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Cloudspire: The Uprising – Faction/Content Expansion

Expansion for Cloudspire

Cloudspire: The Uprising – Faction/Content Expansion Rulebook

Table of Contents

Table of Contents

  • Overview
  • The Rogue Garrison
  • Headquarters
  • Covert Ops
  • Thieves' Den
  • Reconstruction Labs
  • Spatial Research Station
  • Units
  • Chips
  • Set-Up
  • Market
  • Waygates
  • Units and Spires
  • Landmark and Market Talents
  • Scenario Book
    • Ankarian Renown
      • The Uprising Renown Advantages
    • Solo Campaign Rank
    • Co-Op Campaign Rank
    • Solo Scenarios
      • Chapter 1: The Face of Things to Come
      • Chapter 2: I'm the Vessel
      • Chapter 3: Throw Down Your Guns
      • Chapter 4: Stand for Yours
    • Co-Op Scenarios
      • Chapter 5: Laws Outside the Laws
  • Endless Mode

Overview

Chips from this expansion have this symbol on them so that you can easily separate them. [Expansion symbol: a small circled triangle printed on the chip.] The black market chips from this expansion can be included in your game whether or not you are playing with The Uprising faction.

The Rogue Garrison

1 – Signing Bonus. Gain the signing bonus die.

Signing Bonus Die: At the start of your turn during the Market Phase, you may roll this die. If you purchase a market chip that matches what you rolled, gain +1 CP during the Prep Phase.

[Die faces: Merc Minion; Merc Hero; Merc Spire; Equipment.]

2 – Loyalist Initiative. Immediately draw 2 market chips and place them separate from the rest of the market offerings. These market chips are considered part of the market offerings, and are refreshed at the start of each Market Phase, but may only be acquired by you.

3 – Black Market. Equipment may be equipped to minions.

Headquarters

1 – Almlew Infrastructure. Gain +2 CP during each Prep Phase.

2 – Advance Team. You can have up to 3 heroes in play at the same time.

3 – Conquest Protocols. Your heroes may be equipped with up to 2 equipment each. During the Prep Phase, equipment may be added to heroes that are in play.

Covert Ops

All Covert Ops advancements are Level 1 and can therefore be purchased in any order.

1a – Low Risk Op. If one of your units defeats a unit with a greater health stat than it, gain +1 CP during the next Prep Phase.

Remove this advancement when completed or at the end of the wave.

1b – High Risk Op. If a minion you control defeats a hero, gain +3 CP during the next Prep Phase.

Remove this advancement when completed or at the end of the wave.

1c – Infiltration Op. After its movement, if one of your minions is adjacent to an opposing fortress gate, you may remove it from the game. If you do, choose a fortress advancement structure of an opposing faction. In the next wave, that faction cannot purchase or use any advancements in that structure.

Remove this advancement at the end of the wave.

Thieves' Den

1 – Treasure Contract. When a unit you control reveals a landmark, gain 2 Source.

2 – Hunting Contract. All of your units are considered to have Hunter in addition to their other talents.

Hunter: When attacking a landmark, deal +1 damage.

3 – Bounty. Gain the reward die.

Reward Die: Once per wave. At the end of your turn during the Onslaught Phase, you may roll this die and place it on any active unit. If your faction defeats this unit, gain the reward shown on the die in addition to the reward on the defeated unit.

[Reward die faces: Double the unit's Source reward; 4 Source or +2 CP next wave; Relic.]

Reconstruction Labs

1 – Trade Secrets. Once per wave. During your turn in the Onslaught Phase, you may return one of your spires to your barracks and gain Source equal to half of its Source cost, rounded up.

2 – Scavenger Teams. When one of your units defeats a spire, place the last upgrade to be removed from that spire beside your barracks. When upgrading one of your spires, this upgrade may be added at no Source cost, ignoring upgrade capacity.

3 – Retrofit Workshop. Gain the spire capacity die.

Spire Capacity Die: As a build option during the Build Phase, you may roll this die and place it on one of your spires in play. This wave, that spire's upgrade capacity is increased by the rolled result. The cost of all upgrades added to this spire this wave is 2 Source each. Return this die to your fortress at the end of the wave.

[Die faces show the capacity increase as printed numbers.]

Spatial Research Station

1 – Waygate Defenses. You may construct spires on any non-path hex adjacent to a waygate.

2 – Waygate Feedback. Each waygate now deals 2 damage when retaliating.

Units

Netorut (hero)

Lookout # – At the start of your turn, you may look at any number of landmarks within # hexes of this spire. This is not considered exploring.

Hunter – When attacking a landmark, deal +1 damage.

[Promoted icon.] Build Waygate – Before or after this unit's movement, you may discard an adjacent unrevealed landmark and/or place a waygate from your barracks onto an adjacent Source well. A waygate can only be placed if it would be adjacent to path that connects to all possible marks. When this talent is used, flip this unit to its other side, removing any upgrades.

Militia Defender (minion)

Air Defense – This unit or spire can attack units with Flying.

Militia Ranger (minion)

Air Defense – This unit or spire can attack units with Flying.

# Range – This unit attacks and retaliates from up to # hexes away.

Rubble Rouser (minion)

Air Defense – This unit or spire can attack units with Flying.

Rebuilt Ruins (spire)

Upgrade Plans – The Source cost for all upgrades added to this spire is reduced by 1.

Chips

Waygate

Unstable – As a limited build option, you may flip this chip to its destroyed side. All active units adjacent to this waygate are defeated. Gain the Source reward from all opposing units defeated this way. This talent cannot be used if this is the only waygate in play or if this waygate has any units on it that have yet to deploy.

Destroyed Waygate

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.

Set-Up

When you select The Uprising as your faction, place the 4 Uprising waygates beside your barracks. Place all other Uprising units and spires in your barracks. Then, create the market stack and draw from it until you have 2 minions, 1 hero, 2 spires, and 1 equipment, placing these chips in your barracks. Set aside any chip drawn that would go above these limits and shuffle them back into the market stack when finished.

During island creation, after revealing and orienting your first facedown isle, place a waygate on any hex on that isle that is adjacent to a valid path hex. Your fortress should be placed in front of you, detached from the play area.

Market

You do not pay Source when making purchases from the market. Place purchased units and spires in your barracks and purchased equipment and earthscapes beside your barracks. After the Market Phase and before the Build Phase, an additional phase called the Draft Phase occurs. During this phase, which is open to only you, you may take up to 3 turns. On each turn you may perform one of the following options:

  • Purchase a market chip from the offerings at no cost and refill the market as normal.
  • Discard and refill all market chip offerings.

Waygates

Your fortress is detached from the island and exists on the mainland. It is traveled to and from by your units using waygates. You start with 1 waygate in play and can have up to 4 total waygates over the course of a game. They are put into play through the use of Build Waygate on Netorut. Since your opponents cannot access your fortress, severing the connection to your fortress is your opponents' objective. They do this by attacking your waygates just as they would a fortress gate.

Your fortress gate health represents your connection to your fortress. Your waygates function as fortress gates and should be treated as fortress gates for all gameplay purposes. Waygates give you influence over the isle they are on.

If your fortress gate health is reduced to 0, your connection is lost. If the game does not end, turn all waygates in play to their destroyed side. When you repair your fortress gate, flip one of your destroyed waygates back to its waygate side.

When an opponent declares The Uprising as their mark and you have multiple waygates in play, they must specifically declare which waygate their mark is. If a marked waygate is destroyed, factions with that waygate as their mark must immediately choose a different mark. Their new mark may be another waygate or a different faction's fortress.

Destroyed waygates are not treated as fortress gates and cannot be interacted with.

Units and Spires

While you do not pay Source cost for market purchases, you must pay the Source cost of merc spires when you construct them, of equipment when you equip them, and of earthscapes when you place them. You must always consider merc units' Source cost to be their CP cost. This includes when you are selecting units for deployment in the Prep Phase.

Instead of placing your deployment stack on your fortress gate, deployment stacks are placed on waygates. If you have multiple waygates in play, you may divide your selected units into separate deployment stacks on each waygate. When deploying, you must deploy from your waygates in order of closest to your mark. Units on a waygate are treated the same as units in a fortress gate.

Your units may attack other units under your control but are not forced to do so. Your faction does not gain Source rewards when defeating its own units.

Landmark and Market Talents

#

# Range – This unit attacks and retaliates from up to # hexes away.

# Tracker – Instead of moving, you may teleport this unit up to # hexes. If you do, it must teleport to a valid hex adjacent to a revealed landmark minion.

A

Air Defense – This unit or spire can attack units with Flying.

Anarchy – Before this unit's movement each turn, roll the D6. On a 5 or 6, discard this unit.

Anti–Brawnen – This unit cannot be deployed by the brawnen faction.

Anti–Heirs – This unit cannot be deployed by the heir faction.

Armored – When this unit is attacked, reduce damage by 1.

Assault – When this unit attacks a spire, remove the bottom upgrade before dealing damage.

Assist – When an adjacent friendly unit defeats an opposing unit or spire, this unit may level up.

Awaken – When this chip is revealed, also reveal all non–anomaly landmarks. Then, discard this chip.

B

Back to the Future – Once per wave. At the end of your turn during the Onslaught Phase, this unit may move and attack even if it has already done so this turn.

Battle Hardened – When this unit is attacked by a spire, reduce the damage dealt by 2.

C

Camouflage – Units and spires must be adjacent to this unit or spire in order to attack it.

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.

Channel – Each time this unit is attacked, gain 2 Source.

Cumbersome – Item. The hero holding this item has a movement stat of 2 and can move only on path hexes. No talent, advancement or relic may be used to move or teleport this hero with the exception of Riftwalk. If the hero takes damage, this item is placed on the hero's hex.

D

Degradation – After this spire attacks, remove its bottom 2 upgrades.

Devoted – Ungrouped only. After or instead of its movement, this unit may be placed on an adjacent Source well. It is now considered a landmark minion that is friendly only to The Uprising. As a build option during the Build Phase, you may return this minion to your barracks to construct a spire on the Source well it occupied, ignoring influence restrictions.

Dexterity – If damage from a retaliating unit would defeat this unit, instead reduce the damage to 0.

Directional Attack – When this spire is constructed, point its arrow [red arrow icon] at an adjacent hex. This spire may only attack opposing units along the line of hexes in the indicated direction.

E

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.

Evasive – When this unit is attacked by a unit with Range, reduce the damage dealt to 1.

Explosion – Before this unit's movement, you may remove this equipment and place it faceup on an adjacent non–path hex. When a unit moves onto a hex adjacent to this chip, it must forego the rest of its movement and roll a D6. The unit suffers damage equal to the die result. Then, discard this chip.

F

Fair Fight – This unit's attack stat is equal to that of the unit it is attacking or retaliating against.

Flying – Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.

Foreboding – When you explore this landmark, you must reveal it.

Fountain – At the start of each round, all faction units adjacent to this landmark recover 2 health. Discard this chip at the end of the wave.

H

Healing – At the start of your turn, this unit recovers 1 health.

Hero's Quest – This chip may only be revealed by a hero. A hero that explores this chip must reveal it and then choose one:

  • Return this hero to your fortress and gain 4 Source. Place this chip facedown.
  • Defeat this hero and discard this chip. Gain 2 relics and 6 Source.

Hidden Armor – Discard this equipment to ignore damage dealt to the unit carrying it.

Hunter – When attacking a landmark, deal +1 damage.

I

Improve – When this unit ends its movement adjacent to a friendly spire, you may spend 2 Source to add any upgrade to that spire, ignoring upgrade capacity.

Incorporeal – This unit may move through opposing units but cannot end its movement on the same hex as another unit. Steal 1 Source from the controlling faction of each active unit it passes through.

L

Leech – After this unit attacks or retaliates, it recovers health up to the amount of damage dealt.

Lookout # – At the start of your turn, you may look at any number of landmarks within # hexes of this unit or spire. This is not considered exploring.

M

Magic–Like Missile – Once per turn. Before or after this unit's movement, you may spend 2 Source to deal 1 damage to a unit up to 3 hexes away.

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.

O

Overload – On your turn, if you have a unit adjacent to this landmark, you may spend 6 Source to discard this landmark and gain its reward.

P

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 [star symbol], its attacks and retaliations are always considered successful.

Portable Gateport – Item. Before or after your hero's movement, you may spend 1 Source. If you do, your hero may either pick this item up from an adjacent hex or drop it on an adjacent non–path hex. The talents on this item cannot be used while it is possessed by a hero.

Prepared – When this unit is dealt retaliation damage by another unit, reduce the damage by 1.

Prowl – At the start of each round, the player with the fewest spires must move this unit 2 hexes in the direction of their choice. If tied, the tied player that goes latest in turn order moves it. If this unit ends its movement adjacent to a fortress gate, it attacks the gate immediately.

Q

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 – This unit may attack prior to spires firing.

R

Reap – Once per wave. If this unit is adjacent to a Source well, spire, or landmark, you may gain D6 Source.

Recruitable – At the end of your turn, if your faction attacked this unit this turn, and it is not under the control of another faction, you may gain control of it.

Refinery – At the end of each wave, gain 2 Source.

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 – Once per turn. After this spire attacks a unit but does not defeat it, this spire may make an additional attack.

Riftwalk – Units may move onto this chip as if it were a path hex. Units that move onto this chip are teleported to another chip with Riftwalk of the controlling faction's choice, if able. If the destination chip is currently occupied by another unit or group of units, those units are defeated. Defeating opposing grouped units this way grants the reward for only the top unit.

S

Scatter – Grouped only. Before or after this unit's movement, it may leave its group. If it does, place it on a valid adjacent hex and reveal the next unit in the group.

Secret Passage – When this chip is revealed, place 1 health under it. You may attack this chip to remove its health. Once its health is removed, heroes may move onto this landmark as if it were a path hex. Then, the hero's owner selects an unrevealed landmark on an adjacent isle. Swap this chip and the hero with the unrevealed landmark. When a hero moves off this landmark, place 1 health under it.

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.

Snare – The movement stat of all opposing minions beginning their movement within this spire's range is reduced to 1.

Source Link – During your turn in the Onslaught Phase, you may gain control of this landmark if you have a unit adjacent to it. While you control this landmark, you gain +5 Source during the Income Phase and +2 CP during the Prep Phase.

Speed – This unit's movement stat is increased by 1.

Spire Shot – This unit may move onto friendly non–fortress spires. While on a spire, this unit gains +1 Range. The spire is inactive while this unit is on top.

Splash – When this unit or spire attacks, it may also deal 1 damage to all units adjacent to its target.

Summon Hero – Before or after its movement, a hero adjacent to this chip may spend 3 Source to teleport another hero to a valid hex adjacent to this chip.

Sure–Footed – This unit gains [orange hexagonal icon depicting a mountain].

Survival – At the end of your turn, if this unit did not move or attack, it may recover 1 health.

Swindle – When this unit attacks or retaliates against faction units, do not deal damage. Instead, steal 1 Source from that faction for each damage that would have been dealt.

T

Toxic Secretion – If a non–griege unit moves onto a hex adjacent to this unit, deal it 1 damage.

Train – This hero's upgrade capacity is increased by 1.

U

Ultimate Reward – Item. If your hero returns to its fortress in possession of this item, remove this chip from play and set either your fortress gate health or your Source to maximum.

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.

Untamed – This unit may never be placed under control of a faction.

W

Waterwalker – While this unit is on a water hex, spires cannot attack it.

Weak Point – Instead of attacking, this unit may remove the top two upgrades from an adjacent opposing spire.

Wind Turbine – Flying and Range are ignored for all units within this spire's range.

Scenario Book

Scenario Book v1.0 – Ankar's Plunder: The Introduction of the Uprising. The scenario book's story passages are flavour text and are omitted; the scenario objectives, rules, set-up, AI rules, marks and event tables are transcribed as printed. Map artwork is not reproduced: where a scenario depends on a printed map, the map's legend is transcribed and the hex letters and numbers refer to the printed map in the scenario book. Unit names followed by an asterisk () are printed that way in the scenario book, which does not define the asterisk; upgrade-chip and health-chip icons in the wave tables are described in brackets.*

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.

The Uprising Renown Advantages

AdvantageEffectRenown Cost
Waygate HackOne time use. On your turn during the Market Phase, make up to 2 purchases. During the subsequent Draft Phase, take an additional turn.2
Spirit of JawlOngoing – one wave only. All rubble rouser and rebuilt ruins spires get an additional range upgrade when they are constructed.3
This is the WaygateOne time use. During any wave's Event Phase, if Netorut is in play, flip him to his promoted side.3
De-solateOne time use. Flip a destroyed waygate back to its waygate side.3
MisdirectionOngoing – one wave only. Any units that would mark the waygate closest to their fortress gate instead mark the waygate furthest from their fortress gate.4
Hero's WelcomeOne time use. During set-up, instead of drawing a random hero from the market stack, find and take the merc hero of your choice.5

The renown tracking sheet (Renown Spent / Renown Earned / Renown Carryover per scenario, and Total Renown Earned / Final Score) is a blank scoring form and is not reproduced.

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 TitleBase GameBase Game +1 ExpansionBase Game +2 ExpansionsBase Game +3 ExpansionsBase Game +4 Expansions
Burnout16-2320-2924-3528-4132-47
Nomad24-3130-3936-4742-5548-63
Elite Duelist32-3940-4948-5956-6964-79
Hero of Ankar40-4750-5960-7170-8380-95

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 TitleBase GameBase Game +1 ExpansionBase Game +2 ExpansionsBase Game +3 ExpansionsBase Game +4 Expansions
Burnout8-1110-1412-1714-2016-23
Nomad12-1515-1918-2321-2724-31
Elite Duelist16-1920-2424-2928-3432-39
Hero of Ankar20-2325-2930-3535-4140-47

Solo Scenarios

Chapter 1: The Face of Things to Come

Waves: 4 Opponent: Grovetenders

Map legend (printed on the scenario map): A – Reetall; B – Shrubbery; C – Shrubbery; D – Swamp Landmark; E – Waygate; F – Reetall.

Set-up

  • Before creating the market stack, choose any 1 market chip and set it aside. This chip is available as if it is in your barracks, but you must pay twice its Source cost to construct it if a spire, equip it if equipment, or select it for deployment if a unit.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Have 10 health under a waygate or destroyed waygate on Hex E.
  • Defeat 3 spires while on water.
  • Have 3 waygates in play at the same time, not including destroyed waygates.

Scenario Rules

  • Ungrouped units under your control treat water hexes as path for the purposes of movement. At the end of your turn, any unit under your control that moved through or ended its turn on a water hex is dealt 1 damage unless you spend 1 Source to avoid this damage.
  • Any unit on a water hex is considered to be "hidden" and cannot be attacked by spires or by units on any other terrain besides water.
  • As your turn during the Market Phase, you may spend any amount of Source to add an equivalent number of health chips under a waygate or destroyed waygate on Hex E.

AI Rules

  • The grovetenders have two separate prep stacks within their fortress gate. The Land prep stack will fully deploy before the Water prep stack deploys. Land units will only travel on path hexes. Water units will treat water hexes as path for the purpose of movement and always will choose to end their movement on a water hex if possible while following AI movement rules.

Marks

  • The Uprising: Grovetender fortress gate.
  • Grovetender Land Units: Waygate closest to their fortress gate.
  • Grovetender Water Units: Waygate on Hex E > Waygate closest to their fortress gate.

Event Die Results

  • 1–2: Swap the units in the Land prep stack with the units in the Water prep stack for this wave.
  • 3–4: This wave, at the end of the grovetender's turn, any grovetender unit that moved through or ended its turn on a water hex recovers 1 health.
  • 5–6: Any unit under your control that moved through or ended its turn on a water hex is dealt 2 damage instead of 1. You must spend 2 Source to avoid the damage on each unit.

Wave Table

Each row lists the Event Phase, Income Phase, Market Phase, Build Phase and Prep Phase for that wave, as printed.

  • Wave 1 • Grovetenders. Event Phase: roll the event die. Income Phase: 6 Source. Market Phase: as normal. Build Phase: Grovetenders add [upgrade chip icon] to the bottom of the spire closest to their fortress gate. Prep Phase: Player 5 CP; Land: War Briar; Water: War Briar.
  • Wave 2 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: Grovetenders add [upgrade chip icon] to the bottom of the spire furthest from their fortress gate. Prep Phase: Player 7 CP; Land: Taproot, Taproot; Water: Treed; Summon: War Briar.
  • Wave 3 • Grovetenders. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: Grovetenders add [upgrade chip icon] to the bottom of a spire of your choice. Prep Phase: Player 9 CP; Land: [Ogregrowth, Taproot]; Water: Taproot, Taproot; Summon: Treed.
  • Wave 4 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: Grovetenders add [upgrade chip icon] to the bottom of the spire closest to their fortress gate. Prep Phase: Player 11 CP; Land: Taproot, Treed*, Grizzled Oak, Ogregrowth; Water: –; Summon: War Briar.

Chapter 2: I'm the Vessel

Waves: 5 Opponent: Narora

Map legend (printed on the scenario map): A – Aspect; B – Waygate; C – Monolant; D – Swamp Landmark; E – Burnout.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Remove 2 upgrades from each aspect spire in a single Event Phase.
  • When health chips are discarded from aspects at the end of the Event Phase, have exactly 1 health chip discarded from exactly 3 aspects.
  • Defeat all 4 aspects.

Scenario Rules

  • When an aspect is damaged, rather than removing an upgrade, place a health chip underneath it.
  • The burnouts placed during set-up act as landmark minions that are friendly to the narora.
  • When a burnout is defeated, add it to the top of the narora's prep stack for the following wave.
  • If it hasn't already ended, the scenario ends after the Event Phase of Wave 5.

AI Rules

  • All naroran heroes are considered to be minions for this scenario.

Event Die Results

  • 1–2: When you damage an aspect this wave, place 2 health chips underneath it instead of 1.
  • 3–4: Place the event die, with the number you rolled face-up, on top of a naroran unit of your choice when it deploys this wave. If that unit is defeated by one of your heroes, the Source reward is increased by the value showing on this die. Remove the die from the unit at the end of the wave if it was not defeated.
  • 5–6: Add [two health chips] to each burnout currently in play. This may exceed their health stat.

Wave Table

  • Wave 1 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 5 CP; Narora: Conduit.
  • Wave 2 • Narora. Event Phase: roll the event die. If all aspects in play have at least 1 health chip beneath them, remove a health chip from each as well as an upgrade of your choice from each. Repeat this process until at least 1 aspect does not have any health chips beneath it. Discard all remaining health chips from all aspects. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 7 CP; Narora: Conduit, Medium.
  • Wave 3 • The Uprising. Event Phase: roll the event die. If all aspects in play have at least 1 health chip beneath them, remove a health chip from each as well as an upgrade of your choice from each. Repeat this process until at least 1 aspect does not have any health chips beneath it. Discard all remaining health chips from all aspects. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 9 CP; Narora: [Bishop, Bishop].
  • Wave 4 • Narora. Event Phase: roll the event die. If all aspects in play have at least 1 health chip beneath them, remove a health chip from each as well as an upgrade of your choice from each. Repeat this process until at least 1 aspect does not have any health chips beneath it. Discard all remaining health chips from all aspects. Income Phase: 0 Source. Market Phase: as normal. Build Phase: add [upgrade chip icon] to the bottom of all naroran spires in play. Prep Phase: Player 11 CP; Narora: Anjebin*, Anvasse*, Bydra Graam.
  • Wave 5 • The Uprising. Event Phase: if all aspects in play have at least 1 health chip beneath them, remove a health chip from each as well as an upgrade of your choice from each. Repeat this process until at least 1 aspect does not have any health chips beneath it. Discard all remaining health chips from all aspects. End the scenario. Income Phase, Market Phase, Build Phase and Prep Phase: none.

Wrap-Up

  • Take note of your Source total at the end of this scenario, as it will impact your fortress advancements in the following scenario.

