Errata

Rulebook

Reach (X):

Reach has been clarified and should read as follows:

Melee Attacks can be made at Range (X). They are still considered Melee Attacks. During an attack, the empty spaces directly orthogonally or diagonally that a figure can Attack through with Reach may be counted for the purposes of Flanking. This flanking benefit may only be applied to the figure using Reach to count these spaces.

E.G: In the diagram below Zeke has a weapon with Reach. Since Zeke is directly 1 space away from a position in which he could normally Flank, he will gain the Flanking bonus. However, regardless Nightingale could not. If Zeke were one space north or south of this position he could not gain the Flanking bonus.

Adventurebook

Chapter 1 Tips

Unfortunately, the tips on page 6, 17, 33, and 58 didn’t get updated to reflect the most recent changes in the rules we made before printing. While these tips aren’t entirely incorrect in some ways, we’ve gone ahead and updated them to reflect the most recent rules in the Abridged version and all future printings.

Embarrassing, we know.

Below is a list of the corrected tips and their corresponding pages. 

Reminder: Restoring (PG.6)
When Adventurers Restore, they Unflip and Unexhaust all cards and remove all Damage and other tokens. If an Encounter continues without telling Adventurers to Restore, they keep all cards and Damage the way they were, although they still remove any Effect tokens. Defeated Adventurers or Adventurers with more Damage tokens than half of their max HP remove Damage tokens until they have Damage tokens equal to half of their max HP.

Tip: Special Defenses & Empowering (PG.17)
Some monsters have special defenses that make hurting them even more difficult. For example, Water Loas have the Arcane Ability. This Ability renders certain symbols during attacks useless. In this case, (Shield), (Book) and (Burst). This can be overcome in a variety of ways. First, players can use Spells. Spells are not considered Attacks, meaning that Arcane has no effect. Players can also use the Throw Ability to deal Damage. Since the Throw Ability is also not an Attack, this will also bypass Arcane’s protection.

Tip: Urgency Tokens (PG. 33)
Encounters will trigger a Lose Condition if players earn too many Urgency tokens. Urgency tokens force the players to keep moving. This prevents players from idling for too long. As soon as the players have 4 or more Urgency tokens all Adventurers are Defeated. This will lead to a Lose Condition of the current Encounter. See Pg. 50 of the Rulebook
for a refresher on Flanking.

Tip: Aggro and Pulling (PG. 58)
Remember, if an Intelligent Combatant did not have any AI Steps with a true condition, the Combatant won’t do anything. This means that a lot of enemies won’t do anything unless an Adventurer is close enough. This can be used to the Adventurers’ advantage. But be careful! At the end of a round in which no opponent had an AI Step with a true condition, and no opponents were Spawned, then the players will Gain an Urgency token.

cards

Water Loa Command Card

The Arcane ability is printed wrong. It should be:

Arcane: When making an Attack against the Water Loa (Shield), (Book), and (Burst) rolled during the Attack roll are considered non-existent.”

Below is a link to the proper print and play file:

5×6 V2

Promotional

Animate Initiative Card

The group number printed is wrong. Instead of”2-4″ it should say “3-4”.

Below is a link to the proper print and play file:

Mini American Verticle v2

Nightingale Alternate Art Adventurer Card

The ability printed is wrong. It should be:

“Per Encounter: All other allies Gain +1 sP. Nightingale Gains +2 sP.”

Below is a link to the proper print and play file:

5×6 V2