When a player begins their journey with the game, he or she will select one of the available character classes
to play. Only one copy of each character class can be played in any given scenario. Each class has a unique set
of abilities, so this is an important decision to make. When the box is first opened, the Brute , Tinkerer ,
Spellweaver , Scoundrel , Cragheart , and Mindthief are available.
Once a character class has been chosen, the player takes the corresponding character mat, character tokens,
and that character’s starting hand of Level 1 ability cards from the larger tuck box containing the character’s
symbol, as well as the miniature contained in the smaller character tuck box.
A CHARACTER MAT INCLUDES:
- A portrait , icon , and
name of the class.
- Indicators of the maximum
hit points at each level of
the class. Players should
use tracking dials to
track their hit points and
experience during a
- The maximum number of
ability cards the class can
take into battle.
- A short reference for the
- Designations along the
border for where to place
discarded, lost, and active
- The reference number of
the event cards added
to each deck when the
character class is unlocked
(not present on the six
starting classes) and of event
cards added the first time
the character class retires
(see Announcing Retirement
on p. 48 for details). These
reference numbers apply
to both city and road event
End of round:
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Hextravagant cities and disturbing slumbering forces they^ umans are by far the most dominant of the races, spreading across the continent like locusts, erecting
can never hope to understand. The human society is one of rules and regulations, but also one of great diversity.
Due to their intense curiosity and relentless nature, humans can find themselves walking almost any path
imaginable – from the obscenely wealthy noble to the unappreciated tavern cook; from the blacksmith forging
rugged weaponry to the corrupted pursuant of dark magics.
It is natural, then, that while many humans work to build up complex and constricting bureaucratic societies,
there are others who reject such societies or even work to tear them down. Scoundrels are among this second
type, wholly unscrupulous and self-serving. Scoundrels operate under the assumption that everything in the
world is theirs to take and they will do whatever is necessary to do the taking. Such an attitude manifests
itself in combat through a vicious opportunism unseen in any other culture.
— / 45
a b h