Heroes of Might and Magic III: The Board Game – Inferno Expansion
Heroes of Might and Magic III: The Board Game – Inferno Expansion Rulebook
Table of Contents
Table of Contents
Component List
- 7 × Map tile:
- 1 × Starting tile
- 3 × Far tile
- 2 × Near tile
- 1 × Center tile
- 1 × Town board
- 1 × Mission book
- 1 × Player's Aid
- 2 × Hero model
- 1 × Town model
- 7 × Unit model
- 2 × Hero card (double-sided)
- 7 × Unit card
- 7 × Town Building tile
- 7 × Neutral Unit card
- 3 × Astrologers Proclaim card
- 4 × Artifact card
- 6 × Spell card
- 5 × Ability card
- 12 × Specialty card
- 7 × Statistic card:
- 2 × Attack card
- 2 × Defense card
- 2 × Power card
- 1 × Knowledge card
- 20 × Empowered Statistics card
- 9 × Gold token:
- 3 × "1 Gold"
- 3 × "3 Gold"
New Elements
Empowered Statistic Card
These cards work the same as Statistic cards but have only one effect and do not need to use your Expert effect. By visiting a Star Axis, you can swap one of your Statistic cards for an Empowered one of the same type. You will also be able to gain these cards from other sources, such as new Artifact, Ability, and Astrologers Proclaim cards.
Empowered Statistic cards show: 1. Name, 2. Basic Effect.
Statistic cards show: 1. Name, 2. Basic Effect, 3. Expert Effect.
Summon
Allows you to add a unit to the Combat board during Combat. If a unit performs a Summon action, place the summoned unit adjacent to the summoning unit. Summoned units activate in the round they were summoned if their initiative is lower or equal to the initiative of the currently activated unit. Otherwise, treat them as if they already activated this Combat round. After Combat, unless stated otherwise, the summoned units are added to your unit deck.
NOTE: Pit Lords' spiral-symbol action can be used only once per Combat. This effect cannot Summon the Demons from the Silver Neutral Unit deck. If you choose to Reinforce your Demons unit, you may pay no gold.
(The Pit Lords' action is printed as a spiral symbol; the booklet gives no written label for it.)
Random Town
When this location is discovered on the map, each player rolls 2 Resource dice. The player with the highest raw sum of resources on their dice gets to choose a faction (except for the factions that already are in the game); 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 on 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 units
- 2 × A Pack of Silver units
- 2 × A Few Gold units
NOTE: The Bronze unit can be chosen by the player who controls the defending units.
NOTE: During this siege, do not use the "Arrow Tower" card.
Efreet Units Immunity
The special ability of a Pack of Efreet Unit and the Efreet Neutral Unit allows them to ignore damage from the spells belonging to the Fire School of Magic.
NOTE: Effects other than damage work normally on these units.
Spell cards belonging to the Fire School can be identified by the border around the symbol.
Schools 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:
- School of Fire
- School of Water
- School of Air
- School of Earth
NOTE: Although "Magic Arrow" belongs to all Schools of Magic, it can benefit from a bonus from only one School at a time.
Map Locations
In Inferno Expansion, you will find more tiles with new locations to discover. For the complete list of the locations, see below.
Town
Category: Flaggable. This is a player's starting field. If a player captures a Town, they gain a bonus depending on the scenario.
Settlement
Category: Flaggable. When you Flag a Settlement, you may select your reward from a number of bonuses. If you capture a Settlement that has not been previously owned by any player, you gain an extra bonus (see page 25, "Settlements" in the Core Rulebook).
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 3, "Random Town".
NOTE: The tile with this location can be used only if there is at least 1 faction unused in this game.
Star Axis
Category: Flaggable. You can Remove one of your Statistic cards from your hand and replace it with an Empowered one of the same type. When you visit a Star Axis, the enemy faction cubes are not removed, meaning that there may be multiple cubes on the field. Once visited by a faction, the Star Axis counts as an empty field for that faction, just like a visitable field would.
Alliance Mode
This mode requires at least one expansion and 4 players to form an Alliance of 2 players vs. 2 players.
Additional Rules
When playing in this mode, the following rules apply:
- An Alliance is a team of 2 players that is determined at the beginning of the game and lasts for the duration of the chosen scenario.
- Each player chooses their faction at the beginning of the scenario.
- Allied players can exchange artifacts. To do so, they need their heroes to occupy adjacent fields.
- Resources may be exchanged without the need for both players' Heroes to occupy adjacent fields. Members of an Alliance can exchange resources freely during the turn of either player in the team.
- Players in an Alliance cannot Flag locations that are already Flagged by another player from the same Alliance.
Finishing Scenario
Allied players share the victory and defeat conditions. There is no additional step of comparing who did better in the given game or who contributed to the victory more.
Tale of Two Lands
The continents of East and West Varesburg have decided to wage war one last time. Securing the resources of your continent (with help from your ally) and then moving on to the other as quickly as possible is the best strategy for the battle of the Varesburgs.
PLAYER COUNT — A scenario for 4 players (2 vs. 2).
SCENARIO LENGTH — This scenario plays out over 11-13 rounds.
MAP SETUP — Take the following Map tiles and set them up as shown in the scenario map layout:
- 4 × Starting (I) Map tile
- 8 × Near (IV-V) Map tile, 4 of which must contain an Obelisk
- 4 × Far (II-III) Map tile
- 4 × Far (II-III) Map tile – Each player gets 1 of these tiles
NOTE: Place the Starting tiles with a blocked field (the field with a yellow border on each edge) as shown in the map layout. Then separate the Near tiles into 2 piles (with and without an Obelisk) and place them alternately so that no two tiles with an Obelisk are adjacent.
