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Solo Scenario Book: 1. General Principles

This scenario book contains three parts: general principles, variant rules, and scenario descriptions. The general principles section outlines different map shapes for various player counts. It also describes rules for a solo game including how the dummy player chooses tactics and takes turns by flipping cards from its deck. The variant rules section offers optional adjustments to the core game. The third part provides specifics for each scenario along with any unique scoring.

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0% found this document useful (0 votes)
483 views14 pages

Solo Scenario Book: 1. General Principles

This scenario book contains three parts: general principles, variant rules, and scenario descriptions. The general principles section outlines different map shapes for various player counts. It also describes rules for a solo game including how the dummy player chooses tactics and takes turns by flipping cards from its deck. The variant rules section offers optional adjustments to the core game. The third part provides specifics for each scenario along with any unique scoring.

Uploaded by

david_baylón_1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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 recommended Fully Open Map Open Map Limited to 4 or 3 Columns
map shape for the various number of players allowed A fully open map uses starting tile B, and you deal three This is the same shape, except the map is limited to 4 or
in that scenario. tiles adjacent to it at the start. The coastline opens out 3 columns only. (With 4 columns, it opens more to the
Wedge Map in a much wider angle here. However, it does not open right than to the left). See the pictures.
This shape uses starting tile A. It is similar to the one in forever – the map can have a maximum of 5 parallel The 4 column map is suitable either for a 3 player
starting scenario, with one extra rule: columns of tiles. Imagine the coastline in each direction game, if you do not want the start to be too crowded, or
breaks after you add two tiles to the starting tile. See for a 4 player game, if you want more interaction
• Core (brown) tiles cannot the picture.
be added to the coastline. between the players.
(i.e. to the leftmost and A fully open map is suitable for a comfortable four Similarly, the 3 column map is suitable for a 2-3 player
rightmost lane of tiles). player game. For less players, it is a bit too vast, and game, if you want the interaction to be tight during the
there may not be enough interaction in later phases of entire game. Note: If you play with 3 or 4 players here,
The map starts tight, but then opens relatively quickly, the game.
and soon it can be wide. The extra rule prevents the someone could rush forward and the ones that stay
Cities being too far from one another. behind may not have enough interesting places to
explore 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 When picking Tactics: • Note: If there are not enough cards in his Deed deck,
In a Solo game, remove the four competitive Spells • See the Scenario description for how the Dummy flip as many as you can. On his next turn, the Dummy
(numbered 17-20) from the Spell deck you will not use player chooses his Tactic card at the start of each player announces End of the Round.
them. Round. When preparing a new Round:
Dummy Player • He does not benefit from the Tactic, it just determines • When removing the lowest card from the Advanced
In the Mage Knight Board Game, when playing solo the when he plays in Round Order: Arrange the Round Action offer, add this card to the Dummy player’s
pace of the game is set by the automated Dummy Order tokens by the Tactic numbers, as usual. deck instead. Then shuffle the Dummy player’s deck.
player. When it is the Dummy player’s turn: • When removing the lowest card from the Spell offer,
At the start of the game: • If his Deed deck is empty, he announces the End of put it to the bottom of the Spells deck, as usual. In
the Round. Other players have one more turn, and addition, add one crystal of the same color as that
• After the player chooses his Hero, randomly choose Spell card to the Dummy player’s Inventory. Contrary
one of the Heroes that is not in the game as a Dummy the Round is over. to real players, he can have more than 3 crystals of
player Hero. You only need his Hero card, his Round • If his Deed deck is not empty, µip over three cards the same color.
Order token, and his starting deck of 16 Basic Action from his Deed deck and put them in his discard pile.
Check the color of the last µipped card (topmost card Note 1: The Dummy player does not play too
cards. aggressively, so you have enough time to play
• Take a look at his Hero card. At the bottom, there are of the discard pile):
- If the Dummy player has no crystals of that color efficiently. Sometimes, though, the random flips may
three colored dots (for example Goldyx has green, mean that he goes through his deck much faster. Watch
green and blue). Give three crystals of these colors in his Inventory, his turn is over.
- If he has any crystals of that color, flip as many the Dummy player’s deck to adjust your tempo!
(one for each dot) to the Dummy player’s Inventory.
Note: this applies for the Dummy player only. Other additional cards as he has crystals of that color. Note 2: You have a slight control over the Dummy
characters start with no crystals. Then, his turn is over (the color of the player’s deck and crystals. It may be advantageous not
• Shuffle that Hero’s Deed deck, and the Dummy player additionally flipped card(s) does not matter). to let him get crystals and cards of the same color.
is ready to go. Skills

