Descent 2e Player Reference Sheet
Descent 2e Player Reference Sheet
Descent 2e Player Reference Sheet
Each round, the hero players decide as a group the order in which they wish to act. This order may be different each round. After all heroes have completed their turns, the overlords turn begins. During each hero turn, the active hero player performs the following steps in order:
MOVEMENT
A figure may decide to perform two move actions consecutively, in which case the hero receives movement points equal to twice his Speed. Figures cannot move into or through spaces containing figures or obstacles. These spaces are known as blocked spaces. However, figures may move diagonally (including around corners and between two blocked spaces) and through friendly figures. A figure cannot end its movement in the same space as another figure. A figure performing a move action may interrupt its movement to perform another action, such as attacking, and continue the rest of its movement after resolving the other action.
PLAYER NOTES
Fatigue Damage: A fully fatigued hero affected by additional fatigue takes damage instead. Knocked Out: A knocked out hero immediately suffers full fatigue & damage (if defeated by some other effect). The figure is replaced with a hero token and Condition cards are discarded. The overlord player draws one Overlord card. The hero cannot use skills or abilities, suffer further damage or fatigue, or receive Condition cards. It is immune to all attacks and most hero abilities. A space containing a knocked out hero is considered to be empty for the purposes of movement and LoS. A knocked out hero may only perform the Stand Up action on his next turn. A knocked out hero may recover damage from other heroes through the use of skills, potions, and being revived. If a knocked out hero recovers at least one damage, he immediately replaces his hero token with his figure and may perform actions as normal on his next turn. Trading: A hero may freely trade Shop, Relic, and Search cards at any point during his move action with an adjacent hero. A hero must still wait to equip cards until the start of his next turn. Heroic Feat: A hero's Heroic Feat may only be used once per encounter (flip the hero sheet). Attribute Tests: The hero rolls one gray and one black defense die. Test passes if the total rolled is equal to or less than the attribute. Cards that affect defense rolls do not affect this test.
1. Start of Turn
Effects affecting the active hero that last until the start of your next turn end. Also, the hero player may use any abilities that trigger at the start of your turn. Then the hero player refreshes his exhausted cards.
2. Equip Items
If the player wishes to equip different items, he must do so during this step. Any excess items are flipped face-down and may not be used. A hero can equip up to 2 Hand icons. A hero can equip only 1 Armor item. A hero can equip up to 2 Other items. Cards that do not contain those icons can be equipped without restriction.
3. Perform Actions
A hero receives two actions per turn, may perform these actions in any order he chooses, may perform the same action twice, and is not required to perform both actions. Unless noted otherwise, an action must be resolved before the hero performs his next action. Move: Move up to a number of spaces equal to the hero's Speed. May interrupt movement with another action and then complete the movement after the other action is resolved. Attack: Attack a monster. Use a Skill: Use a skill listed on one of the hero's Class cards that lists an action (). Rest: Recover all fatigue at the end of this turn. Search: If adjacent to or in a space containing a search token, hero may reveal the token. Stand Up: The only action a knocked out hero may perform. Hero rolls two red power dice, recovers damage equal to the rolled and recovers fatigue equal to the rolled. Replaces his hero token with his figure. Revive a Hero: Restore health to a knocked out hero in an adjacent space. Open or Close a Door: Open or close one adjacent door. Special: Different cards or quests may provide heroes with unique actions to perform. These actions are either clearly stated as an action or noted with .
TERRAIN
Obstacle (Red Outline) Blocks Movement and Line of Sight Water (Blue Outline) A space containing water costs two movement points to enter. Pit (Green Outline) Suffer two damage and end move action. Only adjacent figures have LoS to/from a figure in a pit. Figure may only perform a climb out action. Lava (Yellow Outline) Suffer one damage when entering (defeated if turn ends in lava).
COMBAT NOTES
Line of Sight (LoS): Trace a straight line from any corner of the attacker's space to any corner of the target space. LoS is blocked if the line passes through or along the edge of a map tile, a door, or a blocked space. If the line only touches the corner of a blocked space, target is in LoS. Surge Rest: Up to one unused may be used by an attacking hero to recover one fatigue. Blast: All spaces adjacent to the targeted space are also affected by the attack. Attacker rolls attack pool once and applies the result to each affected figure; each affected figure individually rolls its defense pool. Only the target space needs to be in range and in Line of Sight. Blast attacks affect both enemy and friendly figures. Pierce: The attack ignores a number of results generated by the defending player equal to the rating of Pierce. Pierce from multiple sources are added together. Reach: Figure may Melee attack a figure up to two spaces away, rather than only adjacent spaces. Target must be in Line of Sight.
COMBAT
1. Declare Weapon and Target: Attacking player chooses which equipped weapon (or bare hands) to use and declares the target space (check Line of Sight if Ranged. If bare hands, only target an adjacent space and roll only the blue attack die. 2. Roll Dice: Attacking player gathers and rolls his attack pool (X is a miss) while the defending player rolls defense dice. If an attack affects multiple figures, each figure rolls defense dice. 3. Check Range: If a Ranged attack, attacking player must roll enough range to reach the target. 4. Spend Surges: After rolling the dice, the attacking player may spend any surge results to trigger special abilities. 5. Deal Damage: Any damage not canceled by defense dice or other effects is applied to each affected figure.