Vast PlayerMats 160505

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The

Knight

1. Pick Up Hero Cubes


2. Move and Act
Order of Encounter
> Reveal and ResolveTile
> R
 esolve Attacks (any order)
> T
 ake Gems and Treasure

TO WIN:

Kill the Dragon. If there


is no Dragon, reveal and smash
5 Crystal tokens, then escape the
Cave by reaching the Entrance tile.

Movement
3

AM I AFRAID, YOU ASK?


OF WHAT? OF THE
OF THE
THAT LIVE
IN IT? OF THE FACT
THAT
HAS EVER
ENTERED THOSE CAVERNS
AND COME OUT ALIVE? OF
THE
INSIDE, WHO
DESTROYED OUR KINGDOM &
OUR GREATEST
HEROES? OF COURSE
IM AFRAID!

THINGS

TURN SUMMARY

Grit

Bomb

Bow

You may attack the Dragon


while it is underground OR
you may place a Bomb token
to permanently remove a wall.
The Bomb is not needed to attack
the Dragon once it is surfaced or
once the Collapse has begun.

Shoot a Goblin Tribe that you


can see, reducing its Population
by your Strength 1. You may
use the Bow before, during,
or after movement.

10

11

12

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16

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18

19

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23

24

25

26

27

28

29

30

NOBODY

DRAGON

DEVOURED
SO

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41

42

43

44

45+

Perception (Encounters)
1

GAIN GRIT

Reveal
a Cave Tile

Strength
1

Health

Ancient Map

Shield

You may move through one


wall by paying the normal
Movement cost.

You cannot be moved by


other players. Each time you
lose Grit, you only lose one.

LOSE GRIT
1

Smash a
Crystal:

Decline
Treasure:

Kill the Thief:


Complete
a Sidequest:

03
36

Get a
Dragon Gem: +5/2

4
DISCARDED HERO CUBES
& S M A S H E D C R Y S TA L S

Backstab
(Thief):
Blob (Monster):
Flame Wall
(Dragon):
Hex (Goblins):

DARK?

15
5
5
14

Rats (Event):

Scratch
(Dragon):

Soporific Spores
(Cave):

HERE I GO.

The
Goblins

FANGS TRIBE

BONES TRIBE

FIRST
COME. VERY STRONG, VERY HUNGRY. THEN
COME. THEY SMALL,
BUT HAVE VERY, VERY HUNGRY FRIENDS. MAKE
EAT MANY FOOLS, MUNCH-CRUNCH SLURP.
LAST
COME. THEY SMART. THEY KNOW SECRETS IN THE DARK. AND THEY HUNGRY.

MONSTERS

EYE TRIBE

...THEY SO VERY

TURN SUMMARY

1. Choose War Card (+1 Rage if at 0 Rage)


2. Populate Tribes (overpopulation?)
3. Assign Monsters
4. Draw Secrets (hand limit of 5)
5. Perform Actions (one per Tribe)

HUNGRY.

Fangs Tribe

Bones Tribe

Eye Tribe

+1 Strength

Extra Monster card

More powerful Secrets

Special Action: Increase Rage by 1.

Special Action: Draw and place 1 Monster.

Special Action: Draw 1 Secrets card.

ACTIONS

> Move (1 Population per 2 Lit tiles exited)


> Attack (+Move?)
> Plunder (+Move?)
> Explore (+Move?)
> Special Action (only when revealed)
> Reveal
> Hide

FANGS

BONES

EYE

MONSTER

MONSTER

MONSTER

TO WIN:

Kill the Knight. If there is no Knight,


kill the Dragon. If there is no Knight or Dragon,
smash 5 Crystal tokens.

S T R E N G T H = P O P U L AT I O N
P E R C E P T I O N = P O P U L AT I O N + 1
M A X M O N S T E R S = B O N E S P O P U L AT I O N
S C AT T E R
Decrease Population by 2, return Tribe piece
to board, and discard Monster card.

O V E R P O P U L AT I O N
Reduce all overpopulated Tribes to 4 Population,
then scatter a revealed Tribe. If none, scatter
a hidden Tribe.

Rage

Malaise

1 Strength

(All Tribes)

Increase Rage: Plunder, Fangs Special


Action, Thiefs Loot Drop, or when attacked
(including Bow, Hiss, and Soporific Spores).

Decrease Rage: Attack another player,


smash a Crystal, or spend to prevent
overpopulation.

