This site is a digital adaptation of the rulebook for Vast: the Mysterious Manor, and contains most of the content from the rulebook, with the notable exceptions of examples and some diagrams. It is designed as a companion to the rulebook for quick and easy reference, not a replacement.
This chapter will help you understand some foundational assumptions of this rulebook.
All components are public information, except these:
All components are limited by their included quantities. If you run out of any component during play, do not use proxy components.
Hand sizes are unlimited unless otherwise noted.
A dial or tracking cube (such as Health or Seals) cannot be moved outside its boundaries.
If you ever need to draw from an empty deck, shuffle its discard pile into a new deck and continue drawing. If its discard pile is empty, you cannot draw these cards.
Here are some principles for interpreting the rules.
Q1. I’d like to do something, and the relevant rules don’t say that I can’t do it. Can I do it?
A1. Within the confines of those rules, yes!
Q2. Can another player not consent to a particular action?
A2. Nothing in Vast requires consent. Just do the thing.
Q3. It seems like something should happen, but the rule doesn’t tell me to do that thing. What do I do?
A3. It doesn’t happen. Follow the word of the rules, not your instinct.
Q4. A rule uses a specific term or action. Does this also include a closely related term or action?
A4. Nope. Assume we mean only the stated term and not any related terms, no matter how closely related.
Q5. Why is some text italicized?
A5. Italicized text is a reminder for another rule. It does not supersede the original, non-italicized rule.
Adjacent: Each space touching the edge of a given space. (Diagonal spaces are not adjacent.)
Crypt: A square space on the map without a tile.
Empty: Contains no pieces.
Enemy: A piece that is not your own.
Figure: A cardboard standee or plastic miniature.
Gain: Increase the prompted dial or track, or place the prompted piece in the prompted box on your board.
Grounds: A rectangular space around the outside of the map, bounded by hedges, adjacent to multiple crypts.
Map: The shared board on which pieces are placed and move around.
Marker: A cardboard piece that is not a figure, tile, or token.
Lose: Decrease the prompted dial or track, or remove the prompted piece from the prompted box on your board.
Open edge: A tile edge not showing a printed wall and not touching an adjacent tile edge showing a printed wall.
Piece: Any game component.
Place: Take the prompted piece from the owner’s supply and add it to the prompted space.
Remove: Return the prompted piece to the owner’s supply.
Return to the box: Eliminate the piece from play for the remainder of the game.
Space: Any bounded shape on the map, whether or not it contains a tile.
Spend: Decrease the prompted dial or track, or return the prompted piece to your supply.
Surrounding: Each space touching the edge or corner of a given space. (Diagonal spaces are surrounding.)
Tile: A square cardboard piece equal in size to a crypt.
Token: A round cardboard piece.
Wall: A tile edge showing a printed wall or touching an adjacent tile edge showing a printed wall.
If a card contradicts any other rule, follow the card. If a variant contradicts a core rule, follow the variant. If a role contradicts a core rule, follow the role.
If a role does not contradict a core rule, and you can follow both the core rule and the role, you must follow both. If you cannot follow both, follow the role.
If you still have questions, check out our website for clarifications and errata: www.ledergames.com
Place tiles on the map board as follows, as shown right:
Collect supplies of poltergeist figures and treasure, breach, and force wall markers near the map.
Each player chooses a role and follows the instructions described on its setup sheet. If you have fewer than 5 players, read page 19 for more instructions.
Vast is an asymmetric game, so each role plays and wins in a very different way. We will describe these differences fully in each role’s chapter later. For now, know this:
The Paladin takes the first turn, then the Skeletons, then the Spider, then the Manor, and finally the Warlock. Play continues until a player wins.
The map of the manor is a grid of spaces called crypts, surrounded by the grounds separated by hedges.
Throughout the game, crypts will be filled with tiles. The grounds cannot hold tiles.
Each role can move around the map in various ways.
Each time you move, pick up your figure and place it on an adjacent tile. (Diagonals are not adjacent.)
You cannot cross walls or enter crypts or the grounds.
