Full manual text

The Mandalorian: Adventures 1
CLAN OF TWO
Overview
The Mandalorian’s journey continues in the Clan of Two
expansion! Relive iconic moments from Season 2 of the
hit TV show and test your skills against new mercenary
missions. More characters, enemies, card types, and
mechanics provide new strategies to discover and new
challenges to overcome.
Component List
4 Character Cards 12 Duel Cards
6 Planning Cards
129 Threat Tokens
(25x 5s, 23x 6s, 24x 7s,
32x 8s, 1x Jedi, 3x Es, 5x Fs,
5x Gs, 2x Hs, 9x expert)
4 Reference Cards
2 Scope Tokens
1 Star Token
6 Mercenary Event
Cards (purple)
7 Dangerous Event
Cards (red face)
10 Normal Event Cards5 Damage Tokens
1 Mission Book2 Mercenary Mission Sheets
(double-sided)
64 Skill Cards (15 per new character,
2 The Mandalorian, 2 The Child)
4 Character Standees
(with plastic bases)
© LFL
4
Plan: When performing
this action, keep 2 (different)
planning cards instead of 1.
Defensive Stance
5 5
3
Fury
RANGE 0
If no character was
dealt damage, resolve
another event.
© LFL
5 5
2
3
1
Pandemonium
RANGE 0
When you play a skill card here:
If this action slot has
6+ strength , spawn 1
reinforcement on a
0 space.
If no enemy attacked:
© LFL
6
MERCENARY
MISSION
Setup
Mission Rules
Remove up to
J damage
from a Civilian in your space.
If it now has 0 damage,
evacuate it (discard it
from the map).
Evacuate
OPTIONAL HIDDEN MOTIVES
• Randomly place the 5 “G” threat tokens
faceup in spaces #3, 4, 5, 6, and 7. These
are Civilians. Discard all enemy tokens from
these spaces (keep facedown threat tokens).
• Place damage on each Civilian equal to the
number on the token.
• You may choose to play with hidden motives. If you do, give The
Mandalorian 1 “Loyal” hidden motive card, then deal 1 to each
other player. Then, place the hidden motives attack overlay.
ENEMY MOVEMENT: When an enemy moves from a
H icon on
an event card, move it toward the nearest Civilian instead of
the nearest character (unless all Civilians are behind locked
doors or rescued). Text abilities that move enemies are resolved
as written.
Enemies attack characters within range as normal (they cannot
attack Civilians).
EMPTY SPACES: The crisis can spawn a reinforcement in an
“empty space.” This means any space with 0 characters and
0 threats in it (including Civilians).
Failure
A loyal character
is defeated.
or
Kidnapped:
A Civilian has 3 or more
enemies in its space.
IF THE MISSION FAILS: The disloyal player also loses
the game unless at least 3 Civilians were evacuated.
Backup Arrives:
All 5 Civilians have been evacuated at the end of any player’s turn.
Objective
Evacuation
A Civilian
Disrupt the action slot
with the lowest strength.
