Time of Legends: Joan of Arc – Apocalypse
Time of Legends: Joan of Arc – Apocalypse Rulebook
Table of Contents
Table of Contents
Living the Apocalypse
In Time of Legends: Joan of Arc, in order to win an Apocalypse campaign, choose with your opponent which scenarios you will compete in. The one who wins the most battles is deemed the winner. In case of a draw, the Holy side wins the campaign.
If you want to follow the chronological order of battles depicted in the game, here is the list of battles (some are from other expansions):
- The Child (Reliquary)
- Saint Michael and the Dragon (Legendary Dragon)
- The Sabbat (Apocalypse)
- Joan of Arc in the City of Angels (Super Exclusive)
- The 4 Horsemen of the Apocalypse (Apocalypse)
- The Mark of the Beast (Apocalypse)
- The Leviathan (Apocalypse)
- The Armageddon (Apocalypse)
Minis Overview
The Apocalypse expansion contains these miniatures:
- Conquest, War, Famine, Death (the Four Horsemen of the Apocalypse)
- The Leviathan
- 8 Devourers
- The Antichrist
- Sabbat Witch
- 8 Mounted Spectres
- 8 Mounted Skeletons
- 6 Gargoyles
- 15 Skeletons
- 2 Damned
- 6 Devotees
- Judgement
- Ark of the Covenant
- Triumph
- Archangel Raphael
- The Lamb of God
- 4 Angels
- The Holy Relic
- 2 Angelic Herald
- 6 Heretic Expiators
- 6 Heretic Repentants
Scenario: The Sabbat
2 vs 2. June 7th, 1415, near Toulouse. While the moon is covering the sun, a sorority of witches tries to realise their greatest plan: giving birth to the demon itself. The clergy, having heard of their scheme, gathers a group of followers to thwart this dark project, by burning the unholy witches at the stake. Isn't this seemingly random skirmish the perfect allegory for an eternal battle that goes way beyond mere mortals?
Length: 6 rounds.
Note: "Witches" or "Witch" refer to both The Witch and the Sabbat Witch.
Victory Conditions
Unholy side: The Unholy side is composed of Player 1's army and Player 3's army.
The Unholy side immediately wins the game if The Antichrist is born (see Birthing the Antichrist Special Rule), or if a Voracious Demons unit, Flying Demons unit or The Witch is inside the church at the end of the 6th round.
Holy side: The Holy side is composed of Player 2's army and of Player 4's army.
The Holy side immediately wins the game if 1 of the two Witches is burnt at the stake (see Special Rule: Capturing and Burning Witches), or if the Holy side hasn't won the game by the end of the 6th round.
Reward
- 1 XP token for each destroyed enemy unit.
Setup
Randomly determine whether the game starts during the day or at night. Shuffle all 4 Cleared Forest tokens (Scenario tokens numbered 1 to 4) and place them near the board.
Scenario tiles: 2, 4, 7, 8, 10, 13, 14, 15, A4A, 2 Sky Hex.
Special Rules
John of Lancaster: In this scenario, Player 3 does not spend any XP token for John of Lancaster's Level 2 upkeep.
Day/Night Cycle: At the beginning of each Council phase, flip the Eclipse token:
- Solar Phase: All units from the Holy side gain 1 yellow dice while defending this round.
- Lunar Phase: All units from the Unholy side gain 1 yellow dice while defending this round. If the cemetery has been discovered, a Skeletons unit is deployed in its area, under Player 1's control. The Antichrist can only be born during the night.
Reinforcements: If the number of Activation Orders displayed on the current Round card is even, an Angel unit is deployed on the sky hex containing Player 4's Rally point. The Holy player may never have more than 3 Angel units on the board.
If the number of Activation Orders displayed on the current Round card is odd, a Flying Demons unit is deployed on the cave hex containing Player 3's Rally point. The Unholy player may never have more than 3 Flying Demons units on the board.
