Middara Reglamento

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The trees were barren, blackened boughs twisting tortuously across the mouth of the cave, barring the path.
With a great sweep ofhis axe, a hulking man hacked the branches away, dead wood snapping easily under his blade.
The party advanced warily, moving slowly into the labyrinthine blackness. The large man went first, following the directions of
the slender young woman behind him. She murmured a continual low chant over a rune-covered crystal suspended in the bowl
of water she carried. She held it out in .front ofher in both hands, her arms outstretched like a beggar seeking alms.
Beside her, a tall, mousy young man held a glowstone lantern high, giving her light to see the crystal
as it moved ever so slightly, guiding their way through the sprawling black depths.
Behind them, a second woman formed the rearguard, her bow at the ready, curved sword swinging.from her belt. A final turn
brought them to the mouth ofa giant cavern. Its ceiling and walls stretched into the darkness. The floor sloped up to a high
point in the middle of the cavern where a mighty blood-red column glistened in the faint light ofthe glowstone lantern. A huge
ghostly form hovered in the air at the foot of the column, tracing intricate patterns in the air with its clawed hands. Smoke and
eerie blue-white lights wreathed it in a milky fog. On the ledge at its feet lay a woman clothed in a sheath of thin white cloth.
The axe-bearing man looked over his shoulder at the woman with the crystal, and she gave him a reassuring nod.
The crystal was pointing directly at the girl on the floor. They had found her at last. The woman stepped around her companion.
As she spoke, her voice rang clearly through the empty darkness.
"Shadow Lord, "she called. "You have wrongfully taken one who is ours.
Return the woman to us, and we will leave you in peace. "
A low, hollow rumble shook the cavern walls as the Shadow Lord laughed Abruptly, the dark corners of the cavern were no
longer empty. Claws skittered and boots clomped as creatures began to move about in the shadows. With a sigh, the lady
carefully placed the bowl of water on the ground. "You bring this on yourself" The air around her began to thrum with
energy and her companions retreated a few steps back.
"You should have listened, "she whispered

CRE_D_IT
_s_ _ _ _ _ _ _ _ _ _ _ _ _ _~ ~ f l
Producer: Succubus Publishing Companion App Sound: Playtesters:
Wes Otis, PlateMailGames, Bryce Ashdown, Rachel Ashdown,
Game Design:
PrototypeRaptor Kyler Anderson, Kevin Bonnell,
Clayton Helme, Brooklynn
Ian De'Oliviera, Paul Figgins, Alex
Lundberg, Brenna Moncur, 3D Artists:
Hansen, Larry Hoffman, Davis
Ian Tate Paul Figgins, Rhett Mason,
Naff, Jeremy Nelson, Michael
Graphic Design: Jon Troy Nickel, Layna D Salazar,
Nunley, Ian Scott, Shayne Smith,
Stephanie Gustafsson, Jakub Szal
Jared Col Ii ns, Ian Tate, Patrick
Brooklynn Lundberg Companion App Programming: Whiting, Frank Zumpano
Cover Art: Hector Sevilla Lujan Fortel ler Games
Community Contributors:
Tile Art: Alex Hansen Editing and Proofreading: Maribel Cabrera, Edith Everett,
Ian De'Oliviera, Silvia Gilespie, Thomas Millard, Casey Nordell,
Item Art: Lil Ruub, TheBigBadWolf
Ashley Lundberg, and of course,
Alex Hansen, Kenshjn Park,
all of our backers!
Steven Crowe
Writing and Storyboard:
Character Art:
Sylvia Gillespie, Ashley Lundberg,
Alex Hansen, Hector Sevilla
Brooklynn Lundberg, Kristopher
Lujan, Kenshjn Park
Miles
Rule Book:
Written by Brooklynn Lundberg
~_ _ _ _ _ _ _C_o_q_te_q_ts_ _ _ _ _ _ _~fl
SUMMARY OF COMPONENTS .................................................................................................................. 4
CHOOSING A GAME MODE ...................................................................................................................... 8
CRAWL MODE ................................................................................................................................................................................................................. 9
ADVENTURE MODE .................................................................................................................................................................................................... 10
PLAYING ENCOUNTERS ........................................................................................................................... 14
READING ENCOUNTERS ......................................................................................................................................................................................... 14

TILES AND TERRAIN .................................................................................................................................................................................................... 21


ADVENTURERS AND ITEMS .................................................................................................................... 24
PLAYING ADVENTURERS ......................................................................................................................................................................................... 24

ITEM TIERS AND TYPES ................................................................................................................................................................................................ 27


SELLING ITEMS ............................................................................................................................................................................................................. 27
ICONS, CONDITIONS, AND SYMBOLS ............................................................................................................................................................. 30

TAGS ................................................................................................................................................................................................................................. 32
DISCIPLINE TREES ······································································································································································································ 34
CONVICTION AND UPGRADES ........................................................................................................................................................................... 35
AN ADVENTURERS TURN ....................................................................................................................... 38
THE INITIATIVE TRACK ............................................................................................................................................................................................. 38
PHASES OF AN ADVENTURER'S TURN ............................................................................................................................................................... 39

USING STAMINA POINTS ... .............. ......... ... ................................................................. ... ............................. .......................................................... 40

STANDARD ACTIONS AND ABILITIES ................................................................................................................................................................. 40

ALLIES, OPPONENTS, AND FIGURES ............... ............ ............. ......................... ............ ......................... ......................... ................................... 40

THE MOVE ACTION .................................................................................................................................................................................................... 41

THE ATTACK ACTION .............................................................................................................................................................................................. 43

THE RE-EQUIP ACTION ....................................................................... ..................................................................................................................... 48

USING ABILITIES ..........................................................................................................................................................................................................48

SPELL ACTION ............................................................................................................................................................................................................ 51


COMBATANTS ............................................................................................................................................. 54
COMMAND COMBATANTS .....................................................................................................................................................................................56

INTELLIGENT COMBATANTS ................................................................................................................................................................................56

OTHER IMPORTANT RULES .................................................................................................................. 66


ABRAXIS BATTLE DICE ............................................................................................................................ 70
VARIANTS .................................................................................................................................................... 71
INDEX ......................................................................................................................................................... 13
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____ S_u_m_m_a_ry_o_f_C_o_m_p_o_fl_e_Il_ts_ _ __
RULEBOOK COMBATANT CARDS f
This book contains all the These cards have the rules for all
rules to play Middara. the figures other than Adventurers. ) Jii~iiif(

Q
- --
r '£art\\ \.Q,a
Each Combatant card is double-
ADVENTURE BOOK sided. The front side of a f :;J;;er\.Q,a
This book contains the Combatant card describes all the
Adventure of Nightingale rules associated with that figure \fE";-;;;~[~:
and her friends. while the back of the card
presents some lore and context.
DIAGRAM BOOK See Combatants Pg. 54.
This is a supplemental book
that contains all the Diagrams DISCIPLINE CARDS
for the Adventure Book, Crawl These cards represent various
Book, and Bounty Book. Abilities Adventurers can learn.
See Diagrams Pg. 19. There are 5 different Discipline
Trees: Assemblage, Cruor, Martial,
CRAWL BOOK Sanctus and Subterfuge. See
This book contains 5 different Discipline Trees Pg. 34.
Scenarios that can be played in
any order. FAMILIAR CARDS
Familiar cards are a special type
BOUNTY BOOK of Discipline card. Adventurers
This book contains a Bounty acquire a Familiar card when they
that can be played with any learn the Familiar Discipline from
Adventure you own. the Assemblage Discipline Tree. See
Summoning Pg. 68.
PLASTIC FIGURES
Middara contains 44 plastic ITEM CARDS
figures used to represent the Item cards represent al I the gear
Characters and Combatants. Adventurers can earn or buy.
These cards are separated by
CUSTOM DICE Tiers: Mundane, Common,
There are 17 custom dice Uncommon, and Rare. Item cards
included in the game. These dice also come in 6 different types:
----- -i. - ---- -:::--
are used when taking Actions 1 -.;s- - .a. - _ _._ -=-- Weapon, Armor, Core, Relic,
and making Skill Checks. They ' 1 ,
J I
l , 4 ' 4 ,
5 ' 5 ,6 Accessory, and Consumable. See
are separated by color to denote Items Tiers and Types Pg. 2 7.
what dice a player uses when
making a roll. COMBATANT LOOT CARDS
Combatant Loot cards represent
ADVENTURER CARDS the Items and Gold that Combatants
When playing Middara, drop when they are Defeated.
players will take on the role of Adventures will draw these cards
Adventurers. When playing the when they Defeat Combatants.
Adventure Mode, players will See Combatant Loot Pg. 55.
be instructed to use specific
Adventurers. When playing MONSTER LOOT CARDS
the Crawl Mode, players may These cards represent items
choose from any Adventurers that can drop from specific
they own to create a party. Combatants. When a Loot
See Adventurers Pg. 25. card instructs Adventurers to
draw Monster Loot, they take a
corresponding Monster Loot card
for the Combatant they Defeated.
INITIATIVE CARDS TERRAIN TOKENS
Every figure has a corresponding The game includes a myriad of
Initiative card. At the start of every double-sided Terrain tokens
Encounter, players deal out an that are used to add variety and
Initiative card for each Adventurer unpredictability to Encounters.
and Combatant in the Encounter. Each Encounter will dictate
Starting from the first card of the which Terrain tokens are needed,
Initiative Track, figures take their Otherwise, these tokens can be
turns. See An Adventurers Turn Pg. kept in the game box. These tokens
38. come in 1 xl inch and 2x1 inch
sizes. See Tiles and Terrain Pg. 21.
STORY CARDS
These are Items and Discipline COMBATANT TOKENS
cards that are only available in Some Combatants use specific
the Adventure Mode. These cards tokens that represent special
cannot be acquired normally. Abi Iities they may have.
Instead, they must be earned during These tokens are only used if a
the Adventure and are hidden Combatant card or Encounter setup
inside Hidden Card decks. When instructs you to use them. See
playing the Crawl Mode, these Combatant Tokens, Pg. 75.
cards are not used and can be
kept in the game box. See Story EFFECT TOKENS
Disciplines and Items Pg. 13. Some Abilities, Items, and
Combatants can Inflict Effects.
EXALTED ESPER CARDS Effect tokens are used to keep
These cards are used by the track of which Combatants and
Exalted Esper Discipline in the Adventurers have been inflicted
Assemblage Discipline tree. with Effects. These tokens are
See Summoning Pg. 68. always square. See Effect Tokens
Pg. 74.

ABRAXIS CARDS SPECIAL EFFECT TOKENS


Abraxis is a mini-game played Some Abilities inflict rare Effects
using the custom dice that come cal led Special Effects. These tokens
with the game. These cards are are used to keep track of these rare
only used when playing the Effects. See Special Effect Tokens
Adventure Mode. When playing Pg. 67.
the Crawl Mode, these cards are
not used and can be kept in the ABILITY TOKENS
game box. See Abraxis Battle Dice Some Abilities and Items grant
Pg. 70. Ability tokens. Ability tokens
are discarded when a figure is
QyICK REFERENCE CARDS Defeated, the Ability token is used
These cards are used to remind or when instructed to Restore
players about commonly used Adventurers. These tokens are
Actions and Abilities in the game. always round. See Ability Tokens
They also include a breakdown of Pg. 74.
an Adventurer's turn.
DAMAGE TOKENS
TILES Figures use these tokens to keep
Tiles are used to build the game track of how much Damage they
board for Encounters. The Tiles are have been dealt. A figure who has
double-sided and contain artwork been dealt Damage equal to their
that represent different areas in the Maximum HP is Defeated. See
world. Each Tile has letters and Damage and Healing Pg. 46.
numbers associated with it to easily
identify the Tiles required during
the Encounter Setup. See Tiles and
Terrain Pg. 21 .
STAMINA POINT (SP) ADVENTURER TUCK BAGS
TOKENS These bags are used during both
During the Refresh Phase of a Adventurer Mode and Crawl Mode
player's turn, players receive to help keep track of what Items an
Stamina Point (SP) tokens. Adventurer currently has equipped
These tokens can be spent to or Stored in their Pack as wel I as
take Actions and use Abilities. any Disciplines the Adventurer
Stamina Points are abbreviated may have learned.
on many cards as SP.

ENCOUNTER TOKENS HIDDEN CARD DECKS


Encounters have special tokens These Hidden Card decks are used
placed on the board during to keep information hidden from
Setup and game play. These the players. They may contain
tokens are al I considered new, more powerful enemies
Encounter tokens. The rules for to fight or friends that will help
each token are specified in each you on your journey. They
Encounter's Special Rules. See could also contain special Items
Playing Encounters Pg. 14. and Disciplines earned while
adventuring. Regardless of what's
URGENCY TOKENS inside, the Adventure Book or
These tokens are added to the Crawl Book will instruct players
back of the Initiative Track when to Reveal the Hidden Cards
under various circumstances. and what to do with contents
If the Adventurers ever add a inside.
4th Urgency token to the board,
they Lose the Encounter. RED REVEAL DECODER
See Urgency Tokens Pg. 18. In addition to Hidden Cards,
Middara also hides text using
TRACKER TOKENS red reveal messages to keep
Middara has many special information hidden from players.
rules. Some Encounters and When players are instructed to
Abilities will require the players "read the hidden text", this Red
to keep track of various things Reveal Recoder is used to display
such as Abilities that have been the text. See Hidden Text, Pg. 18.
used, figures that have been
marked, or what round it is in
the Encounter. These tokens are
used to help the players keep
track of these various special
rules as they occur.

CARDBOARD FIGURE
STANDUPS
Some Combatant cards in the
game are either represented by
Cardboard Figure Standups, or
use Cardboard Figure Standups
as part of their Combatant
card. These Standups have their
stats and Abilities detailed on
their corresponding Encounter
or Combatant card. These
Cardboard Standups follow all
the rules associated with their
plastic figure counterparts.
~_ _ _ _ _ _C_o_m_p_o_q_e_q_t~_is_t_ _ _ _ _~fl

0 1 Rulebook 0 10 Adventurer Tuck Bags 0 12 Tarot Cards


4 Quick Reference Cards
0 1 Adventure Book 0 100 Large Cards (5x6 Unique Sized)
4 Exalted Espers
4 Adventurers
0 1 Crawl Book 4 Abraxis Cards
7 Conduit Cards
0 1 Diagram Book 6 Esper Summons 0 390 Item Cards (Standard Euro)
23 Intelligent Combatants 309 Store Items
0 1 Bounty Book
15 Alternate Combatants 28 Unique Items
0 17 Dice 45 Hidden Cards 25 Monster Loot Cards
28 Hidden Cards
0 44 Miniatures 0 368 Mini Cards (Mini American)
4 Familiars 0 1 Large Hidden Card Deck
0 27 Colored Base Clips
145 Disciplines
0 1 Medium Hidden Card Deck
0 40 Standups 45 Combatant Loot Cards
33 Initiative Cards 0 1 Small Hidden Card Deck
0 36 Double-Sided Tiles
90 Upgrades
0 419 Tokens 51 Hidden Cards

0 1 Red Reveal Decoder


"'-~_ _ _ _C_h_o_os_in_g_A_G_am_e_M_o_cl_e_ _ _ _~fl
The way Middara is set up and played changes depending on the Game Mode the players decide to play. Regardless of what Game Mode is chosen,
Middara is, at its core, about completing Encounters. An Encounter can take anywhere from 30 minutes to 3 hours to play. Use the following to
determine which Game Mode is best for your gaming group.

CRAWLMODE ADVENTURE MODE

In the Crawl Mode, players play through a chosen Scenario. The end goal In Adventure Mode, each player takes on the role of an Adventurer in an
is determined by the Scenario the players choose. This Game Mode is elaborate, story-driven game. Players progress through the story using the
more akin to other dungeon crawl board games. There is no emphasis on Adventure Book associated with that particular Adventure. In Adventure
a narrative or serious choices to be made. The Crawl Mode is shorter, and Mode, Encounters separate segments of narrative. Winning or Losing
can be completed in sessions as short as a couple of hours. If your gaming these Encounters can change the outcome of the Adventure, as wel I as
group is looking to test the waters of Middara before investing the time the direction the players might go. In addition, players will be called upon
into the Adventure Mode, we recommend starting with the Crawl Mode. to make Decisions that change how the Adventure unfolds. This Game
For more detailed information on how to set up and play the Crawl Mode, Mode takes a significant amount of time to play, but can be broken into
continue Crawl Mode Pg 9. 1-2 hour play sessions. This Game Mode, much I ike your favorite tabletop
role playing game, is designed to be played once a week with your
gaming group. For detailed information on how to set up and play the
Adventure Mode, continue to Adventure Mode Pg 10.
/I
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_ _M_O_D_E_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
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The Crawl Mode is for those who want to play a game that focuses on killing monsters and gaining loot, without worrying about a continuing story.
When playing the Crawl Mode, players start by choosing a Scenario. There are 5 different Scenarios in Unintentional Ma/um: Act 1, each with a
different Rank associated with it. The Rank of the Scenario is determined by the amount of Gold and XP the Adventurers start the Scenario with. Higher
Rank Scenarios will give the Adventurers an increased amount of Gold and XP to compensate for the difficulty of the enemies they will be facing. If
this is your first time playing, we recommended starting with the Rank 1 Scenario, Cavern Fumigation.

CREATE ADVENTURERS

First, players must build 4 Adventurers using the chosen Scenario's


I isted XP and Gold. Adventurers may spend as much XP and Gold as they
would like on Disciplines and Items. Unless otherwise noted, players
may choose from all Disciplines in the game, but are only allowed to buy
Items I isted in the Shop and Train section of the Setup.
See Buying Items and Learning Disciplines Pg. 24.

SETUP ENCOUNTER

Each Scenario will have different Encounters that are played through in
order to complete it. The Scenario will direct players to an Encounter
Setup Diagram with directions on how to begin.
See Playing Encounters Pg. 14.

START PLAYING

Begin playing the first Encounter in the Scenario. As you progress through
each Encounter you will Gain Gold, Items, and XP through defeating
opponents, looting treasure, completing Achievements, and through other
Special Encounter Rules.

ENCOUNTER REWARDS

Once you complete an Encounter you will be given a variety of additional


rewards. These rewards wil I change based on where the Encounter takes
place within the Scenario, but will generally consist of any number of the
following rewards:
• RESTORE ADVENTURERS: Each Adventurer Restores.
See Restoring Adventurers Pg 18.
• GAIN XP: Each Adventurer Gains the XP listed in the reward section.
• SHOP AND TRAIN: Adventurers may spend as much Gold on Items EPIC DUNGEON CRAWL
and XP on Disciplines as they would like. The Items that make up
the Store will be listed in the Scenario Setup of the Scenario being If players would like a more epic Crawl Mode experience, starting as
played. See the Shop and Train section of Story Rounds Pg. 13. a novice and growing their Adventurer as a force to be reckoned with,
players can keep track of their progress between Scenarios. The best way
• CONTINUE: Players continue to the next Encounter or to do this would be to start with a Rank 1 Scenario and after completing
Scene in the Scenario as listed. it, move on to a Rank 2 Scenario, and so on. Players may never play a
Scenario of the same or lower Rank twice. However, skipping ahead to a
more difficult Scenario is allowed but could be deadly...
WINNING AND LOSING

The players win a Scenario when they reach the end Scene of the
Scenario, typically by successfully completing a number of Encounters. If
the players ever Lose an Encounter, they Lose the Scenario and all Gold,
Items, Disciplines, and XP Gained during the Scenario are lost.
ADVE
_ N_T_U_RE
_ M_O_D_E_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _____,,,~P

To begin playing the Adventure Mode, players choose an Adventure to play. This game contains only one Adventure, Unintentional Ma/um: Act 1.
Adventure packs and future content will contain a wider variety of Adventures of various lengths.

HOW TO START CONTINUING AN ADVENTURE


Players start on Pg. 1 of the Adventure Book. It's important that players do The Adventure Mode is not intended to be played in a single session.
not read ahead unless specifically instructed to. The Adventure Book will Instead, it is intended to be played in 1-4 hour sessions over a long period
guide players as they progress through the Adventure. of time. When stopping between Encounters, players must keep track of
many variables. Players will be required to use the Adventure Sheet to
SCENES keep track of these variables. A pack of Adventure Sheets are included in
the game. Players can also download a printable copy of the Adventure
Scenes are sections of narrative that are read by the players between Sheet for free at www.succubuspublishing.com.
Encounters. Every new Adventure starts with a Scene. The Scenes give The Adventure Sheet is intended to keep track of all information between
context to the characters and the world the players are experiencing as play sessions. There is a spot for the name of the Scenario or Adventure
wel I as detai Ii ng the story of the Adventurers. Players wi 11 read the Scenes being played, the amount of Gold and XP the party currently has,
aloud so that all players will be able to experience what is happening in the Flags and Achievements the party has Gained, as well as slots for
the Adventure. information on each Adventurer.
The Adventure Sheet is used to record information for players to
ADVENTURE MECHANICS
continue the Adventure at a later date. Updating the Adventure Sheet
Occasionally, while reading through a Scene, players will be asked to at the end of every gaming session is recommended.
perform various tasks. These are cal led Adventure Mechanics. These can In addition to the Adventure Sheet, separate Adventurer Tuck Bags are also
be Skill Checks, Gaining new party members, adding Story Flags to the included in the game. Players will be able to store the Adventurer card,
Adventure sheet, or instructing players to continue to the next Scene or Items, and Disciplines their Adventurer currently has in one easy-to-use
Encounter. In short, Adventure Mechanics are special rules that players baggy. These Tuck Bags will be used to supplement the Adventure Sheet
must perform when instructed to. Adventure Mechanics are always listed as there is not a space to record this information. There is also a general
in a box so that players can easily identify them. Players must finish Party Tuck Bag (referred to in the game as the "party stash") for Items that
performing a listed Adventure Mechanic before proceeding. are not equipped by any Adventurer in the party.

WINNING AND LOSING THE PARTY

The players win an Encounter when they reach a Win Condition. All Win In Adventure Mode, players have access to an entire party, not just an
Conditions will be listed in the Encounter Setup of each Encounter. If individual Adventurer. At the beginning of most Adventures, players will
the players ever lose an Encounter, they read the Hidden Text under the have just enough Adventurers in their party to play with the minimum
Lose Condition of the Encounter Setup. This Hidden Text will instruct the amount of supported players (usually 4). However, as the Adventure
players how to proceed. This will usually happen when all party members progresses, new Adventurers may join the party, while others may end up
are Defeated. Players sti 11 keep al I the rewards they have Gained during leaving.
the Encounter such as Gold and Items. See End Conditions and Rewards
Pg. 14. THE ACTIVE GROUP
Whenever players are instructed to, they must choose 4 Adventurers from
their party that form the Active Group.
The Active Group is the set of Adventurers the players are actively
using during Encounters. The Active Group can only be changed when
instructed to via Adventure Mechanics or Special Encounter Rules, most
often in the Story Round. See Story Rounds Pg. 13.
While not playing an Encounter, players may only exchange Items
between Adventurers during Story Rounds or when specifically instructed
to do so. When exchanging Items in this way, players may also exchange
Items in the Party Tuck Bag.
Otherwise, Adventurers may only trade Items by making a Re-Equip
Action during an Encounter. See The Re-Equip Action Pg. 48.
ADVE
_ _N_T_U
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__M_O_D_E_c_o_N_T_IN_u_Eo
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __.~P

LEAVING THE PARTY INJURIES

An Adventurer may leave the party under a variety of circumstances, Injuries are an Adventure Mechanic that can occur when an Encounter is
including death! When an Adventurer leaves the party under any lost, or when an Adventurer fails a Skill Check or makes a poor Decision.
circumstance the Adventure Book will specify what to do with the Items To remember an Adventurer is Injured, mark the "Injured" check box on
and Di sci pl i nes they have. the Adventurer Sheet.
While Injured, an Adventurer may not be chosen as part of the Active
UNSELECTABLE Group, but may exchange Items when all party members can exchange
Items. An Adventurer remains Injured until an Adventure Mechanic
Occasionally, a party member will become Unselectable via Adventure dictates otherwise. Usually this will happen when the Adventurers get to
Mechanics or Special Encounter Rules. This will usually signify a party rest in the narrative.
member that is no longer narratively present, but has not left the party.
When a party member is Unselectable they cannot be chosen as part of
the Active Group and may never trade Items with other party members.
However, when receiving rewards, the Unselectable Adventurer still
counts as a party member and will receive all rewards that each party
member Gains. To remember an Adventurer is Unselectable, mark the
"Unselectable" check box on the Adventure Sheet. If an Adventurer ever
becomes Selectable again, be sure to erase the mark on the Adventure
Sheet.
11 1
''This looks like a good spot!" Remi tried to sound enthusiastic . l d like to do it! 11 Nightingale said with excitement as she took
the tools from Rook. "The MAST is supposed to prepare us for
The cavern they had chosen to spend the night in had a ceiling
whatever Middara can throw at us. That means no shortcuts!"
at least twenty feet up. Damp stalactites glittered in the light of
their glowstones, occasionally dripping water. Even so, the floor Rook reached into his bag, withdrawing a bundle of sticks and
was dry and flat enough to serve their needs. a box of tinder. 11 No shortcuts?'' he asked, holding them towards
her.
" I like it." Rook gestured ahead with one meaty hand. "Only one
other way out. Should be easy to keep watch." Nightingale sighed. "Flint and steel is a shortcut?"

"We don't have to stop!" Nightingale hurried past Remi into the Rook only smiled back.
cavern. "Wouldn't it be sweet if we were the first team ever to 11
Fine,U she said, taking the sticks.
finish the MAST in one day?"
Remi frowned, thinking of what she could do. The other mem
Zeke stopped right in the middle of the cave, sloughing off his
of the team all seemed to know each other already, but the
heavy pack. It dropped with a dull thud at his feet. " But we won't.
barely knew her name. 11 1 could set up the tents!"
It's going to get harder. We need a rest if we want to finish this
with all our limbs." "Sure." Zeke was the last to separate, weapon in hand.
the cave for traps, just in case."
Remi needed no further encouragement to drop her pack, tossing
it to the ground. She closed her eyes, letting her massive wings
stretch and flex. It felt fantastic, at least until she felt them smack Skill Check:
so mething. Make a Perception 10 Check with Zeke.

"Oww !" Zeke ye lped.


D succEss
"Sorry!" Remi blushed, retreating a little. " I didn 't mean to ... "
If Zeke passes, Continue to Check out the Loot Pg. 9
"Nah, it's nothing." Zeke shrugged, wiping a feather off his cheek.
" It's better than being slapped by Night's tail."
11
1 haven 't done that in ages." Nightingale frowned at him. He 0FAIL
returned her scowl with a wide grin, and she turned away, If Zeke fails, Continue to Cozy Fire Pg. 10
looking around. "I'll start the fire ."
11
1 can help." Rook set his bag down at his feet, fishing around for
a few seconds before pulling out flint and steel.

Z eke walked the perimeter of the cave, scraping along the


rock with his sword. Where the gloom concealed, he used
hi s weapon to c heck for danger. There was no way to guess what
He grinned, lifting the tightly-wrapped bundle of bu
holding it up for the rest of his team to see. "Hey every
found a care package!"
the proctors might try to throw at them. Giant rats set loose into
the camp while they slept? Pipes to flood the cave? Whatever the
"Nice work!" Rook called, not rising from his work around the•",
makeshift fire pit. "They must have hidden some supplies like t s
-...----1!"
Institute had planned for them, Zeke would be ready.
for the groups who actually pay attention."
He didn't find any secret passages, hidden traps, or insidious
ways to torment them in their sleep. As he neared the end of the
Rewa rd:
search, he struck a section of rough wall that thumped strangely
The party Gains 4 random Mundane Consumables.
when he hit it. 11 Hey guys, I think there's something here!" He
called back, before dropping onto his knees and feeling around.
Continue to Cozy Fire Pg. 10
After a few seconds, a little lever gave way under his touch.

A facade retracted from the wall, rev a~rapped


bundle. He kicked at it, sending it ling out of the 'II ening and
onto the floor in front of him with t exploding, sh<?0 ing acid, or
sending spikes at him through the oor.
ADVE
_ _N_T_U
_ RE
_ _M_O_D_E_c_o_N_T_IN_u_Eo_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
~p
FLAGS fa ENDINGS
As the Adventure progresses, Adventure Mechanics will occasionally Each Adventure in Middara will contain multiple Endings. An Ending is a
ask players to mark Flags on their Adventure Sheet. The Adventure Sheet special Scene that ends the current Adventure. Most Ending Scenes will
contains a section dedicated to marking these Flags. result in a Game Over. When this occurs, players may simply try again,
or, if they'd rather, they may start the Adventure over from the beginning.
Flags are meaningful events that happen during an Adventure that can
change the course of the game. They vary in how they are added to the BUILDING A STORE
Adventure Sheet, but typically they wi 11 occur based on how the players
performed during an Encounter or after a Decision has been made by the The Store is the group of Item cards that Adventurers are able to purchase
players. during the Shop and Train Phase of a Story Round or when directed to
When an Adventure Mechanic instructs the players to add a Flag to their Shop and Train.
Adventure Sheet, the players mark it down under the Flags section of the For example: The Store contains the following Items for sale:
Adventure Sheet.
• ALL MUNDANE AND COMMON ITEMS
For example:
• ALL UPGRADES PLAYERS HAVE UNLOCKED
~ New Story Flag:
• 1 RANDOM COMMON UNIQUE ITEM (LIMIT 1)
Mark the Story Flag f::iz Experienced Guide to the Adventure Sheet.
Most Stores will contain 1 random Unique Item. In this case, for the
random Unique Item, shuffle all Common Unique Items and draw from
STORY ROUNDS the bottom.
Unique Items are not redrawn and will remain in the Store throughout
A Story Round is a special Adventure Mechanic that typically occurs the entirety of any given Story Round. No other Unique Items will be
when Adventurers narratively have a bit of free time on their hands. available for purchase until the next named Story Round, even if the party
During a Story Round players will be able to buy new Items, Item decides to purchase this Item. This Item will also not be available during
Upgrades, and Disciplines for their Adventurers and embark on Side an Encounter when drawing a random Unique Item of the same Tier.
Quests. Once players have decided to, they may continue to the next
part of their Adventure. Story Rounds consist of 3 Phases in the following #'IMPORTANT: Unique Items can only be acquired when you are
order: specifically instructed to do so. Anytime an Adventure Mechanic
instructs the players to Gain, draw, or purchase an Item of a specific
1. SHOP AND TRAIN: During this Phase, pl ayers wi 11 create a Store
Rarity or type you wi 11 have access to every non-unique card of these
and spend their acquired Gold to buy Items and Item Upgrades. In
rarities or types.
addition, Adventurers may spend XP to learn new Disciplines. Players
may also sell any Items (excluding Consumables, Monster Loot, and
Story Items) for Gold. Once Adventurers have spent all the Gold and
BOUNTIES
XP they wish to spend, they proceed to the next Phase. See Building a
Many Story Rounds include the special Bounty Side Quest. A Bounty is
Store Pg. 13.
a set of Encounters that can be attempted during the Explore Phase of a
2. EXPLORE (SIDE QUESTS): During this Phase, players may select from a Story Round. Only 1 Bounty may be attempted each named Story Round.
list of optional Side Quests. Each Side Quest can only be attempted Meaning, that if you own more than 1 Bounty, you still can't attempt
once. When completed, most Side Quests will return players back to more than 1 during a Story Round.
the Story Round and al low them to go through al I the Phases once
again. Once players have attempted all the Side Quests, or if they Story Rounds will specify the Bounty that can be attempted based on its
choose not to attempt a Side Quest, they proceed to the next Phase. difficulty rating. Players may not attempt a Bounty with a higher difficulty
rating than the Story Round allows.
Note: A Bounty is a special type of Side Quest that may be attempted Each Bounty has a difficulty rating listed to help players know if they are
once in each named Story Round they appear in. See Bounties Pg. 13 ready to face the challenge.
3. VENTURE FORTH: During this Phase, the players continue the
Adventure. Once players Venture Forth, they will no longer be able
to return to the current Story Round.
m-
~
Easy Bounty: Common Items are recommended!

- - Intermediate Bounty: Uncommon Items are recommended!


~~
STORY DISCIPLINES AND ITEMS
Nm - Hard Bounty: Rare Items are recommended!
Some Adventure Mechanics give the players rewards such as Gold, XP,
or new Items and Abilities. Story Disciplines and Story Items are cards
that players can only acquire through Adventure Mechanics or Special
•mm -
~~~

~~~~
Special Bounty: Optimized top-end builds required!

Encounter Rules of the Adventure they are part of. All of these cards are Once a Bounty has been completed, Adventurers may never attempt
found in Hidden Card decks at the beginning of an Adventure. These it during that Adventure again. If a Bounty is lost, players may try to
cards should not be Revealed until specifically instructed to do so. complete it again during the next named Story Round.
Story Disciplines are identified by the word "Story" in the place of where
their Level (LVL) and Tier would normally be. Story Items can never be sold
during the Shop and Train Phase and Story Disciplines may never be purchased
withXP.
c.__~_ _ _ _ _P_l_ay_i_n_g_E_n_c_ou_n_t_e_rs_ _ _ _ _~fl

SET_T_I_N_G_U
_P '°)fl READING ENCOUNTERS
_________
Whether playing the Crawl Mode or Adventure Mode, players will be In Middara, Encounters can be wildly different. Each Encounter contains
instructed to set up Encounters. When setting up an Encounter, read the a unique Setup and Diagram, as well as a short Encounter Intro. Below is
Special Rules of the Encounter and then go through the 4 Phases of setup a detailed guide on how to use and navigate an Encounter.
as follows:

1. PREPARE PHASE: Each Adventurer removes their Used tokens from ENCOUNTER SETUP
their Per Encounter Abilities. All Defeated Adventurers or Adventurers
Each Encounter uses its own unique combination of Terrain tokens,
with more Damage tokens than half of their max HP remove Damage
Encounter tokens, and figures. The Setup box itemizes every component
tokens until they have Damage tokens equal to half of their max HP.
required to set up the Encounter. See section Fin the Encounter Example
All Effect tokens are removed, and each Adventurer sets their Stamina
Diagram on Pg. 15.
Points (SP) to their Stamina Point Recovery Value (usually 3).

#'IMPORTANT: Adventurers do not Gain SP during the Refresh END CONDITIONS AND REWARDS
Phase of their 1st turn of an Encounter. See Phases of an
Adventurer's Turn Pg. 39. Every Encounter has one or more End Conditions. As soon as one of
these End Conditions is reached, the Encounter immediately ends and the
For example, if Rook decides to spend 1 SP to DODGE an Attack players read the I isted Reward beneath the End Condition that was met.
before his 1st Refresh Phase, he will not recover that SP on his 1st
End Conditions are not optional and happen as soon as their stipulations
turn.
have been met. This means that in section B, under Encounter Breakdown
Continued on Pg. 16, an Adventurer may not end their turn on the Blue
#'IMPORTANT: Ability tokens are not removed during this Phase. Exit without immediately ending the Encounter.
Some Encounters have multiple Win and Lose Conditions. These Alternate
End Conditions have their own separate Rewards listed.
2. PLACEMENT PHASE: Set up the Tiles according to the Encounter Setup Only one End Condition may be met in an Encounter.
Diagram. Then, place all Encounter tokens, Terrain tokens, and figures
as shown in the Encounter Setup Diagram. Adventurers may choose Rewards from End Conditions are Gained immediately upon meeting
to place their figures in any of the spaces marked as the Starting Zone the End Conditions. After Gaining their rewards, players continue the
on the Encounter Setup diagram. Adventure.

3. DISTRIBUTION PHASE: Distribute the Combatant cards for the #'IMPORTANT: Make sure you read the Rewards before cleaning up
Combatants listed in the Encounter Setup. This may be done in any the Encounter. Some Rewards might reveal new surprises that continue
order; however, evenly distributing the Combatant cards so that each the current Encounter and even add new End Conditions.
player has a responsibility when it's not their turn is recommended.
4. INITIATIVE PHASE: Players take an Initiative card for each Adventurer SPECIAL ENCOUNTER RULES
and Combatant in the Encounter and shuffle them. The players then
deal the Initiative cards out to make the Initiative Track. See The Many Encounters have Special Encounter Rules. Special Encounter Rules
Initiative Track Pg. 38. must be read before setting up the Encounter. These rules change how an
Encounter plays.
Now you're ready to play!
Read the Encounter Intro aloud. LOCATION TYPES
After reading, starting with the first Initiative card, figures take their turns.
Each Encounter has a Location type Symbol associated with it listed in the
At the end of each round shuffle the Initiative Track before going onto the
top right corner of an Encounter page. Currently these symbols have no
next round. Continue through rounds until an End Condition is reached.

,~,
mechanical use.

■ ■
UNDERGROUND WILDERNESS DUNGEON
SETUP

TILES TOTEMS LOOT


UM1, UM3, UM9, 1 x Blue
UM11, UM43 1 x Red
EXITS
1 x Green
TERRAIN 1 x Blue
1 x Yellow
2 x Long Water 1 x Red
OBJECTIVES
FIGURES
1 x Blue
6 x Cave Sickles
END CONDITIONS

WIN CONDITION: AFRAID OF FALLING:


An Adventurer ends their turn on Cave Sickles will not Jump over Dangerous
the Red Exit. Terrain during this Encounter.

Reward: a BUG BOMB:


~ If the Adventurer with the Bug Bomb
Continue to Sickles Upon token is Defeated, place the token in the
Sickles Pg. 58 space where they were Defeated. Any
Adventurer may make an Encounter Action
ALTERNATE WIN CONDITION: while on or adjacent to the token to pick
An Adventurer ends their turn on it up. If the token is placed in Dangerous
the Blue Exit. Terrain, it is removed from the ame.

Reward:
LOOT
Continue to Dank Grotto Pg. 56

LOSE CONDITION:
All Adventurers are Defeated, or the Bug
Bomb is removed from the game.

Reward:
~
Continue to
Inexperienced in Extermination Pg. 53

TIP: Multiple Exits


Some En counters have more than
1 Exit token. Different Exit tokens
lead to different En counters. Use the
narrative to get an idea of what Exit
tokens might lead where. Be ca reful
though, as some directions may make
things more difficult!
READ
__ _ G_ E_N_C_O_U_N_T_E_R_S_co_N_T_IN_u_E_o_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _~--,;,h
IN

TOTEMS LOOT

Totems represent the unknown. Each Totem in an Encounter will When a player activates a Loot token, they read the corresponding
immediately activate when Line of Sight is drawn to it by any Adventurer text listed for that Loot token under LOOT in the Encounter Diagram.
or any of their allies, including Command Combatants or Loyal Espers. The hidden text they read depends on the color of the Loot token they
Line of Sight has no Range limit and can be drawn across the entire activated. After resolving this hidden text, the Loot token is discarded and
board. When a Totem activates, players read the corresponding text the player continues their turn unless the hidden text instructs otherwise.
I isted for that Totem. The hidden text they read depends on the color of
During Setup, specific Loot tokens are placed face up. Sometimes, the
the Totem they activated. After resolving this hidden text, the Totem is
Encounter will instruct players to use random Loot tokens. In these cases,
discarded. The player then continues their turn unless the hidden text
the tokens are placed face down and chosen at random so that the players
instructs otherwise.
won't know the color of the Loot token until it is activated.
During Setup, specific Totems are placed face up. Sometimes, the
Encounter setup will instruct players to use random Totems. In these #'IMPORTANT: Adventurers can activate Loot tokens by making an
cases, the tokens are placed face down and chosen at random so that the Encounter Action while adjacent to, or occupying the same space as,
players won't know which color they are until they are activated. Random the Loot token.
Totems are labeled as white.
See Encounter Actions on Pg. 48.
OBJECTIVES
LOOT LEVEL
The Loot LVL has a number of functions within Encounters.
Most importantly, it determines how the Combatant Loot Deck will be
set up during an Encounter. As players progress through the game, the
Combatant Loot Deck will be modified based on the Loot LVL indicated
in the Encounter Setup. This modification allows the party to Gain Gold
Objective tokens represent a variety of different things found in from Combatants proportionally to their progress in Middara. To see how
Encounters. These tokens can be very different from each other, both the Combatant Loot Deck should be set up based on Loot LVL, see Pg. 20.
mechanically and thematically.
When Gaining an Item as a reward during an Encounter, the Loot LVL
Sometimes these tokens represent when and where events trigger. Other refers to the Tier of the Item Gained. See Gaining Items During An
times, they may be important objects that the players will need in order to Encounter Pg. 67.
Win the Encounter. In either case, Objective tokens specifically say when When Gaining "random Consumables" as a reward during an Encounter,
and how they activate in the instructions of the Encounter Diagram.
the Loot LVL refers to the Tier of the Consumable Gained and al I Tiers
Players must activate Objective tokens when their conditions occur. below the current Loot LVL. So for example, if an adventurer gains 2
The ways these tokens activate vary. Sometimes it might be when an random consumables and the current Loot LVL is Uncommon, they'd
Adventurer is adjacent to the token, other times it might be when an shuffle the Uncommon, Common, and Mundane Consumables before
Adventurer enters a certain Tile or Defeats a certain Combatant. drawing 2.
Whenever a player activates an Objective token, they read the The Loot LVL also reflects the Tier of Item Gained from the Unique
corresponding text listed under OBJECTIVES. The hidden text they Loot card and Item Loot Card found in the Combatant Loot Deck. See
read depends on the color of the Objective token they activated. After Combatant Loot Cards Pg. 55.
resolving this hidden text, the player continues their turn unless the
hidden text instructs otherwise. #'IMPORTANT: Unique Items are only ever Gained when an
Adventure Mechanic specifically instructs a player to Gain a
#'IMPORTANT: Before taking the 1st turn of an Encounter, all the "Unique" Item of a specific rarity.
players should understand when and how each Objective token in the
Encounter activates. If an Objective does not state when it activates,
then it may be referenced in the Hidden Text of another token.
READ _ N_C_O_U_N_T_E_R_S_c_o_N_T_IN_u_E_o_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _-)--e-h
_ I_N_ G_E
ACHIEVEMENTS HIDDEN TEXT
Some Encounters have Achievements. These are special rewards players
can Gain by doing something extraordinary. If an Achievement's
Condition is fulfilled, read the hidden text next to the Achievement. An
Achievement may only be completed once. Unless otherwise specified,
only the Adventurer who completed the Achievement Gains the reward.
Many Achievements are difficult to accomplish and may require players
to have certain combinations of Abilities or Items to complete.
Text is often hidden during Encounters to keep information from players
Included in the back of the Rulebook is the Adventure Sheet with an that needs to be revealed at a specific time. This is done using Red Reveal,
Achievement checklist for players to strive to complete! which is a process where green text is hidden behind a red screen. To
enable players to read the hidden text, included in the components is a
Red Reveal Decoder. When instructed to, simply hold the decoder over
RESTORING ADVENTURERS the hidden text and read.

As an End Condition reward, or more rarely as an Adventure Mechanic,


#'IMPORTANT: Players should never read hidden text unless
players may be instructed to Restore Adventurers.
they are instructed to.
Restoring Adventurers narratively represents down time where the
Adventurers can rest.
To Restore Adventurers, each Adventurer goes through the following HIDDEN CARD DECKS
Phases.
1. Remove al I Damage tokens.
2. Un-Exhaust and Un-Flip all cards.
3. Remove al I Effect and Ability tokens.
4. All Adventurers may trade Items as if they were adjacent and used a
Re-Equip Action. See Actions Pg. 40.

#'IMPORTANT: Usually, Restoring is the only way during an Sometimes a Special Encounter Rule or Adventure Mechanic will instruct
Adventure that players will Un-Flip cards, and HEAL naturally. If players players to Reveal Hidden Cards. These Hidden Cards come in three sizes,
are not told to Restore Adventurers, they do not remove al I Damage Small, Medium and Large, and may contain a number of things, but the
tokens or Un-Flip cards. For this reason, we encourage players to be point is, they are secret!
extra vigilant when looking for opportunities to Restore. When instructed to do so, players will locate the listed Hidden Card by
searching through the top left corner of the corresponding Hidden Card
deck to locate the appropriate card.
URGENCY TOKENS For Example, an Adventure Mechanic may say "Reveal Medium Hidden
Card UM3". In this case, the players would search the top left corner of
the Medium Hidden Card deck and locate the card labeled UM3. The
Special Encounter Rule or Adventure Mechanic will then instruct players
what to do with that card.

#'IMPORTANT: DO NOT reveal any of the Hidden Cards until


instructed to do so.
Urgency Tokens represent the Adventurers' race against time. They are
used to keep the game moving and to prevent players from abusing
certain Abilities. EXIT TOKENS
At the end of a round in which no opponent had an Al Step with a
true condition, no opponents were Defeated, and no opponents were
Spawned, an Urgency token is added to the back of the Initiative Track.
Passive Abilities used by opponents do not count as a true condition when
determining Urgency. This means that even if there are opponents on the
board, as long as they do nothing, an Urgency token will still be added.
Combatants that are inflicted by an Adventurer's Effect that would prevent
them from having a turn, or taking actions (such as Paralyze) are counted
as Combatants that have taken a turn when determining Urgency.
••
These tokens represent a way out of the Encounter. While not a 11
Encounters use them, many do. When an Adventurer ends their turn on
an Exit token, most Encounters will end. This will be listed as an End
Condition.
If.the party ever Gains a 4th Urgency token, all Adventurers are Defeated.
Urgency tokens are removf;!d at the end of each Encounter. To learn more
t&cSte.ps see Al Steps W SB.
READ _ N_C_O_U_N_T_E_R_S_c_o_N_T_IN_u_E_o_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _-)--e-h
_ I_N_ G_E
DIAGRAMS REMOVING COMPONENTS DURING THE GAME
Sometimes Encounters will instruct players to remove something from the
game. When this happens, put the removed token, figure, or card in the
game box. It will no longer be used in this Encounter. This only applies to
the current Encounter being played.
• Encounter Tokens: Anytime an Encounter Token is removed from the
Game Board for any reason, put the removed token, figure, or card in
the game box. It will no longer be used in the current Encounter.

For example, if a Loot token is activated and an Adventurer is


instructed to remove it from the game, that Loot token will not be
available to Spawn if the Encounter reveals another random Loot
token at a later point. In this case, the random Loot token needed
Sometimes Encounters will instruct players to reference a Diagram to would be drawn from the remaining Loot tokens instead.
reveal special hidden information or determine how things Spawn. • Item Cards: All Item Cards not currently in an Adventurer's
When this occurs, players will consult the Diagram Book, regardless of possession or in the Party Stash are always available to be drawn
what Game Mode is being played. when you are instructed to draw a card from their corresponding
stack.
• Permanent Removal: If a component is permanently removed from
SPAWNING the game, it will no longer be used and should be left in the game
box for the remainder of the Adventure.
Encounters often instruct players to Spawn figures or other game
components. When players are instructed to Spawn a component, they
place the component on the space indicated by the text.
Combatants are the most common components that are Spawned. When/
a Combatant Spawns, players place the Combatant's figure on the table as
indicated by the text or diagram.
If a player Spawns a Combatant via a Totem or otherwise, and if the
Combatant's Initiative card is not in the Initiative Track already, place the
Combatant's Initiative card directly after the Initiative card of the figure
who's currently taking their turn. If the current turn is ambiguous, place
the Initiative card at the back of the Initiative Track instead. The figure wil I
take its turn the next time its Initiative card would normally dictate that its
turn begins.
Some Combatants have multiple Initiative cards, usually Combatants
with the SWARM Tag. Spawn these Combatants in the same way as stated
above.
Combatants Spawned in the ways stated above are always treated as
opponents.
If there are multiple spaces on which a component could Spawn, players
choose which space to Spawn the component on.

#'IMPORTANT: If a player cannot Spawn a figure because the space


is occupied by another figure, it will Spawn on the nearest unoccupied
space instead.

#'IMPORTANT: When Spawning figures, players always start with the


lowest number figure available. For example, if Cave Sickle 2 & 3 are
already on the table and you are instructed to spawn two additional
Cave Sickles, you'd spawn Cave Sickle 1 and 4.

~ IMPORTAl'SJif: Combatants with the ALTERNATE fTag have special


rules on how and when they Spawn I isted on the back of their card. This
is usually tied to the current Loot LVL. Don't forget to look at the back of
I
Large Intel I igent Combatant Cards with the Alternate Tag when your
Loot LVL changes.
TIL_E_S_AN
_ D_T_E_RRAI
__ N_ _ _ _ _---?-'!iP
MOVEMENT AND TOKENS


All tokens other than Obstructing Terrain tokens can be moved onto.
Circular tokens, such as Exit tokens, Totems, Loot tokens, and Objective
Tokens do not block Line of Sight and can all occupy the same space as
figures, other circular tokens, or Terrain tokens unless otherwise specified
in an Encounter.

TERRAIN TOKENS

Terrain tokens are used to place different Terrain types on Tiles. These
tokens can be moved on to and interacted with by Adventurers and
Combatants as if they were printed on the 1ile.
The differentTerrain types and the rules associated with them are listed in the
diagram below.
TILES AND TERRAIN CONTINUED

ELEVATION

Elevation is a change in height on the game board. When there is an


Elevation change, it is denoted with a dashed purple line and Elevation
box.
Figures cannot draw Line of Sight to a target on higher Elevation unless
the target is on the edge of the higher Elevation. If Line of Sight is drawn
through a space on different Elevation that is not the space the target
occupies, Line of Sight is blocked (See Example 1). A figure on a higher
Elevation may draw Line of Sight through and ignore all figures on a
lower Elevation.
There are 4 levels of Elevation. 4 is the highest and 1 is the lowest. Figures
may move between an Elevation change of 1 without penalty. For an
Elevation change of 2, figures may move to the lower Elevation normally,
but may not move back up to the higher Elevation. An Elevation change
of 3 prevents a figure from moving to the higher Elevation, and a figure
moving to the lower Elevation is Defeated. Figures with FLIGHT may move
between any Elevation change without penalty.
Melee (0) Attacks and Break Attacks may not target a figure at an
Elevation change of 2 or more, but Ranged (~) Attacks may be made at
any Elevation change as long as the requirements of Line of Sight are met.
Flanking bonuses cannot be granted by a figure on a different Elevation
than the target.
Example 1:
Nightingale wants to Attack the Cave Sickle that is at Elevation 1. Since
she's on the edge of the higher Elevation (3), she has Line of Sight and can
make the Attack. The Animate is also on Elevation 1, but Nightingale's
Line of Sight is blocked since another space of the same Elevation is in Example 1
the way.

CURRENTS
Sometimes, certain Terrain will have a Current. The direction of the
Current will be shown in the Encounter Setup Diagram.
Any figure that ends their turn in Terrain with a Current will move the
amount of spaces specified in the Special Encounter Rules in the direction
of the Current. Figures will not move around other figures or Obstructing
Terrain.
If the figure cannot move for any reason, then the figure is dealt
IRREDUCIBLE DMG equal to the spaces it was not able to move. If a
Current pushes figures to the Encounter's edge, the figure cannot move
and instead is dealt IRREDUCIBLE DMG.
Figures that Passively are not affected by a specific type ofTerrain also
ignore Currents within that type ofTerrain.
LootTokens are the only token type affected by Currents. Since these
tokens don't have turns, they are moved at the end of every round.

Example 2:
Zeke ended his turn adjacent to the Animate in the river. After ending his
turn, Zeke is moved down the river an amount of spaces equal to what is
listed in the Encounter Special Rules. In this Example, it's only 1 space.
If it was any more, the Current would send him over the edge of the
waterfall, Defeating him. Since this movement moves him out of a space
adjacent to an Animate, the Animate gets to make a Break Attack against
Zeke.
If Remi ended her turn here, the Current could not move her since she is
blocked by the Animate. Instead, she would bounce off the Animate and
be dealt 1 IRREDUCIBLE DMG for the space she was unable to move.
'--'···=-"·
c.__~_ _ _ _ _A_d_v_e_q_tu_r_e_r_s_an_d_It_e_m_s_ _ _ _ _~fl
SETT_I_N_G_ U_P_ _ _ _ _ _ _ _ _ _ _ _ _ _ ___,_,,~ GAINING XP AND GOLD
When starting a new Adventure or playing a new Crawl Mode Scenario, In Middara, Adventurers will Gain Gold and XP in a variety of ways such
players will be instructed to select and setup Adventurers. as by Defeating opponents, collecting Loot, and completing Encounters.
Gold and XP earned while playing will carry over from session to session.
In Adventure Mode, the Adventure Book will dictate which Adventurers
Players will track this on the Adventure Sheet included with the game.
players have in their party and when more Adventurers will join the party.
When XP is Gained, each Adventurer in the party Gains the listed XP. XP
In Crawl Mode, players get to pick from any available Adventurer.
is tracked individually and is not shared as a group. However, Gold is
Regardless of the Game Mode, the respective Adventure Book or Crawl shared as a party. Make sure you get along with your fellow players when
Book will detail how to set up Adventurers for the first time. purchasing Items!
For example, a reward for completing an Encounter may say the
following:
PLAYI
_ N_G_ AD ~p
_ v_E_N_T_u_RE_R_s_ _ _ _ _ _ _ _ _ _ _ _

When playing Middara, players get to control Adventurers. Depending on Each party member Gains 1 XP.
the Game Mode being played, the Adventurers available to choose from
will change. When an Adventurer finds Gold, the instructions will read something like
this:
Regardless of the Game Mode, while playing through Middara,
Adventurers will grow in both the amount of Disciplines, and in the The party Gains 20 Gold.
quality of Items they have equipped.
A reward for activating a Loot token may say:
SELECTING ADVENTURERS
Gain 10 Gold and 2 Mundane Consumables.
When playing the Adventure Mode, the story will dictate the available
Adventurers and when to build them. In this case, the party would Gain 10 Gold and the specific Adventurer
that activated the Loot token would Gain the 2 Consumables.
The Crawl Mode allows players to play with any figure with an
Adventurer card. This includes Adventurers from any Middara product.
BUYING ITEMS AND LEARNING DISCIPLINES
EQ!.JIPPING AND STORING ITEMS During the game, Adventurers will be able to spend the Gold and XP
they earned to buy Items and learn Disciplines. Adventurers may only
Adventurers have limitations on how many Items they may carry and
buy Items and learn Disciplines when specifically instructed to. The most
equip. When equipping Items an Adventurer may not exceed the limits
common way Adventurers are able to do so is when they are given the
below.
option to Shop and Train.
In Adventure Mode, this will typically occur during the Shop and Train
ITEM LIMITS: Phase of a Story Round. See Story Rounds Pg. 13.
• 2 HANDS OF WEAPONS + • 3 RELICS
In Crawl Mode, Shop and Train is often listed as a reward when
1 Weapon Upgrade per Hand
• 3 CONSUMABLES completing an Encounter or Scenario. See Encounter Rewards Pg. 9.
• 1 ARMOR + 1 Armor Upgrade
• 1 FAMILIAR Regardless of which Game Mode you are playing, when learning
• 1 CORE + 1 Core Upgrade
• 1 COMPANION
Disciplines, you may spend XP to learn from any of the available
Discipline Trees. In order to learn a Discipline of a higher Level (LVL) in
• 1 ACCESSORY
a Tree, you must already have learned a Di sci pl ine of the previous LVL in
the same Tree.
In addition, each Adventurer has a Pack where they may keep 3 extra
Items. These Items are considered Stored and are not usable until they Example:
are equipped. Items in an Adventurer's Pack do not affect other Item To learn a LVL 2 Martial Discipline, you must have already learned a LVL 1
limitations. Martial Discipline. You may always learn LVL 1 Disciplines from any Tree
and there is no limit to the amount of Disciplines you may learn.
The Party Stash represents all the Items that the party owns but doesn't
currently want to equip. The Party Stash never runs out of room and #'IMP.ORTANT: An Adventurer may not learn the same
players may keep as many Items in the Party Stash as they would like. Discipline twice.
Players may put items into the Party Stash at any time, however, they may
only take Items out of the Party Stash during Story Rounds.
~ IM P.@ R◄-f~!Slif.: Any Flipped, or Exhausted Items moved to your Pack
remain Flipped, or Exhausted. These Items Un-Flip, and Un-Exhaust like
any other card. Any Used tokens stay on the card and are only removed
when the Adventurers are instructed to Restore.
)-0.ghtingqle
fase11

••••• (!j PER ENCOUNTER


Nightingale's commanding personality
makes her a natural leader.

ONVICTION:
ASTING: !1
FINESSE: ORANG G
ITE_M_ T_IE_R_S_AN_D_T_Y_P_E_S_ _ _ _---&-'!ifl
TIERS When using an Item with the DOUBLE Tag, Adventurers may choose
which side they would like to equip following the rules and limitations
There are 4 different Tiers of Items in Middara. of any other Weapon. When performing a Re-Equip Action, players may
Re-Equip Items with the DOUBLE Tag as if it were two different cards. This
MUNDANE: These Items are available all over the world of Middara. means that they can switch their double-sided Item to the opposite side.
COMMON: These Items are magical in nature. They are common enough Some double-sided Items have different Item types depending on the side
that plenty of people can get their hands on them. that is equipped. Some of these Items may be Weapons on both sides
UNCOMMON: These Items are much rarer, and only Adventurers who where others may have a Weapon on one side and a Relic on the other.
frequent dungeons and lost tombs are likely to find them.
#'IMPORTANT: Many Items in Middara are double-sided but do not
RARE: These Items are special, with a history of their own. It's typical that contain the DOUBLE Tag! Only Items with the DOUBLE Tag may be
in time, successful Adventurers will get their hands on Rare Items. treated as if they are two different Items. Players shou Id be carefu I not
to confuse DOUBLE Tag Items with Items that have the ► FLIP Tag.
UNIQUE: All of the above Tiers have a Unique version of the cards
available. Unique Items represent an Item with a unique history behind its
existence. See Unique Loot Pg. 55. SEL_L_IN
_G_ IT
_ E_M_S_ _ _ _ _ _~'!ifl
TYPES As the game progresses, Adventurers may find some of the Items they own
are no longer useful. Adventurers may sell their old Items whenever they
ajliij•)#~, : These cards augment an Adventurer's Combat Dice Pool and are able to Shop and Train. See Story Rounds Pg. 13.
are used to make Attacks. For each Item that is sold, the party Gains Gold depending on the Tier
M1MJ•m:These cards grant Armor to Adventurers and can keep them the Item is in. Consumable Items, Monster Loot Items, and Story Items
alive during Encounters. may not be sold. Accessories may be sold as if they were an Item from
your current Loot LVL. After sold, Unique Items are removed from
(•Illtjti: These magical devices augment an Adventurer's ability to avoid the adventure. Story Items may never be sold. Use the chart below to
damage. Cores typically increase an Adventurer's Defense Value.
determine how much Gold is Gained from each Item sold.
CONSUMABLES : These Items can be used once before they
are discarded. MUNDANE = 5 Gold. UNIQUE MUNDANE= 15 Gold.
itJiUii : Relics provide many various benefits while equipped. COMMON= 10 Gold. UNIQUE COMMON = 20 Gold.
CCESSORIES : These cards further augment an Adventurer's ability to UNCOMMON = 20 Gold. UNIQUE UNCOMMON = 30 Gold.
avoid damage but also have unique properties beyond just that.
RARE= 40 Gold. UNIQUE RARE= 50 Gold.
DOUBLE TAG ITEMS

Many Items in Middara have two different sides. Some of these Items have #'IMPORTANT: Item Upgrades grant no extra Gold when selling an
Item with an Item Upgrade equipped. When this occurs, return the Item
the DOUBLE Tag and have different functions and Abilities depending on
which side of the Item is face up when equipped. Upgrade to the Item Upgrade deck for later purchase.
ITEM UPGRADES
WHAT ARE ITEM UPGRADES?
During the Shop and Train Phases of an Adventure, unlocked Item
Upgrades may be purchased. Item Upgrades are attached to a
corresponding Item card and provide new Abilities to that Item.
At the beginning of an Adventure you will have no Item Upgrades
available to purchase. But by Defeating opponents and drawing the
Monster Loot card, players will be able to unlock Item Upgrades.

UNLOCKING ITEM UPGRADES


All Monster Loot cards have the MATERIAL Tag. Any card with this Tag may
be traded in during the Shop and Train to perform 1 of 3 benefits:
• Gain 25 Gold.
• Gain and equip any single Item Upgrade of your choice to an Item for
free. (Even if it isn't unlocked.)
• Unlock a single Item Upgrade of your choice.
Once an Item Upgrade has been unlocked, mark it on the Adventurer
Sheet. This Item Upgrade may be purchased during the current Shop and
Train Phase and any future Shop and Train Phases of the Adventure.
Monster Loot cards have Abilities that can be very useful to Adventurers.
However, if they are traded in for any of the above benefits, the Party will
lose the card and must return it to the Monster Loot deck.

THE COST OF ITEM UPGRADES


Once an Item Upgrade is Unlocked, the Item Upgrades with that name
may be purchased by any Adventurer.
The cost of applying an Item Upgrade to an Item varies depending on
the Tier of the Item being Upgraded. Unique Items do not cost more to
Upgrade than their non-Unique counterparts. Story and Monster Loot
Items are considered to be Items in your current Loot LVL.
The chart below lists the Gold cost to apply any Unlocked Item Upgrade
to an Item by their Tier.

MUNDANE= 15 Gold.
COMMON = 30 Gold.
UNCOMMON = 50 Gold.
RARE = 75 Gold.

EQ!.JIPPING ITEM UPGRADES


Item Upgrades with the WEAPON, ARMOR, or CORE Tag may only be
equipped to Items of the corresponding types. Item Upgrades with the
UNIVERSAL Tag may be equipped to any Weapon, Core, or Armor.
1-Handed Weapons may only equip 1 Item Upgrade, while 2-Handed
Weapons may equip 2.
Though they are attached to an Item, Item Upgrades and their Abilities
are used independently of the Item they are attached to. Meaning, if you
Upgraded an Item with an Upgrade that had a Flip Ability, when used,
that Flip Ability would only Flip the Upgrade and not the Item it was
attached to.
If any Ability references an Icon on an Item with an Upgrade, any Icon
bonuses on the Upgrade also apply to the Item in which you have
graded
TRANSFERRING AND REPLACING ITEM UPGRADES
As soon as you've unlocked a single type of Item Upgrade you may
purchase any amount of that Upgrade so long as you do not exceed the
total amount of Item Upgrade cards available.
If a player wishes to equip an Item Upgrade to an Item, but there is no
copies of that Item Upgrade avai Iable due to them al I being on other Item
cards, that player may pay the Gold cost to transfer that Item Upgrade to
the second Item.
If a player wishes to replace an equipped Item Upgrade with another,
they, again, must pay the Gold cost of that Item Upgrade.

#'IMPORTANT: For the purposes of Upgrades, Story and Monster


Loot Items are considered to be Items in your current Loot LVL.

#'IMPORTANT: Items that have the DOUBLE Tag have two separate
sides. If you Upgrade one side, the other side is also Upgraded. If the
other side is not a Weapon, the Upgrade cannot be used but is still
attached.

For example:
Remi wants to Upgrade her Top-Heavy Axe Common Weapon with the
Master Work Item Upgrade but her War Axe Mundane Weapon is already
Upgraded with the last available Master Work upgrade. (Her fellow party
members have greedily used them all.) She will have to pay the 30
Gold to transfer Master Work from the War Axe to the Top-Heavy Axe

0
ICONS, CONDITIONS, TAGS AND SYMBOLS

ICONS TAGS

Icons are listed on nearly every card in Middara. Tags are special rules that are summed up in a single word and are always
listed in CAPS.
On Items, they are used to know what kind of benefits you Gain from
equipping those Items. Tags do a variety of different things for Adventurers. Some Tags have no
effect unless something else references them. Others have their own
Weapons use Icons to determine their Range and which Combat Dice
special rules and Abilities.
they use. Armor uses Icons to determine the bonus to your Armor Value.
Cores use Icons to determine the bonus to your Defense Value. The Tags listed in the top right corner of Item cards are considered Passive,
and always in effect.
On Adventurer and Combatant cards, Icons are used to convey the
different stats figures have such as HP, Movement, and Defense. See Tags Pg. 32-33.
On Discipline cards, they are used to let players know which Weapons
types must be equipped to use the Ability card. SYMBOLS
See the I ist of Icons Pg. 31 .

*
CONDITIONS

Every Ability has a Condition. Condition Tags let players know under
what circumstances the Ability can be used. Stamina Points and Symbols
required to perform an Ability are also Conditions. Any Conditions or The 4 Symbols listed above are produced by rolling the custom dice in
costs must be met before an Ability can be used. the game. Different dice will produce different Symbols that can be spent
to use Abilities. Unless otherwise stated, there is no limit to how many times
See the I ist of Condition Tags in the chart below.
Abilities that use Symbols as a Condition can be used, so long as you have the
Symbols to spend.
Some Abilities that use Symbols as a Condition might have multiple Symbols
printed. ( • • ) In these cases, the Ability would cost 1 Book and 1 Shield to
use once. In other cases, there may be too many to fit on the card, so instead
they will be printed with numbers in them. For example, (II) means that an
Adventurer must spend 3 Books to use that Abi Iity.

#'IMPORTANT: Normally, Symbols may only be spent during an


Attack Action, although some Abilities allow players to spend Symbols
during rolls other than Attack rolls.
DIS_C_IP_L_I_N_E_T_RE_E_S_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _____,_~
Discipline cards contain Abilities that can be used at different times Disciplines are separated into 5 different Discipline Trees, and each Tree
depending on their Conditions. Disciplines are learned as Adventurers is divided into Levels (LVL). Disciplines can be mixed and matched to
spend XP when given the opportunity to Shop and Train. See Buying Items customize your Adventurer. Adventurers may learn LVL 1 Disciplines from
and Learning Disciplines Pg. 24. any Tree but higher LVL Disciplines require at least 1 Discipline from each
lower LVL of the same Tree to learn them.
The XP cost of a Discipline is listed in the top left corner of the card. This
cost is increased by +1 XP for every other Discipline of the same level Example: An Adventurer can only learn a Level 3 CRUOR Discipline
an Adventurer already has. The"+" is listed alongside the XP cost as a if they already have a LVL 1 and a LVL 2 CRUOR Di sci pl i ne.
reminder for players.

#'IMPORTANT: An Adventurer may learn as many Disciplines as they can afford, however, they may not learn the same Discipline twice.

ASSEMBLAGE
Assemblage is the art of whispering to the things that walk in the realms outside of our own, and dealing
with the ancient creatures that were once beyond our imagination. The Abilities in Assemblage often reflect
a jack-of-all-trades mentality. This is because these Abilities are as diverse as the creatures you call upon
to perform them. In the early levels of Assemblage, a player can perform a wide array of actions, from
Gaining extra Actions to granting Positive Effects.

CRUOR
Cruor is risky by nature. Its Abilities can be very powerful, but only if the caster is willing to give a little of
themselves. It focuses on the raw power of sacrifice to get the job done. Cruor grants the ability to curse your
enemies into dust, disease them, ruin them, or liquefy them. Those who follow Cruor can expect to reap great
rewards, but must be careful not to lose themselves in the process.

MARTIAL
Martial is the embodiment of physical combat in Middara. While many Discipline Trees can make
Attacks more powerful, Martial makes an Adventurer a combat powerhouse. Martial can enhance Ranged
or Melee Attacks, and a player should consider both in some cases. Some Weapons like the Kusarigama
can be used as both Melee and Ranged, meaning that players can use Abilities that work for either while
using this weapon.

SANCTUS
Sanctus boasts a wealth of strong and diverse Abilities. It can grant magical armor, temporary wings, or allow
users to avoid obstacles. Using Sanctus, players can redirect Damage, HEAL, and even fold reality to teleport
themselves or others. Sanctus can complement any Melee or Ranged play style, but really shines with defenders
and support characters.

SUBTERFUGE
terfuge is the art of the rogue and the assassin. Most Subterfuge Abilities focus on big damage, but
also maximize defensi ntial by allowing play.ersto DODGE, take free Actions, and move
itionin J; subtle a · me
CoNV
_ 1_c _T_1 _o N
_ AN __E_s_ _ _ _----?-'!iP
_ o_c_A_s_T_I_N_G_U_P_G_RAD
MAGIC STAFF DEFLECTION CORE
Many Abilities offer Conviction or Casting Upgrades. An Upgrade DEFLECTION CORE
of this type allows an Adventurer to roll better dice when rolling
Conviction Checks and Casting rolls.
By default, an Adventurer uses the dice printed on their Adventurer
card when making Conviction or Casting rolls. This will usually
be 1 PURPLE O when Casting, and 2 PURPLE O when making a
Conviction Check.
• casting Upgra
Example on an Adventurer card: • When determining t
you may K DISCARD a
tokens fro
CONVICTION: 0 0
CASTING: 0
Conviction and Casting Upgrades will replace the dice used to make
these rolls.
An Adventurer is limited to 1 Upgrade to their Casting roll, and 2
Upgrades when rolling their Conviction Check. If an Adventurer has
an Ability that provides them with more Upgrades than they can use, Example:
they must choose which Upgrade they want to use. Above are 2 examples of Upgrades from 2 different types of Items.
The Magic Staff lets an Adventurer replace their default PURPLE
0 with a WHITE (i)
when determining the Force of a SPELL.
The Deflection Core lets an Adventurer replace 1 of their default
PURPLE O with a WHITE (i)
when making a Conviction Check.
If an Adventurer had 2 Conviction Upgrades, they could use both
and replace both of their default PURPLE O with better dice.

Clf:ilK!';ii
If you have a 2-handed <, Weapon
equipped, when making an Attack, if you
roll the lowest result on a Combat Dice,
you may change a single die to the highest
result instead.
c.__~_ _ _ _ _ fin
__A_dv_e_q_tu_r_e_r'_s_T_ur_q_ _ _ _ _~fl
THE_ IN
_I_T_IA
_T_I_VE_T_RA_C_l_(_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _----"-)fl
Players will begin an Encounter by determining whose turn it is on IMPORTANT INITIATIVE RULES:
the Initiative Track. Whether the figure is an Adventurer, a Command
• If a figure is ever instructed to move forward on the Initiative Track,
Combatant, or an Intel I igent Combatant wi 11 determine what steps they
they are moved toward the front, likewise, if a figure is instructed to
must go through during their turn.
move backward on the Initiative Track, they are moved toward the
Encounters are divided into rounds that are made up of individual back.
turns. To determine the order in which figures take turns, players use the
• Some Items and Abilities al low Adventurers and Combatants to
Initiative Track. The Initiative Track is dealt out randomly at the beginning
manipulate the order of the cards on the Initiative Track. When this
of each Encounter using the Initiative cards of the Active Group as well as
happens, it is important to remember that a figure's turn is never
the Initiative cards of all other figures required in the Encounter Setup.
skipped. The figure closest to the front of the Initiative Track that has
Starting from the front of the Initiative Track and moving to the back, not yet had a turn will always take their turn next.
Adventurers and Combatants take their turns. Once a figure has taken
• As soon as a figure is Defeated they must immediately remove their
their turn, continue to the next Initiative card and repeat.
corresponding Initiative Card from the Initiative Track. When this
Once the back of the Initiative Track is reached, the current round ends happens, the other Initiative Cards collapse to fill in the empty space.
and a new round begins. At the start of every new round, shuffle the See Being Defeated Pg. 67.
Initiative Track.
• Some Combatants with multiple figures may share one or more
Rounds continue like this until the Encounter reaches an End Condition. Initiative Cards. We call these Groups. A Group's corresponding
See End Conditions and Rewards Pg. 14. Initiative Card is only ever removed from the Initiative Track when the
last figure in the Group is Defeated. See Activation Numbers Pg. 54.
Any Effect that would last until the end of a round, persists until the last
figure on the Initiative Track has finished their turn. • Don't forget to shuffle the Initiative Track at the start of every new
round!

--------------ROUND-------------~
1-
z
0
ci:::
u..

1st TURN 2nd TURN 3rd TURN 4th TURN 5th TURN 6th TURN

Example 1:
At the start of each round, players shuffle all the Initiative cards. Generally, the black-bordered cards represent the Adventurers and their allies,
while the red-bordered cards represent the Adventurers' opponents. The cards are then dealt face up near the board to create the Initiative Track.

losest to the front and moving backwards, Adventurers and Combatants take their turns. Once a figure has taken their
·· · d aod repeat until you get to the back of the Initiative Track to end of the round. After the
pfx: re at the rocess again until the Encounter~ aches an End Condition.
PHASES OF AN ADVENTURER'S TURN
I. START OF TURN PHASE:
Resolve Abilities and Effects that occur at the start of a turn.

2. STATUS PHASE:
Any Effects and Abilities that have th<> UitAM#Tag occur during this
Phase. See Pg. 74 for a Ii st of Effects.

3. REFRESH PHASE:
During the Refresh Phase, the Adventurer goes through the following steps:
A. Recover Stamina Points (SP):
Each Adventurer's Stamina Recovery Bar determines how many SP they
receive during this step, as well as how many SP they may have at any
given time. See A: Stamina Recovery Bar on Pg. 25.

#'IMPORTANT: Adventurers do not Gain SP during the Refresh


Phase of their 1st turn of an Encounter. See Prepare Phase Pg. 14.

B. Un-Exhaust Cards:
Some Abilities require the Adventurer to •EXHAUST them to be used.
During the Refresh Phase, any Exhausted cards are Un-Exhausted.

4. ACTION PHASE:
During the Action Phase, an Adventurer may spend SP to take Actions
and/or use Abi I ities. When they decide they no longer want to spend
SP or take Actions and/or use Abilities, the Adventure continues to the
End ofTurn Phase.

5. END OF TURN PHASE:


Resolve Abilities and Effects that occur at the End of a Turn.

SECOND PRINCESS OF ELENIA -

Example: •••••
At the start of her Refresh Phase, Nightingale will Gain 3 SP up to
her maximum of 5. No figure may have more SP than their Stamina
Recovery Bar depicts. If she would gain SP over her maximum, she
TIP: Players most often will have to play
more than 1 Encounter before they are
told to Restore Adventurers, so choose
when to use ► FLIP Abilities carefully.

does not Gain the excess.


USI_N_G_ S
_T_'AM
_ I_N_A_P_O_IN_T_S_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
~p

During the Action Phase, an Adventurer may spend any or all of their SP #'IMPORTANT: An Adventurer must finish their current Action before
to use as many of their available Abilities or Actions, in any order, and starting another Action.
as many times as they have SP for. Some Abilities and Actions have limits
on how many times they can be used depending on how they activate.
Unless an Action or Ability specifically says that it can't be used more
than once per turn, an Adventurer may use that Action or Ability as many
times as they have SP to do so.

STAN
_ D_ARD ~
_ _ A_C_T_IO_N_S_AN_D_A_B_IL_I_T_IE_S______________________
A Standard Action or Ability is an Action or Ability that is always available for Adventurers to use. Below is a list of the Standard Actions and Abilities
in Middara.

Table 1: STANDARD ACTIONS


ACTION SP COST DESCRIPTION

Move

Attack
•• Move up to your maximum Movement Value. For each additional SP spent, add 2 to your Movement Value .
#'IMPORTANT: Adventurers are limited to 1 Move Action per turn .
Make an Attack using your equipped Weapon(s) Combat Dice.

Encounter
Action
• Encounter Actions are Encounter specific Actions that an Adventurer may make. This also includes activating Loot tokens.

Re-Equip

Table 2: STANDARD ABILITIES
Equip or un-equip any Items in your Pack or on your Adventurer. Items in your Pack stay Flipped or Exhausted until they would
normally be Un-Exhausted or Un-Flipped. You may also take Items and Companions from an adjacent Adventurer, but you may
never give Items or Companions to other Adventurers. Any amount of equipping/un-equipping/taking is allowed for 1 SP.

ACTION SP COST DESCRIPTION

DODGE

• During the Dodge step of an Attack, roll the BLACK O. For each. rolled, the Adventurer adds +1 to their Defense .
If thef is rolled, no additional Defense is added. See Dodge Pg. 50.
When building your Combat Dice Pool during an Attack or when determining the Force of a SPELL, you may spend 1
EMPOWER

• additional SP to add the BLACK 0 .


If thef is rolled during an Attack, the Attack automatically misses. If thefis rolled during a Spel I, the Spel I automatically
fails to affect the target. Immediately deal 3 IRREDUCIBLE DMG to the caster, and end the Spel I Action.

COUNTER

• When an Attack deals no Final Damage, COUNTER the Attack. If you successfully Dodged this Attack, reduce the cost of
any subsequent Counter by 1 SP. See Counter Pg. 50.

ALLIES, OPPONENTS, AND FIGURES


Throughout the game, Abilities and Actions on Adventurers, Intelligent Combatants, and Command Combatants will reference targets that are either
"opponents", "al Iies", or "figures." While opponents and al I ies refer to specific groups of figures, the word "figure" is used to refer to both opponents
and allies. See Opponents and Allies on Pg. 67.

ALLIES OPPONENTS
Allies are figures that share the same goal and have no reason to hinder Opponents are figures that oppose the current figure's goals. If you're an
each other in achieving that goal. If you're an Adventurer, your allies are Adventurer, opponents will be all the opposing Intel! igent Combatants
all the other Adventurers in the Encounter. Meanwhile, if you're taking in the Encounter. Meanwhile, if you're taking the turn of an Intelligent
the turn of an Intelligent Combatant, Allies would refer to all those who Combatant, the Adventurers and their allies are all considered the
oppose the Adventurers in the Encounter. opponents.
On Encounter Setup Diagrams, Allies to the Adventurers will be outlined . On Encounter Setup Diagrams, Opponents to the Adventurers will
in green. be outlined in Red. Any figure that Spawns during an Encol}nter is
considered an opponent to the Adventurers unless stated otherwise.
THE MOVE ACTION

Adventurers are limited to 1 Move Action on their turn. The Move #'IMPORTANT: A figure may not end their movement occupying
Action costs 1 SP, and allows the figure to move up to the Movement another ally's space.
Value printed on their Adventurer card. Movement is always counted
orthogonally. This means that you may not move diagonally. After moving Since an Adventurer must always finish an Action before starting another
up to their Movement Value, the Adventurer may then spend SP. For each Action, movement may not be broken up with other Actions. For
additional SP spent, an Adventurer adds +2 to their Movement Value for example, you cannot move half of your Movement Value, Attack, and
that Action. then finish your movement.
Areas on a Tile marked with a - cannot be moved into or through. Some Abilities allow players to make a Move Action. This Move Action
A figure may not move through opponents. Moving through allies is still counts as their Move Action for the turn unless stated otherwise.
allowed, but costs 2 Movement Points to leave their space. This does not
stack with the increase in movement cost caused by Hindering Terrain or #'IMPORTANT: When a Move Action ends, all unspent Movement
Water Terrain. Points are lost.

AVIAN FLIGHT
Remi is gifted with feathered wings that allow her to fly. Example:
Make a MOVE. Remi has FLIGHT for the duration of Rem i's Avian Flight Ability counts as her Move Action for the turn, so
this movement. This Ability may only be used if Remi she cannot move and then use this Ability in the same turn.
has less Damage than half of her total HP.

FREE MOVEMENT & DIAGONAL MOVEMENT


Some Disciplines and Item cards have Abilities that let you Move for free.
Any movement granted by these Abilities, does not count as the Move
Action for the turn. These Abilities cannot be used during another Action.
In addition, movement granted by these Abilities simply moves a
figure the amount of spaces listed regardless of the Negative Effects on
movement caused by Terrain or allies.
However, Obstructing Terrain and opposing figures still prevent an
Adventurer from using free Movement to move through their Space, and
Dangerous Terrain would still Defeat an Adventurer under the normal
circumstances.
Some of these Abilities might allow you to move Diagonally. Moving
diagonally follows all the limitations associated with drawing line of sight
diagonally. Meaning you must stil I move through 1 of the 2 orthogonal
spaces and you are still blocked by Obstructing terrain.

#'IMPORTANT: HEAVY only affects the movement points granted by the


MOVE action. This means that HEAVY does not affect free movement.

I liilM1;it
Move up to 2 spaces. This movement does
not provoke Break Attacks.

Example:
The Discipline Like the Shadows allows you to move two spaces
for free. This movement does not count as a Move Action, and is
not hindered by Negative Effects on movement caused by Terrain
or allies.
AN0RTH

Movement Example:
During Zeke's Action Phase, he wants to move to the Loot token to the west of Remi. He spends 1 SP to make a Move Action and Gains Movement
Points equal to his Movement Value printed on his Adventurer card, in this case, 6. Since figures cannot move diagonally, he must choose between
the shorter route heading west through Hindering Terrain (finishing at B ), or the longer route heading south and moving to D.
If Zeke chooses the short route to B, the Animate will get a Break Attack against him when he moves out of c (See Diagonals and Break Attacks
Pg. 44). If he chooses to move to D, he avoids this danger, but ends up farther from his goal.
After moving to B by traveling past the Animate and through Hindering Terrain, Zeke could spend an additional SP to Gain 2 more Movement
Points and move through Remi. But, because Remi is an airy, he can move through - but not stop in - her space, and since the space that allies
occupy take 2 Movement Points to move out of, Zeke would not be able to reach A without spending a total of 2 more SP for 4 more Movement
Points. After reaching A Zeke would have 1 remaining Movement Point.
THE_A
_T_T
_A_C_l_( _~_C_T_IO_N -)p
_____________________
STEPS FOR MAKING AN ATTACK
Any time an Attack is called for, the figure making the Attack will follow these steps.
1. CHOOSETHETARGET 6. DETERMINE DAMAGE:
Select a figure within Line of Sight and Range as the target. Some a. Calculate the difference by which the Attack hit:
Abilities have specific targeting parameters that may override this. For each number above the target's Defense Value the figure
2. BUILD THE COMBAT DICE POOL: rolled, the Attacker adds+ 1 PHYSICAL DMG to the Attack.
1-Handed Weapons have a single Combat Die printed on them. b. Spend Symbols and use Abilities that add Damage: Some
2-Handed Weapons have a pair of Combat Dice printed on them. Abilities add to Damage. During this step, the Adventurer or
When making an Attack, Adventurers use the Combined Dice of Combatant may spend Symbols and use Abilities that add to
all Weapons they have equipped to form the Combat Dice Pool. Damage. See Icons, Conditions, Tags, and Symbols Pg. 30.
c. Subtract Armor: Subtract the target's Armor Value from the
An Adventurer with only a single Combat Die being added from their total PHYSICAL DMG being dealt by this Attack. Some Items and
equipped Weapon adds a PURPLE G to their Combat Dice Pool. If an Abilities have the Tag +(X) ARMOR PIERCING. This Tag means
Adventurer has no equipped Weapons, they add 2 PURPLE G to their that the Attacker ignores the first (X) points of Armor when
Combat Dice Pool. calculating the amount of PHYSICAL DMG that is reduced.
Unlike Adventurers, Combatants have their Combat Dice printed on ARMOR PIERCING Tags from multiple sources are cumulative.
their card. When they make an Attack, they use the Combat Dice d. Calculate and Deal Final Damage: Any Damage remaining
printed on their Combatant card to form their Combat Dice Pool. after the Subtract Armor step is completed is the Final Damage
of the Attack. The target of the Attack then adds Damage tokens
,#'IMPORTANT: Abilities that add additional dice to your Combat to their Combatant or Adventurer card equal to the Final
Pool (Such as Empower) are considered Combat Dice. Damage this Attack dealt. Abilities that reference Final Damage
are used during this step.
3. EMPOWER: Choose to EMPOWER the Dice Pool. e. Check if the Target Counters: If the Attack misses or deals
After building their Combat Dice Pool, the Attacker may choose no Final Damage, the player checks to see if the target uses
to EMPOWER their Attack by spending 1 SP to add the BLACK Oto COUNTER. If they do, the current Attack immediately ends. See
the Combat Dice Pool. Counter Pg. 50.
Combatants will only EMPOWER if they have an Ability that ,#'IMPORTANT: Choosing to Counter or using an Ability that
specifically allows them to. gives you a Counter will interrupt and cancel any other Action
or Ability that is currently occurring other than the Ability that
,#'IMPORTANT: Some Weapons have the BLACK O pictured as gave you the Counter.
part of their Combat Dice. Attacks made with these Weapons are
always Empowered. Likewise, some Combatants have the BLACK G 7. MISSED ATTACKS END:
pictured as part of their Combat Dice.Their Attacks wi 11 always be If the Attack missed, the Attack immediately ends and skips the
Empowered. See Empower Pg. 50. Follow Up step.
8. USE FOLLOW UP ABILITIES (FU):
4. DODGE:
The Attacker may use Abilities that occur during the Follow Up step of
a. Check if the target uses DODGE: When targeted by an Attack, a the Attack. If an FU Ability would start a new Attack or Spell Action, the
figure may spend 1 SP to use the Dodge Abi Iity. Combatants do not current Attack immediately ends and the player may start the new action
DODGE unless their card says otherwise. as normal.
b. Make a Dodge Roll: A figure who uses DODGE rolls the BLACK
Unless otherwise specified, an FU Ability that doesn't start a new action
G, and for each. rolled, adds +1 to their Defense. If the is f must be used by you, target yourself, or target the figure you Attacked.
rolled, the Dodge fails and no additional Defense is added.
This may be done regardless of Range, SOI, and Line of Sight.
Important: Abilities can give bonuses to this roll. However,
if the f is rolled, these Abilities provide no bonus. If an FU Ability requires a Force (X) to affect the target, then it is also
classified as a Spell-Like Ability. See Spell-Like Abilities Pg. 51.
5. ROLL TO HIT:
a. Make an Attack Roll: To make an Attack roll the Attacker rolls ,#'IMPORTANT: Players may use multiple FU Abilities off of the
their Combat Dice Pool. same Attack, so long as they do not start another Standard Action,
b. Spend Symbols and use Abilities to add TO THE ATK ROLL: Some Spell Action, or move a figure. As soon as a player decides to use
Abilities add to the Attack roll. During this step, the Attacker may an FU Ability that starts a new Attack Action, Spell Action, or would
spend Symbols and use Abilities that add TO THE ATK ROLL. move a figure in any way, the current Attack Action ends and they
may no longer use anymore FU Abilities.
c. Determine if the Attack Hit: If the total number rolled on the
Combat Dice Pool, after bonuses from Abilities, is equal to
or greater than the target's Defense Value, the Attack hits. The
Attacker continues to the Determine Damage step. Otherwise,
the Attack misses, and the Attacker immediately goes to the
Check if the Target Counters step.
THE ATTACI( ACTION CONTINUED

DAMAGE TYPES DETERMINING RANGE


Abilities, Attacks, and Spells can all deal Damage. The type of Damage Attack Actions have a maximum Range. A Combatants Range when using
changes depending on the source of the Damage. Attack Actions is determined by their equipped Weapons and Items. Only
figures within Line of Sight of the target and within the Range I isted on the
There are 3 Damage types in Middara:
equipped Item may be the target of an Attack.
Physical Damage: All Attacks deal Physical Damage by default. This
There are 3 types of Ranges:
Damage can be prevented by Armor.
♦ Adjacent/ Melee: This is the Range for the G Icon. Melee Attacks and
Magic Damage: Some Spells and Abilities specifically say they deal Magic
Abilities with this Icon require the target to be adjacent to the figure
Damage. Magic Damage is not reducible by Armor or other Abilities that
making the Attack.
reference Physical Damage.
♦ REACH (X): This Tag changes the Range for Weapons with the G Icon.
Irreducible Damage: Some Spells, Abilities, and Effects specifically say
(X) equals the maximum distance at which a Melee Attack can be
they deal Irreducible Damage. Irreducible Damage is not reducible by
made.
any Abilities.
♦ Ranged: This is the Range for the ('J Icon. Ranged Attacks and Abilities
with this Icon require a target to be no farther than the listed Range on
the Adventurer's equipped Weapon(s) with the ('J Icon. Ranged Attacks
can be made against targets that are adjacent, however, Ranged
Attacks cannot Gain the Flanking bonus. See Flanking Pg. 50.
■ riPl;ll§ti•ii§III;♦
At any time, Gain RESISTANCE: PHYSICAL #'IMPORTANT: If an Adventurer equips 2 different Ranged Weapons
OMG until the end of your next turn.
• In addition, you may COUNTER for free until with 2 different Ranged Values, they may only make Attacks against
the end of your next turn. targets using the lowest of the two values.

HOW TO COUNT RANGE


Example:
Living Bulwark allows an Adventurer to Gain Resistance to only Physical To check whether a target is within Range of an Attack or a SPELL, the
Damage. This Ability would not be of any use against Magic Damage or player counts the number of spaces from the figure that is performing the
Irreducible Damage. Action, to the space the target occupies. When determining if something
is within Range they must also be within Line of Sight.
WEAPON TYPES
#'IMPORTANT: Unlike movement, all types of Range are counted
There are 3 types of Weapons in Middara: diagonally as well as orthogonally.
Melee Weapons: These Weapons have the G Icon. When taking an Attack
Action with a Melee Weapon, an Adventurer may only target an adjacent
figure unless the Melee Weapon has REACH.
SPHERE OF INFLUENCE (SOI)
Ranged Weapons: These Weapons have the ('J Icon. This Icon has a This is both a type of Range and a type of Line of Sight. It is used by
number that displays the Range of the Weapon. Spells and Spell-like Abilities and represents the area in which a figure
can exert their will. Every figure has an SOI. SOI has a base Range of 4
Melee / Ranged Weapons: These Weapons have the~ Icon. This Icon has
but this Range can be adjusted by Items and Abilities. When using SOI to
a number that displays the Range of the Weapon. Melee Ranged Weapons
determine Line of Sight, elevation, opponents, allies, and all terrain other
can be used with both Melee and Ranged Abilities and count as having
than Obstructing Terrain do not block or hinder Line of Sight in any way.
both the ('J Icon and G Icon.
LINE OF SIGHT
#'IMPORTANT: An Attack Action requires the target of the Attack to
be within Range and Line of Sight. Line of Sight is determined by drawing an imaginary line from the center
of the space the acting figure occupies to the center of the space the
target figure occupies. If this line moves through anything that blocks Line
RESOLVING AN ATTACK OR SPELL of Sight, then the Action or Ability cannot be performed.
Some Abilities and Encounter Special rules specify that they occur after Obstructing Terrain, edges of a Tile where the Tile doesn't connect to
Resolving an Attack or Resolving a Spell. An Attack or Spell is only another Tile, Elevation differences, and spaces occupied by opponents,
"Resolved" after the original Attack or Spell and all subsequent Counters, block Line of Sight. Allies do not block Line of Sight, but give a
Conviction Checks, Attacks, and FU Abilities requiring that Attack or Spell -1 TO THE ATK ROLL made through them. This effect stacks with
to have occured have also concluded. If a timing issue still presents itself, the -1 TO THE ATK ROLL from Hindering Terrain. Meaning, if you make an
rule in favor of the Intelligent Combatant. Attack through an ally and Hindering Terrain you'll have a -2 TO THE ATK
ROLL.

The -1 TO THE ATK ROLL from Hindering Terrain and allle


with itself. Meaning, if you make an Att
s aces ·
t-Ughtin
fas

••••
AM UITIOU S ,
~~i:}::,,=z:z_Jn
USING ABILITIES
An Ability is anything on an Item, Discipline, Adventurer, Combatant,
or token that a figure may do. Many cards wil I have 1 or more Abilities
printed on them. Abilities can be used when their Conditions are met.
There are 4 types of Conditions.
1. Condition Tags: Tags such a,
Condition Tags Pg. 30.
CJ•1HitiiJ•• or -.EXHAUST . See

2. Stamina Point (SP) Cost: The amount of SP a player must spend.


Usually this is listed as . and may be listed multiple times.
3. Text Conditions: Any condition or requirement listed in the text of the
Ability. This could be a variety of requirements or costs.
4. Symbol Conditions: The symbols a player must spend. These Abilities
may only be used during the "Spend Symbols and use Abilities that
add Damage" step of an attack. See The Attack Action Pg. 43.

IMPORTANT ABILITY RULES:


• Some Abi Iities have more than 1 of the above Conditions I isted to use
them. In these cases, all the Conditions must be met to use the Ability.
• Unless otherwise stated, there is no limit to how many times Abilities that
require Symbols can be used, so long as the figure has the Symbols to
spend.
• Abilities can only be used during your turn and not during another
Action unless their Conditions say otherwise or the Ability occurs at a
specific time.
• If the Text Condition of an Ability says "At any time", this Ability may
be used during any turn and at the moment that is most beneficial to
the user of the Abi I ity. If the Text Condition of an Ability specifies that
it may happen during an Action such as "When making an Attack",
this Ability may be used at any time during that Action and at the
moment that is most beneficial to the user of the Abi I ity.
• Any Effects Gained by Abilities with Passive Condition Tags are lost if
the Ability with the Passive Condition Tag is ever un-equipped.
• Some Abilities have specific targeting parameters that may override
the normal targeting rules for Attacks and Spells.
• When an Ability is intended to be used on any ally including yourself
it will say "any ally". When an Ability is intended to be used on any
ally except yourself it will say "another ally".
• Some Abilities give an Adventurer more than one Action. In these
cases, the Adventurer must choose the order in which they would like
to resolve these Actions. If an Adventurer would use another Ability
that grants Actions, or make another Action, al I Actions that the
current Ability being used granted that have not already been made
are lost.
THE RE-EQYIP ACTION #'IMPORTANT: An Adventurer must finish their current Action before
starting another Action.
For 1 SP, the Re-Equip Action lets an Adventurer equip Items from,
and Store Items into, their Pack. Adventurers may also take Items and
Companions from adjacent Adventurers. However, Adventurers may
never give Items or Companions to another Adventurer. The Adventurer WEAPON UPGRADE
being taken from may also Re-Equip their Items during this Action, but
may not take Items or Companions from another Adventurer.
Any amount of equippinglun-equipping/taking is allowed for 1 SP. Tl P: Knowing when to use Abi I ities can be the
Items moved to your Pack remain in the condition they were in when sent to difference between winning and losing!
your Pack. (E.g., Flipped, Used, or Exhausted.)They will otherwise Flip, Un- With the Item Upgrade Master Work, an
Exhaust, and remove tokens following the normal rules. Adventurer may add +1 TO THE ATK ROLL at
any time during an Attack and at the time it
~ IMP.@ Rff~l'SJif.: An Adventurer may only use Abilities on Items that benefits them the most. This means that they
are equipped. could Exhaust this card to add the bonus after
seeing the rol I for an Attack.
STAMINA POINTS ON ABILITIES
Some Abilities have an SP Cost as a Condition . This is especially true of
many Disciplines. These Disciplines can be used for the listed (SP) Cost.
If the Discipline doesn't have other Conditions barring it from being used
more than once, then an Adventurer may use the Discipline's Ability as
many times as they have the SP to spend for it.

B I 1%1i►i•~,-
An ally within SOI Gains an Intervention C
token. Reduce the SP cost of this Discipline
by 1 if the target is an ally other than
yourself.

Example: The Discipline Intervention, depicted above, has an


Ability with 3 of the 4 Condition types. A depicts an SP Cost of 1. ABILITIES THAT END ACTIONS AND ABILITIES
B depicts the Exhaust Condition Tag, which will require the
Adventurer to Exhaust this Discipline when its Ability is used. When an Ability instructs a figure to "end the current Action and
c shows a Text Condition that specifies that the target must be all Abilities", every Action and Ability that is currently happening
within SOI. immediately ends. Any Ability, Action, Al Instruction, or Special Rule that
would require the current Ability or Action to occur (such as counter), can
no longer be used.
Then, the figure that ended the current Action and all Abilities fol lows the
proceeding instructions of their Ability, if any.
ABILITIES THAT START ACTIONS
After concluding this Ability, the turn in which it interrupted resumes. For
Some Abi I ities wi 11 use Tags to let players perform Actions, such as the information on how Al Steps are affected See Actions and Abilites Pg. 58.
Move, Attack, or Spell Actions. Tags that start Actions and also require
specific Icons on equipped Weapons (such as the G ATK or <'J ATK Tag), PASSIVE CONDITIONS
can only be used if the Adventurer has an equipped Weapon with the
The Passive Condition Tag grants Abilities to the Adventurer that are
matching Icon. See Tags Pg. 32-33 to determine if your Ability starts an
always in effect. Some Abilities with the Passive Condition Tag have
Action. Abilities that start Actions cannot be used during another Action
specific requirements in order for Adventurers to benefit from the Ability.
without ending the current Action first.
A card with 2 different Abilities, 1 that has a Passive Condition Tag and
1 that has a different Condition, grants the Ability under the Passive
Condition Tag regardless of whether the other Condition has been met.
Abilities with the Passive Condition Tag can be used even if the card with
WAR AXE
I the Ability is Exhausted.

@§t4iii~-
Your Attacks Gain:
+ 1 PHYSICAL DMG

Cli3iMI~ii
When making a Q Attack, if you have
a 2-handed Weapon equipped, you may
re-roll any dice in your Combat Dice Pool.

Example: Using the Ability on False Idol, an Adventurer Exhausts


Example: Hammer Helm grants the Adventurer +1 PHYSICAL
DMG to their Attacks. In addition, an Adventurer can Exhaust the
the Discipline card and makes a G ATK. This Attack Action requires
Discipline to re-roll any dice in their Combat Dice Pool so long
the Adventurer to have a G Icon on an equipped Weapon. Since
as they are making a G Attack and have a 2-Handed We~
the the Adventurer in this example has War Axe equipped, they are
equipped. While this card is Exhausted, theAdventurerstitl-;Ga
able to use this Ability because it has the G Icon.
the bonus to PHYSICAL DMG from the f.assiv ..
DODGE

When being Attacked, a DODGE can be made by the target during the Dodge
step of an Attack Action. For Adventurers, DODGE costs 1 SP. Intel I igent
Combatants do not DODGE unless they have an Ability that says
otherwise.
When a figure makes a DODGE, they roll the BLACK O. For each. rolled,
the figure adds +1 to their Defense. If thefis rolled, no additional
Defense is added.
If an Ability refers to "Successfully Dodging an Attack'', It means that you
took the DODGE Action and the Attack being made against you missed.

#'IMPORTANT: Abilities and Dodge Upgrades can add bonuses during


a DODGE. However, if the f
is rolled, these Abilities provide no bonus.

EMPOWER

During the Empower step of an Attack or Spell, a Adventurer may use the
EMPOWER Ability.
To EMPOWER an Attack, an Adventurer spends 1 SP when building their
Combat Dice Pool to add the BLACK 0.
This die will provide additional
Symbols that can be used on Symbol Abilities during the Attack.
To EMPOWER a SPELL an Adventurer spends 1 SP when Determining the
Force of a SPELL to add the BLACK O.
Spells cannot normally use Symbol
Abilities. However, when Empowering a SPELL, for each Iii rolled on the
BLACK 0, add +1 to the Force of the SPELL.
Depending on whether an Adventurer used the EMPOWER Ability during
an Attack or SPELL determines what the f
Symbol does when rolled.
Attack: If the f
is rolled during an Attack, the Attack misses, regardless
of the numbers rolled on the Combat Dice.

f
Spell: If the is rolled during a SPELL, the SPELL fails to affect the target
and 3 IRREDUCIBLE DMG is dealt to the caster.
#'IMPORTANT: Choosing to Counter or using an Ability that
gives you a Counter will interrupt and cancel any other Action Some Weapons also list the BLACK . , as part of their Combat Dice or
or Ability that is currently occurring other than the Ability that Casting Upgrade. Attacks made witli a Weapon that has a BLACK asIi
gave you the Counter. Meaning, that the Attacker who was part of their Combat Dice are alw s Empowered. Likewise, Spells Cast
Countered never reaches the "Use Follow Up Abilities" step of with a Weapon that has a BLACK . , as part of their Casting Upgrade are
an attack. always Empowered. Empowering in this way does not cost additional SP.
A SPELL or Attack may never be Empowered more than once.

Some Abilities might use the BLACK Ii as part of their


text. In these instances, the liste ility does not count as Empowering
and wi 11 specify what the BLACK
THE SPELL ACTION

STEPS FOR CASTING A SPELL SPELL-LIKE ABILITIES

Many Abilities allow an Adventurer to cast Spells. Whenever an Many Abilities have FORCE (X) printed on them. These are called Spell-
Adventurer uses an Abi Iity that instructs them to "Cast a SPELL (X)", they Like Abilities. Whenever an Adventurer uses an Ability or Follow Up
make a Spel I Action to determine if the Spel I affected the target. When an Ability that has a Force Value Iisted, they go through the following steps.
Adventurer Casts a Spell, they go through the following steps.
1. IDENTIFYTARGETS:
1. CHOOSE THE TARGET(S):
Spell-Like Abilities printed on Follow Up Abilities must always be
Select a single figure within SOI as the target. Some Abilities have
used against the figure that was the target of the Attack. Spell-Like
specific targeting parameters that may override this or allow you to
Abilities used under other Conditions will always specify their
target more than 1 figure. See SOI Pg. 45.
target(s).
2. DETERMINE THE FORCE: 2. IDENTIFY FORCE:
The Force of a SPELL determines how difficult the Spell's effects are to The Force of a Spell-Like Ability is always printed in one of the
resist. following ways.
A. BUILD FORCE POOL: A Force Pool consists of a figure's printed Casting A. FORCE (X) + DIFFERENCE HIT: These Spell-Like Abilities represent
Die or Upgrade. effects that occur after making Attacks with Weapons and will only
B. EMPOWER: When casting a SPELL, an Adventurer or Command be listed on Follow Up Abilities. To determine the Force of the Spell-
Combatant may choose to spend 1 SP to EMPOWER the Spell. When Like Ability, the figure that made the Attack adds the difference by
Empowering a Spell, add the BLACK G to the Force Pool. When which their Attack hit the target to the printed Force on the Ability.
rolling to determine your Force, for each 1111 rolled on the B. FORCE (X): If the Ability does not have+ DIFFERENCE HIT, then the
BLACK 0, add +1 to the Force of the Spel I. Intel I igent Combatants figure using this Ability does not add anything to the Force Value.
will only EMPOWER a Spell if instructed to do so.
C. ROLL TO DETERMINEYOUR FORCE: Finally, the figure Casting the #'IMPORTANT: You may not EMPOWER Spell-Like Abilities.
SPELL rolls their Casting die and Empower Die if applicable, and
adds the printed X value on the Spel I to the result. (Usually 6). 3. EACH TARGET MAKES A CONVICTION CHECK:
3. EACH TARGET MAKES A CONVICTION CHECK: Each target must make a separate Conviction Check as detailed in
Each Adventurer and Combatant card has Conviction Dice printed on step 3 of the Spel I Action.
it. These 2 dice determine how resistant a figure is to Spells. During 4. RESOLVE THE ABILITIES EFFECT:
this step, each target makes a separate Conviction Check to resist the If a target of the Spell-Like Ability failed their Conviction Check, they
Spel I's effects. suffer the Ability's listed effect.
To make a Conviction Check, each figure targeted by the Spell rolls
the Conviction dice printed on their card. If the total number rolled #'IMPORTANT: Spell-Like Abilities do not count as an Action.
is equal to or greater than the Spel l's Force Value, the Spel I is resisted
by that figure. However, if the rol I is less than the Force Value of the
Spell, the Spell's printed effects occur. Once every target has rolled a
Conviction Check, the Spell Action ends.
4. RESOLVE THE SPELL'S EFFECT:
Each target that failed their Conviction Check resolves the spell's
effects separately and in the order they made the Conviction Check.
This could be Magic Damage determined by a roll, Negative Effects
such as Poison, or manipulating their position on a Tile. A Spell's
effects are described on the Ability that started the Spell Action after, Cast a SPELL 6.

"Cast a SPELL (X)". Deal 2 MAGIC DMG .


• You may d eal yo urse lf 2 IRREDUCIBLE DMG
to dea l additio na l MAGIC DMG equal to 2x
IMPORTANT SPELL RULES: your highest LVL CRUOR Discipline.

• Items and Abilities can upgrade an Adventurer's Casting and


Conviction dice to improve their chances of inflicting and
resisting Spells. See Conviction & Casting Upgrades Pg. 35.
• The Spell Action is not a Standard Action and can only be made
when an Ability specifically calls for a Spell Action via the SPELL Tag.
• Abilities that use the Spell Action do not require any specific Weapon
Icons to be used.
• Spells share a special type of Ran,ge and Line of Sight called Sphere
of Influence (SOI). See Sphere oflnfluence (SOI) Pg. 45.
• Spells have their own steps that a figure must go through when
instructed to "Cast a SPELl (X)".
• Spells have a Force Value that must be overcome by the target via a
Conviction Check to resist the effects of the Spell.
Allies m~y purposely fail Conviction Checks when being targeted by
e thes ·
-
• Casting Upgrade: WHITE @
• When determining the Force of a Spell,
you may )( DISCARD any amount of Energy
tokens from this card to add +1 to your roll.

Oiml!D
When you fail to affect a target with a Spell,
add 1 Energy token to this card . (Limit 2)

t lf:iiKi1tii
Cast a SPELL 6.
Dea l 2 MAGIC DMG .
You may dea l yourse lf 2 IRREDUCIBLE DMG
to dea l addit io nal MAGIC DMG equal to 2x
your highest LVL CRUOR Discip line.
C's_~,.....___ _ _ _ _ C_o_m_b_a_ta_q_ts_ _ _ _ _ _~fl
GENERAL INFORMATION COMBATANT TAGS
Combatant information is printed on cards that contain the rules for all CombatantTags are only on certain Combatants. These Tags are listed in the
the figures other than Adventurers. There are 2 types of Combatants. top right of a Combatant card and have their own special rules. Some Tags
are referenced by other cards and Abilities. The CombatantTags are:
COMMAND
LOYAL ESPER • ALTERNATE I: Combatants with this Tag have special rules on how
LVL 1 and when they Spawn I isted on the back of their card. This is usually
tied to the current Loot LVL. Don't forget to look at the back of the
I
Large Intel Iigent Combatant Cards with the Alternate Tag when your
1. Command Combatants: Players directly control Command Loot LVL changes.
Combatants. Usually Command Combatants represent characters that
• AVARICE (X): These Combatants carry more wealth than your average
temporarily join the characters on their adventure. Combatant. When an Adventurer Defeats a Combatant with the
AVARICE Tag, they draw extra Combatant Loot cards. The X represents
INTELLIGENT the amount of extra cards drawn. For example, an
SWARM AVARICE 1 Combatant would give 2 Combatant Loot cards instead of
the normal 1.
• BOSS: Combatants with this tag represent particularly strong
2. Intelligent Combatants: These type of Combatants are used to opponents, players will fight these Combatants during special
automate figures on the board, meaning, no player chooses their Encounters throughout both the Adventure Mode and Crawl Mode.
actions. Instead, these figures will make their own decisions. BOSS Combatant cards are located in Hidden Card decks and wi 11
be revealed whenever a Special Encounter Rule instructs players to
Regardless of which type of Combatant a player is using, both share much
reveal and use it. Some BOSS Combatants have special Monster Loot
of the same information. Below is the information and rules that both types
that players will Gain when the BOSS is Defeated. If this does occur,
share.
a Special Encounter Rule will instruct players on how to Gain this
Monster Loot. Unless otherwise stated, Bosses drop Combatant Loot
ACTIVATION NUMBERS AND GROUPS as normal. if you draw the Monster Loot card, you must re-draw.
• CONDUIT: Combatant cards with this Tag are used by Adventurers
Across the top of all Combatant cards, players will find 3 different colored
using the Conduit Summoning Discipline. The Adventurer that used
boxes with numbers in them. These are called Activation Numbers.
Conduit Summoning controls the Combatant card with this Tag.
Activation Numbers are used to keep track of multiple figures on the game
board. There are 6 different colored base snaps to keep track of different
• FRAGILE: When calculating the total
half the total HP calculated.
* HP of a LOYAL ESPER with this Tag,
figures of the same type on the game board.
• GILDED: These Combatants always give their Monster Loot instead of
a Combatant Loot card.
ll ll
• LVL (X): This Tag is used on LOYAL ESPER Combatant cards and indicates

Cave Sickle Cave Sickle what LOYAL ESPERS an Adventurer can and cannot Summon. An
Adventurer cannot Summon a LOYAL ESPER whose LVL is higher than the
Adventurer's highest LVL ASSEMBLAGE Discipline.
• LOYAL ESPER: Combatants with this Tag can be Spawned by
Adventurers through the use of the Summoning Di sci pl ine. The
Adventurer that Spawned a Combatant with this Tag controls the
When setting up an Encounter, every figure will have a number associated Combatant they Spawned. These cards use special rules detailed on
with it. This number dictates which colored figure should be placed where on Pg. 68.
the board. For example, Cave Sickle 1 would always have a red base snap. • OPPOSING ESPER: Intelligent Combatants with this Tag can be
While Cave Sickle 2 would always have a purple base snap and so on. Spawned by enemy Summoners or might start on the board during
Activation Numbers determine the order in which Combatant's Activate setup. These cards use special rules detailed on Pg. 68.
when their turn begins, starting with the lowest number and moving up. • SWARM: When a SWARM Combatant is Defeated, no Combatant
Combatant cards with more than 3 copies of a figure will have 2 Combatant Loot is drawn unless it was the last Combatant of its kind in a Group
cards with 3 Activation Numbers on each. We call these Groups. Each Group and its Initiative card is removed. For example, if there is only 1
of Cave Sickles has their own Initiative Card and will activate at different Cave Sickle left in a Group, and that Cave Sickle is Defeated, the
times. A Group's corresponding Initiative Card is only ever removed from the corresponding Cave Sickle Group's Initiative card is removed, and the
Initiative Track when the last figure in the Group is Defeated. Adventurers Gain a Combatant Loot card.

Additionally, Activation Numbers are used to keep track of which figures • TRIVIAL: When a TRIVIAL Combatant is Defeated, no Combatant Loot
have Damage tokens and Effects. When a figure Gains or loses a token, a is drawn.
pJayec puts the token above the corresponding Activation Number.
SHARED ICONS

UNIQYE LOOT:
Unique Loot is a special type of Combatant Loot Card. Unique Items
CONVICTION: 06)
iiMiiiiiii represents special Items in Middara that are incredibly difficult to
obtain.
If an Adventurer kills a Combatant and draws the Unique Loot card,
Both types of Combatants ~ a n d ~ ) share many that Adventurer randomly draws a Unique Item of the appropriate Tier
of the same Icons as Adventurers and have the following Icons directly (Loot LVL of the Encounter) from the Unique Item deck.
printed on their cards. A figure with no Casting die listed will never be
required to roll one. In the Adventure Mode, players will usually be instructed to add a
single Unique Card of a specific rarity for sale at the start of a Story
• Combat Dice Round. This Item will be for sale until purchased and is never replaced.
• Conviction Dice Meaning, even if you return to that specific Story Round at a later date,
you will not draw a new Unique Item.
• Casting Dice
If you return to the same Story Round and you've already purchased
• HP, Defense, Movement, Armor the Unique Item that was previously for sale, then you will not have a
Unique Item available to purchase.
SYMBOL ABILITIES
#'IMPORTANT: If you don't purchase a Unique Item and you end up

• • +1 PHYSICAL DMG * +2 PHYSICAL DMG


being instructed to draw a Unique Item during a future Encounter, you
will not shuffle that Unique Item in as one of the possible options as
it is still for sale back at the store. Furthermore, if you do not purchase
Both types of Combatants ~ a n d ~ ) have a section this Unique Item, or you decide to sell it, this Unique Item is lost and
where Abilities with Symbol Conditions are located. Whenever a removed from game for the rest of the adventure.
Combatant makes an Attack Action, they may use the Symbol Abilities
printed on their card. Command Combatants may choose which Abilities
MONSTER LOOT:
to use, but Intelligent Combatants will always use Symbol Abilities to deal
the maximum amount of Damage possible to their opponents. Monster Loot is a special type of Combatant Loot Card. If an Adventurer
ever draws the Monster Loot card, they draw a Monster Loot Item card
MULTIPLE COMBATANTS; SAME NAME with the same name as the opponent they Defeated.
Some Combatants have multiple Monster Loot rewards. For example,
Many Combatants have more than 1 figure with the same name that
the Cave Sickle has 3; Sickle Shell Charm, Sickle Venom, and Chipped
correspond to 1 Initiative card and Combatant card.
Chitin. In these cases, shuffle them and pull a card from the bottom. If an
While these Combatants take their turn using the same Initiative card, each Adventurer cannot draw a Monster Loot Item card for the opponent they
Combatant is separate from other Combatants with the same name. Each Defeated, they shuffle the Monster Loot card back into the Combatant
activates separately, their Damage and Effects are tracked separately, and Loot deck and re-draw. If the Monster Loot card is the only card left in the
rules treat each figure as an individual. Combatant Loot deck, discard it instead.
When taking a turn with Combatants with the same name, each is Monster Loot Items are not only useful as Items, but they also have the
considered to take their own turn. They each go through the Phases of a turn MATERIAL Tag printed on them. Materials are required to Unlock Item
separately with the only difference being that they share a Combatant card Upgrades so that they can be purchased during the Shop and Train Phase
and so will perform similar Actions to each other. of a Story Round. See Item Upgrades Pg. 28.

COMBATANT LOOT CARDS ITEM LOOT:


When an opponent is Defeated for any reason, Adventurers draw the Item Loot is a special type of Combatant Loot Card. If an Adventurer ever
top card on the Combatant Loot deck. These cards represent the various draws the Item Loot Card, they Roll two WHITE (o dice. Depending on
rewards that drop when Defeating opponents. the number rolled, the player will draw a random Item from the current
Loot LVL.
#'IMPORTANT: Opponents Spawned by other figures (Such as Espers
For Example, if a player rolled an 8, they would shuffle and draw a
that didn't start on the board) do not drop Combatant Loot.
random Relic from the corresponding Encounters Loot LVL.
When Adventurers draw Combatant Loot cards with Gold printed on
them, they will pool these cards into a separate pile and add up the LARGE BASE FIGURES
total at the end of the Encounter to be added to their Party Gold. Gold
acquired in this way is earned even if the entire Party is Defeated. Some Combatants have figures that occupy more than 1 space. These figures
have special rules associated with their large size. When drawing Line of
#'IMPORTANT: When a card is drawn from the Combatant Loot Sight or SOI to or from a figure that occupies multiple spaces, you may
deck, it is not placed back into the deck until the party is instructed use any space they occupy. In addition, in order for a figure that occupies
to Restore Adventurers. If the Combatant Loot deck runs out, then the multiple spaces to be affected by Terrain, all of the spaces they occupy must
Adventurers may not get any more Combatant Loot cards until the be of the same type ofTerrain.
party Restores.
_ _ _D_ C_O_M_B_A_T_AN_T_S_ _ _~~ INTELLIGENT COMBATANTS
CO_MMAN
In Middara, Adventurers perform many complex functions and are Unless stated otherwise, ~Combatant cards always represent
intended to maximize customization.~ Combatants on the opponents to the Adventurers and are used to automate figures on the
other hand, are designed to provide allies to the players that can be board. This way, players can play against the game cooperatively.
controlled while having all of their Abilities, Items, and various values
Intelligent Combatants have Initiative cards and take turns during a
wrapped up into one single card.
round just like Adventurers. In addition, they perform actions and
Command Combatants have Initiative Cards and take turns the same way Abilities following all the same rules as Adventurers. However, during an
as Adventurers. In addition, they have the same Standard Actions and Intelligent Combatants turn, they have their own special phases they go
Abilities available to them. See Standard Actions Pg. 40. through.
Command Combatants are always al Iies to the Adventurers and are always Some key differences between an Intelligent Combatant and an
controlled by the Adventurers. These cards are only used when specifically Adventurer are Iisted below.
instructed to do so by a Special Encounter Rule or Adventure Mechanic.
• An Intelligent Combatant has all the rules to use their corresponding
The differences between a Command Combatant and an Adventurer are figure(s) printed on the card. Because of this, Intelligent Combatants
listed below. cannot equip Items, learn Disciplines, or Gain XP.
• A Command Combatant has all the rules to use their corresponding • When an Initiative card signals the beginning of an Intelligent
figure printed on their card. Because of this, Command Combatants Combatant's turn, every Intelligent Combatant represented by that
cannot equip Items, learn Disciplines, or Gain XP. card will take a separate turn in order of their Activation Number. See
• Command Combatants may use al I the same Standard Actions and Activation Numbers Pg. 54.
Standard Abi I ities as Adventurers. If a Command Combatant Gains • Intelligent Combatants do not use Stamina Points. Instead, during
an Item, put the Item on the Command Card. At the end of the their turns they are instructed by Al Steps to perform a certain amount
Encounter, the players may choose which Adventurer Gains the Items. of Actions or Abi I ities.
• When an Initiative card signals the beginning of a Command • Intelligent Combatants do not use Condition Tags. Their limitations
Combatant's turn, every Command Combatant represented by that are solely determined by their Al Steps.
card will take a separate turn in the order the players choose.
• A Command Combatant doesn't have equipped Items to determine SETTING UP INTELLIGENT COMBATANTS
the properties (such as Range) of its Standard Attack Action. Instead,
every Command Combatant will have an Ability listed on their card At the start of each Encounter, players deal out each Intelligent Combatant
that cost 2 SP and gives them an Attack Action. card that they will be using as evenly as possible among the players.
• During the Prepare Phase of a new Encounter, each Command Intelligent Combatants with more than 3 copies of the same figure will have
Combatant follows all the same rules as Adventurers when 2 or more copies of their Combatant card. These cards will have a different
determining their starting SP and how much they might HEAL. set of Activation Numbers on each Combatant card. In addition, these
(assuming they were part of a previous Encounter.) Combatant cards will have 2 or more different Initiative cards with matching
• If a Command Combatant is Defeated, they are removed from the Activation Numbers.
board. If a Command Combatant is part of a setup diagram at the
Example: 6 Cave Sickles start on the board during an Encounter. One player
Start of an Encounter, they may HEAL and return to play following all
would manage the Combatant card for Cave Sickles 1, 2, and 3, and another
the same rules as Adventurers.
player would manage the card for Cave Sickles 4, 5, and 6. Since each Cave
• Command Combatants use the same Condition Tags as Adventurers Sickle Group has a different Initiative Card, Cave Sickle 1, 2, and 3 will
presented in the same black box. These Tags function identically to their activate at a different times than Cave Sickle 4, 5, and 6.
counterparts except the~ EXHAUST Condition Tag. When a Command
Combatant uses an Ability with the~ EXHAUST Condition Tag, instead INTELLIGENT COMBATANT TURNS
of Exhausting the card, simply place an Exhausted token over the Ability
that was used. These tokens are removed during the Refresh Phase of that When an Intel! igent Combatant's Initiative card signals the start of their
Combatant's turn. turn, go through the following steps for each Combatant represented by
• Command Combatants also use black boxes to display other Tags when the Initiative card, finishing the steps for the 1st figure before moving on
listing Abilities that Command Combatants can perform. In these cases, to the next one.
players should treat the Tags listed in the black box as they are defined in 1. START OFTURN PHASE:
this Rulebook.
Resolve Abilities and Effects that occur at the start of a turn.
• Command Combatants will always have a printed Standard G ATK
2. STATUS PHASE:
or<, ATK that costs 2 SP. This is the Attack that should be referenced
Any Effects and Abilities that have the Mifflj§-jTag occur during
when making Standard Attacks, Counters, Break Attacks, or Free
this Phase. See Pg. 7 4 for a list of Effects.
Attacks granted by a Discipline.
3. ACTIVATION PHASE:
MULTIPLE INITIATIVE CARDS Go through the Combatant's Al Steps one at a time until one of the
conditions is true. Then, perform the instructions listed under the true
· ncounter Rules, Passive Abilities, or Adventure Mechanics condition.
players to use more than 1 Initiative Card for any given 4. END OF TURN PHASE:
shuffled, added, and removed from the Resolve Abilities and Effects that occur at the end of a turn.
· iple Initiative Cards
he round.
<femke TWIN SIVANI

EVERYTHING You WANT


When Summoning Femke the summoner also Summons Diem. The first
time each turn Femke would miss with an Attack, re-roll the Attack roll.

BEST FRIENDS
Femke has NIMBLE.
While both Femke and Diem are on the board, they
both Gain BACKSTAB and RESISTANCE: MAGIC DMG.
~;>+----------
FALSE IDOL« 113:M•Li■
Make a GATK.

BRUTAL SLAUGHTER a. i:f3=tWi•


When making the third or later Attack of a turn, Gain
+6 PHYSICAL DMG.

VIGILANT. liilt4 11.i■


At any time, Gain PROVOKE 2 until end of turn.

QylCK BLOW
During the Follow Up step of Femke's Attack, other
than an Attack made with Quick Blow, she may
make another~ ATK. Femke may choose a new
target for th is Attack.

SPEAR OF VEL Nil# ■Affiiili ■ISlk•tfJii

DEFENSE: Note: Depending on the Tags listed on the Command


SKILLS:
This value determines how difficult the card, some Combatant's will have a* listed where a
These 5 Skills are used to make Skill
Combatant is to hit. number, Icon, or Combat Dice usually go. In these cases,
Checks when instructed by Adventure
Mechanics or Special Encounter Rules. they'll use the stat on a specific Adventurers card. See
Scaling Icons Pg. 68.
INTELLIGENT COMBATANTS CONTINUED

ACTIONS AND ABILITIES


Pl ayers co nt ro llin g Intelli gent Combatants take Actions and use Abiliti es
using most of the same rul es as Adventurers and follow the same
restri ctions. Below are some key differences worth noting.
• Sin ce Intelli gent Combatants have all of th eir relevant information
printed on th eir ca rd , pl ayers should always reference th e Intelligent
Combatant's ca rd when acting.
• When usin g an Ability that allows an Intelligent Combatant to spend
Symbols, the pl ayers must spend as many Symbols as th ey ca n to
ca use the most Damage possibl e.
• Instead of using Stamina Points, Intelli gent Combatants do the first
listed Al Step with a true condition . Any Al Step that starts an Action
is concluded before pl ayers continue reading furth er through the Al
Step.
• If an Adventurer ever "ends the current Action and all Abilities"
during an Al Combatant's turn , the Al Combatant's current Attac k,
GOLDEN RULES
Move, or Ability immediately ends. An Al Combatant's Ability is
considered al I Actions in an entire block of text separated by "Then" To prevent the Al from being abused by player decisions,
or "Continue Down" . M ea ning, after resolving th e pl ayer's ability, an there are 4 golden rules that must be followed when
Al Combatant would continu e its turn starting with the next "Then" or Activating an Intelligent Combatant.
"Continue Down" if any of those steps remain .
#1 MULTIPLE CHOICES
Sometimes, a Combatant will have more than one option
Al STEPS available to them on their turn. Normally, the Initiative Track is
During an Intelligent Combatant's Activation Phase they will go through their used for tie breakers and to determine targets. However, If an
Al Steps. The Al Steps section on the Intelligent Combatant card contains Al Step instructs an Intelligent Combatant to make an Action
the Abiliti es and Actions an Intelligent Combatant might take during their or use an Ability with more than one option and the Initiative
turn. The Al Steps are I isted in the order in whi c h they wil I occur if their Track cannot be used to determine a meaningful or logical
conditions are met. choice, the Intelligent Combatant will choose the option that
the players deem most detrimental to the Adventurers.
Starting from th e top of th e Combatant's Al Steps, players check to see if
the bolded condition is true. If it is not, the pl ayers continue down to the #2 HURTING THEMSELVES
next balded condition. Players continue in this fashion until a condition is Sometimes, a Combatant's Al Step will instruct them to do
tru e. The Combatant th en follows the instructions listed beneath the true something that might hurt or Defeat them, such as Jumping
condition . over Dangerous Terrain or provoking Break Attacks. They
will take all Actions as written on their Combatant card even
If an Al Step instructs the Combatant to make an Atta ck or cast a Spell , the
if it may hurt them. However, if they can still complete the
Combatant will select its target from only the figures within Range or SOI.
instruction as written without the risk of hurting themselves,
After following the listed instructions on an Al Step, players, must check they will take the less risky path. This would include such
to see if it instructs them to "CONTINUE DOWN ." If so, the Combatant things as moving around Dangerous Terrain if they can still
will continue down until they find the next Al Step with a true condition. reach their target destination while doing so.
Otherwise, their activation ends.
#3 DEFEATING THEMSELVES
If there are no remaining true conditions in the Al Steps section , then the Unless otherwise stated, a Combatant will never make an
Combatant's Activation Phase ends. Action or use an Ability that would result in their guaranteed
IMPORTANT Al RULES: Defeat. This includes ending their turn in Dangerous Terrain, or
moving into a position where a Current, or Special Encounter
• Move Actions will still be made by Intelligent Combatants even if it Rule would Defeat them at the end of their turn. This will
would mean they move o spaces. sometimes cause the Combatant to do nothing on their turn.
• If an Intel I igent Combatant does not have an Al Step with a tru e
condition , they will do nothing. #4 NO ACTIONS AVAILABLE
Sometimes, a Combatant wilJ be Attacked from a position
• Very rarely, an Al Step will have a true condition but the instructions
· ' act as none of their Al
listed beneath the true condition cannot be performed. If none of the nt has been the
instructions listed beneath a true condition can be performed, players ·· a true
should treat that cond ition as false.
Very rarely, an Al Step or Special Ru le might instruct an Intelligent
Combatant to make an Attack or Cast a Spell against a specific target
but the target has since been moved out or Range, been Defeated,
or is otherwise no ~onger a legal target. In these cases, the Attack or
:Spell wrll not be made- and any further instructions-that would require
· ell to havehee" made will also not be made.
imate
CHAINS OF PERDITION
The first time each turn the Animate hits with an Attack,
FU: Make another Attack with the same Range and
Damage Type against the same target.

HEAVY CLEAVE
The first time each turn the Animate makes an Attack
against an adjacent opponent, it will EMPOWER the Attack.

Does the Animate have Damage?


HEAL 2.
CONTINUE DOWN

♦ Is there an opponent adjacent?


Make a OATK.
THEN: Move up to 2 spaces farther from the target.
This movement does not provoke Break Attacks.

♦ Is there an opponent within SOI?


Cast a SPELL 6, prioritizing the opponent with the lowest
Conviction Value without Darkness. Inflict Darkness.
THEN: Make a & 4 ATK, prioritizing an opponent with Darkness.
THEN: MOVE towards the nearest opponent.
THEN: Make a OATK against the opponent with the most Damage.

♦ Can it Move and Attack an opponent within Range 4?


MOVE to be at up to Range 4 from the nearest opponent.
THEN: Make a & 4 ATK .
• • +1 PHYSICAL DMG
INT_E_L_L_IG
_ E_N_T_ C_O_M_B_A_T_'AN ~
__T_S_c_o_N_T_IN_u_Eo__________________
TARGETING PRIORITY MOVING "FARTHER"
An Intelligent Combatants Al Steps will usually specify which figure Intel I igent Combatant cards wi 11 sometimes instruct a Combatant to move
wi 11 be targeted when an Intel I igent Combatant takes an Action or uses farther from a space or a figure. When this occurs the Combatant will
Abilities. Sometimes, this will be something specific like the opponent move one space farther away from the target or space following normal
with the lowest HP, or the target with the lowest Armor Value. Other movement rules.
times, it simply doesn't specify.
"TOWARDS & AWAY"
In both cases, players will refer to the specific Action being used to
determine eligible targets. For Attack Actions, targets must be within the If an Intelligent Combatant card references "Towards" in its Al Steps,
listed Range and within Line of Sight. For Spell Actions, targets must be then the Combatant will only move into spaces that are closer to the
within SOI. If the Al Step of an Intelligent Combatant further specifies destination listed in its Al. This movement does not necessarily need to be
a target, targets meeting the specific criteria are considered the eligible in a straight line. If the destination is a space occupied by another figure,
targets for that Action. the destination becomes the nearest adjacent space to the figure.
If a specific target is never mentioned, or if there are ever multiple eligible If an Intelligent Combatant card references "Away" in its Al Steps, then
targets even after a more specific target is identified, Combatants will the Combatant will only move into spaces that are farther from the
prioritize the target that is closer to the front of the Initiative Track. destination listed in its Al. This movement does not necessarily need to be
in a straight line.
Example: An Al Step instructs a Cave Sickle to make a G ATK against
the target with the most Damage. There are 2 eligible targets, both are If an Intelligent Combatant's Al Step says to move "Towards" or "Away"
within Range, which is adjacent, and they both have the same amount and there is more than one option available, they will always choose the
of Damage. Out of the two, the target closer to the front of the Initiative option that is the most beneficial position possible for themselves.
Track would be the target of the Attack.
"THEN"

"Up To" VS "WITHIN" Sometimes, Al Steps have instructions to perform individual Abilities or
Actions separated by the word "THEN". When this occurs, the current
If an Intelligent Combatant card references "up to" in its Al Steps, then the Ability or Action being performed ends and a new line of instruction
Combatant will attempt to use the maximum value if able. If they cannot, begins.
then they wil I use as much as they can. It's possible that an Al Step cannot do all of the listed "THEN" steps in its
If an Intel I igent Combatant card references "within," then the Combatant instructions. In these cases, it will skip the current "THEN" in the Al Step.
will use the Action or Ability without consideration to maximum Ranges
or values. #'IMPORTANT: Players must always check if the Al Step has
"CONTINUE DOWN" I isted, even if the "THEN" instructions above it
Example: The Animate's Intelligent Combatant card says couldn't be fulfilled.
"Move up to 2 spaces farther from the target."
This means the Animate will always move 2 spaces farther from their
♦ Is there an opponent within SOI?
target unless they cannot. In that case, they will move as many spaces as Cast a SPELL 6, prioritizing the opponent with the lowest
they are able.
If the Animate's Intelligent Combatant card instead said, "Move to be
Conviction Value without Darkness. Inflict Darkness.
'
THEN: Make a C, 4 ATK, prioritizing an opponent with Darkness.
THEN: MOVE towards the nearest opponent. •
within 4 spaces of the nearest opponent." then the Animate would find THEN: Make a fDATK against the opponent with the most Damage"I
the nearest opponent. If that opponent was already 4 or fewer spaces
away, then the Animate would not move at all. Otherwise, it would move
Example: The Animate has an Al Step with the following
condition: "Is there an opponent within SOI?"
unti I it was within 4 spaces of the nearest opponent.
Assuming this is true, the Animate will cast a Spell that inflicts
#'IMPORTANT: Some Abilities that Adventurers control will use the Darkness. THEN, it will make a Ranged Attack prioritizing an
language "up to" when referring to things like moving and range. In the opponent with Darkness. THEN, it will move adjacent to the
case of an Adventurer controlling the Ability, they are not required to nearest opponent. THEN, it will make a Melee Attack against the
use the maximum listed spaces. adjacent opponent with the most Damage ...
If no Adventurers were Inflicted with Darkness, the Animate would
"NEAREST" AND "FARTHEST" attack any opponent within Range 4. If it couldn't move adjacent to
the nearest opponent, this THEN instruction in the Al Step would be
Intelligent Combatant cards will sometimes reference Nearest or Farthest. skipped. The next THEN instruction explains that the Animate will
When determining what space, target, or figure is Nearest or Farthest, Attack an adjacent opponent. If there is no adjacent opponent the
players should count out the number of spaces in the shortest path to the Animate will do nothing. Since this Animate doesn't "CONTINUE
space, target, or figure using the limitations and rules for the action in DOWN" at the end of this Al Step, its activation would end.
question. (Such as the rules for Movement, Range, or SOI.)
~ IMP.@ Rif~l'Slili: Intelligent Combatants will always consider only the
If the action in question does not have rules to follow for counting range,
possible targets for an action unless they specifically state otherwise.
count out spaces at a 1-for-1 conversion, counting diagonally if necessary,
r examJ?le, · Id ta et the figure w·
the target figures or spaces.
C's_~
_____ O_t_h_e_r_Im_p_or_t_an_t_R_u_l_e_s- - - - ~ f l
To check if the Jump was successful, make an Agility 10 Skill Check. For
SIQLL CHECl(S each additional space Jumped over after the first, add +2 to the difficulty
Special Encounter Rules and Adventure Mechanics will sometimes of the Skill Check.
require Adventurers or Combatants to make Skill Checks. These Skill If 1 or more allies are adjacent to the space the Adventurer is Jumping out
Checks represent various non-combat challenges the players may be of, they may add a single ally's Strength to their roll when making the
faced with. Depending on whether the figure is an Adventurer or an Skill Check, as the ally gives them a boost.
~Combatant, the rules for making a Skill Check are different.
If an Adventurer fails the Skill Check and an ally is adjacent to the space
Skill Checks might require a specific figure, multiple figures, or a random they are Jumping into, the ally may attempt to catch them by making
figure to pass them. Whether a Skill Check passes or fails, the instructions a Perception Skill Check with a difficulty equal to the difficulty of the
will tell the players how to proceed. Agility Check that was failed.
ADVENTURER SKILL CHECKS If an Adventurer fails the Skill Check and an ally does not pass a
Perception Check to catch the Adventurer, or if there isn't an Adventurer
To make a Skill Check, the Adventurer rolls 2 PURPLE O and adds the to try and catch them, the Adventurer lands on the first space they
appropriate Ski I I Value (Example: Perception, Strength, Lore, etc.) from attempted to Jump over and the Ability or Action that granted the
their Adventurer card. If the total is equal to or greater than the listed Skill Movement ends. Both Move Actions and free Movement can no longer be
Check, they pass. Some Abilities will modify Skill Checks or Skill Values. made by the Adventurer during the remainder of their turn.
Only Abilities with a Passive Condition Tag may modify Skill Checks that If the Adventurer passes the Ski 11 Check, place the Adventurer's figure
occur outside of Encounters. In these cases, the Ability must also be used on the space they chose when starting their Jump. The Adventurer then
by an Adventurer currently in the Active Party. Sometimes an Adventure continues their Movement.
Mechanic might call for a Combined Skill Check. In these cases, all
figures specified to make the Check rol I separate Ski I I Check and add
their totals to determine if they all passed or all failed. #'IMPORTANT: If a figure fails a Jump Check that includes any Terrain
that would otherwise Defeat them, and they are not caught by an ally,
COMBATANT SKILL CHECKS that figure is Defeated regardless of what space they started the Jump
Check from.
Combatants may have to make Skill C h e c k s . ~ Combatants,
Loyal Espers, and Conduits can all make Skill Checks the same as COMPANIONS
Adventurers. However, si n e e ~ Combatants do not have
printed Skill Values like all the other cards, anytime a n ~ Companions represent characters in the story that help out the players
Combatant is required to make a Skill Check they will roll the BLACK O. in the Adventure Mode. Typically, these will be found in Hidden Card
Any rol I other than the f is considered to pass the Check. deck. These cards do not count against an Adventurer's Item limits, but an
Adventurer is limited to having only 1 Companion equipped. Compan-
#'IMPORTANT: An ~Combatant will never Jump more ions can not be Stored in the Pack, but they may be Stored in the Party
than 2 spaces in a single Jump Check. If the condition of an Intelligent Stash. Thematically, Companions are doing their own thing to protect the
Combatant's Step would require a Jump of more than 2 spaces, then Adventurer they are attached to. Because of this, Companion cards are
the condition is considered false. not affected by Disciplines or Effects that might prevent them from being
used by the Adventurer they are attached to. This means that
Companions cards may still be used even while an Adventurer is
JUMPING Paralyzed or in Conduit Form.
During an Adventurer's movement, they may choose to Jump over spaces
which they would otherwise prefer to not move through.
Jumping is defined as moving over 1 or more spaces without being
affected by the Terrain's effects (Reduced Movement, being Defeated,
etc).
Jumping may only be done during a Move Action or free Movement
and Jumping over spaces expends Movement Points in the same way
Movement does.
During Movement, an Adventurer declares that they are Jumping.
Designate a space for the Adventurer to end their Jump on. Each space
jumped over requires a Movement Point, just like normal movement.
The space being Jumped out of must be an unoccupied Normal Terrain
space.
The space(s) being Jumped over cannot be occupied by another figure. Example:
If Zeke jumps over A and then continues to jump over
The space being Jumped into may be any type ofTerrain (other than would make two Agility 10 checks. If he failed either of these Skill
Obstructing), but cannot be occupied by another figure. Checks, he wou · · · · · ·
.Spj;lC
BEING DEFEATED COMPONENT LIMITS

When an Adventurer or Combatant Gains Damage tokens equal to their If you are instructed to Spawn a figure or token and all of copies of
maximum HP, they are Defeated. When Defeated, an Adventurer or these components are already in play, do not Spawn anything. Items and
Combatant must immediately remove their corresponding figure from the Disciplines are also limited by the components included in the game box.
board and their corresponding Initiative Card from the Initiative Track.
When this happens, the other Initiative Cards collapse to fill in the empty REDUCING NUMBERS
space.
No Value can be reduced below o. This includes Attack rolls, Damage,
Figures can never have more Damage tokens than their maximum HP. Range, or any other number. If an Effect, Ability, or Action would reduce
Adventurers and al Iied Combatants do not remove Damage tokens once a value below o, that value is o instead.
Defeated. If an Ability or Effect would cause an Adventurer to become
Defeated, they take Irreducible Damage equal to their remaining HP. GAINING ITEMS DURING AN ENCOUNTER
Defeated Adventurers and allied Combatants return to play during the
Items Gained via Loot tokens are Gained by the Adventurer that activated
Setup of the next Encounter. During the Prepare Phase, all Defeated
the Loot token. Similarly, Items Gained by drawing the Monster Loot
Adventurers or Adventurers with more Damage tokens than half of their
or Unique Loot cards are Gained by the Adventurer that Defeated the
max HP remove Damage tokens until they have Damage tokens equal to
opponent.
half of their max HP.
If the party Gains an Item via an Achievement or other Special Encounter
If an Encounter's Rewards instruct players to Restore, al I Adventurers
Rule (or if it is not explicitly clear which player Gains an Item, the players
and allied Combatants remove a// Damage tokens, including Defeated
may choose who Gains the Item.)
Adventurers and al Iied Combatants.
If its ambiguous as to what Adventurer would normally Gain the Item, the
DYNAMITE players may choose which Adventurer Gains the Item.
If an Adventurer has no room for an Item that they have Gained, they may
Dynamite tokens are tokens that wil I explode and deal Damage to al I
either Discard an Item in their Pack to make room, Discard the Item itself,
those near them. Dynamite tokens exist in one of two states, Lit and
or move the Item to the Party Stash.
Unlit. Anytime a Dynamite token is placed on the board for any reason it
becomes Lit. Dynamite tokens that start on the board are already Lit. Any time an Adventurer Gains an Item from another Adventurer or from a
Reward, they may Immediately re-equip their own Items as though they
At the end of the next round after a Dynamite token becomes Lit it will
had taken a free Re-Equip Action.
explode. When a Dynamite token explodes, all figures on or adjacent
to the token are dealt 3 PURPLE O of IRREDUCIBLE DMG and any Loot SIMULTANEOUS ABILITIES
tokens on or adjacent to the token are discarded. An Adventurer adjacent
to a Lit Dynamite token may spend 1 SP to make a Presence 10 Check. If Anytime two or more Abilities would occur at the same time and the
they pass, they bravely pick up the Dynamite, which stays Lit. order in which they resolve is important, players should always resolve
An Adventurer with a Lit or Unlit Dynamite token may spend 1 SP to the Abilities in the order in which is the most beneficial to the figure
place a Dynamite token on any space within Range 4 and Line of Sight. currently taking the turn.
Opponents block this Line of Sight, but allied figures do not.
ROUNDING NUMBERS
Dynamite tokens that a figure has are considered to be occupying the
same space as that figure. Any Dynamite token caught in the explosion Anytime you must cut a number in half, you always round up to the
of another Dynamite token also explodes. (Including any unlit Dynamite nearest whole number. This could be Damage, Gold, or any other number
equipped or in your pack.) in the game.

OPPONENTS AND ALLIES SPECIAL EFFECTS

Adventurers and Combatants have al Iies and opponents and depending Some Abilities add tokens as Special Effect tokens. These tokens count as
on the figure, these opponents and al Iies can change. A figure's opponent Effects and follow all the rules of normal Effects except that they cannot
is any figure with an opposing goal. A figure's ally is any figure that shares be Gained in any way other than the specific Abilities that add them.
the same goal and has no reason to hinder them in achieving their goal.
EFFECTS, SPECIAL EFFECTS, & ABILITY LIMITATIONS
Whenever the term "ally" and "allies" is used during an Action or Ability,
it is also referring to the figure using that Action or Ability. When an An Adventurer may not have more than 1 of any given type of Effect
Action or Ability says "other" or "another" ally, it is referring to any allied Token. This means that you can have both Barrier and Haste, but you
figure besides the one using that Action or Ability. cannot have Barrier or Haste twice.

PLANK TOKENS The limitation on Ability Tokens changes depending on the Ability Token
in question. If an Ability Token doesn't specify a limit on back of this
Rulebook, there is no limit to how many tokens a figure may have.

Some Items in Middara can place a Plank token onto the board. These tokens
count as Normal Terrain and replace all Terrain types except Obstructing
Terrain. When placing a Plank token onto the board, the-player may choose
any size of Plank token available.
SPECIAL ASSEMBLAGE DISCIPLINES
FAMILIAR

The Familiar Discipline in ASSEMBLAGE allows an Adventurer to


Summon and maintain a small creature called a Familiar. Familiars give
Adventurers a constant benefit. Thematically, Familiars are doing their
own part to help out their master. Because of this, Familiar cards are not
affected by Disciplines or Effects that might prevent them from being used
by their master. This means that Familiar cards may still be used even
while Paralyzed or in Conduit Form.
Once chosen, a Fam ii iar cannot be changed until the end of the Crawl
Scenario or Adventure. If playing the Epic Dungeon Crawl, do not change
your Familiar until you complete the last Scenario.

EXALTED SUMMONING

Assemblage contains a second type of Esper called an EXALTED ESPER.


These powerful god-like entities will manifest to help the Summoner in a
spectacular fashion before vanishing.
The Exalted Summoning Discipline allows an Adventurer to Summon an
EXALTED ESPER to aid them. When used, a player must choose an EXALTED
ESPER (printed on tarot sized cards) and use its printed Abi Iity.
The figure using the Ability is the source of the SOI listed on the card. Any
Damage, Effects, or Abilities count as coming from the Adventurer who
used Exalted Summoning.
LOYAL ESPERS OPPOSING ESPERS

Middara contains Command Combatant cards with the LOYAL ESPER Tag. OPPOSING ESPERS represent the ESPERS controlled by adversarial
While an Adventurer has the Summoning Discipline, they may Spawn a Summoners.
LOYAL ESPER Command Combatant to fight with them.
OPPOSING ESPERS will start on the board during setup, or might also
Depending on a Summoner's LVL, they may Summon a wider selection be Summoned using the Al printed on the corresponding Summoner's
of LOYAL ESPERS. An Adventurer may only Summon a LOYAL ESPER whose Intelligent Combatant card. Encounters with a summoner who might
LVL is equal to or lower than their highest level ASSEMBLAGE Discipline. summon an OPPOSING ESPER will have the OPPOSING ESPER they will
summon (if instructed to) listed in the Encounter's Special Rules as an
Encounter Esper.
OPPOSING ESPERS use Scaling Icons just like Loyal Espers. These Scaling

'') Icons are calculated by simply using the maximum stats on their
GD
Summon a LOYAL ESPER within your SOI. ~ SUMMON
corresponding summoner's Intelligent Combatant card.
OPPOSING ESPERS are not subject to any special rules associated with
The ESPER'S LVL may not exceed your
highest LVLASSEMBLAGE Discipline. -- - .DISCA_R~•
. . Loyal Espers. Instead, OPPOSING ESPERS function like any other Intelligent
Then, Gain Summon tokens equal to
your highest LVL ASSEMBLAGE Discipline.
I II

' ...

Combatant.
OPPOSING ESPERS otherwise follow all the normal rules of Intelligent
Combatants.

When an Adventurer uses the Summoning Discipline they will


choose a LOYAL ESPER and place them anywhere within their SOI.
Once Summoned, the LOYAL ESPER is placed on the board within the
Summoner's Sphere of Influence (SOI) and their Initiative card is added to
the Initiative Track as if they had just been Spawned.
Then, the Summoner will Gain Summon tokens equal to their highest
LVL ASSEMBLAGE Discipline. These tokens may be Discarded on the
Adventurer's turn. For each Summon token Discarded, a LOYAL ESPER the
Summoner controls may use an Ability printed on their own LOYAL ESPER
card, or they may make a Standard Action or Ability for free.
Special rules associated with LOYAL ESPERS are as follows:
• LOYAL ESPERS will persist between Encounters and are only removed
from the board if they are Defeated, or if the Adventurers are
instructed to Restore. When setting up an Encounter, if an Adventurer
has a LOYAL ESPER under their control, they may place the LOYAL
ESPER on any adjacent space to the starting location they started in.
• Unlike Adventurers or other Command Combatants, Loyal Espers do
not HEAL between Encounters.
• When a LOYAL ESPER Gains any Item, the Adventurer who Summoned
them Gains the Item instead.
• A Summoner may also never have more than 1 LOYAL ESPER under
their control on the board at a time. Some LOYAL ESPERS might
circumvent these limitations. In these cases, the rules associated with
this will be listed in the LOYAL ESPER's Passive Abilities.
• In cases where you might have more than 1 LOYAL ESPER Summoned,
you must choose which LOYAL ESPER is benefiting from your Summon
token when you Discard it.
• If a LOYAL ESPER'S Summoner is Defeated, the LOYAL ESPER will
remain on the board and continue to use their Summoner's Stats until
Defeated themselves.
• LOYAL ESPERS otherwise follow all the normal rules of Command
Combatants.
CONDUIT SUMMONING
Th e Conduit Summoning Discipline allows an Adventurer to physically
take on the aspects of another creature by melding their souls for a brief
moment. This grants the Adventurer access to many new and varied
Abilities at the detriment of losing their own.
Middara contains Command Combatant ca rds with the CONDUIT Tag.
While an Adventurer has the Conduit Summoning Discipline, they will
passively Earn these CONDUIT Command cards. To Earn a CONDUIT
Command ca rd , an Adventurer with the Conduit Summoning Discipline
must be within SOI of an opponent when they are Defeated. Since
thematically Conduit Summoning only works on wildlife and less
intelligent creatures, not all opponents have CONDUIT Command cards
to Earn . If the Defeated opponent is within SOI and they also have a
correspo nding CONDUIT Command ca rd the Adventurer would put the
CONDUIT Command ca rd as ide the rest of their gear to signify that they
ca n now use Conduit Summoning to channel this creatures soul.
When Conduit Summoning is used, set as ide the Adventurer ca rd and
rep lace it with the CONDUIT Command Combata nt card of the player's
choosing (meeting the req uirement of being Earn ed). While in Conduit
form, the Adventurer now uses the CONDUIT Command Combatant ca rd
when Gaining SP, taking Actions, using Abilities, or making Skill Checks.
Meaning, the following rul es app ly:
• You may not use or gain the benefit of Disc iplines you have lea rn ed
other than Conduit Summoning.
• Companions, Famili ars, Espers, and other special ca rds persistently
c,w~1-1,◄•
granted by Disciplines or Items you've already used stay in play and • Any time an opponent is Defeated w ithin SOI,
may be used while in your Conduit form. Earn their CONDUIT card.

• You may not use or gain the benefit of Items or Abi I ities on Items • 1 SP: A t any time, replace your Advent urer
card w ith a CONDUIT that you have Earned.
that your Adventurer previously had eq uipped. (However, you'll still Or, replace your cur rent CONDUIT w ith
reference them to determin e the Scaling Ico ns* printed on your your Adventurer card.
chosen CONDUIT Command Card.)
• You may not use Abilities, Skills, or the Stamina Point Recovery value
printed on your Adventurer ca rd until you return to your original
form.
• Any, Effect, Ability,or Damage tokens that were on the Adventurer
carry over to their new CONDUIT Command card. This mea ns that
you may use Effect and Ability tokens that are on your CONDUIT
Command card.
• You may use Standard Actions and Abiliti es.
• When making Skill Checks, you must use your new Conduit's listed
Skills.
• While in this new form, you still count as an Adventurer for the
purposes of Abilities or Special Rules and text listed in Encounters.
However, any Ability that references the specific form you are in also
applies to you. If one Ability would conflict with another, rul e in favor
of the form you are in . (For Example: As a Fragor, you are not affected
by Bulb tokens.)
• Th e Adventurer may Gain Items as normal. If an Adventurer is
Defeated while und er the effects of Conduit Summoning, they are
Defeated as normal .
• The Adventurer may stay as the chosen CONDUIT until they use the
Discipline to swap their cards back, they are instructed to Restore, or
they are Defeated.
• An Adventurer may swap from one CONDUIT form into another
CONDUIT form.
• When swapping back to their Adventurer Card, any Effect, Ability,or
Damage tokens that were on their CONDUIT Command card carry
over back to their Adventurer form.
Command Combatant cards with the CONDUIT Tag otherwise follow
all the normal rules of a Command Combatant.
' ·· does not change when using Conduit
se their original card.
c.__~_ _ _ _ _fi_b_r_a_zj_s_J3_a_tt_le_J)_ic_e_ _ _ _ _~fl
Abraxis Battle Dice is a mini-game that players can take part in during the For each extra or missing Symbol on an Adventurer's Locked In dice,
Adventure Mode. It uses Abraxis cards, the custom dice, Damage tokens, they lose 1 Abraxis Point. Through the course of these 5 Rounds, if an
and SP tokens. Adventurer loses all of their Abraxis Points, they are out of the game.
Each Adventurer gets 4 dice: Give one Adventurer the WHITE G) and If an Adventurer matches the Abraxis card's Symbols exactly, they Gain 1
PURPLE O dice, another the TEAL and ORANGE O dice, another the Abraxis Point.
GREEN G) and RED O dice, and another the BLUE . and GREY O dice.
Each player also starts with 10 Abraxis Points and 5 Fate tokens. These 3. END OF ROUND:
may be tracked with Damage tokens and SP tokens respectively.
After losing or gaining Abraxis points, the Round ends. The game
The game takes place through a series of 5 Rounds. The goal of each continues for a total of 5 Rounds. After the end of the fifth Round, rewards
Round is for Adventurers to roll their dice and have the Symbols on all 4 will be Gained based on how many Adventurers are still in the game after
of their dice match the Symbols printed on the bottom of the Abraxis card all 5 Rounds. These rewards are detailed in the Adventure Book on the
they are facing as closely as possible. page with the corresponding Abraxis Card Encounter.
At the end of each Round, if an Adventurer fails to match the Symbols on
the Abraxis card, they lose Abraxis Points. When an Adventurer loses all
their Abraxis Points, they are out of the game.
If Adventurers can match their Symbols well enough to survive these 5
rounds, they'll be rewarded.

1. ROLL FOR SYMBOLS:


Each Round, Adventurers will simultaneously roll all 4 of their dice and
must Lock In the result of 1 die.
When dice are Locked In, this means that the Adventurer is satisfied with
the result of that die and has set it aside to be tallied against the Abraxis
card's Symbols at the end of the Round. All dice that are Locked In will
not be rolled again.
If an Adventurer would like to Lock In the result of more than 1 die, they
may spend 1 of their 5 Fate tokens. For each Fate token they spend, they
may Lock In an extra die.
If an Adventurer does not want to Lock In any of the dice they rolled, they
may spend 1 Fate token to skip Locking In any of their dice.
Once all Adventurers have decided which dice to Lock In, or after they've
decided to not Lock In any by spending one of their 5 Fate tokens, they
will then simultaneously roll all of their remaining (non-Locked In) dice.
After rolling a second time, Adventurers will again decide which single
die they would I ike to Lock In. Fate tokens may be spent the same way as
before, to either Lock In more than 1 die, or not Lock In any.
Once again, after all Adventurers have decided which dice they are
Locking In, they will simultaneously roll their remaining dice.
This process continues until at least 1 Adventurer has Locked In all 4 of
their dice. Without spending any Fate Tokens, this will naturally happen at
the end of the fourth simultaneous rol I. If an Adventurer spent Fate Tokens
to Lock In more than 1 Die, it could happen sooner.
At the end of a simultaneous roll, after all players have chosen which dice
to Locked In and spent Fate tokens, if at least 1 Adventurer has Locked
In all 4 of their dice, all other Adventurers with any non-Locked In
remaining dice must make 1 more roll and must Lock In all dice from this
final roll. No Fate tokens may be spent on this final roll.

2. COMPARE SYMBOLS:
Now that all Adventurers have Locked In all 4 dice, they will each
compare the Symbols on the dice they've Locked In to the Symbols
printed on the bottom of the Abraxis card.
C's_~,.....___ _ _ _ _ _ V._a_r_ia_n_ts_ _ _ _ _ _ _~fl
NO PLAYER ELIMINATION • Slow Monsters: If a player Spawns a Combatant, place the
Combatant's Initiative card at the back of the Initiative Track instead
of immediately after whoever is taking the current turn.
Middara was designed in such a way that player elimination is an
essential part of the game balance. For those who would prefer to remove • Favorable Conditions: When an Intel Iigent Combatant opposed to the
it, we've provided a way to do so while still providing an experience Adventures is faced with multiple options during their turn, make the
close to the one we intended. decision based on what's the least detrimental to the Adventurers.
Normally, the only two ways players can Lose Encounters in Middara • Reconnaissance: During the Setup of an Encounter, place the
are A: Al I Adventurers in the Encounter are Defeated, or B: Via a Special Adventurers in the Starting Zone after dealing out the Initiative Track.
Encounter Rule. • XP Leniency: If players wish to Re-Spec, their first Re-Spec is free.
To remove player elimination, use the following rules: For A Harder Experience
Anytime an Adventurer is Defeated, do the following: • Nobody Left Behind: When the win Condition is to Exit an Encounter,
• Remove their figure from the game board and place it on their all Adventurers and allies currently alive must reach the Exit to win. A
Initiative card. Figure that reaches the Exit is removed from the board.
• Remove all Ability and Effect tokens from their card. • Tougher Monsters: The maximum HP for all non-boss opponents
• Add an Urgency token to the back of the Initiative Track. is increased by 50%. The maximum HP for all BOSS opponents is
increased by 25%.
On the Defeated Adventurer's next turn, do the following:
• Random Counters: Whenever an Adventurer or ally misses an Attack
• Place the Adventurer on an unoccupied space within an ally's SOI.
with a roll equal to half or less (Rounded in the Adventurer's favor) of
• Remove Damage tokens until they have Damage tokens equal to half the targets total Defense, the target will COUNTER.
of their max HP.
• Bound Soul: Whenever a Adventurer or their Esper is defeated, the
• The returned Adventurer takes their turn as normal, Gaining Stamina surviving figure takes a BLUE . of IRREDUCIBLE DMG.
Points (SP) and following all other steps as if they had not been
Defeated. 5TH PLAYER
This Variant will make the game harder. To tweak the difficulty, change Group size may vary between players and while Middara does not
the amount of Urgency Tokens required to lose an Encounter. natively support 5 players, players may choose to play with 5 people
• 5 Urgency Tokens: Easy anyway. The main reason Middara does not natively support 5 players
• 4 Urgency Tokens: Normal is because at the beginning of the Story, there are only 4 characters
available to play. A 5th player, therefore, would have to wait until another
• 3 Urgency Tokens: Hard Adventurer joins the Party. That would create too much downtime for one
RE-SPECING AN ADVENTURER of the players.
However, if you happen to have access to another Adventurer from
Occasionally, players will realize that a different Discipline will work another Middara product and are okay with the narrative dissonance of
better for their Adventurer or they may simply want to try going a different a never-mentioned party member, you may play the game with 5 players
direction with how an Adventurer functions. using the following rules:
If a player would like to change the Disciplines their Adventurer has • The 5th Adventurer starts each Encounter adjacent to the Starting
learned, they may do so any time they Shop and Train by spending 1 XP. Zone listed in the Encounter Setup.
This causes them to lose all their Disciplines (excluding Story Disciplines) • The maximum HP for all non-boss opponents is increased by 50%.
and Gain back XP equal to the cost of the Disciplines they lost (including The maximum HP for all BOSS opponents is increased by 25%.
the additional cost of Disciplines of the same LVL). This may be done as For Example, a Cave Sickle would have 9 maximum HP and
many times as a player wishes and the cost does not increase. an Earth Loa would have 30 maximum HP.
This is not the recommended way to play Middara as it will likely make
#'IMPORTANT: Adventurers can only Gain a limited amount of XP for a much easier experience and increase down time.
throughout the game so be mindful of how it is spent.
2 AND 3 PLAYERS
DIFFICULTY TwEAKS Due to the number of required changes, the 2 and 3 player variants of
Middara can be found online at www.succubuspublishing.com.
Middara was designed to provide a challenging experience for all types
of players. However, some people may find the game too hard. The ALTERNATE DANGEROUS TERRAIN
following are ways to modify the difficulty of the game.
Any time an Adventurer would be Pushed, Pulled, or Commanded onto
Change the Experience: Use any or all of these rules for an easier or
or through Dangerous Terrain, instead of being immediately Defeated,
harder experience. These are listed in the overall potency of the rule with
they may make an Agility Check as if they jumped the amount of
1he. top rule making the biggest difference to difficulty.
Dangerous Terrain they moved through. If they succeed this check, they
For-An Easier Experience may place their figure on the space they would have been Pushed, Pulled,
~ Scaling; 09 not use Combatants with the ALTERNATE Tag. or Commanded to had the Terrain not existed. If this space would still be
~ · Monsters: Don't shuffle the Initiative Track at the end of each . Dangerous Terrain or isn't a legal space, they place their figure on the
Anstead, c:o g~~ 's wilLal~sS" in the order in which they nearest non-Dangerous Terrain space. Intelligent Combata.nts follow this
same rule. When rollio&they succeed on any symbol but the SKULL.
~ 1qde~ ~
Abilities 48 Empowerin 50 Phases
Any time 48 an Attack 43 Of a Turn 39
Tokens 74 a Spell 51 Of a Story Round 13
Token Limitations 67 Encounters 14 Of an Attack Action 43-45
Abraxis Battle Dice 70 Encounter Actions 48 Of a Spel I Action 51
Achievements 18 Encounter Setup 14 Of Setup 14
Actions 40 Endings 13 Plank 67
Activation Numbers 54 Ending all Actions and Abilities 49,58 Play Area 37
Active Group 10 Epic Dungeon Crawl 9 Protection 33
Adventure Mode 10 Equippin 24 Push, Pull, and Command 42
Adventurers 24 Espers 69 Ranges 45
Adventure Mechanics 10 Exalted Espe rs 68 Re-Equip 48
Al Steps 58 Exit 18 Removing
Allies 40,67 Familiars 68 From Board 19
Another 67 Farthest 60 From Game 19
Alternate 19, 54 Figures 40 Resistances 33
Armor 31, 43 Flags 13 Resolving an Attack or Spell 45
Piercing 32 Flan kin 50 Re-Spec in 71
Reducing Damage 43 Force 51 Restore Adventurers 18
Attack Action 43 Follow Up (FU) 32,43,51 Rewards 14
Avarice 54 Gaining Rounding Numbers 67
Away 60 Gold 24 Scenes 12
Backstab 50 XP 24 Selling Items 27
Bounties 13 Items 67 Shop And Train 13
Break Attack 44 Game Modes 8 Side Quests 13
Boss 54 Adventure 10 Simultaneous Abilities 67
Casting Die 25,51 Crawl 9 Ski 11 Checks 66
Combat Dice 26,43 Gilded 54 Sphere of Influence (SOI) 45
Combatants 54 Golden Rules 58 Spawn in 19
Command 56 Hands 31 Stamina Point(s) (SP) 25,40
Intel Ii gent 56 Heal in 46 Standard Actions 40
Tags 54 Health (HP) 25,46 Store 13
Tokens 75 Hidden Cards 18 Storing Items 24
Combatant Loot Deck 55 Hidden Text 18 Story Items 13
Setup 20 Hulkin 32 Story Rounds 13
Components 4-7 Icons 31 Spell Actions 51
Component Limits 67 Scaling Icons 68 Spell-Like Abilities 51
Conditions 30 Immunities 32 Special Encounter Rules 14
Condition Tags 30 Initiative Track 38 Summon in 69
Conduit Summonin 70 Multiple Initiative Cards 56 Symbols 30
Conduit 54, 70 Injuries 11 Table Setup 36
Conviction 25 Item Limits 24 Tags 32-33
Checks 51 Item Tiers 27 Combatant Tags 54
Values Back Item Loot 55 Condition Tags 30
Companions 66 Jumpin 66 Terrain 21
Counter 50 Leaving the Party 11 Throw 33
Crawl Mode 9 Line of Sight 45 Tokens 5,6
Currents 22 Loot 17 Total Armor Value 31
Damage 46 Loot LVL 17 Totems 17
Final Damage 43 Materials 33,55 Towards 60
Types 45 Maximum HP 25 True Condition 58
Defeat 67 Monster Loot 55 Tuck Bags 10
Diagonal 44 Movement 31,41 Unique Items 13
Diagrams 19 Free Movement 41 Unique Loot 55
Discardin 19 Moving Diagonally 41 U nselectable 11
Disciplines 34,61 Nearest 60 Up to 60
Dodgin 43,50 Objectives 17 Upgrades
Double-Tag Items 27,32 Opponents 40,56,67 Conviction and Casting
Dynamite 67 Pack 24 Item
Effects 74,67 Party 10 Urgency
Special Effects 67 Party Tuck Ba 10 Variants
Elevation 22 Party Stash 10,24 Weapon
Passive 49
EFFECT TOKENS ABILITY TOKENS
NEGATIVE NAME TOKEN EFFECT

.,,.,,,,
TOKEN EFFECT
EFFECTS
>CDISCARD

Roll a BLACK

Clitiiilii
O. If the result is the f, you are Defeated. 0 Note: Intelligent Combatants will use Dodge tokens
when Attacked.
You have -1 0 Defense. You may not DODGE.
C3i4iilii Spend 1 SP. A figure within SOI HEALS 6. (Limit 4)
You may not have Positive Effects. You may not remove
Damage tokens or other Effect tokens. Q•ff11M;H•
Re-roll all dice you just rolled. (Limit 1)
CMi4iilii
End your Action or Ability. You may not take Actions or Q•l~1¥1;H>
use (non-passive) Abilities. KDISCARD this token at the When you deal Damage, deal +2 Damage of the same
end of your next turn. Then, Gain IMMUNITY: Paralyze type. (Limit 5)

u .,,.,,,, until the end of the Encounter.

You are dealt a PURPLE O of IRREDUCIBLE DMG.


Q•JM11;H•
A LOYAL ESPER you control may use an Ability or make
an Action for free.
Energy tokens do not have any inherent Effect. Instead,
When determining Damage of an Attack made against the rules of when, how, and what these tokens do are
you, add +2 IRREDUCIBLE DMG and ignore RESISTANCES. printed directly on the corresponding cards that use
them.

C>i4iilii

.
NORMAL: No special effects. Can be replaced by al I Terrain types .
• When making an ~ATK Gain,*'., and !I.
OBSTRUCTING: Blocks al I Line of Sight. Obstructing Terrain is not
'2JAI

KDISCARD this Effect if you miss an Attack.
considered a space. Obstructing may replace al I Non-Dangerous
,,.,,,, Terrain .
ELEVATION: Figures cannot draw Line of Sight to a target on higher
Gain +1 SP.
Elevation unless the target is on the edge of the higher Elevation. If
Line of Sight is drawn through a space on different Elevation that is
not the space the target occupies, Line of Sight is blocked. A figure
on a higher Elevation may draw Line of Sight through and ignore all
Any time you are dealt Damage, the Tethered figure is
figures on a lower Elevation.
dealt that much MAGIC DMG. Any time you HEAL, the
Tethered figure HEALS the same amount. You may never There are 4 levels of Elevation. 4 is the highest and 1 is the lowest.
have more than 1 Tether token on a figure at a time. If Figures may move between an Elevation change of 1 without penalty.
you use an Ability that adds another Tether token you For an Elevation change of 2, figures may move to the lower Elevation
must remove a Tether token already on a figure. You normally, but may not move back up to the higher Elevation. An
may not add a Tether token to a figure who is currently Elevation change of 3 prevents a figure from moving to the higher
Tethered to you. (Meaning, they used Tether on you.) Elevation, and a figure moving to tlie lower Elevation is Defeated.
Allies Gain +1 to Attack rolls made against the Nemesis. Melee (0) Attacks and Break Attacks may not target a figure at an
You may never have more than 1 Nemesis token on a El evation change of 2 or more, but Ranged (&) Attacks may be made
figure at a time. If you use an Ability that adds another at any Elevation change as long as the requirements of Line of Sight
Nemesis token you must remove a Nemesis token are met. Flanking bonuses cannot be granted by a figure on a different
already on a figure. Elevation than the target.
HINDERING: Attacks made through or into Hindering get -1 TO THE
ATK ROLL. Th is effect stacks with the -1 TO THE ATK ROLL from spaces
containing Allies. It costs 2 0 Movement Points to leave a Hindering
space. Hindering Terrain may only replace Normal Terrain.

WATER: Figures in Water may not Dodge. It costs 2 0 Movement


5 15 15 Points to leave Water. Water Terrain may only replace Normal,
Hindering, and Muck Terrain. Water tokens placed never have a
5(x3 ), 6(x4), 7(x5 ), 8 (x5 ), 9(x5 ),
10(x5 ), Item, Monster, Unique 10 20 30 Current.
6(x3), 7(x4), 8 (x5 ), 9 (x5 ), 10(x5 ), DANGEROUS: Figures that end a turn in, end their movement in,
12(x5 ), Item, Monster, Unique 20 30 50 or leave a Dangerous space are Defeated. Dangerous Terrain may
7(x3 ), 8 (x4), 9 (x5 ), 10(x5 ), 12(x5 ), replace al I Non-Obstructing Terrain.
14(x5 ), Item, Monster, Unique 40 50 75
MUCK: Figures in Muck must spend an additional Stamina Point (SP)
Note: You may not sell Consumables or Story Items. Item Upgrades give you no on al I Actions and Abi Iities that cost 1 or more SP to use. Muck Terrain
extra gold. Monster Loot may be sold for 25 Gold. Accessories may be sold as if may only replace Normal and Hindering Terrain.
they were an Item from your current Loot LVL.
SPECIAL: See Special Encounter Rules.
STANDARD ACTIONS & ABILITIES
ACTIONS SP EFFECT

Move up to your maximum Movement Value. For each additional SP spent, add 2 to your Movement Value.
#'IMPORTANT: Adventurers are limited to 1 Move Action per turn.
Make an Attack using your equipped Weapon(s) Combat Dice.

Encounter Actions are Encounter specific Actions that an Adventurer may make. This also includes activating Loot tokens.

Equip or un-equip any Items in your Pack or on your Adventurer. Items in your Pack stay Flipped or Exhausted until they would normally be Un-Exhausted or Un-
Flipped. You may also take Items and Companions from an adjacent Adventurer, but you may never give Items or Companions to other Adventurers. Any amount of
equippinglun-equippingltaking is allowed for 1 SP.

• During the Dodge step of an Attack, roll the BLACK


If the f
0- For each. rolled, the Adventurer adds +1
is rolled, no additional Defense is added. See Dodge Pg. 50.
to their Defense .


When building your Combat Dice Pool during an Attack or when determining the Force of a SPELL, you may spend 1 additional SP to add the BLACK O.
I I •
If the f
is rolled during an Attack, the Attack automatically misses. If the f
is rolled during a Spell, the Spell automatically fails to affect the target.
Immediately deal 3 IRREDUCIBLE DMG to the caster, and end the Spell Action.
When an Attack deals no Final Damage, COUNTER the Attack. If you successfully Dodged this Attack, reduce the cost of any subsequent Counter by 1 SP.
2
See Counter Pg. 50.

COMBATANT TOKENS
NAME TOKEN EFFECT

Some figures may Burrow, or become Burrowed. When a figure Burrows, replace the figure with the corresponding sized Burrow token. When a figure is


instructed to Un-Burrow, replace the Burrow token with its corresponding figure .
While a figure is Burrowed it does not provoke Break Attacks and may not make Break Attacks. A Burrowed figure ignores all other figures, non-
Obstructing, and non-Dangerous Terrain during movement and may also end their turn on spaces containing other figures. In addition, while Burrowed, a
figure has RESISTANCE: PHYSICAL DMG and MAGICAL DAMAGE and cannot Flank or be Flanked.

Bulbs tokens are put into play by the Fragor Combatant and Conduit.
When any figure would provoke a Break Attack from a Bulb, flip the Bulb token and resolve the listed Ability against all figures on or adjacent to the Bulb.

Poppet tokens are part of Encounter setups that feature the Gatekeeper Combatant.


A Poppet token will be instructed to move during the Gatekeeper's turn. It can share the same space as other figures and Poppet tokens. It ignores non-
Obstructing, and non-Dangerous Terrain, and doesn't block Line of Sight. At any time, an opponent who shares the same space with, or is adjacent to a
poppet token, may spend 1 SP to make a Lore 10 check to remove a Poppet token from that space.
While an opponent shares a space with a Poppet, they may not Dodge. Any figure on the same space as, or on an adjacent space to a Poppet that moves
out of that space will provoke a Break Attack from a Poppet. Since Poppet's do not have Combat Dice, if a figure provokes a Break Attack from a Poppet
they are dealt 1 MAGIC DMG. Any figure on the same space as, or adjacent to a Poppet may not cast SPELLS.

Root tokens are part of Encounter setups that feature the Grotesque Effigy Combatant.
Roots count as figures with 6 HP, 10 Defense, and 6 Armor. Roots have RESISTANCE: PHYSICAL DMG and MAGICAL DAMAGE unless the source of the
Damage is from an AXE. Roots have IMMUNITY: SPELLS, EFFECTS.
Al I opponents who provoke a Break Attack from a Root or are adjacent to a Root at the start of the Grotesque Effigy's turn are dealt a GREEN 6) of
PHYSICAL DMG. Roots do not drop Combatant Loot.
Tentacle tokens are part of Encounter setups that feature the Corpse Collector Combatant.
A Tentacle token will be instructed to move during the Corpse Collector's turn. It can share the same space as
other figures and Tentacle tokens. Tentacles are not affected by Terrain other than Obstructing Terrain, and they don't block Line of Sight.
If an opponent starts their turn on the same space as a Tentacle token, they put the token on their card as a Special Effect. Figures may be affected by
multiple Tentacle tokens. Figures with Tentacle tokens or adjacent allies may spend 1 SP and make a Strength 10 check to remove a Tentacle token.
If the Tentacle token is removed, place it in an unoccupied space adjacent to the Corpse Collector at the end of the Corpse Collector's next turn.

Remove Damage tokens until you have Damage tokens equal to half of your max HP.

Un-Exhaust all Cards. Un-exhaust all Cards.

Flipped Cards Un-Flip all Cards. Flipped Cards remain Flipped.

Status Tokens (Square, e.g. HASTE) Remove all Status Tokens. Remove all Status Tokens.

Ability Tokens (Round, e.g. HEAL) Remove all Ability Tokens. All Ability Tokens remain on Combatants and are not removed.

Can I Re-Equip?
■■ lil!IJ :
~- ■ lilt I

~ I ; I I

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