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Kingdom Rush: Elemental Uprising – Dark Elf Slayer Expansion

Expansion for Kingdom Rush: Elemental Uprising

Kingdom Rush: Elemental Uprising – Dark Elf Slayer Expansion Rulebook

Table of Contents

Table of Contents

  • Game Components
  • New Hero: Reg'son
  • Reg'son
    • Ability 1: Ethereal Healing
    • Ability 2: Ethereal Blade
    • Ability 3: Justiciar
    • Ability 4: Ethereal Slash
  • Dragon Tower Mods
    • Young Beresad
    • Young Crocs-de-cendre
  • Elemental Rift Cards
  • Scenario 1: Let Bygones Be Bygones
    • Victory Condition
    • Heroes
    • Towers
    • 1. Preparing the Spawn Piles
      • Hordes
    • 2. Preparing the Board
    • 3. New Rules
      • New Enemies
        • Blazing Boars
  • Scenario 2: An Army of One Dark Elf
    • Victory Condition
    • Heroes
    • Towers
    • 1. Preparing the Spawn Piles
      • Hordes
    • 2. Preparing the Board
    • 3. New Rules
      • Hero Challenge: Reg'son
      • New Enemies
        • Twilight Brute
  • Scenario 3: The Banshee's Cry
    • Victory Condition
    • Heroes
    • Towers
    • 1. Preparing the Spawn Piles
      • Hordes
    • 2. Preparing the Board
    • 3. New Rules
      • New Enemies
        • Fanfare
        • Banshee
  • Scenario 4: Here Comes the General
    • Victory Condition
    • Heroes
    • Towers
    • 1. Preparing the Spawn Piles
      • Hordes
    • 2. Preparing the Board
    • 3. New Rules
      • New Enemies
        • Baj'Nimen the Hateful
        • Tentacles
  • Events
    • Scenario 1
    • Scenario 3
    • Scenario 4

Game Components

  • 7 Horde cards
  • 3 Banshee Horde cards
  • 3 Twilight Brute Horde cards
  • 7 Baj'Nimen special cards
  • 1 Baj'Nimen miniature
  • 1 Beresad card (Young Beresad)
  • 1 Crocs-de-cendre card (Young Crocs-de-cendre)
  • 1 Crocs-de-cendre miniature
  • 4 Elemental Rift cards
  • 1 hero insert
  • 1 Reg'son hero card
  • 1 Reg'son hero board
  • 1 Reg'son miniature
  • 17 Reg'son damage tiles
  • 12 Dragonfire damage tiles
  • 4 Reg'son special ability tiles
  • 4 level reference cards
  • 1 Darkness Storm token

The printed component sheet also shows an unlabelled circled "2" beside the Elemental Rift cards. It has no accompanying text in the rulebook.

New Hero: Reg'son

This expansion includes a new hero: Reg'son, the rightful heir to the throne of the Twilight Elves, whose thirst for vengeance will surely be useful to you in battle. Reg'son is a seasoned warrior capable of dealing a great deal of raw damage. He can also perform two attacks, provided he chooses a new target each round.

You can use Reg'son in all scenarios in this box (except scenario 2, as specified), with other expansions or with the base game, just as you would for any other hero.

Reg'son

Reg'son has a unique ability that allows him to perform two actions. He always moves only once, and he can only perform his second action if he ends his movement on a new Horde that has no Damage tiles. For each of these two actions, Reg'son chooses between using his basic attack, a special ability, or resting. For example, he can use his basic attack twice, or rest and then trigger a special ability of his choice. Reg'son can never perform three actions!

Ability 1: Ethereal Healing

After dealing damage, regain all of Reg'son's hit points. This does not count as a rest (so it cannot reset his special abilities).

Ability 2: Ethereal Blade

This ability lets Reg'son strike and flee in the same action. Fleeing does not count as a standard movement, so Reg'son can only perform a second action if he has attacked a Horde with no Damage tiles using Ethereal Blade.