MONSTER

The
Dragon
TURN SUMMARY

1. Move and Use Powers


2. Pick Up Treasure
3. Place Dragon Gem
4. Replace Hand (draw new hand
of cards equal to your Spirit)

TO WIN:

Remove 11 Sloth cubes


to wake up. Then become surfaced
by ending your turn on a Crystal
tile, and then escape by reaching
the Entrance tile.

M O V E M E N T: Each turn, you can

STINKS OF DESTINY AND STEEL IN THE TUNNELS ABOVE... BUT NO MATTER.


TWO HUNDRED YEARS IS A LONG ENOUGH SLUMBER. TIME TO RISE, TO FEED, TO TAKE TO THE SKY,
AND TO SHOW THE WORLD ONCE AGAIN THE FIERY SHAPE OF FEAR .

Powers
Claw
Roll the Dragon die. Affected
tiles: Goblin Tribes scatter, and
you eat Goblins equal to scattered
Population. You move the Knight
by 1 tile, but not onto a Dark tile
or a tile with another player.
The Thief is killed.

Flame
Roll the die. Reveal affected
Dark tiles.

move 1 or 2 tiles in straight line


without spending Power cards.

Underground: Ignore walls and


Dark tiles.
Surfaced: Must obey walls.
Cannot enter Dark tiles.

Wing
Move up to 2 tiles in a straight line,
or move 1 tile through a wall.

+ Hiss
Force a Goblin Tribe anywhere on
the map to become hidden and lose
1 Population. You eat 1 Goblin.

Health
4

Slither

Move a Sloth cube to another Sloth


track with an empty space.

+
DRAGON GEMS

Swat

Move a Dragon Gem or Treasure


token on an adjacent tile by 5 tiles
in any combination of directions,
obeying walls. The token cant stop
on a tile with a player.

Scorch

Reveal all surrounding tiles.

+
Each Dragon Gem on the map
provides its symbol for you to spend.

HRRRMMMMM... SOMETHING

Burn

Reveal a Dark tile anywhere


on the map.

+ Slap

Sloth

You may only remove one


cube from each track per turn.

Move the Knight, while on a tile


adjacent to you, to any tile within 3
tiles, except onto a Dark tile or a tile
with another player.

?+ ? Shriek
Cover the cost of this ability with
the Shriek token. Whenever you
roll the Dragon die, you may spend
the Shriek token to reroll it.

PRIDE:

Reveal an Event tile.

OR

Place a Dragon
Gem while any are
on the map.

G R E E D : Gather 1 Treasure token.

OR

Dont move
for the turn.

HUNGER:

Eat 2 Goblins.

+ + Scratch
Target the Knight, all Goblin
Tribes, or the Thief on your tile.
The Knight loses 5 Grit. The Goblin
Tribes all decrease to 0 Population,
and you eat all killed Goblins. The
Thief is killed.

+ +

Flame Wall

Place the Flame Wall token on


a visible adjacent tile. If this tile
is entered: The Knight loses 5
Grit. The Goblin Tribe loses 1
Population. The Thief is killed.
You are not damaged by the Flame
Wall. At the start of your next turn,
return the Flame Wall token to
your supply.

?+?+? Smash
Smash a Crystal token on your tile,
removing it from the game.

?+?+?+? Wrath
Roll the Dragon die. Affected tiles:
Collapse tile. Scatter Goblin Tribes.
Move all other player pieces to an
adjacent tile that would not prompt
an attack, following normal rules.
When done, slide together any
splits in the map.

E AT E N G O B L I N S

Wakefulness
1

1 ARMOR | 3 SPIRIT

1 ARMOR | 4 SPIRIT

2 ARMOR | 4 SPIRIT

2 ARMOR | 5 SPIRIT

3 ARMOR | 5 SPIRIT

10

11

3 ARMOR | 6 SPIRIT

12

13

4 ARMOR | 6 SPIRIT

14

4 ARMOR | 7 SPIRIT

7+

The
Cave

Omens

Any time on your turn, you may activate omens by returning Omen tokens to the draw bag.

TO

ECHO. TO GLOW.

TO BE SILENT & STILL.

TURN SUMMARY

TO SHIFT.

1. Collect Omen Tokens


2. Shape the Cave (Crystal tile first)
3. Place Treasure

TO

TO WIN:

Collapse the Cave. To do


so, you must first place all of the Cave
tiles, then destroy Cave tiles until 5
Crystal tiles have collapsed.

E V E N T S : Draw 3 Event cards and

give one to the Knight to resolve. Place


the other two cards on the bottom
of the Event deck.
You may examine the top three cards
of the Events deck at any time.

TREASURES:

Draw 2 Treasure
cards and give one to the Knight.
Place the other card on the bottom
of the Treasure deck.

