Gates of Lethe
A cooperative dice-bag climb out of the underworld, for 1–4 heroes.
Clear the Drowned Halls, take a break, clear the Stair of Ash, take another
break, then defeat the Gate's boss and every remaining minion. You win together.
The moment any hero reaches their wound limit, everyone loses.
Setup and physical components
Draft different heroes in seat order. Each takes their four kit cards with the
printed dice supplies, eight Energy dice in their bag, and one healing potion.
Give the party-lead marker to seat 1. Shuffle the minion cards. Set aside one
caster/support card and its matching die for encounter 2, and another pair for
encounter 3, in two labeled packets beside those encounter decks. These pairs
are outside the current minion and summon reserve.
Reveal one boss and max(2, hero count) minions, including a fighter and a
caster/support. In encounters 2 and 3, use that encounter's reserved caster
for the mandatory support position. Draw the fighter and additional minions
from the remaining shuffled pool. Minions form an ordered
frontline with the boss behind them. Every enemy has its own intention die.
The box contains four heroes, sixteen kit cards, twenty dice treasures,
eleven bosses, three copies of each of six minion types, ten equipment cards
(two copies of five kinds), four potions, bag dice, an ordinary combat d6,
wound/status counters, and a lead marker. Cards and labeled dice carry every
rule; nothing requires a screen. Hover or press and hold a card/die to inspect
its full text and face table in the simulation.
A round
1.
Expire last round's prevention, Dodge bonuses, and round-long Attack bonuses.
Roll all enemy intention dice publicly and leave them showing.
2.
The next hero takes Roll → Abilities → Attack, in seat order. Buying
is part of the Abilities.
3.
Surviving enemies resolve their intention abilities: frontline left to
right, then boss. The lead chooses heroes for single-target weakening.
4.
Those enemies attack in the same order. For each attack the lead chooses
one living hero or ally anywhere in the party, then confirms that blocker.
5.
Repeat steps 2–4 for each remaining hero. After the last hero and enemy
cycle, pass the lead marker to the next seat and begin another round.
An enemy defeated before acting does nothing. Summoned enemies first act next
round. The lead enters choices after party discussion; the marker never makes
anyone an automatic target. Enemies act after each individual hero, using the
same public intention faces throughout the round. Their Attack/Trample
modifiers reset before each enemy cycle; round-long hero effects remain. Clearing
the encounter ends the round early and passes the lead before the break or win.
Reading the table
The board is laid out like a table with fixed places for everything.
•
The far table holds the enemies, boss on the right, each with its
wounds, its armor and its public intention face.
•
The party band holds each hero's plate, with their allies, equipment,
potion, wounds and statuses. The hero whose turn it is has the larger plate.
•
The mat is your own place: the shelf of your card row, your bag, the tray
where your roll lies, and your spent heap.
•
The dock at the bottom has one sentence saying what to do, your energy,
and the main button for the step. A turn track above the table shows where
the round is: roll, buy, plan, attack, enemies.
The board highlights what you can press in six ways, and never more than two at
once: the ring on a die you can press, a card in your row lifted when you can
buy it, a dashed pad on a target, a brightened plate (or ally) you have chosen
as the blocker, a lunge from an enemy that is about to attack, and the numbered
strike arrows. Lifting a card you are picking in the draft, or one you are
letting go of, is part of choosing and is not counted among the six.
The strike arrows show what landed: one arrow for each packet of damage that
landed, numbered in order, none for a Dodge, and each set replaced by the
next exchange.
Hold any card, die or plate to read it in full. Closing the reading puts the
table back as it was and keeps your plan.
Your turn
Roll: draw and roll five dice. If your bag empties, shuffle your spent pile
back into it and finish the draw. Second Chance rerolls another die for free;
its boosted face gives one more free reroll: press the die to reroll. Mirror of Lethe costs 2 energy
from the showing roll and rerolls an enemy intention, or all intentions when
boosted. A trick's debt is paid when keeping the roll; you cannot reroll an
Energy die if losing it could leave that debt unpaid. Keeping banks all Energy
less debt, spends those dice and tricks, and leaves abilities and summons.
