Heroes of Might and Magic III: The Board Game – Stretch Goals Regular
Heroes of Might and Magic III: The Board Game – Stretch Goals Regular Rulebook
Table of Contents
Table of Contents
- Component List
- New Elements
- Advanced Settings
- Clash Mode
- Campaign Rules
- Clarification on Some Rules from the Core Game
- Using Different Heroes
- Your Might and Magic Deck Between Scenarios
- Setting the Player's Income
- Neutral Units in AI Armies
- AI Deck Sharing
- Disproportionate Numbers of Cards in the AI Spell Deck and Magic Cards in the AI Deck
- Not Enough Card Copies During Setup
- AI Under Siege – Arrow Tower, Gate, and Walls
- Rules for More Complex Spells
- Inferno Campaign – Makers of Sorrows
- Map Locations
Component List
- 3 × Map tile:
- 3 × Far tile
- 6 × Sea Map tile:
- 4 × Near tile
- 2 × Center tile
- 6 × Subterranean Map tile:
- 4 × Near tile
- 2 × Center tile
- 1 × Mission book
- 1 × Hero model
- 12 × Hero card (double-sided)
- 1 × Manticores card
- 13 × Neutral Unit card
- 8 × Astrologers Proclaim card
- 9 × Artifact card
- 21 × Spell card
- 25 × Ability card
- 72 × Specialty card
- 18 × War Machine card
- 10 × Town card
- 20 × Pandora's Box card
- 5 × Weakness token
- 5 × Time token
- 4 × Force Field token
- 5 × Attack token
- 12 × Land Mine token
- 4 × Subterranean Gate model
New Elements
Subterranean Map Tiles
These tiles work similarly to regular Map tiles, except that you cannot move between a Surface and a Subterranean tile without using a Subterranean Gate or a Town Portal spell. No other move effect from a card can allow you to move from one to the other.
Subterranean Gate
The Subterranean Gate is the way in and out of the Subterranean tile. Tiles that contain a Subterranean Gate are indicated by each scenario's map layout. When you discover a tile with a Subterranean Gate on it, place the tile according to normal rules. Then, choose a field that is adjacent to the Subterranean tile – this is the "entrance" – and place the Subterranean Gate token on both this field and an adjacent hex of the Subterranean tile (each half of the token is placed on a different tile).
Keep in mind that the Subterranean Gate token replaces the field's original location and cannot be placed on blocked fields, other tokens, or fields containing locations required to meet any of the scenario's victory conditions. You can place the token however you wish, provided that it follows the above rules – the scenario map layout only shows which two tiles are connected by the Subterranean Gate, not the exact fields that must be connected.
When a Hero enters a field with a Subterranean Gate, discover the Subterranean Map tile and place it normally, choosing the field that will be replaced by the Subterranean Gate token – this will be the "exit". Then, move the Hero from the "entrance" to the "exit" of the Subterranean Gate without spending additional Movement Points – both fields covered by the Subterranean Gate token (the "entrance" and the "exit") are treated as one location. Once both ends of the Subterranean Gate are placed, it allows traveling both ways.
Monolith Models
A Monolith model marks a field that connects to another Monolith on another tile, allowing Heroes to travel between them. When you discover a tile with a Monolith on it, place the tile according to normal rules and then place the model on the field indicated by the scenario's map layout. Keep in mind that the Monolith model replaces the field's original location and cannot be placed on blocked fields, other tokens, or fields containing locations required to meet any of the scenario's victory conditions. You can place the model however you wish, provided that it follows the above rules.
There are 2 types of Monoliths: One-way and Two-way. A One-way Monolith allows Heroes to travel only from the Entrance Monolith to the Exit Monolith, but not in the opposite direction. A Two-way Monolith, on the other hand, lets Heroes move back and forth with the same Monoliths.
The models representing the Monoliths are always paired and color-coded. You can tell whether you can enter a Monolith or not by the way its model looks. The "winged" portals represent Two-way Monoliths, and the ones without "wings" – One-way Monoliths. An "empty" doorway always marks a One-way Monolith Exit.
Sea Map Tiles
Discovering Sea Map tiles follows the regular placement rules, just like with any other Map tile. Moving over them, however, is somewhat different. Some Sea Map tiles may contain both land and sea fields. You move normally between two fields of the same type (sea to sea, land to land) and when you enter a land field from a sea field. However, when your Hero enters a sea field from a land field, their movement for the turn ends – they do not lose any unspent Movement Points, and they can still use them (for example, to extend Combat resulting from resolving the field they entered), but they cannot move anymore that turn, not even with the help of card effects.
Ship
You can replace your Hero model with a Ship immediately after entering a sea field. Place your faction cube on the Ship to remember which Ship has replaced your Hero. When your Hero enters a land field from a sea field, put the Ship model aside.
Time Tokens
To mark the remaining duration of an Ongoing effect, you can use Time tokens. Just put them on the card or a token that provides the effect and reduce their total value by 1 at the end of the round. When there are no Time tokens left, the effect ends – discard its card or token.
Attack Tokens
A unit with this token gains an additional +1 Attack or +2 Attack, as indicated by the token's side. Each unit can have only one such token at a time – if a unit that already has such a token would gain another one, the player controlling it chooses which one to keep.
Weakness Tokens
A unit with this token suffers −1 Attack or −2 Attack, as indicated by the token's side. Each unit can have only one such token at a time – if a unit that already has such a token would gain another one, the player controlling it chooses which one to keep.
Elemental Damage
You may notice that some units have a special ability that states: "This unit deals elemental damage." In these cases, you perform a normal attack, but the resulting damage works similarly to Damage dealt by spells – it ignores the unit's Defense.
NOTE: Elemental damage isn't affected by a unit's special ability that reduces damage taken from spells.
NOTE: The "Immune" special ability allows a unit to ignore effects from specific sources, such as spells or a School of Magic.
Town Cards
This is a set of 10 cards, each representing one of the factions in the game. If you do not own a specific Expansion, put the card with that faction aside.
You can use these cards at the start of the game to randomize the process of selecting the faction for each player. We recommend doing so in one of the following ways:
- Shuffle the deck and deal 2 Town cards to each player. Each player then chooses their faction from these cards. If you do not own enough Expansions, deal 1 card to each person instead.
- Shuffle the deck and deal 2 Town cards to the first player. The first player chooses one card and passes the other one to the next player. The next player draws 1 more Town card from the deck, selects one card from the two, and passes the other card to the next person. Repeat this until every player has chosen their faction.
