Heroes of Might and Magic III: The Board Game – Tower Expansion
Heroes of Might and Magic III: The Board Game – Tower Expansion Rulebook
Table of Contents
Table of Contents
New Elements
From page 3 of the Stretch Goals Mission Book, which lists the new elements used by the Stretch Goals content.
Map Locations
In Stretch Goals, you will find more tiles with new locations to discover. For the complete list of the locations, go to page 41 (see "Map Locations" below).
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.
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:
- 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.
Miniatures in Play
At the start of the game, prepare all the unit miniatures you wish to use. During Combat, you may place them on top of corresponding unit cards to indicate each unit's position on the Combat board clearly.
NOTE: Faction unit miniatures have the same color as the border on their card.
Additional Rules
If you play with miniatures, there are a few rules to follow:
- If any of the following occur during Combat with Neutral Units, discard that card and draw another in its place: a) If you draw the same Neutral Unit more than once. b) If you draw any unit you already have in your army. c) If you draw any unit from your faction.
- While you Recruit Neutral Units, you can Recruit neither any units from a faction that is controlled by a player nor any units that already are in any player's army. Discard that Unit card and draw another.
Tower Campaign – The Dragon Slayer
This campaign is dedicated to the Tower faction. Its four scenarios are transcribed below in the booklet's order (pages 28–40).
1. Crystal Dragons
Scenario Length
This scenario plays out over 9 rounds.
Player Setup
- Faction: Tower
- Faction Hero: Choose one — Dracon or Solmyr
- Faction Army: A Few Gremlins, a Few Gargoyles
- Starting Resources: 15 × Gold, 3 × Building Materials, 1 × Valuable, additional +5 Gold production
- Town Buildings: Bronze Dwelling, Silver Dwelling
- Bonus: Choose one of the following options:
- +2 Valuable Resources
- Add a Few Iron Golems to your army
- Reinforce Gremlins and Gargoyles
AI Hero Setup
- Enemy: Crystal Dragon
- Crystal Dragon Army: 1 × Crystal Dragons* (Azure), Sharpshooters* (Silver)
- Crystal Dragon Deck: 3 × Might card, 2 × Magic card
- Crystal Dragon Spell Deck: 3 × Magic Arrow Spell card
*Before beginning the scenario, find this card in the relevant Neutral Unit deck.
Map Setup
Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting Map tile (I):
- 1 × Tower (#S1)
- 3 × Far Map tile (II–III):
- 3 × random tiles from Core Box or SG Box (choose from: F1–F9 and #F1–#F3)
- 2 × Near Map tile (IV–V):
- 2 × Castle (N3, N6)
Heroes Placement
Place your Tower Hero on the center field of the Tower Starting Map tile.
Additional Rules
During this "Tower" campaign scenario, the following rules apply:
- Visiting an Obelisk triggers a special event.
- You cannot discover any Near tiles before discovering all Far tiles on the map.
Win/Lose Conditions
Win: You must visit an Obelisk and win the battle with the enemy there.
Lose: You fail the scenario if:
- Your hero loses one battle.
- You run out of time — you have time till the end of the 9th round.
Timed Events
When you reach the following rounds, follow the corresponding instructions:
- 1st Round: Read the "Great Heritage Equals Great Expectations" section below.
- 4th Round: Read the "Getting Closer" section below.
- 9th Round: At the end of this round, you fail the scenario.
When you enter a field with an Obelisk:
- Read the "My First Challenge" section below.
The Story
Great Heritage Equals Great Expectations
Narrative only; no rule instructions in this section.
Getting Closer
- You gain 2 Valuable.
My First Challenge
- Fight with the Crystal Dragon army.
2. Rust Dragons
The scenario is playable with the Fortress expansion. If you don't have it, skip it.
Scenario Length
This scenario plays out over 11 rounds.
