RE01 Relic Rulebook

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    Enter the Grim Future ofthe 41st Millennium.

    Te Imperium o Man stretches across the known galaxy,encompassing millions o worlds. From the dawn o theGreat Crusades 10,000 years ago, the Imperium has enduredcountless wars through blood and sacrice. Untold billions ohumans ght each day to preserve it, all in the name o theimmortal Emperor o Man.

    Te elite Space Marines, genetically-enhanced supersoldiers, strike across the galaxy with superior weapons andarmour. Te Holy Ordos o the Inquisition purges dangersthat might subvert the Imperium, each agent dedicatedto rooting out heresy wherever they nd it. Te Adeptus

    Ministorum shepherds humanity and ensures proper aith intheir Emperor, while the Adeptus Mechanicus oversees theholy technology that sustains the Imperium and its ghting

    orces. Te Imperial Guard, the largest ghting orce in thegalaxy, employs countless millions o men, tanks, and hugewar machines to ght battles on thousands o planets, theirvast numbers acting to stem the tide against the unbearable

    pressures that would destroy the Imperium.

    Te distant Antian Sector has known its share o horrorsand strie, but even darker times lie ahead. Within thewilight Fringe, an Eldar Craworld dris ominouslythrough the void. Te ancient and mysterious Eldar areattacking anyone who dares dele their ancestral MaidenWorlds, while also guarding the Warp Ri that has recently

    erupted nearby. Teir reasons are as enigmatic as the raceitsel, but they are determined to keep those they deemunworthy rom venturing inside the ri to investigate itsorigin, less they awaken even greater horrors.

    Te baleul infuence o the ri has sown seeds o Chaosacross the sector. Chaos cultists and their Daemonicmasters have begun to surace in great numbers. Foul xenosraces attack on all ronts, a constant menace to humanitysrightul destiny to rule the galaxy. Te Devastated Reachesare inested with Ork raiders, brutal savages known to havedestroyed entire systems. yranid Hive Fleets roam the Lost

    Front engulng world aer world, consuming all preciousorganic lie to eed their never-ending hunger.

    Facing such enemies, even the most powerul o theImperiums heroes might all. Tough the Emperor surely

    guides their paths, granting them opportunities to strengthentheir bodies and minds, they will ace unimaginable dangers.Tey must withstand the constant temptation o Chaos, acelethal xenos, and ultimately seek to deeat whatever evil iscausing the Warp ri. o succeed, heroes will need all theirskills, weapons, and aith.

    Yet, even this may not be enough; the wisest know they needthe assistance o powerul relicswondrous devices andarcane creations rom the Dark Age o echnology and other

    orgotten times. Only with such powers may the heroes ensurethe survival o the sector.

    Game OverviewIn Relic, two to four players assume the roles of charactersfrom the Warhammer 40,000 universe, each with unique

    strengths, weaknesses, and special abilities. Players move

    around the game board engaging threats and battling enemies

    to complete missions, gain levels, and acquire weapons.

    By completing missions, players can acquire mightyarteacts called relics. Relics are used to enter the Inner tierwhere players conront the ultimate threat to the Imperium.Te rst player to move to the centre o the game board andsatisy the victory condition described on the scenario sheetwins the game.

    Assembling DialsBeore playing Relic or the rst time, careullypunch the cardboard pieces out o their rames,and attach one Strength (red), Willpower (blue),Cunning (yellow), and Lie (green) dial to eachcharacter board. Push one hal o a plastic connector

    pair through the character board and the other halthrough the dial. Ten, push the halves together untilthey t tightly.

    Do not remove the dials aer they are attached to thecharacter board.

    Be sure to ax the dials in the correct locations asshown in the diagram.

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    Component ListThis section lists the components for Relic.

    Tis Rulebook

    10 Plastic Character Pieces

    4 Plastic Character Bases

    4 Plastic Level Pegs

    16 Plastic Dial Connectors

    16 Dials, consisting o:

    4 Strength Dials

    4 Willpower Dials

    4 Cunning Dials

    4 Lie Dials

    4 Six-Sided Dice

    1 Game Board

    150 okens, consisting o:

    40 Character okens

    55 Charge okens

    55 Inuence okens

    4 Character Boards

    10 Character Sheets

    5 Scenario Sheets

    336 Cards, consisting o:

    30 Corruption Cards

    24 Mission Cards

    36 Power Cards

    18 Relic Cards

    68 Red Treat Cards

    68 Blue Treat Cards

    68 Yellow Treat Cards

    24 Wargear Cards

    Component OverviewTis section briey describes the game components.

    Plastic CharacterPieces and BasesPlastic character pieces

    correspond to the characters inRelicand represent them on thegame board.

    Six-Sided DiceTe six-sided dice are used or moving,resolving battles, and determining results orskill tests and abilities detailed on cards andthe game board.

    Game BoardTe game board represents a portion

    o the Warhammer 40,000 universe.It is divided into tiers, areas, andspaces (see Game Board Anatomyon page 6).

    Character Boards andPlastic Level PegsEach character board is used totrack a characters attributes, Lie,and level. Plastic level pegs t into slots on the characterboard to indicate a characters current level.

    Character SheetsCharacter sheets contain characterinormation, including startingattributes, level rewards, andspecial abilities.

    Scenario SheetsScenario sheets detail the victorycondition or each game and describeany special rules that may alter playduring the course o the game.

    Character TokensCharacter tokens are used orvarious purposes, including trackingmissions and ullling objectives onscenario sheets.

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    Charge TokensCharge tokens are placed on specicWargear and Treat cards to indicate thenumber o uses the card has remaining.

    Influence TokensInuence tokens are a currency

    players can accumulate and spendduring the game.

    Corruption CardsCorruption cards represent mutationsthat can aect players in both positiveand negative ways.

    Mission CardsMission cards describe missionobjectives and the rewards orcompleting them.

    Power CardsPower cards grant players temporaryabilities and bonuses. Each Power carddescribes the eect and timing o theability or bonus it provides.

    Relic CardsRelic cards represent sacred arteactsthat have powerul abilities.

    Threat CardsTreat cards represent events, enemies,encounters, and assets players candiscover during the game.

    Wargear CardsWargear cards represent weapons,armour, and equipment players canacquire during the game.

    Setupo set up a game oRelic, ollow these steps:

    1. P G B: Unold the game board and placeit in the centre o the play area.

    2. C S: Shufe the scenario sheets under

    the table, choose one randomly, and place it aceup onthe scenario space in the centre o the game board. Fortheir rst game, players should use the Te MysteryBeyond scenario sheet.

    Ten, one player reads the chosen scenario sheet aloudso that all players understand the special rules andobjective or this game.

    3. P D: Separate the cards into their respectivedecks (Corruption, Mission, Power, Relic, red Treat,blue Treat, yellow Treat, Wargear). Shufe each deckand place it acedown near the game board.

    4. P : Place all charge and inuencetokens in separate supply piles where all playerscan reach them.

    5. C C: Shufe the character sheetsacedown and deal two to each player. Ten, eachplayer secretly and simultaneously chooses one. Returnall unused character sheets to the game box.

    6. C P C: Each player chooses one othe our player colours (grey, brown, green, or purple)and takes the character board, plastic character base,character tokens, and level peg corresponding to thecolour he chose and places them in his play area.

    7. P P C P: Each player attaches hisplastic character piece to his character base and places iton the starting space o the game board printed on hischaracter sheet.

    8. P C B: Each player slides the top ohis character sheet into his character board and insertshis level peg into the slot on the level track above theword Start (see Character Anatomy on page 7).

    9. S S A L: Each player adjustshis dials to match the starting Strength, Willpower,

    Cunning, and Lie values printed on his character sheet.10. D S I : Each player takes

    three inuence tokens and places them in his play area.

