Cloudspire: Harbinger
Cloudspire: Harbinger Rulebook
Table of Contents
Table of Contents
Harbinger Rules
New Scenarios
Cloudspire: Harbinger contains eight new solo scenarios. To play all eight of the scenarios, you will need to have the base game and all six faction expansions, in addition to this expansion. The Portal Seekers and Hero's Bounty materials are not required, but they can be mixed into your components if you so choose.
New Upgrade Chips
Cloudspire: Harbinger contains three new unit/spire upgrade types, each with four chips. As with all other upgrade chips, these are a limited resource. These chips have been balanced for PvP play and for use in the solo scenarios featured in Cloudspire: Harbinger. They may be used in previous solo or co-op Cloudspire content, but they may throw off balance in previous individual scenarios depending on the situation.
All three of the new upgrades are available to be added to units or spires following the typical rules and costs for attack and range upgrades in the Cloudspire base game. The three new types are as follows:
- Air Defense: This unit or spire now has the talent Air Defense.
- Source: After this unit or spire defeats an opposing faction's unit or spire, steal 2 Source from that faction.
- Spike: After a unit attacks this unit or spire, this unit or spire deals 1 damage to the attacking unit, even if this unit or spire is defeated.
Some notes regarding these abilities:
- For Source, stealing the Source occurs in addition to and after collecting any other rewards for the defeat. You can only steal Source if there is Source to steal.
- For Spike, this damage occurs in addition to and after any retaliation damage you may also be able to deal.
New Market and Landmark Chips
Some of the new chips in Cloudspire: Harbinger contain talents that, per their original wording, dictate the type of chip they belong to. For example, the talent Toxic Secretion says, "If a non-griege unit moves onto a hex adjacent to this unit, deal it 1 damage." In this expansion, there is a spire that contains the talent Toxic Secretion.
The way the talent works has not been changed, but it is now a usable talent for more than just a unit. If you observe a chip with a talent that describes that talent as the property of a different chip type, it can now also be applied to any other chip with that talent.
New Neoprene Hexes
Cloudspire: Harbinger contains three new large isle tiles and one new earthscape for use in PvP play and the new solo scenarios. These are used normally.
One of the large isle tiles (isle 31) contains two hexes that are sky hexes. These hexes represent part of the island having fallen away, revealing the land below. Just as with empty space surrounding the play area, units cannot move through these hexes. They cannot be counted through when determining a unit or spire's range. These hexes cannot be occupied in any way, and you may not earthscape over them.
AI Talents
This is a master list of all of the talents that can be found on an AI chip, or a chip that an AI faction may interact with.
Talents marked with the AI icon (AI) either function differently for the AI than they do for players, or include needed information clarifying how and when the AI will use the talent.
Talents without this icon have the same definition and function as they do for players. Their definition will match the one found on the applicable reference sheet.
There are some talents in Cloudspire that are not found on this list because the AI will never interact with them. These include talents found only on equipment and talents found only on special landmarks that are not used in solo or co-op modes.
- # Elfin (AI): Place # elfinkaze, with their Glidebomb side face up, on top of this unit or spire at the start of each Onslaught Phase or when this unit becomes active.
- # Range: This unit attacks and retaliates from up to # hexes away.
- # Roost: Any number of elfinkaze may share a hex with this unit or spire by moving onto it. When elfinkaze move off of this chip, they assume # as their movement stat. When this unit or spire moves, elfinkaze on it are moved with it.
- # Tracker (AI): Talent does not trigger for AI units.
A
- Absorb (AI): When a Graft minion within # hexes of this spire would be returned to its barracks after being defeated, place it underneath this spire instead. If multiple spires can absorb the unit, the spire with the fewest upgrades will absorb it.
- Air Defense (AI): This unit or spire can attack units with Flying. Spires will prioritize attacking Flying units if there are multiple possible targets of the same priority level.
- Anarchy: Before this unit's movement each turn, roll the D6. On a 5 or 6, discard this unit.
- Anti-Brawnen (AI): If the brawnen faction would select this unit for deployment, discard it and replace it with the top merc minion from the market stack.
- Anti-Heirs (AI): If the heir faction would select this unit for deployment, discard it and replace it with the top merc minion from the market stack.
- Armored: When this unit is attacked, reduce damage by 1.
- Assault: When this unit attacks a spire, remove the bottom upgrade before dealing damage.
- Assimilate (AI): Players do not gain Source rewards for any units they defeat within 2 hexes of this unit.
- Assist (AI): This unit starts with an attack upgrade. It will end its movement adjacent to a friendly unit if it is able to do so while adhering to AI movement rules. When an adjacent friendly unit defeats an opposing unit or spire, this unit gains an attack upgrade.
B
- Back to the Future (AI): Once per wave. At the first opportunity it can, at the end of this faction's turn during the Onslaught Phase, this unit will move and attack even if it has already done so this turn, if doing so would result in it defeating an opposing unit.
- Battle Hardened: When this unit is attacked by a spire, reduce the damage dealt by 2.
- Bio-Indefinite (AI): This unit cannot gain or lose more than 1 health at a time (except during promotion). If a non-damage effect would defeat it, or if it would be forced to return it to its fortress, it will instead lose 1 health and be returned to its starting isle, placed on the same hex as during set-up (or on the closest valid hex possible).
- Biosonar (AI): Talent does not trigger for AI units.
- Blaze (AI): If this unit can move onto a forest hex while adhering to AI movement rules, it will do so. The first time it moves onto a forest hex that is adjacent to an opposing unit, it will deal 1 damage to that adjacent unit.
- Breakneck: This unit must make as much progress as possible when moving. During its movement, this unit may pass through units, spires, and landmarks but cannot end its movement on an occupied hex.
- Build Waygate (AI): Talent does not trigger for AI units.
- Builder (AI): Before or after this unit's movement, if it is adjacent to a Source well, its faction will construct a dispatch platform on that Source well. If this unit is on its basic side, return it to its barracks. If it is promoted, flip it to its basic side.
- Bulwark: After another keel minion is promoted on the same hex group as this one, the promoting minion gains a grey cross-shield upgrade icon, ignoring upgrade capacity.
C
- Call Minion (AI): Talent does not trigger for AI units.
- Camouflage: Units and spires must be adjacent to this unit or spire in order to attack it.
- Capture (AI): After this unit defeats an opposing faction minion, place that minion beside this faction's fortress. When the minion's controlling faction damages this faction's fortress gate, return the minion to its barracks. This faction can have a maximum of 3 minions captured from each faction at a time.