At the start of the game, most tiles are on their Dark side. Roles can reveal Dark tiles to flip them to their Lit side, as follows:
Sometimes, new open edges are created when a tile is moved or rotated, or when a wall is breached. In these cases, fill the crypts touching those open edges with Dark tiles as if you had revealed the tile.
You can attack enemy figures.
When you enter a tile with an enemy figure, you must attack it. (You have to fight your way in!)
When you attack, check whether your Strength is greater than the enemy’s Defense.
Each role lists its own Strength and Defense. Poltergeists have no Strength and 1 Defense.
The Paladin moves in and must attack the Skeleton!
Always count distances between spaces across edges, not diagonally.
Sometimes, you need to see something in order to affect it. In other words, it needs to be visible.
A piece is visible to you if you can trace a straight line (not diagonal) from your figure to the target piece.
You cannot trace this line through a wall, a crypt, or a Dark tile, but you can trace out of a Dark tile holding your figure, and you can trace into a Dark tile holding the target piece.
Throughout play, various roles can place breach and force wall markers.
The outer wall touching the grounds cannot be breached.
If an edge has both a force wall and breach, remove both. If an open edge has a breach, or an edge with a wall has a force wall, remove the marker.
Whenever a tile is rotated, moved or flipped to its Dark side, remove all breaches and force walls on that tile.
Breach
Force Wall
You win if you kill the Spider, by returning her 5 Spiderlings to the box.
Formidable: Your figure is not removed when hit. Each time you are hit by a Skeleton, you lose 1 Health.
You start with 0 Strength and Defense. (You can increase them by taking the prepare action and by spending Fury.)
Take all the hero cubes off your board and place them on the Unassigned Hero Cubes box on your board.
You can take the following actions in any order and number. To take an action, place a hero cube in its box.
You may end this phase after completing any action.
Move 0 or 1 spaces, then do this:
If you are on a Dark tile, reveal it. You gain 2 Grit.
An open edge of the revealed tile must touch the tile from which you moved.
You can attack figures on your tile. You must attack figures that force attacks before ones that do not.
You gain 1 Light each time you hit an enemy figure.
While on a Shrine, you may gain 1 Fury or 1 Light, or you may discard a favor card to draw 3 favor cards, keep 1, and discard 2. You cannot discard Vigor or Illuminate. (You can use a Shrine multiple times in a game.)
Remove all treasure markers on your tile, one at a time. For each, the Manor draws 2 treasure cards, gives you one, and discards the other. If there is no Manor player, draw a treasure card.
You may keep the treasure card in your hand, or you may return it to the box to gain 5 Grit.
Likewise, if the Manor cannot give you a card because the treasure deck is empty, you gain 5 Grit.
You gain 1 Fury if you did not hit the Spider during this turn.
Grit is the experience the Paladin gains as he explores the Manor.
As you gain and lose Grit, track it on your Grit dial.
If your Grit reaches 7, 18, 32, or 41 immediately take a hero cube from your supply and place it in your Unassigned Hero Cubes box. (You can place this cube during the same turn.)
If your Grit reaches 13 or 25, immediately draw 3 favor cards, pick one to keep in your hand, and discard the other two.
If your Grit falls below 7, 18, 32, or 41, immediately remove a hero cube from your board and return it to your supply.
If your Grit falls below 13 or 25, immediately discard a favor card, but not Vigor or Illuminate.
Your fury and light tokens represent your devotion to your god.
Track your Fury and Light by placing fury and light tokens on their matching spaces.
You can have up to 5 Fury and 8 Light at a time.
At any time during your Take Actions phase, you can play a treasure or favor card from your hand.
Played treasure and favor cards give you persistent effects, and you can spend Fury and Light to use the effects of your favor cards at any time (even during an action) during your Take Actions phase.
Your Illuminate favor card lets you spend Light to place lamp tokens (the back side of light tokens). When a Skeleton enters a tile with a lamp, the Skeleton stops moving.
You win if you kill the Paladin, by reducing his Health to 0.
Distracting: Each time a Skeleton attacks, it gains 1 Strength per space with a Skeleton or cackling skulls token adjacent to the defender for that attack.
