Cloudspire: Griege – Faction Expansion
Cloudspire: Griege – Faction Expansion Rulebook
Table of Contents
Table of Contents
Minions and Heroes
The griege promote their minions through evolution. After or instead of a griege minion's movement, you may place it on an adjacent Source Well, ignoring terrain restrictions. If it is grouped, it leaves its group. It loses all but 1 health chip, which is placed on top of the minion. The minion becomes inactive, but can still be attacked by heroes. At the start of each of your turns during the Onslaught Phase, add 1 health chip to the top of this minion. When it has health on it equal to its health stat, flip it to its promoted side and add the difference in health from its basic side, if any. If evolving minions are the only minions in play, the wave ends and they remain in play. Evolution continues during the next wave's Onslaught Phase.
Spires
Your fortress is underground, which means your gate can only be attacked by adjacent units or adjacent spires with Raze. You cannot construct fortress spires.
Additional Rules
The griege's fortress gate starts with 10 health, but its maximum health is 15.
Faction Cards
Gateport
1 – Natural Selection. After the market is refreshed, you may look at the next 3 market chips in the stack, discard up to 3 of them, and replace the rest in any order.
2 – Unit Sourcing. After you purchase a chip from the market, look at the top facedown market chip. If it is a merc unit, you gain it as well. If this happens, the market does not refill again until the end of the Market Phase.
Evolution Pit
1 – Evo Chamber. During the Prep Phase, you may place one of your selected minions on the Evolution Pit instead of the fortress gate. It can evolve here as if it were on a Source Well. The unit is added to the bottom of your deployment stack on the turn it finishes its evolution. See "Minions and Heroes" for details on evolution.
2 – Evo Purifier. When a minion finishes evolving, gain the Source reward shown on its basic side.
3 – Evo Acceleration. Gain the evo die.
Evo Die: After a larva finishes evolving, roll this die. You may replace the larva with the resulting minion on its promoted side.
Evo die results: Skitter, Geckweb, Mugwump.
Tunnel System
1 – Queen's Way. Griege heroes may deploy from any tunnel access in play as if it were your fortress gate.
2 – Worker's Way. Griege minions may also deploy from a tunnel access with the same restrictions.
3 – Shortcut. Griege heroes may move onto a tunnel access to return to the fortress. The hero must remain in the fortress on your next turn and then may be added to the bottom of your deployment stack at the start of on a following turn during the same Onslaught Phase.
Queen's Chambers
1 – Stage 1 Evolution. Gain the Echri die and place it on Echri with side 1 faceup.
Echri Die: This die grants Echri the talents associated with the side of the die that is faceup.
- Side 1 – Survival
- Side 2 – Survival, Prepared
- Side 3 – Survival, Toxic Secretion
- Side 4 – Survival, Prepared, Assault
- Side 5 – Survival, Toxic Secretion, Assault
- Side 6 – Quick Counter
2 – Stage 2 Evolution. Rotate the Echri die to either side 2 or side 3.
3 – Stage 3 Evolution. Rotate the die to side 4, side 5, or side 6.
Hive Altar
1 – Splice. Once per wave. During the Build Phase, you may, as a build option, place a purchased merc unit on the Hive Altar and declare a faction minion type. Minions of that type gain the merc's talent(s) for this wave. At the end of the wave, discard the merc unit.
2 – Queen's Feast. Once per wave. During the Build Phase, you may, as a build option, discard a purchased merc. Then, your fortress gate recovers health equal to half the unit's health, rounded up. This action can only be performed if Echri has not been defeated.
Larva Hatchery
1 – Surrogate Chamber. Gain the surrogate die.
Surrogate Die: Once per wave. When your fortress gate is attacked, you may first roll this die and place the resulting unit in your fortress on its promoted side, apart from your deployment stack. Any damage dealt to the gate is applied to this unit instead. The fortress gate retaliates as normal. The unit placed in your fortress cannot be deployed and is returned to your barracks at the end of the wave or when it is defeated.
Surrogate die results: Larva, Skitter, Burrower, Mugwump.
2 – Cocoon Surplus. During each Prep Phase, gain +1 CP.
3 – Expanded Hatchery. During each Prep Phase, a single larva may be selected at no CP cost.
Units
Ocjab
Dig. Before or after this unit's movement, it may place a Tunnel Access chip on an adjacent non–path hex.