Holy Side
Action: Harvesting Wood. All units from Player 2's army can harvest wood if they are in an area containing at least 1 tree, at the cost of an action. A tree is removed from the area and the unit harvesting puts 1 Wood token on its base. A unit cannot hold more than 1 Wood token, or 3 for the Wagon. A unit entering an area can freely put its Wood token(s) in the area or on an allied unit's base.
Action: Erecting a Bonfire. A bonfire can be erected in any plains, field or village area. It occupies 1 space. To erect a bonfire, a player must activate an area containing at least 5 Wood tokens (either in the area or on unit bases). Discard those tokens. All units present in the area upon its activation participate in the construction of the bonfire, and thus can't act with this activation. The bonfire is then placed in the activated area. It cannot be destroyed by any means.
Action: Capturing and Burning Witches. All units from the Holy side can perform a Capture action during this scenario. All units participating in a Capture declare Capture as an action and attempt an attack against a Witch. They roll for attack, and opposing units in the targeted area roll for defence. If at least 1 Kill, Disrupted or Push result goes through the defence roll, the Witch is captured (do not apply the result of the attack). Other units cannot be Captured in this scenario.
If a unit is Captured, place it in the attacking unit's area (if it is full, the Capture always fails), assigned to it as its captor. It cannot be activated by its owner anymore, and follows all of its captor's movements. The captor cannot roll for defence. If all units located in an area containing a Captured unit are destroyed or Disrupted, the unit is freed.
A unit from the Holy side can only hold 1 Captured unit at a time.
A Captured Witch can be burnt at the stake if its captor is activated while in a bonfire's area. A Burnt Witch is immediately destroyed, disregarding its remaining wounds. Doing so immediately ends the game.
Unholy Side
Immortal Witches: Assign any damage as normal on Witches when defending. Any kill or disrupt result suffered by a Witch is cancelled out. Witches can only be destroyed by being burnt at the stake in this scenario.
Transcriber note: in the source, the two result faces in this sentence are icon-only (a skull-type face and a blade-type face). They are read here as kill and disrupt, because the rule cancels a Witch's damage and the Holy capture rule lists the same damage results. Verify against a physical copy.
Action: Drawing a Pentacle. The two Witches can draw a pentacle on the ground if the following conditions are met:
- Both Witches are present in the same area, which must be either a plains or field area.
- All other areas within their hex must be either free or allied.
- The area containing both Witches must be activated, and 2 Legend tokens must be spent.
If these conditions are met, place a pentacle tile over the Witches' current area. Place all units previously on this area onto the pentacle. If the pentacle's area (A1B) is full, the excess units are destroyed (excess units determined by their owner).
The pentacle works as a Rally point for Player 3's army.
Birthing the Antichrist: The Antichrist can be given birth to if the following conditions are met:
- A Demon unit (Voracious Demons, Flying Demons or Devourers) must be present in an area containing a Witch.
- These units must be in either a church, a pentacle or a cemetery during the night.
Once these conditions are met, activate the area to give birth to The Antichrist. If the area is either a pentacle or a cemetery, a player must spend 1 XP token in addition to the activation in order to give birth to The Antichrist. Doing so immediately ends the game.
Eclipse: Player 3's army can flip the Eclipse token during the Council phase by spending 3 Legend tokens.
Other Rules
Cleared Forest Tokens: When the last tree in an area is removed from the board, draw a Cleared Forest token at random:
- An Old Cemetery is Discovered. Place the cemetery hex (A3B) on the hex where the tree was removed from, and place all units present in the covered areas in adjacent areas (of their owner's choosing). Place 2 Skeletons units under Player 1's army's control in the cemetery's area. The cemetery works as a Rally point for Player 1's army.
- The Tree was a Sacred Tree, Freeing a Unicorn onto the Battlefield. Deploy the Unicorn in the tree's area, under Player 4's control.