Groundskeepers: Skeletons can enter the grounds (rectangular spaces around the map edge) and crypts (square spaces without tiles).
Undead: Each time a Skeleton is removed, immediately roll the spawn die and place that Skeleton on the matching Spawn (numbered grounds). Move its card to the 1st space of the March Order, and push cards right to fill the gap.
Weak Bones: Each time a Skeleton attacks, remove it after attacking (whether it hits or misses).
Each Skeleton has 1 Strength. (Remember your Distracting trait.)
Each Skeleton has 1 Defense plus 1 Defense per other Skeleton on its tile.
Lose 1 Stability per Skeleton on a Lit tile that is not a Pit.
Activate each Skeleton on the map, one at a time, from left to right in the March Order.
When you activate a Skeleton, it can move up to 5 spaces, then it can take one action.
If a Skeleton enters a tile with a lamp or web, the Skeleton ends its movement. (Remember to remove one of each enemy token in the space.)
Once per turn, you may spend 3 Stability to flip up the leftmost facedown skeleton card in the March Order, roll the spawn die, and place the matching Skeleton on the matching Spawn.
Gain 2 Stability.
Each Skeleton has a unique ability, which it can use during its activation each turn (even between spaces of movement).
You may spend 1 Stability to place a cackling skulls token on an adjacent space. Cackling skulls distract enemy figures in adjacent tiles.
If both cackling skulls are placed, Casty cannot use this ability.
Once per turn, you may spend 1 Stability to target a Skeleton within 2 spaces of Screamy and move it up to 5 spaces. You cannot move this Skeleton into a tile with an enemy figure that forces attacks.
When she takes the Strike action, you may spend 1 Stability to have her attack target a visible figure exactly 2 spaces away (instead of on her tile). This attack does not remove Shooty.
You may spend 1 Stability to increase Slashy’s Strength to two for this turn (her Defense remains 1).
When Stabby hits the Paladin, you may spend 1 Stability to make the Paladin lose 3 Grit.
At any time during your turn, you can play gear cards from your hand in front of their listed Skeleton. Played gear cards give the listed Skeleton another ability (which can be used during the same turn).
Stability costs on gear add to the Stability costs of any associated actions.
Some Skeletons can place pit markers. A tile with a pit marker on it is considered a Pit tile, even while the tile is Dark.
Pit markers cannot be removed.
You win if you gain 12 Terror, then move through the Manor’s entrance (open edge by the stairs).
Agile: You always hit on attacks and cannot be forced to attack.
Crawly: Your Giant Spider can cross 1 wall per turn, and your Spiderlings can cross any number of walls.
Shapeshifter: When a Spiderling is hit, return it to the box. When the Sorcerer or Giant Spider is hit, return a Spiderling to the box, place a Spiderling on a tile adjacent to your old figure, then place each remaining one on a tile adjacent to the previous Spiderling placed.
Tiny: Your Spiderlings and Eggs do not force attacks. (Your Giant Spider and Sorcerer still do.)
All your forms have no Strength and 2 Defense. (Your Defense increases as your Terror increases.)
An Egg has no Strength and 1 Defense plus 1 Defense per blood token on its tile.
Ignore this step on the first turn.
Choose the Giant Spider, Sorcerer, or Spiderlings board to flip face-up, and flip the other two facedown.
Place your new figure on the tile with your old figure, then remove your old figure.
For Spiderling form, place all of the Spiderling figures in the same tile as the old figure, or place the new figure in any tile with a Spiderling.
You may take the feed and scare actions each once per turn.
Feed: Spend 3 Blood to gain 1 Terror.
Scare: If the map has at least 6 webs, discard 1 power card to gain 1 Terror.
You may move and cast spells in any order. Each form moves and casts differently:
You can play a power card from your hand to use its effect, then discard it:
Your form changes which tiles each of your played power cards affects:
Your form also lets you play power cards as a different card:
Veil (Sorcerer): Discard 1 power card to flip an empty visible Lit tile to its Dark side. (The center of the target tile must be visible.)
Tend (Sorcerer): Spend 1 Blood to place 1 blood token on each tile with an Egg.
