BTAS Rulebook
BTAS Rulebook
CREDITS
Game Design: Pete Walsh, Kevin Wilson Editing: Kate Unrau
Game System: Kevin Wilson Product Development: Jerry Bennington, Ryan Jones,
Spencer Reeve, Pete Walsh, Deon Carrico
Graphic Design: Kris Aubin, Ryan Jones, Marconi Torres,
Sebastian Koziner Production Management: Shauna Monteforte
Interior Illustration: Dario Brizuela, Chris Fenoglio, Gameplay Development: Brieger Development — Michael
Sean Galloway, Jack Lawrence Dunsmore, John Brieger, Breeze Grigas, John Velgus
Cover Illustration: Sean “Cheeks” Galloway Playtesters: Daniel Arms, Jason Byles, Brent Fletcher, Phill
Orero, Cameron Rand, Adam B. Metal, Cynthia and TJ
Cover & Interior Colors: Jay Fotos
Swanson, Scott Williamson, Riley Winton, Sarah Como,
Miniature Sculpting: Ben Misenar, Emily Hancock, Ryan Richford, Nick Kitts
Questron Studios, Alain Viesca
Special Thanks: Daniel Arms, Mitch Brian, Paul Dini,
Tile Art: Lanza Studios Daniel Lansdown, Bruce Timm, Kahlia Walsh, Michael
Epstein
Art Direction: Ryan Jones, Spencer Reeve, Pete Walsh
2
Batman: The Animated Series and all related characters and elements © & ™ Warner Bros. Entertainment Inc.
© 2020 Idea and Design Works, LLC. All Rights Reserved. IDW Publishing, a division of Idea and Design Works, LLC. 2765 Truxtun Road, San Diego, CA 92106.
I n Batman: The Animated Series Adventures, up to 4 players swing into action
as heroes from Gotham City, battling against either another player controlling
the villains (competitive mode) or the game itself (cooperative mode). Both modes
play out events of episodes from the animated series, remixing the plot with new
hero combinations, unique skills, and powerful gadgets! Want to put your heroes
into new challenges? Use the guide in the back of this book to create your own
battles and setups!
OVERVIEW
In each game, you’ll play a battle that has a In Cooperative Mode, players create an
unique setup and rules from the Episode Guide. initiative deck by combining the initiative cards
Each battle has special victory conditions for for each hero and villain type in the selected
heroes and villains, depending on the plot battle. As cards are drawn from the initiative
of the episode. After players select a team of deck, the figures on those cards activate, taking
heroes and their character specific skill cards, turns and spending actions.
you’ll play a series of rounds until either the
heroes or villains emerge triumphant!
3
COMPONENTS
40 Plastic Miniatures - 8 Unaware/Fear Toxin - 1 Batmobile/Semi Truck
- 8 Cover/Crouch - 1 Raven/Raven Broken
23 Dice - 8 SmileX Early/Late - 1 Riddler Box Open/Closed
- 15 Hero-Specific Action Dice - 8 Hostage
- 8 Battle Dice 49 Elemental Terrain Tokens
170 Other Tokens - 2 Large Icy/Fire Terrain
6 Snap-On Bases - 64 Wounds - 4 Medium Icy/Fire Terrain
4 Reference Sheets - 30 Focus - 8 Small Icy/Fire Terrain
8 Double-Sided Map Tiles - 1 Vault Tile/VR World Tile - 3 Ice Barricade/Fire Wall
- 1 Round Marker - 16 Smoke/Fire Terrain
1 Round Tracker Bookmark - 1 Two-Face Coin - 16 Caltrop/Icy Terrain
1 Rulebook - 48 Dice Placeholder Tokens
- 12 Tick/Time Bomb 20 Door/Entrance Tokens
2 Episode Guides - 1 Safe Door Open/Closed
- 2 Wire Success
190 Standard Cards - 10 Wire Fail - 6 Art Deco Door Open/Closed
- 35 Hero Skill Cards - 1 Solo Character Sheet Extension - 2 Roller Door Open/Closed
- 82 Villain Ability Cards - 2 Glass Door Open/Closed
- 5 Ally Cards 33 Prop Terrain Tokens - 5 Large Broken Wall
- 23 Initiative Cards - 2 Crate/Neutral Terrain - 4 Small Broken Wall
- 45 Gadget Cards - 2 Crate/Blocking Terrain - 4 Skylight Up/Down
- 4 Filing Cabinet/Trash Can - 1 Large Staircase Up/Down
23 Oversized Cards - 2 Blue Container/Dumpster - 1 Small Staircase Up/Down
- 8 Hero Character Sheets - 2 White Container/Dumpster
- 13 Villain Character Sheets - 1 Floor Safe Open/Closed 18 Objective Tokens
- 2 Time Bomb Sheets - 1 Table and Chairs - 3 Blue Objectives
- 4 Fire Escape/Bench - 3 Purple Objectives
376 Punch-Out Tokens - 1 Desk/Bridge - 3 Red Objectives
- 1 Cake/Canisters - 3 Orange Objectives
86 Status Tokens - 1 Fire Extinguisher/Utility Belt
- 16 KO/Stun - 1 Police/Truck
- 1 Police/Gold Car - 1 Diamond/Canister
- 16 Entangle 1/3 - 4 Explosive
- 14 Firing/Under Fire - 1 Grey Car/Blue Car
- 8 Cold/Free Fall - 1 Van/Freeze Truck
ISIS™ OFFICER
BATMAN™ BATGIRL™
MONTOYA™
JIM GORDON™ DETECTIVE
ROBIN™ BULLOCK™
CATWOMAN™
BYSTANDER A x3
5
COMPONENTS OVERVIEW
EPISODE GUIDES DICE PLACEHOLDER
These episode guides TOKENS
contain all the different Dice placeholder tokens
battles that may be fought represent the dice a hero is
throughout the game. sharing with the heroes on
either side of them.
EPISODEs 1 to 5
EPISODEs 6 to 12
or bystander character on
• Controlled by their commander
SUPPORT • Receive 2 wild action icons
• Commander can spend their focus to reroll support dice rolls
DOUBLE ICONS Double icons are spent the same way as single icons
DISCARD
Must be spent on the same action or strike
• Any space it occupies can be targeted
• Cost to break away is number of giant spaces the
Can be spent as a single move, melee or range icon GIANT figure is adjacent to
DECK
WILD ICON Wild icons can never be used as a defend icon · Affected by all terrain spaces they occupy
• Can’t be moved by enemy skills or abilities
SNAP-ON BASES
activate any 1 figure with 2 wild action icons and to
4. Proceed to the Clean-Up Phase discard any number of cards from your hand.
cooperative mode.
SLOT 1 SLOT 2 SLOT 3 SLOT 4
12
VILLAIN SHEETS
identify them on the map 3 1 3
ARKHAM ASYLUM • LEADER • IMMUNE
8
13
3 2 3 4 4
BAT FAMILY • UTILITY BELT
8
battle.
BATMAN
TM
WOUND TOKENS
GADGET CARDS Wound tokens track each
Gadget Cards are single- character’s wounds. The
use abilities that heroes yellow 3 side counts as 3
Grappling Gun
with the Utility Belt trait wounds, while the side
Ignore any figures and non-blocking terrain
for your next move action this turn (though
you cannot end the action in the space
with another figure).
may take into battle. reverse counts as 1 wound.
If you move through any friendly figures, you
may place one of them adjacent to you
after your move action ends.
6
ALLY CARDS TIME BOMB /
Certain battles add ally TICK TOKENS
lucius fox ALLY
TM
BOY WONDER
7
CARD ANATOMY
HERO SHEETS
1. Character Name 6. Move Attribute 11. Life Attribute
2. Character Traits 7. Attack Attribute 12. Awakening Attribute
3. Faction Logo 8. Defend Attribute 13. Character Specific
Action Dice Icons
4. Ability Name 9. Skill Attribute
14. Card Reference
5. Character Ability Effect 10. Focus Attribute
1 6 7 8 9 10 11
Batman
TM
3 13
3 2 3 4 4
BAT FAMILY • UTILITY BELT
2 8
12
4 PREPARED
Before rolling your Action dice, Batman may set 1
die to any non-bat side of his choice, then roll the
5 remaining dice as normal. The die that has been set
must become your center die for this round.
4 ESCAL AT ION
Competitive: The villain’s hand size is
increased by 1.
5 Cooperative: The first Arkham villain initiative
card for the round receives a second turn at the
end of the round.
