Components:
10 Red Dice, 10 Green Dice, 10 Blue Dice.
Each Character Class has both Male and Female sculpts, equalling 5 each for a total of 10.
10 Character Sheets for each gender and class, detailing Class Abilities, Statistics, Inventory, Gold Stash, Action Card Deck, Skill Card Deck, and Life and Resource Globes.
A single Reference Sheet for enemy spawns, listing their statistics and how they scale with the number of players and the current level of the game, thus influencing the difficulty of the game.
There are also Area Effect Templates for area attacks from Spells or Skills.
World Map of Sanctuary
Dungeon Maps are composed of modular rhombus-shaped hexes. Randomly laid through Location Cards, upon reaching the exit of the first Map Tile. Elevated (blue-lined) areas may be traverse by some types of creatures, and may be shot through with ranged attacks.
5 Hero Character Classes:
Class – Starting Stats + (Stat Gains per Level)
Barbarian – 3S/2A/1I + (3S/2A/1I)
Demon Hunter – 1S/3A/2I + (1S/3A/2I)
Monk – 2S/3A/1I + (2S/2A/2I)
Witch Doctor – 2S/1A/3I + (2S/2A/2I)
Wizard – 1S/1A/I4 + (2S/1A/I3)
Class Abilities:
Barbarian's Fury: Each point of Damage dealt or received increases the Barbarian's Resource by 1 correspondingly. Resource Points gained this way may exceed the Class Resource Limit. Resources act as the Stamina cost for the resolution of all Skill Cards.
Demon Huntet's Hatred: Hatred uses Offensive Stamina Dice to perform Offensive Skill Actions.
Demon Hunter's Discipline: Discipline uses Defensive Stamina Dice to perform Defensive Skill Actions.
Monk's Spirit: Each point of Damage dealt by chaining combos increases Spirit. Resource Points gained this way is limitless, as long as the Combo Chain is not broken.
Witch Doctor's Mana: Mana regenerates Resource Points normally. Mana Pool begins with the full Class Resource Points at its Limit.
Wizard's Arcane Power: The Arcane Power Resource regenerates by multiplying Intelligence by 2 per Turn. Each Resource Point acts like a Stamina Die in how it works, allowing you to cast as many Spells as you have Resource Points.
Character Statistics:
Strength – S=Physical Damage, S*5=Life, S=Life Regeneration/Turn outside of Combat
Agility – A=Speed/Reflexes/Accuracy
Intelligence – I=Magical Damage, I*5=Resource, I=Resource Regeneration/Turn
Strength refers to both your Life Vitality and Physical Attack Damage. While the Life Points of a Hero are calculated by multiplying the Strength rating by 5, lost Life Points or Vitality Points regenerate by the amount of the unmodified Strength value each turn, when the Hero is at rest and unengaged from Combat. Strength value directly corresponds to additional Damage dealt, and is added on to the equipped Weapon Damage value.
Agility comes into play as the value for Speed, Reflexes and Accuracy. Whenever the enemy is Attacking you, and you choose to Parry, you are required to roll a D6 and add the score to your Agility. Your opponent does the same, and if you score higher or equal to the enemy, Parry off the Attack. You may then proceed to a Riposte, if the card is available, adding a D6 in addition to the Offence value of both Parry and Riposte Cards, together with Strength+Damage committed. If the Parry fails, the enemy's Attack goes through as per normal. In all such cases, the Action Card detailing both Attack (top left corner) and Defence (top right corner) values, have the Defence value of the card added to the collective Armour value of all equipment. Attacks have to be greater than this value, to deal any Damage. To measure Accuracy for a Ranged Attack, roll a D6 and add it to your Agility. Should the enemy be within the stated range, you manage to hit the enemy, dealing +Strength, +Weapon Damage and plus the roll of D6 rolled earlier. If your score in addition to your Agility Points denotes the exact range in hexes of the enemy away from you, you get to roll an extra D6 when calculating damage.
