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
- Commit Move.
- Enter a Hex.
- Choose:
- Commit Attack
- Commit Skill (+Stealth)
- Commit Skill (+Attunement)
- Resolve the Hex.
- Repeat for any remaining ★ from Commit Move.
2. MOTHER PHASE
- Drift
- 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
- 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.