1
In a Solo game, you also use the set of Skills belonging Scoring • Wounded Units: Sum of the Wounded Units levels
to the Dummy player’s Hero, except the competitive In a solo game your final score is calculated by taking divided by 2 (rounded down)
Skill. Shuffle them and put them face down next to his your Fame at the end of the game and adding the • Conquered Sites: +2 per Conquered Site (Burned
Hero card. Achievements as follows: Monastery, Keep and Mage Tower)
Every time your Hero has gained a Skill token, also • Adventure Sites: +2 per Adventure Site you defeated
• Advance Actions: +1 per AA in your deck (Monster Den, Dungeon, Ancient Ruins, Spawning
reveal one Skill of the Dummy player, and put it into • Spells: +2 per Spell in your deck
the Common Skill offer – it is available to you the next Grounds and Tomb)
• Artifacts: +2 per Artifact in your deck • Wounds: -2 per Wound in your deck
time you may gain a Skill token. If you choose such a • Crystals: Number of crystals in your inventory divided
Skill from the Common Skill offer, you have to take the by 2 (rounded down) Scenarios may also come will additional scoring
lowest Advanced Action card, as with usual Level Up • Unwounded Units: Sum of the Unwounded Units bonuses. Refer to each scenario rules.
rules. levels

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

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

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

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

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

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

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

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

SOLO BLITZ CONQUEST


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

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

SOLO DRUID NIGHTS


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

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

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

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

SOLO BLITZ CONQUEST: SPELLBOUND


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

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

REVENGE OF THE DRAGON LORDS


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

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

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

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

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

12
STROLLING IN THE DEEP
• Credit: Artemus Maximus dealt with. After a Rampaging Enemy is destroyed on Cities
• Expansion required: None such a site, then it may be explored as normal. The White City is loyal to you – the Red City however…
• Length: Six rounds (3 days and 3 nights) • When you kill a Rampaging Monster enemy, you gain
• Purpose: A solitaire game similar to Solo Conquest, Reputation +1 at the end of your turn. • The White City:
but with aggressive moving enemies. • All Rampaging Enemies are always placed face-down - Is set to Level 3 when revealed.
when placed on the map. They are revealed at Day - You may enter this city freely and interact as if
The Council of the Void has sent you back to a kingdom you controlled it (you may not attempt to
that has already been conquered by a fellow Mage when adjacent (whether you move adjacent to the
enemy or the enemy moves adjacent to you), or at conquer it and you do not control it)
Knight recently. Unfortunately, this Mage Knight, who - If a Draconum enters the White City space while
remains nameless, did not thoroughly cleanse the land night when you assault (blind). This includes Orcs
and Draconum. you are not present, reduce its level by 1 (if your
of evil. While the White City remains loyal, the rest of hero is present, the Draconum will fight you on
the land has fallen under the threat of a dark sorcerer Enemy Movement your first turn instead). Place a Shield Token
that has usurped rule of the neighboring Red City. He Not only are there more Rampaging Enemies in this belonging to the Dummy player on the White
has sent his minions forth to regain control of the land land and the nature of them hidden, but they also roam City Reference card.
– Orcs once again roam the countryside, marauding freely in the countryside, wrecking havoc, striking fear - If the White City’s level is reduce to below 1, it is
the Villages and Monasteries. Terrible monsters from into the locals! destroyed! It is considered non-existent for the
