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COFFIN CANYON

WHAT THIS GAME IS

Coffin Canyon is a skirmish game about bad ground, bad choices, and things that do not stay dead.

It is set in a poisoned canyon where industry, monsters, and desperate people collide.

Victory comes from pressure, positioning, and knowing when to run — not from perfect plans.

This is a game of escalation.

CORE PHILOSOPHY

Coffin Canyon is built around a few simple ideas:

• Power always comes with consequences

• Terrain matters more than statistics

• Violence leaves marks

• The battlefield remembers what happened

Nothing in Coffin Canyon is clean.

Nothing is permanent.

Nothing is safe.

FAST, UNEVEN, AND DANGEROUS

Coffin Canyon is designed to be:

• Fast to learn

• Quick to play

• Uneven by intent

Not all units are equal.

Not all terrain is fair.

Not all fights should be finished.

If a fight feels like it is going badly, it probably is.

THE DEATH SPIRAL

Coffin Canyon uses a death spiral system.

As models take damage, they become less effective.

• Quality goes down

• Actions become riskier

• Morale becomes fragile

There are no heroic last stands guaranteed by the rules.

Survival is a choice players must make early.

PLAYER AGENCY OVER OPTIMIZATION

Coffin Canyon rewards:

• Positioning

• Timing

• Risk assessment

• Knowing when to retreat

It does not reward:

• Perfect list building

• Static gunlines

• Passive play

If you stand still too long, the Canyon will notice.

THE ROLE OF THE GAME WARDEN (OPTIONAL)

Coffin Canyon does not require a Game Warden.

Some games will include one.

Some will not.

When present, the Game Warden’s role is:

• Escalation

• Consequence

• Rules judgements

• Atmosphere

• Running NPC units

They do not override rules.

They do not “balance” the game.

They reveal what the Canyon has been waiting to do.

WHAT THE RULES ASSUME

The rules assume:

• Players agree on terrain intent during setup

• Scenarios define objectives and pressure

• Ambiguity is resolved quickly and fairly

If a situation is unclear:

• Follow the scenario

• Then follow the terrain

• Then roll a die and move on

Momentum matters more than precision.

ONE FINAL TRUTH

Coffin Canyon is not about winning clean.

It is about getting out alive, stealing everything not nailed down, or hunting for monster mort. (Depending on your Faction, of course.)


CORE MECHANIC

QUALITY, DICE, AND SUCCESS

Everything in Coffin Canyon flows from a single value: Quality.

Quality represents training, toughness, nerve, and luck — all at once.

When Quality drops, everything becomes harder.

QUALITY

Every model has a Quality value, usually between 1 and 6.

Quality is used for:

• Attacks

• Morale

• Special abilities

• Environmental tests

Quality is not static.

It goes down as the model takes damage or suffers pressure.

Examples of Unit Quality

This is a rough guideline of how we see Quality:

  • Q1 - A basic trained human / small monster / civilian
  • Q2 - A veteran military unit / a human sized monster
  • Q3 - An elite unit / a large monster / a hard to kill beast
  • Q4 - An leader unit / low hero / big or powerful monster
  • Q5 - A high hero / very large or mystically powerful monster
  • Q6 - An epic supernatural kaiji, titan, or super heavy mechanical unit like a metal tank

THE QUALITY DIE POOL

When a model attempts an action that requires a roll:

• Roll a number of d6 equal to the model’s current Quality

SUCCESS

Each die showing:

4, 5, or 6 counts as 1 Success

After rolling:

1 or more Successes: The action succeeds

0 Successes: The action fails

Some rules care about the number of Successes.

Others only care whether at least one Success was rolled.

The rule will always tell you which.

DEFENSE

Defense represents how hard a model is to harm through positioning, cover, armor, or skill.

Defense is a passive value.

When an attack is made:

  • Roll Quality dice and count Successes.

  • Compare total Successes to the target’s Defense.

Results:

  • If Successes are equal to or less than Defense, the attack does not deal damage.

  • If Successes exceed Defense, the attack hits.

  • Each Success beyond Defense deals 1 damage, unless stated otherwise.

Some rules modify this process:

  • Cover grants +1 Defense against ranged attacks.

  • Pierce reduces Defense for that attack.

  • Dodge cancels a Success after rolling.

  • Natural Six effects may override Defense, as noted in their rules.

Defense never applies to:

  • Terrain damage

  • Automatic damage

  • Environmental effects

    Unless a rule explicitly says otherwise.

LUCKY BREAK (Universal Rule)

If a unit rolls ALL SIXES on a Quality roll, it immediately gains one Lucky Break.

A Lucky Break:

  • Must be used immediately

  • Cannot be saved or transferred

  • Does not stack with itself

  • May only be gained once per activation

When a Lucky Break is gained, choose one of the following effects:

• Quick Step – Make a free Half Move

• Shake It Off – Remove 1 Pin or Condition

• Deadeye – Gain +1 die to the next roll made this activation

• Get It Done – Perform a free Interact action

NATURAL SIXES

If an attack roll includes at least one natural 6:

  • And the attack hits, it deals at least 1 damage, even if total Successes only barely exceed Defense.

This rule never applies if the attack does not hit.

LUCKY BREAK

If a model rolls all sixes on a Quality roll, it gains a Lucky Break.

A Lucky Break:

  • Must be used immediately

  • Does not deal damage

  • Cannot modify an attack’s damage

  • May only be gained once per activation

When a Lucky Break is gained, choose one:

  • Quick Step — Make a free Half Move

  • Shake It Off — Remove 1 Pin or Condition

  • Deadeye — Gain +1 die on the next roll this activation

  • Get It Done — Perform a free Interact action

CHOOSING SIX-BASED EFFECTS

A single roll may only resolve one six-based bonus:

  • Either the Natural Six minimum damage rule

  • Or a Lucky Break

  • Or a Critical-triggered ability

Never more than one.

CLARIFICATIONS

  • Lucky Breaks may not be used to perform an Attack action.

  • If multiple Quality rolls are made during a single activation, only the first Lucky Break may be resolved.

  • Heroes, Leaders, and Rabble all follow these rules unless an ability explicitly states otherwise.

Situation

  • Attacker: Q2

  • Roll: 6, 6

  • Target: Defense 4

This roll qualifies for two different 6-based effects:

  1. Natural Six = minimum success

  2. ALL SIXES = Lucky Break

But per your rules:

A single roll may only resolve ONE effect triggered by a 6.

So the player must choose.

Option 1: Choose the Natural Six Effect (Minimum Success)

  • The attacker chooses to resolve the natural 6 = one success rule.

  • Even though Defense is 4, one success still applies.

  • Result:

    • 1 success

    • That translates into 1 damage (or whatever your “one success” effect is: damage, Pin, etc.)

👉 Damage dealt: 1

Option 2: Choose Lucky Break

  • The attacker instead triggers Lucky Break

  • They choose one Lucky Break option:

    • Half Move

    • Remove 1 Pin

    • +1 die to next roll

    • Free Interact

  • No automatic success is applied, because Lucky Break replaces other 6-based effects.

👉 Damage dealt: 0

But they gain position, tempo, or setup instead.

Final Answer

A Q2 unit rolling two 6s against Defense 4 deals either 1 damage or 0 damage, depending on the player’s choice.

  • 1 damage if they choose the natural six minimum success

  • 0 damage if they choose Lucky Break

Never both.

CRITICAL FAILURE (all ones)

A Critical Failure occurs when:

  • A model rolls all 1s on a Quality roll

    (For example: Q1 rolling a 1, Q3 rolling 1-1-1)

Critical Failure represents panic, collapse, or catastrophic error.

Effects:

  • If the rule or situation lists a Critical Failure effect, resolve it.

  • If no Critical Failure effect is listed:

    • The action fails normally.

    • The model becomes Shaken.

Critical Failure does not deal damage by default unless the rule explicitly states it.

Terrain, abilities, and scenarios often define specific Critical Failure consequences.

MODIFIERS

Some abilities, terrain, or effects modify rolls.

Common modifiers include:

• +1 die

• –1 die

• Re-roll a die

• Discard the highest die

• Discard the lowest die

Unless a rule says otherwise:

• Dice modifiers stack

• The Success range does not change

In Coffin Canyon, success is always 4+.

The dice pool is what changes.

LOSING QUALITY

Quality is reduced when a model:

• Takes damage

• Suffers morale effects

• Endures certain terrain or environmental hazards

As Quality drops:

• Success becomes less likely

• Failure becomes more common

• Retreat becomes a survival tactic

This is intentional.

WHY THIS MATTERS

Coffin Canyon does not reward perfect plans.

It rewards:

• Acting early

• Pressing advantage

• Knowing when to disengage

Every roll carries risk.

Every loss compounds.

QUICK REMINDER

• Quality is the number of d6 you roll

• Every 4, 5, or 6 is a Success

• Most actions succeed on 1+ Successes

• Some actions scale with total Successes


TRACKING QUALITY

Quality is the most important value in Coffin Canyon.

It represents a model’s effectiveness, nerve, and ability to keep going under pressure.

Because Quality changes frequently during play, it must be tracked clearly and visibly on the table.

THE QUALITY DIE

After a unit is "hurt" the model should have one d6 placed beside it showing its current Quality.

  • The number facing up is the model’s current Quality

  • This die is a tracker only

  • It is never rolled

When a model loses Quality, rotate the die to the new value immediately.

PLACEMENT

The Quality die should be placed consistently for all models.

Recommended placement:

  • Directly behind the model’s base

  • Or touching the rear edge of the base

Players should agree on placement during setup to avoid confusion in dense terrain.

QUALITY CHANGES

When a model loses Quality from any source:

  • Damage

  • Morale effects

  • Terrain

  • Abilities

Rotate the Quality die as soon as the loss is resolved.

Quality loss is immediate and permanent unless a rule explicitly restores it.

QUALITY 0

When a model’s Quality is reduced to 0:

  • Remove the model from play immediately

  • Remove its Quality die

  • Resolve any death, terrain, or escalation effects caused by its removal

Models do not remain on the table at Quality 0.

QUALITY CAP

Quality is capped at 6.

  • No model may begin play with a Quality higher than 6

  • Abilities that increase Quality may not raise it above 6 unless explicitly stated

This cap exists to preserve clarity and consistency in tracking.

QUALITY DICE VS ROLLING DICE

The Quality die:

  • Tracks current Quality

  • Is not part of the dice pool

  • Is never picked up to roll

When a model takes an action:

  • Roll a number of dice equal to its current Quality

  • Use separate dice from the Quality tracker

Using different-colored dice for tracking and rolling is recommended.

DESIGN NOTE (PLAYER-FACING)

You should be able to tell how close a model is to collapse at a glance.

If you ever need to ask, “What Quality is that model on?”

Something has been tracked incorrectly.


TURN STRUCTURE

ACTIVATIONS & FLOW OF PLAY

Coffin Canyon is played using alternating activations.

Rounds exist to organize time and effects, but momentum comes from who acts first and who reacts.

THE FIRST ACTIVATION

At the start of the game, determine which side activates first.

Monster Factions always activate first

• If both sides are Monsters, roll 1d6 — highest result chooses

This advantage represents the Canyon favoring monsters and the unnatural pressure they bring to the battlefield.

Once determined, first activation does not change unless a rule or scenario says otherwise.

ALTERNATING ACTIVATIONS

Players take turns activating one model at a time.

• One player activates a model

• Then the opposing player activates a model

• Continue alternating until all models have activated

Once a model has activated, it may not activate again that round unless a rule explicitly allows it.

WHAT A ROUND IS

A round is completed when all models on both sides have activated once.

Rounds are used to:

• Track ongoing effects

• Resolve terrain escalation

• Advance scenario timing

Rounds do not represent fixed time or turns in the traditional sense.

ACTIVATING A MODEL

When a model activates, it may perform two Actions.

Actions may be:

• Two different actions

• The same action twice

Unless a rule says otherwise, actions may be taken in any order.

Once both actions are resolved, the activation ends.

COMMON ACTIONS

Common actions include:

• Move

• Attack

• Interact

• Befriend

• Repair

• Use a special ability

Specific actions and restrictions are detailed in later sections.

MOVEMENT

When a model moves:

• Measure from the model’s base

• Terrain affects movement as described in the Terrain Rules

• A model may move up to its Movement value per Move action

Movement may be split by other actions unless a rule forbids it.

ATTACKING

Attacking is an action.

• A model may make a Melee or Ranged attack

• Attacks require Line of Sight unless stated otherwise

• Attacks use the Quality system

Combat details are covered in the Combat section.

REACTIONS (LIMITED)

Some abilities allow Reactions outside a model’s activation.

Reactions are:

• Rare

• Explicitly listed

• Triggered by specific conditions

If a rule does not say it is a Reaction, it is not.

END OF ROUND

After all models have activated:

• Resolve end-of-round effects

• Check terrain escalation (Burning, Unstable collapse, etc.)

• Resolve ongoing conditions

Then begin the next round.

No new initiative roll is made.

DESIGN INTENT

• Monsters press the attack

• Humans react, reposition, and survive

• The battlefield evolves even if players hesitate

Coffin Canyon does not reward waiting.


LINE OF SIGHT & COVER

Coffin Canyon uses simple, intent-based Line of Sight.

If a model can reasonably see a target, it can act on it.

Precision geometry is not required.

Clarity and momentum matter more.

LINE OF SIGHT (LoS)

A model has Line of Sight to a target if:

• There is a clear, believable line between them

• Solid terrain does not block that line

If players can agree the model can see the target, it has Line of Sight.

If there is doubt, the Line of Sight is blocked.

WHAT BLOCKS LINE OF SIGHT

The following block Line of Sight completely:

• Solid walls

• Cliff faces

• Large rock formations

• Buildings with intact walls

• Scenario-defined blockers

If a model is fully hidden behind a solid object, it cannot be targeted.

WHAT DOES NOT BLOCK LINE OF SIGHT

The following do not block Line of Sight unless a scenario says otherwise:

• Fences

• Railings

• Windows

• Rubble piles

• Boardwalks

• Light vegetation

These may provide Cover, but they do not prevent attacks.

ELEVATION & LINE OF SIGHT

Elevation does not override Line of Sight blocking terrain.

Being higher does not allow models to see “over” solid walls or cliffs.

High ground is positional, not absolute.

COVER

Cover represents partial obstruction, not protection.

Some terrain provides Cover.

COVER EFFECT

• Cover grants +1 Defense against ranged attacks

• Cover does not stack

• Cover never applies to melee attacks

If a model is partially obscured but still visible, it likely has Cover.

LOSING COVER

A model does not gain Cover if:

• It is in Burning terrain

• It is Exposed by an ability or effect

• The attack originates from within the same terrain piece

Cover only applies when the obstruction is between attacker and target.

COVER & TERRAIN TRAITS

Some Terrain Traits modify or negate Cover:

Burning: No Cover

Hazardous: Cover applies normally

Choking: Cover applies normally

Unstable: Cover may be lost if the terrain collapses

Terrain Traits are always resolved after Line of Sight is determined.

FAST RESOLUTION RULE

If players cannot quickly agree on Line of Sight or Cover:

• The shot does not happen

• Or the target gains Cover

Choose the option that keeps the game moving.

DESIGN INTENT

• Line of Sight should be obvious

• Cover should be simple

• Disputes should be rare and brief

The Canyon is dangerous enough without arguments.


MOVEMENT & POSITIONING

Movement decides fights in Coffin Canyon.

Where you stand matters more than how hard you hit.

MOVEMENT VALUE

Each model has a Movement value, measured in inches.

When a model takes a Move action:

• It may move up to its full Movement value

• Measure from the model’s base

• Movement may be split by other actions unless a rule forbids it

OPEN TERRAIN

Open terrain has no effect on movement.

• Models move freely

• No penalties apply

Most of the table should be open terrain.

DIFFICULT TERRAIN

Some terrain slows movement.

Examples include rubble, steep slopes, deep mud, or thick debris.

Effect:

• Movement through Difficult terrain is halved

• Round down

Unless a rule says otherwise, Difficult terrain does not stack with other movement penalties.

IMPASSABLE TERRAIN

Some terrain cannot be entered.

Examples include solid cliff faces, intact walls, deep chasms, or sealed structures.

Effect:

• Models may not move into or through Impassable terrain

• Models may not end movement inside it

Impassable terrain blocks Line of Sight if it is solid.

MOVING THROUGH MODELS

Models may not move through enemy models.

Models may move through friendly models if:

• There is sufficient physical space

• The movement ends clear of overlapping bases

Models may never end movement overlapping another model.

ENGAGEMENT & PROXIMITY

Models are considered engaged when within melee range of an enemy model.

• Engaged models may still move

• Leaving engagement may provoke effects if a rule says so

There is no universal “lock-in” unless an ability creates one.

Melee PRESSURE

Being engaged is dangerous and distracting.

While a model is engaged with one or more enemy models:

  • It suffers –1 die on ranged attacks

  • It may not gain Cover from terrain

This penalty does not apply to melee attacks.

Some abilities may increase, ignore, or replace these effects.

CLIMBING & VERTICAL MOVEMENT

Vertical movement is allowed if it makes sense on the terrain.

• Measure vertical movement normally

• Terrain may require a Move action to climb

• Some terrain may be Impassable vertically

Unstable terrain may cause falls, as described in the Terrain Rules.

MOVEMENT & TERRAIN TRAITS

Terrain Traits may add risk or consequence to movement.

Common interactions include:

Hazardous: Quality test when entering or passing through

Unstable: Risk when ending movement

Choking: Fog condition while activating

Burning: Automatic damage

Resolve movement first, then terrain effects.

POSITIONING MATTERS

Good positioning provides:

• Better Lines of Sight

• Access to Cover

• Control of objectives

• Escape routes

Poor positioning invites:

• Surrounding

• Terrain escalation

• Morale collapse

DESIGN INTENT

• Movement should be fluid

• Terrain should force choices

• Standing still should feel dangerous

If a model survives long enough, it was probably moving.


COMBAT

ATTACKS & DAMAGE

Combat in Coffin Canyon is fast, brutal, and unforgiving.

Most fights are decided by position, pressure, and timing — not endurance.

MAKING AN ATTACK

Attacking is an Action.

When a model attacks:

• Choose a valid target

• Check Line of Sight (if required)

• Roll dice using the Quality system

Attacks may be Melee or Ranged, depending on the weapon or ability.

MELEE ATTACKS

Melee attacks represent close combat, grappling, and brutal exchanges.

Requirements:

• The target must be within melee range

• Line of Sight is not required

Resolution:

• Roll Quality dice

• Each 4, 5, or 6 is a Success

Most melee attacks succeed on 1+ Success unless stated otherwise.

RANGED ATTACKS

Ranged attacks represent firearms, thrown weapons, and devices.

Requirements:

• Line of Sight to the target

• Target must be within weapon range

Resolution:

• Roll Quality dice

• Apply Cover if applicable

• Count Successes

DEFENSE

Defense represents a model’s ability to avoid or mitigate attacks.

Defense is passive.

• Defense modifies the attacker’s roll or outcome

• Cover provides +1 Defense against ranged attacks

• Some abilities modify Defense directly

Defense never applies to terrain damage or environmental effects unless stated.

DAMAGE

When an attack deals damage:

• The target loses Quality

• Each point of damage reduces Quality by 1

Quality loss represents injury, shock, and exhaustion.

There is no separate health stat.

DAMAGE & CONSEQUENCES

As Quality is reduced:

• Attacks become less reliable

• Movement and actions grow riskier

• Morale becomes fragile

This creates the death spiral at the heart of Coffin Canyon.

WOUNDED & DESTROYED

When a model’s Quality reaches certain thresholds:

• Effects may trigger (Wounded, Grunt, Broken, etc.)

• These effects are listed on the model’s unit card

When a model’s Quality is reduced to 0:

• The model is removed from play

• It may leave behind terrain effects (Tainted, Hazardous, etc.)

Death leaves marks.

MULTIPLE SUCCESSES

Some attacks or abilities care about how many Successes are rolled.

Common uses include:

• Increased damage

• Additional effects

• Triggering special abilities

If an attack only requires 1 Success, extra Successes are ignored unless stated.

AUTOMATIC DAMAGE

Automatic damage is not an attack.

Examples include:

  • Burning terrain

  • Poison

  • Impact

  • Traps

  • Thyr fallout

  • Certain abilities

Automatic damage:

  • Reduces Quality normally

  • Ignores Defense

  • Ignores Armored

  • Ignores Cover

Automatic damage is only reduced or prevented if a rule explicitly says so.

Terrain damage is always automatic.

FRIENDLY FIRE & COLLATERAL

Coffin Canyon assumes danger is everywhere.

• Some effects may harm friendly models

• Explosions and terrain escalation do not discriminate

• If a rule causes collateral damage, it applies

Be careful where you stand.

DESIGN INTENT

• Combat should resolve quickly

• Damage should matter immediately

• Prolonged fights are a warning sign

If a model is still standing late in a fight, something has gone wrong — or very right.


MORALE

SHAKEN, PANIC, AND BREAKING

Morale represents fear, hesitation, and the moment when survival overrides orders.

Coffin Canyon is not a game of fearless soldiers.

It is a game of people and monsters pushed too far.

WHEN MORALE MATTERS

Morale is tested when a model:

• Witnesses nearby destruction

• Enters terrifying or Tainted terrain

• Suffers sudden losses

• Is targeted by fear-based abilities

• Is isolated or overwhelmed

Morale tests are always called out by the rule or situation.

TESTING MORALE

To test Morale:

• Roll a number of d6 equal to the model’s current Quality

• Each roll of 4, 5, or 6 counts as a Success

Results:

1 or more Successes: The model holds

0 Successes: The model fails

Some situations escalate failure into worse outcomes.

SHAKEN

Shaken represents hesitation, fear, or loss of footing.

A Shaken model:

• Suffers –1 die on all rolls

• Cannot take certain actions (as listed on the unit card)

Shaken is a temporary state.

Removing Shaken:

• Automatically removed at the end of the model’s next activation

• Or removed by abilities that calm, rally, or steady

PANICKED

Panicked represents full loss of control.

A Panicked model:

• Immediately moves away from the source of fear, if possible

• Loses 1 Action on its next activation

• Suffers –1 die on all rolls

If movement is not possible, the model becomes Shaken instead.

CASCADING FEAR

Fear spreads.

When a model:

• Is destroyed

• Panics

• Suffers a horrific effect

Nearby Grunt or low-Quality models may be required to test Morale, as defined by the scenario or ability.

Violence leaves ripples.

MONSTERS & MORALE

Monsters interact with Morale differently.

• Some monsters ignore Morale entirely

• Some gain bonuses when enemies fail Morale

• Some become more dangerous as fear spreads

Monster Morale rules are listed on their unit cards.

TERRAIN & MORALE

Terrain can force Morale tests.

Common examples include:

• Entering Tainted terrain

• Triggering Haunted terrain

• Being caught in Burning terrain

• Witnessing Overburn fallout

Terrain does not care who you are.

RECOVERING COMPOSURE

Morale is not permanent damage.

Models recover Morale through:

• Time

• Distance

• Successful actions

• Abilities that restore confidence

Survival often means pulling back.

DESIGN INTENT

• Morale creates momentum

• Fear punishes overextension

• Retreat is a valid tactic

Coffin Canyon is not about standing firm.

It is about knowing when you cannot.


UNIT TYPES

FRAILTY, ROLE, AND SCALE

Not all models in Coffin Canyon are meant to survive the same way.

Unit Types describe how a model behaves under pressure, how it interacts with terrain, and how it changes the flow of the fight.

They do not replace stats.

They explain what kind of threat this model represents.

UNIT TYPES OVERVIEW

Each model has one or more Unit Types listed on its unit card.

Unit Types may affect:

• Morale tests

• Terrain interaction

• Ability triggers

• Scenario effects

If a Unit Type grants a bonus or penalty, it is always listed here or on the unit card.

GRunt

Identity: Breaks easily.

Grunt models represent standard troops, lower level monsters and fragile specialists.

Effects:

• More likely to suffer Critical Failure when a rule calls one out

• More affected by Tainted and Haunted terrain

• More likely to Panic when Morale fails

Grunt models are quick, clever, or numerous — but not durable.

BRUTE

Identity: Hard to stop.

Brutes represent heavily armored troops, large creatures, and shock units.

Effects:

• Less affected by Morale (as listed on the unit card)

• May ignore certain terrain penalties

• Often slower or less flexible

Brutes hold ground others cannot.

MYSTIC

Identity: Touched by forces they barely control.

Mystics represent witches, channelers, cultists, and those who interact directly with Thyr, Haunts, or rites.

Effects:

• Often interact uniquely with Tainted, Sacred, or Haunted terrain

• May trigger additional effects when Morale is tested

• Frequently risk backlash or escalation

Mystics trade reliability for power.

SHOOTER

Identity: Dangerous at range.

Shooters represent trained marksmen, gunners, and ranged specialists.

Effects:

• Often gain bonuses when firing from Cover

• May suffer penalties when engaged in melee

• Frequently interact with Line of Sight rules

Shooters control space, not ground.

CAVALRY

Identity: Speed is survival.

Cavalry represent mounted units, riders, vehicles, and fast-moving platforms.

Effects:

• Often gain bonuses when moving before attacking

• May suffer penalties in tight or cluttered terrain

• Frequently interact with Difficult and Unstable terrain

Cavalry win by momentum.

SPECIALIST

Identity: Does one thing very well.

Specialists represent medics, engineers, trappers, handlers, and technical experts.

Effects:

• Gain bonuses when performing specific actions

• Often fragile outside their role

• Frequently interact with objectives, terrain, or devices

Specialists shape the battlefield without dominating it.

LEADER

Identity: Others move when you move.

Leaders represent officers, captains, bosses, and commanders.

Effects:

• Nearby friendly models may:

– Re-roll 1 die on Morale tests

– Ignore one Shaken result per round

• If a Leader is removed, nearby friendly models may immediately test Morale (scenario-defined)

Leaders create cohesion — and targets.

HERO

Identity: Named. Exceptional. Unfair.

Heroes are standout individuals whose presence warps the fight.

Effects:

• Heroes may use a limited special benefit, such as:

– Re-rolling a die

– Ignoring damage once per game

– Automatically passing a Morale test once per game

Exact Hero benefits are always listed on the unit card.

Heroes are not balanced.

They are problems.

TITAN

Identity: Bigger than the fight.

Titans represent massive creatures, war machines, or towering constructs.

Effects:

• May re-roll one failed Quality test caused by terrain per round

• Cause terrain damage through movement or attacks

• Rarely affected by Morale

Titans reshape the battlefield simply by acting.

TITAN — Additional Rules

When a Titan attacks or deliberately damages a terrain feature or building:

  • The Titan must test Quality.

Results:

  • Pass: No effect

  • Fail: The Titan suffers 1 damage

  • Critical Failure: The Titan suffers 1 damage and the terrain escalates

Buildings and large terrain features may have:

  • Defense (usually 2–4)

  • Quality (usually 3–6)

Destroying a building often:

  • Creates Unstable or Hazardous terrain

  • Triggers escalation

  • Leaves dangerous ruins behind

Titans reshape the battlefield — but doing so is never safe.

UNIT TYPES & TERRAIN

Terrain Traits often reference Unit Types.

Examples:

• Grunt models fear Tainted ground

• Mystics interact dangerously with Haunted terrain

• Shooters benefit from Cover and clear LoS

• Cavalry struggle in tight ruins

• Brutes ignore hazards others fear

Always resolve terrain effects after checking Unit Type.

MULTIPLE UNIT TYPES

Many models have more than one Unit Type.

When this happens:

• Apply all relevant effects

• If effects conflict, the unit card takes precedence

Hybrid units are rare — and dangerous.

DESIGN INTENT

• Unit Types create asymmetry

• Roles matter more than raw stats

• Heroes and Titans should feel disruptive

Coffin Canyon is not balanced by symmetry.

It is balanced by consequence.


ABILITIES

ACTION TYPES & SPECIAL RULES

Abilities are what make units feel different.

They bend the core rules, but they do not replace them.

If an ability contradicts a core rule, the ability wins.

WHAT AN ABILITY IS

An Ability is a special rule listed on a unit’s card.

Abilities may:

• Modify actions

• Trigger reactions

• Alter terrain

• Affect Morale

• Break normal limits

Abilities are always explicit.

If it is not written on the card, the unit cannot do it.

ABILITY TIMING

Every ability specifies when it may be used.

Common timing windows include:

• During the unit’s activation

• As an Action

• As a Reaction

• At the start of a round

• At the end of a round

• When a specific condition is met

If timing is not listed, the ability is used during the unit’s activation.

TIMING DEFINITIONS

An Activation occurs when a model is chosen to act and completes its two Actions.

  • Once per Activation abilities refresh each time the model activates.

  • Once per Round abilities refresh at the start of a new round, regardless of activation order.

  • Once per Game abilities may only be used a single time during the entire game.

If an ability does not list a limit, it may be used whenever its timing allows.

ACTION TYPES

Some abilities require an Action to use.

When an ability is an Action:

• It counts as one of the model’s two Actions

• It follows all normal action rules

• It may not be used if the model cannot take Actions

Action abilities are deliberate and costly.

REACTIONS

Some abilities are marked as Reactions.

Reactions:

• Occur outside the unit’s activation

• Trigger only when their condition is met

• May be used even if the model has already activated

Reactions are rare and powerful.

If an ability is not explicitly labeled a Reaction, it is not one.

PASSIVE ABILITIES

Some abilities are always in effect.

Passive abilities:

• Require no Actions

• Require no rolls unless stated

• Modify how the unit interacts with rules

Passive abilities are always “on” unless suppressed by another rule.

LIMITED USE ABILITIES

Some abilities may only be used a limited number of times.

Limits may include:

• Once per activation

• Once per round

• Once per game

• Requires a resource (such as Thyr, ammo, or positioning)

If an ability has a limit, it is always listed.

ABILITIES & DICE

When an ability requires a roll:

• Roll Quality dice as normal

• Each 4, 5, or 6 is a Success

Abilities may:

• Require a minimum number of Successes

• Scale based on total Successes

• Trigger additional effects on high results

If no roll is listed, the ability resolves automatically.

ABILITIES & TERRAIN

Many abilities interact with terrain.

Common interactions include:

• Creating or removing Terrain Traits

• Ignoring terrain penalties

• Triggering traps or hazards

• Exploiting Burning, Tainted, or Haunted ground

Terrain changes caused by abilities are visible and persistent unless stated otherwise.

ABILITIES & MORALE

Abilities may:

• Force Morale tests

• Modify Morale rolls

• Ignore Morale effects

• Trigger fear cascades

If an ability causes Morale loss, it always specifies the consequence.

STACKING & CONFLICTS

When multiple abilities apply:

• Apply all effects unless they directly conflict

• If two effects contradict each other, the unit card takes precedence

• If still unclear, resolve in the simplest way and continue play

Momentum matters more than precision.

ABILITY DESIGN RULES (PLAYER-FACING)

• Abilities should be used decisively

• Abilities often escalate the battlefield

• Abilities rarely solve problems cleanly

Using an ability is a choice.

The consequences are part of the cost.

IMPORTANT REMINDER

Abilities do not make units safe.

They make them interesting.


SPECIAL ABILITIES

GENERAL RULES FOR ABILITIES

Special Abilities define what makes units in Coffin Canyon unique.

They bend the core rules, but they do not replace them.

If an ability contradicts a core rule, the ability takes precedence.

WHAT AN ABILITY IS

An Ability is a special rule listed on a model’s unit card.

Abilities may:

• Modify actions

• Trigger reactions

• Change movement or positioning

• Alter combat outcomes

• Interact with terrain, Morale, or Thyr

If an ability is not written on the unit card, the model does not have it.

ABILITY TYPES

Each ability lists how it is used.

Passive — Always in effect

Main Action — Uses one of the model’s Actions

Reactive — Triggered outside the model’s activation

If an ability is not labeled, it is considered Passive.

(X) NOTATION

If an ability shows (X), X is a number that defines how strong, large, or far the ability’s effect is.

X always modifies the specific effect described by the ability.

Examples:

Fear(2) — Enemy models within 2 inches suffer the Fear effect

Impact(1) — Deal 1 automatic hit when charging

Blast(3") — Affect all models within a 3-inch radius

X does not represent dice rolled or Successes unless the ability explicitly says so.

If an ability uses X in a different way, that usage is always written in the ability text.

DICE MODIFIERS

If an ability grants a bonus or penalty to dice:

• Modify the dice pool before rolling

• Bonuses and penalties stack unless stated otherwise

Abilities do not change what counts as a Success.

A Success is always 4, 5, or 6.

STACKING RULES

Unless an ability explicitly says otherwise:

• Abilities do not stack with themselves

• Effects from different abilities may stack

If two abilities conflict, the unit card takes precedence.

MEASUREMENT LANGUAGE

Distances are always measured base-to-base.

Definitions:

Within X" — Measure from the edge of the model’s base

Adjacent — Bases are touching

If terrain makes base contact unclear, use intent and move on.

CRITICAL SUCCESSES

A roll of 6 is a Critical Success.

• A Critical Success counts as 1 normal Success

• Criticals only have extra effects if a model has an ability that triggers on Criticals

If a model does not have a Critical-triggered ability, a 6 has no additional effect.

CRITICAL LIMIT

A model may benefit from only one Critical-damage ability per attack.

Exception:

Heroes may benefit from two Critical-damage abilities per attack

• This exception must be explicitly listed and paid for on the unit card

This limit prevents runaway damage spikes.

EXCESS SUCCESSES

Some abilities allow excess Successes to be converted into effects.

Unless stated otherwise:

• Excess Successes are ignored

• Conversions are optional

• Conversions may carry risk or penalty

Power always has a cost.

ABILITIES & ACTION ECONOMY

• Passive abilities require no Actions

• Main Action abilities consume one Action

• Reactive abilities do not consume Actions unless stated

A model may never use more than two Actions during its activation.

ABILITIES & TERRAIN

Abilities may:

• Create terrain effects

• Modify existing Terrain Traits

• Ignore or worsen terrain consequences

Terrain changes caused by abilities are visible and persistent unless stated otherwise.

ABILITIES & MORALE

Abilities may:

• Force Morale tests

• Modify Morale rolls

• Ignore Morale effects

• Escalate fear or panic

If an ability affects Morale, it always specifies how.

RESOLVING DISPUTES

If an ability interaction is unclear:

• Use the simplest interpretation

• Resolve the effect

• Continue play

Coffin Canyon values momentum over perfection.

DESIGN INTENT

Abilities are not safety nets.

They are levers.

Pulling one should change the battlefield — for better or worse.


CAMPAIGNS IN COFFIN CANYON

Campaign is a series of linked scenarios fought over the broken regions of Coffin Canyon.

Factions quarrel over boomtown ruins, poisoned rivers, feral biomes, industrial scars, and storm-ridden badlands—each battle reshaping the land itself.

Coffin Canyon is not a neutral battlefield.

It is an injured place, and every action leaves a mark.

THE CANYON AND THE GREEN STORM

The Canyon was torn open by reckless mining and Thyr extraction.

Rivers were poisoned, soil corrupted, and the air fractured. These wounds culminated in the Green Storm Catastrophe—toxic storms, spore-clouds, and harmonic backlash that still surge across the land.

The Canyon did not heal.

Instead, it entered a cycle of States—environmental conditions that define what can survive, what resources exist, and how difficult it is for men and monsters to endure.

A Campaign tracks these changes.

TERRITORIES

Territory represents a defined region of Coffin Canyon.

Examples include:

  • A boomtown ruin or mining settlement

  • A canyon pass or river stretch

  • A feral biome or industrial scar

  • A storm-dominated badland

Each Territory always exists in one Canyon State.

CANYON STATES

Canyon States are environmental conditions, not just ownership.

They define terrain, storms, morale, and resource flow.

POISONED (Default State)

The Canyon’s baseline condition after the Catastrophe.

Environment

  • Green Storms of toxic air, spore clouds, and corrosive rain

  • Water and soil frequently poisoned (not constantly)

  • Food grown here is tainted unless treated

Terrain

  • Sickly green haze

  • Warped trees and blistered stone

  • Leaking Thyr crystals

  • Corroded ruins and half-buried machinery

Effects

  • Humans suffer attrition, fatigue, or morale penalties over time

  • Monsters are less affected; some thrive

  • Automat function normally

Poisoned land is not dead.

It is hostile.

LAWLESS (Shine Riders)

Chaos reigns, not nature.

Terrain

  • Casino Chapels

  • Adobe tower cantinas

  • Wooden standees of Shine anti-heroes

  • Fortress hideouts

  • Stilt towns and rope bridges

  • Wrecked vehicles everywhere

Plant Life

  • Cleared, trampled, or burned back

  • Few large growths survive

  • Crops exist only in guarded pockets

Monsters

  • Hunted, sold, eaten, or driven off

  • Fewer monsters appear, but those that do are desperate

Effects

  • Ambushes and vertical movement favored

  • Human violence replaces environmental danger

  • Storms still occur, but unpredictably

In Lawless land, the Canyon isn’t dangerous.

The people are.

HAUNTED (Bloodless)

Memory made physical.

Terrain

  • Ruins spawn Haunts

  • Rotter gangs roam freely

  • Graveyards, broken churches, abandoned towns

  • Halloween Golems, striped gourds, dead orchards

  • Perpetual twilight or endless night

Effects

  • Haunts may appear from terrain

  • Beasts avoid Haunted regions

  • Automat are unaffected

  • Manlings suffer morale penalties and fear effects

The dead are not resting.

They are organizing.

STRANGEWILD (Beasts)

Nature unchained and wrong.

Terrain

  • Thick bramble vines collapse buildings

  • Flesh-eating plants flourish

  • Bone graveyards and predator dens

  • Sinkholes, thickets, living roots

Storms

  • Green Storms manifest as spore winds and biological surges

  • Less toxic, more invasive

Effects

  • Humans suffer movement and visibility penalties

  • Beasts gain mobility and ambush advantages

  • Structures degrade rapidly

The land hunts.

Not out of malice — out of hunger.

EXALTED (Crow Queen)

Regal territory of sacred domination.

Terrain

  • Black Obelisk Nodes (power web anchors)

  • Bone arches and crown-shaped ruins

  • Hanging cages (monsters and men)

  • Banners, standards, ritual platforms

Storms

  • Green Storms are controlled and ceremonial

  • Veiled zones radiate from Obelisks

Effects

  • Monsters act in coordination

  • Manlings are hunted or enslaved

  • Destroying Obelisks weakens the State

This land has been raised above human concern.

RUSTED (Automat Dominance)

Dead industry becomes geography.

Terrain

  • Rust-red rock formations

  • Seized engines fused into the earth

  • Iron growths and toxic trees

  • Rivers run oxide-red

Effects

  • Humans suffer respiratory and equipment degradation

  • Food is scarce; water is metallic

  • Automat operate efficiently

  • Beasts avoid prolonged exposure

The Canyon corrodes everything equally.

LIBERATED (Liberty Corps)

Freedom imposed.

Terrain

  • Graded roads and switchbacks

  • Control pylons and spotlights

  • Barricades, prefab walls

  • Patriotic banners and painted towns

Effects

  • Monsters weakened, rare, or unable to breathe the air

  • Thyr crystals do not grow

  • Storms suppressed or redirected

Liberated land is clean.

And very quiet.

EXTRACTED (Monsterology)

The Canyon processed.

Terrain

  • Open-pit mines and boreholes

  • Bone piles sorted by specimen

  • Broken labs and glass tanks

  • Occasional Victorian fortress-palaces

  • Abandoned paperwork and tagging systems

Effects

  • Resources are scarce but valuable

  • Monsters are mutilated, hybridized, or escaped failures

  • Storm activity reduced but unstable

Nothing grows because everything useful is gone.

HELD (Monster Rangers)

Balance enforced, not owned.

Terrain

  • Dolmens, lithics, ley markers

  • Stabilized ley lines

  • Thyr crystals monitored, not harvested

  • Patrol trails and ward stones

Effects

  • Fewer storms

  • Monsters contained, not erased

  • Land is tense but survivable

The Canyon is not safe.

But it is kept.

STATE SHIFTS

After each scenario:

  1. Total Victory Points

  2. The faction with the most VP is the Dominant Influence

  3. If appropriate, the Territory shifts State

What a Shift Looks Like

  • Terrain added or removed

  • Storm behavior changes

  • Resource availability changes

Some States resist change.

Some victories only damage a State rather than replace it.

CAMPAIGN FLOW

  1. Choose a Territory and note its State

  2. Play a Scenario

  3. Count Victory Points

  4. Apply State Shift (if any)

  5. Resolve Death & Restocking

  6. Update Resources

  7. Proceed to the next scenario

DEATH & RESTOCKING

Coffin Canyon is lethal.

Most characters will die.

After each scenario, a faction gains Income:

  • Victory Points: 100 credits per VP

  • Thyr Crystals: 50 credits per crystal sold

Income is added to the Faction Budget.

Restocking

  • Replace dead units at base cost

  • Equipment and recruits may cost more or less depending on Territory State

  • No long injury trees by default — death is the consequence

RESOURCES & BASE COSTS

(Base prices before State modifiers)

  • Coal – 10

  • Feed – 5

  • Food – 6

  • Water – 2

  • Weapons – 8

  • Spare Parts – 6

  • Monster Bait – 5

  • Pocket Snacks – 4

  • Special / Majik Gear – 12+

STATE MODIFIERS (Examples)

  • Liberated:

    • Feed costs ½

    • Monster Bait costs ×2

  • Strangewild:

    • Monster Bait costs ½

    • Food costs ×2

  • Rusted:

    • Spare Parts cost ½

    • Water costs ×2

  • Extracted:

    • Special Gear costs ×2

    • Weapons cost ½

  • Held:

    • No modifier, but storms reduced

FRIENDLY TERRITORIES

If a faction fights in a Territory aligned with their State:

  • Reinforcement costs reduced by 1 credit per unit

  • One free basic resource after the battle

  • Optional scenario advantages (cover, deployment, intel)

ENDING A CAMPAIGN

A Campaign ends when one faction controls ⅔ or more of all Territories.

The Canyon does not recover.

It simply remembers who broke it last.


SPECIAL ABILITIES

A. DEPLOYMENT & TIMING

Deployment and Timing abilities control when and how models enter the fight.

They define ambushes, reinforcements, and who gets the first brutal moment.

AMBUSH — Passive

This model may deploy Hidden.

• Place the model normally during deployment, but mark it as Hidden

• A Hidden model is not placed on the table, or is placed with a marker, as agreed before the game

Reveal:

• The model may reveal itself at any time

• When revealed, it gains First Strike in melee against its first target

Ambush rewards patience and positioning.

FIRST STRIKE — Passive

If this model is the first model to attack in melee this round:

• Add +1 die to that melee attack

This bonus also applies if the model reveals from Hidden this round.

First Strike represents initiative, surprise, and brutality.

SPAWN — Passive / Scenario

This model does not begin play on the table.

Instead:

• It enters play from a defined spawn point

• At a defined round, or

• When a defined trigger occurs

Spawn conditions are always defined by the scenario or unit card.

Spawned models activate normally when they enter play.

DELAYED ENTRY — Passive

This model may be held in reserve during deployment.

• The controlling player may choose to bring it into play at the start of any round

• The model enters from a table edge or location defined by the scenario

Delayed Entry represents caution, coordination, or late arrival.

REDEPLOY — Passive

After deployment but before the first activation:

• This model may be repositioned up to X inches

• X is listed on the unit card

Redeploy cannot place the model into Impassable terrain or in base contact with enemies.

SCOUT — Passive

After all forces are deployed:

• This model may make a free Move

• This move may not end in base contact with an enemy model

Scout movement happens before the first activation of the game.

DESIGN NOTES

Deployment abilities:

• Shape the opening moments

• Reward foresight

• Create early pressure

They do not guarantee safety.

An ambush revealed too early is still an ambush wasted.


SPECIAL ABILITIES

B. MOVEMENT & POSITIONING

Movement abilities control space, momentum, and control.

They determine who dictates the flow of the fight — and who gets trapped when the Canyon turns hostile.

CLIMBER — Passive

This model ignores penalties for vertical movement.

• Treat vertical movement as normal movement

• May climb, descend, or traverse elevation without penalty

Climber does not allow movement through Impassable terrain.

BERSERK — Passive

At the start of this model’s activation:

• It must move as directly as possible toward the nearest visible enemy model, if able

While Berserk:

• Gain +1 die on melee attacks

• Cannot take Interact actions

Berserk ends if no enemy is visible.

DISENGAGE — Main Action

This model may leave base contact with enemy models without penalty.

• Move normally after disengaging

• Does not trigger enemy reactions unless stated otherwise

Disengage represents tactical withdrawal, not retreat.

FAST — Passive

Once per activation, this model may choose one:

• Move an additional +2 inches, or

• Disengage without penalty

Fast models thrive on momentum.

GRAPPLE — Main Action

Make a melee attack.

On a successful hit:

• Pull the target 3 inches toward this model

• The target cannot move during its next activation

Grapple represents restraint, hauling, or violent control.

RUNNER — Passive

If this model makes no attacks during its activation:

• It may immediately make an additional Move at the end of that activation

Runner rewards repositioning over aggression.

MOBILE COVER — Passive

Friendly models adjacent to this model:

• Gain +1 Defense against ranged attacks

Mobile Cover does not stack with terrain Cover.

MOBILE DYNAMO — Main Action

This model may tow or reposition a Dynamo or Device.

• The Dynamo or Device must be within range defined on the unit card

• The repositioned object may not be placed in Impassable terrain

Moving power is dangerous.

MOBILE CELL BLOCK — Passive

This model may transport Arrested or Captured models.

• Captured models move with this model

• If this model is destroyed, all transported models are immediately released

Prisoners always create risk.

STAMPEDE — Passive

When this model moves:

• It may pass through smaller models

Each model passed through must:

• Test Morale, or

• Be pushed 1 inch aside by the controlling player

Stampede represents mass, panic, and crushing force.

IMMOBILE — Passive

This model cannot move.

• It may still attack, defend, and use abilities

• It may be repositioned only by scenario rules or special abilities

Immobile models shape the battlefield by existing.

DESIGN NOTES

Movement abilities:

• Reward aggression and timing

• Punish hesitation

• Create zones of control

In Coffin Canyon, standing still is rarely neutral.


SPECIAL ABILITIES

C. OFFENSE & DAMAGE MODIFIERS

Offensive abilities turn pressure into damage.

They reward aggression, positioning, and timing — and they escalate fights quickly.

AIM — Main Action

This model sacrifices movement to line up a shot.

• This model may not Move this activation

• Gain +1 die on its next ranged attack this activation

A model cannot Move and Aim in the same activation.

BACKSTAB — Passive

When attacking a target that is already engaged with another friendly model:

• Deal +1 damage on a successful hit

Backstab rewards flanking and coordinated attacks.

BRUTAL BLOW — Passive

On a successful melee hit:

• Deal +1 damage

Simple. Direct. Violent.

BLOOD IN THE AIR — Passive

When any model within 4 inches is reduced to 0 Quality:

• This model gains +1 die on its next attack

This bonus is cleared after the attack is resolved.

Violence attracts violence.

CORRODE — Passive

On a successful melee hit:

If the target is mechanical or has the Mechan flag:

• Deal 1 automatic damage in addition to normal damage

Otherwise, if the target has metal equipment:

• Choose one:

– Permanently remove 1 weapon property, or

– Permanently reduce Defense by 1 (minimum 0)

Natural weapons and non-metallic armor are unaffected.

Corroded equipment may be repaired using the Repair ability.

DEADEYE — Once Per Game

Once per game, this model may:

• Re-roll all failed dice on a single ranged attack

Use when the shot must count.

FURIOUS — Passive

If this model has lost any Quality:

• Gain +1 die on its next melee attack

This bonus is cleared after the attack is resolved.

Pain sharpens focus.

IMPACT(X) — Passive

When this model charges into melee (moving at least 3 inches into contact):

• Deal X automatic hits before rolling attack dice

Impact represents mass, momentum, and collision.

Press the advantage — Passive

When this model successfully hits with an attack:

  • It may convert 1 excess Success into:

    • +1 damage, or

    • +2 inches of movement after the action

Restrictions:

  • This ability may not be used if the model’s Quality is 2 or less.

  • A model that Presses the Advantage:

    • Suffers –1 die on its next Action

Press the Advantage may only be used once per activation.

PIERCE — Passive

This attack:

• Ignores 1 point of Defense

Pierce does not stack with itself.

PANIC FIRE — Reactive

When this model is targeted by a melee attack:

• Immediately make a ranged attack at –1 die

After resolving the attack:

• This model must test Morale

Panic Fire may only be used once per round.

PINNING SHOT — Passive

On a successful hit:

• The target cannot move during its next activation

Pinning does not stack or extend if applied multiple times.

POISON — Passive

On a successful hit:

• Deal 1 damage at the end of the target’s next activation

Poison damage ignores Defense.

BLAST(X) — Passive

This attack affects an area with a radius of X inches.

• Roll separately for each model within the blast area

• Cover applies as normal unless stated otherwise

Explosions do not discriminate.

RELENTLESS — Reactive

If this model destroys an enemy in melee:

• It may immediately move 2 inches

Relentless rewards momentum.

SONIC — Passive

This attack:

• Ignores Cover bonuses

• Can affect targets normally immune to physical damage

Sonic attacks may cause additional effects such as Deafening or Disorientation, as defined by the scenario.

VENGEFUL — Passive

Each time this model loses one or more Quality from an enemy attack:

• Gain +1 die on its next attack

This bonus:

• Stacks if Quality is lost multiple times before attacking

• Applies to one attack only

• Is cleared immediately after the attack is resolved

Rage builds quickly — and burns out just as fast.

DESIGN NOTES

Offensive abilities should:

• End fights quickly

• Reward positioning

• Punish overconfidence

If damage is escalating, the system is working.


SPECIAL ABILITIES

D. DEFENSE, SURVIVAL & CONTROL

Defensive abilities keep models alive — or delay the inevitable.

They mitigate damage, control enemies, and buy time in a fight that is otherwise brutal and fast.

ARMORED(X) — Passive

Armored reduces damage after a hit; it does not make a model harder to hit.

• Reduce damage taken by X (minimum 0)

Armored does not reduce damage from terrain or environmental effects unless stated.

DODGE — Passive

Once per activation, when this model is targeted by an attack:

• Cancel 1 Success from that attack

Dodge cannot be used while Shaken.

SHIELD WALL — Passive

While this model is adjacent to at least one friendly model with Shield Wall:

• Gain +1 Defense

Shield Wall does not apply against Blast attacks.

HARDENED — Passive

This model is difficult to break.

• Ignore the first Shaken result each round

Additional Shaken effects apply normally.

STEADFAST — Passive

When this model fails a Morale test:

• Treat the result as a normal failure, not Panic

Steadfast does not prevent Morale tests — only escalation.

TAKE COVER — Reactive

When this model is targeted by a ranged attack:

• Immediately move up to 2 inches toward Cover, if possible

• Gain Cover for this attack

Take Cover may only be used once per round.

SUPPRESS — Main Action

Make a ranged attack.

On a successful hit:

• The target suffers –1 die on its next Action

Suppress represents fire meant to pin, not kill.

GRIT — Passive

Once per game, when this model would be reduced to 0 Quality:

• Reduce it to 1 Quality instead

This does not prevent terrain effects or follow-up damage.

UNYIELDING — Passive

This model cannot be pushed, pulled, or repositioned by enemy abilities unless stated otherwise.

Unyielding does not prevent voluntary movement.

GUARD — Passive

When an adjacent friendly model is targeted by a melee attack:

• This model may become the target instead

Guard represents interception, sacrifice, and loyalty.

LOCKDOWN — Passive

Enemy models engaged with this model:

• Cannot Disengage

• Cannot make free movement granted by abilities

Lockdown ends if this model becomes Shaken or is moved.

DESIGN NOTES

Defensive abilities:

• Extend survival, not invincibility

• Control enemy options

• Shape where fights happen

In Coffin Canyon, defense buys time, not safety.


SPECIAL ABILITIES

E. MORALE, FEAR & PSYCHOLOGICAL CONTROL

Fear is as lethal as any weapon in Coffin Canyon.

Morale abilities break formations, trigger retreats, and turn small losses into disasters.

FEAR(X) — Passive

Enemy models within X inches of this model:

• Suffer –1 die on Morale tests

Fear does not stack with itself.

If multiple Fear sources overlap, use the highest value.

TERROR — Passive

When an enemy model first becomes engaged with this model:

• That model must immediately test Morale

If the test is failed, the model becomes Shaken.

Terror only triggers once per enemy model per round.

DREAD AURA — Passive

Enemy models within X inches of this model:

• Suffer –1 die on all Morale tests

• Cannot ignore Shaken results

Dread Aura represents sustained psychological pressure.

INTIMIDATE — Main Action

Choose one enemy model within X inches and Line of Sight.

• That model must immediately test Morale

On a failure:

• The model becomes Shaken

Intimidate has no effect on Titans unless stated otherwise.

RALLY — Main Action

Choose one friendly model within X inches.

• Remove Shaken

• That model gains +1 die on its next Morale test

Rally cannot be used on Panicked models unless stated.

TERRIFYING PRESENCE — Passive

When this model reduces an enemy to 0 Quality:

• All enemy models within 4 inches must test Morale

Violence echoes.

UNNERVING — Passive

Enemy models engaged with this model:

• Suffer –1 die on all attacks

Unnerving represents distraction, horror, or disorientation.

PANIC WAVE — Reactive

When an enemy model within X inches Panics or is destroyed:

• Choose one additional enemy model within X inches

• That model must immediately test Morale

Panic spreads faster than bullets.

FEARLESS — Passive

This model ignores all effects of:

• Fear

• Terror

• Dread Aura

Fearless does not prevent Morale tests caused by damage or terrain.

COWARDICE — Passive

Enemy models that fail Morale tests within X inches of this model:

• Immediately suffer –1 additional die on their next Action

Cowardice punishes weakness.

DESIGN NOTES

Morale abilities:

• Turn positioning into pressure

• Reward decisive kills

• Punish clustered units

A unit that loses its nerve rarely survives the next round.


SPECIAL ABILITIES

F. TERRAIN & ENVIRONMENTAL EFFECTS

Terrain abilities change the battlefield.

They leave marks, create danger, and force movement.

Terrain altered by abilities is real, visible, and persistent unless stated otherwise.

CREATE HAZARD — Main Action

Choose a point or terrain feature within X inches.

• That area gains the Hazardous Terrain Trait

The size and duration of the Hazard are listed on the unit card.

IGNITE — Main Action

Choose a flammable terrain feature or object within X inches.

• That terrain gains the Burning Terrain Trait

Fire spreads and escalates as defined in the Terrain Rules.

SMOKE SCREEN — Main Action

Place a smoke marker within X inches.

• The area becomes Choking terrain

• The effect lasts until the end of the next round unless stated otherwise

Smoke blocks clarity, not Line of Sight.

COLLAPSE — Main Action

Target an Unstable terrain feature within X inches.

• The terrain immediately collapses

Models affected by the collapse resolve damage and movement as defined by the Unstable Terrain rules.

TAINT GROUND — Passive

When this model destroys an enemy or performs a ritual action:

• The terrain within X inches becomes Tainted

Tainted terrain may escalate into Haunted terrain if ignored or abused.

HAUNTED WAKE — Passive

When this model moves:

• Terrain it passes through becomes Haunted until the end of the round

This ability represents lingering spiritual disturbance.

PURIFY — Main Action

Choose a terrain feature within X inches.

• Remove one Terrain Trait from that feature

• Haunted terrain becomes Tainted instead of being fully removed

Purification is slow and incomplete.

SACRILEGE — Passive

While this model is within Sacred terrain:

• Enemy models suffer –1 die on Morale tests

Sacrilege represents defilement and spiritual offense.

TERRAIN ADAPTATION — Passive

Choose one Terrain Trait when this model is deployed.

• This model ignores penalties from that Terrain Trait

Terrain Adaptation does not negate damage or escalation unless stated.

UNSTABLE FOOTING — Passive

Enemy models that end movement adjacent to this model:

• Must test Quality or become Shaken

The ground itself seems to resist them.

DESIGN NOTES

Terrain abilities should:

• Force movement

• Create zones of denial

• Escalate over time

If the battlefield looks the same at the end of the game as it did at the start, something went wrong.


SPECIAL ABILITIES

G. THYR, RITUALS & OVERBURN

Thyr is monster residue made useful.

It is unstable, dangerous, and never meant to power machines or people for long.

Using it always risks escalation.

THYR USE (GENERAL)

Some abilities require or generate Thyr.

• Thyr is represented by physical crystals on the table

• Thyr may be placed on terrain, objectives, or devices

• Thyr may be picked up, spent, or returned as defined by the ability

Thyr is not abstract.

If it matters, it should be visible.

THYRBURN — Main Action

This model deliberately overfeeds Thyr into a device, weapon, or system.

Requirements:

• The model must be in base contact with a Thyr-powered device or machine

• A Thyr crystal must be taken from the table and placed onto the device

Effect:

• Immediately gain the listed Thyrburn benefit

• Resolve the Thyrburn Fallout at the end of the round

A device may only be Thyrburned once per game.

THYRBURN BENEFITS (COMMON)

Unless otherwise stated, a Thyrburn grants one of the following for this round only:

+2 dice on one chosen action

+3 inches of Movement

+2 Quality until the end of the round

The exact benefit is chosen by the controlling player.

Power comes first.

THYRBURN FALLOUT

At the end of the round, roll 2d6 and consult the Thyrburn Fallout table.

Fallout always resolves, even if the device is destroyed.

Some results may affect:

• The device

• Nearby models

• Terrain

• The controlling model

The Canyon always takes something back.

RITUAL — Main Action

This model performs a deliberate Thyr-based ritual.

Requirements:

• The model must be a Mystic or have a Ritual ability

• The model must be within Sacred, Tainted, or Haunted terrain

• The ritual may require Thyr crystals, as listed

Effect:

• Resolve the ritual’s listed effect

• Ritual effects often alter terrain, Morale, or escalation

Rituals are slow and visible.

They invite interruption.

BACKLASH — Passive

When a Thyr-based ability rolls 0 Successes:

• The model immediately suffers 1 damage, or

• The surrounding terrain becomes Tainted (controller’s choice)

Backlash represents spiritual recoil.

HAUNTED ENGINE — Passive

When this model uses Thyrburn or a Ritual:

• Place a Haunt adjacent to the device or terrain feature

Haunts act immediately at the end of the round.

Power attracts attention.

CRYSTAL FEED — Passive

This model may carry one additional Thyr crystal beyond normal limits.

If this model is destroyed:

• All carried Thyr crystals drop onto the table

Crystal hoarding is dangerous.

SACRIFICIAL OVERLOAD — Once Per Game

This model may ignore the results of a single Thyrburn Fallout roll.

If it does:

• The device is Destroyed at the end of the round

• All terrain within 3 inches becomes Hazardous

Some power is not meant to be contained.

PURGE THYR — Main Action

Choose a device or terrain feature within X inches.

• Remove all Thyr crystals from it

• Remove one Terrain Trait caused by Thyr

Purging Thyr is safe.

Leaving it alone is not.

DESIGN NOTES

Thyr abilities should:

• Be tempting

• Be dangerous

• Leave scars

If Thyr feels safe, it is being used wrong.


TERRAIN RULES

THE BATTLEFIELD FIGHTS BACK

Terrain in Coffin Canyon is not decoration.

It blocks, harms, corrupts, burns, collapses, and remembers what happened.

Ignoring terrain is the fastest way to lose models.

CORE TERRAIN PRINCIPLES

• Terrain is agreed upon during setup

• Terrain intent matters more than exact geometry

• Terrain effects are visible and persistent

• Terrain escalates as the battle continues

If a terrain piece has a Trait, it should be clearly marked or remembered by all players.

TERRAIN CATEGORIES

All terrain falls into one or more of the following categories:

• Open

• Difficult

• Impassable

• Trait-bearing terrain

A terrain piece may have multiple Traits.

OPEN TERRAIN

Open terrain has no special effects.

• No movement penalty

• No tests required

Most of the table should be Open terrain.

DIFFICULT TERRAIN

Difficult terrain slows movement.

Examples include rubble, steep slopes, deep mud, debris, or wreckage.

Effect:

• Movement through Difficult terrain is halved

• Round down

Difficult terrain penalties do not stack unless stated.

IMPASSABLE TERRAIN

Impassable terrain cannot be entered.

Examples include solid walls, sheer cliffs, deep chasms, sealed structures, or massive machinery.

Effect:

• Models may not move into or through Impassable terrain

• Models may not end movement inside it

Impassable terrain blocks Line of Sight if solid.

TERRAIN TRAITS

Terrain Traits add danger, pressure, and escalation.

Traits are resolved after movement unless stated otherwise.

HAZARDOUS

Identity: It hurts to be here.

Examples include spikes, acid pools, barbed growths, exposed machinery, or unstable slag.

Effect:

When a model moves into or through Hazardous terrain:

• Test Quality

Results:

• Pass (1+ Success): No effect

• Fail (0 Successes): Lose 1 Quality

• Critical Failure: Lose 1 Quality and become Shaken

A model only tests Hazardous terrain once per activation.


UNSTABLE

Identity: The ground may give way.

Examples include damaged buildings, rotten walkways, collapsing ruins, or mine tunnels.

Effect:

When a model ends movement in Unstable terrain:

• Test Quality

Results:

• Pass: No effect

• Fail: The model falls or shifts — suffer 1 damage

• Critical Failure: The terrain collapses

If terrain collapses:

• All models affected suffer 1–2 damage (scenario or terrain defined)

• Models may fall multiple levels if applicable

Unstable terrain may become Impassable after collapse.

CHOKING

Identity: The air itself is hostile.

Examples include smoke, gas, fog, fumes, dust clouds, or spores.

Effect:

While a model activates in Choking terrain:

• Suffer –1 die on all actions

Models with gas masks or sealed systems ignore this penalty.

Choking terrain does not block Line of Sight.

BURNING

Identity: Act fast or burn.

Burning terrain is usually created during play.

Effect:

When a model starts or ends an activation in Burning terrain:

• Suffer 1 automatic damage

Burning terrain:

• Provides no Cover

• May spread or escalate as defined by the scenario

Burning terrain often becomes Hazardous or Unstable afterward.

TAINTED

Identity: Violence lingers.

Tainted terrain forms where monsters die, units are butchered, or Thyr is mishandled.

Effect:

When a Grunt model enters Tainted terrain:

• Test Morale

Mystics may interact with Tainted terrain in dangerous ways.

Tainted terrain may escalate into Haunted terrain if ignored or abused.

HAUNTED

Identity: The past is active.

Haunted terrain represents places where death refuses to rest.

Effect:

When a model enters or activates in Haunted terrain:

• Roll 1d6

On a 1–2:

• A Haunt appears adjacent to the terrain or model

Haunts act at the end of the round.

Haunted terrain is never safe.

SACRED

Identity: Old powers watch.

Sacred terrain includes temples, shrines, Tzul ruins, and consecrated sites.

Effect:

• Some monsters gain +1 die while within Sacred terrain

• Sacrilege or corruption here often escalates consequences

Sacred terrain is often both powerful and dangerous.

TAINT → HAUNT ESCALATION

If Tainted terrain:

• Is Overburned

• Is used for Rituals repeatedly

• Persists for multiple rounds

The Game Warden or scenario may convert it into Haunted terrain.

Violence ignored becomes memory.

Memory becomes agency.

TERRAIN & UNIT TYPES

Terrain often interacts with Unit Types:

• Grunt models suffer more from Tainted and Haunted ground

• Brutes may ignore minor hazards

• Mystics risk backlash

• Shooters rely on Cover

• Cavalry struggle in tight or Unstable terrain

• Titans reshape terrain by acting

Always apply Unit Type effects after resolving terrain.

RESOLVING DISPUTES

If terrain effects are unclear:

• Choose the interpretation that creates risk

• Resolve it quickly

• Continue play

The Canyon favors momentum.

DESIGN INTENT

Terrain should:

• Force movement

• Break formations

• Create evolving danger

• Remember what happened

If the battlefield looks the same at the end of the game as it did at the start, something went wrong.


OBJECTIVES & INTERACTABLES

WHY YOU’RE REALLY HERE

Coffin Canyon is not won by killing alone.

Objectives force movement, create conflict, and draw factions into dangerous ground.

Interactables turn terrain into opportunity — or disaster.

OBJECTIVES (CORE CONCEPT)

An Objective is any location, item, or condition that advances a scenario.

Objectives may represent:

• Thyr crystals

• Machines or Dynamos

• Sacred or Haunted sites

• Civilians, prisoners, or cargo

• Strategic positions

Objectives are always defined by the scenario.

INTERACT ACTION

Interacting with an Objective usually requires an Interact action.

Unless stated otherwise:

• The model must be adjacent to the Objective

• The model must spend one Main Action

• The model must not be Shaken

Some Interactions require a roll, resource, or specific Unit Type.

COMMON INTERACTION TYPES

Examples of common interactions include:

• Claiming an Objective

• Activating or disabling a device

• Picking up or depositing Thyr

• Freeing or capturing a model

• Sabotaging terrain or machinery

The scenario defines what an Interaction does and when it matters.

OBJECTIVE CONTROL

Unless stated otherwise:

• An Objective is controlled by the last player to successfully Interact with it

• Control is maintained until another model Interacts with it

• Some Objectives may be contested

Control is visible and should be clearly marked.

CARRYING OBJECTIVES

Some Objectives may be carried.

Examples include Thyr crystals, cargo, relics, or captives.

Rules:

• A model carrying an Objective is marked

• Carried Objectives move with the model

• If the carrier is destroyed, the Objective drops at that location

Some Objectives impose penalties while carried, as defined by the scenario.

THYR AS AN OBJECTIVE

Thyr is often both a resource and a goal.

Common Thyr interactions include:

• Extracting Thyr from terrain or devices

• Transporting Thyr across the table

• Feeding Thyr into machines

• Purging or destroying Thyr

Thyr is always represented physically on the table.

If it matters, it should be visible.

DEVICES & DYNAMOS

Some Objectives are Devices or Dynamos.

These may:

• Power terrain or some specific unit abilities

• Control gates, lights, or machines

• Enable Overburn or Thyrburn

• Escalate if damaged or misused

Devices often have their own rules and failure conditions.

CONTESTED OBJECTIVES

If multiple models are adjacent to an Objective:

• The Objective is contested

• No control changes hands unless an Interaction succeeds

Some scenarios define alternate contest rules.

OBJECTIVES & UNIT TYPES

Certain Unit Types interact differently with Objectives:

Specialists often gain bonuses when Interacting

Mystics may alter or corrupt Objectives

Leaders may control Objectives more effectively

Brutes may destroy Objectives instead of claiming them

Cavalry excel at extraction and transport

Any exceptions are listed on the unit card or scenario.

OBJECTIVE ESCALATION

Objectives may escalate over time.

Examples include:

• Machines overheating

• Sacred sites becoming Haunted

• Civilians panicking

• Thyr becoming unstable

Escalation is defined by the scenario or the Game Warden.

Ignoring Objectives often makes them worse.

OPTIONAL: THE GAME WARDEN

Some games include a Game Warden.

When present, the Game Warden may:

• Trigger Objective escalation

• Introduce complications

• Control neutral models or hazards

The Game Warden does not override player agency or core rules.

DESIGN INTENT

Objectives should:

• Force movement

• Create risk

• Encourage interaction with terrain

• Punish passive play

If players can ignore Objectives and still win, the scenario needs work.


SCENARIOS & GAME MODES

HOW GAMES BEGIN — AND END

Scenarios define why the fight is happening, where pressure builds, and when the game ends.

Coffin Canyon is not a “last model standing” game by default.

Survival, extraction, corruption, and collapse matter more than body count.

WHAT A SCENARIO IS

A Scenario defines:

• Objectives

• Deployment zones

• Victory conditions

• Escalation rules

• Special terrain or faction rules

Every game should use a scenario.

SCENARIO SETUP

Unless a scenario says otherwise:

  1. Build the table and agree on terrain Traits

  2. Place Objectives

  3. Determine deployment zones

  4. Deploy forces

  5. Monster Factions activate first

Scenarios may modify or override any of these steps.

VICTORY CONDITIONS

Victory is determined by the scenario.

Common victory conditions include:

• Extracting Objectives

• Controlling key terrain

• Delivering or destroying Thyr

• Surviving a set number of rounds

• Preventing escalation

Some scenarios allow partial victories or draws.

Winning clean is rare.

GAME LENGTH

Most games last 4–6 rounds.

A scenario may:

• End automatically after a set round

• Trigger an end condition

• Escalate until one side withdraws or collapses

If the game reaches its final round, finish the round fully.

ESCALATION

Scenarios should escalate.

Common escalation tools include:

• Terrain spreading (Fire, Collapse, Haunting)

• Reinforcements or Spawns

• Increasing Morale pressure

• Objective instability

If nothing changes by Round 3, escalation should begin.

WITHDRAWAL & CONCESSION

Withdrawing is allowed.

A player may voluntarily withdraw when:

• Objectives are lost

• Forces are broken

• Survival is no longer viable

Withdrawing may still score victory points or narrative outcomes, as defined by the scenario.

Knowing when to leave is skill.

GAME MODES

Scenarios may be grouped into game modes.

SKIRMISH

• Small forces

• Tight objectives

• Fast escalation

Ideal for learning the rules.

EXTRACTION

• Objectives must be carried off the table

• Cavalry and Specialists shine

• Pressure increases rapidly

Most Coffin Canyon games fall here.

HOLDOUT

• One side defends

• The other applies constant pressure

• Terrain escalation is aggressive

Victory often means surviving, not winning.

HUNT

• One side tracks or pursues

• Monsters excel

• Fear and terrain matter more than firepower

Hunts end suddenly.

RITUAL / CORRUPTION

• Mystics and Thyr dominate

• Sacred and Haunted terrain matter

• Escalation is inevitable

Stopping the ritual may cost everything.

MULTI-FACTION GAMES

Coffin Canyon supports more than two factions.

In multi-faction games:

• Turn order still alternates one model at a time

• Objectives may be contested by multiple sides

• Alliances are temporary and unenforced

The Canyon does not care who started it.

OPTIONAL: GAME WARDEN SCENARIOS

Some scenarios include a Game Warden.

When present, the Game Warden may:

• Trigger escalation events

• Control neutral threats or Haunts

• Introduce complications tied to terrain or Thyr

The Game Warden does not “win.”

They make survival harder.

NARRATIVE CONTINUITY

Scenarios may link together.

Common carry-over effects include:

• Lost or gained resources

• Persistent injuries

• Corrupted terrain

• Faction consequences

Coffin Canyon remembers what you did.

DESIGN INTENT

Scenarios should:

• Force movement

• Reward risk

• Punish hesitation

• Change the battlefield

If a scenario feels safe, it is unfinished.