13
14 TM & © DC Comics (s20)
192 / 213 Illus. Sean Galloway
BATMAN
TM
3
7 / 213 ILLUS. J ACK LAWRENCE TM & © DC Comics (s20)
5
8
GADGET CARDS
1. Gadget Name
2. Gadget Ability Text
3. Card Reference
1 Batarang
Choose 1 and apply to your next
2 ranged strike this turn:
- Stuns if it hits, in addition to dealing wounds.
- Entangles (3) if it hits, instead
of dealing wounds.
ALLY CARDS
lucius fox
TM
1. Character Name 1
9
SETTING UP THE GAME
1. Select a battle from the episode guide. For 5. Players should review the map and any
your first two battles, we recommend that you special rules for the battle to make sure
play episode 1, then 2. everyone understands their goal(s).
Place the reference sheet for your chosen mode If there is only one hero player and they wish to
next to the map so that all players can see it and play as Batman instead of a team of heroes, see
continue setting up. The Dark Knight Mode on page 33.
8
8
7
10 9
7. Some battles give suggested skill and gadget
For each hero a player controls, they receive: cards, or players may select their own.
• The hero’s hero sheet For each hero, the controlling player chooses a
number of that hero’s skill cards equal to their
• The hero’s Action dice Skill attribute, returning unchosen skills to
• The hero’s figure the game box. Heroes with the Utility Belt trait
may substitute 1 skill card for 4 gadget cards of
• A snap-on base for the hero their choice.
• Focus tokens equal to the hero’s Focus
attribute. If any Constant skills ∞ are chosen, place
them face up next to their hero sheet. All other
• All of the hero’s skill cards.
chosen skill cards form that hero’s hand, and
If no one selected Batman or Bruce Wayne are kept hidden from the villain.
as a hero, the heroes also receive the green
8. The hero players place their figures in the
Batman Ally card.
green starred hero start area as indicated in the
battle description, 1 figure per space, arranged
however they like.
9. Put the Battle dice, KO tokens, dice
7 placeholder tokens, and Wound and Focus
9 tokens near the play area.
10. Next, set up the villain’s required cards:
• If you’re playing Competitive Mode,
go to page 12.
10 • If you’re playing Cooperative Mode,
go to page 14.
4
10
7
6
11
COMPETITIVE MODE VILLAIN PLAYER SETUP
In Competitive Mode, a player takes on the role BUILDING THE VILLAIN DECK
of the villain and uses a deck of ability cards to The villain deck determines how the villain
control the villains’ figures in order to defeat player controls the villains and their minions.
the heroes. This deck varies for every battle.
If you would rather the heroes fight against To build the villain deck, first put in the 10 gray
the game and AI-controlled villains, skip this villain ability cards. These are always the deck’s
section and go page 14. foundation. Next, check the Villain Deck listing
for the battle. You will see colored letters next
VILLAIN COMPONENTS to each villain used in the battle. These colored
At the start of each battle, the villain receives: letters represent the cards you will be adding
to the villain deck, with each colored letter
• The villain figures listed in the battle indicating a group of 3 cards.
description
• The villain sheets for each villain type listed
in the battle description. (Make sure to For example, if The Joker is pictured and
use the side without the target and range has a red R and a blue B listed, you will
attribute on the bottom right of the villain add his set of red and set of blue cards to the
sheet, this side is for cooperative mode only!) villain deck. Those cards will have The Joker
listed in their Character name box.
• Focus tokens equal to the villain Focus listed
in the battle description
• An additional competitive villain reference After building the villain deck, shuffle it and
sheet for them to track played cards with. the villain player draws cards from it equal to
the hand size specified in the battle description.
• The villain deck
See page 27 for further instruction on playing
as the villain in Competitive Mode.
12 11
ARKHAM ASYLUM • LEADER • IMMUNE
3 1 3 4 2 4
ARKHAM ASYLUM • LEADER • IMMUNE
8 7
VILLAIN DECK INFO
Clown Prince of Crime At Your Service
DECK ICONS FIGURE ATTRIBUTES
You may discard the remainder of your hand Harley may move up to 2 spaces for free, without •
• Not affected by poisons or gases (Fear Toxin, SmileX,
before drawing new cards at the end of your breaking away, as a free action during her turn. MOVE ICON
Perform a move action. Receive move points IMMUNE Knockout Gas, Poison)
turn. When you do this, you may also choose to equal to Move attribute for each Move icon spent
• Do not need to break away from enemy figures
remove 1 of the discarded cards from the deck Perform a melee strike FLYING • May move through figures
for the rest of the battle. MELEE ICON Attack attribute + Melee icons spent = Battle dice rolled
• Ignore non-blocking terrain effects
•
HENCHMAN • Receive bonuses from some villain leaders
Perform a ranged strike (attacker may not be adjacent to the target) • May not perform special actions
RANGE ICON CREATURE • Do not share line of sight
Attack attribute + Melee icons spent = Battle dice rolled
SMALL • May share a space with another figure
Passive defend boost UTILITY BELT • May take gadgets to the battle
DEFEND ICON Defend attribute + Defend Icons = Battle dice rolled
• Controlled by their commander
SUPPORT • Receive 2 wild action icons
• Commander can spend their focus to reroll support dice rolls
“And here you thought I was just another bubble DOUBLE ICONS Double icons are spent the same way as single icons
“They sure don’t make straight jackets • Block line of sight
DISCARD
WILD ICON Wild icons can never be used as a defend icon · Affected by all terrain spaces they occupy
• Can’t be moved by enemy skills or abilities
Shocking, Ain’t It?
ROUND SUMMARY
Enforcer Hired Gun PHASE 1: SETUP PHASE 2: BATTLE PHASE 3: CLEAN-UP
When Played:
Before the Joker moves, he deals 3
dice of unblockable wounds to an
2 1 3 4 2 1 3 2
UNAFFILIATED • MINION • HENCHMAN UNAFFILIATED • MINION • HENCHMAN adjacent enemy figure.
1. Villain shuffles villain deck and draw cards 1. Hero turn 1. End of round effects trigger
up to hand limit (first round only) 2 . Villain turn 2 . Move the round tracker one space THE JOKER
TM
ANY 1
2 . Heroes roll Action dice A. Play card into slot 1 3 . End the round and proceed to the
Re ady f or Act ion Pin ‘Em Down 3 . Heroes arrange Action dice
B. Cards in play move down to make room
C. If a card leaves slot 4 it is discarded
next rounds Setup Phase
76 / 213 ILLUS. J ACK LAWRENCE TM & © DC Comics (s20)
When an Enforcer makes a melee strike, Hired Gun’s ranged strikes do not weaken D. Refill hand * Desperation
double hits count as triple hits. for the first 4 spaces. 4. Proceed to Battle Phase When playing a Villain Ability card, you may play it
3 . Repeat steps 1 and 2 until all
heroes have taken 1 turn and face up for its written effects OR you may play it face
the villain has taken 4 turns down in “Desperation”, which instead allows you to
activate any 1 figure with 2 wild action icons and to
4. Proceed to the Clean-Up Phase discard any number of cards from your hand.
12
COMPETITIVE MODE COMPONENTS
COMPETITIVE MODE VILLAIN SHEET
1. Character Name 6. Move Attribute 10. Awakening Attribute
(Villain Leaders Only)
2. Character Traits 7. Attack Attribute
11. Card Reference
3. Faction Logo 8. Defend Attribute
4. Ability Name 9. Life Attribute
5. Character Ability
1 6 7 8 9
THe joker
TM
3 12
3 1 3
ARKHAM ASYLUM • LEADER • IMMUNE
2 8
10
4 Clown Prince of Crime
You may discard the remainder of your hand
before drawing new cards at the end of your
5 turn. When you do this, you may also choose to
remove 1 of the discarded cards from the deck
for the rest of the battle.
11
The Joker
TM
14
COOPERATIVE MODE COMPONENTS
COOPERATIVE MODE VILLAIN SHEET
1. Character Name 5. Character Ability 10. Targeting Priority
2. Character Traits 6. Move Attribute 11. Attack Type
3. Faction Logo 7. Hit Attribute 12. Card Reference
4. Character Version/ 8. Block Attribute
Ability Name
9. Life Attribute
1 6 7 8 9
THe joker
TM
3 3 3 16
ARKHAM ASYLUM • LEADER • IMMUNE
2
11 10
INITIATIVE CARDS
1. Character Name
2. Character Version/Ability Name
3. Card Reference
Robin
TM
2 BOY WONDER
3 129 / 213 ILLUS. sean Galloway TM & © DC Comics (s20)
15
THE BASICS
This section goes over gameplay For heroes and villain leaders, place wounds
fundamentals that both hero and villain on their character sheets.
players have to know. When something refers to a character’s life,
that’s their base Life attribute minus the
ACTIONS wounds they’ve taken.
