects attack
effect. all Weapon Crafting
in combat. actions by
Ignore all Steal effects.
Spend and to
When resting, you skip the monster's next
combat action. (If the Ignore all Disarm
can spend effects.
to gain monster is level IV,
spend instead.)
13 14 15 16
SKILL SKILL SKILL SKILL
Perfect Memory Shadow Outdoorsman Cautious
(Travel)
Once per level, you Ignore Time cost of At beginning of
may take an encounter Scouting. Gain Spend: each Level you may
card of your choice when Scouting. immediately gain
from the discard pile,
Gain : the Afraid Condition
instead of drawing Ignore all Warn
from the top of the
to gain equal to
effects in combat. Or : current level.
deck, when exploring.

17 18 19 20

SKILL SKILL SKILL SKILL


Resistant Berserk Concentration Wrecker

Once per monster You may increase a Spend: Once per turn if your
turn when a combat monster’s combat attack breaks armor
action would cause action roll by 2. If Gain : you may immediately
you to gain a you do power of make another attack.
Or
Condition you may your attacks is +1 on
gain and your next turn. Spend:
Ignore all Defend
subtract 1 from the effects in combat.
combat action roll. Gain:
21 22 23 24
Giant Spider
(Level 1)
Ambush: Giant Spider attacks twice immediately

Trickery :

Health:

Special: Gain the Poisoned condition immediately

Combat action:

1 – Miss: No effect
2 – Wound: Lose
3 – Wound: Lose
4 – Daze: Reduce to (Lose )
5 – Poison: Gain the Crippled Condition for next level
6 – Web: Lose and Giant Spider attacks again

Reward :
Gibberling
(Level 1)
Ambush: Gain the Paranoid condition for the next Level

Trickery :

Special: Gain the Panicked condition for the next Level

Health:

Combat action:

1 – Miss : No effect
2 – Wound: Lose
3 – Warn : Lose
4 – Wound : Lose
5 – Steal: Lose or (Lose )
6 – Confuse: Do not gain a Skill as a reward for this Combat.

Reward :
Feral Hyena
(Level 1)
Ambush: Lose

Trickery :

Health:

Special: If you have any , Feral Hyena attacks once


before combat begins and gains +1 to all Combat rolls.

Combat action:

1 – Miss: No effect
2 – Miss: No effect
3 – Miss: No effect
4 – Wound: Lose
5 – Warn: Lose
6 – Daze: Reduce to (lose )

Reward :
Kobold
(Level 1)
Ambush: Kobold ignores your first attack

Trickery : /

Health:

Special: If you have any or Kobold attacks


before Combat begins and gains +1 to Combat rolls.

Combat action:

1 – Miss: No effect
2 – Miss: No effect
3 – Wound: Lose
4 – Steal: Lose or (lose if unable)
5 – Trap: Gain the Crippled condition for the next level
6 – Defend: Kobold ignores your next attack

Reward :
Shrieking Fungus
(Level 1)
Ambush: Shrieking Fungus gains +2 to all combat rolls.

Trickery : N/A

Health:

Combat action:

1 – Regenerate: Shrieking Fungus regains 1 health


2 – Warn: Lose
3 – Warn: Lose
4 – Wound: Lose
5 - Spore: Gain the Panicked condition for the next level
6 – Spore: Gain the Paranoid condition for the next level

Reward :
Were-rat
(Level 1)
Ambush: Lose

Trickery :

Special: Gain the Afraid condition for the next level

Health:

Combat action:

1 – Wound : Lose
2 – Wound: Lose
3 – Wound : Lose
4 – Wound : Lose
5 – Steal: Lose (Lose if )
6 – Confuse: Lose (Lose )

Reward :
Abomination
(Level 2)
Ambush: Lose + Downgrade Weapon

Trickery :

Health:

Combat action:

1 – Surge: Abomination loses 1 Health


2 – Surge: Abomination loses 1 Health, lose
3 – Wound: Lose
4 – Steal: Lose (Lose )
5 – Rend: Gain the Weakened condition for the next level
6 – Curse: Gain the Cursed condition for the next level

Reward :
Cave Bear
(Level 2)
Ambush: Lose

Trickery :

Health:

Combat action:

Special: Cave Bear attacks after being defeated

1 – Miss: No effect
2 – Wound: Lose
3 – Steal: Lose (Lose )
4 – Wound: Lose
5 – Warn: Lose
6 – Wound: Lose

Reward :
Crazed Survivor
(Level 2)
Ambush: Gain the Crippled condition for the next level.

