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SOLO SCENARIO BOOK

This scenario book has three parts. First, there are some general principles that apply to all scenarios, or to a subcategory of
scenarios (like cooperative scenarios). In the second part, there are optional variant rules you can use for your game. The third part
contains descriptions of the scenarios.

1. GENERAL PRINCIPLES
MAP SHAPE
In each scenario description, there is a Fully Open Map Open Map Limited to 4 or 3 Columns
recommended map shape for the various
number of players allowed in that A fully open map uses starting tile B, and This is the same shape, except the map is
scenario. you deal three tiles adjacent to it at the limited to 4 or 3 columns only. (With 4
start. The coastline opens out in a much columns, it opens more to the right than to
Wedge Map wider angle here. However, it does not the left). See the pictures.
This shape uses starting tile A. It is open forever – the map can have a The 4 column map is suitable either for a
similar to the one in starting scenario, maximum of 5 parallel columns of tiles. 3 player game, if you do not want the start
with one extra rule: Imagine the coastline in each direction to be too crowded, or for a 4 player game,
breaks after you add two tiles to the if you want more interaction between the
• Core (brown) tiles starting tile. See the picture.
cannot be added to players.
the coastline. (i.e. to A fully open map is suitable for a Similarly, the 3 column map is suitable
the leftmost and comfortable four player game. For less for a 2-3 player game, if you want the
rightmost lane of players, it is a bit too vast, and there may interaction to be tight during the entire
tiles). not be enough interaction in later phases game. Note: If you play with 3 or 4
of the game. players here, someone could rush forward
The map starts tight, but then opens
relatively quickly, and soon it can be and the ones that stay behind may not
wide. The extra rule prevents the Cities have enough interesting places to explore
being too far from one another. and conquer.
This map is most suitable for 2 or 3
players. Because of its narrow start, it is
not recommended if the players are of
different levels of experience: With 3
players, an inexperienced player may get
blocked at the start. With 4 players, this
risk gets even higher and harder to avoid.

SOLO SCENARIO
Spells the Dummy player only. Other of the last µipped card (topmost card of
characters start with no crystals. the discard pile):
In a Solo game, remove the four • Shuffle that Hero’s Deed deck, and the - If the Dummy player has no crystals
competitive Spells (numbered 17-20) Dummy player is ready to go. of that color in his Inventory, his
from the Spell deck you will not use turn is over.
them. When picking Tactics: - If he has any crystals of that color,
Dummy Player • See the Scenario description for how the flip as many additional cards as he
Dummy player chooses his Tactic card has crystals of that color. Then, his
In the Mage Knight Board Game, when at the start of each Round. turn is over (the color of the
playing solo the pace of the game is set by • He does not benefit from the Tactic, it additionally flipped card(s) does not
the automated Dummy player. just determines when he plays in Round matter).
At the start of the game: Order: Arrange the Round Order tokens • Note: If there are not enough cards in his
by the Tactic numbers, as usual. Deed deck, flip as many as you can. On
• After the player chooses his Hero,
randomly choose one of the Heroes that When it is the Dummy player’s his next turn, the Dummy player
announces End of the Round.
is not in the game as a Dummy player turn:
Hero. You only need his Hero card, his • If his Deed deck is empty, he announces When preparing a new Round:
Round Order token, and his starting the End of the Round. Other players • When removing the lowest card from the
deck of 16 Basic Action cards. have one more turn, and the Round is Advanced Action offer, add this card to
• Take a look at his Hero card. At the over. the Dummy player’s deck instead. Then
bottom, there are three colored dots (for • If his Deed deck is not empty, µip over shuffle the Dummy player’s deck.
example Goldyx has green, green and three cards from his Deed deck and put • When removing the lowest card from the
blue). Give three crystals of these colors them in his discard pile. Check the color Spell offer, put it to the bottom of the
(one for each dot) to the Dummy Spells deck, as usual. In addition, add
player’s Inventory. Note: this applies for one crystal of the same color as that
1
Spell card to the Dummy player’s Shuffle them and put them face down • Crystals: Number of crystals in your
Inventory. Contrary to real players, he next to his Hero card. inventory divided by 2 (rounded down)
can have more than 3 crystals of the Every time your Hero has gained a Skill • Unwounded Units: Sum of the
same color. token, also reveal one Skill of the Dummy Unwounded Units levels
Note 1: The Dummy player does not play player, and put it into the Common Skill • Wounded Units: Sum of the Wounded
too aggressively, so you have enough offer – it is available to you the next time Units levels divided by 2 (rounded
time to play efficiently. Sometimes, you may gain a Skill token. If you choose down)
though, the random flips may mean that such a Skill from the Common Skill offer, • Conquered Sites: +2 per Conquered Site
he goes through his deck much faster. you have to take the lowest Advanced (Burned Monastery, Keep and Mage
Watch the Dummy player’s deck to adjust Action card, as with usual Level Up rules. Tower)
your tempo! • Adventure Sites: +2 per Adventure Site
Scoring you defeated (Monster Den, Dungeon,
Note 2: You have a slight control over the Ancient Ruins, Spawning Grounds and
Dummy player’s deck and crystals. It may In a solo game your final score is Tomb)
be advantageous not to let him get calculated by taking your Fame at the end • Wounds: -2 per Wound in your deck
crystals and cards of the same color. of the game and adding the Achievements
as follows: Scenarios may also come will additional
Skills • Advance Actions: +1 per AA in your scoring bonuses. Refer to each scenario
In a Solo game, you also use the set of deck rules.
Skills belonging to the Dummy player’s • Spells: +2 per Spell in your deck
Hero, except the competitive Skill. • Artifacts: +2 per Artifact in your deck

2. VARIANT RULES
Variants are here to add even more • You should play your first few games • Do not pick too many variant rules at
variety to the game, and to adjust it to with the standard rules only, to better once, as you might easily forget which
your tastes. We recommend you follow understand the game. rules apply and which do not.
these rules when picking variants:

MAP VARIABILITY
Map Shape and Number of Tiles However, after many games under your keep, the Red city is in desert surrounded
belt, you may notice that limited amount by dragons, etc.
The map shapes and number of tiles for of tiles cause some patterns to repeat in
the scenarios are just recommended the game from time to time. If you want,
settings. If you discover that you like you may use this rule: That’s the game story, and it makes the
some map shapes better, if you want more cities different not just by their garrison
or less interaction at the start of the game • When revealing a new tile (at the start of and bonuses. If you want more variability,
or during it, or if you want more or less the game, or during it), it is rotated though, you can do it a different way:
tiles to explore, or even cities to conquer, randomly. Add it to the map face down
feel free to choose different map shapes (so no one can see how it is oriented), • Whenever a city tile is revealed, draw a
and then flip it by any axis (choose the random City card, and put the city of
and number of tiles. that color on the central space of the tile,
axis before seeing the tile content).
Random Tiles Orientation regardless of the space color.
Note: The symbols in the corners still
The orientation of tiles is normally fixed, have to connect, although now, circles can Note: You may also use random cities in
the player having no choice in how to connect to stars, creating irregular shapes. scenarios where a fixed city is defined
orient them. That’s right, Heroes are just (for example: Green city in the “Druid
discovering an unknown kingdom, not, Random Cities Nights” scenario), as it is usually because
say, building a medieval city in the south The cities have a fixed position. The of the city surroundings, not the city color
of France. White city is always by a lake next to a itself. In these cases, use the tile the
scenario describes, but when it is
revealed, put a random city onto it.

DAYTIME VARIABILITY
Each scenario goes Day, Night, Day, but you also do not see who defends Darkness is Coming
Night... You may change this if you wish, keeps and towers, and what dangers lurk
just for variety. in the ruins. You start with a Day round. At the end of
the Round, roll two mana dice. If any of
Night Arrival If using this, we recommend you roll the them is black, night falls and it is Night
mana dice until there is no gold and no until the end of the game. If not, continue
You may start with a Night round. Note black at the start.
this is more difficult: not only it is harder with another Day round, and roll again at
to use mana and travel through forests, its end.