Actions are used by figures to move, attack,
and perform other feats in the game. Once a character has suffered wounds equal
to or greater than their base Life attribute,
In competitive mode, heroes take actions by that character is knocked down. A figure
spending the icons on their Action dice, and can’t have more wounds than their Life
the villain player takes actions by playing attribute.
ability cards and spending the icons listed on
them from their villain deck. Heroes and villains can recover life in a
In cooperative mode, heroes take actions by number of ways, such as rolling bat icons at
by spending the icons on their Action dice, the start of a round (pg 20) or through card
and the AI-controlled villain takes actions abilities. When a character recovers Life,
according to their villain sheets and the AI remove wounds from them.
rules.
KNOCKED DOWN FIGURES, AWAKENING,
FOCUS AND KO TOKENS
Focus is available to both the heroes and the When a hero or player-controlled villain
villain. Focus may be spent after any die roll leader has taken wounds equal to their Life
to reroll some or all of the dice rolled (except attribute, they are knocked down; lay the
awakening rolls). However, no dice roll may be figure on its side in the space it occupies. For
rerolled more than once. heroes, return any active skill cards to the
The villain player starts each battle with player’s hand.
the amount of Focus indicated in the battle
description and regains 1 Focus at the end of
KNOCKED DOWN IS NOT ALWAYS KO’ED
each round. The villain player may never exceed
their starting Focus. Remember, when a hero or a villain
leader in competitive is knocked down, it
Heroes start each battle with the amount of
is not immediately KO’ed. Battles’ victory
Focus indicated on their hero sheet. However,
conditions generally refer to KO’ing figures,
they only regain Focus when they roll a bat icon
so make sure you’re checking for awakening
on their Action dice (pg 20) or via a skill or
before declaring victory (or defeat).
ability. A hero may never exceed their starting
Focus.
In Cooperative Mode, the villain does not have When a player-controlled minion or support
Focus. is knocked down, it is KO’ed; remove it from
the map and return it to the figure pool.
When any AI-controlled villain figure is
HERO AND VILLAIN CHARACTER ABILITIES
knocked down, it is KO’ed; remove it from
Each hero and villain has an ability on their
the map.
character sheet. These abilities are available
for the hero or villain to use at different times A figure that is knocked down cannot be
during the battle. If a hero or villain leader is attacked, nor can it be the target of any
knocked down or there are no figures of their skills (unless otherwise stated). Characters
type on the board, the ability is no longer may move through, but may not end their
active and may not be activated until the move on, spaces occupied by knocked down
figure stands back up or a figure is placed on figures.
the board (unless stated otherwise).
In addition, a figure that is knocked down
WOUNDS AND LIFE doesn’t force enemies to break away, count
When unblocked hits are dealt to a character, when calculating awakening or prevent a
they suffer wounds equal to that amount. For figure taking a special action. They may not
minions, place wounds next to them on the perform any actions, use gadgets or skills,
16 map to indicate the wounds they’ve suffered. and may not use their character ability.
AWAKENING HEROES AWAKENING PLAYER-CONTROLLED
If a hero is knocked down, on their next turn VILLAIN LEADERS
they roll Battle dice equal to their Defend
attribute, modified by: If a player-controlled villain leader is
knocked down, the next time that villain is
• +1 die per defend icon on their Action activated (including desperation), they roll
dice Battle dice equal to their Defend attribute,
• +1 die per adjacent friendly support hero modified by:
• +2 dice per adjacent non-knocked down • +1 die per defend icon on active villain
hero ability cards for their figure
• -3 dice per adjacent non-knocked down • +1 die per adjacent villain minion
villain leader • +3 dice per adjacent non-knocked down
• -1 die per adjacent villain minion villain leader
Focus may not be spent to reroll hero • -2 dice per adjacent non-knocked down
awakening rolls. hero
The hero removes wounds equal to the hits • -1 die per adjacent support hero
rolled on the Battle dice and stands up if Focus may not be spent to reroll villain
their Life minus remaining wounds is equal awakening rolls.
to or greater than their Awaken attribute
(the number below their Life attribute). The Awakening a villain works the same way as
awakened figure may now continue their turn awakening a hero, however, if a knocked
as normal without penalty. down villain leader does not activate for a
full round, they automatically receive a KO
If they have not regained enough Life to stand token.
up yet, place a KO token on their hero sheet.
The hero forfeits their turn and will have to
attempt to awaken again on their next turn. CAN’T FOCUS WHEN AWAKENING
Remember, awakening rolls are one
TOTAL PARTY KILL / LOSING THE GAME of the few times you cannot spend
In every battle, regardless of other win Focus to reroll as either the hero or
conditions, if all heroes are knocked down at the villain.
the same time, the villain wins immediately.
17
PLAYING THE GAME: EACH ROUND
Every round consists of three phases:
DICE PHASE
• Dice Phase
• Action Phase ROLLING ACTION DICE
At the start of each round, players roll Action
• Clean-up Phase
dice for each hero they control. If a player
In the Dice Phase, heroes roll their Action doesn’t like their roll for a hero, they may spend
dice. In the Action Phase, heroes and villains 1 of that hero’s Focus tokens to reroll some or
move and attack one another. In the Clean-up all of that hero’s Action dice. All Action dice
Phase (once each hero has taken a turn, and rerolls must be made before the first hero takes
the villain has taken all their turns), any end of their turn. After rolling, players arrange their
round effects trigger, the round marker moves, Action dice in a row in front of them, in any
and the round ends. order they choose.
18
SHARING ACTION DICE HERO TURNS: PLAYING SKILL CARDS
During a hero’s turn, they may also use one of
Heroes strategize and fight as a team. In
their skill cards they chose at the start of the
addition to using their own Action dice, heroes
battle. Using a skill may require a hero to spend
may use the rightmost die of the hero to their
Focus, Life, and/or some of their Action dice
left and the leftmost die of the hero to their
for the turn. See “Hero Skills” (pg 21) for more
right. This typically gives each hero a total of 5
information.
actions to spend on their turn.
Once all Action dice have been arranged, each Remember, a hero’s skill card
hero takes 2 dice placeholder tokens with action remains active until the start
icons matching the rightmost die of the hero of the hero’s next turn, then
to their left and the leftmost die of the hero to returns to their hand (unless
their right. the hero is knocked down, then
the card is returned immediately). You
A rolled bat icon is rotated before sharing dice. do not return active skill cards to your
hand during the Clean-up phase.
ACTION PHASE
Depending on if you are playing Competitive
Mode (pg 27) or Cooperative Mode (pg 28), the VILLAIN TURNS (COMPETITIVE)
turn order in the round will differ. In Competitive Mode, the villain plays a single
Villain Ability card from their hand, activating
TURN ORDER one or more villain figures. For further detail,
Competitive: Beginning with the heroes, see Being the Villain (pg 27). Once each figure
heroes and villains alternate turns—until all 4 has completed their activations, the hero
heroes have each taken 1 turn, and the villain players decide which hero takes their turn next.
player has taken 4 turns. Hero players decide
amongst themselves which unused hero takes VILLAIN TURNS (COOPERATIVE)
their turn. In Cooperative Mode, when a villain’s initiative
Cooperative: A new initiative card is drawn for card is drawn, all figures of that villain activate.
each turn. If it’s a hero, they take their turn. If Each one moves and/or attacks according to
it’s a villain, all figures of that villain activate. their targeting priorities. For further detail,
Once all initiative cards have been revealed see Fighting the Villain (pg 28). Once all have
and all heroes and villains have taken turns, activated, the next initiative card is revealed.
the initiative deck is reshuff led.
SPECIAL ACTIONS
HERO TURNS: ACTION DICE In certain battles, heroes and villains have
On a hero’s turn, they may spend their Action access to Special Actions that allow them to
dice in any order, resolving each action as they interact with other figures and the map in
go. The effects of each action are described various ways. The Episode Guide will detail
under “Player-Controlled Actions and Icons” which Special Actions are used in a battle.
(pg 20). To mark Action dice as spent, slide For a full list of Special Actions, see pg 44.
them forward, separating the spent/exhausted
dice from the yet-to-be spent/unexhausted dice. TERRAIN MOVES
Once a hero finishes taking actions and using Both heroes and villains can perform terrain
Skills and Gadgets (either because they’ve moves to traverse the battlefield and interact
run out of dice or because they do not wish to with various types of terrain. (pg 23)
perform any further actions), their turn is over.
Then: CLEAN-UP PHASE
Competitive: The villain takes their turn.
At this point, any end-of-round effects trigger
Cooperative: A new initiative card is drawn. from statuses, character abilities, skills, or
battle rules. The Villain regains 1 Focus. The
round tracker is moved, and a new round
begins.