With no usable trick, the roll is kept automatically.
Buy: after you keep the roll, the fight is open. You may buy at most one
die from your card row until you plan your first die. Once a die is planned,
buying closes for this turn, even if you pick that die back up. The die goes
into your bag and cannot appear in this turn's already-made roll. The card
stays; its supply drops by one.
Abilities: press a rolled source, then its target, or press an untargeted
source once. Plan in order, remove an entry or cancel an armed source freely
within the displayed edit allowance, then press Fight on the dock. Nothing costs
energy or changes wounds before confirmation. Resolve every entry in order,
including heals/summons after the final enemy falls. An entry finding no valid
effect costs nothing but still spends its die. Empower costs 2 additional
energy for one unboosted planned ability or summon, using its boosted line:
press the +2 token on a planned die; press it again to take it off. It cannot
empower Roll tricks or potions. There is no universal Attack or Heal.
Potion: during your own Abilities phase, plan its single use to remove 3
wounds from a chosen wounded hero, including yourself, without energy. Discard
it when used. It never refills.
Attack: your hero attacks once, then each living ally attacks once in slot
order, including allies summoned this turn. Each deals its printed Attack for
free. Press Attack to commit; rolls then resolve. Attacking does not prevent
blocking later. Zero Attack deals no damage. Unused dice become spent and
unused energy is lost when your turn ends.
Frontline, damage, and blocking
Before each standard attack, choose its automatic recipient: the leftmost
living minion, or boss with no minions. Without Trample, excess damage is
lost. With Trample, damage remaining after a minion falls continues through
minions to the boss, applying each recipient's defenses.
Ashfire and Backstab explicitly choose any enemy behind the line. Last Word
and Poisoned Knife must hit the frontline while it remains. Intention
manipulation can choose any enemy. Area spells hit every enemy.
Armor N subtracts N from every damage packet, minimum zero, including
spell/area damage. Remaining damage consumes that defender's prevention tokens,
then adds wounds. Wounds persist until healed. At its wound limit an enemy is
defeated permanently; an ally is destroyed and its die becomes spent.
Dodge X+ rolls an ordinary d6 against a standard attack. A result at least
X cancels the whole attack, including Trample. Natural 1 fails and natural 6
succeeds. Dodge bonuses add to the roll, stack to at most +2, and expire next
round. Ability damage and splash cannot be dodged. Confirm before rolling;
canceling or reconnecting cannot give another roll.
Choose one blocker for each whole enemy attack. A living defender can block
several attacks; blockers do not retaliate. An ally takes the whole packet and
ordinary excess is lost if it dies. Enemy Trample sends the excess to that
ally's owner, who applies their own defenses. An ally does not consume its
owner's prevention. Choose the next blocker after the preceding result.
Power improves only quantities printed + Power, never ordinary Attack,
ally stats, or fixed group healing. Weakened reduces a hero's next standard
Attack by 1, minimum zero; consume it at that Attack phase, even at zero Attack.
Reapplication does not stack.
Ability previews show exact costs, wounds, buffs, and defeats. Attacks against
Dodge show odds and damage on failure; later targets can depend on the roll.
The preview does not promise an exact final board. Rolled results are recorded.
Heroes
Buy costs determine supply: cost 2 holds four dice, cost 3 three, cost 4 two.
Use and summon costs below are separate from buying. Boosts cost the same.
The Sworn — 8 wounds
A warrior.
•
Oathbound Hound (ally · buy 3 · ×3). Summon for 3 energy. Level 1:
Attack 1, 2 wounds. Level 2: Attack 2, 2 wounds.
•
Cleave (ability · buy 3 · ×3). Use for 2 energy: +1 hero Attack and Trample this turn.
Boosted: +2 Attack.
•
Stand (ability · buy 2 · ×4). Use for 1 energy: prevent the next 1 wound to you
this round. Boosted: prevent 2.
•
Shieldwall (ability · buy 2 · ×4). Use for 2 energy: each other hero
prevents the next 1 wound to them this round. If you are the only hero, you
do. Boosted: every hero, you included.
The Thief — 7 wounds
A rogue.
