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Monster Lands: Heavy Weapons & 5th Player thumbnail

Monster Lands: Heavy Weapons & 5th Player

Expansion for Monster Lands

Monster Lands: Heavy Weapons & 5th Player Rulebook

Table of Contents

Table of Contents

  • Components
  • Heavy Weapons Expansion Rules
    • Game Preparation & Deployment Phase
    • Adventure Phase
      • Defense
      • Attack
  • 5th Player Rules Modifications
    • Game Preparation
    • The Second Gate
    • Affinity Link Tokens
    • Scoring
    • Shorter Variant
  • Monster Cards
    • Goblins
    • Ogre
    • Orcs
    • Troll
    • Wyvern
  • Mercenary Cards
    • Arwareen
    • Barbadum
    • Chiiisp
    • Flambe
    • Hanabay
    • Karagor
    • Nezubelin
    • Oforge
    • Thozok
  • Lands
    • Moursar
    • Nagvan
    • Vazdrar
  • Equipment
    • Griper
    • Keer
    • Muzar
  • Tricks
    • Trick (upper card)
    • Trick (lower card)
  • Heavy Weapons Tiles
    • Heavy Weapon, number 7 (printed p.18)
    • Heavy Weapon, number 10
    • Heavy Weapon, number 11
    • Heavy Weapon, number 12 (first tile)
    • Heavy Weapon, number 12 (second tile)
    • Heavy Weapon, number 13
    • Heavy Weapon, number 13 (back page, first tile)
    • Heavy Weapon, number 13 (back page, second tile)
    • Heavy Weapon, number 14 (back page, first tile)
    • Heavy Weapon, number 14 (back page, second tile)

Components

Components as listed on the printed rulebook's component page (count shown with ×):

  • Initial Clan Members ×2
  • Mercenaries ×7
  • Monster ×5
  • Equipment ×5
  • Lands ×3
  • Second Gates ×5
  • Progress Track ×1
  • Heavy Weapons ×20
  • Bag ×1
  • Tricks ×5
  • Strength dice ×6
  • Magic dice ×4
  • Persuasion dice ×4
  • Ammunition dice ×8
  • Reputation marker ×1
  • Glory marker ×1
  • Initial Trap ×1
  • Affinity Links ×5
  • Potions ×3
  • Venoms ×3
  • Gold ×8
  • Assignment tokens ×9

Heavy Weapons Expansion Rules

Game Preparation & Deployment Phase

Heavy Weapons are available for purchase at the Hunter's Lodge.

Place all Heavy Weapons tiles into the Heavy Weapons bag and draw one of them randomly, placing it on the Hunter's Lodge with the Gold coin symbol up.

Heavy Weapons occupy the space of two traps.

Players can purchase Heavy Weapons following the standard rules, paying the price as indicated on the tile (remember your Persuasion discounts).

If you buy a Heavy Weapon, store it on your Clan Progress Track, in your Traps section. The storage limit is 1, not counting those already assigned to a Path. You may discard a Heavy Weapon to buy a new one.

After a player has purchased a Heavy Weapon and completed his action at the Hunter's Lodge, fill up the space with a new random Heavy Weapon tile from the bag.

You may deploy a Heavy Weapon to an outside Path, at the moment of deploying a Mercenary to a Land or the Entrance of the Citadel.

The Heavy Weapons always occupy the last spaces of a given Path (they are heavy and it takes time to roll them there). Heavy Weapons are ranged arms, so they can reach your opponent from the rear-guard.

Adventure Phase

Heavy Weapons come into play when you activate the Mercenary occupying the Path they are placed on.

They may feature a Defense value, a number of Ammunition Dice, and a Weapon Ability.

You may activate each Heavy Weapon twice before discarding it. After its first activation, flip the tile from its new side to its worn-down side. It is still usable, even in the same battle, but it has lower values in its features. If you activate it a second time, discard the tile immediately after use, do not leave it on the Path.

(Illustration: a Heavy Weapon tile on its NEW side and on its WORN DOWN side.)

Possible Activations (you may use only one of each type in a single battle):

Defense

During a Monster attack, you may activate the Heavy Weapon to seek shelter behind it and use its Defense value. Note that not all Heavy Weapons have Defense values.

Attack

When you attack a Monster or attempt to conquer a Land, you may use its attack features, consisting of Ammunition dice and Weapon Ability.

You may choose to activate your Heavy Weapon at any time during the Mercenary attack. This gives you the flexibility to "wait and see" whether you actually need the extra fire power.

If you activate a Heavy Weapon for attack, take the indicated Ammunition dice from the reserve and place them on the Heavy Weapon tile. You may roll these dice together, one by one (to capture Monsters instead of killing them) and also switch between Ammunition dice and other dice, if it suits your capture strategy.

Ammunition dice work like other dice (D6), but they often come with modifiers from their Heavy Weapon's ability. You can also influence them with talents of the Forge affinity and their equipment.

The Weapon Ability is only used when the Weapon is activated to attack, but in this case the ability's application is obligatory.

If your Heavy Weapon has not been discarded during battle, you may roll it home and store it again on your Clan Progress Track for future use, provided you keep the storage limit of 1. Maintain the tile on its current side (new or worn-down).