19
PLAYER-CONTROLLED ACTIONS AND ICONS
Hero players perform actions by spending the melee/ranged icons when doing so, as described
icons on their Action dice, while the villain below). The +1 bonus to Defend does not go
player performs actions by spending the icons away even when the other icon is spent.
on their played villain ability cards. In either
case, the dice or cards provide the player with BAT
1 or more action icons. When these action EMBLEM
icons are spent, they allow the player to Rolling a bat icon on an Action die is special
perform actions. and represents a hero marshaling their inner
strength. When a hero rolls a bat icon (after any
MOVE Action dice rerolls have been made), that hero:
ICON • Rolls 1 Battle die and removes 1 wound for
For each move icon spent, a character receives
each hit rolled.
move points equal to the Move attribute listed
on their hero or villain sheet. Move points are • Regains 1 Focus (not to exceed their
used to move around the map. If a character starting Focus for the battle)
performs a different action of any sort before • Turns the Action die to any other side of
using all of the move points received from their choice.
spending move icons, the remaining move
points are lost. See “Movement” (pg 22) for WILD
more information. ACTION
Received by Support Heroes and found on
MELEE Villain Ability cards. Wild action icons may
ICON be used as a single move, melee, or ranged icon.
Wild actions icons can never be used as
For each melee icon spent, a character may Defend icons.
choose an enemy figure adjacent to them
(diagonal enemies count as adjacent) and make
a melee strike against that figure. See “Melee
COMBINING AND DIVIDING UP
Strikes” (pg 24) for more information. ACTION ICONS
A character may spend multiple icons of the
RANGED same type on a single action in order to boost
ICON that action’s effects, such as using all their
available melee icons on a single melee strike. A
For each ranged icon spent, a character may character may also spend only part of an Action
choose a non-adjacent enemy figure to make a die’s icons on an action, such as if a character
ranged strike against. The enemy figure must be has a double melee icon available on a die or
within line of sight of the attacking figure. See card, they may choose to spend only 1 of those
“Ranged Strikes” (pg 25) for more information. melee icons on an action. If they do this, the
DEFEND icon that is not used is lost. In other words,
multiple icons may be combined, but characters
ICON
cannot “make change” from a single icon.
Unlike other icons, these are never spent for
actions. Instead, the character receives a +1 bonus
EXAMPLE 1: Batman spends a double melee
to their Defend attribute as long as the Defend icon
icon from 1 Action die and a single melee
remains in play (i.e., until the Action die is rerolled
icon from another Action die to perform
or the villain ability card is discarded from play). a melee strike. He has spent a total of 3
MIXED melee icons on the melee strike and marks
ICON both dice as spent.
This is a combination of a melee, ranged, or EXAMPLE 2: Batman only has 1 Action die
move icon and a Defend icon. It provides a left for the turn, a double melee. He wants
+1 bonus to the character’s Defend attribute to split it up to make 2 separate melee
just like the Defend icon, but it also allows the strikes with 1 melee icon each. However,
character to perform the appropriate action this is not allowed, and he is forced to
(and may be combined with normal move/ make a single melee strike using the
double melee icon on his Action die.
20
HERO SKILL CARDS AND GADGETS
Each hero has several skill cards that their CONSTANT SKILLS
player chooses for them at the start of the
battle. Unless otherwise specified, each turn a
Some skills cards have the constant icon ∞.
hero may use 1 of their skill cards. These skills are always active (even if knocked
down) and never count as your 1 skill per turn.
To do so, the hero must spend the action icons,
Focus, and/or Life indicated on the top of the SINGLE USE SKILLS
skill card (some skills have no cost). The hero Some skills have the single use icon .
then performs the skill as described on the
card. At the beginning of the player’s next turn after
they are used, remove them from the game
The skill card remains face up in front of the instead of returning them to the player’s hand.
hero’s player sheet until the start of their next
turn. While the card is face up, it is still active INSTANT SKILLS
(which matters for a number of skill abilities) Some skills have the instant icon .
and also serves as a reminder that the hero has Heroes may play these cards at a specific time
already used a skill this turn (i.e., they have stated on the card — often, during the a villain
reached their active skill limit). Once a hero’s turn. These cards do not always count as your
next turn comes, the skill card returns to the 1 skill per turn.
player’s hand, unless otherwise stated.
GADGETS
Heroes that have the Utility Belt trait may bring
gadget cards into battle. For a hero to bring
IMPORTANT: If a hero is ever
gadgets, the player must bring 1 less skill card
knocked down, if that hero has
into battle than usual, swapping the skill card
a skill card currently active, that
for 4 gadgets.
card is immediately returned to
the player’s hand (unless stated A hero may play any number of gadgets in
otherwise). addition to their 1 skill card per turn. Once a
gadget is played, it is discarded and removed
Remember, a hero may only use the
from the battle.
skill cards that their player chose at the
start of the battle. Unchosen skill cards
cannot be used unless a game effect says
otherwise. Additionally, skills may only
be activated once per turn regardless of
the hero’s ability to pay the cost again
(unless stated otherwise).
ATTACK/HIT +X
Some skills and abilities allow a character to Grappling Gun
make an Attack/Hit +X strike. The character
Ignore any figures and non-blocking terrain
may make a melee or ranged strike, adding X for your next move action this turn (though
Battle dice to their roll (or X to their Hit value, you cannot end the action in the space
with another figure).
in the case of AI-controlled villains). If you move through any friendly figures, you
may place one of them adjacent to you
after your move action ends.
If the skill or ability requires the character to 168 / 213 ILLUS. chris fenoglio TM & © DC Comics (s20)
21
MOVEMENT
When a character performs a move action by
spending 1 or more move icons, they receive
move points equal to their Move attribute for
each move icon spent. These points are then
used to move around the map.
LEAP
EFFECT: Move your figure up to 3 spaces in
a straight line, ending on a space without a
figure. While leaping, ignore all figures, break
away, and terrain, except you may not move
through blocking terrain or move from low
terrain to elevated terrain. Other figures do not
draw line of sight to you while you are leaping.
CROUCH
EFFECT: While adjacent to a car, dumpster,
bench or desk, a figure may use this action to
crouch. Place a Crouch token next to the figure.
Until the figure begins a new action, line of
sight may not be drawn to this figure through
the object it’s crouching behind.
TAKE COVER
EFFECT: While on or adjacent to a space of
covered terrain, a figure may use this action
to take cover. Place a Take Cover token next to
the figure. Until the figure leaves the space in
which it has taken cover, it receives Defend +2.
This stacks with the normal Defend +1 bonus
from standing in covered terrain.
23
COMBAT: MELEE STRIKES
When a character makes a melee strike by However many hits are left are then applied
spending 1 or more melee icons, the controlling to the target as wounds (see “Wounds and
player chooses an enemy figure adjacent to the Health,” pg 16).
character as the target (enemies that are diagonal
to the character count as adjacent, but enemies
on a different elevation do not). The player then
rolls Battle dice equal to the character’s Attack
attribute plus the number of melee icons spent
on the strike.
Batman
Batman
TM
TM
13 13
33 22 33 4 44
BAT FAMILY • UTILITY BELT
4
BAT FAMILY • UTILITY BELT
8
8
PREPARED
PREPARED
Before rolling your Action dice, Batman may set 1
die to any non-bat side of his choice, then roll the
remaining
Before dice your
rolling as normal. The die
Action thatBatman
dice, has been set
may set 1
diemust become your center die for this round.
to any non-bat side of his choice, then roll the
remaining dice as ESCAL
normal. AT ION
The die that has been set
must become The
Competitive: yourvillain’s
centerhanddie
sizefor
is this round.
increased by 1.
ESCAL AT ION
Cooperative: The first Arkham villain initiative
card for the round receives a second turn at the
end of the round.The villain’s hand size is
Competitive:
increased by 1.
Cooperative: The first Arkham villain initiative
card for the round receives a second turn at the
end of the round. EXAMPLE 1: Batman rolls a total of 5 hits
TM & © DC Comics (s20)
192 / 213 Illus. Sean Galloway
EXAMPLE: If Batman spends 3 melee icons on his melee strike, and the Enforcer rolls
to make a melee strike, he will roll 5 2 blocks on his defense roll, so the Enforcer
TM & © DC Comics (s20)
25
26
BEING THE VILLAIN (COMPETITIVE MODE)
In Competitive Mode, a player takes on the SPECIAL ABILITIES
role of the villain.
Villain ability cards may also have one or
After each hero’s turn, the villain player takes a more special abilities listed on them, which are
turn by playing 1 villain ability card from their separate from the figures they activate.
hand and placing it into slot 1 of their sheet.
