The Valley of the Dead King

2nd Edition Change Log

The following is a list of changes implemented in the 2nd edition of the Valley of the Dead King:

General

  • Most sentences have been rewritten to include cohesive keywords and verbiage used throughout all game components.
  • Map art has been updated.
  • The Valley of the Dead King logo has been updated.
  • The game has been split between Core and Expansion, with new components added to Expansion. 
  • The plastic tray has been refitted to enable sleeved cards to fit inside. 

Game Placards

  • Artwork has been added around the edges of the game placards.
  • An error was corrected in the Blessing area of the Battle Mat.
  • Placards have been changed from 3rd person to 2nd person point of view.
    • “The heroes may..” has changed to “You may..”
  • The “Fallen City” encounter has been rewritten for clarity. 
  • All game placards are now laminated like the Role cards, and some contain an area to write in. Most notably this effects the Boss placards. See the Boss list below.

Battlemat

  • Blessing numbers are fixed to their corresponding Shrine number: 
    • 1 Holy Endurance
    • 2 Haste
    • 3 Good Fortune
    • 4 Sun
  • Fortification Plans now have a section to track Gold stored.
  • The Hero Movement section has a spot for Normal and Cautious movement.
  • Difficulty rewards adjusted on Easy through Epic difficulties. See page 40 of the rule book for additional details.
    • Easy: “Extra Power Up: 2 or less”
    • Moderate: “Extra Power Up: 4 or less”
    • Difficult: “Extra Power Up: 6 or less”
    • Heroic: “Extra Power Up: 8 or less”
    • Epic: “Extra Power Up”

Roles

  • Starving meter has been slightly updated, as heroes no longer lose Health while starving.
  • Mastery text has been changed from 3rd person to 2nd person point of view.
    • “The Brute may..” has changed to “You may..”
    • Ability names within the Masteries are now blue instead of white. 
    • Keywords within Masteries are now white instead of blue.
  • Vital symbols have been added next to the Attack ability. Some Roles may now use their Attack ability to effect Energy or Health. Here is the list of Roles who can do so:
    • Sorcerer
    • Shaman
    • Elementalist
    • Wilder
    • Illusionist
    • Necromancer
    • Summoner
  • Some Roles now have their Passive written above their Masteries. This effects the following Roles:
    • Beastmaster
    • Shaman
    • Tinkersmith
    • Necromancer
    • Summoner
    • Rabble Rouser
    • Apothecary
  • Some Roles have had their Masteries slightly rebalanced.
    • Brute
    • Illusionist
    • Necromancer
    • Summoner
    • Apothecary
  • Artwork was removed from the back of the Battle Mat. The condition list has been enlarged.
  • Some Mastery Energy requirements have been rebalanced. This effects the following Roles:
    • Beastmaster
    • Wilder
    • Cartographer
    • Apothecary 

Examples of Role changes:

Races

  • Racial descriptions have been changed from 3rd person to 2nd person point of view.
    • “The Ork may..” has been changed to “You may..”
  • Adjustments to text:
    • Halfling: Racial Ability rewritten to say“...you may reroll a ten-sided or six-sided die, and may take the more favorable result.” 
    • Pixie: Racial Ability rewritten to say “...you become untargetable by individual target attacks...”
    • Gnome: Racial Ability rewritten to say “...you may Boost the rank of a single Ability or Skill a Target uses by 3 for 1 round.”
    • Demonborn: Racial Ability rewritten to say “...you may Boost each ally’s action rank by 2 for 1 round.”
    • Dwarf: Racial Ability rewritten to say “...you may choose whether the group Wanders or not...”
    • Elf: Racial Ability rewritten to say “...you may adjust the group’s Circumstance die result by 1.”
    • Ork: Racial Ability rewritten to say “...you may Boost your Attack rank by half your Attack rank for 1 round.”
    • Ogre: 3 Health instead of 2
    • Centaur: Racial Ability rewritten to say “...you or an ally gains Defend equal to your Defend rank for 1 round.”
    • Illumon: Racial Ability rewritten to say “...or your own Health by 4.”
    • Shifter: Racial Ability rewritten to say “...you may choose one ally’s Racial Ability, pay the associated costs, and use it as if you had it.”
    • Gray Dwarf: Racial Ability rewritten to say “...you may Negate all conditions which trouble you...”
    • Half Giant: Racial Ability rewritten to say “...you may force a group attack to only affect yourself.”
    • Dragonborn:Racial Ability rewritten to say “Once per combat for 2 Health and 1 Energy, you may roll the Favored Opponent die twice, and apply the damage to 1 of your opponent’s Vitals (both dice may HEXplode.”
    • Ursimar: “Boost each group member’s damaging attack by one third your Attack rank”
  • Kitsune, Minotaur, and Leprechaun Races were replaced with the Highlander, Moor Gnome, and Morlok, which appear in the Expansion box.

