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TheOthers Solo

Solo rules for the board games The Others

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dragonknightes
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0% found this document useful (0 votes)
20 views21 pages

TheOthers Solo

Solo rules for the board games The Others

Uploaded by

dragonknightes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Solo/Co-op rules

By Rasmus Strand

After playing The Others a bit I realized that I didn't want to play it with someone as an
antagonist at my gamingtable. I much prefer playing with my friends than against them.
So I made these co-op rules, which also double as solo-play rules if they all go off playing
some other game and leave you in a lurch.

• There is no Sin player.


• There are no Sin player reaction tokens.
• Whenever a Hero makes an action, the player to his/her right draws a Reaction-
card and completes the instructions. The card is drawn as the action is declared but
before it is resolved, as it may affect the action itself.
• All procedural events (placing or tokens, spawning of monsters and so on) are
random, determined by the roll of a die (D12 seems about optimal, especially for
spawning).
• There is no Sincard hand or draw. The cards remain on the stack until a card calls
for one to be drawn.
• Sincards are amended for play in this ruleset, making them more predictable but
also more potent. Amended cards appear in the next few pages.
• The Altar-token changes (as there is no Sincard draw) so that any hero performing
their action or ending their move in a space with the Altar token, or any directly
adjacent space (the street outside, commonly) draws a Sincard in addition to the
Reaction-card after their action. The Altar-token can be removed with 3 successes to
the Cleanse-test.
• If the Apocalypse track is 4 or higher the first action of the heroes turn draws an
additional Reaction-card.

Specific errata:
• GLUTTONY (Sin) – Whenever a Hero gains an Upgrade card, the next reaction
includes playing an additional Sin-card. Whenever a Hero gains an Extra Turn
token, the next action draws an additional Reaction-card.
• Heimdall (Sons of Ragnarök) “ALL-SEEING – At the beginning of your turns you
may take 1 Wound to look at the top card of the Apocalypse deck or the top Sin
card.”
APOCALYPSE
• Dominate a District – Whenever Apocalypse is not part of a reaction, Apocalypse
will move to Dominate a District. Mark Apocalypse. If Apocalypse already has two
Marks, it remains inactive. Remove Marks at the end of each Round.
Instead of “Gain a Reaction token”, the Dominated City action results in “Next
Action draws two additional Reaction-cards”. When moving the Orbital Strike it
will move to a random Hero within 2 spaces, or highest number of Heroes it can
reach within 2 spaces.
• The End Times – The Aftermath – Instead of “Gain a Reaction token”, the
Dominated City action results in “Next Action draws two additional Reaction-
cards”. When moving the Orbital Strike it will move to a random Hero within 2
spaces, or highest number of Heroes it can reach within 2 spaces.
• Apocalypse – Greater Demon of the End – Will move in a random direction
whenever it is called to do so.

Version-history
0.5 20161110 Worked out ratio of cards. First playtest.
1.0 20161116 First version, including cardbacks, cards, and Sloth Sincards.
1.1 20161119 Fixed typos, re-balanced.
1.2 20161214 Added cards for additional Sins and Apocalypse.
1.3 20170119 Upped difficulty on the Sin Reactions, making the game harder

About the author


Rasmus has participated in over 100 Kickstarter campaigns and pledged for every
single item in the The Others Kickstarter. He has been writing and editing boardgames
and roleplaying games for over 30 years.
60 in total
(15 pages)
ABOMINABLE DAMNED IF YOU HATE!
FURY DO...
Place this card in a
This card remains in
random space with
play until the next Hero chooses; take 2
an Altar. If the Altar
time an wounds or two
remains active by
Abomination fights. random upgrades
the end of the round
Each Abomination are turned face-
raise the Apocalypse
in this fight gains down until end of
Track by 1.
(HIT) round.

BEACON OF ENVY EVIL REGROUPS JEALOUSY


INCARNATE
The next monster move
Place this card by a (either this reaction or
the next that makes a
ENVY
random Hero. This card remains in
monster move) allows a
Whenever Hero is monster to move an
play until the next
wounded, other additional two spaces. fight.
Heroes in the same Teleport the Avatar
space take 1 Wound. to this Space. It joins
the fight.