Player Setup
- Faction: Tower
- Faction Hero: Choose one — Dracon or Solmyr
- Faction Army: A Pack of Gargoyles, a Pack of Iron Golems, a Few Magi
- Starting Resources: 18 × Gold, 1 × Building Materials, 3 × Valuable
- Town Buildings: Bronze Dwelling, Citadel
- Bonus: Choose one of the following options:
- +5 Building Materials Resources
- Reinforce the Magi unit
AI Hero Setup
- Enemy: Rust Dragons' First Army, Rust Dragons' Second Army, Rust Dragons' Third Army
- Enemy Armies:
- Rust Dragons' First Army: 1 × Rust Dragons* (Azure)
- Rust Dragons' Second Army: 1 × Rust Dragons* (Azure), 1 × Gold Golems* (Gold)
- Rust Dragons' Third Army: 2 × Rust Dragons* (Azure), 2 × Gold Golems* (Gold)
- Rust Dragons' Deck**: 3 × Might card, 2 × Magic card
- Rust Dragons' Spell Deck**: 2 × Curse Spell card
*Before beginning the scenario, find this card in the relevant Neutral Unit deck.
**All the armies use the same deck. Reset it after each Combat.
Map Setup
Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting Map tile (I):
- 1 × Tower (#S1)
- 3 × Far Map tile (II–III):
- 1 × Tower (#F2)
- 2 × Fortress (F14, F15)
- 2 × Near Map tile (IV–V):
- 2 × Necropolis (N1, N4)
Heroes Placement
Place your Tower Hero on the center field of the Tower Starting Map tile.
Additional Rules
During this "Tower" campaign scenario, the following rules apply:
- Each time you enter a field with a Mine, read the corresponding section of the text from The Story below.
- You cannot enter the Gem Pond before capturing 3 Mines.
- When you defeat one of the Rust Dragons' armies, gain 1 Valuable and Experience.
Win/Lose Conditions
Win: You must capture all Mines and the Gem Pond, and defeat the armies that defend them.
Lose: You fail the scenario if:
- Your hero loses one battle.
- You run out of time — you have time till the end of the 11th round.
Timed Events
When you reach the following rounds, follow the corresponding instructions:
- When you enter a field with a Mine on Tower Starting Map tile:
- Read the "A Task Worthy of the Hero!" section below.
The Story
A Task Worthy of the Hero!
Narrative only, except for the instruction below.
- When you enter a field with a Mine, read the "The First Mine" section below.
The First Mine
Narrative only, except for the instruction below.
- When you enter another field with a Mine, read the "The Second Mine" section below.
The Second Mine
-
Fight with the Rust Dragons' First Army. Place Paralysis on the Rust Dragons unit.
-
When you enter another field with a Mine, read the "The Third Mine" section below.
-
After this combat, the difficulty level of every Combat encounter on the map increases by one (see page 35, "Field Difficulty Level Table" in the Core Rulebook).
The Third Mine
- Choose one:
- Weaken one of your units from "A Pack" to "A Few". Then gain a Positive Morale token.
- Gain Negative Morale.
- Fight with the Rust Dragons' Second Army.
- When you enter the field with the Gem Pond, read the "The Final Confrontation" section below.
- After the fight, you can enter the field with the Gem Pond.
The Final Confrontation
- Fight with the Rust Dragons' Third Army.
3. Faerie Dragons
The scenario is playable with the Rampart expansion. If you don't have it, skip it.
Scenario Length
This scenario plays out over 13 rounds.