Opponents & Bosses

  • Opponents are now penalized for using a Mastery when out of Energy. All numeric effects of their default actions have been cut in half.
  • Slightly rebalanced Vitals and damage values. 
  • Backstory paragraphs have been removed and added to storybook
  • Boss placards are now laminated.
  • Some Boss placards contain a box next to an action that can be recorded. This helps you keep track of effects that increase or change throughout combat.
  • Adjustments to text:
    • The Bandit Prince:
      • Magic Potion: Cost increased to 3 Energy.
      • Garrote: Cost increased to 5 Energy.
      • Rewards: Single reward increased to 2 Potions.
      • Group Gold reward increased to 5 per hero.
      • Group Food reward decreased to 2 per Hero.
    • The Gray Slime:
      • Shifting Form: Rewritten to “Defend: 4. Targets attacking the Gray Slime this round suffer 2 Piercing Energy damage.”
      • Engulf: Cost increased to 4 Energy.
      • Acidic Spray: Cost increased to 5 Energy.
      • It’s Growing on Me: Added “Defend May be used even if its rank is 0 while affected by this Passive.”
      • Rewards: Single Reward increased to 2 Luck Stones.
    • Overlord Chikak-Ishak
      • Snarling Curse: Cost increased to 5 Energy. 
      • Rampage: Cost increased to 4 Energy.
      • Rampage: Rewritten to “Single target Health. One target suffers 6 Health damage as the troglodyte goes on a rampage. If this damage is reduced, an additional target suffers 6 damage.
      • Dark Warrens: Added “He still performs an action.”
      • Rewards: Single Reward increased to 2 Exotic Maps.
    • Goblin Emperor Klik
      • Goblin Horde: Rewritten to “...Each target suffers 4 Health damage. Add 1 to this damage each time Goblin Horde is rolled after the first.”
      • Fireball: Cost increased to 4 Energy
      • Klik’s Shaman: Cost increased to 4 Energy.
      • Life Siphon: Rewritten to “...Two target’s suffer 6 Health and 4 Piercing Energy damage.”
    • The Megapede
      • Pincer Attack: Rewritten to “Dual target Health. Piercing: 2 The Megapede attacks with its pincers. Two targets suffer 6 Health damage.
      • Spiny Exoskeleton: Defend increased to 8.
      • Noxious Cloud: Cost increased to 5 Energy.
      • Rampaging Trample: Rewritten to “...Those who succeed suffer 3 Piercing Health damage.”
      • Entangled: Rewritten to “Dual Target Health. Piercing: 2. Two targets suffer 4 Health damage. Each target also becomes Entangled.”
      • Monstrous Plating: Rewritten as “...The hero rolls a six-sided die and suffers the result as Piercing Health damage.”
      • Rewards: Group Gold reward increased to 12. Group Food reward decreased to 4.
    • Syv the Siren Queen
      • Beauty of the Deep: Cost increased to 8 Energy.
    • The Giant Basilisk
      • Ravage: Rewritten to “Triple Target Health. Each attack deals 6 Health damage.”
      • True Petrification: Energy Cost increased to 14.
      • Basilisk’s Fury: Cost increased to 5 Energy.
      • Thorny Defense: Rewritten to “...Any hero who loses their attack to this action suffers 5 Piercing Health damage.”
      • Turned to Stone: Rewritten to “...If successful, they break free and are no longer Petrified.”
    • The Cryovern
      • Hail Cloud: Cost increased to 5 Energy.
      • Hail Cloud: Rewritten as “Group Health. Each target suffers 6 Piercing Health damage.”
      • Snatch and Grab: Cost increased to 6 Energy.
    • The Frost Giant Jarl
      • Squashing Ants: Rewritten to “Dual target Nonlethal Health...”
      • Vicious Slam: Cost increased to 8 Energy.
      • Frost Lord’s Bloodlust: Rewritten to “The Jarl gains Regen: 3 Health for the remainder of combat each time a hero suffers damage from Ice Axe or Circling Cleaver. This ability stacks with itself.”
    • The Dead King
      • Health increased to 180.
      • Undead Hoard: Rewritten to “Triple Target Health and Navigate. Piercing: 4. Three targets suffer 10 Health damage. If any target fails, all targets become Trapped by the undead horde.”
      • Power Incarnate: Cost increased to 10 Energy.
      • Essence of Undeath: Cost increased to 8 Energy.
      • Essence of Undeath: The Energy damage this ability deals is now Energy Drain.
      • Murder of Crows: Rewritten to “Group Health. Each hero suffers 4 Piercing Health damage and the dead king unleashes a swarm of crows. Each hero is Surrounded. Each time this is rolled, add 1 to the Surrounded damage suffered. This damage can not be Reflected or Negated.”
      • Legion of Darkness: Rewritten to “Search for the “Bone Legion!” Encounter. It is Dangerous and enters the battle immediately, fighting alongside the Dead King. While in play, the Bone Legion receives up to 10 damage the Dead King would suffer from each incoming attack.”

Items

  • Revival Ritual at Bezzelquark’s is now correctly written as a single use item.
  • The Fortification now allows you to store Gold there. 
  • Teleportation Rune now has a range of 15 hexes and incorporates the "Teleport" keyword.

Card Decks

  • New map art added in all cards where applicable
  • Rewrote game content with the new verbiage and keywords. 
  • Removed the Dead King deck that appeared in the first version. It has been replaced with a new deck that appears in the Expansion.

Rule Book

  • Game objective is now clearly written in the rule book. 
  • Heroes now have a cap on the amount of Gold they can carry. 
  • Heroes no longer lose Health when starving.
  • Added a page that describes the terrain/map of the game.
  • Added a page that describes the Living Card campaign.
  • Added a page that describes the game's dice.
  • New keywords have been added: Nonlethal, Energy Drain, and Teleport.

Story Book

  • Storybook has been added to the core box.