Cloudspire: Shada – Faction Expansion
Cloudspire: Shada – Faction Expansion Rulebook
Table of Contents
Table of Contents
Shada Additional Rules
Chips from this expansion have this symbol on them so that you can easily separate them. [icon]
Minion Promotion
The shada promote their minions through fusions. After a basic shada minion's movement, you may place it on an adjacent Source well, ignoring terrain restrictions. If it is grouped, it leaves its group. It cannot place itself back on the same Source well it occupied before its movement. After any other basic shada minion's movement, if it is adjacent to an ungrouped shada minion on a Source well, the two may trigger a fusion by spending Source equal to the combined difference between the units' current health and their health stats. When a fusion occurs, both shada minions are returned to your barracks, and a promoted minion matching the fusion pairing is deployed to the Source well. If a chip with the fusion pairing is not available (even after the two minions would be returned to your barracks), the fusion does not take place, and both minions remain in play. Promoted minions may not perform a fusion.
Spires
Shada spires all have talents that boost the efficacy of the spire based on the terrain type they are constructed on.
Minions
All shada minions have a specific terrain allowance marked by the circle icon (shown above) on their chip. Unlike normal terrain allowance, this allows them to treat that terrain type as path hexes, but no others (example: [water icon] lets that unit walk on water hexes, but not grasslands, forests, or mountains).
Fusions
| Fusion | Result |
|---|---|
| Fire + Wind | Ash |
| Stone + Wind | Dust |
| Water + Wind | Hurricane |
| Fire + Stone | Lava |
| Water + Stone | Mud |
| Fire + Water | Steam |
Faction Cards
The shada faction cards are grouped below by their printed title. Each advancement's printed number, name, and Source cost icon appear as on the card; the cost icons are not reproduced.
Gateport
1 – Ankar Commune. As your market purchase during the Market Phase, you may put a revealed landmark minion into your barracks by paying its Source reward. If it does not have a Source reward, pay 6 Source instead. This minion can be deployed for 0 CP.
2 – Reprioritize. On your turn during the Market Phase, you may discard a minion from the market options by paying its Source cost. You may then set aside a minion from your barracks with CP equal to or less than the Source you paid and select it for deployment this wave for 0 CP.
3 – Ankar Command. When you purchase an earthscape, you may search the entire earthscape stack and select one to gain. Then, remove this advancement.
Source Distillery
1 – Source Fracking. When you defeat an opposing unit that is on or adjacent to a Source well, gain +1 Source.
2 – Fusion Turbines. After resolving a fusion, gain Source equal to the Source reward of the fused minion with the lower reward.
3 – Camouflaged Recon. At the start of each Prep Phase, gain +1 CP for each different terrain type you have a spire on.
Purification Compound
1 – Reabsorption. After a shada minion attacks, if it is adjacent to a shada-controlled spire that is on a hex matching the minion's terrain allowance, the minion may be placed under the spire as a spire upgrade, ignoring upgrade capacity. This upgrade functions differently depending on the spire's element. Water / Stone = [stone icon]. Wind = [wind icon]. Fire = [fire icon]. When this upgrade would be returned to the supply, the minion chip is returned to your barracks.
2 – Catalytic Armory. When a shada minion attacks, if it is adjacent to a shada-controlled spire on a hex matching the minion's terrain allowance, the minion's attack deals +1 damage.
Splicing Generator
1 – Source Anchor. When one of your faction minions ends its turn on an unoccupied Source well, place a health chip on it (as a reminder). On your next turn, remove the health chip. That unit may move as normal or skip its movement that turn.
2 – Elemental Forge. In the Prep Phase, after selecting minions, you may trigger a fusion between two of your selected basic shada minions.
3 – Bioweapon. Gain the bioweapon die.
Bioweapon Die: After triggering a fusion in the Onslaught Phase and returning both minions to your barracks, you may roll this die and apply the result. If you choose to do so, you do not place a promoted minion.
Bioweapon die results. The icons before each result show how many faces of the die produce that result (3 + 2 + 1 = 6 faces).
- 3 faces – [spire icon] [spire icon] [spire icon]: Remove the bottom two upgrades from the closest opposing spire to the Source well where the fusion occurred.