CITY LEVELS
The city levels for a given scenario are Megapolis: it can be any number from 2 the level of the Megapolis is the sum of
shown in the scenario descriptions. Once to 24. It does not have to be higher than the both city levels.) Draw garrison
you are experienced, you may increase 11. tokens for both cities, and add them
the city levels, especially when using • The Megapolis should be always the last together as the Megapolis garrison (it
rules for a cooperative city assault. Soon, city revealed in the game. does not matter which was drawn for
you will see that even a city of level 11 • When a Megapolis is revealed, place its which city).
can be conquered by a single player, if he figure and take its City card as usual.
has really strong cards and an army Then randomly choose one of the City
suitable for a city assault. cards not used yet, and put it to the right
of the first City card. Also, take the city
Megapolis figure of that color, and put it on the tile,
If you find out that even the highest level one space right from the first city. The
of cities is not enough of a challenge for terrain (and, in the case of the Green
you, or if you just want to spice things up, city, also the symbol) on the space
you may turn one of the cities into a covered by the city figure is ignored.
Megapolis. Note: This can only be done • Set the level of each city as half of the
in scenarios with three or less cities. Megapolis level. If the number is odd, • Treat this pair of cities as one big city:
round up for the city on the left, and - You reveal the entire garrison of the
• Once you have agreed the levels of round down for the city on the right. (So, Megapolis from any space adjacent
regular cities, also agree on the level of a to any of its spaces.
2
- You can assault the Megapolis from part to another during movement
any space adjacent to any of its (for the standard city Move cost of
spaces. 2), or leave it by entering a space
- You face the entire garrison of the adjacent to the part he is currently
Megapolis. They are all fortified, in. Also, to challenge a rampaging
and benefit from combat bonuses of enemy when in a city, the player has
both cities simultaneously. to be on the space adjacent to that
- In case of a cooperative city assault, enemy.
players adjacent to any space of the - No matter in which part of the city
Megapolis can be invited. his Hero is, the player may use
Randomize and randomly deal all purchase options of both cities
enemies, no matter who stands next during interaction.
to which part of the city. - During scoring, a Megapolis counts
- The Megapolis is conquered once all as only one city. Note: Scoring does
defenders are eliminated. Determine not take city level into account.
a City leader as normal. • If you decide to play a scenario with two
Megapolis, add a random city to the first
revealed city tile. The other two cities
- If conquered, treat the Megapolis as will go to the second city tile, even if it
one big city that has two spaces. A happens to be the color you added to the
player puts his figure onto the first Megapolis.
corresponding card to mark which
part he is in. He may move from one

RAMPAGE!
This is a kind of side quest. You may add - If it was gold, also add one brown For an even more extreme version of this
it to any scenario to spice it up. enemy to the usual green or red variant:
This kingdom is under heavy raids. token. When fighting this enemy, • Your characters start with -4 Reputation
Terrorized people are very suspicious and you have to fight both. The space is (i.e. they have -2 penalty to interaction).
do not trust anyone. considered to contain a rampaging • At the end of each Day or Night, you
enemy as long as there is at least one roll a die for each defeated rampaging
• Your characters start with -2 Reputation of these tokens. You get Reputation
(i.e. they have -1 penalty to interaction). enemy as above. However the
+1 for each enemy token defeated. rampaging enemy token is added
• At the end of each Day, roll a mana die • At the end of each Night, do the same,
for each space where a rampaging always, and if a warm (during Day) or
except this time cold colors (white, blue cold (during Night) color is rolled, you
enemy was defeated. If a warm, living or black) count, and you add one extra
color was rolled (red, green or gold), also add the brown one.
brown enemy when black is rolled.
draw a new enemy to that space.
More Rampage!

MORE DECKBUILDING
If you feel you would like to have more • Then, you may (but do not have to) take your decisions during the game to suit
chance to tune your deck during the game, one of the displayed Advanced Action your plan.
you may use one of the following cards and add it to your deck. At the • After choosing your character (but
variants. We do not recommend them for same time, you also have to throw away before the map is set, the dice rolled and
your first few games. Also, when using one of your Action cards. The new card the offers revealed), take two cards from
these rules, your Hero’s strength rises has to either be of the same color or the Advanced Action deck randomly.
faster, so you might want to adjust the share at least one type (icon in the upper • Choose one of these cards and sets it
game difficulty by increasing the city left corner) as the card thrown away. aside, discarding the other one.
levels. • Then, the card or cards no one picked • Continue until you have three cards set
Note: If using one of these variants or are put to the bottom of the Advanced aside. Shuffle the ones no one picked
when cards that allow you to gain more Action deck. back into the Advanced Action deck.
Advanced Action cards enter the game • You should shuffle your deck well • Keep the cards in a safe place (ideally
early, there is a chance you might run out before the next Round. away from the playing table, so they do
of Advanced Action cards. In that case, Note: You might like this variant if you not get shuffled into your deck
the monastery offer is affected first (do prefer a slower pace of game. It allows accidentally).
not deal cards there if there are none left). you to take a break once or twice during • At the end of each Day round, when you
If there are not enough cards to replenish the game (depending on the number of are shuffling your deck, choose one of
the Advanced Action offer, just use as rounds), to examine and review your these cards and shuffle it into your deck.
many as you can. If there are none, the deck, and to think what it needs to work • Note: You may use these rules even
player gets nothing. better. when the scenario has fewer than six
rounds. You just do not use all the cards
Action Upgrades Drafting at the Start you picked.
• At the end of each Night except the final This variant encourages long term
one (i.e. twice during the standard 6- planning. You plan some upgrades for
Round scenarios), reveal 2 Advanced your Hero ahead of time, and can adjust
Action cards.

3
3. SCENARIO LIST
FIRST RECONNAISSANCE
• Credit: Base Game Rulebook • Gold Units are not used in this scenario.
• Expansion required: None Setup • You should not reveal Spells and
• Length: Four rounds (2 days and 2 Advanced Action cards until they are
nights) • Map Shape: Wedge with no limitations needed for the first time.
• Purpose: Training scenario. Strongly • Countryside tiles: 8, sorted by numbers • When taking Tactics, you always choose
recommended if you play the game for • Core city tiles: 1 first. The Dummy player then takes one
the first time, as it provides a natural • Core non-city tiles: 2 random card from those remaining.
way to learn the game rules and get • Cities: Cities cannot be conquered nor • At the end of each Day or Night, remove
familiar with them. entered in this scenario. both used Tactic cards from the game.
On your first mission, you will be sent to • Dummy Player: There is one standard That means, each Tactic card cannot be
an unknown part of the Atlantean Dummy player (see the General picked more than once during the game.
kingdom, your task is to locate its Capital. Principles section). However, if you just Scenario End
That’s all. All the Fame, any knowledge want to become familiar with the
and treasures you manage to get during mechanics, you may also ignore the When you reveal a city, you have one last
your mission are yours to keep. Dummy player in your first game, and turn. If the Round ends during this, the
enjoy the experience with one hero and game ends immediately.
For a detailed description of this scenario, no pressure.
see the Game Scoring
Walkthrough. Here is just a summary:
Special Rules Take your Fame as the base. Then apply
• You score 1 Fame whenever you reveal standard Achievements scoring.
a new tile (no matter which type).

