This is a documentation for Board Game Arena: play board games online !

Gamehelpnoneshallpass: Difference between revisions

From Board Game Arena
Jump to navigation Jump to search
No edit summary
 
(29 intermediate revisions by 8 users not shown)
Line 1: Line 1:
== Overview ==
== Overview ==


Each player chooses a '''Guard'''. One monster from each level is selected at random, and the first monster is revealed. Every round, all players roll their dice, then each player in turn selects one of their dice and follows the corresponding action on their '''Guard cards'''. Next, if the monster’s '''Health''' has reached zero, it is defeated and replaced with the next monster. Otherwise, the monster attacks the players whose actions had the highest '''Peril'''. The players have a limited number of rounds before the monster '''Breaches''' their defenses, and they win by defeating the final monster before then.
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==


A player’s '''Guard''' is like their specialty within the team, and every combination of Guards can be successful. Learn about each Guard in the '''Guard Classes''' section.
==== Guards ====


''''' <u>Guard Cards</u> '''''
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.


'''Guard cards''' determine a player’s possible actions and attributes. Each card shows a Guard’s title, a level, a '''Level Up Cost (Green Arrow)''', and an attribute: '''Health (Red Heart), Armor (Blue Shield)''', or '''Experience Reward (Green Diamond)'''.
[[File:NoneShallPass_guardCardAnatomy.png]]


Additionally, each card shows two actions, each consisting of a name, instructions to follow when taking the action, a die roll needed to select that action, and a '''Peril (Yellow Triangle)''' number that indicates how dangerous the action is.
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).


== Monsters ==
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.


''''' <u>Monster Cards</u> '''''
====Monsters====


Monster cards are organized by level, with higher levels representing stronger monsters. Each monster card shows the monster’s name, level, '''Health (Red Heart)''' and '''Attack (Yellow Sword)''' showing how much the monster hurts the players, and a unique ability.
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.  


''''' <u>Monster Abilities</u> '''''
[[File:NoneShallPass_monsterAnatomy.png]]


Every monster has a unique ability, and some might even override the regular rules. Take a close look when a new monster arrives!
==Gameplay==


== Rules of Play ==
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.


Play is divided into rounds, in which all players take one turn, then the monster takes its turn.
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).  


''''' <u>Player's Turn Summary</u> '''''
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.


* -Each player rolls their dice (unless '''Incapacitated''')
====Player's Turn====
* -Each player selects a die and follows its action’s instructions
* -If you rolled a '''6''', may also select it as an action before or after your main action (unless playing as an Automaton)
* -Rolling triples allows ANY two actions (unless playing as an Automaton)


''''' <u>Beginning of the Round</u> '''''
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.


At the beginning of each round, all players roll their three dice (Automaton will roll 2). Starting with the player who has the first turn token and moving clockwise, each player takes their turn.
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.


''''' <u>Player's Turn: Rolling</u> '''''
If you roll three of a kind, you can take ''any'' two actions. Choose the Peril from one.


On each player’s turn, the player selects one of their rolled dice, follows the instructions of the action with that die on their Guard cards, and places the selected die on the '''Peril Track''' according to the action’s '''Peril (Yellow Triangle).'''
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.


The player may select one 6 result in addition to their selected die. If so, they follow the instructions of both dice in either order, but their '''Peril (Yellow Traingle)''' remains that of their normally-selected action.
====Actions====


If a player’s three dice all roll the same number, the player follows the instructions of any two actions (or the same action twice) instead. Their '''Peril (Yellow Triangle)''' is whichever they choose from those two 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]].  


Level-4 Guard cards allow rerolling dice. Once per round, each player with at least one level-4 Guard card may spend one '''Experience (Green Diamond)''' to reroll one of their dice.
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.


''''' <u>Player's Turn: Actions</u> '''''
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.


Many player actions and monster abilities refer to someone taking '''Damage (Yellow X)'''. When a monster takes Damage, its '''Health (Red Heart)''' decreases by that amount, moving the monster tracker’s tokens accordingly. When a player takes Damage, they gain '''Wounds (Red Heart with X)''' equal to that Damage minus their '''Armor (Blue Shield)''' (shown on the '''3-4 Guard cards'''); Armor reduces the amount of Damage a player takes and may even reduce it to zero.
== Monsters ==
 
A player’s '''Health (Red Heart)''' (shown on the '''1-2 Guard cards''') indicates how many '''Wounds (Red Heart with X)''' they can have while still fighting. At the beginning of a round, if a player has Wounds greater than or equal to their '''Health''', they are '''Incapacitated''' for that round. Incapacitated players do not roll their dice. Instead, they must follow their '''3''' action’s instructions on their turn and cannot place a die on the '''Peril (Yellow Triangle)''' board (they have no Peril). Incapacitation lasts an entire round, even if you lose enough '''Wounds''' before your turn. Similarly, gaining '''Wounds''' during the round can’t Incapacitate you until the next round.
 
Some actions and events give players '''Experience (Green Diamond)''' which can be spent to level up, or improve, player attributes and actions. At any time, a player may spend Experience equal to the '''Level Up Cost (Green Triangle)''' on one of their Guard cards. That card is flipped or swapped with the card beneath it to reveal the card with the same dice and one level higher.
 
''''' <u>Monster's Turn</u> '''''
 
Once all players have taken their turns, the monster takes its turn.
 
''''' <u>Monster's Turn Summary</u> '''''


* -If Monster's '''Health (Red Heart)''' is 0, players get '''Experience (Green Diamond)''' and next monster is revealed.
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.  
* -If not, player with a dice on the highest level of the '''Peril Track (Yellow Triangle)''' receives the '''Monsters Attack (Yellow Sword)'''; multiple players with highest '''Peril (Yellow Triangle)''' divide the Damage evenly.
* -It's '''Breach Level (Purple Arrow)''' goes down by 1.
* -If '''Breach Level''' gets below 1, the monster has gotten through, you receive no '''Experience''' and the next monster is revealed. If the 5th Monster has '''Breached''', you lose the game.


''''' <u>Monster's Turn Full</u> '''''
[[File:NoneShallPass_monsterBoard.png]]


First, the players may have reduced the monster’s '''Health (Red Heart)''' to 0. If so, the monster has been defeated. The monster’s card is removed from play, and each player receives '''Experience (Green Diamond)''' equal to their
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.
'''Experience Reward''' attribute (shown on the '''5-6 Guard cards'''). The next monster is then revealed, and the monster tracker is updated to reflect the new monster’s '''Health and Attack (Yellow Sword)'''; the new monster’s '''Breach (Purple Arrow)''' begins at 4 (or 5 for the final monster). Finally, the first turn token is moved one player clockwise.


If the monster hasn’t been defeated, then the monster attacks. The players typically take Damage, as determined by the monster’s '''Attack (Yellow Sword)''', each player’s '''Armor (Blue Shield)''', and each player’s '''Peril (Yellow Triangle)''':
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.
 
* -If one player has a higher '''Peril''' than any other player, that player takes Damage equal to the monster’s current '''Attack'''. Remember to apply the player’s Armor before gaining '''Wounds (Red Heart with X)'''.
* -If multiple players share the highest '''Peril''', the monster’s current Attack is divided by that number of players (rounded down). Each of those players takes '''Wounds (Red Heart with X)''' equal to that result.
 
After attacking, the monster will try to get past the players, decreasing its '''Breach (Purple Arrow)''' by 1. If its '''Breach''' reaches 0, the monster is replaced just as though it were defeated, except the players receive no '''Experience Reward (Green Diamond)'''; the next monster is revealed, the tracker is updated, and the first turn token is moved.


== End of Game ==
== End of Game ==


The players win by reducing the '''final''' monster’s '''Health (Red Heart)''' to 0. The players lose if the '''final''' monster's Breach (Purple Arrow) reaches 0.
If the fifth monster breaches, the game ends and the players lose.  
 
''''' <u>The Last Stand</u> '''''
 
The '''final''' monster’s '''Breach (Purple Arrow)''' begins at 5, not 4. Make that extra turn count!
 
== Two or Three Player Variant ==
 
-In a two player game, each player will get an Automaton to control.
 
-In a three player game, there will be only one Automaton and the current party leader will decide its actions.
 
''''' <u>Automaton</u> '''''
 
The mechanical Automaton follows its directive to protect its allies at any cost. This Guard is greatly simplified compared to others, making it ideal for younger players or those who want an easier time making decisions. It also serves well in games with fewer than four players. However, the Automaton ignores the rules about selecting an extra 6 and rolling the same numbers.
 
The extra automatons will spend Experience to upgrade their Guard Cards automatically, with the 5-6 Guard Card being upgraded first, and then following the rest numerically.
 
== Guard Classes ==
 
The different Guards that players can select will excel in different scenarios and complement one another. Their different actions and attributes influence how players will contribute, so the following descriptions can help players choose which Guard best fits their play style. These Guards are roughly organized by increasing complexity, though all are strong. New players may wish to begin with Guards earlier in the list, while experienced players may appreciate the added complexity of later ones.
 
''''' <u>Lancer</u> '''''
 
The daring Lancer is eager to dive into any fray and
never misses an opportunity to train. Deliver high and
consistent Damage to monsters and improve your
allies’ capabilities.
 
''''' <u>Medic</u> '''''
 
The collected Medic lifts any who fall injured in the
chaos of battle. Tend to the Wounds of your allies, but
don’t underestimate your ability to permanently weaken
monsters.
 
''''' <u>Sensei</u> '''''
 
The wizened Sensei finds strength through
enlightenment. Gain Experience as you unravel
monsters’ strategies, then pass it on to your allies and
weave illusions to trick monsters.
 
''''' <u>Blood Mage</u> '''''
 
The unnatural Blood Mage manipulates the essence of
life within all creatures. Use your massive Health to
absorb Wounds from your allies, then heal yourself by
draining the monsters.
 
''''' <u>Hunter</u> '''''
 
The wild Hunter outmaneuvers and subdues any beast.
Enrage monsters to slow their advance and weaken
them with snares and venom.


''''' <u>Death Strider</u> '''''
If the players reduce the final monster's HP to 0, the players win.


The tormented Death Strider walks the line between
== Variants ==
life and death, channeling pain into great power. Grow
stronger offensively and defensively as you accumulate
Wounds, but beware pushing yourself too far.


''''' <u>Commander</u> '''''
====Two Players====


The stalwart Commander leads the Guards with
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.
rallying battle cries and durable armor. Carefully
consider the positions of your allies for the greatest
effect, then order them to act during your turn.


''''' <u>Stargazer</u> '''''
====Three Players====


The mysterious Stargazer draws upon the light of the
One of the players will be an Automaton. The first player decides its actions.
cosmos to harm and illuminate. Switch between
burning Solar (Yellow Sun) Light and soothing Lunar (Purple Moon) Light
to overcome any challenge.
The Stargazer’s actions change depending on their
current Light source. Track your current Light source
(beginning with Solar) using the Light token.

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.