How to Play

Shadows of Brimstone: City of the Ancients

1-4 players 120-120 min 8.0 Board Game Geek Rating

Western heroes cooperatively explore demon-infested mines in this horror dungeon-crawler. Players create characters like gunslingers and lawmen, then venture underground fighting otherworldly creatures using tactical combat and dice-rolling. Card-driven exploration ensures unique adventures each game. Heroes collect loot, gain experience, and level up through campaign progression, visiting frontier towns between missions to upgrade equipment and abilities.

Published 2014

Shadows of Brimstone: City of the Ancients

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Determine number of Revive tokens
Based on hero count: 1 hero gets 2 tokens; 2, 3, or 5 heroes get 1 token each
2
Shuffle card decks
Shuffle all card decks and place them in the play area
3
Prepare Exploration Tokens
Shuffle 12 exploration tokens and stack them
4
Ready Heroes
If any heroes are new, create them using the creation rules
5
Assign Old Lantern
Decide which hero carries the Light Source
6
Select Mission
Choose a mission and place the corresponding World Card
7
Reset Hero Ability Tokens
Return all hero ability tokens to their starting positions
8
Reset Grit
Set each hero's Grit to 1 (keep existing Wounds/Sanity)
9
Prepare Depth Track
Set up the depth track and reset the marker
10
Place Entrance Tile
Put the entrance tile down; each hero places on one of 8 starting spaces
11
Resolve "At start of Adventure" effects
Must Level Up if possible

On Your Turn

What you can do during your turn.

1
Check for Flee
All non-KO heroes may decide to flee; if all flee, mission fails
2
Resolve start of turn effects
May Level Up if possible; refresh Ki/Mana/Faith tokens; resolve Poison markers and World-specific rules
3
Hold Back the Darkness (HBtD)
Lantern Hero rolls 2D6 against Depth Stage threshold
4
Activate models in Initiative order
Higher initiative goes first; ties decided each turn
5
Check Voices in the Dark
Heroes 2+ tiles from Lantern roll D6 Horror Hits
6
Resolve "At start of Activation" effects
Handle Fear, Terror, and Unspeakable Terror checks; decide items in Hand slots
7
Roll for Movement
Roll D6; on 1, recover 1 Grit OR add +D6 to Move
8
Perform Exploration action
If no unrevealed Exploration Token, may either:
9
Reveal Exploration Tokens
Check for Clue Icon/Mission Objective; show Growing Dread; draw Threat; roll Doors/Gates Encounters; resolve Attack/Ambush
10
Resolve "At end of Turn" effects
Ready "Once per Turn" items
11
Note Free Attack limit
Maximum 1 Free Attack per Hero per Turn, normally before or after regular Attack
12
Determine Line of Sight
LoS is from and to center of grid space; Walls block; models and Barriers don't block; Gates block unless shooter is adjacent
13
Check for Flee
All non-KO heroes may decide to flee; if all flee, mission fails
14
Resolve start of turn effects
Same as outside fight
15
Hold Back the Darkness
Same procedure as outside fight
16
Activate models in Initiative order
Higher first; Enemy goes first on ties; roll for Enemy ties, choose for Hero ties
17
Check Voices in the Dark
Heroes 2+ tiles from Lantern roll D6 Horror Hits
18
Resolve "At start of Hero Activation"
Handle Fear (adjacent), Terror (Tile + Gate), Unspeakable Terror (adjacent Tile); decide items in Hand slots
19
Roll for Movement
D6; on 1, recover 1 Grit OR +D6 Move
20
Perform one Attack
Dual Wield rules: Ranged gets no Crit and Off-Hand needs 1 higher; Melee gets all bonuses
21
Resolve "At end of Hero Activation"
Remove Void Venom
22
Resolve "At start of Enemy Activation"
See Enemy Reference Card
23
Determine Targeting
Pick Enemy closest to Heroes from activated group (choose on tie)
24
Perform Enemy Attack
All Enemies in group roll Combat × D6 against targeted Hero
25
Resolve "At end of Enemy Activation"
Handle any end-of-activation effects
26
Check Fight End
If all Enemies killed, end Fight and Ready "Once per Fight" items
27
Resolve "At end of Turn"
Ready "Once per Turn" items; handle Corpses
28
Determine Threat Level
Based on number of Heroes: 1-2 = Low (Epic Hero rules apply); 3-4 = Medium; 5-6 = High
29
Add Elite Enemies by Hero Level
Top Hero Level 3 = Elite; 4 = 2× Elite; 5-6 = Brute; 7 = Brute + Elite; 8 = Brute + 2× Elite
30
Ambush placement
Enemies get +2 Initiative first Round; highest Initiative Enemy placed first adjacent; target Random Hero among those with least Enemies of this type adjacent and having any adjacent empty space
31
Attack placement
Lowest Initiative Enemy placed first in row far from Tile Entrance, space farthest left in row (including Puzzle), then checkerboard pattern
32
Handle model shortage
If not enough models, Enemy group gets 1 Elite Ability (max 1 per Turn)

Winning

How to claim victory.

1
Recover KO'd Heroes
Recover and roll Injury/Madness tables
2
Heal fully
Restore Health and Sanity to maximum
3
Remove Status Effects
Remove all Status Effect markers
4
Apply Mission results
Receive Mission Reward if completed or Mission Failure consequences
5
Process Dark Stone
May discard any number (cannot trade)
6
Reset Hero Ability Tokens
Return all tokens to starting positions
7
Reset Grit to 1
Grit returns to base value
8
Resolve "At end of Adventure" effects
Ready "Once per Adventure" items
9
All Heroes Flee
If all non-KO heroes decide to flee, mission automatically fails
10
Darkness Overrun
If Darkness marker reaches Heroes' Entrance tile, mission fails

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

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