CANT'T ALWAYS FOR OUR MASTER! LURE OF POWER


GET... This card remains in
play until the next fight. The next three Hero
Move the If a Hero is Wounded or actions draws an
Apocalypse Track Corrupted during this additional reaction-
up by 1 unless Fight, play another 2 Sin card. A random
Heroes collectively cards.
hero gains an Extra
take P# Wounds. Turn token.

FROM THE DEEP SPIRAL OF DESIRE


CURSED FATE
This card remains in Remains in play
This card remains in
play until the next until the Controller
play until next fight.
monster is killed in Roll +3 Dice. The Hero fights.
a fight. involved in the fight can Teleport 1 Acolyte
Both the Monster cancel this by giving all to this space and
and Hero re-roll all other Heroes 1
activate the Acolyte
Corruption.
dice of this fight. ability.
ABOMINABLE FOR OUR MASTER! GRISLY APPETITE
FURY Remains in play
until the Controller
This card remains in
inflicts Corruption
play until the next This card remains in on a Hero.
time an play until the next fight.
Each other Hero
Abomination fights. If a Hero is Wounded or
Corrupted during this with an Extra Turn
Each Abomination
Fight, play another 2 Sin token takes 1
in this fight gains
cards. Wound.
(HIT)

POISON GLUTTONY
CURSED FATE HATE! INDULGENCE
Place this card in a
This card remains in
random space with
play until the next This card remains in
an Altar. If the Altar play until the next Fight.
monster is killed in
remains active by The Monster side rolls
a fight.
the end of the round +1 Die for each Upgrade
Both the Monster and Extra Turn token
raise the Apocalypse
and Hero re-roll all current Hero has.
Track by 1.
dice of this fight.

DAMNED IF YOU DEVOUR THE SELF GRIM VORACITY


DO...
This card remains in
play until the next The Current Hero
Hero chooses; take 2
fight. receives one random
wounds or two
If the Hero has any Upgrade from the
random upgrades
Extra Turn Tokes, Inventory, one Extra
are turned face-
ignore their Base Turn token and one
down until end of
Defence. Corruption.
round.

EVIL REGROUPS RAVENOUS DARKEST CRAVING


FRENZY
The next monster move This card remains in
All Heroes can
(either this reaction or play until the Avatar's choose to receive
the next that makes a next fight. one Extra Turn
monster move) allows a The Avatar gains the token. Each Hero
monster to move an same Fight bonuses that refuses takes
additional two spaces. given by current Hero's
Upgrades.
one Corruption.
ABOMINABLE FOR OUR MASTER! RAVENOUS
FURY MASTERY
This card remains in
play until the next This card remains in
This card remains in
time an play until the next time
play until the next fight.
the Controller Wounds a
Abomination fights. If a Hero is Wounded or
Hero.
Each Abomination Corrupted during this
The next three actions
Fight, play another 2 Sin
in this fight gains draw an extra Reaction-
cards.
(HIT) card.
GREED
CURSED FATE HATE! AVARICE

This card remains in


Place this card in a
This card remains in play until the next
random space with
play until the next fight.
an Altar. If the Altar
monster is killed in Gain [Corruption].
remains active by
a fight. Gain 2x[Corruption]
the end of the round
Both the Monster if Hero has any
raise the Apocalypse
and Hero re-roll all Upgrades.
Track by 1.
dice of this fight.

DAMNED IF YOU COVETOUSNESS FEEDING FROM


DO... SELFISHNESS
Teleport the current
Hero chooses; take 2 Hero one step
wounds or two toward a District This card remains in
random upgrades with [Upgrade]. play until the next fight.
Current Hero For each Upgrade the
are turned face- current Hero has, play
down until end of receives one an additional Reaction
round. Corruption. card.