- 2 faces – [unit icon] [unit icon]: Deal 2 damage to all opposing units within three hexes of the Source well where the fusion occurred.
- 1 face – [fortress icon]: Deal 2 damage to the closest opposing fortress gate to the Source well where the fusion occurred.
Elemental Fulcrum
1 – Natural Architecture. Wind shear and pillar of fire spires can now be constructed.
2 – Weather Absorption. Gain the weather absorption die.
Weather Absorption Die: At the start of each Onslaught Phase, you may roll this die and place it on a spire you control. If it is already applied to a spire, you may choose to remove and roll it. The spire is considered to be on a hex with the rolled terrain type(s) in addition to its own. When the spire is defeated, return this die to your fortress.
Weather absorption die faces, in order: Plains; Forest; Mountains; Water; Water and Forest (icon split diagonally); Mountains and Plains (icon split diagonally).
3 – Weather Control. Rather than rolling the weather absorption die, you may set it to the result of your choice.
4 – Fallout Weaponizer. Pillar of fire spires gain the talent Air Defense.
Nature Garrison
1 – Jagged Edge. When your fortress retaliates, you may spend Source equal to the CP cost of a minion in your barracks. The retaliation damage of the fortress is equal to that minion's attack stat for that retaliation. Then, set aside the minion you selected until after the following Prep Phase. It is unavailable for selection while set aside.
2 – Balanced Foundation. Your maximum fortress gate health is now 15. When this advancement is purchased, your fortress gate may immediately recover 1 health for each different terrain type you have a spire on.
Units
Each unit's terrain allowance icon and stat-line numbers are printed on the card art and are not reproduced; the ability text is transcribed as printed.
Rime
# Range. This unit attacks and retaliates from up to # hexes away.
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.
Tempest
# Range. This unit attacks and retaliates from up to # hexes away.
Air Defense. This unit or spire can attack units with Flying.
Twister. After this unit's movement, you may select one revealed or unrevealed landmark chip within three hexes of this unit and place it on an unoccupied non-path hex adjacent to this unit.
Fission
Radiate. Before this unit's movement, it may transfer 1 health or 1 upgrade from under its chip to an adjacent unit, ignoring health or upgrade restrictions. It may repeat this once for each other adjacent unit.
Source Aura. After this unit's movement, it may deal 1 damage to all adjacent opposing spires and units.
Water
Submerge. If this unit starts its movement on a water hex, it may recover 1 health.
Waterwalker. While this unit is on a water hex, spires cannot attack it.
Wind
Air Defense. This unit or spire can attack units with Flying.
Gust. If this unit starts its movement on a grassland hex, you may increase its movement stat by 1 for this turn.
Stone
# Range. This unit attacks and retaliates from up to # hexes away.
Air Defense. This unit or spire can attack units with Flying.
Rockslide. After this unit's movement, if it is on a mountain hex, it may remove the bottom spire upgrade from any spires on or adjacent to the group of mountain hexes it is on.
Fire
Blaze. Once during this unit's movement, after it moves onto a forest hex, it may deal 1 damage to an adjacent unit.
Ash
Evasive. When this unit is attacked by a unit with Range, reduce the damage dealt to 1.
Disperse. At the end of this unit's movement, it may place itself onto a valid hex up to 2 hexes away, so long as that hex is adjacent to an opposing faction minion. This unit then deals 2 damage to that unit and 1 damage to itself.
Lava
Eruption. At the end of this unit's movement, you may spend 3 Source to deal 3 damage to all adjacent units, spires, and fortress gates. Then, return this minion to your barracks.
Lahar. When an opposing unit without Flying moves onto a hex adjacent to this unit, this unit deals the opposing unit 1 damage.
Dust
Camouflage. Units and spires must be adjacent to this unit or spire in order to attack it.
Weak Point. Instead of attacking, this unit may remove the top two upgrades from an adjacent opposing spire.
Mud
Armored. When this unit is attacked, reduce damage by 1.
Mire. When an opposing unit moves onto a hex adjacent to this unit, its movement immediately ends.
Hurricane
Flying – Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.
Downpour. During the Spires Fire step, if this unit is targetable by an opposing spire, all 2s rolled by that spire are set to blanks before being resolved, even if this unit is not the spire's target.
Steam
# Range. This unit attacks and retaliates from up to # hexes away.
Air Defense. This unit or spire can attack units with Flying.
Spires
Water Tower
Refresh. If this spire is on a water hex, your units recover 1 health when they move into a hex adjacent to this spire (once per unit per turn).
Wind Shear
Air Defense. This unit or spire can attack units with Flying.
Lift. If this spire is on a grassland hex, all shada minions within this spire's range gain the talent Flying.
Stone Spire
Quake. If this spire is on a mountain hex, before its attack during the Spires Fire step, you may remove the bottom upgrade from an opposing spire in range, remove 1 health from a landmark in range, or remove a facedown landmark in range from play (the facedown landmark is not considered defeated).
Pillar of Fire
Inferno. If this spire is on a forest hex, after it attacks, it gains a [upgrade icon] upgrade, if able.
Shada Scenario Book
The scenario book below is transcribed from the official "Shada Scenario Book" v1.0 (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.
Shada Advantages
| Advantage | Effect | Renown Cost |
|---|---|---|
| Ankar's Keeper | One time use. At the start of this scenario, search the earthscape stack for an earthscape of your choice and place it, ignoring influence restrictions. | 1 |
| Last Hurrah | One time use. After a shada minion is defeated by a fortress gate and returned to your barracks, place the minion in your barracks and roll the bioweapon die (even if it has not yet been acquired), applying its results and interpreting "the Source well where the fusion occurred" as the hex where the minion was defeated. | 1 |
| Winds of Fortune | Ongoing—one turn only. All wind, ash, dust, and steam minions can move through any hex, including sky hexes, as long as they end their movement on a valid hex. | 2 |
| Spirit of Ankar | Ongoing—entire scenario. When triggering the Gateport 1 – Ankar Commune fortress advancement, you may recruit the landmark minion for free instead of paying a Source cost. | 3 |
Shada 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. Reference 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 | 35-41 | 40-47 |
Solo Chapter 1: Foul Winds
Waves: 4. Opponent: Heirs.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells and landmarks) and is not reproduced as text. Its landmark key reads: A – Regal Lookout; B – Regal Lookout; C – Minaret. The set-up, objectives, rules, and tables are transcribed.
Set-Up
- Roll the D6:
- 1–3: Add [icon] to the bottom of each minaret spire.
- 4–6: Add [icon] to the bottom of each regal lookout spire.
Objectives
Complete at least one objective to achieve victory. Gain 1 [renown icon] for each objective you complete.
- All regal lookout spires are defeated at the end of Wave 4.
- All heir spires are defeated at the end of Wave 4.
- Defeat the heir fortress gate.
- Outcome: Scenario ends immediately.
Scenario Rules
- Earthscapes cost 0 Source to purchase.
Marks
- Shada: Heir fortress gate
- Heirs: Shada fortress gate
- Heir Heroes: Closest shada hero > closest shada spire it can damage > shada fortress gate
Event Die Results
- 1–3: Add [icon] to the top of each regal lookout spire, ignoring upgrade capacity.
- 4–5: The heir fortress gate recovers 1 health (may exceed maximum).
- 6: The heirs construct a high rise spire [icon] on the closest Source well to the shada fortress gate.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Shada | No event. | 4 Source | Populate two earthscape options (you can still make only one purchase). | As normal. | Player: 5 CP. Heirs: [Harrier*, Humminger*, Humminger*], Harrier*. |
| 2 • Heirs | Roll the event die. | 4 Source | As normal. | Add [icon] to the bottom of the heir spire with the fewest upgrades, ignoring upgrade capacity. | Player: 7 CP. Heirs: [Harrier*, Humminger*], [Harrier*, Humminger*], Harrier*. |
| 3 • Shada | Roll the event die. | 4 Source | As normal. | Heirs purchase Stables 1 – Harrier Training. | Player: 9 CP. Heirs: [Harrier*, Humminger*], [Harrier*, Humminger*], Harrier*, Joust*, Darb*. |
| 4 • Heirs |
Solo Chapter 2: Fan the Fire
Waves: 4. Opponent: Narora.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells, portals, and fortress gates) and is not reproduced as text. Its landmark key reads: A – Aspect; B – Monolant; C – Portal. The set-up, objectives, rules, and tables are transcribed.
Set-Up
- Roll the D6:
- 1–2: Add [icon] to the bottom of each aspect spire.
- 3–4: Add [icon] to the bottom of each monolant spire.
- 5–6: Add [icon] to the bottom of each portal spire.
Objectives
Complete at least one objective to achieve victory. Gain 1 [renown icon] for each objective you complete.
- The naroran fortress gate is at 5 health or less at the end of Wave 5.
- Have all 3 drift minions in your barracks at the same time.
- All portal spires are defeated at the end of the scenario.
Scenario Rules
- After resolving a fusion, select one opposing drift minion within 5 hexes of where the fusion occurred to place under your control. The drift moves and attacks that round. When drifts under your control are defeated, they are returned to the shada barracks and may be deployed in future waves for 0 CP.
AI Rules
- The narora use the Azure Temple 1 – Source Barrier fortress advancement the first time each wave that their fortress gate is attacked. They prevent the maximum amount of damage possible.
Marks
- Shada: Naroran fortress gate
- Narora: Shada fortress gate
- Anvasse: Closest shada hero > closest shada spire he can damage > shada fortress gate
Event Die Results
- 1–2: Add [icon] to the bottom of each aspect spire, ignoring upgrade capacity.
- 3–4: Add [icon] to the bottom of each monolant spire, ignoring upgrade capacity.
- 5–6: Add [icon] to the bottom of each portal spire, ignoring upgrade capacity.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Shada | No event. | 4 Source | Skip. | The narora purchase Azure Temple 1 – Source Barrier and Forgotten Graves 3 – Source Loop. | Player: 6 CP. Narora: Drift, Arcbright, Evangelist. |
| 2 • Narora | Roll the event die. | 3 Source | As normal. | As normal. | Player: 7 CP. Narora: Drift, Arcbright, Arcbright, Evangelist, Anvasse*. |
| 3 • Shada | Roll the event die. | 2 Source | As normal. | The narora construct a monolant spire – [icons] on a Source well of your choice. | Player: 8 CP. Narora: Drift, Drift, [Arcbright, Medium], Arcbright, Bishop, Evangelist, Anvasse*. |
| 4 • Narora | Roll the event die twice. |
Wrap-up
- Take note of how many drifts are in your barracks at the end of the scenario, as it will impact the narora's health in Scenario 3.
Solo Chapter 3: Hearts of Stone
Waves: 4. Opponent: Grovetenders, Narora.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells, portals, and fortress gates) and is not reproduced as text. Its landmark key reads: A – Portal; B – Shrubbery; C – Reetall; D – Anjebin; E – Dywen. The carryover, set-up, objectives, rules, and tables are transcribed.
Carryover
- Decrease the naroran fortress gate health by 1 for each drift you had in your barracks at the end of Scenario 2.
Set-Up
- Roll the event die once and resolve its result.
Objectives
Complete at least one objective to achieve victory. Gain 1 [renown icon] for each objective you complete.
- Have at least 10 Source wells in play at the end of Wave 4.
- Defeat both Dywen and Anjebin.
- Have more fortress gate health than both the narora and grovetenders at the end of Wave 4.
Loss
- Tempest is defeated.
Scenario Rules
- All units can use Naroran Rift and treat connections between portal spires as a path leading to their mark. A portal can only lose its last upgrade if there are still paths connecting each mark (including through other connected portals).
- Tempest is the only hero the shada can have in play and may be deployed in Wave 1.
AI Rules
- The grovetenders and narora are allied with each other. Minions from one faction can displace heroes from the other faction (but they cannot be displaced back through a portal).
- Dywen and Anjebin remain in their respective fortresses and are considered out of play until they deploy.
- The narora use the Azure Temple 1 – Source Barrier fortress advancement the first time each wave that their fortress gate is attacked. They prevent the maximum amount of damage possible.