SOLO CONQUEST
• Credit: Base Game Rulebook • When taking Tactics, you always choose Then score for your goal and for the time
• Expansion required: None first. The Dummy player then takes one to reach it. See the other side of the
• Length: Six rounds (3 days and 3 nights) random card from those remaining. Scoring card:
• Purpose: Solitaire game. Also suitable • At the end of each Day or Night, remove • Score 10 points for each city you
for a player who wants to understand the both used Tactic cards from the game. conquered.
game before explaining it to others. That means, each Tactic card is picked • Score an additional 15 points, if you
Yes, that’s true – you are alone now. But exactly once during the game. conquered all cities.
the Council still needs these cities to be Scenario End • If you finished the game one or more
conquered. Good luck! When all cities are conquered, you have Rounds before the limit, score 30 points
Setup one last turn (the Dummy player does for each such Round.
not). • Score 1 point for each card in the
• Map Shape: Wedge Dummy player’s Deed deck (that was
• Countryside tiles: 7 Scoring not yet flipped this Round).
• Core city tiles: 2 If you succeed in defeating all cities, you • If the End of the Round was not
• Core non-city tiles: 2 are victorious. If not, you have failed. In announced yet in your last Round, score
• Cities: the first revealed city is of level both cases you may count your score, to an additional 5 points.
5, the second revealed city is of level 8. see how good you were. Variants
• Dummy Player: There is one standard
Dummy player (see the General Take your Fame as the base. Then apply You may adjust the city levels to set up
Principles section). standard Achievements scoring. the right challenge for you.
Special Rules You may also use a Megapolis.

SOLO BLITZ CONQUEST


• Credit: Base Game Rulebook, BGG user Special Rules Take your Fame as the base. Then apply
Oxymandias • You start with 1 Fame. Whenever you standard Achievements scoring.
• Expansion required: None cross a line on the Fame track, you get 1 Then score for your goal and for the time
• Length: Four rounds (2 days and 2 extra Fame. to reach it. See the other side of the
nights) • You start with +2 Reputation (i.e. you Scoring card:
• Purpose: Shorter scenario that shares
most of the mechanics with the standard have a bonus of +1 for interaction right • Score 10 points for each city you
game, but is faster. from the start). conquered.
• There are 4 dice in the Source and 4 • Score an additional 15 points, if you
Again, your task is to conquer all cities. Units in the offer. conquered all cities.
You have only two days and two nights • When taking Tactics, you always choose • If you finished the game one or more
this time, so you were imbued with extra first. The Dummy player then takes one Rounds before the limit, score 30 points
power. random card from those remaining. for each such Round.
Setup • At the end of each Day or Night, remove • Score 1 point for each card in the
• Map Shape: Wedge, Wedge, or Open
both used Tactic cards from the game. Dummy player’s Deed deck (that was
That means, each Tactic card cannot be not yet flipped this Round).
limited to 4 columns picked more than once during the game. • If the End of the Round was not
• Countryside tiles: 6 announced yet in your last Round, score
• Core city tiles: 2 Scenario End an additional 5 points.
• Core non-city tiles: 2 When all cities are conquered, you have
• Cities: Each revealed city is of level 3. one last turn (the Dummy player does Variants
• Dummy Player: There is one standard not). You may adjust the city levels to set up
Dummy player (see the General the right challenge for you.
Principles section). Scoring
If you succeed in defeating all cities, you You may also use a Megapolis.
are victorious. If not, you have failed. In
both cases you may count your score, to
see how good you were.

4
SOLO MINES LIBERATION
• Credit: Base Game Rulebook, BGG user Also, add one brown enemy token, face not revealed yet. Draw a new brown
Dr. snowMan down. These are enemies controlling the monster when it is about to be revealed.
• Expansion required: None mine (one is hidden in the deeps). • When taking Tactics, you always choose
• Length: Four rounds (2 days and 2 Arrange them in a way that the reverse first. The Dummy player then takes one
nights) of the brown one is visible, too, to random card from those remaining.
• Purpose: A shorter scenario similar to distinguish them from rampaging • At the end of each Day or Night, remove
the standard one, but with different enemies. both used Tactic cards from the game.
goals. Fight in the tunnels! • To liberate a mine, you may enter it That means, each Tactic card cannot be
Mines in this friendly kingdom are from its space (as an Action). Fight both picked more than once during the game.
occupied by enemies! Without a supply of enemies. Night rules apply as in a Scenario End
crystals, Mages cannot serve the land. Go Dungeon (but you can use your Units).
there and regain them. If you do not defeat both, the remaining When all map tiles are revealed and all
token(s) stay on the space. They can be mines are liberated, you have one last turn
Setup attacked again later. (the Dummy player does not).
• Map Shape: Wedge, Wedge, or Open • When you defeat the last enemy, you Scoring
limited to 4 columns liberate the mine. Mark it and gains +1
• Countryside tiles: 7 (4 with mines, 3 Reputation (+2, if on a Core tile). If you liberated all mines, the mission was
without mines). • Until liberated, mines produce no successful.
• Core city tiles: 1 (always the red city) crystals. Once liberated, they produce as Take your Fame as the base. Then apply
• Core non-city tiles: 1 (with a mine). usual (the production starts immediately, standard Achievements scoring.
• Cities: The city is friendly. You start so you get one crystal on the turn you
liberated the mine). In addition you score 4 Fame for each of
with one shield token on it. your mines in Countryside and 7 Fame for
• Dummy Player: There is one standard • At the start of Day or Night, you gain
one crystal from every mine you already each mine on Core tiles.
Dummy player (see the General
Principles section). conquered, no matter how far away it is Variants
on the map. Just a gift from the grateful 4 Rounds is a tough challenge. You may
Special Rules miners.
• Note: If there are not enough brown adjust the length to 5 rounds (3 days and 2
• When a mine is revealed, put one green nights) or 6 rounds (3 days and 3 nights)
(if on a Countryside tile) or red (if on a tokens, use some substitute for the to lower the difficulty.
Core tile) enemy token on it, face up. brown monsters that are on the map but

SOLO DRUID NIGHTS


• Credit: Base Game Rulebook, BGG user • Once during the first Night, in any of • At the end of each Day or Night, remove
Kin Hassar your turns, you may perform an both used Tactic cards from the game.
• Expansion required: None incantation. You may not be at an That means, each Tactic card cannot be
• Length: Four rounds (2 days and 2 inhabited space and it counts as your picked more than once during the game.
nights) Action for that turn. It summons one Scenario End
• Purpose: A shorter scenario similar to monster for each glade you have your
the standard one, but with different Shield token on – draw that many brown When you have performed the incantation
goals. How big a challenge dare you enemies and fight them. during the second Night (in that case, you
encounter? - The ones you defeat bring you twice have more turn, but the Dummy player
Have you noticed the mysterious obelisks as many Fame. does not), or at
with engraved symbols on the magical - The ones you do not defeat the end of the second Night.
glades around this kingdom? Go and disappear after the combat (but the
investigate! Wounds they did do not). Scoring
- Regardless how many of them you Take your Fame as the base. Then apply
Setup defeated, at the end of your turn you standard Achievements scoring.
• Map Shape: Wedge, Wedge, or Open get one random crystal for each
monster you summoned (roll a die In addition you score 15 Fame for each of
limited to 4 columns incantation you made (even if you
• Countryside tiles: 7 (remove only tiles for each, like in a monster den).
• At the end of the first Night, remove all defeated no monster).
with no magical glades on them).
• Core city tiles: 1 (always the green city) Shield tokens from the glades. You have Variants
• Core non-city tiles: 1. to mark them again, if you want to use You may play an Epic version that lasts 3
• Cities: The city is friendly. Put one them for an incantation the second night. Days and 3 Nights. Add one countryside
Shield token on it. • During the second Night, you may do tile and one non-city core tile to the
• Dummy Player: There is one standard the same, except this time you summon game.. Remove the Shields after the
Dummy player (see the General red enemies. The Fame for defeated second Night, too. During the third Night,
Principles section). ones is doubled again, and this time you you summon one brown and one red
get two random crystals for each enemy. enemy for each magical glade you have
Special Rules • When taking Tactics, you always choose
first. The Dummy player then takes one marked, and get three crystals for each
• When ending your movement on a pair summoned.
magical glade, you may activate it – random card from those remaining.
mark the glade with your Shield token.

