cunlema board game rules assistant 中文

Agemonia

At a glance

Players
1–4 players
Play time
60–120 min
Chinese title
阿格莫尼亚
Published
2024
BGG rank
#157
Gstone rating
8.22
Complexity
BGG weight 6 / 10
Chinese rules
Available on cunlema
Card data
card images

Rules overview

English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.

Game Overview

On the fantastical continent of Agemonia, 1–4 players take on the roles of heroes. After completing the tutorial scenario, they enter the Campaign, where they rest and resupply in cities, embark on journeys to various locations, and delve into scenarios to carry out quests, gradually uncovering the secrets of the world and leveling up to the maximum.

Core Mechanisms: Campaign storytelling, hand- and dice-driven combat, hero progression and leveling, faction prestige, item collection and crafting


1. Game Components

Component Description
Map Double-sided: Runedale City side (for city movement) / World Map side
Hero board One per hero, recording action slots, items, stamina, etc.
Vitality disk Take the corresponding disk based on level, with the blue side facing up
Stamina chips Blue side = stamina side, red side = injury side
Action tokens Select according to level and class, place in Hero board slots
Extra Actions board Used from level 2 onward, for placing extra action tokens
Action Selection marker Marks the currently selected action
Action dice Green, used for active checks
Reaction dice Blue, used for passive checks
Counter dice Red, tracks enemy/ally health points
Scenario book Contains maps and setup instructions for each scenario
Story book Contains narrative text, accessed by number
Story cards Cards that advance the storyline
Initiative cards Determine the order of actions each round
Fate cards Revealed at the end of each round, triggering timers and other effects
Injury cards Obtained upon injury, retained across scenarios
Condition cards & tokens Various status effects
Trap cards & tokens Trap system
Enemy boards & models Enemy panels and models
Hero models Hero figures, placed on the scenario map
Item cards Weapons, armor, potions, etc.
Item tokens Herbs, ores, essences, etc.
Stars (★) Currency, can be exchanged for equivalent coins
Reputation stickers Faction prestige stickers
Progress stickers Artifact progress stickers
Achievement/Inspiration gems Achievement/inspiration gems
Party sheet & Hero sheets Record campaign progress
Reference cards Two reference cards per hero
Companion App Optional, assists with sound effects and tracking

2. Setup

2.1 Campaign Start

  • After completing the three tutorial scenarios, you officially enter the campaign.
  • The campaign consists of several campaign rounds, each following a three-step cycle: ① City Step → ② Journey Step → ③ Scene Step.
  • Use the Party sheet plus one Hero sheet per player to track progress (or substitute the Party sheet with the companion app).

2.2 City Step Setup

  1. Place the map in the center, with Runedale facing up.
  2. Put the Hero tray in front of you and take out the Hero board.
  3. Position the Action Selection marker on the Disturbed Sleep space.
  4. Take the current-level Vitality disk (blue side up) and place it in the upper-right corner of the Hero board.
  5. The number on the Vitality disk indicates the number of Stamina chips; stack them on top.

2.3 Scene Step Setup

General Setup
  1. Place the Scenario book in the center and turn to the corresponding page.
  2. Put the Story deck face down on the right side (do not shuffle or look at the cards); for arena scenarios, there is no Story deck.
  3. Shuffle the Initiative deck and place it face down on the right side.
  4. Shuffle the Fate cards and form the Fate deck face down.
  5. Shuffle the Injury cards and form the Injury deck face down.
  6. Stack the Condition cards face up and place the Condition tokens nearby.
  7. Stack the Enemy boards below.
  8. Keep the Action dice, Reaction dice, and Counter dice readily accessible.
  9. Choose one player to act as the narrator and read the scene introduction.
  10. Follow any additional setup instructions provided by the scenario (scene-specific settings take precedence over default rules).
Individual Hero Setup
  1. Place the hero model in the starting area marked "Start" (multiple starting areas are available; if capacity is insufficient for four players plus a Henchman, place it in an adjacent area).
  2. For Level 2 and above: Place the Extra Actions board to the left of the Hero board.
  3. Based on your level and class, select the appropriate Action tokens and place them on the Hero board or Extra Actions board.
  4. Choose items to bring into this scene and place them below the Hero board (active items on the left, others on the right); Quest items and hero-exclusive items must be carried.
  5. If there are Condition or Injury cards, place them on the Hero board.
  6. You may lock stamina on items that require it.
  7. Draw two Reference cards, one of each type.

