Heroscape Expansion Set: Thaelenk Tundra
Heroscape Expansion Set: Thaelenk Tundra Rulebook
Table of Contents
Table of Contents
Game Contents
- 3 Dzu-Teh Hunters
- 1 Dzu-Teh Army Card
- 12 Single-hex Snow Tiles
- 12 Double-hex Snow Tiles
- 21 Single-hex Ice Tiles
- 6 Glacier Mountains with bases
First Time You Play
Remove your game parts from their wrappings. Discard the extra materials.
Ice Tiles
Ice Tile Battlefield Key: Use this key when building battlefields with ice tiles. Shown in the booklet as a single-space ice tile.
Building with Ice Tiles: You can link them and stack them the same way you link and stack water tiles. Ice Tiles cannot be stacked on water, other Ice Tiles, or other tiles that are considered to have no height.
Falling onto an Ice Tile: Unlike Water Tiles, figures that fall onto an Ice Tile may receive wounds. See Falling in the Master Game Guide.
Rules for the Basic Game
Figures may move on Ice Tiles by counting each hex as 1 space. Ice Tiles do not add height. Do not count Ice Tiles when moving up or down.
Rules for the Master Game
Figures may move on Ice Tiles by counting each hex according to the type of ice specified in the scenario. Ice Tiles do not add height when counting levels. Do not count for height when moving up or falling down.
There are 2 different types of Ice Tiles that may be specified for any scenario. Both are explained below.
Normal Ice: Move on Normal Ice counting each hex as 1 space.
Slippery Ice: Move on Slippery Ice counting each hex as 2 spaces. Figures may fly or leap over Slippery Ice, counting each hex as 1 space.
Double-space figures may move on Slippery Ice using the lead end of the base to count spaces.
Landing on Slippery Ice: A single-space figure that lands on Slippery Ice (from flying, leaping, falling, dropping, etc.) must count the landing as 2 spaces. Double-space figures also only count the landing as 2 spaces, whether the landing is on one Slippery Ice space or two.
Snow Tiles
Snow Tile Battlefield Key: Use this key when building battlefields with snow tiles. Shown in the booklet as a single-space snow tile and a double-space snow tile.
Building with Snow Tiles: You can link and stack them the same way you link and stack other terrain tiles such as grass, sand, and rock tiles. Snow Tiles cannot be stacked on water, ice, or other tiles that are considered to have no height.
Rules for the Basic Game
There are no special rules for moving onto or through Snow Tiles.
Rules for the Master Game
Figures may move on Snow Tiles by counting each hex according to the type of snow specified in the scenario. Normal rules for counting levels applies to all types of Snow Tiles.
There are 2 different types of Snow Tiles that may be specified for any scenario. Both are explained below.
Light Snow: There are no special rules for moving onto or through Light Snow Tiles.
Heavy Snow: Move on Heavy Snow counting each hex as 2 spaces. Figures may fly or leap over Heavy Snow counting each hex as 1 space.
Double-spaced figures may move on Heavy Snow using the lead end of the base to count spaces.
Landing on Heavy Snow: A single-space figure that lands on Heavy Snow (from flying, leaping, falling, dropping, etc.) must count the landing as 2 spaces. Double-space figures also only count the landing as 2 spaces, whether the landing is on one Heavy Snow space or two.
Glacier Mountains and Glacier Bases
Glacier Mountains and Glacier Bases Battlefield Key: Use this key when building battlefields with Glaciers. A Glacier Mountain must always sit on a Glacier Base when placed on the battlefield. Glacier Mountain icons shown on battlefield setups always represent Glacier Mountains with matching Glacier Bases.
The booklet shows four Glacier Mountain shapes. Each number refers to the height level of a different peak. Each Glacier Mountain has a matching Glacier Base that is used as ice spaces.
- Six-Space Glacier: Six hexes. Two hexes are marked Low Peak. The heights are 17, 17, and 9 across the top row and 9, 17, and 17 across the bottom row. The matching Glacier Base is a six-hex ice shape.
- Four-Space Glacier: Four hexes. One side is marked High Side and the other is marked Low Side. The heights are 11 and 9 across the top and 7 and 11 across the bottom. The matching Glacier Base is a four-hex ice shape.
- Three-Space Glacier: Three hexes. One hex is marked Low Peak and two hexes are marked High Peak. The heights are 5 for the Low Peak, and 7 and 9 for the High Peaks. The matching Glacier Base is a three-hex ice shape.
- One-Space Glacier: One hex with a height of 7. The matching Glacier Base is a single-hex ice space.
Building with Glacier Mountains: Glacier Mountains with Bases may be stacked on terrain such as grass, rock, or sand. Do not stack them on terrain such as water, ice, or other terrain that is considered to have no height.
Building with Glacier Bases: Glacier Bases may be used alone, without a Glacier Mountain, to represent ice spaces. Glacier Bases cannot be stacked on water, ice, or other tiles that are considered to have no height.
