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Rulebook

Contents

Threat

Introductory scenario
Threat

Dialogue Book

1 “Introductory scenario” 2 Threat Booklets 1 bookmark


Rulebook
1

This rulebook booklet 1 Dialogue Book

Bâtiments
Icônes Action de l’action, Lorsque vous cochez
À l’étape de Pioche cartes ou plus un symbole
X+ X sur la page Destinée,
au cours de laquelle vous devez piocher Lorsque toutes
les cases d’un bâtiment cochez 1 case
Indique l’action dans votre Deck
d’Action. sont cochées, il Bâtiment sur le
un effet peut être
appliqué. est construit et bâtiment de votre Bains si vous êtes
actif vous pouvez en choix ci-dessous. « Préparatifs »,
Action que le joueur l’action, soit le
nombre appliquer l’effet. Durant la phase jusqu’à
La difficulté de à la Citadelle, les
joueurs débloquent
peut entreprendre. au cours de laquelle X (étoiles dorées mot-clef COMPAGNON.
Indique l’action minimum de succès la réussir. Forge si vous êtes à 2 cartes ayant le
un effet doit être
appliqué. pour « Préparatifs »,
les participants pleines) à obtenir Tour de guet Durant la phase carte 190
Action que tous
X joueur prend une
doivent entreprendre. la Citadelle, un débloquent jusqu’à
2 cartes
(et seulement eux) peut être entreprise peut comptabiliser
Le joueur actif ne cartes révélées.
Durant la phase Mur d’enceinte (glaive) ou les joueurs et/ou ARMURE et/ou BOUCLIER.
Cette action ne « Préparatifs »
conscients sur X Durant la phase Silo à grains ARME
été réalisée, ne que si tous les joueurs X+ les succès que : ayant le mot-clef
Action ayant déjà +1 « Préparatifs »
: Durant la phase Moulin
entreprise à nouveau y participent.
pouvant pas être cette +1 « Préparatifs » Durant la phase
Terrain à laquelle :
depuis la carte
permanent est liée. +1 « Préparatifs »
:
carte Événement
+1 HerboristeriePréparatifs », si vous êtes
«
Durant la phase personnage range
sa carte
Actions à la Citadelle, chaque » et, s’il le fait, Menace jouée
Communauté Niveau de tremblesol
Potence Dispensaire si vous êtes « Vous êtes malade renaît).
Réfléchir /
Chasser
« Préparatifs », (espoir
/ ses esprits Durant la phase Colombier Durant la phase personnage range
sa carte prend 1 carte 099
Tirer / Pousser Reprendre Nom de votre communauté
Être discret / Soulever Viser / Lancer « Préparatifs » Durant la phase à la Citadelle, chaque » et, s’il le fait,
Se camoufler Écouter
: Forum « Vous êtes blessé d’espoir).
Repérer / Détecter +1 « Préparatifs » (lueur Joueurs
Se déplacer / pas Grimper Scier / Couper
: Durant la phase École prend 1 carte 049
participant
Revenir sur mes Esquiver Saluer
+1 « Préparatifs » Durant la phase
Fouiller : à l’aventure Points de vie
Nager / Naviguer Sauter /
Creuser Jouer de la musique +1 « Préparatifs »
: des personnages
Tenir en équilibre Parler +1 (lorsque vous
Examiner Prendre / Manipuler
Aller voir / Visiter Jouer la comédie sauvegardez) 1
Manger / Boire Convaincre / Négocier Lazaret si vous êtes 5
« Préparatifs », 2 4
Combattre Fabriquer / Réparer Attendre / Durant la phase 3
Chercher un passage Offrir / Amadouer
/
Ne rien faire Lieu de culte joueurs se partagent 6
Soigner / à la Citadelle, les 7 8 9
Lancer un sort Ouvrir / Crocheter Dresser Durant la phase
Taverne
« Préparatifs », si vous 5 points de vie supplémentaire.
S’orienter Fermer à la Citadelle, prenez si vous êtes « Préparatifs »,
Se reposer 2 cartes 049 Cimetière Durant la phase
Lire / Déchiffrer (lueur d’espoir). vous pouvez prendre
êtes à la Citadelle,
Courir / Fuir Au début de la phase (quête secondaire).
« Préparatifs », une carte 006
si vous êtes à la
Citadelle et que 1
totalisent plus les joueurs 2 3 Production
de 10 points de 4 5 6
vie, prenez 7
d’actions 1 carte 099 8 9
Conséquences le (espoir renaît). 10 11 12
correspondant dans 13 14 15
Lisez le chapitre 16 17 18 19 20 21
dans le ### Livre des dialogues. 22 23
portant ce numéro dorée si Guilde sur la page 24 25
Prenez une carte Marché un symbole
(à dos vert par défaut, aucune la ligne suivante Lorsque vous cochez suivant :
ajouter à sa main
### Deck d’Aventure Si Déplacez le dé vers sa face à la Durant la phase l’effet supplémentaire
Le joueur actif peut n’est disponible). « Préparatifs », Destinée, appliquez +2.
révélées à l’étape
de aucune carte verte rangez au préalable (en faisant correspondre Si plusieurs flèches Citadelle, un joueur si vous êtes à la +2 ou
X jusqu’à X cartes carte n’est disponible, difficulté de l’action). du dé, déplacez-le prend une carte Apothicaire Académie un symbole
sur la page
+2 ou +2 ou
si l’icône et chaque joueur Lorsque vous cochez
du Passé, sauf à côté peut
149 (troc) Compétence
Résultat. toutes les cartes du cartouche numéroté. sont présentes TROC pour prendre ranger 2 cartes ayant le mot-clef Durant la phase au hasard 4 cartes
qu’il y a de flèches. « Préparatifs », Destinée, prenez choisir.
prendre jusqu’à
X cartes est présente à droite d’autant de lignes une carte 199
(objet). Citadelle, un joueur si vous êtes à la parmi lesquelles 1 2
Le joueur actif peut cette prend une carte avancée supplémentaires 3 4 5 Défense
les mélanger (potion). 6
+X sa Défausse et est résolue, défaussez 249 7 8 9
au hasard dans Une fois qu’elle par une 10 11 12
et remplacez-la 13 14
dans son Deck d’Action. carte Exploration 15 16 17
### à cet emplacement. 18 19
carte Aventure allant 20 21 22
défausser X cartes 23 24
-X Le joueur actif doit son Deck d’Action. plusieurs versions la jauge 25
de Il existe potentiellement L’une / diminuez de X
depuis le sommet ont le même numéro). +X /-X Augmentez de X Tripot ________
de cette carte (qui à un scénario – ou à une autre +X /-X sur la page Communauté ____________avoir construit
correspondante Durant la phase
X points de vie. de ces cartes est
liée en priorité « Préparatifs », après
Le joueur actif perd Elle doit être prise +X /-X du feuillet Citadelle. à la Citadelle, un si vous êtes Immédiatement 234 .
X
carte – en particulier. en question ou si vous avez joueur lance un toutes les cartes
scénario
+X /-X résultat de 5 ou dé. Sur un Enclos ________ ce bâtiment, prenez vous écrivez le titre
si vous jouez le figure le même
symbole. 6, il prend une carte Durant la phase ____________avoir construit Choisissez-en une,
dont 1 2 3 Savoir
X . Si la taverne est 199 (objet). 4 5
X Annulez jusqu’à une carte sur laquelle construite, vous
pouvez relancer
« Préparatifs »,
la Citadelle, chaque si vous êtes à Immédiatement
après 234 . ci-dessus, et rangez
les autres. 6 7 8 9
une fois le dé. joueur range ses toutes les cartes 10 11 12
ayant le mot-clef cartes ce bâtiment, prenez vous écrivez le titre 13 14 15 16
ANIMAL, puis un dont 17 18
une carte 180 joueur prend Choisissez-en une, 19 20 21
Traits de créatures (animal). les autres. 22 23
ci-dessus, et rangez 24 25
Brutal
si l’action échoue,
de Conséquence, carte
Insaisissable X 3 cartes À chaque étape un résultat de 1, bloquez une Bibliothèque
chaque série de lancez un dé. Sur le mot-clef ARMURE et/ou BOUCLIER.
de Pioche, pour
Embuscade À chaque étape -X . sélectionnée ayant2, bloquez une carte sélectionnée
Durant la phase
« Préparatifs », ________
: 1
étape de Préparation. que vous piochez de
Sur un résultat ARME et/ou SECONDAIRE. à la Citadelle, prenez si vous êtes ____________avoir construit 2 3 4 Influence
Ignorez la première une carte 050 Arène après 5 6 7
ayant le mot-clef (livre). Immédiatement 345 . 8 9 10
Régénération X Durant la phase toutes les cartes 11 12 13
ses
après avoir appliqué dé de X (max. 6).
« Préparatifs »,
si vous êtes ________ ce bâtiment, prenez vous écrivez le titre 14 15 16
Résistant X Si l’action échoue, du Portée -X et X à la Citadelle, un
joueur acquiert ____________avoir construit Choisissez-en une,
dont 17 18 19 20
de Résultat, ignorez augmentez la valeur les effets Compétence réflexe, 1 carte après les autres. 21 22 23

4 6-sided dice
À chaque étape conséquences, de Conséquence, Immédiatement 345 . ci-dessus, et rangez 24 25
À chaque étape désigné au hasard. la mélange dans
si elle est disponible, toutes les cartes
X succès comptabilisés. ciblent un participant son Deck d’Action et ce bâtiment, prenez vous écrivez le titre
Épique peuvent ranger et/ou les joueurs dont
si vous effectuez
une Récupération, 2 cartes ayant le Choisissez-en une,
mot-clef ARME les autres.
Déstabilisant X Au cours de l’action,vie (supplémentaires). pour obtenir : ci-dessus, et rangez
ne peut appliquer perdez 2 points
de +1
le joueur actif maximum).
Au cours du round,ses cartes (au
de
l’effet que de X

1 plasticized World Map 4 Citadel leaflets

8 character figures
4 life point counters

3 storage trays 32 dividers 1 magnifying glass

1073 cards separated into different “decks”

Arthe Casek Brooks Denhom


n

max. 4 max. 4 max. 4 max. 4


3 3 3 3 3 3 3 3
3 3 3 3
max. 10 max. 10 max. 10 max. 10
SAV E – SAV E – SAV E – SAV E – SAV E – SAV E – SAV E – SAV E – 7 7 7 7
DISCARD When ACT DISCARD When ACT DISCARD When ACT DISCARD When ACT 6 6 6 6
When you
save the PILE you save the ION DEC
When you
K save the PILE you save the ION DEC
When you
K save the PILE you save the ION DEC
When you
K save the PILE you save the ION DEC K 6 6 6 6
from your game, storefrom your game, storefrom your game, storefrom your game, storefrom your game, storefrom your game, storefrom your game, storefrom your game, store
Discard Actio Discard Actio Discard Actio Discard Actio
Pile unde the cards n Deck unde the cards Pile unde the cards n Deck unde the cards Pile unde the cards n Deck unde the cards Pile unde the cards n Deck unde the cards
rneath rneath rneath rneath rneath rneath rneath rneath
this. this. this. this. this. this. this. this.

