Fantasy Defense: The Stone King
Fantasy Defense: The Stone King Rulebook
Table of Contents
Table of Contents
How the Campaign Works
You cannot simply open the box and use everything. Instead, the Stone King Campaign is divided into eight secret chapters that build on one another. Each chapter contains conditions that must be met before the players may open the envelope.
Each chapter always contains two cards. The Story card shows the world of Fantasy Defense, with notes and scraps that advance the narrative. The Rules card introduces new mechanics and concepts, so that you can play with all the components you have just unlocked.
The Rules card gives you additional instructions to remove certain cards before you add everything relevant for the new scenario. For this reason, every card has its own identification number – remove the red-marked cards.
Fantasy Defense is not a legacy game! When everything is finished, you can return to the original version and play that. You can also put all the cards back into the matching envelope and play again from the beginning – or you can make things harder by combining the various elements as you like.
Note: We have tried not to publish the additional content in advance – so if you are a reviewer, or love talking about games (don't we all?), please try to give spoiler warnings before revealing content.
The Stone King Campaign offers a varied and challenging experience for players who already know the Fantasy Defense base game. To this end, we wanted to make the game a bit harder for cooperative players. See the details on the other side.
Welcome to the Stone King Campaign!
Updated 2-Player Rules
- Draw and assign 6 Invaders (not 5) during the Invasion Phase.
- Each player draws their cards all at once; the players do not alternate.
Chapter I: The Rising Tide
Unlock: Complete the base game with both armies to unlock this chapter.
Card codes printed on the pages: a171, a172.
Rules Card
Charge (Immediate) – Choose 1 Defender and remove it from this Gate.
Unnatural Strength (Event) – Either –4 City Morale, or place the last discarded Invader under the Invaders Deck.
Revenge of the Fallen (Event) – For this round, 1 Defender gets +1 Combat Value for each Defender in your discard pile.
Remove and replace:
- Remove 75-78 (Invaders). Replace them with A147-A152.
- Add A141-A142 (Invaders).
Translator's note: Chapter I lists A141-A142 as Invaders; Chapter II removes A141-A142 as Events. Both are transcribed as printed.
New Rule: Events
Events are twists in the flow of battle. They usually offer a choice: either the first or the second effect occurs.
When a chapter tells you to, shuffle them, as shown on the back of the card, into the Invaders Deck.
When an Event is drawn, set it aside and activate it at any time during the Strategy Phase of that turn. Then discard it.
Once the Stone King Campaign has been completed, Events may be added to or removed from the game to tune the challenge to your liking.
Chapter II: Tall Tales
Unlock: Complete the previous chapter with both armies to unlock this chapter.
Card codes printed on the pages: a171, b173 (story), a171, b174 (rules).
Rules Card
Taunting Mockery (Event) – Either –4 City Morale, or draw 1 additional Invader.
Heroic Assault (Event) – Discard 2 hired Defenders to change the Combat Value of 1 Defender to 12. (Ongoing)
Remove and replace:
- Remove 32-37 (Humans). Replace them with B102-B107.
- Remove 40-45 (Elves). Replace them with B108-B113.
- Remove A141-A142 (Events). Replace them with B143-B144.
War Drums (Spell) – For 1 round, 1 Defender gets +10 Combat Value.
Light-Footed (Ongoing) – Instead of moving 1 space, this Defender may move up to 2 spaces during the Strategy Phase.
Stubborn (Ongoing) – This Defender gets +5 Combat Value when fighting an Invader with Combat Value 22 or higher.
Translator's note: the source prints "(andaurnd)" for the ongoing label on Heroic Assault; it is rendered here as "(Ongoing)".
Chapter III: Digging In
Unlock: Complete the base game with both armies to unlock this chapter.
Card codes printed on the pages: a171, c175 (story and first rules page); a171, c176 (second rules page).
Rules Card
Raid on the Supply Line (Event) – Discard X Defenders from your hand to place X besieging Invaders under the Invaders Deck. Or
Translator's note: the printed card ends with "oder" (or) and no second option is printed on the source page; nothing has been added.
Remove and replace:
- Remove 3-13 (Humans). Replace them with C114-C125.
- Remove B144 (Event). Replace it with C145.
Catapult (Immediate) – Once hired, it can no longer be moved. Adds 3 or 4 to the Gate Defense Bonus.