5th Player Rules Modifications

Game Preparation

Set up the game as normal, using the provided Clan Progress Track, Glory and Reputation markers and Initial Trap for the 5th player. Use the following rules modifications:

  • Give each player a SECOND GATE card
  • Give each player an Affinity Link token

The Second Gate

The SECOND GATE is your personal back door entrance to the buildings of the Citadel. You can use an action during the Deployment phase to deploy a die there, choosing a single Strength or Magic die, according to the building you want to access. Wherever there is a price on an item, pay the price. At the Alchemist, you receive 2 potions or 2 venoms or 1 of each. At the mine, you receive 2 Gold.

Note that you cannot use Persuasion dice at the SECOND GATE. Merchants will let you enter their buildings even when the dice spaces on the main board are filled, but they will not give you discounts.

You can use the SECOND GATE only once per Deployment phase, so choose the moment wisely.

(Illustration: the SECOND GATE card, showing the Citadel buildings and dice spaces.)

Affinity Link Tokens

To off-set the increased difficulty of pairing Mercenary and Land for settling purposes, each player has an Affinity Link token. This token allows you to settle 1 Land of any Affinity with a Mercenary of any different Affinity.

To use the token, place the Land and the selected Mercenary on the left of your Clan Progress Track, then place the token on the top of the cards. Remember that settled Mercenaries will not leave their Lands unless they die or are promoted to Leader, so apply the link with care.

Scoring

Use the following table when scoring Affinity icons of each Affinity in your Clan:

# of Affinity icons of matching Affinity01-23456+
Victory Points0146914

Shorter Variant

To shorten total play time, play the game over 5 rounds instead of 6, maintaining the rule of ending the game when a player has 30 Glory points at the end of a round. In this case, each Clan starts with 1 Leader, 1 Initial Mercenary, 1 Novice, 6 Glory, 2 Reputation, 2 Defense tokens, 1 Initial Trap, and 7 Gold.

Monster Cards

(Card-text notes for the monsters in this expansion, as printed.)

Goblins

Before each Monster attack, roll an additional Monster die against all Mercenaries in the Land, including the active Path.

Ogre

Subtract 1 from the result of each Ammunition die on the attacker's Path.

Orcs

When paired with a Forge Land, the Monster gets 2 additional Attack dice instead of 1.

Troll

You cannot use Venoms in a battle with this Monster.

Wyvern

You cannot use Equipment against this Monster.

Mercenary Cards

(Card-text notes for the mercenaries in this expansion, as printed.)

Arwareen

Add +2 to the result of each Ammunition die on the assigned Path.

Barbadum

Receives 2 additional Defense talents, when activating a Heavy Weapon for Defense.

Chiiisp

May reroll an Ammunition die on his Path. May do this twice, either with the same or different dice.

Flambe

+3 to the total roll result for conquering Lands.

Hanabay

Pay 3 Gold coins to obtain 1 Strength die to be used this round. May not be activated if Hanabay is assigned to a Path.

Karagor

+2 to the total roll result for eliminating Monsters (does not count for capturing).

Nezubelin

You receive a discount of 4 Gold coins on a Heavy Weapon purchase. You may reduce the price to 0 this way, but not below.

Oforge

Add +3 to the result of a single Ammunition die on the assigned Path.

Thozok

When activating a Heavy Weapon for Attack, gain 1 additional Ammunition die.

Lands

(Card-text notes for the lands in this expansion, as printed.)

Moursar

Deploy 1 Strength die to obtain 2 Defense tokens. This is an action.

Nagvan

Deploy 2 Persuasion dice to gain the Heavy Weapon token from the offer. This is an action.

Vazdrar

Deploy 1 Persuasion die to obtain 2 Persuasion or Strength dice to be used this round. This is an action.

Equipment

(Card-text notes for the equipment in this expansion, as printed.)

Griper

Provides 2 Defense Talents against Monsters with Forge, Water or Air Affinity (not effective against Tricks).

Keer

May reroll a Strength or Persuasion die on the Path. You may do this twice, with the same or different dice.

Muzar

Add +3 to the result of a single Strength or Magic die on the assigned Path when attacking a Monster.

Tricks

(Card-text notes for the tricks in this expansion, as printed.)

Trick (upper card)

Steal 1 Ammunition die from a Mercenary on an adjacent path.

Trick (lower card)

Steal 2 Ammunition dice from a Mercenary on an adjacent path.

Heavy Weapons Tiles

When the Heavy Weapon is in worn-down state, use the values in brackets.

Heavy Weapon, number 7 (printed p.18)

For every "1" rolled with an Ammunition die, inflict 1 hit on each Mercenary in the Land, including the active Path. This can be defended against as normal.

Heavy Weapon, number 10

Every Ammunition die of this path adds +2 (+1) to its value.

Heavy Weapon, number 11

Add an additional +3 (+2) to your roll result for each Venom you use in the Attack.

Heavy Weapon, number 12 (first tile)

Place 1 Strength (Ammunition) die from the general reserve onto the tile.

Heavy Weapon, number 12 (second tile)

Add +12 (+6) to your roll result when conquering the Land.

Heavy Weapon, number 13

Add +3 (+2) to your roll result when trying to eliminate a monster (does not count for capturing).

Heavy Weapon, number 13 (back page, first tile)

Every Ammunition die of this Path adds +1 to its value.

Heavy Weapon, number 13 (back page, second tile)

Gain +4 (+2) Glory points when eliminating or capturing a Monster.

Heavy Weapon, number 14 (back page, first tile)

Add +7 (+2) to your roll result when attacking a monster.

Heavy Weapon, number 14 (back page, second tile)

Add +8 (+4) to your roll result when trying to conquer a Land. (The printed text reads "aLand"; transcribed here with the missing space restored.)