1+ 0 1+ 0 1+ 0 1+ 0
1 and 1 and 1 and 1 and
to an adjacmove your figur to an adjacmove your figur to an adjacmove your figur to an adjacmove your figur
A0190 A0189 A0194 A0193 A0192 A0191 A0196 A0195 A0185 A0187
as long ent TerraA0186 e ent TerraA0188 e as ent Terra e ent Terra e
as in card, as long as in card, long as in card, as long as in card,
your maxi you do not excee your maxi you do not excee your maxi you do not excee your maxi you do not excee
mum carri d mum carri d mum carri d mum carri d
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8 Save cards 4 Character cards 184 Action cards


(with a blue back)

I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I I

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0 51 4 00005140000000000
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0 05140000
0 00005100
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0 00
0 00
0 00
0 00
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You are
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would able
few hournot mind to stand
s rest and
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A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A____ A0347

152 Exploration cards 725 Adventure cards


(with a foggy back) (with a green or gold back)

2
Overview and object of the game
The 7th Citadel is a cooperative exploration and adventure board game, in which you play against the game and
try to beat a Threat that will strike you. You may take on the challenge alone or in a team of 2, 3, or 4 adventurers.

You win! You lose…


You win if you manage to overcome the Threat you chose to face. You lose if one of the following occurs:
When this happens, it will be clearly stated by the game. All characters are unconscious (see “Unconsciousness” p. 20).
- 
An in-game effect reads: “Your adventure ends here.”
-
When you beat a Threat or your adventure ends prematurely, you must start a new adventure by playing the introductory
scenario “A new beginning”. Everything you gained and achieved during the previous adventure is lost.

Rules summary
You are facing a threat – in the form of a Threat Booklet divided into Action’s cost:
scenarios – that will inevitably strike you (unless you die in the meantime!). Draw 5 or more cards from your
Action Deck to perform the action.
Note: This box contains an introductory scenario,
and the “Dadachaem’s awakening” and the
Climb action
Action’s difficulty:
“Drums of desolation” Threat Booklets. Get 3 or more successes
5+ 3 to succeed.
You explore the world of the Collapsing Lands by resolving Exploration cards,
putting into play numbered Adventure cards (Terrain and Permanent event
cards) that gradually form the Board, and talking with the inhabitants of the Consequence(s) to Consequence(s) to
Collapsing Lands (by means of the Dialogue Book). apply if the action apply if the action
succeeds fails
During the game, you decide collectively which character will take an action
from among those that can be seen on the Terrain card their figure
is standing on, the Permanent event cards attached to that Terrain card,
and their Character, Skill , Purse and Quest item cards. Note: Certain actions – called “compound”
actions – must be performed multiple times
In order to perform actions, you will use your personal Action Deck. to be finished, but they essentially follow the
Every action works the same way. The active player, who chose to take same process (with a few minor differences,
the action, must go through the following steps in this order: detailed later).

- Select

which of their cards they can and wish to use. Their effects
include lowering the amount of energy the player must spend to perform
When you no longer have (enough) cards in your Action Deck, you must
perform a Recovery to shuffle back into it the cards in your Discard Pile.
the action and increasing chances of success.
However, this comes with a penalty: You lose either life points or
“experience points” (see “Recovery”, p. 20).
- Spend

energy, which is represented by the action’s cost, by drawing
cards from their Action Deck.
When you run low on life points or you think you have achieved the goal(s)
set by the scenario, it is time for you to return to the Citadel to discover the
- Reveal

any drawn cards, which are worth variable amounts of successes,
and then compare their total number of successes with the action’s
consequences of your actions!
difficulty (the more cards they drew, the more successes they should
Throughout the game, your group of adventurers will progress
obtain, but the faster they are spending their energy).
by accumulating hope, represented by specific cards, and trading it for
precious bonuses on the Destiny page of the Citadel leaflet.
- Apply

the consequences of the action, which vary depending on whether
it succeeded or failed.
Unlike most board games, The 7th Citadel will give you the experience
of a long-term adventure, while the easy saving system enables you
Once the active player has finished an action, another turn begins:
to suspend your adventure at any time and resume it later on.
One player (either the same or another one) takes another action.

3
Card types

Character cards
Brooks
A Character card represents the character you are playing and enables you to take the move action.
max. 4 3 3 3
Brooks
1 It also acts as a reminder of the maximum number of Skill cards you may have in hand and the maximum
weight you may carry. These values depend on player count.
max. 10 7 6 6

2 max. 4
3
3 3 3

1+ 0
max. 10 7 6 6
1 Character’s name
2 Corresponding figure (in the character’s color)
1 and move your figure
to an adjacent Terrain card,
as long as you do not exceed

4
your maximum carried weight.

3 Default maximum hand size and carried weight (depends on player count)
A0186
1+ 0
1 and move your figure
to an adjacent Terrain card,

4 Available action
as long as you do not exceed
your maximum carried weight.

5
A0186

5 Unique ID number

Save cards

SAVE – DISCARD PILE


When you save the game, store the cards
from your Discard Pile underneath this.

SAVE – ACTION DECK


Save cards are used to save the game (see “Saving the game” p. 25).
When you save the game, store the cards
from your Action Deck underneath this.

A0192

A0191

Action cards

Each player has a personal Action Deck, made only of Action cards. These represent the life force you are
spending when drawing them to pay the cost of your actions or when an in-game effect compels you to
discard them. When in your hand, they represent your skills . These skills help you when you perform
2 actions or enable you to take new actions.
1
C Improvize

3 1 Card type – Skill


4 2 Title
+1
Discard this.
3 Result area: Contains successes and class icons obtained during the Result step of an action
4 Effect(s) and/or available action
A0043

5
5 Unique ID number

Exploration cards

The cards with a “foggy” back are events that occur randomly as players explore the Collapsing Lands.
1 They can be permanent events, temporary events, found items, etc. Each Exploration card belongs to an area,
usually represented by a Roman numeral ( I , II , etc.) on the back of the card and on the Terrain card
3 You are out of breath.
4 it is attached to.
A0201
0+ 0
Flip this. Do you continue on as best as you can?

2
One random involved character takes a 001 card.

OR
1 Area
Do you risk taking a few moments to rest?

Take a 013 card to try your luck.


2 Placement arrows (one of them points towards the Terrain Note: To prevent these cards
card that caused the Exploration card to be put into play)
+3
from being identifiable, their
If lady luck is on your side, .

If you are jinxed, fragments of rock fly everywhere.


One of them hits your face: lose 1 life point.

3 Available action unique ID numbers are located


4 Unique ID number (on the front only) on their fronts (top right corner).

4
Adventure cards

083 Green or gold numbered cards contain the terrains you will discover as you explore, the predefined events
079 2 you can trigger (places, encounters, etc.), items you can find and many more surprises to be discovered!
1
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ow th
out du at Fo
rt Cu
but yo ring the W tthro
u ar of at he
territo do not kn th ld
ry ow th e Worms*,
which that stret e state
ch of th

1
The sco the Rytepa es to the

Card number
e
teaus. th on Pudd
ween
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de t ther spanned.
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en yo
u retu e
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Taking
it clearing first. During the the Cit
mean passage “Prepa adel.

2
uld

3 Scenario-specific card (see “Take a numbered card” p. 16)


wo the rat
but it truct flip this
that obs and then ion” phase, if
rocks be seen read you are
in the top the dialogue wh at the Citadel,
left-hand ose
corner of number can

3
the card.
A0485
Informative flavor text
4
4 Effect(s)
5 A0481

5 Unique ID number
Adventure card back

Adventure cards include various types of cards:

1 TERRAIN

Terrain cards are portions of the Collapsing Lands (the backdrop territory for your adventures) that form
2 the Board. You may move your figure onto them and take actions from them.

1 1 Available action(s)
2 Exploration card(s) to be put into play in the space indicated by the arrow

2
Terrain card front

PERMANENT EVENT

Permanent event cards are put into play on the Board after being revealed (see “Permanent event card”
1 p. 17). They are attached to the Terrain card in the direction their placement arrow points.
2
1+ 0
You rush out of your cell after your
fellow inmates. No matter what
1 Placement arrow (points towards the Terrain card the 3 Effect(s) and/or available action(s)
3 happens, you swear you will never set
foot in there again.
event is attached to)
2 Performed action that has caused the event to be put into
Discard this and replace it with a 015 card.
Each involved character moves their figure onto it.

play
Permanent event
card front

1
You are out of breath.
2 A0201 TEMPORARY EVENT
Do you continue on as best as you can?

One random involved character takes a 001 card. Temporary event cards are resolved as soon as they are revealed, before being discarded (unless otherwise
OR
stated on the card) into a play area called “The Past”, represented by a divider.
Do you risk taking a few moments to rest?

