Faction Adventures

Faction Tasks

The Factions strive to keep ahead of their competitors. Your assistance in this daily labor is required. The Crown District needs influential heroes to handle duties of state, while Steel Bastion can use help leading combat drills or teaching at the war college...

Adventure Basics Example.jpg

Most Faction Keys have two Tasks. These adventures are always 5-rated challenges. Doing well earns the hero gold.

1. Compare the hero’s rating shown for the task, versus 5.

2. Add 2/subtract 2 if the faction relationship applies (p. 14).

3. Draw a challenge card and determine success:

Success Fopp.jpg

Banished!

Success Fail.jpg

Dismissed.

Success Squeak.jpg

Give the hero a Boost token. Dismissed.

Success Pass.jpg

Give the hero 1 gold. Capture the adventure space. Dismissed.

Success Amaze.jpg

Give the hero 2 gold. Capture the adventure space. Dismissed.

Card-Paying Tasks

Card-Paying Task Example.jpg

Celestial Theatre and Crown District each contain a card-paying adventure, requiring the hero to discard cards.

1. Discard one or more cards.

2. The hero gains 2 Boosts per card, regardless of card deck. See Boosts (p. 23).

3. If the hero’s faction matches the key, also gain 1 gold per card.

4. Capture the adventure space (p. 14).

5. Dismiss the hero.

A hero cannot attempt a card-paying task without a card.

Rizzik is on the Uphold Law space of Watchman Keep.

Rizzik’s Virtue is 4. Against the 5-rated Virtue challenge, he is 1 worse. But he is a Defender, which gains +2. So, he is 1 better.

You draw a challenge card. The Better By 1 line shows a happy face. Pass! Rizzik gains 1 gold and his team places a victory marker in the Uphold Law space. Rizzik is then dismissed.

Faction Quests

Quest Front.jpg

Quests are resolved like a Task, but use the faction’s Quest deck. To challenge:

Turn over the top card of the deck (if not already face up). The hero cannot back out of the challenge and must complete it.

Compare the hero’s rating to the rating on the card. Add or subtract 2 if faction relationship applies (p. 14).

Draw a challenge card and find the success face:

Success Fopp.jpg

Banish the hero. Leave the Quest card face up on the deck. This Quest must be faced by both teams until beaten by one.

Success Fail.jpg

Dismiss the hero. Leave the Quest card face up on the deck. This is the quest until beaten.

Success Squeak.jpg

The hero gains a Boost and is dismissed. Leave the Quest card face up on the deck. This is the quest until beaten.

Success Pass.jpg

Quest Pass.jpg

Pass! The hero gains a number of card draws shown on the bottom of the card. Draw cards equal to this amount, with War/Secret worth 1 and Elite worth 2. Capture the adventure space. Place the Quest card at the bottom of the deck. Dismiss the hero.

On this Pass, the hero gets two card draws. He could draw 2 War, or 2 Secret, or 1 of each, or 1 Elite.

Success Amaze.jpg

Quest Amaze.jpg

Amaze! Gain the card draw points shown, and the hero gains a Virtue bonus. Compare the hero’s Virtue (╦) rating to the numbers shown on Amaze. For each number with a rating equal to or less than the hero’s ╦, the hero gains 1 gold.

In this example, a hero gains 3 card draws. They would also gain 1 gold if their Virtue is 2 or greater, another if 5 or greater, and a third if 8 or greater.

Gold-Paying Quests

Gold-Paying Quest.jpg

Some quests require gold for payment. Unlike standard quests above, you can refuse to pay on gold-paying quests.

1. Discard the amount of gold shown.

2. The hero gains the number of card draws and Virtue bonuses shown.

3. If the hero’s faction matches the key, also gain 1 gold.

4. Capture the adventure (p. 14).

5. Dismiss the hero.

If the hero cannot or will not pay the gold, no adventure happens and no dismissal occurs.

Example: Rizzik pays the 3 gold. He gets three card draws and decides to draw 1 Secret card and 1 Elite card.

His Virtue rating is 4. Against the 2/5/8 Virtue bonus symbols, he is equal or better than only one. He gains 1 gold.

He is not a Lord, so he does not gain an additional gold.

Task Example.jpg

Gold Adventures

Gold Adventure Market.jpg

Each Faction key has a gold adventure, where a hero pays gold for some service. The hero must have the necessary gold to attempt the adventure.

Markets

At a Market, a hero can buy Market cards - the face-up cards in front of the treasure decks. Any number of cards can be bought, if the hero has the gold for it.

Important!: The cards must match the type allowed for that Market, shown by card symbol color.

So, you can buy only War cards at the Steel Bastion market, only Elite cards at Crown District, and only Secret cards at Smuggler’s Den.

As each card is purchased, take the following steps:

1. The hero pays the 2 or 4 gold as shown on the adventure plaque.

2. Either take the face-up card in this market and keep it face-up, or draw a card from that treasure deck AND discard the card in the market. Keep a drawn card face-down.

3. Draw a new card for the market.

Once done, if the hero purchased at least one card, dismiss the hero. Capture the adventure (p. 14).

The Market cards can only be gained by paying at a Market. You can’t take them in a card draw from winning an adventure!

Gold Adventure Other.jpg

Rescue (Watchman Keep)

The hero pays 1 gold. Dismiss one ally. You may repeat this multiple times. You can pay to dismiss the same ally multiple times.

You can also pay 1 gold and not dismiss an ally, just to capture the adventure.

After paying at least 1 gold, capture the adventure and dismiss the hero.

Inspire (Celestial Theatre)

Pay any amount of gold. The hero gains 1 Boost for each gold paid. See Boosts p. 23.

After paying at least 1 gold, capture the adventure and dismiss the hero.

Kidnap (Dreadmark)

The hero pays 2 gold. Banish one enemy. You may repeat this multiple times. You can pay to banish the same enemy multiple times.

You can also pay 2 gold and not banish an enemy, just to capture the adventure.

After paying at least 2 gold, capture the adventure and dismiss the hero.

Infirmary (Hope Hospice)

The hero pays any amount of gold, and that hero heals the same amount of wounds.

You can also pay 1 gold even if not wounded, just to capture the adventure.

After paying at least 1 gold, capture the adventure and dismiss the hero.

Gaining Faction Favor

Each faction key has an associated favor tile with a side labeled 3 and one labeled 4. If your team has 3 victory markers on a faction key, you gain the favor tile, turning it to the 3 side. If you have 4 markers, flip the tile to the 4 side.

Your team gains the advantages listed on the tile. The “3” side gives a bonus only to your heroes that match the tile’s faction symbol.

The “4” side gives an advantage to every hero on your team, and an additional bonus to your heroes that match the tile’s faction symbol.

If your victory marker count drops from 4 to 3, immediately flip the tile back over. Remove it if count drops below 3.

Team White has a victory marker on all four adventure spaces of Smuggler’s Den. They gain the “4” side of the Favor tile.

Until they lose a marker, all their heroes move 1 in Building. Also, Outcasts can now ignore adjacent enemies when trading and picking up loot.

Favor Tile.jpg