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    11. D S P C: Each player drawsa number o Power cards equal to the power limitprinted on his character sheet below the Start spaceon his level track (see Power Limits on page 16).Each player places his Power cards acedown in hisplay area so they are hidden rom other players. Aplayer may look at his own Power cards at any time.

    12. D M C: Each player draws oneMission card and places it aceup in his play area. I hismission requires him to take any immediate action,such as placing character tokens on the game board, hedoes so at this time.

    Te oldest player takes the rst turn o the game. urnsproceed clockwise around the play area (see Playing theGame on page 8).

    Setup Diagram(three-player example)

    1. Game Board

    2. Scenario Sheet

    3. Inuence oken Supply

    4. Charge oken Supply

    5. Power Card Deck

    6. Mission Card Deck

    7. Wargear Card Deck

    8. Corruption Card Deck

    9. Relic Card Deck

    10. Red, Blue, and YellowTreat Decks

    11. Character Boards

    12. Character Sheets

    13. Character okens

    14. Starting Mission Card

    15. Starting Power Card(s)

    16. Starting Inuence okens

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    Character OverviewDuring a game oRelic, each player assumes the role oa character. Trough his character, each player interactswith the game board, travels to new tiers, battles enemies,and acquires assets. Te rulebook and components reerto the person playing the game and the character thatperson controls as theplayer.

    AttributesEach player has three attributes: Strength,Willpower, and Cunning. Players use these attributesto resolve battles and skill tests during the game.

    Starting Attribute ValuesDuring setup, each player adjusts his attribute dials tomatch the starting attribute values printed at the bottomo his character sheet.

    Gaining and Losing AttributesA player can gain attributes. Each time this happens, headjusts the corresponding dial on his character board byrotating it clockwise by the specied amount.

    An attribute dial has a maximum value o 12. I an

    attribute dial reads 12 and a player gains an attributecorresponding to that dial, he cannot adjust his dialurther, and he ignores the attribute gain.

    A player can lose attributes. Each time this happens,he adjusts the corresponding dial on his character boardby rotating it anticlockwise by the specied amount. Aplayers attribute dials have a minimum value o 1. I aplayers attribute dial reads 1 and he loses an attribute,he does not adjust his attribute dial urther, and heignores the attribute lost.

    LifeA players durability is represented by his Lie value.Lie is not an attribute. When rules and card textreerence attributes, they reer only to Strength,Willpower, and Cunning.

    Starting Life ValueDuring setup, each player adjusts his Lie dial to matchthe starting Lie value printed at the bottom o hischaracter sheet.

    3. M : Te Middle tier includes all spaces

    between the Outer and Inner tiers and is divided intoour areas: Te wilight Fringe, Devastated Reaches,Lost Front, and Phantom Stars.

    4. I : Te Inner tier includes all spaces betweenthe Middle tier and the Scenario space and does nothave areas.

    5. S S: Te scenario space holds the scenariosheet or the current game.

    1. A: Areas o the game board are composed

    o three to ve consecutive, adjacent spacesdistinguished by an area label. Corner spaces are notpart o any area.

    2. O : Te Outer tier includes all spaces alongthe edge o the game board and is divided into ourareas: Hive World, Forge World, Death World, andMaiden World.

    Game Board Anatomy

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    A L

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    Gaining and Losing LifeA player can gain Lie. Each time this happens, headjusts the Lie dial on his character board by rotating itclockwise by the specied amount.

    A players Lie dial has a maximum value o 12. I a players

    Lie dial reads 12 and he gains Lie, he cannot adjust hisLie dial urther, and he ignores the excess Lie gained.

    A player can lose Lie. Each time this happens,he adjusts the Lie dial on his character board by rotatingit anticlockwise by the specied amount.

    I a players Lie is reduced to zero, he is vanquished(see Vanquished Players on page 15).

    4. P L: Te power limit indicates the numbero Power cards a player can have (see Power Limitson page 16).

    5. N A: Te name o the characterappears to the le and describes what particular entityrom the Warhammer 40,000 universe the characterrepresents. Te characters aliation appears to theright o the characters name and describes the groupthat character most identies with.

    6. A L: Te asset limit indicates the numbero assets a player can have (see Assets and AssetLimits on page 14).

    7. L R: Level rewards are listed in columnsbeneath each level on the level track. Aer a playergains a level, he receives the level rewards listed belowhis level peg (see Gaining Levels on page 14).

    8. S A: Each player has one or morespecial abilities described on his character sheet.Using a special ability is mandatory unless it usesthe word may.

    9. S S: Te starting space indicates whereon the game board a player places his character pieceduring setup.

    10. S A L V: Te Strength,Willpower, and Cunning values indicate how mucho each attribute a player has at the beginning othe game. A player cannot reduce his attribute dialsbelow this value. Te Lie value indicates how muchLie a player has at the beginning o the game.

    1. A D: Each character board has aStrength (red), Willpower (blue), and Cunning(yellow) attribute dial. Each time a player gainsor loses attributes, he adjusts his attribute dialsaccordingly (see Attributes on page 6).

    2. L D: Each character board has a Lie (green)dial. Each time a player gains or loses Lie, he adjustshis Lie dial accordingly (seeLie on page 6).

    3. L : Te level track indicates a playerscurrent level. Each time a player gains a level, hemoves the level peg one slot to the right on his leveltrack. Players are level 0 until they gaintheir rst level.

    Character Anatomy

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    Playing the GameRelicis played over a series o turns, starting with theoldest player. Te player taking a turn is the activeplayer.A player must complete his entire turn beorethe next player takes a turn. urns proceed clockwise inthis manner until one player wins.

    During each turn, the active player perorms theollowing our phases in order:

    1. M P: Te player rolls one die and moveshis character piece clockwise or anticlockwise aroundthe game board an exact number o spaces equal to thedie result.

    2. E P: Te player draws Treat cardsas specied by the threat icons on his space. Ten, heplaces each drawn card on his space.

    3. E P: Te player resolves Treat cardson his space. I there are no Treat cards on his space,

    he resolves the text box in his space.

    4. E P: Te player may spend trophiesto gain levels, spend completed missions to acquirerelics, and draw a Mission card i he does not havean active mission. Additionally, he must discard anycards that exceed his power and asset limits.

    Movement PhaseTe game board is composed ospaces. During theMovement phase, the active player must move to a newspace. He cannot remain on his space, even i it contains aTreat card.

    O M : I a player begins his turn in theOuter or Middle tier, he rolls one die or his movementroll. Te result o the die is his movement score.His movement score indicates the number omovementpoints he spend during his Movement phase. Hemoves one space at a time, clockwise or anticlockwisearound the game board, spending one movement point oreach space he enters. Aer he begins to move, he cannotreverse direction until his next turn.

    Player special abilities and cards may modiy movementrolls and movement scores or provide alternatives to

    moving. In these situations, ollow the instructions on thecards and character sheets.

    T I : A player does not roll a die or movementi he is in the Inner tier. Instead, he moves one space perturn in the direction indicated by the arrow on his space(see Te Inner ier on page 21).

    Exploration PhaseDuring the Exploration phase, the active player drawsTreat cards or each threat icon and places them onhis space.

    o resolve the Exploration phase, the active playerperorms the ollowing steps:

    1. Check or Treat Icons

    2. Draw Treat Cards

    1. Check for Threat IconsMany spaces on the game boardcontain one or more threat icons.Treat icons appear as wax sealsimprinted with a chaos star and arecoloured red, blue, or yellow. Treaticons indicate the minimum numbero Treat cards o each colour thatmust be on that space at the end o theExploration phase.

    I the active player is on a space withoutthreat icons, E .

    I the active player is on a space with threat icons, heproceeds to the Draw Treat Cards step.

    Threat Deck Composition

    Tere are three dierent Treat decks in Relic: red,blue, and yellow. When rulebook and card textreer to the colour o a Treat card, it is reerring tothe deck to which that card belongs. For example, ared Treat card is any card that originated rom thered Treat deck.