3
Take a 013 card to try your luck.

If lady luck is on your side, +3 .

If you are jinxed, fragments of rock fly everywhere. 1 Card type – Temporary event
One of them hits your face: lose 1 life point.
2 Flavor text
3 Effect(s) and/or available action(s)
Temporary event
card front

5
1
Responsibilities 2 GLOBAL EVENT

These cards are placed near the Board and do not leave play until an effect makes you discard them.
Their effects apply to the entire Board as long as they are in play.

3
1 Card type – Global event
2 Title
During the next “Preparation” phase, subtract 4 from the
number of life points that players share, then return this.

3 Effect(s) and/or available action(s)

Global event
card front

1
1 2 Hoe 3 PURSE
A useful garden tool
for loosening earth
and cutting through

4
roots. If sharpened,
it can also slice
through flesh.
These cards include items, companions, positive or negative states, etc., that you can gain during the
adventure. They help you – or hinder you – when you perform actions, or enable you to take new actions.
They are the only cards bearing one or more KEYWORDS.

5
[selected] During the Consequence step, roll a die.
1 Card type – Purse 4 Flavor text
2 Weight 5 Effect(s) and/or available action(s)
If you roll a 1 or a 2, discard this.

WEAPON
6
3 Title 6 Keywords
Purse card front

1
Hope reborn! 2 QUEST ITEM

These cards are common to all players and provide you with helpful information. In some cases,
0+ 0
they enable you to benefit from positive effects or take new actions. They are stored behind (or on) the
3 The fruits of your actions are beginning to be felt
in the world around you and in yourself.
Check 1 symbol on the Destiny page of the Citadel leaflet and “Quest items” divider and the players may look at them freely. Unless told otherwise, you may not
apply its effect. Block this, slipping it underneath one player’s
Character card. discard them.

1 Card type – Quest item


2 Title
3 Effect(s) and/or available action(s)
Quest item card front

1
025 WORLD MAP

Crevasse
Strange slab
These cards must be inserted into a slot of the World Map (see “World Map” p. 8).
The Citadel

1 Card type – World Map


2 055

2 Arrows showing where to place any future cards


2 The Great Sea

066

World Map card front

6
Sorting and storing game components

Golden rule! You may not look at the contents of the cards, Threat Booklets, and Dialogue Book until the game invites
you to do so.

1 Behind the “Characters” divider, store the 4 Character cards.


C Débrouillardise
Débrouillardise
Sens de l’orientation
Sens de l’orientation

2
C

Behind the “Save” divider, store the 8 Save cards.


Brooks
Brooks

SAUVEGARDE – DECK D’ACTION


max. 4 3 3 3
3 3SAUVEGARDE 3 Lorsque–vous DECK D’ACTION

3
max. 4 SAUVEGARDE
max. 10 7 Lorsque –vous
DECK
6 mettez
6 les
sauvegardez
D’ACTION
sauvegardezde lavotre
la partie,
partie,
-3
cartes Deck d’Action
-3
Behind the “Character Skills” divider, store the 84 Character Skill
SAUVEGARDE6mettez
max. 10 7Lorsque
–vous
DECK
6les D’ACTION
cartes
sauvegardezdesous
votre Deckcarte.
cette
la partie, d’Action Bloquez cette carte.
mettez
Lorsque vous les cartes desous
sauvegardez votre
la cette
Deckcarte.
partie, d’Action +1
A0103 Bloquez cette carte.
mettez les cartes desous
votrecette
Deckcarte.
d’Action
A0103 +1

(blue back Action cards) identified by a A icon on the front (top left
sous cette carte. Défaussez cette carte.
A0043 Défaussez cette carte.
1+ 0 A0043

corner) containing the character’s initial A, B, C, D or the letter “X” X .


1+ 0A0189
1 et déplacez votre figurine
A0193
1 etsur une carte
déplacez Terrain
votre adjacente,
figurine
A0191
sur unesauf si vous
carte Terraindépassez votre
adjacente,
A0195
sauf sipoids
vous transportable.
dépassez votre

4
A0186
poids transportable.
A0186

Behind the “Advanced Skills” divider, store the 76 Advanced Skill


cards (blue back Action cards), identified by a icon.

Golden rule! Green Adventure cards will always be


5 Behind the “Reflex Skills” divider, store the 24 Reflex Skill
cards (blue back Action cards), identified by a icon. placed before any gold Adventure cards bearing the
same number. Also, any Adventure cards must
always be placed before any Adventure cards
6 Store the Exploration cards, foggy side towards you, behind the dividers
matching their respective areas ( , I , II , etc.). bearing the same number.

7 Sort the Adventure cards – green or gold back – towards you,


in ascending order of their numbered backs and store them behind
the appropriate dividers (cards 000 to 049 behind divider
083
You know that Fort Cutthroat held
out during the War of the Worms*,
but you do not know the state of the
123

083 123
“ 000 ”, 050 to 099 behind divider “ 050 ”, etc.).
territory that stretches to the Puddle,
which the Rytepath once spanned.
The scouts you sent there should tell
you when you return to the Citadel.

During the “Preparation” phase, if you are at the Citadel,


flip this and then read the dialogue whose number can
be seen in the top left-hand corner of the card.

During the game, you will store:


A0485 A0536

- AAnyny discarded
cards behind (or on) the “Quest items” divider. A0348 A0535

Adventure and Exploration cards behind (or on) the


- “The Past” divider.
- Any banished cards behind the “Banished cards” divider.
Note: As stated on the “Quest items” and
Note: Some Adventure cards exist only with
“The Past” dividers, you may lay these dividers
a gold back. Some Adventure cards with
flat near the Board and place the applicable cards
a have no alternative version with a .
on them.

Begin a new adventure

You will choose your character and their starting skills during the introductory scenario
“A new beginning”.

When you have finished reading the rules and are ready to begin a new adventure, open
the introductory scenario’s booklet to page 3 and read until the booklet tells you to stop.
Introductory scenario

7
Overview

WORLD MAP
The World Map shows what the world
looked like during the golden age of
the Kel Protectorate. It contains
invaluable, though often outdated,
information about important places.
It can be updated through the insertion
of cards that you may obtain by
making progress on the Destiny page
of the Citadel leaflet.

DIALOGUE BOOK
This contains the dialogues between your
character and the non-playing characters
you may encounter (see “Read a
dialogue” p. 18).

THREAT BOOKLETS AND


BOOKMARK
Each Threat Booklet contains the
scenarios related to the
corresponding Threat. The bookmark
Dialogue Book
indicates your current location in
the Threat you are playing. 1

“BANISHED CARDS” AREA


All cards that are banished during the
game must be stored behind this divider.

Threat

CITADEL LEAFLET Destiny


This 8-page leaflet is where you record your
group’s progress (Destiny page), the buildings
301

you may build or have built (Buildings page), 317

the advancements in your side quests


(Side quests page), and your scores/levels
for multiple characteristics (Community page) “THE PAST” AREA
(see “Players’ progress and Citadel 303
Adventure and Exploration cards that
leaflet” p. 23). are discarded during the game must
be stored behind (or on) this divider.
314

307

311

8
connected to a previously checked symbol.
the symbol in the center. Otherwise, check 1 symbol
If no symbol is checked yet, you must check
The Kel Protectorate has undergone
place Through training and experience, such changes that your old map
needs
Each person must find their you have developed new abilities. sent a
and serve the community to
the updating. To that end, you have
a region
in game small group of scouts to map
best of their abilities. With this Randomly take 4 Advanced Skill cards from the of the Collapsing Lands.
mind, you have selected a handful box. One player gains 2 of these cards – or two
players
talents
of individuals with a range of into
arts each gain 1 of these cards – and shuffle(s) them Take a card whose number is associated with
to educate the others in the not
riting, fighting, and farming.
their Action Deck. Return any cards that were a arrow on a card that is already
ADVENTURE DECK
The Adventure Deck contains
all numbered cards with a
green or gold back.
EXPLORATION DECK
The Exploration Deck contains
random events sorted by area.

CHARACTER THE BOARD


FIGURES You build the Board as you put
LIFE POINT
faceup Terrain and Permanent event
COUNTER
cards and facedown (foggy side up)
2 Exploration cards into play.

1 Front of a Terrain card


1 2 Front of a Permanent event card
3 Back of an Exploration card

“QUEST ITEMS” AREA


All cards that are obtained
during the game must be stored DISCARD PILE
behind (or on) this divider. You may 3 Each player has their own Discard
look at them at all times. Pile that contains the Action cards
, faceup, they have discarded
during the game. The player may
ition look through the cards in their
Intuipation
n
Antticipatio
D
A n ic Discard Pile at all times.
C
C
ACTION DECK
Each player has their own Action Deck, Broo
ks
,
n Deck
where they draw cards to perform actions.
3 Actio getoz p or
3
4
3 0+ 0 your
rds of nce,eimthéleranon z que
6 p 3 ca éque back caél rteange ussee r.
max. 7 6 at the to ofCothnsem e,
or1 m
de r. qu
yn

They may not look at the cards in their


Look l’état ea pech de annc
tio
inue
Ac défa
10 pu e DeCo ofnsitd’éq cartlae fausser.
u1 de
max. thenÀ tavobope trttdeom ck e autiolien lartdée.
l’ée
ns
atdaÀ th ckléd’Ac lieceuttdee ca
. vé

eisDe
kavtrthez
usvo e ausez
e cart
e.
daBlvonsoc révéfaléus

Action Deck.
avez Dé ussez cett
vous Dé fa

A0056
1+ 0 A0038
figure A0038
e your n card,
d mov ai
1 an jacent Terr t exceed t.
ad no gh
to an as you do rried wei
ng
as lo aximum ca
m
your

A0186
CHARACTER CARD
This card is placed in front of the player playing
Hoe
tool
that character. You will store your blocked cards
under this card (see “Block / unblock a
rden h
1 sefu
l ga g eart
A u loosenin through
for ing pened,
cutt ar
and s. If sh slice
root can also esh.
it
thro
ugh
fl
card” p. 18). We recommend placing your Action
Swo
rd
Deck and Discard Pile on either side of this card.
2 ll a die.
ep, ro
nce st is.
nseque ard th course
the Co 2, disc
During ll a 1 or a
C Pas lldaerdise Improvize
roui
te d] ro
[selec If you
C Déb
PON C
WEA
.3
max

e.
OR ll a di . nte
+1 ils, ro k this ion suiva :
tion fa : bloc dre l’act e
the ac breaks trepren transportabl
ted] If e blade pas en
[selec ll a 1, th pouvez tre poids
ro Vous ne dépassez vo
If you si vous
rte
DE 2+ 0 sur une
autre ca e
– BLA r un
PON figurine rte Terrain pa
z votre

PURSE CARDS
WEA Déplace iée à vo+ tre1ca s Terrai
n.
Terrain
rel
inu e de carte rte.
nt ca
série co ssez cette carte.
+1
Défausez cette

Each player places their cards in front of


Défaus
A0043 Discard this.