DUNGEON LORDS
5
• Credit: Base Game Rulebook, BGG user can even be on a neighboring tile) that - To do so, you have to pay 2 Move
Dsnowman has no site on it. From now on, there is a points plus 1 Move point for each
• Expansion required: None secret dungeon entrance on this space. space you traveled.
• Length: Five rounds (3 days and 2 Put a face down brown enemy token on - When measuring the distance, you
nights) the space to mark it. have to go through revealed spaces,
• Purpose: A shorter scenario similar to • •A secret dungeon entrance works like and you have to avoid lakes and
the standard one, but with different any other dungeon (see its description swamps. If it is not possible, you
goals. Let’s go underground. card). If you conquer it, mark the space cannot travel there.
We thought we already controlled this and claim your reward. If you fail, • When taking Tactics, you always choose
land. We were wrong! There is a vast discard the monster token and put first. The Dummy player then takes one
system of underground tunnels under the another random brown enemy on that random card from those remaining.
kingdom. We do not know who dug these tile. • At the end of each Day or Night, remove
tunnels and why, but we do not care. Go, • The same applies for monasteries except both used Tactic cards from the game.
and seize control of them! you put a red enemy token to an That means, each Tactic card cannot be
adjacent empty space to mark there is a picked more than once during the game.
Setup secret tomb. Scenario End
• Map Shape: Wedge, Wedge, or Open • The secret tomb works the same way as
limited to 4 columns regular tombs. When all map tiles are revealed and all
• Countryside tiles: 7 (remove only tiles • Conquered dungeons and tombs (both dungeons and tombs are conquered, you
with no dungeons on them). regular and secret ones) cannot be have one last turn (the Dummy player
• Core city tiles: 1 (always the Blue city) entered again to fight for more Fame in does not).
• Core non-city tiles: 1 (always the desert this scenario.
tile with monastery and tomb). • All conquered tombs and dungeons
• Cities: The city is friendly. Put one (including the secret ones) are Scoring
Shield token on it. connected. If you conquered all the dungeon and
• Dummy Player: There is one standard - When on a conquered dungeon or tombs, the mission was successful.
Dummy player (see the General tomb space during movement, you
may move to any other conquered Take your Fame as the base. Then apply
Principles section). standard Achievements scoring.
dungeon or tomb space.
Special Rules - These two spaces do not have to be When scoring Adventures, also count the
• Whenever a tile with a village is of the same type (you may travel secret dungeons and tombs. All dungeons
revealed, choose any accessible non- from a regular dungeon to a hidden and tombs give 4 points instead of 2.
swamp space adjacent to that village (it tomb etc.)

SOLO TO RETURN
• Credit: Base Game Rulebook, BGG user • Dummy Player: There is one standard If you stand at portal space at the end of
Kin Hassar Dummy player (see the General the second night, you are victorious. If
• Expansion required: None Principles section). not, your mission is a failure.
• Length: Four rounds (2 days and 2 Special Rules In both cases you may count your score,
nights) to see how good you were.
• Purpose: A push your luck scenario for •The portal closes at the end of the Day 1
those who want to raid the Atlantean (if you are on the portal at that time you Take your Fame as the base. Then apply
continent. would be eliminated from the game). standard Achievements scoring.
This is an ultimate test of your power. You From now on, the portal works as an Then score for your:
are sent to an unknown part of the empty plain space. • Score 10 points for each city you
kingdom and the portal closes after you • When taking Tactics, you always choose conquered.
go through it. After two days and two first. The Dummy player then takes one • If you did not return to the portal in due
nights, the portal opens again for a short random card from those remaining. time, halve your score (rounded down).
while. Only by being at the portal at that • At the end of each Day or Night, remove
moment you can return home. both used Tactic cards from the game. Variants
Setup That means, each Tactic card cannot be You may play an Epic version that lasts 3
picked more than once during the game. Days and 3 Nights. Add one tile of each
• Starting Tile: Wedge Scenario End type to the game. In addition, you may
• Countryside tiles: 6 increase the level of cities to 4.
• Core city tiles: 1 The scenario ends as soon as the second
• Core non-city tiles: 1 Night is over.
• Cities: Each revealed city is of level 3. Scoring

GRAND CONQUEROR
• Credit: BGG user Maciej Krok • Purpose: A scenario which would allow feeling that you really own this land
• Expansion required: None you to conquer all 4 cities, delivering the before game ends.
• Length: Six rounds (3 days and 3 nights) Setup
6
• Starting Tile: Wedge countryside tiles before being able to both cases you may count your score, to
• Countryside tiles: 5 (numbers: 1, 5, 7, 9, reach core tiles see how good you were.
11) Special Rules Take your Fame as the base. Then apply
• Core city tiles: 4 (Blue, Green, Red, standard Achievements scoring.
White) • You start with 1 Fame. Whenever you
• Core non-city tiles: 0 cross a line on the Fame track, you get 1 Then score for your goal and for the time
• Cities: Green lvl 2, White lvl 4, Blue lvl extra Fame. to reach it. See the other side of the
6, Red lvl 8 • You start with +2 Reputation (i.e. you Scoring card:
• Dummy Player: There is one standard have a bonus of +1 for interaction right • Score 10 points for each city you
Dummy player (see the General from the start). conquered.
Principles section). • There are 4 dice in the Source and 4 • Score an additional 15 points, if you
Units in the offer. conquered all cities.
• At the start of the game place 4 spells in • Score 5 additional points for each Mage
the offer. Pick one and shuffle it into Tower conquered
your deck. Thereafter the spell offer will • Score 10 additional points if all Mage
be 3 cards as usual. Towers have been conquered.
• Start with one black crystal in your • If you finished the game one or more
Inventory. This is a one-time ability. Rounds before the limit, score 30 points
• You have night vision for this mission for each such Round.
allowing you to reveal Fortification sites • Score 1 point for each card in the
as if it is day. Dummy player’s Deed deck (that was
• Instability of the temporal energies not yet flipped this Round).
makes use of the Portal impossible. The • If the End of the Round was not
Void Council teleports you directly into announced yet in your last Round, score
the forest adjacent to the Portal. an additional 5 points.
• When taking Tactics, you always choose
first. The Dummy player then takes one Variants
random card from those remaining. Setup and Special Rules above described
• At the end of each Day or Night, remove the easy mode of this scenario.
both used Tactic cards from the game. If you want to raise the difficulty do as
That means, each Tactic card cannot be follows:
picked more than once during the game.
• Normal: Play as per normal rules instead
Scenario End of blitz rules:
• You should put tiles A, 1 and 5 face up When all cities are conquered, you have - You start with no Fame. You don’t
as usual, and place the rest in their one last turn (the Dummy player does get extra fame when you cross a line
places as stated above face down (they not). on Fame Track.
still need to be explored to gain access - You start with 0 Reputation.
to them). In this scenario rushing to - There are 3 dice in the Source and 3
explore core tiles is perfectly legal, so Scoring Units in the offer.
you're not forced to explore all If you succeed in defeating all cities, you • Hard: Same as normal plus increase
are victorious. If not, you have failed. In cities levels by 1.

