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Berserkers

Berserkers Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Objective
  • Card Overview
  • Other Components Overview
  • Setup
  • Detailed Objective
  • Playing a Turn
    • Phase 1 — The Berserkers' Phase (player phase)
      • Action Card Overview
      • Location Action Overview
  • Villager Assistance
    • Villager Assistance Card Reference
    • Phase 2 — The Shadow Riders' Phase (enemy phase)
      • Shadow Rider Action Overview
      • Enemy Movement
    • Phase 3 — The Orcs' Phase (enemy phase)
      • Orc Squad Action Overview
  • End of Turn
  • End of Game
  • Death of a Berserker
  • Gold Coins
  • King's Request Cards Overview
    • 1 — Darkness Is Not Tolerable!
    • 2 — The Alliance with Loki
    • 3 — Get These Orcs Off My Land!
    • 4 — The Secret of the Elves
    • 5 — No Sacrifices!
    • 6 — Hands Off the Goblins!
    • 7 — Thor's Wrath
    • 8 — The Witch's Grimoire
    • 9 — The Return of Zodd
    • 10 — The Treasure of Galloway
    • 11 — Frightened Villagers
  • The King Never Sleeps!
  • Save Feature (A Word from the Author)
  • Scoring
  • Turn Summary
    • Phase 1
    • Phase 2
    • Phase 3
  • Reminders

Contents

50 Cards. 4 white dice. 1 black die. 1 blue die. 1 red die. 1 green die. 3 Berserker tokens. 3 Shadow Rider tokens. 8 yellow gems. 5 purple gems. 1 black meeple. 1 blue meeple. 1 red meeple. 3 yellow cubes. 3 white cubes. 1 green cube. 1 orange cube. 6 Treasure tokens.

Game Objective

You play as the 3 Berserkers and you must light the 8 protective fires, mark the 3 Shadow Riders with the sacred seal, and satisfy the King's Requests.

Card Overview

4 Action cards: They show the actions that the Berserkers can take using the Action dice.

1 Shadow Riders card: It shows the actions that the Shadow Riders will take during their turn.

12 Location cards: They represent the different locations that make up the kingdom of Helm.

10 Villager Assistance cards: They represent the items the villagers will offer you once you help them.

1 Orcs card: It shows the actions that the Orc hordes will take during their turn.

1 Coin Pouch card: It lets you track the gold coins the Berserkers have.

12 King's Request cards: They represent the requests that the King will ask you to fulfill. They function as mandatory side quests.

4 Grimoire cards: They accompany one of the King's Requests.

4 Player Aid cards: Very useful reference aids.

Other Components Overview

3 Berserker tokens: They represent the 3 Berserkers you play. One side shows the character at full health, the other shows the character wounded.

3 Shadow Rider tokens: They represent the 3 Shadow Riders you fight. One side shows the rider when set up, the other shows the rider once marked with the sacred seal.

6 Treasure tokens: 5 tokens blank on both sides and 1 token blank on one side and showing a treasure on the other. These 6 tokens accompany one of the King's Requests.

3 meeples: Each meeple represents a squad of Orcs.

13 gems: 5 purple gems that represent Darkness. 8 yellow gems that represent the protective fires.

3 yellow cubes: They represent the three Elf peoples for the side quest "The Secret of the Elves."

1 orange cube and 1 green cube: The orange cube represents Zodd for the King's Request "The Return of Zodd." The green cube represents the group of goblins in the King's Request "Hands Off the Goblins!"

3 white cubes: The white cubes are markers used to track the gold coin gauge, the Villager Assistance gauge, and Zodd's health points.

4 white dice for the Berserkers' Actions.

1 red die, 1 blue die, and 1 black die for the Shadow Riders' Actions. These 3 dice are also used for the Orcs' actions and other actions.

1 green die for the Goblins' Actions.

Setup

  • Shuffle the Location cards and place them randomly in the center of the play area to form three columns of four cards. This 12-card area represents the kingdom of Helm in its entirety (the play area).
  • Place the 3 Berserker tokens (full-health side up) on the Location card at the very bottom right.
  • Place the 3 Shadow Rider tokens (unmarked side up) on the Location card at the very top left.
  • Place the 4 Action cards to the right of the Location cards, on the side that does not show the "training" symbol.
  • Place the Shadow Riders card to the left of the Location cards.
  • Place the Orcs card above the Shadow Riders card.
  • Shuffle the Villager Assistance cards, form a deck, and place it near the play area. Place a white cube on top of the deck at the zero value.
  • Shuffle the King's Request cards and draw two of them; they will be the "active" cards for the game. Place them near the play area and remove the rest of the King's Request cards from the game.
  • Place the Coin Pouch card near the play area and place a white cube on the value 4.
  • Place the Player Aid cards near the play area.
  • Set the Grimoire cards aside, out of play, unless you have drawn the King's Request "The Witch's Grimoire."
  • Place the purple gems near the play area. They form the Darkness reserve.
  • Place the yellow gems near the play area. They form the Protective Fires reserve.
  • Place all other elements (dice, wooden cubes, etc.) near the play area.