HAND
A0036

themselves (they have none when the game begins). A0043

Tip: You can save space on the table by laying Each player has a hand containing
cards on top of one another, so that only their effects their Skill cards (they have
are visible. none when the game begins).

9
Turn sequence

1. Choose the active player


and the action to be taken
Each turn, one player is collectively chosen to be the “active player”. They choose the available action they wish to take.

This action will always be represented by an icon in a white square visible on one of the following:

- TAhePermanent
Terrain card 1 their figure is standing on.
event card 2 attached to the Terrain card their figure is standing on.
- A Temporary event card 3 they have just revealed (this action is mandatory).
- One of their cards
- One of their cards 45 ..
- A card 6 .
-
Another
rumblin
The ceil g shakes
ing beg the buildin
ins to cru
The heavy door is double locked, which is rains dow mble
n around and debris
g. Hope reborn!
3
hardly surprising. If prisoners had access you. A0197
to this room, they might use the tools
for something other than gardening!

1 With a
0+ 2

series of
6 0+ 0
031 0+ 0 to scamp agile bou
er to safe nds, you
ty. manage

2
The fruits of your actions are beginning to be felt
018 A chunk
of rock
in the world around you and in yourself.
smashes Check 1 symbol on the Destiny page of the Citadel leaflet and
you.
1 apply its effect. Block this, slipping it underneath one player’s
Character card.
2+ 3
The door swings on
its hinges with a
creaking sound.
019
Banish this and replace it The task is tougher than
1
with a 031 card. you imagined. +1

D Intuition Potion of vigor

2
The flask contains a
crimson liquor exuding
a heady fragrance.

0+ 0
Flip this.

4 5
0+ 0 0+ 0
Look at the top 3 cards of your Action Deck, One involved character shuffles all the cards in their
then put each of them back either on top or Discard Pile back into their Action Deck and returns
at the bottom of it in any order. their “You are exhausted” card. Discard this.
Block this.
A0056 TRINKET – CURE

2. Check for other involved characters


Any player whose figure is on the same Terrain card as the active player’s figure may, if the active player agrees, get involved in the action.

Unless otherwise stated, only the active player may use and/or cards during the action and they may only use their own cards.

Note: Getting involved in another player’s action may be helpful where some skills can be
used to help the active player. Also, if the consequence of an action makes you reveal a
card showing a mandatory action, you may choose a different active player from among
those involved in the initial action to take the mandatory action.

3. Resolve the action


The active player resolves the 4 steps of the action: Gear up, Draw, Result, and Consequence (see “Action resolution steps” p. 12).

4. Start a new turn


A new turn begins with a new active player being appointed. It may be the player from the previous turn, if all players agree. If you cannot reach
an agreement, the player to the left of the last active player becomes the new active player.

10
Action types

Simple actions Compound actions


Most actions in the game are “simple” actions that end immediately after “Compound” actions feature one or more rows, each with consequence
the Consequence step. sections for success and failure. The current action row is the one where
a die lies on the icon representing the action’s difficulty. A compound
action is resolved over several turns. If it is mandatory, you must take it
Forbidden actions again right after resolving the Consequence step, and again until it is
over. If it is not mandatory, you may choose to resume it later, when you
decide to.
An action cannot be taken if:

- AItnother action is already being performed.


has a prerequisite that players cannot meet.
Mandatory actions
- It has the icon and does not have all conscious players involved
- in it. A mandatory action has a red outline .

- Acard
n icon for this action can be seen on a Permanent event
attached to the Terrain card showing the action – this means
When it can be seen on a:
the action has already been performed and cannot be performed emporary event card, every player involved in the current action (that
again on this Terrain card.
- Tcaused the card to be revealed) must get involved in it right after the
current action is done resolving. The involved players choose which of
them will be the active player and no other character may get involved
Group actions in the action.

errain card, all the players whose figures are on that terrain must
An action with the icon may not be taken unless all conscious
- Timmediately and collectively get involved in it, provided it can still be
characters get involved. taken. They choose which of them is the active player.

Resolving an action
All actions have:

- A icon showing what action it is.


- Aplayer
default cost X , i.e. the minimum number of cards the active
+

must draw from their Action Deck to perform the action.

- Athedifficulty X , i.e. the minimum number of successes to obtain for


action to succeed.

- Cconsequences
onsequences if the action succeeds
if the action fails .
and, usually,

Compound actions come with a slot for a die, showing the action’s
difficulty. When the active player takes the action, if there is no die on
the card, they must place one in the X slot on the first action row,
making sure that its value matches the shown difficulty X .
If no die is available, the active player must take one from another card.

Some actions show a “chain” icon X , which caps the number of


+

cards whose successes you may take into account (more information
below).

11
Action resolution steps
1. Gear up
The active player selects, from among their cards, those whose effects (some or all)
they wish to apply. Each effect may be used only once during the action.
A card cannot be selected: Clarifications:
Unless it has a condition icon that matches the taken action .
- 
If it has a KEYWORD in common with another selected card. - Adonynot haveSkilltocards whose effects you want to apply during the action
- (and cannot) be selected.
- Wcards,
hen the active player takes an action available on one of their
that card is automatically selected.
Golden rule! When a
the active player’s
icon can be seen on one of
cards – or on a card – and
- you must apply that effect if you have selected the card duringcard,
When “[selected]” can be read as part of an effect on a
the
the active player takes the corresponding action, they Gear up step of the action.
MUST select that card AND apply its effects. An empty icon on a card means the associated effect may be applied
- during any action.

2. Draw
The active player determines the cost of the action and draws that many cards.

A. Determine the cost of the action B. Draw Action cards


Cost is shown in the blue diamond X . It represents the number of cards
+
The active player draws a number of cards from the top of their Action Deck
the active player must draw (the energy they must spend) from their Action equal to the cost of the action, and places them face down in front of
Deck to perform the action. themselves. If they choose to, they may draw any number of additional
cards from the top of their Action Deck to increase their chances of success.
A +X effect increases the action’s cost by X. Any such additional cards are placed face down next to those previously
drawn.
A -X effect reduces the action’s cost by X.
If their Action Deck contains fewer cards than they should be drawing, the
The cost of an action may be 0. In cases where the cost is lowered below 0, active player must immediately perform a Recovery – which does not end
consider it to be 0. the action – and then continues to draw from the replenished deck enough
cards to pay the action’s cost (see “Recovery” p. 20), provided they are
still conscious.

3. Result
The active player reveals the cards they drew, counts the obtained successes,
and then compares the total with the action’s difficulty.
A. Reveal the cards
Important exception!
The active player reveals the cards they just drew (by flipping them face
Some actions with a “chain” icon X+ are less likely to succeed
up).
without the appropriate skills and/or equipment.
B. Take successes into account The icon means the active player may take into account the
The active player may take into account any obtained successes visible in successes (stars and half-stars) on X revealed cards at most (player’s
the result areas (left-hand strip) of the cards they just revealed. They choice), where X is the action’s default cost X+ .
obtain:
For example, if the action’s default cost is 3+ , the active player
1 success for each full star .
- 1 success for each pair of “half stars” they manage to combine to
may take into account the star and half-star icons in the result areas of
- construct a full star, provided both their cards are facing the same way.
no more than 3 revealed cards of their choice, regardless of how many
they chose to draw. They must ignore any stars and half-stars shown
The active player is not compelled to take all obtained successes into on the other cards they have revealed.
account; they may even choose to ignore them all if they wish.
This restriction applies to successes only, not to class icons.

12
C. Apply the effects of their cards D. Check the number of successes obtained against the
action’s difficulty
The active player may apply the effects of one or more of their cards
(selected cards, cards from their hand, cards, etc.) in order to Finally, the active player compares the successes they obtained with the
get additional successes and/or take additional cards into account and/or action’s difficulty.
convert class icons into various bonuses. In a simple action, that is the number in a gold star X , and in a compound
action, it is the number in a gold star shown on the upper face of the die
Get additional successes resting on the card X .
Each icon is worth 1 additional success. Simple action: If the active player reaches or exceeds the number shown in
Take additional cards into account the star, the action succeeds. Otherwise, the action fails.

When the action has a icon, the +Y effect enables the active Compound action: For each success taken into account, the active player
player to take into account the successes in the result area(s) of Y reduces the die’s value by 1. If the die's value would go below 1, the action
additional revealed cards. succeeds. Otherwise, the action fails.

