Set A Watch Rules
Set A Watch Rules
Contents
- Finalized after prototype phase
Game Setup 3
1. Set out the board and Components
Place the Camp board within easy reach of all players.
Put the 4 resting tokens, dice, player boards and other components
nearby. Separate all the cards by type into Creature, Adventurer, loca-
tion and Unhallowed piles.
2. Select Adventurers
Players select their Adventurer and take the corresponding dice,
Adventurer cards and Adventurer board. Each player randomly picks
three Adventurer cards to use for the game. Place these Adventurer
cards on your player board and any additional Adventurer cards off to
the side. Randomly select an Adventurer card to exhaust (flip over).
A. C.
B.
D.
E.
A. Adventurer Class
B. Ability Slots: Adventurers are randomly assigned 3 ability cards
that are placed here.
C. Dice: This displays whether the Adventurer’s 3 dice are six or eight
sided. You can track your spent combat dice by placing them here.
D. Camp Action: The specific action that the Adventurer can take in
camp. This ability can only be used once per camp phase.
E. Range: An Adventurer with range (bow and arrow) can attack and
damage Creatures in the first or second position of the Line. Melee
(crossed swords) can only assign attack dice to Creatures in first
position.
Note: There must always be 4 Adventurers in play
4 no matter the player count. If you have 4 players,
each selects 1 Adventurer. With 3 Players, pick a flex
character that the player in camp controls during the
combat phase. In a 2 player game, each player selects 2
Adventurers.
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Easy: Summon x1
Normal: Summon x2
Hard: Summon x3 Summon!
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Find and remove all of the respite locations (denoted by the campsite
symbol) and final locations such as the “Forbidden Tower” from the
Location cards. Shuffle all the remaining Location cards together
and draw 8 cards without looking at them. Shuffle these 8 cards
and place them on the board facedown with the final location at the
bottom to form the Map deck. Shuffle all of the remaining location
cards together and place them in the box to form the Unused Location
Deck.
Shuffle the Unhallowed cards and without looking, draw and place
one card in the Horde facedown. The Horde is a facedown deck
of cards that is added to the final round of the game. The bigger
the Horde, the more difficult the final round. Draw and place 8
Unhallowed face up next to the Camp board. Put any remaining
Unhallowed back in the box.
6. Light the Fire!
Creature cards
The Creature cards describe the abilities and health of each Creature.
When Creatures are defeated they go to the Graveyard, when they are
not defeated they end up in the Horde.
Example: The Elf spends a die to use the Longshot ability and
reveals the Summon card. Players must still decide who exhausts a
card and then put an Unhallowed in place of the Summon card. The
Unhallowed is then put immediately into the Graveyard without its
ability triggering because it is defeated by Longshot.
6 Gameplay
Gameplay proceeds with players rolling their dice and then deciding
which Adventurer goes to camp (using their dice for camp actions)
leaving the rest of the party members on Watch (see Combat below).
Players “on Watch” will have to eliminate Creatures that will threaten
the party (this is often referred to as “the Line”). The Adventurer in
camp assigns his/her dice to any camp actions and/or Runes on the
back of the Map deck and completes those actions.
Camp Phase
The Adventurer in camp does not participate in combat. Instead this
player places his or her rolled dice on any available placements in
camp, on their Adventurer board or on the Runes on the back of the
Location cards to assist the Adventurers on Watch. The Adventurer
in camp also refreshes one of his or her exhausted cards for free
immediately when he or she enters camp.
Camp Actions:
Chop Wood (3 placements): The Adventurer increases the firewood
by 2 for every die placed in the Chop Wood location.
Check Map (1 placement): Draw the top card of the Map deck and
the top card from the unused locations deck, pick one and return it
to the top of the Map deck. The remaining Location card goes at the
bottom of the unused location deck.
Each Adventurer has their own special camp action. These are listed
on the Adventurer player boards. You spend a die to activate these
abilities like any other camp action. Each Adventurer camp action
can only be used once per round.
Runes:
Each Adventurer MUST go into camp twice during the game. Take a
Rest token on your first visit to camp and place it on your board. Flip
it over on your second visit to camp. During the final round players
may choose to have all the Adventurers on Watch or have any single
Adventurer go to camp.
When all of the camp player’s dice are assigned and actions have been
taken, that player then draws from the Creature deck and sets up the
Line for that round.
Watch Phase
8 Setting up the Line
Look at your current Location card (See locations and
Ending the Round) noting how many Creatures you
will face this round. Without looking, draw cards from the Creature
deck and place them face down in a line starting with the top card
being placed closest to the Camp board. Stop drawing and adding
to the Line once the total number of cards in the Line are equal to
the Creature count noted on your current Location card. If you ever
need to draw a card from the Creature deck and cannot, shuffle the
Graveyard including any Unhallowed and Summon cards to create a
new Creature deck.