3. Gameplay / Round Structure

3.1 Campaign Round Structure

Each round consists of three cyclical steps:

① City Step
- Upgrade checks and prestige settlement for factions
- Heroes can visit locations, use services, buy items, or sell items
- A City Event card is revealed and resolved
- Each hero may spend City Activity points (usually 2 points)
- After the Arena scene: no City Event card is revealed, and no City Activity points are spent

② Journey Step
- Select a Scenario card from the Stock (subject to prerequisites)
- Follow the numbered journey stages on the Scenario card in sequence: read the Story Book / visit special locations / resolve World Event cards / play the corresponding scenario
- Branching journey stages (A/B) are optional; subsequent numbered stages must be chosen with the same letter

③ Scenario Step
- Composed of several rounds, as set out in the Scenario book

3.2 Scenario Round Structure

Each round has four phases:

Phase 1: Hero Action Selection
- Choose your action for this round; place the Action Selection marker face-up blank side to the left of your selected action

Phase 2: Initiative Card Revelation
- Starting from the second round, if the previous round's card displayed "Shuffle," shuffle the deck. Reveal the top card and place it in the discard pile
- The Initiative card indicates five things:
1. The order of ally and enemy actions (from top to bottom; red symbols usually act first)
2. Enemy actions (matching symbols on the Enemy card)
3. Extra action symbols for allies (allies/heroes matching these symbols may perform one additional action)
4. Special abilities for enemies
5. Shuffle hints

Phase 3: Ally and Enemy Turns
- Execute actions according to the Initiative card order
- Hero turn: perform the selected action plus one maneuver (any order), at your discretion
- Rethink Action: Can replace the selected action, allowing you to move 1 movement point or recover 1 spent endurance. If you've already chosen Focus and used it to roll extra dice, you cannot switch to Rethink

Phase 4: Fate Card Discard
- Reveal and discard one Fate card; effects vary depending on the scenario


4. Endurance and Life System

4.1 Hero Endurance

  • Endurance: The number of unspent Stamina chips facing up in blue.
  • Health Points: The total number of chips facing up in blue (regardless of whether they have been spent).
  • The number on the Vitality disk equals the total number of available Stamina chips.

4.2 Spending Endurance

  • Remove an equal number of Stamina chips, placing them face up in blue on top of the Hero board. Do not exceed the remaining amount.

4.3 Losing Endurance

  • Remove chips, placing them face up in blue on top (counted as already spent). If there are insufficient chips on the Hero board, the shortfall is converted into an equivalent amount of damage.

4.4 Restoring Endurance

  • Return spent blue chips to the Vitality disk. If more chips have been spent than are available, restore only as many as possible.

4.5 Handling Damage

  • When the hero takes damage: Remove an equal number of chips from the Vitality disk, flip them to the red (wound) side, and place them to the right of the Hero board. If the Vitality disk has no chips left, flip the spent blue chips instead. If still insufficient, the hero becomes Wounded.
  • Healing: Flip back an equal number of red chips to blue and return them to the Vitality disk.

4.6 Being Wounded

  • Triggered when all endurance chips are face down with wounds and there is still remaining damage:
    1. Ignore any remaining damage.
    2. Flip the health disk to the wounded side (red).
    3. The number of endurance chips shown on the wounded side equals the number of chips returned (face up in blue).
    4. Draw one Injury card.

4.7 Being Exhausted

  • Triggered when, while wounded, all chips are face down with wounds and there is still remaining damage:
  • Lay the model flat, it does not occupy any area capacity and is ignored by all enemies.
  • It is unaffected by any effects (except those that remove exhaustion).
  • Cannot choose actions or take actions.
  • Other heroes may pick up its items.
  • Non-Hero Allies: If their health points drop to 0, they become exhausted and are removed.