    Each Treat deck is largely composed o enemies;however, events, encounters, and assets are presentas well. For thematic consistency, each Treat deckhas common attributes and enemy types.

    R T D: The majority of theenemies in the red Threat deck have aStrength attribute and the Ork trait.

    B T D: The majority of theenemies in the blue Threat deck have aWillpower attribute and the Tyranid trait.

    Y T D: The majority of theenemies in the yellow Threat deck have aCunning attribute and the Eldar trait.

    Two red threat ico

    One blue threat ic

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    2. Draw Threat Cardso determine the number o Treat cards to draw, theactive player compares the number and colour o threaticons on his space with the number and colour o aceupTreat cards already on that space.

    For each threat icon that exceeds the number o matchingTreat cards, the active player rom

    the Treat deck o the matching colour and . He does not resolve drawn cardsat this time; most Treat cards are resolved during theEngagement phase.

    Certain player or card abilities can cause a space tocontain more Treat cards than threat icons. Tese cardsremain in that space until resolved by a player or aectedby another ability.

    I the number and colour o Treat cards on theactive players space equals or exceeds the number ocorresponding threat icons on his space, the active player

    proceeds to his Engagement phase.

    Example: A player starts his Exploration phase on a spacewith three blue threat icons. Tere is already one blue Treatcard on his space, so he draws two cards rom the blue Treatdeck and places them aceup on his space. Tere are nowthree blue Treat cards on a space that contains three bluethreat icons; the player proceeds to his Engagement phase.

    Threat Icons on CardsSome Treat cards contain threat icons. Tese cards addtheir threat icons to the space they are on during each

    Exploration phase. Tese icons have no eect duringother phases o the game.

    Treat icons on cards unction similarly to threat iconson the game board; they orce the active player to drawone additional card during his Draw Treat Cards step,including the step in which a card containing a threaticon is placed on a space.

    A Treat card containing a threat icon.

    Threat Card Anatomy

    1. : Te name o the card.

    2. : Te bold word on the le (orthe only word) is the cards type. A cards typedetermines when and how it is resolved. I more

    than one word is shown, the word on the right isthe cards trait. Some rules and special abilitiesreer to specic card traits.

    3. A: Te special ability unique to the card. Mostabilities are resolved during a players Engagementphase.

    4. A: Te icon colour corresponds to anattribute type (Strength, Willpower, Cunning), andthe number is the enemys attribute value.

    5. O I: An icon that appears on some cards.It has no inherent eect, but interacts with some

    abilities.6. C I: Te number o charge tokens

    placed on the card when it rst enters play (seeCharges on page 19).

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    Threat Card TimingA player typically resolves Treat card abilitiesduring his Engagement phase. Te specic time heresolves Treat card abilities is determined by thecards type (see Treat Card Anatomy on page 9).

    A player only resolves Treat card abilities i thecard is on his space (except or assets).

    Event abilities are resolved during the rst stepo the active players Engagement phase. Aer heresolves these cards, he discards them.

    Enemy abilities are resolved when the active playerparticipates in a battle against the enemy. Te cardsspeciy the time during a battle at which he resolvesthe ability.

    Encounter abilities are resolved during the third

    step o the active players Engagement phase.Tese cards typically remain on the active playersspace aer he resolves them.

    Asset abilities are only resolved when in a playersplay area; they cannot be used while on the gameboard. Te player that owns the card triggers thecards abilities at the time specied on the card.

    Special TimingSome Treat cards contain the heading Sthis heading indicates an exception tothe standard timing rules or Treat cards. Tesecards specically state the time at which a playerresolves the cards ability (such as at the start o theEngagement phase).

    I an enemy has a S ability, theactive player must still battle the enemy normallyduring his Engagement phase; however, the abilityhas no eect during the battle.

    0

    Engagement PhaseDuring the Engagement phase, the active player interactswith Treat cards and text boxes on his space. o do so,he resolves o the ollowing steps. I at least one Treatcard is on his space when the Engagement phase begins,he A. I there are no Treat cards on hisspace, he must resolve step B.

    A. Resolve Treat Cards

    B. Resolve ext Box

    I the active player is on a space without Treat cards or atext box, his Engagement phase ends immediately.

    A. Resolve Threat CardsDuring the Engagement phase, the active player mustresolve all Treat cards on his space. Te order in whichhe resolves the cards is based on their type (event, enemy,encounter, or asset).

    o resolve Treat cards, the active player perorms theollowing steps:

    1. R E: Te active player resolves the abilitieso all events on his space. Af , . I there are multiple events on the activeplayers space, he resolves them one at a time in anyorder he chooses.

    2. B E: Te active player must participatein a battle with each enemy on his space (see BattleRules on page 12) beore proceeding to the nextstep. I the player loses a battle, his Engagement phase

    ends immediately and he cannot resolve other Treatcards on his space.

    3. R E: Te active player resolves theabilities o all encounters on his space. Aer resolvingan encounter, it remains on his space unless speciedotherwise. I there are multiple encounters, heresolves them one at a time in any order he chooses.Te active player must resolve each encounter onhis space during this step and cannot resolve thesame encounter more than once during the sameEngagement phase.

    4. A A: Te active player takes all assets on

    his space and places them aceup in his play area. Aplayer can only use asset card abilities i the card is inhis play area.

    Aer resolving these steps, the active players Engagementphase ends and he proceeds to the Experience phase.

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    B. Resolve Text BoxMany spaces on the game board contain one or more textboxes. ext boxes include printed instructions a playermust resolve during his Engagement phase i his spacecontains no Treat cards. A player resolves a text box byollowing the instructions printed in it. Aer resolvingthe instructions, his Engagement phase ends immediately.

    Some spaces contain two text boxes and instructions thatread, Choose One or End Engagement Phase. Te textboxes on these spaces are optional. I a player chooses toresolve a text box in one o these optional spaces, he selectsone text box and ollows the instructions printed in it. Ihe chooses not to resolve a text box, his Engagement phaseends immediately.

    Some text boxes instruct a player to draw and resolvea Treat card. o perorm this action, he draws allrequired cards, places them on his space, and resolvesthem ollowing the Resolve Treat Cardssteps on page 10.

    Experience PhaseDuring this phase, the active player gains levels, acquiresrelics, and discards cards that exceed his limits. A player

    resolves his Experience phase ollowing these steps:

    1. Spend rophies

    2. Manage Mission Cards

    3. Discard Excess Cards

    1. Spend TrophiesEach time a player wins a battle against an enemy, hetakes the enemy Treat card as a trophy (see Battleson page 12). Each trophy has a trophy pointvalueequal to the enemys attribute value. For example, i an

    enemy has a Strength o 3, that enemy is worth threetrophy points.

    Te active player may spend (discard) trophies duringthis step to gain levels. For every hespends during this step, he gains one level (see GainingLevels on page 14). He may spend any numbero trophies; however, any excess trophy points abovemultiples o six are lost and do not count toward the costo his next level.

    2. Manage Mission CardsTe active player may spend three o his completedmissions to reveal two Relic cards and takes one o them(see Relic Cards on page 10).

    I the active player has no active mission, he draws 1 Missioncard during this step (see Mission Cards on page 4).

    3. Discard Excess CardsTe active player discard any cards that cause him toexceed his power or asset limit. o discard a card, the playerplaces it aceup on top o its corresponding discard pile.During this step, a player may also choose to discard Powercards and assets even i they do not exceed his limits.

    Winning the Gameo win the game, a player must overcome the dangerso the Inner tier and travel to the scenario space in thecentre o the game board. o do this, a player must rst

    complete three missions (see Mission Cards on page4) to acquire a relic, which is necessary to enter theInner tier. When a player lands on the scenario spacehe must immediately resolve the conrontation sectionon the scenario sheet. Te conrontation section oeach scenario sheet describes how to win the game (seeScenario Sheets on page 20).