THIRST THAT
EVIL REGROUPS PRIMAL HUNGER WON'T SLAKE
This card remains in
play until the next
Fight.
Destroy all of the Give the current
The next monster move
current Hero's Hero one random
(either this reaction or
the next that makes a Upgrades unless Upgrade from the
monster move) allows a Heroes collectively Inventory and one
monster to move an
take 4 Wounds. Corruption.
additional two spaces.
ABOMINABLE FOR OUR MASTER! MIND GAMES
FURY
This card remains in
This card remains in
play until the
play until the next This card remains in Controllers is
time an play until the next fight.
destroyed.
Abomination fights. If a Hero is Wounded or
Corrupted during this Each hero in
Each Abomination
Fight, play another 2 Sin Controller's space
in this fight gains
cards. takes 2 Corruption.
(HIT)
LUST
CURSED FATE HATE! FEEDING OFF LUST

Place this card in a


This card remains in
random space with This card remains in
play until the next
an Altar. If the Altar play until the next
monster is killed in
remains active by fight.
a fight.
the end of the round Roll +2 Dice (+3
Both the Monster
raise the Apocalypse Dice instead if Hero
and Hero re-roll all
Track by 1. is not alone.)
dice of this fight.

DAMNED IF YOU DARK DISTRACTED BY


DO... ATTRACTION DESIRE
Place this card in a
random space. For This card remains
Hero chooses; take 2
the next three turns with the Hero until
wounds or two
monsters in that the next action.
random upgrades
space take no The Hero rolls 2
are turned face-
damage when fewer die for the
down until end of
fighting lone heroes. next action.
round.

EVIL REGROUPS COME TO ME... PHEROMONE


DANCE
If any Hero is
adjacent to the
Move each Hero up to
Avatar, teleport a once space towards the
The next monster move
(either this reaction or random adjacent strongest Monster. Any
the next that makes a Hero to the Avatar's Hero may cancel this
monster move) allows a space where it starts effect by taking 2
monster to move an Wounds.
a fight.
additional two spaces.
ABOMINABLE DAMNED IF YOU HATE!
FURY DO...
Place this card in a
This card remains in
random space with
play until the next Hero chooses; take 2
an Altar. If the Altar
time an wounds or two
remains active by
Abomination fights. random upgrades
the end of the round
Each Abomination are turned face-
raise the Apocalypse
in this fight gains down until end of
Track by 1.
(HIT) round.

ALONE IN THE EVIL REGROUPS PRICE OF HUBRIS


DARK The next monster move
(either this reaction or If the Hero is alone Pride
If the Hero is alone the next that makes a it must destroy an
it takes 1 Corruption monster move) allows a Upgrade or take 1
and the next hero monster to move an
Wound.
additional two spaces.
draws an additional
reaction-card.

CURSE OF EGO FOR OUR MASTER! PRIDE OR FEAR?


Unless Heroes
This card remains in
collectively take 4
play until the next fight. This card remains in
Corruption, draw a
If a Hero is Wounded or play until the
Sincard and an
Corrupted during this Controller wounds a
additional Reaction-card
Fight, play another 2 Sin
for the next X actions
cards.
hero.
where X is number of Teleport Hero up to
lone Heroes.
two Spaces away, in
random direction.

CURSED FATE HAPHEPHOBIA PRIMAL CONCEIT


This card remains in The Hero cannot Teleport Avatar to
play until the next end its move in a any Hero unless
monster is killed in space with another each lone Hero takes
a fight. hero, and does not 2 Corruption.
Both the Monster contribute dice to
and Hero re-roll all another hero in the
dice of this fight. same space for the
rest of the turn.
ABOMINABLE EVIL REGROUPS PUNISH THE IDLE
FURY The next monster move This card remains in
(either this reaction or play until the end of
This card remains in the next that makes a
the next hero round.
play until the next monster move) allows a
monster to move an Heroes that move
time an
additional two spaces. out of a space with
Abomination fights.
an Abomination
Each Abomination
takes 2 Wounds
in this fight gains
instead of 1.
(HIT)

CURSE OF THE FOR OUR MASTER! SLEEP DUST


CRAWL SLOTH
This card remains in Draw an extra
play until the next reaction-card on the
Mark the active fight. If a Hero is next P# actions.
hero. That hero Wounded or
cannot move again Corrupted during
unless the Heroes this Fight, play
collectively take P# another 2 Sin cards.
Wounds.

CURSED FATE HATE! SLOUCH IN THE


DARK
This card remains in Place this card in a
play until the next random space with Before reaction is
resolved move three
monster is killed in an Altar. If the Altar
random monsters 1
a fight. Both the remains active by space towards their
Monster and Hero the end of the round respective nearest hero.
re-roll all dice of this raise the Apocalypse If they end in the same
fight. Track by 1. space they do not start a
fight.