TO BE EMPTY, EMPTY,
EMPTY.

Giant Bats

Rockslide

Past Plunder

1 Omen: Choose a Treasure


token, the Knight, or a Goblin
Tribe. Move it by up to 3 tiles in
any directions, but not through
walls. The Knight cannot be
moved onto a Dark tile or a tile
with another player.

2 Omens: Place a
Rockslide token on any edge
between two tiles that
do not have walls. Placed
Rockslide tokens are walls. If
all Rockslide tokens have been
placed, you may move one.

1/2/3 Omens: Place


a Treasure token.

...TO

OMEN
TOKENS

23

46

710

11+

ECHO.

TREASURE TOKENS

Omens Per Turn


TREASURE TROVES
+ C R Y S TA L T O K E N S

CRUSH .

OMEN TOKENS

Soporific Spores

Hatred

Crystal Curse

3 Omens: Target a player.


The Knight loses 5 Grit. The Goblin
Tribe is reduced to 1 Population.
The Dragon moves a Sloth cube
from Wakefulness back to a Sloth
track. The Thief loses an upgrade,
but keeps the Treasure token.
The target chooses the token
or Tribe affected.

1/2/3 Omens: Place a tile.


During the Collapse, remove
a tile instead.

1 Omen: Rotate a tile to any


orientation, place an Event
token on an empty Event
tile, or move the top three
cards of the Event deck to
the bottom of the deck.

The
Thief
TURN SUMMARY

1. Assign Stat Tokens


2. Move and Take Actions

T O W I N : Acquire and stash 6

Treasure or Dragon Gem tokens


to break your undying curse.

Loot

Climb

Hide Loot

Collect one Treasure token or


Dragon Gem on your tile.

2 Cubes: Cross a wall.


3 Cubes: Enter impassable terrain.

X Cubes: Reduce your Loot Drop


Level by X.

1 Cube: Take the Treasure or Gem.


If a Gem, roll the Dragon die; if
center tile affected, you are killed.
2 Cubes: Take Gem.

Pickpocket

Stealth

Backstab

Steal from a player on your tile.


1 Cube: Roll. Succeed on 4+.
2 Cubes: Roll. Succeed on 2+.
3 Cubes: You succeed.
Sticky Fingers:
Once per turn,
may reroll
Pickpocket action.

Movement
+1

Climbing Gear:
Climb costs
1 Action cube.

1 Cube: Apply the Light Injury.


2 Cubes: Apply the Moderate Injury.
3 Cubes: Apply the Heavy Injury.

Success: Gain Treasure token


from the Caves supply. Also, take
Treasure card from Knight, take
Secrets card from Goblins, or
return one of Dragons Sloth
cubes to Greed track.

I N J U R Y R E S U LT
KNIGHT

Open a Vault token on your tile.

GOBLINS

+1

Level 3: +3 Grit
Level 2: +2 Grit
Level 1: +1 Grit
Level 0: No Bonus

GOBLINS

Level 3: Draw 3 Secret cards


OR +3 Rage
Level 2: Draw 2 Secret cards
OR +2 Rage
Level 1: Draw 1 Secret card
OR +1 Rage
Level 0: No Bonus

Light: 1 Population
Moderate: 2 Population
Heavy: 3 Population

1 Cube: Roll. Succeed on 4+.


2 Cubes: Roll. Succeed on 2+.
3 Cubes: You succeed.
Lock Picking Kit:
Pick Lock costs
1 Action cube.

Thievery (Actions)

L O O T D R O P R E S U LT
KNIGHT

Light: 1 Grit
Moderate: 3 Grit
Heavy: 5 Grit

Pick Lock
+1

Hand Crossbow:
Backstab has
range of 3 tiles
in a straight line.

Unnatural
Evasion:
The first time each
turn that you are
attacked by
another player,
roll the Action die. If you roll a 4
or higher, the attack fails and you
may immediately move onto
an adjacent tile.

DRAGON

DRAGON

Light: Discard 1 Power card


Moderate: Discard 2 Power cards
Heavy: Discard 3 Power cards

Level 3: Draw 3 Power cards


Level 2: Draw 2 Power cards
Level 1: Draw 1 Power card
Level 0: No Bonus

Success: Remove Vault token


and gain Treasure token.

Flip Stat Tokens ( U P G R A D E )


U N S TA S H E D T O K E N S
( E A C H 1 S T E A LT H )

Loot Drop Level


3

23

34

ALL 4

5
IVE

STOLEN YOUR HEART...


AND ALSO YOUR WALLET.

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