Dwarf King's Hold: Green Menace
Dwarf King's Hold: Green Menace Rulebook
Table of Contents
Table of Contents
Preparing to Play
Before you play for the first time you will need to carefully push the card pieces from their frames and assemble some of the models. If you are an experienced modeller then these models should pose no problems for you. If you have not assembled miniatures before then you will be happy to know that these kits are simple to put together.
Firstly, read Scenario 1 and look at the plastic sprues (the frames that hold the model parts) to decide which pieces you need. Only take off the bits as you need them. This helps you to avoid losing any of the smaller pieces. Gently twist off each piece, taking care not to break the model itself. An even better option would be to use a pair of clippers such as the ones in the Mantic Tool Set (which also includes some Undead models).
Once you have taken off all the parts for the model you are building then you need to assemble them. Some of the models have pegs on one part and holes on the other so that they will clip together. These are the easiest models to assemble and will allow you to play the first scenario.
Of course, you'll eventually want to assemble the rest of the models too. You can stick these together with a small blob of adhesive putty (such as Blu-Tack, Elmer's Tack or Buddies) for a temporary assembly, and use plastic glue or superglue for a permanent bond. Always be sure to follow the safety instructions on all your tools and glues.
The Models
The plastic models in this game represent a number of different types of fighter. The Elves have Spearmen, Bowmen and the incredibly stealthy Sabre-toothed Pussycat.
The Orcs have Ax and Greatax Warriors (Orcs like simple names). There are two Greatax Warriors in the game. These are the models with the two-handed axes. The six Orc Ax Warriors are distinguishable as the ones that carry shields.
The plastic sprues include a variety of optional heads, arms and so on to assemble your models in a number of different ways, so you might want to experiment a little before finally gluing them together.
Game Overview
Dwarf King's Hold - Green Menace is a two-player game where one player takes the part of the brutal Orcs, and the other controls the noble Elves. The game is set in the echoing tunnels of an abandoned Dwarf Hold, where the Elves seek treasures long lost by their ancestors in the wars against the Dwarfs, whilst the Orcs seek any plunder they can carry and take the opportunity to break a few Elf heads.
There are six scenarios to choose from, and each uses the tiles provided with this game to make a different board. In each scenario you control a number of models representing your warriors, which you move across the board and use to fight your opponent's models to achieve the scenario's objective. Different scenarios have different ways of winning, so you will need all your skill and cunning to adapt your tactics to each new challenge.
In the abandoned halls of the Dwarf King's Hold there are many treasures to be found. For some, like the Orcs, these ancient artefacts represent nothing more than an easy source of loot. For others, such as the Elves, there is a significance far beyond mere plunder. The Elves have fought the Dwarfs many times in the last few thousand years, and even in periods of peace the battles of previous generations cast their shadow. Many Elven families have lost precious artefacts along with their fallen heroes. In battle, both sides lay claim to the armours and weapons of fallen foes, and each returns to their own lands laden with trophies. With the Dwarf King's Hold lying undefended, the Elves see their chance to recover items that they believe are rightfully theirs.
Each side has its strengths and weaknesses that combine to form a unique style of play. By swapping sides and trying each scenario from both perspectives, you can gain a better understanding of how both forces work.
Setting up a Game
Follow these simple steps:
- Decide who will play the Elves and who will play the Orcs.
- Choose a scenario to play (see pages 13-21).
- Set up the tiles, models and counters as shown on the scenario's map. The player controlling each model decides which direction it faces at the start of the game.
- Each player takes their own set of twenty tokens and shuffles them face down to form a Reserve pile.
- Each player draws the number of tokens specified in the scenario from their Reserve to form their Token Pool.
- Each player may discard their initial starting Token Pool if they so choose, and replace it with a new starting Token Pool drawn from their Reserve. This option is only available once at the start of the scenario and, if chosen, the player must keep their second Token Pool. Discarded tokens are placed in the Discard pile.
- Before playing, be aware of special rules that may apply to the scenario.
- Start the game.
Playing the Game
Turn Sequence
The Orc player always takes the first turn. After that, players alternate.
During his turn, a player can spend any number of tokens to activate models. When a player has finished his turn, play passes to his opponent. A turn consists of a number of steps carried out in the following order:
-
Spend a token to activate one or more models, resolving the Actions one at a time if the token represents two or more Actions. Repeat this step until you choose to stop or have run out of tokens or models to spend Actions on.
-
Make any Follow On Actions.
-
Discard any unwanted tokens.
-
Replenish your Token Pool from your supply (up to the maximum given in the scenario).
Tokens
Each side has a set of twenty tokens to draw from. These sets are different for each side, but are based on the same types. Tokens will either have a number of Actions on them (1 to 3 per token) or allow a Follow On Action.
The Elf player's token set is made up of 5 x 2 Actions, 13 x 1 Action, and 2 x Follow On Actions.
The Orc player's token set is made up of 4 x 1 Action, 5 x 2 Actions, 4 x 3 Actions, and 7 x Follow On Actions.