•
Cutpurse Shade (ally · buy 2 · ×4). Summon for 2 energy. Level 1:
Attack 1, 1 wound. Level 2: Attack 2, 1 wound.
•
Second Chance (ability · buy 2 · ×4). A Roll trick, free: reroll one of
your other dice. Boosted: then one more free reroll this Roll.
•
Backstab (ability · buy 3 · ×3). Use for 2 energy: 1 damage to any enemy,
or 2 if it already has a wound (even one dealt earlier in your plan).
Boosted: 3 if it already has a wound.
•
Slip Away (ability · buy 3 · ×3). Use for 1 energy: +1 to your Dodge
rolls this round. Boosted: +2.
The Seer — 6 wounds
A mage.
•
Candle Wisp (ally · buy 2 · ×4). Summon for 2 energy. Level 1: Attack 1,
1 wound. Level 2: Attack 1, 2 wounds.
•
Ashfire (ability · buy 3 · ×3). Use for 3 energy: 2 + Power damage to any enemy.
Boosted: 3 + Power.
•
Veil (ability · buy 2 · ×4). Use for 2 energy: an enemy's die reads 1
lower this round, never below 1. Boosted: 2 lower.
•
Remembrance (ability · buy 3 · ×3). Use for 2 energy: remove 1 + Power wounds from
one hero or ally. Boosted: remove 2 + Power.
The Mourner — 6 wounds
A summoner, with the most ally-heavy kit in the game.
•
Grieving Shade (ally · buy 2 · ×4). Summon for 2 energy. Level 1:
Attack 1, 1 wound. Level 2: Attack 1, 2 wounds.
•
Wailing Choir (ally · buy 3 · ×3). Summon for 3 energy. Level 1: Attack
1, 1 wound, splash 1. Level 2: Attack 1, 2 wounds, splash 2.
•
Bone Warden (ally · buy 4 · ×2). Summon for 4 energy. Level 1: Attack 1,
3 wounds. Level 2: Attack 1, 4 wounds.
•
Keening (ability · buy 3 · ×3). Use for 2 energy: remove 1 wound
from every hero and give your allies +1 Attack this turn. Boosted: remove
2 wounds from every hero. Works without allies; group healing is fixed.
Dice and faces
Every die has six faces.
•
Energy dice are your starting eight: plain bone dice showing Energy 1, 1,
1, 1, 2 and 2. They only ever give energy.
•
Card dice belong to a card. Each shows Energy 1, Energy 1 and Energy
2, then three faces for its card: two plain faces, and one boosted face
with a gold rim and a +.
•
On an ability die, a plain face uses the card's first line. The boosted
face uses its boosted line instead, for the same cost.
•
On an ally die, these are Summon faces. A plain face summons the
ally at Level 1. The boosted face summons it at Level 2: stronger,
for the same summon cost.
•
Ferryman's Coin is the one card die with no ability. It shows Energy 1,
2, 2, 2, 3 and 3.
An Energy face is banked when you keep the roll: every Energy face showing
then, whatever die it is on. A die showing an ability or Summon face gives no
energy; plan it in the Abilities, or it goes to your spent pile at the end of your
turn.
A card die's colour tells you its card's family: green for a kit ally, red for
a kit ability, and blue for a treasure. Its Energy faces carry the card's
emblem in a corner, so you can always tell which card a die belongs to.
Buying dice
Every card in your row holds a supply of its own dice. How many depends on
its buy cost:
Once you have kept your roll, you may pay one card's buy cost from your energy.
One die comes off that card and goes straight into your bag. Your roll is
already made, so a die you buy cannot come up this turn; it can come up in your
next draw. The card itself stays in your row. Buying does not leave the fight:
you stay in the Abilities, with the energy you have left, until you plan your
first die. After that, buying is closed for the turn.
A card with no dice left is sold out. A die you let go at the break goes
back onto its card, and then you can buy it again (see Letting go).
Your card row is the shelf. A card lifted off the table with a price
medallion on it is a card you can afford, and one press buys it. A card that
stays flat is one you cannot buy now. The shelf shows how many of each card's
dice are left on it; the action log records the die you bought.