You may also use this deck to determine which faction's units will defend the Random Town (see below).
Random Town
When this location is discovered on the map, take the deck of Town cards. Set aside the cards that represent factions already in the game, shuffle the rest of the deck, and draw one card – from now on, this field is defended by that faction's units.
NOTE: You only need to prepare the faction's Unit cards.
When a Hero moves onto a field with a Random Town, they start a siege Combat against these units. Unless stated otherwise, the Random Town is defended by:
- 1 × A Pack of Bronze unit
- 2 × A Pack of Silver unit
- 2 × A Few Gold unit
NOTE: A Bronze unit can be chosen by the player who controls the defending units.
NOTE: During this siege, do not use the "Arrow Tower" card.
Force Field Token
Use this token to mark the effect of the "Force Field" spell – it represents an Obstacle, so only Flying units can move through a space with this token.
Combat board: Place 1 Force Field token on an empty space.
Battlefield board: Place 2 Force Field tokens – instead of one! – on two empty spaces that are adjacent to each other.
Pandora's Box Cards
This set of 20 cards introduces a new way of resolving the effects of the Pandora's Box location. When you visit it, you may – optionally – draw a Pandora's Box card and resolve it instead of the location's regular effect. If you choose to draw a card, you still have to mark the location with a Black cube.
War Machine
These cards can be obtained from the War Machine Factory or Trading Post. If you decide to buy a War Machine from a Trading Post, you cannot use any other Trading Post actions during this visit and must pay additional 3 or 4 Gold for the machine as compared to its cost at a War Machine Factory. Place the War Machine deck within the reach of all players.
War Machine card layout:
- Name
- Effect
- War Machine Factory cost
- Trading Post cost
Manticores Card
This Manticores Unit card is an alternative to the one you can find in the Core Game set. You can use it instead of the regular one to spice things up a bit!
Land Mine Spell
Depending on the Spell Power used, take 2, 4, or 6 Land Mine tokens. Make sure that all of them are taken from the same set and that half of them are empty and half have the 2 Damage symbol. Next, shuffle the tokens face down and place them on chosen empty spaces of the Combat board, 1 per space. If there are not enough empty spaces left to place all of them, discard any leftover tokens. Once they are placed, you can always look at your tokens. When a unit enters a space with a Land Mine token, reveal that token. If it is empty, the unit continues its movement, but if the token shows the Damage symbol, the unit takes 2 damage. If it is still on the board, it continues its activation.
NOTE: Two Land Mine tokens can occupy a single space only if the tokens are placed by different players.
Permanent Cards
These cards either provide you with a bonus or have a condition waiting to be met. When you play a Permanent card, place it in front of you. It stays there until you either discard it or replace it with another Permanent card. A Hero may only have one card of this type at a time.
Cards with the Permanent symbol can be played in the same way as the cards with the Map or Activation symbols.
NOTE: The effect of these cards lasts only as long as they are in play.
NOTE: When a Permanent card is in play, you can still use its effects, either Basic or Expert. But remember, they do not stack – if you use the Expert effect, do not add it to the Basic effect.
School of Magic
Some cards refer to Schools of Magic, and every Spell card belongs to one of the following four of them: Air, Fire, Earth, and Water. Each School has its own border around the symbol.
NOTE: Although "Magic Arrow" belongs to all Schools of Magic, it can benefit from a bonus from only one School at a time. When you cast this spell, you can assign it to one School of Magic for the purpose of determining the bonus.
Advanced Settings
These settings will allow you to additionally customize your game. You can apply any or all of the listed settings to every existing scenario, whether it is from the Core Game or any of the Expansions. They will transform your game, altering the regular balance to add more fun to your experience.
Chaos Cards
Whenever you are about to discard a card, Remove that card instead. Then, take the top card from the deck corresponding to the Removed card and place it in your discard pile.
NOTE: The Statistic and Specialty cards are still discarded normally.
Even if you use a Knowledge card to return a spell to your hand, the spell is still Removed, and you receive a new one from the top of the Spell deck instead.
Gold Pool
This alternative rule for building and managing your army changes the dynamic of multiplayer clash games, improving the experience, particularly in games with an odd number of players. By mitigating the gravity of casualties, it gives the early combatants a fair chance against players with fresh armies and denies them an easy win.
Your pool of resources is now called the Unspent Pool. When you use the Population token to Recruit or Reinforce, instead of placing the Gold and Valuable from your Unspent Pool back in the box, place the resources on a separate pile near your Unit deck – this will be your Reserved Pool. The resources from the Reserved Pool cannot be used.
The next time you use your Population token to expand your army, you will be able to freely change your recruited units, meaning that you can not only buy new units, but also sell the ones you have! When you sell a unit or when it perishes, simply return its costs – both in Gold and Valuable – from your Reserved Pool to your Unspent Pool. You can Recruit and Reinforce as many units as you can afford.
Whenever your unit is flipped from the "Pack" side to the "Few" side, you regain the Reinforce.
Whenever you use a card that reduces a unit's Recruitment or Reinforcement costs, keep it together with the unit's card to remind you how much Gold and Valuable you will regain when the unit perishes or when it is sold (or when it is flipped to the "Few" side, if you used the card to pay the Reinforce). When this happens, return the "discount card" to your hand.
Draft Start
This rule allows you to modify your starting deck by drafting its contents during the game's setup. Recommended for 3+ players.
After choosing your Heroes, instead of creating their normal starting decks, follow the steps below.
For each chosen Hero, take their Starting Ability card from the Ability deck as well as their Level 1 Specialty card and set them aside.
Shuffle the Artifact, Ability, and Spell decks separately. Each player draws the top 2 cards from each of these decks and chooses one of the cards to keep. Then, each player passes the remaining 5 cards to the player on their left. Repeat this step until all of the cards have been taken.
When that happens, the players – once again – draw the top 2 cards from the three decks, choose one to keep, and pass the remaining five to the next player, but this time to the one on their right. Repeat the step until every player has a deck totaling 12 cards drafted this way.
Now, based on the icons shown on their Hero card, each player adds the corresponding Statistic cards to their deck. At this point, a Might Hero's deck should consist of 18 cards, and a Magic Hero's deck – of 17 cards. Each player selects 7 cards from their deck (discarding the rest) and adds them to the two cards they set aside at the beginning. Now, every player has their drafted deck of 9 cards ready.
Neutral Army
We recommend choosing this additional setting when there are no Heroes with unit-oriented Specialty in the game!
