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Solo Scenario Collection

by Kin Hassar/John Hildebrand


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 map shape for the various number of players allowed in that scenario.

Wedge Map Fully Open Map Open Map Limited to 4 or 3 Columns


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

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

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

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

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

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

3
- If conquered, treat the Megapolis as one big city that has two
spaces. A player puts his figure onto the corresponding card
to mark which part he is in. He may move from one part to
another during movement (for the standard city Move cost of
2), or leave it by entering a space adjacent to the part he is
currently in. Also, to challenge a rampaging enemy when in
a city, the player must be on the space adjacent to that enemy.
- No matter in which part of the city his Hero is, the player
may use purchase options of both cities during interaction.
- During scoring, a Megapolis counts as only one city. Note:
Scoring does not take city level into account.
• If you decide to play a scenario with two Megapolis, add a
random city to the first revealed city tile. The other two cities
will go to the second city tile, even if it 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 scenario to • At the end of each Night, do the same, except this time cold
spice it up. colors (white, blue or black) count, and you add one extra
This kingdom is under heavy raids. Terrorized people are very brown enemy when black is rolled.
suspicious and do not trust anyone. More Rampage!
• Your characters start with -2 Reputation (i.e. they have -1 For an even more extreme version of this variant:
penalty to interaction).
• At the end of each Day, roll a mana die for each space where • Your characters start with -4 Reputation (i.e. they have -2
a rampaging enemy was defeated. If a warm, living color was penalty to interaction).
rolled (red, green or gold), draw a new enemy to that space. • At the end of each Day or Night, you roll a die for each
- If it was gold, also add one brown enemy to the usual defeated rampaging enemy as above. However, the
green or red token. When fighting this enemy, you must rampaging enemy token is added always, and if a warm
fight both. The space is considered to contain a (during Day) or cold (during Night) color is rolled, you also
rampaging enemy if there is at least one of these tokens. add the brown one.
You get Reputation +1 for each enemy token defeated.

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

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

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

SOLO BLITZ CONQUEST


Credit: Base Game Rulebook, BGG user Oxymandias Special Rules
Expansion required: None • You start with 1 Fame. Whenever you cross a line on the
Length: Four rounds (2 days and 2 nights) Fame track, you get 1 extra Fame.
• You start with +2 Reputation (i.e. you have a bonus of +1 for
Again, your task is to conquer all cities. You have only two days interaction right from the start).
and two nights this time, so you were imbued with extra power. • There are 4 dice in the Source and 4 Units in the offer.
• When taking Tactics, you always choose first. The Dummy
Setup player then takes one random card from those remaining.
• Map Shape: Wedge, Wedge, or Open limited to 4 columns • At the end of each Day or Night, remove both used Tactic
• Countryside tiles: 6 cards from the game. That means, each Tactic card cannot be
• Core city tiles: 2 picked more than once during the game.
• Core non-city tiles: 2 Scenario End
• Cities: Each revealed city is level 3.
• Dummy Player: There is one standard Dummy player (see the When all cities are conquered, you have one last turn (the Dummy
General Principles section). player does not).

5
Scoring • If you finished the game one or more Rounds before the limit,
score 30 points for each such Round.
If you succeed in defeating all cities, you are victorious. If not, • Score 1 point for each card in the Dummy Player’s Deed deck
you have failed. In both cases, you may count your score, to see (that was not yet flipped this Round).
how good you were. • If the End of the Round was not announced yet in your last
Take your Fame as the base. Then apply standard Achievements Round, score an additional 5 points.
scoring. Variants
Then score for your goal and for the time to reach it. See the other
side of the Scoring card: You may adjust the city levels to set up the right challenge for you.
You may also use a Megapolis.
• Score 10 points for each city you conquered.
• Score an additional 15 points, if you conquered all cities.

SOLO MINES LIBERATION


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

SOLO DRUID NIGHTS


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

6
DUNGEON LORDS
Credit: Base Game Rulebook, BGG user Dsnowman • The secret tomb works the same way as regular tombs.
Expansion required: None • Conquered dungeons and tombs (both regular and secret
ones) cannot be entered again to fight for more Fame in this
Length: Five rounds (3 days and 2 nights) scenario.
• All conquered tombs and dungeons (including the secret
We thought we already controlled this land. We were wrong! ones) are connected.
There is a vast system of underground tunnels under the kingdom. - When on a conquered dungeon or tomb space during
We do not know who dug these tunnels and why, but we do not movement, you may move to any other conquered dungeon
care. Go, and seize control of them! or tomb space.
- These two spaces do not have to be of the same type (you
Setup may travel from a regular dungeon to a hidden tomb etc.)
- To do so, you must pay 2 Move points plus 1 Move point
• Map Shape: Wedge, Wedge, or Open limited to 4 columns for each space you traveled.
• Countryside tiles: 7 (remove only tiles with no dungeons on - When measuring the distance, you must go through revealed
them). spaces, and you must avoid lakes and swamps. If it is not
• Core city tiles: 1 (always the Blue city) possible, you cannot travel there.
• Core non-city tiles: 1 (always the desert tile with monastery • When taking Tactics, you always choose first. The Dummy
and tomb). player then takes one random card from those remaining.
• Cities: The city is friendly. Put one Shield token on it. • At the end of each Day or Night, remove both used Tactic
• Dummy Player: There is one standard Dummy player (see the cards from the game. That means, each Tactic card cannot be
General Principles section). picked more than once during the game.
Special Rules Scenario End
• Whenever a tile with a village is revealed, choose any When all map tiles are revealed and all dungeons and tombs are
accessible non-swamp space adjacent to that village (it can conquered, you have one last turn (the Dummy player does not).
even be on a neighboring tile) that has no site on it. From now
on, there is a secret dungeon entrance on this space. Put a face Scoring
down brown enemy token on the space to mark it. If you conquered all the dungeon and tombs, the mission was
• A secret dungeon entrance works like any other dungeon (see successful.
its description card). If you conquer it, mark the space and
claim your reward. If you fail, discard the monster token and Take your Fame as the base. Then apply standard Achievements
put another random brown enemy on that tile. scoring.
• The same applies for monasteries except you put a red enemy When scoring Adventures, also count the secret dungeons and
token to an adjacent empty space to mark there is a secret tombs. All dungeons and tombs give 4 points instead of 2.
tomb.

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

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

SOLO BLITZ CONQUEST: SPELLBOUND


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

8
HUNTING FOR THE ROGUE KNIGHT
Credit: BGG user Javasrybe o One on One: You cannot use your Units for the Duel
Expansion required: None with the Rogue Knight.
o Up close and personal: There is no Ranged/Siege
Length: Four rounds (2 day and 3 nights starting at night) phase for the Duel, although you can use them
normally as Attacks.
A Rogue Knight has become sympathetic to the cause of the o Play attacks alternatively, starting with your
inhabitants of an Atlantean City, and has become their protector. opponent, and Assign Damage as you would for
By doing so, he betrayed the will of the Council of the Void. Find Single Player (i.e. Wounds only occur when there is
him, and Kill him. damage greater or equal to Armor)
o End the "turn" after each of your attack. (Discard,
Setup Reset Source and Skills, Draw, etc.)
o If you ever accumulate several Wounds in hand
• Starting Tile: Wedge equal to your Hand Size, you lose the duel and your
• Countryside tiles: 6 opponent will finish you off mercilessly.
• Core city tiles: 4 o You also lose if you run out of cards.
• Core non-city tiles: 0 o Should you inflict the Rogue Knight several Wounds
• Cities: Cities are level 4. The Rogue Knight's City level is equal to his City's level, he is defeated and you
considered into the Rogue's abilities (see below) execute him for his betrayal.
• Dummy Player: There is one standard Dummy player (see the
General Principles section). The Dummy player is the Knight Scenario End
you were sent to assassinate. Goldyx is hiding in the Green This scenario ends in blood, with Rogue Knight's death (or yours).
City, Norowas in the White City, Tovak in the Blue city and
Arythea in the Red City. Scoring
Special Rules Take your Fame as the base. Then apply standard Achievements
• When taking Tactics, you always choose first. The Dummy scoring.
player then takes one random card from those remaining. Then score for your goal and for the time to reach it. See the other
• At the end of each Day or Night, remove both used Tactic side of the Scoring card:
cards from the game. That means, each Tactic card cannot be • Score 10 points for each city you conquered.
picked more than once during the game. • Score an additional 15 points, if you conquered all cities.
• When you find the Rogue Knight's City, put his figurine and • If you finished the game one or more Rounds before the limit,
the normal Units on the card. score 30 points for each such Round.
• When you conquer the Rogue Knight's City, end the round • Score 1 point for each card in the Dummy Player’s Deed deck
and calculate remaining cards for the Scoring. A special (that was not yet flipped before the Duel).
"Duel to the Death" Round then begins. • If the End of the Round was not announced yet in your last
- Shuffle all your cards into your Deed Deck and reset Round before the Duel, score an additional 5 points.
"Round" Skills. Do not change the day/night cycle or any
Offer (Spell, Action, Unit). If you defeat the Rogue Knight, double your score.
- The Rogue Knight's Attack Score equals His City's Level If you did not find the Rogue Knight, halve your score.
+ White or Red Crystals, whichever he has the most.
- His Armor Stat His City's Level + Blue or Green Variants
Crystals, whichever he has the most. If you want an easier/tougher fight, vary the level of the Rogue's
- In addition, he has the following Abilities: city (affecting his Attack/Armor and Wounds)
o Goldyx: Brutal.
o Arythea: Fire Attack, Cold Resistance. Tip
o Tovak: Cold Attack, Fire Resistance. Since you will know from the start which Mage Knight you're
o Norowas: Swift. facing, shape up your Actions and Spells accordingly! (For
- Use the "Player VS Player" rules, with the following instance, packing up on Cold Blocks before facing Arythea sounds
differences: like a good idea...)

REVENGE OF THE DRAGON LORDS


Credit: BGG user Andrew_zz • An assault against a city does not decrease reputation.
Expansion required: None • No elite units will be in the offering until at least one city is
defeated.
Length: Nine rounds (2 day and 1 night repeated 3 times) • You may not interact with a monastery until you have
defeated at least one dragon. The first time you visit any
The dragon lords have taken control of the four capital cities and monastery after defeating a dragon you gain a free artifact.
you need to recapture them saving the kingdom. • You start each turn with two movements even if you have no
cards in hand.
Setup Scenario End
• Starting Tile: Open Map, 3 Columns When all cities are conquered, you have one last turn (the Dummy
• Countryside tiles: 10 player does not).
• Core city tiles: 4
• Core non-city tiles: 1 Scoring
• Tiles are stacked as two countryside tiles followed by a core
tile, repeated 5 times. First Core tile is the non-city tile. This Take your Fame as the base. Then apply standard Achievements
means the core tile will be in play from the start of the game, scoring.
make sure this is the central tile (after this they can be placed Then score for your goal and for the time to reach it. See the other
anywhere). side of the Scoring card:
• Cities: First City is level 7, Second City is level 11, Third City • Score 10 points for each city you conquered.
is level 7 with an extra Draconum and Fourth City is level 11 • Score an additional 15 points, if you conquered all cities.
with an extra Draconum. If a Draconum is defeated but the • If you finished the game one or more Rounds before the limit,
city is not then the Draconum is replaced. score 30 points for each such Round.
• Dummy Player: There is one standard Dummy player (see the • Score 1 point for each card in the Dummy Player’s Deed deck
General Principles section). (that was not yet flipped before the Duel).
Special Rules • If the End of the Round was not announced yet in your last
Round before the Duel, score an additional 5 points.
• When taking Tactics, randomly deal 3 cards to the Dummy
player who takes the middle value one. You then choose your If you defeat the Rogue Knight, double your score.
Tactic card between the 3 remaining. If you did not find the Rogue Knight, halve your score.
• Before starting the game draw three advanced actions, pick
one to add to your deck and place the other two into the Variants
dummy player’s deck. Add to the Dummy player card three If you want tougher challenge, set time limit to 8 (losing 1 night)
crystals per card added of the same color as the card (in or even 7 rounds (losing 1 day and 1 night).
addition to the 3 regular crystals).
9
RETURN TO THE VOID
Credit: BGG user Javasrybe Round Order
Expansion required: None With your Mage Knight abilities drained, your speed and powers
Length: Variable (about 4 Rounds) are reduced. While it took you mere days to reach the city, it will
take you weeks to return to the portal. Each Round is three days
long, and is represented by 6 tactic cards (the first 3 daytime and
You feel it’s presence as soon as you pass through the portal on first 3 nighttime tactics). Form a deck of these tactic cards by
your dark mission, though you know not what it means. Dozens of arranging them in day/night order from 1 to 3 (Day 1, Night1, Day
cities have fallen to your might and magic, but this time feels 2, Night 2, etc.). This is the Round Deck.
different.
To begin the game, reveal the top card from the Round Deck (Day
In less than a day, garrisons have fallen, mages cowed, and Orc Tactic 1). Play a Turn while this tactic card is revealed. Daytime
Khan obliterated. Your speed and might are unparalleled. Across rules apply when a daytime tactic is showing.
the days, your powers grow and your ranks swell with the
disillusioned masses of the Atlantean Empire. By all appearances, On your next turn, reveal the next card from the Round Deck
everything is as it should be as you approach your waiting target (Night Tactic 1). Play a Turn while this tactic is revealed.
- that towering monolith of a city that your enemies hide within. Nighttime rules apply. In this way, you will work your way
Even so, an unshakable sense of coming doom stirs in your heart. through the Round Deck until it is depleted. Ignore any text on
You become weaker as something within the city saps your Tactic cards.
strength and renders your powers impotent. All too soon, you After the third night, when your Round Deck is depleted, the
discover why. The Atlanteans have discovered a secret weapon Round is over. If your draw deck is depleted in the middle of the
that brings you to your knees. round, you may not act for the remaining "days" of the week. You
They call it the Mage Stone, a shimmering rune of unimaginable are exhausted and will need to rest before continuing. The enemy
power, crafted to devour the very essence of the Void. That which unit, however, will continue to advance on days that you rest (see
made you special, that which made you powerful, is gone. With Hunted section below).
your Mage Knight powers drained, you fall to the combined forces Special Rules
of Atlantean forces within the city.
The Mage Stone can sap the powers of the mightiest Mage Knight, • You start on the revealed city space (random color).
but it cannot destroy the resolve of those that rally to his cause. • Use 4 mana dice in the source. They are rerolled each Round
Nary a week after your capture, your prison is liberated by the (see above).
peasants and town-folk who call you leader. Your only hope now • Start the game with a Peasants unit. These are the people who
is to escape back to the Void and warn the Council of the coming liberated you.
danger. Time is of the essence however. Your former captors will • Followers are reactivated each day (before your daytime
stop at nothing to hunt you down. turn).
• You start the game with 0 fame and 0 reputation.
Setup • All cities revealed are at level 1 and react like roaming
monsters to your movements. (They will attack if you move
• Starting Tile: 1 Random City, See below from one adjacent spot to a different adjacent spot.) You lose
• Countryside tiles: 8 no reputation if they attack you, but you will lose reputation
• Core city tiles: 1-4 (Variable – see below) if you assault the city. If you move into an undefended city
• Core non-city tiles: 2-5 (Variable – see below) (because you already defeated them) you do not lose
• Randomly pick one City Tile as your starting tile. Then mix reputation.
all remaining Core Tiles and draw 5. • Advanced Units are added to the offering once a second city
• Cities: Cities are level 1 except starting city which has no tile is revealed.
enemy at the beginning.
• Set the map as follows: Hunted
The city forces have been alerted to your escape. On the start of
the second day of the first Round, place a white city forces token
face down on the city spot. This represents the forces organizing
the hunt. On the start of the third day of the first Round (before
you move), move the city forces token one space toward your
character. On each subsequent "day" turn before you have acted,
move them another one space toward your character.
Hunters cannot move on lakes, mountains or spaces occupied by
rampaging enemies. However they can go through keeps, cities
and mage towers.
When two paths are equivalent, Hunter should always take the
northernmost path to force you toward the portal.
This force possesses the Mage Stone and cannot be defeated. If
they ever enter the space you are on, you are defeated. You are
also weakened by the Mage Stone. If you are Knocked Out at any
time during the game, you are defeated.
Scenario End
• If the approaching city forces enter your space, then you lose
the scenario.
• If you are knocked out at any time, then you lose the scenario.
• You win by reaching the portal
• Tiles are flipped face up when they are explored (by spending Scoring
2 movement points) Take your Fame as the base. Then apply standard Achievements
• Dummy Player: There is no Dummy player. scoring.
Variants
You may increase the city levels to get tougher challenge.

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

THE GAUNTLET
Credit: Trevin Beattie permitted in this scenario.) The first tile next to the starting
Expansion required: None tile is revealed as normal.
Length: Six rounds (3 days and 3 nights)

The Council of the Void has taken note of your deeds and selected
you to go on a mission to retrieve a rare artifact from the city of
the desert. This city can only be reached through a long and
treacherous canyon. Hurry, your time is limited!
• Countryside tiles: 7. Remove country tile 11 before shuffling
Setup and drawing the country tiles.
• Map Shape: Linear. Use side B of the starting tile. Each new • Core city tiles: 1, always the red city, at the bottom of the tile
tile extends in the opposite direction from the point of the stack.
coast. (The “Random Tiles Orientation” variant is not
11
• Core non-city tiles: 3. If playing with the Lost Legion Scenario End
expansion, choose three of the core tile 2, 4, 9, & 10. With
just the base game, use tile 2, 4, and one other random tile The game ends at the end of the turn in which you buy an artifact
(remove one with no rampaging site). from the red city, or at the end of the sixth round, whichever comes
• Cities: The city is friendly. Place its city card in play but do first.
not put any shield token on it.
• Dummy Player: There is one standard Dummy player (see the Scoring
General Principles section). If you succeed in entering the red city and buy an artifact, your
• Skills: You may use either the competitive or cooperative mission was successful. If not, you have failed. In both cases you
Skill in the player’s Skill deck. may count your score to see how good you were.
Special Rules Take your Fame as the base. Then apply standard Achievements
scoring.
• When taking Tactics, you always choose first. The Dummy Then score for your goal and for the time to reach it:
player then takes one random card from those remaining.
• At the end of each Day or Night, remove the Tactic card that • Score 10 points for entering the red city.
you used from the game. Return the Dummy Player’s Tactic • Score an additional 10 points for buying an artifact from the
card to the deck. red city.
• For every second rampaging orc you defeat, in addition to • If you finished the game one or more Rounds before the limit,
increasing your reputation, add one of your shield tokens to score 40 points for each such Round.
the city. • Score 2 points for each card in the Dummy Player’s Deed
• When you defeat a rampaging Draconum, in addition to deck (that was not yet flipped this Round).
increasing your reputation by 2, add one shield token to the • If the End of the Round was not announced yet in your last
city. Round, score an additional 5 points.
You can double-check the number of shield tokens which should
be on the city by adding half of the defeated rampaging orc spaces
plus all the defeated rampaging Draconum spaces.

STROLLING IN THE DEEP


Credit: Artemus Maximus - Tomb – 1 Draconum (red) enemy token
Expansion required: None From this point on, these enemy tokens (and any other green, tan,
Length: Six rounds (3 days and 3 nights) or red enemies already on the map) are Rampaging Enemies – they
can be provoked or assaulted from adjacent spaces like normal
rampaging enemies.
The Council of the Void has sent you back to a kingdom that has • This means that you may not explore an Adventure Site on
already been conquered by a fellow Mage Knight recently. your turn if there is an enemy token on the site already – the
Unfortunately, this Mage Knight, who remains nameless, did not rampaging enemy must first be dealt with. After a Rampaging
thoroughly cleanse the land of evil. While the White City remains Enemy is destroyed on such a site, then it may be explored as
loyal, the rest of the land has fallen under the threat of a dark normal.
sorcerer that has usurped rule of the neighboring Red City. He • When you kill a Rampaging Monster enemy, you gain
has sent his minions forth to regain control of the land – Orcs once Reputation +1 at the end of your turn.
again roam the countryside, marauding the Villages and • All Rampaging Enemies are always placed face-down when
Monasteries. Terrible monsters from the depths of the placed on the map. They are revealed at Day when adjacent
underground are emerging in great numbers as well. And what’s (whether you move adjacent to the enemy or the enemy
worse, the Draconum have returned with a vengeance, scouring moves adjacent to you), or at night when you assault (blind).
the land and destroying anything in their paths. The fortified This includes Orcs and Draconum.
Keeps and Mage Towers have shut their gates, fearful to let
anyone or anything in. You must cleanse this land once again, and Enemy Movement
retake the Red City. Not only are there more Rampaging Enemies in this land and the
nature of them hidden, but they also roam freely in the
Setup countryside, wreaking havoc, striking fear into the locals!
• Map Shape: Wedge • After generating Rampaging Monsters at the start of a Round,
• Countryside Tiles: 6 (include tiles 6, 7, 9, & 10) reroll the source dice, 1 at a time. DO NOT reroll black/gold
• Core City Tiles: 2 (the Red and White Cities) dice if >1, until all Rampaging Monsters have moved. Keep
• Core non-City Tiles: 3 (include tiles 1 & 3) the 3 dice in the order rolled. Then, one by one, move each
• Cities: Rampaging Enemy (Orcs, Monsters, and Draconum) on the
• Dummy Player: There is one standard Dummy player (see the map in the direction below relative to its current location,
General Principles section). according to the color rolled on the dice, for each of the 3
• You will also need the Dummy Player’s Shield Tokens. dice, in the order rolled (per following diagram)
• Ancient Ruins Tokens: Remove all tokens depicting Green,
Tan, and/or Red enemy tokens to fight for reward. They will
not be used.
• Lost Legion Expansion: All components may be included,
except:
- Volkare’s Camp tile
- Volkare
- the Ancient Ruins token with 3 green enemies
Special Rules
• When taking Tactics, you always choose first. The Dummy
player then takes one random card from those remaining.
• At the end of each Day or Night, remove the Tactic card that
you used from the game. Return the Dummy Player’s Tactic
card to the deck.
Rampaging Enemies • Draconum move 2 spaces per die. All Draconum on the map
should be moved before Orcs and Monsters move. Draconum
In this scenario, Monsters can emerge out of the dark places – may not enter the following spaces:
they will not wait for you to come to them! o Unexplored spaces
• When Preparing for a new Round, first check each Monster • Orcs and Monsters move 1 space per die. They may not enter
Den, Dungeon, Spawning Grounds, and Tomb on the map. the following spaces:
(except on the first Day) - Unexplored spaces
• If the Adventure Site does not contain a shield token, an - Lakes
enemy token, or your hero, an enemy emerges from the - Mountains
depths: place a corresponding enemy token on the space, - Fortified Sites (Keeps, Mage Towers, White City)
face-down: - Through Walls
- Monster Den – 1 Monster (tan) enemy token • If an enemy cannot move in the direction indicated by a die,
- Dungeon – 1 Monster (tan) enemy token the enemy remains in its place. Continue to the next die
- Spawning Grounds - 2 Monster (tan) enemy tokens movement or enemy.

12
• If an enemy enters an inhabited space, it is immediately When the Red City is conquered, you have one last turn (the
destroyed! (Village, Monastery, Refugee Camp, Mage Dummy player does not). Otherwise, the scenario ends after the
Tower, or Keep. Draconum only for the last 2. See below for third night.
Cities). Place a Shield Token belonging to the Dummy player
on the space. This site is non-existent for the remainder of the Scoring
game. If you succeeded in conquering the Red City, you are victorious.
- The Dummy Player’s shield token replaces yours if a If not, you have failed. In either case, count your score.
Draconum enters a Keep or Mage Tower you control (it
is now destroyed), but not if any enemy enters a Take your Fame as the base. Then apply standard Achievements
Monastery site with your shield token on it (it was scoring.
already burned to the ground by you!) Then score for your goal and for the time to reach it:
• If an enemy enters your hero's space, it remains there and • Score 15 points if you conquered the Red City.
attacks you! You must fight the enemy(ies) on your first turn. • Score an additional 15 points, if you conquered all cities.
Level I units may not participate (they are frightened!). If you • If you finished the game one or more Rounds before the limit,
lose the combat, you may retreat to a safe space, if able. If score 30 points for each such Round.
unable to retreat, you must continue to fight on subsequent • Score 1 point for each card in the Dummy Player’s Deed deck
turns until the enemies are defeated. (that was not yet flipped this Round).
- If a Draconum enters a fortified site where your hero • If the End of the Round was not announced yet in your last
currently is, the Draconum fights you – the site is not Round, score an additional 5 points.
destroyed. • Score -3 points for each Dummy player shield token on the
Cities map and White City Reference card.
The White City is loyal to you – the Red City however… • Score -3 points for each Orc remaining on the map.
• Score -5 points for each Monster (tan) remaining on the map.
• The White City: • Score -8 points for each Draconum remaining on the map.
- Is set to Level 3 when revealed. • Score -10 points for each map tile not revealed.
- You may enter this city freely and interact as if you
controlled it (you may not attempt to conquer it and you Variants
do not control it) Strongholds:
- If a Draconum enters the White City space while you are
not present, reduce its level by 1 (if your hero is present, The Keeps in this land have stronger garrisons, and are led by a
the Draconum will fight you on your first turn instead). Lord. Try this variant if you own the Lost Legions expansion and
Place a Shield Token belonging to the Dummy player on would like a slightly more difficult challenge with more rewards.
the White City Reference card. • When setting up the game, remove all 6 Banner Artifact cards
- If the White City’s level is reduced to below 1, it is from the Artifact deck and create a new face-down Banner
destroyed! It is considered non-existent for the remainder Deck.
of the game. • Whenever a Keep (Stronghold) is revealed, place 2 grey
• The Red City: enemy tokens on it, instead of just 1.
- Is set to Level 8 when revealed. • When you conquer a Stronghold, you also gain a Banner
- If any rampaging enemy (Orcs, Monsters, Draconum) Artifact – draw the top card of the Banner Deck and add it to
enter this city space, they remain in its garrison – place the top of your Deed Deck.
the enemy token on the Red City Reference card. You • You keep the Banner Artifact even if the Stronghold it came
must defeat this enemy as well when you assault the city. from is destroyed by a Draconum later.
Scenario End

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

13
CITY DEFENSE
Credit: Derkryr To alter difficulty, you can:
Expansion required: None • change city levels
Length: 6 rounds: 3 days and 3 nights • turn the city dial more or less in between rounds
• give attacking units city bonuses and fortification.
You have recently conquered a city and usurped the throne. But Variants
there are still groups faithful to the past king who are coming At the beginning of the night round roll a mana die. This will
for your head. The locals had no love for the past ruler but are determine where the enemies will be attacking from. If you roll
unwilling to support you until you can prove that you are strong gold it will represent the starting countryside tile at 12 o'clock,
enough to hold the throne. At the end of each night you will be white is the tile at 2 o'clock, red - 4 o'clock, black - 6 o'clock,
attacked by supporters of the old regime. Take the days and part blue - 8 o'clock, green - 10 o'clock.
of each night to prepare yourself, then send the scum back from Place an unused hero miniature/Volkare on the farthest space
whence they came. For each wave, you survive you will gain from your city on the corresponding countryside tile. There may
more support from the citizens. be 2 or 3 spaces that are equally distant in that case use the flow
Setup below for movement to place the unit.
• Map shape: concentric rings After each dummy turn move the miniature 1 space closer to
• Center: Random tile selected from tile numbers 2, 3 or 10 your city using the quickest possible path (it should take 3 turns
• 1st ring: 6 random countryside tiles. Reveal these tiles for the enemies to reach the space adjacent to your city).
• 2nd ring: randomly select the remaining countryside and If there are 2 moving options that will get to the city equally
non-city core tiles. Stack these, alternating countryside fast then here is the flow:
with core, beginning and with countryside. When • Move onto a space with an enemy token, remove this token
exploring, place tiles from this stack as usual. You must from the board and add it to the city space.
form a ring around the current tiles, you cannot expand past
that ring. (This ring does not have to be completed). if that is not possible then:
Choose a city at random that represents a different color than • Move to the space with highest move cost (never move it
that of your character. Place that city at level 3 in the center hex onto a mountain space or lake space unless there is no other
of the center tile. This is your recently conquered city. Place the option)
enemy tokens based on the city level face down on the city card. If neither of the above fits then:
Special Rules • Randomly determine which space to move to
You start in the city. You may attack the invaders at any point during the night,
however you must move onto the space with the miniature to
City difficulties start at level 3 and increase by 3 each round. attack. You cannot taunt them like rampaging enemies and
Thus 3/6/9 for the complete session. attack from an adjacent space. If they are on unreachable terrain
At first you have no support from the locals so you get no for any reason then you cannot attack them.
bonuses from your city. For each wave survived add a shield Once the miniature reaches the space adjacent to the city it will
token to the city card. You will get 1 influence per shield token attempt to enter on its next turn.
when in the city. Also, you will get +1 card per shield token on
the city card when in the city or on an adjacent tile. If end of round has been declared then you must defend the city
when the invaders move in. If you cannot defeat all enemies
Elite units will be available as usual (once a core tile is then you fail the scenario.
revealed).
If end of round has not been declared then you may defend the
On the last turn of each night your city will be assaulted by the city and fight the enemies if you are present in the city. You
enemies on the city card. These enemies gain no bonuses (it is must defeat at least one enemy token or you suffer the penalty
your city) and lose any fortification (your archers have the high below as if the city was undefended. If you destroy all the
ground). You must be in the city when end of round for the tokens then continue out the round as normal. If you are not in
night is announced. If not, you fail. the city and choose not to defend it then there is a penalty:
Any undefeated attackers will stay on the card at the beginning • The first turn you do not defend, but your walls hold and
of the next round and must be defeated before you can leave or repel the attackers, you suffer no penalty
interact in the city again. Once all defenders are defeated turn • The 2nd turn you do not defend you lose 1 reputation, if
the city dial 2 notches, place these units on the city card face your rep cannot decrease anymore then you lose 1 fame
down. These units will attack at the end of the coming night. (If instead (if this puts you back a level you do not return the
you are unable to defeat the previous attacker(s) before the end rewards for gaining that level, nor do you collect rewards
of the next night you fail.) if/when you pass that level again.)
Any rules not mentioned follow normal solo play rules. • The 3rd turn you do not defend the city you will downgrade
the unit offer. This means that you will change 1 elite unit
Victory Conditions in the offer into a regular unit for the rest of the game,
If you get knocked out during city defense, you fail. instead of revealing 2 gold units you will only reveal 1 and
2 gray units (use a token to mark this). If you have not yet
If you are not in the city when end of turn for night is earned elite units then you will lose 1 space in the unit offer
announced, you fail. (either the far left or far right, decide which before starting
At the end of the 3rd night, all attackers must be defeated to the scenario. Also use a token to mark this). Once gold
achieve victory. units are revealed if you have this penalty then this gold
unit slot becomes a regular unit slot instead.
Scoring • If you cannot defend the city a 4th time you lose the
Give yourself fame equal to the level of the city for each wave scenario.
defeated. Give yourself 15 fame for successfully defending the
city. Receive all other normal end game bonuses.

LONG NIGHT OF THE DRAGON RIDER


Credit: thewatermelonman
Expansion required: None
Length: 7 rounds (3 days and 3 nights, followed by a special night round)

For travelers who visit the portal it is common to see a small crowd of aspiring mages gathering to practice their magic. In the
surrounding glade, the mana is heavy in the air and the young would-be warlocks and wizards harness it to practice their spells. Mostly
this happens to excellent comic effect, with sparks of unsuccessful sorcery flying hither and thither, and creatures nursing singed
eyebrows from their failed fireballs. But behind the jovial atmosphere there is a quiet earnestness to the rehearsals, governed by the
glowing hole at the center of the glade. One day each of those present hopes to summon enough command of the Source to take the

14
plunge into that hole. That day they will ride the energy to wherever it takes them, returning with heroic tales and relics from far off
lands, and that day they will finally be able to call themselves true Mage Knights.

Those who are most serious practice early in the morning, before the bumbling attempts of others cloud the purity of the Source. Today,
as on most days, you rose before dawn to be the first to arrive. As your boots crunch though the frost, you watch the first shimmers of
sunlight peeking over the horizon and chasing away the dark magic of the night. With a few more months of preparations you will be
ready to take the plunge, and will be one of the youngest mages to do so. As you approach the portal an unusual feeling stops you just
short of the glade: there is a strange sadness to the way the mana rests in the air. Gazing through the trees you notice that you are not
the first to arrive. Sitting in the grass of the glade, clutching her knees to her chest is a dark-haired damsel in a red dress.
Instead of entering the glade you take time to observe her from the cover of the trees. She is not someone you have seen at the glade
before, and the longer you look the more mesmerized you become by her beauty. Regretting your rugged training garb is not more
suited to engaging a lady in conversation, you decide to talk to her before any other mages arrive. You approach her with your best
smile and - not knowing what else to say - ask her what you would have to do to win her heart. Without a word, she immediately bursts
into tears and buries her face between her knees. Abashed, you sit down beside her and awkwardly wait.
After a few minutes, she turns to you and speaks. “There is but one thing that any creature alive could do to win my heart. The great
Dragon Rider and his army ride against the land of my ancestors. In three days, they will cross the portal and burn its cities. There is
no one in the land brave enough to lead an army against him, but any man who did would have my heart from now until my dying
breath.”
Perhaps it is her beauty, perhaps it is the air in the glade magnifying her plight, perhaps it is the yearning for adventure that has always
burned within your soul, but you promise the maiden that it is you who will challenge the dragon rider at the portal in three days’ time.
You kiss her on the cheek, and before you have time to change your mind you plunge headlong into the portal in the center of the glade.
Bright light and colors wash over you and wash through you, shaking you to the bone. You make a vain attempt to control it, but it fills
your head until your temples ache.
All in a moment the light subsides and you find yourself lying on the grass next to the portal once again. You look up and see the same
sun, not rising amongst the trees but shining at you across a dazzling ocean. You sense the same sadness in the air, and know you have
come to the right place. The realization strikes of what you have promised to do, and you clamber to your feet still holding your head.
You cannot fight the Dragon Rider on your own, but as you set off inland you tell yourself there must be someone in this land who will
join you…

Setup Cities
Map shape: Open limited to 3 columns Revealing and entering cities:
Countryside tiles: 9 • When you reveal a city leave the city miniature by the
City tiles: 3 dummy player and treat the city as a printed location on
Tile order: 5 countryside, city, 2 countryside, city, 2 the board.
countryside, city • When you enter a city the guardians of the city challenge
you at the gate before you have a chance to explain
Special Rules yourself. If this is the first or second city you have entered
Dummy Player draw two white enemies to fight. In the third city, you
enter draw three white enemies. These enemies do not
At the beginning of the game: benefit from the fortification or the special powers of the
• Do not place any crystals in the dummy player’s city (as they are outside the gate).
inventory • In the moments following the heat of combat you seize the
• Place the four city miniatures next to the dummy player chance to speak of the evil that looms in the south. The
and set all the dials to zero (the black setting). During the guardians hear your words and insist that they will help
game these dials will represent the armies of the dragon you in your quest. Discard any of the white enemies you
rider massing at the magic portal. did not conquer, and enter the city. If you managed to
Choosing tactic cards: defeat any of them you still gain fame as normal and
place a shield on the city for each token you defeated.
• Deal 3 tactic cards to yourself and 3 to the dummy player. Gain a reputation (NB: you did not ‘assault’ the city so
• The dummy player chooses the middle of his three. you do not lose a reputation).
• You may choose from the three that you have been dealt. • Being in or adjacent to a friendly city increases your hand
On the dummy player's turn: limit by one for each shield you have on the city.
• Reveal one card only • When interacting in a friendly city you receive influence
• Add a crystal matching the color of the card to the 1 for each shield you have on the city
dummy player’s inventory, unless they already have two The assistance of the guardians:
crystals of that color. • In the blue city, you are offered an ancient scroll and a
• Increase the dial of the matching colored city by the pouch containing rare gems. Gain a spell from the spell
number of crystals of that color in the dummy player’s offer and gain a crystal of the matching color to your
inventory (either one or two). inventory.
• If the city is already on level 11 then this has no effect. • In the red city, the guardians offer you a precious relic of
• Example: The dummy player reveals a red card. You look power that has been in the city for many
at his inventory and notice there are already two red generations. Gain an artifact.
crystals, so you do not add another one. The red city is on • The white city promises their greatest warrior to travel
level 7 so you increase it to level 9. and battle with you at the portal. Add three advanced
End of the round: units to the unit offer, and then recruit any one unit for
• The dummy player never announces the end of the round. free.
• If you have no cards remaining in your draw deck at the In the green city, the guardians offer you a tattered book
end of your turn (after drawing your new hand) you may of sacred knowledge. Gain a skill and an advanced action
immediately end the round. The dummy player has no in the same way as if you had just levelled up. Instead of
further turns. Note this is different from the normal rule of drawing from your own skill pile, draw the two skills
announcing the round end. from the dummy player's pile. If you choose to take a skill
• Remove all crystals from the dummy player’s inventory. from the common offer you may choose to take one of
• Do not add any cards to the dummy player's deck. your own previously discarded skills.
• Reshuffle the dummy player’s deck to form a new draw • In the third city, you enter the guardians also offer you
pile. and your companions the choice of the best steeds from
their stables to hasten your return to the portal. Until the
end of the third night the value of all movement points
you play are doubled.

15
Scenario End • Take the enemies pictured on the first city and reveal
them.
End of round six: • Each wave consists of battling all the currently revealed
• If you are on the portal any time during the third night enemies. The enemies are not fortified unless they have a
you may announce the end of the round even if your draw fortification symbol on their token, and do not benefit
deck is not empty. from bonuses on any city card.
• If you have not returned to the portal by the end of the • For each of the second, third and fourth waves, add the
third night, count the number of spaces remaining to enemies pictured on the city’s dial to any enemies that
reach the portal and add a wound to your deck for each were not defeated from the previous wave.
remaining space, then place your figure on the portal. • If you have not defeated all the enemies at the end of the
Differences from normal rounds: fourth wave you may continue with additional turns
fighting the remaining enemies. You should have enough
• The final battle is a special night round that takes place cards in your deck for about 5 turns.
after the third night round. The Dragon Rider:
• The dummy player does not participate in the final battle.
Set aside the tactic cards, as they will not be required. • In the fourth wave one of the white enemies revealed will
Reshuffle all of the enemies in the game into new piles. be the Dragon Rider.
• The opening of the magic portal generates a vast quantity • Randomly choose one of the white tokens and draw a red
of magic energy, increasing your ability to draw from the token to place next to it. These two tokens are one enemy.
source. Add two additional dice to the source. • Add their values together to determine the strength of
• Each turn still has a movement and action phase as attack and their armor value.
normal. You may not move, but playing movement points • If a fortification, special ability, resistance, or element of
could help you with abilities such as Wings of Night. You attack is present on either token then the Dragon Rider
must spend your action phase in combat, and you may not has it.
choose to rest. Victory Conditions
Waves of enemies:
• If you are knocked out in combat at any point in the final
• The enemies will approach in four waves played over four battle then you lose the scenario. You also lose if you
turns; take the four city miniatures and arrange them in reach the end of the 7th round and there are still enemies
order of lowest to highest level. If there are multiple cities left undefeated.
with the same level, randomly choose the order of them. • You win by defeating all the enemies in the final battle
without being knocked out.

THE LOST RELIC


Credit: Wizkids.com: Mage Knight – Shades of Tezla Expansion Manual
Expansion required: None
Length: Two Rounds (1 day and 1 night)

In years past, for reasons unknown, an ancient relic was broken Starting at a Higher Level
into pieces and distributed between the cities. The council
wants the pieces recovered to learn the secrets they hold. This rule is required for the Relic scenario but could be adapted
However, your task will not be easy as it seems that Draconum to be used for other scenarios, or to give new players a head
may also be drawn to the power. start.
Before setting up the game (including laying out the map and
dealing cards into the others), players create their character. For
Setup each odd-numbered level after the first, each player draws 2
skills, chooses one and puts the other in the common skill pool.
• Map Shape: Open (limited to 3) So, for starting at level 3, do this process once. If starting at
• Country side tiles: 6 level 5, do it twice, and so on.
• Core city tiles: 2 Start with the appropriate command tokens for your starting
• Core non-city tiles:1 level.
• Dummy Player: There is one standard Dummy player.
• Cards and Skills: Remove the four competitive Spells Type of Card Number Influence Cost for Each
(numbered 17-20) from the Spell deck. If you own the Lost to Draw
Legion expansion, use cooperative interactive Skill tokens Advanced Character 6 points per card beyond the
instead of competitive ones, otherwise remove the Action Level + 2 free ones
interactive Skills from each player’s Skill deck. Regular Units Character Unit’s influence cost
Special Rules Level + 1
• When taking Tactics, you always choose first. The Dummy Spells Character 9 points, or
player then take some random card from those remaining. Level 7 points and a crystal of
• At the end of each day or night, remove both used Tactic appropriate color
cards from the game. Artifacts Character 12 Points
Scenario End
Level – 1
Crystal 3 Points
When all parts of the relic have been collected, you have one
last turn (the Dummy player does not). Ift he round ends during Table 1: Cards Dealt Per Level
this, the game ends immediately.
Scoring Each player also gets 2 crystals of the colors shown on the
bottom of their character card. Note that each of these crystals
If you succeed in finding all the pieces of the relic, you are must be of different colors.
victorious. If not, you have failed. In both cases, you may count Deal each player the number of cards from the appropriate
your score to see how good you were. decks as per Table 1: Cards Dealt Per Level.
Take your Fame as the base. Then apply standard Each player may take (for free) one Advanced action for each
Achievements scoring, except no titles are awarded. even-numbered level after the first (one at level 2, two at level
Then score for your goal and for the time taken to reach it. 4...)
Score5pointsforeachpieceoftherelicyoufound. Also, each player has 6 influence per level to spend on buying
Scoreanadditional10pointsifyoufoundallofthepieces. whatever cards they want for the cost shown. If the player has
any influence remaining, they gain 1 Fame (no matter how
Score1point for each card in the Dummy Player’s Deed deck much remains).
(that was not yet flipped this Round).
When all players are finished, shuffle any cards not selected by
If the End of the Round was not announced yet in your last the player into the appropriate decks and then setup the rest of
Round, score an additional 5 points. the game as normal.

16
Arrange any purchased Units as per normal and shuffle all Peasants (4), a Spell (9), and a crystal. The 2 remaining
purchased cards into the player’s starting Deed deck. Then draw influence means she receives 1 Fame.
up to the hand limit as normal.
Example: Adjusting the Difficulty
Starting at Level 3, a player has 18 influence to spend, Adjust the number of influence you get per level. Increase it for
and draws 5 Advanced Actions, 4 Units, 3 Spells and an easier game, or lower it for a harder game. You may even
2 Artifacts. She gets one Advanced Action for free and start at a higher or lower level. Feel free to experiment.
then uses the remaining influence to buy the following:

17

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