Negative conditions

Bane token
Bane
Negative condition
Page 29

Suffer 10 damage at the end of your next turn — unless you are healed before it triggers. Any heal applied before the end of that turn removes Bane and prevents the damage entirely.

The heal does not have to restore HP, even a Heal 0 (however, rare) would remove Bane.
Brittle token
Brittle
Negative condition
Page 29

The next instance of damage you suffer is doubled. Brittle is then removed. Brittle is also removed if you are healed.

Doubling happens after all other modifiers. A Brittle figure with Shield 2 hit by a 3-damage attack: 3 − 2 = 1 → doubled = 2 damage.
Curse token
Curse
Negative condition
Page 29

Shuffle a ×0 null card into your attack modifier deck. Curse is consumed when the null card is drawn — it is not a standard end-of-turn condition.

Multiple Curses add multiple ×0 cards. You can have up to 10 curse cards in your deck at once. This number is shared across players and, similarly, monsters.
Disarm token
Disarm
Negative condition
Page 28

Cannot perform any attack abilities. The figure may still move, use items, and perform non-attack abilities. Disarm is removed at the end of the figure’s next turn.

Immobilize token
Immobilize
Negative condition
Page 28

The figure cannot perform any move abilities. Immobilize is removed at the end of the figure’s next turn.

Push, Pull, and Teleport still work normally — they are not move abilities. However, Controlled and Granted movement are prevented: both are move abilities, and Immobilize stops you from performing move abilities entirely.
Impair token
Impair
Negative condition
Page 29

Cannot use or trigger any items. Bonuses already active from previously used items remain in effect. Removed at the end of your next turn.

Impair only affects characters — monsters cannot gain this condition. A character with Impair still benefits from item bonuses already on their mat; they simply cannot activate new ones.
Muddle token
Muddle
Negative condition
Page 28

Perform all attacks at Disadvantage. Draw two attack modifier cards; use the worse result and ignore the better one. Muddle is removed at the end of the figure’s next turn.

Poison token
Poison
Negative condition
Page 29

All attacks targeting you gain +1 attack. Poison is removed when you are healed, but the heal restores no HP while Poison is active.

Wound and Poison can both be active simultaneously. Wound deals 1 damage per turn; Poison makes all incoming attacks hit harder. Heals will clear both, but restore no HP until Poison is gone.
Stun token
Stun
Negative condition
Page 28

Cannot perform any abilities and cannot use items on your turn. Stun is removed at the end of the figure’s next turn.

A stunned character must still select two cards at the start of the round to determine initiative, but must discard the cards without playing them.
Wound token
Wound
Negative condition
Page 29

Suffer 1 damage at the start of each of your turns. Removed when you are healed by any amount.

Positive conditions

Bless token
Bless
Positive condition
Page 28

Shuffle a ×2 crit card into your attack modifier deck. Bless is consumed when the ×2 card is drawn — it is not a standard end-of-turn condition.

Multiple Blesses add multiple ×2 cards. You can have up to 10 bless cards in your deck at once. This number is shared across players and, similarly, monsters.
Invisible token
Invisible
Positive condition
Page 28

Cannot be targeted by any enemy ability. Enemies act as if you are not there when choosing targets. Invisible is removed at the end of the figure’s next turn.

Invisible prevents all enemy targeting, including AOE, but not non-targeted damage.
Regenerate token
Regenerate
Positive condition
Page 28

Heal 1 HP at the start of each of your turns. Regenerate is removed when the figure suffers damage — not at end of turn.

If a figure has Regenerate and Wound/Poison can be active simultaneously, regenerate heals first thus removing the negative conditions before they take effect.
Strengthen token
Strengthen
Positive condition
Page 28

Perform all attacks at Advantage. Draw two attack modifier cards; apply all rolling effects from both, then use the better non-rolling result and discard the worse. Strengthen is removed at the end of the figure’s next turn.

Ward token
Ward
Positive condition
Page 28

The next instance of damage you would suffer is halved (rounded down). Ward is then removed.