Trickery : Downgrade Weapon

Health:

Special: If you have a Basic Weapon, downgrade it. Then, Crazed


Survivor attacks once before combat begins, and gains +1 to all combat rolls.

Combat action:

1 – Miss: No effect
2 – Wound: Lose
3 – Wound: Lose
4 – Warn: Lose
5 – Steal: Lose (lose )
6 – Threaten: Gain the Weakened condition for the next level

Reward : Basic Weapon of choice,


Goblin
(Level 2)
Ambush: Lose 2 / ( for each lacking unit)

Trickery :

Health:

Combat action:

1 – Miss: No effect
2 – Wound: lose
3 – Wound: lose
4 – Disarm: Downgrade Weapon for 1 Round
5 – Warn: Lose
6 – Defend: Goblin ignores your next attack

Reward :
Gremlin
(Level 2)
Ambush: Lose

Trickery :

Health:

Special: All Weapon Attacks cost +


If you have any at start of Combat, the Gremlin
attacks before Combat and gains +1 to all Combat rolls.

Combat action:
1 – Miss: No effect
2 – Confuse: Reduce to (lose )
3 – Wound: Lose
4 – Disarm: Downgrade weapon to Bare Hands for 2 rounds
5 – Daze: Reduce to (lose )
6 – Confuse: Lose (lose )

Reward :
Troglodyte
(Level 2)
Ambush: Lose . You may not attack for 2 rounds.

Trickery :

Health:

Combat action:

1 – Miss: No effect
2 – Wound: Lose
3 – Stench: Lose , gain Cursed condition for 2 rounds
4 – Wound: Lose
5 – Daze: Reduce to (lose )
6 – Threaten: Gain the Afraid condition for next level

Reward :
Bugbear
(Level 3)
Ambush: Lose

Trickery :

Health:

Special: Attacks of Power under 4 inflict 1 less wound

Combat action:

1 – Miss: No effect
2 - Wound: Lose
3 – Wound: Lose
4 – Daze: Gain the Crippled condition for next level
5 – Daze: Gain the Amnesia condition for next level
6 – Daze: Reduce to (lose if unable)

Reward:
Dark Elf
(Level 3)
Ambush: Gain Weakened & Paranoid conditions for next level

Trickery :

Health:

Combat action:

1 – Wound: Lose
2 - Wound: Lose
3 – Wound: Lose
4 – Confuse: Gain the Paranoid Condition for next level
5 – Threaten: Gain the Panicked Condition for next level
6 – Confuse: Discard a random skill (Lose if unable)

Reward:
Gnoll
(Level 3)
Ambush: Gnoll attacks twice in every round of combat

Trickery : (Or mix of any 4 of these)

Health:

Special: Power of attacks 3+ is halved (round up)

Combat action:

1 - Miss: No effect
2 - Disarm: Downgrade weapon to Bare Hands for 1 round
3 - Warn: Lose
4 - Wound: Lose
5 - Threaten: Gain the Afraid condition
6 - Steal: Lose / / / (Lose if unable )

Reward:
Hobgoblin
(Level 3)
Ambush: Hobgoblin gains
Your Skills may not be used this Combat

Trickery : + Downgrade Weapon

Health:

Combat action:

1 – Miss: No effect
2 - Wound: Lose
3 - Wound: Lose
4 - Warn: Lose
5 –Defend: Ignore next wound
6 – Disarm: Downgrade weapon to Bare Hands for 2 rounds

Reward: Armoured Condition


Minotaur
(Level 3)
Ambush:

Trickery : N/A

Health:

Special: If you have an Advanced Weapon, the Minotaur


attacks once before combat begins and each time you suffer
a Wound or Daze effect lose +

Combat action:

1 – Wound: Lose
2 - Wound: Lose
3 – Threaten: Gain the Afraid condition for the next level
4 – Wound: Lose
5 – Gore: Lose and gain the Crippled condition for the next level
6 – Daze: Lose (lose )

Reward:
Orc Brute
(Level 3)
Ambush: Each time you suffer a Wound effect lose +

Trickery :

Health:

Combat action:

1 – Wound: Lose
2 - Wound: Lose
3 – Wound: Lose
4 – Wound: Lose
5 – Daze: Reduce to (lose )
6 – Wound: Lose (lose )

Reward: , Axe Weapon (or )


Basilisk
(Level 4)
Ambush: Paralyzed condition enters play with 3 tokens

Health:

Special : At start of combat immediately gain the


Paralyzed condition immediately. You may
spend instead of rolling for Paralysis.
You cannot inflict more than 4 wounds in a single attack.

Combat action:

1 – Wound: Lose
2 - Gaze: +1 Paralysis
3 – Gaze: +1 Paralysis
4 – Steal: Lose (lose )
5 – Steal: Lose (lose )
6 – Wound: Lose and +1 Paralysis
Ogre
(Level 4)
Ambush: Lose
Your food requirement is +1 for this level.

Health:

Special: Combat Action Spend to break


A single attack cannot inflict more than 3 Wounds

Combat action:

1 – Miss: No effect
2 - Wound: Lose
3 – Wound: Lose
4 – Daze: Lose (lose if unable)
5 – Defend: Ogre ignores your next attack
6 – Destroy: Downgrade weapon (re-roll if Bare Hands)
Shaman
(Level 4)
Ambush: Lose
Each General Actions cost +

Health:

Special: All Weapon Attacks cost +

Combat action:

1 – Surge: Shaman loses and gains +1 to all Combat rolls


2 - Miss: No effect
3 – Armor: Shaman gains
4 – Confuse: Lose (lose )
5 – Daze: Lose (lose )
6 – Wrack: Lose
Troll
(Level 4)
Ambush: Lose (Troll attacks once for each
food a player could not lose)

Health:

Special: Troll regains 1 Health at the start


of each of his turns.

Combat action:

1 – Wound: Lose
2 - Wound: Lose
3 – Wound: Lose
4 – Disarm : Downgrade weapon to Bare Hands for 1 turns
5 – Daze: Reduce to (lose )
6 – Daze: Reduce to (lose )
Wyvern
(Level 4)
Ambush: -

Health:

Special: Spend to inflict 4 wounds


At the start of combat gain the Poisoned condition immediately

Combat action:

1 – Wound: Lose
2 – Steal: Lose and Wyvern regains 1 health (lose )
3 – Wound: Lose 3 –
4 – Steal: Lose and Wyvern regains 2 health (lose )
5 – Poison: Reduce to (lose ) +1 Poison
6 – Poison: Reduce into (lose ) +1 Poison
Vampire
(Level 4)
Ambush: Lose . Vampire ignores your first attack.

Health:

Special : Attacks and actions inflict 1 less wound, and cannot defeat
Vampire, unless you spend an additional
(Spike Thrower skill bypasses this ability.)

Combat Action: Spend to gain

Combat action:

1 – Wound : Lose
2 - Confuse: Lose gain (lose )
3 – Steal: Lose (lose )
4 – Wound: Lose and Vampire regains 1 Health (lose )
5 – Wound: Lose and Vampire regains 1 Health (lose )
6 – Daze: Immediately gain the Weakened condition
Bare Hands Club

Knife
=1

=3

Club Maul Knife Sword


(Basic weapon)
(Basic weapon)

Axe Spear
=
= =1
=1 =3
=3 =5
Sword Spear
(Advanced weapon) (Advanced weapon)

= =

=1 =2

=3 =3

=5 =5

Maul Axe
(Advanced weapon) (Advanced weapon)
= =

= =5

=3 =5

=4

=5
Slides 37-47 contain Encounter
Cards. The numbers on the bottom
right do not carry any in-game
significance and can be ignored.
You see an Eavesdropping on
abandoned hovel -
1 1 Catching a breath Catching a breath
2
two orcs provides behind some rocks 2 behind some rocks
examining it allows some insight but you concentrate on
you concentrate on
you to learn about makes you rush your plan of action
your plan of action
creatures who lived onward as you think
there. you are noticed.
Spend:
Spend: Spend: Commit to Spend:
next encounter Gain: 1C
Gain: 1C Gain: 1C
Gain: 1C
1 2 3 4

A group of goblinoid
An exiled There is a steep Tracks. You can
children is at play 3 5
starving half-orc ledge here. learn a thing or
here. You could
is willing to part
3 Climbing it could two about these
bribe them for 1 with all the allow you a glimpse creatures if you
information and
secrets he of what lies ahead spend some time
play with them a
knows for some here.
bit.
food.

