The Cure: Quest Special Rules
The Cure: Quest Special Rules
THE CURE
The Darkness works in mysterious and nefarious ways. As if
everything it brought was not enough, now the Darkness is
QUEST SPECIAL RULES
consuming people from the inside through a new plague - and • The Nefarious Darkness: Before starting the game, players choose
the Lightbringers are no exception! However, deep down in a 1 Hero to start infected with the Plague of Darkness. Place a token
believed-to-be-lost dungeon, a sorcerer seems to have left on that Hero’s dashboard to mark this. Infected Heroes take 1 Wound
behind some sort of cure. The plan seems simple: Grab the cure at the start of each of their turns.
and leave!
• The Darkness Spreads: At the end of any Hero’s turn, if there is
Tiles needed (from MD1): 1R, 2V, 4R, 7V. at least one infected Hero sharing a Zone with non-infected Heroes,
Note: This Quest requires the original Massive Darkness Core Box. those non-infected Heroes also become infected by the Plague of
Darkness (place 1 token on their Hero’s Dashboard to mark this),
QUEST OBJECTIVES and from now on they suffer the Plague’s effects as well.
Complete the objectives in order: • The Cure…: The Library token represents the Cure. Any Hero
1- Find and Protect the Cure: Pick up the Cure and don’t get KO’d standing in the Cure’s Zone may spend 1 MP to pick it up and
while carrying it immediately gain 5 XP. The Cure may be traded as an item.
2- Escape: All Heroes must exit the Dungeon
• …is Fragile: If a Hero is KO’d while carrying the Cure, the Quest
ends in defeat.
4R 2V
Required tokens from
Massive Darkness 1:
• Escape! After the Cure has been picked up, any Hero may spend
1 MP in the Exit token Zone to leave the Dungeon. As soon as all
1R 7V Library Exit
Heroes have left the Dungeon, the Quest ends in victory.
Token x1 Token x1
5+
*Loot tokens are
placed according
to the number Spike Trap
of Heroes: Token x1
1-2
3-4
5-6 Bridge x1