Detailed Objective

Your objective for the game is to light the 8 protective fires of Odin and mark the three Shadow Riders with the sacred seal. To light the sacred fires, you must move your Berserkers and position them on Location cards that show the fire symbol, then carry out the "Light a Protective Fire" Action. Once the 8 protective fires are lit, nothing can put them out!

To mark the Shadow Riders with the sacred seal, you must carry out the "Mark with the Seal" Action on Riders who are on a Location card that has a lit fire and at least one Berserker.

But that's not all — to win the game you must also succeed at the King's Requests. In a "discovery" game, it is recommended to draw two of them (the King's Requests are detailed further on in this booklet).

Furthermore, the more King's Requests you draw during setup, the more gold coins you will start the game with. The Coin Pouch card lets you track how many gold coins you have. Gold coins let you carry out certain paid actions, and also let you re-roll Action dice.

Playing a Turn

A game is played over an indefinite number of turns. Each turn is made up of 3 phases: the Berserkers' Phase, the Shadow Riders' Phase, and the Orcs' Phase.

Phase 1 — The Berserkers' Phase (player phase)

  • Roll the 4 Action dice (white dice).
  • Place each die on the Action card of your choice, respecting the die's result and the number shown next to the action. You may carry out up to 4 actions total, distributed as you wish, but you may place only one die per Action card (unless the Action card has been upgraded — see below). You are not required to use all the dice. When you select an action, apply its effect immediately.

Action Card Overview

Move This action lets you move a Berserker from one Location card to another. You may move orthogonally, but never diagonally. If this symbol is shown once, you may move to one adjacent Location card. If shown twice or three times, you may move up to two or three Location cards respectively. (You cannot split a single Move action between several Berserkers.)

Light a Protective Fire This action lets you light a protective fire on a Location card. When you light a fire, add a yellow gem to the Location card. You may carry out this action only if the Fire symbol is present on the Location card, and only if the card does not already hold a yellow gem.

Pull / Push These actions let you either pull a living creature (Berserker, Shadow Rider, Orcs, Goblins, Elves, Zodd) toward the Location of a Berserker, or push it away from the Location of a Berserker, to an orthogonally adjacent Location.

Lift the Darkness This action lets you lift the Darkness from a Location that holds a purple gem. To do so, remove the purple gem and return it to the Darkness reserve.

Mark with the Sacred Seal This action lets you mark the Shadow Riders. You may activate this action only if at least one Berserker is on the same Location as a Rider, and only if that Location has a lit protective fire (yellow gem). When you mark a Shadow Rider, flip it to its "Seal" side, and it stays on that side for the rest of the game. Marking all 3 Shadow Riders is one of the victory objectives.

Pillage This action lets you pillage a group of merchants. Pillaging can earn you gold coins, but can also wound your Berserkers. When you carry out this action, choose one of your Berserkers and roll the black die. Result 1 or 2: your Berserker is wounded (flip it to its "wounded" side). Result 3 or 4: nothing happens, the pillage fails. Result 5: you gain 1 gold coin. Result 6: you gain 2 gold coins.

Wager This action lets you make a wager with villagers. When you carry out this action, spend one gold coin and roll 2 dice (the black one and the green one). Then re-roll the die with the lower value. If the new result is equal to or higher than the other die, you win the wager (gain 3 gold coins). If it is lower, the wager is lost. Note: if you roll doubles on the first roll, the wager is automatically won!

Location Action This action lets you carry out a Location Action. At the top right of each Location card is a special action. This action sometimes costs a gold coin in addition to the die used.

Location Action Overview

To activate a Location Action, you must place an Action die on the "?" space. You can activate a Location Action only if at least one of your Berserkers is on that Location.

Gathering This action lets you gather up to 3 Berserker tokens on this Location card.

Secret Passage This action lets you move a Berserker who is on this Location card to any other Location card. (This action is not a "Move.")