During a game, tokens will either be in the Reserve pile (a face-down supply of tokens waiting to be drawn), in a player's Token Pool (the tokens a player can play immediately in his turn) or in the Discard pile (containing used or discarded tokens).
At the start of the game, each player takes their own set of twenty tokens and shuffles them into a Reserve. This can be done by shuffling them together face down on the table to one side of the board, or alternatively you could place them in a cup and draw from that. All that matters is that you draw the tokens at random and avoid mixing up the two sets of tokens.
At the start of a game, each player draws the number of tokens specified in the scenario from their Reserve to form their Token Pool. Each player has a one-off opportunity at the start of the game to discard their starting Token Pool and draw a new one. If they do this then they must use the second Token Pool they draw.
During the game, when it comes to a player's turn they must play at least one token (of any type) from their Token Pool, and can play as many more as they want to and have models to act with. Any tokens that are used are placed in the Discard pile. In addition, a player can choose to discard tokens he doesn't want. Place these in the Discard pile too.
At the end of his turn a player draws as many tokens as he needs to fill up his Token Pool up to the maximum allowed by the scenario.
If you need to draw more tokens and your Reserve is empty then shuffle up the Discard pile to form a new Reserve pile.
Playing Tokens
When it comes to your turn, look at the tokens in your Token Pool. Firstly you must play any Action tokens you want to. Often you will not have enough to act with all of your models, so plan carefully. Depending on what is in your Token Pool, you may then have the option of spending Follow On Action tokens. Once you have spent a Follow On Action in a turn, the only further tokens you may spend that turn are other Follow Ons. Note that a model does nothing unless you spend an Action (or Follow On Action) token on it.
Actions
These tokens are spent to move and fight with your models. Each of your models can have only one Action spent on it in each turn. Spend these tokens one at a time, resolving each completely before moving on to the next. In the case of a token with more than one Action on it, spend the Actions one at a time, resolving each Action completely before moving on to the next.
Each Action allows a single model to move (up to its maximum Move value - see Game Values on the back cover) and then fight (if it ends its movement adjacent to an enemy model in its front arc) or shoot (if the model has the Marksman special rule and is not adjacent to any enemy models).
Follow On Actions
Follow On Actions are both better and worse than normal Actions. They are better because you can play as many as you like on one model, regardless of whether that model has already had an Action spent on it or not. They are worse because they only allow that model to either move or fight - not both. Apart from this they work exactly like Action tokens.
Once you have spent a Follow On Action token, you may not spend any more Action tokens in that turn. However, you may continue to play additional Follow On Action tokens.
Facing
Each model has a front and rear arc (see Diagram A). A model can only attack a target in its front arc.
A model that has had an Action spent on it, or is using a Follow On Action to move (not fight), can change the direction it is facing at any point during its movement (including before it moves) and as many times as it likes in a turn. If a model has not had an Action spent on it, or is not using a Follow On Action to move, then it cannot change facing.
Diagram A: front and rear arcs of a model (diagram not reproduced in this transcription).
Movement
Unless specifically mentioned otherwise, a model can only move if it has an Action (or Follow On Action) spent on it. A model can move one square for each point of Movement it has - see Game Values on the back cover. For example, an Elf Bowman has Movement 8, so can move eight squares. Move the model one square at a time. A model can move into any empty adjacent square. Facing is irrelevant for movement.
Other than the exception detailed below, a model may not move into a square that is already occupied by anything else.
- A model can move into (and stop on) a square containing a Treasure counter.
The only time a model cannot move into an adjacent empty square is if it has to move diagonally and the space is too narrow (see Diagram B).
If a model moves into a square adjacent to an enemy model then it ends its movement immediately. Counters of any sort do not count as models for this rule.
Adjacent
Throughout these rules, whenever the text reads 'adjacent' it always means diagonally as well as orthogonally (across shared sides of a square - up and down, left and right). This means that a model standing in the middle of a large room (away from any walls) would have eight adjacent squares (see Diagram C).
Diagram B: The model at square A wants to move to square B. This is possible as long as the model could legally move to one or other (or both) of the squares marked X. If both of the squares marked X are blocked, then square B is also blocked.
Note that this restriction applies to all types of movement, not just normal Actions. For example, it also applies to movement into rear arcs caused by shield bashes.
Diagram C: All eight shaded squares are considered to be adjacent to this model.
Fighting
While it is activated, a model can attack an enemy model in an adjacent square to its front facing, even diagonally. A model can never attack an enemy in its rear facing. A model does not have to attack if the owning player does not want to. Each fight is between a single model on one side and one or more models on the other. If a fight has more than one model on both sides then it needs to be split (see Splitting Fights on pages 7-8).
To resolve an attack, start by working out how many dice each model has and what their effective Armour is. Each model starts with its basic number of dice and Armour as listed in the section on Game Values (refer to the back cover).
It then loses 1 dice if it is:
- Outnumbered.
- Injured.
- Attacked by a model in its rear arc.