If the disrupt token’s strength
is 1, spawn 1 reinforcement in
the empty space nearest you.
This enemy cannot move
this turn.
© LFL
E
6
4
7
6
8
MERCENARY
MISSION
Setup
Mission Rules
USE BAIT: During your Action Step, you may discard a Bait token
from your space to move the Krayt Dragon or a facedown “E”
threat token directly to your space (then reveal it).
MONSTROUS: When the Krayt Dragon is defeated, place 1
damage token on the leftmost open space of the Hunt Track.
If this is the 3rd token, remove the Krayt Dragon token from the
map. Otherwise, fully heal the Krayt Dragon, shuffle it with the
Tunnel token, and place them facedown in the space numbers
shown below the token you just placed on the Hunt Track.
Disrupt the action slot with the lowest strength.
If the top card of the event deck does not show a
p icon or an enemy class on the map, discard it.
A character is defeated.
Failure
Slay the Dragon:
There are 3 tokens on the Hunt Track at the end of any
player’s turn (the Krayt Dragon was defeated 3 times).
Objective
• Place the Bait token faceup in space #1.
Then, shuffle the Tunnel and Krayt Dragon
threat tokens and place them facedown in
spaces #2 and 3.
• Create a 16 card event deck by shuffling all
6
p mercenary event cards with 2 random
event cards of each type (unique card back,
do not look at the faces). Set aside all other
event cards; you may need them later.
The Great Hunt
Bait
Tunnel
Hunt Track
Krayt Dragon
© LFL
2-
DODGED
Duel: You may deal yourself 1 damage
to resolve a new duel card.
Otherwise, the enemy blocks all
damage except 1.
11
© LFL
Discard this during
your Action Step
to move up to 2
spaces, ignoring
enemy abilities.
Mobilize
© LFL
Fast: When this enemy moves
during the Event Step, move it
1 additional space.
Vigilant: Cannot be disrupted,
and its abilities cannot be ignored.
Duel: Can only be dealt damage
if you are in its space. Before
dealing it damage, draw a duel
card and resolve the duel ability.
(Ignore the d value.)
You cannot automatically defeat
or move damage to this enemy.
Parting Blow: When defeated,
this enemy deals 1 damage to a
character in its space.
Enemy Abilities #3
© LFL
5 5
“I must warn you, it will
draw many eyes.”
— The Armorer
Flip the nearest facedown
threat faceup (not through
locked doors).
Then, resolve another event.
Draw Attention
© LFL
6
You can perform more than 1 attack
action each turn, but you cannot play
a card to an action slot that has 6+
strength or a tactical card (
X).
ARSENAL
Boba Fett
7
Novice
You can only attack threats in
your space.
Once per turn, before or after you
perform an action:
Move 1 space (not ignoring abilities).
LIGHTSABER WIELDER
Ahsoka Tano
© LFL
Clƒn of Two Expansion