Spend: 1T
Spend: 1F Spend: Spend:
Gain:
Gain: 2C Gain: 2C Gain: 2C
5 6 7 8
Climbing down to You meet a frail The markings on
1 2 A greedy goblinoid
examine a glimmer elderly kobold. the wall are
2
is willing to trade 2
you are exhausted Understanding him confusing but if you
some of your metal
but find a shrine is daunting but he is try hard enough you
scraps for
with some trinkets willing to tell you can get great
information and
and scrolls with many secrets. insights into this
food
information. place
Spend: 1 LE Spend: 1 LE Spend: 1 M Spend: 1ME
Gain: Gain: Gain: Gain: 2C

9 10 11 12

Sick looking berries


Sick looking Sick looking berries A disgusting slimy
grow in the moss. 1 2
You could spend
1 berries grow in
1 grow in the moss. creature crawls
the moss. You You could spend along the wall.
some time to pick
could spend some some time to pick Capturing it isn't a
these.
time to pick these. these. challenge, keeping
it down is.
Spend:

Gain: 1F Spend: 1SE Spend: 1 SE Spend:

Gain: 1F Gain: 1F Gain: 1F


13 14 15 16
A disgusting slimy A snake slithers by
creature crawls
2 2 Slimy fish inhabit
2 Hoarse beastlike 2
your foot. If you're this pond. You could voices warn you of a
along the wall. smart enough you feast ahead. If you
craft a harpoon to
Capturing it isn't a know how to eat it can distract the
get one for a
challenge, without poisoning greenskins their
disgusting but
keeping it down yourself. meal is yours.
necessary meal.
is.
Spend: Spend: 1C Spend: 1M Spend: 1C

Gain: 1F Gain: 2F Gain: 2F Gain: 2F

17 18 19 20

You are attacked


The gnolls' hunting Some of these Large juicy bats
trophies are here -
by a boar. The 4 4 1
3 struggle will take mushrooms are fly your way.
if you make a fire much effort but poisonous. You have Could you leap
you can make some its meat will to be careful which up and grab one
of this meat edible nourish you for a ones to pick to to make for a
for later.. long time avoid illness. grim meal?

Spend: 1W Spend: 1ME Spend: 1SE Spend: 1LE

Gain: 2F Gain: 3F Gain: 2F Gain:


21 22 23 24
Remains of one of You need rest badly.
your companions.
1 2 Finding an isolated
3
You stop to
4
If you spend the cave you can contemplate your
Burying the poor time and make a life. How did it
perform exercise - it
soul will take effort shelter you could come to this? The
is exhausting but
but will inspire you really gather your reflection is long
prepares you for
to avenge her. strength. but empowering
battles to come.

Spend: 1ME Spend: 1W Spend: Spend:

Gain: 1LE Gain: 1LE Gain: 1LE Gain: 1 LE

25 26 27 28

The place you are


You are ravenously Metal scraps. Remains of an
in reminds you of 1
an old fable. Could
2 hungry. A meal fills 2 Greenskins are unfortunate
2
you with zeal and deplorable adventurer. You
you imagine
determination. craftsmen. You could spend some
yourself to be the
could make use of time searching the
hero?
these. body for metal to
Spend: 1C use.