Player Setup
- Faction: Tower
- Faction Hero: Choose one — Dracon or Solmyr
- Faction Army: A Pack of Gargoyles, a Pack of Iron Golems, a Few Magi
- Starting Resources: 15 × Gold, 5 × Building Materials, 1 × Valuable, additional +5 Gold production
- Town Buildings: Bronze Dwelling, Silver Dwelling, Citadel
- Bonus: Choose one of the following options:
- +4 Valuable Resources
- Reinforce the Magi unit
AI Hero Setup
- Enemy: Faerie Dragons' First Army, Faerie Dragons' Second Army, Faerie Dragons' Third Army
- Enemy Armies:
- Faerie Dragons' First Army: 1 × Faerie Dragons* (Azure)
- Faerie Dragons' Second Army: 1 × Faerie Dragons* (Azure), 1 × Trolls* (Gold)
- Faerie Dragons' Third Army: 2 × Faerie Dragons* (Azure), 1 × Trolls* (Gold)
- Faerie Dragons' Deck: 5 × Might card
*Before beginning the scenario, find this card in the relevant Neutral Unit deck.
Map Setup
Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting Map tile (I):
- 1 × Tower (#S1)
- 4 × Far Map tile (II–III), with Settlements:
- 1 × Necropolis (F1)
- 1 × Dungeon (F2)
- 1 × Castle (F3)
- 1 × Rampart (F10)
- 2 × Far Map tile (II–III), without Settlements:
- 2 × Tower (#F2, #F3)
- 1 × Near Map tile (IV–V), with a Pandora's Box:
- 1 × Castle (N3)
Mix the Far Map tiles and place them covered in whatever order you like.
Heroes Placement
Place your Tower Hero on the center field of the Tower Starting Map tile.
Additional Rules
During this "Tower" campaign scenario, the following rules apply:
- After capturing the first settlement, each time you enter another settlement, read the corresponding section of the text from The Story below.
Win/Lose Conditions
Win: You must capture all Settlements on the map and then win the fight at the Pandora's Box.
Lose: You fail the scenario if:
- Your hero loses one battle.
- You run out of time — you have time till the end of the 13th round.
Timed Events
When you reach the following rounds, follow the corresponding instructions:
- 1st Round: Read the "Mischievous Faerie Dragon!" section below.
The Story
Mischievous Faerie Dragon
Narrative only, except for the instructions below.
- When you enter a field with a treasure chest icon, read the "The First Encounter...?" section below. You cannot discover any Map tiles before entering that field.
The First Encounter...?
- Choose one:
- Roll two (treasure chest icon) and choose one of them.
- Gain Positive Morale and one more Movement.
- When you conquer the first Settlement, read the "Good Advice" section below.
Good Advice
- When you enter the field with the Settlement, read the "A Shimmer" section below.
- Choose one:
- Gain one Movement and then gain Negative Morale. Skip the continuation of this part.
- Lose one Movement in your next turn, but discover two tiles of your choice on the map.
A Shimmer
The booklet prints the following two sets of instructions in parallel columns, without a marked branch. Both are kept here in the order they appear on page 36.
- Fight with the Faerie Dragons' First Army. Place Paralysis on the Faerie Dragons unit. After the fight, read the "The Illusion" section below.
- Fight with the army guarding this Settlement normally. When you enter the field with the next Settlement, read the "The Last Oppressed Settlement" section below.
The Illusion
- After this combat, the difficulty level of every Combat encounter on the map increases by one till the end of the scenario (see page 35, "Field Difficulty Level Table" in the Core Rulebook).
- When you enter the field with the next Settlement, read the "The Third Encounter" section below.
The Third Encounter
Narrative only; no rule instructions in this section.
The Last Oppressed Settlement
- Fight with the Faerie Dragons' Second Army.
- When you enter the field with the Pandora's Box, read the "The Last Talk" section below.
The Last Talk
- Fight with the Faerie Dragons' Third Army.
4. Azure Dragons
Scenario Length
This scenario plays out over 11 rounds.
