Texto completo do manual
2 introduction
7d
7e
If you know legends about the Wild Hunt, you know that Naglfar
is their ship, a demonic vessel that is said to be built by demons
from the fingernails and toenails of the dead. Eredin and his
companions use Naglfar to travel through dimensions.
CONTENTS
1 Naglfar
miniature
4 Naglfar
cards
4 Broken Sextant
cards
2 Wild Hunt
Legendary Monster
cards
NAGLFAR IN THE WILD HUNT EXPANSION
The Wild Hunt called for help! Naglfar arrives with its crew to help
Generals. With its support, pushing a General back will be much harder.
At the same time, Players will receive Broken Sextant cards to make
Naglfar’s navigation more difficult.
SETUP
Follow the Wild Hunt expansion setup rules, with the following addi-
tions:
Place Naglfar Miniature next to the Generals playmat.
Shuffle the 4 Broken Sextant cards and remove one from the
game. Place the rest face-down in a pile next to the Generals
playmat.
During the Advancement Step,
the Wild Hunt cannot move Generals
with multicolor cards.
Each Hero gains 3
.
Each Hero gains a Symbol
of their choice.
During the Advancement Step, the Wild
Hunt cannot move the same General
more than once. The Wild Hunt’s Abilities
are unaffected by this effect.
The Wild Hunt gains 1
instead of
1
when moving the General on the
last space ofIhis Threat track.
Each Hero draws 2 cards from the Main
deck, and discards 2 cards from their
hand.
Ignore the Trait of the General
protected by Naglfar
(flip his Trait card face-down).
Each Hero may play an additional card
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3
2
2
3
When the Wild Hunt moves to an occupied
spot, the Player suffers 1 Wound and places
Naglfar on their board.
After Playing cards Step, the Player with Naglfar
checks the last 2 cards in their Timeline.
If the colors match the Naglfar card, the Player
removes Naglfar from their board. If not, the
Player resolves the effect of the Naglfar card.
wild hunt
full force
Each Player rolls the Monster die.
march!
Each Player loses 1
and gains a
they have the fewest of (choose in case of a tie).
If they cannot, they suffer 1 Wound.
tactical maneuver
Players do not resolve the 1-3 multiply effects this Turn.
charge!
Activate the Wild Hunt twice.
1 -2
4
After Playing cards
(2nd Step)
Discard 1 random card from
your hand (the number of card
in your hand decreases).
3
After Playing cards
(2nd Step)
Roll the Monster die.
You may re-roll it once.
2
After Playing cards
(2nd Step)
Discard the first (leftmost)
card in your Timeline.
1
After Playing cards
(2nd Step)
Lose 2
.
Suffer 1 Wound for each
you cannot lose.
---
3 game setup
THE WILD HUNT STEP
Naglfar
Naglfar moves between the Threat tracks, depending on the
cards played by the Wild Hunt. It’s placed on banners above
Threat tracks. When Naglfar is present on a Threat track, it pro-
tects the corresponding General:
h0Heroes cannot Defeat the General (cannot move him down
or draw his Weaknes card),
h0the Wild Hunt cannot gain from the Banner’s bonus.
STRATEGIC WITHDRAWAL
Before Defeating a General, Players check if he is protected by Naglfar,
and if so:
h0the General cannot be Defeated (stays on the same space),
h0Heroes draw the topmost Broken Sextant card and resolve one
of its effects:
ydiscard it for its immediate effect,
yor keep it in play for its permanent effect.
After the last Broken Sextant card is drawn and resolved, remove
Naglfar miniature from the game and ignore any rules referring to it.
Permanent Broken Sextant effects stay in play.
7d
7e
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4 gameplay
Players played enough cards to Defeat a General, but he is protected
by Naglfar. Heroes only draw a Broken Sextant card.
ADVANCEMENT
After the General’s movement and resolving all its effects, the Wild
Hunt moves Naglfar.
