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Primal: The Awakening – Goldarks and Thunder Mountains thumbnail

Primal: The Awakening – Goldarks and Thunder Mountains

Expansion for Primal: The Awakening

Primal: The Awakening – Goldarks and Thunder Mountains Rulebook

Table of Contents

Table of Contents

  • Expansion Overview
    • Components
  • How to Use Biomes
    • Create Your Own Scenario
  • Biome Rules
    • Goldarks
    • Thunder Mountains
  • Biome Setup (Expedition Mode)
    • Hurom
    • Tarragua
    • Jekoros
    • Ozew
    • Zekath and Zekalith

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
  • 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: 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.

Goldarks

The Voice of the Awakened echoes through the mountain valleys, empowering both the monster and the hunters.

During rounds 2, 5, 8, 9, and 10, whenever a player or the monster suffers damage, that damage is doubled. When you inflict a wound to the monster during these rounds, remove any excess damage.

Goldarks (Metal) Biome board.

Thunder Mountains

The storm rages on, sparks flying across the battlefield.

During their movement phase, a player suffers damage equal to the monster's aggression level (minimum 1), unless they move by paying the stamina cost of their movement with a dodge card.

While the round marker is on rounds 3, 4, 6, 7, 9, or 10 (as shown on the round track), the damage suffered from this effect is doubled.

Thunder Mountains (Thunder) Biome board.

Biome Setup (Expedition Mode)

Use these setups with the Expedition mode scenarios. Each entry lists the monster's special rules, then the terrain for Expedition 1 and Expedition 2.

Hurom

Special rules

  • Arkeum tokens: This scenario uses Arkeum tokens. Keep these tokens near the board and use them when instructed by card abilities during the game. Arkeum tokens are explained in detail on page 97 of the Core Game Rulebook.

  • Special attrition cards: Take Hurom's special attrition cards and place them near the monster board. These cards are out of play until a card ability instructs you to interact with them. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook.

  • Expedition 1: 2x Rock

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

Tarragua

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

Jekoros

Special rules

  • Charge track: Set the charge level to 0 by placing the corresponding marker in the charge space on the Charge track. The Charge track is explained in detail on page 95 of the Core Game Rulebook.

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

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

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

Ozew

Special rules

  • Behavior deck setup: Leave Ozew's Lightning behavior card out of the behavior deck. This card is considered to be out of play until a card ability instructs you to interact with it.

  • Swarm deck setup (only if you play at level 2 or 3): Shuffle Ozew's Swarm cards to form the swarm deck and place it near the monster board. This deck of cards is considered to be out of play until a card ability instructs you to interact with it. Swarm cards are explained in detail on page 97 of the Core Game Rulebook.

  • Rumble deck setup: Shuffle the Rumble cards to form the rumble deck and place it near the monster board. Rumble cards are special cards that are unique to Ozew. They are explained in detail on page 96 of the Core Game Rulebook.

  • Expedition 1: 1x Brush, 1x Rock

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

Zekath and Zekalith

The printed page shows one pair of Expedition setups beneath both monsters. The source does not assign them individually, so they are given once here.

Special rules (Zekath)

  • Special peril cards: Deception, Spark and Disturbance are special peril cards that are not connected with specific stances. These peril cards follow special rules, which are explained in detail on page 5 of the Nightmare Expansion Rules.
  • Vibration track: Set the vibration level to 0 by placing the corresponding marker on the vibration space on the Vibration track. The Vibration track is explained in detail on page 5 of the Nightmare Expansion Rules.

Special rules (Zekalith)

  • Special peril cards: Pulsating, Fear and Dissonance are special peril cards that are not connected with specific stances. These peril cards follow special rules, which are explained in detail on page 5 of the Nightmare Expansion Rules.

  • Vibration track: Set the vibration level to 0 by placing the corresponding marker in the vibration space on the Vibration track. The Vibration track is explained in detail on page 5 of the Nightmare Expansion Rules.

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

  • Expedition 2: 1x Water, 1x Baethanis, 1x Cyricae, 1x Fog