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The Well of Darkness
2 Burn Tokens
2 Web Tokens
1 Stun Token
26 Treasure Markers
9 Power Potion Markers
11 Money Markers
6 Relic Markers
2 Miscellaneous Markers
1 Furr the Spirit Wolf Marker
1 Haunt Marker
Thank you for purchasing this expansion to Descent:
Journeys in the Dark. This expansion includes new
game components, new rules, and new quests.
Using This Book
This rulebook contains new rules for use in Descent:
Journeys in the Dark. These include changes to or clar-
ifications of the original Descent: Journeys in the
Dark rules, entirely new rules for the expansion, and
answers to frequently asked questions about the game.
While this expansion is designed to be used in its entire-
ty, it is possible to play using only some of the new ele-
ments, such as the new heroes, new monsters, or new
overlord cards, if so desired.
Kobold
Distantly related to beastmen, kobolds are small and
physically weak. Individually, they are cautious foes, but
they attack viciously when their courage is bolstered by
numbers. The most intelligent kobolds are known to
devise cunning traps to protect their homes. They can be
identified by the war paint they wear on their faces.
All cards from The Well of Darkness expan-
sion are marked with a small well symbol on
their fronts, to allow you to separate them from your
Descent: Journeys in the Dark cards.
The Descent: Journeys in the Dark
Replacement Cards
Several replacement cards for Descent: Journeys in the
Dark are included in this expansion. These cards were
changed for various reasons after the release of the base
game, and revised cards are included here for your con-
venience. These changed cards include replacement
monster reference cards for the Beastman and the
Skeletons (4 cards total), 1 copy of “Acrobat” (a skill), 1
copy of “Divine Retribution” (a skill), 1 copy of
“Explosive Rune” (an overlord card), 2 copies of “Bow”
(a town store item), 1 copy of “Bow of Bone” (a silver
treasure), 1 copy of “Golden Armor” (a silver treasure),
and 1 copy of “Dragon Scale Mail” (a gold treasure). To
use them, simply remove the old cards from your
Descent: Journeys in the Dark card decks and replace
them with these revised cards before playing.
The Quest Guide section of this rulebook begins on
page 9.
Components
Ferrox
An insane wizard created these blighted creatures from
razorwings many years ago. Their hunger for blood has
spelled the doom of many an adventurer, and wounds
inflicted by ferrox tend to cause serious blood loss and
heal very slowly. The most powerful ferrox have a white
stripe in their hair and are capable of draining the life ener-
gy from their opponents and using it to heal themselves.
This Rulebook (the second half of which is a Quest
Guide)
6 Hero Sheets
6 Plastic Heroes
27 Plastic Monsters
12 Tan and 6 Red Plastic Kobolds
4 Tan and 2 Red Plastic Ferrox
2 Tan and 1 Red Plastic Golems
110 Cards
6 Monster Reference Cards
39 Overlord Cards
4 Fighting Skill Cards
4 Subterfuge Skill Cards
4 Wizardry Skill Cards
12 Town Store Cards
6 Copper Treasure Cards
8 Silver Treasure Cards
9 Gold Treasure Cards
6 Relic Cards
12 Replacement Descent: Journeys in the
Dark Cards
10 Map Pieces
1 Room Piece
3 Corridor Pieces
4 Intersection Pieces
2 Dead End Pieces
73 Prop Markers
48 Obstacle Markers
23 Trap Markers
2 Staircase Markers
1 Bolt Template
33 Effect Tokens
14 Bleed Tokens
14 Daze Tokens
Golem
Constructed from stone and iron, golems are some of the
most fearsome opponents an adventurer can face. Their
skin is nearly impenetrable, deflecting weapons that nor-
mally cleave through armor with ease, and golems laugh
at poison, fire, and other methods commonly used to kill
well-armored foes. The best-built golems have golden
eyes and can easily ignore traps and spells designed to
slow them down.
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Component Overview
Below are summary descriptions of the various compo-
nents included in The Well of Darkness. They should
help you identify the components and introduce you to
how they are used.
