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== Overview ==
== Overview ==


You and your fellow guards must stop five monsters, each stronger than the last, from reaching and breaking the Blight's seal. Monsters must be defeated within a certain number of rounds or they breach the seal.
In ''None Shall Pass'', you are ''not'' one of the brave four chosen heroes of destiny that saves the world. You are a guard, keeping the Big Bad in its tomb while minion monsters attempt to free it. Stand your ground and defend the seal, and you might just live to retirement.  


== Guards ==
==Setup==


Each guard has a class/job/specialty and 3 cards. Each card has 2 actions matching a die number (for a total of 6 actions). A player can only execute one of the actions shown on the three dice rolled.
==== Guards ====


Each card has the guard's class and level at the top. Health (red heart) on the left and Level Up cost (green arrow) on the right. Some may also have Armor (blue shield) or Exp Reward (green diamond).
In the beginning, each player chooses a '''Guard''' (hero class), two EXP points [[File:NoneShallPass_expIcon.png]], and six cards. The cards determine your Guard's attributes and possible actions.  


Each action has a Peril (yellow triangle) associated with it to indicate how dangerous that action is. The higher the number, the more likely the monster will attack you.
[[File:NoneShallPass_guardCardAnatomy.png]]
 
Each card has two actions (for a total of six, corresponding to a {{whiteDie|6}}). Each action has instructions, the die roll needed to select that action, and a Peril number. ''Peril'' [[File:NoneShallPass_perilIcon.png]] indicates how dangerous an action is. The more Peril, the more likely you are to be targeted by the monster (if no one else chooses a more dangerous action than you).
 
Each card can also be leveled up [[File:NoneShallPass_levelUpCostIcon.png]] (up to level 4) by spending EXP [[File:NoneShallPass_expIcon.png]]. Leveled-up cards increase the power of abilities and attributes.
 
====Monsters====
 
Monster cards are organized by level, with higher levels representing stronger monsters. Every monster has a name, level [[File:NoneShallPass_levelUpCostIcon.png]], HP [[File:NoneShallPass_healthIcon.png]], Attack strength [[File:NoneShallPass_attackIcon.png]] (how much HP is taken from the player on an attack), and a unique ability.
 
[[File:NoneShallPass_monsterAnatomy.png]]
 
==Gameplay==
 
If there is no monster on the board (because it's the start of the game or the previous one was defeated), a new one is randomly drawn for the next level.
 
All players roll their 3 dice, then take turns selecting one of their dice to take a corresponding action. After all the players have taken their turn, the monster attacks the player(s) whose action(s) had the highest value ''Peril'' [[File:NoneShallPass_perilIcon.png]] (value ranking).
 
The monster must be defeated within a certain number of rounds, or it will "breach". If they defeat all the monsters before then, they win.
 
====Player's Turn====
 
The player selects a die and follows its action's instructions. After the action is resolved, their icon is placed on the Peril track [[File:NoneShallPass_perilIcon.png]] based on the action's value.
 
The {{whiteDie|6}} represents a bonus action. You may take this action before or after your main action. If you roll {{whiteDie|6}} {{whiteDie|6}}, you can take the {{whiteDie|6}}) action twice.
 
If you roll three of a kind, you can take ''any'' two actions. Choose the Peril from one.
 
Once per round, each player with at least one level-4 Guard card may spend one EXP [[File:NoneShallPass_expIcon.png]] to reroll one die.
 
====Actions====
 
Most actions involve taking or dealing damage. When a monster takes damage, its HP decreases by that amount. A player who takes damage, he/she gains ''Wounds'' [[File:NoneShallPass_woundIcon.png]] equal to the damage minus their Armor [[File:NoneShallPass_armorIcon.png]].
 
The guard's health [[File:NoneShallPass_healthIcon.png]] indicates how many '''Wounds''' [[File:NoneShallPass_woundIcon.png]] they can have before becoming ''Incapacitated''. A player who is Incapacitated at the beginning of an action does not roll dice. Instead, they must perform their {{whiteDie|3}}) action (which is always a healing action). They also do not place a die on the Peril track [[File:NoneShallPass_perilIcon.png]]. Incapacitation lasts an entire round, even if you lose enough Wounds before your turn. Similarly, gaining Wounds during the round doesn't Incapacitate you until the next round.
 
Some actions and events give players EXP [[File:NoneShallPass_expIcon.png]] which can be spent to improve attributes and actions. At any time, a player may spend EXP [[File:NoneShallPass_expIcon.png]] equal to the Level Up Cost [[File:NoneShallPass_levelUpCostIcon.png]] on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card one level higher.


== Monsters ==
== Monsters ==
Monster cards show their name, level, health, attack strength, and a special ability/characteristic that alters or overrides regular rules.


== How to Play ==
When all players have done their actions, the monster's turn starts. It attacks [[File:NoneShallPass_attackIcon.png]] the player highest on the Peril track [[File:NoneShallPass_perilIcon.png]]. If more than one player is at the same position on the magic track, the damage is divided evenly. Then its ''Breach'' level goes down by 1.
'''<u>Player's Turn(s)</u>'''


At the start of a round, each guard who is not incapacitated rolls their three dice. Incapacitated guards (wounds greater than health) must do the three-action on their board. They do not place a die on the Peril track.
[[File:NoneShallPass_monsterBoard.png]]


Guard chooses one die and follows its action instructions. Six counts as an additional/bonus action that can be performed before or after the main action. Rolling three of a kind allows you to perform two actions. A guard at level 4 may pay 1 XP to reroll a die.
If the monster's HP is at zero when it starts its turn, it is defeated. All players receive 1 EXP point [[File:NoneShallPass_expIcon.png]]. The next level monster takes its place, but does not attack right away.


The chosen die is placed on the Peril board according to its action's Peril number. A six-action is only placed on the Peril board if another six was rolled and chosen. If three of a kind were rolled, player may choose which Peril number to use from their two actions.  
If the monster's Breach level goes below 1, it has broken through the seal and leaves. The players receive no EXP. The next level monster takes its place.


A player may spend XP at anytime to level up one of their cards for its XP cost.
== End of Game ==


'''<u>Monster's Turn</u>'''
If the fifth monster breaches, the game ends and the players lose.


If the monster's HP is 0, the monster is defeated. Players receive XP according to their five-six card. A new monster is placed on the board and its attack, health, and breach numbers are marked.
If the players reduce the final monster's HP to 0, the players win.


If the monster's HP is not 0, the monster attacks the guard with the highest Peril. If two or more guards have the same Peril, the attack is divided between those guards (rounded down). The number of the attack is the number of wounds that guard receives minus the Armor level. After attacking, the breach level is reduced by 1. If it reaches 0, the monster is removed from the board, but players do not receive XP.
== Variants ==


== End of Game ==
====Two Players====
If the players defeat the final monster by reducing its HP to 0, the players win.
 
Each player gets a second Guard to control. BGA automatically shows the cards and dice for the current Guard's turn, but there is a "Toggle Guards" button at the bottom-left to see the other Guard's cards and dice.
 
====Three Players====


If the final monster breaches the seal without being defeated, the players lose.
One of the players will be an Automaton. The first player decides its actions.

Latest revision as of 15:47, 7 July 2026

Overview

In None Shall Pass, you are not one of the brave four chosen heroes of destiny that saves the world. You are a guard, keeping the Big Bad in its tomb while minion monsters attempt to free it. Stand your ground and defend the seal, and you might just live to retirement.

Setup

Guards

In the beginning, each player chooses a Guard (hero class), two EXP points NoneShallPass expIcon.png, and six cards. The cards determine your Guard's attributes and possible actions.

NoneShallPass guardCardAnatomy.png

Each card has two actions (for a total of six, corresponding to a white die). Each action has instructions, the die roll needed to select that action, and a Peril number. Peril NoneShallPass perilIcon.png indicates how dangerous an action is. The more Peril, the more likely you are to be targeted by the monster (if no one else chooses a more dangerous action than you).

Each card can also be leveled up NoneShallPass levelUpCostIcon.png (up to level 4) by spending EXP NoneShallPass expIcon.png. Leveled-up cards increase the power of abilities and attributes.

Monsters

Monster cards are organized by level, with higher levels representing stronger monsters. Every monster has a name, level NoneShallPass levelUpCostIcon.png, HP NoneShallPass healthIcon.png, Attack strength NoneShallPass attackIcon.png (how much HP is taken from the player on an attack), and a unique ability.

NoneShallPass monsterAnatomy.png

Gameplay

If there is no monster on the board (because it's the start of the game or the previous one was defeated), a new one is randomly drawn for the next level.

All players roll their 3 dice, then take turns selecting one of their dice to take a corresponding action. After all the players have taken their turn, the monster attacks the player(s) whose action(s) had the highest value Peril NoneShallPass perilIcon.png (value ranking).

The monster must be defeated within a certain number of rounds, or it will "breach". If they defeat all the monsters before then, they win.

Player's Turn

The player selects a die and follows its action's instructions. After the action is resolved, their icon is placed on the Peril track NoneShallPass perilIcon.png based on the action's value.

The white die represents a bonus action. You may take this action before or after your main action. If you roll white die white die, you can take the white die) action twice.

If you roll three of a kind, you can take any two actions. Choose the Peril from one.

Once per round, each player with at least one level-4 Guard card may spend one EXP NoneShallPass expIcon.png to reroll one die.

Actions

Most actions involve taking or dealing damage. When a monster takes damage, its HP decreases by that amount. A player who takes damage, he/she gains Wounds NoneShallPass woundIcon.png equal to the damage minus their Armor NoneShallPass armorIcon.png.

The guard's health NoneShallPass healthIcon.png indicates how many Wounds NoneShallPass woundIcon.png they can have before becoming Incapacitated. A player who is Incapacitated at the beginning of an action does not roll dice. Instead, they must perform their white die) action (which is always a healing action). They also do not place a die on the Peril track NoneShallPass perilIcon.png. Incapacitation lasts an entire round, even if you lose enough Wounds before your turn. Similarly, gaining Wounds during the round doesn't Incapacitate you until the next round.

Some actions and events give players EXP NoneShallPass expIcon.png which can be spent to improve attributes and actions. At any time, a player may spend EXP NoneShallPass expIcon.png equal to the Level Up Cost NoneShallPass levelUpCostIcon.png on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card one level higher.

Monsters

When all players have done their actions, the monster's turn starts. It attacks NoneShallPass attackIcon.png the player highest on the Peril track NoneShallPass perilIcon.png. If more than one player is at the same position on the magic track, the damage is divided evenly. Then its Breach level goes down by 1.

NoneShallPass monsterBoard.png

If the monster's HP is at zero when it starts its turn, it is defeated. All players receive 1 EXP point NoneShallPass expIcon.png. The next level monster takes its place, but does not attack right away.

If the monster's Breach level goes below 1, it has broken through the seal and leaves. The players receive no EXP. The next level monster takes its place.

End of Game

If the fifth monster breaches, the game ends and the players lose.

If the players reduce the final monster's HP to 0, the players win.

Variants

Two Players

Each player gets a second Guard to control. BGA automatically shows the cards and dice for the current Guard's turn, but there is a "Toggle Guards" button at the bottom-left to see the other Guard's cards and dice.

Three Players

One of the players will be an Automaton. The first player decides its actions.