Intelligence refers to both your Class Resource Limit and Magical Attack Damage. While the Resource Point Limit of a Hero are calculated by multiplying the Intelligence rating by 5, lost Resource Points regenerate by the amount of the unmodified Intelligence value each turn, regardless of whether the Hero is at rest and unengaged from Combat, or in Combat.
Stamina refers to the total Dice Pool you have to draw from, whenever making an Action. The total number of Stamina Dice provided is equal to the combination of your Strength+Agility Statistical Attributes. Strength Stamina Dice may only be used for Defensive Actions, while Agility Stamina Dice may only be used for Offensive Actions.
Inventory:
Weapon Damage – Adds 1 Damage directly for each Damage attribute of Weapon.
Armour Durability – Protects and removes 1 Damage for each attribute of Armour.
Action Card Deck:
Offensive Action: Strike (4O 0D) – Roll D6 to Attack and add +4 Damage to the result. If a 6 is rolled, play another Strike Card. This further Attack is not limited by the number of Offensive Stamina Dice.
Offensive Action: Strike (5O 0D) – Roll D6 to Attack and add +5 Damage to the result. If a 6 is rolled, play another Strike Card. This further Attack is not limited by the number of Offensive Stamina Dice.
Offensive Action: Strike (6O 0D) – Roll D6 to Attack and add +6 Damage to the result. If a 6 is rolled, play another Strike Card. This further Attack is not limited by the number of Offensive Stamina Dice.
Defensive Action: Block (0O 5D) – Gain +5 Armour if have a Shield.
Defensive Action: Block (0O 6D) – Gain +6 Armour if have a Shield.
Defensive Action: Block (0O 7D) – Gain +7 Armour if have a Shield.
Defensive Action: Parry (3O 3D) – Both sides roll A+D6; if the result is greater or equal to the Attacker's score, the Attack is Parried. If not the Attack goes through, and deals Damage minus the Defence value of the Parry Card and Armour from equipment.
Defensive Action: Parry (4O 4D) – Both sides roll A+D6; if the result is greater or equal to the Attacker's score, the Attack is Parried. If not the Attack goes through, and deals Damage minus the Defence value of the Parry Card and Armour from equipment.
Defensive Action: Parry (5O 5D) – Both sides roll A+D6; if the result is greater or equal to the Attacker's score, the Attack is Parried. If not the Attack goes through, and deals Damage minus the Defence value of the Parry Card and Armour from equipment.
Offensive Action: Riposte (3O 5D) – If your Parry is successful, you may play this card immediately after it, adding the Offence value of the Parry Card to your Riposte Card's Offence value, +D6, +Strength, +Weapon Damage. You may use the Riposte Card's Defence value to Deflect Shooting Attacks against your Character, by rolling one remaining Defensive Stamina Die and adding both values up. A Riposte may be countered by the enemy, with either a Parry or Block.
Offensive Action: Riposte (4O 4D) – If your Parry is successful, you may play this card immediately after it, adding the Offence value of the Parry Card to your Riposte Card's Offence value, +D6, +Strength, +Weapon Damage. You may use the Riposte Card's Defence value to Deflect Shooting Attacks against your Character, by rolling one remaining Defensive Stamina Die and adding both values up. A Riposte may be countered by the enemy, with either a Parry or Block.
Offensive Action: Riposte (5O 3D) – If your Parry is successful, you may play this card immediately after it, adding the Offence value of the Parry Card to your Riposte Card's Offence value, +D6, +Strength, +Weapon Damage. You may use the Riposte Card's Defence value to Deflect Shooting Attacks against your Character, by rolling one remaining Defensive Stamina Die and adding both values up. A Riposte may be countered by the enemy, with either a Parry or Block.
Offensive Action: Shoot (4O 0D) - To measure Accuracy for a Ranged Attack, roll a D6 and add it to your Agility. Should the enemy be within the stated range, you manage to hit the enemy, dealing +Strength, +Weapon Damage, +Shoot Card's Offensive value and plus the roll of D6 rolled earlier. If your roll of D6 in addition to your Agility denotes the exact range in hexes of the enemy away from you, you get to roll an extra D6 when calculating Damage.