Halving applies to the final damage after shields. Ward + Shield 2, incoming 5: 5 − 2 = 3 → halved = 1 damage.
If a figure has both Ward and Brittle when it suffers damage, they negate each other — both are removed and neither effect applies.

When conditions expire

Most conditions say "removed at the end of your next turn." The key is when the condition was applied:

Applied during your turn — the condition is active for the rest of your current turn and your entire following turn. It is removed at the end of that following turn.

Applied between turns (by a trap, end-of-round effect, or enemy action during their turn) — the condition lasts through your next full turn and is removed at the end of it.

Attack Modifiers

Advantage & Disadvantage
Attack modifier rule
Page 27

Advantage: Draw cards until you reveal a non-rolling card, then draw one more. Apply all rolling effects and use the better of the two final non-rolling cards. A monster always uses the better card; a character may choose either.

Disadvantage: Draw cards until you reveal a non-rolling card, then draw one more. Ignore all rolling effects. Use the worse of the two final non-rolling cards.

Under Disadvantage, rolling modifier effects are entirely ignored — the cards are discarded without effect before comparing the final two.
Rolling modifier token
Rolling Modifiers
Attack modifier
Page 26

When you draw a rolling modifier card, add its effect to the attack and draw another card. Keep drawing until you reveal a non-rolling card. All rolling effects stack.

Rolling effects are cumulative — multiple rolling +1 cards each add +1. The chain only ends when a non-rolling card is drawn.
Double damage icon
Crit Card
Attack modifier
Page 26

Deal double damage. The modifier deck is reshuffled at the end of the players turn.

All modifiers (bonuses, penalties, rolling effects) are added first, then the total is multiplied by 2.
Null card icon
Null Card
Attack modifier
Page 26

Deal no damage. The modifier deck is reshuffled at the end of the players turn.

A Null only nullifies the damage — attack effects like conditions and forced movement still trigger.

Attack Effect

Target icon
Target
Attack Effect
Page 21

Target X allows an attack ability to target up to X figures. Each targeted figure is attacked separately, drawing a modifier card for each one.

Targeted effects require line of sight. This requires being able to draw a line from one hex to another without touching a wall.
Range icon
Range
Attack Effect
Page 21

Range X means the attack can target any figure within X hexes. Range is counted along the shortest open path, but the path does not need to be unobstructed — only line-of-sight matters for ranged attacks.

An attack with no Range value is a melee attack and can only target adjacent figures.
Ranged attacks against adjacent figures have Disadvantage.
Active hex Ally hex Target hex Blank hex
Area of Effect
Attack Effect
Page 22

Grey indicates where the acting figure occupies. Blue is where an ally must occupy. Red is the target of the AOE. Blank are used as spaces between other hex types.

Area-of-effect (AoE) attacks hit all figures in the pattern simultaneously and do not draw attack modifiers for each target.
Rotating and mirroring the depicted area of effect is permitted.
If an ability with an area of effect gains "+1 target icon," an additional figure within the ability's range, but outside the area of effect, can be targeted.

Defense

Shield icon
Pierce icon
Shield & Pierce
Defense
Page 31, 27

Shield X reduces incoming attack damage by X for each separate attack. Shield applies after the attack modifier is resolved but before effects like Brittle or Ward.

Pierce X reduces X points of a target's Shield on this attack. Multiple Pierce effects stack.

Shield does not reduce damage from traps, hazardous terrain, Wound, Poison, Bane, Retaliate, only effects noted as attacks.
Retaliate icon
Retaliate
Defense
Page 31

Retaliate X causes the attacker to suffer X damage after their attack resolves. Retaliate is triggered by being attacked — not by taking damage.

An attack fully blocked by Shield (dealing 0 damage) still triggers Retaliate. However, if the attacker is killed by that attack, Retaliate does not trigger — lethal attacks do not trigger Retaliate.

Commanding Figures

Attack icon
Move icon
Commanding Figures
Off Turn Action Abilities
Page 33

A figure can be commanded to perform an Attack X or Move X ability, even if they have no attack or move stat value (e.g., you can have the Banner of Hope move or wallop an enemy).

However, a figure cannot be commanded to perform an Attack ± X or Move ± X ability if they have no attack or move stat value.

