Catacombs: Wyverns of Wylemuir (Second Edition)
Catacombs: Wyverns of Wylemuir (Second Edition) Rulebook
Table of Contents
Table of Contents
Components
The expansion contains the following components, as listed on the manual's Components page. The "(Catacombs)" and "(Catacombs & Castles)" tags show which game each component is used with.
- Hero Cards x4 (Catacombs & Castles)
- Catacomb Hero Cards x4 (Catacombs & Castles)
- Hero Cards x4 (Catacombs)
- Catacomb Hero Cards x4 (Catacombs)
- Hero Ability Cards x5 (Catacombs)
- Spell Cards x12 (Catacombs)
- Hero Item Cards x5 (Catacombs)
- Catacomb Boss Cards x4 (Catacombs & Castles)
- Monster Cards x5 (Catacombs)
- Catacomb Lord Cards x6 (Catacombs)
- Warrior Cards x2 (Catacombs & Castles)
- Room Cards x11 (Catacombs)
- Wyvern Cards x18
- Frostvern Cards (Catacombs)
- Royal Frostvern Cards (Catacombs & Castles)
- Long Template x1
- Short Template x1
- Spread Template x1
- Ring Template x1
- Wyvern Claw Tokens x41
- Secret Spring Tokens x4
- Egg Tokens x3
- Familiar Wood Piece x1
- Hero Wood Pieces x4
- Catacomb Lord Wood Piece x1
- Wyvern Wood Pieces x8
- Monster / Warrior Wood Pieces x11
Sticker Reference
The manual's sticker reference lists the pieces by size. Each piece is listed with its number of pieces, as printed. The manual notes that for detailed sticker application instructions, the Catacombs or Catacombs & Castles manual should be referred to.
Medium Pieces:
- Warrior Maiden, x1 piece
- Harbinger, x1 piece
- Blind Guardian, x1 piece
- Succubus, x4 pieces
- Shambling Mound, x2 pieces
- Ettin, x2 pieces
Small Pieces:
- Wyvern Familiar, x1 piece
- Poisonwood Golem, x1 piece
Extra Small Pieces:
- Goblin Captain, x1 piece
- Goblin Fighter, x2 pieces
Large Pieces:
- Faevern / Frostvern, x2 pieces
- Monarch / Sylvern, x2 pieces
- Wylamander / Wrystal, x2 pieces
- Rockvern / Owlvern, x2 pieces
- Cursed Druid / Wylock, x1 piece
Overview
Wyverns of Wylemuir is an expansion for both Catacombs Third Edition (hereafter referred to as Catacombs) and Catacombs & Castles. The following new content is included with this set:
- A new class of character, the Wyverns.
- Four Area of Effect templates are used with the new shot icons found in this expansion and supported in both Catacombs and Catacombs & Castles.
- This set includes four heroes, two representing the Aldioss Tribe of Warrior Maidens from the land of Wylemuir, part of the Heroic Forces, and two from the Metozore army, part of the Catacomb Forces. These heroes can be used in both Catacombs and Catacombs & Castles.
- New Ability cards are included for the Chicken Champion, Skeleton Explorer, and Thief from Catacombs.
- Catacomb Lord cards in this set are provided for both Catacombs and Catacombs & Castles.
- New Warrior cards in this set are provided for use in Catacombs & Castles.
- Spring and Egg Tokens are used in Catacombs with the Secret Spring and Wyvern Nest Special Room cards respectively.
- The Item, Monster, and Room cards are supported exclusively in Catacombs.
- This set includes a double-sided playmat that may be used with either title, but is the standard size for Catacombs.
Area of Effect Templates
This expansion includes four double-sided Area of Effect templates (referred to simply as templates), labelled Short, Long, Spread, and Ring.
All templates inflict one point of damage to any target laying beneath them. The critical variant uses the reverse (red) side of the template and inflicts two points of damage.
An icon in a shot sequence indicates which template to use. The manual shows an icon for each template and for each critical variant: Short, Critical Short, Long, Critical Long, Spread, Critical Spread, Ring, and Critical Ring.
Using Area of Effect Templates
When using the Short, Long, and Spread templates, place the end with the black circle over the top of the character using it (whether riding a Wyvern or not). A template may be positioned in any direction across the playmat / game board and away from the character. Once the player has fixed the direction of the template, then they check to see if any opposing characters are covered by it, either partially or completely. Damage and the effects of any modifiers are then applied to all affected characters.
Characters that are on the same team are unaffected by templates, as per normal rules related to friendly fire.
For the Long template, only characters that are partially or completely covered from the curved dotted line to the end of the template are affected.
The Ring template does not have a black circle and simply affects all targets covered by it (again partially or completely).
Important: Obstacles on the playmat / game board do not block the effects of templates.
Example: The Wyvern Familiar's shot sequence tells a player to flick it into position using a Rush shot. They then hold the Short Template above the Wyvern Familiar's location on the playmat / game board to see which targets the template affects (if any).
Example: The Sylvern's third shot sequence can be used by trading in two Wyvern Claw Tokens. The player may then perform two Rush shots and a Critical Ring Template shot in any order.
The player could, for example, perform a single Rush shot to get into position, attack with the Critical Ring Template shot, and then use the final Rush shot to retreat behind cover.
Wyverns
Wyvern Characters
Wyverns are neutral and are not aligned with either the Heroic or Catacomb Forces. Most heroes, monsters, Castle, and Catacomb Lords can ride the Wyverns. Antients, Familiars, and Gelatinous Cubes cannot ride Wyverns (see below).
Like Antients, Wyverns cannot be damaged and are unaffected by any shot modifiers (such as regeneration) or secondary effects (such as devour, temporal shift). They can be teleported, can travel through Magic Portals, and be transported via Runic Shift or Move to Rune shots.
Like the Monster Pool that organizes monsters in Catacombs, Wyverns are kept off to the side of the playmat / game board in the Wyvern Aviary until brought into play.
The manual's sample Wyvern card (Wyvern Monarch) labels its parts as follows:
- Wyvern's Name: Wyvern Monarch
- Default Shot Sequence: Available to all riders, no Wyvern Claw Tokens are required.
- Second Shot Sequence: Requires one Wyvern Claw Token each time it is performed.
- Third Shot Sequence: Requires two Wyvern Claw Tokens each time it is performed.
- Invulnerable Icon: Wyverns cannot take damage.
- Wyvern Claw Token: A rider may have a maximum of five at a time.
Wyverns come into play by being placed on the playmat / game board at the start of a game (Catacombs & Castles) or room (Catacombs). They can also be summoned (see page 10) with an egg shot (Catacombs & Castles) or hatch (see page 11) from a Wyvern Egg Token (Catacombs). Finally, heroes and Catacomb Lords from this expansion start a game or room riding a Wyvern.
When a character rides a Wyvern they are referred to as a rider. A Wyvern must have a rider in order to take an action (perform one of its shot sequences). Otherwise, it remains in place on the playmat / game board.
A Wyvern has a default shot sequence that all riders can perform. The other two shot sequences can only be performed by first collecting and then returning either one or two Wyvern Claw Tokens to the supply. When a rider wants to perform one of their own shot sequences (from their rules card, monster card, spell card, etc.), they must dismount first (see next page).
Which Characters Can Ride Wyverns
Cannot ride Wyverns:
- Any character with an extra small, flat, or extra large disc (except for Grak)
- Any character that is not a disc (for example cubes like the Gelatinous Cube, Rhog or Zhug)
- All Catacomb Lords (except for Wylissa and Kraesus)
- All Castle Bosses and Catacomb Bosses (except for Wylissa and Kraesus)
- All Antients, Familars, and Mounts
Can ride Wyverns:
- Any hero with a small, medium, or large disc
- Any monster or warrior with a medium disc
Riding a Wyvern
Once a Wyvern is in play, a character climbs onto a Wyvern's back by hitting it with any character shot (rush, melee, etc.). If the character shot successfully hits the Wyvern disc, then the character's disc is placed on top, in the centre of the Wyvern's disc.
If any shots remain in the character's sequence, they are immediately skipped and the character performs a shot sequence listed on the Wyvern card instead.
If two Wyvern discs are adjacent to each other and both are hit, the player may choose which Wyvern their hero would like to ride.
When there is an existing rider on a Wyvern (regardless of which team they are on), that rider must be knocked completely off that Wyvern's disc, landing flat on the playmat / game board in order for the attacking character to assume control.
If the existing rider's disc is balancing against the Wyvern disc and not laying flat on the playmat / game board, then the attempt to unseat the rider was unsuccessful and the existing rider's disc is placed back on top of the Wyvern's disc.
If a rider is knocked off a Wyvern by an indirect shot that doesn't hit the Wyvern disc itself, then the rider maintains control and is placed back on the Wyvern's disc.
Characters may dismount from a Wyvern at the start of their turn by placing their character disc anywhere within 2.5cm (1") of the Wyvern's disc. They may then perform their chosen action as normal.
Note: The repeat shot can be used to force a Wyvern with a rider to perform another action, provided the rider isn't knocked off in the process.
Loyal vs Wild Wyverns
When a character starts the game (Catacombs & Castles) or room (Catacombs) riding a Wyvern, that Wyvern is considered loyal to that character. The loyal Wyvern can only be ridden by their rider, exclusively. The rider cannot be permanently knocked off their Wyvern. Instead, they must choose to dismount at the start of their turn. While riding a loyal Wyvern, a rider is not protected from damage. However, while playing Catacombs, the effects of shot modifiers and the devour shot are ignored.
When a character summons a Wyvern or when a Wyvern icon appears on a Catacombs Room card, it is considered wild. It can be ridden by any legal character (see page 7) and riders can be knocked off. In contrast to a loyal Wyvern, a wild Wyvern's invulnerability always protects their rider from damage (in addition to the effects of shot modifiers and the devour shot).
Important: When a character has a loyal Wyvern, they cannot ride wild Wyverns.
Wyvern Shot Sequences and Claws
Each Wyvern has three shot sequences on their card. To perform one of the Wyvern's sequences:
- Remove the rider disc from the Wyvern disc and either hold onto it or place it beside the playmat / game board.
- Perform a sequence with the Wyvern disc.
- Replace the rider disc back on the Wyvern disc.
By default, the player always performs the Wyvern's first shot sequence. By collecting the required number of Wyvern Claw Tokens and choosing when to trade them in, players may perform either of the Wyvern's other two shot sequences.
Players collect Wyvern Claw Tokens by directly hitting an opponent's character disc with the Wyvern Strike shot. If successful, a player takes one Wyvern Claw Token from the supply. The Wyvern Strike is ineffective when used against other Wyverns (Wyvern Strike = 0 damage).
Important: Characters do not lose any Wyvern Claw Tokens that they have collected when they are knocked off a Wyvern.
When Playing Catacombs: During each Resolution Phase, players retain one unused Wyvern Claw Token they have collected (returning any others to the supply).
Rules for Catacombs & Castles
New Warriors
The two Warriors included in this expansion (the Succubus and Goblin Fighter) can be combined with the Warriors included in the base Catacombs & Castles game.
Introducing Wild Wyverns Into Play
Some heroes and bosses in Catacombs & Castles have loyal Wyvern as stated on their Rules cards. Use the following rules to introduce wild Wyverns into Catacombs & Castles for either Team or Boss Modes.
Wild Wyverns may be hatched by heroes (and only heroes) using an Egg shot. Players determine at the beginning of the game how many Wyverns are available in the Wyvern Aviary. Wyverns are hatched from the Wyvern Aviary on a first come, first served basis.
As an alternative, up to three wild Wyverns (players decide how many) are placed in the centre of the playmat at the start of the game. No additional wild Wyverns can be hatched from the Wyvern Aviary.
Important: Characters riding on a Wyvern may participate in Team Actions; however, they must use one of the Wyvern's shot sequences.
Templates and Transfer Types
A transfer icon may appear next to a template shot icon. When playing with Catacombs & Castles, this indicates an additional transfer that may be performed. As usual, a power transfer is the default type when no transfer icon is present.
The manual's examples show four template shot icons with their transfers: Short Template with Health Transfer; Critical Short Template with Void Transfer; Critical Spread Template with Void Transfer; and Long Template with Health Transfer. The manual also shows the transfer icons Assist Transfer, Health Transfer, Void Transfer, and Capture Transfer.
Wyvern War Variation (Team Mode Only)
In this variation, all heroes start by riding a loyal Wyvern of their choice which they control exclusively for the duration of the game. Riders cannot be permanently knocked off a Wyvern unless they choose to dismount.
Rules for Catacombs
Secret Spring Special Room Card
The heroes find their way to the Secret Spring whose cold, clear waters offer recuperation and healing.
Shuffle the four Spring Tokens and place them face down on the Secret Spring Room card. Each player draws a Spring Token and does either of the following:
- Takes the full amount of health indicated on the Spring Token, adjusting the hero's health track accordingly.
- Keeps the Spring Token and discards it during the Setup Phase of any subsequent Battle Room. When used this way, some of the Spring's potency will have diminished and therefore only half the value of the Spring Token may be converted (rounded down).
Only the hero that owns the Spring Token may use it. The hero's health may not exceed its starting level.
Wyvern Nest Special Room Card
While making their way through a mountain pass, the heroes discover a giant nest with Wyvern eggs that are ready to hatch. In fact, one of them already has!
Three players take an Egg Token each. The fourth player takes the Wyvern Familiar Item card and disc. If the Wyvern Familiar is already in play, the player controlling it does not receive an Egg Token.
During any subsequent Battle Phase, a player may hatch a Wyvern instead of taking their hero's normal action. The player discards an Egg Token, chooses any available wild Wyvern from the Wyvern Aviary, and performs the following shot sequence with their hero:
Hatch Wyvern Egg Shot Sequence: The player performing the Hatch Wyvern shot decides which unused wild Wyvern from the Wyvern Aviary to summon into play. Hatch Wyvern Shot = 1 damage.
Room Cards
Icons representing wild Wyverns appear on the Room cards included with this set. During the Setup Phase, the Overseer places the indicated Wyvern in the direct centre of the playmat / game board.
Reanimation: The Shambling Mound monster cannot be permanently destroyed by the Heroic Forces. When killed, it is immediately placed on the back edge of the Monster Start Zone by the Overseer.
During the Battle Phase, Shambling Mounds do not count as monsters for the purposes of determining when a room is complete.
Template Modifiers
In Catacombs, other template modifiers are possible including petrify, stun, corrosion, and poison. These modifiers are ignored in Catacombs & Castles.
Examples are shown for the Short Template with Petrify Modifier, the Long Template with Stun Modifier, the Spread Template with Corrosion Modifier, and the Ring Template with Poison Modifier.