Tainted Grail The Fall of Avalon · Reference sheet
Tainted Grail The Fall of Avalon reference sheet
Overview
- Story-rich survival & exploration game for 1–4 players set in dark Arthurian/Celtic Avalon [p.4 — Introduction]
- Each player controls one hero; goal is to complete story Chapters and survive the Campaign [p.4 — Simple Gameplay Overview]
- Core loop: Travel between Locations, Explore for story, fight/negotiate Encounters, activate Menhirs [p.4 — Simple Gameplay Overview]
- Menhirs keep the map alive — when they go dark, Locations vanish and Characters suffer [p.11 — Menhirs and Wyrdness]
- Two separate card decks per Character: Combat and Diplomacy, both customizable via Advancement Pool [p.6 — Character Setup]
- Failure = all Characters dead; single-player ends on first death [p.13 — Death]
Setup
Character Setup (each player separately)
- Choose Character; take matching Tile and Tray [p.6]
- Mark starting Energy and Terror on tracks (red chevron slots) [p.6]
- Place T-shaped Health marker in its starting slot [p.6]
- Mark starting Attributes and Resources (see back of Character Tile) [p.6]
- Assemble 15-card Combat starter deck and 15-card Diplomacy starter deck (bannered cards 1–15) [p.6]
- Build 25-card Combat Advancement Pool and 25-card Diplomacy Advancement Pool (10 remaining basic + 15 advanced Character cards each) [p.6]
- Place Character Tile on Tray (Action side up); read introductory Letter [p.6]
World Setup
- Place Starting Location 101; add all Character models there [p.7]
- Place 1 Menhir + Dial: 8 (1p) / 7 (2p) / 6 (3p) / 5 (4p) [p.7]
- Attach 4 neighboring Locations per Direction Keys on Starting Location [p.7]
- Sort Encounters into 4 color piles; prepare Item and Secret decks [p.7]
- Take a fresh Save Sheet; distribute Help cards [p.7]
- Follow Chapter I Setup card to build Event deck and Encounter decks [p.7]
Turn structure
I. Start of the Day
- Remove expired Menhirs (no Dial = inactive, remove model) [p.8]
- Remove Locations no longer adjacent to an Active Menhir [p.8]
- Reduce each Active Menhir Dial by 1 (if at 1, remove Dial only) [p.8]
- Reduce Time Dials by 1; remove 1 Time Token from each Location that has any [p.8]
- Reveal and read new Event card; move to Quest pile if it has a Quest [p.8]
- Roll Guardian die for each Guardian and move accordingly [p.8]
- Discuss plans; equip (max 1 active Item per keyword) [p.8]
II. During the Day
- Players take turns performing 1 Action each (any agreed order) [p.8]
- Repeat until all players Pass or have no Energy left [p.8]
III. End of the Day
- Rest: eat 1 Food → restore 1 Energy, lose 1 Health; no Food → drop Energy to 0 (or lose 1 Health if already 0) [p.9]
- Restore Energy to full (Exhausted = restore only 4) [p.9]
- Spend Exp: raise Attributes, gain Skills, add deck cards [p.9]
- Customize Combat/Diplomacy decks (min 15 cards each) [p.9]
- Read Dream (or Nightmare if Going Insane) if Location has Dream seal [p.9]
Actions
| Action | Cost | Effect | Party Cost |
|---|---|---|---|
| Explore | 1 Energy | Flip Location card; follow Exploration Journal until 'Exploration ends' | 1 Energy per member |
| Travel | 1 Energy | Move to any connected Location; reveal new Locations in Menhir range | 1 Energy per member |
| Location Action | Varies (on card) | Perform the action printed on the current Location card | Pay once; split cost freely |
| Character Action | Varies (on Tile) | Use your Character's unique personal ability | Active Character must pay at least 1 Energy |
| Inspect a Menhir | Free | Flip Location to read Menhir requirements; may activate immediately if met | — |
| Pass | Free | End your day; irreversible — no more Actions until next day | — |
- Menhir activation costs scale with total number of players, not just Party size [p.9]
- No diagonal Travel allowed [p.8]
Actions
Diplomacy (Blue Encounters)
Starting Diplomacy: Draw blue Encounter → check equipment → draw 3 cards (1–3 Characters) or 2 cards (4 Characters) → place marker on gray Affinity track slot [p.18]
Each Diplomacy Turn:
- Pick Active Character (Time Token on Tray) [p.19]
- Resolve Delayed Abilities [p.19]
- Play 1 Diplomacy card freely; additional cards MUST connect a Key [p.19]
- Affinity Check: top slot = win Stage (or Encounter); bottom slot = Failure [p.19]
- Opponent's Response: apply to Active Character; Affinity Check again [p.19]