- Hell on Earth. Place a lava hex (A2A) on the hex where the tree was removed from. All units which are covered by the tile are destroyed (no XP token is awarded), except a Witch, which is placed in an area adjacent to the lava (of its owner's choosing). If a unit holding a Witch captive is destroyed by the lava, the Witch is freed. Only Demon units can enter this tile, which works as a Rally point for Player 3's army. A unit being pushed into a lava area suffers 1 Wound without the possibility of defending itself, and is then placed into an adjacent area (of its owner's choosing); Demon units aren't affected by this effect.
- Ruins of an Old Church. Place the church's ruins into the tree's area, together with The Holy Relic. The Holy Relic is under Player 2's control.
Scenario: The Four Horsemen of the Apocalypse
The four Horsemen of the Apocalypse are the opening act of the beginning of the end of the world. They appear when the Lamb, symbol of Jesus Christ's resurrection, opens the first 4 seals. Their deadly cavalcade leaves only corpses and desolation in its trail. Conquest, Death, War and Famine reap souls with swords, sickness, starvation and arrows. On the continent, nothing stops them: cities, villages… everything is devastated. Hands covered in blood, they want more. So they ride north, looking for more souls and desolation. While celebrating Saint Patrick's Day, the Irish people see cavaliers, covered with crimson foam, rising from the seas and making their way towards them…
Length: 7 rounds.
Victory Conditions
The Unholy army can earn Victory Points through these methods:
- Civilian Destroyed: 1 Victory Point
- Units from the Holy army Disrupted or destroyed at the end of the 7th round (except Angels): 1 Victory Point
If the Unholy army gathers 20 Victory Points, they win the game.
If the Holy army performs a Miracle (see Miracle Special Rule), or if the Unholy army hasn't won by the end of the 7th round, the Holy army wins the game.
Reward
- 1 XP token for each destroyed Infantry unit.
- 2 XP tokens for each destroyed Cavalry unit.
- 3 XP tokens for each destroyed Character.
Special Rules
The Holy army deploys its units first.
Holy Units' Deployment and Rally Points: The Holy army places its units in any area except the pentacles or a building's interior. There can't be more than 2 units in the same area. All buildings' areas and their interior tiles aside from the church, serve as the Holy army's Rally points.
Unholy Units' Deployment: At the beginning of each round, choose a Horseman and its troops (the ones to its right). Deploy them in a pentacle area. The Horseman and its troops cannot be deployed in the pentacle area directly opposite to the one used the previous round, nor in a previously used pentacle.
Pentacle: When a unit from the Unholy army is Disrupted or destroyed, it is deployed in its starting pentacle's area at the beginning of the next Camp phase. The Holy army still gains 1 XP token for the destroyed / Disrupted unit, and all Disrupted Unholy units count as being destroyed for the Holy side. Units from the Holy army can't move into a pentacle's area.
Tile reference printed in the margin of this section: A04 - Pentagramme - Portail.
Church: Only Civilians can move into the church. Units cannot attack from inside the church, and Civilians cannot be attacked while inside the church.
Shrine: Units from the Unholy army cannot enter the shrine area. They can still attack this area.
Angel: If one Civilian performs the Prayer action while inside the church, an Angel is summoned. Place the Angel in any free or allied area. Up to 2 Angel units can be deployed at a time. If the Angel Disrupts or destroys a unit from the Unholy army, the unit is sent to the infirmary, and has to throw the Doom dice and follow its results in order to be rallied in its starting pentacle's area.
Miracle: If five Civilians perform the Prayer action at the same time while inside the church, all the Civilians call upon a miracle, and the Holy army immediately wins the game.
Saint Patrick (using the Priest's miniature): Once per game, if two Civilians perform the Prayer action at the same time while inside the church, Saint Patrick is summoned. Place Saint Patrick in any free or allied area.
Attacks cannot be declared from an area containing Saint Patrick. If an area containing Saint Patrick is attacked, all Killed and Disrupted results suffered by the defending units become Push results.
Saint Patrick can be activated by the Holy army. When activated, as a bonus action, Saint Patrick can force a unit from the Unholy army in an adjacent area to suffer a Push result without being able to roll its defence dice.