Lay Egg (Giant Spider): Discard 2 power cards to place an Egg on your tile or an adjacent visible tile. If you already placed an Egg in this turn, discard 1 card instead. You cannot place 3 Eggs in the same turn.
Legs (All): Discard 1 power card to move your figure 1 space. If you are in Spiderlings form, move each Spiderling 1 space instead.
Loot (Spiderlings): Discard 1 power card to remove all treasure markers from all tiles with any Spiderlings. Gain 1 Terror if you removed 2. Gain 2 Terror if you removed 3 or 4. Gain 3 Terror if you removed 5 or more.
Discard all power cards left in your hand, and then draw power cards equal in number to your Spirit. (Your Spirit increases with your Terror.)
Each time an enemy figure enters a tile with any webs, it ends its move.
When a tile with an Egg has any combination of 6 web and blood tokens, gain 2 Terror and remove the Egg and all the blood tokens on its tile. (Do not remove webs.)
Eggs cannot move.
Whenever your Sorcerer, Giant Spider, or Spiderling figure is on a tile with a blood token and no Egg, you may remove it to gain 1 Blood.
You win if you complete 14 Seals, by playing ritual cards.
The avatar of the Mansion on the physical plane is the Wraith.
Ethereal: Your Wraith can cross walls, cannot attack or be attacked, ignores the effects of enemy tokens, and does not remove enemy tokens when entering their space.
Spooky: Each time you reveal a Poltergeist tile, you may place the poltergeist on any empty Lit tile.
Your Wraith has no Strength or Defense.
Take any number of cubes from the Unassigned Omens box on your board, and place them on empty spaces of the tracks on your board. Fill a given track from left to right.
You may use each of your powers from top to bottom, as follows. To use a power, its track must have at least 1 cube.
Reveal any Dark tile on the map.
The number of Dark tiles you can reveal is shown by the combined filled spaces of the Reveal Tiles track.
Choose any tile and either shift it or rotate it. (Remove any breaches or force walls on the shifted tile, and fill any new open edges.) If you shift it, you must place it on a crypt touching at least one other tile.
Any pieces on the shifted tile move with it. Orient the shifted tile as if you were revealing it.
The maximum distance you can shift the tile is shown by the combined filled spaces of the Shift 1 Tile track.
If the map has no crypts, you can use shift as if it were swap.
Choose 2 tiles and either swap them or rotate each. (Remove any breaches or force walls on the swapped tiles, and fill any open edges.)
Any pieces on the swapped tiles move with the tile. Orient the swapped tiles as if you were revealing them.
The maximum distance between the swapped tiles is shown by the combined filled spaces of the Swap 2 Tiles track.
Place a force wall marker on the shared edge of any two adjacent tiles (Lit, Dark, or both) without a wall.
The maximum number of force walls you can place is shown by the combined filled spaces of the Place Walls track.
Move the Wraith. The maximum number of spaces you can move it is shown by the combined filled spaces of the Move Wraith track.
You can play 1 ritual card from your hand.
To play one, you must trace a path from the tile of your Wraith to the end tile shown on the card.
You can only trace from, though, and into Lit tiles with no figures, and you cannot cross walls.
If you trace the complete path, you complete the ritual! Gain Seals as listed on the card, pick up the Wraith, and place it on the end tile shown on the card. Then, place a poltergeist on the tile shown on the card.
Ritual cards with 1 Seal show icons representing portents.
When you complete a ritual with a portent, place a portent cube in the leftmost box of the matching track.
A portent cube placed on a track is treated as a placed omen cube that is never removed.
(A portent cube placed on the Draw Card track shifts its cubes right and will take effect during the same turn.)
Place treasure markers on empty Dark tiles, and then draw ritual cards.
If you have more than 5 ritual cards after drawing, discard ritual cards of your choice until you have 5 cards.
The numbers of ritual cards drawn and tokens places are shown by the combined filled spaces of the Place Treasures, then Draw Rituals track, as follows.
