learn to play

Learn to play
V ersion 2.0
Table of Contents
2
2
2
2
What is this book?
What will I need?
How do I get started?
The Golden Rule
2Setup
2
3
3
4
7
7
Hero Setup
Quest Setup
Goal of the Game
Turn One
4
4
4
6
6
6
7
Travel Phase
Pursuit Phase
Hero Phase
Defence Phase
Encounter Phase
Encounter Aftermath
Time Phase
7
7
7
7
7
7
7
Reinforcement Phase
Travel Phase
Pursuit Phase
Hero Phase
Defence Phase
Encounter Phase
Time Phase
Turn Two
What happens now?
7Credits
1
Setup
The road has been long, and even with body and will honed to perfection of
the true Myrmidon, Valkea started feeling its burdens. She has been traversing
unknown territory for the last five days, each morning waking up to a different
land around her. Places that had once been days or weeks of travel apart were
joined inexplicably and maddeningly by strands of living Mists when a cataclysm
shook the world a few years before. Now, she had to experience the insanity on
her own.
Now Valkea was walking down a desert path, the surrounding landscape
resembling that of Naar, her homeland. Yet, the Myrmidon could recognize none
of the terrain features surrounding her; neither the road, nor the walls of jagged,
dark red rock that pierced the misty sky. The only thing that allowed her to keep
marching was a sense that she will prevail by the strength of her will and the
unbreakable bond once forged with her beloved Terhu.
Feeling a sudden touch of cold on her back, Valkea stopped abruptly. A skeleton
sitting by the side of the road, clutching a rusty weapon, suddenly reared its head,
empty eye sockets coming to life with a ravenous glow. And as the ominous hiss
and clatter of living bones announced the arrival of more monstrosities, Valkea
welcomed her enemies as a Myrmidon should: long spear in hand, its shaft resting
on a sturdy shield held high.
Hero Setup
Now that you know the Golden Rule, it’s time to find Valkea’s Hero
Charter. Look for a large tile with her picture and symbol
(which is
conveniently circled in the image below):
Place the tile in front of you, making sure that the face-up side does
not feature this symbol:
. Leave ample space for cards on all sides of
the Hero Charter. Now is also the time to collect all cards belonging to
Valkea. You will recognize them by this symbol
(also found on the
Hero Charter).
W hat is this book?
Welcome to the world of Mistfall: Heart of the Mists, a realm of dark powers
and perilous adventures! What you are reading now is an introduction to
the rules in a form of a playthrough which you can just read – or set up and
follow on your table. Whichever option you choose, keeping the Heart of
the Mists player aid, cards and Location tiles may be a good idea, simply to
more easily follow Valkea’s first adventure.
What will I need?
A copy of Heart of the Mists, a flat surface (like a table), and about 60
minutes is all you’ll need to play through this introduction (although, if
you decide to continue beyond what’s outlined in this booklet, you may
need an extra half an hour). You will be playing through a special Quest
created specifically for the purpose of teaching you the rules.
How do I get started?
Cards:
– Shield Rush,
– Long Spear,
Alekar’s Shield,
– Blunt Axe
If you haven’t yet punched out the tokens and unwrapped the cards, now
would be a great time to go about doing just that. The playthrough assumes
that you will guide Valkea the Myrmidon through the Mists, so you will
not be using any cards or Hero Charters belonging to other characters.
Also, please note that most of the decks for a normal game would need to
be shuffled first, but in case of this Quest you will not need to do that, as
you will be asked to pull specific cards out of different decks.
– Stand Fast!,
–
Depicted above are four types of cards, each with Valkea’s symbol in the
bottom left corner of the card’s artwork. These cards are (from left to right):
Basic Feats,
Basic Gear,
Advanced Feats and
Reward Gear
(you’ll also find that these categories are written on the cards themselves).
The fifth (rightmost) card is also a Reward Gear card, but one without a
Hero symbol, which makes it a General Reward Gear card.
The Golden Rule
Find all of the cards of the types depicted above (the ones with Valkea’s
symbol, as well as all other Reward Gear cards) and set them aside. Return
all other cards that share their back with them to the game box. You will
not need them during this playthrough.
Card rules always override game rules. Whatever is written here (or in any
other rulebook) is automatically trumped by any card text. If two or more
cards conflict, negation always comes on top.