Rest — This action costs 1 gold coin This action lets you heal a Berserker who is on this Location card. In that case, flip the Berserker token to its "full health" side.

Blockade This action lets you block one Shadow Rider die of your choice (blue, red, or black). The Shadow Rider thus blocked will not act on their next turn. Place the chosen die on this action to remember it.

Training — This action costs 1 gold coin This action lets you upgrade an Action card. When you upgrade an Action card, flip it to its upgraded side. Action cards that show this upgraded side allow you to place up to two Action dice instead of one. However, you cannot select the same action twice on the same card.

Wipe Out an Orc Squad This action lets you wipe out a squad of Orcs. You can only wipe out a squad of Orcs (Orc meeple) if it is on the Location where you are performing the Action. When you wipe out a squad, remove the meeple representing that squad. The meeple returns to the reserve, but may come back into play later. (Reminder: you may perform "Pull" or "Push" Actions on Orc squads.)

Villager Assistance

During your turn, if you cannot or do not want to play all your Action dice, you may use them to help the villagers instead. In that case, discard the die or dice by placing them near the "Villager Assistance" deck. For each die discarded this way, advance the white cube on the assistance gauge.

The cube advances one level regardless of the value of the discarded die. When the cube reaches level 4, you must choose one of the following two options:

  • Immediately gain 1 gold coin.
  • Immediately draw the top card of the "Villager Assistance" deck and place it near your play area. The villagers are generous and offer you a valuable item. Villager Assistance cards are very powerful and can help steer your Berserkers to victory. You may use them at any time during your turn. After using a card, discard it; it will no longer be of use for the rest of the game.

After choosing one of the two options, return the cube to level zero.

Villager Assistance Card Reference

The Villager Assistance cards are labeled A through J. Place them in front of you before reading this section.

A — Knight's Shield If one of your Berserkers must suffer an attack from a Shadow Rider or an Orc squad, discard this card to ignore the attack. (Also works with 0.)

B — Noble's Boots Discard this card to make up to 3 Moves with a single Berserker.

C — Magic Cloak Discard this card to move a Berserker to a Location of your choice.

D — Precious Rock Discard this card to re-roll up to 4 Action dice during a single turn.

E — Lord's Sword Discard this card to eliminate an Orc squad that is on your Location. (Works even on Locations that do not show this symbol.)

F — Suspicious Brew Discard this card to heal one of your Berserkers.

G — Druid's Potion Discard this card to bring one of your Berserkers back to life. It returns to its starting Location at full health.

H — Harp of Melpomene Discard this card to prevent the Shadow Riders from bringing down the Darkness on their next turn. (Use during Phase 1.)

I — Purse of Gold Discard this card to gain 3 gold coins.

J — Mysterious Item This magnificent item radiates a mysterious power, but what does it do?

Phase 2 — The Shadow Riders' Phase (enemy phase)

  • Roll the Black, Blue, and Red dice. Each die is assigned to the Shadow Rider of the same color.
  • Place the dice on the Shadow Riders card, on the space that matches their value. Several dice may occupy the same space.
  • Apply the effects of the Shadow Riders' Actions in the order of your choice.

Shadow Rider Action Overview

Attack The Rider attacks all Berserkers who are on their Location.

Extended Attack The Rider attacks all Berserkers who are on their Location, as well as on adjacent Locations. (Never diagonally.) Attacks do not pass through the play area.

Bring Down the Darkness The Rider brings the Darkness down on the Location where they are; place a purple gem there. There cannot be more than one purple gem on a single Location (unless you are playing with King's Request number 2). The 5 purple gems form the Darkness reserve. When the Darkness is lifted by a Berserker, the gem returns to the reserve. If you must place a purple gem on a Location, but the reserve is empty, the game is lost!

Extinguish a Protective Fire The Rider extinguishes the protective fire on their Location, if possible. Remove the yellow gem if there is one and return it to the reserve. Important: if all 8 protective fires are lit, this action is considered a "null" action on the part of the Riders.

Enroll an Orc Squad If and only if the Rider is on a Location that shows the Orcs symbol (this symbol is found at the bottom left of Location cards), take a meeple of your choice from those available and place it on the Location card. There cannot be more than three Orc meeples in play at once. If a meeple is removed from play, return it to the reserve; it may come back later.

Enemy Movement

Next to the Shadow Riders' Actions is an arrow. It indicates the movement the Rider will make following their action. Other enemies use the same arrows to move. If there are 2 arrows, the enemy makes 2 moves. Unlike the Berserkers, all enemies (Riders, Orcs, Goblins, Zodd) may move by crossing through the play area.