Your bag and your spent pile
•
Your bag holds the dice you have not drawn yet. You draw from it at
random, and nobody sees its order.
•
Your spent pile holds the dice you are done with for now: dice you
banked, dice spent on an ability or a trick, dice still unused at the end of
your turn, and the dice of allies that were destroyed.
The board shows your bag and your spent heap as counts, and the five dice of
your roll in the tray beside them.
The reshuffle. When you need to draw and your bag is empty, your whole
spent pile is shuffled back into your bag. The board shows the heap emptying
into the bag, and the action log records the shuffle. This can
happen in your Roll and at the break.
Allies
Each hero has four ally slots. Summon a die into the first free slot for its
printed summon cost, Level 1 on an ordinary face or Level 2 when boosted or
empowered. Keep the die showing that level. Copies are allowed. Allies stay
between rounds and encounters, keeping wounds, until destroyed.
Each attacks separately in slot order. Before Wailing Choir attacks, identify
the next living enemy after its original recipient in frontline-to-boss order.
If its standard attack inflicts wounds, deal its printed splash to that
neighbor; apply Armor, without Dodge. Grave Ward's Attack is zero.
Legion Shade also brings the first spent Grieving Shade at Level 1 if a slot
is free. Remembrance and Dirge can heal allies; the break does not.
The break and equipment
After either of the first two encounters, each hero in seat order:
1.
Removes 2 hero wounds and gathers their spent dice into their bag. Allies
stay, keeping wounds. Potions do not refill.
2.
Reveals a role treasure, common treasure, and equipment card. Keep exactly
one; return declined offers beneath their own decks. Twelve common cards
guarantee a common offer for all eight reward visits, even if every hero
keeps a common at both breaks.
3.
Lets go of dice, then hands over to the next hero or encounter.
A dice treasure joins the next free card-row slot with its dice ready to buy.
Equipment equips immediately in a separate single slot. Replacing equipment
discards the old card; no spare inventory, trading, or mid-encounter switching.
Each equipment kind has two copies and needs no die or energy:
After your standard attack inflicts wounds, heal yourself by 1, once per turn
Dodge 5+, or improve existing Dodge by one threshold step
Common treasures
Each common treasure has two physical copies, labeled A and B. Each copy
holds its own matching dice supply, with the same letter printed on those
dice. Keep both copies if offered; they occupy separate card-row slots.
Buy and let go using that copy’s matching dice and stock. Their abilities,
costs, and faces are identical.
•
Ferryman's Coin (treasure · buy 3 · ×3). No ability: its die shows
Energy 1, 2, 2, 2, 3 and 3.
•
Drowned Lantern (treasure · buy 3 · ×3). Use for 2 energy: 1 + Power damage to
every enemy. Boosted: 2 + Power to each.
•
Salt Charm (treasure · buy 2 · ×4). Use for 1 energy: prevent the next 2
wounds to you this round. Boosted: prevent 3.
•
Grave Ward (ally treasure · buy 2 · ×4). Summon for 3 energy. Level 1:
Attack 0, 2 wounds. Level 2: Attack 0, 3 wounds. It strikes nothing; it only
can block for any hero.
•
Last Word (treasure · buy 4 · ×2). Use for 3 energy: 3 + Power damage to the frontline
enemy, or unprotected boss. Boosted: 4 + Power.
•
Bindings (treasure · buy 3 · ×3). Use for 2 energy: an enemy's die is set
to 1 this round. Boosted: instead, every enemy's die reads 1 lower, never
below 1.
Role treasures
•
Iron Vow — Sworn (ally treasure · buy 4 · ×2). Summon for 4 energy.
Level 1: Attack 2, 3 wounds. Level 2: Attack 3, 3 wounds.
•
Rally — Sworn (treasure · buy 3 · ×3). Use for 2 energy: every ally gains +1 Attack
this round. Boosted: +2. Allies attack on their own owner's turn.
•
Targeted Coin — Thief (treasure · buy 2 · ×4). Use for 1 energy: give a hero Dodge 5+
this round, or +1 to their existing Dodge rolls. Boosted: a new grant also
gets +1 to rolls; existing Dodge gets +2. Total temporary bonus caps at +2.