Omens |
0 |
1 |
2 |
3 |
Treasures |
1 |
1 |
2 |
2 |
Cards |
0 |
1 |
2 |
3 |
Return all omen cubes on your board to your Unassigned Omens box.
You win if you fill your Dominated Pieces track with any combination of 5 poltergeists and treasures.
Crypt Walker: You can enter crypts (square spaces without tiles).
Ethereal: You can cross walls, cannot attack or be attacked, ignore the effects of enemy tokens, and do not remove enemy tokens when entering their space.
Hexomancer: Each time a piece with any curse markers is removed, advance your Spells track once.
Skittish: Each time an enemy figure enters your space, immediately move to the nearest Dark tile, crypt, or Pit tile at least 2 spaces away and remove half of your Curses (round down), and advance your Spells track once.
The Warlock has no Strength or Defense.
Take curse markers from your Curses, and place them under any poltergeists and treasures in your network, spreading them as evenly as possible. Then, check for domination.
If a piece in your network has curse markers under it equal or greater to the value of an empty space of your Dominated Pieces track, you may remove that piece and its curse markers, and place that piece on any empty space of the track with a value equal to or less than the number of curse markers that were under the piece.
When you place the dominated piece on the track, you immediately gain the effect listed on its space.
If you gain a magic cube, place it in your Unassigned Magic Cubes box. (You can place this cube during the same turn.)
For every 3 spells in your hand, play one and discard two.
Played spell cards give you persistent effects and new actions that you can take.
Collect all the magic cubes from your board and place them on the Unassigned Magic Cubes box on your board.
You can take the following actions in any order and number. To take an action, place a magic cube in its box.
Each time the Spells track advances to a space with the spell symbol, draw 3 spell cards.
Your Spells track advances as described by your Hexomancer and Skittish traits.
A treasure or poltergiest is in your network if you can trace a path to it through any number of poltergeists or treasures surrounding you or surrounding other poltergeists or treasures in your network.
Example: Only the 2 black poltergeists and the black treasure are in the Warlock’s network.
You can adjust the players’ roles to account for differences in age, experience, and skill.
These adjustments assume a game with 4 or 5 players. Some difficulty variants may not be suitable for some games with low player counts.
The Spider gives you 2 Spiderlings at the start of the game.
The Spider gives you 1 Spiderling at the start of the game.
You cannot use Shrines.
You begin the game with only 2 hero cubes. Return 1 hero cube to the box.
The Paladin starts at 5 Health.
The Paladin starts at 6 Health.
The Paladin starts with the Armor treasure.
The Paladin starts with the Armor and the Halo treasures.
You need 8 Terror to escape.
You need 10 Terror to escape.
You cannot use the Legs spell.
You must play the entire game as the Giant Spider.
You need 11 Seals to win.
You need 13 Seals to win.
Return all rituals worth 3 Seals to the box.
Return all rituals worth 1 Seal to the box.
You must only dominate 4 pieces to win.
Before your first turn, draw 3 spells.
Before your first turn, advance your Spells track twice, but do not draw cards for this.
You begin the game with only 2 magic cubes. Return 1 magic cube to the box.
In addition to the full five-player game, Vast: The Mysterious Manor can be played with the role mixes listed here. Mixes not listed on this page cannot be played.
Some of these require slight changes to the rules or game setup, as listed in the role mix.
Mixes with an asterisk (*) are suggested for new players.
No changes to the rules.
The Warlock begins with the Expand spell.
The Spider begins with the Warlock’s Expand spell.
Return the following Paladin cards to the box: Armor (treasure), Disdain (favor), and Radiant Lamps (favor).
The Spider begins with 2 Terror (but still starts with 3 cards).
The Manor begins with 3 Seals.
Return the following Paladin cards to the box: Armor (treasure), Disdain (favor), and Radiant Lamps (favor).
The Spider begins with 2 Terror (but will still start with 3 cards).
The Warlock begins with the Syphon Specialize spell and the Expand spell.
The Skeletons now win if they kill the Spider.
The Spider begins with 2 Terror (but will still start with 3 cards).
Spiderlings now force the Skeletons to attack.
The Warlock begins with the Expand and Enclose spells.
