Conan: Baal-pteor
Conan: Baal-pteor Rulebook
Table of Contents
Table of Contents
The Zamboula Strangler
Winning the Game
- If the heroes help the Captain flee the citadel before the end of turn 8; the heroes win the game.
- If the Overlord prevents the Captain from fleeing the citadel by the end of turn 8; the Overlord wins the game.
Setup
The game starts with the heroes' turn.
Suggestions for 4 heroes:
- Conan Mercenary (Conan's Sword).
- Amboola (Pirate Saber).
- Taurus (Parrying Dagger and Throwing Knives).
- Pelias (Ring, Hand of Death, Lightning Storm, Set's Bite and Bori's Rage).
After setup, each hero moves 5 gems from their Reserve zone to their Fatigue zone.
The Overlord starts with 9 gems in their Reserve zone and 3 in their Fatigue zone, and places the recovery token showing a recovery value of "7" in the Book of Skelos.
Reinforcement: 3 reinforcement points (flame icon).
The Overlord unit cards shown for this scenario are: Pirates, Pirates, Baal Pteor, Bossonian Guards, Pirates, Baal Pteor. Their statistics are printed on the cards as graphics and are not reproduced here.
Special Rules
Ring: During setup 4 red gems are placed on the Ring card. These gems can be used by the hero carrying the Ring only to cast spells. When the hero carrying the Ring wants to use these red gems to cast a spell, they move them from the Ring card to the spell card. The gems used in this way must not raise the total number of gems on the spell card above its exertion limit. A hero can combine the red gems with their own gems from their Reserve zone to cast a spell. During the start phase and the end phase of each heroes' turn, the carrier of the ring moves the red gems from the spell cards to the Ring card. The red gems of the Ring card are never counted when calculating the life points of a hero.
Baal Pteor: When he dies, the key he is carrying falls to the ground, the Overlord then places the Key equipment card on the area where Baal-pteor was. A hero can then pick it up by performing a simple Manipulation.
Doors: A hero in an area adjacent to a door can perform a complex Manipulation with a difficulty of 4 to pick the lock. If the hero succeeds, the door is removed from the board. A hero carrying the key can open the doors by performing a simple Manipulation. Overlord units can pass doors freely. If an Overlord unit passes through a door, the door is removed from the board. The doors circled in red are shutters. They follow the same rules as doors regarding lock-picking. A model can never move between the two areas that a shutter separates, whether it is opened or not. Opening a shutter simply creates a line of sight between the two areas it separates.
Bossonian Guards and Captain: During setup, the heroes place 2 Bossonian Guard models without their colored base and the Captain model as well as their corresponding tiles beside the board. The Overlord places the Captain's life point token (Captain icon) on space 4 of the turn track.
Cells: During setup, the Overlord randomly places the 3 tokens numbered 1 to 3 on the board as indicated by the setup diagram. These tokens represent the prison cells holding the Captain and the two Bossonian Guards. When a hero has line of sight to an area containing a Cell token, the hero flips that token faceup. If a token numbered 2 or 3 is revealed, the Cell token is replaced by a Bossonian Guard model without a colored base. If a token with the number 1 is revealed, the Cell token is replaced by the Captain model. The Bossonian Guard and Captain models are considered as heroes' allies. The heroes can activate them using their Leadership skill.
Fleeing the citadel: A hero or an ally can flee the citadel from an area outside the citadel to the west of the board indicated by 1 on the diagram, by spending movement points as though they were moving across a border. The model is then removed from the board. Once a hero or an ally has fled, they cannot be returned to the board. The Overlord units cannot flee the citadel.
Leaping From/Climbing a Balcony: A character can move across a railing from a balcony area to a ground floor area as though it were a border. The character rolls two falling-damage dice (yellow dice icons) for falling damage. If the character has Leap, the character rolls one yellow die icon instead. A character with Climb can move across a railing from a ground floor area to a balcony area by spending 1 extra movement point.
Pit: A character must spend 1 extra movement point to move out of the pit area.
Cellar windows: The cellar windows do not block line of sight.
Chests: During setup, the Overlord places 4 chests on the board as indicated by the setup diagram. The asset deck contains: 1 Explosive Orb, 1 Axe, 1 Zingarian Breastplate, and 1 Life Potion.