to this enemy Parting Blow When defeated this enemy deals 1 damage to a character in its space Enemy Abilities 3 LFL 5 5 I must warn you it will draw many eyes The Armorer Flip the nearest facedown threat faceup not through locked doors Then resolve another event Draw Attention LFL 6 You can perform more than 1 attack action each turn but you cannot play a card to an action slot that has 6 strength or a tactical card X ARSENAL Boba Fett 7 Novice You can only attack threats in your space Once per turn before or after you perform an action Move 1 space not ignoring abilities LIGHTSABER WIELDER Ahsoka Tano LFL Clƒn of Two Expansion

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2The Mandalorian: Adventures
CLAN OF TWO
Expansion Icon
All cards in this expansion are marked
with the Clan of Two icon to help you
easily identify them.
Playing The Game
There is no guide deck in this expansion. Instead, all
components are available from the start.
Each game, you can play the story mission or mercenary
mission of your choice. Simply follow the setup rules
on page 4 of Rules Supplement 2 (from the base game)
and optionally add dangerous event cards from this
expansion (see left).
For your first game, we recommend you play story
mission 5, as this is a good introduction to many of the
new rules.
New Rules
The Clan of Two expansion introduces some exciting
new mechanics, such as persistent character abilities,
ongoing events, and duels! These are described on the
following pages.
Persistent Character Abilities
All character cards in this expansion have a standard
side and a novice side. Use the standard side unless
playing on novice difficulty.
Unlike the characters in the base game, the abilities on
these cards apply for the entire game (do not flip them
after use). They provide positive and/or negative abilities
that are always in effect, even on novice difficulty.
Like the base game, character abilities with italicized
timing are optional (such as Fennec Shand’s ability).
The new characters are slightly more complex than the
characters from the base game and require more skill
and planning to use effectively.
Clan of Two
Expansion Icon
A Persistent Character Ability
5
Once per turn, when you perform an
attack action:
Reduce your card’s strength by 1 to
increase the action’s range by 1.
Fennec Shand
RENOWNED SNIPER
Using this Expansion
Before your first game, add the following cards to their matching components from the base game: planning cards, character cards, and normal event cards (not red or purple). They will be used every game.
Keep the event cards with the red and purple faces
separate. They are used with specific missions or rules.
The duel deck is a new component that may appear in
any game. During setup, shuffle it and place it near the
planning deck. It is described later.
The threat tokens, star token, and scope tokens are used
in specific missions. Keep them in the box until needed.
Replacement Cards
Two base game skill cards have been revised in this
expansion: The Mandalorian’s “Jetpack” card and The
Child’s “Hidden Potential” card. Remove both base game
cards and use the replacements from this expansion.
Note that The Mandalorian’s replacement is called
“Rising Phoenix.”
The new reference cards replace the “Expert Enemy
Abilities” reference cards from the base game. (The other
base game reference cards can still be used.)
DANGEROUS EVENT CARDS
Seven event cards have a red face. During setup, if you
wish to add additional challenge to your game, use
these to replace the base game cards with the same
names. They can be used with any difficulty level
(even novice).
If you choose not to
use these cards, keep
them separate in
your game box.
5
“I must warn you, it will
draw many eyes.”
— The Armorer
Flip the nearest facedown
threat faceup (not through
locked doors).
Then, resolve another event.
Draw Attention
© LFL
A Dangerous Event Card

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7
Narrative Mode Setup
Before the first mission, remove the following 3 cards
from The Mandalorian’s deck:
•Whistling Birds
•Rising Phoenix (Jetpack replacement)
•Beskar Spear
These cards will be added to your deck later. After each
game, record whether you won or failed on the log shown
above. This will tell you when to add or remove cards
from The Mandalorian’s deck for all future missions.
All other characters use their full deck unless specified
in the mission.
Mercenary Mission
Clarifications
•Mission E: The Krayt Dragon cannot move or attack when it is facedown (just like other enemies).
•Mission F: If IG-11 becomes disabled, any Charges he is carrying cannot be set. If he is loyal and has not planted all his Charges, the mission fails.
•Mission G: Enemies can move through characters.
•Mission H: The Outcast’s movement from events and duel cards is always 1 space toward The Magistrate, even if the card says to move toward or away from a different space.
Narrative Mode
Narrative mode allows you to experience The Mandalorian’s journey chronologically. In this mode, you will play through every story mission, starting with mission 1.
You can play with any number of players (1-4), and new
players can join and leave between games. In addition:
•Use characters shown in the mission rules (if able). If
there are not enough characters, add any characters
of your choice (or use shared character mode).
•One player must play as The Mandalorian (this does
not need to be the same player each game).
•You can use any difficulty level, but use the same
level for all missions.
•Do not use advanced mission sheets (found in the
base game), because these use motive cards.
•Before each mission, we encourage you to read the
mission’s graphic intro.
•After each game, fully heal all characters.
After you win a mission, you will play the next mission
for your next game. If you fail, you must replay the
mission. If you fail 3 total times during narrative mode,
you lose narrative mode.
If you win mission 8, you win narrative mode!
Narrative Log
Use this log to track your progress in narrative
mode. It tells you when to add or remove cards
from The Mandalorian’s deck.
You can download and print this at:
UnexpectedGames.com/Mandalorian-Support
Mission 1
»After winning, gain the “Whistling Birds” skill card.
Mission 2
Mission 3
Mission 4
»After winning, gain the “Rising Phoenix” skill card.
Mission 5
»After winning, gain the “Beskar Spear” skill card.
Mission 6
»After winning, remove the “Amban Phase- Pulse Blaster” skill card.
Mission 7
Mission 8
»If won, you win narrative mode!
FAILED MISSIONS
First Second Third (You lose)