Now take a look at your Hero Charter. It says that your Starting Gear
consists of: Chainmail, Long Spear, and Round Shield. Place these cards
face-up below your Hero Charter. Then, take all of Valkea’s Basic Feat
cards, as well as the remaining Basic Gear card (the Short Sword) and
place them as a deck face-down next to your Hero Charter, where it says
“Deck”. Place the Advanced Feat cards right below the deck (face-up).
Slide the two Reward Gear cards with your symbol under the Advanced
Feats. Place the General Rewards to the side face-down, and place 3 cards:
Blunt Axe, Arcane Cuirass and Great Shield face-up next to it, thus
forming the Reward Display.
2
Create an Encounter deck using the Raging Bones and Resolve of the
Dead Encounters. All other cards (unused Enemies, Encounters, Allies,
etc.) are returned to the box. You will need them in a full game of Heart of
the Mists, but not during this playthrough.
Create the Resolve Pool by placing a single Resolve token (round token
resembling a coin) close by. Normally, the Resolve Pool is shared by all
players, but since you are playing alone, you won’t have to share.
Finally, take one of the wooden cubes and place it on your Hero Charter
– on the darker space with the number 4 – and draw your starting hand.
Normally, you would draw it from your deck (shuffled before starting the
game), but in this case simply take: Build Momentum, Pummel,
Myrmidon Discipline, Talon Block and the Short Sword card to form
your starting hand of cards. Your playing area should now look like this
(not including the Reward Deck and Reward Display):
Locations
Find the Plains of Sorrow and the Tomb of the Wicked Location tiles
and place them in the middle of the table:
Valkea is now ready to face her Enemies!
Place them side-by-side as depicted above, and then place a single Wound
Token on Plains of Sorrow. Finally, place the Party Pawn (which you will
first need to mount on its plastic base) on Plains of Sorrow, and flip the
Tomb of the Wicked Location tile face down.
Quest Setup
Quest Charter and Tokens
Find the Quest Charter and the Time Charter and place them above the
Locations tiles:
Each time you play Heart of the Mists you set up one of the Quests in the
Quest Guide. There are a few important differences between this Quest
and the Quests you will find in the Quest Guide, the main one being the
size and composition of the game map formed using Location tiles.
Enemies and Encounters.
For this playthrough you will only need the Blue Enemy deck (Undead
Enemies), and a selected set of Encounters.
Place one of the cubes on the space with a single Hero Number Symbol
and one on the 0 position of the Reinforcement Track, as depicted above.
Then place a cube on the first (top left) position of the Darkness Track
located on the Time Charter, and 4 Objective Tokens
in the Token
Holding Box. Return the Quest Tokens (the square tokens with letters
A-F) to the box, and form a token bank out of all other tokens in the
game. Any game materials not mentioned in the above setup should also
be returned to the box. You may want to also keep the Rules of Play and
the Player Aid handy, but for now, you will only need to follow this guide.
First find all of the Blue Enemies – they will all share the back depicted
on the right side of the above picture. Place them face-down to form a
deck. Then, find the Regular Encounters – ones with the back on the left
side of the above picture – and find all
that contain only the word Deadlands
written in italics at the top of their
main text box:
You are now ready to play.
Goal of the Game
3
For this playthrough, your goal will be to make your way from the Plains
of Sorrow to the Tomb of the Wicked, and then leave it – allowing Valkea
to finally find her way. You will have to achieve this goal before your time
runs out – and without falling prey to Undead monsters stalking the lands
tainted and twisted by the Mists.
T urn One
Pursuit Phase
Most Enemies are harmless as long as they remain in the Quest Area ,
although they are on the table (and in the same Location), they are still far
enough to pose no threat. However, during the Pursuit Phase, they will go
after Heroes.
Valkea has just entered the Plains of Sorrow, so your first turn will start
with the Travel Phase (the second Phase on the Player Aid sheet).
Travel Phase
Looking at your Hero Charter, you will find an Enemy Focus track, marked
with this symbol: . The cube placed on the track shows that you have a
total of 4 Enemy Focus, and since it’s more than 0, Enemies are aware of
your presence. Because of that, the leftmost Enemy (in your case it’s the
Bone Wraith) will move from the Quest Area to your Hero Area .