A commanded figure retains all of their persistent bonuses and special traits and the commanded ability is not considered a separate turn.

The commanding figure rules are complicated, so you should reference the manual for additional details.

Attack effect timing

Attack effects are applied in a specific order relative to the damage roll. Effects that say "on this attack" apply when listed below:

EffectWhen applied
+X AttackDuring damage calculation
Pierce XDuring damage calculation
Conditions (Wound, etc.)After damage resolves
Push X / Pull XAfter damage resolves
+X TargetAfter attack resolves (next target)
Elemental infuseEnd of your turn

Forced Movement

Push icon
Pull icon
Push & Pull
Forced movement
Page 32

Push X forces the target to move up to X hexes, with each hex moving the target farther away from the source. Pull X moves the target up to X hexes closer. The attacker chooses the path.

Forced movement triggers hazardous terrain on each hex entered (but not for flying creatures). All other movement rules apply.

Forced movement does not cost extra for difficult terrain.

Movement

Move icon
Jump icon
Move & Jump
Movement
Page 24

Move X allows you to move up to X hexes. Each hex entered costs 1 movement, except difficult terrain which costs 2.

Jump (as part of a Move ability) ignores all terrain and figures along the path. The final hex still costs 1 movement, still obeys occupancy rules, and still triggers hazardous terrain on landing.

You cannot end your movement on an occupied hex — whether ally, enemy, or obstacle.
Flying icon
Flying
Movement
Page 24

Flying allows a figure to ignore all terrain costs and effects along the path, including difficult terrain, hazardous terrain, and obstacles. The figure may pass through hexes occupied by other figures.

The destination hex must still be empty, and hazardous terrain the figure ends on does not deal damage.

Unlike Jump, Flying applies is an active bonus — not just applying to single move ability.
Teleport icon
Teleport
Movement
Page 24

Teleport X places the figure on any empty hex within range X. No path is taken — walls, obstacles, terrain, and figures between origin and destination are all ignored.

Teleport is not movement. It is not prevented by Immobilize and does not trigger abilities that react to movement.

No terrain effects apply along the way, but hazardous terrain on the destination hex still deals damage on arrival.
A figure cannot teleport into an unrevealed room, but can teleport into a door, opening it.

Miscellaneous

Loot icon
Loot
Miscellaneous
Page 32

Loot X allows a figure to loot up to X adjacent or occupied hex(es). Looting picks up all loot tokens on the targeted hexes. This ability is unaffected by the presence of figures or overlay tiles.

Terrain types

TerrainEffect on movement
Difficult terrainCosts 2 movement to enter (not with Jump)
Hazardous terrainSuffer damage on entry
ObstaclesCannot enter or pass through
WallsBlock movement and line-of-sight

Card use

Lost icon
Lost
Card usage
Page 38

A lost card is removed from play for the rest of the scenario. Lost cards cannot be recovered by resting — only by a specific Recover ability.

The icon on an ability means that card is lost when the ability is used and cannot be recovered by any means until end of the scenario.
Persistent icon
Persistent Bonus
Card usage
Page 30

A persistent bonus activate when the ability is performed and expire when the specified removal condition has been fulfilled. If no removal condition is specified, the bonus expires at the end of the scenario.

You may choose to end a persistent ability at any time.
Round bonus icon
Round Bonus
Card usage
Page 30

A round bonus activates when the ability is performed and expires at the end of the current round.

Recover icon
Recover
Card usage
Page 33

A Recover allows a character to recover discarded or lost ability cards (as specified by the ability).

Spent icon
Spent
Card usage
Page 36

A spent card The spent icon means the item is spent after use. This is indicated by rotating the card sideways. Spent items can be recovered the next time you perform a long rest.

Refresh icon
Refresh
Card usage
N/A

Some items show a refresh icon indicating when they become available again after use. The refresh trigger varies by item — common triggers include the start of your next turn, the end of the round, or a long rest.

Flip icon
Flip
Card usage
Page 36

Items with a flip icon are flipped after use, revealing a different use on the other side of the card. When the other side is used, the item is then flipped over back to its front side to be used again.