Card effect: Move Reg'son 2 spaces.

Ability 3: Justiciar

This attack deals a large amount of raw damage to the target, but using it costs two actions. Reg'son can therefore only use Justiciar after moving onto a Horde that has no Damage tiles.

Card effect: Activating this special ability costs 2 actions.

Ability 4: Ethereal Slash

With Ethereal Slash, Reg'son must attack two different Hordes (each adjacent to him).

Card effect: These attacks must be dealt to 2 different Hordes.

Dragon Tower Mods

This expansion includes two new Tower Mods: Young Beresad and Young Crocs-de-cendre. As they are cards and not stickers, they work differently from the Tower Mods of the base game and the other expansions.

To buy a Young Beresad or a Young Crocs-de-cendre Mod, pay 2 gold and remove one of your towers from the game of your choice (put it back in the box, not in the reserve). Take either the Young Beresad card and its Dragonfire tiles, or the Young Crocs-de-cendre card and its miniature. Neither of these Young Dragons can be upgraded or receive another Mod (including Falcon).

Young Beresad

Once placed, Young Beresad deals 1 Dragonfire damage to any Horde on the board, and to each Horde adjacent to the first. It can never deal more than 1 Dragonfire damage per attack and per Horde. Whichever tower was replaced to acquire it, it always deals magical damage.

Young Crocs-de-cendre

Young Crocs-de-cendre must be placed on an available Building Site of its owner's colour. It stays there and can no longer be taken back into hand until the end of the scenario, blocking that Building Site from all points of view. No hero or miniature may enter the space of Young Crocs-de-cendre's card, and no tower may be placed on its Building Site until the end of the game.

Place its miniature on a space adjacent to its card. Young Crocs-de-cendre can move up to 2 spaces during Phase 2 (Play Tower and Hero cards). It can cover enemies like any other hero, it deals raw damage, and it benefits from the shield icon shown on its card. Once placed, Young Crocs-de-cendre always remains on the board. It cannot activate Environment tiles (flowers, lava pools, etc.) and cannot attack bosses, but it counts as a hero for any other effect.

Elemental Rift Cards

You will find 4 new Elemental Rift cards in this expansion. Add them to those of the Kingdom Rush: Elemental Uprising base game to increase replayability even further!

Scenario 1: Let Bygones Be Bygones

In war as in war! Once our enemy, Reg'son now wants to become our ally. Giant boars destroy everything in their path, and the Dark Elf claims to know how to turn their fury against them. The question is: can we trust him?

Victory Condition

The victory condition is printed alongside a symbol of 5 hearts (the kingdom's life).

Use the blazing boars to destroy your adversaries. You win the game if they deal at least 3 damage to Hordes.

You lose the game immediately if the kingdom loses its last hit point, if all the Spawn piles are used up, or if a blazing boar escapes.

Heroes

All heroes are available. You may use the special abilities of heroes (marked with the ability icon). In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Iron Challenge (Défi de Fer): Remove all Mage Towers from the game. During setup, replace them with Archer Towers if necessary. The other rules are identical.

Towers

All towers are available. The 6 basic Tower Mods and the 2 Young Dragons are available.

1. Preparing the Spawn Piles

Hordes

Prepare the Horde cards as shown below.

Wave 1Wave 2Wave 3Wave 4Wave 5
3x Yellow2x Green1x Yellow3x Green2x DES1
3x Red1x Yellow1x Red1x Blank (Vierge)
1x RedEvent A

Place the Horde cards face down into Spawn piles as shown. The top of each pile is marked with an arrow in the diagram; the cards are listed below from the top of each pile down to its bottom.

  • Pile 1: Horde (green, 4), Horde (yellow, 1), Horde (green, 4), Horde (yellow, 2), Horde (red, 1).
  • Pile 2: Horde (yellow, 1), Horde (green, 2), Horde (yellow, 3), Blank card (Vierge), Horde (red, 3).
  • Pile 3: Event A, Horde DES1 (yellow), Horde (red, 2), Horde DES1 (yellow), Horde (green, 4), Horde (red, 1).