When you use a Population token to Recruit units, instead of Recruiting them normally, for every Dwelling you have, draw 2 corresponding Neutral Unit cards. You can Recruit any number of these units if you Pay their Recruit costs. Discard all Units that were not Recruited.
Clash Mode
Ascension
Player Count: A scenario for 4 players.
Scenario Length: This scenario plays out over 10 rounds.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout (the layout is printed as an image in the book, labelled Area A and Area B):
- 4 × Starting (I) Map tile
- 6 × Near (IV–V) Map tile
- 2 × Center (VI–VII) Map tile
- 8 × Far (II–III) Map tile
Starting Resources: Each player starts with the following resources: 10 × Gold, 4 × Building Materials, 0 × Valuable.
Setting a Player's Income: Set the income on your income tracker to: "10" Gold, "0" Building Materials, "0" Valuable.
Starting Buildings: Each player starts with these buildings:
- Bronze Dwelling
- Citadel
Starting Units: Each player starts with the following units:
- 3 × A Few Bronze units
Additional Scenario Rules:
Before the start of this scenario:
- The players split into two teams of two. All members of one team start on the same half of the map and collectively choose their individual Starting tiles.
During this scenario:
- No player may have a Secondary Hero.
- All players in a team are allies and cannot attack one another.
- Allies can transfer resources to one another via the Trading Post.
Victory Condition: The game ends when all duels are resolved. The team that wins all duels wins. If each team has the same number of wins, the game ends in a draw.
Round Tracker: Once all players end their turns on the 10th round, both teams engage in a series of two battles with each other. Each team rolls an Attack die until one rolls higher than the other. The team that rolled higher unanimously chooses two duelists – one from among themselves and one from the opposing team. The remaining two players make the last pair of duelists.
Timed Event: During the 3rd, 6th, and 9th rounds, players can transfer resources to other players without visiting the Trading Post.
Emerald Isles
Player Count: A scenario for 4 players.
Scenario Length: This scenario plays out over 16 rounds.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 4 × Starting (I) Map tile
- 2 × Near (IV–V) Map tile
- 4 × Near (IV–V) Sea Map tile
- 2 × Center (VI–VII) Sea Map tile
- 8 × Far (II–III) Map tile
Starting Resources: Each player starts with the following resources: 13 × Gold, 4 × Building Materials, 0 × Valuable.
Setting a Player's Income: Set the income on your income tracker to: "10" Gold, "0" Building Materials, "0" Valuables.
Starting Buildings: Each player starts with these buildings:
- Bronze Dwelling
- Mage Guild
Starting Units: Each player starts with the following units:
- 3 × A Few Bronze units
Additional Scenario Rules:
During this scenario:
- If your Hero begins their turn on a Sea tile, roll the Attack die before moving. That Hero gains a number of Movement Points equal to the result on the die.
- If a player loses their Town, they immediately remove their Heroes from the game. That player loses the game.
Victory Condition: The player who defeats all the other players wins the scenario.
Round Tracker: If the above condition is not met by the end of the 16th round, the remaining players end the game in a draw.
Timed Event: There are no timed events in this scenario.
Realm of Chaos
Player Count: A scenario for 2 or 4 players.
Scenario Length: This scenario plays out over 14 rounds.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
For a 2-player scenario:
- 2 × Starting (I) Map tile
- 4 × Far (II–III) Map tile
- 6 × Near (IV–V) Map tile
- 1 × Center (VI–VII) Map tile with the Dragon Utopia field (C1)
For a 4-player scenario:
- 4 × Starting (I) Map tile
- 6 × Far (II–III) Map tile
- 4 × Near (IV–V) Map tile
- 1 × Center (VI–VII) Map tile with the Dragon Utopia field (C1)
Starting Resources: Each player starts with the following resources: 10 × Gold, 4 × Building Materials, 1 × Valuable.
Setting a Player's Income: Set the income on your income tracker to: "10" Gold, "0" Building Materials, "0" Valuable.
Starting Buildings: Each player starts with these buildings:
- Bronze Dwelling
- City Hall
Starting Units: Each player starts with the following units:
- 3 × A Few Bronze units
Additional Scenario Rules:
Before the start of this scenario:
- Use Town cards to randomly choose an available faction. From that faction's units create the following AI army to Defend the Dragon Utopia:
- a) 1 × A Pack of Bronze units with the highest Recruitment cost
- b) 2 × A Pack of Silver units
- c) 2 × A Few Gold units
- Prepare a Spell deck for the AI player:
- a) 2 × "Magic Arrow" Spell card
- b) 1 × "Lightning Bolt" Spell card
- c) 1 × "Haste" Spell card
- d) 1 × "Disrupting Ray" Spell card
- Prepare the AI deck:
- a) 3 × Might card
- b) 2 × Magic card
During this scenario:
- When a Hero enters the Dragon Utopia field, they trigger Combat. When the Hero wins the Combat, mark the location as visited by placing their faction cube there. The Dragon Utopia may be visited multiple times – each time by a different faction – so there may be multiple cubes on its field.
- If the starting player defeats the AI army in the Dragon Utopia, each player takes their turn to ensure that everyone has the same number of turns played. When everyone has played an equal number of rounds, the game ends.
- At the beginning of their turn (after gaining income and resolving the Astrologers Proclaim card) every player rolls an Attack die. On a "−1", the player can shuffle the AI Spell deck, draw the top card, and resolve one of the effects below (depending on the card drawn). After resolving the effect, shuffle the card back into the AI Spell deck.
- a) Magic Arrow: Choose one of your units on a "Pack" or a "Few" side. Dismiss this unit from your unit deck.
- b) Lightning Bolt: From your units, choose a Few Silver or a Pack of Bronze unit. Dismiss this unit from your unit deck.
- c) Haste: Your Main Hero gains +1 Movement.
- d) Disrupting Ray: During your first Combat with level I–V Neutral Units this turn, the Neutral Units cannot use their special abilities.
Victory Condition: The players who defeat the AI army defending the Dragon Utopia win the game.
Round Tracker: If the above condition is not met by the end of the 14th round, all players lose the game.
Timed Event: There are no timed events in this scenario.
The 2-player and 4-player scenario map layouts are printed as images on page 17 of the book and are not reproduced.
Loss of Innocence
Player Count: A scenario for 3 players.