SOLO BLITZ CONQUEST: SPELLBOUND


• Credit: BGG user Tokhuah Scoring
• Expansion required: None Special Rules If you succeed in defeating all cities, you
• Length: Four rounds (1 day and 3 are victorious. If not, you have failed. In
nights) • You start with 1 Fame. Whenever you
• Purpose: A fast pace game in the dark cross a line on the Fame track, you get 1 both cases you may count your score, to
with more Mage Towers than usual. extra Fame. see how good you were.
There is an unnatural darkness looming • You start with +2 Reputation (i.e. you Take your Fame as the base. Then apply
in the East. Two depleted and pitiful cities have a bonus of +1 for interaction right standard Achievements scoring.
that have been at war for centuries from the start). Then score for your goal and for the time
decided to break their ageless stalemate • There are 4 dice in the Source and 4 to reach it. See the other side of the
by invoking things better left hidden. This Units in the offer. Scoring card:
has been done through a dangerous use of • At the start of the game place 4 spells in
the offer. Pick one and shuffle it into • Score 10 points for each city you
arcane mage powers. They have gone too your deck. Thereafter the spell offer will conquered.
far and upset the balance of the mystic be 3 cards as usual. • Score an additional 15 points, if you
energies. A darkness is falling, a darkness • Start with one black crystal in your conquered all cities.
of endless night enveloping a spellbound Inventory. This is a one-time ability. • Score 5 additional points for each Mage
world heading into the abyss. The Council • You have night vision for this mission Tower conquered
of the Void has charged you with the task allowing you to reveal Fortification sites • Score 10 additional points if all Mage
of breaking the spell by taking control of as if it is day. Towers have been conquered.
both Cities and as many Mage Towers as • Instability of the temporal energies • If you finished the game one or more
possible. makes use of the Portal impossible. The Rounds before the limit, score 30 points
Setup Void Council teleports you directly into for each such Round.
the forest adjacent to the Portal. • Score 1 point for each card in the
• Starting Tile: Wedge Dummy player’s Deed deck (that was
• Countryside tiles: 5 (three with mage • When taking Tactics, you always choose
first. The Dummy player then takes one not yet flipped this Round).
tower [4, 9, 11, 13] & two without mage • If the End of the Round was not
tower) random card from those remaining.
• Core city tiles: 2 (Blue City & one • At the end of each Day or Night, remove announced yet in your last Round, score
both used Tactic cards from the game. an additional 5 points.
random)
• Core non-city tiles: 1 (2, 3 or 9 chosen That means, each Tactic card cannot be Variants
randomly) picked more than once during the game.
You may adjust the city levels to set up
• Cities: Each revealed city is of level 1. Scenario End the right challenge for you.
• Dummy Player: There is one standard When all cities are conquered, you have
Dummy player (see the General one last turn (the Dummy player does
Principles section). not).

HUNTING FOR THE ROGUE KNIGHT


• Credit: BGG user Javasrybe • Expansion required: None
7
• Length: Four rounds (2 day and 3 nights - The Rogue Knight's Attack Score This scenario ends in blood, with Rogue
starting at night) equals His City's Level + White or Knight's death (or yours).
• Purpose: A solo exploration scenario Red Crystals, whichever he has the Scoring
with a climactic finale. most.
A Rogue Knight has become sympathetic - His Armor Stat His City's Level + Take your Fame as the base. Then apply
to the cause of the inhabitants of an Blue or Green Crystals, whichever standard Achievements scoring.
Atlantean City, and has become their he has the most. Then score for your goal and for the time
protector. By doing so, he betrayed the - In addition, he has the following to reach it. See the other side of the
will of theCouncil of the Void. Find him, Abilities: Scoring card:
and Kill him. * Goldyx: Brutal.
* Arythea: Fire Attack, Cold • Score 10 points for each city you
Setup Resistance. conquered.
* Tovak: Cold Attack, Fire • Score an additional 15 points, if you
• Starting Tile: Wedge conquered all cities.
• Countryside tiles: 6 Resistance.
* Norowas: Swift. • If you finished the game one or more
• Core city tiles: 4 Rounds before the limit, score 30 points
• Core non-city tiles: 0 - Use the "Player VS Player" rules,
with the following differences: for each such Round.
• Cities: Cities are level 4. The Rogue • Score 1 point for each card in the
Knight's City level is taken into account 1) One on One: You cannot use
your Units for the Duel with the Dummy player’s Deed deck (that was
into the Rogue's abilities (see below) not yet flipped before the Duel).
• Dummy Player: There is one standard Rogue Knight.
2) Up close and personal: There is • If the End of the Round was not
Dummy player (see the General announced yet in your last Round before
Principles section). The Dummy player no Ranged/Siege phase for the
Duel, although you can use them the Duel, score an additional 5 points.
is the Knight you were sent to
assassinate. Goldyx is hiding in the normally as Attacks. If you defeat the Rogue Knight, double
Green City, Norowas in the White City, 3) Play attacks alternatively, your score.
Tovak in the Blue city and Arythea in starting with your opponent, and If you did not find the Rogue Knight,
the Red City. Assign Damage as you would for halve your score.
Single Player (i.e. Wounds only
Special Rules occur when there is damage
• When taking Tactics, you always choose greater or equal to Armor) Variants
first. The Dummy player then takes one 4) End the "turn" after each of your
random card from those remaining. attack.(Discard, Reset Source If you want an easier/tougher fight, vary
• At the end of each Day or Night, remove and Skills, Draw, etc.) the level of the Rogue's city (affecting his
both used Tactic cards from the game. 5) If you ever accumulate a number Attack/Armor and Wounds)
That means, each Tactic card cannot be of Wounds in hand equal to your Tip
picked more than once during the game. Hand Size, you lose the duel and
• When you find the Rogue Knight's City, your opponent will finish you off Since you will know from the start which
put his figurine and the normal Units on mercilessly. Mage Knight you're facing, shape up your
the card. 6) You also lose if you run out of Actions and Spells accordingly! (For
• When you conquer the Rogue Knight's cards. instance, Packing up on Cold Blocks
City, end the round and calculate 7) Should you inflict the Rogue before facing Arythea sounds like a good
remaining cards for the Scoring. A Knight a number of Wounds idea...)
special "Duel to the Death" Round then equal to his City's level, he is
begins. defeated and you execute him for
- Shuffle all your cards into your his betrayal.
Deed Deck and reset "Round" Skills.
Do not change the day/night cycle or
any Offer (Spell, Action, Unit). Scenario End

REVENGE OF THE DRAGON LORDS


• Credit: BGG user Andrew_zz • Cities: First City is level 7, Second City When all cities are conquered, you have
• Expansion required: None is level 11, Third City is level 7 with an one last turn (the Dummy player does
• Length: Nine rounds (2 day and 1 night extra Draconum and Fourth City is level not).
repeated 3 times) 11 with an extra Draconum. If a Scoring
• Purpose: Draconum is defeated but the city is not
- To create a play tested bigger then the Draconum is replaced. Take your Fame as the base. Then apply
challenge for solo players • Dummy Player: There is one standard standard Achievements scoring.
- To make passing a location and Dummy player (see the General Then score for your goal and for the time
returning later a viable option as Principles section). to reach it. See the other side of the
previously it felt like a one way trek Special Rules Scoring card:
- Making choosing tactics cards is a
little more interesting as you can • When taking Tactics, randomly deal 3 • Score 10 points for each city you
ensure you play first, coupled with cards to the Dummy player who takes conquered.
the dummy player playing a little the middle value one. You then choose • Score an additional 15 points, if you
faster. your Tactic card between the 3 conquered all cities.
- Creating choices. After gaining a remaining. • If you finished the game one or more
few fame the player is split between • Before starting the game draw three Rounds before the limit, score 30 points
aiming to conquer the first city for advanced actions, pick one to add to for each such Round.
the elite units or defeating the first your deck and place the other two into • Score 1 point for each card in the
dragon for the artifact the dummy player’s deck. Add to the Dummy player’s Deed deck (that was
Dummy player card three crystals per not yet flipped before the Duel).
The dragon lords have taken control of card added of the same color as the card • If the End of the Round was not
the four capital cities and you need to (in addition to the 3 regular crystals). announced yet in your last Round before
recapture them saving the kingdom. • An assault against a city does not the Duel, score an additional 5 points.
Setup decrease reputation. If you defeat the Rogue Knight, double
• Starting Tile: Open Map, 3 Columns • No elite units will be in the offering your score.
• Countryside tiles: 10 until at least one city is defeated. If you did not find the Rogue Knight,
• Core city tiles: 4 • You may not interact with a monastery halve your score.
• Core non-city tiles: 1 until you have defeated at least one
• Tiles are stacked as two countryside tiles dragon. The first time you visit any Variants
followed by a core tile, repeated 5 times. monastery after defeating a dragon you If you want tougher challenge, set time
First Core tile is the non-city tile. This gain a free artifact. limit to 8 (losing 1 night) or even 7
means the core tile will be in play from • You start each turn with two movements rounds (losing 1 day and 1 night).
the start of the game, make sure this is even if you have no cards in hand.
the central tile (after this they can be Scenario End
placed anywhere).