    Aer a player enters the scenario space, he cannot moveand must resolve the conrontation section o the scenariosheet during each o his uture Engagement phases.

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    Battle RulesDuring a players Engagement phase, he participates inbattles against enemies on his space.

    Tere are three battle orms: Strength battle,Willpower battle, and Cunning battle. Each orm dictatesthe attribute a player uses to resolve a battle.

    BattlesResolve battles using the ollowing steps:

    1. D B F: When the active playerparticipates in a battle with an enemy, the battleorm he uses matches the enemys attribute type. Forexample, i the active player participates in a battlewith an enemy that has a Cunning (yellow) attribute,he must resolve a Cunning battle with that enemy.

    CunningAttribute

    StrengthAttribute

    WillpowerAttribute

    2. P B: During this step, the active playermay declare and apply any battle bonuses used to modiyhis battle score (see Battle Bonuses on page 19).

    A player may only use one weapon and onearmour during a battle (see Weapon, Armour, andEquipment on page 18).

    3. R B D (E): Te player to the le o theactive player makes a battle roll or the enemyby rolling one die. Any battle roll that produces aresult explodes, allowing him to roll an additional die(see Exploding Dice on page 20).

    Te player rolling a die or the enemy may not use anyo his character or card abilities that aect his die rolls.

    4. R B D (A P): Te active playermakes a battle roll by rolling one die. I he has anability that allows the use o additional dice, he rollsall dice simultaneously. Any battle roll that producesa result explodes, allowing him to roll an additional

    die (see Exploding Dice on page 20).

    I a player wishes to use an ability to reroll or changethe result o his battle roll, he does so during this step.

    5. D B S: At the start o this step, anycard abilities that add to the enemys battle score areresolved. For example, i an enemys ability reads, add1 to this enemys battle score or each Power card youhave, any Power cards discarded or played beore thisstep do not count toward that penalty.

    Te enemy calculates its battle score by addingits battle roll, its attribute value, and any modiersthat apply.

    Te active player calculates his battle score by addinghis battle roll, his attribute value, and any modiersthat apply.

    6. D B R: Tere are three possible

    battle results. I the active players battle score is higherthan the enemys, the active player wins the battle.I the enemys battle score is higher than the activeplayers, the active player loses the battle. I the battlescores are equal, the battle result is a tie (see below).

    Players resolve any card abilities triggered by battleresults (win, lose, or tie) during this step.

    7. A C: I the active player wins the battle,he takes the enemy Treat card as a trophy and placesit aceup in his play area, unless instructed otherwise.

    I the active player loses the battle, he loses one Lie

    (see Gaining and Losing Lie on page 7), appliesany penalties the enemy inicts or losing, and endshis Engagement phase. I there are any Treat cardsremaining on the active players space, he cannotresolve them this turn.

    I a battle results in a tie, the active player does notclaim a trophy or lose lie; his Engagement phase endsimmediately, and the enemy card remains on his space.

    Multiple EnemiesI there is more than one enemy with dierent attributes onthe active players space, he determines the order in which

    he battles those enemies, resolving each battle separately.I there is more than one enemy with the same attributeon the active players space, he resolves a battle with allenemies that share an attribute at the same time.

    o resolve a battle against multiple enemies with the sameattribute, the player to the le o the active player addseach enemys attribute value to a single battle roll to createa single battle score or all enemies. Tat player ollows allinstructions on enemy cards normally. I the active playerproduces a higher battle score than the enemies battlescore, he wins the battle, and all enemies that participatedin the battle are claimed as trophies. I the active playerproduces a lower battle score than the enemies battle score,the active player loses one Lie, applies all penalties romparticipating enemies, and ends his Engagement phase.

    Battles with Scenario SheetsSome scenario sheets instruct a player to initiate abattle. Players resolve scenario sheet battles using thenormal steps or battles.

    Te scenario sheet is an enemy or the purposes o cardabilities but has no traits and is not a Treat card. Itcannot be taken as a trophy and does not leave play.

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    3. Battle scores are now calculated. Te enemy adds 2rom the Apostate Preachers attribute, 4 rom theDeath Guard Heavy Bolters attribute, and 2 rom hisbattle roll to produce a battle score o 8.

    Te active player adds 3 rom his attribute dial, 3rom his Force Swords battle bonus, and 4 rom theresults o his battle roll to produce a battle score o10. Te active player wins the battle as he has ahigher battle score than the enemy. He draws onePower card as described on the Apostate Preachercard and receives one inuence as described on the

    Death Guard Heavy Bolter card.Te active player claims both blue Treat cards astrophies and moves them to his play area. Ten, hecontinues his Engagement phase by starting a secondbattle against the Blood Axe Gretchin.

    1. Te active player ends his Movement phase on athreat space containing two blue threat icons, ablue Treat card (Apostate Preacher), and a redTreat card (Blood Axe Gretchin). He begins hisExploration phase and draws one blue Treat card(Death Guard Heavy Bolter). Since each threaticon in his space now has a matching Treat card,he ends his Exploration phase.

    During his Engagement phase, the active playermust participate in a battle against all enemies in thatspace. He chooses to battle the Willpower enemies

    rst. Te two enemies with Willpower attributesbattle together.

    2. During his Prepare or Battle step, Te active playerspends one charge token rom his Force Sword toadd 3 to his battle score.

    Te player to the le o the active player rolls onedie or the enemys battle roll, which produces aresult. Te active player rolls one die or his ownbattle roll, which produces a result.

    Battle Example

    +

    +

    +

    +

    Enemy Battle Score

    Player Battle Score

    Total BattleScores

    = 8

    = 10

    3

    Enemy Battle

    Roll

    Player Battle Roll

    21

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    Additional Character RulesTis section contains more detailed character rules.

    EvadingSome special abilities allow players to evade enemies.Players trigger such abilities during the Engagement

    phase beore the start o a battle with the enemy. A playercan only evade when a special ability allows him to do so.

    When a player evades an enemy, that enemy is preventedrom participating in a battle during the Engagementphase this turn. Te enemy remains on its space and isignored or this turnthe active player does not needto participate in a battle with the enemy to continuehis turn. When evading multiple enemies that share anattribute, the evading player chooses to evade each enemyindividually. Te evading player is not required to evadeall enemies in his space, and any enemies not evadedmust participate in battles as normal. Evading an enemy

    does not end the players Engagement phase.

    Gaining LevelsEach time a player gains a level, he moves the level peg onhis level track one slot to the right. Ten, he receives all levelrewards listed in the column on his character sheet belowthe new position o the level peg, starting with the rewardon the top o the column and proceeding downward.

    Receive this reward rst.

    Receive thisreward second.

    Tese rewards aid players by providing them withadditional attributes, Lie, inuence, and cards (see LevelReward Icons on page 14).

    A player may gain a maximum o 12 levels. I he gainsa level, but has already reached level 12, he gains onecompleted mission instead (see Completing Missions on

    page 17).

    Assets and Asset LimitsSome cards are labeled as assets, while other cardscan turn into assets. Each character sheet has an assetlimit that indicates how many assets the player can haveat the end o his Experience phase. Each asset a player hascounts as one card against his asset limit.

    I a player has a number o assets that exceeds his assetlimit, he must discard any excess cards at the end o hisExperience phase (see Experience Phase on page 11).

    Skill TestsOccasionally, a player must use his attributes to overcomechallenges, represented byskill tests. Each time aplayer is directed to perorm a skill test, the instructionspresent an attribute ollowed by a target number. Forexample, a Treat card may read, est Strength 10.

    o resolve a skill test, a player makes a skill roll byrolling one die. Te results are added to his correspondingattribute value and any modiers that apply to create askill score. I his skill score is equal to or greater thanthe target number, he passes the skill test. I the score isless than the target number, he ails the skill test. Aerpassing or ailing a skill test, a player receives the rewardor penalty described by the skill tests source, such as acard or game board space. I a skill test has no printedpass or ail eect, there is no eect.