•
Poisoned Knife — Thief (treasure · buy 3 · ×3). Use for 2 energy: 2
damage to a frontline enemy, and its die reads 1 lower, never below 1. Boosted: 3
wounds instead of 2.
•
Pyre — Seer (treasure · buy 4 · ×2). Use for 4 energy: 2 + Power damage to every
enemy. Boosted: 3 + Power to each.
•
Mirror of Lethe — Seer (treasure · buy 3 · ×3). A Roll trick, for 2
energy: reroll one enemy's die. Boosted: reroll every enemy's die.
•
Legion Shade — Mourner (ally treasure · buy 3 · ×3). Summon for 3
energy. Level 1: Attack 1, 1 wound. Level 2: Attack 1, 2 wounds. When you
summon it, the first Grieving Shade die in your spent pile joins it at Level
1, if you have a free slot.
•
Dirge — Mourner (treasure · buy 2 · ×4). Use for 2 energy: remove 2
wounds from one of your allies. Boosted: remove 2 from each of your allies.
Letting go
A bigger bag is not always a better one. Letting go thins your bag, so your
best dice come up more often.
•
When: once per hero at each break, after you choose your treasure.
•
How many: 1 die, plus 1 for every enemy you defeated in the encounter you
just cleared. You defeat an enemy when your Attack, your ability or your
allies' strike deals its last wound. Ally kills belong to that ally's owner.
•
Which: press a card on the table to lift it (Energy, or one of the cards
in your row), then press Let go. One die goes each time. Lift another
card for the next.
•
Where it goes: a card die goes back onto its card's supply, where you can
buy it again. An Energy die leaves the game.
•
Only from your bag and spent pile. Allies in play count as dice you own,
but they cannot be let go.
•
The floor is 5. You can never go below five dice, counting your bag,
your spent pile and your allies in play.
•
Keep the rest ends it early. Anything you did not use is lost; it does not
carry over to the next break.
•
If you have nothing you could let go, the break moves on by itself.
Bosses and minions
Draw a boss from the encounter's deck. Wound limits are 8 / 12 / 16 for the
Drowned Halls / Stair of Ash / Gate, plus 2 for each additional hero.
Cloud: 1 + Power damage to every hero
Heal most wounded enemy by 2 + Power, then weaken a chosen hero
Frenzy: +1 Attack and Trample
Stomp: 2 damage to every hero
Discord: weaken every hero
Forget: 1 damage to every ally
Capsize: 1 + Power damage to every hero
Frenzy: +2 Attack and Trample
Reflect: each hero takes 1 per owned ally, up to 2
The first four are Drowned Halls bosses, the next four Stair of Ash bosses,
and the last three Gatewardens. At Gate round 4 the boss gains +1 standard
Attack; at round 7, +2 instead. Ability damage and minions never escalate.
Heal most wounded enemy by 2
There are three copies of every minion, each with its own die. Chainbearer,
Marrow Guard, and Veil Skulker use fighter faces; the others caster faces.
Fighter faces: 1–2 heal themselves by 1; 3–4 grant +1 Attack; 5 grants
Trample; 6 is their signature. Caster/support/summoner faces: 1–2 heal the
most wounded living enemy by 1 + Power; 3–4 weaken a lead-chosen hero; 5 summons
one Lost Soul; 6 is their signature. Enemy Attack still happens after abilities.
Healing ties follow frontline order, then boss; it cannot revive defeated cards.
Summons take an unused physical card and matching die from the reserve and
enter the first free frontline slot with zero wounds. They first act next
round. Eight enemies including the boss is the limit. A full board or depleted
Lost Soul reserve makes a summon fail visibly; defeated cards stay out.
Paper example
The Sworn with Cleave has Attack 4 and Trample. A minion with Armor 1 and one
wound capacity remaining absorbs 1 with Armor, takes 1 wound and falls; 2 damage
continues to the next enemy. Later, the Thief blocking an Attack 3 dodges on
4–6; otherwise 3 wounds remain for prevention. Track these with printed cards,
wound/bonus counters, and an ordinary d6. Equipment stays face up; used potions
leave play. The simulation records the same rolls and outcomes.