DAMNED IF YOU PRIMAL LETHARGY SLOUCHING TOWARDS


DO... BETHLEHEM
This card remains in This card remains in
play until the next play until an
Hero chooses; take 2
time the Avatar Abomination is
wounds or two destroyed.
fights.
random upgrades After an Abomination is
Both Hero and
are turned face- destroyed the current
Monster lose 2 dice hero takes 3 corruption.
down until end of
for this fight.
round.
ABOMINABLE DAMNED IF YOU FOR VENGEANCE!
FURY DO... Remains in play until
the next fight with an
This card remains in Abomination.
play until the next Hero chooses; take 2 Destroy an Abomination
time an wounds or two in this Fight. Give 2
Wounds to the Hero.
Abomination fights. random upgrades
Each Abomination are turned face-
in this fight gains down until end of
(HIT). round.

HATE!
ABOMINABLE DYING WISH
WRATH This card remains in Place this card in a WRATH
play until the next time random space with
This card remains in a Monster is killed.
play until the next time an Altar. If the Altar
Play an additional Sin
an Abomination fights. Card, and the next two remains active by
Each Abomination killed actions draw an the end of the round
leaves behind a Fire and additional Reaction- raise the Apocalypse
a Corruption. card. Track by 1.

EVIL REGROUPS PULLING STRINGS


AVENGE THE
FALLEN The next monster move
(either this reaction or
This card remains in
play until the next fight
the next that makes a with more than one
Gain HIT for this monster move) allows a Monster.
Fight. Cancel 1 monster to move an Destroys a random
Defence for each additional two spaces. Monster in this Fight,
dead Monster. then teleport the
Controller to this Space.

CURSED FATE FOR OUR MASTER! TRY ME ON FOR


SIZE!
This card remains in This card remains in
play until the next play until the next fight. This card remains in
If a Hero is Wounded or
monster is killed in Corrupted during this
play until the next
a fight. Fight, play another 2 Sin time a Monster is
Both the Monster cards. killed.
and Hero re-roll all Teleport the Avatar
dice of this fight. to the current Hero's
space.
Skittering monster Skittering monster
The air is ripe with the stink of With malign intensity, the
mortal flesh, and the monsters monstrosities gather to tear,
flock to it. devour and destroy.

Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
1x[HIT], 1x[DEFENCE] for this 1x[CORRUPTION], 1x[HIT] for
fight. this fight.

Skittering monster Skittering monster


Humanity is flesh, and there are Descending upon the hope of
so many things that seek to humanity, the monsters wish to
consume it. devour not only flesh, but the
spirit of humanity.
Move the closest monster to the
active hero and start a fight if Move the closest monster to the
possible. The monster gains active hero and start a fight if
1x[HIT], 1x[DEFENCE] for this possible. The monster gains 6 cards in total
fight. 2x[DEFENCE] for this fight.

Skittering monster Skittering monster


The power of darkness is potent, Lit by dark stars, the city
and it consumes flesh as well as swarms with the enemies of
souls. humanity, to destroy and
consume.
Move the closest monster to the
active hero and start a fight if Move the closest monster to the
possible. The monster gains active hero and start a fight if
2x[HIT] for this fight. possible. The monster gains
1x[CORRUPTION]
1x[DEFENCE] for this fight.
Skittering monster Skittering monster
The air is ripe with the stink of With malign intensity, the
mortal flesh, and the monsters monstrosities gather to tear,
flock to it. The followers of Sin devour and destroy.
gather in their wake.
Move the closest monster to the
Move the closest monster to the active hero and start a fight if
active hero and start a fight if possible. The monster gains
possible. The monster gains 1x[HIT], 1x[DEFENCE] for this
1x[HIT], 1x[DEFENCE] for this fight.
fight. If the action reacted to was
If the action reacted to was starting a non-ranged fight add
starting a non-ranged fight add an Acolyte if possible.
an Acolyte if possible.