The Event cards are described later in this rulebook (page 22 of the French booklet).

2. Preparing the Board

Place the map tiles A2, A7 and A6 as shown in the diagram.

Treasure: 3 gems and 2 gold coins, placed as shown.

Place the 3 red exclamation-mark tokens (! tokens) and the kingdom's 5 hearts next to the board, as shown.

Starting towers by player count (the board layout for each player count is shown in the diagrams):

  • 1 player: 1x Mage Tower, 1x Archer Tower, 1x Militia Barracks, 1x Dwarven Bombard.
  • 2 players: 1x Mage Tower, 1x Archer Tower, 2x Militia Barracks, 1x Dwarven Bombard.
  • 3 players: 1x Archer Tower, 1x Militia Barracks, 1x Dwarven Bombard.
  • 4 players: 1x Militia Barracks, 1x Dwarven Bombard.

3. New Rules

New Enemies

Blazing Boars

The blazing boar is a new type of enemy capable of damaging other Hordes.

  • When a blazing boar jumps over a Horde (including another blazing boar), deal to that Horde the damage shown by the two icons printed in this rule: a brown damage-tile icon marked with two orange symbols, followed by a round icon. (The printed page gives these only as icons, not in words.)
  • When a Hero must retreat because of a blazing boar, it takes 1 damage.
  • After a blazing boar has finished its movement, move a Horde in front of it forward by 1 space.

If a blazing boar escapes the kingdom, you immediately lose the game.

In this scenario, you must use the blazing boars to get rid of the other enemies. Each time one of them deals damage to a Horde, flip one red exclamation-mark (!) token to its blue side. At the end of a round, if all 3 tokens are on their blue side, you have won.

Scenario 2: An Army of One Dark Elf

The Ethereal Blade, the Avenger, the Dark Elf... Nobody trusts him, and neither do we. But the war rages on. If Reg'son can hold back the attack of the Twilight Brutes and put an end to their gathering, we may accept him into our ranks. Send your troops and help this ambiguous hero to find out whether he truly deserves this honour!

Victory Condition

The victory condition is printed alongside a symbol of 5 hearts (the kingdom's life).

Help Reg'son eliminate the Twilight Brutes. You win as soon as he has destroyed 2 of them.

You lose the game immediately if the kingdom loses its last hit point, if all the Spawn piles are used up, or if a blazing boar escapes.

Heroes

All heroes are available except Reg'son. You may use the hero abilities marked with the single or double ability icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Iron Challenge (Défi de Fer): Remove all the flowers from the board, as well as the blank Horde from Spawn pile 2.

Towers

All towers are available. All Tower Mods (including the Young Dragons) are available.

1. Preparing the Spawn Piles

Hordes

Prepare the Horde cards as shown below.

Wave 0Wave 1Wave 2Wave 3Wave 4Wave 6Wave S
1x Green1x Green2x Green2x Red1x Red1x Green2x DES1
1x Red1x Yellow3x Yellow1x Yellow3x TB
3x Red1x Red1x Red1x Blank (Vierge)

Place the Horde cards face down into Spawn piles as shown. The top of each pile is marked with an arrow in the diagram; the cards are listed below from the top of each pile down to its bottom.

  • Pile 1: Horde (green, 2), Horde (green, 1), Horde (red, 1), Horde (yellow, 1), Horde (yellow, 2).
  • Pile 2: Horde (red, 2), Horde (green, 6), Blank card (Vierge), Horde (red, 4), Horde (yellow, 6).
  • Pile 3: Horde DES1 (yellow), Horde (red, 1), Horde TB (Twilight Brute), Horde (red, 3), Horde (red, 1).
  • Pile 4: Horde TB (Twilight Brute), Horde TB (Twilight Brute), Horde DES1 (yellow), Horde (yellow, 2), Horde (red, 3).

The Event cards are described later in this rulebook.