    I a skill roll produces a result, the player automaticallyails the test regardless o his skill score. I a player rollsmultiple dice during a skill roll, the player automatically ailsthe test i die produces a result.

    I a skill roll produces a result, it explodes, allowing theplayer to roll an additional die (see Exploding Dice onpage 20).

    InfluenceInuence is a currency that allows aplayer to buy Wargear cards and triggerabilities on specic cards and textboxes. Each player begins the gamewith three inuence. Players can gain additional inuence

    by winning battles against enemies, completing missions,using cards and abilities, and resolving text boxes on thegame board.

    Each time a player gains inuence, he takes inuencetokens rom the inuence supply and places them in hisplay area. Each time he spends or loses inuence, he takesinuence tokens rom his play area and places them in theinuence supply.

    Missing TurnsI instructed to miss a turn, the player tips his characterpiece over on its side, indicating he is not eligible to take

    a turn. When he is eligible to begin taking turns again, hestands his character piece back up. Game eects can stillinteract with a character piece that is on its side.

    Each time a player misses a turn, his current turn endsimmediately; he skips his Experience phase and doesnot implement any power or asset limits. Additionally,he skips the Movement, Exploration, Engagement, andExperience phases o his ollowing turn. Any abilitiesimplemented at the start or end o his turn cannot occur.

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    Vanquished PlayersI a players Lie is reduced to zero, he is vanquished.Each time a player is vanquished, he perorms theollowing steps:

    1. D P C : Te playerdiscards all o his Power cards and trophies.

    2. L I: Te player returns all o his inuencetokens to the supply.

    3. R L: Te player adjusts his Lie dial to match thestarting Lie value printed on his character board.

    4. R: Te player places his character piece on theSt. Antias Sanctuary space.

    Te player keeps all other cards and tokens. Any charactertokens on the game board, assets, or Power cards remain.

    I a player is vanquished during his turn, his turn endsaer resolving these steps. He takes his next

    turn normally.

    Corrupted PlayersI a player has a number o Corruption cards equal to hiscorruption threshold (usually 6), he is corrupted and mustart a new character. When a player is instructed to start anew character, he must perorm the ollowing steps:

    1. D P C, , CC: Te player discards all o his Power cards,trophies, and Corruption cards.

    2. L I: Te player returns all o his inuencetokens to the supply.

    3. R N C: Te player returns his charactesheet and character piece to the game box. Tis charactsheet cannot be used by any player or the remainder othe game.

    Te player is dealt a random unused character sheet.I none are available (because all unused characterswere corrupted), the player is eliminated instead (see

    Elimination below).4. R L, L A: Te player inserts his

    level peg into the slot on the level track above the wordStart and adjusts all o his dials to match the startingStrength, Willpower, Cunning, and Lie printed on hisnew character sheet.

    5. P N C: Te player attaches his newcharacter piece to his character base and places it on thestarting space printed on his character sheet.

    Te player keeps all other cards and tokens. Any charactertokens on the game board, assets, or Power cards remain. A

    cards inherited rom the players old character now belong tthe new character.

    I a player is corrupted during his turn, his turn ends aerresolving these steps. He takes his next turn normally.

    Te player may choose not to start a new character and losethe game instead (see Eliminated Players below).

    Eliminated PlayersA player can be eliminated rom the game, usually by thespecial rules o a scenario sheet. I this happens, he removes hicharacter piece rom the game board and discards all cards an

    tokens he accumulated during the game. An eliminated playerloses the game, cannot start a new character, and cannot aectthe game in any way.

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    Power Card Anatomy

    1. : Te name o the card.

    2. P N: Te number used instead omaking a movement, battle, or skill roll.

    3. : Te text describing when the card may beplayed to use its special ability.

    4. A: Te special ability unique to the card.

    4

    2

    1

    3

    6

    Cards RulesTis section contains more detailed rules regarding cards.

    Power CardsPower cards provide a player with one-time special abilities. Power cards also

    allow a player to substitute random rollsor movement, battles, and skill checks.

    Drawing Power CardsA player can draw Power cards at the Grey Knight Envoyspace in the Outer tier and the Blackstone Fortress spacein the Middle tier. I he chooses to draw additional Powercards at these locations, he must declare how many cardshe wishes to draw, spend all o the necessary inuence,and then draw the required number o Power cards.

    Each time a player draws a Power card, he takes it romthe top o the Power deck and keeps it acedown so that

    the other players cannot see it. A player may look at hisown Power cards at any time.

    Playing Power CardsPlaying Power cards is always optional. Te text on aPower card indicates when the card can be played anddescribes the special ability it provides.

    Additionally, all Power cards eature a power numberat the top o the card. Immediately beore a player isrequired to roll a die to make a movement, battle, or

    skill roll, he may declare that he is playing a Power cardinstead. Each time a player uses a Power card instead orolling a die, the power number on the card is treated asa substitute or the die result. For the purposes o specialabilities and eects, a Power card used in this way isequivalent to a die roll. A player cannot use more thanone power number as a substitute or a single movement,battle, or skill roll.

    Example: Te Ultramarine Captain player has a Powercard with a power number o 5. He may play the cardinstead o rolling a die or his movement to automatically

    produce a movement roll o , during battle toautomatically produce a battle roll o , or during a skilltest to automatically produce a skill roll o .

    I a player substitutes a die roll with a Power card, it canexplode ollowing normal rules (see Exploding Dice onpage 20). A player substitute additional die rollscaused by an exploding die with a Power card.

    When playing a Power card, the player may use the powernumber the special ability; he may not use both. Aera player uses a Power card, he must discard it. Tere isno limit to the number o Power cards a player may useduring a turn.

    Power LimitsCharacter sheets contain a series opower limitspresented below the level track. Each power limit is associatedwith a level range. As a player gains levels, his power limitmay increase, allowing him to have more Power cards.

    Each Power card a player has counts as one card againsthis power limit. He can draw Power cards beyond hispower limit; however, during the Discard Excess Cardsstep o his Experience phase, he must discard any Powercards that exceed his power limit (see Experience Phase

    on page 11).

    Corruption CardsCorruption cards can mutate a player inhelpul or detrimental ways. Each timea player is orced to draw a Corruptioncard, he draws it rom the top o theCorruption deck and places it aceupor acedown in his play area (seeActivation on page 17).

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    ActivationEach Corruption card has an activation number inits upper right corner. Aer drawing a Corruption card, ithe activation number is greater than the total number o

    Corruption cards a player has, including the Corruptioncard just drawn, the card is ipped acedown and thecards ability is ignored. A acedown Corruption card isin play and counts toward the players total number oCorruption cards, but has no other eect.

    I the Corruption cards activation number is less than orequal to the total number o Corruption cards a playerhas, the card activates and remains aceup in his playarea. Tat player must resolve the activated Corruptioncards ability immediately. Te card remains activated,and any constant eects rom its ability continue until it isdiscarded or ipped acedown.

    Te more Corruption cards a player accumulates, themore likely uture Corruption cards activate. Whilesome Corruption cards are harmul and inict penalties,other Corruption cards grant positive abilities. Te mostpowerul o these abilities are ound on Corruption cardswith high activation numbers.

    Example: A player with no Corruption cards resolves the textbox on the Crone World Yllen Satari space in the Inner tier,and must draw two Corruption cards. First, the player drawsa Corruption card with an activation number o 2. Te carddoes not activate because it is higher than the total numbero Corruption cards he has (which is currently only one), soit is placed acedown in his play area. Ten, the player drawshis second Corruption card which also has an activation

    number o 2. Te player currently has two Corruptioncards (the Corruption card he previously accumulated andthe Corruption card he just drew), so the card activates andthe player must resolve the ability on the card. Te rst cardremains acedown. Both Corruption cards are kept in the

    players play area and increase his chances o activating utureCorruption cards.

