Right... there was that one! Wonder if I can find my notes.
Speaking of notes, I did this one last night.
HEROES
Most players in this game are Heroes of Theros (native or otherwise) – their mission is to defeat the four great monsters that have beset the people of the plane. Heroes all have basic mechanics in common: They have one action per day, consisting of an attack (dealing one damage to target monster) and a reinforcement (target hero gains 1 life).
When a Hero dies, it’s not game over – it indicates that the character has been incapacitated, knocked out of the fight, forced to flee, or so forth. At the start of the next day, the player re-enters the game fresh, and can choose a new path if he or she wishes to.
Path of Honor
Enters play with 10 Life. Path of Honor reinforcements cause the targeted hero to gain 3 life instead of 1.
Path of Wisdom
Enters play with 10 Life. Path of Wisdom actions consist of an attack, a reinforcement, and either a second attack or second reinforcement, player’s choice each day.
Path of Ambition
Enters play with 10 Life. Path of Ambition heroes can attack other heroes (dealing 2 damage instead of 1 when they do), and gain 2 life if they kill a fellow hero in this manner.
Path of Battle
Enters play with 10 Life. Path of Battle heroes can attack three times each day, but each attack must be directed against a different monster.
Path of Might
Enters play with 15 Life. If a Path of Might hero would take 3 or more damage in a single blow, he or she takes 1 less (so an attack that would do 9 damage does 8 instead, but six attacks that each do 2 would still deal 12 total)
Dire Need: If there are fewer than 9 Heroes in the game, Heroes enter play with 5 extra life and deal double damage to monsters
MONSTERS
Four great monsters are the main opponents in this game – the heroes win when all monsters are defeated, and lose if any survive to day 50. Monsters all share certain traits: They all attack once each day, at any point in the day. They all gain 2 life whenever they personally kill a hero (any further effects are in addition to this), and they all come with a suite of abilities to make them more terrifying.
Static Abilities
A core feature of a Monster, this effect is always on.
Minor Abilities
One of these abilities can be used each day. Each may be used no more than three times each Sunday to Saturday week. Each monster has three.
Monstrous Abilities
One of these abilities can be used over the course of the game. Each monster has two options. Monstrous abilities cannot be used until day 10
Great Hydra
Start of Play: The Hydra begins play with three heads, each of which has 10 life
Attack: The Hydra can choose a player for each head (regardless of size) it possesses, dealing 2 damage to that player. Each head must choose a separate player. Each head then gains 1 life.
Static Ability: Hydra’s Heads
When the Hydra gains life not directed at a specific head, it chooses which head gains the life.
Whenever a Hydra Head dies, two Lesser Heads are created. Lesser Heads start with 5 life.
Minor Abilities
Hideous Growth: After attacking, the hydra spawns a new Lesser Head
Snapping Jaws: The Hydra attacks twice today.
Unending Hunger: All heads attack target player this turn
Monstrous Abilities
Vigor of the Ages: Each lesser head gains 5 life and becomes a Hydra Head. If the Hydra then has fewer than three Hydra Heads, it grows Hydra Heads until it has three
Devour: Instead of attacking normally, The Hydra deals 2 damage to each hero. For each five damage dealt this way, a new Hydra Head grows.
Abominable Titan
Start of Play: The Titan begins with 50 life.
Attack: The Titan deals 5 damage to a single target
Static Ability: Titanic Vigor
Note how much life the Titan starts each day with. At the end of the day, the titan’s life becomes the average of its current life and its life at the start of the day, if that would be higher than its current life. (Round down. If the titan is defeated, it is removed from the tally and gains no life.)
Minor Abilities
Boulder Smash: Instead of attacking normally, the Titan deals 5 damage to its first target, then chooses to move either up or down the tally. The next player in the chosen direction takes 4 damage, the one after that three damage, and so on.
Ancient Heartbeat: The Titan gains 5 life.
Crushing Stomp: The target the titan attacks this turn is stomped (
) and must use an action to recover before he or she can act normally again.
Monstrous Abilities
Eternal Flame: Put a
next to each of up to three players. Whenever one of those players damages the Titan, they receive an equal amount of damage. Whenever the titan damages one of those players, they take 2 extra damage. If there are less that three
in play, the Titan may apply new
marks freely until there are three.
One Hundred Hands: The titan attacks every player this turn.
Devouring Serpent
Start of Play: The Serpent begins with 50 life
Attack: The Serpent deals 5 damage to a single target
Static Ability: Feast of Mortality
Whenever a hero dies, the Serpent gains 5 life. (In addition to the normal 2 if the Serpent killed that hero personally)
Minor Abilities
Noxious Venom: Instead of dealing normal damage, mark the target of the serpent’s attack this turn with
until he or she has five. At the end of each day, that target takes damage equal to the number of
on him or her, then removes one
.
Crushing Coils: The Serpent attacks normally. If the attack is leathal, the Serpent gains 10 life instead of 5 from “Feast of Mortality” (in addition to the normal 2 from killing a hero)
Serpent Strike: The Serpent attacks twice this turn
Monstrous Abilities
Poison and Panacea: For each player with one or more
, put
on that player until he or she has at least 5. For the rest of the game, whenever a
is removed from a player by a means other than the hero’s death, the Serpent gains 1 life.
Mortality: For the rest of the game, the Serpent’s attack deals no damage, but instead causes instant death. However, the serpent can no longer use its minor abilities nor gain life through any means.
Deep Kraken
Start of Play: The Kraken begins with 50 life
Attack: The Kraken chooses a player and deals 3 damage to that player, 2 damage to a player adjacent on the tally, and 1 damage to the next player in the same direction.
Static Ability: Unleash the Kraken!
When the Kraken becomes Monstrous, its life total becomes 50 if it was less than 50. If the Kraken had 50 or more life, it gains 50 additional life.
Minor Abilities
Dive: After attacking, the Kraken is marked
italic and cannot be attacked or targeted for the remainder of the day
Crashing Waves: The Kraken attacks up to three times this turn, but no player can be injured by more than one such attack
Drowning Death: Instead of attacking normally, the Kraken deals 9 damage to a single hero.
Monstrous Abilities
Tentacles!: The kraken marks three players with
. Those players can only attack the kraken. When the kraken attacks, those players are skipped over, but they lose 2 life. If a grabbed player dies, the kraken can place a new
on any player.
The Deep Boils Like a Pot:
Bold the Kraken. For the rest of the game, any player to damage the kraken is caught in churning water thereafter (
) and must use an action to free him or herself before taking any other actions.