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force his opponent to re-roll it making an Archery assault
BULL'S RUSH SWIFT
After successfully charging into a Melee assault, The Elf may re-roll a single Action die whenever
the Warrior may re-roll a single die testing for extra movement
PRIESTESS THIEF
OFF DEF TYPE HUMAN OFF DEF TYPE HUMAN
Guided by the light of her Drawn by a powerful
2 2 goddess, the Priestess
2 2 greed for gold and gems,
fights the minions of the Thief will stop at
0 2 darkness wherever they
1 3 nothing to attain wealth
lurk
2 2 0 2
HEALING SPELLS ACTION SNEAK ACTION
If the Priestess or an adjacent ally is defeated, roll a Characters wishing to charge the Thief must have
2 3
die and on a 4,5, or 6 they survive line of sight to do so
BLESSINGS OF THE GODDESS PILFER
The Priestess may re-roll the effects of a hazard If the Thief survives a close assault, he may steal 1
roll, though must take the second result die worth of Treasure from his opponent
DWARF MAGE
OFF DEF TYPE DWARF OFF DEF TYPE HUMAN
Lusting for all that Ever searching to expand
3 3 glitters in the dark, the
0 1 their knowledge of the
Dwarf fights to reclaim arcane, the Mage bravely
0 3 his homeland and its
0 1 ventures where old magic
stolen treasures lays hidden
0 3 3 3
RESILIENT ACTION PHASE ACTION
The Dwarf may re-roll a single Defense die once In place of moving, the Mage may make a Magic
1 1
per test test (5+) to move through a single wall
GOLDLUST GUST
The Dwarf may pick up Treasure piles as part of If a Magic assault with the Mage ends in a draw,
another action, provided he moves over them push the opponent back one tile if possible
markers have been placed. Door markers may be placed at
POCKET-DUNGEONS any junction between two tiles where hallways and/or rooms
connect. Once the last door marker has been placed, the
A GAME FOR TWO TO SIX PLAYERS BY A. MARSTON CROFT game can begin.
3 2
and, on a 1-2, no action occurs water tile
AMBUSH AQUATIC SUPERIORITY
After successfully charging around a corner, your Lizardmen may treat all water tiles as if they are
enemy's dice pools are reduced by one adjacent for the purpose of movement
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and, on a 1-2, no action occurs die and on a 4+ it is not removed
SNEAK INCORPOREAL
Characters wishing to charge the Thief must have A Shroud Ghost may move through walls, doors
line of sight to do so and other characters
1 1
roll a die and on a 4+ it is not removed Melee or Ranged offense die of its choice
AURA OF FEAR ANGRY
A acting character adjacent to a Shambling Corpse If a character is in line of sight, a Troll may only
must pass a Magic DEF test (4+) or rush away spend its turn charging toward the closest character