Adventures: Tales to Amaze

Mothman

A mysterious menace that haunts the shadows, Mothman manipulates fear and misfortune. Through destruction and deception, this elusive entity seeks to plunge heroes into uncertainty, leaving a trail of chaos—and collapsing bridges—in its wake.

HP based on player count:
1P 10
2P 20
3P 30
4P 40

Difficulty

easy

Win condition

Defeat Mothman
(reduce HP to 0)

Lose condition

4 bridges are destroyed or
All players are defeated

Mechanics

Threat Track

Action

Threat Maxed

When the threat marker reaches the end of the track, destruction begins. This triggers a major step in Mothman’s cycle — a bridge is about to fall.

1.

Lowest Bridge Falls

Destroy the lowest-numbered surviving bridge. Flip its token and place it into the Destroyed Bridges area at the top of the board.

2.

Global Effects Trigger

Trigger the 2 effects printed above the destroyed bridge. These change the rules for the current or next round.

3.

Doom Relocation

Move all Doom Tokens from the destroyed bridge to the next surviving bridge (by number).

Mechanics

Bridges

Covered Bridge

A fighter recovers 3 health.

Suspension Bridge

Reveal the top 2 cards of an enemy's deck. Discard 1.

Truss Bridge

Move a fighter up to 3 spaces.

Drawbridge

A player draws until they have 4 cards.

Timing

After a Maneuver

Bridges can only be activated after a maneuver by a nearby hero. (effect is optional)

Cost

Discard a Card

Discard 1 card to activate. The card’s boost value determines power.

Limit

One Per Turn

You can activate only one bridge per maneuver, even with multiple heroes.

Effect

Remove Tokens

Remove 1 token per boost point from the activated bridge.

Mechanics

Doom tokens

Start

Start with 8 Tokens

Mothman begins the game with 8 Doom Tokens. They represent a growing supernatural threat focused on the bridges.

Trigger

Placed by Effects

Cards like “Unimaginable Terror” place Doom Tokens on bridges when nearby fighters are damaged.

Placement

Placed on Bridges

Tokens are always placed on the bridges — not fighters. Each bridge can hold any number of tokens.

Penalty

No Tokens? Raise Threat!

If you run out of Doom Tokens, raise the threat marker by 1 per missing token. This accelerates the destruction cycle.

Recycle

Reusable Pool

When tokens are removed (e.g., via bridge activation), they return to Mothman’s pool. They can be reused in future effects.