4.8 Recovery

  • Removing wounded/exhausted status → flipping to the uninjured side → all chips face up in blue.
  • At the end of the scene, all wounded/exhausted statuses are also removed (but Injury cards remain).

5. Skill Checks

Each ally has three abilities: Might, Agility, and Will, with their levels displayed at the bottom of the Hero board or Ally card.

5.1 Active Skill Check

  • Red-boxed number + ability symbol. Roll Action dice equal to that ability's level.
  • Successes = rolled successes + qualifying modifier values ≥ the red-boxed number = success.
  • Action die symbols: 1 success, 2 successes, 1 success + 1 extra die (chainable).
  • In a scenario, you can spend 1–2 stamina to gain an equivalent number of successes; outside scenarios, heroes always have +2 successes; non-hero allies always have 0 successes.
  • When multiple abilities are available, separate them with "|"; decide all optional effects before rolling.
  • Each type of check can only be performed once per round (unless otherwise specified).

5.2 Reactive Skill Check

  • Blue-boxed number + ability symbol. Roll Reaction dice (blue) equal to that ability's level.
  • Reaction die symbols: 0 successes, 1 success, 2 successes, activate ally effects (otherwise counts as 0).
  • Most common use: damage reduction—each shield symbol rolled reduces damage by 1 point.

5.3 Progressive Skill Check

  • Allows accumulating successes across multiple attempts (recorded on the Story card with black counting dice); success is achieved upon reaching the specified number of successes.

6. Achievement Gems and Inspiration Gems

6.1 Achievement Gems

  • Each hero can have up to 15, which are non-transferable.
  • Discarding one grants one of the following bonuses:
  • In-game: +1 movement point, +1 recovery, +1 attack success.
  • At any time: +1 skill check success.
  • Only one gem may be discarded per action/attack/check, and it can be used at any point during the process.

6.2 Inspiration Gems

  • Available from level 4, with a maximum of 5; when a sixth is due, replace it with one Achievement gem.
  • Discarding one: roll two extra dice before making a check. Only one gem may be discarded before each roll.
  • Level 4 heroes gain an action that consumes an Inspiration gem (otherwise unavailable).

7. Item System

7.1 Obtaining Items

  • Obtaining an Item Card: Search in the Stock, then in the Archive. If all are already used, obtain Star equal to the item's price instead.
  • Obtaining an Item Token: Same as above.
  • Obtaining from the Stock: If the Stock is empty, you cannot take from the Archive, nor can you obtain Star equivalent to its value.

7.2 Encumbrance

  • Each hero may carry equipment up to a total encumbrance of 5 (see the lower-right corner of the Hero board).
  • Activated items do not count toward encumbrance.
  • Item tokens always have zero encumbrance.

7.3 Activating Item Cards

  • Item cards displaying one or two hand symbols must be activated before use.
  • At most, you may activate: 2 single-handed items or 1 double-handed item simultaneously.
  • Exception: Matajam (the four-armed Patangan) allows activation of twice the number of items.
  • The first time each round you switch activated items is free; thereafter, each switch costs one maneuver.

7.4 Selling Items

  • Item Cards: The selling price is shown next to the coin icon on the card; if there is no coin, the item cannot be sold.
  • Item Tokens: Prices are determined by shape: small circle = 1★, triangle = 3★, pentagon = 5★, large circle = 10★, octagon = 20★.
  • Quest Item Cards: No selling price; they cannot be sold, discarded, or hidden.
  • Illegal Items: These are marked with a red background behind the card name (for cards) or a red border (for tokens), and generally cannot be sold.

7.5 Hiding Items

  • You may hide certain items (to conceal illegal goods or protect against thieves), but Quest items cannot be hidden.
  • When hiding items, you may choose to hide up to 10 Star instead.
  • Hidden items/Star do not count as carried, cannot be used or spent, but can be retrieved at any time during the City phase (except when resolving City Events).

(10 later sections are omitted here; see the Chinese page for the rest.)