Marks
- Shada: Naroran or grovetender fortress gate
- Narora/Grovetenders: Shada fortress gate
- Dywen/Anjebin: Tempest > opposing fortress gate
- Attack Priority: Tempest > opposing fortress gate > opposing spire > opposing faction minion
- Leveling: Ignore upgrade capacity
Event Die Results
- 1–2: Add 1 health to Dywen and Anjebin, even if not yet in play. This may exceed their health stats.
- 3–4: Add [icon] to Dywen, even if not yet in play, ignoring her upgrade capacity.
- 5–6: Add [icon] to Anjebin, even if not yet in play, ignoring his upgrade capacity.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Shada, Narora, Grovetenders | Roll the event die twice. | 6 Source | Skip. | The narora purchase Azure Temple 1 – Source Barrier and Forgotten Graves 3 – Source Loop. The grovetenders purchase Sharpener 1 – Greater Thorns. | Player: 5 CP. Narora: [Drift, Burnout]. Grovetenders: Taproot. Summon: Vineherald. |
| 2 • Shada, Narora, Grovetenders | Roll the event die. | 1 Source for each Source well in play. | As normal. | As normal. | Player: 7 CP. Narora: Medium, [Drift, Burnout], Drift. Grovetenders: Treed, [Vineherald, Taproot], [Vineherald, Taproot]. Summon: Vineherald. |
| 3 • Shada, Narora, Grovetenders | Roll the event die. | 1 Source for each Source well in play. | As normal. | As normal. | Player: 9 CP. Narora: Medium, [Nightrous, Burnout], Drift. Grovetenders: Treed, [Vineherald, Taproot], [Vineherald, Taproot], Dywen. |
Solo Chapter 4: Dead in the Water
Waves: 5. Opponent: Merc Units.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells, gateports, and landmarks) and is not reproduced as text. Its landmark key reads: A – Naroran Altar (facedown); B – Londil; C – Gateport; D – Plaguebringer; E – Slingshot; F – Brick and Mortars; G – Reetall. The set-up, objectives, rules, and tables are transcribed.
Set-Up
- See next page.
The following set-up text is on the next page of the scenario book.
- The Uprising barracks consists of the following units:
- Brawnen: Battle born (x3), dispatch (x2), aegis (x2)
- Grovetenders: Vineherald (x2), grizzled oak (x1)
- Heirs: Harrier (x3), joust (x2), royal talon (x1)
- Narora: Drift (x3), arcbright (x2), bishop (x2), nightrous (x2)
- Market: All minions, sorted by Source cost
All talents on these units can be found on the Landmark and Market Talents reference sheet.
- Do not add market chips to the market offerings this scenario. They are not available for purchase.
Objectives
Complete at least one objective to achieve victory. Gain 1 [renown icon] for each objective you complete.
- Remove the naroran altar on Hex A from play before the start of Wave 5.
- Outcome: All spires adjacent to Hex A lose their bottom 4 upgrades. Then, deploy ancient traxxyr to Hex A.
- Have no unrevealed landmarks at the end of Wave 5.
- Defeat all 3 Hex C gateports.
- Outcome: Scenario ends immediately.
Loss
- Londil and ancient traxxyr are not defeated at the end of Wave 5.
Scenario Rules
- Gateports can be attacked just as you would a fortress gate. When a gateport loses its last health, it is defeated. Gateports retaliate just as a fortress gate does. The talents on all gateports are ignored.
- The talent Prowl is ignored on all units and instead provides those units with a movement stat of 2. The Uprising ignore the talent Untamed when recruiting landmark minions.
AI Rules
-
All faction units, merc units, and spires not under your control are considered to be under the control of The Uprising. When they are defeated, they are returned to The Uprising barracks created during set-up.
-
Uprising units always deploy from the gateport closest to the shada fortress gate.
-
Londil does not move until he has been dealt damage or until a shada unit has moved onto Isles 2 or 6.
-
To determine which minion is selected in the Prep Phase for the "# CP" minions, roll the D6 and select the unit with the needed CP cost that matches the faction of the rolled result:
- 1: Brawnen
- 2: Grovetender
- 3: Heirs
- 4: Narora
- 5–6: Market
If the faction does not have a minion of the needed CP cost, increase the rolled result by 1 until a faction has the needed minion available (6 wraps around to 1). The CP cost of merc minions is their Source cost. If there are multiple merc minions of the same cost, select one at random. (Example: Deployment stack is [2 CP, 4 CP]. You roll the die for the 2 CP minion, landing on 4. This would add a naroran drift. Then, you roll a 5 for the 4 CP minion. If only playing with the base game market, there will not be a minion with a 4 Source cost, nor one with a CP cost of 5 or 6, meaning you must loop the die result back around to 1, adding a brawnen aegis.)
Marks
- Shada: A gateport of your choice
- The Uprising: Shada fortress gate
- Londil: Opposing hero > opposing fortress gate
- Attack Priority: Opposing hero > opposing fortress gate > opposing spire > opposing faction minion
- Leveling: Ignore upgrade capacity
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Shada | Skip. | 10 Source | You cannot purchase merc chips. | As normal. | Player: 7 CP. The Uprising: Harrier, Harrier, 2 CP. |
| 2 • Shada | Reveal the closest unrevealed swamp or ruins landmark to Hex A. | 3 Source | You cannot purchase merc chips. The Uprising recruits the revealed landmark minion with the most health, adding it to the bottom of their deployment stack with its current health this wave. | As normal. | Player: 9 CP. The Uprising: [Harrier, Anarchist], [2 CP, 4 CP]. |
| 3 • Shada | Reveal the closest unrevealed swamp or ruins landmark to Hex A. | 3 Source | You cannot purchase merc chips. The Uprising recruits the revealed landmark minion with the most health, adding it to the bottom of their deployment stack with its current health this wave. | As normal. | Player: 11 CP. The Uprising: Harrier, Harrier, 3 CP, 2 CP, 3 CP. |
Shada Co-op Scenarios
Note printed in the scenario book: both shada co-op scenarios take place between the shada solo scenarios "Hearts of Stone" and "Dead In The Water."
Co-op Chapter 1: An Ancient Problem
Waves: 3. Opponent: Narora, Grovetenders. Co-op: Shada / Brawnen.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells, landmarks, and fortress gates) and is not reproduced as text. Its landmark key reads: A – Ancient Traxxyr; B – Refractor; C – Muskeg. The set-up, objectives, rules, and tables are transcribed.
Set-Up
- 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 icon] for each objective you complete.
- Defeat the ancient traxxyr.
- Reveal all landmarks, and defeat all landmark minions.
- Both the grovetender and naroran fortress gates have 9 health or less at the end of the scenario.
Scenario Rules
- The talent Prowl is ignored.
- At the end of each turn in which the ancient traxxyr loses health, roll the event die.
- At the start of each Market Phase, draw 1 relic and place it among the market options (discarding any relics remaining from the previous wave). It may be purchased for 4 Source, and it does not refresh until the next Market Phase.
- If a brawnen unit is preventing a shada minion from making progress, or if a shada unit is preventing a brawnen minion from making progress, the unit preventing progress is displaced by the moving minion.
AI Rules
- If a grovetender unit is preventing a naroran minion from making progress, or if a naroran unit is preventing a grovetender minion from making progress, the unit preventing progress is displaced by the moving minion.
Marks
- Brawnen: Naroran fortress gate
- Shada: Grovetender fortress gate
- Narora: Brawnen fortress gate
- Grovetenders: Shada fortress gate
- AI Heroes: Closest opposing hero > closest opposing spire > closest opposing fortress gate
Event Die Results
- 1–3: The ancient traxxyr recovers 2 health and moves 1 hex toward the shada fortress gate.
- 4–6: The ancient traxxyr recovers 2 health and moves 1 hex toward the brawnen fortress gate.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Brawnen, Narora, Shada, Grovetenders | No event. | 4 Source | Earthscapes cannot be purchased. | The narora purchase Forgotten Graves 3 – Source Loop. | Players: 4 CP. Narora: Burnout, Burnout, Burnout, Anvasse – [icon]. Grovetenders: War Briar, War Briar, War Briar, Dywen – [icon]. |
| 2 • Brawnen, Narora, Shada, Grovetenders | No event. | 0 Source | Earthscapes cannot be purchased. | As normal. | Players: 8 CP. Narora: [Drift, Drift, Drift], Conduit, Conduit, Anjebin* – [icon]. Grovetenders: [Vineherald*, Vineherald*], Taproot, Taproot, Taproot, Ybanthe* – [icon]. Summon/Evoke: War Briar. |
| 3 • Brawnen, Narora, Shada, Grovetenders | No event. | 0 Source | Earthscapes cannot be purchased. | As normal. | Players: 12 CP. Narora: [Medium, Medium], [Arcbright, Arcbright], [Nightrous, Nightrous], Messiah. Grovetenders: [War Briar*, War Briar*, War Briar*], [Treed*, Treed*], Ogregrowth*, Grizzled Oak*. |
Wrap-up
- Take note of the brawnen and shada fortress gate health, as your fortress gates will start with the same amount of health in Scenario 2.
Co-op Chapter 2: Weather the Storm
Waves: 3. Opponent: Heirs. Co-op: Shada / Brawnen.
The map for this scenario is a graphic (hex-numbered isle layout with the Source wells, regal lookout landmarks, and fortress gates) and is not reproduced as text. Its landmark key reads: A – Regal Lookout; B – Regal Lookout; C – Regal Lookout. The carryover, objectives, rules, and tables are transcribed.
Carryover
- The brawnen and shada fortress gates start this scenario with the same amount of health they ended Scenario 1 with.
Objectives
Complete at least one objective to achieve victory. Gain 1 [renown icon] for each objective you complete.
- Defeat all 3 regal lookout spires.
- Purchase the Splicing Generator 3 – Bioweapon fortress advancement and use it.
- Defeat the heir fortress gate.
- Outcome: Scenario ends immediately.
Scenario Rules
- At the end of each round, or if the AI requires a unit type that cannot be found in the market stack, shuffle the market discard back into the market stack.
AI Rules
- After a turn in which an heir spire is defeated, the heirs search the market stack for the next merc hero and immediately deploy it on the hex where the spire was defeated, gaining [icon] and ignoring upgrade capacity.
- After a turn in which the heir fortress gate is damaged, the heirs search the market stack for the next merc minion and add it to the heir barracks.
- When the heirs add merc minions to their deployment stack, they add all merc minions currently in their barracks, ungrouped and in the order in which they were acquired.
Marks
- Shada/Brawnen: Heir fortress gate
- Heir Minions: Shada fortress gate OR brawnen fortress gate
- Opposing Heroes/Merc Units: Shada fortress gate OR brawnen fortress gate (always select the opposite of the heir minions)
Event Die Results
- 1: Add [icon] to the bottom of the spire on Hex A. If there is no spire, reroll this die.
- 2: Add [icon] to the bottom of the spire on Hex A. If there is no spire, reroll this die.
- 3: Add [icon] to the bottom of the spire on Hex B. If there is no spire, reroll this die.
- 4: Add [icon] to the bottom of the spire on Hex B. If there is no spire, reroll this die.
- 5: Add [icon] to the bottom of the spire on Hex C. If there is no spire, reroll this die.
- 6: Add [icon] to the bottom of the spire on Hex C. If there is no spire, reroll this die.
Waves
| Wave | Event Phase | Income Phase | Market Phase | Build Phase | Prep Phase |
|---|---|---|---|---|---|
| 1 • Shada, Brawnen, Heirs | Roll the event die twice. | 0 Source | Heirs purchase a merc minion. If there are none, they search the market stack and acquire the first merc minion they find. | As normal. | Players: 6 CP. Heirs: Merc Minions, Harrier*, Harrier*, Harrier*, Darb*. |
| 2 • Brawnen, Heirs, Shada | Roll the event die twice. | 0 Source | Heirs purchase a merc minion. If there are none, they search the market stack and acquire the first merc minion they find. | As normal. | Players: 10 CP. Heirs: Merc Minions, [Harrier*, Harrier*], Joust*, Windrush*, Keem* – [icon]. |
| 3 • Heirs, Shada, Brawnen | Roll the event die twice. | 0 Source | Heirs purchase a merc minion. If there are none, they search the market stack and acquire the first merc minion they find. | As normal. | Players: 14 CP. Heirs: Merc Minions, [Harrier*, Harrier*, Harrier*], [Joust*, Joust*], Royal Talon*, Windrush*, Jaelana Nestor* – [icon]. |