Clarifications:
Convert class icons into various bonuses
The active player may convert into various bonuses the , , - Isuccesses
f the active player gets more successes than needed, any “excess”
are lost.
and class icons shown in the result areas of the revealed cards, on the
When a card is discarded, returned, or banished, any die resting on it is
cards they have selected, on the cards in their hand, etc. - removed from it and returned to the game box.
Clarifications:
Note: When a compound action succeeds, either
- Eevery
ven when the action has a icon, you may take every class icon in
revealed card’s result area into account and apply the effect of
the die is moved to another action row or the card
is discarded. Most compound actions end with a
every Reflex Skill card.
success on the last action row. Flail 1

- Eforacha single
class icon obtained may be used only once by the active player, and
effect.
An agricultural tool
used for threshing
grass, grain, and
anyone who might
stand in your way.

an effect comes with “max. X”, the active player may apply that
- When
effect X times at most. Example: Bruno has the “Flail”
card, enabling
X him to convert 3 Stealth
class
- The , icon, is “wild”
or
– it may represent any of the following class icons:
.
icons of his choice into 1 success -2

max. 2
(at most twice) when performing a [selected] During the Consequence step, roll a die.
If you roll a 1 or a 2, discard this.
fight or a pull / push / lift action.
- Tthe
 he icon means you may “spend” any of the following icons to apply
shown effect: , , or .
TRINKET – SECONDARY

Example: Bruno has the “Stealth” skill in hand, granting him


2 class icons and/or enabling him to convert 1 class icon into
max. 1

1 success (at most once) when performing a fight or


Discard this.
dodge or be stealthy / hide action. A0076

4. Consequence
The active player applies the action’s consequences and then
discards all cards revealed during the Result step.

A. Apply the consequences B. Discard the revealed cards

If the action: Lastly, the active player discards all cards revealed during the Result
step. The X effect means the active player may add up to X of these cards
- Stheucceeds, they must apply the effects shown in
white section.
to their hand, instead of discarding them.

- Fblack
ails, they must apply the effects shown in the
section. If there is no such section, failing
Golden rule! Unless explicitly stated otherwise (e.g. “each
involved character…”, “one involved character…”, “one random
this action has no consequence.
involved character…”), the consequence of an action applies
ONLY to the active player.
The main consequences of actions are detailed on pages 16 to 18.

13
Simple action examples:
Bruno wants to move a massive boulder by taking the following pull / push / lift action. No other character gets involved in it.

Take 1 049 card. Each involved character


5+ 3 Discard this. takes a 001 card.

1. Gear up: Bruno selects his “Flail” card, whose effects can be applied during a pull / push / lift action .

1 Flail
An agricultural tool
used for threshing
grass, grain, and
anyone who might
stand in your way.

1 Flail
An agricultural tool
used for threshing
grass, grain, and

-2 anyone who might

max. 2
stand in your way.
[selected] During the Consequence step, roll a die.
If you roll a 1 or a 2, discard this.

TRINKET – SECONDARY

2. Draw: Bruno is supposed to draw 5 cards, but he decides to apply the effect of his flail in order to draw 2 fewer cards
-2

max. 2
-2 , bringing the action’s cost from 5+ down to 3+ . Bruno draws 3 cards from his Action Deck and places them [selected] During the Consequence step, roll a die.
face down in front of him. If you roll a 1 or a 2, discard this.

TRINKET – SECONDARY

3. Result: Bruno reveals the 3 cards he just drew. The first card shows a full star ( 1 ), i.e. 1 success. The second shows 1 half of a gold star ( 2 ) and
two class icons, and ( 3 ). The third shows 1 half of a gold star ( 4 ) and 1 class icon ( 5 ). Bruno manages to couple both half-stars ( 2
and 4 ) and obtains a second success.

C X On the
C double
Lock picking
Spare no effort

3 5
You may not take the following action if you
exceed your maximum carried weight:

2+ 0
Move your figure to another Terrain card
1 At any time during the Result step, draw
max. 3

that is connected to your Terrain card by


1 or 2 additional cards and reveal them.
an uninterrupted series of Terrain cards.

2 4
Discard this. Discard this. Discard this.
A0036 A0077 A0035

His flail enables him to convert any 3 class icons ( 3 and 5 ) into 1 success, at most twice (max. 2),
max. 2

which gives him a third success.

Since this is greater than or equal to the action’s difficulty ( 3 successes required), the action succeeds.
4. Consequence: Bruno applies the consequence in the white section (success), taking 1 049 card (the icon means "if it is available in the
Adventure Deck") and discarding the Event card with the obstructing boulder.

He discards the 3 cards he revealed during the Result step.

-2
max. 2

[selected] During the Consequence step, roll a die.


If you roll a 1 or a 2, discard this.

Finally, he applies the effect of the flail since that card was selected. He rolls a 2 on the die, so he must discard his flail into the Past.

14
Ludovic takes the pathfind action shown on the back of an Exploration card. Bruno offers to take part in the action. Ludovic agrees.
1. Gear up: Ludovic does not select any of his cards.
2. Draw : Ludovic does not draw any cards (the action’s cost is 0+ ).
3. Result: Since Ludovic needs 0 successes (the action’s difficulty is 0 ), the action succeeds.
4. Consequence: Ludovic applies the consequence of success (white section) – he flips the card.

Compound action example:


A stone grazes past your face. You soon
find out where it came from. A0???
A0224

A stone grazes past your face. You soon


find out where it came from. A0???
A0224
0+ 0
Flip this.

2+ 4 2 1 3 1

3 +
3 Take a 151 card 1 and take
and discard this. a 003 card.

2 Sword
The card Ludovic has revealed shows a mandatory, compound fight action. Ludovic AND
2 3
Bruno (and only them) must immediately get involved in it. They decide for Bruno to be the new
2+ 4 1 1
active player. Bruno places the die on the action’s first row, showing the action’s difficulty (4)
on its upper face.
3+ 3 Take a 151 card 1 and take
and discard this. a 003 card.

1. Gear up: Bruno selects his “Sword” card, which allows him to either take into account the

max. 3
+1 OR
successes on 1 additional card during a fight action associated with a icon or to convert 1
[selected] If the action fails, roll a die.
class icon into 1 success, up to 3 times (max. 3). He may not select his “Gladius” card, If you roll a 1, the blade breaks: block this.
as it shares the keyword WEAPON with his “Sword” card.
WEAPON – BLADE

2. Draw: The action’s cost is 2+ , but Bruno decides to draw 4 cards to increase his chance of success.

C C Tout donner
Pas Cde Sens
course
de l’orientation
Jack of all trades

2 2
Vous ne pouvez pas entreprendre l’action suivante
si vous dépassez votre poids transportable :

2+ 0
À tout moment durantDéplacez
l’étapevotre figurine sur une autre carte
de Résultat,
1 piochez 1 ou 2 cartes 1
Terrain -3
reliée à votre carte Terrain par une
supplémentaires
série continue de cartes Terrain.
et révélez-les.
Défaussez cette carte.Défaussez cette carte.Bloquez cette carte. Discard this.
A0035 A0036 A0103 A0037

3. Result: Bruno needs 4 successes for the action to succeed. Because of the action’s “chain” effect 2+ , he may take into account the successes
on no more than 2 revealed cards (out of the 4 he drew). He takes 2 successes into account ( 1 ). He could use the +1 effect on his “ Sword”
card to take the successes on a 3 rd revealed card into account. However, he prefers to apply the other effect – converting 1 class icon and
1 icon (which he treats as a icon), seen in the result areas of the revealed cards ( 2 ), into 2 successes. This brings his total to
4 successes and he reduces the die’s value by 4. Since that value is now less than 1, the action succeeds.

4. Consequence: Bruno applies the consequences of success. He suffers 2 (thus losing 2 life points); he may add
1 of the revealed cards to his hand 1 ; and he moves the die to the next action row , setting it to the 2 1
same value as the action’s difficulty 3 .

Lastly, Bruno discards the other 3 cards revealed during the Result step.

A new turn begins.

Ludovic and Bruno decide that Ludovic becomes the new active player and Ludovic must then continue with the fight.

15
Consequences of actions and events: take a card

Golden rule! Card text and dialogue text override this rulebook. When in doubt about a rule or in-game effect,
interpret it in the most logical way to you or, if you cannot resolve the issue, the way most in your favor.

The most frequent consequence you will apply is taking a card.

Take a numbered card ###

When taking a numbered card as a consequence of an action or event, the active player must take it
from the Adventure Deck. Note: The flavor text on
Adventure cards often
- IF MULTIPLE CARDS WITH THE SAME NUMBER ARE AVAILABLE: contains helpful details. Be
sure to read them carefully!
The active player randomly takes one of the green cards (with exceptions – see “Golden rule!” below),
reads the flavor text on the back, and reveals it.

### Golden rule! Some Adventure cards are linked to a specific scenario – or card. You may not take them unless you are
playing that scenario or possess that card.

When the back of an Adventure card shows a numbox associated with the shape, it means there are possibly multiple versions of this card
(bearing the same number) AND one of them is linked to a specific scenario – or card.

When the back of a card shows a pictograph inside a icon, if that pictograph corresponds to the scenario you are playing or matches
a pictograph shown on another card in your possession – , , , etc. – you must take it as a priority. Otherwise, you may not take it
and you must take another card (bearing the same number) with the shape.

Example: Bruno must take the 123 card. There are 3 available 123 cards: one with the shape, one with the icon, and one with
the icon. Bruno opens the Threat Booklet to the bookmark and sees the current scenario is associated with the icon. He may take
neither the card, nor the card, so he takes the card.

123 123 123

Example: Ludovic must take the 456 card. There are 2 available 456 cards: one with the shape, and one with a icon.
Ludovic then
A0535 opens the Threat Booklet to the bookmark and
A0536 sees the current scenario is associated with A0537
the icon. He must therefore
take the card and may not take the other card.

456 456

16
A0535 A0537
Golden rule! A player may only take a gold card if there are no
- IF NO GREEN CARD IS AVAILABLE: available green cards bearing the same number in the
The active player must take a gold card instead.
Adventure Deck.

- IF NO CARD WITH THAT NUMBER IS AVAILABLE:


When the numbox of the card you must take is followed by a icon, it means you need not do anything if the card is not available in the Adventure Deck.
Otherwise, you must immediately return all the cards in the Past and then take the newly available card.

