Side Bag

The side bag can normally hold 5 tokens. Large tokens take 2 spaces.

Gold and Dark Stone are not considered side bag tokens, though may be placed on the side bag for convenience.

  • During a fight, tokens may only be used on adjacent heroes.
  • Outside a fight, tokens may only be used on any hero.

Side Bag Tokens

  • Amulet of Light: Cancel Darkness card and all Darkness cards in play. Large.
  • Bandages: Heal D6 Wounds
  • Bomb: (see Dynamite / Bomb below)
  • Dark Stone Shiv: (see below) [Official Rule Change]
  • Dynamite: (see below)
  • Elixir of Fortitude: Remove one Madness or +1 Sanity. Large.
  • Elixir of Purity: Remove one Madness/Curse or +1 Corruption Resistance. Large.
  • Elixir of Vitality: Remove one Injury or +1 Health. Large.
  • Exotic Herbs: Removes D3 Corruption
  • Fine Cigar: Armor 3+ until end of turn
  • Fire Sake: D3 Fury Tokens (Samurai Only)
  • Flash: All enemies -2 Initiative until end of next turn
  • Hatchet: Free ranged attack: Range Strength+3, Shots 1, +2 Damage, Uses Melee to hit
  • Hellfire Sake: Gain 1D6 Fury Tokens (Samurai Only)
  • Herbs: Heal 2D6 Wounds
  • Lantern Oil: Re-roll one die in a failed Hold Back the Darkness roll
  • Magik Tonic: Discard to Recover a Grit.
  • Potion: +2 to one Skill (max 6) until end of turn
  • Sake: Heal D6 Sanity Damage
  • Shatter Grenade:
    • Throw and bounce like Dynamite / Bomb.
    • Causes D3 Wounds, ignoring Defense, and Stunned token to square and all adjacent squares.
  • Spice: Adds D3 Damage to a single Hit. Inflicts 1 Wound, ignoring defense, on user.
  • Strong Sake: Heal 2D6 Sanity Damage
  • Tea: Heal 1d6 Health/Sanity or Recover 1 Ability token. Limit 1/turn.
  • Tequila: Heals 2D6 Sanity
  • Tonic: Recover 1 Grit
  • Void Sake: Take 1 Corruption Hit to remove D3 Status Effect markers.
  • Whiskey: Heal D6 Sanity Damage
  • Wine: Heal Peril die Sanity.

Dark Stone Shiv [Official Rule Change]

  • Counts as 1 Dark Stone carried
  • Saloon Girl Only.

Dynamite / Bomb

  • This counts as your ranged attack
  • Roll to-hit. If failed, bounce D3 times.
    • Roll D8 once per bounce.
    • Ignore bounces that hit a wall.
  • Damage is D6 wounds, ignoring Defense, to square and all adjacent squares.
  • Corpse tokens in range are automatically destroyed
Tip

Optional Rule Dangerous Dynamite: If you take 10+ wounds from a single source, roll D6 per Dynamite token. On a 1-2, roll damage as per normal.

Roku Demon Bag

Starts each adventure with D6 Arcane Powder tokens.

  • Arcane Powder: +1 to casting roll per token. May be used after rolling.