Scenario Length: This scenario plays out over 11 rounds.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 3 × Starting (I) Map tile
- 3 × Far (II–III) Map tile
- 3 × Near (IV–V) Map tile
- 1 × Center (VI–VII) Map tile with the Grail field (C2)
Starting Resources: Each player starts with the following resources: 10 × Gold, 2 × Building Materials, 1 × Valuable.
Setting a Player's Income: Set the income on your income tracker to: "15" Gold, "2" Building Materials, "1" Valuable.
Starting Buildings: Each player starts with these buildings:
- Bronze Dwelling
- Mage Guild
Starting Units: Each player starts with the following units:
- 1 × A Pack of Bronze units with the highest Recruitment cost
Additional Scenario Rules:
During this scenario:
- Players can use their deck of Might and Magic when paying gold to defend their Faction Town.
- The number of Movement Points of the Hero with the Grail is decreased by 1.
- If a player's Main Hero is defeated when fighting an enemy Hero, they lose the scenario and are eliminated from the game.
- If a player defeats a Main Hero, they gain 15 Gold. If another Hero defeats the Hero with the Grail token, they also take the Grail token.
- If a Hero with the Grail token surrenders during Combat, the Grail token is placed on the hex where the Hero surrendered.
- If a Neutral Army defeats a Hero with the Grail token, the Grail token is placed on the field where the Hero was defeated.
Victory Condition: The game ends when there is only one player remaining or if a player transports the Grail to their Town. That player wins.
Round Tracker: If the above condition is not met by the end of the 11th round, all players lose the game.
Timed Event: There are no timed events in this scenario.
Crimson and Clover
Player Count: A scenario for 2–4 players.
Scenario Length: This scenario plays out over 14 rounds.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting (I) Map tile per player
- 2 × Far (II–III) Map tile per player
- 3 × Near (IV–V) Map tile
- 1 × Two-way Monolith per player, + 1 additional
NOTE: Place the Two-way Monolith tokens as shown in the map layout. If you add more players than there are tokens available, substitute the missing Monoliths with any other type of tokens and treat them as if they were Two-way Monoliths. If you use Monolith models instead of tokens, you can still substitute the missing models with any type of tokens.
Starting Resources: Each player starts with the following resources: 17 × Gold, 3 × Building Materials, 3 × Valuable.
Setting a Player's Income: Set the income on your income tracker to: "10" Gold, "2" Building Materials, "0" Valuable.
Starting Buildings: Each player starts with these buildings:
- Bronze Dwelling
Starting Units: Each player starts with the following units:
- 3 × A Few Bronze units
Additional Scenario Rules:
During this scenario:
- All Two-way Monoliths are interconnected.
- A player who loses control of their Faction Town or whose Hero is defeated in any Combat loses the game.
- During this scenario, the players cannot surrender.
- When a player defeats a Main Hero, they gain 20 Gold.
Victory Condition: The player who defeats the greatest number of other players by the end of the 14th round wins.
Round Tracker: If the above condition is not met by the end of the 14th round, all players lose the game.
Timed Event: There are no timed events in this scenario.
The Two-way Monolith placement for each player count is printed as an image on page 21 of the book (Player 1 to Player 4) and is not reproduced.
Campaign Rules
By the campaign, we understand a series of scenarios designed for solo play.
Each scenario is divided into two sections: the game-mechanics section and the story section. Only the game-mechanics section is transcribed here (see the note in the Table of Contents).
Campaigns make use of an additional set of rules that are described in the first Mission Book, in the Core Game. Reading them before starting the campaign below may be a good idea.
Clarification on Some Rules from the Core Game
- You cannot surrender to AI Heroes.
- The AI Heroes move after the player.
- When an AI Hero's Skill card calls for drawing a card, draw another AI card and resolve its effect.
- The AI cards that raise Defense or trigger the use of other cards that do so stay on the units till they are used for defending against one attack. Use them in a manner similar to how a real player would use them.
- The bonus from the campaign's scenario setup replaces the default starting bonus.
Using Different Heroes
Although each campaign has its own recommended Hero for whom it is balanced and who is also the main character of the story, you are free to play with any other Hero – there is only one condition, the champion you choose for your cause must belong to the same faction as the recommended Hero.
Your Might and Magic Deck Between Scenarios
After finishing a campaign scenario, follow these steps:
- Return the cards from your hand and the discard pile to your deck.
- From these cards, take out all the Statistic cards and the level 1 Specialty card, and set them aside.
- Now remove the rest of the Specialty cards.
- From the remaining cards, choose 5 and add them to the cards you set aside in the second step – this will be your Starting deck for the next scenario.
- Note down the cards that make your new Starting deck.
If you lose a scenario, reset your deck by removing all the cards that are not part of your current Starting deck.
Remember! Every time you start a scenario, you reset your Hero's Experience Level to 1.
Remember! Spell Scrolls are not part of the deck! You cannot carry them over to the next scenario.
If you choose to change your Hero between the scenarios or when you repeat the scenario with a different Hero, in step 3 replace all of the previous Hero's Statistic cards and the level 1 Specialty card with all of the Statistic cards and the level 1 Specialty card of your new Hero. If the previous Hero had Empowered Statistics cards, you can remove Statistic cards of the same type from the new Hero's deck, and replace them with Empowered Statistic cards of the corresponding type.
In step 4 you can replace any card that remains in the deck after step 3 with the new Hero's starting Ability card and Magic Arrow(s). You can neither add a second copy of the Hero's Ability card to your deck in this way, nor have more than 4 Magic Arrow cards. After replacing the cards, proceed with choosing 5 cards from the deck and adding them to the new Hero's level 1 Specialty card and Statistic cards – this will be your Starting deck for the next scenario.
Setting the Player's Income
At the start of each campaign scenario, set your income by placing your faction cubes on the following spaces of the income tracker on the Town board: "10" Gold, "0" Building Materials, "0" Valuables.
Special rules in each scenario can change the above values.
Neutral Units in AI Armies
Unit cards originating from the Neutral Unit decks are listed in each campaign scenario's AI Hero setup with both their tier (Bronze, Silver, Gold, Azure) and name. Before you start the scenario, find the indicated cards in their relevant Neutral Unit decks.
During setup, if multiple AI Heroes use the same unit, and you do not have enough copies of its card, the AI Heroes must share it – set everything up without that card, and add it to the AI Hero's Army the moment you trigger Combat with them.
