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Mice and Mystics: Lost Chapter – The Ghost of Castle Andon thumbnail

Mice and Mystics: Lost Chapter – The Ghost of Castle Andon

Expansion for Mice and Mystics

Mice and Mystics: Lost Chapter – The Ghost of Castle Andon Rulebook

Table of Contents

Table of Contents

  • Chapter Objective
    • Victory Condition
    • Defeat Condition
  • Chapter Setup
  • Special Chapter Rules
    • Scaring the Human Raiders
  • Room Tiles
    • Tunnel Entrance
    • King's Tunnels
    • King's Chamber
    • Kitchen
    • Dining Hall
  • Components
  • Transcription Notes

Chapter Objective

Scare the raiders out of the castle and defeat sea rat captain Blackpaw and his roach sidekick Barnacle.

Victory Condition

The mice must complete both of the following objectives to win:

  1. Scare the human raiders out of the castle by collecting enough scare points. This task will require 10 scare points. Use the scare track included with this chapter. Place a spare wound marker on the scare track to keep track of your earned scare points.
  2. Defeat sea rat captain Blackpaw and his roach sidekick Barnacle.

Defeat Condition

If the hourglass marker reaches the chapter end marker on the chapter track before the mice have accomplished both objectives, or if all mice are captured at the same time, the mice are defeated.

Chapter Setup

Chapter End: Place the chapter end marker on page 7 of the chapter track.

Party Setup: Select 6 mice to be in the party for this chapter.

Encounter Deck Setup: To build the encounter deck, use only the difficult encounter cards from Sorrow and Remembrance (the first core Mice and Mystics game set). Shuffle the cards together, and place them face down onto the encounter area of the story control board. The standard encounter cards are not used in this chapter.

Room Tile Setup: Place the following 4 tiles as shown below: Tunnel Entrance, King's Tunnels, Kitchen, and Dining Hall. Place 4 of the mice on the flip space in the tunnel entrance. Place the other 2 mice adjacent to the first 4. Reveal an encounter card to begin the chapter. In addition to any minions placed from this encounter card, also place a cave centipede normally.

The white mouse head icon represents the start space.

Special Chapter Rules

Scaring the Human Raiders

The castle is crawling with human raiders from the sea. These raiders will be represented by raider tokens. The mice cannot move onto or through a space with a raider token. The mice need to scare these superstitious brigands so that they believe the castle is haunted and won't want to stick around. Each time the mice have an opportunity to scare a raider, the special rules for that room will explain how to do it. The special rules will also explain how many scare points can be achieved. When scare points are earned, advance the marker on the scare track that many spaces. If the marker reaches the 10 space, the mice have successfully scared the human raiders out of the castle. Advance the chapter end token 1 page space on the chapter track, and remove all remaining raider tokens.

Room Tiles

Each room tile below lists its numbered special rules as printed, with the tile's whole-tile markers as printed in its whole-tile column.

Tunnel Entrance

Whole tile markers: 1.

  1. Special Search: Toothpick. Toothpick is a sharp item card. Its printed text: "When defending against a melee attack, if any cheese is rolled, this mouse may immediately inflict 1 unblockable wound on the attacking minion for each cheese rolled." Requirements: No Requirements.
  2. Story Moment: When the mice explore the Tunnel Entrance, choose a player to read the story moment aloud (narrative omitted).
  3. Special Rule: Minions Escaping: Each time a minion initiative card begins its turn, remove 1 minion associated with that card and set it aside, it's escaping up the ladder. Keep track of which minions escaped in this way. These minions will be added to the next encounter!
  4. Special Search (in water spaces): Fishhook & Thread. (Note: the mice can use this to climb up to high places such as the king's bed.) Upon drawing this card, add the fishhook and thread token to the party stash. The printed card text reads "See page XX of the rulebook for details on how to use the fishook and thread." No usage rules for this token appear in this chapter, so none are added here.
  5. Special Surge: Spider. This minion is not affected by special rule 3 above.

King's Tunnels

Whole tile markers: 1, 2, 3, 5.

  1. Special Setup: When the mice first explore the king's tunnels, instead of revealing an encounter card, place 3 elite rat warriors and 4 roaches on the flip space or adjacent to the flip space so the minions are crowding around the ladder up. After dealing the cards to the initiative track, and before the first card on the track takes its turn, proceed to the following story moment:
    • Story Moment: Choose a player to read the story moment aloud (narrative omitted).

King's Chamber

Whole tile markers: 1, 3, 5.