Skittering monster Skittering monster


6 cards in total
Humanity is flesh, and there are Descending upon the hope of
so many things that seek to humanity, the monsters wish to
consume it. Even humans, devour not only flesh, but the
seduced by the power, join in spirit of humanity.
the feast.
Move the closest monster to the
Move the closest monster to the active hero and start a fight if
active hero and start a fight if possible. The monster gains
possible. The monster gains 1x[HIT], 1x[DEFENCE] for this
2x[HIT] for this fight. fight.
If the action reacted to was If the action reacted to was
starting a non-ranged fight add starting a non-ranged fight add
an Acolyte if possible. an Acolyte if possible.

Skittering monster Skittering monster


The power of darkness is potent, Lit by dark stars, the city
and it consumes flesh as well as swarms with the enemies of
souls. Human followers follow humanity, to destroy and
in this depravity. consume.

Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
2x[CORRUPTION] for this fight. 2x[HIT] for this fight.
If the action reacted to was If the action reacted to was
starting a non-ranged fight add starting a non-ranged fight add
an Acolyte if possible. an Acolyte if possible.
Skittering monster Skittering monster
The air is ripe with the stink of With malign intensity, the
mortal flesh, and the monsters monstrosities gather to tear,
flock to it. The infernal powers devour and destroy. Chanting is
follow like a wave. heard from the shadows.

Move the closest monster to the Move the closest monster to the
active hero and start a fight if active hero and start a fight if
possible. The monster gains possible. The monster gains
1x[HIT], 1x[DEFENCE] for this 1x[HIT], 1x[DEFENCE] for this
fight. fight.
Play the top Sincard. Play the top Sincard.

Skittering monster
Humanity is flesh, and there are
so many things that seek to
consume it. Arcane powers strip
flesh and burn bone.
4 cards in total
Move the closest monster to the
active hero and start a fight if
possible. The monster gains
1x[HIT], 1x[DEFENCE] for this
fight.
Play the top Sincard.

Skittering monster
The power of darkness is potent,
and it consumes flesh as well as
souls. Dark intent draws dark
power.

Move the closest monster to the


active hero and start a fight if
possible. The monster gains
1x[HIT], 1x[DEFENCE] for this
fight.
Play the top Sincard.
Skittering monster
The air is ripe with the stink of
mortal flesh, and the monsters
flock to it. A miasma of darkness
hangs potent above everything. 2 cards in total

Move the closest monster to the


active hero and start a fight if
possible. The monster gains
1x[HIT], 1x[DEFENCE] for this
fight.
Draw an extra reaction-card on
the next Hero action.

Skittering monster
Humanity is flesh, and there are
so many things that seek to
consume it. Yet more terror
lurks in the darkness, just out of
sight.

Move the closest monster to the


active hero and start a fight if
possible. The monster gains
1x[CORRUPTION], 1x[HIT]for
this fight.
Draw an extra reaction-card on
the next Hero action.
No Reaction No Reaction
Whether out of boredom, The malign eyes of the sky
inscrutable pride or some other merely watch as the humans
reason, the Sins remain dormant scurry upon their futile errands.
and still.
There is no reaction to the Hero
There is no reaction to the Hero Action.
Action.

No Reaction No Reaction
So total is the power of the Sins Why do the humans try to resist
that they allow the humans to the apocalypse so? None of it
feel as though they had some matters, and the Sins know this.
control over their destinies, their
futures, their very lives. There is no reaction to the Hero 21 cards in total
Action. (print this page 5 times)
There is no reaction to the Hero
Action.

No Reaction No Reaction
Whether out of boredom, The powers merely scoff and
inscrutable pride or some other laugh ad the human efforts, and
reason, the Sins remain dormant leave them to their roach-
and still. errands.

There is no reaction to the Hero There is no reaction to the Hero


Action. Action.
No Reaction No Reaction
Whether out of boredom, The malign eyes of the sky
inscrutable pride or some other merely watch as the humans
reason, the Sins remain dormant scurry upon their futile errands.
and still. However, the Sins
muster their forces in silence. There is no reaction to the Hero
Action.
There is no monster reaction to Remove Mark from Acolyte if
the Hero Action. present.
Remove Mark from Acolyte if
present.

No Reaction
So total is the power of the Sins
that they allow the humans to
feel as though they had some
4 cards in total
control over their destinies, their
futures, their very lives. The
gibbering cultists grow in
number though.

There is no monster reaction to


the Hero Action.
Remove Mark from Acolyte if
present.