AI Skill cards cannot be replaced, so if setup assigns the AI Hero a card that your Hero has, remove the needed card from your Hero's deck and Search (3) the respective card's deck to compensate your Hero for the loss. If the AI Hero is assigned a Spell card that is unavailable, substitute it with a Magic Arrow card. If your Hero is assigned a Spell, Artifact, or Ability card that is unavailable, Search (3) the respective card's deck to get another card in its stead.
AI Deck Sharing
If the setup does not specifically say that a given deck (e.g., a Spell deck) or Skill is to be used exclusively by one AI Enemy Army, you should assume it is shared. After each Combat, shuffle the deck's cards – used and unused – back together.
Disproportionate Numbers of Cards in the AI Spell Deck and Magic Cards in the AI Deck
Sometimes in the AI Spell deck, there are more Spell cards than there are Magic cards in the AI Hero's deck. This is no mistake. Not all spells must be used, some are there for the sake of diversity.
If the AI Spell deck empties before Combat ends, shuffle the AI Spell discard pile to form a new Spell deck. After the Combat, shuffle the Spell deck and the discard pile together.
Not Enough Card Copies During Setup
If you lack some of the cards listed in the setup because they are already in your Hero's Starting deck, you may use other cards instead.
AI Under Siege – Arrow Tower, Gate, and Walls
The Arrow Tower is treated as a Ranged unit of the Silver tier. When it attacks, follow the normal order of targeting enemy units – prioritize other Ranged units of the same tier. If there are no valid targets, the Arrow Tower attacks lower tier Ranged units (in the order of descending tier), and if there still are no valid targets, it attacks higher tier Ranged units (in the order of ascending tier). When there are no Ranged units to target, the Arrow Tower attacks the Ground and Flying units, following the same order. If there is more than one valid target, attack the one that is the closest to perishing – has the smallest difference between its HP and the number of current Damage. If there is still more than one valid target, then you can choose which unit is attacked.
When the Walls and Gate are mentioned in Combat preparation but no additional information on how to arrange them is given, arrange them just like a human player would – place the Gate in front of the Ground unit with the highest Initiative. By default, the units do not attack the Walls – they would rather fly over them to attack their target or move towards it through the Gate. If it is not possible, they take a Defense Action.
Rules for More Complex Spells
In the following campaign, enemies use a number of spells whose effects are not fully compatible with the standard use of AI Magic cards. To fully use their effects, we present extended descriptions of how AI Heroes should use each of these spells.
Spells attacking multiple targets (like Fireball and Chain Lightning) – When activated, target any unit with one or two adjacent units from the player's army, prioritizing the groups where there are more higher-tier units. If there is more than one valid group, attack the one that is the closest to perishing – has the smallest difference between its HP and the number of current Damage. If there is still more than one valid target, then you can choose which unit is attacked. If there are no player units adjacent to one another, target units that are not adjacent to any of the AI units. If that is also not possible, do not use this spell – instead, skip the AI card that activated this effect and put it on the bottom of the Enemy AI deck. Then, shuffle this spell back to the Enemy Spell deck.
Healing spells (like Cure) – When activated, remove the Damage from the AI unit with the greatest value of Damage tokens, starting with the highest tier available. If no AI unit has any Damage, put the AI card that triggered the spell at the bottom of the Enemy AI deck. Then shuffle the "Cure" Spell card back to the Enemy Spell deck.
Single-round buffs (like Fire Shield) – When activated, check the tier of the unit on which you are about to cast the spell and count how many units of the same or higher tier there are on the board. If more than half of them have already activated this turn, do not cast the spell now – instead, place it on the side of the Combat board and play it when the first AI unit activates in the next combat round. Skip drawing the AI card for that activation.
Attack-weakening spells (like Weakness) – When activated, if the AI's activated unit is to perform an attack that will provoke a Retaliation, cast this spell on the Retaliating enemy to lower their Attack. If the AI's unit causes no Retaliation, do not cast this spell – instead, ignore the AI card that activated the spell and put it at the bottom of the Enemy AI deck. Then, shuffle the Spell card back to the Enemy Spell deck.
Instant Defense spells (like Stone Skin) – When activated, put this card on the side of the Combat board, then put a Defense token on the unit with the highest Defense to represent the card's effect – it stays there until the Defense is resolved. If there already is a Defense token on that unit, choose another one in the order of decreasing Defense. In case of a tie in Defense value, give preference to the unit of the highest tier and then to the greatest value of Damage.
Inferno Campaign – Makers of Sorrows
1. A Devilish Plan
The scenario is playable with the Rampart and Inferno Expansions.
Scenario Length: This scenario plays out over 12 rounds.
Player Setup:
- Faction: Inferno
- Faction Hero: Any Inferno Hero
- Faction Army: A Few Magogs, a Few Cerberi
- Starting Resources: 10 × Gold, 2 × Building Materials, 1 × Valuable
- Town Buildings: Bronze Dwelling, Citadel
- Bonus: Choose one of the following options:
- Search (4) the Artifact deck
- Draw cards from the Spell deck until you find two Spell cards from the School of Fire Magic. Add one of these cards to your hand, discard the rest, and shuffle the Spell deck.
- +7 Gold Resources
AI Hero Setup:
- Enemy Heroes: Gold Dragon Queen, Rampart Scouts
- Enemy Armies:
- Gold Dragon Queen's Army: A Pack of Gold Dragons*, a Pack of Unicorns, Gold tier Black Dragons*, Azure tier Faerie Dragons**
- Rampart Scouts: Neutral Army of a level equal to the current round number divided by two (rounded up). If there are fewer than 5 units in the Army, add a Pack of Elves.
- Enemy Decks:
- Gold Dragon Queen's Deck: 3 × Might card, 3 × Magic card
- Rampart Scouts' Deck: 2 × Might card, 1 × Magic card
- Enemy Spell Deck: 1 × "Weakness" Spell card
*The special abilities of both those units change the pattern in which they attack. When they activate, they prioritize groups of adjacent units from the player's army, trying to attack in a way that would allow them to damage more than one target. If there is more than one such opportunity, the dragons will attack the group where there are more higher-tier units. If there is more than one such group, they will attack the one that contains a unit that is the closest to perishing – has the smallest difference between its HP and the number of current Damage. If there is still more than one valid target, then you can choose which unit is attacked. If there are no player units adjacent to one another, target units that are not adjacent to any of the AI units.