Reveal Monsters
Check the current firewood value to see how many Creatures are
revealed by the campfire light. Reveal Creatures closest to the Camp
board and resolve their abilities one at a time. Once a Creature
is revealed, it stays revealed even if the firewood value decreases
enough to affect the number revealed. Players then use their dice and
Adventurer abilities to send Creatures to the Graveyard. When all
Creatures in the Line have been defeated players draw a new location
and begin a new round.
-Combat-
Direct Attacks:
The Adventurers on Watch will use their dice and abilities to defeat
the Creatures in the Line and send them to the Graveyard. Players
may assign and combine their dice directly to revealed Creatures to
meet or exceed the Creature’s health. Once the total assigned to a
Creature meets or exceeds its heath, it is to defeated and sent to the
Graveyard. Once dice are assigned to take away a Creature’s health
they are spent and cannot be used again.
Adventurer cards:
Alternatively, players can spend and place a die on an unexhausted
Adventurer card to activate it. This can only be done once per card per
round. Most Adventurer ability cards may be exhausted for another
use after a die has been spent on them. Passive abilities are the
exception and do not require a die to activate. Passive abilities are
active as long as they remain faceup.
Players can activate and assign dice in whatever order
they see fit (there is no turn order) until all Creatures
have been defeated or all Adventurers run out of 9
useful actions. A player on Watch cannot participate in
combat if all their Adventurer cards are exhausted at
the start of the round. If Adventurers run out of actions
and there are still Creatures in the Line, add that Creature card to the
top of the Horde and exhaust cards based on that Creature’s damage.
Locations &
Ending the Round
Final Round
When the final location is revealed the Adventurers have reached the
last round. The final location follows some different rules from the
other rounds. First, all Adventurers go on Watch but remember that
you can always exhaust a card to increase the firewood by 2.
Creatures are drawn and placed normally and then the Horde is
placed face down at the end of the Line. The Horde is not shuffled.
The round then proceeds as normal with the Creatures in the Horde
being added to the Line as necessary. Once the round begins, you can
start a new Horde pile as necessary. You can still win without clearing
the final location as long as you have 1 ability card left after creature
damage.
10 End Game
Player’s win the game by making it through all 9 locations
successfully. If the party’s firewood ever reaches 0, players must
immediately exhaust an Adventurer card to increase the firewood
by 2. If all players on Watch become exhausted by the end of a round,
the party has fallen and the game is lost. Additionally, if a Summon
card in revealed and there are no more Unhallowed to be summoned
the game is lost.
Next the players on Watch look at the location Snowy Pass they ignore
the -4 for firewood as this is the first round and draw and place 6
Creatures face down from the top of the Creature deck, placing them
starting closest to the Camp board and going back to form the Line
from there. The Snowy Pass also states that players must place their
lowest die on the Location card and cannot use it this round. The
Rogue gives up her 1 die roll as it is the lowest showing among the
6
-3
VA
NQ
ISU
H
BOLSTER
Snowy Pass
SE
L A
Place the lowest rolled die on this card.
It cannot be used this round.
Unhallowed Horde:
Deck Face down pile of
Creatures placed
off to the side for
the final round.
Adventurers on Watch.
12 The Players on Watch now reveal the first of 2 Creature
cards in the Line starting with the one closest to the
Camp board. The first card is an Eagle with a Health of
4, but no special reveal abilities. The next card revealed
is a Fell Beast with a Health of 11, it also has a First
Position power that would draw another card from the Creature deck
in front of it if it gets to first position.
1 4 2 11
The Elf and Beast Master both have range so they spend their 3 and
8 to directly attack and destroy the Fell Beast in second position. This
moves the next Creature up to the second position and reveals it. It is
a Forest Giant with a Health of 7. The Giant has an ongoing ability that
reveals the card behind it in line and adds its Health to the Giant’s.
The next Creature in line is the Zombie Horde with a Health of 8. The
Zombie Horde also has an ongoing ability that adds the Health from
the Creature on top of the Grayard to its own. So now the Giant has 15
Health (its own 7 plus the Zombie Hordes’ base Health)
and the Zombie Horde has 19 Health (It’s 8 health plus
the Fell Beast’s 11 health since that is the card currently 13
on top of the Graveyard)!