Rules Q&A

Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.

Can the equipment in your hand be exchanged each round?

Conclusion

Exchanges are allowed, but not "unlimited exchanges every turn." Exchanging equipment is handled in two scenarios:

  • Exchanging "active items": The first exchange per turn is free (at any point during the turn); each subsequent exchange within the same turn requires one maneuver.
  • Exchanging "similar limited‑type items" (helmets, armor/robes, backpacks, pets): Only one item of each type can be used at a time, and switching to another item of the same type costs one maneuver.

I. Exchanging Active Items (Equipment with Hand Symbols)

Items marked with 1 hand or 2 hands must be activated before they can be used.

Frequency and Cost of Exchanges:
- The first exchange of an active item per turn is free, and it can be made at any point during the turn.
- Each additional exchange within the same turn requires one maneuver. Thus, if you wish to make multiple exchanges in a single turn, you'll need to spend as many maneuvers as there are exchanges.

How to Exchange: Place the item you no longer wish to activate on the lower right side of your hero board, and place the item you want to activate on the lower left side.

Timing Restrictions: If you intend to use an item for a bonus during a skill check or as a weapon in an attack, and that item must be activated to function, it must be activated before rolling the dice—you cannot change it after the roll.

Activation Limit: At most two one‑handed items, or one two‑handed item, may be activated simultaneously.
- Exception: When using Matajam (the four‑armed Patangan), you may have double the number of activated items: up to four one‑handed items, or one two‑handed item plus two one‑handed items, or two two‑handed items.

II. Exchanging Similar Limited‑Type Items

The following categories allow only one item of each type at a time: helmets (armor with "Helmet" or "Helm" in the name), non‑helmet armor or robes, backpacks, and pets.

… (condensed here; full text on the cunleme Chinese page)

How do you summon allies?

Conclusion
In Agemonia, "summon an ally" is not a universal action that can be performed at any time. You can only summon an ally when a specific card, skill, or effect explicitly states "summon"; moreover, the entire team can have only 1 Summoned Ally at a time.

Additionally, the original text distinguishes between two different ways of summoning: one involves summoning a Summoned Ally, while the other uses a hero's action to summon a token. These two mechanisms are related but not entirely equivalent; we'll discuss them separately below.


I. Rules for Summoning a Summoned Ally

  • Only effects allow you to summon: The original text states, "Certain effects allow you to summon an ally," without providing a general summoning action.
  • Quantity limit: The whole team can have only 1 Summoned Ally at once.
  • Type of ally: A Summoned Ally is classified as a Non-Hero Ally. As such, it shares the same limitations as other non-hero allies: most active ability checks can only be performed by heroes; it cannot interact with optional passages on Story cards; it cannot carry or use items or Stars; and it cannot possess Achievement gems or Inspiration gems.
  • Control: An ally summoned by a hero is controlled by the player who controls that hero. If an ally is summoned jointly by multiple heroes, they may agree among themselves who will take control, but all players must be clear about this arrangement.
  • Placement: The ally is placed on the game board, with its exact location determined by the effect (e.g., "range 0," "range 0–1," "range 1").

II. Rules for Summoning a Token via Hero Actions

If an effect specifies a hero action to "summon a token," then:
- Attach the token to its base and place it on the game board according to the effect's description.
- It does not occupy area capacity, so it can remain in areas already at full capacity.
- Unless otherwise stated, enemies cannot target it.
- Like generated enemies, it cannot move or attack during the current round—it must wait until the next round.

III. Examples from Specific Sources

… (condensed here; full text on the cunleme Chinese page)

If the enemy uses an area-of-effect attack this round, how will they choose which hero to target?

Conclusion

When an enemy uses an area-of-effect attack, it does not "simultaneously target a bunch of heroes"; instead, it first selects a single "targeted ally," just like with a regular single-target attack. The region where this ally is located becomes the center of the area. Then, following the numbers on the hexagonal symbol, the effect radiates outward, affecting all allies within the range and within line of sight.