**Whenever you activate Faerie Dragons' special ability, target the unit of the highest tier. If there is more than one valid target, attack the one that is the closest to perishing – has the smallest difference between its HP and the number of current Damage.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 3 × Starting (I) Map tile:
- 1 × Castle (S3)
- 1 × Rampart (S4)
- 1 × Inferno (S6)
- 3 × Far (II–III) Map tile:
- 3 × random tile from Castle (F3, F6, F9) and Rampart (F10–F12)
- 2 × Near (IV–V) Map tile:
- 1 × Castle tile with an Obelisk (N3)
- 1 × Rampart tile with an Obelisk (N7)
- 1 × Center (VI–VII) Map tile:
- Center tile with a Dragon Utopia (C1)
Heroes Placement: Place your Inferno Hero on the Town field of the Inferno Starting tile. This tile is already discovered. The Rampart Scouts are represented by three models – use Rampart and Castle Hero models. Keep them handy, they will appear on the map as a result of timed events. The Gold Dragon Queen's Army is represented by the Rampart "Gold Dragons" unit model – place it on the Dragon Utopia field of the Center Map tile.
Additional Rules: During this "Inferno" campaign scenario, the following rules apply:
- Ignore the borders on the Starting Map tiles.
- The Rampart Scouts have only 2 MP, but they ignore the AI Movement rules priority list and go straight to the Gold Dragon Queen's Army using the shortest path possible.
- The Gold Dragon Queen's Army does not move.
- Whenever you defeat an Enemy AI Hero, gain 8 Gold.
- Entering a field with an Obelisk triggers a story event listed in the timed events section.
Win/Lose Conditions:
Win: You must defeat the Gold Dragon Queen's Army.
Lose: You fail the scenario if any one of the Rampart Scouts enters the field with the Gold Dragon Queen's Army model, if your Hero is defeated in any Combat, or if you lose control of your Faction Town. You can still retreat from Combat with non-Azure tier Neutral Armies.
The Castle Starting tile and Rampart Starting tile are shown as images on page 27 of the book and are not reproduced.
Timed Events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- The Main Hero loses one Movement Point.
- Read the "Xex Loyalty" section below. (This section contains no rule instructions.)
- 4th Round:
- Read the "Report on AvLee Forces" section below. (This section contains no rule instructions.)
- Place a Rampart Scouts model on the Town field of the Castle Starting Map tile.
- 6th Round:
- Read the "Warships on the Southern Coast" section below. (This section contains no rule instructions.)
- Place a Rampart Scouts model on the Town field of the Rampart Starting Map tile.
- 8th Round:
- Place a Rampart Scouts model on the Town field of the Castle Starting Map tile.
- 12th Round:
- If you do not secure victory by the end of this round, you are defeated.
When you enter a field with an Obelisk without your faction cube:
- Read the "Seer's Hut" section below.
When you complete the scenario:
- Read the "The Iron Approach" section below. (This section contains no rule instructions.)
Seer's Hut
Choose one of the options below. After resolving the event, place your faction cube on the field.
- Shaman's Advice: Discover one Far Map tile, then put your faction cube at all locations providing resources. When resolving the location's effect, take the faction cube and double the resource gained. For Mines and Settlements, double only the one-time bonus, not the income.
- Rummaging through the Ruins: Spend 1 Movement Point to roll 2 Resource dice. All results providing Valuable are resolved normally. For every other result, gain 1 Building Materials instead.
Xex Loyalty
(Story section – no rule instructions.)
Report on AvLee Forces
(Story section – no rule instructions.)
Warships on the Southern Coast
(Story section – no rule instructions.)
The Iron Approach
(Story section – no rule instructions.)
2. Strike the Iron While It's Cold
The scenario is playable with the Rampart and Inferno Expansions.
Scenario Length: This scenario plays out over 13 rounds.
Player Setup:
- Faction: Inferno
- Faction Hero: Any Inferno Hero
- Faction Army: A Few Cerberi
- Starting Resources: 25 × Gold, 2 × Building Materials, 2 × Valuable
- Town Buildings: Bronze Dwelling, Silver Dwelling, Citadel, Castle Gate
- Bonus: Choose one of the following options:
- Gain a Secondary Hero and add a Few Demons to your army
- +20 Gold Resources
- Add a Few Evil Eyes, a Few Medusas, and a Few Minotaurs to your army
AI Hero Setup:
- Enemy Heroes: General Kendal, First Wave of Ironfist Vanguard, Second Wave of Ironfist Vanguard
- Enemy Armies:
- General Kendal's Army: A Pack of Elves, A Pack of Zealots, a Pack of Unicorns, a Few Pegasi, a Few Archangels, Wall, Gate, and Arrow Tower cards
- First Wave of the Ironfist Vanguard: A Pack of Marksmen, Level IV Neutral Army*
- Second Wave of the Ironfist Vanguard: A Pack of Crusaders, Level V Neutral Army*
- Enemy Decks:
- General Kendal's Deck: 2 × Might card, 4 × Magic card
- First Wave of Ironfist Vanguard's Deck: 1 × Might card, 1 × Magic card
- Second Wave of Ironfist Vanguard's Deck: 3 × Might card, 1 × Magic card
- Enemy Spell Deck:
- 1 × "Cure" Spell card
- 1 × "Weakness" Spell card
*See page 35, "Field Difficulty Level Table" in the Core Rulebook, for further details on the number of Neutral Units you have to draw for this Neutral Army.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 2 × Starting Map tile (I):
- 1 × Castle (S3)
- 1 × Inferno (S6)
- 2 × Far Map tile (II–III) for the top of the map:
- 2 × random tiles from Inferno (F16–F18), Necropolis (F1, F4, F7), and Dungeon (F2, F5, F8)
- 6 × Far Map tile (II–III) for the bottom of the map:
- all Far tiles from Castle (F3, F6, F9) and Rampart (F10–F12)
- 4 × Near Map tile (IV–V):
- 2 × Necropolis (N1, N4)
- 2 × Inferno (N11, N12)
- 1 × Center Map tile (VI–VII):
- Center tile with a Random Town (C5)
Heroes Placement: Place your Inferno Hero on the Town field of the Inferno Starting tile. This tile is already discovered. The waves of the Ironfist Vanguard are represented by the Rampart and Castle models. Keep them handy, they will appear on the map as a result of timed events. General Kendal does not have a model and does not appear on the map.
Additional Rules: During this "Inferno" campaign scenario, the following rules apply:
- You cannot Recruit a Secondary Hero.
- Whenever you draw an Astrologers' Proclaim card that changes the number of available Movement Points or removes Black cubes from the map, ignore the card and draw another one.
- Ignore the borders on the Starting Map tiles.
