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Primal: The Awakening – Crystal Caves and Flooded Wilds

Expansion for Primal: The Awakening

Primal: The Awakening – Crystal Caves and Flooded Wilds Rulebook

Table of Contents

Table of Contents

  • Expansion Overview
  • Components
  • How to Use Biomes
  • Create Your Own Scenario
    • Thunder
    • Feather
    • Metal
    • Crystal
    • Ice
    • Fire
    • Venom
    • Coral
    • Horn
    • The Awakened
  • Biome Rules
    • Crystal Caves
      • Crystal Tokens
    • Flooded Wilds
  • Biome Setup (Expedition Mode)
    • Felaxir
    • Morkraas
    • Korowon
    • Orouxen

Expansion Overview

This expansion introduces two new biome combat boards, provided as a double-sided playmat, each featuring unique special rules. These biomes can be used in Expedition mode, Campaign mode, or custom scenarios with any monster from the Core Game or other expansions.

Components

  • 1x Double-sided Playmat
  • 1x Token Bag
  • 4x Red Crystal Token
  • 4x Blue Crystal Token
  • 4x Green Crystal Token
  • 4x Yellow Crystal Token
  • 4x Deep-water terrain token
  • 1x Rulebook

How to Use Biomes

Each biome features unique artwork and comes with special rules that create a distinct gameplay experience, reflecting the thematic environmental conditions of the battlefield.

  • Campaign Mode: Replace the standard board with the biome board that matches the monster's element. Follow the Biome Rules on page 3 but use the terrain configuration provided in the scenario's instructions in the Campaign Book.
  • Expedition Mode: Follow the Biome Rules on page 3 and use the setup configurations for the new scenarios included in this expansion (see page 6).

Create Your Own Scenario

Each biome can be used with any monster in the game. To create your own custom scenario, simply choose a biome to set the scene, then select a monster, aggression level, and terrain setup of your choice.

Keep in mind that some monsters require specific terrain for their mechanics to function properly. Below are the recommended restrictions for each monster.

Thunder

  • Ozew: No restrictions
  • Jekoros: Use at least 1 Water
  • Zekath: No restrictions
  • Zekalith: No restrictions

Feather

  • Pazis: No restrictions
  • Nagarjas: No restrictions
  • Xitheros: Use at least 1 Water

Metal

  • Hurom: No restrictions
  • Tarragua: No restrictions

Crystal

  • Felaxir: No restrictions
  • Morkraas: No restrictions

Ice

  • Sirkaaj: Use 1 Ice terrain in each sector
  • Mamuraak: Use 1 Ice terrain in each sector

Fire

  • Vyraxen: No restrictions
  • Kharja: No restrictions
  • Taraska: No restrictions

Venom

  • Hydar: Use at least 1 Baethanis
  • Reikal: Use at least 1 Swamp

Coral

  • Korowon: Use at least 2 Water
  • Orouxen: Use 1 Plateau and at least 2 Water

Horn

  • Toramat: Use 1 Plateau and at least 1 Rock
  • Dygorax: No restrictions

The Awakened

  • The Awakened: You can only play at aggression level 3; use Ballista tokens as normal (see note below).

Note: When using the Awakened on a biome board, place the Ballista tokens at the four corners of the board as you would on the monster's dedicated board. Even though the biome board does not show the Ballista slots, you may consider the corners as valid placement areas, following the standard Awakened rules.

Biome Rules

This section provides a detailed explanation of the rules for the biomes included in this expansion.

Crystal Caves

Luminous crystals fall from above as the ceiling of the cavern trembles.

This biome uses a bag with 16 colored crystal tokens matching the colors of the action cards: red, yellow, blue, and green. During setup, shuffle all the tokens inside the bag. Then, draw one token per player and place it in the sector of the board indicated on the back of the token (see the example below).

Throughout the game, at the start of each round, draw one token from the bag and place it in the indicated sector on the board. The tokens act as resources that players can use during the fight, as explained below.

Example: Crystal token. Alice draws a red crystal from the bag, checks the back of the token, and places it on the correct sector (i.e., the one corresponding to the monster's current right flank, as shown on the diagram).

[Crystal Caves (Crystal) biome board: illustration in the printed rulebook.]

When a player pays the stamina cost to play a card, they can remove a crystal token of the same color as that card from their sector to reduce that stamina cost by 1.

At the end of round 6, the cavern collapses and the game ends. Rounds 7, 8, 9, and 10 are marked as broken apart on the round track to indicate the collapse.

Crystal Tokens

The front side of the crystal token displays a colored crystal icon, while the back shows a diagram of the monster's sides. When you draw a token, place it on the board in the sector that corresponds to the monster's side highlighted in purple on the diagram.

Note: The front side in the diagram is always at the bottom.

[Front / Back token diagram: illustration in the printed rulebook.]

Flooded Wilds

The tide rises, like a beating heart, flooding the battleground and making every action more difficult for the hunters.

This biome introduces a new water terrain type: the deep-water. The expansion includes new tokens featuring standard water on the front side and deep-water on the back.

Note: If you use this biome in a Campaign scenario, replace standard water terrain tokens with the new tokens. Use them with their front side face up and then follow the rules below.

During rounds 2, 3, 5, 6, 8, 9, and 10, the tide rises, and with it, the water level. At the start of these rounds, flip all water in play to the deep-water side. Flip them back to the water side at the end of the round.

While a player is in a sector with deep-water terrain, their sequence limit is reduced to 3 (as regular water terrain), and when refilling their hand, they must consider their hand-size limit reduced by 1, drawing one less card than usual.

[Flooded Wilds (Coral) biome board: illustration in the printed rulebook.]

Biome Setup (Expedition Mode)

The setups below are for the new Expedition mode scenarios included in this expansion. Each monster lists its terrain for Expedition 1 and Expedition 2. The board layouts are shown as illustrations in the printed rulebook.

Felaxir

Special rules: Special attrition cards: Remove two base attrition cards with an attrition value of 1 from the attrition deck, and add in Felaxir's special attrition cards instead. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook.

  • Expedition 1: 1x Water, 1x Rock
  • Expedition 2: 1x Rock, 1x Cyricae

Morkraas

  • Expedition 1: 2x Rock
  • Expedition 2: 1x Cyricae, 1x Fog

Korowon

Special rules: Debility cards: Each player has a reserve of 4 Debility cards associated with their hunter (see the matching class icon on the card back). Keep these cards close at hand and use them when instructed by card abilities over the course of the game. Debility cards are explained in detail on page 96 of the Core Game Rulebook.

  • Expedition 1: 2x Deep-Water, 1x Baethanis, 1x Plateau
  • Expedition 2: 2x Deep-Water, 1x Synaerea, 1x Plateau

Orouxen

  • Expedition 1: 2x Deep-Water, 1x Brush, 1x Baethanis, 1x Plateau
  • Expedition 2: 2x Deep-Water, 2x Sand, 1x Plateau