In other words, the "selecting the hero" step is exactly the same as with a normal attack; only after the attack is launched does it become an area-of-effect ability.

Specific Procedure

Step 1: First designate a "targeted ally" (this step depends on the type of attack).

  • Melee attacks (including area‑melee): If multiple allies can be hit, the enemy targets the one with the highest Taunt value.
  • Ranged or magical attacks: If several allies are eligible, the enemy attacks the one closest to them; if there's a tie in distance, they choose the one with the highest Taunt value among those tied.

Step 2: Using the targeted ally's region as the center, spread the effect according to the range number.

The range number indicates how many regions extend outward from the targeted ally's location.

Step 3: All allies within the affected area and within line of sight of the targeted ally are impacted.

  • Not only the targeted ally, but every ally in that area will be affected by this area‑of‑effect attack.
  • Regions at different heights can also be reached, as long as they remain within the targeted ally's line of sight.
  • The −1 damage penalty for obstructed line of sight does not apply to area‑of‑effect attacks—any damage or endurance loss caused by such an attack is unaffected by this penalty.

Conditions and Exceptions

… (condensed here; full text on the cunleme Chinese page)

What are the rules for using the hook-and-ladder mechanism?

Conclusion

Hook & Rope (Item Card 006, keyword Climb) is a tool used to cross "double white lines marked with height symbols." It cannot be used in a single action to directly leap over; instead, it must be done in two steps: first, secure the rope to that double white line (by placing a Hook & Rope token), and then any player may spend 1 movement point and make a check to cross from that side of the boundary.

This boundary refers to the edge between two adjacent areas of different heights separated by double white lines. According to the rules, there are only three ways to cross such a boundary: falling from a higher area to a lower one, using Hook & Rope to secure the rope, or possessing the Fly ability.

I. Step One: Secure the Rope to the Boundary (Place a Token)

The original text specifies separately for players "standing on the higher side" and "standing on the lower side":

A. Hero on the Higher Side (No Check Required)
- Discard the Hook & Rope card;
- Place a Hook & Rope token on that double white line.

B. Hero on the Lower Side (Check Required)
- First, perform an ability check;
- Success: Discard the Hook & Rope card and place a Hook & Rope token on that double white line;
- Failure: Within the same round, you may spend another maneuver to retry once.

> Note: In this passage, the ability symbol and success threshold for the check are incomplete in the retrieved text (only fragments before and after "Success:" remain). Specifically which ability is involved and how many points are required for success cannot be confirmed here, so please refer to the actual card text.

II. Step Two: Cross the Boundary (Spend Movement Points + Make a Check)

After the rope token has been placed, the text states:

A hero located in an area with a Hook & Rope token on its boundary may spend 1 movement point to attempt:
- Success: Move to the area on the other side of the boundary;
- Failure: Within the same round, you may spend another 1 movement point to retry.

… (condensed here; full text on the cunleme Chinese page)

If I equip a heavy armor that locks stamina at 2, and the locked stamina is consumed due to health loss, the item becomes ineffective. Can I still use this equipment afterward?

Conclusion

It can be used again. Dropping health to deplete the locked stamina only results in "Passive Action Ends / You no longer use this item" — the original text does not state that this heavy armor is destroyed, discarded, or permanently disabled. To reactivate it, simply lock 2 stamina points onto it again.

Specific Procedure

  1. Confirm there are enough chips remaining on the Health Track. The rule states: if there aren't sufficient stamina chips left on the Health Track, you cannot perform that action or use that item. So, to reuse this heavy armor, your Health Track must have two stamina chips face-up available for retrieval.
  2. Remove those two chips from the Health Track and place them onto the item card (this is one way to "lock stamina": either on the item card or to the left of the action token).
  3. Once locked, the item's effect is restored ("the item remains active as long as stamina remains locked onto it").

Where did those chips that were consumed go?

