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ANCIENT GRUDGE by Jake Thornton Word has spread. No longer are the abandoned Dwarf Holds the silent tombs they once were, patrolled only by a wary few. Now they Ting to the constant sound of battle as desperate Warbands from across the land seek to plunder their ancient riches. Overview. Shooting . Modifying Scenarios . Setting up a Game... Who Goes First? Bidding .... Choosing Your Warband. Where Do You Start? . How Many Tokens? . . Bi 1 3 3 a) 4 5 5 6 Concept & Game Design: Jake Thomton of www.quirkworthy.com Box Cover Artwork: Jonas Springbory Artwork: Roberto Cirillo, Phil Moss, Bob Naismith, Stef Kopinski, Tears of Envy (wwww.tearsof envy.com) Playtesting: Jody Barton, Rich Detheridge, Ashley Hunt, Richard Jeffery, Bob Parham, Holly Snaith, Chris Tapper, Josie Wall Editing & Layout: Dylan Owen Box Design: Andy Walsh How Many Baleful Gazes? ‘Scenario Special Rules .. Scenario Limits Table . Points Costs. .... Game Values Table. Damage Table . Special Rules. . 3 & 4 (Et More} Player Games mantic www.manticgames.com © Copyright Mantic Games, 2011 All rights in the design, text, graphics and other material in this publication and its selection or arrangement is copyright of Mantic Entertainment Ltd., or has been granted for use by other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction is prohibited. Produced by River Horse (Europe) Ltd. 2 (www.riverhorse.eu) ‘Bata! Overview Dwarf King's Hold: Ancient Grudge is a bit different from the previous two boxes in the series. Most importantly, Ancient Grudge is not a standalone game like Dead Rising or Green Menace - it’s an expansion. This is important as it means that you cannot play Ancient Grudge on its own; you must have one or other of the first two games to use it. Either will do nicely, and if you have both then you'll get even more out of Ancient Grudge. For the sake of clarity, | need to introduce a couple of simple new terms. I'm going to use ‘Adventurers’ to refer to the various individuals (models) who venture into the Dwarf King’s Hold, regardless of race, size, number of tentacles and so on. A group of these Adventurers, controlled by a single player in a game, will be called a Warband. Ancient Grudge arms you with ways to greatly expand on your games, more than doubling the number of different types of Adventurer you can play with each force. So that you can tailor your Warband to your taste, I've included a points system. This goes along with the new rules for swapping sides in each of the existing scenarios. Putting all of these together allows you to play any of the scenarios you have with any of the forces you have ‘on either side. If you want to play scenario | with Orcs against Elves then go for it. Dwarfs against Undead in scenario 8? Why not? You can even play Dwarfs against Dwarfs, or Ores against Ores if you have the models and the tokens to hand. Ancient Grudge enables you to mix and match everything you've got to your heart's content. To expand your games and add to the challenge, I've also included rules for playing scenarios with three or four players. The new scenarios at the end of this book are specificalty designed to be played this way (though it’s also possible to play them with just two). Rules for movement and fighting are the same as in Dead Rising and Green Menace, except where modified by a model's special rules. Rules for shooting are included for those of you with only Dead Rising. Shooting With the arrival of reinforcements for every faction, the EIf Bowmen are no longer the only ones to use missile weapons to slay their foes at a distance. Even though the low ceilings and winding corridors of the Dwarf King’s Hold are not the best place for archery, few Adventurers would abandon their hard-won battle skills so easily. With a little ingenuity they can use their archery to good advantage, even here. Modets with the Marksman special rule can attack their enemies at a distance, After a Marksman model has moved, it may fight as normal if it is adjacent to an enemy model. If it is not adjacent to an enemy model then it may choose to shoot an enemy it can see. Note that there is never a choice: you will either be adjacent when you can only fight, or non-adjacent when you can only shoot. t IP ERXERMA) ae oo te hr - bao ——— Can You See Your Target? Can you see your enemy wel enough to Small Models take the shot? Draw an imaginary Tine The following models should have the between the shooting model and the Small special rule added to their Game target model to see if anything blocks the Values: Sabre-toothed Pussycat, Dwarf: shooter's view and stops the shot. Start Mastiff, Skeleton Hound. This does this line in the centre of the square where not change the way these models the shooting model is standing, and end it work in the game, but it makes it in the centre of the square the target is easier to refer to: them as a group. on. If this line goes outside the board area, oF crosses any part of a square containing any model apart from one with their effective Armour is. Each model the Small special rule (see page 16), then starts with its basic number of dice and the shot is blocked. Armour as listed in the section on Game Values (see page 8). Following the You may not shoot at an enemy model imaginary line between marksman and adjacent to one of your own models. target, count the number of tiles the shot has to travel over. More distant targets are Shooting and Damage harder to hit, so the marksman loses 1 Once you have checked that the target can dice for each tile you count after the one be seen, the attacker rolls for his he is on. marksmanship, while the target rolls to avoid damage. This is the same process as. In additio a normal fight, but with different © An injured marksman loses 1 dice. modifiers. Note that the shooter's number # The target loses 1 dice i it is of dice can be reduced below 2, and if it Fa ayeducediinteerotorlessl the shot & attacked by a model in its rear arc. impossible. Both marksman and target roll their dice and work out the result using the rules for To resolve an attack, start by working out Resolving Attacks on pages 6-7 of Dead how many dice each model has and what —_—Rising or Green Menace. A The Elf Bowman can see the squares marked Y, but not the squares marked X. If a model was standing in square Z, then it would obscure the view to square Y beyond it using the same logic as moving across diagonals (i.e. if both sides are blocked then so is the diagonal). Modifying Sernerios The scenarios given in Dead Rising, Green Menace and elsewhere can all be played several times, with players swapping sides and experimenting with different tactics. The following rules add even more variety by enabling you to choose your Warband rather than just using what you've been given, or even change the sides used in a scenario! If you want to modify a scenario then there is a slightly different set of steps involved in setting up a game. Setting up a Game ‘* Agree with your opponent whether you will play a standard scenario (using the normal rules for setting up a game) or modify one (continue here). © Choose a scenario to play. Decide which side each. player will play (Dwarfs, Necromancer, Orcs, Elves, etc). Both players may choose the same side if you have enough tokens and models. # Agree on which position you are bidding to play (eg, First Player), and take turns bidding until you have decidéd. © Choose your Warband by spending the points you have available. * Set up the tiles and determine any additional starting positions needed. © The First Player places all their pieces on the board first. The player to his left then places all of his. If there are more than two players, then continue this process clockwise round the table, * Each player then sorts out their tokens, shuffles them face down, takes the correct number for their pool and discards and replaces the initial hand if desired, as normal. © The First Player starts the game. | Who Goes First? In-every scenario, one player must take the first turn. This player is known, appropriately enough, as the | First Player. In Dead Rising the First | Player is always the Dwarfs; in Green. Menace it is always the Orcs;.other | scenarios follow those precedents or specifically define the First Player. If you modify a scenario, then the First Player may change. Simply put, the position of First Player belongs to the side that has:to achieve the objective that the original First: Player had. For, example, in scenario 1, the Dwarfs were pitted against: the Necromancer and the Dwarf player was First: Player. If you simply swapped Warbands so that. the Dwarfs were trying, to achieve the Nécromiancer’s original objective, and vice versa, then the Necromancer would be the First Player. \fi you modified’ the original scenario and played’ with Elves in.the Position of the Dwarfs, then the Elf player would be First: Player. Whoever takes the place of the original First Player takes on’ that role, regardless of their race., be. SA IMETIRXERNH| — Bidding ‘Once you have chosen which scenario you want to play, you can either agree on who. will be the First Player or you can bid for it. If you agree then just work out your Warband to the points limits listed in the Scenario Limits table on page 6. This is the simplest thing to do when you are learning new scenarios. Remember that you can always swap sides and play again. If you want more of a challenge, then try bidding. To bid, you first need to decide what you're bidding for. Usually this will be the honour of being First Player, but you could choose to bid to be his ‘opponent. Whichever you choose, ensure that everyone knows what is being bid for. One player starts the bidding. This should be the less experienced player (if you can agree on that), otherwise it should be the younger player. He is bidding the minimum number of points he thinks he can win the scenario with, using the Warband he has already chosen. This may be more or less than the number of points given in the Scenario Limits table for that scenario (which you may find a useful guide for bids). The other player must then either accept the bid, or make a better bid. Accept the bid You call the other player's bluff and challenge them to do what they bid. The player who made the winning bid takes the role he has won and his bid now becomes the maximum number of points that can spend on his Warband, replacing the amount shown on the Scenario Limits table. The other player has the number of points listed for his role on that table to build his Warband. Make a better bid You can do better than that! The new bid must be at least one point less than the previous player's bid, and can be as low as you like. Remember that you are bidding the maximum number of points you will have to spend on the type of Warband you have chosen, and that some are better at certain scenarios than others. The players continue to take turns until cone of them accepts the other's bid. For example, Jake is playing Richard. Jake takes the Necromancer’s forces while Richard has the Orcs and they decide to play scenario 8. Richard starts the bidding for First Player at 66 - the normal scenario limit. Jake counters with a 55, knowing that this will force Richard to lose a second model if he bids lower. Richard is feeling bold, and bids 46. This is very low and will be a real challenge for the Necromancer, but will still leave Richard with 4 orcs, including 2 greatax. If Jake bids 45 he leaves Richard the option of bidding 44 and taking the lead with 4 normal Orcs. However, this also leaves the possibility that Richard will just let Jake be First Player, and Jake isn't sure he can do the scenario with that few skellies against all those Orcs. He lets Richard have it at 46 - which becomes the limit for Richard's Warband. Jake takes the role of opponent and builds his force with the 80 points listed in the table. Choosing Your Warband To do this 1 use a points system. If you are not familiar with this concept, think of it simply as a shopping list. The Scenario Limits table on page 6 gives you a number of points to spend on selecting your Warband (depending on whether you are the First Player or his opponent in that scenario), and each Adventurer has a cost in points that you must pay to include them ‘once in your Warband (see pages 7-8). If you want to include two of a given type of Adventurer, then simply pay their cost twice, and so on. You may spend up to the total available for each scenario, but never more, This may sometimes mean that you have a point or two that cannot be spent, and that is fine. The important thing is that you cannot exceed the total allowed. Points costs for Adventurers are higher if they are stronger, better in combat, faster and so on, and lower if they are poor at these skills. This means that you will often have a choice between a small number of highly skilled Adventurers and a larger number of lower quality ones. There is no “best’ answer for everyone and every scenario: you will need to experiment to see what combination works for you (which is all part of the fun). Where Do You Start? Each scenario map shows the starting positions for the individual models and counters (such as Piles of Bones) that make up a Warband. If you change the type of Warband in a scenario you may have less or more pieces to place. What do you do? To start with, when you modify a scenario assume that all of a side’s starting positions on the map are the same, There is no difference between the starting position for an Elf Spearman and an Elf Bowman, or a Skeleton Hound and a Pile of Bones: they all count as starting positions for their side and may be occupied by any model or counter that may be placed at the start of a game. If you have less pieces to place than there are starting positions for your side, then simply leave some empty. You choose which. If you have more pieces to place than there are starting positions for your side and the scenario also allows reinforcements to move onto the board after the initial set up, then simply fill up the starting positions available and add any excess models to the ranks of the reinforcements. IF you have more pieces to place than there are starting positions for your side and no reinforcements are allowed, then you have to create new starting positions. Firstly, work out how many extra you need. Then, starting with your opponent, take turns defining a new starting position for your Adventurers. You will find it easier if you use a spare counter (face down) or similar to mark these while you set up. Each new starting position must be adjacent to one or more original starting positions. A second new starting position cannot be placed next to an original one until all of the original ones have one next to them - a third cannot be placed until a second is next to all, and so on. A new starting position can count as being adjacent to more than one original starting position. All new starting positions must be adjacent to at least one of the original ones shown on the map. & RETIN as = If both players need extra starting positions, define all those for the First Player first, and then add those needed for the other piayer(s) in tum. How Many Tokens? Scenarios define the number of tokens available to each side in their Token Pools. If you modify a scenario then you may need to change this too. Instead of the number listed on the scenario, work out a new one. Start with a Token Pool of 3 for Necromantic players or Ores, and 4 for Dwarfs or Elves, then modify this up or down as listed in the Scenario Limits table below. For example, if the Ores are First es Scenario Limits Teeter Opponent — Scenario Points Limit ToKen Pool paints Limit Token Fool 1 24 0 44 0 2 | 32 =1 94 | 0 g 34 o | es 4 7 | 0 1 | 2 5 59 +1 110 | 0 6 68 431 203) oO 7 44 0 | 50 0 8 66 o | 80 | 0 9 56 + So 42) 10; 90 0 Lsieo Aone " 33 0 | 74 “1 12 | 90 | 0 | 228 8 13] 61 | +1! | 152 0 14 57 | +1! 1 66 0 74 ' 1 +2) Player in scenario 5 then they will have a Token Pool of 3+ 1 = 4, How Many Baleful Gazes? A Necromancer player can spend points to buy up to a maximum of 4 Baleful Gazes at the cost listed on the opposite page. Scenario Special Rules Some of these require you to imagine a different reason behind them, but as many as possible should be applied. For ‘example, Scenario 2’s I'm Melting could be explained by poison or disease as well as necromantic aura. 25 per pi: = IF | respi] tears PO bc ORAS | a4 eee, ee | A. Points Costs The points costs for all of the models from Dead Rising and Green Menace are included here. Their Game Values are in the appropriate rulebook. Pile of Bones: 5 1 Baleful Gaze: 4 Pit of Souls: 9 2 Baleful Gazes: 7 3 Baleful Gazes: 12 4 Baleful Gazes: 19 Skeleton Warrior: 5 Revenant: 7 Skeleton Hound: 4 Son of Stone: 109% of the points available for the scenario, rounded up Dwarf Warrior: 8 Shieldbreaker: 9 Dwarf Mastiff: 3 EIf Spearman: 10 Ore Greatax Warrior: 12 Sabre-toothed EIf Bowman: 12 Pussycat: 8 Ore Ax Warrior: 11 ¥ BDIPETIRKEMN New Adventurers The following tables and special rules greatly expand the options for each of the four playable races in the Dwarf King’s Hold series. You can mix these in with the familiar types of Adventurer from Dead Rising and Green Menace to give you more choice when constructing your Warband to challenge your friends. Points costs and Game Values are included below for each new type of Adventurer. Some of the models for these new Adventurers are included in this boxed set, others are already available as part of the Mantic range, and the remainder will be released shortly. It’s always better to have the right model, but if you don’t have the exact figure to hand just yet, then use a stand-in. If you are using any stand-ins then be sure to tell your opponent what each one represents at the start of the game to avoid confusion. Game Values. | Model Tronwatch (crossbow) | Mr 6 tronwatch ffl) | 10 |G ¢ Dwarf Driller ae 5 } A | Throwing Mastiff 4 | 4 Prince Vulbar 16 6 Rulaf the Mad 15 | 6 Ghoul! 6 7 a Zombie Stan 4 g Wraith 9 | 4 ci Werewolf 8 Kise Unbits 4 Ore Marax 5 Orelings 4 bore 4 t Orc Frother. Guraz the Cleaver | Eff Scouts. Ef Palace Guard | Mage Queen Suliaraa’ Captain Shulan Lori Menishar | Point Cost (Movement) Dice | Armour | Speciall Rules Son of Stone’, Marksman 3 ‘Son of Stone®; Marksman, Speed of a Bullet, Reload | | 3 Driller Killer, Unique | | ‘Simail, Son of Stone’, yng Hound Shield Bash, Tough, Unique Berserk, Tough, Unique Feel No Pain, Liviig oN Mob Rule Walk Through Walls I lange, Tough, Slam, Living Unique Green Rage Pesky, Small, Tough t. Te sb perce Green Rage, Berserk WU NY MU Sek ewe ew Aa Nimble, Marksman, Lithe Nimble, Battlemaster | Nimble, Spelicaster, Lightning, [Boe Tn Foresight, Unique! | ible, Marksnnan, | [sicher Unique ‘Nimble, Agile, Battlemaster, Unique * Refer to pages 12-13 of Dwarf King’s Hold: Dead Rising for the Son of Stone rules. ey oa New troops also need some additional entries to the Damage Table, as follows: Damage Table Damaged Model is... 1 Damage Any Tough model 1 injury Any Tough model with 1 injury 2 injuries Any Tough model with 2 injuries. Dead | | Dwarf tronwatch, Driller or Throwing Mastiff Injured Injured Dwarf tronwatch, Driller hey or Throwing Mastiff Ghoul Injured] | Injured Ghout ‘Dead Zombie No effect | wrth Dead Revenant King. i Klrak the Undying No effect Ore Morax, Ore Frother cA. or Guraz the Cleaver reer Rae | Ore Morax, Ore Frother or mee Guraz the Cleaver in Green Rage | Any EIr Dodge” | Any injuied EP Dodge” | > Replace with a normal Révenant modal 2 Damage 3+ Damage 2 injuries Dead Dead Dead Dead Dead Dead Dead Dead Dead Dead Dead ‘Dead Dead No effect Dead: Dead Ded | No effect Crippled* | Green Rage Green Rage | Dead Dead Injured. Dodge Dead =| Dead] Dead * An Elf that cannot dodge suffers an additional injury. An EIF dies if they suffer a total of two injuries: See pages 14-15 for thie Full rules for dodging {it's part of the Nimble special rule): Special Rules These are the special rules that apply to the new types of Adventurer listed above. Agile Even among the Elves there are some that are notable for their fleetness of foot and lissom grace. An Agile model can spend any type of token and count it as if it was a Follow On Action as long as the model only uses it to move. This counts as playing a Follow On Action (so he cannot go back to playing Actions that turn), but does not preclude this or another model having a real Follow On token played on it afterwards to either move or fight. An Agile model may do this once per turn. b SIMEIRXE RM | Sa PP koa —— Battlemaster The elite of the elite are known as masters of battle. These warriors have devoted themselves to combat and are able to wrong-foot and confuse their enemies by feints and cunning as well as attacking them with deadly blows of their own. When a Battlemaster makes an attack then its target loses 1 dice in addition to any other dice it would lose from other modifiers. This special rule has no effect if the Battlemaster is not the active model. Berserk Some fighters work themselves up into such a frenzy of bloodtust that they simply will not stop until they or their foes lie in a heap of bloody pieces. A Berserk model can spend any type of token and count it as if it was a Follow On Action as long as the model only uses it to fight. This counts as playing a Follow On Action (so he cannot go back to playing Actions that turn), but does not preclude this or another model having a real Follow On token played on it afterwards to either move or fight. A Berserk model may do this as many times a turn as he has tokens to spend. Bogie Time This is a spell (see Spelicaster}. When this spell is cast, the target's body is suffused with the regenerative power of the hideous Bogies. Roll one dice. If the result is a 6 then the regeneration kicks in and the model may discard one injury counter. Add +1 to this result for each enemy model adjacent to the target model when it makes this roll. Driller Killer Dwarf Dritlers are unique in Dwarf Kings’ Hold because they occupy two squares on the board instead of one, One square contains the Dwarf operator. Directly in front of him is the square containing the drill itself. Treat the square containing the dritl as being an obstacle; for example, an enemy model does not have to stop if it moves adjacent to the drill and not the Dwarf, the drill square blocks shooting, and so on. The Dwarf Driller has front and rear facings, based on the Dwarf model itself, not the drill. The presence of the drill blocks one of these front squares. Normally a model moves and then fights an enemy it is adjacent to. A Dwarf Driller works differently. The Driller carries no weapons or shield as it takes all his effort to control the cumbersome and dangerous drill. However, this does mean that he can use the dritl itself as a weapon and drive it into his enemies! The Driller does not make a separate attack at the end of his move. Instead his move is his attack. The Dwarf Driller moves in a different way from other models, though he must still stop if he moves adjacent to the enemy and Breaks Off as normal. Treat his Movement of 4 as if it was 4 points to spend on movement. This is the same as moving a normal model if you imagine that you normally pay one point per square you move. However, untike normal models that can turn for free, a Dwarf Driller must spend one of his points of movement for each quarter turn he wishes to make. Drills aren’t easy to drag around! A Dwarf Driller can move straight or diagonally forwards. Alternatively he can move straight backwards. In all cases, he will retain his current facing. He cannot drag the drill sideways or diagonally backwards. See Diagram B for the directions he can move. The Dwarf Driller may never move into a square that would place the drill off the board, into an obstacle, or into the same square as a friendly model. When a Dwarf Dritler spends a point of Movement to turn, rotate the Dwarf himself through ninety degrees. This causes the drill in front of him to sweep through one (diagonal) square and come to rest in a second square, to the Dwarf’s new front (see Diagram C). If any friendly models are in either of these squares then the tum cannot be made. If any enemy models are in these squares then they will be attacked in the order that they would be encountered by the moving drill. If there is an enemy model in each square then the second is only attacked if the first is kitled or moved out of the square (see below). The Dwarf Driller cannot come to a stop facing the diagonal, so he must kill or move away all enemy models that obstruct his movement. If any enemy models remain in the squares then that point of movement is lost and the turn is not made. If the Driller has points of movement remaining then he can try the same move again if he chooses. A Dwarf Driller can also attack an enemy model by moving straight forwards into the square he is occupying. The attack is resolved the same way, with the Dritler only advancing into the square if he kills or moves the enemy model. The Driller may move into the same enemy model repeatedly in an effort to barge him out of Diagram B Example movement: A ~ Moving two squares diagonally. B - Moving straight forwards three squares. C- Moving one square diagonally. X ~ The Dwarf Driller cannot move into a square marked with an X. Diagram C The Dwarf Driller could not turn to face figure C without first killing figure B. However, it could tum to face point A, though this would be particularly dangerous! & SQ METIAXE HH —_ the way. However, remember the rules for moving adjacent and Breaking Off still apply to the Dwarf, though they are ignored for the drill. If the Driller pushes or turns the drill into a square containing an enemy model then he makes an attack as normal, starting with 3 dice. Attacks made with the drill can chew through anything, and treat the enemy Armour as 3 lower than they would otherwise be. Other modifiers for attacks from behind, outnumbering, and so on, apply as normal. If the attack kills or ‘bones’ the target, or if it dodges away, then the Driller may continue his move. If the target is injured and would normaily remain in the square, then the Dwarf player gets to move the injured target into any adjacent square (retaining their current facing) hefore Continuing his own movement. If the attack has no effect on the target then the Dwarf’s move is blocked and that point of movement is wasted. A Dwarf Driller can make as many attacks as there are enemy models in his way when he moves. A Dwarf Driller never has a separate attack after his movement, only the attacks he makes while he moves. Feel No Pain It wiay be that years of hardship have inured the warrior to pain, or it may simply be a formidable discipline. Whatever the cause, this model does not lose a dice in a fight if it is injured. Flying Hound Unlike the long-legged hunting hounds of Human nobies, Dwarf Mastiffs are short and compact, much like their masters. This is ideal for fitting down narrow tunnels and makes them good fighters, but it also makes, them slow and they have difficulty running down prey. For this reason the Dwarfs have trained them to accept being thrown into combat, which suits the Mastiffs just fine. In fact, many Mastiffs wear harnesses with handies on for just this reason. When a Dwarf model (not another Mastiff) ends its movement adjacent to a Mastiff, then he may pick up the Mastiff and throw it at an enemy model. In effect, the ‘Dwarf is treated as if he has the Marksman special rule for this shot (throw). Neither the Dwarf nor the Mastiff (nor the target) can be adjacent to an enemy model when they do this. Treat the throw as if it comes from the square with the Dwarf in, not the one with the Mastiff in. However, despite centuries of breeding, Dwarf Throwing Mastiffs are still not terribly aerodynamic, so there is an additional -1 dice to the attack on top of the normal modifiers. If the throw hits, then the Dwarf player places the Mastiff in any adjacent square to the target model, facing any direction he chooses. The Mastiff then makes an immediate attack against the target model as part of the thrower’s Action. If the throw misses, then the player who owns the target model places the Mastiff in any adjacent square to the target model, facing any direction he chooses. The target model then makes an immediate Free Strike against the Throwing Mastiff. Regardless of whether the throw hits or misses, subsequent attacks follow the normal rules for facing, modifiers, etc. Note that being thrown does not count as the Mastiffs Action for the tum. Foresight This is a spell (see Spelicaster}. This spell has no target and can always be cast. When this spell is cast the player may take ‘one token of his choice from his Discard pile and places it in his Token Pool. This token may be used this turn (assuming that this conforms to the normal rules). Greatax Greatax Warriors wield fearsome axes that are sharp enough to slice through armour with ease. When working out a combat involving a Greatax Warrior, count its opponent's Armour as 2 lower than it would otherwise be. Remember that the minimum value for Armour is 1. Green Rage Ores are dangerous enough when relatively calm, but when they are hurt they become even more terrifying opponents. The first time an Orc is damaged, regardless of how much damage the attack might have caused, it will go into the Green Rage. A model with the Green Rage gains the following benefits immediately: © +1 dice * +2 Movement However, models in this state are in such an insane fury that they are vulnerable to a skilled warrior who can fight his way past the flailing weapons to land a solid blow. Any damage inflicted on a model suffering from the Green Rage will kill it. Warriors and monsters come in all shapes and sizes, and some are far larger than others. The models to represent these fighters may be mounted on larger bases than normal, but in all cases even a Large model is assumed to occupy only a single Diagram D square on the board at a time. Don't worry if the base is slightly bigger than the squares on the board — it’s still easy to see which square he is supposed to be in. Large models move in a different way from other models, though they must still stop if they move adjacent to the enemy and they Break Off as normal. Treat a Large model's Movement as if it was a number of points to spend on movement. For example, a Werewolf has 8 points to spend on movement. This is the same as moving a normal model if you imagine that you normally pay one point per square you move. However, unlike normal models that can tum for free, a Large model must spend one of its points of movement for each quarter turn it wishes to make. A Large model can move straight or diagonally forwards. Alternatively it can move straight backwards. In all cases, it will retain its current facing. It cannot move sideways or diagonally backwards. See Diagram D above for the directions a Large model can move. & ee + = Oran, bees —— Finally, Large models can sometimes have trouble squeezing themselves through the narrow tunnels of the Hold. A narrow tunnel is defined as any of the X, L or Y shaped corridor tiles, as well as the 2x1 and 3x1 pieces, To move onto a square of a narrow tunnel tile costs a Large model 2 Movement instead of 1. In addition, if a Large model is standing on a narrow tunnel tile then it costs 2 Movement for each quarter turn instead of 1. Lightning This is a spell (see Spelicaster). When this spell is cast, an arc of brilliant lightning flashes from the caster to the target. Treat this as a shooting attack with 3 attack dice, regardless of the range. Lithe The model's movement is fluid and graceful as well as almost impossible to pin down. An enemy model does not get a Free Strike against a Lithe model that Breaks Off. Note that all other rules for Breaking Off must be followed as normal. Living The model is not one of the true undead and cannot be the target of a Baleful Gaze. In addition, the model cannot participate in an attack as part of a Kill Him! Baleful Gaze. Marksman The model carries a ranged weapon and may use the Shooting rules ori pages 1-2 to attack enemies at a distance. Mob Rule Zombies are not good at fighting on their own, which is why you generally see them in large groups. They don’t fight conventionally and care little for damage. In fights they try to overwhelm their opponents by sheer weight of numbers, rather than with fighting skill or bravery, and this can be very hard to counter. Outnumbering in fights is calculated differently if you are surrounded by the clutching hands of the Zombies. Work out the fight, splitting combat as normal. The active player then chooses one of the Necromancer's models. This must be the active model in the Necromancer’s turn. During the other player's turn, this must be a non-Zombie if one is available. This is the main attacker/opponent. Then choose a second model. This additional model must be a non-Zombie if possible, and gives the normal | dice outnumbering penalty to their opponent. If there are more models, then each remaining Zombie gives an additional 1 dice penalty to the target. Additional non-Zombie models have no effect, as per the normal outnumbering rules. All other normal modifiers apply as usual. For example, a Dwarf that is attacked by four Zombies will be at -3 dice for outnumbering. A Dwarf that is attacked by a Revenant and is adjacent to another Revenant and two Zombies will also be at a -3 penalty. A model must be adjacent to the target and have been allocated to fight them by the fight splitting in order to count for this calculation. Nimble Elves are famed for their fluid grace and dexterity, and this serves them well on the battlefield. If a Nimble model suffers damage from an attack, then he might be allowed to dodge out of the way instead of being injured (see the Damage table on page 9). If the Damage table gives a Dodge result, then the model is immediately moved one square away from the attacker. This movement is free and does not count towards the model's normal movement (so if the model decides to use this move to make a Break Off move it will not count as his first square of movement, and he may move a further 8 squares as normal). However, a dodge is only allowable if it is made into a square that is not adjacent to the enemy model that actually rolled the attack (see Diagram E). A dodge may be made into a square that is adjacent to another enemy model even if this model counts as outnumbering the Nimble model. If the model is Breaking Off and must resolve the effects of several Free Strikes before it moves, then you must roll all of the attacks before you dodge the model away. In this circumstance, if the model suffers several dodge results, you should ignore all except the first. When dodging from Free Strikes caused by a Break Off move you must dodge into a square that is not adjacent to any enemy models at all. Pes! ‘Swarms of Orclings are easy to represent by sticking several of the vile creatures to a single base, crowding on as many as will fit. Treat each base as a single model for the purposes of the game. Orclings are too small and puny to fight like Orcs, but this doesn’t stop them. trying. They will mob bigger opponents, biting and scratching at their shins in a flurry of filthy nails and sharp little teeth. These attacks will not injure a real warrior though they cannot be ignored and may Diagram E The Elf is attacked by Ore 1 and outnumbered by Ore 2. If Ore 1 makes an attack during its own Action that gives a dodge result for the Elf, then the EIf may dodge into any of the squares labelled ¥ or Z, but not X as it is adjacent to the attacking model. If Orc 1 makes an attack as a Free Strike in response to the Elf making a Break Off move and that attack gives a dodge result for the Elf, then the Elf may dodge into any of the squares labelled Y, but not X or Z as they are adjacent to an enemy model and this is not allowed for Break Offs, distract them from more important duties. An enemy model that is adjacent to a Pesky model is Distracted. If a model starts it turn Distracted, then the owning player must discard one token from his pool before he takes his turn. A player will only lose one token regardless of how many of his models are Distracted. If this would reduce the player to zero tokens then it has no effect. In addition, Pesky models cannot attack enemy models in the normal manner. They may, however, count for outnumbering and may defend themselves as normal. & e an. Oram wore She E Regenerate It may seem like a cruel trick of nature, but some of the vilest and most unpleasant of all the cruel monstrosities that beset adventurers are not only tough, but also heal themselves. Bogies of all sorts are the archetypes of this underhand practice, and it is just as loathsome whether they are the mountain, swamp or snow variety. A model that has the Regenerate special rule may heal its own injuries during the game. In order to try to Regenerate, a model must have an Action (not a Follow On Action) spent on it. Regenerating takes the whole Action (replacing both moving and fighting). Roll one dice. If the result is a 6 then its natural defences kick in and it may discard one Injured counter. Add +1 to this result for each enemy model adjacent to the regenerating model when it makes this roll. Reload Rifles are complex, slow to load and require a gunner’s full attention. When you shoot a rifle, place a Reload counter under thé model. A model with a Reload counter cannot use their rifle until they reload it. In order to reload, a model must have an Action (not a Follow On Action) spent on it. Reloading takes the whole Action {replacing both moving atid fighting), and a model may not reload whilst it is adjacent t@ an enemy model. Models begin each scenario with loaded weapons. Shield Bash Instead of making a normal attack, a model with this rule can choose an enemy and push it back into one of its own rear arc squares. There must be an empty square available for the target model to move into, The attacker does not move. ‘The target keeps the same facing and is not damaged. A model cannot be pushed off the board. Slam A few creatures are so big and imposing that they can smash aside opponents. without the aid of shields or weapons. This works exactly the same way as Shield Bash, but without the need for a shield. In addition, a model with Slam cannot themselves be moved by a Shield Bash (but can be moved by a Siam). Small ‘The model is so short that it does not block shooting attacks by other models. Speed of a Bullet Dwarf rifles shoot bullets far faster than an arrow flies, and this enables them to punch through armour with much greater ease. When working out a shot from a model with this special rule, count its opponent's Armour as 1 lower than it would otherwise be, Remember that the minimum value for Armour is 1. Spellcaster ‘The model can cast spells. A spell may be cast either on the model itself, or on any other model it can see, and takes up the fight/shoot part of an Action (or the whole of a Follow On Action). Use the rules in the Shooting section on pages 1-2 for what can be seen. Range does not matter and spells may be cast on targets that are adjacent to enemy models. You may cast healing spells ‘on your enemies and lightning bolts at your friends if you really want to! A model can cast only one spell per turn. Sureshot Most warriors that learn to shoot the bow or rifle know that sooner or later they will have need of their sword ar axe too. They train with both weapons equally, ready for any eventuality. Some, however, are so devoted to their skill at shooting that they neglect their melee training. Such warriors have the Sureshot special rule. When it comes to shooting rather than fighting, double the basic number of dice before applying any modifiers. Tough Some warriors are just harder than others and can fight on with injuries that would slay lesser creatures. These models are called Tough. Tough models have their own entries on the Damage Table (page 9). Note that the -1 dice penalty for being injured only counts once regardless of the number of injuries a model has sustained. Unique You can only field one of each type of model that is Unique. Walk Through Walls Wraiths are insubstantial and ghostly creatures that phase in and out of existence. This makes them very hard to hit in a fight, and also allows them to move through solid walls (the spaces between the room and corridor tiles). if the model has an Action {not a Follow On Action) spent on it whilst it is adjacent to a wall then it may attempt to move through the wall instead of moving normally. Any fight will be calculated as normal after the movement is complete. All movement through walls is done in a straight line and must be orthogonal (left- right or up-down), never diagonal. Count the number of ‘squares’ that are missing between the tile on which the model starts and the first tile it would reach by moving through the wall (see Diagram F). You may find that a spare tile is useful as a ruler to measure this. Note that the square to which the model is attempting to move must be empty. Diagram F A model that wants to walk through walls from A to B counts the ‘squares’ between these points (two in this case). In order to arrive safely, it ‘must roll that number or greater on a single dice. Note that this means that a model with this special rule can always move safely across a gap only one square wide. The player then rolls one dice to see if the Wraith gets distracted and lost on the way or whether its controller, the Necromancer Mortibris, can maintain its focus. If the result is equal to or more than the number of squares of wall moved through, then the Wraith arrives as intended. Place the model on the first square it would reach. This is the end of its movement for that token. If the dice roll is less than the number of squares then the Wraith has been lost and is removed from the game. There is no limit to the number of squares of wall a mode! may attempt to move through in this way. Any roll of a 6 always succeeds in passing through the wall, however far that may be. A Shuffle Baleful Gaze cannot be used to move a mode! through a wall, though a Do it Now! Baleful Gaze can. & eS ire Bea a 3 & 4(& More) Player Games There are three ways to play Dwarf King’s Hold scenarios with more than two players: ‘Some scenarios are designed for three or four (or even five) players, like the ones included in this book. Simply find a scenario that suits the number of players you have and follow the rules included. Another option is to design your own scenario. As it’s your scenario it can be for any number of players. Use the existing ones as a guide and start by laying out the tiles to form a new map. ‘This can be an interesting challenge to do on your own, but it can be even more fun if you arrange a map together with your friends. When you have settled on a layout, temember to draw it out so that you can play the scenario again later. You may ‘want to use some of the special rules for cave-ins, secret doors and so on from existing scenarios, or create your own. Once you've finished your design, give it a try - there's nothing like rolling dice in anger to test out your creation. You may want to make some changes once you've had a go. Perhaps it was easier or harder than you expected; perhaps part of the map doesn't get used and could be changed to re-route an avenue of attack. Swap sides and try it again from the other perspective. Finally, when you're happy with the result, please pop along to my website at www.quirkworthy.com and share your scenario with all the other Dwarf King’s Hold players. ‘The third way of playing with three or four or more players is to take an existing scenario designed for two players and divide one or both of the sides into two or more parts. How to go about this is explained below. Adding More Players If you want to play an existing two-player scenario with three or more players then follow these steps. You can divide a side between more than two players if you want. However, it's probably best to only do this with the larger scenarios as only having a few models each makes it easy to get knocked out, and it’s not much fun to lose all your models and have to wait for everyone else to finish before you can rejoin the carnage. | have included the relevant extra decisions you need to make if you are splitting a scenario that you are also modifying (see page 3 for the full details concerning that process). * Choose a scenario. © Choose how you will split the sides. For example, if you want to play with three players, decide which side you want to split. If you are playing with four or more players then both sides will usually be split. * When you split a side, both players must use the same race (Dwarfs, Elves, etc). This is because they will share a single set of tokens between them. Note that this could be the same side that the scenario was written for, or {if you are modifying it) it could be a different one. * Points for choosing Warbands are divided equally between the players of a side. Any fractions are rounded up. * Each player in a split side gets their own Token Pool. This is half the size they would have if they were playing on their own (round fractions up). Note that the Token Pool is still half the normal size even if the side is divided into three or more players. © There are no additional starting positions allocated because a side has been split (although if you are modifying a scenario and allowing players to choose their own Warbands then you may require additional starting positions for that reason). The sharing players must agree between themselves who uses which of their side’s starting positions. Each of the players will take their turns independently, in clockwise order, though their models do count for outnumbering and will support each other's fights. The side that is First Player does not change. If this side is spit then those players must decide between themselves which of them will be First Player. Dwarf players work out So7 of Stone independently of each other. © For purposes of controlling a tile, all the players from a split side count as being on the same side. © Ifa split side has to roll for cave-ins, then only the last of their players in the clockwise turn sequence will roll. © If a Necromancer side is split then the total number of Baleful Gazes available does not change. Any of the Necromancer players may use them, but they may not use more than one between them before an opposing player has had a turn. © The players from a split side will jointly win or lose a scenario. ‘© Requirements for winning the scenario remain unchanged. However, note that if the victory conditions require a particular number of models to escape, amount of Treasure to be plundered, or similar, then all the players from a split side add their totals together. © Finally, if dividing a side causes any confusion in the rules for you, the best guide to resolving the issue is to ask yourself what would happen if the split side was still a single force. That will help you find an answer. General Rules for Multi-player Games There are some simple rules or conventions that-help make games with three or more players run smoothly. © Players take turns in clockwise order, starting with the First Player. © If you are playing a four-player game, seat players so that the sides alternate. © Be sure to clarify the winning conditions at the start of the game. Some multi-player games have several players working alongside each other cooperatively; others are a free-for-all. OSes 15 Sg Snow on their Boots The horrors! The horrors! We must escape! * Player 1 & 2 Warbands: 55 points each * Player 3 Warband: 70 points * Player 1 & 2 Token Pool modifier: 0 © Player 3 Token Pool modifier: +2 This scenario is designed for three players, each of whom is acting alone. Player 1 or 2 wins if they get three models off the exit marked on the map. Player 3 wins if both Player 1 and 2 are reduced to two models or less. Player 1 is the First Player. Samu 7 ty | Call of the Crystal Cavern At the very edge of your hearing you can just sense the shimmering whisper of its siren call, corrupting your strength and nibbling at ‘your resolve. It teases, lures and seduces you even as you try to deny it. You cannot resist... « All Warbands: 55 points each # All Players’ Token Pool modifier: +1 This scenario is designed for four players, each of whom is acting alone. The first player to control the Crystal Cavern (room A) at the start of two of his own tums in a row wins the game. Player 1 is the First Player. Modifying Multi-player Scenarios Scenarios 16 and 17 are designed to be played with 3 and 4 players respectively, using the modifying scenario rules on pages 3-6 to select Warbands, Token Pool sizes, etc. However, if you want to, you can leave a player out or combine some of the player’s positions and play these scenarios with fewer players. Alternatively, you could Have players working in teams instead of alone. There are many options. It's your game so:don't be afraid to experiment!-

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