Primal: The Awakening – Woltyar and Frozen Wastes
Primal: The Awakening – Woltyar and Frozen Wastes Rulebook
Table of Contents
Table of Contents
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 below but use the terrain configuration provided in the scenario's instructions in the Campaign Book.
- Expedition Mode: Follow the Biome Rules below and use the setup configurations for the new scenarios included in this expansion (see Biome Setup (Expedition Mode) below).
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
- The Awakened: You can only play at aggression level 3; use Ballista tokens as normal (see note below)
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
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.
Woltyar
As the fight progresses, rising temperatures put increasing fatigue on the hunters.
At the start of each round, each player discards the top X cards of their decks, where X equals the current round number. (e.g., at round 1, each player discards 1 card from the top of their deck; at round 2, each player discards 2 cards, and so on).
Lava crossing. When a player during their movement crosses the lava rivers that cut diagonally across the board, they suffer burning. The biome board diagram shows the specific movements that trigger lava crossing: arrows on the printed board indicate the movements that count as crossing the lava rivers.
Frozen Wastes
Freezing winds sap the hunters' precision and focus, weakening their concentration.
During rounds 1, 3, and 5, all players' mastery cards are considered blank.
From round 8 onward, all mastery cards remain blank permanently for the rest of the fight.
Note: A blank mastery card is treated as if it had no Focus ability text (when unfocused) and no Mastery ability text (when focused). This means it cannot be focused during rounds in which it is blank.
Biome Setup (Expedition Mode)
The terrain placement for each scenario is shown in the diagrams on the printed page; the component lists below are the terrain pieces printed under each expedition.
Vyraxen
Expedition 1: 2x Rock
Expedition 2: 1x Rock, 1x Fire
Kharja
Special rules: Damaged sectors. In this scenario, players will be instructed to place damage tokens in specific sectors on the board to indicate they have been damaged. Damaged sectors have no inherent effect in the game, but some of Kharja's card abilities will reference them.
Expedition 1: 2x Rock
Expedition 2: 1x Rock, 1x Cyricae, 1x Fog
Taraska
Special rules: Special attrition cards. Remove three base attrition cards with attrition values of 0, 1 and 2 from the attrition deck. Then add in Taraska's special attrition cards instead. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook.
Special rules: Lava diagram. Taraska's behavior cards feature a special Lava diagram, which is explained in detail on page 3 of the Nightmare Expansion Rules.
Expedition 1: 2x Rock
Expedition 2: 1x Rock, 1x Fire
Sirkaaj
Expedition 1: 4x Ice, 1x Rock, 1x Baethanis
Expedition 2: 4x Ice
Mamuraak
Special rules: Special behavior deck setup. Leave Mamuraak's Winter's Embrace 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.
Special rules: Glaciation track. Set the glaciation level to 0 by placing the corresponding marker on the space on the Glaciation track. The Glaciation track is explained in detail on page 3.
Expedition 1: 4x Ice, 2x Rock
Expedition 2: 4x Ice