8
RETURN TO THE VOID
• Credit: BGG user Javasrybe • You start on the revealed city space
• Expansion required: None (random color).
• Length: Variable (about 4 Rounds) • Use 4 mana dice in the source. They are
• Purpose: The object of the game is to rerolled each Round (see above).
reach the portal. • Start the game with a Peasants unit.
You feel it’s presence as soon as you pass These are the people who liberated you.
through the portal on your dark mission, • Followers are reactivated each day
though you know not what it means. (before your daytime turn).
Dozens of cities have fallen to your might • You start the game with 0 fame and 0
and magic, but this time feels different. reputation.
• All cities revealed are at level 1 and
In less than a day, garrisons have fallen, react like roaming monsters to your
mages cowed, and Orc Khan obliterated. movements. (They will attack if you
Your speed and might are unparalleled. move from one adjacent spot to a
Across the days, your powers grow and different adjacent spot.) You lose no
your ranks swell with the disillusioned reputation if they attack you, but you
masses of the Atlantian Empire. By all will lose reputation if you assault the
appearances, everything is as it should be city. If you move into an undefended
as you approach your waiting target - city (because you already defeated them)
that towering monolith of a city that your you do not lose reputation.
enemies hide within. Even so, an • Advanced Units are added to the
unshakable sense of coming doom stirs in offering once a second city tile is
your heart. You become weaker as revealed.
something within the city saps your
strength and renders your powers Hunted
impotent. All too soon, you discover why. • Tiles are flipped face up when they are The city forces have been alerted to your
The Atlantian’s have discovered a secret explored (by spending 2 movement escape. On the start of the second day of
weapon that brings you to your knees. points) the first Round, place a white city forces
They call it the Mage Stone, a shimmering • Dummy Player: There is no Dummy token face down on the city spot. This
rune of unimaginable power, crafted to player. represents the forces organizing the hunt.
devour the very essence of the Void. That Round Order: On the start of the third day of the first
which made you special, that which made With your Mage Knight abilities drained, Round (before you move), move the city
you powerful, is gone. With your Mage your speed and powers are reduced. forces token one space toward your
Knight powers drained, you fall to the While it took you mere days to reach the character. On each subsequent "day" turn
combined forces of Atlantian forces city, it will take you weeks to return to the before you have acted, move them
within the city. portal. Each Round is three days long, and another one space toward your character.
… is represented by 6 tactic cards (the first 3 Hunters cannot move on lakes, mountains
The Mage Stone can sap the powers of the daytime and first 3 nighttime tactics). or spaces occupied by rampaging
mightest Mage Knight, but it cannot Form a deck of these tactic cards by enemies. However they can go through
destroy the resolve of those that rally to arranging them in day/night order from 1 keeps, cities and mage towers.
his cause. Nary a week after your capture, to 3 (Day 1, Night1, Day 2, Night 2, etc.). When two paths are equivalent, Hunter
your prison is liberated by the peasants This is the Round Deck. should always take the northernmost path
and town-folk who call you leader. Your To begin the game, reveal the top card to force you toward the portal.
only hope now is to escape back to the from the Round Deck (Day Tactic 1). This force possesses the Mage Stone and
Void and warn the Council of the coming Play a Turn while this tactic card is cannot be defeated. If they ever enter the
danger. Time is of the essence however. revealed. Daytime rules apply when a space you are on, you are defeated. You
Your former captors will stop at nothing daytime tactic is showing. are also weakened by the Mage Stone. If
to hunt you down. On your next turn, reveal the next card you are Knocked Out at any time during
Setup from the Round Deck (Night Tactic 1). the game, you are defeated.
• Starting Tile: 1 Random City, See below Play a Turn while this tactic is revealed. Scenario End
• Countryside tiles: 8 Nighttime rules apply. In this way, you
will work your way through the Round • If the approaching city forces enter your
• Core city tiles: 1-4 (Variable – see Deck until it is depleted. Ignore any text space, then you lose the scenario.
below) on Tactic cards. • If you are knocked out at any time, then
• Core non-city tiles: 2-5 (Variable – see you lose the scenario.
below) After the third night, when your Round • You win by reaching the portal
• Randomly pick one City Tile as your Deck is depleted, the Round is over. If
starting tile. Then mix all remaining your draw deck is depleted in the middle Scoring
Core Tiles and draw 5. of the round, you may not act for the Take your Fame as the base. Then apply
• Cities: Cities are level 1 except starting remaining "days" of the week. You are standard Achievements scoring.
city which has no enemy at the exhausted and will need to rest before
beginning. continuing. The enemy unit, however, Variants
• Set the map as follows: will continue to advance on days that you You may increase the city levels to get
rest (see Hunted section below). tougher challenge.
Special Rules

REVENGE OF THE DRAGON LORDS


• Credit: BGG user Andrew_zz • Expansion required: None
9
• Length: Nine rounds (2 day and 1 night • Cities: First City is level 7, Second City When all cities are conquered, you have
repeated 3 times) is level 11, Third City is level 7 with an one last turn (the Dummy player does
• Purpose: extra Draconum and Fourth City is level not).
- To create a play tested bigger 11 with an extra Draconum. If a Scoring
challenge for solo players Draconum is defeated but the city is not
- To make passing a location and then the Draconum is replaced. Take your Fame as the base. Then apply
returning later a viable option as • Dummy Player: There is one standard standard Achievements scoring.
previously it felt like a one way trek Dummy player (see the General Then score for your goal and for the time
- Making choosing tactics cards is a Principles section). to reach it. See the other side of the
little more interesting as you can Special Rules Scoring card:
ensure you play first, coupled with
the dummy player playing a little • When taking Tactics, randomly deal 3 • Score 10 points for each city you
faster. cards to the Dummy player who takes conquered.
- Creating choices. After gaining a the middle value one. You then choose • Score an additional 15 points, if you
few fame the player is split between your Tactic card between the 3 conquered all cities.
aiming to conquer the first city for remaining. • If you finished the game one or more
the elite units or defeating the first • Before starting the game draw three Rounds before the limit, score 30 points
dragon for the artifact advanced actions, pick one to add to for each such Round.
your deck and place the other two into • Score 1 point for each card in the
The dragon lords have taken control of the dummy player’s deck. Add to the Dummy player’s Deed deck (that was
the four capital cities and you need to Dummy player card three crystals per not yet flipped before the Duel).
recapture them saving the kingdom. card added of the same color as the card • If the End of the Round was not
Setup (in addition to the 3 regular crystals). announced yet in your last Round before
• Starting Tile: Open Map, 3 Columns • An assault against a city does not the Duel, score an additional 5 points.
• Countryside tiles: 10 decrease reputation. If you defeat the Rogue Knight, double
• Core city tiles: 4 • No elite units will be in the offering your score.
• Core non-city tiles: 1 until at least one city is defeated. If you did not find the Rogue Knight,
• Tiles are stacked as two countryside tiles • You may not interact with a monastery halve your score.
followed by a core tile, repeated 5 times. until you have defeated at least one
First Core tile is the non-city tile. This dragon. The first time you visit any Variants
means the core tile will be in play from monastery after defeating a dragon you If you want tougher challenge, set time
the start of the game, make sure this is gain a free artifact. limit to 8 (losing 1 night) or even 7
the central tile (after this they can be • You start each turn with two movements rounds (losing 1 day and 1 night).
placed anywhere). even if you have no cards in hand.
Scenario End