The Wild Hunt Player checks the color of the last card in their Timeline
and moves Naglfar to the corresponding Threat track, placing the min-
iature above the topmost space, on the banner.
Example:
Ignore the Trait of the General
protected by Naglfar
(flip his Trait card face-down).
Each Hero may play an additional card
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5 gameplay
Example:
Imlerith is protected by Naglfar and the Wild Hunt would gain no
for advancing him further.
The Wild Hunt chooses not to move Naglfar (treats the multicolor card
as red).
During the Advancement, the Wild Hunt moves Imlerith by one space
and chooses Eredin to move by 1 space (treats the multicolor card as
green). The Wild Hunt gains 2 from Threat track bonuses.
If a multicolor card is the last in the Timeline, the Wild Hunt chooses
one of its colors to move Naglfar (may be different than the one cho-
sen to move a General).
---
6 game setup
NAGLFAR AND THE WILD HUNT IN THE LEGENDARY MONSTERS EXPANSION
The Naglfar expansion allows you to play a full co-op mode against
the Wild Hunt! Eredin and his crew become a Legendary Monster with
dedicated cards, special abilities, and powerful skills that move Nagl-
far from one player to another, thwarting their actions. It won’t be easy
to defeat the Wild Hunt, especially since they will be assisted in the
fight by the Naglfar ship’s warriors!
SETUP
When playing against the Wild Hunt, follow the Legendary Monsters
expansion setup rules, with the following changes:
2 CHOOSE A MONSTER
place the Wild Hunt Legendary Monster cards on the playmat
8 MONSTER SPECIFIC SETUP
shuffle the 4 Naglfar cards and remove one from the game. Place the
rest face-down in a pile next to the playmat. Reveal the top card.
DRAFTING AND PLAYING CARDS
When the Wild Hunt activates and moves to an occupied spot, the
Player there puts Naglfar on their board to mark they are followed by
Phantom Riders.
1
After Playing cards
(2nd Step)
Lose 2 .
Suffer 1 Wound for each
you cannot lose.
8
3
2
2
3
When the Wild Hunt moves to an occupied
spot, the Player suffers 1 Wound and places
Naglfar on their board.
After Playing cards Step, the Player with Naglfar
checks the last 2 cards in their Timeline.
If the colors match the Naglfar card, the Player
removes Naglfar from their board. If not, the
Player resolves the effect of the Naglfar card.
wild hunt
full force
Each Player rolls the Monster die.
march!
Each Player loses 1
and gains a
they have the fewest of (choose in case of a tie).
If they cannot, they suffer 1 Wound.
tactical maneuver
Players do not resolve the 1-3 multiply effects this Turn.
charge!
Activate the Wild Hunt twice.
1 -2
2
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7 gameplay
THE END OF THE CHAPTER
Discard the revealed Naglfar card to the box. Reveal the next card
from the top of the pile.
In the following Playing cards Step the Player with Naglfar has
a chance to defend themselves by playing cards of a certain color, or
suffer consequences.
After Playing cards Step, the Player with Naglfar on their board checks
the last 2 cards in their Timeline.
If the colors match the ones shown on the Naglfar card, the
Player returns its miniature to the Legendary Monster card.
Example: The Player successfully defends and removes Naglfar from
their board.
If they do not match, the Player resolves the effect of the Naglfar
card.
1
After Playing cards
(2nd Step)
Lose 2 .
Suffer 1 Wound for each
you cannot lose.
© 2024 CD PROJEKT S.A. All rights reserved. CD PROJEKT, the CD PROJEKT logo,
The Witcher and The Witcher Logo are trademarks and/or registered trademarks of
CD PROJEKT S.A. in the US and/or other countries. The Witcher game is set in the
universe created by Andrzej Sapkowski in his series of books.
This game was created and brought to you by Go On Board and CD Projekt RED, their
employees and collaborators. For full credits see the core game rulebook.
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