- IF SEVERAL INVOLVED PLAYERS NEED TO TAKE A NUMBERED CARD:


The active player takes their card first and resolves it before the next involved player in clockwise order does the same.

Once the card has been taken and revealed, what you must do depends on the card:

Terrain card
The active player must put this card into play by placing it on the Board like in a jigsaw puzzle, Note: When you put a new
making sure that it is oriented the same way as the other cards on the Board. Terrain cards are Terrain card into play, you do
generally put into play after an Exploration card has been resolved (see “Exploring the Collapsing not automatically move your
Lands” p. 21). figure onto it.

Permanent event card


Golden rule! The action icon in the
The active player must put this card into play by placing it on the Board with its placement
placement arrow reminds you which action
arrow pointing towards the Terrain card their figure is standing on, and with the card
caused you to put the card into play.
oriented the same way as the other cards on the Board.
As long as this event is in play, that action
may not be taken again from the Terrain
This Permanent event card is now attached to the Terrain card towards which its placement
card to which the event is attached.
arrow points, meaning that any actions and effects shown on the card are now available
to any player whose figure is on the attached Terrain card.

Temporary event card


The active player must resolve this event and then discard the card into the Past, unless the card states otherwise (banish it, return it, etc.).

Global event card


The active player must put this card into play near the Board, where it stays until an effect makes you discard, return, or banish it. Its effects apply to the
entire Board as long as it is in play.

Purse card
The active player may either keep this card by putting it into play in front of themselves, or discard it into the Past if it has no icon (see “Purse cards
and maximum carried weight” p. 19).

Quest item card


The active player must store this card behind (or on) the “Quest items” divider. All players may look at it and/or use it.

Take a card not directly


summoned by a numbox
The players may have to take a card in the Adventure Deck without the card being summoned by a straightforward numbox – for instance, when they find
a hidden number (see “Spotting a hidden number”, p. 22) or solve a riddle.

When this is the case, a ### icon must be visible on the back of the card you take, with “###” being the number of the card that enabled you
to take it. If that icon is not visible, then you have taken the wrong card and must return it.

17
Other consequences of actions and events
Read a dialogue ### Gain / lose life points
The active player opens the Dialogue Book and goes to the indicated The affected player increases or decreases the value on their life point
numbered paragraph. They read it – out loud if they wish – and apply any counter by the indicated amount (see “Life points” p. 20).
applicable effects (new paragraph to read, action to take, choice to make,
etc.). Suffer damage
The X effect means you lose X life points.
If a dialogue contains a mandatory action , the involved players may
freely choose which of them will be the active player for that action. The X effect cancels X , but it cannot prevent damage taken from
an in-game effect reading “You lose X life points”.
Quoted text in italics is dialogue spoken by non-playing characters.
Quoted text in bold italics is dialogue spoken by the active player. Move the die to another row
Underlined text refers to a side quest.
(compound action only)
When a word is followed by an asterisk (“*”), it means your character The effect means you need to move the die to the next row, and in
knows about it and you can read its definition on pages 2-3 of the Dialogue some cases skip one or more rows in the process ( ).
Book's Glossary.
The active player places the die on the appropriate slot X of the new row,
making sure its value matches the shown difficulty X .
Add Skill cards to your hand X

The X effect allows the active player to add up to X cards revealed Increase your community scores
during the Result step to their hand.
The following in-game effects enable players to increase (+X) or decrease
(−X), by the indicated amount, their community’s Influence +X/−X,
Discard a card Knowledge +X/−X, Production +X/−X, or Defense +X/−X scores
on the Community page of the Citadel leaflet (see “Players’ progress and
When an in-game effect instructs you to discard a card, the active player
Citadel leaflet” p. 23). None of these scores may ever go below 0 or
must immediately put that card into their Discard Pile if it is an Action card
above 25.
(blue back), or into the Past if it is either an Adventure card (green or gold
back) or an Exploration card (foggy back).

The -X effect means the active player must discard the top X cards of
their Action Deck.

Banish a card
When an in-game effect instructs you to banish a card, the active player
must immediately remove that card from play permanently by storing it
behind the “Banished cards” divider in the box. All banished cards will be
returned at the end of the Threat (or when players lose).

Return a card
When an in-game effect instructs you to return a card, the active player
must immediately put that card back in its place in its original deck.

Block / unblock a card


When an in-game effect instructs you to block a card, the affected player
must immediately slip it underneath their Character card. A blocked card
has no effect and may no longer be used. If it is a card, you may
discard it if you want to. If it is a or card, you may not discard it.
When an in-game effect allows you to unblock a card, take it from under
your Character card, then either shuffle it back into your Action Deck if it is
a card, or put it into play in front of yourself if it is one of your
cards.

18
Skill cards and hand size
Skill cards Hand size
Your Skill cards help you when you perform actions or enable you to take Unless otherwise stated, the maximum number of Skill cards you may
new actions. have in hand is shown on your Character card and depends on player count.
At any time – except during an action you are involved in – if you have more
They exist in 3 types: cards in hand than your allowed hand size, you must discard any excess
cards of your choice.
A Character Skills: These are the skills that characters begin the
- adventure with. Their effects can only be applied from a player’s hand.
Take an action / apply an effect
Advanced Skills: These are cards that players may gain during
- 
the adventure (see “Destiny page” p. 24). Their effects can only be
You may take an action visible on one of your cards.
applied from a player’s hand.
When you are the active player, you may apply some or all of the effects
shown on the cards you have in hand, provided the condition
- effectReflex Skills: These are gained just like Advanced Skills, but their
is only applied when they are revealed during the Result step.
associated with the effect(s) matches the action being performed .

Most effects on Skill cards imply discarding them or blocking them. When
this is not the case, their effect applies as long as you have them in hand. Discard / give
You may discard cards from your hand into your Discard Pile at any
time.
You may not give any of your cards to another player.

Purse cards and maximum carried weight


Purse cards
Your cards help you when you perform actions or enable you to take
Reminder! You may not select multiple cards
new actions.
with the same KEYWORD.
They usually have one or more KEYWORDS that limit the number of these
cards that may be selected during an action – you may not select (in order
to apply their effects) more than one card which has a given KEYWORD.
Discard / give
You may freely discard your cards, even if they are blocked, as long as
they do not have a icon.
(Maximum) Carried weight
The maximum weight you are allowed to carry can be found on your Character Golden rule! A player may not decide to discard
card and depends on player count. a card or give it to another player.
Your carried weight is the total weight of your X cards, including your
blocked cards. It may exceed your maximum carried weight; however, as A character may give a card to another character as long as they are
long as this is the case, you may not take the move action on your both on the same Terrain card and not performing an action.
Character card.
When this happens, both the player who gives AND the one who receives
the card must -X (discard the top X cards of their Action Deck),
Take an action / apply an effect where X is equal to the weight of the item being given X ).
You may take an action visible on one of your cards.
You may give to another player one of your blocked cards (unless it has
When you are the active player, you may apply some or all of the effects a icon), but it remains blocked.
shown on the cards you choose to select (during the Gear up step of an
action), provided the condition associated with the effect(s) matches
the action being performed .

19
Life points, unconsciousness, and recovery

Life points
Every time you begin a new scenario, the Threat Booklet tells you how many You may exceed your initial number of life points (defined by the scenario),
life points players divide among themselves (as equally as possible). Once but you may never have more than 99 life points.
the sharing is done, each player adjusts their life point counter accordingly.
When you drop to 0 life points (or below), your counter is set to 0 and you
During the adventure, when gaining or losing life points, you will adjust fall unconscious.
your life point counter accordingly.

Unconsciousness
When you fall unconscious (0 life points), you must immediately “save your When an unconscious character gains at least 1 life point, they regain
character” (see “Saving the game” p. 25) and your figure is removed from consciousness and put back into play their:
the Board, until an in-game effect causes you to no longer be unconscious
(in the worst case, this happens when players are at the Citadel).
- Figure onto the active player’s Terrain card.
Character card with their blocked cards underneath.
If all players are unconscious, the adventure ends immediately and the
- Action Deck (and return their Save – Action Deck card).
players lose.
- Discard Pile (and return their Save – Discard Pile card).
- cards, in front of themselves.
If every character involved in an action shown on a card falls
-
unconscious, that card is returned.

Recovery
Your Action Deck represents your life force. When it becomes (nearly)
depleted, it is time for you to perform a Recovery.
Variants
At any time, you may perform a Recovery by shuffling all the cards in your
Discard Pile back into your Action Deck (even if the latter still contains cards). “Story” mode (for adventurers who value storytelling more than
survival)
Once this is done, you must: When performing a Recovery, lose 5 life points instead of 10.

- Lose 10 life points “Survival” mode (for adventurers with taste for a challenge)
When performing a Recovery, your only option is to lose 10 life
OR
points (you may not choose to block “Hope reborn!” cards).
Block all of your “Hope reborn!” cards, slipping them underneath
- your Character card (you may not choose this option if you have no
“Hope reborn!” cards).

Note: Blocking a “Hope reborn!” card means you


forfeit a precious “experience point”. Don’t do it
unless you are really desperate.

When you must draw or discard more cards than your Action Deck
contains:

- Draw or discard whatever cards remain in your Action Deck.


Perform a Recovery.
- Draw or discard the remaining cards you were unable to draw or
- discard before.
Tip: It may be worth it to discard the cards you have in hand
right before performing a Recovery.

