When an enemy with the ambush keyword enters play, each player, starting with the first player and proceeding clockwise, must make an engagement check.
The engagement check is only made against the enemy that just entered play, and not other enemies that are in the staging area. If the enemy engages a player as the result of this effect, then no further engagement checks are made against it.
While a card with the archery keyword is in play, players must deal damage to character cards in play equal to the specified archery value at the beginning of each combat phase. This damage can be dealt to characters under any player’s control, and it can be divided among the players as they see fit. If there is disagreement as to where to assign archery damage, the first player makes the final decision. If multiple cards with the archery keyword are in play, the effects are cumulative. Remember that does not block archery damage.
If a quest card has the battle keyword, when characters are committed to that quest, they count their total instead of their total when resolving the quest. Enemies and locations in the staging area still use their in opposition to this quest attempt.
In some scenarios, players are searching for Clue objective cards. Players should try to find and claim as many copies of them as they can while playing the scenario.
When one of these cards is claimed, its card text transforms it into a condition attachment, and it is attached to a hero committed to the quest, with text that returns the card to the top of the encounter deck if the attached hero is destroyed. Additionally, if the attached hero is destroyed or leaves play for any other reason, the clue objective card is returned to the top of the encounter deck.
If an encounter card with the doomed keyword is revealed during the staging step of the quest phase, each player must raise his threat level by the specified value.
The guarded keyword is a reminder on some objective cards to reveal and attach the next card of the encounter deck to the objective when it enters the staging area from the encounter deck, and place them both in the staging area. The objective cannot be claimed as long as any encounter card is attached. Once that encounter is dealt with, the objective remains in the staging area until it is claimed. If another objective card comes up while attaching a card for the guarded keyword, place the second objective in the staging area, and use the next card of the encounter deck to fulfill the original keyword effect.
Enemy and location cards attached to guarded objectives do still count their threat while the enemy or location is in the staging area. An encounter card attached to a guarded objective is dealt with in the following method, depending on its card type:
Enemy: The enemy leaves play, either by being defeated or as the result of a card effect.
Location: The location leaves play, either by being fully explored or as the result of a card effect.
Treachery: The treachery's effects resolve, or are canceled. (Treachery cards are immediately triggered when they are revealed.)
Once all encounter cards attached to a guarded objective are dealt with, the players can claim the objective in the manner specified by its card text.
When an encounter card with the Hide X keyword is revealed, the
player who revealed the card must make a Hide test. If the encounter card with the Hide X keyword also has a “When Revealed” or “Forced” effect, the Hide test must be resolved before resolving the rest of the card.
When a player is instructed to make a Hide test, that player may exhaust any number of characters he controls to commit those characters to the Hide test. Then, that player discards the top X cards of the encounter deck where X is equal to the Hide X value. Add the total of the discarded cards and compare it to the total of the characters committed to the Hide test. If the total of the discarded cards is greater than the total of all characters committed to the Hide test, then that player fails the Hide test. If the total of the characters committed to the Hide test is greater than or equal to the total of the discarded cards, then the Hide test is successful.
After the Hide test resolves, characters are no longer committed to the test
An enemy with the Indestructible keyword cannot be destroyed by damage, even when it has damage on it equal to its hit points.
When a player reveals an encounter card with the Peril keyword, he must resolve the staging of that card on his own without conferring with the other players.
The other players cannot take any actions or trigger any responses during the resolution of that card's staging.
Permanent is a new keyword found on some boons and burdens. Once a boon or burden with the permanent keyword is earned, it is attached to a hero and that choice is recorded in the Campaign Log. A card with the permanent keyword can only be attached to one hero
for the duration of a campaign. Attachments with the permanent keyword cannot be discarded from the attached hero while that hero is in play. If a hero leaves play, attachments with the permanent keyword attached to that hero are removed from the game.
When an encounter card with the prowl keyword is revealed from the encounter deck, the players (as a group) must discard the specified number of resources from their heroes’ resource pools. If the players do not have enough resources to match the specified value, then they must discard as many resources as they can.
A character with the ranged keyword can be declared by its controller as an attacker against enemies that are engaged with other players. A character can declare ranged attacks against these targets while its owner is declaring attacks, or it can participate in attacks that are declared by other players. In either case, the character must exhaust and meet any other requirements necessary to make the attack.
An enemy with the Regenerate keyword heals damage from itself equal to the specified amount each round. This takes place immediately following the passing of the first player token during the Refresh Phase, and occurs before player actions.
Some attachments have the restricted keyword. A character can never have more than two attachments with the restricted keyword attached. If a third restricted attachment is ever attached to a character, one of the restricted attachments must moved to its owner's discard pile.
When the keyword Sack X is triggered by the encounter deck, the first player draws the top X cards from the sack deck and resolves the “When Sacked” effects on those cards. If players are instructed to draw multiple cards from the sack deck, those cards are drawn and resolved one at a time.
If the Sack X keyword is triggered and there are no cards remaining in the sack deck, the Sack X effect is ignored.
If a Sack card leaves play for any reason, shuffle it back into the sack deck.
When resolving the “when sacked” text on a sack card, if there are two or more eligible targets for that card the first player must choose one. If a sack card instructs players to select a target that is not eligible, the first player must choose an eligible target. If there are no eligible targets, shuffle the Sack card back into the sack deck.
A character with the sentinel keyword can be declared by its controller as a defender during enemy attacks that are made against other players. A character can declare sentinel defense after the player engaged with the enemy making the attack declares "no defenders." The defending sentinel character must exhaust and meet any other requirements necessary to defend the attack.
If a quest card has the siege keyword, when characters are committed to that quest, they count their total instead of their total when resolving the quest. Enemies and locations in the staging area still use their in opposition to this quest attempt.
When an encounter card with the surge keyword is revealed during the staging step of the quest phase, reveal 1 additional card from the encounter deck. Resolve the surge keyword immediately after resolving any when revealed effects on the card.
When a location with the underworld keyword enters play, take cards from the top underworld deck equal to the specified value and stack them facedown underneath that location.
When a location leaves play, any facedown cards stacked underneath that location are revealed one at a time, and added to the staging area. If a card from the underworld deck would be discarded, it is placed in the encounter deck discard pile. If a location with underworld is revealed from the encounter deck and there are no cards left in the underworld deck, then the underwold keyword has no eccect.
Venom, Poison, Poisoned
When an enemy with the Venom keyword damages a character, that character’s controller must give it 1 poison. This is done by taking the top card of his deck and attaching it facedown to that character. Facedown cards attached to characters are considered “poison.” Poison cards are Condition attachments, and characters with any number of poison attached are considered “poisoned.”
Some enemy and location cards award victory points when they are defeated. When such a card leaves play, one player should place it near his threat dial to remind the players of the victory points when they are scoring at the end of the game. It is recommended that one player collects all the victory cards the players earn during the scenario, as victory points are applied to the score of the entire group.
The villagers keyword creates tokens that represent the people living near to Amon Dîn who need the heroes to rescue them.
When a location with the villagers keyword enters play, or a quest card with villagers is revealed, place resource tokens on it equal to the specified value. Resource tokens placed on a location or quest this way are villager tokens.Villager tokens do not count as resources.
When a villager token is discarded, return that token to the token bank.