Boulders
Boulders are dangerous moving
obstacles that kill any figures they
hit. Boulders block line of sight and
movement. See page 5 for further
details.
New Miscellaneous Markers
Furr the
Spirit Wolf
The
Haunt
New Heroes
These new heroes can be easily incorporated into
Descent: Journeys in the Dark. Simply shuffle the new
heroes in with the others when choosing heroes at the
start of the game.
BoulderRamps
Boulder ramps are used to change
the direction in which boulders
move.They do not block line of sight
or movement. See page 5 for details.
The Furr the Spirit Wolf marker represents a new ani-
mal companion available to heroes with the proper
Fighting skill. See page 6 for further details. The Haunt
represents an unkillable apparition that the overlord
controls in the first of the new quests in this expansion.
New Monsters
The new monsters in this expansion appear in the new
quests in this rulebook. Additionally, the overlord can
spawn them in any of the quests from Descent:
Journeys in the Dark through the use of the spawn
cards included with this expansion. The overlord may
use all of the monsters from this expansion in addition
to all of the monsters from the base game.
New Staircase
This staircase is identical to those included in
the base game.
New Cards
This expansion includes new cards for the skill, shop,
and treasure decks. These cards can simply be shuffled
in with their respective decks before the game begins.
Bolt Template
New Relics
The six new relics can be acquired in the new quests
included with this expansion.
Note: For thematic reasons, the kobold figure shows
two kobolds crouching together. For game purposes, one
kobold figure represents only one kobold.
Monsters or traps with the Bolt ability (see page 6) use
this cardboard template to determine the spaces affected
by their attack.
New Overlord Cards
Three of the new overlord cards are intended to be
added to the overlord deck from the base game (2 copies
of “Kobold Swarm” and 1 copy of “Ferrox Tribe”). The
other overlord cards have a colored, hexagonal gem
between their threat cost and threat value. This gem con-
tains the card’s treachery cost. Treachery is explained on
page 3.
New Map Pieces
The new map pieces are used in the new quests in this
rulebook, and they give players more options for con-
structing new quests.
New Effect Tokens
New Props
The new props included with this expansion are listed
below.
Bleed
Daze
New MonsterReference Cards
The new Beastman and Skeleton cards are intended to
replace the ones from the original game. The other new
monster reference cards provide the game rules and sta-
tistics for the new monsters featured in this expansion.
These tokens are used to track two new lingering effects
– Bleed and Daze. See page 6 for further details.
Lava
Lava damages figures that move through it,
but it does not block line of sight.
New Treasure Tokens and
Markers
Mud
Mud costs 2 movement points per square to
move through instead of 1, but it doesn’t
block line of sight.
Dart Fields
Dart fields have a chance of damaging
and dazing figures that move through
them, but do not block line of sight. See
page 4 for further details.
Power Potion
New Relics
These markers represent the power potions introduced in
this expansion (see page 5) and the new relics featured
in the new quests.
Scything Blades
Scything blades have a chance of
damaging and causing bleeding in
figures that move through them, but
do not block line of sight. See page 4
for further details.
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Expansion Rules
The Treachery Gem
New Props
Obstacles
Lava
Lava markers do not block line of sight, but
if a figure (hero or monster) moves on to a
lava space, the figure immediately suffers 2
wounds that cannot be reduced by armor. In addition, 2
burn tokens are placed on the figure.
This section contains rules for the new game elements
included with this expansion.
Treachery
With the Well of Darkness expansion, the overlord
player has the ability to customize the overlord deck
from the base game using treachery.
Large figures are affected by lava, but only if they make
a move that results in the entire figure occupying lava
spaces.
Most of the new overlord cards have a hexagonal, col-
ored gem between the gems for their threat value and
their threat cost – this is their treachery cost. At the
start of each quest, before the game begins (step 6B), the
overlord receives a certain amount of treachery with
which he can customize his base overlord deck.
If a hero or monster is aware of lava, it may jump across
the lava as though it were a pit.