- Challenge: If an opposing hero is within 3 hexes of this unit, any attack that hero makes must be against this unit.
- Channel (AI): Talent does not trigger for AI units.
- 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 its barracks.
- Colony (AI): When this unit would flip to its unpromoted side while it is not at full health, it will instead return to its fortress. This unit will be added to the bottom of the next wave's deployment stack. Talent does not trigger during the last wave of a game.
- Connected: Add +1 to this spire's upgrade capacity for each other spire with Connected in play, up to a total capacity of 5.
- Conscription (AI): Talent does not trigger for AI units.
- Consume (AI): Before or after this unit's movement, if it is adjacent to an opposing hero with 2 health or fewer, it defeats that hero. Then, flip this unit and remove its upgrade chips.
D
- Degradation: After this spire attacks, remove its bottom 2 upgrades.
- Desolate: This chip does not prevent an earthscape from being placed on this hex. If an earthscape is placed on this chip, remove this chip from play.
- Detonate: When this unit is defeated, all units, spires, and fortress gates adjacent to this unit take 2 damage. Then, adjacent spires take an additional 1 damage.
- Devoted (AI): Talent does not trigger for AI units.
- Dexterity: If damage from a retaliating unit would defeat this unit, instead reduce the damage to 0.
- Dig (AI): Talent does not trigger for AI units.
- Directional Attack (AI): Talent does not trigger for AI spires.
- Disperse (AI): At the end of this unit's movement, if it is not adjacent to an opposing faction minion, this unit will place itself on a valid hex up to 2 hexes away that is adjacent to an opposing faction minion. This unit will then deal 2 damage to the opposing unit and 1 damage to itself.
- Dispirit (AI): After this unit defeats a unit or spire, demote all opposing faction minions within 2 hexes of this unit. Opposing units promoted by fortress advancement will promote again when returned to their barracks.
- Diurnal: This unit does not demote.
- Dodge: If damage from an attacking or retaliating unit would defeat this unit, instead reduce the damage to 0, and do not retaliate. Remove all upgrades from this unit and flip it to its basic side, keeping its current health.
E
- Eager: When this unit attacks a minion, displace the minion prior to dealing damage.
- Embolden (AI): If this unit is defeated while grouped, the newly revealed unit immediately moves and attacks. This does not count as the newly revealed unit's movement or attack for the turn.
- Empowered: After this unit promotes, if the number of keel spires in play is equal to or greater than this unit's current health, if this unit does not already have one, it gains an orange cross-shield upgrade icon, ignoring upgrade capacity.
- Engage: Units able to attack this landmark must do so.
- Entropy: If this chip's health is reduced to exactly 1, it does not retaliate and defeats itself immediately, dealing 2 damage to all adjacent non-naroran units.
- Eruption (AI): At the end of this unit's movement, if it is adjacent to an opposing fortress gate or if it has 2 health or less and is adjacent to an opposing unit or spire, it will deal 3 damage to all adjacent units, spires, and fortress gates. Then, return this minion to its barracks.
- Evasive: When attacked by a unit with Range, reduce the damage dealt to 1.
- Evoke (AI): After this unit is reduced to exactly 1 health, summon the unit stated in the Prep Phase section for this wave. If the unit to be summoned is unavailable, summon the next available unit in this list: grizzled oak, ogregrowth, treed, vineherald, war briar. The unit is summoned on its basic side and placed on the closest path hex to this unit. The summoned unit does not move this turn.
- 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.
F
- Fair Fight: This unit's attack stat is equal to that of the unit it is attacking or retaliating against.
- Flying (AI): This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.
- Fury Kick: When this unit attacks, it deals damage to all opposing units adjacent to it. Only the target unit retaliates.
G
- Glidebomb (AI): After this unit uses Roost Roam to move, it is defeated. It deals 2 damage to all adjacent units, fortress gates, and spires.
- Gust (AI): If this unit can end its movement on a grasslands hex while adhering to AI movement rules, it will do so. If this unit starts its movement on a grassland hex, its movement stat is increased by 1 for this turn.
H
- Hail: While an opposing faction unit with the talent Flying is in this unit's range, the Flying talent is ignored. Any change regarding whether Flying is ignored does not happen until after the opposing faction unit finishes its movement.
- Healing (AI): At the start of this faction's turn, this unit recovers 1 health.
- Hunter: When attacking a landmark, this unit deals +1 damage.
I
- Imbue: Flying: While a keel minion is occupying the same hex group as this spire, that minion gains the talent Flying.
- Imbue: Pollinate: While a keel minion is occupying the same hex group as this spire, that minion gains the talent Pollinate.
- Immolate: If this unit is adjacent to an opposing fortress gate at the end of its movement, it deals damage equal to its current health to all adjacent units, spires, and the fortress gate. Then, it is defeated.
- Impale: At the end of this unit's movement, deal 1 damage to all adjacent opposing units it was not adjacent to prior to moving.
- Improve (AI): The first time each wave that this unit ends its movement adjacent to a friendly spire, add an attack upgrade to the bottom of that spire, ignoring upgrade capacity.
- Incinerate (AI): After this unit defeats an opposing faction unit, remove the defeated unit chip from the game.
- Incorporeal (AI): This unit will pass through opposing units if able to do so while adhering to AI movement rules. Opposing factions will lose 1 Source for each of their units that is passed through.
- Inferno: If this spire is on a forest hex, after it attacks, it gains a green-and-grey upgrade icon upgrade, if able.
- Infest # (AI): Leaves group if grouped. As early on its turn as possible outside of the movement step, if this unit has 2 health or fewer and is adjacent to an ungrouped opposing faction minion, it removes all health from itself and places itself underneath that minion, dealing # damage to that minion. That opposing minion gains the talent Infested.
L
- Lahar: When an opposing unit without Flying moves onto a hex adjacent to this unit, this unit deals the opposing unit 1 damage.
- Leech: After this unit attacks or retaliates, it recovers health up to the amount of damage dealt.
- Lift: If this spire is on a grassland hex, all shada minions within this spire's range gain the talent Flying.
- Lone Wolf (AI): Talent does not trigger for AI units.
- Lookout # (AI): Talent does not trigger for AI units.
M
- Magic-Like Missile (AI): After this unit's movement, it will deal 1 damage to the opposing unit with the most health that is up to 3 hexes away.
- Marooned: This spire does not grant influence.
- Matter Distortion (AI): Talent does not trigger for AI units.
- Mining (AI): Talent does not trigger for AI units.