- Attacked by a Free Strike (page 9).
Note that these modifiers are cumulative. For example, a model that is both outnumbered and injured fights at -2 dice. Also note that you only lose 1 dice for being outnumbered by any amount of enemy, not one dice per enemy model.
Minimum Dice & Armour
Each model must roll a minimum of 2 dice. If a model is reduced to 2 dice by modifiers, then any further modifiers reduce the model's Armour value instead of the number of dice thrown.
Armour cannot be reduced to less than 1. Once a model has been reduced to 2 dice and 1 Armour it cannot get any worse and any extra penalties are ignored.
For example, an injured and outnumbered Elf Spearman that is attacked from behind should lose 3 dice. He starts on 4 dice and so can only lose 2 from that, reducing him to 2 dice. The remaining 1 dice penalty is subtracted from his Armour, reducing that to 2. If he attempts to Break Off, he will suffer an additional penalty from a model making a Free Strike, reducing him to the minimum possible (against the attack from his rear arc): 2 dice and 1 Armour.
Resolving Attacks
Both players roll all of their dice at once and sort them out in numerical order, highest to lowest. Pair up the attacker's and defender's dice: highest attack dice with highest defence dice, second highest with second highest, and so on. If the attacker has more dice than the defender, then each extra, unopposed dice is resolved as if the defender had rolled a 1 against it.
For each pair of dice where the attacker has rolled higher than the defender, compare the result scored on the attacker's dice to the defender's Armour. If this result is higher than the defender's Armour then that dice has caused a point of damage.
Total up the damage inflicted and apply the result. Refer to the Damage Table on the opposite page for the effect. When a model is injured or goes into the Green Rage, place the appropriate marker underneath it as a reminder of its condition. Although it is very rare, it is just possible that you could run out of all the Injured counters during a game. If a model gets an Injured result when all nine Injured counters are in play, the model is killed instead of injured.
Only the attacker can cause damage in a fight. No matter how badly you roll, you can't be hurt on your own Action (unless you are Breaking Off from a fight - see page 8).
Damage Table
| Damaged Model is... | 1 Damage | 2 Damage | 3+ Damage |
|---|---|---|---|
| Any Elf or Pussycat | Dodge* | Injured + Dodge* | Dead |
| Any injured Elf or Pussycat | Dodge* | Dead | Dead |
| Any Orc not in Green Rage | Green Rage | Green Rage | Green Rage |
| Any Orc in Green Rage | Dead | Dead | Dead |
* An Elf or Sabre-toothed Pussycat that cannot dodge suffers an additional injury. An Elf or Sabre-toothed Pussycat dies if they suffer a total of two injuries. See pages 11-12 for the full rules for dodging (it's part of the Nimble special rule).
Splitting Fights
A fight normally consists of one model on each side, but sometimes several models from both sides meet up to battle over an important junction or for control of a room. When this happens you need to split up the fight to see who is fighting whom.
A fight needs to be split if there are more than two models from each side in a Ruck. A Ruck is defined as a group of models standing in a linked series of adjacent squares (see Diagram D).
Diagram D: a Ruck of Elf and Orc models standing in linked adjacent squares.
Diagram E: This diagram shows how to split the fight from Diagram D. There is only one legal way to split this fight. Elves 3 and 4 must fight Orc B because they are not in contact with any other enemy. Elf 2 must fight Orc A because Orc A must be involved in a fight. Elf 1 must fight Orc C for the same reason.
The following rules must be followed when splitting fights in a Ruck:
- Every model in the Ruck that has an enemy model in its front arc must be allocated an opponent, even if neither model is currently spending an Action.
- Models that are adjacent to an enemy model may be left without an opponent only if they do not have one in their front arc. However, they may be allocated as an opponent of an enemy model (and thus be involved in a fight anyway) if one is facing them.
- Fights must be split as evenly as possible, so a Ruck containing two models from each side must be split into two one-to-one fights if at all possible. A two versus three Ruck must break down into a one-to-one fight and a one-to-two fight if possible, and so on.
Note that only the active model actually rolls to attack. Fights are split purely to allocate combatants and work out outnumbering.
Diagram F: When you choose how to split this Ruck, Elf 1 must fight Orc A and Elf 2 must fight Orc B. This has to happen because Elf 1 and Elf 2 have no other possible opponents, and as they are adjacent to an enemy model in their front arc, they must be allocated an opponent when the fight is split.
This leaves Elf 3, who could fight either Orc A or Orc B. The Orc and Elf player will split this fight very differently (as they are allowed to). Remember also that a player may split a Ruck differently for each Action.
The Orc player can allocate Elf 3 to fight Orc B when he spends an Action on Orc A, and allocate Elf 3 against Orc A when he spends an Action on Orc B. This means that the Orcs only fight one-on-one, which is to their advantage.
The Elf player, on the other hand, is best served by ganging up on his opponents. In the situation here he can allocate Elf 3 to fight Orc A when he attacks with Elf 1, and when Elf 2 fights Orc B then Elf 3 will back him up. In each case the Orc being attacked will suffer the penalty for being outnumbered.
