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RUIN RULES

△ PREPARING

After reading the rules, you may decide you are not ready to enter the Ruin.

Return THE HUM to its Hex and continue exploring. You may return later.

△ DEFEAT

We recommend recording your Stats before entering a Ruin.

If you are defeated, choose:

  • Try the Ruin again.
  • Continue exploring and return later.

Exploring the surrounding area may provide Items and Keywords that give you an advantage in this scenario.

△ KEYWORDS

The following Keywords alter this scenario. Always check the rules below for Keyword changes.

Blood Offer · Nurturer · Desecrator · Malformed Connexus · Connexus Link-A · Connexus Link-B

OBJECTIVE

If you end the round on Mother’s Hex → Ruin Resolution.

ROUND OVERVIEW

1. PLAYER PHASE

  1. Commit Move.
  2. Enter a Hex.
  3. Choose:
    • Commit Attack
    • Commit Skill (+Stealth)
    • Commit Skill (+Attunement)
  4. Resolve the Hex.
  5. Repeat for any remaining ★ from Commit Move.

2. MOTHER PHASE

  1. Drift
  2. Mother’s Burst

BROOD

  • Each Brood has a Charge, tracked with a Token or d4.
  • Charge X: Increase its Charge by X, to a maximum of 4.

→ DISCHARGE

  • Suffer d4+1 Damage.
  • Reset its Charge to 1.
  • All Broods adjacent to it Charge 1.

Reaching Charge 4 does not cause a Discharge by itself.

→ DESTROY

Remove the Brood from the map.

→ BROOD POOL

A maximum of 12 Broods can be on the map at once.

Ignore any spawns that would exceed this limit.

KEYWORD CHANGES

Blood Offer: A Discharge causes only d4 Damage.

Desecrator: The Brood Pool becomes 10.

  • You still begin with 12 Broods.
  • Mother cannot Spawn new Broods until fewer than 10 remain.
  • From then on, a maximum of 10 Broods can be on the map.

BROOD MOVEMENT

Whenever a Brood moves:

  • If it would leave the map, it stays in its Hex.
  • If it would enter another Brood’s Hex, it stays in its Hex and both Broods Charge 1.
  • If it enters your Hex, it Discharges regardless of its Charge.
  • If it would enter your Hex while another Brood is already there, it stays in its Hex and all Broods adjacent to your Hex Charge 1.
  • Broods can enter Mother’s Hex.
  • Broods can enter your Hex.
  • Only 1 Brood can occupy each Hex.

PLAYER PHASE

COMMIT MOVE

You must Commit Move each round.

→ COMMIT MOVE

  • 0★: Do not move.
  • ★: Move 1 Hex.
  • ★★+: Move a number of Hexes equal to your ★. All Broods immediately Charge 1 for each ★ beyond the first.

Any Charge generated by the Commit happens immediately, regardless of how many Hexes you actually move. Broods connect to your intention.

RULES CLARIFICATION
Examples:
  • 0: You may move up to 0 Hexes.
  • ★: You may move up to 1 Hex.
  • ★★: All Broods Charge 1. You may move up to 2 Hexes.
  • ★★★: All Broods Charge 2. You may move up to 3 Hexes.
  • You may move fewer Hexes than your Outcome, including 0.
  • If you do not move, whether by choosing to spend no ★ or by committing a 0★ Move, you may still Commit Attack or Commit Skill. Then immediately proceed to the Mother Phase.
  • Resolve all effects caused by entering a Hex before moving again.
  • Do not ⊙ Gear when moving between Hexes during this scenario.

ENTERING A HEX

Each time you enter a Hex, you may Commit Skill (+Attunement), Commit Skill (+Stealth), or Commit Attack before resolving that Hex.

→ COMMIT SKILL (+ATTUNEMENT)

For each ★, choose one:

  • Prevent one adjacent Brood from Charging once.
  • Move any Brood to an adjacent Hex.
RULES CLARIFICATION
  • Resolve any effects caused by moving a Brood normally.
  • Preventing Charge does not prevent a Brood from Discharging.