Return the following Skeleton gear cards to the box: Shield (Slashy), Kukri (Stabby), Pauldrons (Screamy), Poison (Stabby), and Iron Spike (Smashy). (Smashy is an expansion Skeleton.)
The Skeletons now win if they kill the Spider.
The Spider begins with 2 Terror (but still starts with 3 cards).
The Manor begins with 3 Seals.
Spiderlings now force the Skeletons to attack.
Return the following Skeleton gear cards to the box: Shield (Slashy), Kukri (Stabby), Pauldrons (Screamy), Poison (Stabby), and Iron Spike (Smashy). (Smashy is an expansion Skeleton.)
Return the following Paladin cards to the box: Armor (treasure) and Radiant Lamps (favor).
The Spider begins with 2 Terror and the Warlock’s Expand spell.
The Skeletons now win if they kill the Spider.
The Spider begins with 2 Terror and the Warlock’s Expand spell.
Spiderlings now force the Skeletons to attack.
The Paladin’s Journey is a solo game mode where the Paladin enters the Manor to destroy the spirits lurking within.
Set up the map and the Paladin as normal. Then:
You win by hitting 6 poltergeists.
You lose if you reach 0 Health or 12 Terror.
Take your turn as normal, with the following changes.
In this mode, some tiles have extra effects when revealed:
When you remove a blood token by entering a tile, lose 1 Terror.
When you hit a Skeleton, do not trigger its Undead trait. Instead, just remove it and place it on its side above its card.
When you hit a poltergeist, keep it. (This tracks how close you are to winning.)
The Gain Fury Phase
Replace the text for your Gain Fury phase to the following:
“You gain 1 Fury if you did not hit a poltergeist during this turn. Also, gain 1 Terror.”
The Skeletons activate from left to right. After each Skeleton on the map has activated, go to the Spawn phase (described later on this page). They do not use abilities or gear.
Each Skeleton can move up to 3 spaces (not 5 spaces). A Skeleton moves following this priority order:
Move along the shortest path toward the Paladin. The Skeleton moves to increase its distance from the Paladin only in these cases:
If multiple destination spaces are equally far from the Paladin, you choose the destination space.
Their movement rules are different in the following ways:
After all Skeletons on the map have activated, spawn Skeletons as follows.
First, stand up Skeletons on their side equal in number to their Rush value from left to right (as described in Stability on the next page).
Then, spawn removed Skeletons that are not on their side. Roll the spawn die once per removed Skeleton and place it on the matching Spawn. Reroll if its adjacent space in the Manor is blocked by a pillar of light.
Finally, stand up any Skeletons that are on their side. (These Skeletons will spawn next turn.)
In the solo game, the Paladin tracks Stability and Terror. As Stability and Terror increase, the game becomes more difficult, as shown by charts below.
Stability shows the Skeletons’ preparedness for battle.
In solo mode, Stability only changes when Armory and Pit tiles are revealed.
As their Stability increases, the Skeletons gain the following effects:
Stability |
Movement |
Rush |
Skeleton Strength |
0 |
3 |
0 |
1 |
1 |
3 |
0 |
1 |
2 |
3 |
0 |
1 |
3 |
4 |
1 |
1 |
4 |
4 |
1 |
1 |
5 |
4 |
1 |
2 |
6 |
5 |
1 |
2 |
7 |
5 |
2 |
2 |
8 |
5 |
2 |
3 |
9 |
6 |
2 |
3 |
10+ |
6 |
3 |
3 |
Terror shows how close the Paladin is to succumbing to fright.
Terror increases each turn and whenever the Paladin reveals a blood tile. It decreases whenever the Paladin removes a blood token.
As Terror increases, the following effects occur:
Terror |
Poltergeist Strength |
Discard |
0 |
1 |
|
1 |
1 |
|
2 |
1 |
|
3 |
1 |
|
4 |
2 |
Treasure |
5 |
2 |
|
6 |
2 |
Favor |
7 |
2 |
|
8 |
3 |
Treasure |
9 |
3 |
|
10+ |
3 |
Favor |
If you wish to adjust the difficulty of this solo mode, you can make the following changes:
Easy: Use 4 Skeletons, lose at 12 Terror, win at 5 poltergeists.