20
Exploring the Collapsing Lands
Opening the space occupied
by an Exploration card
An Exploration card is a random event that hides a portion of the Collapsing If that Adventure card is a Terrain card, the active player must make sure that
Lands. You need to resolve an Exploration card in order to remove it and put it fits with each adjacent Terrain card like in a jigsaw puzzle, and then put the
into play the Adventure card (generally a Terrain card) that belongs there. new Exploration cards into play (foggy side up) in each free adjacent space to
This is how you explore the Collapsing Lands. which an arrow on the new Terrain card is pointing. Each of these new
Exploration cards must carry the same pictograph – usually a Roman numeral
Once the Exploration card has been resolved and removed from the Board,
I – as the one in the arrow that points to its space and that caused it to
the active player must put an ### Adventure card into play, right where
be put into play.
the Exploration card used to be. The number of this Adventure card is shown
in the numbox associated with the arrow on the Terrain card that If you must put an Exploration card into play and it is not available, you must
points towards the newly opened space. immediately return all the cards in the Past and then take one of the newly
available cards.

Note: An Exploration card may be a permanent event, a temporary event, etc. If it is a


permanent event, it remains in play (making it impossible to discover the terrain it
hides) until it is resolved.

1 4+ 0
1 Bruno performs the pathfind action and applies
OR
0+ 0
077
0+ 0
if your groundshiver
is level 3 or higher.
its consequence by flipping the Exploration card over.
Flip this.

094 I
081
I

There is a crac
king sound as
ground fractures the

2
between your
feet. As the crac A0211
k spreads out
before you, you
try to stay calm
.

0+ 3 or 3+ 5 if an involved character
is confused.
0+ 0
077
You hold your
nerve and walk
away at once. 2 It is a temporary event , which he resolves before
discarding it to the Past.
Your hear t beat
s wildly. You run
you were being away as if
chased by a blue
Each involv giant*.
ed character must disca
rd 1 card from
094 I their hand and take a
002 card.
081
I

I
3 094 0+ 0 086 3 The space the Exploration card used to occupy is
057
now open, so Bruno takes the 094 Adventure
A plank track winds
through this
desolate territory. Furth
er north,
rm risesI 075
090 I card associated with the arrow visible on his
a strange stone platfo
0+ 0 from the dusty groun
d.
Terrain card, and puts it into play in the newly
077
opened space. He will now be able to move to
094 I this new Terrain card by performing the move
081 108 0+ 0 action visible on his Character card.
I I 061
A0500

21
Not enough room to put a card into play
When there is not enough space on the table to put a card into play, all sure that all remaining Terrain cards are reachable. If applicable, you must
characters must take actions to meet on the same Terrain card. Then, players put a new Exploration card into play in every adjacent empty space towards
must return the Terrain cards of their choice – except the one containing their which an arrow on a Terrain card points.
figures – along with the Permanent event cards attached to them, making

Moving a figure on the Board


To move your figure on the Board, you must (with exceptions) take the move
action shown on your Character card, which allows you to move your Note: It may happen that some permanent
(and only your) figure to an adjacent Terrain card, provided your carried events (cliff, bottomless pit, etc.), showing several
weight does not exceed your maximum carried weight. placement arrows, separate two Terrain cards.
In this case, these events feature an action whose
Other effects you will discover as you play (skill, event, etc.) may move consequence is to move the figure to the Terrain
figures. card on the other side of the obstacle.

Some cards refer to the cardinal points: north, south, east, and west. In this
regard, assume card text and icons are oriented to be read from west to east.

Reminder! If a mandatory action can be seen on a Terrain card or a Permanent event card attached to it, players
whose figures arrive onto that Terrain card must immediately take it collectively, unless it can no longer be taken.

Spotting a hidden number

Some cards – Terrain, Permanent event, Temporary event , Purse , Note: A hidden number is always made of 3 digits.
etc. – may contain hidden numbers. When you spot one, you may discard On the back of the card matching the hidden
the card on which you spotted the hidden number and replace it with the number, you should see the number of the card on
card bearing that number. which you spotted it ??? . If that icon is not
there, or if it does not match the number of the
Example: On the 154 Terrain card, Ludovic has spotted the hidden number card where you spotted the hidden number, then
316. He discards the 154 card and takes the 316 card, which has
you must have taken the wrong card and must
the 154 icon on its back, confirming it is the right card. return it.

Threat Booklets, scenarios, and bookmark


Threat Booklets are divided into scenarios and narrate the story that players
live as they travel through the Collapsing Lands. The Threat Booklet then details the consequences of your actions, which
vary based on your choices and your performance during the scenario
Each scenario sets one or more goals that players must reach. At the end of (whether you reached your goals or not). The booklet then guides you to a
each scenario, you read its epilogue. This happens once you are back at the new scenario, and so on until the final confrontation against the Threat you
Citadel (unless clearly stated otherwise by the scenario), usually because have chosen to face.
the characters run low on life points (and prefer returning before all falling
unconscious) or have achieved their goals. The position of the bookmark in the Threat Booklet is defined by the
scenario and reminds you which scenario you are playing.

22
Players’ progress and Citadel leaflet
The Citadel leaflet is shared by all players. It consists of several pages that
track your group’s progress through the adventure, among other things.

PLAYER AID PAGE


A reminder of the main action consequences and creature traits .

Some creatures you will fight during the adventure have generic abilities called “traits”:
When performing the fight action, you must apply the effect of each trait displayed next to the
action. The effect of each creature trait is detailed on this page of the leaflet.

BUILDINGS PAGES
This is where players construct buildings by checking boxes on the buildings of their choice. When a
building has all of its boxes checked, it is considered to be “built” and its effect may be applied.

COMMUNITY PAGE
On this page you can write down the names of the players taking part in the adventure and record each
character’s life point total when you end a scenario or save the game. You can sketch your community’s
coat of arms here.

This page is also where you keep track of:

- Tscenario
he level of your groundshiver (an artifact you begin every scenario with, except for the introductory
“A new beginning”). That level is given by the scenario, and enables you to reduce the
amount of energy you spend to explore the Collapsing Lands.
Your Influence, Knowledge, Defense, and Production scores, in the form of tracks extending from
- 0 to 25.
These scores may fluctuate up or down throughout your adventure, and may be taken into account for
certain in-game effects, and at the end of scenarios, to measure how well you completed your goals.
You may not – deliberately or not – reduce a score to less than 0 or increase it to more than 25. If the
prerequisite of an in-game effect requires you to reduce a score to less than 0, you may not apply that
effect. If a score must be increased to more than 25, set it to 25.

Production: Represents the community’s capacity to produce food.

Defense: Represents the community’s capacity to defend itself and secure the surrounding
territories.
Influence: Represents the relationships between the community and the other inhabitants and
institutions of the Collapsing Lands.
Knowledge: Represents the knowledge, information and rumors the community holds.

23
DESTINY PAGE
During the game, you gain “Hope reborn!” cards that you can “spend” (these cards will let you
know how) to check symbols on this page, granting you helpful bonuses. These bonuses are detailed
on the Destiny page and enable you to gain new Skill cards, construct helpful buildings, etc.

MAP OF THE KEL PROTECTORATE PAGES


The map of the Old World, which you may annotate.

SIDE QUESTS PAGE


This is where you list all the side quests obtained during the adventure. Each side quest may only appear
here once.

A side quest generally invites you to write down its title and the dialogue (from the Dialogue Book)
that you may freely reread to be reminded of the context and goal(s) of the quest.

You may use the “notes” section to record information that might help you complete the quest, such
as the name of a place or character.

When you add a side quest to the Side quests page of the Citadel leaflet, it is active (but not necessarily
initiated yet).

When a quest becomes “initiated” – which will be explicitly instructed by an in-game effect –
it means you have made a step towards its completion. Some side quests do not need that status to
reach completion.

When a quest is marked as “finished” – which it becomes through an explicit in-game effect – it is
no longer active: Ignore any in-game effects that concern it.

Note: Some quests cannot be


Reminder! Underlined text on a card or dialogue finished unless you are at the
refers to a side quest. Citadel.

24
Saving and resuming the game
Saving the game Resuming the game
You may save the game only once during each scenario. When you resume a game after suspending it:
You may save the game at any time as long as the bookmark is in the Threat 1. Return all the cards in the Past (Adventure and Exploration).
Booklet, all characters are on the same Terrain card, and no player is: 2. Put the saved Terrain card back into play; place the figures of all
characters taking part in the adventure onto it and one Exploration card in
- Reading a dialogue in the Dialogue Book. front of each arrow it shows.
- Performing an action. Then, each player puts back into play their:
- Compelled to take a mandatory action. 1. Character card with their blocked cards underneath.
When you save the game:
2. Action Deck (and returns their Save – Action Deck card).
1. E ach player discards all of their cards.
3. Discard Pile (and returns their Save – Discard Pile card).
2. D iscard all the cards on the Board into the Past, except for the Terrain
card all characters’ figures are standing on. 4. and cards.
3. S tack the remaining cards in the following order (from the top down) and
put them behind the “Save” divider in the game box:
a. The Terrain card where figures were standing. Reminder! the position of the bookmark in the Threat Booklet
b. For each player, their: reminds you which scenario you are playing. Leave it there!

i. C haracter card with their blocked cards underneath it.


ii. Save – Action Deck card, with all the cards in their
Action Deck underneath it,
iii. S ave – Discard Pile card, with all the cards in their
Discard Pile underneath it,
iv.  and cards.
4. S tore your life point counter in the box as a record of the number of life
points you had when you saved (it is also recommended to replicate that
number on the Community page of the Citadel leaflet).

Threat

Leaving or joining the adventure partway through

Leaving the adventure partway through Joining the adventure partway through
When a character leaves the adventure permanently, the player returns A player can easily join the adventure, or continue it with a new character if
their figure, their Character card, their A Character Skill cards (bearing the their character was eliminated. They may only do so before a new scenario
character’s initial or the letter “X”) that were blocked underneath it and begins, when the players are at the Citadel.
those they have in hand, the cards in their Action Deck and their Discard
Pile, and finally their cards. To do so, they choose a character and form their Action Deck as explained
on pages 6 to 8 of the introductory scenario.
They must give the other players their Advanced Skill and Reflex
Skill cards, their (blocked or not) cards without the icon, and the
cards that were blocked underneath their Character card.