Burrow – Ungrouped only. After this unit's movement, you may remove all of its health and place it on any adjacent non–path hex, ignoring terrain type. It is now inactive. At the start of your next turn, this unit flips over, recovers its full health and takes its turn normally.
Ekul
Quick Counter. When this unit is attacked by an adjacent unit, this unit deals its retaliation damage first. If the attacker is not defeated, it deals its attack damage as normal.
Capture. After this unit defeats an opposing faction minion, you may place that minion beside your fortress. When the minion's controlling faction damages your fortress gate, return the minion to its barracks. You can have a maximum of 3 minions captured from each faction at a time.
Evasive. When attacked by a unit with Range, reduce the damage dealt to 1.
Echri
Queen's Blood. This unit cannot be deployed if your fortress gate has fewer than 6 health. When it deploys, reduce your fortress gate health by 5. If this unit returns to the fortress, increase the health of your fortress gate by this unit's current health, even if the gate is at 0 health.
Consume. Before or after this unit's movement, it may defeat an adjacent hero with 2 health or fewer. Then, flip this unit and remove its upgrade chips.
Burrow – Ungrouped only. After this unit's movement, you may remove all of its health and place it on any adjacent non–path hex, ignoring terrain type. It is now inactive. At the start of your next turn, this unit flips over, recovers its full health and takes its turn normally.
Echri Die Talents
Assault. When this unit attacks a spire, remove the bottom upgrade before dealing damage.
Prepared. When this unit is dealt retaliation damage by another unit, reduce the damage by 1.
Quick Counter. When this unit is attacked by an adjacent unit, this unit deals its retaliation damage first. If the attacker is not defeated, it deals its attack damage as normal.
Survival. At the end of your turn, if this unit did not move or attack, it may recover 1 health.
Toxic Secretion. If a non–griege unit moves onto a hex adjacent to this unit, deal it 1 damage.
Larva
Toxic Fumes. When this unit is defeated, you may place a toxic fumes chip on its hex. A hex can contain multiple toxic fumes. At the end of the wave, return all toxic fumes chips to your barracks.
Burrower
Burrow – Ungrouped only. After this unit's movement, you may remove all of its health and place it on any adjacent non–path hex, ignoring terrain type. It is now inactive. At the start of your next turn, this unit flips over, recovers its full health and takes its turn normally.
Assault. When this unit attacks a spire, remove the bottom upgrade before dealing damage.
Skitter
Dig. Before or after this unit's movement, it may place a Tunnel Access chip on an adjacent non–path hex.
Air Defense. This unit can attack units with Flying.
# Range. This unit attacks and retaliates from up to # hexes away.
Geckweb
Toxic Secretion. If a non–griege unit moves onto a hex adjacent to this unit, deal it 1 damage.
Quick Counter. When this unit is attacked by an adjacent unit, this unit deals its retaliation damage first. If the attacker is not defeated, it deals its attack damage as normal.
Mugwump
Air Defense. This unit can attack units with Flying.
# Range. This unit attacks and retaliates from up to # hexes away.
Burrow – Ungrouped only. After this unit's movement, you may remove all of its health and place it on any adjacent non–path hex, ignoring terrain type. It is now inactive. At the start of your next turn, this unit flips over, recovers its full health and takes its turn normally.
Recruiter. Before or after this unit's movement, you may gain control of an adjacent landmark minion. The controlled minion moves this turn.
Dampskitter
Flying – Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.
Toxic Fumes. When this unit is defeated, you may place a toxic fumes chip on its hex. A hex can contain multiple toxic fumes. At the end of the wave, return all toxic fumes chips to your barracks.
Quick Counter. When this unit is attacked by an adjacent unit, this unit deals its retaliation damage first. If the attacker is not defeated, it deals its attack damage as normal.
Brood Nest
Spawn. At the start of your first turn during the Onslaught Phase, you may place a larva from your barracks on an adjacent path hex.
Hive
Air Defense. This spire can attack units with Flying.
Chips
Toxic Fumes
Exposure. Units may move onto this chip as if it were a path hex. When a non–griege unit moves onto this chip, deal 1 damage to it.
Tunnel Access
Collapsible. This chip does not prevent an earthscape from being placed on this hex. If an earthscape is placed on this chip, return it to your barracks.
Griege Scenario Book
The scenario book below is transcribed from the official "Griege Scenario Book v2.01" (Chip Theory Games). Its story passages are omitted; the scenario rules, set-up, and scoring are transcribed as printed.