Normal: Use 5 Skeletons, lose at 12 Terror, win at 6 poltergeists.
Hard: Use 6 Skeletons, lose at 10 Terror, win at 7 poltergeists. (Requires the Haunted Hallways expansion.)
If you wish to play the solo mode as a campaign, use the following rules.
To begin, write down “Fury & Light,” “Stability,” and “Terror” on a piece of paper, and mark each as rank 0.
The rank determines the starting value of the Paladin’s Fury and Light, Stability, or Terror, as described on the chart below.
Each time you win a game, choose one category and increase it by one rank, up to a maximum of rank 3. You cannot increase a category’s rank if it is higher than the rank of any other category.
When you have completed the game with all three categories at rank 3, you can tell the world you are a Vast Master.
Rank |
Fury & Light |
Stability |
Terror |
0 |
3 each |
0 |
0 |
1 |
2 each |
1 |
1 |
2 |
1 each |
2 |
2 |
3 |
0 each |
3 |
3 |
These rules allow you to use roles from Vast: The Mysterious Manor and Vast: The Crystal Caverns together in either game.
We recommend you only migrate one role at a time. A migrated role replaces the role of the same color.
Example: The Paladin replaces the Knight, or vice versa.
These rules assume you are using the recommended player mixes for each game with at least the core roles (Paladin/Skeletons/Spider or Knight/Goblins/Dragon).
If playing without a role, use the variant rules from the role’s original game.
Example: If the Skeletons visit the Cave with the Knight and the Dragon, the Dragon would take the Past Plunder variant card.
Other mixes are possible but will likely require you to make some rulings on interactions during play.
Replace any references to the original role with references to the migrated role.
Example: If you play The Mysterious Manor with the Dragon, references to “Spider” on the Paladin’s cards are replaced with references to “Dragon.”
Read card text literally, except when meeting the Find and Replace rule. (This may mean certain cards no longer have an effect.)
Do not convert game terms unless explicitly stated.
Example: The Goblins do not have Stability, so they ignore any effects that relate to Stability.
Example: The Dragon’s Wrath ability collapses tiles. If he is in the Manor, tiles cannot be collapsed, so ignore this part of the ability.
Broadly, attacking follows the rules of the defender’s original game. This rule does not apply to the text of cards and special abilities.
Example: If a Skeleton is hit, it is removed. If a Goblin is hit, it scatters.
Roles from Vast: The Crystal Caverns are only forced to attack by moving into a space with an enemy figure if that color of role would be forced to attack in Vast: The Mysterious Manor.
Example: The Thief can enter tiles with enemy figures such as the Warlock. The Knight, however, is forced to attack a Skeleton if she enters its tile.
Whenever a role from Vast: The Mysterious Manor is forced to move by a role from Vast: The Crystal Caverns, they can be moved onto any legal tile. The Warlock may be forced to enter crypts, and the Skeletons may be forced to enter crypts and grounds.
The Entrance and Crystal tiles cannot be flipped to their Dark side.
The Paladin can attack the underground Dragon by spending 1 Fury.
The Paladin cannot sprint into a tile with an event token.
Events are resolved as written.
A Goblin Tribe counts as a single figure for the purpose of the Paladin gaining Light from a hit.
Goblins ignore webs in Lit tiles, but a Tribe must stop moving when it enters a Dark tile with any webs.
The Knight must spend 2 Movement to enter a tile with any webs. After she enters a tile with any webs, remove 1 web there.
When an Event tile is revealed, place a blood token on it. When the Spider reveals an Event tile, she also gains 1 Blood.
The Spider may play a Fangs card to smash a crystal.
The Knight can roll the Dragon die against the Spider if she has Strength equal to the Spider’s Defense.
The Warlock uses the poltergeist figures and force wall markers (which he can still bring into play with Enclose).
The Warlock treats the outside edge of the map as if composed of crypts.
When the Warlock uses Expand, play the top tile from the stack.