Breaking Off
A model that starts its turn adjacent to an enemy model may attempt to Break Off from it. This is only possible as long as the first square the model moves into is not adjacent to any enemy models. After moving in to this square, the moving model can move where it likes within the normal rules, stopping immediately if it subsequently moves adjacent to any enemy model.
When the controlling player states that he is trying to Break Off with a model, before he moves it, his opponent gets a Free Strike against the moving model with each of his own models that can attack it (see below). If the moving model survives the Free Strike(s) then it may continue its movement as normal.
Free Strikes
A Free Strike is an attack that takes place out of the normal sequence of play. It does not cost a token to activate. The player conducting the Free Strike chooses how to split the fight. Other than that, resolve the combat normally and in an order chosen by the attacker. As long as the moving model survives the attacks and remains in play it may continue its movement after all eligible models have made their Free Strikes. It survives a Free Strike even if it sustains an Injured marker in the process.
An Example Fight
Imagine that an Elf Warrior is fighting an Orc Ax Warrior in a one-to-one battle with no other modifiers. The Elf has 4 dice and 3 Armour. The Orc has 4 dice and 4 Armour. It is the Elf's turn and the model has an Action token spent on it.
In the movement part of the Action, the Elf could Break Off from combat or could change his facing. Let's imagine that he's happy where he is and move straight on to the fight itself. The Elf player rolls all his dice and gets 6, 3, 2, 2. The Orc player rolls for his Warrior and gets 5, 4, 2, 1. Pairing up these dice we get the following:
- 6 (Elf) v 5 (Orc): The Elf wins and beats the Orc's Armour, causing 1 damage.
- 3 (Elf) v 4 (Orc): The Orc wins and blocks the attack. It suffers no damage.
- 2 (Elf) v 2 (Orc): A draw. The defender wins and blocks the attack. The Orc suffers no damage.
- 2 (Elf) v 1 (Orc): The Elf wins, but doesn't beat the Orc's Armour. He causes no damage.
The total result is 1 damage on the Orc Warrior. Looking at the Damage Table we find that this puts him into a Green Rage.
During the Orc player's turn, one of his Ax Warriors attacks an Elf in a one-to-one battle with no modifiers. Let's say that both players get the same result on their dice rolls as in the previous example. The results would be:
- 5 (Orc) v 6 (Elf): The Elf wins and blocks the attack. He suffers no damage.
- 4 (Orc) v 3 (Elf): The Orc wins and beats the Elf's Armour, causing 1 damage.
- 2 (Orc) v 2 (Elf): A draw. The defender wins and blocks the attack. The Elf suffers no damage.
- 1 (Orc) v 2 (Elf): The Elf wins and blocks the attack. He suffers no damage.
The total result is 1 damage on the Elf Warrior. If the nimble Elf can dodge out of the way then he will do so. However, if there is no clear space to dodge into then the Elf will suffer an injury and an Injured marker will be placed underneath the model to show this. If the Elf suffers a second injury he will die.
Shooting
Elf Bowmen are as heavily armoured as their spear-carrying brethren, but are armed with an elegant bow instead of a spear. The grimy tunnels of the Dwarf King's Hold are not the best place for archery as the ceilings are generally too low and the corridors too winding. However, the Elves are not ones to abandon their ancient battle skills so easily, and can use their archery to good advantage, even here.
Models with the Marksman special rule can attack their enemies at a distance. After a Marksman model has moved it may fight as normal if it is adjacent to an enemy model. If it is not adjacent to an enemy model then it may choose to shoot an enemy it can see. Note that there is never a choice: you will either be adjacent when you can only fight, or non-adjacent when you can only shoot.
Can You See Your Target?
In a normal fight you are standing toe-to-toe with your enemy, so there is no doubt that you can see them. However, with archery you may be dozens of yards away, and your enemy may be running off, trying to duck down a distant tunnel.
Can you see him well enough to take the shot? Draw an imaginary line between the shooting model and the target model to see if anything blocks the shooter's view and stops the shot. Start this line in the centre of the square where the shooting model is standing, and end it in the centre of the square the target is on. If this line goes outside the board area, or crosses any part of a square containing any model apart from a Sabre-toothed Pussycat, then the shot is blocked.
You may not shoot at an enemy model adjacent to one of your own models.
Diagram G: The Elf Bowman can see the squares marked Y, but not the squares marked X. If a model was standing in square Z, then it would obscure the view to square Y beyond it using the same logic as moving across diagonals (i.e. if both sides are blocked then so is the diagonal).
Shooting and Damage
Once you have checked that the target can be seen, the attacker rolls for his marksmanship, while the target rolls to avoid damage. This is the same process as a normal fight, but with different modifiers.
Note that the shooter's number of dice can be reduced below 2, and if it is reduced to zero or less, the shot is impossible.
