We’ve made a number of rules changes.

The Golden Rules cover the storybook and define the word “always.”

When a scenario doesn’t have a villain, the default way to win is to close all locations.

Each adventure has directions for building and upgrading the vault. These directions are typically based on card level, not on the Basic or Elite traits, which no longer exist.

Characters build starting decks using level 0 cards (instead of Basic).

You can trade cards before drawing starting hands.

The top card of the hourglass discards is the hour, and new blessings have powers that happen when they are the hour.

Displaying a card and activating a power on it counts as playing it.

Characters add their traits to their checks.

You can now be proficient with traits in addition to card types.

Checks can be blessed by deities, adding the deity’s name as a trait.

Cards can be vulnerable to a trait, giving you a +4 bonus if your check has that trait, or resistant to a trait, giving you a -4 penalty.

We’ve changed the way you handle checks to recharge some cards you play by introducing recovery and adjusting the meaning of banish.

Locations are no longer temporarily closed—they’re guarded, and this now happens after you have the opportunity to evade the villain.

If you fail to defeat a bane, a local character can avenge the encounter by burying a card to encounter it.

When encountering a card or suffering damage, the party collectively may play no more than one of each type of boon. Powers that can be played freely do not count toward this limit.

When you encounter a boon, you must attempt to acquire it.

You may choose to fail a check; if you do, your result is 0.

If you summon a boon and acquire it, put it in your hand.

When you must get a new card, take it from the vault.

When you close a location, you don’t flip it over; you banish it, and all characters at that location immediately move. If a location is closed during your explore step, you may no longer explore.

If your role is banished, you get it back for the next scenario.

Rewards no longer include feats, but they usually give you hero points, which can be spent to gain feats, reroll dice, or return from death.

Loot is no longer a card type, but a trait. Loot cards the party doesn’t keep are organized in the vault with other cards of their type, so they can easily be encountered in locations, and now have checks to acquire.

Scourges are back, though they work a bit differently.

When you gain a feat, you choose the type; for each type, the maximum number of feats you may check is the # of the last scenario you completed.

We’ve provided options (including wildcards) for making the game easier or harder, or shorter or longer, and you can play scenarios in Normal, Heroic, and Legendary modes.