No Reaction
Whether out of boredom,
inscrutable pride or some other
reason, the Sins remain dormant
and still. Or at least so the
humans would believe.

There is no monster reaction to


the Hero Action.
Remove Mark from Acolyte if
present.
No Reaction No Reaction
Whether out of boredom, The malign eyes of the sky
inscrutable pride or some other merely watch as the humans
reason, the Sins remain dormant scurry upon their futile errands.
and still. However, a malign But the breath of evil lingers
miasma settles on the city. over the city.

There is no monster reaction to There is no monster reaction to


the Hero Action. the Hero Action.
Play the top Sin Card. Play the top Sin Card.

No Reaction No Reaction
So total is the power of the Sins Why do the humans try to resist
that they allow the humans to the apocalypse so? None of it
feel as though they had some matters, and the Sins know this.
control over their destinies, their They toy with humanity.
futures, their very lives. Dark
stars look down upon humanity. There is no monster reaction to
the Hero Action.
There is no monster reaction to Play the top Sin Card.
the Hero Action.
Play the top Sin Card.
5 cards in total

No Reaction
Whether out of boredom,
inscrutable pride or some other
reason, the Sins remain dormant
and still. Monsters gather in the
shadows.

There is no monster reaction to


the Hero Action.
Play the top Sin Card.
Lumbering monster Lumbering monster
Defiance draws retribution. The With strength untold, the
monsters are closing in. monsters gather in the darkness,
rushing at the humans.
Move the strongest (most 4 cards in total
Attack-dice) monster within Move the strongest (most
range to the active hero and start Attack-dice) monster within
a fight if possible. The monster range to the active hero and start
gains 2x[HIT], 1x[DEFENCE] for a fight if possible. The monster
this fight. gains 1x[CORRUPTION],
1x[HIT], 1x[DEFENCE] for this
fight.

Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 2x[HIT], 1x[DEFENCE] for
this fight.

Lumbering monster
Arcane power and physical
brute force combines into
nightmares, coming for
humanity.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 1x[CORRUPTION],
1x[HIT], 1x[DEFENCE] for this
fight.
Lumbering monster Lumbering monster
Defiance draws retribution. The Masquerading as flesh, the
monsters are closing in. Human monsters are malign intent,
followers shamble in their wake. consuming all. Human carrion
follow in their wake.
Move the strongest (most
Attack-dice) monster within Move the strongest (most
range to the active hero and start Attack-dice) monster within
a fight if possible. The monster range to the active hero and start
gains 2x[HIT], 1x[DEFENCE] for a fight if possible. The monster
this fight. gains 3x[HIT] for this fight.
If the action reacted to was If the action reacted to was
starting a non-ranged fight add starting a non-ranged fight add
an Acolyte if possible. an Acolyte if possible.

Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. The seduction of
this power draws blind faith.
4 cards in total
Move the strongest (most
Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 3x[HIT], for this fight.
If the action reacted to was
starting a non-ranged fight add
an Acolyte if possible.

Lumbering monster
Burning the light away with
cloying darkness, the monsters
gather.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 3x[HIT] for this fight.
If the action reacted to was
starting a non-ranged fight add
an Acolyte if possible.
Lumbering monster
Defiance draws retribution. The
monsters are closing in. They are
bolstered by more than just
horror.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
2 cards in total
a fight if possible. The monster
gains 2x[HIT], 1x[DEFENCE] for
this fight
Play the top Sincard.

Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. Arcane might
adds to their terrible potency.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 1x[CORRUPTION],
1x[HIT], 1x[DEFENCE] for this
fight.
Play the top Sincard.
Lumbering monster
Defiance draws retribution. The
monsters are closing in. The
shadows gather around them.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
2 cards in total
gains 2x[HIT], 1x[DEFENCE] for
this fight.
Draw an extra reaction-card on
the next Hero action.

Lumbering monster
Humanity is weak, and the Sins
are powerful. They prove it with
sheer strength. The wait for the
inevitable is even more horrible.

Move the strongest (most


Attack-dice) monster within
range to the active hero and start
a fight if possible. The monster
gains 1x[HIT], 2x[DEFENCE] for
this fight.
Draw an extra reaction-card on
the next Hero action.

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