The Edge: Dawnfall – Terrains Expansion
The Edge: Dawnfall – Terrains Expansion Rulebook
Table of Contents
Table of Contents
Setup
Set up the game according to the standard rules. Before the units are placed, starting with the first player, players take turns placing terrain elements on the board, beginning with the smallest one (1 hex). Terrain elements must be placed at least 1 hex away from Crystal Sources and at least 1 hex away from each other. Afterward, players proceed to place their models, according to the standard rules. Just like in the base game, models have to be placed at least 2 Spaces away from Crystal Sources, and at least 1 hex away from terrain element.
When playing with terrain sets, small generic tokens are used to represent Charge, Fury, Crystal and Unstable tokens. During the game, players use two sets of appropriate tokens, meaning they will have 10 tokens at hand. If there are no available tokens in the neutral pile, the portal's power is currently exhausted and cannot be used until at least one token is returned to the pool.
Crystal Manifestation
A squad of crystalline-skinned dryads was a sight to behold. Their skin glimmered as they charged the Faceless, seemingly invincible.
Scenario: Crystal-Less
As the last of the Crystals dimmed and died, our hopes died with them...
Game Setup: During setup, players do not place any Crystal Sources and do not receive any Crystals for their pools.
Special Rules: Every time a player uses a Crystal Gate or a Lesser Crystal, they place one Crystal in their Crystal Pool.
Game Ends: According to the standard rules.
Scenario: Crystal-Bound Power
Liberate him! Shatter these crystal shackles! We're out of time!
Game Setup: During setup, deploy the faction's leader 3 Spaces away from the closest Crystal Gate. If the map layout does not allow this, start the setup from the beginning. The leader starts the scenario with 7 Crystal Tokens on its Squad card - and it can't be shattered.
Special Rules:
- Faction leaders can't perform Attack or Move actions as long as there is at least one Crystal Token on their card. Both ally and enemy units can attack the faction leader. When the faction leader would be wounded, he doesn't lose Endurance, instead discard one Crystal Token from his card.
- After all Crystal Tokens have been discarded, faction leaders' Movement is reduced to one Space per Move Action.
- When the faction leader is base to base with a Crystal Gate, player may use a Move Action to escape the board, instead of teleporting to another Gate.
Game Ends: Player wins if his faction leader has escaped the board, or when his opponent has no units left on the board.
Blood Magic
Mission report no 17. We have secured the perimeter. No enemy in sight.
Scenario: Fury
They are sick; their craving cannot be controlled. All they want is bloodshed – and this infernal yearning spreads like wildfire among both armies.
Game Setup: One Squad begins with a Fury token.
Special Rules: If a model, whose Squad has a Fury token, ends its movement base to base with another model without a Fury token, the latter gains a Fury token and places it on its Squad card. At the end of their turn, a player must discard one Fury token from any of their Squad cards.
Transcriber note: the leaflet prints a two-hex symbol in this sentence where the words "base to base" would sit; it is read here as "base to base", matching the wording used in Crystal-Bound Power.
Game Ends: According to base game rules.
Scenario: Clash of the Giants
When the titans quarrel among themselves, even the greatest magic must yield.
Game Setup: Setup according to the standard rules. During the deployment phase, after a Shrine is placed on the map, deploy your faction leader. Do not deploy any other units. Instead, all models are placed on their Squad cards.
Special Rules: Every time a faction leader loses 1 Endurance token, a player controlling its model immediately deploys one Squad on the map (if this Squad wasn't used before). This Squad's placement must adhere to the standard rules of the game.
Game Ends: A player who kills the opponent's faction leader becomes the winner.
Unstable Flames
Scenario: Tactical Reserve
A powerful ally left in reserve has always been good for morale – and bad for enemy's battle plans.
Game Setup: During setup, players choose one Squad card each and place it on the side of the board with an Unstable token. The models of this Squad are deployed according to the standard rules.
Special Rules: A Squad with an Unstable token can only be Attacked by the opponent's Squad with an Unstable token.
Game Ends: According to the standard rules.
Scenario: Burn Them All!
Another hour of battle and everything caught fire. Vegetation, animals, the enemy - and even ourselves.
Game Setup: VP marker should be placed 2 Spaces away from the blue space on the Victory Point track.
Special Rules:
- This game is divided into Rounds. A Round starts with the first player's turn, and ends when all other players have finished their turns.
- At the beginning of each round, players move the VP marker one space towards the blue space of the Victory Point track. If the VP marker reaches the blue space, all Squads lose one Endurance token, and the VP marker is moved back starting space.
- If a Squad has to discard an Endurance token but has none left, the player controlling the Squad must choose and destroy one of its models. This death does not move the VP Marker.
Game Ends: The last player to have any models remaining on the map wins.
The Power of Technology
Scenario: From a Distant World
The power of this strange, new technology was greater than we expected. It opened a portal that sucked in space and time itself, spewing us out in a distant, hostile land.
Game Setup: Setup according to the standard rules. During a deployment phase, after a Shrine is placed on the map, do not deploy any units. Instead, all models are placed on their Squad cards.
Special Rules: At the beginning of the turn, if the player has no units on the map, the player must activate a Squad that is not yet present on the map. Activated Squad is then placed in a hex [symbol] with a Power Circle.
Transcriber note: the leaflet prints a two-hex symbol for the placement hex, which the text layer does not reproduce; its meaning is not spelled out in the leaflet text. Check against the physical leaflet or card set before relying on it.
Game Ends:
- If a player has no units on the map and is unable to deploy a new Squad, he loses the game.
- If a player gains a standard number of Victory Points.
Scenario: Wearing Out
The battle has been going on for days, weeks... Our strength is wearing thin, and the darkness surrounds us. We draw the last of our power in an attempt to break out.
Game Setup: During a deployment phase, units can be placed base to base with terrain elements. Each Squad starts with one Charge token.
Special Rules: No special rules (play according to the base game instructions).
Game Ends: If a player who destroys all enemy units wins.
Caution
When cards and scenarios in Terrains Expansions reference "Charge tokens" they always refer to tokens from The Power of Technology expansion, not Charge tokens increasing charges on Enhancement cards.