Ankarian Renown
This expansion contains four solo scenarios and two co-op scenarios featuring your new Cloudspire faction. When choosing either kind of scenario, play them in the order that they appear in this book, as some circumstances in one scenario may carry over to the next. You can keep track of the renown you earn in these scenarios and add it to your overall campaign score (see the following page for more on scoring).
Your solo scenarios also feature rewards you can purchase with the renown you earn throughout your play. See the base game solo scenario book for more information on how to purchase and use renown rewards.
Griege Advantages
| Advantage | Effect | Renown Cost |
|---|---|---|
| Queen of Hearts | Ongoing – entire scenario. Echri may be deployed with less than her full health stat, with your fortress gate's health being reduced by the same amount she deploys with. Your fortress gate must be left with at least 1 health when she deploys. | 2 |
| Unwitting Sacrifice | One time use. At the start of one wave's Market Phase, acquire a merc unit from the market offerings at no cost. Use this unit as outlined in the Hive Alter 1 – Splice fortress advancement, even if you have not purchased that advancement. | 3 |
| Missing Link | One time use. You may deploy one griege unit on its promoted side. | 3 |
| Hive Balance | One time use. As a build option during a Build Phase, you may purchase all of one structure's advancements for a total cost of 5 Source. | 3 |
| Chamber Expansion | Ongoing – entire scenario. During this scenario, you may Capture a total of 4 AI units per faction instead of 3. | 3 |
| Fumigators | Ongoing – entire scenario. All griege units are considered to have Toxic Secretion. |
Note: the printed advantage "Unwitting Sacrifice" refers to "Hive Alter 1 – Splice"; the printed name is transcribed as-is (the fortress advancement is "Hive Altar 1 – Splice" on the reference sheet).
Griege Renown Tracker
| Scenario | Renown Spent | Renown Earned | Renown Carryover |
|---|---|---|---|
| 1 | – | ||
| 2 | |||
| 3 | |||
| 4 | – |
Total Renown Earned: ______
Final Score (total of all renown earned): ______
Solo Campaign Rank
The Cloudspire solo scenarios are best enjoyed in order so you can appreciate the story of The Joining War. As you play, challenge yourself to play your best possible game by tallying your renown and keeping track of your score. Renown spent on advantages does not reduce your score for the purposes of finding your Solo Campaign Rank. See the chart below for how you did!
All purchasable faction expansions for Cloudspire come with a set of 4 additional solo scenarios to play. Other gameplay expansions may include additional sets of solo scenarios, as well. For each such set of solo scenarios that you play, you can add your score from them to your score for the base game to continue to measure your success. The chart below gives you the rankings going up to 4 expansions.
| Prestigious Title | Base Game | Base Game +1 Expansion | Base Game +2 Expansions | Base Game +3 Expansions | Base Game +4 Expansions |
|---|---|---|---|---|---|
| Burnout | 16-23 | 20-29 | 24-35 | 28-41 | 32-47 |
| Nomad | 24-31 | 30-39 | 36-47 | 42-55 | 48-63 |
| Elite Duelist | 32-39 | 40-49 | 48-59 | 56-69 | 64-79 |
| Hero of Ankar | 40-47 | 50-59 | 60-71 | 70-83 | 80-95 |
Co-op Campaign Rank
The co-op scenarios are meant to be played as pairs. Those pairs can be played in any order. Just as with solo mode, you can play through them all and use the chart below to see how well you did.
| Prestigious Title | Base Game | Base Game +1 Expansion | Base Game +2 Expansions | Base Game +3 Expansions | Base Game +4 Expansions |
|---|---|---|---|---|---|
| Burnout | 8-11 | 10-14 | 12-17 | 14-20 | 16-23 |
| Nomad | 12-15 | 15-19 | 18-23 | 21-27 | 24-31 |
| Elite Duelist | 16-19 | 20-24 | 24-29 | 28-34 | 32-39 |
| Hero of Ankar | 20-23 | 25-29 | 30-35 | 34-41 | 40-47 |
Solo Chapter 1: Can You Ever Turn Back?
Waves: 5. Opponent: Narora. Hero: Ybanthe.
The map for this scenario is a graphic (hex-numbered Isle layout with the Source wells and fortress gates) and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.
Set-Up
- Shuffle the following heir and brawnen units together: joust*, aegis*, 2 battleborn*, 2 harriers*, and royal talon*. Place them randomly on all Source wells with their health. These units are considered revealed landmark minions for this scenario.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- Defeat Anjebin with Echri.
- Return Ybanthe to the griege fortress at least once.
- Defeat the naroran fortress gate.
Outcome: Scenario ends immediately.
Loss
- Ybanthe is defeated.
Scenario Rules
- Ybanthe is under your control for this scenario. She is wounded, so she starts with 3 health and takes 1 damage each time she uses her movement. Ybanthe can use tunnel access chips for movement as if they have Riftwalk.
- If Ybanthe returns to the griege fortress, her health is recovered to full and she may be deployed as one of your heroes in a subsequent wave. She will no longer take damage when moving.
- In addition to Ybanthe, you may deploy Ocjab in Wave 1.
- The grovetender fortress is considered friendly to the griege for this scenario.
Marks
- Griege: Naroran fortress gate
- Narora: Griege fortress gate
- Anjebin: Echri > closest opposing hero > grovetender fortress gate
Event Die Results
- 1–2: Swap the positions of any two landmark minions in play and add 1 health to each. This may exceed their health stats.
- 3–4: Naroran units do not attack landmark minions this wave.
- 5–6: Choose a landmark minion occupying a Source well on mountain terrain. The narora gain control of this unit for the wave.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Narora | Roll the event die. | 0 Source | As normal | Narora purchase Forgotten Graves 3 – Source Loop. | Player: 5 CP. Narora: Burnout, Burnout, Burnout. |
| 2 • Griege | Roll the event die. | 2 Source | As normal | Narora construct a monolant spire – [icons] on a fortress Source well. | Player: 7 CP. Narora: Arclight, Arclight. |
| 3 • Narora | Roll the event die. | 4 Source | As normal | Narora construct a monolant spire – [icons] on a fortress Source well. | Player: 9 CP. Narora: [Burnout, Burnout, Arcbright, Arcbright]. |
| 4 • Griege | Roll the event die. |
Wrap-up: Note if Ybanthe was returned to the griege fortress this scenario, as this will affect your starting deployment in Scenario 2.
Solo Chapter 2: Are You Really the Master?
Waves: 5. Opponent: Brawnen.
The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.
Carryover
- If Ybanthe was not returned to the griege fortress in the previous scenario, you may select one war briar to deploy under your control at no CP cost during a wave of your choice this scenario. Place this minion chip next to your barracks as a reminder.
Set-Up
- Take the traxxyr roughneck, traxxyr loner, and traxxyr hellion landmark chips, shuffle them, and place them facedown on Hexes C, D, and E. Place 2 health under the chip on Hex E. When revealed, add this to the traxxyr's starting health.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- Defeat all traxxyrs in play.
- Construct brood nest spires on both Source wells adjacent to the brawnen fortress gate.
- Defeat the brawnen fortress gate with a traxxyr.
Outcome: Scenario ends immediately.
Scenario Rules
- Defeated traxxyrs do not grant any rewards and are not discarded. Instead, they become items that may be picked up and carried by heroes. If they recover any health, they become landmark minions again.
- Heroes may not use the Tunnel System while carrying a traxxyr.
- If a hero carrying a traxxyr is defeated, the traxxyr is placed on a non-path hex adjacent to the hero's hex.
- When a traxxyr is carried into the griege fortress, it is removed from the hero. The griege may deploy the traxxyr on their next turn as a minion under their control.
AI Rules
- Kram the Mighty is considered a minion for this scenario and may only move on path terrain. He does not go into campfire mode.
- Traxxyrs not under your control are friendly to brawnen units.
Marks
- Griege: Brawnen fortress gate
- Brawnen: Griege fortress gate
Event Die Results
- 1–2: All defeated traxxyrs in play that are not currently being carried recover 2 health.
- 3–4: All traxxyrs in play that are not currently being carried recover 1 health.
- 5–6: All landmark minions gain +1 to their attack stat for this wave.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Brawnen | Roll the event die. | 0 Source | As normal | As normal | Player: 5 CP. Brawnen: [Battleborn, Battleborn], Aegis*. |
| 2 • Brawnen | Roll the event die. | 0 Source | As normal | As normal | Player: 7 CP. Brawnen: [Source Siege, Aegis*]. |
| 3 • Brawnen | Roll the event die. | 0 Source | As normal | Brawnen construct a siege tower spire – [icons] on a fortress Source well. | Player: 9 CP. Brawnen: [Source Siege, Aegis*], [Battleborn, Battleborn, Battleborn]. |
| 4 • Brawnen | Roll the event die. | 0 Source |
Wrap-up: If you successfully defeated the brawnen fortress gate with a traxxyr, note which traxxyr, as you may deploy it under your control in Scenario 3.
Solo Chapter 3: Why Should You Be Proud?
Waves: 5. Opponent: Heirs.
The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed. Icons in the wave table and event results are shown as [icon] where the scenario text does not name them.
Carryover
- If you successfully defeated the brawnen fortress gate with a traxxyr in the previous scenario, you may select traxxyr as a minion under your control at no CP cost during Wave 1 of this scenario.
Set-Up
- Set the heirs fortress gate tracker to 15 and set 5 health chips nearby to represent the additional 5 health.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- Defeat all minaret spires.
- Have toxic fumes chips on 3 of the Hex B Source wells.
- At the end of the scenario, have a harrier, humminger, and royal talon captured.
Scenario Rules
- Larva may move onto Hex B Source wells, ignoring terrain restrictions. When a larva does so, it is immediately removed from the game and replaced with toxic fumes.
Marks
- Griege: Heir fortress gate
- Heirs: Griege fortress gate
Event Die Results
- 1–2: Return all tunnel access chips in play to your barracks.
- 3–4: Add [icon] to all minaret spires.
- 5–6: Glidebomb deals +2 damage this wave.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Heirs | Roll the event die. | 0 Source | As normal | Add [no icon printed] to all minaret spires that currently have 1 upgrade. | Player: 5 CP. Heirs: Harrier*, Harrier*, Joust*. |
| 2 • Griege | Roll the event die. | 0 Source | As normal | Add [icon] to all minaret spires that currently have 1 upgrade. | Player: 7 CP. Heirs: Royal Talon*, Harrier*, Harrier*, Harrier*, Joust*. |
| 3 • Heirs | Roll the event die. | 0 Source | As normal | Add [icon] to all minaret spires that currently have 1 upgrade. | Player: 9 CP. Heirs: [Harrier*, Harrier*, Harrier*], [Joust*, Joust*], Royal Talon*. |
| 4 • Griege | Roll the event die. |
Solo Chapter 4: Will You Ever Be Free?
Waves: 5. Opponent: Narora.
The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.
Set-Up
- Roll the D6:
- 1: No Gateport fortress advancements can be purchased this scenario.
- 2: No Larva Hatchery fortress advancements can be purchased this scenario.
- 3: No Hive Altar fortress advancements can be purchased this scenario.
- 4: No Evolution Pit fortress advancements can be purchased this scenario.
- 5: No Tunnel System fortress advancements can be purchased this scenario.
- 6: No Queen's Chambers fortress advancements can be purchased this scenario.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- "Infest" the naroran fortress by defeating its gate and moving all 3 griege heroes inside the naroran fortress.
- Defeat all naroran spires.
- Complete Wave 5 with at least 20 Source.
Scenario Rules
- The Tunnel System and earthscaping may not be used to connect or travel between the two separate landmasses.
- Place the brawnen's drilling outpost spires in the griege's barracks. Treat these spires as griege spires for this scenario.
- Overload may not be used this scenario.
- Defeating the naroran fortress gate does not end the scenario and it remains your mark. Once the naroran fortress gate is defeated, your units may move onto it. They are immediately defeated when they do so.
AI Rules
- At the start of each wave, you choose whether naroran minions will move towards either the gateport on Hex A or the gateport on Hex B.
- AI units will not use Riftwalk if they would be unable to move off of the chips after teleporting (either because they do not have enough movement or there is no valid adjacent hex to move onto).
Marks
- Griege: Naroran fortress gate
- Narora: Griege fortress gate
Event Die Results
- 1–2: This wave, naroran spires do not roll for damage; instead they automatically deal 2 damage per attack upgrade.
- 3–4: Toxic Fumes and Secretion have no effect this wave.