the depths of the underground are emerging in great remainder of the game.
numbers as well. And what’s worse, the Draconum • After generating Rampaging Monsters at the start of a
Round, reroll the source dice, 1 at a time. DO NOT • The Red City:
have returned with a vengeance, scouring the land and - Is set to Level 8 when revealed.
destroying anything in their paths. The fortified Keeps reroll black/gold dice if >1, until all Rampaging
Monsters have moved. Keep the 3 dice in the order - If any rampaging enemy (Orcs, Monsters,
and Mage Towers have shut their gates, fearful to let Draconum) enter this city space, they remain in
anyone or anything in. You must cleanse this land once rolled. Then, one by one, move each Rampaging
Enemy (Orcs, Monsters, and Draconum) on the map its garrison – place the enemy token on the Red
again, and retake the Red City. City Reference card. You must defeat this enemy
in the direction below relative to its current location,
Setup according to the color rolled on the dice, for each of as well when you assault the city.
• Map Shape: Wedge the 3 dice, in the order rolled (per following diagram) Scenario End
• Countryside Tiles: 6 (include tiles 6, 7, 9, & 10) When the Red City is conquered, you have one last turn
• Core City Tiles: 2 (the Red and White Cities) (the Dummy player does not). Otherwise, the scenario
• Core non-City Tiles: 3 (include tiles 1 & 3) ends after the third night.
• Cities:
• Dummy Player: There is one standard Dummy player Scoring
(see the General Principles section). If you succeeded in conquering the Red City, you are
• You will also need the Dummy player’s Shield victorious. If not, you have failed. In either case, count
Tokens. your score.
• Ancient Ruins Tokens: Remove all tokens depicting Take your Fame as the base. Then apply standard
Green, Tan, and/or Red enemy tokens to fight for Achievements scoring.
reward. They will not be used.
• Lost Legion Expansion: All components may be Then score for your goal and for the time to reach it:
included, except: • Draconum move 2 spaces per die. All Draconum on • Score 15 points if you conquered the Red City.
- Volkare’s Camp tile the map should be moved before Orcs and Monsters • Score an additional 15 points, if you conquered all
- Volkare move. Draconum may not enter the following spaces: cities.
- the Ancient Ruins token with 3 green enemies - Unexplored spaces • If you finished the game one or more Rounds before
Special Rules • Orcs and Monsters move 1 space per die. They may the limit, score 30 points for each such Round.
not enter the following spaces: • Score 1 point for each card in the Dummy player’s
• When taking Tactics, you always choose first. The - Unexplored spaces Deed deck (that was not yet flipped this Round).
Dummy player then takes one random card from - Lakes • If the End of the Round was not announced yet in
those remaining. - Mountains your last Round, score an additional 5 points.
• At the end of each Day or Night, remove the Tactic - Fortified Sites (Keeps, Mage Towers, White City) • Score -3 points for each Dummy player shield token
card that you used from the game. Return the - Through Walls on the map and White City Reference card.
Dummy player’s Tactic card to the deck. • If an enemy cannot move in the direction indicated by • • Score -3 points for each Orc remaining on the map.
Rampaging Enemies a die, the enemy remains in its place. Continue to the • Score -5 points for each Monster (tan) remaining on
In this scenario, Monsters can emerge out of the dark next die movement or enemy. the map.
places – they will not wait for you to come to them! • If an enemy enters an inhabited space, it is • Score -8 points for each Draconum remaining on the
immediately destroyed! (Village, Monastery, Refugee map.
• When Preparing for a new Round, first check each Camp, Mage Tower, or Keep. Draconum only for the • Score -10 points for each map tile not revealed.
Monster Den, Dungeon, Spawning Grounds, and last 2. See below for Cities). Place a Shield Token
Tomb on the map. (except on the first Day) VARIANT
belonging to the Dummy player on the space. This
If the Adventure Site does not contain a shield token, site is considered to be non-existent for the Strongholds:
an enemy token, or your hero, an enemy emerges remainder of the game. The Keeps in this land have stronger garrisons, and are
from the depths: place a corresponding enemy token - The Dummy player’s shield token replaces yours led by a Lord. Try this variant if you own the Lost