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8The Mandalorian: Adventures
CLAN OF TWO
Credits
Expansion Design: Corey Konieczka with Josh Beppler
Graphic Design and Mission Intro Art: David Ardila
from InkVoltage
Cover Art: Darren Tan
Map Art: Henning Ludvigsen
Card and Enemy Art: Matt Bradbury, JB Casacop, Graey
Erb, Tony Foti, Mariusz Gandzel, Nasrul Hakim, Audrey
Hotte, Ben Judd, Atha Kanaani, Ron Lemen, Alyssa
McCarthy, Preston Stone, Ryan Valle
Art Direction: Tony Mastrangeli
Box Back 3D Render: Dan Konieczka
Editing and Proofreading: Timothy Meyer
Licensing Coordinators: Kira Hartke, Kaitlin Souza, and
Emerald Thompson-Jereczek
Licensing Approvals Manager: Ariel Didier
Production Coordinator: Estelle Gavin
Production Management: Justin Anger and Austin Litzler
Playtesters: Carolina Blanken, Gareth Bushill, James
Connor, AJ Cressman, Matt Delude, Kevin Ellenburg,
Michael Feldman, Anita Hilberdink, Steve Koontz, Josiah
Kuehn, Peter Küsters, Scott Lewis, Kortnee Lewis, Emile
de Maat, Timothy Meyer, Stefan Michelmann, Eric Moore,
John Moore, Todd Pressler, Syl Puglisi, Andrew Schaff, Ian
Smith, Kyle Stark, Léon Tichelaar, Marjan Tichelaar-Haug,
Martin Yarsley, Jorge Zhang
Lucasfilm Limited
Lucasfilm Licensing: Brian Merten
© & ™ Lucasfilm Ltd. Unexpected Games and logo are TM of Unexpected
Games. Gamegenic and the Gamegenic logo are ® & © Gamegenic GmbH,
Germany. Unexpected Games, 1995 West County Road B2, Roseville, MN 55113,
USA. 1-651-639-1905. Actual components may vary from those shown.
www.UnexpectedGames.com/TheMandalorian
Clan of Two Challenge Log
Replay missions with a unique twist by attempting the following challenges. You choose the difficulty unless specified.
KRAYT DRAGON HUNTER: Win mercenary mission
E with the following change: You must defeat the Krayt Dragon 4 times instead of 3. After defeating it the 3rd time, place the “E” threat tokens facedown on spaces #1 and 2.
MASTER SABOTEUR: Win mercenary mission F
with the following setup changes:
»Do not use hidden motives.
»Distribute all 5 “F” threat tokens among characters as evenly as possible (instead of using 4).
VALIANT RESCUER: Win mercenary mission G with
the following setup changes:
»Do not use hidden motives.
»Place 1 additional damage on each Civilian token.
NARRATIVE CHAMPION: Win narrative mode using
dangerous event cards on each difficulty:

Novice Difficulty Standard Difficulty
Veteran Difficulty Expert Difficulty
THE MAGISTRATE’S SAVIOR: Win mercenary
mission H with the following setup changes:
»Do not use hidden motives.
»Place 3 damage on The Magistrate.
»Remove 1 C card, 1 B card, and 1 ? card
randomly from the event deck.
MISSION 5 REMIX: Win story mission 5 with the
following setup change: The power track starts on the 5
th
space (the second 9-health space)
instead of the start space.
MISSION 6 REMIX: Win story mission 6 without
using any “Boulder” feature tokens.
MISSION 7 REMIX: Win story mission 7 with the
following setup change: Place all
2 threat tokens
faceup, ignoring abilities. (When a
3 threat with a
g ability is revealed, the alarm triggers as normal.)
MISSION 8 REMIX: Win story mission 8 without
using the Airlock Controls feature token.
MYTHIC MERCENARY: Win each of the new
mercenary missions on each map:
1E
2E 3E 4E 5E 6E 7E 8E
1F 2F 3F 4F 5F 6F 7F 8F
1G 2G 3G 4G 5G 6G 7G 8G
1H 2H 3H 4H 5H 6H 7H 8H

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