Gain: Spend: 1F Spend: 1SE Spend:

Gain: Gain: 1M Gain: 1M


29 30 31 32
Remains of an An obnoxious imp is A bear trap. You are
1 A bloodied idol
unfortunate 2 amusing itself at 2 not so easily fooled.
2
made out of bent
adventurer. You your behalf. You can You could even take
metal. If you put in
could spend some shut him up (and it apart if you are
the effort you can
time searching the get a gift) if you give crafty enough.
salvage some.
body for metal to him some food.
use.
Spend: Spend: 1F Spend: 1ME Spend: 1C

Gain: 1 M Gain: Gain: 2M Gain: 2M

33 34 35 36

Crude weaponry
A crafty young A rusted cage with a A chunk of metal
lies on the cavern
1 bugbear doesn't skeleton inside. It 4 is stuck in a
floor. Do you rush to 2 would take some stone here. If
1
care who you are - if
grab it before the
you got the coin you time but you could you've got it in
owners spot you?
can have some of pry away some of you - a strong
his metal scraps. the bars to use pull would set it
Spend: Commit to later. free.
next encounter
Spend: 1T Spend: 1 SE Spend: 1LE
Gain: 1M
Gain: 2M Gain: 2M Gain:
37 38 39 40
A strange A forsaken shrine
apparition speaks
0 1 A forsaken shrine
1
A strange pattern
2
offers an offers an on a cavern wall
to you out of a opportunity to reminds you of a
opportunity to
shallow pool. For gather your resolve family member.
gather your resolve
a gift it would Your resolve is
imbue you with strengthened.
strength.
Spend: 1W Spend: 1SE Spend: 1 SE Spend:

Gain: 1ME Gain: 1ME Gain: 1ME Gain: 1ME

41 42 43 44

A strange pattern
Beyond the stone A dark section of Remains of a small
on a cavern wall
2 rubble is a great the catacombs 2 fire. You could feed
3
reminds you of a
resting place. If
1 tortures you but it to get some much
family member.
you have some you gather your needed warmth.
Your resolve is
metal to use as a resolve to overcome
strengthened.
lever you can get this foul place.
to it.
Spend:
Spend: 1M Spend: 1C Spend:
Gain: 1ME
Gain: Gain: 2ME Gain: 2ME
45 46 47 48
A realization that Climbing up on this
you just spent a
5 0 Collapsed wooden
1
Collapsed wooden
1
large rock would structure offers structure offers
long time dreaming provide a great concealment - you
concealment - you
of an ale by the fire vantage point for could use it to scout
could use it to scout
gives you a rush of what awaits you. ahead a bit.
ahead a bit.
energy.

Spend: Spend: 1SE Spend: Spend:

Gain: 2ME Gain: 3 extra cards Gain: 3 extra cards Gain: 3 extra cards
for next Travel for next Travel for next Travel
49 50 51 52

Nothing of interest.
Nothing of interest. Nothing of interest. A small cavern is
You could stop to
catch your breath
1 You could stop to
1 You could stop to
1 unoccupied. You
2
catch your breath catch your breath can rest a bit not
fearing an ambush.

Spend:
Spend: Spend: Spend:
Gain: 2SE
Gain: 2SE Gain: 2SE Gain: 3SE
53 54 55 56
A small cavern is A small cavern is
unoccupied. You
2 2 A strange spirit lets Noone would see a
1
unoccupied. You you rest at its 0 fire in this crevasse.
can rest a bit not can rest a bit not You can get some
underground
fearing an ambush. fearing an ambush. rest and plot your
garden in exchange
for a gift revenge.

Spend: 1W
Spend: Spend: Spend: 1T
Gain: 4SE
Gain: 3SE Gain: 3SE Gain: 4SE

57 58 59 60

You cannot go on
You cannot go on The hunger is too A bed of thick
any longer. Time to 1 1
stop and catch your
3 any longer. Time
3 much to bear. You moss. Do you dare
to stop and catch disregard your give your weary
breath before you
your breath careful rationing bones a break by
collapse.
before you and feast on some relaxing here?
collapse. of your scant
Spend: supplies.