10
THE APPRENTICE
• Credit: Bruce Clark • Start with your character on the village - To challenge him, draw a Purple
• Expansion required: None on tile 2. Enemy Token while at the starting
• Length: 6 (or 4) rounds • Populate Rampaging Orcs and Keep per Village and play normally. Your
• Purpose: A young aggressive apprentice standard rules (as shown above) Master won’t help you, of course.
seeks to take over the mantle as the • Choose another Mage Knight to - Take a -2 penalty to Reputation each
country's only Mage Knight! represent your Master. Shuffle the time you challenge your Master
Growing up in your countryside village, Master’s deck and set to the side face After over taking your Master:
you have lived a happy, safe life. Ever down
Undeterred by his recent loss to his
vigilant, the Mage Knights would always Special Rules Apprentice, the Master flees to a nearby
protect your town from vile Orcs, • There are no tactics in this game. City. Menacingly, he sends dragons and
rampaging draconum, and wandering • You may use only 1 mana from the other units out to hunt down his former
warlocks. You had looked up to them, source per turn (unless a card says pupil, to try to teach him a permanent
wanted to be one someday. You would otherwise). Do not return this die at the lesson. The former Apprentice's resolve is
always practice sparring with your end of your turn. If all mana from the hardened and will not rest till he defeats
friends, but you eventually grew tired of source is expelled, end the Round after his former mentor one last time. This
all the easy combat. your current turn. The Round may also country is not big enough for 2 Mage
Upon entering adulthood, one of the end if you depleted your deck as per Knights.
Mage Knights visiting your village normal rules. • At start of a new Round, draw 3 cards
noticed your skill with a weapon, and • Each Round has 6 mana. Days always from your Master’s deck. Remove 1 of
quickly brought you under his tutelage. start without black mana. Nights can each colored mana from the source, if
He was a firm Master, but fair. He would start with up to 2 mana (re-roll any gold possible.
teach you everything he knew about Mage mana). • At the start of Rounds 3 and 4, the
Knighthood, and you were hungry for Master immediately dispatches a
more. One day soon you would plan to Play: Draconum to fight you at the start of
overtake your Master, and seek out your • You are an Apprentice Mage Knight, each Round (after the Source has been
own conquests. under the tutelage of a Master. You start populated). Fight as normal (full starting
Setup out weaker than normal, represented by hand and readied units). If you do not
the 2 Wounds in your hand. These 2 defeat the Draconum, it takes your place
• Starting Tile: Special (1,2 and 3), No Wounds cannot be healed. and pushes you back 1 space. For now
limitation - When you achieve Level 2, you on it is a rampaging enemy. Also add a
simply remove 1 Wound from play grey token to the City defenses.
(you will still have 1 un-removable • At the start of Rounds 5 and 6, the
Wound in your hand). Master sends a White enemy (while still
- At level 3, you will be at full adding a grey token to the City
strength, removing the 2nd Wound. defenses). If you do not defeat the White
• Your Master will help you on your enemy, it takes your place and pushes
journey. Move, Attack, Block, and you back 1 space. For now on it is a
Influence are as normal, but if you need rampaging enemy
help in battle, reveal the top card from • When ready, attack the City to win the
your Master’s Deck. game, adding any additional grey tokens
- The stronger effect will be free (no to the city’s defenses.
mana required), or it can always be
played sideways for 1x (as usual). Scenario End
He can only assist in Battle (Block If you do not defeat your Master by the
or any kind of attack). end of Round 2, you lose.
- If you use his help, reduce fame If you do not conquer the City by the end
gained by 2 per card played (to a of Round 6, you lose.
minimum of 1).
• Countryside tiles: 5 (or 3) • While you are training, Rampaging Orcs If you manage to conquer the City you are
• Core city tiles: 1 will re-spawn at the start of each new victorious.
• Core non-city tiles: 2 Round (after you successfully overtake Scoring
• Tiles are stacked with Countryside tiles your Master, the Rampaging Orcs no
on top and the City Tile at the bottom. longer re-spawn). Take your Fame as the base. Then apply
• Cities: City is level 4. • At any time, you may return to your standard Achievements scoring.
• Roll 6 mana dice to fill the source (day starting Village to challenge your Master Variants
side). Re-roll any black mana. (in fact, if you can’t challenge him and
• Your starting hand consists of 2 Wounds win by the end of the 2nd Round, you You may adjust the city level to set up the
and 3 cards from your starting deck lose). right challenge for you.

THE GAUNTLET
• Credit: Trevin Beattie • Expansion required: None • Length: Six rounds (3 days and 3 nights)
11
• Purpose: A solitaire game whose goal is base game, use tile 2, 4, and one other orc spaces plus all of the defeated
to get to the end! random tile (remove one with no rampaging draconum spaces.
The Council of the Void has taken note of rampaging site). Scenario End
your deeds and selected you to go on a • Cities: The city is friendly. Place its city
mission to retrieve a rare artifact from the card in play but do not put any shield The game ends at the end of the turn in
city of the desert. This city can only be token on it. which you buy an artifact from the red
reached through a long and treacherous • Dummy Player: There is one standard city, or at the end of the sixth round,
canyon. Hurry, your time is limited! Dummy player (see the General whichever comes first.
Principles section). Scoring
Setup • Skills: You may use either the
• Map Shape: Linear. Use side B of the competitive or cooperative Skill in the If you succeed in entering the red city and
starting tile. Each new tile extends in the player’s Skill deck. buy an artifact, your mission was
opposite direction from the point of the successful. If not, you have failed. In both
Special Rules cases you may count your score to see
coast. (The “Random Tiles Orientation”
variant is not permitted in this scenario.) • When taking Tactics, you always choose how good you were.
The first tile next to the starting tile is first. The Dummy player then takes one Take your Fame as the base. Then apply
revealed as normal. random card from those remaining. standard Achievements scoring.
• At the end of each Day or Night, remove
the Tactic card that you used from the Then score for your goal and for the time
game. Return the Dummy player’s to reach it:
Tactic card to the deck. • Score 10 points for entering the red city.
• For every second rampaging orc you • Score an additional 10 points for buying
defeat, in addition to increasing your an artifact from the red city.
reputation, add one of your shield tokens • If you finished the game one or more
to the city. Rounds before the limit, score 40 points
• Countryside tiles: 7. Remove country • When you defeat a rampaging for each such Round.
tile 11 before shuffling and drawing the draconum, in addition to increasing your • Score 2 points for each card in the
country tiles. reputation by 2, add one shield token to Dummy player’s Deed deck (that was
• Core city tiles: 1, always the red city, at the city. not yet flipped this Round).
the bottom of the tile stack. You can double-check the number of • If the End of the Round was not
• Core non-city tiles: 3. If playing with the shield tokens which should be on the city announced yet in your last Round, score
Lost Legion expansion, choose three of by adding half of the defeated rampaging an additional 5 points.
the core tile 2, 4, 9, & 10. With just the