At the end of their turn, the villain player • When Played: This ability occurs
draws until they have as many cards in hand as immediately when the card is played, before
specified in the battle description. If the villain any of the action icons on it may be spent.
deck runs out of cards, shuffle the discard pile • When Discarded: This ability occurs
to become the villain deck. Play continues with immediately when the card is discarded.
the hero players.
• This Turn: Once played, this ability is active
USING VILLAIN ABILITY CARDS until the villain’s turn ends.
The bottom of each villain ability card • While Active: This ability is active from the
indicates which type of villain figure it moment the card is played until it is discarded
activates, this includes how many figures • Instant: This is played from the villain
it activates, which action icons each of player’s hand at a specific time — often, they
the activated figures receives, and if any can be played during the hero turn. These
additional figures can be activated. cards generally are not placed in the queue.
If an ability card activates multiple figures, Note: If a card is played for its instant effect
the villain player may activate them in any and it has action icons listed on it, regardless
order, but must complete each figure’s entire if the card is placed into the queue or not the
activation before moving on to the next figure. icons on the card may not be spent (unless
specified otherwise).
IMPORTANT: The villain player Instant cards with action icons can still be
may only activate a given played into the queue on the villain players
figure once per turn. So, if a turn but the instant effect will not trigger.
Hired Gun was activated with
the ranged strike from a “Be DEFEND ICONS
Careful” card, he could not be Some villain ability cards have Defend icons on
activated again with the additional any them. While active, these cards add a bonus to
1 figure activations. the Defend attribute of that villain type equal
to the number of Defend icons on the card. This
affects all figures of that villain type, not just
ADDITIONAL FIGURE ACTIVATIONS those activated by the card.
Some villain ability cards also have the option
to activate additional villain figures. Cards EXAMPLE: If a Hired
that activate additional figures will have two Gun card activates
sets of action icons at the bottom of the card 2 Hired Guns and
instead of just the one for the named character. has 1 Defend icon
Additional figure actions always have a number on it, all Hired Guns Be Careful!
of figures they can activate and a number of in play receive a +1 While Active:
ACTIVE VILLAIN CARDS & THE QUEUE card is active. 116 / 213 ILLUS. chris fenoglio TM & © DC Comics (s20)
27
FIGHTING THE VILLAIN (COOPERATIVE MODE)
In Cooperative Mode, the hero players fight CHARACTER ABILITIES
against the game itself, and the villain figures
move and attack based on artificial intelligence Similar to player-controlled heroes and villains,
(AI) rules. Cooperative Mode villains each have at least
1 character ability on their villain sheet.
The turn order in this mode also differs from
Competitive Mode, instead using a deck of Character abilities can come into effect at any
initiative cards which determines when each time, so make sure all players are familiar with
THe joker
how these abilities are activated.
TM
cannot draw line of sight to a target). either melee or ranged, which determines the
If the result is a hit, that figure loses 1 Focus.
If the result is a block, that figure receives a SmileX token.
distance strikes can be made
If the resultfrom:
is a double hit, nothing happens.
If all figures of a figure type have been KO’ed If The Joker can’t reach optimal strike range after making
a move action, his range attribute changes to 5 for the
do not remove their initiative card. Simply rest of his turn.
skip over their turn as there are no figures to At the end of his turn, The Joker infects all adjacent
enemy figures (including bystanders) with SmileX.
activate.
Mr. Freeze
TM
initiative card is drawn and they activate, space away). they receive a cold token instead.
If Mr. Freeze deals at least 2 wounds to an enemy
compared to minion figures receiving 2 actions figure during his turn, that figure receives 1 stun
per activation. token. If that figure has a cold token they are
entangled (4) instead.
Mr. Freeze ignores the affects of slow terrain.
When any figure’s health reaches zero, they are
KO’ed and removed from the board. Awakening
rules don’t apply. 3
TM & © DC Comics (s20)
202 / 213 Illus. Sean Galloway
TARGETING PRIORITY
Each AI villain has preferred targets denoted by AI villains with a number as their attack range
the targeting priority icon at the bottom of their attribute may target enemy figures up to that
villain sheet. These determine which target that many spaces away (before suffering penalty)
figure prefers to moves toward and attack. that they have line of sight to.
When comparing hero attributes for targeting
priority, always use the current attribute, STRIKE RANGE
including any modifiers (rather than the base A figure’s strike range is an important attribute
attribute). If there is a tie, the players choose when determining which player’s figure they’re
which hero will be targeted. going to attack.
If a figure doesn’t have a specific attribute OPTIMAL STRIKE RANGE:
(support heroes), it is considered 0 for targeting A ranged figure is within optimal strike range
purposes.
if they have line of sight to their target and are
able to make an attack action that does not
The types of preferred targets are: suffer a penalty.
Highest/Lowest Remaining Life STRIKE RANGE:
A ranged figure is within strike range if they
Highest/Lowest Focus have line of sight to their target and are able to
make an attack action that suffers a penalty to
Highest/Lowest Skill Attribute hits for being too far away.
Melee figures within line of sight and adjacent
Villains never target knocked down figures and to their target are considered to be within
only activate if there’s a target in their shared optimal strike range.
line of sight (they or another AI villain can
draw line of sight to a target).
28
1. VILLAIN ACTIVATION ORDER 3. ATTACKING
When activating AI villains, each figure must When an AI villain figure is within optimal
complete its entire activation/turn (i.e., use all strike range of a hero, they make a strike
of its actions) before the next figure has their action.
activation/turn, unless otherwise stated. If a ranged AI figure has moved and is not
When determining a target, each AI villain within optimal strike range of any heroes, it
checks if they have a hero within optimal strike makes a ranged strike at the hero closest to it,
range that matches their targeting priority which may suffer a distance penalty.
(their “preferred target.”) If they do, the AI AI strikes are the same as player controlled
villain will attack. If they don’t, the AI villain strikes, except that no Battle dice are rolled.
checks if there are any other figures within Instead, the AI villain figure deals hits
optimal strike range and attacks them instead. equal to the Hit attribute on their character
1. AI villain figures within optimal strike sheet (minus any hits due to a ranged strike
range of their preferred targets always suffering a penalty for distance). The targeted
activate first, starting with figures that are hero rolls to defend as normal.
adjacent to their target (if there is more After making a strike action, if an AI figure
than 1 adjacent AI villain, the players has any actions left, it will either attack again
choose the order they are activated). (if it is still within optimal strike range of a
2. Once all figures within optimal strike range hero) or it will move towards its next target (if
of preferred targets have completed their it hasn’t already moved this activation/turn).
actions, other figures in optimal strike
Keep in mind that a figure’s target may change
range of a target activate, starting with
as the result of a strike (e.g., if the figure is
those closest to their targets.
adjacent to 2 heroes and its targeting priority
3. AI villains without a target in optimal is Highest Life).
strike range move towards their preferred
target if they can reach optimal strike 4. MOVEMENT
range. If there isn’t a hero that matches Each AI villain figure may only make 1 move
targeting priority, it moves towards putting action per activation. The figure has move
another target within optimal strike range. points equal to its movement attribute.
AI figures spend all their move points as
2. STATUS CHECKING AI VILLAINS efficiently as possible to move toward their
Before a figure activates, always make sure to
preferred target in their shared line of sight.
resolve any statuses or terrain obstructions,
End a figure’s move action when it both:
which usually costs the figure’s actions.
• Is in optimal strike range of any target
• Stunned: If the figure is stunned, spend 1
Action to remove a Stun token. Repeat until • Is not preventing other activated figures from
the figure is no longer stunned. entering (optimal) strike range.
• Entangled: If the figure is entangled, spend If an AI figure’s line of sight to a hero is
1 Action to attack the entanglement (pg 41). broken during a move action, they are still
Repeat until the figure is free. considered to “remember” where the hero was
until the end of that figure’s turn.
• Harmful Terrain: If the figure is standing
in harmful terrain, spend either 1 Action to
move the figure to safety, or 2 Actions to leap 5. ENDING ACTIVATION
(pg 23) if normal movement would still put When a figure has spent all of its Actions, or
the figure in harmful terrain. if it has moved once and attacked all possible
targets, its activation is over and you move on
to activating the next figure.
Status effects and other abilities that trigger
at the end of a figure’s activation happen here,
such as Free Fall loss for the heroes (pg 41).
29
EXAMPLE 1: A Hired Gun is adjacent to Batman
and has both Robin and Batgirl 1 space away. EXAMPLE 3: At the start of his activation, the Hired
The Hired Gun will stay where he is, spending Gun is not within optimal strike range of any
his actions to attack Robin following targeting hero. He first checks if he can reach optimal strike
priority (in this instance Robin has more life) as range of a figure that he targets, which he does (in
he is in optimal strike range. this case it’s Batgirl). The Hired Gun then makes
a move action spending 2 move points, placing
himself in optimal strike range and then spends
his second action attacking Batgirl.