Whenever the party enters a Location for the first time, the Location is
considered Perilous. The single Wound token placed on Plains of Sorrow
is there to signify that. Whenever Heroes end a Travel Phase in a Perilous
Location, they need to draw a suitable Encounter which will populate the
Location with Enemies. Encounters are drawn from the Encounter deck.
One of their types – like Deadlands – has to match the type of Location
(if there is no match, the card is redrawn) but in this case simply place the
Resolve of the Dead on the Active Encounter space of the Quest Charter:
is where all the things belonging to your Hero are
Your Hero Area
located: your Gear, some of your active Feats, and also the Enemies that
will attack you later during the turn if not dealt with.
Take the Bone Wraith card and place it above your Hero Charter, to
signify that he is now in your Hero Area . Now, since an Enemy entered
your Hero Area , your Enemy Focus
will immediately go down.
Whenever this occurs, divide your current Enemy Focus
by 2, drop
any fractions, and place your marker cube in the space with the number
you came up with. In this case, the cube will move to the space with a 2.
As long as there are Enemies in the Quest Area and your Hero has any
Enemy Focus , you will have to repeat this procedure, so you need to
place the Bone Serpent in your Hero Area as well, moving the marker
cube on your Enemy Focus track to 1. At the end of the Pursuit Phase your
Hero Area should look like this:
This signifies that there is an Active Encounter in play – which means
that there will be more Enemies appearing every turn, as well as that there
might be some special rules in play. For now, as part of setting up a new
Encounter there are a few things you will need to do. Let’s take a look at
the Encounter card itself:
The first thing to do is to draw Enemies.
The Resolve of the Dead Encounter will
start with a total of 2 Enemies. You will
find this information right under the
Encounter art: the 2
means: number
of Heroes times 2. The same box also tells
you that the Enemies need to come from
a Blue deck, and that they can have any
Keywords (we’ll go over Keywords soon).
Whenever there are no more Enemies in the Quest Area, or no Hero has
any Enemy Focus left, the Pursuit Phase ends (even if that means Enemies
remain in the Quest Area ). It’s time to move to the Hero Phase.
Instead of drawing randomly, find a Bone
Wraith, and a Bone Serpent in the Blue
Enemy deck. All Enemies – as they are
drawn – are placed right under the Quest Charter in what is referred to as
the Quest Area , one by one.
Hero Phase
During the Hero Phase each Hero gets their own Hero Turn, during
which they are able to attack Enemies, acquire new Feats, and often do
whatever is necessary to successfully end the current Encounter.
Whenever you draw any new Enemies, always add them to the Quest Area
from left to right – and if there are already any Enemies on the table,
simply expand their line by adding new ones.
The general rule is that you are allowed to use one Regular Action, any
number of Fast Actions and any number of Reflexes. Since you can resolve
any of your Actions (Reflex, despite not having the word “Action” in its
name is also an Action) in any order, you can start with a Fast Action.
Let’s take a look at your hand:
Having drawn the Enemies, now you need to follow any Setup Rules the
Encounter might introduce. As it happens Resolve of the Dead has some
special setup rules (as detailed on the Encounter card). To follow these
rules, take 2 Resolve tokens (in the card text they are depicted as
), and
place them on the Bone Serpent.
4
At this point your Hero Area
Resolving an Action simply means that you get to resolve a single effect
that is preceded by Regular Action, Fast Action or Reflex. Now, if you
take a look at the Pummel card in your hand, you will see that there’s
an effect preceded by the phrase Fast Action. This Fast Action can be
played from your hand (as indicated by the hand symbol
preceding the
description), and it can target an Enemy in Range . Since your Hero
Area is in Range
(other Hero Areas , and the Quest Area are in
Range ), you will be able to use the effect against any one of the Enemies
in front of you.
should look like this:
In order to resolve the Fast Action of the Pummel card you need to have
a Spear card in your Hero Area . “Spear” is a Keyword, as indicated by
the fact that it is italicized. A “Spear card” is simply a card with the Spear
Keyword. In your case, you have the Long Spear card in your Hero Area ,
so this requirement is met.
Target the Bone Serpent with the Fast Action, but before resolving the
Action effect, you will first need to check the Enemy’s Vulnerabilities.
Vulnerabilities are always listed at the bottom of the text box with Enemy
Special Abilities, and they are always preceded by a Wound token symbol .