- Mire: When an opposing unit moves onto a hex adjacent to this unit, its movement immediately ends.
- Morale (AI): Talent does not trigger for AI units.
- Motility (AI): During this unit's movement, if its destination hex would not allow it to make an attack, reduce the Motility Reservoir tracker by the needed amount to utilize up to 2 of the effects listed below, including the same effect twice, so long as doing so will let this unit reach a hex where it can attack an opposing unit, spire, or fortress gate, while still making progress towards its mark.
- 1: Nucleus has a forest (icon) terrain allowance for its movement this turn. If promoted, Nucleus has a mountain (icon) terrain allowance instead.
- 2: Nucleus moves one additional hex this turn.
- Multi-Target: When this spire fires, it rolls its spire attack dice once and applies the damage to all of the current player's units within its range.
N
- Naroran Rift (AI): Naroran units may move onto this chip as if it were a path hex. Units that move onto this spire are teleported to another chip or spire with Naroran Rift or Riftwalk, if able. If the destination chip is currently occupied by another unit or group of units, those units are defeated. AI units will use Naroran Rift in their movement if doing so would result in greater progress being made than not using it, and if they have enough movement to move off of the chip they teleport to.
- Neglected: If forsaken are the only minion type in play, the wave ends. The forsaken stay in play.
O
- Organelle (AI): Talent does not trigger for AI spires.
- Overload (AI): Talent does not trigger for AI units.
P
- Pacify (AI): If this unit cannot damage an opposing faction unit, spire, or fortress gate with its attack and is adjacent to a landmark minion, it discards the landmark minion instead of attacking.
- Peaceful: This unit can only be damaged by merc units and merc spires. Other units may displace this unit.
- Pistoleer (AI): If there are no adjacent units, spires, or fortress gates that this unit would damage with its attack, it will attack an opposing unit 2 hexes away if possible. If it does, flip this unit to its other side and remove an upgrade. Upgrades are removed in the following preference order: fortification, range, attack.
- Poison: When this spire or unit makes a successful attack or retaliation that would remove health from a unit, the attack instead removes half of the unit's existing health, rounded down. If this unit or spire has an attack stat of ★, its attacks and retaliations are always considered successful.
- Pollinate (AI): After this unit is defeated, add an orange cross-shield upgrade icon to the bottom of the nearest keel spire to where this unit was defeated, ignoring upgrade capacity.
- Possess (AI): Leaves group if grouped. After or instead of this unit's movement, if it is adjacent to an ungrouped opposing faction minion, place it underneath that minion. This AI faction now controls that minion. When the controlled minion loses health or is defeated, this unit loses health or is defeated instead. When this unit is defeated, return control of the opposing minion to its owner.
- Powerhouse (AI): Talent does not trigger for AI spires.
- Precious: If elfinkaze are the only minion type in play, the wave ends. Remaining elfinkaze are returned to their faction's barracks.
Q
- Quake (AI): If this spire is on a mountain hex, before its attack during the Spires Fire step, it will remove the bottom upgrade from the opposing spire with the fewest upgrades that is within range.
- Quantum Dark (AI): After or instead of this unit's movement, if it is adjacent to an opposing spire with 2 or fewer upgrades, this unit is defeated. Then, replace the opposing spire with a monolant spire from its barracks, keeping the upgrades from the replaced spire. If a monolant is not available, instead replace it with a refractor.
- Queen's Blood (AI): Talent does not trigger for AI units.
- 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.
- Quick Strike (AI): This unit attacks prior to spires firing.
R
- Radiate (AI): Talent does not trigger for AI units.
- Rally (AI): When this unit defeats a unit or spire, all heir minions within 2 hexes of this unit are promoted.
- Ram (AI): When this unit attacks a spire with an attack upgrade, instead of dealing damage, it removes the topmost attack upgrade from the spire.
- Raze (AI): At the start of this faction's turn, this spire will attack a spire or fortress gate within its range if possible. If it has multiple target options, its attack priorities are an opposing fortress gate first, or, if that is not in range, the opposing spire with the fewest upgrades. After this spire attacks a fortress gate, remove its bottom upgrade.
- Reap (AI): Talent does not trigger for AI units.
- Recruiter (AI): Before or after this unit's movement, if it is adjacent to a landmark minion, this unit's faction gains control of that minion. The controlled minion moves this turn.
- Refinery (AI): Talent does not trigger for AI spires.
- Refresh (AI): If this spire is on a water hex, shada units recover 1 health when they move into a hex adjacent to this spire (once per unit per turn).
- Relentless: As this unit's retaliation, roll the spire attack die to determine how much damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal damage equal to the total amount rolled.
- Repeater (AI): Once per turn. After this spire attacks a unit but does not defeat it, it makes an additional attack.
S
- Save (AI): Talent does not trigger for AI units.
- Scatter: Grouped only. After this unit's movement, if it is adjacent to an opposing unit or spire and a valid hex, it will leave its group. Place it on the valid adjacent hex and reveal the next unit in the group.
- Secret Passage (AI): AI units do not attack or use this landmark.
- Self Destruct (AI): At the start or end of this faction's turn, if doing so would defeat at least 1 opposing unit or spire, it will defeat itself and deal 2 damage to all adjacent opposing units and spires, plus an additional 2 damage per upgrade on this unit.
- Silencer: If this spire rolls a miss or a 2 on any of its attack dice, its target cannot attack for the remainder of the turn.
- Slap: This unit attacks and retaliates even if its attack stat is 0.
- Snare: The movement stat of all opposing minions beginning their movement within this spire's range is reduced to 1.
- Source Aura (AI): After this unit's movement, it deals 1 damage to all adjacent opposing units and spires.
- Sourcefield (AI): Talent does not trigger for AI units.
- Spawn (AI): At the start of this faction's first turn during the Onslaught Phase, place a larva from its barracks on the valid adjacent path hex closest to its mark.
- Speed: This unit's movement stat is increased by 1.
T
- Tough: If retaliation damage dealt to this unit exceeds 2, reduce that damage to 2.
- Toxic Fumes (AI): When this unit is defeated, place a toxic fumes chip on its hex. A hex can contain multiple toxic fumes chips. At the end of the wave, return all toxic fumes chips to the griege barracks.
- Toxic Secretion: If a non-griege unit moves onto a hex adjacent to this unit, deal it 1 damage.
- Translocate (AI): Talent does not trigger for AI spires.
- Transport (AI): Talent does not trigger for AI units.
- Twister (AI): Talent does not trigger for AI units.
U
- Unruly (AI): Before this unit's movement each turn, roll the forsaken die and apply the result to this unit. If this unit is promoted, it will reroll the forsaken die if it rolls a green die-face icon or an orange die-face icon on its first roll.
- Unstable (AI): Talent does not trigger for AI units.
- Unstable Rift: When this chip is revealed, it defeats all units and groups of units adjacent to it. The revealing player gains Source equal to the current health of all destroyed units. Then, remove this chip from play.
- Upgrade Plans (AI): Talent does not trigger for AI spires.
V
- Voidsoul: This hero is treated like a keel spire for purposes of minion promotion, the Winning Cause fortress advancement, and the talents Conscription and Empowered.
W
- Wallop (AI): If this spire would attack an adjacent hero that it cannot defeat, it will forego its attack. It instead deals 1 damage to the hero and teleports it to a valid hex up to 3 hexes away from this spire that is as far from the hero's mark as possible. Then, flip this spire, keeping existing upgrades.
- Waterwalker (AI): If this unit can end its movement on a water hex while adhering to AI movement rules, it will do so. While this unit is on a water hex, spires cannot attack it.
- Weak Point (AI): When this unit attacks an adjacent spire, instead of dealing damage, it removes the top two upgrades from that spire.
- Wind Turbine: Flying and Range are ignored for all units within this spire's range.
Y
- Yrtel's Way (AI): Before or after this unit's movement, if it is adjacent to an opposing faction minion with equal or less health than it, it will return that minion to its barracks. Then, promote this unit. Minions returned this way are not defeated.
- Yrtel's Will (AI): Before or after this unit's movement, if it is adjacent to an opposing spire with at least 1 attack upgrade, it removes all attack upgrades from that spire. Then, flip this unit, removing any upgrades.
Solo Scenarios
Each scenario below lists its waves, opponents, set-up, objectives, rules, and event die results as printed. The set-up diagrams (the maps with hex numbers, earthscape positions and floating rock marks) are not reproduced here; the printed set-up text that refers to them is transcribed. Scenario flavour text is omitted.
Chapter 1: Horizon's Wrath – Lowlands Away
Note: Unlike the rest of the Harbinger bonus scenarios, this scenario takes place before the shada scenario "Foul Winds." All other Harbinger scenarios take place in chronological order after The Graft scenario "Harmony Through Annihilation."
Waves: 4. Opponents: Heirs, Shada.
Set-up
- Before creating the market stack, set aside all equipment chips. Draw and gain 3 at random and place them beside your barracks. Use the rest of the equipment chips facedown to mark the floating rocks as shown on the map. Remove any remaining equipment chips from the game. Start with the Captain's Cabin 1 – Morale fortress advancement purchased.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- At the end of Wave 4, have a gun boat spire on Hex A with 5 or more upgrades.
- At the end of Wave 4, all minaret spires are defeated.
- Defeat the shada fortress gate.
Outcome: Scenario ends immediately.
Scenario Rules
- Floating rocks are treated like path hexes, except units cannot end their movement on them. When a unit moves onto a floating rock, it must immediately roll a spire attack die. If the unit rolls a miss, it loses 1 health. Units with the talent Flying do not need to roll dice in this way.
- When resolving Strategic Maneuver, you may attach the fortress to any isle that has a Horizon's Wrath spire.
- You may have up to 3 heroes in play at a time, may deploy multiple heroes in the same wave, and are not restricted to your starting hero for Wave 1.
AI Rules
- While the wind shear spire is in play, all shada minions gain the talent Flying.
- Heir units deploy from the minaret spire of the number matching the current wave (For example, heir units deploy from C1 during Wave 1). If the spire isn't active, then the heir units do not deploy.
Marks
- Horizon's Wrath: Shada fortress gate
- Shada/Heirs: Horizon's Wrath fortress gate
Event Die Results
- 1–2: For this wave, Horizon's Wrath units do not need to roll spire attack dice when traversing floating rocks.
- 3–4: Increase the cannonball die by 2.
- 5–6: Increase the morale die by 1.
Wave Table
Wave 1 • Horizon's Wrath, Shada, Heirs
- Event Phase: Roll the event die.
- Income Phase: 6 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 5 CP. Shada: Wind, Wind. Heirs: Harrier, Harrier.
Wave 2 • Horizon's Wrath, Shada, Heirs
- Event Phase: Roll the event die.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 7 CP. Shada: Wind, Water. Heirs: Harrier*, Harrier*, Harrier*.
Wave 3 • Horizon's Wrath, Shada, Heirs
- Event Phase: Roll the event die.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 9 CP. Shada: Wind, Water, Hurricane, Mud. Heirs: Harrier*, Humminger*.
Wave 4 • Horizon's Wrath, Shada, Heirs
- Event Phase: Roll the event die.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 11 CP. Shada: Wind, Wind, Lava, Steam, Hurricane, Mud. Heirs: Harrier*, Humminger*, Royal Talon*.
Chapter 2: Heirs – Last Gasp
Waves: 5. Opponent: The Graft.
Set-up
- Take the number from the heirs' Source tracker at the end of The Graft Scenario 4 "Harmony Though Annihilation." (The scenario is titled "Harmony Through Annihilation"; the printed spelling is kept.) Place health chips equal to half this number, rounded up, in the Horizon's Wrath fortress.
- Instead of setting up the market stack, set aside 8 random merc spires and 8 random equipment chips. Randomly create 8 facedown stacks, with the spires on top and equipment on the bottom. Place them on all D Hexes.
- Place the merc hero Flintlock beside the heir barracks.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Defeat Graft King Nestor with Jaelana Nestor.
- At the end of Wave 5, have at least 4 merc spires active.
- Nucleus is defeated.
Outcome: Scenario ends immediately.
Loss
- Either Flintlock or Jaelana Nestor are defeated.
- Graft King Nestor is undefeated at the end of the scenario.
Scenario Rules
- Facedown merc spires may be explored like a landmark (you may only look at the merc spire and not the equipment underneath). If you reveal it, do not place any upgrades under it, as the spire remains inactive until constructed. As a limited or standard build action, you may construct the spire so long as you have a hero adjacent to it. Then, discard the equipment chip underneath. Alternatively, at any time, you may remove a revealed merc spire to instead reveal the equipment grouped underneath. Then, as a limited or standard build action, you may pay the Source cost of the equipment to equip it to a hero adjacent to the equipment.
- All heir-controlled units are considered to be heroes. There is no limit to the number of heroes you may have in play. Heir-controlled heroes only level up if they are already at full health. If an heir hero would level up while not at full health, they instead recover 1 health.
- The heirs use the Horizon's Wrath fortress for deployment, fortress gate health, and Source tracking. However, the heirs are unable to purchase fortress advancements or choose to use Strategic Maneuver. Rather than selecting units for deployment each Prep Phase, they deploy units prescribed in the wave breakdown. Heroes may not be returned to the Horizon's Wrath fortress.
- Each time the heirs deploy a unit, they may add one of the health chips in the Horizon's Wrath fortress to it. This may exceed the unit's health stat.
- At the end of each wave, Horizon's Wrath performs Strategic Maneuver, reattaching to the next isle clockwise from its current position. The plank is then restored, and they fire 1 cannonball from each of their 4 cannons.
AI Rules
- All Graft units benefit from the Membrane Barrier 1 – Grafted Snare fortress advancement, instead of just Nucleus.
- The Graft do not gain Motility except through the event die.
Marks
- Heirs: None
- The Graft: Opposing hero with the highest health at the start of the Onslaught Phase (remains the mark until it is defeated)
- Opposing Heroes: Closest opposing spire > closest opposing hero
- Attack Priority: Closest opposing spire > closest opposing hero
Event Die Results
- 1–3: Nucleus recovers 1 health and increases the Motility Reservoir by 2.
- 4–5: Add an orange cross-shield upgrade icon to the bottom of The Graft spire closest to Jaelana Nestor, ignoring upgrade capacity.
- 6: Add a green-and-grey upgrade icon to the bottom of The Graft spire with the fewest green-and-grey upgrade icons, ignoring upgrade capacity.
Wave Table
The Build Phase cells for Waves 3 and 4 show the endoplasmic reticulum spire with a row of Graft-unit icons; the icons are not named in the book text and are described here as a row of icons.
Wave 1 • The Graft
- Event Phase: Skip.
- Income Phase: 2 Source.
- Market Phase: Skip.
- Build Phase: The Graft purchase Cytoplasmic Abattoir 2 – Blood Pact and Membrane Barrier 1 – Grafted Snare.
- Prep Phase: Heirs: Harrier, Flintlock. The Graft: [Grafted Briar, Rotten Worms], [Grafted Briar, Rotten Worms], [Grafted Briar, Rotten Worms].
Wave 2 • Heirs
- Event Phase: All Graft units under spires are returned to The Graft barracks. For each unit returned, roll the event die once.
- Income Phase: 2 Source.
- Market Phase: Skip.
- Build Phase: As normal.
- Prep Phase: Heirs: Harrier, Joust. The Graft: [Grafted Briar, Rotten Worms], [Grafted Joust, Rotten Worms], [Grafted Joust, Rotten Worms].
Wave 3 • The Graft
- Event Phase: All Graft units under spires are returned to The Graft barracks. For each unit returned, roll the event die once.
- Income Phase: 2 Source.
- Market Phase: Skip.
- Build Phase: The Graft construct an endoplasmic reticulum spire – [row of Graft-unit icons] on the closest non-path hex to the Source well on the center isle.
- Prep Phase: Heirs: Harrier, Humminger. The Graft: [Grafted Briar, Rotten Worms], [Grafted Joust, Rotten Worms], [Grafted Aegis, Rotten Worms].
Wave 4 • Heirs
- Event Phase: All Graft units under spires are returned to The Graft barracks. For each unit returned, roll the event die once.
- Income Phase: 2 Source.
- Market Phase: Skip.
- Build Phase: The Graft construct an endoplasmic reticulum spire – [row of Graft-unit icons] on the closest non-path hex to the Source well on the center isle.
- Prep Phase: Heirs: Joust. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Joust*, Rotten Worms*], [Grafted Aegis*, Rotten Worms*], Graft King Nestor.
Wave 5 • The Graft
- Event Phase: All Graft units under spires are returned to The Graft barracks. For each unit returned, roll the event die once.
- Income Phase: 2 Source.
- Market Phase: Skip.
- Build Phase: The Graft purchase Helminth Gut 2 – Hemorrhage.
- Prep Phase: Heirs: Humminger. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Joust*, Rotten Worms*], [Grafted Aegis*, Rotten Worms*], False Messiah*.
Chapter 3: Keel – Underline The Black
Waves: 4. Opponent: The Graft.
Set-up
Roll the D6:
- 1–2: Add an orange cross-shield upgrade icon to the top of the 2 golgi apparatus spires closest to Nucleus.
- 3–4: Add a green-and-grey upgrade icon to the bottom of the 2 endoplasmic reticulum spires closest to the keel fortress.
- 5–6: Add two upgrade icons (shown on the map; the book text does not name them) to the bottom of the spire closest to Nucleus.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- At the end of the scenario, all Graft spires are covered by earthscapes.
- At the end of Wave 4, have a keel spire on each isle.
- Defeat Nucleus.
Outcome: Scenario ends immediately.
Scenario Rules
- After a Graft spire is defeated, its chip is not removed. These spires are still considered defeated, and therefore are no longer active. When one of the holes has only a Graft spire chip occupying it, an earthscape may be placed over it. Do not remove the chip so that the neoprene tile remains flat.
- After defeating a Graft spire, you may immediately spend 3 Source to purchase the top earthscape from the earthscape stack (even if not yet refreshed), and you may choose to place it immediately, ignoring influence restrictions.
- Keel minions cannot promote while occupying an isle adjacent to an active Graft spire.
AI Rules
- Nucleus moves on its turn only if it is currently in range of an opposing spire, or if it cannot defeat an opposing unit or spire from its current hex, but moving would allow it to do so (factoring in any Motility effects it can utilize to do so).
- If Nucleus cannot move to defeat an opposing unit or spire but is currently in range of an opposing spire(s), it attempts to move out of range of as many opposing spires as possible (factoring in any Motility effects it can utilize to do so).
Marks
- Keel: Nucleus
- The Graft: Keel fortress gate
Event Die Results
- 1–2: Nucleus gains 1 health. This may exceed its health stat.
- 3–4: Add a green-and-grey upgrade icon to the bottom of the undefeated Graft spire closest to Nucleus, ignoring its upgrade capacity.
- 5–6: Add a grafted briar to the bottom of The Graft deployment stack this wave.
Wave Table
Wave 1 • The Graft
- Event Phase: Roll the event die.
- Income Phase: 6 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 9 CP. The Graft: Grafted Briar, Grafted Aegis.
Wave 2 • Keel
- Event Phase: Roll the event die. All Graft units under spires are returned to The Graft barracks.
- Income Phase: 3 Source.