- 5–6: Your units may not use Dig or Burrow or use the Tunnel System this wave.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Narora | Roll the event die. | 0 Source | As normal | Narora purchase Forgotten Graves 3 – Source Loop. | Player: 4 CP. Narora: Burnout, Arcbright. |
| 2 • Griege | Roll the event die. | 0 Source | As normal | As normal | Player: 6 CP. Narora: Drift, Drift, Burnout, Arcbright. |
| 3 • Narora | Roll the event die. | 0 Source | As normal | As normal | Player: 8 CP. Narora: Burnout, Arcbright, Drift, Burnout, Arclight. |
| 4 • Griege | Roll the event die. | 0 Source |
Co-op Chapter 1: Inherit the Earth
Waves: 4. Opponent: Heirs. Co-op: Griege / Grovetenders.
The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.
Set-Up
- Before placing landmarks, each player will draw and place an earthscape, ignoring influence restrictions. These cannot be placed on top of any hexes marked on the map.
- When creating the market, skip making the market stack. Only earthscapes are available for purchase from the market this scenario.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- Remove the tunnel accesses on Hexes B and C by earthscaping over them.
- Defeat both minaret spires.
- Prevent all heirs from teleporting through the gateport on Hex D.
Scenario Rules
- The tunnel access on Hex A cannot be earthscaped over.
- Overload cannot be used on the gateport on Hex D.
- Minions with a tunnel access as their mark will move onto it as part of making progress. All minions that move onto a tunnel access chip are immediately returned to their barracks.
AI Rules
- If the tunnel access on Hex B has been removed, units that would deploy from there deploy from the tunnel access on Hex C instead. If the tunnel access on Hex C has been removed, units that would deploy from there deploy from the tunnel access on Hex A instead. If both are removed, all heirs deploy from the tunnel access on Hex A.
- Units with the gateport on Hex D as their mark will move onto it as part of making progress. If they do so, they are immediately teleported out of play. Set these units to the side with their current health in the same order they left play. They will be used in the next scenario.
- AI units may not use Riftwalk this scenario.
- When the regal lookout on Hex E loses its last upgrade, it is not defeated and its chip remains on its hex. Regal lookouts may regain upgrades through the event die. If the regal lookout on Hex E has no upgrades, it cannot be attacked.
Marks
- Griege: Tunnel access on Hex A OR tunnel access on Hex B OR tunnel access on Hex C
- Grovetenders: Tunnel access on Hex A OR tunnel access on Hex B OR tunnel access on Hex C
- Heirs: Gateport on Hex D
- Heir Heroes: Closest opposing hero > griege fortress gate
Event Die Results
- 1–2: Add [icons] to the bottom of the regal lookout on Hex E.
- 3–4: Add [icons] to the bottom of the regal lookout on Hex E.
- 5–6: Add [icons] to the bottom of the regal lookout on Hex E.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Heirs, Grovetenders, Griege | No event. | 3 Source | Players may only purchase earthscapes from the market. | As normal. | Players: 3 CP. Tunnel Access on Hex A: Joust. Tunnel Access on Hex B: Harrier. Tunnel Access on Hex C: Harrier. |
| 2 • Heirs, Grovetenders, Griege | Roll the event die. | 5 Source | Players may only purchase earthscapes from the market. | Find the Source well or landmark closest to Hex D. If a landmark, discard it. Heirs construct a minaret spire – [icons] here. | Players: 5 CP. Tunnel Access on Hex A: [Joust, Joust], Harrier. Tunnel Access on Hex B: Harrier, Humminger. Tunnel Access on Hex C: Harrier, Humminger. |
| 3 • Heirs, Grovetenders, Griege | Roll the event die. | 7 Source | Players may only purchase earthscapes from the market. | Find the Source well or landmark closest to Hex D. If a landmark, discard it. Heirs construct a minaret spire – [icons] here. |
Wrap-up:
- All heir units that teleported through the gateport on Hex D will be deployed in Wave 1 of Scenario 2. Save or record these units with their current health in the order they left play.
- Griege and grovetenders will start Scenario 2 with the same amount of fortress gate health as they ended this scenario with.
Co-op Chapter 2: Balance of Power
Waves: 4. Opponent: Heirs, Brawnen, Narora. Co-op: Griege / Grovetenders.
The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed. The heir, brawnen, and naroran fortress gates are attached to the map as the objectives below describe.
Carryover
- Heir units that teleported through the gateport on Hex D in the previous scenario are deployed in Wave 1 for this scenario with the same health and in the same order they entered the gateport.
- Griege and grovetender fortress gates start this scenario with the same amount of health they ended Scenario 1 with.
- When creating the market, skip making the market stack. Only earthscapes are available for purchase from the market this scenario.
Set-Up
- Roll the D6:
- 1–2: Swap the spires on Hexes A and B.
- 3–4: Swap the spires on Hexes B and C.
- 5–6: Swap the spires on Hexes A and C.
Objectives
Complete at least one objective to achieve victory. Gain renown for each objective you complete.
- Defeat the heir fortress gate.
- Outcome: Immediately remove the heir fortress from the game. During the next Event Phase, attach the brawnen fortress as shown on the map.
- Defeat the brawnen fortress gate.
- Outcome: Immediately remove the brawnen fortress from the game. During the next Event Phase, attach the naroran fortress as shown on the map.
- Defeat the naroran fortress gate.
- Outcome: Scenario ends immediately.
Scenario Rules
- See Objectives for details on adding the brawnen and naroran fortress gates to the map. There will only be one opposing fortress in play at a time.
- If your faction's mark is defeated, immediately return all of your minions in play to your barracks.
AI Rules
- AI only deploys units of the faction that has a fortress gate in play.
- AI heroes listed in the Prep Phase are ignored if they have been already deployed in a previous wave.
- After the narora purchase Azure Temple 1 – Source Barrier, it activates the first time the naroran fortress gate is attacked each wave to negate up to 2 damage.
- When the spires on Hexes A, B, and C lose their last upgrade, their spire chips remain in play and will regain upgrades in the following Build Phase. Spires with no upgrades cannot be attacked.
Marks
- Griege: The opposing fortress gate currently in play
- Grovetenders: The opposing fortress gate currently in play
- Heirs/Brawnen/Narora: Griege fortress gate
- AI Heroes: Closest opposing hero > griege fortress gate
Event Die Results
- 1–3: Add [icon] to Drang, even if she has not been deployed yet, ignoring her upgrade capacity.
- 4–6: Anjebin's movement stat is increased by 1 for the remainder of the scenario, even if he has not been deployed yet.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Griege, Grovetenders, Heirs/Brawnen/Narora | Roll the event die. | 3 Source | Players may only purchase earthscapes from the market. | Narora purchase Azure Temple 1 – Source Barrier and Forgotten Graves 3 – Source Loop. | Players: 3 CP. Heirs: [Harrier, Harrier], Joust, minions from previous scenario (ungrouped). |
| 2 • Griege, Grovetenders, Heirs/Brawnen/Narora | Roll the event die. All revealed landmark minions flip back over, keeping their health. They must be explored and revealed again in order to attack them. Add fortress if applicable (see Objectives). | 0 Source | Players may only purchase earthscapes from the market. | If any of the spires on Hexes A, B, or C are defeated, reconstruct the spire as shown in set-up. | Players: 5 CP. Heirs: [Harrier*, Harrier*], Joust*. Brawnen: [Battleborn, Battleborn], Dispatch, Drang*. |
| 3 • Griege, Grovetenders, Heirs/Brawnen/Narora | Roll the event die. All revealed landmark minions flip back over, keeping their health. They must be explored and revealed again in order to attack them. Add fortress if applicable (see Objectives). |
Endless Mode
The griege are available for you to play as or against in Endless Mode. There are no changes to gameplay if you do so. See below for the griege's deployment chart.
Griege Deployment Chart
| Waves | Deployment |
|---|---|
| Waves 1, 2, 3 | [Burrower* … (icons)] |
| Waves 4, 5, 6 | … Skitter* … |
| Waves 7, 8, 9 | [Ocjab* – (icons)] |
| Waves 10, 11, 12 | … Mugwump* … |
| Waves 13, 14, 15 | … Burrower*, Skitter* … |
| Waves 16, 17, 18 | [Ekul* – (icons)] |
| Waves 19, 20, 21 | … Dampskitter* … |
| Waves 22, 23, 24 | … Dampskitter*] |
| Waves 25, 26, 27 | [Echri* – (icons)] |
| Wave 28+ | Repeat opposing units from Wave 27, reducing your CP by 1 each wave played beyond Wave 27 (e.g. Wave 28 you are granted 8 CP, Wave 29 you are granted 7 CP, etc). You cannot be reduced below 3 CP. |
Note: the deployment chart is printed in abbreviated form ("…" marks entries printed as partial lists, and the "(icons)" markers stand for the printed icon sets). The entries are transcribed as printed.