Main Game Concept, Tomb of Ice
I - Rules
(see TOI, p. 5-6, FAQ, p. 9; 12)
In addition to the Skill cards they receive normally, The Tomb of Ice introduces Feat cards that hero players can receive and use. When drawn, Feat cards are always placed into a player's hand without being revealed.
Feat cards can never be traded with or given to other players.
Feat Cards Setup
During setup, after the Skill cards have been dealt to the hero players, separate the three Feat decks (fighting, subterfuge, and wizardry) and shuffle them individually. Then, each hero player draws the quantity and selection of Feat cards indicated by the starting skills section of his hero sheet.
Example 1: Karnon's hero sheet shows the starting skills 2 fighting, 0 subterfuge, and 0 wizardry, so he would draw 2 fighting Feat cards during setup.
Example 2: Arvel Worldwalker's hero sheet shows the starting skills 2 fighting, 2 subterfuge, and 0 wizardry, so she would draw 2 fighting, and 2 subterfuge Feat cards during setup.
Playing Feat Cards.
Each Feat card lists one or more triggering conditions that determine the timing and situation in which it can be played. Hero players may play Feat cards at any time as long as the triggering conditions have been met. After playing a Feat card, the hero player simply follows the instructions printed on the card, resolves its effects, and discards the card onto a discard pile for that feat type.
Important: Each hero player may only play one Feat card per turn. So, for example, each hero player may play one Feat card on his turn, and one Feat card on the overlord's turn.
Drawing Feat Cards
When a hero player activates a glyph, all hero players may draw one Feat card (unless their hero sheets state differently). Additionally, some quests' treasure chests yield Feat cards as rewards. When a treasure chest lists a Feat card as a reward, all hero players may draw one Feat card (unless their hero sheets state differently).
When several players must draw Feat cards at the same time, they may decide among themselves what order to draw them in. If the hero players cannot agree, the overlord player chooses for them.
Each hero player may only draw from Feat decks of the types they are able to draw from during setup.
Example 1: Okaluk and Rakash's hero sheet starting skills are 2 fighting, 1 subterfuge, and 0 wizardry. Whenever Okaluk and Rakash draw a Feat card, they may draw a fighting or subterfuge card because they have a starting skill of those types. They may not, however, draw a wizardry Feat card.
When a hero player draws the last card in a Feat deck, the hero player shuffles all the discarded cards of that feat type and creates a new deck.
If a Feat card deck runs out of cards and there are no discarded cards of that feat type, the hero players cannot draw that type of Feat card, and must draw another Feat card type, if able.
Unless otherwise stated on a player's hero sheet, a player's maximum Feat card hand size is four. If a player already has four Feat cards in his hand, he may still draw Feat cards when able, but then must immediately discard back down to four.
Road to Legend
As stated in the FAQ (p. 9; 12), start with the normal mix, and draw 1 per hero per glyph activated. Feats stay around between dungeons/encounters. They are present for the Lt. encounters, but are discarded at the start of the final battle with the Avatar. Heroes may only acquire Feats that match their skill set. A hero may not gain any feats, regardless of skills purchased, that fall outside their printed skill set.
II - References
Here is the complete list of feats in Descent. Sort by clicking on any header or sort multiple columns simultaneously by holding down the shift key and clicking a second, third or even fourth column header.
|Feats||Expansion||Type||Nb. of cards|
|Carried By Air||TOI||Wizardry||2|
|Chink in the Armor||TOI||Subterfuge||1|
|Shooting for Distance||TOI||Subterfuge||3|
|Sparks of Pain||TOI||Wizardry||2|
|We Are Not Afraid||TOI||Wizardry||3|