[The printed scenario map layout is a picture showing Area A and Area B; the tile positions are not reproduced in text.]
STARTING RESOURCES — Each player starts with the following resources: 14 × Gold, 4 × Building Materials, 1 × Valuable.
SETTING A PLAYER'S INCOME — Set the income on the income tracker to: "10" Gold, "0" Building Materials, "0" Valuables.
STARTING BUILDINGS — Each player starts the game with these buildings:
- Bronze Dwelling
STARTING UNITS — Each player starts with the following units:
- 2 × Pack of Bronze units with the lowest Recruitment cost.
ADDITIONAL SCENARIO RULES — Before the start of this scenario:
- There are 4 starting locations divided into 2 starting areas. The teams choose their starting areas, and then each player picks their starting position within their team's starting area.
- Optional: To ensure the game is well-balanced, we recommend removing the cards or ignoring the effects that allow Heroes to move over the yellow border (obstacles on the map) – like "Angel Wings."
During this scenario:
- When a player visits an Obelisk, they gain Morale.
- Players can use their deck of Might and Magic when paying gold to defend their Faction Town.
VICTORY CONDITION — To win the scenario, an Alliance must either Control 12 tiles at the end of a round or capture one of the enemy Towns and maintain Control over it for the next 2 rounds.
NOTE: You Control a tile if you have Flagged a Mine or Settlement on it and there are no Enemy Heroes on the tile.
ROUND TRACKER — If the above condition is met, the game ends with the 11th round. If one of the players Flags an enemy Town in the 10th or 11th round, the game extends until the end of the 12th or 13th round, respectively. If both teams meet the victory conditions, the game ends with a draw, and if no team meets the victory conditions, both Alliances lose.
TIMED EVENT — At the start of the 4th and 9th rounds, all players roll and resolve 1 Resource die.
Clash Mode
Manifest Destiny
The neighboring lands have become increasingly more crowded. Only one kingdom is fit to rule the others. It is time to show the other petty nobles it is your manifest destiny to rule this land.
PLAYER COUNT — A scenario for 3 players.
SCENARIO LENGTH — This scenario plays out over 12-14 rounds.
MAP SETUP — Take the following Map tiles and set them up as shown in the scenario map layout:
- 3 × Starting (I) Map tile
- 6 × Near (IV-V) Map tile, 3 of which must contain an Obelisk
- 6 × Far (II-III) Map tile – Each player gets 2 of these tiles
NOTE: Place the Starting tiles with a blocked field (the field with a yellow border on each edge) as shown in the map layout. Then separate the Near tiles into 2 piles (with and without an Obelisk) and place them alternately so that no two tiles with an Obelisk are adjacent.
STARTING RESOURCES — Each player starts with the following resources: 12 × Gold, 4 × Building Materials, 0 × Valuables.
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 the game 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 — Before the start of this scenario:
- Optional: To ensure the game is well-balanced, we recommend removing the cards or ignoring the effects that allow Heroes to move over the yellow border (obstacles on the map) – like "Angel Wings."
During this scenario:
- When a player visits an Obelisk, they gain Morale.
- Players can use their deck of Might and Magic when paying gold to defend their Faction Town.
VICTORY CONDITION — To win the scenario, a player must Control 7 tiles at the end of a round or capture one of the enemy Towns and maintain Control over it for the next 2 rounds.
NOTE: You Control a tile if you have Flagged a Mine or Settlement on it and there are no Enemy Heroes on the tile.
ROUND TRACKER — If the above condition is met, the game ends with the 12th round. If one of the players Flags an enemy Town in the 11th or 12th round, the game extends until the end of the 13th or 14th round, respectively. All players who meet the Victory Conditions, win. All players who fail to do so, lose.
TIMED EVENT — At the start of the 4th and 9th rounds, each Hero gains 1 Movement.
Carpe Diem
A few years back, the Gods decided they no longer wanted any part in this world. Now there is total anarchy. Everybody blames everyone else for the gods abandoning them. While sitting in the throne room, you decided you are the only person fit to rule.
PLAYER COUNT — A scenario for 2 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:
- 2 × Starting (I) Map tile
- 4 × Near (IV-V) Map tile, 2 of which must contain an Obelisk
- 1 × Center (VI-VII) Map tile with the Random Town
- 4 × Far (II-III) Map tile – Each player gets 2 of these tiles
NOTE: Place the Starting tiles with a blocked field (the field with a yellow border on each edge) as shown in the map layout. Then separate the Near tiles into 2 piles (with and without an Obelisk) and place them alternately so that no two tiles with an Obelisk are adjacent.
[The printed scenario map layout is a picture of the Center tile arrangement; the tile positions are not reproduced in text.]
STARTING RESOURCES — Each player starts with the following resources: 10 × Gold, 3 × Building Materials, 1 × 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 the game 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 — Before the start of this scenario:
- Optional: To ensure the game is well-balanced, we recommend removing the cards or ignoring the effects that allow Heroes to move over the yellow border (obstacles on the map) – like "Angel Wings."
During this scenario:
- When a player visits an Obelisk, they gain Morale.
- A Hero on the Center tile cannot enter the enemy Starting tile.
- Players can use their deck of Might and Magic when paying gold to defend their Faction Town.
VICTORY CONDITION — Conquer the Random Town on the Center tile.
ROUND TRACKER — If the above condition is not met by the end of the 14th round, the game ends in a draw.
TIMED EVENT — At the start of the 3rd, 6th, and 9th rounds, the second player's Main Hero gains 1 Movement.
Notes
The printed Notes page carries only its heading and artwork; there is no text to transcribe.