You’ve bruised the dead a bit, but now it’s time to deal some serious
damage. Resolve the second Regular Action of the Long Spear card. It is
in your Hero Area , so you can resolve it now; and it has a Range of ,
which is more than Enough to reach any of your Enemies. Target the Bone
Serpent.
Unfortunately, there is no match between Bone Serpent’s Vulnerabilities
and Long Spear’s Keywords, so no Wounds are placed before we move to
resolving the Action itself.
On its own, the second Regular Action of the Long Spear deals 3 Physical
Damage (as indicated by the Physical Damage symbol ) to the Bone
Serpent, which is how much life this Enemy currently has (a total of 4 Life
minus 1 Wound ). However, every time you deal damage to an Enemy,
you first have to cancel some of it, based on the Enemy’s defence.
In the case of the Bone Serpent, the Vulnerabilities are: Blunt and Flame.
Whenever you target the Bone Serpent with a card that has any of these
Keywords, you will place 1 Wound token
on that Enemy immediately
for each Keyword match – and you will do this before anything else is
resolved. Since the Bone Serpent and the Pummel card share the Blunt
Keyword, immediately place 1 Wound on that Enemy.
In this case, a total of 2 Damage will be cancelled by the Bone Serpent’s
Physical Defence
(used in this case, since you’re dealing Physical
Damage ). Normally, this Enemy’s Physical Defence
is 1 (as printed
on the card just below the Enemy name). However the Bone Serpent gains
+1 Physical Defence
whenever it’s targeted by a card with the Piercing
Keyword. Unfortunately, Long Spear has that exact Kewyord, so if you
would conclude the Action now, you would place 1 (3 Physical Damage
minus a total of 2 Physical Defence ) Wound on the Enemy.
Now it’s time to resolve the Fast Action itself. It will allow you to place a
Daze Marker (indicated by the Daze Marker Symbol ) on the targeted
Enemy. Find and place the Daze Marker on the Bone Serpent. However,
the Action also allows you to discard 1 Combat card to place another daze
Marker on a different Enemy. So, discard the Gain Momentum card
from your hand (it has the required Combat Keyword), to target the Bone
Wraith. Just like with the Bone Serpent, check Vulnerabilities, then place
1 Wound on the Enemy, and finally also place a Daze token .
However, the Regular Action of the Long Spear card also allows you to
discard up to 2 Combat cards to deal additional damage. Discard the Talon
Block and Myrmidon Discipline cards now, to bring the total of damage
dealt to 5 . After cancelling 2 Physical Damage
with Bone Serpent’s
defence, place a total of 3 Wounds on the Enemy.
Next step is generating Enemy Focus. As you act, you become more of a
danger in the eyes of the Enemies. To indicate that, different effects will
make you gain Enemy Focus (indicated by this symbol ). The description
of the Pummel card’s Fast Action ends with: “ 1 ”. This means that
you have to generate 1 Enemy Focus . To indicate the Enemy Focus
gained, move the cube on the Enemy Focus Track 1 space to the right, as
shown by the arrow.
(2 for dealing 3 Physical
Now generate a total of 4 Enemy Focus
Damage
, plus additional 2 for discarding 2 Combat cards to deal
+1 Damage for each), and move the cube on your Enemy Focus Track
to the space with the number 6.
Finally, as instructed by the Regular Action you’ve just resolved, discard
the Long Spear card into your discard pile. Since the Bone Serpent has
just been eliminated (the number of Wounds
was equal or higher than
its Life
), look at its Resolve Value, depicted in the top left corner, and
take 1 Resolve token from the bank. Then, as instructed by the Encounter
card, also take the 2 Resolve tokens
from the Bone Serpent card.
Discard the eliminated Bone Serpent and look at the Encounter card.
Finally, it’s time to discard the card. Place the card used face-up in your
discard pile. As a general rule, any card played out of your hand will be
discarded after its Action (or any one of its Actions) is resolved, while
cards in your Hero Area remain there after resolving the Action, unless
the effect description says something else.
5
Under Progression it says that whenever you receive any Resolve
, you
may return any of the tokens to the bank to place 1 Objective Token
on
Whenever you are dealt damage that you cannot or don’t want to cancel,
for each point of damage you must move 1 card from either your hand,
the top of your deck, or from your discard pile (not just the top – you are
free to choose) to your Burial pile. So, if you’re dealt 3 damage and you
cancel none, you will have to Bury a total of 3 cards – and you may choose
individually for each of them where they will come from.
it for each Resolve
so returned. Return all 3 Resolve
to the token
bank now, and place 3 Objective Tokens on the Resolve of the Dead card.