To resolve an attack, start by working out how many dice each model has and what their effective Armour is. Each model starts with its basic number of dice and Armour as listed in the section on Game Values (refer to the back cover). Following the imaginary line between marksman and target, count the number of tiles the shot has to travel over. More distant targets are harder to hit, so the marksman loses 1 dice for each tile you count after the one he is on.
In addition:
- An injured marksman loses 1 dice.
- The target loses 1 dice if it is attacked by a model in its rear arc.
Both marksman and target roll their dice and work out the result using the rules for Resolving Attacks on pages 6-7.
Special Rules
The special rules for Orcs, Elves, and Sabre-toothed Pussycats are described below.
Greatax
Greatax Warriors wield fearsome axes that are sharp enough to slice through armour with ease. When working out a combat involving a Greatax Warrior, count its opponent's Armour as 2 lower than it would otherwise be. Remember that the minimum value for Armour is 1.
Green Rage
Orcs are dangerous enough when relatively calm, but when they are hurt they become even more terrifying opponents.
The first time an Orc is damaged, regardless of how much damage the attack might have caused, he will go into the Green Rage. A model with the Green Rage gains the following benefits immediately:
- +1 dice
- +2 Movement
However, models in this state are in such an insane fury that they are vulnerable to a skilled warrior who can fight his way past the flailing weapons to land a solid blow. Any damage inflicted on a model suffering from the Green Rage will kill it.
Marksman
The model carries a ranged weapon and may use the shooting rules on page 10 to attack enemies at a distance.
Nimble
Elves are famed for their fluid grace and dexterity, and this serves them well on the battlefield. If a Nimble model suffers damage from an attack, then he might be allowed to dodge out of the way instead of being injured (see the Damage table on page 6). If the Damage table gives a Dodge result, then the model is immediately moved one square away from the attacker.
This movement is free and does not count towards the model's normal movement (so if the model decides to use this move to make a Break Off move it will not count as his first square of movement, and he may move a further 8 squares as normal).
However, a dodge is only allowable if it is made into a square that is not adjacent to the enemy model that actually rolled the attack (see the diagrams below). A dodge may be made into a square that is adjacent to another enemy model even if this model counts as outnumbering the Nimble model.
If the model is making a Break Off attack and must resolve the effects of several attacks before it moves, then you must roll all of the attacks before you dodge the model away. In this circumstance, if the model suffers several dodge results, you should ignore all except the first.
When dodging from Free Strikes caused by a Break Off move you must dodge into a square that is not adjacent to any enemy models at all.
Diagram H: The Elf is attacked by Orc 1 and outnumbered by Orc 2. If Orc 1 makes an attack during its own Action that gives a dodge result for the Elf, then the Elf may dodge into any of the squares labelled Y or Z, but not X as it is adjacent to the attacking model. If Orc 1 makes an attack as a Free Strike in response to the Elf making a Break Off move and that attack gives a dodge result for the Elf, then the Elf may dodge into any of the squares labelled Y, but not X or Z as they are adjacent to an enemy model and this is not allowed for Break Offs.
Shield Bash
Elves are too slight to use their shields as weapons, but Orcs are more than happy to use their shields to smash foes aside.
Instead of making a normal attack, a model with the Shield Bash rule can choose an enemy and push it back into one of its own rear arc squares. There must be an empty square available for the target model to move into. The attacker does not move. The target keeps the same facing and is not damaged. A model cannot be pushed off the board.
Stealthy
Like most cats, the Sabre-toothed Pussycat is able to move with elegance and stealth, slipping through the many shadows of the Hold's tunnels almost unseen and turning up in the most unexpected of places.
When an Action is spent on it, a Stealthy model may move as many squares as it likes. In all other respects, the normal rules for movement apply (for example, stopping when you move adjacent to an enemy model, the rules for Break Offs, and so on).
Scenarios
There are six scenarios included in this game. Each includes a map showing the set-up for the tiles and any models or counters that start on the board. You will also find information concerning the size of Token Pools available to each side, and how to win the game.
It's a good idea to play through the scenarios in order, as they start simple and gradually use more of the rules as they go. This way you will have a good understanding of the basics by the time you come to the more challenging scenarios. When you have played through a scenario, you may want to swap sides and try it again to see how well you do. You may be surprised how different a scenario feels from the other side.
Also, keep an eye on our website at www.manticgames.com for extra scenarios and other free expansions for the Dwarf King's Hold series of games.
Control of a Tile
Sometimes the rules refer to a player needing to 'control' a tile to do something; for example, finding treasure or fulfilling a scenario's victory conditions. The way in which a tile is controlled is the same for each scenario.
A tile can either be controlled by one of the players, or it can be contested (with neither player in control). A tile is contested as long as there are models from both sides on it. If at any point there are models from both sides on a controlled tile then it becomes contested. A player controls a tile if he is the only one with models on it.
Once a player controls a tile, he remains in control of it even if he subsequently moves all his models away. If a model moves onto an empty tile under enemy control, it takes control of that tile.