→ COMMIT SKILL (+STEALTH)

For each ★, choose one:

  • Prevent one adjacent Brood from Charging once.
  • Prevent one Brood from Discharging when you enter its Hex or a Hex adjacent to it.
RULES CLARIFICATION
  • Stealth does not prevent other Broods from Charging or Discharging.
  • Preventing Charge does not prevent a Brood from Discharging.

→ COMMIT ATTACK

  • Destroy 1 adjacent Brood per ★.
  • Then resolve Mother’s Retaliation.

SHARING A HEX WITH A BROOD

When you enter a Brood’s Hex, or a Brood enters your Hex, it Discharges regardless of its current Charge.

Stealth can prevent this Discharge when you enter its Hex.


ENTERING A HEX ADJACENT TO A BROOD

Each Brood adjacent to the Hex you enter resolves separately:

Current Charge Effect
1–3 Charge 1
4 Discharge

MOTHER’S RETALIATION

For each Brood Destroyed by your Attack:

  • Suffer Xd4 + d4 Damage.
  • All Broods Charge 1.

X = Number of Broods Destroyed.

Suffer the total as one Damage source.

△ KEYWORD CHANGES

Blood Offer: Roll Xd4 only.

If you killed both Connexus Link-A and Link-B: +1 to the total Damage.

If you killed either Connexus Link-A or Link-B: +2 to the total Damage.


COMMIT DEFENSE

  • You may Commit Defense once against each Brood Discharge.
  • Against Mother’s Retaliation, you may Commit Defense only once against the total Damage.

MOTHER PHASE

Resolve each step in order.

1. DRIFT

  • Roll the Compass Die.
  • Move each Brood 1 Hex in the indicated direction, from closest to farthest from you.
  • Resolve each Brood’s movement completely before moving the next.
  • If multiple Broods are equally close to you, choose randomly.

2. MOTHER’S BURST

Mother’s Burst begins at d8.

Apply all relevant modifiers by moving up or down the die chain:

d4 → d6 → d8 → d10

Minimum: d4
Maximum: d10

△ KEYWORD CHECK

Nurturer — Mother’s Kinship: Reduce the die by 2 steps.

Malformed Connexus — Mother’s Sympathy: Reduce the die by 1 step.

Connexus Link-A, Connexus Link-B, or both killed — Mother’s Fury: Increase the die by 2 steps.

Desecrator — Mother’s Rage: Increase the die by 1 step.

Corruption — Mother’s Despise: Increase the die by 1 step.

Apply all modifiers, then roll the final die on the table below.

MOTHER’S BURST TABLE

Roll Effect
1 Gather 1 / Spawn 1
2 Gather 1 / Spawn 1 / Charge 1
3 Gather 1 / Spawn 1 / Move 1
4 Gather 1 / Spawn 1 / Move 1 / Charge 1
5 Gather 2 / Spawn 2
6 Gather 2 / Spawn 2 / Move 2
7 Gather 2 / Spawn 2 / Charge 2
8 Gather 2 / Spawn 2 / Move 2 / Charge 2
9 Gather 3 / Spawn 3 / Move 3 / Charge 3
10 Gather 3 / Spawn 3 / Move 3 / All Broods Charge 1

Effects separated by / are resolved from left to right.

→ GATHER X

  • Choose the Brood farthest from Mother that is not adjacent to you.
  • If tied, choose one randomly.
  • Roll d4.
  • Move that Brood that many Hexes toward Mother, resolving each Hex normally.
  • If it would enter another Brood’s Hex, it stops in its current Hex and both Broods Charge 1.

→ SPAWN X

Place X Broods, one at a time:

  • On Mother’s Hex, if it is empty.
  • Otherwise, in an empty Hex as close to Mother as possible.
  • If multiple Hexes are equally close, choose one randomly.
  • Each spawned Brood begins at Charge 1.
  • Ignore any Broods that would exceed the Brood Pool.

→ CHARGE X

  • The Brood closest to you Charges X.
  • If multiple Broods are equally close, choose one.

→ MOVE X

  • Move the Brood closest to you up to X Hexes toward you, one Hex at a time.
  • Resolve each Hex of movement normally.
  • Stop moving when it enters your Hex.
  • If multiple Broods are equally close, choose one randomly before moving it.

→ ALL BROODS CHARGE 1

Every Brood Charges 1.