  1. Special Setup: When the mice explore into the King's Chamber, after revealing an encounter card, also add any minion figures set aside from the King's Tunnels, and add their initiative card to the initiative track if necessary. Place a raider token on the minion entry space in the corner adjacent to the chest. Then choose a player to read the story moment aloud (narrative omitted).

  2. Special Rule: Chest Inaccessible: Because the burly raider is digging in the king's chest, the mice cannot use it to climb onto the bed. Nor can they move into the spaces indicated, as these are occupied by the raider. The minion entry space in this corner cannot be used to place minions.

  3. Special Rule: Scaring the Burly Raider: The mice can scare this raider to earn scare points. On its turn, a mouse on the bed can use its action to attempt to push the lid of the chest shut on the raider. Roll an action die for the mouse plus 1 additional die for each other mouse on the bed. If 1 or more cheese are rolled, the chest lid slams down on the raider. The amount of cheese rolled indicates how firmly the lid smacked the raider. For each cheese rolled, advance the marker on the scare track one point and remove the raider token from this room. If no cheese are rolled, the mice were not able to push the lid down and can try again on a different mouse's turn.

    If the mice successfully scare the raider, choose a player to read the story moment aloud (narrative omitted).

  4. Special Search: Dinner Fork. Found on the serving tray. (Note: This item will be needed later in the chapter. Grab it now so you don't have to double back for it.) The dinner fork is a party item. Upon drawing this card, add the dinner fork token to the party stash. The printed card text reads "See page XX of the rulebook for details on how to use the dinner fork." No usage rules for the dinner fork appear in this chapter's rules beyond Special Rule: Flinging Cheese in the Kitchen.

  5. Special Surge: If the raider has not been scared yet, he hears something and looks over the top of the lid. He is suspicious now. The most scare points the mice can earn from this encounter is now 3. Any additional scare points earned are lost.

Kitchen

Whole tile markers: 1, 3, 4, 5, 6, 7.

  1. Special Setup: When the mice explore the Kitchen, it is crawling with bugs that have been stirred up by a ransacking raider searching for salvageable items in the kitchen. Do not reveal an encounter card. Instead, place 1 spider, 1 cave centipede, and 4 greedy roaches normally. Also place a raider token on any floor space.
  2. Special Rule: Flinging Cheese: If the mice have the dinner fork party item, they can deploy it on the kitchen counter special area. A mouse on the kitchen counter can spend 1 cheese and use its action to fling that piece of cheese at the raider. Roll a die. If a cheese is rolled, advance the scare marker 1 point on the scare track, then remove the raider. On any other result, the raider stays.
  3. Story Moment: When the mice clear the Kitchen of minions and raiders, choose a player to read the story moment aloud (narrative omitted).
  4. Special Rule: Building the Ghost: After clearing the room of minions, and scaring the raider out of the room by flinging cheese (see Special Rule: Flinging Cheese above), the mice build a fake ghost to scare the human raiders really good. Remove all mice from the board and place each mouse on its card. Then place the ghost token on the mop space in the kitchen. Assign each mouse to a job. Two mice climb up and peer out of the burn holes that are acting as the eyes of the ghost. The other four mice are holding the mop handle vertical and moving the ghost.
  5. Special Rule: Actions with the Ghost: On its turn a mouse player can choose to perform 1 of the following actions:
    • Move the Ghost: If this mouse is assigned to help hold the mop, it can encourage its friends to help move the ghost. Choose a number between 1 and 3. Each of the four mice assigned to movement rolls an action die. The player can move the ghost marker 1 space for each die that matched the chosen number.
    • Make Scary Noises: A mouse assigned to an eye can encourage his friends to join him in making ghostly noises. Roll 1 die for each mouse and add the cheese results. If the total is higher than the number of spaces to the nearest raider, the mice scare that raider and earn 3 scare points. Remove that raider token. (Note: once the mice scare enough raiders to earn 10 scare points, remove all raiders from the board. They are leaving the castle.)

Dining Hall

Whole tile markers: 1, 2, 4, 5, 6, 7.

  1. Special Setup: When the ghost enters the Dining Hall, do not reveal an encounter card. Instead, place 3 raider tokens on minion entry spaces. Place 3 elite rat warriors on the dining table. Place Blackpaw and Barnacle and 2 rat warriors on the table as well. (Note: Use a regular rat warrior and a regular roach to represent Blackpaw and Barnacle. Place the Blackpaw marker under the chosen rat to show that it is Blackpaw.) Shuffle the elite rat warrior and the regular rat warrior initiative cards in with the mouse initiative cards and deal them to the track as usual. Then place Barnacle's card beside the regular rat warriors card for reference.