    Corruption ThresholdEach player has a corruption threshold o six;some cards and abilities may alter this number. I aplayer accumulates six Corruption cards, he reaches his

    threshold, is corrupted, and must start a new character (seeCorrupted Players on page 15).

    A player can attempt to discard Corruption cards at theApothecarium Sepha or Antian Shrine World spaces in theMiddle tier.

    Mission CardsMission cards are essential to winninga game oRelic. Completing missionsprovides players with Relic cards andother useul rewards.

    Each Mission card describes an objective a player cancomplete as well as a reward he receives or completingit. While a player is working toward completing anobjective on a Mission card, he keeps it aceup near hischaracter sheet. A aceup, incomplete Mission card is anactive mission.

    Completing MissionsAer a player completes the objective on a mission card,he immediately receives the rewards described on the card.Ten, he ips the Mission card acedown. A acedownMission card is a completed mission. A player may

    complete his active mission at any time, even i he is notthe active player, as long as he meets the objective.

    During his Experience phase, i a player has or morecompleted missions, he may spend three to acquire oneRelic card (see Relic Cards on page 18).

    Some card abilities and rewards allow a player to gain acompleted mission without having to ull a missionsobjective. When this occurs, the player draws the topcard o the mission deck and places it acedown near hischaracter sheet. He does not receive any rewards on thatMission card.

    Corruption Card Anatomy

    1. : Te name o the card.

    2. A N: When a player draws aCorruption card, he compares this number to thenumber o Corruption cards he has (including thedrawn card) to determine i the card activates.

    3. F : Te thematic description o the eectsrom which the character is suering.

    4. A: Te eect applied to a player when thiscard is aceup (activated) in his play area.

    4

    2

    1

    3

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    Drawing MissionsEach player begins the game with one Mission cardhisactive mission. I the active player does not have an activemission, he automatically draws a new Mission cardduring his Experience phase. Each time a player draws aMission card, he takes it rom the top o the Mission deckand keeps it near his character sheet so that otherplayers can see it. A player can never have more than oneactive mission at a time. I a player with an active missiondraws a Mission card, he immediately chooses oneMission card to keep as his active mission and discards allother Mission cards.

    Relic CardsRelic cards represent revered arteactsand potent weapons that are among themost powerul objects in the Imperium.A player must have at least one Reliccard to enter the Inner tier (see TeInner ier on page 21).

    A player acquires a Relic card by spending threecompleted Mission cards during his Experience phase(see Experience Phase on page 11). When acquiringa Relic card, he reveals the top two cards rom the Relicdeck, chooses one to place in his play area, and shufesthe other back into the Relic deck. A player can have asmany relics as his asset limit allows, and he can use anynumber o relics at a given time.

    Wargear CardsWargear cards represent weapons,armour, and equipment players canacquire during the game. A player canbuy Wargear cards at the BattleeetAntias space in the Outer tier byresolving the appropriate text box.

    o buy a Wargear card, the player must spend inuenceequal to the cost printed in the upper le corner o the card.Ten, he acquires the card by placing it aceup in his playarea. Additionally, some abilities allow players to acquireWargear cards at no cost, without spending inuence.

    All Wargear cards are assets. Tey can only be used whenin a players play area, and they count toward his asset

    limit (see Assets and Asset Limits on page 14).

    Weapon, Armour, and EquipmentWargear in Relichave one o three dierent traits:weapon, armour, or equipment.

    Weapons, armour, and equipment provide players withuseul abilities, modications, and bonuses. Weapons andarmour can only be used in a battle, and do not applyduring skill tests. A player can use only one weapon andone armour card during each battle; there is no limit tothe number o equipment cards he can use.

    Skill BonusesSome cards eature a coloured circle that indicates a bonusto a certain attribute while perorming skill tests (see Skillests on page 14). A player may add skill bonuses tohis skill score during skill tests (they do aect battlescores). Te colour o the circle indicates which attributereceives the bonus; red provides a Strength bonus, blueprovides a Willpower bonus, and yellow provides aCunning bonus. A player must declare that he is using askill bonus beore making his skill roll.

    Some examples o skill bonuses are listed below:

    A 2

    S

    A 1 C

    A 2

    W

    Wargear Card Anatomy

    1. : The name of the card.

    2. I C: The amount of inuence requiredto buy the card.

    3. : The bold word on the left is thecards type. The word on the right is the cardstrait. The trait (weapon, armour, or equipment)indicates when it can be used.

    4. A: The special ability unique to the card.

    5. C I: The number of charge tokensplaced on the card when it rst enters play (seeCharges on page 19).

    4

    5

    2

    1

    3

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    Timing LanguageMany card abilities use the ollowing timing language:start, end, and during. For example, At the starto this battle, At the end o your Exploration phase,and During the Acquire Assets step. Te timingwindows or abilities that use this language areas ollows:

    S: Players must resolve abilities that use the wordstart beore all other rules in the turn, phase, or stepto which start is reerring.

    End: Players must resolve abilities that use the wordend aer all other rules in the turn, phase, or step towhich end is reerring.

    D: Players can resolve abilities that use the wordduring at any time (o the players choice) in the turn,phase, or step to which during is reerring. Teseeects are resolved aer any start eects and beoreany end eects in the same turn, phase, or step.

    When resolving multiple abilities that use the sametiming language, the active player chooses the orderin which each ability is resolved.

    Example: Te active player is about to resolve a battleagainst two enemies. Beore resolving the rst step o thebattle, he notes that both enemies have an ability that isresolved at the start o battle. He immediately resolvesthese abilities, one at a time, in the order o his choosing.

    Battle BonusesBattle bonuses eature a coloured circle encompassed bya spiked border. Battle bonuses unction similarly to skillbonuses, but a player can only apply them to his battlescore. Te colour o the circle indicates which battle ormreceives the bonus; red provides a bonus during a Strengthbattle, blue during a Willpower battle, yellow during a

    Cunning battle, and gray provides a bonus during anybattle. A player must declare that he is using a battle bonusduring the Prepare or Battle step o a battle.

    Some examples o battle bonuses are listed below:

    ChargesSome cards display a number ocharge icons ( ) at the top o the card.Te number o charge icons on a cardis the cards charge value. Whena player draws a card with charge

    icons, he places a number o charge tokens on the cardequal to the cards charge value. Players can spend thesetokens to trigger specic abilities on the card.

    Te cards ability species when a player can spend acharge token rom the card. When spending a chargetoken, a player removes the spent token rom the card,and places it in the charge token supply pile. When thelast charge token is removed rom a card, .

    Some eects allow a player to add additional chargetokens to cards. Added charge tokens can exceed the

    cards charge value.Each player can spend a maximum o 1 charge tokenrom each card each turn.

    Example: A player has a Needle Rife with two chargetokens on it. Te player attacks an enemy and chooses tospend one o its charges during the Prepare or Battle stepto use the cards ability. He cannot spend the second tokenduring this turn.

    A 3 S,W, C

    A 2

    Discarding CardsEach time a player is orced to discard one o his cards,he chooses which card to discard unless instructedotherwise. I a player does not have any o the requiredcards, he discards nothing. I a player is orced to discardmore cards than he has, he must discard all cards o thelisted type.

    Each time cards are discarded, they are placed aceup in adiscard pile next to their corresponding deck. Any tokenspreviously placed on the cards are removed.

    A player cannot discard cards outside o his Experiencephase unless a special ability on a card, character sheet,or text box allows him to do so. I a player has anyassets or Power cards that he no longer wishes to keep,he may discard them during his Experience phase (seeExperience Phase on page 10).

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    Additional RulesTis section describes additional rules.

    Scenario SheetsEach scenario sheet eatures special game rules andinstructions or resolving the game-ending conrontation.

    Additionally, a avorul background story is provided onthe back o each scenario sheet.