You can only cancel damage by resolving Reflexes – the only type of
Action that you can use not only on your Hero Turn, but practically any
time. Consequently, for the 1 dealt by the Bone Wraith you have two
options: you can either resolve the Reflex of the Talon Block, or resolve
the Reflex of the Round Shield to cancel the damage. Choose the latter
option, and place the Round Shield on top of your deck.
Since Valkea no longer has her Long Spear in her Hero Area , it’s
probably a good idea to make sure she’s does not go on unarmed. Resolve
the first Fast Action of the Short Sword card, to place it into your Hero
Area . Also, as instructed by the Action description, generate 1 more
Enemy Focus , bringing your current total to 7.
Finally, before the Defence Phase is over, you need to resolve Conditions.
To do so, look at each Enemy and each Hero Charter – and resolve
Conditions for each Hero and Enemy that has them. In this case, only
the Bone Wraith has a Condition token. If these were damage dealing
Conditions (like Burning or Poisoned), each of those tokens would place
1 Wound on the Enemy. Then, you would get to choose 1 Condition token
that gets removed.
has stopped on the
Since the cube on your Enemy Focus Track
Reinforcements symbol
, you have to immediately move the cube on
the Reinforcement Track (located on the Quest Charter) one space to the
right, and remove 1 Objective Token
from the Token Holding Box
(located on the Darkness Track). The latter happens every time a cube on
any Enemy Focus Track
stops on, or passes any symbol (when moving
right).
Currently, there is not much of a choice. Daze does not place any Wounds,
and since it is the only Condition return its token tokens to the bank.
Having survived the Enemy onslaught, it’s time to take a closer look at the
Active Encounter in the Encounter Phase.
Encounter Phase
It’s time to end your turn. Normally, you draw cards from the top of
your deck, until you have 5 cards in your hand. For the purpose of this
playthrough, find the following cards in your deck: Build Momentum,
Talon Block, Shield Rush, Pummel and Focused Thrust. Use these
cards to form your hand.
In order to make progress on your way, you will need to successfully end
the current Encounter. Each Encounter will tell you what your options are.
First, let’s take a look at the current Active Encounter:
With five cards in your hand, and one Enemy already soundly beaten, it’s
time to proceed to the Defence Phase.
Defence Phase
This is where Enemies get to turn the tables on you, but don’t worry, you’ll
get them yet!
During the Defence Phase Enemies will finally get to attack you, and since
you have a Bone Wraith in your Hero Area , you will have to activate it
to attack (if there were more Enemies, you’d have to activate each of them
once). However, any Enemies in the Quest Area would not be activated
– only those that actually got to you will have their chance of dealing you
some damage.
During the Encounter Phase, you check if any of the conditions outlined in
the End sections are met. Resolve of the Dead needs a total of 3 Objective
Tokens
( +2, as printed in the End section of the Encounter) to end
successfully. Alternatively, if no Enemies are left in play, this Encounter
will also end successfully. Since there are in fact 3 Objective Tokens
on the Resolve of the Dead card, the Encounter ends, and Encounter
Aftermath is resolved. Note however, that if none of the End conditions
were met, the game would simply progress to the Time Phase.
The Bone Wraith deals 2 Physical Damage, as indicated by the 2 above
the Special Abilities and Vulnerabilities box on the Bone Wraith card.
However, this Enemy also has a Daze token . Each Daze token on an
Enemy (or on a Hero) makes that Enemy (or Hero) deal 1 less damage of
any kind, so this skeletal Enemy will only deal you 1 .
Encounter Aftermath
Any Enemies still left after finishing the Encounter would be discarded
now. This does not provide you with extra Resolve as they are not
eliminated, but simply clears the table. You should now also discard the
Wound token from the Plains of Sorrow Location tile, as finishing the
Encounter means you’ve just made the Location Safe. Congratulations!
6
T urn T wo
The next step is receiving Rewards. Start by drawing a Reward card from
the top of the Reward deck – and for this playthrough, simply add the
Enchanted Spyglass card. Now, you should have the following cards in
your Reward Display:
It’s time to get to know the Reinforcement and Travel Phases a little better,
after which, you will be able to either continue the mini-adventure on your
own, or simply go through the rules of Heart of the Mists to play a full game.
Reinforcement Phase
During the Reinforcement Phase new Enemies might arrive at the Quest
Area , if there is an Active Encounter in play. For a moment, let’s assume
that Resolve of the Dead is still in play.
The first step of the Reinforcement Phase is to move the marker cube on
the Reinforcement Track . Since you generated enough Enemy Focus
for the cube on your Enemy Focus track to reach the Reinforcement
Symbol
, the Reinforcement Track now tells you that you need to draw
1 new Enemy. However, the Resolve of the Dead Encounter also indicates
that the cube on the Reinforcement Track moves one space to the right
during the Reinforcement Phase ( 1
).
Regardless of the number of players, one player chooses one of the cards
from the Display and either takes it, or places it under the Reward Deck,
in the latter case either to receive its Resolve Value, or to purchase their
Personal Reward, by spending 2 Resolve
from the pool.
The next step is to draw Enemy cards – and you would draw them the
same way as during Encounter setup, with the only difference being that
any special Setup Rules from the Encounter card would not be applied.
They are only used during actual Encounter setup. Finally, whatever the
position of the cube was on the Reinforcements track, it is moved all the
way to 0 – regardless of whether there is an Active Encounter in play. This
simply always happens at the end of the Reinforcements Phase, and this is
what you need to do now.
Take the Enchanted Spyglass and place it
under the Reward Deck, and immediately take
1 Resolve
and add it to the Resolve Pool.
Draw another card to replenish the Display.
Find and place the Light Bow next to the cards
already on the table. Next, move the Light Bow
to the bottom of the Reward Deck, and discard
2 Resolve tokens to the bank. Take the Spear
of Dawn card from under your Advanced Feats
stack, and add it to your hand.
W hat happens now?
You can set up the Raging Bones Encounter and try to beat it on your
own. In order to play it, you will need to first read the rules of Enraging
Enemies from the Rules of Play, page 11. You can also read up on some
rules not mentioned in the playthrough to get everything you need to play
a Quest out of the Quest Guide.
Having received your Rewards, and with no Enemies in play, it’s time to rest.
Add up the Restoration
values found on your Hero Charter and on your
current Location. In this case you will receive a total of 4 Restoration
.
For each point of Restoration, you may either move any one card from the
Burial pile to your discard pile, or move any card from your discard pile to
the bottom of your deck.
Should you choose the latter, skim through Part II: Playing the Game
in order to find the rules on Allies, Enraging and Attachments. Also
remember that the Glossary at the end of the rules can answer some
questions that arise in-play.
Since you’ve Buried no cards so far, simply take Talon Block, Build
Momentum, Pummel and Long Spear, and place them under your deck
in any order you choose. Your deck does not reshuffle automatically when
you run out of cards – restoring through resting and healing is the only way
to get your cards back. No shuffling also means that the order of the cards
in the deck is very much dependent on your decisions!
Good luck and have fun!
Credits
Game design: Błażej Kubacki
Now move the marker cube on your Enemy Focus track back to the space
with the white number 4. This is resetting your Enemy Focus – and it will
happen after every successfully finished Encounter, even if your current
Enemy Focus is lower than your starting value.
Game development: Andrei Novac
Illustrations: Enggar Adirasa
Graphic design: Agnieszka Kopera
English rules: Błażej Kubacki
Finally, discard the Resolve of the Dead Encounter and proceed to the
Time Phase.
If your copy of Mistfall: Heart of the Mists is missing any components or if
any game components are defective, please contact our customer support
at www.nskn.net.
Time Phase
Look at the Darkness Track located on the Time Charter. The position of
the cube will tell you how far the time will progress on the Time Track. In
this case, the cube is still in the first space of the track (with the following
symbol: 1), so move the cube on the Time Track one space to the right.
Spaces that are empty or contain the Hero Number symbol produce no
game effects. For the purpose of this playthrough, also ignore any other
symbols on the Time Track.
Mistfall: Heart of the Mists was financed through Kickstarter. We would
like to offer our special thanks to the amazing Kickstarter community
gathered around Mistfall: Heart of the Mists and express our gratitude to
our backers for their trust and support.
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©2016 NSKN Legendary Games SRL. All rights reserved. For more
information about Mistfall: Heart of the Mists please visit www.nskn.net.