Overview
You and your fellow guards must stop five monsters, each stronger than the last, from reaching and breaking the Blight's seal. Monsters must be defeated within a certain number of rounds or they breach the seal.
Guards
Each guard has a class/job/specialty and 3 cards. Each card has 2 actions matching a die number (for a total of 6 actions). A player can only execute one of the actions shown on the three dice rolled.
Each card has the guard's class and level at the top. Health (red heart) on the left and Level Up cost (green arrow) on the right. Some may also have Armor (blue shield) or Exp Reward (green diamond).
Each action has a Peril (yellow triangle) associated with it to indicate how dangerous that action is. The higher the number, the more likely the monster will attack you.
Monsters
Monster cards show their name, level, health, attack strength, and a special ability/characteristic that alters or overrides regular rules.
How to Play
Player's Turn(s)
At the start of a round, each guard who is not incapacitated rolls their three dice. Incapacitated guards (wounds greater than health) must do the three-action on their board. They do not place a die on the Peril track.
Guard chooses one die and follows its action instructions. Six counts as an additional/bonus action that can be performed before or after the main action. Rolling three of a kind allows you to perform two actions. A guard at level 4 may pay 1 XP to reroll a die.
The chosen die is placed on the Peril board according to its action's Peril number. A six-action is only placed on the Peril board if another six was rolled and chosen. If three of a kind were rolled, player may choose which Peril number to use from their two actions.
A player may spend XP at anytime to level up one of their cards for its XP cost.
Monster's Turn
If the monster's HP is 0, the monster is defeated. Players receive XP according to their five-six card. A new monster is placed on the board and its attack, health, and breach numbers are marked.
If the monster's HP is not 0, the monster attacks the guard with the highest Peril. If two or more guards have the same Peril, the attack is divided between those guards (rounded down). The number of the attack is the number of wounds that guard receives minus the Armor level. After attacking, the breach level is reduced by 1. If it reaches 0, the monster is removed from the board, but players do not receive XP.
End of Game
If the players defeat the final monster by reducing its HP to 0, the players win.
If the final monster breaches the seal without being defeated, the players lose.