Gain: 4SE Spend: Spend: 1 F Spend:

Gain: 4SE Gain: SE Gain:


61 62 63 64
Chasing this A heavy chest
strange
1 1 A disturbing shrine This dark shrine
2
stands in the contains a gold idol 2 with the offerings
underground bird corner. You could clearly visible, is
in a cage. If you take
was almost fun. bash it open with heavily trapped.
the time to pry it
Your spirits are a rock. You'd need your
open - the treasure
lifted and your wits to avoid injury.
is yours!
supplies filled.
Spend: 1 LE Spend: 1 SE Spend: Spend: 1C

Gain: Gain: 1T Gain: 1T Gain: T + ME

65 66 67 68

A wooden leg lies


Some discarded Some discarded You find a
forsaken. You 1 1
prefer not to think
1 lumber. Perhaps
1 lumber. Perhaps deformed tree.
you can put it to you can put it to You could forage
what happened to
good use. good use. some of the wood
its owner.
for later use.

Spend:

Gain: 1W Spend: Spend: Spend: 2SE

Gain: 1W Gain: 1W Gain: 2W


69 70 71 72
A crooked The small storage
watchtower
2 2 You meet a peaceful Twisted wood forms 0
shed is locked. If goblin wood 1 what appears to be
presents a chance you bash the door a greenskin statue.
collector - in
to harvest wood if hard enough you You will enjoy
exchange for some
you want to apply can collect both the tearing it apart.
metal he can point
the effort to food and wood to a good place to
ripping it apart. debris for later. rest.
Spend: 1ME Spend: 1LE Spend: 1M Spend:

Gain: 3W Gain: Gain: Gain: 2W

73 74 75 76

Creating a If you have a bit


Creating a A blind kobold
distraction, you can
2 distraction, you 2 2 to eat you will 3
trader is happy to have enough
pilfer some wood can pilfer some barter with you
wood from the energy to break
from the inattentive some of his wooden apart this
hobgoblin guards inattentive trinkets not
hobgoblin guards forsaken wagon
here. realizing who you for spare wood.
here. are.
Spend: 1C Spend: 1C Spend: 1T Spend: 1F

Gain: 2W Gain: 2W Gain: Gain:


77 78 79 80
Most of these A disgusting slimy Sick looking berries These tiny rodents
4
barrels are rotten creature crawls 2 grow in the moss. 1 are lightning-quick. 0
but if you spend the along the wall. You could spend If you chase after
time you can Capturing it isn't a some time to pick them you can stave
salvage some challenge, keeping these. off hunger for a bit.
usable wood. it down is.

Spend: 1SE
Spend: Spend: 1 SE Spend: 2 SE
Gain: 3W
Gain: 1F Gain: 1F Gain: 1F
81 82 83 84

The crumbling An elderly orc exiled This underwater lake An altar to a long- 2
talking statue offers
3 3 5
by his tribe is radiates calming, forgotten god. If you
to impart its secrets starving. He can inviting energy. have a suitable
on you if you solve teach you a thing or Immersing yourself offering – the deity
its devious riddles. two in exchange for might offer relief from can relieve you of
food. the horrors you faced, some of your
however temporary. suffering.
Spend: 1SE Spend:
Spend: Spend:
Gain a new Skill Gain a new Skill
(draw 2, keep 1) (draw 2, keep 1) Gain: Discard an Gain: Discard an
85 86 active Condition. 87 active Condition. 88
CONDITION CONDITION CONDITION CONDITION
Weakened Paranoid Cursed Amnesia

Each attack of 3+ Treat the next monster Spend each


Each General Action
power inflicts one less you fight as having +2
you take costs time you use a Skill.
Wound. Health (use tracker
below). +
(apply this effect after
any modifications
listed on a Monster
Card)

CONDITION CONDITION CONDITION CONDITION


Afraid Armored Crippled Panicked

Ignore the next 2 Spend + during Reveal 1 less


Gain 1 less SE
each Encounter. Encounter card (to a
when you rest. Wound effects you
would suffer. (Use minimum of 1) when
(Note this does not Exploring.
tracker below.) increase amount of
gained from Resting)
CONDITION CONDITION
Paralyzed Poisoned
Place 1 token on this card Place 1 token on this card
when it enters play. when it enters play.

"Paralysis +X" effects place "Poison +X" effects place


additional tokens on this additional tokens on this
card. Before taking your card.
turn in combat, roll the die.
If your result is less than or Before taking your turn in
equal to the number of combat, lose SE equal to
tokens on this card, skip the number of tokens on
your turn. this card.

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