Defeated

When a hero or monster suffers damage equal to or greater than its Health, it is defeated. Unless specified differently in a given quest, when a monster is defeated, it is simply removed from the map and is no longer in play. When a hero is defeated, he is knocked out.

Knocked Out

When a hero is defeated, he immediately suffers fatigue up to his Stamina, damage up to his Health (if defeated by some other effect), and the controlling player removes his figure from the map, replacing it with one of his hero tokens. The hero player discards any Condition cards he has and the overlord player may immediately draw one Overlord card.
A hero cannot use skills or abilities while knocked out, unless an effect specifically allows it.

Heroes cannot suffer fatigue past their Stamina value, nor damage past their Health value—even when knocked out. A knocked out hero cannot receive any Condition cards and is immune to all attacks and most hero abilities.

A space containing a knocked out hero (represented by a hero token) is considered to be empty to other figures for the purposes of movement. In other words, any figure may move through and end its movement in that space. Also, knocked out heroes do not block line of sight.

Unless revived by another hero, a knocked out hero may only perform one action on his next turn, and that action must be to stand back up (see “Stand Up” on page 10).

A knocked out hero may still recover damage from other heroes through the use of skills, potions, and being revived (see “Revive a Hero” on page 10). If a knocked out hero recovers at least one damage, he immediately replaces his hero token with his figure and may perform actions as normal on his next turn.

Errata and FAQ Version 1.0

Q: What happens when a hero is defeated during his turn?
A: If a hero is defeated during his own turn, that hero’s turn immediately ends.

Q: Can a knocked out hero do anything after standing up during his turn?
A: After performing a stand up action, the hero’s turn immediately ends. This means the hero cannot suffer any fatigue to gain movement points or use any other skills or abilities.

Q: If a hero is knocked out, does he have to stand up during his turn?
A: A hero is not required to perform any actions on his turn. If a hero is knocked out, he can choose to remain knocked out by not performing any actions, thus ending his turn.

Familiars Treated as Figures

Some familiars, such as the Reanimate, are treated as figures (as indicated by its Familiar card). These familiars block line of sight and movement, but are considered friendly figures for hero movement. They may be targeted and affected by monster attacks, hero abilities, and Overlord cards that target a hero. Similar to monsters, if they are required to
make an attribute test, they automatically fail. Unlike normal familiars, these types of familiars are susceptible to the effects of terrain during their movement and may be affected by conditions. When a familiar is defeated, remove it from the map.

Familiars

Some hero abilities and class skills give heroes control over creatures known as familiars. These familiars are represented by a token on the map and cannot be targeted or affected by any attack (unless otherwise noted, see “Familiars Treated as Figures”).

A hero player may activate each familiar his hero controls once during his hero turn (either before or after resolving all of his hero’s actions). Activating a familiar does not require an action, but it may not interrupt any other action. Essentially, a hero player with a familiar must choose whether to activate his hero first or his familiar first. Regardless, both may
be activated during his turn.

When activated, a familiar may perform a move action following the same rules as heroes. Familiars treat any special terrain (other than obstacles) as water during their movement. The familiar may perform additional types of actions during its activation, as noted on its Familiar card. These additional actions, unless otherwise noted, may be performed in addition to the move action and may interrupt the move action in a way similar to hero move actions. If no such other actions are noted, then all the familiar can do on its turn is move up to its Speed value.

Normally, a space containing a familiar does not block line of sight or movement, unless otherwise noted on its Familiar card. Any figure may end its movement in a space with a familiar. Likewise, a familiar may end its movement in a space containing a figure.

Example: During her turn, Widow Tarha decides to activate her Reanimate before her activation. Tarha moves the Reanimate up to its Speed of “3,” attacks a barghest, and then proceeds with her activation.

Lieutenants

Lieutenants are powerful characters controlled by the overlord player. The Quest Guide specifies which, if any, lieutenant to use and any special rules concerning the lieutenant in that particular quest. Lieutenants are represented on the map by lieutenant tokens, but they are treated as monster figures for all purposes—including figure activations, unless
specified otherwise. Lieutenants have attributes and perform attribute tests, just like heroes. Like Monster cards, Lieutenant cards also list the dice used when lieutenants attack or defend. Each lieutenant is treated as its own monster group.

Large Monsters

Some monster figures occupy more than one space on the map. These are known as large monsters. When determining movement for large monsters, the overlord player chooses one of the spaces that the monster occupies and counts movement from the chosen space as if the figure occupied one space. When the monster ends (or interrupts) its movement, the overlord player places the large monster figure so that one of the spaces its base occupies includes the space where the monster ended its movement. The monster may change the orientation of its base relative to its starting position, but if the monster cannot fit its entire base on the map, then it cannot end (or interrupt) its movement in that space.

The monster is only considered to have entered the one space in which it ended its movement. In other words, large monsters “shrink” to move as if they were normal-sized monsters, then “expand” again when they are done moving.

When large monsters enter a space containing terrain, they are affected just like any single-spaced figure. When large monsters end their movement and their bases are placed on terrain that they did not move through, refer to the individual terrain rules for what effects, if any, apply to the large monster.

For an example of large monster movement, see “Large Monster Movement”.

Monsters

Monsters are the overlord’s primary weapon against heroes and the tools used to complete his objective. Each type of monster has a Monster card associated with that monster type. Monsters are placed and activated in groups. The size of the monster group is determined by the number of heroes in the game. Each Monster card lists the number of monsters in a group based on the number of heroes. All monsters of a given type are
considered to be part of the same monster group. Any game effect that affects a monster group affects each monster within that group.

For each monster type in the game, there are two different varieties: minions and masters. Minions are represented by tan monster figures and are the basic monsters. Master monsters are represented by red monster figures and are more powerful than minions. Monster cards list the information for both minion and master monsters of each monster type.

Unless playing a campaign or Epic Play, always use Act I Monster cards.

Overlord Cards

Overlord cards represent the different powers of the overlord and provide an element of surprise to the heroes. The Overlord deck consists of 15 basic Overlord cards. If players use the Epic Play or campaign rules, the overlord player may modify his deck with upgraded cards (see “Spending Experience Points: Overlord”).

At the beginning of his turn, the overlord player draws one Overlord card. He adds this card to his hand, which is kept hidden from the hero players. There is no cost to play
an Overlord card and no limit to how many cards the overlord player can play during his turn.

Each card specifies when it may be played. Two Overlord cards with the same name cannot be played on the same target in response to the same triggering condition. After resolving the effects of an Overlord card, place it faceup in the discard pile.

Example: During his turn, the overlord player decides to activate his zombie monster group. After moving one of his zombie figures, he plays “Frenzy” on that figure, which reads “Play this card on a monster during your turn.” The overlord player cannot play an additional “Frenzy” on that particular zombie during his turn. However, he may play another “Frenzy” card on a different zombie during his turn.

In certain quests, the overlord player may discard Overlord cards to trigger special abilities. Refer to the text in the Quest Guide for any special abilities related to the quest.

The overlord player has no hand limit for Overlord cards. When the overlord player draws the last card from his deck, he simply shuffles the discard pile to create a new deck.