Six Sided Summoner FAQ
Since People have started receiving copies of the game, there have been a few questions. While we tried to make everything as clear as possible in the rulebook, it was also our first attempt. Hopefully this page can clear up any issues you may have. If you don’t see your question answered here, feel free to send an email through the contact page and we’ll be sure to add it to the list.
Ultimately, you should play the game in whatever way is the most fun for you and your friends. If you interpreted the rules in a certain way that contradicts what we say below, you can choose to continue using your rule.
Broad Questions and Clarifications
Below are some answers to questions we have directly recieved.
Q: Why are there a bunch of blank tokens in here?
A: This has to do with how The Game Crafter does printing. They print all of their components on pre-determined slugs of cardboard. Regardless of the amount of tokens I pay for, they include a whole slug. Feel free to use these however you like.
Q: Why is there soot on everything?
A: This also has to do with The Game Crafter’s manufacturing. All of their components are laser cut which creates soot on the edges. This should be pretty easy to wipe off.
Q: Why isn’t there a grid on the water?
A: We liked the way that portion of the map looked without the grid. You should still treat the water as if the grid extended into it.
Tips and Clarifications Courtesy of Matt Knight
One of our Kickstarter backers was kind enough to share some clarifications and tips that he wrote up to smooth out the gameplay experience.
Guardians of the Light
For clarity, each guardian’s array is as follows:
Cockatrice: Roll of 1 or 2 = result of 2; 3 = 3; 4 = 4; 5 or 6 = 5
Forest Guardian: Roll of 1, 2, or 3 = result of 3; 4, 5, or 6 = 4
Kitsune: Roll of 1 or 2 = result of 1; 3 or 4 = 2; 5 or 6 = 3
Lady Luck: All rolls = face value
Leviathan: Roll of 1, 2, or 3 = result of 3; 4, 5, or 6 = 4
Scarecrow: Roll of 1 or 2 = result of 1; 3 or 4 = 2; 5 or 6 = 3
Spider Queen: Roll of 1 or 2 = 2; 3 = 3; 4 = 4; 5 or 6 = 5
Place a nail token under or next to a Petrified target until it takes a turn as a reminder of the status effect. The target can move normally after the token is removed during the following turn.
Roll 1 damage die for Egg Bomb, and apply that result (using Cockatrice’s array) to all adjacent creatures. (Don’t roll individually for each target.)
Egg Bomb can damage other guardians and summoned creatures if they are in adjacent spaces, so be careful of where you center the attack!
If using Intimidate after moving adjacent to an enemy, that enemy can still attack Cockatrice normally on its turn before moving (Intimidate does not shove a shadow out of the adjacent space). Place the numbered ability token (spent to use the ability) next to Cockatrice as a reminder that Intimidate is active during the following Shadow Actions phase.
Track the Sprite’s health by writing it on the Shadow Mat; alternatively, you can place a die next to the Sprite with its face value set to the remaining health value. Do the same for a plant trap’s health.
Sprite and Trap damage rolls follow Forest Guardian’s array.
Tail Whip moves the target to a space adjacent to the Forest Guardian, not the target’s original position. Tail Whip can be used on other guardians or summoned creatures (to move them out of harm’s way, for example, or through difficult terrain).
If Kitsune uses the heal ability listed in the box under the Will o’ Wisp icon, roll a D6 and use its array value to determine the number of points it heals. Summoned creatures count as allies for this ability.
Will o’ Wisp’s damage dice follow Kitsune’s array results.
Will o’ Wisp persists for the rest of the game once placed. It can damage other guardians and summoned creatures if they move through the space, not just shadows.
When using Entice all enemies follow their normal movement rules, moving toward Kitsune as if it were the light crystal.
After acquiring the Hand of Fate, cards are not chosen randomly. You may choose which number to use whenever you would make a die roll.
When using Fickle Fortune, roll the die and record the result; this result can replace the die roll of any single creature—guardian, summoned creature, or shadow—within 3 spaces at any point in time. For example, a nearby shadow’s high attack roll can be replaced with a low stored roll, or a nearby guardian’s low attack roll can be replaced with a stored high roll. Lady Luck can use a stored roll on herself.
When using Constrict, place the spent ability token (and any others as needed from the ability token pool) under or near each enemy target as a reminder that they can’t move during their next turn.
Flood can affect any 3 spaces adjacent to Leviathan, even if they aren’t connected to each other.
Creatures in Flooded spaces (including other guardians and summoned creatures) are pushed back 2 spaces from Leviathan as long as there is room; otherwise, they are pushed sideways/diagonally 2 spaces.
Flooded spaces persist for the rest of the game once placed; they can affect the movement of other guardians and summoned creatures.
Tail Whip is the same ability that Forest Guardian has and follows the same rules.
Will o’ Wisp is the same ability that Kitsune has and follows the same rules.
Roll 1 damage die for Pump Bomb, and apply that result (using Scarecrow’s array) to all adjacent creatures. (Don’t roll individually for each target.) Pump Bomb can damage other guardians and summoned creatures if they are in adjacent spaces, so be careful where you center the attack!
To mark targets of Venom Fang, place a “skull” token under or next to the standee.
Venom Fang can stack if used multiple times on the same creature, so that the creature incurs multiple damage points each turn.
Webbing counters persist for the rest of the game once placed; they can affect the movement of other guardians and summoned creatures.
Spider Queen can move across web counters as if they are normal terrain; this is true even if they are placed on water or walls and obstacles.
Intimidate is the same ability that Cockatrice has and follows the same rules.