- Market Phase: As normal.
- Build Phase: The Graft purchase Cytoplasmic Abattoir 2 – Blood Pact.
- Prep Phase: Player: 10 CP. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Aegis*, Rotten Worms*], Rotten Worms*.
Wave 3 • The Graft
- Event Phase: Roll the event die. All Graft units under spires are returned to The Graft barracks.
- Income Phase: 3 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 11 CP. The Graft: [Grafted Joust*, Rotten Worms*], [Grafted Briar*, Rotten Worms*], [Grafted Aegis*, Rotten Worms*], False Messiah.
Wave 4 • Keel
- Event Phase: Roll the event die. All Graft units under spires are returned to The Graft barracks.
- Income Phase: 3 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 12 CP. The Graft: [Grafted Joust*, Rotten Worms*], [Grafted Joust*, Rotten Worms*], [Grafted Aegis*, Rotten Worms*], False Messiah*.
Chapter 4: Narora – Depravity Or Atonement
Waves: 5. Opponent: Griege.
Set-up
- After setting up the rest of the map, take all 7 remaining base game earthscape tiles, shuffle them, and place them facedown in a stack on the Source vein (marked E). Then, place 3 health chips on the Source vein. Do not add earthscapes to the market offerings this scenario. They are not available for purchase.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Remove all earthscapes from the Source vein.
- Return both rotten worms to the naroran fortress.
- Defeat the griege fortress gate.
Outcome: Scenario ends immediately.
Scenario Rules
- Rotten worms are inactive. However, if Bydra Graam is adjacent to a rotten worms at the end of a round of the Onslaught Phase, the rotten worms uses the talent Infest # on Bydra Graam as if she were a minion. Upon returning to the naroran fortress gate, Bydra Graam may remove any attached rotten worms chips, recover all health, and redeploy at the start of your next turn. If she returns to the fortress without a rotten worms, she cannot redeploy that same wave.
- If a naroran unit is adjacent to the Source vein at the end of its movement, it may deal damage to the Source vein equal to the naroran unit's health. Then, the naroran unit is defeated. This, along with the event die, is the only way health on the Source vein can be removed.
- When the last health chip is removed from the Source vein, you gain its top earthscape and may place it during a subsequent Build Phase. Then, place 3 health on the Source vein (unless all earthscapes have been removed from it).
- Anvasse and Anjebin cannot be deployed.
AI Rules
- The griege minions always deploy from the tunnel access closest to the naroran fortress gate that's possible for them to deploy from. If they cannot deploy from a tunnel access, they deploy from the Griege fortress gate as normal.
Marks
- Narora: Source vein OR griege fortress gate
- Griege: Naroran fortress gate
Event Die Results
- 1–2: Remove 2 health from the Source vein.
- 3–4: You may deploy 1 drift this wave at no cost.
- 5–6: Add 1 additional chip to the market options this wave.
Wave Table
Wave 1 • Narora
- Event Phase: Roll the event die.
- Income Phase: 7 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 7 CP. Griege: Skitter, Skitter*.
Wave 2 • Griege
- Event Phase: Roll the event die.
- Income Phase: Source equal to the number of earthscapes on the Source vein.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 9 CP. Griege: Burrower*, Skitter, Skitter*.
Wave 3 • Narora
- Event Phase: Roll the event die.
- Income Phase: Source equal to the number of earthscapes on the Source vein.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The griege construct a brood nest spire – [row of icons] on the Source well closest to the naroran fortress gate.
- Prep Phase: Player: 11 CP. Griege: Burrower*, Skitter, Skitter*, Dampskitter*.
Wave 4 • Griege
- Event Phase: Roll the event die.
- Income Phase: Source equal to the number of earthscapes on the Source vein.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 13 CP. Griege: Burrower*, [Skitter*, Skitter*], Geckweb*, Dampskitter*.
Wave 5 • Griege
- Event Phase: Roll the event die.
- Income Phase: Source equal to the number of earthscapes on the Source vein.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The griege construct a brood nest spire – [row of icons] on the Source well closest to the naroran fortress gate.
- Prep Phase: Player: 15 CP. Griege: Burrower*, [Skitter*, Skitter*], Geckweb*, Dampskitter*, Dampskitter*.
Chapter 5: Shada – End Is Nigh
Waves: 5. Opponents: The Graft, Narora.
Set-up
- Bydra Graam starts with the equipment makeshift wings.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Defeat Bydra Graam.
- Defeat 3 endoplasmic reticulum spires.
- Defeat either the naroran fortress gate or Nucleus.
Outcome: Scenario ends immediately.
Loss
- The Graft's Motility Reservoir reaches 15.
Scenario Rules
- During the Build Phase, the shada may spend any amount of Source to reduce Nucleus's Motility Reservoir by the same amount.
AI Rules
- When Bydra Graam starts her turn adjacent to the naroran fortress gate and has no naroran minions placed under her, skip her movement and place 1 naroran minion of your choice from the naroran barracks under her. If she starts her turn adjacent to Nucleus and has naroran minions placed under her, skip her movement, and all naroran minions under her are removed from the game. Then, Nucleus's Motility Reservoir increases by the combined CP cost of all removed naroran minions.
- At the start of the naroran turn, Bydra Graam triggers the talent Call Minion on each naroran minion with 1 health, placing them (without any health) underneath her chip instead of on an adjacent hex.
- Nucleus does not move on its turn, unless it cannot defeat an opposing unit or spire from its current hex, but moving would allow it to do so (factoring in any Motility effects it can utilize to do so). Nucleus takes its movement after The Graft minions have moved.
Marks
- Shada: Naroran fortress gate OR Nucleus
- Narora/The Graft: Shada fortress gate
- Bydra Graam when she does not have a minion placed under her: Hex adjacent to the naroran fortress gate
- Bydra Graam when she has a minion placed under her: Hex adjacent to Nucleus
- Nucleus: Closest opposing unit
Event Die Results
- 1–2: Nucleus gains a blue-ringed upgrade icon, ignoring upgrade capacity.
- 3–5: Bydra Graam gains a grey cross-shield upgrade icon, ignoring upgrade capacity.
- 6: Bydra Graam gains a blue-ringed upgrade icon, ignoring upgrade capacity.
Wave Table
Wave 1 • Shada, Narora, The Graft
- Event Phase: Skip.
- Income Phase: 6 Source.
- Market Phase: As normal.
- Build Phase: The narora purcahse [sic] Forgotten Graves 3 – Source Loop. The Graft purchase Cytoplasmic Abattoir 2 – Blood Pact.
- Prep Phase: Player: 6 CP. Narora: Drift, Drift, Burnout. The Graft: [Grafted Briar, Rotten Worms], Rotten Worms.
Wave 2 • Narora, The Graft, Shada
- Event Phase: Roll the event die.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 8 CP. Narora: Drift, Arclight, Burnout, Burnout. The Graft: [Grafted Briar*, Rotten Worms], [Grafted Briar, Rotten Worms], Rotten Worms.
Wave 3 • The Graft, Shada, Narora
- Event Phase: Roll the event die. Nucleus recovers 1 health.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: The narora construct a portal spire – [row of icons] on the Source well closest to the shada fortress gate.
- Prep Phase: Player: 10 CP. Narora: Medium, Arclight, Nightrous, Burnout. The Graft: [Grafted Briar*, Rotten Worms], [Grafted Briar*, Rotten Worms], [Grafted Aegis*, Rotten Worms].
Wave 4 • Shada, Narora, The Graft
- Event Phase: Roll the event die. Nucleus recovers 1 health.
- Income Phase: 0 Source.
- Market Phase: As normal.
- Build Phase: As normal.
- Prep Phase: Player: 12 CP. Narora: Medium, Arclight, Nightrous, Burnout, Messiah. The Graft: [Grafted Briar*, Rotten Worms], [Grafted Briar*, Rotten Worms], [Grafted Aegis*, Rotten Worms], Spitting Worm.
Chapter 6: The Uprising – If You're Not Enough
Waves: 4. Opponents: Keel, Shada.
Set-up
- Before placing facedown landmarks, remove all non-minion landmarks from the stack.
- Do not add earthscapes to the market offerings this scenario. They are not available for purchase.
- Draft the merc hero Flintlock instead of a random one.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Defeat both the shada and keel fortress gates.
- At the end of the scenario, the casualty tracker is at 8 or lower.
- At the end of Wave 4, have 4 waygates or destroyed waygates in play.
Outcome: Scenario ends immediately.
Loss
- The casualty tracker reaches 15 or higher.
- There are no waygates in play.
Scenario Rules
- The Uprising fortress gate health tracker instead tracks the number of casualties the people of Jawl are suffering. It starts on the red marker (icon) and increases when instructed to suffer casualties.
- When waygates are placed, they are placed with 4 health. When they take damage, this health is removed instead of decreasing the fortress gate health tracker. When the last health is removed from a waygate, it flips into a destroyed waygate. This does not trigger a loss unless it was the last waygate in play.
- At the end of each wave, each earthscape that does not have a waygate, spire, or revealed landmark on it is removed (destroyed waygates do not count as waygates). Any chips occupying that earthscape are removed from the game. For each earthscape removed in this way, suffer 4 casualties.
- At the end of a turn, if you have a hero adjacent to an earthscape, you may spend 3 Source to remove the earthscape along with any chips occupying it. Then, suffer 2 casualties.
AI Rules
- The shada and keel are opposing to each other.
- Anytime the shada construct a spire, they construct the spire that would benefit from the terrain type of the Source well it's being constructed on. This can be found in the talents of their spires. These spires will always be constructed with their printed starting upgrades.
- AI units follow a new attack priority:
- Opposing spire it can defeat.
- Opposing landmark minion it can defeat.
- Opposing spire it can damage.
- Opposing landmark minion it can damage.
- All other priorities as normal.
Marks
- Shada: Keel > The Uprising
- Keel: Shada > The Uprising
- The Uprising: Keel fortress gate OR shada fortress gate
Event Die Results
- 1–4: All revealed landmark minions lose 2 health. If there are no revealed landmark minions, all waygates lose 1 health.
- 5–6: All spires on earthscapes remove their bottom upgrade.
Wave Table
Wave 1 • The Uprising, Shada, Keel
- Event Phase: Roll the event die.
- Income Phase: 3 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 5 CP. Shada: Wind, Wind, Stone. Keel: Echo Scout, Sky Fox.
Wave 2 • Shada, Keel, The Uprising
- Event Phase: Roll the event die.
- Income Phase: 2 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The shada construct a spire on the isle Source well closest to their fortress gate, matching the terrain type.
- Prep Phase: Player: 7 CP. Shada: Rime*, Water. Keel: Flitter* [icon], Shadow Magistrate, Echo Scout.
Wave 3 • Keel, The Uprising, Shada
- Event Phase: Roll the event die.
- Income Phase: 1 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The keel construct an artillery spire – [row of icons] on the isle Source well closest to their fortress gate.
- Prep Phase: Player: 9 CP. Shada: Steam, Tempest*, Fire. Keel: Echo Scout, Clutch, Demolitionist.
Wave 4 • The Uprising, Shada, Keel
- Event Phase: Roll the event die.
- Income Phase: 0 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The shada construct a spire on the isle Source well closest to their fortress gate, matching the terrain type. The keel construct an artillery spire – [row of icons] on the isle Source well closest to their fortress gate.
- Prep Phase: Player: 11 CP. Shada: Mud, Ash, Steam. Keel: [Echo Scout, Echo Scout], Chira [icon], Clutch, Line Runner.
Chapter 7: The Graft – Deignition
Waves: 4. Opponents: Brawnen, Griege, Grovetenders, Horizon's Wrath, Keel, Shada.
Set-up
- Start with the level 1 fortress advancement of each Graft structure purchased.
- Do not add earthscapes to the market offerings this scenario. They are not available for purchase.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- At the end of the scenario, have no opposing heroes in play.
- At the end of the scenario, have at least one Graft spire on each of the non-center isles.
- Defeat all 6 opposing fortress gates.
Outcome: Scenario ends immediately.
Scenario Rules
- 2 of the AI factions must use the Source tracker in order to track their fortress gate health. No Source is gained from defeating opposing fortress gates.
- When an opposing fortress gate is defeated, Nucleus may recover up to 5 health, ignoring its talent Bio-Indefinite.
AI Rules
- All non-Graft factions are allied with each other.
- Opposing heroes ignore the talent Bio-Indefinite when attacking Nucleus.
Marks
- The Graft: Any opposing fortress gate
- All other factions: Nucleus
Event Die Results
- 1: Add Dywen* [upgrade icon] to the bottom of the grovetender deployment stack this wave.
- 2: Add General Eko to the bottom of the keel deployment stack this wave.
- 3: Add the merc hero Lostomire, with 1 additional [upgrade icon], to the bottom of the brawnen deployment stack this wave.
- 4: Add Ekul [upgrade icon] to the bottom of the griege deployment stack this wave.
- 5: Add Rime* to the bottom of the shada deployment stack this wave.
- 6: Add Captain Tinbeard [upgrade icon] to the bottom of the Horizon's Wrath deployment stack this wave.
Wave Table
Wave 1 • The Graft, Grovetenders, Horizon's Wrath, Keel, Brawnen, Griege, Shada
- Event Phase: Roll the event die.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 8 CP. Horizon's Wrath: [Glider*, Powder Monkey*], Gunner*. Griege: Geckweb, Skitter*.
Wave 2 • The Graft, Grovetenders, Horizon's Wrath, Keel, Brawnen, Griege, Shada
- Event Phase: Roll the event die twice. If the rolled hero has already been deployed this game, roll again.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 10 CP. Keel: Sky Fox, Clutch, Clutch. Shada: Wind, [Stone, Fire].
Wave 3 • The Graft, Grovetenders, Horizon's Wrath, Keel, Brawnen, Griege, Shada
- Event Phase: Roll the event die twice. If the rolled hero has already been deployed this game, roll again.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 12 CP. Grovetenders: [War Briar*, War Briar*], Treed*, Vineherald*. Brawnen: [Dispatch*, Battleborn*], [Dispatch*, Battleborn*].
Wave 4 • The Graft, Grovetenders, Horizon's Wrath, Keel, Brawnen, Griege, Shada
- Event Phase: Add the last hero that has not yet been deployed to the bottom of its deployment stack.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: As normal.
- Prep Phase: Player: 14 CP. Grovetenders: [Grizzled Oak*, Ogregrowth*]. Horizon's Wrath: [Gunner*, Corsair*]. Keel: [Shadow Magistrate, Shadow Magistrate*]. Brawnen: [Source Siege*, Forsaken*]. Griege: [Mugwump*, Dampskitter*]. Shada: [Mud, Lava].
Chapter 8: The Uprising – Revolution
Waves: 4. Opponents: The Graft, Heirs, Narora.
Set-up
- See the set-up printed on the next page (below).
Set-Up
- Remove Netorut from your barracks and replace him with the merc hero Flintlock. Choose 3 of the following heroes to recruit for your ops team: Flitter, Traxxtail, Kram the Mighty, Echri, or Ybanthe, placing them into your barracks. Then, take all of the minion chips that match the factions of your selected heroes and shuffle them alongside all equipment market chips. This forms your market stack for both set-up and the Market Phase. These minions are treated as merc minions. When drafting your starting chips, draft 2 additional minions instead of drafting spires.
- Set aside and shuffle the following base game event cards to form a custom event deck: Doomsday, Feast or Famine, Turbulence, Electrical Storm, Into the Woods, No Guts No Glory, Fog of War, Harsh Winter, Relic Rush, Desperate Times.
- Do not add earthscapes to the market offerings this scenario. They are not available for purchase.
Objectives
Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Between all factions, have no more than 4 spires in play at the end of the scenario.
- Between all factions, have no more than 2 spires in play at the end of the scenario.
- All spires are defeated.
Outcome: Scenario ends immediately.
Scenario Rules
- Flintlock may be deployed for 0 CP and is your starting hero.
- When triggering the talents Evoke or Summon, you may treat minions in the current market options as if they are available in your barracks.
- Non-Uprising minions you recruit are treated as if they are still merc minions, being discarded when defeated instead of returned to your barracks.
- Once per Event Phase, after the event card is drawn, you may pay 3 Source to draw a new event card and shuffle the original card back into the event deck.
- As a limited build option, you may pay the Source cost of one of your Uprising spires in play to remove that spire from play.
AI Rules
- The dispatch platform, air clipper, pillar of fire, and creeping vines spires are opposing to all factions. During the Spires Fire step, you may resolve these spires in any order after all other factions have resolved their spires.
- Naroran units do not attack Graft spires. When a naroran unit would cause a Graft unit to lose health, The Graft unit instead gains that amount of health. This may exceed its health stat.
- Rather than using waygates, The Uprising deploys from The Uprising fortress as if the forward-most hex was a fortress gate hex.
- When Nucleus is defeated, it loses all upgrades and recovers health up to its health stat (ignoring the talent Bio-Indefinite), and The Graft spire with the most upgrades is defeated.
Marks
- The Uprising: Heir fortress gate OR Nucleus OR naroran fortress gate
- Heirs: Nucleus
- Narora: Heir fortress gate
- The Graft: The Uprising fortress gate
- The Graft's Heroes: Closest opposing hero > heir fortress gate
- Jaelana Nestor: Closest Graft hero
Wave Table
Wave 1 • The Uprising, The Graft, Narora, Heirs
- Event Phase: Draw the top event card.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: The Graft purchase Membrane Barrier 1 – Grafted Snare. The narora purchase Forgotten Graves 3 – Source Loop.
- Prep Phase: Player: 8 CP. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Briar*, Rotten Worms*]. Narora: Drift, Drift, Bishop. Heirs: Harrier*, Joust.
Wave 2 • The Uprising, The Graft, Narora, Heirs
- Event Phase: Draw the top event card.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: Add a [upgrade icon] to the bottom of each endoplasmic reticulum spire.
- Prep Phase: Player: 10 CP. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Briar*, Rotten Worms*], Grafted Joust. Narora: Drift, Drift, Bishop. Heirs: [Harrier*, Harrier*], Joust*.
Wave 3 • The Uprising, The Graft, Narora, Heirs
- Event Phase: Draw the top event card.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: Add a [upgrade icon] to the top of each golgi apparatus spire.
- Prep Phase: Player: 12 CP. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Briar*, Rotten Worms*], Grafted Joust, Spitting Worm, Fury Worm*. Narora: Drift, Arcbright, Bishop. Heirs: [Harrier*, Harrier*], [Joust*, Harrier*].
Wave 4 • The Uprising, The Graft, Narora, Heirs
- Event Phase: Draw the top event card.
- Income Phase: 5 Source.
- Market Phase: Earthscapes cannot be purchased.
- Build Phase: Add a [upgrade icon] to the bottom of each Graft spire.
- Prep Phase: Player: 14 CP. The Graft: [Grafted Briar*, Rotten Worms*], [Grafted Briar*, Rotten Worms*], [Grafted Joust, Rotten Worms*], Spitting Worm*, Graft King Nestor*. Narora: [Drift, Burnout], Arcbright, Bishop, Messiah. Heirs: [Harrier*, Harrier*], [Joust*, Harrier*], Jaelana Nestor*.