2. Preparing the Board

Place the map tiles A9, A13, B8, B15, B10, B12, A6 and A1 as shown in the diagram.

Treasure: 3 gems and 2 gold coins, placed as shown.

Place the 2 red exclamation-mark tokens (! tokens) and the kingdom's 5 hearts next to the board, as shown.

Starting towers by player count (the board layout for each player count is shown in the diagrams):

  • 1 player: 1x Sharpshooter Tower, 1x Mage Tower, 1x Militia Barracks, 1x Dwarven Artillery.
  • 2 players: 1x Sharpshooter Tower, 1x Mage Tower, 1x Dwarven Bombard, 1x Militia Barracks, 1x Dwarven Artillery.
  • 3 players: 1x Militia Barracks, 1x Archer Tower, 1x Dwarven Artillery.
  • 4 players: 1x Archer Tower, 1x Dwarven Bombard.

All heroes start on the space marked "All heroes start here" in the diagram. Reg'son's space is marked with a downward arrow in the diagram.

3. New Rules

Hero Challenge: Reg'son

Unlike the other heroes, Reg'son cannot move during this scenario.

Each time a Horde enters his space, place Reg'son on top of it and deal to that Horde three purple Reg'son damage tiles and one damage icon shown in pink (printed as icons in the rulebook). If it is destroyed, remove it from the game and gain the reward. Otherwise, all other Hordes jump over Reg'son until he has got rid of it. When blazing boars jump over Reg'son, neither he nor the Horde he is on takes damage.

At the start of Phase 3 (Destroy Horde Trays), again deal the same three purple tiles and the pink damage icon to the Horde on which Reg'son is located, and check whether it is destroyed.

To win this scenario, Reg'son must defeat 2 Twilight Brutes. Each time he destroys one, flip one red exclamation-mark (!) token to its blue side. At the end of a round, if both tokens are on their blue side, you have won.

New Enemies

Twilight Brute

Special attack: Tiger's Claws. Deal 2 damage to each adjacent hero.

Scenario 3: The Banshee's Cry

Clacking whips and howls of pain: a melee unlike any you have heard beyond our walls. No leader should treat his soldiers like meat! The Twilight torturers are cowards! Fight them, along with their slave troops, but beware! Something else is brewing. The rumours spreading throughout the kingdom speak of banshees in a rage...

Victory Condition

The victory condition is printed alongside a symbol of 5 hearts (the kingdom's life).

You win the game if you destroy 3 banshees.

You lose the game immediately if the kingdom loses its last hit point, if all the Spawn piles are used up, or if a blazing boar escapes.

Heroes

All heroes are available. You may use the hero abilities marked with the single or double ability icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Iron Challenge (Défi de Fer): Remove from the game all the Archer Towers (of EACH level). During setup, replace them with any towers of the same level if necessary. The other rules are identical.

Towers

All towers are available. All Tower Mods (including the Young Dragons) are available.

1. Preparing the Spawn Piles

Hordes

Prepare the Horde cards as shown below.

Wave 0Wave 1Wave 2Wave 5Wave 6Wave 7Wave 8Wave SWave DES2
1x Green1x Green1x Red1x Yellow1x Green3x Yellow2x Green2x TB2x Yellow
3x Red1x Red2x Red1x Yellow2x DES11x Red

Place the Horde cards face down into Spawn piles as shown. The top of each pile is marked with an arrow in the diagram; the cards are listed below from the top of each pile down to its bottom.

  • Pile 1: Horde (green, 8), Horde (green, 6), Horde (red, 2), Horde TB (Twilight Brute), Horde (red, 8), Horde (red, 1).
  • Pile 2: Horde (yellow, 7), Event A, Horde (red, 7), Horde (red, 6), Horde (red, 8), Horde (yellow, 8).
  • Pile 3: Horde TB (Twilight Brute), Horde DES2 (yellow), Horde DES2 (red), Horde DES1 (yellow), Horde (red, 1), Horde DES1 (yellow).
  • Pile 4: Horde (green, 0), Horde (yellow, 5), Horde (yellow, 7), Horde (yellow, 7), Horde (red, 7), Horde (red, 1).