12
STROLLING IN THE DEEP
• Credit: Artemus Maximus adjacent spaces like normal rampaging already burned to the ground by
• Expansion required: None enemies. you!)
• Length: Six rounds (3 days and 3 nights) • This means that you may not explore an • If an enemy enters your hero's space, it
• Purpose: A solitaire game similar to Adventure Site on your turn if there is an remains there and attacks you! You must
Solo Conquest, but with aggressive enemy token on the site already – the fight the enemy(ies) on your first turn.
moving enemies. rampaging enemy must first be dealt Level I units may not participate (they
The Council of the Void has sent you back with. After a Rampaging Enemy is are frightened!). If you lose the combat,
to a kingdom that has already been destroyed on such a site, then it may be you may retreat to a safe space, if able.
conquered by a fellow Mage Knight explored as normal. If unable to retreat, you must continue to
recently. Unfortunately, this Mage • When you kill a Rampaging Monster fight on subsequent turns until the
Knight, who remains nameless, did not enemy, you gain Reputation +1 at the enemies are defeated.
thoroughly cleanse the land of evil. While end of your turn. - If a Draconum enters a fortified site
the White City remains loyal, the rest of • All Rampaging Enemies are always where your hero currently is, the
the land has fallen under the threat of a placed face-down when placed on the Draconum fights you – the site is not
dark sorcerer that has usurped rule of the map. They are revealed at Day when destroyed.
neighboring Red City. He has sent his adjacent (whether you move adjacent to Cities
minions forth to regain control of the land the enemy or the enemy moves adjacent The White City is loyal to you – the Red
– Orcs once again roam the countryside, to you), or at night when you assault City however…
marauding the Villages and Monasteries. (blind). This includes Orcs and
Terrible monsters from the depths of the Draconum. • The White City:
underground are emerging in great - Is set to Level 3 when revealed.
numbers as well. And what’s worse, the Enemy Movement - You may enter this city freely and
Draconum have returned with a Not only are there more Rampaging interact as if you controlled it (you
vengeance, scouring the land and Enemies in this land and the nature of may not attempt to conquer it and
destroying anything in their paths. The them hidden, but they also roam freely in you do not control it)
fortified Keeps and Mage Towers have the countryside, wrecking havoc, striking - If a Draconum enters the White City
shut their gates, fearful to let anyone or fear into the locals! space while you are not present,
anything in. You must cleanse this land • After generating Rampaging Monsters at reduce its level by 1 (if your hero is
once again, and retake the Red City. the start of a Round, reroll the source present, the Draconum will fight you
dice, 1 at a time. DO NOT reroll on your first turn instead). Place a
Setup black/gold dice if >1, until all Shield Token belonging to the
• Map Shape: Wedge Rampaging Monsters have moved. Keep Dummy player on the White City
• Countryside Tiles: 6 (include tiles 6, 7, the 3 dice in the order rolled. Then, one Reference card.
9, & 10) by one, move each Rampaging Enemy - If the White City’s level is reduce to
• Core City Tiles: 2 (the Red and White (Orcs, Monsters, and Draconum) on the below 1, it is destroyed! It is
Cities) map in the direction below relative to its considered non-existent for the
• Core non-City Tiles: 3 (include tiles 1 & current location, according to the color remainder of the game.
3) rolled on the dice, for each of the 3 dice, • The Red City:
• Cities: in the order rolled (per following - Is set to Level 8 when revealed.
• Dummy Player: There is one standard diagram) - If any rampaging enemy (Orcs,
Dummy player (see the General Monsters, Draconum) enter this city
Principles section). space, they remain in its garrison –
• You will also need the Dummy player’s place the enemy token on the Red
Shield Tokens. City Reference card. You must
• Ancient Ruins Tokens: Remove all defeat this enemy as well when you
tokens depicting Green, Tan, and/or Red assault the city.
enemy tokens to fight for reward. They Scenario End
will not be used.
• Lost Legion Expansion: All components When the Red City is conquered, you
may be included, except: have one last turn (the Dummy player
- Volkare’s Camp tile does not). Otherwise, the scenario ends
- Volkare after the third night.
- the Ancient Ruins token with 3 Scoring
green enemies
If you succeeded in conquering the Red
Special Rules • Draconum move 2 spaces per die. All City, you are victorious. If not, you have
• When taking Tactics, you always choose Draconum on the map should be moved failed. In either case, count your score.
first. The Dummy player then takes one before Orcs and Monsters move. Take your Fame as the base. Then apply
random card from those remaining. Draconum may not enter the following standard Achievements scoring.
• At the end of each Day or Night, remove spaces: Then score for your goal and for the time
the Tactic card that you used from the - Unexplored spaces to reach it:
game. Return the Dummy player’s • Orcs and Monsters move 1 space per
Tactic card to the deck. die. They may not enter the following • Score 15 points if you conquered the
Rampaging Enemies spaces: Red City.
- Unexplored spaces • Score an additional 15 points, if you
In this scenario, Monsters can emerge out - Lakes conquered all cities.
of the dark places – they will not wait for - Mountains • If you finished the game one or more
you to come to them! - Fortified Sites (Keeps, Mage Rounds before the limit, score 30 points
• When Preparing for a new Round, first Towers, White City) for each such Round.
check each Monster Den, Dungeon, - Through Walls • Score 1 point for each card in the
Spawning Grounds, and Tomb on the • If an enemy cannot move in the Dummy player’s Deed deck (that was
map. (except on the first Day) direction indicated by a die, the enemy not yet flipped this Round).
If the Adventure Site does not contain a remains in its place. Continue to the next • If the End of the Round was not
shield token, an enemy token, or your die movement or enemy. announced yet in your last Round, score
hero, an enemy emerges from the • If an enemy enters an inhabited space, it an additional 5 points.
depths: place a corresponding enemy is immediately destroyed! (Village, • Score -3 points for each Dummy player
token on the space, face-down: Monastery, Refugee Camp, Mage shield token on the map and White City
- Monster Den – 1 Monster (tan) Tower, or Keep. Draconum only for the Reference card.
enemy token last 2. See below for Cities). Place a • • Score -3 points for each Orc remaining
- Dungeon – 1 Monster (tan) enemy Shield Token belonging to the Dummy on the map.
token player on the space. This site is • Score -5 points for each Monster (tan)
- Spawning Grounds - 2 Monster (tan) considered to be non-existent for the remaining on the map.
enemy tokens remainder of the game. • Score -8 points for each Draconum
- Tomb – 1 Draconum (red) enemy - The Dummy player’s shield token remaining on the map.
token replaces yours if a Draconum enters • Score -10 points for each map tile not
a Keep or Mage Tower you control revealed.
From this point on, all of these enemy
tokens (and any other green, tan, or red (it is now destroyed), but not if any VARIANT
enemies already on the map) are enemy enters a Monastery site with Strongholds:
considered to be Rampaging Enemies – your shield token on it (it was
they can be provoked or assaulted from
13
The Keeps in this land have stronger deck and create a new face-down Banner top card of the Banner Deck and add it
garrisons, and are led by a Lord. Try this Deck. to the top of your Deed Deck.
variant if you own the Lost Legions • Whenever a Keep (Stronghold) is • You keep the Banner Artifact even if the
expansion and would like a slightly more revealed, place 2 grey enemy tokens on Stronghold it came from is destroyed by
difficult challenge with more rewards. it, instead of just 1. a Draconum later on.
• When setting up the game, remove all 6 • When you conquer a Stronghold, you
Banner Artifact cards from the Artifact also gain a Banner Artifact – draw the

DRAGONSLAYER
• Credit: kittenhoarder Special Rules Scoring
• Expansion required: Lost Legion • When taking Tactics, you always choose There is no victory condition; instead, you
• Length: Five rounds (3 days and 2 first. The Dummy player then takes one are trying to achieve the highest score
nights) random card from those remaining. possible by defeating as many Draconum
• Purpose: Solitaire game that is more • At the end of each Day or Night, remove as you can.
open-ended and allows newer players to both used Tactic cards from the game.
ease into multi-enemy battles. Take your Fame as the base. Then apply
That means, each Tactic card cannot be standard Achievements scoring.
Those Draconum are getting out of picked more than once during the game.
control. The Council needs you to curb • The Rampage! variant (see the Variant Then score for your goal and for the time
their numbers before we move on to the Rules section) must be used with this to reach it. See the other side of the
human population. Be careful--the locals scenario. However, you start with -5 Scoring card:
have locked themselves away in fear, and reputation (the first -5 space) instead of - • Score an additional 1 point for each
interaction will be difficult until you earn 2. In addition, if a roll to replace a adventure site you conquered.
their trust. Rampaging Draconum fails, you may • If you finished the game one or more
Setup always choose to place a red and brown Rounds before the limit, score 30 points
token there, as if you had rolled a for each such Round.
• Map Shape: Wedge, Wedge, or Open gold/black. • Score 1 point for each card in the
limited to 4 columns • When you defeat a Draconum, place a Dummy player’s Deed deck (that was
• Countryside tiles: 4 shield token on that space. This counts not yet flipped this Round).
• Core city tiles: 1 (Blue City) as an Adventure Site for scoring. You • If the End of the Round was not
• Core non-city tiles: 3 (2, 4 and 9) can have multiple shield tokens on the announced yet in your last Round, score
• Cities: The city is friendly. You can same Rampaging Draconum space. an additional 5 points.
enter and interact with it freely, but do
not receive any leader bonuses. Scenario End Variants
• Dummy Player: There is one standard When all red tokens have been defeated If you would rather have a defined victory
Dummy player (see the General (i.e. placed in the discard pile), you have condition, you can set the difficult for
Principles section). one last turn (the Dummy yourself--defeat X Draconum to win.
Player does not). If that is still too easy, the Blue City is not
friendly (but counts only as 10 points
toward final scoring; do not score the "all
cities defeated" bonus).

Solo Scenario Book by Kin Hassar

14

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