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Ullar’s Vengeance Campaign Rules

Difficulty: Must set difficulty


These rules apply throughout the entire campaign unless stated in
specific cases.

Starting- Player 1 starts the Campaign with a 300 point army of heroes. At the 3rd room,
they may draft one additional hero that is up to 120 points. Player 1 may not use any
heroes from Ullar or any Marro heroes. Player 1 starts where shown on the map
instructions. Player 2 starts each room with figures stated in the map instructions. They
start where shown in the map instructions.

Finishing a Room-Once Player 2's forces have been vanquished, Player 1 has an option.
They may either immediately place their heroes in the next room, or continue on to get
treasure, etc. If they choose to continue on, then after every round, Player 2 must roll the
d20. If they roll a 6 or higher, then they may place any 3 of their figures on their
respective starting zones. Player 2 may not place a figure if their starting zone is already
occupied.

Treasures- All treasures in this campaign are marked by symbol-side up glyphs. Any
treasure glyph besides the Chest of Brandar may be used for symbol-side up glyphs. Any
power-side up treasures will be defined in the build instructions.

Traps- In this campaign, traps are based upon the space the treasure is located.
 Rock- Sharp rocks impale the hero's body. 2 unblock-able hits are dealt.
 Sand- A severe sandstorm is kicked up. All figures must be adjacent to their target
to attack that target for 2 rounds or until the next room.
 Water- A whirlpool traps the hero and the treasure is destroyed. The figure cannot
move unless there is a friendly figure adjacent to it. After every turn it takes and at
the end of every round that it is still on that space, deal 1 unblock-able hit.
 Shadow- Dark magic blinds the hero. Remove all OMs from that unit’s card.
 Dungeon- A magical pit trap teleports the hero. Player 2 may place the figure on
any other Dungeon Space. The figure does not take any leaving engagement
attacks.

Revival- At the end of every room, Player 1 may remove all damage counters from their
heroes and may revive 1 Hero. These revivals do not carry over into the next room.
Before the final room, Player 1 may revive all Heroes.

Winning the Campaign- Player 1 wins if they can reach the final room and complete the
objective. Player 2 wins at any time it destroys all of Player 1’s figures. If this happens,
then Player 1 must start from the beginning.

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