  • Locked chips consumed by damage are flipped to the wound side and placed to the right of the Hero Board—they're no longer on the Health Track, so they can no longer serve as sources for locking. Retrieving them requires a healing action (we couldn't find the exact wording for healing in this review; refer to the official rules for details).
  • If the damage only consumes part of the locked chips, leaving fewer than required for the item, then the remaining locked chips are returned to the top of the Hero Board (stamina face-up), ending the passive action and preventing further use of the item. These chips returned to the board count as spent stamina, meaning you can recover them with one healing action.

A Side Note on Consumption Order (Why This Situation Is Rare)

… (condensed here; full text on the cunleme Chinese page)

Can allies push allies?

Conclusion

There is no rule that prohibits "ally pushing ally." The Push rule itself is written on the premise of "an ally or enemy piece being pushed," and allies are fully within its scope. However, whether a specific effect can push an ally depends on the target range explicitly stated in that effect—if it only says "push enemies," then it cannot push allies.

I. The Push Rule Itself Applies Equally to Allies

The wording of Push·X is: When an "ally or enemy" piece is pushed, move it X spaces away from the source of the push. It does not exclude allies.

The only size restriction in the Push rule is "large and giant allies and enemies cannot be pushed"—again listing allies alongside enemies, which indicates that normal-sized allies are covered by the push rule, while large/giant allies simply cannot be moved.

II. Whether You Can Actually Push an Ally Depends on the Effect's Language

The Push effects listed in the rulebook vary in their target ranges:

  • Those explicitly limited to "enemies"—these cannot push allies:
  • Cyclone: Push all enemies within range 3.
  • Light of Aiun (Paladin): Push all enemies within range 1.
  • Those that push "the target hit by this attack"—whether they can push allies depends on whether the attack itself can hit allies (hero attacks usually target enemies):
  • A melee action requiring a shield as an activation item: "This attack has Push•1."
  • A melee action costing 2 stamina: "This attack has Push•2."
  • Those that do not specify friend or foe, simply saying "piece"—these can push allies:
  • Torrax's Stone Form: "If this area currently exceeds maximum capacity, Push•1 one normal-sized piece in that area (if possible)." The original text uses "figure," with no distinction between friend and foe.

III. Enemy Attacks Come with Push·X

… (condensed here; full text on the cunleme Chinese page)

Can allies benefit from the extra tactics granted by the first-player card?

Conclusion

Yes. The "bonus extra maneuver" symbol on the advance card is available to both heroes and (non‑hero) allies, as long as their own advance symbol for that round matches the bonus symbol.

Detailed Determination

The Rulebook Text defines the "ally bonus maneuver symbol" as follows:

> "Some advance cards display a bonus maneuver symbol next to one or more ally advance symbols. Each hero who chooses an action with a matching advance symbol, as well as each ally with a matching advance symbol, gains an extra maneuver during their turn."

Thus, there are two scenarios:

  • Heroes: If the advance symbol of the chosen action matches the bonus symbol on the advance card, they gain an extra maneuver.
  • Non‑hero allies: If the ally advance symbol on their card matches the bonus symbol on the advance card, they gain an extra maneuver.

The reward is an extra maneuver, which can be used during their own turn. Since ally turns already allow "one action and one maneuver, in any order," receiving this bonus simply adds another maneuver.

Conditions and Exceptions

  • Symbol match required. Only one or a few specific ally advance symbols may carry the bonus symbol; if the symbols don't match, no bonus applies.
  • Heroes with "special advances" cannot benefit. Heroes with special advance abilities—namely those who are "first to act this round," "last to act this round," or "act immediately after any ally's turn"—are explicitly stated in the text as unable to benefit from any bonus maneuver symbols on advance cards this round. These three types of special advances come from hero actions and item cards.
  • Rethink does not change the advance color. If you use Rethink to replace your chosen action, your advance color remains unchanged, so the match is still judged based on the original advance symbol of the selected action.
  • "Tactics" is a separate matter. In the rules, Tactics is a keyword for hero actions: after selecting your action but before revealing the advance card, you can spend 1 stamina point to change your advance to any ally advance symbol and place the corresponding advance token on

… (condensed here; full text on the cunleme Chinese page)

What action does the "no action" effect of the Chaos debuff refer to?