Example 1: If a Rider on the Location at the very top right of the play area must move one Location to the right, they end up at the very top left of the play area.

Example 2: If an Orc squad at the very bottom left of the play area must move one Location down, it ends up at the very top left of the play area.

Important: even if an enemy's Action is null or canceled, the movement shown next to the Action must still be carried out.

Phase 3 — The Orcs' Phase (enemy phase)

If there is no Orc squad in the play area, skip this phase.

If there is one or more Orc squads in the play area:

  • Roll one die for each Orc meeple in the play area. (The blue die for the blue meeple, the black die for the black one, and the red die for the red one.)
  • Place the dice on the Orcs card, on the spaces that match their value.
  • Apply the effects of the Orcs' Actions in the order of your choice.

Orc Squad Action Overview

Attack The squad attacks all Berserkers who are on their Location.

Extinguish a Protective Fire The squad extinguishes the protective fire on their Location, if possible. Remove the yellow gem if there is one and return it to the reserve. Important: if all 8 protective fires are lit, this action is considered a "null" action on the part of the Orcs.

Slow Down the Berserkers The squad slows down your Berserkers by locking one of your Action dice for your next turn. Place one of your Action dice on the padlock to remember this. Up to 2 dice may be locked on the padlock at once.

Lucky! Nothing happens.

End of Turn

Following Phase 3, the turn ends and you must start a new turn.

End of Game

  • The game is won if you have lit the 8 protective fires, marked the 3 Shadow Riders with the sacred seal, and satisfied the King's Requests drawn during setup.
  • The game is lost if you must place a purple gem in the play area but the reserve is empty, OR if all 3 of your Berserkers are dead.

Death of a Berserker

When a Berserker is attacked, you must place their token on its 0 side. If a Berserker is attacked again while already on its 0 side, the Berserker dies — remove it from the game; it will not return (unless it is brought back to life).

Gold Coins

When you gain a gold coin, advance the cursor on the Coin Pouch card. When you spend a gold coin, move the cursor back. The cursor cannot go beyond 12. Gold coins may be used by any Berserker in the play area.

Gold coins have three uses:

  • Activate certain Location Actions.
  • Re-roll an Action die. During your turn, after rolling the Action dice, spend a gold coin to re-roll a die. You may do this as many times as you wish during the game.
  • Contribute to your victory score.

Reminder: during a game, you can earn gold coins through the Pillage and Wager Actions, but also by helping the villagers.

King's Request Cards Overview

The King's Request cards make every game different. The 12 cards offer more than 4,000 possible combinations at setup.

During setup, you must draw at least 2 King's Request cards. If you want more of a challenge, draw more, following "push your luck" rules: draw a third card, then a fourth, and so on until the challenge feels sufficient. You may refuse to activate up to 1 King's Request card during this "push your luck" draw — in that case, place it back under the deck and draw a new one. Each "active" King's Request card earns you 2 gold coins at the start of the game. Note that beyond 6 King's Request cards, you will be capped at 12 gold coins (the maximum allowed at any one time).

The King's Request cards are numbered 1 to 12. Place them in front of you before reading this section.

1 — Darkness Is Not Tolerable!

The King orders you to leave no Darkness behind you; the people would not recover from it.

Finish the game with no purple gems in the play area.

2 — The Alliance with Loki

The Shadow Riders are backed by Loki, making the Darkness even more powerful and terrifying. The King orders you to return victorious despite this disastrous alliance.

During the game, there may be up to 2 purple gems per Location card.

3 — Get These Orcs Off My Land!

The King is adamant: he wants no Orcs on his lands. He orders you to do whatever it takes to wipe them all out.

Finish the game with no Orc squads in play.

4 — The Secret of the Elves

The King's son is gravely ill. His only heir must be saved by any means. The palace's great mage can heal the child, but is missing one ingredient: Selvitar. This extremely rare plant is harvested each spring by the Elves of the Kingdom. The King orders you to gather the three Elf peoples hidden deep within Helm and force them to reveal where their stores of Selvitar are hidden.

During setup, position the 3 yellow cubes as shown on the card; they represent the 3 groups of Elves. Your goal is to get these 3 cubes onto the same Location (use the Pull and Push actions to do this). During your turn, if the 3 groups of Elves are on the same Location, discard Action dice with a total value of 10 or more to make them talk. These dice cannot be used for anything else this turn. Remove the yellow cubes from the play area once this Request has been fulfilled.

5 — No Sacrifices!

You are among the ten most powerful warriors in the kingdom. The King will need you for other missions and orders you to stay alive no matter the cost.

You must finish the game with all 3 of your Berserkers alive (even if wounded).

Start the game with Villager Assistance card "G." You may use the "Druid's Potion" card to bring a Berserker back to life without causing this Request to fail.

6 — Hands Off the Goblins!

A dozen or so Goblins are stirring up trouble in the kingdom. Even though they may hinder your adventure, the King orders you to leave them be, as he is not ready to go to war with the Goblin armies of the neighboring lands. Grit your teeth and be strong, he tells you.

During setup, position the green cube on a Location card of your choice. This King's Request presents a passive challenge. You have nothing special to do beyond putting up with these irritating Goblins. They will amuse themselves by putting out your lit protective fires.

During your turn, as long as all 8 fires are not lit, roll the green die together with the 4 white Action dice. Then, before playing your Actions, place and activate the green die on the Goblins card at the matching space. Result 1, 2, 3, or 4: the Goblins extinguish a fire if possible and make one move. Result 5: the Goblins make two moves. Result 6: nothing happens. During your turn, it is recommended to move the Goblins (using the Pull/Push Actions) and position them on Locations where they cannot extinguish any fire. In that case, they will only make a harmless move.

7 — Thor's Wrath

Thor is angry, and he is making it known through weather unfavorable to travel. The King asks you to be careful, as the storm has been raging for weeks and shows no sign of stopping…

Throughout the game, during your turn, roll the blue die together with the 4 white Action dice. Then, before playing your Actions, place and activate the blue die on the Thor's Wrath card at the matching space. Result 1: immediately discard all your dice with a value of 1; they cannot be used this turn (you cannot modify them with a re-roll). Result 2: immediately discard all your dice with a value of 2; they cannot be used this turn (you cannot modify them with a re-roll). Result 3: you cannot carry out Move Actions this turn. Results 4, 5, and 6: nothing happens.

8 — The Witch's Grimoire

The King previously ordered you to kill a witch who had taken refuge in one of Helm's vast forests. The fight against her proved very difficult, and the Berserkers all took damage in the clash. Before setting fire to her cabin and leaving her lair, the Berserkers found an old grimoire. Were they right to take it with them?

During setup, position the 4 Grimoire cards face down near the play area. You start the game with all 3 Berserkers wounded (0 side up). During your turn, you may discard one or more dice with a total value of 6 to flip over one of the 4 Grimoire cards.

Mishap — If you flip this card, choose one of your Berserkers and flip it to its "wounded" side. If it is already wounded, the Berserker dies immediately.

Turn Stone into Gold — If you flip this card, immediately gain 2 gold coins.

Divine Power — If you flip this card, skip Phase 2 this turn.

The Grimoire Burns Before Your Eyes — If you flip this card, you may no longer use the Grimoire. Put the Grimoire cards back in the box for the rest of the game.

9 — The Return of Zodd

Zodd, a demigod who wanders aimlessly, with no king and no master, bringing destruction wherever he goes, has returned to Helm! This is truly not the moment, but you have little choice. The King orders you to attack him hard enough to drive him from the Kingdom.

You must attack Zodd 3 times to drive him out of the Kingdom. During setup, place a white cube on the "3" heart shown on his card. Position the orange cube (Zodd) on the Shadow Riders' starting Location. Throughout the game, during your turn, roll the red die together with the 4 white Action dice. Then, before playing your Actions, place and activate the red die on the Return of Zodd card at the matching space. Result 1, 2, 3, 4, or 5: Zodd moves in the direction of the arrow. Result 6: nothing happens. At the end of Phase 1, all Berserkers on the same Location card as Zodd are wounded! You cannot prevent this wound, so be careful.

To attack Zodd, one of your Berserkers must be on the same Location card as him, and you must discard one or more dice with a total value of 6. For each total of 6 discarded this way, reduce Zodd's health points by 1. If the cursor drops below 1, remove Zodd from the game. (You are allowed to attack him multiple times in the same turn.)

10 — The Treasure of Galloway

The Kingdom's coffers are empty! The King orders you to get your hands on the famous treasure of Galloway. To that end, he gives you a card showing the places to search. "Find this treasure, for even if we survive the Shadow Riders, we will face a far greater threat," he tells you.

During setup, position the 6 "Treasure" tokens face down as shown on the card. Only one of them shows the famous treasure on its other side. Be careful not to learn which token is the printed one. Your goal is to find the treasure among the 6 tokens. To flip a token, one of your Berserkers must be on the token's Location card, and you must discard one or more dice with a total value of 6. If the token is blank, remove it from the game and continue your search. If the token shows the Treasure symbol, the Request's objective is a success — remove all remaining Treasure tokens from the game.

11 — Frightened Villagers

The King warns you that in recent months, a great many disasters have befallen Helm. The villagers are frightened and rarely leave their homes.

Throughout the game, you cannot use Action dice with a value of 5 or 6 to help the Villagers. It is therefore impossible to advance the "Villager Assistance" gauge by discarding 5s or 6s.

12 — Orcs Unleashed!

The King is worried about you. Last winter, he undertook a massive purge to exterminate as many Orcs as possible from beneath Helm's soil. Since then, the remaining Orcs have become uniquely savage! Be careful.

Throughout the game, the Orc squads act twice in a row. Carry out Phase 3 twice during each turn.

The King Never Sleeps!

Even though there are more than 479,000,000 possible combinations when setting up the play area, and more than 4,000 possible combinations when drawing King's Request cards, we wanted to offer you even more replayability!

You have probably noticed the blank "King's Request" card in the game box. It is there to let you imagine your own "quests." Use a sticky note to add new stakes, new creatures, new stories. Share your creations with the community of players, and you may also download the "editable template" from the publisher's website.

Save Feature (A Word from the Author)

Berserkers is a very demanding game. It follows in the tradition of Way of the Samurai and The Road. Victory will often be close, but not simple to reach. That said, developing an "easy" mode to artificially lower the difficulty and distort the game experience is not something I want to do.

Still, I have a solution to offer you to avoid frustration, especially when first discovering the game: THE SAVE! Once per game, you may save your adventure and place a "checkpoint" in it.

How does it work?

During your game, at the most opportune moment, take a photo of the game table, then continue your adventure. If, later on, you lose the game, resume from the moment of your save by putting the elements back as shown in the photo. You may only save once per game. Remember to save at a strategic moment!

Careful: in the event of a victory, using your save will cost you points on your final score.

Scoring

A victory is good. A good score is better.

Following a victory, you can calculate your score using the following logic:

  • Each gold coin in your possession earns you 1 point.
  • Each Berserker alive and unwounded earns you 3 points.
  • Each Berserker alive and wounded earns you 2 points.
  • Each Orc squad in the play area loses you 2 points.
  • If you used your Save, lose 5 points.
  • Add 2 additional points for each active King's Request.

The total is your final end-of-game score.

0 points (or fewer): Who are you, a beggar? 1 to 5 points: You call that a victory?! 6 to 10 points: You spent too long at the tavern. 11 to 15 points: You're starting to master your axe… 16 to 19 points: Well done, Berserker, the King is proud of you! 20 points and above: You are named a knight of the round BoardGameTable.

Turn Summary

Phase 1

  • Roll the 4 Action dice (white dice). Don't forget to also roll the Goblins die, the Thor's Wrath die, and the Zodd die at the same time if they are part of your King's Requests.
  • Place and play the Goblins, Thor's Wrath, and Zodd dice if they are part of your King's Requests.
  • Place and play the Action dice on the Action cards. 1 die maximum per Action card. 2 dice maximum per upgraded Action card. Discard one or more dice to help the Villagers. Villager Assistance level 4 = 1 gold coin OR a Villager Assistance card.

Phase 2

  • Roll the 3 Shadow Rider dice (black, blue, and red).
  • Place and play the dice on the Shadow Riders card. Apply the effects of the Riders' Actions in the order of your choice.

Phase 3

  • If one or more Orc squads are present in the play area, roll the Orc dice (black, blue, and red).
  • Place and play the dice on the Orcs card. Apply the effects of the Orcs' Actions in the order of your choice.

Reminders

  • If all 8 protective fires are lit, nothing and no one can extinguish them.
  • Discarded Villager Assistance cards are removed from the game.
  • Shadow Riders can only enroll Orcs if they are on a Location that shows this symbol.
  • Enemies may cross through the play area during their moves.
  • You start the game with 2 gold coins for each active Request.
  • If you must place a purple gem (Darkness) but the reserve is empty, the game is lost.
  • If all 3 of your Berserkers are dead, the game is lost.
  • Certain Location Actions cost 1 gold coin.
12 — Orcs Unleashed!