    Once setup is finished, choose a player to read the story moment aloud (narrative omitted).

  2. Special Rule: Ghost: As long as the mice are still in the Ghost costume all of the rules concerning the Ghost that were listed in the rules for the Kitchen tile still apply to this tile.

  3. Special Rule: Suspicious Rats: At first, Blackpaw and his fellow minions on the table will not move and attack the ghost and the mice inside it. However, they are suspicious and not afraid of ghosts like the human raiders are. Each time the mice scare a human raider away, add a cheese to the minion cheese wheel. If the mice successfully scare all the human raiders away, place 4 of the mice on the space the ghost is in. Place the other 2 mice adjacent then remove the ghost token. Play now reverts to normal. The minions will now move and attack on their turns, and the mice can take their turns normally.

  4. Special Rule: Blackpaw and Barnacle: Blackpaw is just a normal rat warrior and activates along with the rat warriors on their turn. When Blackpaw attacks, he rolls 2 additional action dice. When Blackpaw moves, move Barnacle the roach along with him, keeping Barnacle in the same space as Blackpaw. Barnacle does not take a turn, he protects Blackpaw from attacks. Blackpaw cannot be attacked until Barnacle is defeated. Once Barnacle is defeated, remove the roach figure. Blackpaw may now be attacked just like any other rat. Barnacle has 4 defense and 1 life.

Components

The chapter's cut-out sheet contains the scare track, the Barnacle monster card, the Blackpaw marker, the ghost token, and the raider tokens.

Barnacle (monster card): "Keep Barnacle next to Blackpaw. Barnacle must be defeated before Blackpaw can be attacked." Its defense and life values are given in Special Rule 4 of the Dining Hall. Blackpaw has no separate card text in this chapter; he is a normal rat warrior with the special rule above.

Transcription Notes

  • The action-die symbol printed as a black starburst in this chapter's rules is transcribed as cheese. It is the symbol the base Mice and Mystics action die uses for successes (see the base rulebook's Action Dice section), and it is used the same way here (Special Rules for the burly raider, the Toothpick card, and Flinging Cheese).
  • The item cards' printed text that refers to "page XX" for how to use the Fishhook & Thread and Dinner Fork tokens is transcribed as printed. This chapter's source gives no page for those rules, and no further usage rules are added.
  • The card text's spelling "fishook" (for fishhook) is transcribed as printed.
  • Attack: A mouse assigned to an eye hole and armed with a ranged attack, can remove 1 cheese from its stash and add it to the minion cheese wheel where to use its turn to make a ranged attack against a minion. Raiders cannot be attacked.
  • Switch Places: A mouse can switch positions with another mouse inside the ghost.
  • Explore: If the ghost is next to the exit into the Dining Hall, a mouse can use its turn to explore. Move the ghost token to the Dining Hall tile as you would a figure. The ghost has now entered the Dining Hall. The Dining Hall is explored.
  • Special Rule: Minions and the Ghost: Minions do not move towards and attack the ghost token.
  • Special Surge: If a surge happens in the Kitchen, move the hourglass as usual. Do not place any new minions. There are no other surge effects in this room.
  • Special Rule: Chandelier: There is a rope holding up the candle chandelier. A mouse armed with a ranged weapon or another type of ranged attack, can shoot the rope, hoping to drop the chandelier on the rats occupying the table. The rope has 1 life and a defense of 4. When the chandelier rope defends, any cheese rolled is not added to the minion cheese wheel. Successfully defeating the rope causes the chandelier to crash down on top of the rats on the table. This causes a melee attack against all minions on the table using 3 dice. Remember that Blackpaw is protected by his trusty pet Barnacle and cannot be harmed by the chandelier unless Barnacle is defeated. Immediately advance the marker on the scare track 3 spaces when the chandelier crashes.

  • Special Surge: If a surge occurs in the Dining Hall, and the ghost token has not already been removed from the board, the mice have lost control of their ghost contraption. Place 4 of the mice on the space the ghost is in. Place the other 2 mice adjacent, and then remove the ghost token. Play now reverts to normal. If a surge happens and the ghost token has already been discarded the hourglass marker is still moved 1 space on the chapter track but no other effect takes place.

  • Story Moment: If the mice are victorious, choose a player to read the story moment aloud (narrative omitted).