The treachery gem on the new overlord cards
may be either green (for Events), purple (for
Traps), or red (for Monsters). The number in the
hexagon indicates the card’s treachery cost.
Mud
Mud markers do not block line of sight, but a
small figure (hero or monster) must spend 2
movement points instead of 1 to move onto
a mud space, or from one mud space to another. It costs
only 1 movement point to move from a mud space to a
non-mud space. If a small figure only has 1 movement
point, then it cannot move onto a mud space.
The overlord’s base deck consists of all his cards that have
no treachery gem: This includes all the cards from the
original Descent: Journeys in the Dark, as well as
“Ferrox Tribe” and two copies of “Kobold Swarm,”
which are new to this expansion.
Unspent Treachery
For every 2 points of leftover treachery (of any type),
the overlord draws 1 extra overlord card to start the
game, up to a maximum of 8 cards.
When customizing his deck, the overlord player swaps
out cards from his base deck for cards that have a
treachery cost. Each quest states how much treachery the
overlord receives when playing that quest. This informa-
tion is found above the chest contents chart for that
quest. (Treachery for quests from Descent: Journeys in
the Dark can be found in the “Treachery for the
Original Quests” sidebar.)
Large figures are affected by mud, but only if they make
a move that results in the entire figure occupying mud
spaces.
Example: Thyme adds his remaining treachery together
(3 trap treachery + 2 monster treachery) for a total of 5
treachery. He draws 2 extra overlord cards to start the
game (giving him 5 cards total), and the final point of
treachery is wasted.
If a hero or monster is aware of mud, it may jump across
the mud as though it were a pit.
Traps
Treachery comes in three types: Events (green), Traps
(purple), and Monsters (red). Power cards are paid for
with event, trap, or monster treachery as well, depending
on the color of their treachery gem. In order for the
overlord to add a card that has a treachery cost to his
deck, he simply spends the listed amount of treachery
(making sure to spend the proper type), then he adds the
card to his overlord deck, removing any one other card
of his choice from the deck. The overlord may swap out
as many cards from the overlord deck as he wants in this
manner as long as he has enough treachery to pay for
them all.
Resetting the Overlord Deck
At the end of the game, the overlord deck is restored to
its original condition, removing all cards that have
treachery costs from it and returning the original cards
to it.
Scything Blades
Scything blade markers do not
block line of sight, but each time a
hero or monster moves so that any
part of the figure is occupying a scything blade space, it
risks being hit by the scything blade. The hero or mon-
ster must then roll 1 power die. On a surge, nothing
happens. On any other result, the figure immediately
suffers 2 wounds that cannot be reduced by armor and
gains 1 bleed token (see page 6).
Treachery forthe Original Quests
The overlord should receive the treachery listed
below when playing the nine quests from Descent:
Journeys in the Dark.
Scything blades cannot be jumped over.
Dart Fields
Example: Thyme, the overlord for this game, receives 2
event treachery, 6 trap treachery, and 2 monster treach-
ery at the start of a quest. He finds this information by
looking on the quest map, above the chest contents
chart. He decides that he wants to add “Rolling Stone”
(3 trap treachery), “Danger” (1 event treachery), and
“Empower” (1 Event treachey) to his deck. This leaves
him with 0 event treachery, 3 trap treachery, and 2 mon-
ster treachery, which he chooses not to spend. He then
adds the 3 cards he has chosen to his overlord deck and
chooses 3 other cards to remove from it (in this case, an
“Aim,” a “Gust of Wind,” and a “Hordes of the
Things” card).
Event Trap Monster
(green) (purple) (red)
Dart field markers do not block line of
sight, but each time a hero or monster
moves so that any part of the figure is
occupying a dart field space, it risks
being hit by a dart. The hero or monster
must then roll 1 power die. On a surge,
nothing happens. On any other result,
the figure immediately suffers 1 wound
that cannot be reduced by armor and gains 1 daze token
(see page 6).