The Knight gains 2 Grit each time she removes a poltergeist.
The Goblins can only trigger the Warlock’s Skittish trait once per turn.
In games without the Cave, the Warlock starts with the Past Plunder variant card.
The Knight can use the Bow on a Skeleton to remove it.
She does not use bomb tokens. Instead, her Bomb equipment places a breach marker on a wall of her tile.
She cannot use her Ancient Map to enter a crypt.
She gains 2 Grit each time she removes a poltergeist.
She must spend an extra Movement to enter a tile with any webs.
During setup, roll for each Tribe and place it on the matching Spawn.
Tribes are never hidden. If a Tribe ever scatters or uses the Hide action, roll the spawn die and place the Tribe on the matching Spawn.
Goblins are lurking while on a crypt. A Tribe forfeits its action if it moves from a crypt or Spawn to a tile.
Tribes at 0 Population cannot enter a tile.
Tribes cannot enter the grounds.
Goblins ignore webs in Lit tiles, but a Tribe stops moving when it enters a Dark tile with any webs.
Goblins can spend their action to spawn, even while on the map. If they are on a Spawn and roll the number of that Spawn, they reroll.
Goblins treat Pit tiles as Dark and can use them to trigger Ambushes. A Tribe on a Spawn may attack because of an Ambush.
A Tribe counts as a single figure for the purpose of the Paladin gaining Light from a hit.
Overpopulation must affect a Tribe on a tile, if possible.
When at 11 Wakefulness, the Dragon may surface at any Pit tile.
The Paladin can attack the underground Dragon by spending 1 Fury.
Any Dragon power that scatters a Tribe or makes it hide instead removes Skeletons and poltergeists. Each figure removed in this way advances his Eaten Goblins track once.
Other players treat Dragon Gems as enemy tokens (so one is removed when another role enters its tile).
The Thief can stash treasures while on the Entrance tile or central Pit tile.
The Thief ignores all enemy tokens.
When a Shrine is revealed, also place a vault token on it.
Treat vault tokens as markers (so they are not removed when their tile is entered). They can be removed by the Thief’s Pick Lock action.
When the Paladin attacks the Thief, he determines whether he hits by counting the number of hero cubes placed on crusade in place of Perception. If he misses, he does not retreat back to his origin tile.
Crossing a wall only costs 1 cube (not 2).
As in Vast: The Crystal Caverns, you cannot Pickpocket if the target does not have the relevant item.
Skeleton
Paladin
Skeletons
Pick up your figure and place it on an adjacent space. You cannot enter crypts or cross walls. If you enter a tile with enemy tokens, remove one of each enemy token there.
You can attack enemy figures on your space. When you enter a space with an enemy figure, you must attack it.
Check whether your Strength is greater than the enemy’s Defense.
If Strength is greater, you hit. Remove the defending figure from the map.
If not, you miss. If you were forced to attack, pick up your figure and place it on its origin tile.
Game Design by Patrick Leder
Patrick dedicates this game to Brandi and Alice.
Illustrations by Kyle Ferrin
Kyle dedicates this game to Meredith and her infinite patience.
Editing by Joshua Yearsley
Based on a concept by David Somerville.
Development by Leder Games’ Saint Paul staff—Patrick Leder, Cole Wehrle, Nick Brachmann, Jake Tonding, Clayton Capra, and Marshall Britt—with additional development by Joshua Yearsley and Kyle Woelfel
Graphic Design by Nick Brachmann
Rulebook Layout by Cole Wehrle
Proofreading by Kate Unrau
Playtesting by Ryan Schneider, Michael Peterson, Aaron Williams, Steven Wyman, Sara LaiWah James, Aaron Greatorex, Nic Delcambra, Nicholas Leeman, Thyme Ludwig, Andy Aug, Zachariah McCallister, Jacob H. Thull, and Chris Vader
This project was funded on Kickstarter in June 2018. The Kickstarter page was designed by Leder Games with help from Caryl Tan (header video) and Edward Linder (rules video).
Digital adaptation and web design by Jason Kotzur. What's a digital adaptation? Visit jasonkotzur.com to find out.