The Event cards are described later in this rulebook.

2. Preparing the Board

Place the map tiles B10, B4, B3, B11, B5 and B8 as shown in the diagram.

Treasure: 5 gems and 3 gold coins, placed as shown.

Place the kingdom's 5 hearts next to the board, as shown.

Starting towers by player count (the board layout for each player count is shown in the diagrams):

  • 1 player: 1x Archer Tower, 1x Mage Tower, 1x Militia Barracks, 1x Dwarven Bombard, 1x Dwarven Artillery.
  • 2 players: 1x Mage Tower, 1x Sharpshooter Tower, 2x Militia Barracks, 2x Dwarven Artillery.
  • 3 players: 1x Archer Tower, 1x Mage Tower, 1x Militia Barracks, 1x Dwarven Artillery.
  • 4 players: 1x Archer Tower, 1x Militia Barracks, 1x Dwarven Artillery.

3. New Rules

New Enemies

Fanfare

If at least one Fanfare icon is visible after all Hordes have moved, each non-Fanfare Horde adjacent to a Fanfare Horde advances again. Do not trigger any other effect (the chevron icon, champion activation, etc.).

Banshee

Place 3 Banshee cards next to the board before starting the game.

After destroying a Fanfare Horde, take a Banshee card and place it on a Building Site adjacent to the destroyed Horde, so that it covers a tower (if possible). The Building Site on which the Banshee is located is considered blocked: you may neither play there nor recover towers from it until the Banshee Horde is destroyed.

You may attack a Banshee with your heroes and with the towers of other Building Sites. Note that a Banshee Horde covers only a 3x3 area: no Damage tile may be placed outside this area.

When a Banshee Horde is destroyed and it was covering a tower, all heroes and all miniatures retreat to that Building Site. Take this tower back into hand during Phase 5 (Pick Up Tower and Hero cards).

Scenario 4: Here Comes the General

A gaping, hideous maw appears, devouring the arms and legs of our poor brothers-in-arms. Then a viscous trunk with hundreds of legs emerges, crushing our equipment. At its top sits Baj'Nimen the Hateful, general of the Twilight Elves, busy unleashing a sinister magical storm upon our lands. Soldiers, to arms! He must not cast his final spell! The kingdom needs its heroes. For freedom! For our brothers!

Victory Condition

The victory condition is printed alongside a symbol of 5 hearts (the kingdom's life).

You win the game if you destroy Baj'Nimen!

You lose the game immediately if the kingdom loses its last hit point, if all the Spawn piles are used up, or if a blazing boar escapes.

Heroes

All heroes are available. You may use the hero abilities marked with the single or double ability icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Iron Challenge (Défi de Fer): If you assign the Darkness Storm token to the hero who already holds it, that hero takes 1 damage. Note: in solo mode, you may assign it to any hero currently in play.

Towers

All towers are available. All Tower Mods (including the Young Dragons) are available.

1. Preparing the Spawn Piles

Hordes

Prepare the Horde cards as shown below.

Wave 1Wave 2Wave 3Wave 4Wave 6Wave 7Wave 8Wave 9Wave DES2Wave SWave B
1x Green1x Green1x Yellow1x Yellow1x Green1x Red1x Yellow1x Green2x Yellow1x DES13x Baj'Nimen Life card
1x Yellow1x Red1x Red2x Yellow1x Red

Place the Horde cards face down into Spawn piles as shown. The top of each pile is marked with an arrow in the diagram; the cards are listed below from the top of each pile down to its bottom.

  • Pile 1: Horde (yellow, 3), Horde (green, 9), Event A, Horde DES2 (yellow), Horde (red, 6), Horde (yellow, 2), Horde (red, 9).
  • Pile 2: Horde (green, 6), Horde DES2 (yellow), Horde (red, 8), Horde TB (Twilight Brute), Horde (yellow, 9), Horde DES2 (red).
  • Pile 3: Horde DES1 (yellow), Horde TB (Twilight Brute), Horde (red, 7), Horde (yellow, 8), Event B, Horde (yellow, 9).