Into the Dark
4
4
4
The Brothers Durnog
4
2
4
Problems of Life and Death 3
3
4
Spoiled Brat
3
3
3
Last Wishes
4
4
2
The Eternal Guardian
3
2
5
The Black Blade
3
5
4
The Trapped Ruins
2
6
2
Old Friends
5
3
3
Dart fields cannot be jumped over.
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crushed and killed, and then the boulder shatters and is
removed from the board.
Boulder Movement
BoulderRamps
Boulder ramps do not block line of
sight or movement. However, if a
boulder moves into any space con-
taining a boulder ramp, it is turned in the direction indi-
cated by the ramp.
New Treasure
The following new type of treasure can be found in the
dungeon.
PowerPotion Markers
Power potions are elixirs with magical
strengthening powers. When a hero picks up
a power potion, he may immediately equip it
for free if he doesn’t already have three equipped
potions. He may place the potion in his pack if it isn’t
already holding three unequipped items.
A hero may drink one of the power potions he has
equipped by spending 1 movement point. A hero who
drinks a power potion rolls all 5 power dice on his next
attack. The attack does not have to be made on the same
turn that the potion is drunk, but the effect is canceled if
the hero is killed or drinks another potion before making
an attack.
In the diagram above, the overlord has rolled 4
range for the boulder’s movement, so it moves in
the direction its arrow is pointing until it has
moved 4 spaces. In the process, it moves over a
beastman and Sir Valadir, instantly killing them
both.
On the next turn, the overlord rolls 5 range for
the boulder’s movement. However, it only moves
3 spaces before hitting a ramp that turns it to the
left. After turning, it moves its remaining 2
spaces of movement to the left. As it moves, the
boulder passes over Mad Carthos. Normally, he
would be killed, but he has wisely taken refuge
in a pit, so the boulder passes harmlessly over
his head.
Heroes may purchase power potions from the town shop
for 50 gold.
New Lingering Effects
This expansion introduces two new lingering effects,
described below.
Bleed
A figure that is bleeding is marked with a
bleed token. At the start of that figure’s next
turn, its owner must roll the white die one
time for each bleed token on the figure, losing wounds
equal to the damage indicated by the die results. These
wounds are not reduced by armor. After suffering this
damage, all bleed tokens are discarded from the figure.
Boulders
Boulders block line of sight and are
treated as a wall for purposes of
blocking line of sight, attacks, and
movement. Boulders roll through the
dungeon, crushing everything that
gets in their way.
Any figure in a space that a boulder moves onto is
instantly killed, regardless of wounds, armor, or special
abilities such as Undying. The only exception to this is
figures that are in a pit when the boulder rolls overhead
(see below). Boulders remove rubble obstacles from any
space they move through, but ignore most other obsta-
cles (other than pits, see below). Walls and closed doors
will destroy any boulder that attempts to move through
them. If one boulder collides with another boulder, the
boulder that is currently being moved is destroyed.
Example: Laurel of Bloodwood has 2 bleed tokens on
her at the start of her turn. She rolls the white die twice,
getting a total of 5 damage, so she loses 5 wounds,
ignoring armor. She then discards the 2 bleed tokens.
BoulderMovement
At the start of the overlord’s turn, before he does any-
thing else, he must move all boulders in play. To do this,
he selects a boulder and rolls 1 red die and 1 yellow
die. He then adds up the range shown on the two dice
and moves the boulder that many spaces in the direction
shown by the arrow on the boulder. He then repeats the
process for each other boulder in play.
Daze
Daze tokens indicate that a figure has been
temporarily weakened or distracted by an
injury. At the start of each of that figure’s
turns, its owner must roll a power die for each daze token
on the figure. For each power surge rolled, one daze
token is discarded. Otherwise, the tokens remain. Each
time a figure attacks when it has one or more daze tokens
on it, it loses 1 die (either yellow, green, or black) from
Boulders and Pits
Boulders roll across pits unless the boulder moves com-
pletely into the pit. Any figure in a pit that a boulder is
rolling across is safe from being crushed by the boulder,
but cannot climb out of any space covered by the boul-
der. If a boulder moves completely into a pit, it falls in.
If this happens, any figure underneath the boulder is
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