Hero Movement

Entering and Exiting the Map

You do not place your hero figure on the map during setup. You must take a action (Move, Sprint, Charge, etc), and the first Action Point that you spend moves you onto the entrance square.

Heroes that are not on the map cannot play cards or take actions other than to facilitate moving onto the map.

Heroes that are not on the map cannot be targeted by attacks or abilities, cannot aid or be aided, and cannot interact with other figures in any way until they are on the map.

When you move onto the exit square, you immediately remove your figure from the map. Then, remove your hero peg from the Stone of Destiny at the end of the Hero Phase. You cannot re-enter the map once your figure leaves it.

Heroes with teleport abilities can teleport into the map.

Terrain

Squares with no symbols on them costs 1 Action Point to enter.

Threatened Squares

If there is one or more enemies in Range 1 of your current position, then it costs 1 Action Point to move out of your current square.

Minor Action

During your move action you can spend Action Points to perform minor actions. You may move before or after these actions if you have more Action Points.

Open or Close a Door

Pull a Lever in Range 1

Give a Treasure to Another Hero

Loot a Dead Hero in Range

Pick a Lock

When you are at Range 1 from a locked object you can declare that you want to perform a Pick Lock attempt.

You wish to spend a number of Action Points and you hope that the number of Action Points you have spent, is higher that the sum of two Reponse Cards.

Declare how many of your current Action Points you wish to spend on attempting to open the lock. The Action Points are immediately spent.

You may play Hero cards and/or Non-Wound cards as 1 ALL cards to spend in the Pick Lock attempt.

You can play Wound cards. The sum of Hero Cards and Wound cards must be 0 or higher within the Pick Lock attempt.

Other Heroes can aid.

All these Actions points have to be spent on the Pick Lock attempt.

When you have spent the number of Action Points that you wish to use in the Pick Lock attempt - You draw TWO Response Cards. If the number of Action Points you spent in the Pick Lock attempt, is higher than the sum of the two Response cards, you have succeeded in the Pick Lock attempt.

You can repeate the Pick Lock attempt on the same object, or you can attempt to Pick Lock any other object during you movements, but every attempt is independent from previous attempts.

Treasure Chest

When you unlock a chest, you collect its treasure. Draw a card from the treasure deck, and remove the treasure chest from the map.

Locked Doors

When you unlock a door, you immediately open it. That door remains unlocked, and anyone can now close and open it normally. You cannot lock (or relock) an unlocked door.

Portcullies

Portcullises have no lock to pick, and can only be opened by a lever (see Pull a Lever, above) or by destroying it (see Breaking Locks, p.25).

Hero Teleportation

Some Heroes can teleport, this functions as movement. The following rules for movement are used during teleportation:

Failure Event

May occur when you move into a square of special terrain.

Dangerous Event

When you move into the square, draw one Response Card for each enemy in range 1 of that square. If any of those card have the Eye symbol, then you suffer the square's failure event.

Do not draw Response Card for insectoid nests or cultis trapdoors in range 1.

Observe that enemies never suffer failure event when they move intentionally into a square.

Pushed Event

When a figured is pushed into the square, it immediately suffers the associated failure event, with no chance of avoiding it.

Observe that enemies do suffer failure event when pushed into a square.