Rules for the Basic Game
Figures may not land on or move through Glacier Mountains. If Glacier Bases are used as Ice Tiles, follow the Basic Game rules for Ice Tiles above.
Rules for the Master Game
Glacier Mountains are towers of ice that block normal movement and line of sight. Figures may not land on or move through Glacier Mountains. If Glacier Bases are used as Ice Tiles, follow the Master Game rules for Ice Tiles above.
The booklet includes a picture of a battlefield with Glacier Mountains and Glacier Bases on a grass and rock base.
The Frozen Souls Game Scenarios
The booklet gives two Master Game scenarios for the Frozen Souls battlefields. Each scenario has a battlefield diagram showing the setup. The diagrams are shown in the printed booklet.
The booklet also gives battlefield diagrams for Level 01 through Level 06 and a Glaciers and Ruins battlefield. These are map diagrams only and show the hexes and tiles to use, with no additional rules text.
Master Game: Storm of Frozen Shards (2 Players)
Approaching the tundra from the valley floor is a formidable sight. Spires of ice tower above the landscape and pierce the sky ominously, while the Dzu-Teh scream their warcries. However, where the valley meets the tundra, it is the Storm of Frozen Shards that is the most deadly foe. Warm valley winds swirling with the tundra frigidity form frozen shards of ice that spiral down from the sky like stalactite spears, some as large as the warriors themselves.
Goal: Player 1 must defend the Glacier. Player 2 must take over control of the Glacier.
Setup: Place the Glyphs power-side up where shown.
Player 1 drafts or brings a pre-made 450-point army which must contain at least one Dzu-Teh squad. Player 2 drafts or brings a pre-made 650-point army.
Player 1 starts on any Ice or Snow space, but may not start on the Glyph of Brandar. Player 2 starts in the purple starting zone.
Special Rules: Treat all Snow Tiles as Heavy Snow and treat all Ice Tiles as Normal Ice. See the Ice Tiles and Snow Tiles rules above.
At the end of each round, before order markers are placed, the last player in the round to take a turn rolls the 20-sided die to determine if the Storm of Frozen Shards affects the round. If you roll 15-20, nothing happens and play continues normally. If you roll 1-14, the storm suddenly engulfs the battlefield. In turn order, affected players must roll 6 attack dice and assign any skulls rolled to one or more figures as wounds that are undefendable by normal defense or special powers.
If the damage destroys a figure, remove it from the battlefield. You cannot assign more skulls than are needed to destroy a figure. If a player is eliminated during the storm, the other player immediately wins the game.
The Glyph of Brandar is an artifact that provides a protective aura from the Storm of Frozen Shards for a player's entire army. If a player has a figure on the glyph, he/she is not affected by the storm.
Victory: Completely destroy the other player's army to win. If the game reaches the end of round 12, roll for the Storm of Frozen Shards as normal. Then each player counts only the number of figures that he/she has left on any ice or snow space. The player with the most figures wins the game. If there is a tie or no figures are left on any ice or snow space, Player 1 wins the game.
Round Marker Track: 12 rounds.
Master Game: The Deadly Frozen Wellspring (3 Players)
Violent storms have kept all but the most determined armies from occupying the wellspring in the Thaelenk Tundra. This wellspring is so powerful, that it is not unusual for warriors who drink from it to triple their powers. Some warriors think it is because the water has been frozen. Others think it is the strange aura that glows from the glaciers. The only thing that is agreed upon is that the tundra is inhospitable and the winter storms can decimate an entire army very quickly.
Goal: Control the frozen wellspring by destroying all of your opponents' figures. Use the Glyph of Brandar to triple your powers.
Setup: Place the Glyphs power-side up as shown.
Players 1 and 3 each draft or bring a pre-made 450-point army. Player 2 drafts or brings a pre-made 625-point army. Player 1 starts in the orange starting zone. Player 2 starts in the blue starting zone. Player 3 starts in the red starting zone.
Special Rules: If a player occupies the Glyph of Brandar, the power of any other glyph that he/she occupies, becomes multiplied by 3. For example: If a player has one figure on the Glyph of Brandar and one figure on the Glyph of Astrid, the power of the Glyph of Astrid is Attack +3 for all of his/her figures.
Treat all Snow Tiles as Light Snow and treat all Ice Tiles as Slippery Ice. See the Ice Tiles and Snow Tiles rules above.
Victory: Destroy all of your opponents' figures to win the game.
If the game reaches the end of round 8, a violent, unforgiving storm rages through the battlefield. Each player rolls the 20-sided die. Starting with the lowest roller and continuing clockwise, each player rolls 6 attack dice. Players must assign any skulls rolled to one or more figures as wounds that are undefendable by normal defense or special powers.
If the damage destroys a figure, remove it from the battlefield. You cannot assign more skulls than are needed to destroy a figure.
After all players have rolled their 6 attack dice, roll the 20-sided die again to determine a new low-roller. Play continues until only one player is left. The last player to survive the storm wins the game.
Round Marker Track: 8 rounds.