Skip to content
An Game by Marco Valtriani and Diego Cerreti

Cover/bottom Illustrations: Alex Charleux

Coloring and Artwork: Paolo Vallerga

Miniatures sculpted by Alan D’Amico – OrcoNero

The world has been corrupted by the Nephilim, who have left behind their henchman, the Tyrant of the Konstrukts, to reign over the once lush and peaceful lands. The bloody countryside strewn with iron and steel was not enough, nor were the hills, grass, and trees, now colored red… The soil of the fields will forever taste of the blood of warriors sacrificed for the madness of men corrupted by evil. Kreel has no second thoughts or regrets, nor do the men he has gathered around him for this final march, during which it will be increasingly difficult to distinguish between good and evil…

The March Against the Tyrant is not a co-operative game: Each adventurer follows their own path, dictated by their own way of solving dilemmas; but the combined choices of the players will contribute to the outcome of the quest and provide the Tyrant with the key to make their victory a chimera! Will you follow the Dark Path or the Footsteps of Justice? Will you fight the enemy with integrity or use his own weapons of violence and blood? Which path will you follow in your March Against the Tyrant?

The March Against the Tyrant is an epic adventure that will lead the players to face a certain enemy, but following a path of choices that will determine their conduct and integrity. Follow blind, instinctive fury; rely on one’s own purity; or use the magical arts? These will be the tools with which the Heroes may solve the trials they will face.

Available on Scribabs’ Shop and Amazon

Choose a Hero and take their miniature and tile.
Take 4 Life markers and place them next to your Hero tile, turning 3 to the Drop of Life side and 1 to the Wound side.
Draw a Power card (keep it secret from the other players).

Place the Book of Konstrukts in the middle of the table and open it to the Prologue.

Draw a Conundrum cardand turn it over (so the Conundrum side is showing) in the space provided in the Book.

It will present the narrative theme, epic quest, and plot of this part of your adventure.

Depending on the number of players, put 1 random Dilemma tile in each corresponding space with the Dilemma side visible.

In order for a Dilemma to be solved, it must be “read” by adding the Forces indicated by the Dilemma tile to those in the Book.
Each player must choose 1 of the Dilemmas placed on the Book, declaring whether they will tackle it by following the Footsteps of Justice or by following the Dark Path.

Dilemmas can only be tackled with the help of the three primal forces.

Whenever a Hero is faced with a Dilemma to solve, they must perform these tasks in order:
  • Roll the dice provided by their Hero and Soul Arches
  • Play Power cards from their hand, applying the effects (if they want to)
Then, add up the symbols on the Hero’s dice, Soul Arches, and Power cards played:
  • If the forces are equal to or greater than those indicated on the chosen side of the Dilemma, the Hero has successfully solved the Dilemma and immediately gains all the rewards provided, both those indicated in the Book and those on the tile.
  • If the forces are less than those indicated on the chosen side of the Dilemma, the Hero has failed to solve the Dilemma and immediately loses 1 life point (turns over a Drop of Life to the Wound side), but still gains the rewards indicated in the Book (but not those on the tile).

After each player has resolved both Dilemmas in Part I and Part II, or in the case of the Prologue the only Dilemma, you now assign Soul Arches based on the Reward indicated on the Conundrum card.

Your Hero’s Morality is determined by your Soul Arches: It matches the color that appears on the majority of your Soul Arch spaces.

Once each player has placed the Soul Arch related to that Conundrum around their Hero, turn the Conundrum card over to the Outcome side.

The Outcome of the Conundrum will differ depending on whether the majority of the Heroes followed the Footsteps of Justice or the Dark Path. This will greatly influence how the Tyrant can be defeated. 

After the Conundrums of the Prologue, Part I, and Part II have been completed, you can move on to the Epilogue and start the clash against the Tyrant!

The Clash Against the Tyrant

In turn order, the players attack the Tyrant (once per turn). To fight, you must choose 1 of the 3 combinations of the Tyrant’s Primordial Forces (see the example) and carry out these operations in order:

  • Roll the dice provided by their Hero and Soul Arches
  • Play Power cards from their hand, applying the effects (if they want to)

Then, add up the symbols on the Hero’s dice, Soul Arches, and Power cards played:

  • If the forces on the dice, Soul Arches, and Power cards played are equal to or greater than those required by the Force Combination they have chosen to face, the Hero takes 1 of the Shields of Kreel from the board. 
  • If the forces on the dice, Soul Arches, and Power cards played are less than those required by the Force Combination they have chosen to face, the Hero immediately loses 1 life point if they follow the Footsteps of Justice or 2 life points if they follow the Dark Path. Then, they advance their miniature 1 space on the Line of Rage for their Hero’s Morality.

Defeating the Tyrant

If the last Shield of Kreel on the board is taken (and consequently the last Conundrum card removed), the Tyrant is defeated and the game ends!