Chapter 3: Throw Down Your Guns

Waves: 5 Opponent: Brawnen

Map legend (printed on the scenario map): A – Ruins Landmark; B – Swamp Landmark; C – Lance Launcher; D – Siege Tower.

Carryover

  • Divide remaining Source from the previous scenario by 3, rounding down. Prior to the start of the scenario, you may spend this amount on a single level 1 fortress advancement from The Uprising's fortress advancements or from the narora's Power Rings or Fanatic Tower advancements.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Use the Power Rings 2 – Portal Ring fortress advancement to teleport a hero to Earthscape 13 or Earthscape 16.
  • At the end of the scenario, have at least 3 waygates on D Hexes. Destroyed waygates do not count.
  • Use Netorut to defeat 2 forsaken.

Loss

  • Netorut is defeated.
  • The naroran fortress gate is defeated.

Scenario Rules

  • The Uprising treats the naroran fortress as its own for this scenario and does not place a waygate during set-up. Uprising units will deploy from the naroran fortress gate, even if there are waygates in play. The Uprising may construct spires on the naroran fortress Source wells.
  • The Uprising may purchase advancements from the narora's Power Rings and Fanatic Tower structures, as well as advancements from its own structures.

AI Rules

  • The brawnen will not attack waygates.

Marks

  • The Uprising: Brawnen fortress gate.
  • Brawnen: Naroran fortress gate.
  • Drang: Netorut > naroran fortress gate.

Event Die Results

  • 1–2: Either gain 1 Source or increase your FT Range by 1. It cannot be raised above the highest FT Range that the current Fanatic Tower advancement level allows. Also, add a dispatch to the top of the brawnen deployment stack for this wave.
  • 3–6: Either gain 1 CP this Prep Phase or increase your FT Range by 1. It cannot be raised above the highest FT Range that the current Fanatic Tower advancement level allows. Also, add a battleborn to the top of the brawnen deployment stack for this wave.

"FT" is printed as an abbreviation on the scenario page; the text refers to the Fanatic Tower advancement.

Wave Table

  • Wave 1 • The Uprising. Event Phase: roll the event die. Income Phase: 6 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 5 CP; Brawnen: Aegis.
  • Wave 2 • Brawnen. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 7 CP; Brawnen: Aegis*, Dispatch*.
  • Wave 3 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 9 CP; Brawnen: [Source Siege*, Aegis*].
  • Wave 4 • Brawnen. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 11 CP; Brawnen: Battleborn*, Dispatch*, Forsaken*.
  • Wave 5 • The Uprising. Event Phase: discard all landmarks on earthscapes 13 and 16. Then roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 13 CP; Brawnen: [Source Siege, Battleborn*], Drang*, Forsaken*.

Chapter 4: Stand for Yours

Waves: 5 Opponent: Brawnen

Map legend (printed on the scenario map): A – Siege Tower; B – Waygate; C – Drilling Outpost; D – Siege Tower; E – Forsaken.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Defeat 2 forsaken.
  • Defeat all 3 drilling outposts.
  • Construct a merc spire on each of the 3 C Hexes. Outcome: Scenario ends immediately.

Loss

  • Netorut is defeated.

Scenario Rules

  • Drilling outposts start with 7 health each. These chips are treated as upgrades that provide no benefits to the spire and require 1 or more damage to remove.
  • All swamp landmark minions have a health stat of 8 instead of their shown health stat.

AI Rules

  • The forsaken do not move or roll the forsaken die until all 3 drilling posts [sic] are defeated. They still attack as normal.
  • Each forsaken determines its mark before moving each turn. Their marks may therefore be different from the rest of the brawnen minions and from each other.

Marks

  • The Uprising: Brawnen fortress gate.
  • Brawnen: Closest waygate to the brawnen fortress gate.
  • Forsaken: Closest waygate.
  • Kram: Closest opposing hero.

Event Die Results

  • 1–2: You may reduce your fortress health by 1 to either remove 1 health from all drilling outposts on C Hexes or deal 1 damage to 1 forsaken in play.
  • 3–4: You may place a waygate on any Source well at no cost.
  • 5–6: If you purchase an earthscape during the Market Phase this wave, you may place it during the Build Phase at no cost.

Wave Table

  • Wave 1 • The Uprising. Event Phase: roll the event die. Income Phase: 6 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 5 CP; Brawnen: Aegis*, Aegis*.
  • Wave 2 • Brawnen. Event Phase: roll the event die. Income Phase: 8 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 7 CP; Brawnen: Kram the Mighty*, Architect*.
  • Wave 3 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 9 CP; Brawnen: Dispatch*, Dispatch*, Architect*.
  • Wave 4 • Brawnen. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 11 CP; Brawnen: Dispatch*, Dispatch*, Aegis*, Architect*.
  • Wave 5 • The Uprising. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Player 13 CP; Brawnen: [Source Siege, Aegis*], [Battleborn*, Battleborn*], [Dispatch*, Dispatch*].

Co-Op Scenarios

Chapter 5: Laws Outside the Laws

Waves: 3 Opponent: Grovetenders, Brawnen, Narora

Map legend (printed on the scenario map): A – Lance Launcher; B – Reetall; C – Monolant; D – Waygate.

Set-Up

  • Include only content from the Cloudspire base game and The Uprising faction expansion. All other expansion content should be removed.
  • When setting up landmarks, do not add swamp landmarks nearest to each fortress gate. Instead, find the 3 gateport landmarks and place them in 3 separate stacks. Add 3 random landmarks to each stack and shuffle them separately. Use each stack to populate the landmarks for each separate island.
  • Before creating the market, find Londil in the market chips and remove him from the game.
  • The heir fortress gate can be placed in any of the 3 options shown on the map.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Move 4 or more units onto the brawnen fortress gate.
  • Move 4 or more units onto the naroran fortress gate.
  • Move 4 or more units onto the grovetender fortress gate.

Scenario Rules

  • Each of the 3 islands are separate from each other and cannot be connected through earthscaping.
  • The brawnen, grovetender and naroran fortress gates cannot be attacked or damaged.
  • The Uprising and heir units may move onto opposing fortress gate hexes as if they were path hexes. When units move onto an opposing fortress gate, they are immediately removed from the game. Place their chip nearby the fortress that they moved onto to track the number that have done so. These units cannot be used for the rest of the scenario.
  • Unstable may only be triggered if there is a revealed gateport on another island that has either a waygate or the heir fortress gate. When The Uprising uses Unstable, immediately reveal all landmarks on that island.
  • Overload may not be used on gateports this scenario.

Marks

  • Heirs: Narora fortress gate OR brawnen fortress gate OR grovetender fortress gate. Note: The heirs can only mark a fortress gate that is connected to their fortress through path and the use of gateports.
  • The Uprising: Narora fortress gate OR brawnen fortress gate OR grovetender fortress gate. Note: The Uprising minions must mark the opposing fortress gate on the same island as the waygate they deploy from. Since The Uprising may have waygates on multiple islands, it may therefore have multiple marks at a time in this scenario.
  • Narora: Heir fortress gate > waygate closest to the naroran fortress gate.
  • Grovetenders: Heir fortress gate > waygate closest to the grovetender fortress gate.
  • Brawnen Mark: Heir fortress gate > waygate closest to the brawnen fortress gate.

Event Die Results

  • 1–2: Add to the bottom of the brawnen deployment stack: dispatch*, dispatch*.
  • 3–4: Add to the bottom of the naroran deployment stack: arcbright, bishop.
  • 5–6: Add to the bottom of the grovetender deployment stack: vineherald*, vineherald*.

Wave Table

  • Waves 1, 2, & 3 • Heirs, Brawnen, The Uprising, Grovetenders, Narora. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Heirs: 5 CP; The Uprising: Unlimited; Brawnen: Battleborn*, Battleborn*, Battleborn*; Grovetenders: War Briar*, War Briar*, War Briar*; Narora: Conduit, Burnout, Drift.

Wrap-Up

  • The Uprising and heirs will start the next scenario with the same fortress gate health they ended this scenario with.
  • Note which merc units moved onto an opposing fortress this scenario, as they will be the only units available in the market next scenario.

Chapter 6: Count Me Out … In

Waves: 3 Opponent: Londil's followers

Map legend (printed on the scenario map): A – Waygate; B – Londil's Minions deployment hex; C – Londil's Heroes deployment hex; D – Londil; E – Ancient Traxxyr (facedown).

Carryover

  • The Uprising and heir fortress gates start this scenario with the same amount of health they had at the end of the previous scenario.
  • The merc units that moved onto an opposing fortress gate last scenario are the only units available in the market in this scenario. All other merc units should be set aside. These are "Londil's Minions" and "Londil's Heroes" in this scenario.

Set-Up

  • Include only content from the Cloudspire base game and The Uprising faction expansion. All other expansion content should be removed.
  • The market stack should consist of all merc spires and equipment, as well as the merc heroes and minions that moved onto an opposing fortress gate in the previous scenario.
  • The remaining merc units should be separated into two stacks – one for minions and another for heroes. Shuffle each of these stacks facedown and place them near the play area. These are Londil's Minions and Londil's Heroes, respectively.
  • When placing landmarks, only place a swamp landmark closest to the heir fortress gate. Then, create a stack of landmarks that includes the Source geyser and 9 other random landmarks. Use this stack to cover the remaining Source wells.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Defeat Londil.
  • Drop Londil on a hex adjacent to the Source geyser.
  • Use Londil to defeat ancient traxxyr. Outcome: Scenario ends immediately.

Loss

  • Netorut is defeated.

Scenario Rules

  • When Londil is defeated, he does not grant his Source reward and is not discarded. Instead, leave him on his hex facedown. Londil is inactive while facedown. Facedown Londil can be picked up as an item by a player-controlled hero that ends its movement adjacent to Londil's chip. After moving, the hero carrying Londil may drop his chip facedown in an adjacent hex.
  • At the start of a round, if Londil's facedown chip is adjacent to the Source geyser, he flips over, recovers his full health, and becomes an active unit under the control of The Uprising. Londil does not count towards The Uprising's hero limit.
  • Waves end immediately when the last player-controlled minion is defeated OR when the last of Londil's Minions is defeated. Any other minions remain in play for the next wave.
  • Prowl does not trigger in this scenario.

AI Rules

  • While controlled by the AI, Londil does not move.
  • At the start of the Prep Phase, clear Hexes B and C. Then, place the deployment stacks on their respective deployment hexes. Units that have yet to deploy from their deployment hex are treated the same as units on a fortress gate.
  • To create the Londil's Minions deployment stack, shuffle all of the minions in the Londil's Minions stack facedown. Then, flip this entire stack faceup to create a group. Place this group on Hex B as a group with the top unit's health. Players should not have knowledge of the order of the minions in the group until they are revealed.
  • To create the Londil's Hero deployment stack, draw the top chip from the Londil's Hero stack created during set-up. Place it faceup on Hex C with its health.
  • When a Londil's Minion is defeated or discarded, place it in the Londil's Minions stack instead of the market discard. This stack becomes Londil's Minions in the following wave.

Mark

  • The Uprising: Any Londil's Minion. If there are multiple Londil's Minions in play, The Uprising may change its mark to a different Londil's Minion at the start of its turn.
  • Heirs: Any Londil's Minion. If there are multiple Londil's Minions in play, the heirs may change their mark to a different Londil's Minion at the start of their turn.
  • Londil's Minions: Waygate closest to Hex B.
  • Londil's Heroes: Heir fortress gate.

Event Die Results

Draw the top hero from the Londil's Hero stack. Roll the D6 and place this hero on any valid hex on the isle that matches the number rolled.

Wave Table

  • Wave 1 • The Uprising, Heirs, Londil's Followers. Event Phase: no event. Income Phase: 0 Source. Market Phase: skip. Build Phase: as normal. Prep Phase: Heirs: 4 CP; The Uprising: Unlimited; Hex B: [Londil's Minions]; Hex C: Londil's Hero.
  • Wave 2 • Turn Order: The Uprising, Heirs, Londil's Followers. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Heirs: 4 CP; The Uprising: Unlimited; Hex B: [Londil's Minions]; Hex C: Londil's Hero. Add an additional hero to the bottom of this deployment stack for each destroyed waygate in play.
  • Wave 3 • The Uprising, Heirs, Londil's Followers. Event Phase: roll the event die. Income Phase: 0 Source. Market Phase: as normal. Build Phase: as normal. Prep Phase: Heirs: 4 CP; The Uprising: Unlimited; Hex B: [Londil's Minions]; Hex C: Londil's Hero. Add an additional hero to the bottom of this deployment stack for each destroyed waygate in play.

No wrap-up box is printed for this scenario.

Endless Mode

The Uprising is available for you to play as or against in Endless Mode. There are a few modifications to gameplay if you do so:

  • If The Uprising is controlled by AI, place the following merc units in The Uprising's barracks prior to setting up the market:
    • From the base game: Anarchist, Fashioner, Convict, Nomad, Elite Duelist.
    • From The Uprising expansion: Kroob, Yewsel, Infiltrator, Combatant, Zerker Rebel, Omen Rider, Ankarcheologist, Fyreie, Emissary, Source Sniper.
  • When a merc minion controlled by The Uprising is defeated, it is returned to The Uprising's barracks instead of being discarded.
  • If you are playing as The Uprising, the AI minions will collectively mark the waygate that is closest to any of the 3 gateports. The AI heroes' mark is: Closest opposing spire it can damage > closest waygate.

See below for The Uprising's deployment chart when playing against the faction.

The Uprising deployment chart (as printed; the chart's unit lists are abbreviated with "..." on the printed page, and the icons in brackets are unit-cost icons not reproduced here)

  • Waves 1, 2, 3: [Militia Ranger...]
  • Waves 4, 5, 6: ...Infiltrator, Militia Defender...
  • Waves 7, 8, 9: [Netorut – icons]
  • Waves 10, 11, 12: ...Combatant, Zerker Rebel...
  • Waves 13, 14, 15: ...Omen Rider, Ankarcheologist, Anarchist...
  • Waves 16, 17, 18: [Kroob – icons]
  • Waves 19, 20, 21: ...Fyreie, Fashioner, Emissary...
  • Waves 22, 23, 24: ...Convict, Nomad, Elite Duelist, Source Sniper]
  • Waves 25, 26, 27: [Yewsel – 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.
  • Chapter 6: Count Me Out … In
  • Champion of Ankar4860728496
    Champion of Ankar2430364248