Wall Captain (Ongoing) – X = Gate Defense Bonus.
Meteor Strike (Spell) – Return 2 besieging Invaders to the Invaders Deck.
Chapter IV: Architect of Destruction
Unlock: Complete the previous chapter with the Human army to unlock this chapter.
Card codes printed on the pages: a171, d177 (story); a171, d178 (rules).
Rules Card
Necromancer's Offer (Event) – Either –4 City Morale and take 2 discarded Defenders back into your hand, or nothing happens.
Poisonous Gas (Ongoing) – When this Invader is defeated, shuffle all Defenders involved back into the Defenders Deck.
Note: As usual, discard 1 Defender as a casualty.
Master Tactician (Immediate) – –1 City Morale for each Gate without a Defender.
Brick and Mortar (Immediate) – +1 City Morale.
Summon Effigy (Immediate) – Hire 1 Wooden Effigy at this Gate.
Translator's note: the source prints "Heure ... an" for this card; it is read as the typo for "heuere ... an" (hire).
Wooden Effigy (Ongoing) – Combat Value = 0; it can be chosen as a casualty. When it is discarded, it is placed next to the game board, where it can be hired again with Summon Effigy.
Remove and replace:
- Remove 88-93 (Invaders). Replace them with D153-D156.
- Remove B143 (Event). Replace it with D146.
- Add D126-D128 (Humans).
- Add D129-D137 (Elves).
Chapter V: The Stone King
Unlock: Complete the previous chapter with all armies to unlock this chapter.
Card codes printed on the pages: a171, e179 (story); a171, e180 (rules).
Rules Card
New Rule: Splitting the Armies
Congratulations – you have unlocked the entire Dwarf deck!
Now it is time to split the three armies. From now on, each Defenders Deck is played separately.
The Stone King marches again!
Battle Lust (Ongoing) – +1 City Morale whenever this Defender defeats an Invader.
Remove and replace:
- Remove D155-D156 (Invaders). Replace them with E157-E162.
Relentless Fury (Immediate) – Move the Invader at this Gate to another unoccupied Gate.
Exploding Shards (Ongoing) – If this Invader deals damage, remove it from the game and set the Exploding Shard aside.
Shattering Force (Ongoing) – X = number of set-aside Exploding Shards multiplied by 10.
Chapter VI: Revelations
Unlock: Complete the previous chapter with the Dwarf army to unlock this chapter.
Card codes printed on the pages: a171, f181 (story); a171, f182 (rules).
Rules Card
War Machine (Ongoing) – When building the Invaders Deck, place these cards on the deck. If this Invader plunders unblocked, you immediately lose the game. When defeated, reduce City Morale by half.
Translator's note: the source does not specify whether "auf dem Deck" means on top of or at the bottom of the deck; it is transcribed as "on the deck".
Remove and replace:
- Remove E157-E162 (Invaders). Replace them with F163-F164.
Starting City Morale: 25
Chapter VII: Epilogue
Unlock: Complete the previous chapter with all armies to unlock this chapter.
Card codes printed on the pages: a171, g183 (story); a171, g184 (rules); the Shadow Form card carries g183.
Rules Card
New Rules: The Mercenary
The Mercenary is treated as a Starting card. Like any other Starting card unit, it can be hired during the Strategy Phase. In Cooperative mode, the Mercenary can be hired by other players.
Assassin's Bounty (Ongoing) – –3 City Morale if this Defender takes part in the battle.
Leathery Wings (Ongoing) – Instead of moving 1 space, this Defender may move up to 3 spaces during the Strategy Phase.
Remove and replace:
- Remove F163-F164 (Invaders). Replace them with G165-170.
- Add G185 (Starting card).
Starting City Morale: 15
Shadow Form (Ongoing) – X = number of besieging Shadow Forms (including this one).
Note: This value is updated immediately during play.
| Number of Shadow Forms | Combat Value |
|---|---|
| 1 | 60 |
| 2 | 30 |
| 3 | 20 |
| 4 | 15 |
| 5 | 12 |
| 6 | 10 |
Translator's note: the printed text has seven numbered chapter title pages (I to VII), although the introduction speaks of eight secret chapters. The Shadow Form card on the last page has no chapter heading of its own; it is placed here because its card code (g183) matches the Epilogue pages.