- The Enemy Heroes ignore the AI Movement rules (but still have 3 MP) and go straight to the nearest player's Hero model or Town, using the shortest path possible.
- Whenever you defeat an Enemy AI Hero, gain 10 Gold.
- Whenever one of your Towns is defeated, place a Black cube on it and Remove that AI army model from the map. From that moment forward, AI Heroes will treat that Town as an empty field.
- Find the following cards in the Neutral Unit decks and use them to form a new deck called Delaying Troops Reinforcements:
- a) Bronze: Harpies, Evil Eyes, Troglodytes, Familiars, Magogs, Cerberi
- b) Silver: Medusas, Minotaurs, Demons, Pit Lords
- c) Gold: Manticores, Black Dragons, Efreet, Arch Devils
- In your Hero's absence, you can defend your Towns with a special army deck called the Delaying Troops. This stack of cards is separate from your Hero's Army. It starts as empty, but at the start of the game you will get your first chance to Recruit some units to it. Later during the course of the game, when you use the Population token to Recruit units, instead of Recruiting them to your Army, you can Recruit units to the Delaying Troops. Note, that in this case you don't Recruit them from your faction units, but from the Delaying Troops Reinforcements deck described above.
- Both of your Heroes, as well as the Delaying Troops, can use your Deck of Might and Magic and Expert effects.
- After Combat, if you are at least 2 cards below your Limit, draw 2 cards.
Win/Lose Conditions:
Win: You must flag every Obelisk on the map and then capture the Castle Town.
Lose: You fail the scenario if your Hero is defeated in any Combat. You can still retreat from Combat with non-Azure tier Neutral Armies or lose control of any of your Towns.
Timed Events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- Read the "Marching Through Hell to Create Hell" section below. (This section contains no rule instructions.)
- Your Hero immediately gains one level of Experience – instead of Searching (2) the Ability deck, look for a "Logistics" Ability card and add it to your starting hand.
- Recruit units to your Delaying Troops. This Recruitment does not count as a town action or require flipping the Population token.
- Place your faction cube on the Random Town field of the Center Map tile. You control it.
- Discover the 2 bottommost Far Map tiles of the map. Rotate them so that the empty fields are at the very bottom of the map (if possible), then place 2 Castle faction cubes (Blue) on one of the empty fields, and 3 Castle faction cubes on the other.
- 2nd Round:
- Place an Ironfist Vanguard model on the field with 2 Castle faction cubes.
- Till the 8th round, all Ironfist Vanguard models on the map represent the First Wave of the Ironfist Vanguard.
- 3rd Round:
- Place an Ironfist Vanguard model on the field with 3 Castle faction cubes.
- 5th Round:
- Place an Ironfist Vanguard model on the field with 2 Castle faction cubes.
- 6th Round:
- Place an Ironfist Vanguard model on the field with 3 Castle faction cubes.
When you enter a field with an Obelisk without your faction cube:
- Pay 5 Gold and 1 Valuable, then put your faction cube on it. If you cannot pay, skip this point.
- Gain 1 Movement Point.
When your Hero enters the Town field of the Castle Starting tile:
- Read the "Final Connection" section below.
- Start Combat with General Kendal's Army.
When you complete the scenario:
- Read the "A Victory Nobody Needed" section below. (This section contains no rule instructions.)
The Castle Starting tile and the Rampart Starting tile are shown as images on page 27 of the book and are not reproduced.
Marching Through Hell to Create Hell
(Story section – no rule instructions.)
We Are Surrounded
(Story section – no rule instructions.)
Final Connection
When putting General Kendal's Army on the Combat board, place the Pack of Unicorns in front of the Gate card (on Kendal's side of the Combat board).
(The rest of this section is narrative.)
A Victory Nobody Needed
(Story section – no rule instructions.)
3. Keepers of Sorrows
The scenario is playable with the Conflux and Inferno Expansions.
Scenario Length: This scenario plays out over 13 rounds.
Player Setup:
- Faction: Inferno
- Faction Hero: Any Inferno Hero
- Faction Army: A Few Familiars, a Few Magogs, a Few Cerberi
- Starting Resources: 8 × Gold, 1 × Valuable
- Town Buildings: Bronze Dwelling, Silver Dwelling, Citadel, Castle Gate, Brimstone Stormclouds
- Bonus: Choose one of the following options:
- Search (5) the Artifact deck
- Draw cards from the Spell deck until you find three Spell cards from the School of Fire Magic. Add one of these cards to your hand, discard the rest, and shuffle the Spell deck.
- Reinforce Few Cerberi to a Pack.
AI Hero Setup:
- Enemy Heroes: Eternal Ocean, Crystal Guards, Fire Keepers
- Enemy Armies:
- Eternal Ocean's Army: A Pack of Storm Elementals, a Pack of Ice Elementals, a Pack of Magic Elementals, Gold tier Enchanters
- Crystal Guards' Army: A Pack of Magma Elementals, Gold tier Diamond Golems, Azure tier Crystal Dragons
- Fire Keepers' Army: A Pack of Energy Elementals, a Pack of Phoenixes, Azure tier Phoenixes
- Enemy Decks:
- Eternal Ocean's Deck: 1 × Might card, 2 × Magic card, 3 × Skill card
- Crystal Guards' Deck: 4 × Might card, 2 × Skill card
- Fire Keepers' Deck: 1 × Might card, 3 × Magic card, 2 × Skill card
- Enemy Spell Deck:
- 1 × "Chain Lightning" Spell card
- 1 × "Cure" Spell card
- Skills:
- Eternal Ocean's Skill: "Summon Water Elemental" Spell card*
- Crystal Guards' Skill: "Summon Earth Elemental" Spell card*
- Fire Keepers' Skill: "Summon Fire Elemental" Spell card*
*Whenever this Skill card is activated, put one Conflux faction cube on this Spell card. Whenever there are two such cubes on the card, and fewer than 2 Fire, Earth, or Water Elementals in the AI Army in Combat, remove all the cubes from the Spell card and cast Summon Elemental with Spell Power 4. Place the summoned unit in the first empty space of the frontline, counting from the leftmost side of the AI player. If the AI deck runs out of cards, and there is still a cube on the Spell card, cast Summon Elemental with Spell Power 2.