- Check Readiness → next Character or End Turn [p.19]
End Turn: Discard to 3 → draw 1 (skip if Panicking) [p.19]
Escape/Fail: Apply Failure penalty to each Party member [p.18]
Avoid: Pay cost on card before Encounter starts; cannot Avoid once begun [p.18]
Multi-Stage: Win Affinity track once per Stage; marker resets to gray between Stages [p.19]
Combat
Starting Combat: Draw Encounter (gray/green/purple with open right Key) → check Traits → confirm equipment → draw 3 cards (1–3 Characters) or 2 cards (4 Characters) [p.14]
Each Combat Turn:
- Pick Active Character (place Time Token on their Tray) [p.15]
- Resolve Delayed Abilities (remove 1 Time Token from each Sequence card) [p.15]
- Play 1 Combat card freely; additional cards MUST connect a Key [p.15]
- If 0 cards played → Opportunity attack triggers, draw 1 card [p.16]
- Victory Check: Combat Pool ≥ Encounter Value → win; gain Reward (each) + share Loot [p.15]
- Enemy Attack: find row matching current Combat Pool; apply to Active Character [p.15]
- Victory Check again; then Check Readiness → next Character or End Turn [p.15]
End Turn: Discard to 3 → draw 1 (skip if Panicking) → clear Time Tokens from Trays [p.15]
Escape: Lose 1 Energy + take Opportunity attack; Encounter goes to bottom of deck [p.14]
Panic: Terror > current Health → play top card of deck instead of hand for first card; skip End Turn draw [p.16]
Negative Combat Pool: Can't remove enough markers → discard 1 card per excess point [p.16]
No cards in deck: Forced Escape [p.16]
End of game
- Win: Complete the final Chapter as directed by the Journal or Event card [p.4 — Simple Gameplay Overview]
- Lose (solo): Your Character dies [p.13 — Death]
- Lose (co-op): All Characters are dead or no unclaimed Characters remain [p.13 — Death]
- Allmother's Mercy: Mark 'Saved by the Goddess' on Save Sheet → go to Verse 500; restarts Chapter with preset resources (not intended as regular play) [p.13 — Allmother's Mercy]
- Challenge Mode: No Allmother's Mercy — death ends the Campaign [p.22 — Challenge Mode]
Glossary
- Energy (⚡): Stamina spent on Actions; resets each End of Day; last 2 slots = Exhausted [p.10 — Survival Tracks]
- Health (❤️): Physical condition; reaches 0 → attach 'You Are Dying' card [p.10 — Survival Tracks]
- Terror (💀): Mental trauma; reaches red slots → attach 'You Are Going Insane' card [p.10 — Survival Tracks]
- Panic: Triggered when Terror > current Health; first card each Activation drawn from deck top; no End Turn draw [p.10 — Survival Tracks]
- Exhausted: Energy marker in a red slot; restore only 4 Energy at End of Day [p.10 — Survival Tracks]
- Menhir: Ancient monument that keeps nearby Locations on the map; Dial tracks days remaining [p.11 — Menhirs and Wyrdness]
- Sequence: The shared line of Combat/Diplomacy cards built during an Encounter [p.14 — Combat]
- Combat Pool: Shared marker pool tracking progress toward Encounter Value in Combat [p.14 — Combat]
- Affinity Track: Track on Diplomacy Encounter card; push marker to top to win, bottom = Failure [p.18 — Diplomacy]
- Guardian: Encounter that roams the map if not defeated; rolls Direction die each Start of Day [p.12 — Guardians]
- Status: World-level story trigger marked on Save Sheet; applies to all Characters [p.12 — Statuses and Save Sheet]
- Legacy Location Number: Original number of a replaced Location card; used to match Direction Keys [p.11 — Legacy Location Numbers]
FAQ
- Q: Can I join an Action after it has started? — A: No. Joining a Party is only possible before the Action begins [p.11 — Parties and Party Actions]
- Q: Do Quest Dials reduce at Start of Day? — A: No. Only Time Dials reduce automatically; Quest Dials follow their own rules [p.11 — Quest Tokens]
- Q: Can Secrets be lost or sold? — A: No, unless rules specifically say so; they are also unaffected by Item-loss effects [p.12 — Secrets]
- Q: Does forcing an enemy to 'Run Away' count as winning? — A: No. No Loot or Reward is received [p.14 — Run Away]
- Q: Can I Avoid a Diplomatic Encounter after it has started? — A: No. Avoid must be declared before Diplomacy begins [p.18 — Escaping or Avoiding Diplomacy]
- Q: When a Location is removed due to Menhir expiry, what happens to Characters there? — A: They lose 2 Energy, gain 2 Terror, and move to the nearest remaining Location (lowest-numbered if tied) [p.11 — Menhirs and Wyrdness]