Tip As an optional rule for new or younger players, no guardian abilities can harm any other guardian or summoned creature.
Shadows only have 8 health points. If marking them off with a pen, only points 1-8 (but not zero) need be marked off to destroy the shadow. If using a health marker starting on the 8, it must be moved all the way to the zero in order to destroy the shadow. Either method will mark off 8 points of health, but note that there are actually 9 points if you include the zero; that’s why you only mark off points 1-8 (or move a marker from 7 to zero).
In the default game, each new chaos card replaces the card revealed in the prior wave, so that only one card is active at a time; however, each card affects every shadow on the board, regardless of the wave in which the shadow was spawned.
If attempting the “Absolute Chaos” challenge at the end of the rulebook, the cards’ effects combine (this can lead to a final wave of 6 truly powerful shadows appearing on turn 7, in addition to powering up any remaining shadows from previous waves!). Note that the effects (movement, range, damage) from different cards combine, but their values don’t stack. You only use the highest value for each modifier type on any of the cards; for example, Powerful and Elite shadows have +2 damage (the higher of the two values), not a combined +3 damage value. However, they will also have the increased range and amphibious ability afforded by Elite. Note that some movement types on chaos cards are not compatible; shadows can’t be both Amphibious and Swift, or Swift and Ethereal. In such cases, use the most recently-revealed movement type.
The Game Board
The Night Track
A token or standee removed from the board can be placed on the Night Track space that it will return to the game. For example, if a guardian lands on a crystal shard in round 2 and uses it to roll for a new ability token, place the crystal shard token on space 4 of the Night Track as a reminder that it will return to the board at the start of round 4.
The Light Crystal
Shadows only need to be in spaces adjacent to the Light Crystal to attack it. However, if desired, tokens for abilities like Flood and Webbing can be placed on any of the Light Crystal’s 4 spaces.
A grid of squares lies under each collection of water terrain squares. Movement through the large body of water at the bottom of the board, for example, is still counted off space by space using the implied grid.
The Red Line
Only one new shadow appears each wave, no matter how many times the red line is crossed each round before the next wave begins.
Use the “R” standee to represent that new shadow.
*Tip: For an easier game, only one “R” shadow can exist on the board at a time, even if the red line is crossed again during the next wave. For a more difficult game, multiple “R” shadows can appear next to the Light Crystal. Although there is only one “R” standee, you can use the standee of an already-destroyed shadow, or even the red die, to represent a second (or even third) “R” shadow.
Crystal Shard Space
Summoned creatures capable of movement (such as Forest Guardian’s Sprite) can land on and use these spaces in place of their associated guardian.
If a guardian or summoned creature ends its movement on an empty crystal shard space on the 3rd or 6th rounds, that shard still re-spawns on that space at the start of the new wave. The guardian or summoned creature can then use that shard before moving if they desire.
Note that the topmost location is a water square, counting as difficult terrain (2 MP) for all terrestrial creatures. This can be difficult to see when a crystal shard token is placed on it.
Shadow Spawn Spaces
Shadows must be able to spawn each new wave, so guardians and summoned creatures cannot end their movement on these spaces on the 3rd and 6th rounds. However, tokens such as Will o’ Wisp can be placed on these spaces, and they do affect shadows that spawn on them.
Playing the Game
Guardians and summoned creatures don’t have to spend all of their movement points each turn.
Creatures cannot split their movement between actions. The Move action can only be done once per turn. If a guardian moves only a portion of their total movement, they may not move again after performing another action.
Movement points are spent when moving into a space only. If a terrestrial creature moves into a water space, they must spend 2 MP. If that same creature moves from a water space into a normal land space, it requires only 1 MP.
Shadows only attack at the beginning of their turn, before moving, or at the end of their turn, after moving. They do not attack mid-movement, even if they pass within range of a target.
Any of the guardian’s tokens that are still on the board when its health reaches zero remain on the board (Flood, Webbing, Will o’ Wisp, Venom Fang, etc.).
Guardians are summoned with full health, but no additional ability tokens. They do, however, keep any tokens they had upon death.
To avoid confusion, crystal shards are not placed on the board until one player ends their turn on a shard space. At that point, the shard taken is placed so that it matches their alignment. The first player to place a token gets the benefit of having more tokens than their opponent at the end of their turn (roll for an extra ability token).
If attempting the “All Sixes” challenge, don’t count each roll for ability tokens as a 6. Roll for ability tokens normally at the beginning of the game, or if a guardian is re-summoned, counting the actual values rolled on the die.
Lady Luck is not recommended for this challenge as her Hand of Fate and Fickle Fortune abilities are essentially useless for this challenge, but her roulette is extremely powerful.
If attempting the “Untouchable” challenge, the undamaged guardian cannot have been re-summoned. The guardian cannot take any damage throughout the entire game.
Tips for easy play and ability rolling
The players as a group can only share a maximum of six of each ability token value. (There are six number 1 tokens, six number 2 tokens, etc.) In the rare case that the first players have depleted all of the tokens of a certain value, the next players must re-roll any results that would require them to take one from the depleted supply. (So if the first three players have taken all of the number 6 ability tokens, the fourth player must re-roll any 6s and take the new results’ ability tokens instead.)
Similarly, re-roll any results that would require you to collect status tokens—Flood, Will o’ Wisp, etc.—if they have all been collected and are no longer available.
As an optional rule, instead of rolling for random abilities at the start of the game, new players can choose to take one of each ability token valued 1-6 in order to try out each of their guardian’s abilities for their first game.