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v1.0 Non-Combat Actions Te rules or interacting with objects, which are ound on page 18 o the rulebook, also apply to non-combat actions. A Hero may perorm a non-combat action at the cost o one movement point and rolls his normal 1 a , which can be increased through Hero Cards. Te N or a specic non-combat action is dened by the target o the non-combat action. Non-combat actions without a listed N, such as picking up a treasure, do not require a die roll or the Hero to perorm the action. Courage Tests Heroes may be required to perorm courage tests during the game. Even though courage tests do not require spending a movement point like non-combat actions, they do benet rom abilities that provide bonuses to non-combat actions. Anytime a card provides bonus dice to non-combat actions, those bonuses also apply to courage tests. Friendly Fire I a Hero happens to be in the afected area o another Hero’s area-o-efect attack, the Hero is automatically hit and sufers the listed damage. Interrupt Cards and Movement All movement modier columns listed on Interrupt cards are the same because Heroes cannot move during the Darkness Cycle. Tese movement modiers are only relevant during that Darkness Cycle and do not afect (or are not afected by) the Hero during the Hero Cycle. Ammo Bow weapons require Ammo in order to be used during an attack. Future cards will include the text “Requires Ammo” to denote this. Currently, the only bow weapons in the game are “Stick & wine” (Starting Gear), “Longbow” (green Item), “Blackwood Bow” (blue Item). Potions Heroes may use potions at any time by discarding the corresponding token rom their inventory. Te efects o each potion are noted on the corresponding Item card. Monster Threat I a monster is attacked, that monster type will be considered active during the Darkness Cycle regardless i any Heroes are within that monster’s Treat Range. The Terror With 1,000 Legs, Stage 1 Te range or the Web o Death attack should be “Range 4(R).” Yardu Faith o the Fallen should say “Undead minions resurrect on…” as this ability does not afect undead Captains, Mini-bosses, or Bosses. In addition, the Special section should have a 4 b at the top and the 4 b should be removed rom the abilities. Hunting Packs Hunting packs are setup on Realm iles so that each member o the hunting pack is adjacent to another member o that hunting pack. When setting up a hunting pack on a 4x6 or 4x12 Realm ile, place the hunting pack so that at least one member o the hunting pack is 4 spaces away rom the Heroes. Players may choose how to place the remaining members o the hunting pack. The Archer’s Quiver Normally the Archer may only store a number o Ammo cards equal to the maximum capacity o her equipped quiver. I or any reason the Archer does not have a quiver equipped, she can store only 1 Ammo card at a time. Circumvent (Archer card) Te text “1 damage, Range: 1” should be included under the card title. Pincushion (Archer card) Te text “Optional - Circumvent ” should be removed rom this card. Shadow’s Friend (Brigand card) Te bolded words “Shadows” and “Ongoing” should be removed rom this card. Slaughterfeld When playing Slaughtereld, Darkness cards are not used. Instead, when Darkness would activate, Monsters are activated as normal in this order: 1. Minions 2. Captain 3. Mini-boss 4. Boss
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