Map Setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting Map tile (I):
- 1 × Inferno (S6)
- 2 × Far Map tile (II–III):
- 2 × random tile from Inferno (F16–F18)
- 6 × Near Map tile (IV–V):
- all Near tiles from the Core Game (N1–N6)
- 3 × Elemental Near Map tile (IV–V):
- 1 × random Elemental Fire tile (N14, N15)
- 1 × random Elemental Water tile (N16, N17)
- 1 × random Elemental Earth tile (N20, N21)
NOTE: Place 3 One-way Monolith tokens as shown in the map layout.
Heroes Placement: Place your Inferno Hero on the Town field of the Inferno Starting tile. This tile is already discovered. The AI Heroes do not have models or appear on the map.
Additional Rules: During this "Inferno" campaign scenario, the following rules apply:
- Whenever you defeat an Enemy AI Hero, gain 5 Gold.
- Your Secondary Hero cannot enter the fields with an Obelisk.
- Entering a field with an Obelisk triggers a story event listed in the timed events section.
Win/Lose Conditions:
Win: Defeat all three Enemy Heroes.
Lose: You fail the scenario if your Hero is defeated in any Combat. You can still retreat from Combat with non-Azure tier Neutral Armies.
Timed Events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- Read the "Changes, Changes" section below. (This section contains no rule instructions.)
- Your Hero immediately gains one level of Experience – instead of Searching (2) the Ability deck, Search (4) the Ability deck.
- [2nd Round – no heading is printed in the book for these two instructions, which sit between the 1st and 3rd Round entries]:
- Place the Secondary Hero on the empty field of the Starting Inferno tile.
- From this turn onward, all Near Map tiles with the exception of the Elemental ones have their Combat difficulty level decreased by one till the end of the scenario (see page 35, "Field Difficulty Level Table" in the Core Rulebook) – so level IV becomes level III and level V becomes level IV.
- 3rd Round:
- Read the "The Truth Will Set You Free" section below. (This section contains no rule instructions.)
- 6th Round:
- Read the "Patience Is Not Devils' Strong Suit" section below. (This section contains no rule instructions.)
- 9th Round:
- Read the "Plans in the Plans" section below. (This section contains no rule instructions.)
- If you have not defeated at least one AI Hero by this time, you must do so by the end of this round. Or else you will lose the scenario.
- From this turn onward, all Elemental Near Map tiles have their Combat difficulty level increased by one till the end of the scenario (see page 35, "Field Difficulty Level Table" in the Core Rulebook) – so level IV becomes level V and level V becomes level VI.
When you visit an Obelisk without a Black cube:
- Place your faction cube on the Obelisk.
- Gain 1 Movement Point.
- Place your Main Hero on the Monolith token adjacent to an undiscovered tile.
When your Hero enters the last non-Flagged and non-empty field of the Elemental Earth tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Crystal Guards.
- After defeating them, move your Main Hero to the Obelisk with your faction cube.
- Remove the cube from the Obelisk and put a Black cube in its place.
When your Hero enters the last non-Flagged and non-empty field of the Elemental Fire tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Fire Keepers.
- After defeating them, move your Main Hero to the Obelisk with your faction cube.
- Remove the cube from the Obelisk and put a Black cube in its place.
When your Hero enters the last non-Flagged and non-empty field of the Elemental Water tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Eternal Ocean.
- After defeating it, move your Hero to the Obelisk with your faction cube.
- Remove the cube from the Obelisk and put a Black cube in its place.
When you complete the scenario:
- Read the "All's Well That Ends Bad" section below. (This section contains no rule instructions.)
The Elemental Near Map tiles are shown as images on page 38 of the book and are not reproduced.
Changes, Changes
(Story section – no rule instructions.)
The Truth Will Set You Free
(Story section – no rule instructions.)
Patience Is Not Devils' Strong Suit
(Story section – no rule instructions.)
Plans in the Plans
(Story section – no rule instructions.)
About Your Mother
(Story section – no rule instructions.)
All's Well That Ends Bad
(Story section – no rule instructions.)
Map Locations
Flotsam
Category: Visitable
Gain 2 Building Materials.
Sea Barrel
Category: Visitable
Roll and resolve 1 Resource die.
Shipwreck Survivor
Category: Visitable
Search (2) Artifact deck.
Buoy
Category: Visitable
Gain a Positive Morale token.
Shrine of Magic Gesture
Category: Visitable
You may Search (2) the Spell deck.
Temple of the Sea
Category: Visitable
Gain 10 Gold and Search (2) Artifact twice.
Shipwreck
Category: Visitable
Roll and resolve 2 Resource dice.
Shrine of Magic Incantation
Category: Visitable
You may pay 3 Gold to Search (2) the Spell deck.
Sea Chest
Category: Visitable
Roll 1 Attack die. Depending on the result, do the following:
- Attack +1 – Search (1) Artifact deck.
- Attack 0 – Gain 5 Gold.
- Attack −1 – Gain nothing.
Jetsam
Category: Visitable
Roll 1 Attack die. Depending on the result, do the following:
- Attack +1 – Roll and resolve 2 Resource dice.
- Attack 0 – Roll and resolve 1 Resource die.
- Attack −1 – Gain nothing.
Derelict Ship
Category: Visitable
You may Search (2) the Artifact deck. If you do so, you also gain 2 Gold.
Mermaid
Category: Visitable
The Hero who entered this field gains 1 additional MP this turn. You also gain a Positive Morale token.
Grave
Category: Visitable
Gain a Negative Morale token, 3 Gold, and Search (1) Artifact deck.
Mine: Sawmill
Category: Flaggable
Sawmill works just like any other mine. If you capture a mine that has not been previously owned by any player, it immediately provides you with its income. Additionally, depending on its type, it will passively generate income at the beginning of each Resource round:
- Sawmill: 2 × Building Materials
Subterranean Gate
Category: Revisitable
When you enter this location, move to the connected location on the adjacent tile. This location allows you to enter or exit Subterranean tiles.
Random Town
Category: Flaggable
When you Flag a Random Town that has not been previously owned by any player, it immediately provides you with 10 Gold. Additionally, it will passively generate income at the beginning of each Resource round: 10 Gold. See more details on page 7 "Random Town".
NOTE: The tile with this location can be used only if there is at least 1 faction unused in this game.
Cyclops Stockpile
Category: Visitable
When preparing the Neutral Army guarding this location, instead of drawing 1 Azure unit, find 2 Gold Cyclops and add them to the Neutral Army (look for them first in the Gold discard pile, and then in the Gold Neutral Unit deck). If you win the Combat, roll and resolve 4 Resource dice. Any additional effects depend on the scenario.