Enemy Attack

Insectoids attack first, and in the order listed on the Insectoid Sheet.

Attack Priority

Closest enemy attacks first, farthest away attacks last.

If more than one Hero is in range, attack the Weakest (least health), then Defending Hero, then Magus, then players choice.

Doors And Portcullises

If there are no Heroes in range and LoS then the insectoids/cultist will attack portcullies that is in its path to the Heroes.

If there are no Heroes in range and LoS then the insectoids will attack doors that is in its path to the Heroes.

Resolving Attacks

You may play Defence cards to boost the targets defence. This is also works for portcullies and doors.

Draw Response Card and add its number to the enemy's Attack.

The enemy's Attack must beat the target's Defence with all bonuses and penalties added including Defence shields from Defense spoke.

Once you draw the Response Card for the enemy's Attack bonus you are not allowed to play more Hero Cards.

Damage And Wound

When an attack successflly hits you lose one hit point. Move your Hero marker on space down on your hit point meter and place the top card of the wound deck on the top of your Hero deck. You are normally not allowed to look at the wound card before it s placed on the Hero deck.

Poison

Guards, Boneworms and the Demon have a poisonous attack, which gives a Fatigue token to any hero hit by the attack.

Each Fatigue token you have reduces your Action Points attribute by 1 while you have it. You cannot reduce your Action Points attribute below 3

You do not lose Fatigue until end the end of the scenario, except through certain hero abilities.

Double Attack

After Chi'leen and the Demon resolve an attack, they immediately make a second attack.

Draw a new Response Card to resolve the second attack.

If the enemy kils its target with the first attack, then it chooses a new target for the second attack.

Death

When the hit point reaches the bottom space, the Hero dies:

When a hero dies, the other players have three options: