Drawing monsters
First determine how many and which kind of Monsters will attack the players.
Place all Monster cards one by one in front of the Heroes starting from the First player and moving clockwise.
If there are not enough mini cards of the requested Monster kind, draw the standard card of that Monster.
If there are not enough standard cards of the requested Monster kind no further cards are drawn.
Placing monsters
The number of Monsters to draw depends on the party size.
According to the number of players in your party ( ) draw the indicated number of Monster cards of the same kind, always round player number up.
Refer to the table below and to the above card as an example.
Following the order from the first kind to the next, place one by one all the Monster cards drawn in front of the Heroes, starting from the First Player and moving clockwise.
If no party size icon ( ) is found, draw & place just one Monster of the indicated kind.
Party Size
(# of players)
Monsters to draw
1 Lizardman, 1 Fighting Frog, 1 Slime
1 Lizardman, 2 Fighting Frogs, 1 Slime
2 Lizardmen, 3 Fighting Frogs, 2 Slimes
2 Lizardmen, 4 Fighting Frogs, 2 Slimes
3 Lizardmen, 5 Fighting Frogs, 3 Slimes
3 Lizardmen, 6 Fighting Frogs, 3 Slimes
In a 3-player game, for Example, draw :
2x Lizardman
3x Fighting Frog
2x Slime.
And place them in the following order:
1 Lizardman in front of the First Player
1 Lizardman in front of Player 2
1 Fighting Frog in front of Player 3
1 Fighting Frog in front of the First Player
1 Fighting Frog in front of Player 2
1 Slime in front of Player 3
1 Slime in front of the First Player.
After placing all Monster cards in front of the Heroes, as indicated by the Adventure card, each player takes their turn, starting from the player who posseses the First Player token and moving clockwise, as per usual.
Monsters placed in front of the First Player attack as soon as they come into play.
When the last Monster is defeated the encounter ends and every player gets the indicated number of Experience points (XP).
Some Adventure cards have secondary effects, indicated with text on each card, which will take effect at the beginning of each player's turn untill the end of the encounter.
Adventure card #3
“All Monsters get ”:
Damage dealt by all Monsters is carried over like Heavy Weapons until the end of this encounter.
In the ‘‘Monster attacks to players’’ section later in these rules, some particular situations are explained further.
Adventure card #7
“The Imp attacks the most intelligent Hero”:
After placing the Monsters, place the Imp Monster card (in this case Imp is found as a base game standard card) in front of the Hero who has the highest starting intelligence value.
Roll a die in case of a tie.
Adventure card #10
“Remove a card from your hand”:
At the beginning of each player’s turn, that player removes a card from their hand.
Adventure card #14
“Hand size is reduced by one”: Each player has a hand size, which is normally five cards.
This ability reduces by one the number of cards drawn at the end of the players’ turn. No cards are discarded from players’ hand.
Adventure card #18
For each turn untill the last Monster will be defeated the current player discards two chosen cards at beginning of their turn.
Adventure card #46 (Library)
Players may attempt to draw a Spell card as indicated on the card by rolling a die at the beginning of each turn.
When there are no Monsters, apply the effect or ability indicated by the Adventure card.
When there are no Monsters and a roll of a die is required, First Player rolls and applies the effect or ability indicated by the Adventure card.
When instructed to draw cards / draw the indicated number of cards corrisponding to your party size, always round up.
When the effects have been applied, the First Player discards that card and draws the next one from the Adventure deck.