1 4 2 7 1 8 1 7
The Elf uses the passive ability Sharpshooter to reroll her 2 and winds
up with a 7. The Beast Master spends her 3 die on her Set Snares ability
to tame and collect the Eagle. The Beast Masters exhausts Set Snares
to use it again to put the Zombie Horde back on top of the Creature
deck (which means it will the first Creature next round). This leaves
the Giant with 14 Health (7 plus the Acolyte’s 7) and an Acolyte with 7
Health. The Elf uses her range and 7 die to directly attack the Acolyte
and send it to the Graveyard. The remaining Giant drops down to 7
Health because there are no Creatures left behind it. The Rogue, Elf,
and Beast Master have a 4,6,6 and a 4 Eagle remaining. The Beast
Master saves the Eagle for a later round and the Rogue and Elf spend
a 4 and a 6 die to send the Giant to the Graveyard. All the Creatures in
the Line are eliminated. Players reveal the next location and begin a
new round.
1 4
Eagle
Forest Creature
The Beast Master has 2 exhausted cards at the end of the round and may
want to rest in camp next round to get back an ability.
14 Adventurers
Dwarf
A powerful melee warrior with high direct
damage potential, the Dwarf specializes in
taking down high health foes and boosting
ally damage. Weak at range, the Dwarf
needs to depend on others to finish off
creatures farther away in line. The Dwarf is
the only character who can keep the excess
remainder on dice spent on direct damage
and is an excellent chopper of firewood.
Wizard
The Wizard makes up for weaker direct
damage with powerful magic abilities. He
is one of the best ranged characters since
most of his abilities can attack any revealed
creature in the line. The Wizard’s ability to
polymorph creatures can combo well with
other allies that specialize in dealing with
specific creature types.
Cleric
The Cleric is the guardian of the light.
He’s the strongest against Undead and the
Unhallowed and can use his inner light
to reveal and manipulate the line if your
firewood is low. While he may have weaker
direct damage, the Cleric has an extra
heal ability when he rests in camp so he
can bring a party back from the brink of
exhaustion.
Overview 15
Beast Master
The Beast Master has strong direct damage
potential and specializes in taming forest
creatures, pulling them from the line and
storing them up as additional attack dice
(their health is equivalent to what would be
rolled on a die). The Beast Master becomes
more formidable as she tames forest
creatures (maximum of 2), but must rely on
high rolls if none are available.
Elf Ranger
Powerful Ranged Direct damage and a
suite of abilities others can depend on,
the Elf stands tall in any group. The Elf is
a formidable warrior when players focus
on archery abilities, but can also play more
of a support role with elven magic and a
powerful camp scouting action.
Rogue
The Rogue may be weak when it comes to
direct melee attacks, but she makes up for
it with her versatility. The Rogue can switch
from direct damage, to revealing creatures,
to boosting other allies depending on the
situation. The Rogue is always prepared
and her camp ability helps players get the
abilities they need.
16 FAQ
What happens when the Creature deck is empty?
If the Creature deck is empty when you must draw
or deal a card, shuffle the Graveyard including any
Unhallowed and Summon cards to create a new Creature deck.
How many times can I use a character ability? Passive abilities o not
require a die and can be used continually or note how many times
per round/location that they can be used. All other abilities are used
by assigning a die or exhausting them. This means an ability can be
used a maximum of two times per location. Once with a die, and once
again if exhausted.
Can I do a Camp action more than once? Only if there are multiple
dice placements for the action.
Can the Beast Master keep Forest Creatures that were tamed but not
used at a location? Yes, the Beast Master can have up to two Forest
Creatures at any given time and can save them between rounds.
Credits
Published by: Rock Manor Games
Game Design: Todd Walsh & Mike Gnade
Game Development: Ryan Ward & Samuel Bailey
Creature & Character Illustrations:
Simon Tosovsky & Robert Schneider
location Illustrations: Boris Stanisic & Andreas Rocha
Graphic Design: Anthony Amato & Mike Gnade
Base Health: The printed health on the creature card i.e. if you have a
Forest Giant with base health of 7 followed by a Forest Giant with base
health of 8 followed by a Fell Beast with base health of 10 - the Giants’
health are 15 and 18 respectively.
Campfire: This refers to the center dial that keeps track of the
firewood in camp. The campfire/firewood level dictates how many
Creatures you reveal at any given time.
Defeat: Refers to the act of placing a Creature card into the Graveyard.
Direct Attacks: When you spend your attack dice for their rolled value
to damage and defeat Creatures, that is considered a direct attack.
First Position: Many Creatures have first position powers that activate
if they are ever the first Creature in the Line.
Refresh: Flip over an Adventurer Card so that you can use it again.
4. Watch Phase
a. Reveal creatures based on the campfire level
b. Spend your dice as attacks or to activate abilities.
5. End Round
Add any enemies that were not defeated to the Horde and ex-
haust adventurer cards as a group based on their damage.
Card Priority!
If cards appear to activate at the same time or conflict with one
another, please resolve card actions in the following order: