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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
150 Mins
Ages 14+
1-4 Players
VLAADA CHVÁTIL
MAGE KNIGHT
THE APOCALYPSE DRAGON
WIZKIDS
RULEBOOK
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EXPANSION OVERVIEW
In this expansion you will come face to face with the terrifying Apocalypse Dragon. It has a huge miniature and each of its five heads use one of the large enemy tokens. Its minions, the Four Horsemen, move around the map laying waste to the land as they complete their nefarious deeds.
The second major part of this expansion is a New Playable Hero, Coral, a Xandressan sailor and treasure hunter intent on destroying the cult who birthed the mighty Apocalypse Dragon.
Additionally, this expansion also contains:
♦ 5 New Map Tiles with several new Sites for you to explore.
♦ A New Type of Enemy that changes existing enemies and introduces a new type of attack.
♦ Quests, providing your Heroes with additional options for adventure.
♦ Faction Tokens for two new factions.
♦ A Campaign Mode, making your epic Mage Knight adventures even more epic!
♦ Many new Scenarios.
Over a thousand years before the birth of Tezla, in the Age of Mists, the Apocalypse Dragon was born. It led a rampage across the Land before it was finally defeated by four mighty heroes.
Defeated but not destroyed however, as an egg survived in its place. Guarded by the Draconum for centuries, the egg eventually fell into evil hands and the dragon was reborn. Its rampage is about to start anew unless more great heroes can be found to stop it once again.
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TABLE OF CONTENTS
Against the Apocalypse, Competitive 26
Against the Apocalypse, Cooperative 27
Against the Apocalypse, Solo 28
Against the Horsemen, Overview 28
Against the Horsemen, Competitive 30
Against the Horsemen, Cooperative 30
Against the Horsemen, Solo 30
Against the Dragon, Overview 31
Against the Dragon, Competitive 33
Against the Dragon, Cooperative 33
Against the Dragon, Solo 34
Apocalypse is Here, Overview 34
Apocalypse is Here, Competitive 36
Apocalypse is Here, Cooperative 37
Apocalypse is Here, Solo 38
The Council versus the Apocalypse, Competitive 38
The Fractured Lands, Overview 40
The Fractured Lands, Competitive 40
The Fractured Lands, Cooperative 40
The Fractured Lands, Solo 41
Solo Conquest Challenge 41
Variant Rules 43
Greatest Quester 43
The Apocalypse Dragon In Place Of A City 43
Apocalypse Dragon: Randomized Levels of Heads 43
Mage Knight In A City 43
Order of Choosing Tactic Cards (Competitive) 44
Multiple Dummy Players (Cooperative or Solo) 45
Alternatives When Gaining A Random Mana Crystal 45
FAQ 46
Coral 46
Scenario: The Fractured Lands 47
Credits 47
Quick Reference 48
Expansion Overview 2
The Apocalypse Dragon 4
The Four Horsemen 4
Coral: New Playable Hero 5
New Map Tiles 5
New Enemy Tokens 5
Faction Tokens 6
Campaign 6
Quest Cards 6
New Rules 7
Coral 7
Possessed Enemy Tokens 7
New Map Features 8
The Apocalypse Dragon 10
Destroyed Sites 11
The Four Horsemen 11
Quests 12
Gaining A Random Mana Crystal 15
Proxy Player 16
At The Start Of The Game 16
When Picking Tactics 16
Mana Dice and Units 16
The Proxy Player's Turn 16
Rules From Expansions 20
Rules From: The Lost Legion Expansion 20
Rules From: Shades Of Tezla Expansion 20
Starting At A Higher Level During A Campaign 21
Scenario Book 22
Scenario List 22
First Reconnaissance, Cooperative 22
First Reconnaissance, Solo 23
Solo Blitz 24
For the Council, Overview 24
For the Council, Competitive 24
For the Council, Cooperative 25
For the Council, Solo 25
Against the Apocalypse, Overview 26
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The Four Horsemen
The four horsemen herald the rebirth of the apocalypse dragon. They travel around the land performing their nefarious deeds and empowering the draconic monstrosity.
See the Four Horsemen rules and some of the scenarios in the Scenarios section for information on how to use the Four Horsemen.
4 Horsemen enemy tokens
4 Horsemen cards
The Apocalypse Dragon
The Apocalypse Dragon was originally hatched in the Age of Mists from an egg stolen from the Draconum by an alliance of the Apocalypse Cult and the Shyft, strange four-armed creatures with the ability to control the minds of the weak. It was eventually defeated by a group of powerful warriors who became known as the Dragonslayers. However, the egg that remained after its defeat was once again taken by the agents of the Apocalypse Cult and surely it is only a matter of time before the dreaded dragon is hatched once more. Indeed, the four riders of the apocalypse roam the land as we speak, completing some unfathomable ritual, preparing the magical spell that may herald doom for the whole land. Unless some dragonslayers can be found once more...
See the Apocalypse Dragon rules and some of the scenarios in the Scenarios section for information on how to use the Apocalypse Dragon.
1 Painted Miniature of the 5-headed Apocalypse Dragon
5 large Apocalypse Dragon tokens, one per head
1 Round Order token
16 Destroyed Site tokens
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Coral – New Playable Hero
Coral grew up in the Atlantean Empire, a treasure hunter like her father Dagon and older sister Pearl. She was proud of her sea-faring Xandressan heritage, and was always loyal to the Empire, even after Dagon succumbed to the lure of the Apocalypse Cult. She stayed loyal despite the suspicious glances thrown in her direction after her father’s defection, her success as a relic finder keeping her in favor.
Meanwhile, Pearl, swearing an oath to take a stand against the Apocalypse Cult, went North to fight them. But then the breaking happened, and the Empire was thrown into chaos. Their front-line forces could no longer be supported in their many battles, and Pearl was never heard from again.
With the Empire clearly unable to defend itself, and wanting revenge on the Cult for the corruption of her father and the death of her sister, Coral looked for other allies to help her fight them. That’s when she found the Council of the Void, or when they found her. Bolstered by their magic, and with the impressive weaponry and armor she gained during her years as a treasure hunter, she now turns her natural talents: her intelligence, quick-wits, bravery, strong will, and leadership, towards fighting the Apocalypse Cult, and anything they may throw at her, whatever the cost may be.
Treat Coral as any other Hero in the game.
New Map Tiles
The Apocalypse Cult tend to live in the more inhospitable areas of the land, hiding in ziggurats and pyramids. Do not expect an easy journey through these new areas, although you may be lucky enough to find some respite at an oasis.
Add the new countryside and core tiles to your existing piles of Map tiles. The new map features are described in the new rules section and on the Site Description cards.
New Enemy Tokens
There are many beings, spirits, cursed relics, dangerous spells, and who knows what else that may cause a creature to become possessed. While possessed they are no longer themselves, and instead serve another power. Sometimes the power that possesses them may even grant them powerful abilities, but then as Mage Knights, you know all about that.
There is a new type of enemy, possessed enemies, that modify the enemy they possess.
1 Painted Miniature of Coral
1 Hero card
16 Basic Action cards
2 Skill Description cards
11 Skill tokens
6 Level tokens
20 Shield tokens
3 countryside (green) Map tiles (15, 16, 17)
2 non-city Core (brown) Map tiles (*11*, *12*)
3 Site Description cards
1 Round Order token
12 Possessed enemy tokens
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Some scenarios use Quest cards. In addition, you may optionally use Quest cards in any scenario to add variety.
Campaign
Life as a Mage Knight is unpredictable. Sometimes you wait in hibernation, doing nothing for days or weeks, other times you are called upon repeatedly as your overlords wage a campaign against their enemies. Campaigns consist of multiple scenarios that follow a storyline. You will be able to keep certain cards between one scenario and the next.
24 Faction tokens, 12 each of 2 factions: The Apocalypse Cult and the Council of the Void
2 Faction tokens
Reference cards
Quest Cards
There are many obvious places across the land that provide an opportunity for adventure. But even in a humble village you can find people who wish for powerful allies for one reason or another. Noticing those around you in need can also be an opportunity.
30 Quest cards
31 Quest markers
10 Neutral Shield tokens
8 Score markers, one per Hero (including Heroes in previous expansions)
1 Quest Reminder and Scoring card
1 Campaign book
1 Pad of Campaign sheets
1 Proxy Player card
1 Against the Apocalypse Scenario card
Faction Tokens
There are many strange magical devices across the land, many of them useful for beings such as yourselves. Of course they are closely guarded and the owners do not let them go without a fight.
When you defeat certain enemies you gain one of these minor magical items which have a one-use ability.
You may gain a faction token at various times during a game, for example, when defeating a possessed enemy. In each situation you will be told which faction you gain the token from.
At the start of the game, shuffle the two sets of tokens separately to form two face down draw piles, one for each faction.
When you gain a faction token, take the top token from the appropriate pile and place it face up in your play area. The effect of each token is described on the reference card. Unless otherwise noted, faction tokens may only be used on your turn. You may not use more than one token with the same name per turn. Once used, discard the token to a discard pile.
If you run out of faction tokens in either draw pile, reshuffle the discarded tokens from that faction to form a new draw pile.
Instead of using the token for its ability, it may also be discarded when interacting for either 1 Fame or 3 Influence. This represents you giving the item to someone influential or in exchange for something else.
In a similar way to skill tokens, faction tokens may be used when knocked out.
Any unused faction tokens remaining at the end of the game are worth 1 Fame in final scoring.
Just Fame
You may choose to play without faction tokens. In this case, simply gain 1 Fame instead of gaining a token.
CAMPAIGN BOOK
The voice of the Council of the Void rouses you from your sleep as it begins imparting information. You can’t help but think if only you could remember more about your past that most of this would not be necessary.
“In the Age of Mists, over a thousand years before the birth of Tezla, the Gods walked The Land alongside mortals and immortals alike. In this Age the Apocalypse Dragon first came into the world, birthing countless hideous Mage Spawn, and laying waste to much of The Land. It was finally defeated by the four who became known as The Dragonslayers. How much slaying they did is unknown, but they did at least survive the final battle, which is a feat in itself.”
Your eyes are now open and you can see the other Mage Knights stirring. The presence of the voice means that this will be a day of action for some, but which of you will be chosen?
“Now is the Age of Chaos. The Solanavii radiated their magic through the ley lines that cross The Land, The Shif t arose from the ruins of ancient cities with armies of Mage Spawn at their command. The Black Pyramid appeared in the Blasted Lands. Mortals delved into places they should have left alone. Reborn, the most dreadful of dragons is being strengthened by the Apocalypse Cult.”
The vibrations in the stone around you, the low resonating hum, the flickering light growing brighter by the moment, the metallic odor, all are signs that the portal is being readied; the only way out of this pocket dimension.
“The opening of Dragon’s Gate, the destruction of the Black Pyramid, The Breaking…”
You stop listening. You vaguely recognize these events and they were certainly all important, but your mind is now focusing on the more immediate matter of what may lay ahead today.
Before you have a chance to ponder that thought more fully, a squire approaches you, carrying various belongings.
“The quarter master has sent you these along with his congratulations, it’s your lucky day!”
Apocalypse Cult The vibrations in the stone around you the low resonating hum the flickering light growing brighter by the moment the metallic odor all are signs that the portal is being readied the only way out of this pocket dimension The opening of Dragon s Gate the destruction of the Black Pyramid The Breaking You stop listening You vaguely recognize these events and they were certainly all important but your mind is now focusing on the more immediate matter of what may lay ahead today Before you have a chance to ponder that thought more fully a squire approaches you carrying various belongings The quarter master has sent you these along with his congratulations it s your lucky day
INTRODUCTION
The following campaigns may be played competitively, cooperatively, or solo. Campaigns follow the same storyline regardless of the mode they are played in, but will operate and are scored slightly differently.
Starting a Campaign
At the start of a campaign, turn to the section indicated. This section will give instructions on how to advance your campaign, usually this will involve choosing and playing a scenario.
Your Campaign Sheet
A campaign sheet is used to keep track of each of your campaigns. Use a competitive campaign sheet for a competitive campaign, and use a cooperative / solo campaign sheet for a cooperative or solo campaign.
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NEW RULES
Coral
Treat Coral as any other Hero in the game. One of
Coral’s unique Basic Action cards, Quick-Witted, has
a new effect.
Set Aside
This effect means that the card is not shuffled into
your Deed deck as normal at the start of each Round.
Instead, before you shuffle your Deed deck at the start
of each Round, set this card aside. While this card is
set aside, any time you would draw a card from your
Deed deck (including when you draw each card in
your opening hand for the Round), you may instead
put this card into your hand.
If your Deed deck is empty, this card is still set aside,
and you would draw a card, you must put this card
into your hand.
This card may still be shuffled into your Deed deck
by another effect, such as the one on the Night Tactic
card “Long Night”.
Possessed Enemy Tokens
Just as with other enemy tokens, at the start of the
game, shuffle the possessed enemy tokens face down
and stack them in a pile. During the game, if you run
out of tokens, reshuffle the discarded ones and create
a new face down pile. If all possessed enemy tokens
are in use, do not place a possessed enemy token with
a possessed enemy.
A possessed enemy uses a possessed enemy token
and a normal (circular) enemy token.
♦ The circular enemy token is placed on the
possessed enemy token.
♦ The type of circular enemy token will be
indicated by the text telling you to draw a possessed enemy token.
♦ The possessed enemy token may modify the
circular enemy token’s Armor, Attacks, and Fame value. It may also have an additional attack, a psychic attack - See the Psychic Attack and Block rules.
♦ In addition, each possessed enemy also gives a
Faction token as a reward when it is defeated. The faction that the Faction token is taken from will also be indicated by the text telling you to draw a possessed enemy token.
Example: If you are told to draw an Apocalypse possessed brown enemy token, draw a possessed enemy token and a brown enemy token and place the brown enemy token on the possessed enemy token. If you defeat this enemy, gain an Apocalypse Faction token in addition to any other rewards.
The enemy’s Armor value is modified by the amount shown.
The enemy’s Attack value (of its topmost attack if it has multiple attacks) is modified by the amount shown. If the enemy’s topmost attack is a Summon Attack, the summoned enemy’s topmost Attack value is modified instead.
The enemy also has a Psychic Attack of the value shown. This Psychic Attack does not benefit from any offensive abilities the enemy may have.
The enemy’s Fame value is modified by the amount shown.
A reminder that all possessed enemies reward you with a Faction token when defeated.
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Psychic Attack and Block
Some enemies have a new type of attack called Psychic Attack.
♦ A Psychic Attack may never benefit from any offensive abilities an enemy may have.
♦ A Psychic Attack is not a physical attack and may never have an elemental type.
When blocking a Psychic Attack:
♦ Psychic Block is the only type of Block that is efficient.
♦ All other types of Block are inefficient (reduced by half).
♦ Influence points may be spent as Psychic Block, and unlike Block, Influence points from the same source may be spent to block different Psychic Attacks.
Psychic Block may only be used to Block a Psychic Attack; it may never be used to Block any other type of attack (physical, Ice, Fire, or Cold Fire).
When assigning damage from a Psychic Attack:
♦ If the damage is being assigned to a Unit, use the level of the Unit as its Armor value.
♦ If the damage is being assigned to your Hero, use the Armor value of your Hero, as normal.
New Map Features
Oasis
During interaction at an oasis, you may recruit Units that can be recruited at villages, buy healing, and buy and sell mana crystals. An oasis also revitalizes you; if you start your turn on an oasis you get Move 2.
Ziggurat / Pyramid
Ziggurat and pyramid are new adventure sites. As usual for an adventure site, you can ignore them even if you are on their space.
As your action, you may announce that you are entering the site. For the entire action part of your turn, you cannot use any Units (neither to activate them for abilities, nor assign damage to them).
Healing may be used before the combat starts and only Wounds added to your hand during combat count towards knock out.
You start on floor 1. On each floor you encounter a trap and then must decide whether to fight an apocalypse possessed enemy and leave, or ascend to the next floor (from floor 1 to floor 2, and from floor 2 to floor 3).
Traps
On each floor of a ziggurat or pyramid, you encounter a trap. Roll a number of mana dice based on the floor you are on: 3 dice on the first floor, 2 dice on the second floor, and 1 die on the third floor. Choose one of the colors rolled (there is no choice on floor 3) and encounter the trap indicated on the Site Description card. You must block the attack shown for that trap or assign damage from it, as if in combat.
Traps may not be prevented from attacking, but any effects that reduce the value of an attack do function.
Fight Apocalypse Possessed Enemy
When you choose to fight an enemy, reveal a random possessed enemy token and a random enemy token to create an apocalypse possessed enemy and fight it.
The color of the enemy token you reveal depends on which floor you are on:
If you do not defeat the enemy, discard the tokens and the action is over (without any reward).
If you win:
♦ You get a reward according to the floor you are on (see the Site Description card) and your action is over.
As it is an apocalypse possessed enemy, you also gain an Apocalypse Faction token.
♦ Mark the space with a Shield token – put the token on one of the three numbers, according to the floor you are on.
♦ You may not enter the same site again during the game. Other players may enter it, but they may not leave on a marked floor, and they may not ascend to a floor if that floor and all floors after it have already been marked. If all three floors are marked, no one may enter the site any more.
Final Scoring
During the final scoring, each ziggurat and pyramid provides 2 Fame (towards the Greatest Adventurer title) for anyone who has a Shield token on it.
Zigguarat Pyramid
Floor
1 Brown Enemy
2 Purple Enemy
3 Green Enemy
Red Enemy
White Enemy
Gray Enemy
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Coral enters a Ziggurat as her action for the turn. Her player rolls 3 mana dice to determine the trap she will face on floor 1 and gets green, green, and red.
They choose red, and decide not to block the Fire 2 attack from that trap, taking a Wound card into their hand.
Arythea has already claimed the reward for level 2 of this Ziggurat, so Coral may not leave on that floor.
Coral therefore has two options, either fight an apocalypse possessed green enemy and leave, or encounter two more traps (one on floor 2 and one on floor 3) and then fight an apocalypse possessed brown enemy and leave.
They decide on the first option and reveal a random possessed enemy token and a random green enemy token which will determine the enemy they must fight.
If they win, they will receive the reward for floor 1 of a ziggurat: two random mana crystals.
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Note: The Control head may never be attacked. As its level is always equal to the highest level of any other head, it will reduce in level as the others are reduced in level. Once the other four heads are defeated, so is the Control head.
Attacking a Head
To reduce a head by one level you must make a successful attack by playing a total Attack value equal to or greater than its Armor value. If you do, mark the current level of the head with your Shield token. Do not move its level marker at this stage.
You may reduce a head by more than one level at a time by playing an Attack value equal to or greater than a multiple of its Armor value. Mark each level it will be reduced by, starting with its current level, with one of your Shield tokens. You must play all Attack abilities targeting a particular head in the same attack during that combat phase.
You may choose other enemies (including other heads) to be targeted with the same attack as you target a head with. If any of the targeted heads or other enemies have the Fortified ability or one or more resistances then these are handled in the normal way.
The Control head may never be attacked and never has any player’s Shield tokens on it.
Blocking a Head
Heads have attacks just as other enemies do. You must block these in the Block phase or you will have to assign damage from them in the Assign Damage phase in the normal way. The attack(s) that a head uses is shown by the position of its level marker.
Note: At levels 4, 8, and 12, rather than attacking, the Control head grants a bonus Attack value to add to each of the attacks of the other heads. At levels 3, 7, and 11, the Control head summons one or more apocalypse possessed enemies as its attack. As usual for summoned enemies, they are discarded after they are blocked or they assign their damage, and you do not gain any Fame or faction tokens for them.
If level 1 on a head’s token is marked with a player’s Shield token then that head will not attack. If level 1 on the other four heads are marked with a player’s Shield token then the Control head will not attack.
Each head is considered to be a separate enemy.
The level of each Apocalypse Dragon head will be given in the scenario. In some scenarios the heads increase in level as you play the scenario. Mark the level of each head (if greater than 0) with a neutral Shield token; this is the head’s level marker. A head’s current Armor and Attack value(s) depend on its level, as shown on its large token.
The level of the Control head is always equal to the highest level of each of the other heads.
All heads have the Arcane Immunity ability.
Each head counts as a separate enemy token for the purposes of cards such as the Flame Wave spell.
Combat Versus The Apocalypse Dragon
You must move into one of the 3 spaces covered by the Apocalypse Dragon figure to attack it; they are not counted as safe spaces.
The Apocalypse Dragon’s heads are attacked and blocked in a similar way to other enemies. As they are successfully attacked they are reduced in level. Once they are reduced below level 1 they are defeated.
War
Control
Death
Famine
Pestilence
The Apocalypse Dragon
Some of the scenarios in this expansion feature The Apocalypse Dragon, a legendary and terrifying five-headed dragon.
The Apocalypse Dragon’s Miniature
The Apocalypse Dragon is represented on the map by its figure which covers 3 Map spaces as described in the scenario you are playing.
Large Apocalypse Dragon Tokens
When playing with The Apocalypse Dragon, keep its five large tokens next to the map. Each token represents one of the dragon’s five heads:
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Once Combat is Over
The level marker of a head only moves once combat is over; move its level marker down to the next level not marked with a player’s Shield token. This will give its Armor and Attack values to be used the next time it is involved in combat. If level 1 is marked with a player’s Shield token then the head is defeated; remove its level marker from its token.
A player receives the Fame shown (1) on the token for each level they reduced it by.
Remember to also adjust the level of the Control head at this time, if necessary. Players never receive Fame for reducing the level of the Control head.
Cooperative Attacks on the Apocalypse Dragon
Players can agree on a cooperative attack on the Apocalypse Dragon the same way as when attacking cities. All conditions of a cooperative attack on a city apply, unless stated otherwise, i.e. all players have to agree with the attack and proposed random distribution of heads (and any other enemies), and all except the active player forfeit their next turn. All players joining the attack have to be adjacent to one of the Apocalypse Dragon’s spaces.
Only heads that have not been defeated are randomly distributed, and the Control head is never randomly distributed. The Control head will attack all Heroes participating in the cooperative attack or, at levels 4, 8, and 12, will grant its attack bonus to each of the other heads’ attacks.
As with a cooperative city attack, players solve their parts of the combat independently, one by one, starting with the active player and continuing in Round order. Each player has to move into one of the Apocalypse Dragon’s spaces first (no other movement is allowed), and then fight their allocation of heads and other enemies.
Each player may decide to target their allocated head(s) with an attack, but they do not have to do so. All players will suffer the attack(s) from their allocated heads (and also the Control head) in the normal way. The level markers of the heads only move once all players participating in the cooperative attack have finished their combat.
If the Apocalypse Dragon is defeated during a cooperative attack, remove its figure from the map and the player who initiated the cooperative attack moves into the Apocalypse Dragon’s space they attacked it in.
All other players remain on the space they were on that was adjacent to one of the Apocalypse Dragon’s spaces.
War
Famine Death Pestilence
Destroyed Sites
During several scenarios in this expansion, a site on the map may be destroyed. When a site is destroyed, place a Destroyed Site token on it. That site no longer exists.
However, players still score any Shield tokens on it at the end of the game for the various achievements as if it was not destroyed. The Destroyed Site token does not change the terrain of the map space and does not affect Hero movement in any way.
The Four Horsemen
Each Horseman is represented in the map by its enemy token. Each token has a ‘?’ for its Attack, Armor, and Fame values as these values depend on the level of the Horseman and are shown on the corresponding Horseman card. The scenario you are playing will tell you the level of Horseman to use; mark this level on the Horseman card with a neutral Shield token.
Combat Versus a Horseman
A player in the same space as a Horseman enemy token may choose to fight that enemy as their action.
♦ The level of the Horseman indicated by the neutral Shield token on its Horseman card will determine the Attack and Armor values of the Horseman.
♦ If there is an unconquered fortified site in that space, the player must assault the site as usual, but may choose to also fight the Horseman during the same combat. The Horseman is not fortified.
♦ If the move into the Horseman’s space provoked one or more rampaging enemies, the player must fight them as usual, but may choose to also fight the Horseman during the same combat.
♦ A player may choose to challenge one or more adjacent rampaging enemies and fight them in the same combat as the Horseman.
If the Horseman is defeated:
♦ Gain the amount of Fame indicated by the level of the Horseman and an Apocalypse Faction token.
♦ Remove its enemy token from the map.
♦ Replace the neutral Shield token on the Horseman card with your Shield token. 1111
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Quests
Quests give you new tasks to accomplish and rewards when you do so. Each Quest card is unique and provides its own challenges and opportunities. Some scenarios require Quest cards, most scenarios do not, but you may choose to use Quest cards in any scenario. If you do, decide beforehand if you are scoring the Greatest Quester title (see the Variants section on page 43).
If you do use Quest cards in a scenario, we recommend ensuring at least one village is visible at the start of a game - see “For the Council, Overview” in the scenarios section on page 24 for a recommended way of doing this.
At the Start of the Game
Quest offer: Shuffle the 9 starting Quest cards (showing * in the top right of the card) and set aside as many cards as there are actual players plus 2. In a solo game, set aside 4 cards instead.
Shuffle the remaining starting Quest cards with the other Quest cards and put them in a face-down deck, leaving space to the left for a discard pile and plenty of space to the right for the Quest offer (although the Quest offer starts with only 2 Quest cards in it, it will eventually have a number of Quest cards equal to the number of players plus 2, or 4 in a solo game).
Quest Steps
Each step of a Quest card shows the instructions and requirements you must follow to complete the step.
If one or more sites are shown, your Hero must be at one of those sites when they perform the step.
Unless noted otherwise, if a monastery is shown it must not be destroyed, and if a keep, mage tower, or city is shown it must be conquered or friendly, i.e. interaction must be possible.
Numbered quest steps
Quest card number
Quest Card Layout:
Some Quest cards have instructions before the first quest step. Follow these instructions when the card is revealed.
Flavor text (in red)
Instructions
Name and type: Simple (no symbol), Personal, Independent, or Collective
Starting Quest cards are indicated by at the top of the card
Place the set-aside Quest cards on top of the deck. Reveal the top 2 Quest cards and place them to the right of the deck as the start of the Quest offer. If either of the revealed Quest cards have instructions before the first quest step, follow those instructions now.
Quest markers and Neutral Shield tokens: Place these next to the Quest cards in two separate piles.
Quest Score markers: If you are playing a scenario that scores for quests, including scoring the Greatest Quester title, for each Hero being used in the game, place their Quest Score marker on the 0 space of the Fame track. If you are not scoring for quests, there is no need to use Quest Score markers to track quest points.
Quest Scoring card: Place this card with the Scoring cards from the base game.
Discard Offer Deck
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Village
City
Mage Tower
Crystal Mine
Keep
Magical Glade
Monastery
Dungeon
Tomb
Refugee Camp (Lost Legion)
Oasis
In addition, the type of quest card may limit which quest steps you may attempt; see “Quest card type” below.
Steps must be completed in ascending numeric order.
Some of the numbered steps have several options, shown with a letter after the number. In this case, you may complete any one of those options to complete the step.
The green tick ( ) signifies that you gain a quest point and, unless noted otherwise on the Quest card, the completion of that quest step.
More than one step may be completed in the same turn. Some steps require you to use your action for the turn, for example, in order to perform a combat or interaction. The same combat or interaction may be used to complete a step of multiple quests.
If you defeat an enemy in combat, gain the normal Fame for doing so (and a Faction token if applicable) unless noted otherwise. Often you may gain additional Fame or other rewards for defeating an enemy.
Quest Score marker: When you gain a quest point, move your Quest Score marker one space on the Fame track.
The following count as an inhabited site: any village, monastery, keep, mage tower, city, oasis, or refugee camp (Lost Legion).
If one or more terrains are shown, your Hero must be on a space of one of those terrains.
= Y lake map space.
= Y line with the indicated map space.
Marking quest progress: If a Quest card has more than one numbered step, its progress must be marked so that you know which step must be attempted next. Progress is marked using either one or more Hero Shield tokens or a neutral Shield token, depending on the type of Quest card.
Quest Card Type
Simple: There is no need to mark your progress on a simple Quest card as they only have one step.
Personal: Mark your progress on a Personal Quest card using one of your Shield tokens.
Only one player may attempt the steps on each personal Quest card; once a player has completed the first step on a particular personal Quest card, no other player may attempt any step of that Quest card.
You may only have a Shield token on one personal Quest card at a time. If you wish to start another personal quest, you must abandon your current personal quest; see “Abandoning a personal Quest card” below.
Independent: Each player marks their progress on an Independent Quest card using one of their Shield tokens.
Any player may attempt steps on an Independent Quest card and they do so independently of each other.
Collective: Progress on a collective Quest card is marked with a neutral Shield token.
Any player may attempt the next step on a collective Quest card.
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Quest Example 1: Tovak has completed step 1 of the Independent Quest card “Tomb of the Lost King” while Arythea has completed both step 1 and step 2. The next step Tovak may attempt is step 2, while the next step Arythea may attempt is step 3. Goldyx has not completed any step of this Quest card yet, so the next step they may attempt is step 1.
Quest Example 2: Step 1 of the collective Quest card “Magic Overload” has been completed. Any player may attempt step 2.
Quest Markers
Many Quest cards have one or more Quest markers with the same Quest number on them. Quest markers are used to mark an important map space for that quest, or as a reward, or both.
: This symbol instructs you to mark a specific map space by placing the corresponding Quest marker number side up on that space. Once a Quest marker has been placed, it may not be moved unless otherwise noted on the Quest card; from that point on, treat any + symbols on that Quest card as a instead.
Important: No more than one Quest marker may be placed in the same map space.
: This symbol signifies the map space marked with the corresponding Quest marker.
Quest Marker Example: Norowas has completed step 1 of the Quest card “The Child Seer”. In doing so they have decided which map space the Quest marker is placed on. Another Hero may complete this step, but only if they are on the marked map space.
Some Quest markers have symbols on the other side. These are used as described on the corresponding Quest card.
At the Start of Your Turn
If there are fewer Quest cards in the offer than the number of players plus 2 (in a solo game, a total of 4 Quest cards), reveal one Quest card from the top of the Quest deck and lay it face up in the leftmost space in the Quest offer, moving the other Quest cards one space to the right to make room if necessary.
Note: This will happen at the start of each player’s turn at the start of a game, as well as at various other times, such as the first two turns in each subsequent Round, or the turn after a quest is completed or failed.
During Your Turn
To complete a quest step, you must fulfill all the requirements and follow all the instructions of that step. The step must be one you are allowed to attempt according to the Quest card’s type and any Shield tokens on that card.
If the step you completed does not complete the quest:
♦ Remember to gain 1 quest point from the .
♦ Place or move a Shield token on the Quest card to mark its new progress.
♦ Move the Quest card to the leftmost space in the Quest offer, moving one or more other Quest cards one space to the right to make room if necessary.
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If the step you completed does complete the quest:
♦ Remember to gain 1 quest point from the .
♦ Remove all Shield tokens on the Quest card.
♦ If the Quest marker is on a map space, remove it.
♦ Some Quest cards have rules describing how to use one or more Quest markers gained from the quest. In this case, keep the Quest card nearby as a reminder. If you discard all the Quest markers gained from a particular Quest card, discard the Quest card. If the Quest card does not have rules such as this, discard the Quest card immediately.
You may complete one or more steps on any number of Quest cards each turn if you are able.
Abandoning a personal Quest card: You may abandon your personal Quest card at any time on your turn. If you do:
♦ Get -1 Reputation.
♦ Replace your Shield token on the Quest card with a neutral Shield token.
♦ Move the Quest card to the leftmost space in the Quest offer, moving one or more other Quest cards one space to the right to make room if necessary.
Continuing an abandoned personal Quest card: If you do not have a Shield token on a personal Quest card, you may continue a personal Quest card that is marked with a neutral Shield token whether it was you or another player who previously abandoned that Quest card. If you choose to do so, replace the neutral Shield token with your Shield token. You may now attempt steps on that Quest card and it counts as your one personal Quest card.
Failing a quest: Some Quest cards may instruct you that you have failed the quest. In this case:
♦ This does not count as completing that step.
♦ Get -1 Reputation.
♦ Remove all tokens on the Quest card and remove any cards underneath it from the game.
♦ If the Quest marker is on a map space, remove it.
♦ If required as a reminder, keep the Quest card nearby. Otherwise, discard it.
Prepare the Round
When performing the Prepare the Round step at the start of Round 2 onwards, immediately after refreshing the Spell offer you must refresh the Quest offer by discarding the two rightmost Quest cards. For each Quest card discarded:
♦ If the Quest card is a personal quest and a player has a Shield token on it, they get -1 Reputation.
♦ Remove all tokens on the Quest card and discard any cards underneath it.
♦ If there are any matching Quest markers on the map, remove them.
♦ If required as a reminder, keep the Quest card nearby. Otherwise, discard it.
Combats on Quest cards and Rampaging Enemies
When performing a combat on a Quest card as your action, you may not also challenge rampaging enemies.
Running out of Quest cards
If you run out of Quest cards, shuffle the Quest card discard pile to create a new Quest card deck. Check beforehand if there are any Quest cards you have nearby as a reminder that should have been discarded as you no longer need them.
Using Quest cards in other scenarios
Because they have such varied effects, you may find that certain Quest cards do not work so well in some scenarios. If you decide a particular Quest card does not work well in the scenario you are playing, remove it from the game and replace it with the Quest card from the top of the Quest deck.
Gaining A Random
Mana Crystal
??
Some adventure sites and quests give you one or random mana crystals as a reward. If you gain a random mana crystal, roll a mana die to determine the color. If you roll gold, you choose the color you gain. If you roll black, get Fame +1 instead.
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At The Start Of The Game
Set up the Proxy player as you would for a normal Dummy player except that you will also need their Hero figure. Place the Proxy Player card nearby, it summarizes the Proxy player’s objectives, movement, and actions.
When Picking Tactics
Perform this step just as for a normal Dummy player.
Mana Dice and Units
Unlike a normal Dummy player, a Proxy player counts towards the number of players in regards to the number of Mana dice in the Source and the number of Units in the Unit offer.
The Proxy Player’s Turn
If their Hero figure is not on the map, place it on the portal space.
If their Deed deck is empty: they announce the End of the Round and their turn is over. Other players have one more turn and then the Round is over.
If their Deed deck is not empty:
If they have an objective card, place a Shield token on it. Then flip over three cards from their Deed deck and put them in their discard pile. If there are not enough cards in their Deed deck, flip as many as you can.
If they do not have an objective card (such as on their first turn each Round or after completing their previous objective) flip over one card from their Deed deck and place it next to their Hero card as their objective card. Then flip over the next two cards from their Deed deck and put them in their discard pile. If there are not enough cards in their Deed deck, flip as many as you can.
In either case, check the color of the last flipped card:
– The last flipped card will usually be the topmost card of their discard pile, but it may be their new objective card (if they had no objective card and only one card remaining in their deck).
– If the Proxy player has any crystals of that color in their Inventory, flip over as many additional cards as they have crystals of that color and place the cards in their discard pile.
The Proxy player takes their turn according to the color of their objective card.
If their Hero figure is on the portal space at the end of their turn, remove it from the map.
Overview of Proxy Turn
The Proxy player’s turn consists of movement, often followed by an action, according to their objective card. The Proxy player reveals garrisons just as a human player does.
Objective
The Proxy player moves towards a given site according to the color of their objective card.
If their objective card is green:
♦ The closest unconquered adventure site. A partially conquered adventure site (such as a ziggurat) without the Proxy player’s Shield token on it counts as an unconquered adventure site.
♦ If the Proxy player is already on such a site or reaches it with their movement this turn, they will stop moving and try to conquer it. See Conquering an adventure site.
If their objective card is red:
♦ The closest unconquered fortified site or non-destroyed monastery.
♦ If the Proxy player is already on such a site or reaches it with their movement this turn, they will stop moving and try to conquer / burn it. See Conquering a fortified site and Burning a monastery.
If their objective card is white:
♦ The closest site where a Unit can currently be recruited or an Advanced Action (in the Unit offer) or Spell (that they have a matching crystal for in their Inventory) can currently be learned. An unconquered fortified site or keep owned by another player does not count.
♦ If the Proxy player is already on such a site or reaches it with their movement this turn, they will stop moving and interact there. See Interacting.
PROXY PLAYER
With this variant you play with a more active Dummy player. Their Hero will move around the map, conquer fortified sites and adventure sites, interact, and explore.
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If their objective card is blue:
♦The closest site that satisfies any of the
conditions above (for a green, red, or
white objective card) that is further away from
the portal space than the Proxy player’s Hero
figure is.
♦If the Proxy player is already on such a site or
reaches it with their movement this turn, they will stop moving and perform the relevant action there.
In each of the above cases, if there is no valid site or valid path to such a site:
♦The Proxy player will move towards the closest
space they can explore from.
♦If the Proxy player is already on such a space
or reaches it with their movement this turn, they will stop moving and try to explore. See Exploring.
♦If exploring is no longer possible, the Proxy
player will move towards the closest site that satisfies any of the conditions above (for a
green, red, or white objective card), whether it is
further away from the portal space or not.
Note: As Action cards from the dual color cards
expansion count as both colors, choose the closest space from either objective color.
Movement
The number of spaces the Proxy player may move during its turn is equal to the sum of the following: FIR E BOLT Gain a red cr ystal to your
I n vent or y. Ranged Fire Attack 3
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+2 +1or
+1
+1=or
♦+
or one of their Hero’s unique Basic Action cards (the ones showing a portrait of the Hero), or +1 otherwise.
While moving, the Proxy player must move as directly as possible towards their objective.
♦The move cost of the terrain the Proxy player is
entering is irrelevant.
♦They may not move into a space containing
another Hero, a lake, or a mountain. This should be taken into account when determining the closest space to the Proxy player’s Hero. The Proxy player may only choose a destination if there is a path to it that avoids these spaces.
♦If their movement provokes or would go
through a rampaging enemy, they will end their
movement and fight that enemy as their action instead of continuing with their intended turn.
See “Fighting a rampaging enemy” on page 18. If they can move in such a way as to not
have to fight a rampaging enemy, and doing
so still means they are moving as directly as possible towards their intended destination, they will do so. Note: simply ending their movement
next to a rampaging enemy does not lead to a
fight, even if their movement next turn would likely provoke or go through that enemy.
♦If their movement would go through an
unconquered fortified site or another player’s keep, they will end their movement and attempt
to conquer that fortified site as their action instead of continuing with their intended turn.
See Conquering a Fortified Site. If they can
move in such a way as to not go through the fortified site, and doing so still means they are moving as directly as possible towards their intended destination, they will do so.
If two or more spaces are equally close or there is a choice as to which space the Proxy player moves into next, you may choose. However:
♦You may not choose to move the Proxy player’s
Hero figure so that it is forced to fight a rampaging enemy or conquer a fortified site
later in its path this turn if it could move in such a way as to not do so.
♦If it is forced to fight one or more rampaging
enemies and / or conquer a fortified site at some
point in its movement, you must move the Proxy player’s Hero figure as far as possible before it must do so.
If it is forced to fight one rampaging enemy by
moving one way and more than one by moving another way, you may choose, as long as the Proxy player’s Hero figure is still moving as far as possible before it must do so.
♦+1 for each Shield token on their objective card.
♦+1 if there is a mana die of the same color as their
objective card in the Source, or if there is a gold mana die and it is day. A mana die showing a basic color will be selected in preference to a gold mana die. In either case, immediately reroll the mana die (if any).
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Proxy Player choices
Whenever there is a choice to be made during the
Proxy player’s turn, the player with the lowest Fame
decides, and if tied, the tied player later in the Round
order.
Exploring
Reveal one new map tile. If there is a choice as to
where to place the new map tile, you must choose
before seeing the new map tile.
Remove any Shield tokens from the Proxy player’s
objective card and place the card in their discard pile.
Fighting a rampaging enemy
Discard the enemy token.
Remove any Shield tokens from the Proxy player’s
objective card and place the card in their discard pile.
Conquering an adventure site
If the adventure site is a ruins with one or more
enemies on it:
♦Discard the lowest Fame enemy token on the
ruins. If there is a tie for lowest Fame, choose one of the tied enemy tokens.
♦If there are no more enemy tokens on the ruins,
the Proxy player has conquered it; discard the ruins token and mark the space with a Shield token.
For all other adventure sites:
♦Discard all enemy tokens on the adventure site
(if any).
♦The Proxy player has conquered the adventure
site; mark the space with a Shield token. If the adventure site is an altar (a ruins that requires you to pay mana), discard the ruins token. If the adventure site is one that may be conquered several times (such as a ziggurat), place the Shield token on the lowest numbered unconquered section.
In all cases, remove any Shield tokens from the Proxy player’s objective card and place the card in their discard pile.
Conquering a fortified site
If the fortified site is a city:
♦Discard the lowest Fame enemy token in the city
and place one of the Proxy player’s Shield tokens on the city. If there is a tie for lowest Fame, choose one of the tied enemy tokens.
♦If there are no more enemy tokens in the city, the
city is conquered. Otherwise, move the Proxy player back to the last safe space they were on.
If the fortified site is not a city:
♦Discard all enemy tokens on the fortified site (if
any).
♦The Proxy player has conquered the fortified
site; mark the space with a Shield token. If the fortified site was another player’s keep, remove their Shield token from it.
In all cases, remove any Shield tokens from the Proxy player’s objective card and place the card in their discard pile.
Burning a monastery
The Proxy player has destroyed the monastery; mark
the space with a Shield token.
Remove any Shield tokens from the Proxy player’s
objective card and place the card in their discard pile.
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Interacting
When interacting:
♦ The Proxy player will acquire the lowest Influence cost Unit, Advanced Action (6 Influence), or Spell (7 Influence) that is available at the site the Proxy player is at.
♦ If there is a choice between a Unit costing 6 Influence and an Advanced Action, the Proxy player will recruit a Unit.
♦ If there is a choice between a Unit costing 7 Influence and a Spell, the Proxy player will recruit a Unit.
♦ The Proxy player may not learn a Spell if they do not have a crystal in their Inventory that matches the color of any of the Spells in the Spell offer.
♦ If the Proxy player recruits a Unit, discard the lowest Influence cost Unit from the Unit offer with a type matching the site the Proxy player is at. If there is a tie for lowest cost, choose one of the tied Units.
♦ If the Proxy player learns an Advanced Action, choose and discard an Advanced Action in the Unit offer.
♦ If the Proxy player learns a Spell, choose and discard a Spell in the Spell offer for which they have a matching crystal in their Inventory (do not discard the crystal).
Remove any Shield tokens from the Proxy player’s objective card and place the card in their discard pile.
When preparing a new Round
If the Proxy player has an objective card, remove any Shield tokens on it and place the card in their discard pile. Then perform this step just as for a normal Dummy player.
Using a Proxy player in a scenario
A Proxy player works well in a Cooperative or Solo Conquest scenario from the base game. If you decide to use a Proxy player in another scenario, you may have to make some modifications.
For example, if you play the Against the Apocalypse scenario in this expansion with a Proxy player, they would not count a destroyed site as a valid objective and you may decide not to allow them to count ziggurats and pyramids as valid objectives either.
Arythea is being used as the Proxy Player. Her current objective card is her Unique card, “Battle Versatility”, a red card. This means her current objective is to conquer an unconquered fortified site or burn an non-destroyed monastery.
There is one Shield token on her objective card and there is a mana die showing red in the Source and another showing gold (it is day). She may therefore move up to 4 spaces (+2 because her objective card is a unique Basic Action card, +1 because there is one Shield token on her objective card, and +1 because there is at least one matching mana die in the Source). The mana die showing red is rerolled and returned to the Source.
BATTLE VERSATILITY
Attack 2, Block 2, or Ranged Attack 1. Attack 4, Block 4, Fire Attack 3, Fire Block 3, Ranged Attack 3, or Siege Attack 2.
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Rules From: Shades Of
Tezla Expansion
This expansion uses the rules for starting at a
higher level from the Mage Knight: Shades of Tezla
expansion. They are included here for players who do
not own that expansion. A modified version of these
rules is also used when playing a campaign.
STARTING AT A HIGHER LEVEL
Before setting up the game (including laying out the
map and dealing cards into the offers), collectively
decide which level you will start at. Then, each player
creates their character:
♦ Place a Shield token on the leftmost space of your
level on the Fame track to show your starting Fame. If the scenario gives you Fame +1 every time you gain a level (“Blitz rules”), move your Shield token one space to the right.
♦ For each even-numbered level, draw 2 skills,
choose one and put the other in the common skill pool. So, for starting at level 2, do this process once. If starting at level 4, do it twice, and so on.
♦ Start with the appropriate command tokens for
your starting level.
♦ Get 2 crystals, one of each of the two colors
shown on the bottom of your character card.
♦ According to the table, draw a number of cards
from the appropriate decks and, if you are playing with Faction tokens, a number of Faction tokens from the appropriate stack(s).
♦ Take (for free) one Advanced action for each
even-numbered level (one at level 2, two at level 4, etc.).
♦ Then, you have 6 Influence per level to spend on
buying whatever cards, tokens, and crystals you want for the cost shown in the table.
♦ Once you have done this, if you have any
Influence remaining, gain 1 Fame (no matter how much Influence remains).
♦ Arrange any purchased Units under your
Command tokens as normal and shuffle all other purchased cards into your starting Deed deck. Place your crystals in your Inventory and your Faction tokens in your play area.
When all players are finished, shuffle any cards not selected by the players back into the appropriate decks and then set up the rest of the game as normal.
Rules From: The Lost
Legion Expansion
This expansion uses some rules from the Mage Knight: The Lost Legion expansion. They are included here for players who do not own that expansion.
Enemies with multiple attacks
Some enemies have multiple attack values. This means that they perform several separate attacks. In the Block phase and Assign Damage phase, you have to handle these attacks separately, one by one, in any order (as if coming from different enemies). You cannot group them and block them by a single block.
Effects that prevent an enemy from attacking stop all
its attacks. Effects that affect an enemy attack affect
only one of the attacks (your choice).
An enemy is considered successfully blocked only if
all attacks of the enemy are blocked. For the purposes
of attack bonuses or abilities that cities give to their
garrison, each attack is handled separately.
ENEMY TOKEN ABILITY:
Arcane Immunity
Enemies with Arcane Immunity are not affected by
any non-Attack/non-Block effects, no matter what
source they are from.
For example, they ignore any effects that directly
destroy an enemy, prevent it from attacking, reduce
its Armor etc. Attacks and Blocks of any elements
work normally, though. If an effect has both an
Attack/Block part and another part, only the Attack/
Block part applies.
While the enemy itself is protected, its attacks are
not. If an effect reduces an enemy attack or affects it
in any other way, it can also be used against the attack
of an enemy with Arcane Immunity.
RULES FROM EXPANSIONS
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* If playing with Faction tokens.
6 points per card beyond the free ones
Unit’s influence cost
9 points, or 7 points and a crystal of the
appropriate color
12 points
3 points
Type
Advanced Action
Regular Units
Spells
Artifacts
Faction tokens *
A crystal of any basic color 3 points
Character level +2
Character level +1
Character level
Character level -1
Character level -2
-
Number To Draw Influence Cost For Each
Example: Starting at Level 3, a player has 18 Influence to spend, and draws 5 Advanced Actions, 4 Units, 3 Spells, and 2 Artifacts. They get one
Advanced Action for free and then use the remaining Influence to buy the following: Peasants (4), a Spell (9), and a crystal (3). The 2 remaining
Influence means they receive 1 Fame; they will start the scenario on 9 Fame.
Adjusting The Difficulty
Adjust the number of Influence you get per level.
Increase it for an easier game, or lower it for a harder
game. You may even start at a higher or lower level.
Feel free to experiment.
Starting At A Higher Level
During A Campaign
When starting at a higher level during a campaign,
instead of drawing the cards shown in the normal
Starting at a Higher Level rules, choose from the ones
you still have from the previous scenario. In this way
you may keep your most favored cards for the next
scenario.
♦ Skills are still handled in the same way as in the
normal Starting at a Higher Level rules.
♦ The level you start a scenario at will be decided
by the rules of the campaign. The rules of the campaign will also tell you how many and of which type of Faction tokens you may choose from (if any). You may always choose to buy crystals.
♦ Wounds are removed from your deck between
scenarios.
♦ Any basic Action cards that were thrown away
or stolen during the scenario are returned to your deck.
♦ Any other cards that were thrown away
(disbanded Units, artifacts used for their strong effect, thrown away Deed cards) are returned to their respective decks.
♦ Banner Artifacts must start in your deck; they
cannot start attached to one of your Units, even if they finished the previous scenario attached to that Unit.
♦ E
space on the Reputation track as they finished the previous scenario on, and then immediately moves it 3 spaces towards the middle of the track, stopping if it gets to the central ‘0’ Reputation space. The people remember your actions for a while, but they tend to forget over time! If the next scenario gives a starting bonus to Reputation (such as Blitz Conquest) apply the same bonus to your Reputation (in the example of Blitz Conquest, move 2 spaces up the Reputation track).
If you do not have enough Advanced Actions to fulfill the basic requirements for your level (one for each even-numbered level):
♦ Shuffle the Advanced Actions offer, any
Advanced Actions in the Units offer, and any thrown away Advanced Actions back into the Advanced Actions deck. (Do not shuffle Advanced Actions not chosen by other players for the next scenario back into the Advanced Actions deck yet.)
♦ Draw one random Advanced Action from the
Advanced Action deck for each one you are lacking. You must keep that card.
Example: A player finished the previous scenario of a campaign at level 6. They are starting the next scenario at level 2 and so have 12 Influence to spend. They have 4 Advanced Actions, 2 Units, 2 Spells, and 1 Artifact from the previous scenario. They get one Advanced Action for free and then use their remaining Influence to buy a Spell (9) and a crystal (3). They will start the next scenario on 3 Fame.
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SCENARIO BOOK
Some scenarios in this section has an overview, which applies to all versions of the scenario, and then
additional information for the competitive, cooperative, and solo variants.
Scenario List
The main theme of this expansion is the five-headed Apocalypse Dragon and its Apocalypse Cult followers,
including the Four Horsemen, who ride the land causing destruction. However there are many other scenarios
included here, most of which utilize one or more parts of this expansion.
We have also included cooperative and solo variants of the First Reconnaissance scenario found in the base
game. These are used in campaign mode as a way to introduce new players to the game in a cooperative or solo
mode.
First Reconnaissance,
Cooperative
Players: 2 to 4
Type: Cooperative
Length: Three rounds (2 days and 1 night)
Purpose: Training scenario.
On your first mission, you will be sent to an unknown part of
the Atlantean kingdom, your task is to locate its capital.
For a detailed description of this scenario, see the
Game Walkthrough in the base game. Here is a
summary:
Setup (for 2, 3, or 4 players)
♦ Wedge with no limitations
♦ Countryside tiles: 8, 9, or 11, sorted by numbers
♦ Core city tiles: 1
♦ Core non-city tiles: 2
♦ Cities: Cities may not be conquered or entered
in this scenario.
Cooperative Setup: There is one standard Dummy
player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Special Rules
♦ A new tile (no matter which type).
♦ Gold Units are not used in this scenario.
♦ You should not reveal Spells and Advanced
Action cards until they are needed for the first time.
Cooperative Rules: When taking Tactics, the
Dummy player takes a random Tactic first, and then the players choose theirs. At the end of the first Day, agree and remove one of the Tactics used by the players (not the Dummy player) from the game. Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
When a player reveals the city, all players (including them) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If you reveal the city, you are all victorious. If not, you have all failed.
In either case, you may count your score. You
have one score as a team. As a base score, take the
lowest Fame of all players. Then apply standard
Achievements scoring, except:
♦ In each category, you score only the player with
the highest score (or most negative points in case of Greatest Beating).
♦ No titles are awarded.
Then score for your goal and the time to reach it:
♦ Score 10 points if you revealed the city.
♦ If you finished the game one or more Rounds
before the Round limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy
player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet
in your last Round, score an additional 5 points.
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First Reconnaissance, Solo
Players: 1
Type: Solo
Length: Four rounds (2 days and 2 nights)
Purpose: Training scenario.
On your first mission, you will be sent to an unknown part of the Atlantean kingdom, your task is to locate its Capital.
For a detailed description of this scenario, see the Game Walkthrough in the base game. Here is just a summary:
Setup
♦ Wedge with no limitations
♦ Countryside tiles: 8, sorted by numbers
♦ Core city tiles: 1
♦ Core non-city tiles: 2
♦ Cities: Cities may not be conquered or entered in this scenario.
Solo Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Special Rules
♦ A new tile (no matter which type).
♦ Gold Units are not used in this scenario.
♦ You should not reveal Spells and Advanced Action cards until they are needed for the first time.
Solo Rules: When taking Tactics, you always choose first. The Dummy player then takes one random card from those remaining. At the end of each Day or Night, remove both used Tactic cards from the game.
Scenario End
When you reveal the city, you have one last turn (the dummy player does not).
Scoring
If you reveal the city, you are victorious. If not, you have failed.
In either case, you may count your score. Take your Fame as a base score. Then apply standard Achievements scoring, except no titles are awarded.
Then score for your goal and the time to reach it:
♦ Score 10 points if you revealed the city.
♦ If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet in your last Round, score an additional 5 points.
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Solo Blitz
Players: 1
Type: Solo
Length: Four rounds (2 days and 2 nights)
Purpose: Shorter solitaire city conquest scenario.
You are alone, and you only have two days and two nights,
so you have been imbued with extra power.
Setup
♦M Wedge
♦Countryside tiles: 6
♦Core city tiles: 1
♦Core non-city tiles: 1
♦Cities: the city is of level 6.
Solo Setup: There is one standard Dummy player
(see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Special Rules
Blitz rules: You start with 1 Fame and 2(+1)
Reputation. You get Fame +1 every time you gain a level. There is one more die in the source and one more Unit in the offer.
Solo Rules: When taking Tactics, you always choose
first. The Dummy player then takes one random
card from those remaining. At the end of each Day
or Night, remove both used Tactic cards from the
game.
Scenario End
When all cities are conquered, you have one last
turn (the Dummy player does not).
Scoring
If you succeed in defeating all cities, you are
victorious. If not, you have failed. In both cases you
may count your score, to see how good you were.
Take your Fame as the base. Then apply standard
Achievements scoring, except no titles are awarded.
Then score for your goal and for the time to reach it.
See the other side of the Scoring card:
♦Score 10 points for each city you conquered.
♦Score an additional 15 points, if you conquered
all cities.
♦If you finished the game one or more Rounds
before the limit, score 30 points for each such Round.
For the Council, Overview
Length: Three rounds (2 days and 1 night)
Purpose: A short scenario that uses Quests. Quest
scoring, Reputation, and Titles determine your score.
The Council has devised a test for you. You are to travel this land and show the local population how you can get things done.
Use the Quests rules in this scenario.
Setup
To set up the Countryside tile stack, shuffle all Countryside tiles with a village on them and randomly select one of them to be the top tile of the stack. Then shuffle all remaining Countryside tiles together and randomly select the rest of the Countryside tiles required for the scenario. In this way you will ensure there is at least one village on the map at the start of the scenario.
For the Council, Competitive
Players: 2 to 4
Type: Competitive
Setup (for 2, 3, or 4 players)
♦M Wedge, Wedge, or Open limited to
4 columns
♦Countryside tiles: 6, 7, or 9
♦Core city tiles: 1
♦Core non-city tiles: 2, 3, or 4
♦Cities: The city is friendly. Each player puts one
Shield token on it, but no-one is its leader.
Scenario End
At the end of the second day.
Scoring
If all players have a Reputation of +1 or higher, your mission was successful.
In any case, you may score to see how well you did.
Use your quest points as a base.
♦Score 1 point for each card in the Dummy
player’s Deed deck (that was not yet flipped this Round).
♦If the End of the Round was not announced yet
in your last Round, score an additional 5 points.
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For the Council, Cooperative
Players: 2 to 4
Type: Cooperative
Setup (for 2, 3, or 4 players)
♦M Fully open
♦Countryside tiles: 7, 9, or 11
♦Core city tiles: 1
♦Core non-city tiles: 2, 3, or 4
♦Cities: The city is friendly. Each player puts one Shield token on it, but no-one is its leader.
♦Dummy Player: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook).
♦Cards and Skills: Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
♦W a random Tactic first, and then the players choose theirs.
♦At the end of the first Day, agree and remove one of the Tactics used by the players (not the Dummy player) from the game.
♦Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
At the end of the second day.
In addition:
♦The player with the most quest points scores +3 quest points for being the Greatest Quester (1 if tied).
♦Score for standard titles, but not for the qualifying criteria. For example, score for the Greatest Knowledge title (3 quest points, or 1 quest point if tied), but do not score for each Spell or each Advanced Action.
♦Each player scores (or loses) quest points equal to their Reputation modifier. Any player whose Shield token is on the X space of the Reputation track scores -10 quest points.
♦The player with the highest Reputation scores +3 quest points (+1 if tied) for Greatest Esteem.
♦The player with the highest Fame scores +3 quest points (+1 if tied) for Greatest Renown.
Scoring
If all players have a Reputation of +1 or higher, you are all victorious. If not, you have all failed. In either case you may score to see how well you did.
Each player’s score uses their quest points as a base. In addition, each player scores (or loses) quest points equal to their Reputation modifier. Any player whose Shield token is on the X space of the Reputation track scores -10 quest points.
You have one score as a team, which is equal to the lowest score of all players.
For the Council, Solo
Players: 1
Type: Solo
Setup
♦M Wedge
♦Countryside tiles: 6
♦Core city tiles: 1
♦Core non-city tiles: 2
♦Cities: The city is friendly. Both the player and the Dummy player put one Shield token on it, but no-one is its leader.
♦Dummy Player: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook).
♦Cards and Skills: Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
♦W The Dummy player then takes one random card from those remaining.
♦At the end of the first Day, remove both used Tactic cards from the game.
Scenario End
At the end of the second day.
Scoring
If you have a Reputation of +2 or higher, you are victorious. If not, you have failed. In either case you may score to see how well you did.
Use your quest points as a base. In addition, score (or lose) quest points equal to your Reputation modifier. If your Shield token is on the X space of the Reputation track, you score -10 quest points.
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Against the Apocalypse,
Overview
Length: Three rounds (2 days and 1 night)
Purpose: A short scenario that uses possessed
enemies and Faction tokens
Creatures of the Apocalypse have started spewing forth
from a magical pyramid. They are rampaging across
the land and destroying settlements. Stop this terror and
restore the settlements.
Setup
Place the Against the Apocalypse scenario card
nearby. Roll a mana die and place a neutral Shield
token on the card covering the mana symbol of color
rolled.
Special Rules
♦E
game, check the position of the neutral Shield token on the Against the Apocalypse scenario card:
◊ If it is in the same row as a site and a site of
that type is on the new Map tile, that site is
destroyed; place a Destroyed Site token on it.
◊ If it is in the Rampaging Enemies row and
there is a rampaging enemy on the new map tile, that enemy is an apocalypse possessed enemy - reveal an Apocalypse possessed enemy token and place it face up underneath the normal enemy token for that rampaging enemy. If there is more than one rampaging enemy on the new Map tile, the leftmost is the apocalypse possessed enemy.
◊ In all cases, move the neutral Shield token
down one row, or back to the top row if it was on the bottom row.
If the Shield token indicated a site and that site was not present, or if it indicated rampaging enemies and there were no rampaging enemies, check again according to the new position of the neutral Shield token. Keep checking until the indicated site / rampaging enemy is present; each newly revealed Map tile must either have one destroyed site or one Apocalypse possessed rampaging enemy on it, and the neutral Shield token should end up in the following row on the Against the Apocalypse scenario card.
Do not do this for Map tiles revealed after the Map
Tile deck has run out (tiles you are revealing just to
fill up holes).
Against the Apocalypse,
Competitive
Players: 2 to 4
Type: Competitive
Setup (for 2, 3, or 4 players)
♦M Wedge, Wedge, or Open limited to
4 columns
♦Countryside tiles: 5, 6, or 8 (in all cases, ensure
the 2 countryside tiles with a ziggurat on them
are included)
♦Core city tiles: 1
♦Core non-city tiles: 1, 2, or 3 (in all cases, ensure exactly 1 core non-city tile with a pyramid on it
is included)
♦Cities: The city is friendly. Each player puts one
Shield token on it, but no-one is its leader.
Scenario End
The end of the scenario is triggered when all of the following conditions are met:
♦The total number of Destroyed Site tokens
in players’ inventories is at least equal to the number of players plus 1
♦The number of conquered ziggurat and
pyramid floors is at least equal to the number
of players plus by 1
Do not add an Advanced Action to the Unit offer for a destroyed monastery.
♦Destroyed Sites may be restored in this
scenario. The Against the Apocalypse scenario card shows what is required to restore each type of site. Unless otherwise indicated, you must be on the destroyed site to restore it. When restored, place the Destroyed Site token into your Inventory and gain the reward indicated on the Against the Apocalypse scenario card. Note: Restoring a Mage Tower does not gain you a Spell.
♦For each apocalypse possessed green
rampaging enemy you defeat, place a Destroyed Site token into your Inventory.
♦For each apocalypse possessed red rampaging
enemy you defeat, place two Destroyed Site tokens into your Inventory.
Blitz rules: You start with 1 Fame and 2(+1) Reputation. You get Fame +1 every time you gain a level. There is one more die in the source and one more Unit in the offer.
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♦Aziggurats and the pyramid have been conquered
♦All players (including the one who triggered the end of the scenario) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If all of the scenario end conditions were met, the mission was successful.
In any case, apply standard Achievements scoring.
In addition: ♦Each player scores 3 Fame for each Destroyed Site token in their Inventory.
♦Whoever scores the most Fame for this gets an additional +5 Fame as the Greatest Restorer (+2 Fame if tied).
♦Each player scores Fame equal to the floor numbers they conquered in ziggurats (1 Fame for Floor 1, 2 Fame for Floor 2, 3 Fame for Floor 3) and Fame equal to double the floor number they conquered in the Pyramid. (They still score 2 Fame for each of these for The Greatest Adventurer).
♦Whoever scores the most Fame for this gets an additional +5 Fame as the Greatest Ascender (+2 Fame if tied).
Against the Apocalypse, Cooperative
Players: 2 to 4
Type: Cooperative
Setup (for 2, 3, or 4 players)
♦M Fully open
♦Countryside tiles: 5, 7, or 9 (in all cases, ensure the 2 countryside tiles with a ziggurat on them are included)
♦Core city tiles: 1
♦Core non-city tiles: 2, 3, or 4 (in all cases, ensure exactly 1 core non-city tile with a pyramid on it is included)
♦Cities: The city is friendly. Each player puts one Shield token on it, but no-one is its leader.
Cooperative Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Cooperative Rules: When taking Tactics, the Dummy player takes a random Tactic first, and then the players choose theirs. At the end of the first Day, agree and remove one of the Tactics used by the players (not the Dummy player) from the game. Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
The end of the scenario is triggered when all of the following conditions are met:
♦The total number of Destroyed Site tokens in players’ inventories is at least equal to the number of players plus 2
♦The number of conquered ziggurat and pyramid floors is at least equal to the number of players plus 2
♦At least one floor of both ziggurats and the pyramid have been conquered
All players (except the Dummy player) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If all of the scenario end conditions were met, you are all victorious. If not, you have all failed.
You have one score as a team. As a base score, take the lowest Fame of all players. Then apply standard Achievements scoring, except:
♦In each category, you score only the player with the highest score (or most negative points in case of Greatest Beating).
♦No titles are awarded.
In addition:
♦Score 3 points for each Destroyed Site token in an Inventory.
♦Score 5 points for each conquered floor of a ziggurat or pyramid.
♦Score 15 points if you were victorious.
♦If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦If the End of the Round was not announced yet in your last Round, score an additional 5 points.
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Against the Apocalypse, Solo
Players: 1
Type: Solo
Setup
♦M Wedge
♦Countryside tiles: 4 (ensure exactly 1 countryside tile with a ziggurat on it is included)
♦Core city tiles: 1
♦Core non-city tiles: 1 core non-city tile with a pyramid on it
♦Cities: The city is friendly. Both the player and the Dummy player put one Shield token on it, but no-one is its leader.
Solo Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Solo Rules: When taking Tactics, you always choose first. The Dummy player then takes one random card from those remaining. At the end of each Day or Night, remove both used Tactic cards from the game.
Scenario End
The end of the scenario is triggered when both of the following conditions are met:
♦You have 2 or more Destroyed Site tokens in your Inventory
♦One floor of both the ziggurat and the pyramid have been conquered
You have one last turn (the Dummy player does not).
Scoring
If all of the scenario end conditions were met, you are victorious. If not, you have failed.
In either case, you may count your score. Take your Fame as a base score. Then apply standard Achievements scoring, except no titles are awarded.
In addition:
♦Score 3 points for each Destroyed Site token in your Inventory.
♦Score 5 points for each ziggurat or pyramid you have conquered a floor of.
♦Score 15 points if you were victorious.
♦If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦If the End of the Round was not announced yet in your last Round, score an additional 5 points.
Against the Horsemen, Overview
Length: Four rounds (2 days and 2 nights)
Purpose: Stop the Four Horsemen from reaching the magical glade at the center of the map and performing their ritual.
The Four Horsemen are performing some kind of terrible ritual, culminating at a site of magical power. You must stop any of them from finishing the ritual.
Setup
♦M Special (see below)
♦Countryside tiles: 11
♦Core city tiles: 4
♦Core non-city tiles: 4
♦Cities: Each city is level 1
Map Setup
This scenario uses a predefined map. Place Countryside tile 1 (containing a magical glade in its central space) face up in the center of the map. Place 6 Countryside tiles face down around it. Around them place 4 more Countryside tiles, 4 Core non-city tiles, and 4 City tiles face down, as shown in the diagram. In this scenario, treat each space on the edge of the map as a coastline space (for the purpose of Coral’s Commandeer Vessel Skill).
Shuffle the 4 Horsemen enemy tokens and place one face down on each Core non-city tile as shown, such that each is 6 spaces away from the central magical glade space.
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Special Rules
Central space: Players start in the central space of Countryside tile 1. In addition to being a magical glade, this space also counts as a portal.
♦ Multiple figures may be in this space.
♦ If you end your turn there, remove your figure from the map and place it back on the space at the start of your next turn.
♦ PvP combat is not allowed.
♦ The Healing Essence and Imbued With Magic effects of the magical glade still apply, including on your first turn of the game.
At the end of each Round (except the last): Move each Horseman enemy token two spaces closer to the central magical glade space.
♦ A Horseman may move onto any space, even if it is unrevealed or contains mountains, lakes, a fortified site, or a mage knight figure (the Horsemen have more important things to do than start a fight with a mage knight).
♦ If there is a choice as to which space a horseman moves into, the player with the lowest numbered Tactic card chooses.
At the end of the third Round: The surviving Horsemen move into the magical glade and the ritual starts, closing the Council of the Void’s portal. The space no longer counts as a portal. Any player who was in the space at that moment is out of the game. The space no longer counts as a safe space and any player entering it must fight all undefeated Horsemen as their action that turn (overriding the normal Horsemen rules where you may enter their space without fighting them). The Horsemen get site fortification from the central space and it counts as a fortified site. Forced Withdrawal rules apply at the end of your turn if any Horsemen remain undefeated.
Revealing a Horseman: If a face-down Horseman enemy token is on a revealed map space, immediately flip the Horseman enemy token face up. It remains face up for the remainder of the scenario.
Fighting a Horseman: See the Combat Versus a Horseman rules in the Rulebook.
Cooperative attacks on Horsemen in the central space
In the fourth Round of a multiplayer game, if there is more than one Horseman in the central space, players may agree on a cooperative attack on the Horsemen in the same way as when attacking cities.
All conditions of a cooperative attack on a city apply, unless stated otherwise, i.e. all players have to agree with the attack and proposed random distribution of Horsemen (and any other enemies), and all except the active player forfeit their next turn. All players joining the attack have to be adjacent to the central space.
As with a cooperative city attack, players solve their parts of the combat independently, one by one, starting with the active player and continuing in Round order. Each player has to move into the central space first (no other movement is allowed), and then fight their allocation of enemies.
If all of the Horsemen are defeated during a cooperative attack, the player who initiated the cooperative attack moves into the central space.
Blitz rules: You start with 1 Fame and 2(+1) Reputation. You get Fame +1 every time you gain a level. There is one more die in the source and one more Unit in the offer.
Variant: The Horsemens’ Horses
If you want to add some difficulty to this scenario, this variant gives each Horseman a horse that will fight with it. Place a face-down brown enemy token with each Horseman enemy token as its horse. The horse will move with the horseman and is flipped face up when the Horseman enemy token is. If you attack the Horseman, you will have to fight the horse as well. If you defeat the horse, gain its normal amount of Fame. If the Horseman enemy token is defeated, but the horse isn’t, discard the horse after combat without gaining any Fame for it.
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Against the Horsemen, Competitive
Players: 2 to 4
Type: Competitive
Setup
♦H The level of each Horseman is equal to the number of players
Scenario End
When all Horsemen are defeated, all players (except the Dummy player) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If you defeated all the Horsemen, the mission was successful. If not, the ritual has been completed and you have failed.
In any case, apply standard Achievements scoring.
In addition:
♦Each player scores 6 points for each Horseman they defeated.
♦Whoever scores the most Fame for this gets an additional +6 Fame as the Greatest Horseman Slayer (+3 Fame if tied).
Against the Horsemen, Cooperative
Players: 2 to 4
Type: Cooperative
Setup
♦H The level of each Horseman is equal to the number of players plus 2
Cooperative Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Cooperative Rules: When taking Tactics, the Dummy player takes a random Tactic first, and then the players choose theirs. At the end of the first Day and Night, agree and remove one of the Tactics used by the players (not the Dummy player) from the game. Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
When all Horsemen are defeated, all players (except the Dummy player) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If you defeat all the Horsemen, you are victorious. If not, the ritual has been completed and you have failed.
You have one score as a team. As a base score, take the lowest Fame of all players. Then apply standard Achievements scoring, except:
♦In each category, you score only the player with the highest score (or most negative points in case of Greatest Beating).
♦No titles are awarded.
In addition:
♦Score 4 points for each Horseman you defeated.
♦Score an additional 6 points if each player defeated at least one Horseman.
♦Score 15 points if you defeated all four Horsemen.
♦If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦If the End of the Round was not announced yet in your last Round, score an additional 5 points.
Against the Horsemen, Solo
Players: 1
Type: Solo
Setup
♦H Each Horseman is level 2
Solo Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Solo Rules: When taking Tactics, you always choose first. The Dummy player then takes one random card from those remaining. At the end of each Day or Night, remove both used Tactic cards from the game.
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Scenario End
When all Horsemen are defeated, you have one last turn (the Dummy player does not).
Scoring
If you defeat all the Horsemen, you are victorious.
If not, the ritual has been completed and you have failed.
In either case you may score to see how well you did. Take your Fame as a base score. Then apply standard Achievements scoring, except no titles are awarded.
In addition:
♦ Score 4 points for each Horseman you defeated.
♦ Score 15 points if you defeated all four Horsemen.
♦ If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet in your last Round, score an additional 5 points.
Against the Dragon, Overview
Length: Four rounds (2 days and 2 nights)
Purpose: Reach the Apocalypse Dragon’s lair as it attacks you from the air and then defeat it when it lands to protect its sanctuary.
The Apocalypse Dragon has started its destructive purging of the countryside, swooping down on unsuspecting villagers and experienced troops alike. You must reach its lair to force it to confront you on the ground and then defeat it in its sanctuary.
Special Rules
At the start of each Round: Place the Apocalypse Round Order token below all other Round Order tokens - the Apocalypse Dragon always takes their turn last. From the second Round onwards, also discard the black mana token next to each players’ Round Order token.
Apocalypse Dragon’s turn
When it is the Apocalypse Dragon’s turn, it may destroy a site or attack a player that it has not yet attacked this Round. What it decides to do depends on how many players there are and which of the Apocalypse Dragon’s turns it is this Round, as shown in the table below.
Once the End of the Round has been announced, the Apocalypse Dragon takes no further turns in that Round.
The Apocalypse Dragon will no longer take turns after it is attacked in its lair for the first time.
Destroy a site
The Apocalypse Dragon destroys an undefeated rampaging enemy (marauding orcs or draconum) or undestroyed Inhabited site (village, monastery, keep, mage tower, oasis, refugee camp (Lost Legion)) or a crystal mine.
Note: The city may not be destroyed, and a burned monastery does not count as an undestroyed site.
♦ If the Apocalypse Dragon’s lair has not yet been revealed, destroy the site that is furthest from the portal space, measured in revealed spaces.
♦ If the Apocalypse Dragon’s lair has been revealed, destroy the site that is closest to a lair space, measured in revealed spaces.
♦ In the case of a tie, the player with the lowest numbered Tactic card chooses the tied site to be destroyed.
Remove any enemy tokens on the space. Then, if it was not a rampaging enemy, place a Destroyed Site token on the space.
A player with their figure in the same space as the destroyed site suffers no negative effect (their Hero can just step outside and watch it being destroyed from a safe distance).
If you run out of Destroyed Site tokens, the Apocalypse Dragon will only consider rampaging enemies when deciding on a site to destroy in future turns. If there are no rampaging enemies on the map, the Apocalypse Dragon will not destroy a site.
1st turn 2nd turn 3rd turn 4th turn 5th turn +
Attack a player Attack a player Attack a player Attack a player
Attack a player Attack a player
Attack a player
Attack a player
Attack a player
-
Attack a player
-
-
4-player
3-player
2-player
Solo
Destroy a site
Destroy a site Destroy a site
Destroy a site
Destroy a site Destroy a site
Destroy a site
Feel free to pick up the Apocalypse Dragon figure, “fly” it over the Map, and make growling noises at its target. 3131
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Attack a player
A player may only be attacked if they have not been attacked yet this Round (there is not a black mana token next to their Round Order token). Decide which of those players to attack in a similar way as deciding which site to destroy:
♦ If the Apocalypse Dragon’s lair has not yet been revealed, it attacks the one who is furthest from the portal space, measured in revealed spaces.
♦ If the Apocalypse Dragon’s lair has been revealed, it attacks the one who is closest to a lair space, measured in revealed spaces.
♦ In the case of a tie, the player with the lowest numbered Tactic card chooses the tied player to be attacked.
If the only player yet to be attacked this round does not have their figure on the map (because they ended their turn on the portal space), they do not get attacked and the Apocalypse Dragon destroys a site instead. Place a black mana token next to that player’s Round Order token to remind you that they may not be attacked by the Apocalypse Dragon this Round. If more than one player does not have their figure on the map and does not have a black mana token next to their Round Order token, the player with the lowest numbered Tactic card chooses the player to place a black mana token next to their Round Order token.
Being attacked by the Apocalypse Dragon
When attacked by the Apocalypse Dragon, a player may choose whether to take their full turn in advance (as when attacked by another player) in order to attend the combat fully or not. Follow the same rules:
♦ If the player chooses to take their turn, they flip their Round order token and may use everything as if it is their turn, and then perform their end of turn sequence (but then they skip their next turn).
♦ If they decide to not take their turn, they cannot use their normal one mana die or skills usable once per turn, and they do not perform their end of turn sequence.
♦ In either case, they may not move, reveal a new Map tile, or perform any other action.
Note that the Apocalypse Dragon may attack a player that has their Round Order token flipped face down (because they have been attacked by another player and chose to fully attend). In that case, the player does not have the choice of taking their full turn.
Each head except the Control head attacks the player. Ignore the Control head completely for these attacks. The heads may not be attacked or defeated in any way during this combat. For the purposes of these attacks, treat the level of each head as being equal to the Round number (level 1 in Round 1, level 2 in Round 2, etc.) instead of their actual level.
A player may be able to avoid the attacks from one or more heads depending on the site in their space. These effects ignore Arcane Immunity.
♦ A fortified site (keep, mage tower, city) or a crystal mine: Two heads of your choice do not attack you this turn.
♦ Another Inhabited site (village, monastery, oasis, refugee camp (Lost Legion)): One head of your choice does not attack you this turn.
♦ A magical glade: You may stop a head from attacking you this turn by spending a mana of the relevant color; blue for Death, white for Famine, green for Pestilence, or red for War. You may stop multiple heads from attacking in this way by paying multiple mana of different basic colors.
If any of these effects are used, the site is destroyed at the end of the combat; place a Destroyed Site token on it. Exception: Cities are never destroyed in this way; they are too large for even the Apocalypse Dragon to destroy in such a short time.
After the Apocalypse Dragon has attacked a player, that player gains Fame equal to the level of the heads this round (1 Fame if the heads are level 1, 2 Fame if they are level 2, and so on). Place a black mana token next to that player’s Round Order token to remind you that they may not be attacked by the Apocalypse Dragon in this way again this Round.
Revealing the Apocalypse Dragon’s Lair:
Core non-City tile *3* is always used in this scenario. When it is revealed, place the Apocalypse Dragon figure covering the central wasteland space and the 2 spaces above it. Those 3 spaces are its lair. Ignore the ruins in the top right space of those 3 spaces. The terrain of the spaces covered by the Apocalypse Dragon is unchanged.
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Attacking the Apocalypse
Dragon in its lair:
See the Combat Versus The Apocalypse Dragon rules in the Rulebook.
Once the Apocalypse Dragon has been attacked in its lair for the first time, it will no longer take a turn.
Blitz rules: You start with 1 Fame and 2(+1) Reputation. You get Fame +1 every time you gain a level. There is one more die in the source and one more Unit in the offer.
Against the Dragon, Competitive
Players: 2 to 4
Type: Competitive
Setup (for 2, 3, or 4 players)
♦M Wedge, Wedge, or Open limited to 4 columns
♦Countryside tiles: 6, 7, or 9
♦Core city tiles: 1
♦Core non-city tiles: 1, 2, or 3 (in all cases, ensure that Core non-city tile *3* is included)
♦Cities: The city is friendly. Each player puts one Shield token on it, but no-one is its leader.
♦Apocalypse Dragon: Each head of the Apocalypse Dragon has a level equal to the number of players plus 1.
Scenario End
When the Apocalypse Dragon is defeated, all players (including the one who defeated it) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If you defeated the Apocalypse Dragon, the mission was successful.
In any case, apply standard Achievements scoring.
In addition, for each head except the Control head:
♦Count the number of Shield tokens each player has on the head’s large enemy token. Each player scores Fame equal to their total. The player with the highest total gets an additional +5 Fame for being the Greatest Slayer of that head.
♦In each case ties are broken in favour of the player with their shield token on the highest level on the large enemy token.
Against the Dragon, Cooperative
Players: 2 to 4
Type: Cooperative
Setup (for 2, 3, or 4 players)
♦M Fully open
♦Countryside tiles: 6, 8, or 10
♦Core city tiles: 1
♦Core non-city tiles: 2, 3, or 4 (in all cases, ensure that Core non-city tile *3* is included)
♦Cities: The city is friendly. Each player puts one Shield token on it, but no-one is its leader.
♦Apocalypse Dragon: Each head of the Apocalypse Dragon has a level equal to the number of players plus 3.
Cooperative Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Cooperative Rules: When taking Tactics, the Dummy player takes a random Tactic first, and then the players choose theirs. At the end of the first Day and Night, agree and remove one of the Tactics used by the players (not the Dummy player) from the game. Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
When the Apocalypse Dragon is defeated, all players (except the Dummy player) have one last turn. If the Round ends during this, the game ends immediately.
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Scoring
If you defeated the Apocalypse Dragon, you are all victorious. If not, you have all failed. In both cases you may count your score, to see how good you were.
You have one score as a team. As a base score, take the lowest Fame of all players. Then apply standard Achievements scoring, except:
♦ In each category, you score only the player with the highest score (or most negative points in case of Greatest Beating).
♦ No titles are awarded.
Then score for your goal and for the time taken to reach it.
♦ Score 5 points for each head you defeated (except the Control head).
♦ Score an additional 15 points if you defeated all the heads.
♦ If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet in your last Round, score an additional 5 points.
Against the Dragon, Solo
Players: 1
Type: Solo
Setup
♦ M Wedge
♦ Countryside tiles: 5
♦ Core city tiles: 1
♦ Core non-city tiles: 2 (ensure that Core non-city tile *3* is included)
♦ Cities: The city is friendly. Both the player and the Dummy player put one Shield token on it, but no-one is its leader.
♦ Apocalypse Dragon: Each head of the Apocalypse Dragon is level 4.
Solo Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens.
Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Solo Rules: When taking Tactics, you always choose first. The Dummy player then takes one random card from those remaining. At the end of each Day or Night, remove both used Tactic cards from the game.
Scenario End
When the Apocalypse Dragon is defeated, you have one last turn (the Dummy player does not).
Scoring
If you defeated the Apocalypse Dragon, you are victorious. If not, you have failed. In both cases you may count your score, to see how good you were.
Take your Fame as the base. Then apply standard Achievements scoring, except no titles are awarded.
Then score for your goal and for the time taken to reach it.
♦ Score 5 points for each head you defeated (except the Control head).
♦ Score an additional 15 points if you defeated all the heads.
♦ If you finished the game one or more Rounds before the limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet in your last Round, score an additional 5 points.
Apocalypse is Here, Overview
Length: Six rounds (3 days and 3 nights)
Purpose: Stop the Four Horsemen and defeat the Apocalypse Dragon.
The Four Horsemen of the Apocalypse are on the move, spreading death and destruction, and in doing so, empowering the newly reborn Apocalypse Dragon. You must stop the Horsemen and then defeat the Dragon before it is too late.
Special Rules
At the start of the game: Shuffle the four Horseman cards into a face down stack. Place the five Apocalypse Dragon large enemy tokens nearby. The type of the scenario you are playing (competitive, cooperative, or solo) will tell you the initial level of each head of the Apocalypse Dragon.
At the start of each Round: Place the Apocalypse Round Order token below all other Round Order tokens - the Horsemen always take their turn last.
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During the game
Reveal a Horseman card once the required number of map tiles have been revealed from the map tile stack, depending on the number of players (see table below). Place the corresponding Horseman enemy token in the central space of the newly revealed map tile.
If this does not happen before the start of the Round number shown, at the start of that Round (after Tactic cards have been chosen):
♦ Reveal the top map tile from the stack and place it in a valid position that is as far as possible away from any mage knight figure. If there is a tie, the player with the lowest numbered Tactic card chooses the position of the map tile.
♦ Reveal the next Horseman card.
♦ Place the corresponding Horseman enemy token in the central space of the newly revealed map tile.
The type of the scenario you are playing (competitive, cooperative, or solo) will tell you the initial level of the revealed Horseman - mark that level with a neutral Shield token.
Horsemens’ turn
When it is the Horsemens’ turn, each Horseman whose enemy token is on the map takes a turn in the order they were revealed in this game. If there are no Horseman enemy tokens on the map, you may skip the Horsemens’ turn. Each Horseman’s turn consists of the following steps:
1. Find the Horseman’s closest preferred site to destroy.
a. If there are any undestroyed sites in list A on the Horseman card, the Horseman will move towards the closest. If there are none available in list A, they will move towards the closest from list B. If there are none in list B, they will move towards the closest from list C. If there are none of these either, they will not move. Note: A rampaging enemy space where the enemy has been defeated and a burned monastery never count as a preferred site.
b. In all cases, the closest is measured in revealed spaces.
c. In case of a tie for closest site, the player with the lowest numbered Tactic card chooses which of the tied sites they move towards.
1st Horseman | 2nd Horseman | 3rd Horseman | 4th Horseman | Or start of Round
------- | -------- | -------- | -------- | --------
1 tile revealed | 1 tile revealed | 1 tile revealed | 2 tile revealed | 2
2 tiles revealed | 2 tiles revealed | 3 tiles revealed | 4 tiles revealed | 3
4 tiles revealed | 4 tiles revealed | 5 tiles revealed | 6 tiles revealed | 4
6 tiles revealed | 6 tiles revealed | 7 tiles revealed | 8 tiles revealed | 5
Solo | 2-player | 3-player | 4-player
------- | -------- | -------- | --------
| | |
Example of Scenario Horseman: In a 4-player game, if 2 map tiles have not yet been revealed, at the start of Round 2, reveal a map tile, place it as far as possible away from any mage knight figure, reveal the first Horseman card, and place the corresponding Horseman enemy token in the central space of the newly revealed map tile.
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2. T
turn, unless moving fewer spaces is enough
to take them to their preferred site to destroy,
in which case they will only move 1 space, or
not move at all if their initial placement was on
such a site.
a.
A Horseman may move onto any revealed
space, even if it contains mountains, lakes,
a fortified site, or a mage knight figure (the
Horsemen have more important things to
do than start a fight with a mage knight).
3.
If they reach their preferred site, they will
destroy it:
a. Place a Destroyed Site token on that site.
b. Increase the level of the corresponding
head of the Apocalypse Dragon by 1 by
moving the neutral Shield token on its
large enemy token to the next higher level.
c.
If this was the fourth site that Horseman
has destroyed, remove its enemy token from the map and remove its Horseman card from the game. Its job is done and it no longer takes a turn.
d.
Otherwise, if the Horseman is greater
than level 1, reduce its level by 1 by moving the neutral Shield token on its Horseman card to the next lower level.
e.
Once the End of the Round has been
announced, the Horsemen take no further turns in that Round.
If there are Horsemen on the map when the Apocalypse Dragon is attacked for the first time, remove them; they take no further turns. This does not count as defeating them.
Fighting a Horseman: See the Combat Versus a
Horseman rules in the Rulebook.
Revealing the Apocalypse Dragon
When the second City tile is revealed, place the
Apocalypse Dragon figure covering the city space
and the 2 spaces above it. Ignore any sites on those 3
spaces. Treat the City space as a Plains space with no
site. The terrain of the other 2 spaces covered by the
Apocalypse Dragon is unchanged.
Place a possessed enemy token face up underneath
each rampaging enemy on the City tile; they are
Apocalypse possessed enemies.
Fighting the Apocalypse Dragon
See the Combat Versus The Apocalypse Dragon
rules in the Rulebook. In addition, if you move into
the City space to attack the Apocalypse Dragon, it is
fortified during that combat (it is not fortified for any
other players moving into a different space during a
cooperative attack).
Remember: If there are Horsemen on the map when
the Apocalypse Dragon is attacked for the first time,
remove them.
Variant: The Horsemens’ Horses
If you want to add some difficulty to this scenario,
this variant gives each Horseman a horse that will
fight with it. When a Horseman enemy token is
placed on the map, place a face-up brown enemy
token with it as its horse. The horse will move with
the horseman. If you attack the Horseman, you
will have to fight the horse as well. If you defeat
the horse, gain its normal amount of Fame. If the
Horseman enemy token is defeated, but the horse
isn’t, discard the horse after combat without gaining
any Fame for it. If the Horseman enemy token is
removed from the map, also remove the horse from
the map.
Apocalypse is Here,
Competitive
Players: 2 to 4
Type: Competitive
Setup (for 2, 3, or 4 players)
♦M Wedge, Wedge, or Open limited to
4 columns
♦Countryside tiles: 7, 8, or 10
♦Core city tiles: 2
♦Core non-city tiles: 1, 2, or 3
♦Cities: The first revealed city is friendly. Each
player puts one Shield token on it, but no-one is its leader. The second revealed city has been destroyed by the Apocalypse Dragon. Treat it as a Plains space with no site.
♦Horsemen: Each Horseman begins at level 5
♦Apocalypse Dragon: Each head of the
Apocalypse Dragon has a starting level equal to the number of players plus 2.
Scenario End
When the Apocalypse Dragon is defeated, all players (including the one who defeated it) have one last turn. If the Round ends during this, the game ends immediately.
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Scoring
If you defeated the Apocalypse Dragon, the mission was successful.
In any case, apply standard Achievements scoring.
In addition, for each head except the Control head:
♦ Count the number of Shield tokens each player has on the head’s large enemy token. If any player defeated the corresponding Horseman, they add the level of the Horseman to their count. Each player scores Fame equal to their total. The player with the highest total gets an additional +5 Fame for being the Greatest Slayer of that head.
♦ In each case ties are broken in favour of the player with their shield token on the highest level on the large enemy token.
Apocalypse is Here, Cooperative
Players: 2 to 4
Type: Cooperative
Setup (for 2, 3, or 4 players)
♦ Fully open
♦ Countryside tiles: 8, 9, or 11
♦ Core city tiles: 2
♦ Core non-city tiles: 2, 3, or 4
♦ Cities: The first revealed city is friendly. Each player puts one Shield token on it, but no-one is its leader. The second revealed city has been destroyed by the Apocalypse Dragon. Treat it as a Plains space with no site.
♦ Horsemen: Each Horseman begins at level 6
♦ Apocalypse Dragon: Each head of the Apocalypse Dragon has a starting level equal to the number of players plus 4.
♦ Dummy Player: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook).
♦ Cards and Skills: Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
When taking Tactics, the Dummy player takes a random Tactic first, and then the players choose theirs.
Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
Scenario End
When the Apocalypse Dragon is defeated, all players (except the Dummy player) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
If you defeated the Apocalypse Dragon, you are all victorious. If not, you have all failed. In both cases you may count your score, to see how good you were.
You have one score as a team. As a base score, take the lowest Fame of all players. Then apply standard Achievements scoring, except:
♦ In each category, you score only the player with the highest score (or most negative points in case of Greatest Beating).
♦ No titles are awarded.
Then score for your goal and for the time taken to reach it.
♦ Score 3 points for each Horseman you defeated.
♦ Score an additional 5 points if each player defeated at least one Horseman.
♦ Score 5 points for each head you defeated (except the Control head).
♦ Score an additional 15 points if you defeated all the heads.
♦ If you finished the game one or more Rounds before the Round limit, score 30 points for each such Round.
♦ Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦ If the End of the Round was not announced yet in your last Round, score an additional 5 points.
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Apocalypse is Here, Solo
Players: 1
Type: Solo
Setup
♦M Wedge
♦Countryside tiles: 7
♦Core city tiles: 2
♦Core non-city tiles: 2
♦Cities: The first revealed city is friendly. Both the player and the Dummy player put one Shield token on it, but no-one is its leader. The second revealed city has been destroyed by the Apocalypse Dragon. Treat it as a Plains space with no site.
♦Horsemen: Each Horseman begins at level 4
♦Apocalypse Dragon: Each head of the Apocalypse Dragon starts at level 5.
♦Dummy Player: There is one standard Dummy player. See the Dummy Player section of the Mage Knight rulebook.
♦Cards and Skills: Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
♦W
The Dummy player then takes one random card from those remaining.
♦At the end of each Day or Night, remove both used Tactic cards from the game. That means, each Tactic card is picked exactly once during the game.
Scenario End
When the Apocalypse Dragon is defeated, you have one last turn (the Dummy player does not).
Scoring
If you defeated the Apocalypse Dragon, you are victorious. If not, you have failed. In both cases you may count your score, to see how good you were.
Take your Fame as the base. Then apply standard Achievements scoring, except no titles are awarded.
Then score for your goal and for the time taken to reach it.
♦Score 3 points for each Horseman you defeated.
♦Score 5 points for each head you defeated (except the Control head).
♦Score an additional 15 points if you defeated all the heads.
♦If you finished the game one or more Rounds before the limit, score 30 points for each such Round.
♦Score 1 point for each card in the Dummy player’s Deed deck (that was not yet flipped this Round).
♦If the End of the Round was not announced yet in your last Round, score an additional 5 points.
The Council versus the Apocalypse, Competitive
Players: 2 to 4
Type: Competitive
Length: Six rounds (3 days and 3 nights)
Purpose: Stay with the Council of the Void or break away from them and follow your own destiny again. You could even ally with the Apocalypse.
You joined the Council of the Void… years ago. It is hard to remember how many it has now been. They promised to help you fight your enemies, but are you now just their puppet? If you wish to have control over your life once more, you know they will call you a traitor. You could even join the Apocalypse, then at least you would have their help, but at what cost? You need to decide.
Setup (for 2, 3, or 4 players)
♦M Wedge, Wedge, or Fully Open
♦Countryside tiles: 7, 9, or 12 (use map tile 9 (with a mage tower and keep), exactly 4, 5, or 6 other map tiles with a mage tower or keep, and exactly 2, 3, or 5 without either)
♦Core city tiles: 3 (the blue, white, and red cities)
♦Core non-city tiles: 1, 2, or 3
♦Cities: Each city has a level equal to the number of players plus 2 (4, 5, or 6).
Special Rules
Choose a side:
Just before choosing tactics in the first round, each player must decide whether they will be allied with the Council of the Void, the Apocalypse, or be independent. You may agree amongst yourselves which option each player will choose or you may all make your decision secretly.
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If you wish to make the decision in secret, each player takes one blue, one red, and one white mana token and chooses one. All players then reveal their choice simultaneously:
♦ Blue: You are allied with the Council of the Void.
♦ Red: You are allied with the Apocalypse.
♦ White: You are independent.
Note: Just because more than one Mage Knight is aligned with the same faction doesn’t mean they work together. Both factions believe might is right, and the mightiest Mage Knight is valued the most.
Keeps and Mage Towers:
Use the normal rules for keeps and mage towers with the following exceptions:
Each keep or mage tower conquered by a Council of the Void player is owned by the Council of the Void and all Council of the Void players may treat it as if they owned it.
Each keep or mage tower conquered by an Apocalypse player is owned by the Apocalypse and all Apocalypse players may treat it as if they owned it.
Each keep or mage tower conquered by an independent player is owned by that player alone.
A Council of the Void or Apocalypse player moving onto a conquered keep or mage tower not owned by their faction must assault it. They may also choose to assault a conquered keep or mage tower that was conquered by another player of their faction.
An independent player moving onto a conquered keep or mage tower not owned by themselves must assault it. Use the following defenders if an owner is not present:
♦ Mage Tower: A violet enemy token.
♦ Keep: A gray enemy token.
♦ The enemy is possessed by the relevant faction if the site is owned by the Council of the Void or the Apocalypse.
♦ If successful in your assault, you get half Fame (rounded up) for defeating the defenders and you replace the owner’s Shield token with one of your own.
Cities:
The blue city is allied with the Council of the Void.
The red city is allied with the Apocalypse. While unconquered:
♦ A player of the same faction as the city may treat it as a friendly city, although they do not place any Shield tokens on it. However, they may assault it if they wish. If they defeat any of the defenders (and so place a Shield token on it), they may no longer move onto it without assaulting it.
♦ Any other players moving onto it must assault it.
The white city is independent. Treat it as a normal city.
Once conquered, treat a city as a normal conquered city, regardless of its faction.
Scenario End
When 2 of the 3 cities are conquered, all players (including the one who conquered the second city) have one last turn. If the Round ends during this, the game ends immediately.
Scoring
Before scoring, remove all Council of the Void player’s Shield tokens from the blue city and all Apocalypse player’s Shield tokens from the red city. Then apply standard Achievements scoring and city scoring. In addition:
♦ If the blue city has been conquered, Apocalypse players score 24 Fame divided equally between them, and each independent player scores 12 Fame.
♦ If the red city has been conquered, Council of the Void players score 24 Fame divided equally between them, and each independent player scores 12 Fame.
Variants
If you wish to use Volkare’ Camp (Lost Legion) in place of a city, we recommend using it instead of the white city.
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The Fractured Lands, Overview
Length: Four rounds (2 days and 2 nights)
Purpose: Adventure into lands fractured by The Breaking and take advantage of the folding corridors to move across the land more easily. Explore, quest, and conquer without the pressure of a definitive goal.
These lands were particularly badly affected by The Breaking. They fractured, but also folded in on themselves. While confusing for some, those with the powers of a Mage Knight can understand the patterns, take advantage of the folding, and teleport to other parts of the land.
Special Rules
Use the Quests rules and the Greatest Quester variant in this scenario.
Teleporting:
During movement on your turn, you may teleport to a safe space with no site and with the same terrain as the map space you are on by spending 1 Move for each revealed space you teleport. This does not provoke rampaging enemies.
The following count as a map space with no site (and so you may teleport to them as long as they are a safe space):
♦ The portal space
♦ A space with a rampaging enemy that has been defeated
♦ A space with a burned monastery.
You may alternate between moving normally, teleporting, and revealing new Map tiles as much as you like during your movement.
Revealing a new Map tile:
When you reveal a new Map tile, score 1 Fame and you may orient the tile in any direction before placing it.
Blitz rules: You start with 1 Fame and 2(+1) Reputation. You get Fame +1 every time you gain a level. There is one more die in the source and one more Unit in the offer.
The Fractured Lands, Competitive
Players: 2 to 4
Type: Competitive
Setup (for 2, 3, or 4 players)
♦ M Wedge, Wedge, or Open limited to 4 columns
♦ Countryside tiles: 8, 9, or 12
♦ Core city tiles: 2
♦ Core non-city tiles: 2, 3, or 4
♦ Cities: The first revealed city is level 1. The second revealed city is level 2.
Scenario End
At the end of the second day.
Scoring
Apply standard Achievements scoring and Greatest Quester scoring. Do not apply city scoring.
The Fractured Lands, Cooperative
Players: 2 to 4
Type: Cooperative
Setup (for 2, 3, or 4 players)
♦ M Fully open
♦ Countryside tiles: 9, 10, or 13
♦ Core city tiles: 2
♦ Core non-city tiles: 2, 3, or 4
♦ Cities: The first revealed city is level 2. The second revealed city is level 4.
Cooperative Setup: There is one standard Dummy player (see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Cooperative Rules: When taking Tactics, the Dummy player takes a random Tactic first, and then the players choose theirs. At the end of the first Day and Night, agree and remove one of the Tactics used by the players (not the Dummy player) from the game. Team Rules apply, except you are all one team (see the Team Rules section of the Mage Knight rulebook).
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Scenario End
At the end of the second day.
Scoring
You have one score as a team. As a base score, take
the lowest Fame of all players. Then apply standard
Achievements scoring and Greatest Quester
scoring, except:
♦In each category, you score only the player with
the highest score (or most negative points in case of Greatest Beating).
♦No titles are awarded.
Do not apply city scoring.
The Fractured Lands, Solo
Players: 1
Type: Solo
Setup
♦M Wedge
♦Countryside tiles: 7
♦Core city tiles: 1
♦Core non-city tiles: 2
♦Cities: The city is level 2.
Solo Setup: There is one standard Dummy player
(see the Dummy Player section of the Mage Knight rulebook). Remove the four competitive Spells from the Spell deck, and the one competitive interactive Skill from each player’s Skill tokens. Use the cooperative interactive Skill tokens if you have them.
Additional Special Rules
Solo Rules: When taking Tactics, you always choose
first. The Dummy player then takes one random card from those remaining. At the end of each Day or Night, remove both used Tactic cards from the game.
Scenario End
At the end of the second day.
Scoring
Take your Fame as the base. Then apply standard Achievements scoring and Greatest Quester scoring, except no titles are awarded. Do not apply city scoring.
Solo Conquest Challenge
Players: 1
Type: Solo
Length: Six rounds (3 days and 3 nights)
Purpose: A Solo Conquest scenario with additional
victory conditions depending on which Hero you
are playing.
Conquer the two cities, but do it in your own inimitable
style!
This scenario uses all the same rules as the Solo
Conquest scenario from the base game except
where indicated.
Additional Setup
Playing certain Heroes requires you to include
certain Countryside Map tiles. Determine the
remaining Countryside tiles randomly (which may
or may not contain more of the indicated sites).
Goldyx: The three base game Countryside tiles with
a Mage Tower (4, 9, 11)
Tova k: The four base game Countryside tiles with
exactly one Keep or Mage Tower (3, 4, 10, 11)
Wolf hawk: One base game Countryside tile with a
Dungeon and one with a Monster Den, and the two
Countryside tiles from the Lost Legion expansion
with a Maze (7 or 9, 6 or 10, 12, 14)
Braevalar: The two base game Countryside tiles
with a Monastery (5, 7)
Coral: The two base game Countryside tiles with a
Dungeon and the two Countryside tiles from this
expansion with a Ziggurat (7, 9, 16, 17)
Set aside the Skill token indicated according to the
Hero you are playing:
Arythea: Power of Pain
Goldyx: Glittering Fortune
Norowas: Bonds of Loyalty
Tova k: Shield Mastery
Wolf hawk: Know Your Prey
Krang: Puppet Master
Braevalar: Shapeshift
Coral: Treasure Hunter
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Additional Special Rules
First Level Up:
When you advance to level 2, take the Skill token
set aside during setup instead of flipping two
Skill tokens, taking one, and putting the other
in the common Skills area. You still take any one
Advanced Action card from the Advanced Action
offer as usual.
Subsequent Level Ups to even numbered levels:
When you advance to level 4, 6, 8, or 10, you must
take one of the two Skill tokens you flip; you may not
take a Skill token from the Common Skills area.
Scoring
If you succeed in defeating both cities and complete
the additional objective indicated for your Hero,
you are victorious. If not, you have failed. In both
cases you may count your score, to see how good you
were.
Additional objectives:
Arythea: Have a total of at least 10 Wound cards in
your deck and on your Units.
Goldyx: Have at least 4 Spells in your deck and 1
crystal of each color in your Inventory.
Norowas: Have at least 10 total levels of your Units.
Tova k: Have at least 4 Shield tokens that count
towards The Greatest Conqueror.
Wolf hawk: Have at least 4 Shield tokens that count
towards The Greatest Adventurer.
Krang: Have at least 4 Enemy tokens from Puppet
Master with different Fame values.
Braevalar: Have all of your Basic Action cards in
your deck (none thrown away) and at least one
Advanced Action card of each color in your deck
(Advanced Action cards from the dual color cards
expansion may only count as one of their two colors
for this purpose).
Coral: Have at least 3 Artifacts in your deck and 4
crystals in your Inventory.
Score as normal except where indicated for your
Hero:
Arythea:
♦The Greatest Leader: Score the full level of each
Wounded Unit in Fame instead of half its level.
♦The Greatest Beating: Do not lose 2 Fame for
each Wound card in your deck.
Goldyx:
♦The Greatest Knowledge: Score 3 Fame for
each Spell instead of 2 Fame.
♦The Greatest Loot: Score 1 Fame for each
crystal instead of every 2 crystals.
Norowas:
♦The Greatest Leader: Score 2 Fame for the level
of each unwounded Unit instead of 1 Fame.
Tova k:
♦The Greatest Conqueror: Score 4 Fame for each
Shield token instead of 2 Fame.
Wolf hawk:
♦The Greatest Adventurer: Score 4 Fame for
each Shield token instead of 2 Fame.
Krang:
♦Score Fame equal to the highest Fame value
among the Enemy tokens you still have from
your Puppet Master Skill.
♦Score 2 Fame for each different Fame value
among Enemy tokens you still have from your Puppet Master Skill (including the Enemy token scored above).
Braevalar:
♦The Greatest Knowledge: Score 2 Fame for
each Advanced Action instead of 1 Fame.
♦Score Fame equal to the normal Move cost
(at Night) of the space you finish the game in (Mountains 5, Lakes 2).
Coral:
♦The Greatest Loot: Score 4 Fame for each
Artifact instead of 2 Fame. Score 1 Fame for each crystal instead of every 2 crystals.
Variants
You could use the rules for this scenario for each Hero in a Full Conquest or Full Cooperation scenario, or in any other scenario, as long as it is possible to include the Map tiles required for each Hero while still following the rules for your chosen scenario.
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VARIANT RULES
Greatest Quester
This variant uses the Quest cards introduced in this
expansion and adds a new category to Achievement
scoring, Greatest Quester.
At the end of the game, each player scores 1 Fame for
each quest point they have scored. The player with
the most quest points gets 3 extra Fame for being the
Greatest Quester (1 if tied).
See the Greatest Quester scoring card for a reminder
of these rules.
The Apocalypse Dragon
In Place Of A City
The Apocalypse dragon may be used instead of
an unconquered city in scenarios such as Full
Conquest. We recommend one of two ways of doing
this, depending on whether you definitely want the
Apocalypse Dragon to be used in the scenario, or
whether you just want it as a possibility:
♦If you definitely want the Apocalypse Dragon to
be used, when the final City tile is revealed, place the Apocalypse Dragon on the Map tile instead of the city.
♦If you just want the Apocalypse Dragon as a
possibility, each time a City tile is revealed, roll a mana die. If you roll black, place the Apocalypse dragon on the Map tile instead of the city. From now on, do not roll a mana die when a City tile is revealed.
Place the Apocalypse Dragon figure covering the city space and the 2 spaces above it. Ignore any sites on those 3 spaces. Treat the City space as a Plains space. The terrain of the other 2 spaces covered by the Apocalypse Dragon is unchanged.
Set each of the Apocalypse Dragon’s heads to be the
same level as the city would have been.
If you move into the City space to attack the
Apocalypse Dragon, it is fortified during that combat,
however it will not be fortified for any other players
moving into a different space during a cooperative
attack.
Apocalypse Dragon:
Randomized Levels of Heads
In this variant the levels of each of the Apocalypse
Dragon’s heads is randomized to give a more varied
enemy. You may find this variant particularly useful
in scenarios that use a fixed level for the Apocalypse
Dragon’s heads. Note that this variant will likely
make your game slightly more difficult.
Instead of using the level of heads given, reduce the
level of each head by 1 and then roll 4 mana dice.
Reroll each mana die showing black or gold until it
shows a basic mana color. Increase the level of one
head by 1 for each mana die showing the indicated
color: Blue: Death, White: Famine, Green: Pestilence,
Red: War.
You may decide to roll these dice at the start of the
scenario or when the Apocalypse Dragon is first
revealed, or even wait until the Apocalypse Dragon is
attacked for the first time.
Remember that the level of the Control head is always
equal to the highest level of each of the other heads.
Mage Knight In A City
In this variant, each city you are attempting to
conquer is being ruled over by a rogue Mage Knight.
At the start of the game, shuffle all Hero cards that
are not being used. When each city’s garrison is
revealed for the first time, reveal one of those Hero
cards at random. The revealed Mage Knight is ruling
the city and has the indicated effects.
Any changes to the type of an attack do not change
the bonus (if any) those attacks get from the city:
♦An attack that gains an elemental type still gains
the bonus to Attack in the Blue city according to the Attack shown on the token.
♦A physical attack that gains an elemental type
still gains the Brutal or Poison ability in the Red or Green city.
If there is a tie for highest, second highest, or lowest Fame defender, the player who revealed the garrison chooses the tied defender to gain the bonus.
If you do not have enough Mage Knights for each city,
you will have to reshuffle the Hero cards and use the
same Mage Knight for more than one city.
If all Heroes are in use (because you are playing
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a 4-player cooperative game and own no other
expansions), use the Dummy Player as the ruler of
each city.
Arythea:
When the garrison is revealed, place an Arythea
Shield token on the highest Fame defender.
♦It gains Ice Resistance
♦Its attacks get +2 Attack and gain Fire attack in
addition to any existing elements
♦Any of its attacks that were already Fire or Cold
Fire get +3 Attack instead
Goldyx:
When the garrison is revealed, place a Goldyx Shield token on the highest Fame defender.
♦It gets +1 Armor
♦It gets the indicated bonus for each different
basic color of mana in the source:
◊ Green: It gets another +1 Armor
◊ Blue: Its attacks gain Ice attack in addition to
any existing elements
◊ Red: Its attacks get +1 Attack
◊ White: Its attacks gain the Swift ability
◊ These bonuses change as the source changes
Norowas:
When the garrison is revealed, add another enemy
token to the defenders of the same type as the
defender with the second highest Fame. If there is
only one defender (such as with a level 1 red or white
city), add a gray enemy token. In either case, place a
Norowas Shield token on the added defender.
♦Its attacks get +1 Attack.
Tovak:
When the garrison is revealed, place a Tovak Shield token on the highest Fame defender.
♦It gets +2 Armor
♦It gains Fire Resistance
♦Its attacks get +1 Attack
Wolfhawk (Lost Legion):
When the garrison is revealed, place a Wolfhawk Shield token on the highest Fame defender.
♦It gets +1 Armor
♦Its attacks get +1 Attack
♦If it is the only defender, its attacks get +2 Attack
instead of +1 Attack
If the defender with Wolfhawk’s Shield token on it is defeated, at the end of the combat, move the Shield token to the remaining highest Fame defender, if any.
Krang (Krang character expansion):
Each time the city is attacked, at the start of the Block phase, summon an enemy token of the same type as the defender with the highest Fame. Place a Krang Shield token on the summoned enemy; its attacks are halved (rounded up). Discard the enemy token at the end of the Assign Damage phase.
Braevalar (Shades of Tezla):
When the garrison is revealed, place a Braevalar Shield token on the highest Fame defender.
♦It gets +2 Armor
♦It gets the indicated bonus to its attacks
depending on the terrain in the map space adjacent to the city that the player assaulted the city from:
◊
Plains or Hills: +1 Attack and they become
Cold Fire attacks
◊ Forest: +1 Attack and, during the day, they
become Cold Fire attacks
◊ Desert: +1 Attack and, at night, they become
Cold Fire attacks
◊ Wasteland or Swamp: +1 Attack
◊ Lake or Mountain: No additional bonus
Coral:
When the garrison is revealed, place a Coral Shield
token on the lowest Fame defender.
♦It gets +3 Armor
♦Its attacks get +3 Attack
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Order of Choosing Tactic
Cards (Competitive)
Sometimes it can be advantageous to see which Tactic
cards other players have chosen before choosing
yours. This variant allows players who are behind in
Fame to have control over the order they choose their
Tactic card at the start of a Round.
Replace step 3a. in “One Round of the Game (Day or
Night)” with the following:
3a. In order of lowest Fame to highest, each player
either chooses one Tactic card or passes. In case of
a tie, the player whose Round Order token is in a
lower position is considered to have the lower Fame.
Note: This means that in the first Round, players are
ordered in the reverse of the order they picked their
Hero in.
If a player chooses a Tactic card, skip the remaining
players and start again with the player with the
lowest Fame.
♦ A player who has chosen a Tactic card may not
choose another; they must pass.
♦ The player with the highest Fame of those who
have not yet chosen a Tactic card may not pass; they must choose a Tactic card.
Once each player has chosen a Tactic card, this step ends.
Example: At the start of a day round in a 3-player game, Arythea has the lowest Fame, followed by Goldyx, with Tovak having the highest Fame. Arythea’s player decides to pass to see which Tactic card one of the other players will choose. Goldyx’s player could also pass, but they instead choose Tactic card 5 “Great Start”. As they chose a Tactic card, Tovak’s player is skipped and the next choice goes to Arythea’s player.
Arythea’s player decides to pass again. Goldyx’s player must pass as they have already chosen a Tactics card. Tovak’s player must choose a
Tactic card as they are the player with the highest Fame who has not yet chosen a Tactic card. They choose Tactic card 4 “Planning”.
Arythea must now choose a Tactic card as they are the player with the highest Fame who has not yet chosen a Tactic card. They choose Tactic
card 3 “Mana Steal”; they will get to take their turn first this Round and also have a Tactic card with a very useful ability.
Multiple Dummy Players (Cooperative or Solo)
In this variant there are multiple Dummy players providing you with more of a challenge. They may either be normal Dummy players, or use the Proxy Player variant. You could even have one or more of each.
In some scenarios this may mean that you do not have
enough available Tactic cards at the start of a Round.
In this case, all Tactic cards become available to be
chosen again.
Alternatives When Gaining A
Random Mana Crystal
This variant allows alternative rewards when
gaining a random mana crystal. You may decide to
use these in one or more of the following situations:
♦ When you roll a basic color and you already have
3 crystals of that color.
♦ When you roll gold and you already have 3
crystals of each basic color.
♦ Instead of gaining Fame +1 when you roll black.
Decide on one or more of the following alternatives to allow in your game:
♦ Reroll until you roll a color that is allowed.
♦ Gain a random Faction token. Decide before the
game which faction or factions this may be from.
♦ If you are playing with quests, reveal a Quest
card and place it in your player area. You may perform steps on that Quest card. At any time you may announce that other players may perform steps on the Quest card (you may not reverse this decision). Keep the Quest card until it is completed.
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FAQ
Coral
Tempered Steel
If you play the basic effect of this card in your Attack Phase, you just get the Attack value. This means for example, if you previously played the Ambush Advanced Action card this turn, you could get the Ambush bonus on this Attack.
In PvP: Treat the basic effect as: Block 2 in the Melee Attacks phase and then Attack 1 on your next Attack, or Block 1 in the Melee Attacks phase and then Attack 2 on your next Attack.
Coordinated Attack
Compare the original value of an attack before you add +1 to see if it is of a different value, and compare it with the original value of any attacks you have already played, before you added +1 to them. The Attack 1 from the Skill counts for this purpose, so, for example, a card played sideways for Attack 1 won’t receive a +1.
Example: You are attacking a High Dragon (9 Armor). You play Coordinated Attack (Attack 1) with 1 card sideways (Attack 1), Determination (Attack 2+1), and Improvisation (Attack 3+1), for a total of 9 Attack.
Combat Healer
You may still not assign damage to the same Unit twice in the same combat. However, you could, for example, wound an Utem Swordsmen to get Block 6, prevent the wound with this Skill, then assign damage to the Utem Swordsmen later in the same combat.
Commandeer Vessel
A coastline space is a space on the edge of the map extending from the coastline on the portal tile:
The movement along revealed coastline spaces is similar to Wings of Wind (you must decide how many Move points to spend, which space you end this movement in, and are not considered to have been in the spaces in between). Unlike Wings of Wind however, you may perform this type of movement several times and may explore in between them, just as if you were moving and exploring normally. As such, you may usually want to move only one coastline space at a time. See the diagrams below.
High Dragon
Coordinated Attack (1)
+ Determination (2+1)
TOTAL = 9 Attack
+ Improvisation (3+1)
+ Sidways Attack (1)
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Improve Fate & Change Fate
The card you discard may not be a wound.
Possessed Enemies
Enemies with the Elusive defensive ability (Lost Legion) have both of their Armor values modified by the same amount by a possessed enemy’s Armor modifier.
When using Krang’s Puppet Master skill, you only get the circular enemy token (the possession ends once the enemy is defeated).
Psychic Attack
The Battle Hardened Skill from the Krang expansion and the Elemental Resistance Skill from the Shades of Tezla expansion each allow you to ignore 1 point of damage from a Psychic Attack.
A Unit may be resistant to the damage from a Psychic Attack, e.g. because of the Veil of Mist Spell from the Lost Legion expansion. If it is, handle its resistance in the normal way, remembering to use the level of the Unit as its Armor value.
Faction tokens
Scroll of Seeking
The following count as an inhabited site: any village, monastery, keep, mage tower, city, oasis, or refugee camp (Lost Legion).
Quests
For all quests, where “player” is mentioned, it means a real player, not a dummy player.
Quest card 5: “Prove Yourself”
You may not recruit Magic Familiars (Lost Legions) via this quest. Continue to reveal cards from the Regular Units deck until you reveal a different level II Unit to place underneath the Quest card.
You may complete steps 2 and 3 in the same turn if you are fighting multiple enemies and at least one of them is worth 4 or more Fame.
Quest card 7: “Random Objects”
Example: All the spaces in a straight line with all spaces with a 7.X Quest marker are outlined in red:
Quest card 10: “Free Wine”
The Wound you add to your hand in step 1a does not count towards knock out.
Quest card 12: “A Very Personal Quest”
You may not recruit Magic Familiars (Lost Legions) via this quest.
Quest card 13: “The Burned Monastery”
A Monastery with a Destroyed Site token on it may be restored via this quest.
Quest card 15: “Under Siege”
The player may still be attacked by Volkare (Lost Legions) - the mob will let him through and hope he does their job for them.
Scenario: The Fractured Lands
Teleporting is not moving. Therefore it does not trigger effects such as that on Savage Harvesting (Krang).
Credits
Original Game Design:
Vlaada Chvátil
Artist:
Gong Studios
Graphic Design:
Daniel Solis
Richard Dadisman
Expansion Game Design:
Phil Pettifer
Playtesters:
Lior Kiperman, Mikkel Oberg
Will, Pawel Bulacz, Paul Snuggs
© 2025 WIZKIDS/NECA, LLC. WIZKIDS and related marks and logos are trademarks of WizKids. All rights reserved.
WIZKIDS/NECA, LLC
603 Sweetland Ave.
Hillside, NJ 07205
www.wizkids.com
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QUICK REFERENCE
POSSESSED ENEMY TOKENS
Psychic Attack
♦A P
benefit from any offensive
abilities an enemy may have.
♦A Psychic Attack is not a
physical attack and may never have an elemental type.
When blocking a Psychic Attack:
♦P
of Block that is efficient.
♦All other types of Block are
inefficient (reduced by half).
♦Influence points may be
spent as Psychic Block, and unlike Block, Influence points from the same source may be spent to block different Psychic Attacks.
♦Psychic Block may only
be used to Block a Psychic Attack; it may never be used to Block any other type of attack (physical, Ice, Fire, or Cold Fire).
When assigning damage from a Psychic Attack:
♦I
assigned to a Unit, use the level of the Unit as its Armor value.
♦If the damage is being
assigned to your Hero, use the Armor value of your Hero, as normal.
x1
x1
x2 x1
x3
x1
x1
x1
x1
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