CLIMBING DEFENDING
AI villain figures may spend 1 action to AI villain figures do not roll Battle dice when
use the climb terrain move. AI figures will defending against attacks. Instead, the figure
never take normal moves from elevated to blocks hits equal to the Block attribute on their
low terrain that would cause falling damage. character sheet.
Climb is not considered to be a move action Any unblocked hits will cause the figure to
and is only used if the targeted hero is in line suffer wounds (see “Wounds,” pg 16).
of sight (but not within strike range) and on a
different terrain level (elevated/low) from the If an AI-controlled figure is holding a hostage,
AI villain figure. the hostage is freed after the first time the
villain figure would suffer a wound (see status
LEAPING “Hostage,” pg 42).
AI villain figures may spend 2 actions to use
the leap terrain move. Leap is not considered
to be a move action and is only used if an
AI villain figure finds themselves either in a
space of harmful terrain and a move action
would result in moving into another space of
harmful terrain or their only possible move
action or target is through a space of harmful
terrain.
30
31
THE DARK KNIGHT MODE
In Batman The Animated Series Adventures, players also have the opportunity to play a solo
adventure as Batman against a cooperative villain or to go head-to-head as Batman versus a villain
player.
32
COMPETITIVE MODE COOPERATIVE MODE
When playing The Dark Knight in Competitive When playing The Dark Knight in Cooperative
Mode, use the round sequence detailed below: Mode, the turn structure and setup remains
• Hero - Player may spend all of their action mostly the same with the following changes.
icons. In addition to Batman’s normal initiative card,
• Villain - Player plays 1 card. shuffle in the 2 “Batman: The Dark Knight”
initiative cards, for a total of 3 hero initiative
• Hero - Player unexhausts all their Action
cards.
dice, return any active skill cards to their
hand and takes another turn. They may At the start of each hero turn after the first, the
choose a different wild action icon. hero unexhausts all their Action dice, return
• Villain - Player plays 1 card. any active skill cards to their hand, and takes
another turn. They may choose a different wild
• Hero - Player unexhausts all their Action action icon on each of their turns.
dice, return any active skill cards to their
hand and takes another turn. They may
choose a different wild action icon.
• Villain – Player plays 1 card.
• End of round.
Note: Even though there is less turns per round,
the villain players queue remains at 4 cards
long.
EXAMPLE:
Batman has used the Prepared ability and selected the (2x range icon), this die becomes his
center die and is placed into slot 2.
He then rolls the remaining Action dice and receives (2x range) and (melee/def). Batman places
the the (2x range) into slot 1, this duplicates the (2x range) and takes a placeholder from the
supply. The remaining die (melee/def) goes into slot 3.
Batman then takes a move placeholder token as his wild action icon as he has no movement
for his next turn.
33
LINE OF SIGHT
Line of sight is everything a figure can sight unless they are giant, in which case the
see. There is no limit to how far line of space they occupy counts as blocking terrain
sight may be drawn unless it is broken by (for purposes of determining line of sight
terrain or special effect. only).
A figure has direct line of sight to its A figure has shared line of sight as long as a
target if a straight line from the figure’s friendly figure has direct line of sight to the
space to the target space can be drawn target. Shared line of sight is only used for
without crossing any terrain that blocks Cooperative Mode villain figure activation.
line of sight. Figures do not block line of
EXAMPLE 1:
• Line of sight may be
drawn through friendly
figures.
• Line of sight may be
drawn through enemy
figures.
• While target is crouching,
line of sight may not be
drawn through the object
they are crouching behind.
EXAMPLE 2:
• Line of sight may not be drawn through
blocking or elevated terrain.
• Line of sight may be drawn into a space
of obscuring terrain, but not through a
space of obscuring terrain.
34
EXAMPLE 3:
• Line of sight may be drawn from
elevated terrain to elevated
terrain, unless line of sight is
broken by other means (blocking
terrain, elevated terrain, giant
figure, obscuring terrain).
• Line of sight may be drawn from
low terrain to low terrain, unless
line of sight is broken by other
means (blocking terrain, elevated
terrain, giant figure, obscuring
terrain).
• Line of sight may be drawn from
elevated terrain to low terrain,
unless line of sight passes through
a space of elevated terrain first
or it is broken by other means
(blocking terrain, giant figure,
obscuring terrain).
• Line of sight may be drawn from
low terrain into elevated terrain,
but not through a space of elevated
terrain, unless line of sight is broken
by other means (blocking terrain, giant
figure, obscuring terrain).
STRAIGHT LINES
Straight Lines - Line of Sight / Ranged Strikes:
When measuring a ranged strike, a straight line is a line from the center of 1 space to the center
of another space. The distance is always determined by the shortest possible route between the 2
spaces.
Straight Lines - Movement:
When a straight line is required for movement it is considered to be orthogonal or diagonal
movement only (like a queen in chess).
1 2
3 4
35
GLOSSARY: TERRAIN
TERRAIN TYPES BLOCKING TERRAIN
The different terrain types can be found on EFFECT: Figures may not enter blocking terrain.
map tiles and tokens, and can affect figures’
movement, line of sight, and character LINE OF SIGHT: Figures may not draw line of
attributes. Each space within an enclosed sight into or through blocking terrain.
line for a terrain type count as a space of that
terrain. Terrain with two colors in its border
counts as spaces of both terrain types.
PROP TOKENS
Tokens or spaces that represent physical objects
on the map with terrain rules are prop tokens.
These include but are not limited to cars, crates, COVERED TERRAIN
trash cans, benches and dumpsters. EFFECT: Figures on a space of covered
terrain receive Defend +1 and are considered
to be 1 additional space away when targeted
by ranged strikes.
LINE OF SIGHT: Unaffected
ELEVATED TERRAIN
EFFECT: Elevated terrain is not considered
ELEMENTAL TERRAIN TOKENS adjacent to low (non-elevated) terrain, except
Elemental terrain tokens represent elemental for moving when figures use the climb terrain
effects on the map tiles by either adding a move.
square elemental token during the setup or
when adding a round elemental to the map Figures on spaces of elevated terrain are
token during the battle. These include but are considered to be 2 additional spaces away when
targeted by ranged strikes from figures in
not limited to fire, ice and smoke.
spaces of low terrain.
Figures making a ranged strike from elevated
terrain to low terrain suffer no additional
penalty (standard ranged strike rules apply).
FALLING: A figure that moves from elevated
terrain to low terrain receives wounds equal to
the hits rolled on 4 Battle dice. These wounds
SLOW TERRAIN may be defended against as normal.
EFFECT: It costs 1 additional move point to
Figures do not receive wounds from falling
enter each space of slow terrain. when moving into a space that contains a trash
LINE OF SIGHT: Unaffected heap, a dumpster, fire escape, or staircase.
LINE OF SIGHT:
• Elevated Terrain to Elevated Terrain:
Unaffected.
• Low terrain to low terrain through elevated
terrain: No line of sight
• Elevated Terrain to Low Terrain: Figures
ROUGH TERRAIN in elevated terrain may draw line of sight
into low terrain, but not through a space of
EFFECT: A figure that enters a space of rough
elevated terrain into a space of low terrain.
terrain immediately ends its current move action
• Low Terrain to Elevated Terrain: Figures
and loses any remaining move points. This does
in low terrain may draw line of sight into
not prevent the figure from starting a new move elevated terrain, but not through a space
action. It merely ends the current move action. of elevated terrain into another space of
LINE OF SIGHT: Unaffected elevated terrain.
36
UNSTABLE TERRAIN BOTTOMLESS TERRAIN
EFFECT: Figures may move through a space of EFFECT: A figure that enters bottomless terrain
unstable terrain, but they cannot end a move receives the Free Fall status token (page 39). If
action on one. If a figure would be forced to end a Free Falling figure begins and ends their turn
its move on unstable terrain, that figure stops in in bottomless terrain, the heroes instantly lose
a space just before the unstable terrain. the battle.
LINE OF SIGHT: Unaffected Non-flying villain figures may not voluntarily
move into bottomless terrain unless using a
skill, ability or gadget.
LINE OF SIGHT: Unaffected
FIRE ESCAPES/STAIRCASES
EFFECT: Fire escapes and staircases are slow
terrain and are considered to be adjacent to
both low and elevated terrain. You do not take
OBSCURING TERRAIN falling wounds moving from elevated terrain to
EFFECT: Figures on a space of obscuring a fire escape or staircase.
terrain do not need to be broken away from, do
not affect adjacent figures that are awakening LINE OF SIGHT: Unaffected
and do not prevent enemy figures from making
special actions.