on the space, face-down: if a Draconum enters a Keep or Mage Tower you Legions expansion and would like a slightly more
- Monster Den – 1 Monster (tan) enemy token control (it is now destroyed), but not if any difficult challenge with more rewards.
- Dungeon – 1 Monster (tan) enemy token enemy enters a Monastery site with your shield
- Spawning Grounds - 2 Monster (tan) enemy • When setting up the game, remove all 6 Banner
token on it (it was already burned to the ground Artifact cards from the Artifact deck and create a new
tokens by you!)
- Tomb – 1 Draconum (red) enemy token face-down Banner Deck.
• If an enemy enters your hero's space, it remains there • Whenever a Keep (Stronghold) is revealed, place 2
From this point on, all of these enemy tokens (and any and attacks you! You must fight the enemy(ies) on grey enemy tokens on it, instead of just 1.
other green, tan, or red enemies already on the map) your first turn. Level I units may not participate (they • When you conquer a Stronghold, you also gain a
are considered to be Rampaging Enemies – they can be are frightened!). If you lose the combat, you may Banner Artifact – draw the top card of the Banner
provoked or assaulted from adjacent spaces like normal retreat to a safe space, if able. If unable to retreat, you Deck and add it to the top of your Deed Deck.
rampaging enemies. must continue to fight on subsequent turns until the • You keep the Banner Artifact even if the Stronghold it
• This means that you may not explore an Adventure enemies are defeated. came from is destroyed by a Draconum later on.
Site on your turn if there is an enemy token on the - If a Draconum enters a fortified site where your
site already – the rampaging enemy must first be hero currently is, the Draconum fights you – the
site is not destroyed.
13
DRAGONSLAYER
• Credit: kittenhoarder Special Rules Scoring
• Expansion required: Lost Legion • When taking Tactics, you always choose first. The There is no victory condition; instead, you are trying to
• Length: Five rounds (3 days and 2 nights)
• Purpose: Solitaire game that is more open-ended and Dummy player then takes one random card from achieve the highest score possible by defeating as many
allows newer players to ease into multi-enemy those remaining. Draconum as you can.
battles. • At the end of each Day or Night, remove both used Take your Fame as the base. Then apply standard
Tactic cards from the game. That means, each Tactic Achievements scoring.
Those Draconum are getting out of control. The Council card cannot be picked more than once during the
needs you to curb their numbers before we move on to game. Then score for your goal and for the time to reach it.
the human population. Be careful--the locals have • The Rampage! variant (see the Variant Rules section) See the other side of the Scoring card:
locked themselves away in fear, and interaction will be must be used with this scenario. However, you start • Score an additional 1 point for each adventure site
difficult until you earn their trust. with -5 reputation (the first -5 space) instead of -2. In you conquered.
Setup addition, if a roll to replace a Rampaging Draconum • If you finished the game one or more Rounds before
fails, you may always choose to place a red and the limit, score 30 points for each such Round.
• Map Shape: Wedge, Wedge, or Open limited to 4 brown token there, as if you had rolled a gold/black. • Score 1 point for each card in the Dummy player’s
columns • When you defeat a Draconum, place a shield token Deed deck (that was not yet flipped this Round).
• Countryside tiles: 4 on that space. This counts as an Adventure Site for • If the End of the Round was not announced yet in
• Core city tiles: 1 (Blue City) scoring. You can have multiple shield tokens on the your last Round, score an additional 5 points.
• Core non-city tiles: 3 (2, 4 and 9) same Rampaging Draconum space.
• Cities: The city is friendly. You can enter and interact Variants
with it freely, but do not receive any leader bonuses. Scenario End If you would rather have a defined victory condition,
• Dummy Player: There is one standard Dummy player When all red tokens have been defeated (i.e. placed in you can set the difficult for yourself--defeat X
(see the General Principles section). the discard pile), you have one last turn (the Dummy 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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