Before they put their life point counter away, their life points are divided
equally among the remaining characters.

25
Glossary
Action Deck: Contains a player’s Action cards Dialogue (p. 18): A numbered paragraph in the bearing the same number.
(blue back), which they draw to perform actions. Dialogue Book that you must read when a
“Read ### ” effect instructs you to. [selected] (p. 12): When this word can be seen
Active player (p. 10): The player whose turn it between brackets on a or card, you
is; the one who takes an action. Discard (p. 18): To put an Action card (blue back) must apply the associated effect if you have
into one’s Discard Pile or an Adventure or selected that card during the Gear up step of the
Advanced Skill (p. 19): A Skill card that Exploration card into the Past. action.
players can gain when they make progress on the
Destiny page of the Citadel leaflet, and whose Discard Pile: The play area into which you Simple action (p. 11): An action that ends
effect(s) may be applied from a player’s hand. discard your Action cards (blue back). immediately after the Consequence step.

Adventure Deck: Contains the numbered Draw (p. 12): To take the top card(s) of one’s Skill (p. 19): A card that the player has
Adventure cards (green or gold back). Action Deck. in hand.

Available (card) (p. 17): A card is said to be Exploration Deck: Contains the Exploration cards Success (p. 12): icons needed to
available when it can be found in its original (foggy back) that players must resolve to successfully perform an action.
deck. continue exploring the world.
Take into account (p. 12): When talking about
Banish (p. 18): To remove a card from play once Involved character (p. 10): A character taking a card revealed during the Result step, to count
and for all. The card goes into the game box, part in an action (including the active player). the successes shown in the card’s result area.
behind the “Banished cards” divider.
Keyword (p. 12): A word in capital letters visible Terrain (p. 17): A card that represents a portion
Block (p. 18): To slip a card under one’s Character at the bottom of cards. During the Gear up of the Collapsing Lands.
card. A blocked card loses all of its effects until step of an action, the active player may not select
it is unblocked. multiple cards that have the same keyword. This: Designates the card you are reading.

Board: The area formed by the Terrain and max. X (p. 13): The maximum number of times Trait (p. 23): An effect you must apply when
Permanent event cards that are in play. (“X”) you may apply the corresponding effect. fighting certain opponents. Traits are explained
in detail on the Player aid page of the Citadel
Buildings (page) (p. 23): A page of the Citadel Past: The play area into which players discard leaflet.
leaflet that lists the buildings that may be Adventure (green or gold back) and Exploration
constructed (through the Destiny page) (foggy back) cards. Unconscious (p. 20): A player with 0 life points
by players, providing them with bonuses. is said to be unconscious. When they gain 1 or
Recovery (perform a) (p. 20): At any time, a more life points, they regain consciousness.
Class icon (p. 13): An icon that can be converted player may shuffle all the cards in their Discard
to obtain additional successes, cancel damage, Pile into their Action Deck, and then either World Map: The plasticized screen representing
etc. lose 10 life points or block all “Hope reborn!” the map of the Kel Protectorate as it used to look.
cards. It contains invaluable, though often outdated,
Compound action (p. 11): An action usually information about the important places of the
made up of multiple rows and taking several Reflex Skill (p. 19): A Skill card that world. It can be updated by inserting cards
turns to be finished. It usually ends with a players can gain when they make progress on the obtained through the Destiny page of the Citadel
success during the Consequence step of the last Destiny page of the Citadel leaflet, and whose leaflet.
action row. effect is applied when the active player reveals it
from their Action Deck during the Result step of
Cost (p. 12): The minimum number of Action an action.
cards that must be drawn to perform the action.
Return (p. 18): To put a card back in its place in
Destiny (page) (p. 24): A page of the Citadel its original deck. In the Adventure Deck, sort
leaflet where players can make progress by cards by number – green cards always come
spending “Hope reborn!” cards in order to before any gold cards bearing the same number,
check symbols that unlock powerful bonuses. and cards always come before cards

Original design: Ludovic Roudy and Bruno Sautter English translation: Pierre Gamberoni, Ian Stephenson
Artwork: Ludovic Roudy French proofreading: Erwan Pressensé, Pierre Gamberoni, Kudos team (rulebook)
Texts / dialogues: Bruno Sautter, Erwan Pressensé English proofreading: Pierre Gamberoni, Matthew Bauer

Special thanks to our families, friends, and playtesters.


And a warm thank you to all 33 353 backers who made this adventure possible!
A game published by Serious Poulp www.the7thcitadel.com ©2023 SERIOUS POULP.

26 SERIOUS POULP, THE 7TH CITADEL and their logos are registered trademarks of SERIOUS POULP.
Easily forgotten Table of contents
golden rules
1
Contents ����������������������������������������������������������������������������� 2
# Overview and object of the game ��������������������������������������� 3
Rules summary������������������������������������������������������������������� 3
Any Adventure card whose numbox (on the back) is associated with a
Card types��������������������������������������������������������������������������� 4
icon is linked to a specific scenario or card. You must take it
over any other if the pictograph inside the icon matches that Sorting and storing game components������������������������������� 7
of the scenario you are playing, or can be seen on another card you Begin a new adventure ������������������������������������������������������� 7
possess. Otherwise, you may not take it and you must take another
card (bearing the same number) with the shape. Overview����������������������������������������������������������������������������� 8
Turn sequence������������������������������������������������������������������� 10

2
Action types ��������������������������������������������������������������������� 11
# Resolving an action����������������������������������������������������������� 11
Action resolution steps����������������������������������������������������� 12
When performing a Recovery, you may choose to block all Consequences of actions and events: take a card���������������� 16
“Hope reborn!” cards to avoid losing life points.
Other consequences of actions and events����������������������� 18
Skill cards and hand size ������������������������������������������������� 19

# 3 Purse cards and maximum carried weight����������������������� 19


Life points, unconsciousness, and recovery��������������������� 20
Exploring the Collapsing Lands ��������������������������������������� 21
During the Gear up step of an action, a player may not select
multiple cards that have a KEYWORD in common. Threat Booklets, scenarios, and bookmark ��������������������� 22
Players’ progress and Citadel leaflet������������������������������� 23

# 4 Saving and resuming the game����������������������������������������� 25


Leaving or joining the adventure partway through����������� 25
Glossary ��������������������������������������������������������������������������� 26
During the Draw step of an action, the active player may choose
to draw MORE cards than the number ( X+ default cost) shown Credits������������������������������������������������������������������������������� 26
on the action. Easily forgotten golden rules������������������������������������������� 27

5
Table of contents��������������������������������������������������������������� 27
# Icons��������������������������������������������������������������������������������� 28

Any , , , , , icons in the result area


of cards are only ever taken into account when they are
revealed from the active player’s Action Deck during the Result step
of an action.

# 6
The icon on certain actions limits only the number of cards
whose successes you may take into account. It does not forbid you
to draw more cards or to take class icons on every drawn card into
account.

# 7
A player may not discard a card or give it to another player.

27
Icons
DECKS ACTIONS ACTION CONSEQUENCES AND IN-GAME EFFECTS


Action cards An action that the active player The active player may add up to
may take. X X cards revealed during the Result

Adventure cards step to their hand.
An action that the active player

Exploration cards must take. +X The active player may randomly take
up to X cards from their Discard Pile
This action has already been and shuffle them back into their
CARD TYPES performed and may not be taken Action Deck.
again from the Terrain card this event
A Skill card in your hand. is attached to. -X The active player must discard X cards
from the top of their Action Deck.
A card representing an item, state, The related effect may be applied
companion, etc. only during an action of this type.
X Lose X life points.
You may not choose to discard this The related effect must be applied
X Cancel up to X .
card or give it to another player. during an action of this type.

### Take a card bearing this number from


X An item’s weight (equal to X). An action all conscious characters
the Adventure Deck (green by default;
must be involved in.
gold only if no green card is
A Quest item card common to all
available). This icon is referred to as
characters. The default cost of the action, i.e.
X+ a “numbox”. If no corresponding card
the minimum number of cards to be
is available and there is no icon
A World Map card that must be drawn to perform the action.
to the right of the numbox, first
inserted into the World Map.
return all the cards in the Past.
During the Result step of the action, the
A Global event whose effects apply to active player may take the successes
There are possibly multiple versions of
the whole Board. shown on no more than X revealed
this card (bearing the same number).
cards into account, where X is equal to
One of them is linked to a specific
A Temporary event that must be the default cost of the action X+ .
scenario – or card – and must be taken
resolved immediately.
over any other if you are playing the
The difficulty of the action, i.e. the
A Permanent event that must be put
X minimum number of successes (full
corresponding scenario or if you have a
card with the same pictograph.
into play, oriented in the same way as gold stars) you must obtain for the
the other cards on the Board, with its X action to succeed.
placement arrow pointing to the ### Read the corresponding paragraph
in the Dialogue Book.
Terrain card your figure is standing Consequences that must be applied
on. It is thus said to be “attached” if the action succeeds.
Move the die to the next row (setting
to that Terrain card.
C onsequences that must be applied it to a value equal to the action’s
if the action fails. difficulty). If there are multiple
arrows next to the die icon, move the
die that many rows down.
CARD EFFECTS
Once this card has been resolved
During the Draw step, the active player For each obtained class icon, you
-X may draw up to X fewer cards. get 1 success .
(and discarded, returned, banished,
etc.), replace it with an Adventure
During the Draw step, the active player card that belongs there.
+X must draw X or more cards.
For
1
each obtained class icon,
you cancel 1 damage ( 1 ).
A situational icon used for some
During the Result step, the active rare in-game effects.
You obtain any one of the following:
player takes 1 success into account.
or or or . +/−X
Increase by X / decrease by X the
+Y During the Result step, the active +/−X corresponding score on the
player may take successes on Y You may replace this with any one
+/−X Community page of the Citadel
additional revealed cards into account. of the following:
+/−X leaflet.
or or or .
Class icons, with context-dependent
effects.

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