Player Setup
- Faction: Tower
- Faction Hero: Choose one — Dracon or Solmyr
- Faction Army: A Pack of Gargoyles, a Pack of Magi
- Starting Resources: 30 × Gold, 4 × Building Materials, 2 × Valuable, additional +5 Gold production
- Town Buildings: Bronze Dwelling, Silver Dwelling, Citadel
- Bonus: Choose one of the following options:
- Search (3) the Ability deck
- Search (3) the Spell deck
- Search (3) the Artifact deck
AI Hero Setup
- Enemy: Crystal Dragons, Black Dragons, Azure Dragons, Dragons
- Enemy Armies:
- Crystal Dragons' Army: Crystal Dragons* (Azure)
- Black Dragons' Army: A Few Black Dragons
- Azure Dragons' Army: Azure Dragons* (Azure)
- Dragons' Army: Crystal Dragons* (Azure), a Few Black Dragons, Azure Dragons* (Azure)
- Enemies' Deck**: 3 × Might card, 2 × Magic card
- Enemies' Spell Deck**: 2 × Stone Skin Spell card, 2 × Magic Arrow Spell card
*Before beginning the scenario, find this card in the relevant Neutral Unit deck.
**All the AI enemies use the same AI and Spell decks. Reset them after each fight.
Map Setup
Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting Map tile (I):
- 1 × Tower (#S1)
- 3 × Far Map tile (II–III):
- 3 × Tower (#F1–#F3)
- 3 × Near Map tile (IV–V), with Obelisks:
- 1 × Castle (N3)
- 1 × Necropolis (N4)
- 1 × Dungeon (N5)
- 1 × Center Map tile (VI–VII):
- Dragon Utopia Center Map tile (C1)
Heroes Placement
Place your Tower Hero on the center field of the Tower Starting Map tile.
Additional Rules
During this "Tower" campaign scenario, the following rules apply:
- Each time you enter a field with an Obelisk you fight with: a Crystal Dragon army, a Black Dragon army, and an Azure Dragon army. You can pick each one only once.
- After taking control of an Obelisk, choose one: gain 2 Valuable or 7 Gold.
- After taking control of the first Obelisk, the difficulty level of every Combat encounter on the map increases by one till the end of scenario (see page 35, "Field Difficulty Level Table" in the Core Rulebook).
- You cannot enter the Dragon Utopia before taking control of all the Obelisks.
Win/Lose Conditions
Win: You need to visit all 3 Obelisks and then defeat the army in the Dragon Utopia.
Lose: You fail the scenario if:
- Your hero loses one battle.
- You run out of time — you have time till the end of the 11th round.
Timed Events
When you reach the following rounds, follow the corresponding instructions:
- 1st Round: Read the "The Final Challenge" section below.
- 11th Round: At the end of this round, you fail the scenario.
When you complete the scenario:
- Read the "Feeling Hollow" section below.
The Story
The Final Challenge
Narrative only; no rule instructions in this section.
Feeling Hollow
Narrative only; no rule instructions in this section.
Map Locations
From pages 41–42 of the Stretch Goals Mission Book. Each location's category and rules text is given as printed.
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
Black Market
Category: Revisitable
Look at the top 4 cards from the Artifact discard pile. You can buy one of them for:
- 5 Gold if it is a Minor Artifact
- 7 Gold if it is a Major Artifact
- 10 Gold if it is a Relic Artifact
University
Category: Visitable
Pay 6 Gold to Search (4) the Ability discard pile.
Market of Time
Category: Visitable
Remove one card from your hand. Then Search (2) Ability, Spell, or Artifact deck.
Prison
Category: Visitable
You gain a Secondary Hero. Place their model on this field. If you already have a Secondary Hero, gain 3 Gold.
Tavern
Category: Revisitable
You can Pay 7 Gold on this field to gain a Secondary Hero and choose one enemy player to discard 1 random card from their hand.
Library of Enlightenment
Category: Revisitable
You can Pay 3 Gold to Remove 1 Statistic card from your hand or discard pile and replace it with any other Statistic card. You can do it twice per visit.
Hill Fort
Category: Visitable
You can immediately Reinforce one of your Bronze or Silver units. The Reinforcement cost is reduced by 3 Gold to a minimum of 0.