Conclusion

In the provided rulebook text, the "Confused" status does not include a clause stating that it "prevents actions from being performed." Therefore, it is impossible to determine which specific action it prevents—because such a provision simply does not exist in the base rules.

The only stipulation in the rulebook regarding Confused is: During the next attack, randomly select an ally from your own region as the target; after the attack, discard this status. This restriction applies to "who gets attacked," not to whether or not an action can be taken.

Conditions and Exceptions

  • Confused takes effect only during the next attack, and the target is chosen randomly (from allies within your own region).
  • The status is discarded immediately after the attack concludes.
  • For the "Opponent" column, the rulebook states "—" (no effect) for Confused.
  • While the rulebook does mention a status called "Skip this turn," that refers to Stunned, which is a separate status with its own unique identifier and should not be confused with Confused.

Parts Not Found in the Rulebook Text

  • The claim that "Confusion causes actions to be skipped": This is not mentioned in the rulebook.
  • If the "confusion" you refer to is a special effect on a scenario card, story card, or enemy card: Such effects are part of the individual card's text and are not covered by these basic rules. Therefore, we cannot address this based solely on the current rulebook.

This content is for reference only; in case of any discrepancies, please consult the official manual or seek guidance from experienced players.

What is the capacity of a giant-sized enemy?

Conclusion

Huge enemies occupy 3 points of capacity; by comparison, Large enemies occupy 2 points.

It should be noted that the rulebook uses the terms Large and Huge, but does not include the word "Gigantic."

Related Conditions & Exceptions

  • The maximum capacity of an area is indicated by the number of white dots printed on the map, which represents the maximum number of pieces that can fit in that area.
  • Large or Huge enemies may only move into areas with a maximum capacity equal to or greater than their occupied capacity.
  • Exception: A Large or Huge enemy can enter an area that would otherwise exceed its capacity only if both of the following conditions are met:
    1. There are no allies present in that area;
    2. It will leave that area within the same round.
  • If, for any reason, an enemy remains in an area exceeding its maximum capacity at the end of the round, it must be moved back to the previous non-overcrowded area.

Two additional relevant provisions from the rulebook:

  • Like allies/enemies of normal size, Large and Huge enemies can also launch melee attacks against adjacent full-capacity areas, even if they cannot enter those areas due to capacity constraints.
  • Allies and enemies of Large or Huge size cannot be Pushed or Pulled.

In the City Phase, do you have to pay for lodging each time based on the number of heroes, or is it enough to pay once?

Conclusion: The Rules Overview does not contain any rules regarding how accommodation costs are calculated, so it is impossible to answer, based on the basic rules, whether payment is made per hero or as a single team fee. The only thing that can be confirmed is that lodging is an issue handled individually for each hero, not collectively for the entire team.

Specific procedures:

  • Accommodation is one of the services provided during the City Step. The determination is made by processing each "your hero" individually: if your hero finds a place to sleep, place your Action Selection marker on the corresponding location on the city map.
  • If your hero fails to find a place to sleep, that hero loses 2 stamina points at the end of the City Step (this is the penalty incurred when the action marker remains in the Disturbed Sleep position).
  • When you have a Hideout, you may place your Action Selection marker on the corresponding location during the City Step to avoid the Disturbed Sleep penalty.

Important unresolved issues:

  • The basic rulebook does not specify how many Stars accommodation requires.
  • The basic rulebook does not clarify whether fees are paid separately for each hero or as a single team charge.
  • The basic rulebook states that service fees and detailed service descriptions are listed in the Campaign Book; therefore, the specific price and billing method for accommodation should be found in the relevant service entry within the Campaign Book's corresponding tier.

Additionally, note that action markers are placed individually for each hero, so the determination and penalties related to "whether there is a place to sleep" apply separately to each hero. However, this does not necessarily mean that fees are also calculated per person—how the fees are computed remains unspecified in the basic rulebook.

This information is for reference only; in case of any discrepancies, please refer to the official rulebook and consult with experienced players.

Rules, cards and Q&A (Chinese)

The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.

Open the Chinese page →

Where to find full rules

Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.