    Te special game rules on the scenario sheets impactall players and can change the rules o the game insignicant ways. Players must read these rules at the starto the game and keep them in mind while playing.

    When a player resolves his Engagement phase while onthe scenario space in the centre o the game board, hemust resolve the conrontation section on the scenariosheet. Te instructions in the conrontation section onlyaect the active player unless stated otherwise. I morethan one player reaches the scenario space, each playerresolves the conrontation section o the scenario sheetduring his Engagement phase. Te rst player to ull thegame-winning condition described in the conrontationsection wins the game.

    DiceTis section contains rules clarications or rolling andmodiying dice.

    Exploding DiceI a player or enemy rolls a result during a battle or skilltest (see Skill ests on page 14), even when rolling

    multiple dice, the die with a result explodes, and theplayer or each result. Tesecond die result is added to the previous result to create anew score. Exploding dice values are cumulative, and thereis no limit to the number o times a players or enemys diecan explode i a result is continually produced.

    Example: Te active player makes his battle roll and the dieproduces a result. Ten, he immediately rolls another diethat produces another result. Ten, he rolls yet anotherdie that produces a result. Tese three dice add a total o14 to his battle score.

    Additional DiceI an ability allows a player to roll additional dice, he mustroll all dice simultaneously. Aer the player has rolled hisdice, he cannot trigger any abilities that allow him to rolladditional dice, excluding exploding dice (see above).

    I a player is rolling multiple dice in a battle, only a diewith a result can explode. Tat is, a and a cannotcombine to explode. However, multiple dice can explodei more than one dice produces a result.

    Modifying DiceEach time a player uses an ability to modiy a die, headds or subtracts his die result by the modier. Only thedie result, beore modiers are applied, is used or thepurposes o exploding dice and triggering special abilities.

    Rerolling a DieEach time a player rerolls a die, the previous die resultis ignored or all abilities and eects. Only the resultproduced rom the nal rerolled die is used, and only thisresult can explode. A die may be rerolled multiple times bymultiple abilities.

    Running Out of Cards or TokensI a deck o cards is exhausted, all o the discarded cardsrom that deck are shufed and placed acedown to orma new deck. I a deck o cards is exhausted, and there areno discarded cards to orm a new deck, cards o that typecannot be drawn.

    Te supply o charge, inuence, and character tokensis unlimited. I a tokens supply is ever exhausted, playerscan substitute any convenient markers, such as coins.

    Scenario Sheet Anatomy

    1. S : Te name o the scenario.

    2. S G R: Te special game rules thataect all players throughout the duration o thegame.

    3. C: Instructions or a player explainhow to win the game aer he has reached thescenario space.

    4. E A: Attributes are presented onscenario sheets that are also enemies.

    3

    2

    4

    1

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    The Coming ConflictFans oalisman may notice that in Relic playerscannot directly attack each other. Tis is importantbecause all players in the game serve and protect

    the Imperium o Man.

    Tat said, Relic is not a cooperative game andplayers can interact with each other through Treatcards, Mission cards, scenario sheets, and characterabilities. Tose seeking more direct conict canrest assured that we have big plans or the uture.Trough expansions, we aim to provide more robustand exciting player-versus-player experiences.

    Moving Between TiersTis section describes the ways players can cross romone tier o the game board to another.

    Moving to the Middle TierTere are three spaces (Grey Knight Envoy, BattleeetAntias, and St. Antias Sanctuary) located in the corners

    o the Outer tier which allow a player to cross to theMiddle tier by resolving a text box on the space. Tesespaces allow a player to move his plastic character pieceto a corresponding space in the Middle tier or a cost.

    Aer moving to the Middle tier in this way, theactive players Engagement phase immediately ends. Hedoes not resolve any cards or text on the new space towhich he moved.

    Movement BoxesTere are two spaces (Space Hulk and Guardian o theRi) on the game board that contain special text boxescalled movement boxes. Each time a player beginshis Movement phase on a space with a movement boxor enters a space with a movement box during hisMovement phase, he immediately resolves the text inthat box. Aer resolving a movement box, the playercontinues his Movement phase normally.

    When a player moves rom one tier to another, he maychange the direction o his movement upon entering thenew tier.

    Example: A player begins his Movement phase on TeHaunted Cluster. He rolls a and decides to moveanticlockwise. For his rst movement point, he moves to theSpace Hulk space. He resolves the movement box in thatspace, which allows him to spend his second movement pointto move to the Webway Portal space. He decides to changehis movement direction to clockwise, then spends his thirdmovement point to move to the Foothills o Liliath space.

    A player may also resolve a movement box in his space atthe start o his Movement phase.

    The Inner Tiero enter the Inner tier o the gameboard, a player must have a relicand move rom the Guardian o theRi space.

    Aer entering the Inner tier, a playerdoes not roll a die or movement andcannot spend movement points. Instead,

    during his Movement phase, he moves one space orwardollowing the directional arrow on his current space. Aplayer cannot use eects and special abilities that modiyhis movement in the Inner tier.

    Aer entering the Inner tier, a player may not return toprevious tiers (unless he is vanquished or corrupted).

    While in the Inner tier, a player must move orward onespace during his Movement phase and must always resolvethe text box in his space during his Engagement phase. Aplayer cannot draw or resolve Treat cards while in theInner tier. Aer a player reaches the scenario space in

    the centre o the game board, he cannot move and mustresolve the scenario sheets conrontation section duringhis engagement phase each turn or as long as he remainson the scenario space.

    The Warp RiftWhen a player enters the Warp Ri (the rst space o theInner tier), his Movement phase ends immediately.

    During a players Engagement phase, the text box on theWarp Ri space orces him to skip ahead one space, plusone additional space or each condition listed he ulls. Aplayer does not resolve any text boxes on skipped spaces,but he must immediately resolve the text box on the spacewhere he lands.

    Example: A player begins his Engagement phase onthe Warp Ri space. He skips ahead one space, plusone additional space because he is level 9 and anotheradditional space because he chooses to immediately spend8 infuence. Skipping three spaces, he lands on the DaemonWorld Braxas space. Ten, the player resolves the DaemonWorld Braxas text box and ignores all other spaces heskipped over.

    DirectionalArrow

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    IndexAdditional Dice .................................................................20Areas, iers, and Spaces ....................................................6Asset Limits .......................................................................14Attributes .............................................................................6Battle Bonuses ...................................................................19Battles .................................................................................12

    Battles with Scenario Sheets ............................................12Character Anatomy ............................................................7Character Overview ...................................................... 67Charges ..............................................................................19Completing Missions .......................................................17Corruption Cards .............................................................16Corruption Treshold ......................................................17Eliminated Players ............................................................15Engagement Phase............................................................10Exploration Phase ...............................................................8Evading ..............................................................................14Experience Phase ..............................................................11Exploding Dice .................................................................20Corrupted Players.............................................................15Gaining Levels...................................................................14Game Board Anatomy .......................................................6Inuence ............................................................................14Te Inner ier ...................................................................21Lie ........................................................................................6Missing urns ...................................................................14Mission Cards ...................................................................17Modiying Dice .................................................................20Movement Boxes ..............................................................21Movement Phase ................................................................8Moving Between iers .....................................................21

    Optional Abilities .............................................................22Playing the Game............... ............ ............. ............ ..... 811Power Card Anatomy .......................................................16Power Cards ......................................................................16Power Limits .....................................................................16Quick Reerence ...............................................................24Relic Cards ........................................................................18Rerolling a Die ..................................................................20Scenario Sheet Anatomy ..................................................20Scenario Sheets .................................................................20Setup .....................................................................................5Setup Diagram ....................................................................5Skill ests ...........................................................................14

    ext Boxes ..........................................................................11Treat Card Anatomy ........................................................9Vanquished Players ..........................................................15Wargear Card Anatomy ............ ............. ............ ............. .18Wargear Cards ..................................................................18Weapon, Armour, and Equipment ........... ............ ..........18Winning the Game ...........................................................11

    ClarificationsTis section details rules or special circumstances,should they occur during the game.

