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Challenge and Icon

Reference Sheet
The Difficulty number shows If you choose and succeed
Succumb to Dark Magic 3 at this top path, you will
the number of successes
required to beat the Challenge. 6 immediately draw one
(In this case, 6). Antihero card and gain 3
Tragedy points at the end of
The icons directly below the the game.
Difficulty number show which
Abilities you may use in your
Witch’s Den

attempt. Cast the core runes,


plus an Ability rune for each
matching icon in your story.

The +1 icon means that this


If you choose and succeed at
path requires one more
this bottom path, you gain an
success than the listed
3 additional Intelligence rune, 3
difficulty number to succeed. Defeat a Witch
Artem Demura
Triumph points, and an Arcana
Story Icon.
ACT III 109 © 2018 BWG

When you gain a path that includes one or some of the following icons, add that card to your
story so that that path is showing, and do the following:

Ability Icons Hero/Antihero Icons


Each Ability Icon in your story
Immediately draw a Hero card.
contributes one rune of the
matching type for future
Challenge attempts. They are Immediately draw an Antihero card.
also counted for points by
many Destinies.

Story Icons Destiny Icons


Collect sets of matching Story A Triumph path worth X Triumph
icons to earn Destiny points X points at end of game.
at the end of the game.
A Tragedy path worth X Tragedy
X points at end of game.
Base Game
Rulebook Errata
Page 1: There are only 29 cards in Act I, for a total of 91 Story Cards. There are 11
Adversary Quests and 1 Rise of the Adversary Card.
Page 6: Under “Other Actions,” the description of Journey should include “Some card
abilities allow you to journey additional times.”
Page 6: Under “Other Card Effects,” a third bullet should note that “both Origin and
Motivation powers are active for the whole game.”
Page 7: The first paragraph under Hero and Antihero Cards should read: “Whenever you
get a rune result of , or acquire a path with , draw a Hero card. When you get a
rune result of , or acquire a path with , draw an Antihero card. When you get a
result of , you may choose which type to draw.”
Page 7: Under “Ending an Act,” the following sentence should be included: “Once all
players have completed an Act, leave the remaining cards from that Act on the table.
Ongoing effects (such as Adversary effects) continue to affect gameplay.”
Page 9: The first paragraph under Allies should note that Allies must be tucked under a
challenge from the same Act. Addtionally, the second paragraph in that section should
note that “There is no limit on the number of that may be spent each turn to gain
abilities from Allies.”
Page 11: Under “Set Up” for Solo and Co-op play, revise the final paragraph to read,
“Place Adversary and Adversary Quests across the table from you, face-up. Those cards’
ongoing abilities apply until the end of the game. The Adversary’s special deck should be
shuffled and placed face down near these cards.”
Page 12: The first two paragraphs at the top of the page (regarding solo/co-op
Adversaries) should include: “In Solo and Co-Op play, the Adversary is not discarded if
you fail to defeat it. Take turns until you succeed or until the Adversary gains sufficient
Experience to win. Even if you overcome the final Adversary challenge, you still lose if
the Adversary ends the game with sufficient Experience.”
Quickstart Guide: Under “Ending an Act,” the paragraph should read: “When you have
three Story cards under one of your Character cards, you have ended that Act. At the
start of your next turn, if you are the first player to have ended an Act, reveal the next
row of cards.”

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