Offensive Action: Shoot (5O 0D) - To measure Accuracy for a Ranged Attack, roll a D6 and add it to your Agility. Should the enemy be within the stated range, you manage to hit the enemy, dealing +Strength, +Weapon Damage, +Shoot Card's Offensive value and plus the roll of D6 rolled earlier. If your roll of D6 in addition to your Agility denotes the exact range in hexes of the enemy away from you, you get to roll an extra D6 when calculating Damage.
Offensive Action: Shoot (6O 0D) - To measure Accuracy for a Ranged Attack, roll a D6 and add it to your Agility. Should the enemy be within the stated range, you manage to hit the enemy, dealing +Strength, +Weapon Damage, +Shoot Card's Offensive value and plus the roll of D6 rolled earlier. If your roll of D6 in addition to your Agility denotes the exact range in hexes of the enemy away from you, you get to roll an extra D6 when calculating Damage.
Offensive Action: Cast (1O 0D) – Cast a Spell or Skill that meets the Resource requirements, with +1 Offence value and +D6 to Magical Damage.
Offensive Action: Cast (2O 0D) - Cast a Spell or Skill that meets the Resource requirements, with +2 Offence value and +D6 to Magical Damage.
Offensive Action: Cast (3O 0D) - Cast a Spell or Skill that meets the Resource requirements, with +3 Offence value and +D6 to Magical Damage.
Defensive Action: Evade (0O 1D) – The enemy rerolls one of its Stamina Dice committed to Attacking, and the result minuses the Defence value of the Evade Card. Move up to one hex +D6 away, regardless, and if the enemy's reroll is successful, the enemy is forced to spend a Move Card to get back into Attack Range with you.
Defensive Action: Evade (0O 2D) – The enemy rerolls one of its Stamina Dice committed to Attacking, and the result minuses the Defence value of the Evade Card. Move up to two hexes +D6 away, regardless, and if the enemy's reroll is successful, the enemy is forced to spend a Move Card to get back into Attack Range with you.
Defensive Action: Evade (0O 3D) – The enemy rerolls one of its Stamina Dice committed to Attacking, and the result minuses the Defence value of the Evade Card. Move up to three hexes +D6 away, regardless, and if the enemy's reroll is successful, the enemy is forced to spend a Move Card to get back into Attack Range with you.
Defensive Action: Move (0O 0D) – Move up to your Agility added to D6.
Defensive Action: Move (0O 0D) – Move up to your Agility+1 added to D6.
Defensive Action: Move (0O 0D) – Move up to your Agility+2 added to D6.
3 Phases to a Turn:
Action Phase – Starting Hand of Cards is equivalent to your Dominant Statistical Attribute. Resolve as many Actions as you have Stamina Dice, Cards and Resource Points.
Reaction Phase – Consulting the Creep Reference Sheet in order to make moves with the available Creeps on the map, by drawing from the Creep Reaction Card Deck.
Consolidation Phase – Recover Life and Resource Points, draw Cards equivalent to the value of your Dominant Statistical Attribute, and expend any Experience Points in order to level up and gain new Skill Cards from your Skill Card Deck, which are shuffled into the Action Card Deck.
Combat Sequence:
Draw a number of Cards from your Action Deck equal to the number of your Resource Points.
Attacker plays a Strike, Shoot, Cast, or Move Card.
Defender responses by playing a Defensive Action, except Move.
If there are no appropriate Cards available for the Defender, the Defender, if it has enough Defensive Stamina Dice, may add a D6 score to your Armour Durability, from which the Attacker's Attack minuses off the Defender's Defend total.
Roll from your Stamina Dice Pool for each Action.
In this way you may act as many times as you desire, as long as you have sufficient Stamina, or for Skill Cards, enough Resource Points.
Skill Cards:
Glossary:
S=Strength
A=Agility
I=Intelligence
O=Offence
D=Defence
WD=Weapon Damage
AD=Armour Durability