When making a strike into or out of obscuring
terrain, roll half as many dice (rounded up).
When an AI figure makes a strike into or out
of obscuring terrain, halve their hit attribute
(rounded up) This does not stack.
For example, if a figure makes a strike out of
DOORS
obscuring terrain AND into obscuring terrain, EFFECT: While closed, doors are blocking
you still only roll half as many dice, not 1/4 as terrain. While open, doors are empty spaces.
many dice.
To indicate that a door is open, flip the door
LINE OF SIGHT: Figures may draw line of
token to its open side. A door cannot be closed
sight into, but not through, obscuring terrain.
again once opened.
SKYLIGHTS
Skylights are terrain features that allow figures
to move from one map tile to another. Each CLIMBABLE LINES
skylight is a pair of tokens, a top and a bottom, EFFECT: Figures may only cross a climbable
each representing 4 spaces. line if they perform the climb terrain move.
For figures moving and drawing line of sight LINE OF SIGHT: Unaffected
between the two map tiles, the 12 spaces
adjacent to the top skylight token are treated as
elevated terrain that are next to all 4 spaces of
the bottom skylight token, which is low terrain.
This means that a figure may move between the
OBSCURING LINES
EFFECT: Obscuring lines do not affect
skylight tokens by taking a climb action, or by
movement.
using a grapple gun or similar gadget or skill.
Otherwise, if you move from the top token LINE OF SIGHT: Figures may not draw line of
to the bottom token you suffer wounds from sight through obscuring lines.
falling (see “Elevated Terrain,” pg 36).
If a figure ends its move on the top token it
automatically falls to the bottom token. Place
the figure in any of the 4 unoccupied bottom
spaces and it suffers wounds from falling (see HARMFUL LINES
“Elevated Terrain,” pg 36). EFFECT: Each time a figure passes through a
If there are no available spaces to move to harmful line, it suffers 1 unblockable hit.
when climbing or falling, the figure moves 1 LINE OF SIGHT: Unaffected
additional space for free as if they were leaping
(see “Leap,” pg 23).
TERRAIN TYPES—LINES
Lines are terrain features that go between
spaces, but don’t enclose spaces. Use the
standard terrain rules if lines enclose a space
or spaces. Terrain line’s effects apply when a
figure moves over the line or draws line of sight
through it.
BLOCKING LINES
EFFECT: Figures may not cross blocking lines.
LINE OF SIGHT: Figures may not draw line of
sight through blocking lines.
38
GLOSSARY: CHARACTER TRAITS
All characters have supplemental traits in SMALL
addition to their basic attributes. Traits are Small figures may share a space with another figure.
listed under a character’s name on their sheet.
LEADER GIANT
Leader figures are unique and generally only Giant figures take up more than 1 space on the
one of this character will be involved in each map.
battle. During competitive play, leaders can be
knocked down and may attempt to awaken. When targeting a giant figure, a straight line
In cooperative play, leaders are KO’ed and may be drawn to the center of any of the spaces
removed from the map when they take wounds the giant figure occupies, not the center of the
equal to their life. Leaders are granted 3 actions figure itself.
per activation in cooperative play. Giant figures may not be moved by another
characters skill or ability (unless specified
MINIONS otherwise).
Minions are not unique and are KO’ed and No figures may draw line of sight through a
removed from the map when they take wounds giant figure.
equal to their life. Minions are granted 2
actions per activation in cooperative play. When a figure is calculating break away from a
giant figure, the cost is the number of the giant
figure’s spaces that the breaking away figure is
IMMUNE adjacent to.
Immune figures cannot gain status tokens TERRAIN EFFECTS:
from poisons and gases.
Giant figures are affected by a terrain types’
This includes Fear Toxin, SmilesX, Knockout effect as long as at least 1 space they occupy is
Gas, and Poison. of that type.
FLYING SUPPORT
Flying figures do not need to break away from Sometimes, even a hero needs a little help.
enemy figures, may move through (but not Support heroes are setup in an adjacent space to
end a move action on) figures, and ignore non- their commander at the start of a battle.
blocking terrain effects. Support figures act on their commander’s
turn and do not use or share action dice.
HENCHMAN Each support receives 2 wild actions of their
Henchman figures are subordinates that may commander’s that can be used as Move, Melee
receive bonuses from certain leader figures. Strike, or Ranged Strike. Some commanders
have a limit on how many supports they can
CREATURE control on each turn.
Creature figures may not perform special
A support’s commander can use their focus to
actions and do not share line of sight.
reroll their dice rolls.
39
GLOSSARY: STATUS EFFECTS
Both heroes and villains can receive status effects. These effects range in nature and severity, some
with game-ending consequences.
When a figure receives a status effect, place the corresponding token next to them on the map.
DESCRIPTION: When a figure is entangled, it may DESCRIPTION: Stunned figures can’t perform
not perform any actions except trying to break Actions or use Skills or Gadgets and must
free; it may not be moved with gadgets or spend Action Icons to snap out of their stupor.
abilities; and it no longer affects other figures’ A figure may have multiple stun tokens and
awakening or break away. while stunned no longer affect other figures’
awakening or break away.
When a figure becomes entangled, give it
Entangle counters that add up to the number Stunned figures must spend actions to remove
specified by whatever caused the Entanglement. stuns before taking any other actions. To
remove, a figure must spend 1 non-defend icon
PLAYER-CONTROLLED FIGURE EFFECT: per stun token.
• Can only spend attack actions to weaken or
break entanglement (either ranged or melee
icons can be used in any combination).
• Each hit reduces the entanglement by 1.
• Friendly figures may also target friendly
entangled figures to break entanglements.
FIRING UNDER FIRE
AI-CONTROLLED FIGURE EFFECT: STATUS: UNDER FIRE
• May not activate normally while entangled. DESCRIPTION: When a figure comes under fire
• Spend attack actions to weaken or break thanks to an ability, place an under fire token
entanglement. next to the defending figure and a matching-
color firing token next to the attacking figure.
• Each hit reduces the entanglement by 1. This represents that the figure under fire has a
hail of gunfire hitting the ground all around
BYSTANDER EFFECT:
them.
• May not be rescued or taken hostage.
If the firing figure becomes entangled or
stunned, loses line of sight to the under fire
figure at the end of an action, or if the under
fire figure moves out of optimal strike range in
cooperative mode, remove both under fire and
firing tokens.
• DESCRIPTION: Some battles feature unaware • Place firing token on the attacking figure.
figures. These figures cannot be activated • Place the matching firing token on the
until they become aware. Figures become defending figure.
aware if attacked or as indicated in the battle
• Defending figure may not move toward
description.
attacker
• If defending figure ends their turn under fire,
their life is instantly reduced to 0.
40 BYSTANDER EFFECT: N/A
STATUS: FREE FALL EARLY LATE
DESCRIPTION: A non-flying figure that enters STATUS: SMILEX (GAS)
bottomless terrain (pg 37) receives a free fall
DESCRIPTION: A figure may become infected with
status token. A figure in free fall may not move,
leap, or attack. SmileX by a number of abilities. When this
happens, the affected figure receives a SmileX
If a figure in free fall begins and ends their turn token, early side up. The figure type determines
in bottomless terrain, the heroes instantly lose the effect of SmileX, and it always triggers at the
the battle. (Heroes would never let anyone fall to end of a round.
their deaths, even their enemies). At the end of the round, if the SmileX token
started the round in play, flip it over to its late side.
Figures in bottomless terrain may be rescued
by a number of abilities and gadgets. If a figure PLAYER OR AI-CONTROLLED FIGURE EFFECT:
leaves bottomless terrain, remove the Free Fall • When the SmileX token flips to the late side,
status from them. the figure receives 1 unblockable wound.
PLAYER-CONTROLLED FIGURE EFFECT: • If the SmileX token is already on its late side
at the end of the round, the figure’s Life is
• May not move, leap, or attack while in free reduced to 0.
fall.
• Can be removed with Inoculate.
• Villains may not move into bottomless
terrain by choice. BYSTANDER EFFECT:
AI-CONTROLLED FIGURE EFFECT: • If the SmileX token is already on its late
side at the end of the round, the bystander
• Cannot move, leap, or attack while in free
succumbs to the SmileX toxin, and the heroes
fall.
immediately lose the battle.
• Will not move into bottomless terrain by
• Can be removed with Inoculate.
choice or by taking a move action.
BYSTANDER EFFECT:
41
STATUS: COLD STATUS: HOSTAGE
• Can be removed with Inoculate. AI-CONTROLLED FIGURE EFFECT: The first time this
BYSTANDER EFFECT: figure would take wounds from an attack,
release their hostage to cancel all wounds
• Can be removed with Inoculate. from that attack. At that point, the bystander
• Heroes may not attack bystanders, even if flees the map to safety.
bystanders attack them.
• Bystanders receive Attack +1.
• Cooperative: Bystanders receive 2 actions,
and activate whenever a Henchman initiative
card is drawn. They have attack type melee,
and target the lowest health figure.
• Competitive: Villain player may control
affected bystanders.
42
GLOSSARY: ARKHAM ASYLUM STATUS EFFECTS
These status effects can be found in the expansion, Batman: The Animated Series - Arkham Asylum.
Again, both heroes and villains can receive these status effects, with some of them inflicting wounds
and one taking control of the figure itself.
DESCRIPTION: Figures may become poisoned DESCRIPTION: Figures placed under mind
from various effects during the battle. A control may be activated and controlled by
figure may have multiple poison tokens. At the character who gave them this status. The
the end of a poisoned figure’s turn; that figure only way to remove a mind control token is to
suffers unblockable wounds equal to the hits attack it. Mind control tokens have Defense 0
rolled on one battle die, then removes one and 2 Life.
poison token.
PLAYER-CONTROLLED VILLAIN EFFECT: Mind
If a figure has not activated for an entire
controlled villains may be activated more
round, at the end of the round resolve their
than once per turn.
poison tokens as if it was the end of the
poisoned figure’s turn. Poison tokens may
PLAYER-CONTROLLED HERO EFFECT: Mind controlled
also be removed by the Inoculate special
Heroes activate as normal on their turn,
action.
but may also be activated by the character
that placed them under mind control, as
described on that figure’s character card.
43
GLOSSARY: SPECIAL ACTIONS
SPECIAL ACTIONS INVESTIGATE
To collect the clues, evidence, and bombs (pg
Certain actions are not shown on the dice— 45) found in some battles, you sometimes must
these are often situational and, in some cases, perform a special action while standing adjacent
restricted to either heroes or villains. to them.
To perform a special action, the hero or villain
must spend 1 action with at least 1 non-defend BYSTANDERS
icon on it.
In general, bystanders are considered friendly
Special actions may only be taken while figures by the heroes, and are considered
adjacent to the action’s target but not adjacent neither friendly or enemy figures by the
to any enemy figures. You may be adjacent to villains. Bystanders cannot be attacked by
enemy figures if they are in obscuring terrain. either side.
Some scenarios have unique special actions, Bystanders can gain some status effects. Check
while others use the standard set listed here. the status effect glossary (pg 40-43) for details
Rolls made for special actions may be rerolled on how status effects work on bystanders.
with focus. Many scenarios feature neutral bystanders for
the players to rescue with the rescue bystander
FOCUS AND SKILL CHECKS action. Some scenarios will also allow villains
Focus checks and Skill checks are used for to take bystanders hostage and gain the
opening doors and performing other battle “Hostage” status effect (pg 42 ).
specific tasks.
When making a Focus or Skill check, the RESCUE BYSTANDER
character must roll battle dice equal to their Heroes may rescue a bystander as a special
Focus or Skill attribute. If the number of hits action as long as the bystander does not have a
meets or exceeds the difficulty set in the battle status effect or an un-defused bomb on them.
description, the character succeeds. If the total When a bystander is rescued, remove that
number of hits is fewer than the difficulty of the figure from the map.
Focus or Skill check, the character fails.
TAKE HOSTAGE
INOCULATE Villain figures may take an adjacent bystander
hostage as a special action as long as the
Inoculate is used to cure figures infected with bystander does not have a status effect or an un-
gases and poisons. A figure may never inoculate defused bomb on them.
themselves; they must have another figure
inoculate them. When a bystander is taken hostage, remove that
figure from the map, the villain figure that took
When inoculating, roll 1 Battle die. If it hits, the hostage receives a hostage token.
remove all gas effects (Fear Toxin, SmileX) and
poison from the target. If the result is a block,
the inoculation fails.
INTERROGATE
Some enemy figures have important information
that requires some convincing for them to
relinquish. You may still take the interrogate
special action when adjacent to enemy figures.
To interrogate an enemy figure, a character must
perform a Focus check while adjacent to the
enemy figure. The difficulty of the Focus check
is the remaining Life of the enemy figure + a
difficulty set in the battle description.
44
CARRYING ITEMS DEFUSING A BOMB
Some battles feature items that can be carried. To defuse the bomb, figures must cut the correct
Only items specified in a battle description wire on the Time Bomb sheet by taking a special
can be picked up. action while adjacent to the bomb.
TIME BOMBS
Some battles feature ticking Time Bombs that
one side must defuse before they explode.
All Time Bombs have wires that may be cut, but TM & © DC Comics (s20)
213 / 213 Illus. Sean Galloway
only 1 is correct.
If the Time Bomb ever runs out of ticks, it’s
game over and the bomb explodes!
EXPLOSIVES
The villain player may take a special action to
At the end of each round the Time Bomb ticks place an explosive onto any adjacent space on the
down and removes one tick. To make matters map.
worse: each incorrect wire cut removes an
At the end of the round, if an explosive started
additional tick.
the round on the map it explodes.
SETTING UP THE BOMB If the explosive was placed onto a non-blocking
space all figures adjacent to that space suffer 4
The bomb is represented by a bomb token on the
Battle dice of hits that may be defended against
board, shown in the battle description, as well as
as usual.
a Time Bomb sheet that sits beside the map.
If the explosive was placed onto a blocking space,
Take the Time Bomb sheet and place it by the replace the explosive with a broken wall token. If
map, then shuffle and place the wire tokens the blocking space was a door, open it.
face down onto the spaces marked on the sheet.
Hero figures may defuse an explosive by taking
Place ticks on the sheet as specified in the battle
a specical action. Only explosives placed in non-
description. blocking terrain may be defused.
45
FREQUENTLY ASKED QUESTIONS
WHAT HAPPENS IF I RUN OUT OF A TOKEN CAN HEROES PICKUP BYSTANDERS WITH A
I NEED TO PLAY? GRAPPLE GUN?
Tokens in the box are not intended to be a Yes, and this is a helpful strategy in many
limited supply for gameplay. While we hope battles.
you don’t run out, use other tokens included as
substitutes if necessary. DO INSTANT VILLAIN CARDS GO INTO THE
VILLAINS PLAYED CARD QUEUE?
IF AN EFFECT MAKES A FIGURE MOVE
“ONE SPACE FOR FREE” IS THAT Yes, unless otherwise stated.
CUSTOM EPISODES
CAN I CREATE MY OWN EPISODES? VILLAIN OBJECTIVES -
For scenarios without a specific villain objective,
Players are encouraged to modify or create their we recommend “Heroes receive 2 KO tokens”.
own episodes after first playing through the You can also try timers based on number
missions in the episode guide. When creating of rounds, stealing an important item, or
your own battle, here are some considerations: something new of your own invention!
HERO COUNT - Our battles all include 4 The most important thing is to play the episode
heroes so that they support all player counts, — if it’s too easy for the heroes, add villain
but your custom battles can use any number of figures or increase the objective difficulty. If
heroes 1-4. the battle is too difficult for the heroes, reduce
LEADERS AND MINIONS - A good the villain figure count or the difficulty of the
foundation to start with is 1 villain leader and 1 objectives.
minion type for every 2 heroes.
HERO OBJECTIVES - Objectives are used to
change the pressure of an episode. Each episode
needs at least 1 objective for the heroes and for
the villains.
Defusing Time Bombs, Rescuing Bystanders,
and KO’ing villain leaders all can add pressure
to a scenario for the heroes.
46
VARIANTS
ADD ALLIES TO ADJUST DIFFICULTY AWAKENING AI CONTROLLED VILLAIN
If players want to adjust the difficulty of a battle, LEADERS
they can add an ally for either the heroes or Normally, in Cooperative Mode, villain
the villains. Green allies make the hero side of leaders do not awaken. However, if players
a battle stronger, while red allies enhance the want a challenge, they may use awakening
villains. rules for AI-controlled villain leaders.
ADD INITIATIVE CARDS TO ADJUST When a villain leader is knocked down, place
it on its side. Each time the villain leader’s
DIFFICULTY initiative card is drawn, it regains Life equal to
If players want to make a battle more difficult, its Block attribute. Once its Life equals half of
they can add an additional initiative cards for its Life attribute (rounded up), it stands up and
the minions. Each minion type has 2 initiative takes its turn without penalty. Each time its
cards in the box. initiative card is drawn and it does NOT regain
enough Life to stand up yet, place a KO token on
its villain sheet. Any KO tokens received remain
on its villain sheet even after awakening.