The Event cards are described later in this rulebook.

2. Preparing the Board

Place the map tiles A6, A7, B9, B10, B8, B12, B5, B3 and B11 as shown in the diagram.

Set aside the Baj'Nimen Action deck and the Baj'Nimen Life pile, as shown in the diagram.

Treasure: 4 gems and 2 gold coins, placed as shown.

Place the kingdom's 5 hearts next to the board, as shown.

Starting towers by player count:

  • 1 player: 2x Mage Tower, 1x Archer Tower, 1x Dwarven Artillery, 1x Infantry Barracks.
  • 2 players: 2x Mage Tower, 2x Archer Tower, 1x Dwarven Artillery, 1x Infantry Barracks.
  • 3 players: 1x Mage Tower, 1x Archer Tower, 1x Dwarven Artillery, 1x Infantry Barracks.
  • 4 players: 1x Mage Tower, 1x Archer Tower, 1x Infantry Barracks.

3. New Rules

New Enemies

Baj'Nimen the Hateful

Setup. Before starting, take the 3 Baj'Nimen Life cards (numbered in the bottom right corner) and stack them face up, in order, with No. 3 at the bottom and No. 1 on top. Place this Life pile near the board. The 4 other Baj'Nimen cards (without a number or spaces) are its Action cards. Place the card bearing a heart symbol in its discard pile, shuffle the others, and place them within reach: they form the Baj'Nimen Action deck.

Attacking Baj'Nimen. To attack Baj'Nimen, you must aim at his miniature. However, Damage tiles are placed on the top card of his Life pile, and you must cover all the spaces that represent Baj'Nimen in order to defeat that card. When this is done, remove all Damage tiles during Phase 3 (Destroy Horde Trays), apply the instructions printed on the back of the card, then remove the card from the game.

Baj'Nimen can only be destroyed with towers and flowers: no pawn or miniature can be placed on his card. It is therefore impossible to attack him in melee, and hero miniatures do not deal raw damage to him merely by their presence.

Activating Baj'Nimen. Baj'Nimen acts at the start of Phase 4 (Advance Horde Trays), before the other Hordes move. Take the Darkness Storm token and place it on the hero board of the hero of your choice. Draw the first card of the Baj'Nimen Action deck and resolve its effects. Then move Baj'Nimen by 1 space, and then discard the Action card.

If the Baj'Nimen Action deck is empty, shuffle the discard pile to form a new one.

To win the scenario, you must defeat Baj'Nimen 3 times (once for each of his Life cards). If he manages to leave the board, you lose the game.

Tentacles

This scenario uses tentacles, which appear on spaces adjacent to water. For more information, see the base game rulebook (p. 35).

Events

The Event cards for each scenario are listed below. Event cards are referred to by their letter (A, B) in the Spawn piles.

Scenario 1

Event A

As Reg'son predicted, a blazing boar appears within the first wave. The Dark Elf smiles: "They are aggressive... and attack everything that moves. Let's use that to our advantage. We will have to be sly, for they do not breed in great numbers."

You lose the game if you do not flip at least 1 Event token during this round. Spawn another Horde at this Spawn pile.

Scenario 3

Event A

A refreshing breeze blows. Before your eyes, withered flowers regain their original splendour...

Regenerate all flowers.

Scenario 4

Event A

The longer the battle goes on, the more Baj'Nimen's troops gain the upper hand...

Place the cyclone near Spawn pile 1.

Event B

The giant millipede burrows into the ground, vanishing from sight. Suddenly, it reappears on your troops' backs!

Move Baj'Nimen to an empty space as close as possible to Spawn pile 3.

2x Red
Event A
2x TB
4x Baj'Nimen Action card
1x RedEvent A, B