    Golden RuleIn any instance where a special ability or text box conicts

    with the rules in this book, the special ability or text boxalways takes precedence.

    CannotEach time a special ability or text box states that a playercannot use a card, action, or ability, the player is unableto do so. In other words, any ability orbidding the useo cards, actions, or abilities overrides all other cards,abilities, and eects.

    Example: Te Blood Rage Corruption card states thatthe player cannot evade enemies. Tereore, the Callidus

    Assassin cannot evade any enemies, despite her specialability that normally allows her to do so.

    Special MovementI a player resolves a card that grants him specialmovement during his Movement phase, he may use thespecial movement even i that card is discarded duringthat turn. I a player misses his turn, he may use the specialmovement during his next Movement phase.

    As a reminder that he has the option or specialmovement, a player may place one o his character tokensunder his character piece. I a memory aid o this type

    and a game rule conict, the game rule takes precedence.

    I an ability (such as the Webway Portals text box) movesa player directly to another space, he does not movethrough any spaces in between and is placed directly onthe destination space.

    Making DecisionsI an eect reers to a condition and there are two ormore available options that ull the condition, the activeplayer decides which option to use or in which order toull them.

    Lowest and Highest AttributeI an eect reers to a players highest or lowest attributeand he has two or more attributes o the same number, hechooses which attribute to use.

    Optional AbilitiesAbilities on cards that include the word may areoptionalplayers choose whether to trigger theseabilities. All other card and character abilities aremandatory and players must trigger them when able.

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    FFG CreditsG D: John Goodenough

    B , D : Robert Harris

    G D: Jason Walden with Adam Sadlerand Corey Konieczka

    P: Jason Walden with Christopher Hosch W: Adam Baker with Brendan Weiskotten

    E & P: Matt Mehlho

    B A: Ben Zweiel

    C A: Mathias Kollros and Ben Zweiel

    I A: Ryan Barger, Dimitri Bielak, John Blanche,Matt Bradbury, Christopher Burdett, Jon Cave,Victor Corbella, Kev Crossley, Wayne England,Zach Graves, David Grith, Illich Henriquez,Nikolaus Ingeneri, aylor Ingvarsson, Igor Kieryluk,

    Yap Kun Rong, Clint Langley, Ignacio Bazan Lazcano,Ameen Naksewee, Oleg Le$hiY Shekhovtsov,Mark W. Smith, Matias apia, and Liu Yang

    F D: Nikolaus Ingeneri

    F : Daniel Lovat Clark, im Huckelbery,and Christian . Petersen

    G D: WiL Springer with aylor Ingvarsson,Dallas Mehlho, and Michael Silsby

    L D C: Deb Beck

    M A D: Andrew Navaro

    A A: Mike Linnemann and Zo Robinson

    P M: Eric Knight

    E G D: Corey Konieczka

    E P: Michael Hurley

    P: Christian . Petersen

    P: Dan Ahlm, Jaer Batica, Chris Beck,Greta Berg, Pedar Brown, Tomas Brown, Ed Browne,Cli Christiansen, Marcin Nemomon Chrostowski,Lachlan Raith Conley, Sean Connor, Frank Mark Darden,Ronald DeValk, Jordan Dixon, Dan Engskov, Andrew

    Fischer, Chris Gorton, David Hansen, James Hata, imHuckelbery, Keesjan Klee, James Knien, Kalar Komarec,Rob Kouba, Chris Lancaster, Jay Little, Mack Martin,Antonio Martinez, Pim Mauve, Mark McLaughlin, SteveMiller, Rick Nauertz, Jon New, Je Phillips, Scott Philips,Stephen Pitson, Matt Ryan, David Richardson, Brady Sadler,John Sanderson, Micheal Schmeeckle, Lawrence Simmons,Joshua Sleeper, WiL Springer, Sam Steward, Bill Stivers II,Richard atge, Torin atge, James rainor, Brad waddell,erry Unger, Jan-Cees Voogd, Joris Voogd, Ross Watson,Colin Webster, Aric Wieder, Barac Wiley, David Wilord,Benn Williams, Lynell Williams, Rebecca Williams, KevinWilson, Nik Wilson, Katin Yang, and Jamie Zephyr

    Games Workshop CreditsL M: Graeme Nicoll and Owen Rees

    H L: Jon Gillard

    H L, L, S P:Andy Jones

    H I P: Alan Merrett

    A special thanks to all our dedicated beta testers. Yourhard work is very much appreciated.

    Relic Games Workshop Limited 2013. GamesWorkshop, Warhammer 40,000, and all associated marks,logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, unitsand unit insignia, characters, and illustrations rom theWarhammer world and Warhammer 40,000 game setting

    are either trademarks, registered trademarks and/or Games Workshop Ltd 20002013, variably registeredin the UK and other countries around the world. Tisedition published under license to Fantasy FlightPublishing, Inc. Fantasy Flight Games, Fantasy FlightSupply, and the FFG logo are trademarks or registeredtrademarks o Fantasy Flight Publishing, Inc. All RightsReserved to their respective owners. Fantasy FlightGames is located at 1975 West County Road B2, Suite 1,Roseville, Minnesota, 55113, USA. 651-639-1905. Retainthis inormation or your records. Warning! Not suitableor children under 3 years due to small parts. Choking

    hazard. Actual components may vary rom those shown.Made in China. HIS PRODUC IS NO A OY. NOINENDED FOR USE OF PERSONS 13 YEARS OFAGE OR YOUNGER.

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    Turn SequenceDuring each turn, the active player perorms the ollowingour phases in order (see Playing the Game on page 8or more details):

    1. M P: Te player rolls one dieand moves his character piece clockwise orcounterclockwise around the game board an exactnumber o spaces equal to the die result.

    2. E P: Te player draws Treat cards asspecied by the threat icons on his space. Ten, heplaces each drawn card on his space.

    3. E P: Te player resolves Treat cardson his space. I there are no Treat cards on hisspace, he resolves the text box in his space.

    4. E P: Te player may spend trophiesto gain levels, spend completed missions to acquirerelics, and draw a Mission card i he does not havean active mission. Additionally, he must discard anycards that exceed his power and asset limits.

    Threat Card ResolutionI there are Treat cards in the active players space duringhis Engagement phase, he resolves them as ollows:

    1. Resolve Events

    2. Battle Enemies3. Resolve Encounters

    4. Acquire Assets

    BattlesBattles are resolved using the ollowing steps (seeBattles on page 12 or more details):

    1. Declare Battle Form2. Prepare or Battle

    3. Roll Battle Die (Enemy)

    4. Roll Battle Die (Active Player)

    5. Determine Battle Scores

    6. Determine Battle Result

    7. Apply Consequence

    Vanquished PlayersI a players Lie is reduced to zero, he discards all ohis Power cards, trophies, and inuence. Ten, heresets his Lie to his starting Lie value and movesto the St. Antias Sanctuary space (see page 15).

    Corrupted PlayersI a player has a number o Corruption cardsequal to his corruption threshold (usually six), hediscards all his Power cards, Corruption cards,trophies, and inuence.

    Ten, he removes his character piece rom the gameboard, and receives a new random character sheet.

    Finally, he resets his Lie, level, and attributes to thestarting values, and places his character piece on hisstarting space on the game board (see page 15).

    Quick Reference

    Level Reward Icons

    Gain 1 Strength.Gain 1 attributeo your choice

    (Strength, Willpower,or Cunning).

    Gain 1 Willpower.

    Gain 1 completedmission.

    Gain 1 Cunning.

    Gain 1 Lie.

    Receive specialreward described

    on character sheet.

    Draw 1 Power card.Gain 2

    inuence.