Treasure
In some scenarios you will need to set up one or more Treasure counters. There are 8 Treasure counters: 5 of value 1, 1 of value 2 and 2 worthless ones.
When Treasure counters are used in a scenario they will either be Open or Hidden. See the scenario set-up rule for which applies in each case. Treasure counters are always placed face down on the board, and you cannot look at a Treasure counter until a model carrying it has moved off the board. As soon as a model does escape with a Treasure counter then you should turn it face up so both players can see. Note that a Sabre-toothed Pussycat cannot carry Treasure counters.
Treasure only counts towards winning a scenario once you have got it safely off the board. If only models from one side remain on the board, then that player immediately gets all Treasure counters remaining on the board. Generally, this means the game ends at this point.
Open Treasure counters are placed in a specific square on the board as defined on the scenario map. If a model moves onto a square containing a Treasure counter then he may pick it up. If a model picks up a Treasure counter then his movement for that Action ends immediately. A model may carry up to two Treasure counters. Place them under the model's base to show that they have been picked up. A model cannot choose to drop a Treasure counter once he has picked it up. A model that dies will leave the Treasure counter(s) in the square where it fell. Carrying a Treasure counter does not affect movement or combat and is not affected by injuries.
Hidden Treasure counters are placed on a tile to show that they are somewhere on that tile. They cannot be picked up by moving over them as they are not obvious as Open ones are. To pick up a Hidden Treasure counter, a model must search for it and have room to carry it when he finds it. A model can find the Hidden Treasure counter in the tile he is on by having an Action (not a Follow On Action) spent on him to do so whilst he controls the tile. He cannot move or fight during a turn in which he searches for treasure. If the model fulfils all these criteria, he is automatically successful in discovering any Hidden Treasure counter in the tile. Immediately place the Treasure counter under the base of the model that found it.
Cave-ins
Some scenarios are set in dangerous and unstable areas of the Hold. If this is the case then the scenario map will show the positions for any Weak Spot and Cave-In markers. The Cave-In marker always begins the game on top of a Weak Spot marker.
After each player has completed their turn, both players roll 1 dice and compare the results. What happens depends on whether the results are the same or different. If the numbers are different (it doesn't matter who rolled higher) subtract the lower from the higher and move the Cave-In marker that number of spaces clockwise around the Weak Spots. For example, if the Elf player rolled a 4 and the Orc player rolled a 2 the difference is 2 so the Cave-In marker moves two tiles clockwise. When moving the marker, only count tiles that are marked as Weak Spots and have not yet collapsed.
If both players roll the same number then that tile caves in. Immediately remove that tile along with any models and counters (except the Cave-In marker) that were on it. These are destroyed. In addition, any other tiles that can no longer trace an unbroken route to an exit point are also removed along with any models and counters that are on them. The Cave-In marker moves a number of spaces equal to the number that both players rolled in the same manner as described above. For example, if both players rolled a 3 then the marker would move 3 tiles. In this way the Cave-In marker will always be sitting on a Weak Spot.
Moving off the Board
Sometimes a scenario requires models to 'move off the board', usually to fulfil a victory condition. A model can only move off the board at an area marked as an exit point on the scenario map.
Moving off the board is simply a case of spending Movement points to move a model up to the edge beside an exit point, and then spending one more Movement point to move off. If this last point is spent Breaking Off from a fight then the enemy model(s) get their Free Strike(s) as normal and the moving model must survive these attacks in order to count as having moved off. In addition, a Nimble model may dodge off the board if it suffers that result from an attack as long as the damage inflicted did not also include an injury that killed it. A model that moves off the board for any reason cannot return to play later.
Scenario 7: We'll Be Back...
Scenario map: the printed map shows the tile layout, with an Elf Exit at the top right and an Orc Exit at the bottom left. The map key marks Elf Spearmen (E) and Orc Ax Warriors (Orc symbol) at their set-up positions. The printed map is not reproduced in this transcription; set up the tiles and models as shown on the printed scenario map.
How could you have missed them? They must have come in a different way. No time to worry about that now: if the Orcs get out first, they will doubtless return with more of their kind. Just as you will, as soon as you tell your kin that the rumours are true: the tombs are untouched. The plunder the Dwarfs stole from your ancestors lies undisturbed. You must ensure that it is you and not the barbaric Orcs that recover it.
Elf Token Pool: 4
Orc Token Pool: 3
The first player to get one of their models with the secret knowledge off the board wins the game.
Special Rule: Secret Knowledge
Both sides have a single model that starts next to their exit point. This model is coming to help, and has not seen the secrets of the tunnels so he cannot win by exiting the map. All other models on both sides have explored the depths and know the secrets of the tunnels. It is this secret knowledge they must get out of the Hold.
A Note on Scenario Numbers: You will notice that the six scenarios in this set begin with number 7. This is not a mistake. Scenarios 1-6 are in Dwarf King's Hold: Dead Rising. Scenarios 7-12 are included here and are the ones you need to play Dwarf King's Hold: Green Menace. As the Dwarf King's Hold series expands, scenario variations, expansions, alternative endings and other extra bits will be added as magazine articles and free online downloads. In order to allow scenarios to be referred to easily and with minimal margin for confusion, each scenario in the whole Dwarf King's Hold series has its own unique number.
Scenario 8: Try Your Luck
Well the Elves is sneaky alright, a bit like Goblins, but now they's got to fight their way past you, and fightin' is what Orcs do best!
Elf Token Pool: 4
Orc Token Pool: 3
Treasure: Open
Scenario map: the printed map shows the Elf & Orc Exit at the top, with 8 Elf Spearmen grouped in the central room, 6 Orc Ax Warriors in the upper room and on the exit tile, the Treasure (Open) counters placed on the outer tiles, and the Weak Spot markers (one of which is the starting point for the Cave-In marker). The printed map is not reproduced in this transcription; set up the tiles and models as shown on the printed scenario map.
The game ends when there are no more Treasure counters left on the board, or when one player's total Treasure is more than his opponent can possibly beat with the Treasure remaining. The player with the most Treasure wins. If both players have equal totals, the player with the value 2 Treasure counter wins the game.
Tactical Thoughts: Stay Here; I'll Get Help. Treasure is only safely yours once it has been removed from the board, but this means depleting your own ranks as the model that carries it cannot return to battle. Balancing the need to stay and fight with the desire to get Treasure safely in the bag is always tricky and forms a major concern for both sides throughout these scenarios.
In some situations you can simply fight to the last and hope you are standing to collect the remaining Treasure when the last foe falls. However, if the tunnels are collapsing around you there may be nothing left to collect, so this doesn't always work. If your opponent gets only one Treasure counter off you may be unable to beat him.
The fact that Treasure counters are hidden from both players until they are carried off the board adds to the tension and excitement of the scenario, and the presence of the value 2 and worthless Treasure counters mean that even a single counter can make a difference. Bold decisions and a little luck are what are needed here. Don't be afraid to take risks and try new tactics. Fortune favours the brave!
Scenario 9: Ready, Steady...
Elf Token Pool: 6
Orc Token Pool: 4
Treasure: Open
The game ends when there are no more Treasure counters left on the board, or when one player's total Treasure is more than his opponent can possibly beat with the Treasure remaining. The player with the most Treasure wins. If both players have equal totals, the player with the value 2 Treasure counter wins the game.
Scenario map: the printed map shows the Elf Exit on the right and the Orc Exit at the bottom centre, with Elf Spearmen (E) and Elf Bowmen (E with B) grouped at the Elf side, Orc Ax Warriors (λ) and an Orc Greatax Warrior (Gx) at the Orc Exit, and the Treasure (Open) counters placed as shown. The printed map is not reproduced in this transcription; set up the tiles and models as shown on the printed scenario map.
Key: E - Elf Spearman; E(B) - Elf Bowman; λ - Orc Ax Warrior; Gx - Orc Greatax Warrior; Treasure (Open).
The Orcs' axes are sharper than their wits, though their animal cunning should not be underestimated. Your speed may get you to the treasure first, but can you keep it?
Tactical Thoughts: Bring A Friend. This scenario introduces the elite troops of both sides, and learning how best to use these models is important in gaining an edge over your opponent. Note that the Elf Bowmen can do everything that the Elf Spearmen can as well as shoot, whereas the Greatax Warriors replace one skill with another (losing Shield Bash and gaining Greatax). This makes it easier to use the Bowmen as they can always stand in for a Spearman. The Greatax Warriors are very good at fighting, but can't help if you need foes barged out of the way.
Scenario 10: Mind Your Head!
Key (scenarios 10 & 11): E - Elf Spearman; E(B) - Elf Bowman; P - Sabre-toothed Pussycat; λ - Orc Ax Warrior; Gx - Orc Greatax Warrior; Treasure (Open); Treasure (Hidden); Weak Point; Weak Point (starting point for Cave-In marker).
Scenario map: the printed map shows the Elf/Orc Exits at the top and the Weak Points and Treasure counters across the tunnels. The printed map is not reproduced in this transcription; set up the tiles, models and counters as shown on the printed scenario map.
Loot is good cos it means more slaves and a bigger axe. Lootin' the bodies of Elves you've crumped is even better than stealin' stuff off dead Dwarfs cos then you get a fight too.
Elf Token Pool: 3
Orc Token Pool: 3
Treasure: Hidden
The game ends when there are no more Treasure counters left on the board, or when one player's total Treasure is more than his opponent can possibly beat with the Treasure remaining. The player with the most Treasure wins. If both players have equal totals, the player with the value 2 Treasure counter wins the game.
Tactical Thoughts: Did the Earth Move For You? With the roof caving in above them, the Orcs have to be quick about grabbing what Treasure they can before it is lost. The Elves will probably be off with some before you can stop them, and so although the Orcs will have more Treasure counters in their possession, getting them off the board so they count towards victory will be hotly contested. Judicious use of Shield Bash to clear a path may well be required.
The Elves are in a position to be very mean here, bottling Orcs up in tunnels that may collapse if they cannot fight their way clear. In this way the Elves can let nature do some of the work for them. The Orcs will obviously try to avoid this happening, but if they want to grab the treasure they cannot just run out, and there is the ever-present question of how many Actions they have to spend...
Scenario 11: No Mercy
The bulk of the Orc horde is elsewhere, ransacking a tomb of no worth to your noble cause. Your scouts further mislead them, drawing them off into the deepest and most dangerous parts of the Hold where little of value lies and the tunnels are liable to collapse at any moment. In these rooms, however, lie the three blades of Scaltherax. It has been two thousand years since they were held by Elven hands, and you cannot afford to lose any of these priceless items. Your shame would be unbearable. You must do whatever is necessary to ensure that the Orcs die here and do not escape to bring back more of their kind or, gods forbid, actually get away with one of the blades. You must not fail.
Elf Token Pool: 3
Orc Token Pool: 3
Treasure: Open
The Orcs win if they get any Treasure counter off the board at either of the exit points shown.
The Elves win if they kill all the Orcs.
Without the Dwarfs to maintain them, the halls of the Dwarf King's Hold are susceptible to damage from earthquakes and other disasters. Some say the rock itself pines for the Dwarfs and this is why it is unstable, others claim that this instability is why the Dwarfs are no longer present in the first place. In either case, the Elf and Orc warriors who brave the tunnels to seek their treasures must take their chances with rock falls and cave-ins.
The Elves have the easier task here as they only have to focus on killing all the Orcs. The Orc player has to concentrate on the actual task at hand rather than the enticing prospect of battering Elves, which can be quite hard.
Scenario map: the printed map shows an Orc Exit at the top right and another Orc Exit at the bottom, with Orc Ax Warriors (λ) in the upper-left room, Elf Spearmen (E) and Elf Bowmen (E(B)) at the exits, a Sabre-toothed Pussycat (P), and Treasure (Open) counters placed in the central room. The printed map is not reproduced in this transcription; set up the tiles, models and counters as shown on the printed scenario map.
Special Rule: Priceless
The Treasure counters used in this scenario should all be value 1. The Elves know fine well what is here and they are willing to die fighting to protect it. None of their ancestral heirlooms can be allowed to fall into the hands of the Orcs.
Tactical Thoughts: How Many Elves? The Orcs are outnumbered more than two-to-one here, and may find that their normal dominance in melee is challenged by simple weight of numbers alone.
Scenario 12: The Green Tide
Tricksy Elves thought they could lose you, did they? Well they was wrong. It took a while to find everyone in the tunnels, though it was easier once you caught one of the Elf scouts and made him blab. They is rubbish in a fight, but pretty good at findin' their way about. You would have kept him longer, but you broke him by mistake. Oh well. Now all your Orcs have arrived and the Elves are going to find out what a real fight is like. You only hope there are enough Elves left to go round.
Scenario map: the printed map shows Elf Entry/Exit points at the top, Orc Entry points at the left, right and bottom, and the Weak Points and Treasure (Hidden) counters across the tunnels, with the Weak Point marked as the starting point for the Cave-In marker. Key: E - Elf Starting Point; λ - Orc Ax Warrior; Gx - Orc Greatax Warrior; Treasure (Hidden); Weak Point; Weak Point (starting point for Cave-In marker). The printed map is not reproduced in this transcription; set up the tiles, models and counters as shown on the printed scenario map.
Elf Token Pool: 7
Orc Token Pool: 3
Treasure: Hidden
The Elves win if they get a total of 5 or more Treasure off the board.
The Orcs win if there are no Elves remaining on the board at any point before the Elves win. If the last Elf leaves the board carrying a Treasure counter then the Elves win if it takes their total to 5 or more, otherwise it is an Orc victory.
Special Rule: Noble Ranks
The Elves that start on the board are only the leading elements of a whole detachment. Start the game with all 20 Elves and one Sabre-toothed Pussycat to one side of the board. The Elf player may choose which of these models he will place in each of the 8 spots marked on the map as starting positions for Elves. The remainder of these models will be available to use during the game as reinforcements.
Elf reinforcements can be moved onto the board by spending an Action on them and counting the first square of the board as their first square of movement. They may enter the board at any of the points marked on the map.
Note that unlike the Orcs, the Elves do not 'recycle' dead models. They have a finite supply of reinforcements.
Special Rule: Endless
Orc models that die are 'recycled' and can come back on as reinforcements. This means that the Orcs have an endless supply of warriors, and can be even more aggressive than usual. Orc reinforcements can be moved onto the board by spending an Action on them and counting the first square of the board as their first square of movement. They may enter the board at any of the points marked on the map.
Game Values
The Game Values table is printed on the back cover of the rulebook, which is not included in the scanned copy this transcription was made from. The values it gives (basic dice, Armour and Movement for each model type) are therefore not reproduced here. Where the rules above refer to "Game Values on the back cover", consult the printed back cover.