Civilians: In this scenario, all Civilians are considered units of the Holy army, and can thus be activated even when by themselves. If a unit from the Unholy army moves into an area containing a Civilian, the Civilian is destroyed.
All Civilians can perform the Prayer action while in the church.
Intrigue Cards: Intrigue cards can be activated using either XP tokens or Legend tokens in this scenario.
Scenario: The Mark of the Beast
After the slaughter perpetrated by the Horsemen of the Apocalypse, the survivors bury their dead, gathering to pray for their salvation. Their respite is short-lived, however, with the arrival of the Antichrist followed by his animal companion: the Beast! Between the two of them, they raise an army recognisable by the number tattooed on their skin. These men and women are convinced to follow them, either by force or wickedness. Few stand up before them, and they end up inside the Beast's belly and its 666 metre-long guts. Only a few Saints come down to Earth to attempt to discourage mankind from getting branded by Evil.
Length: 7 rounds.
Setup
Scenario tiles: 1, 2, 3, 4, 5, 10, 11, 13, 15, 16, 17, 18, x4 A1A, 1 Sky Hex.
Victory Conditions
The Unholy army can earn Victory Points through these methods:
- Civilian branded with the Mark of the Beast or corrupted (see Civilians): 1 Victory Point
- Unit from the Holy army corrupted (see Corrupting Humankind) or taken control of by The Antichrist: 1 Victory Point
If the Unholy army gathers 14 Victory Points at any point during the game, they win the game.
If the Unholy army hasn't won by the end of the 7th round, the Holy army wins the game.
Reward
- 1 XP token for each destroyed Infantry or Cavalry unit (except Civilians).
- 2 XP tokens for each destroyed Character.
Special Rules
The Holy army deploys their units first.
Holy Units' Deployment and Rally Points: The Holy army places its units in any areas except the caves and the inside of buildings. There can't be more than 2 units in the same area. All buildings' areas and their interior tiles serve as the Holy army's Rally points.
Unholy Units' Deployment and Rally Points: At the beginning of the game, the Unholy army places their units in cave areas. All caves serve as Rally points for the Unholy side.
Terrain Corruption: The Antichrist and The Beast can transform the hex they are currently in into a pentacle (A1B), lava (A2A) or scorched earth (A3A) hex (if there are enough hexes available), at the cost of an action and if it contains no enemy units. A lava hex cannot replace a hex holding a terrain element.
Pentacle: An Unholy side unit activated on a pentacle can move to another pentacle instead of an adjacent area.
Lava: Only Flying and Gigantic units may move into a lava hex. All other units that are pushed into a lava hex suffer 1 Wound without the possibility of defending themselves, and are placed into an adjacent area of their owner's choice other than the area they were initially in.
Scorched Earth: When a Holy side unit is attacked while in a scorched earth area, all blank results it suffers become Disrupted results.
Tile references printed in the margins of this section: A03 - Terre Brulée (scorched earth), A04 - Pentagramme - Portail (pentacle), A05 - Cratere / Lave (lava).
Corrupting Humankind: As soon as a unit from the Holy army (except Angels) is Disrupted or destroyed by The Beast, it gets corrupted. Discard the unit and replace it with an Unholy unit (to the extent of available stock).
- Infantry: Plague Bearers
- Cavalry: Mounted Spectres
- Civilian: Gargoyles, Devourers or Flying Demons, of the Unholy player's choice.
The replacement unit is deployed in a cave area, chosen by the Unholy player.
The Saints: They cannot be attacked. The Unholy units cannot move into their area, but they can attack said areas. Only the Holy army can activate the Saints.
Saint Sebastian – Patron Saint of Bowmen and Soldiers: If a Holy unit attacks while Saint Sebastian is located in its area, all its Blank results become Push results.
Saint Pascal – Expert on Transubstantiation: When Saint Pascal is activated, he can transform 1 Activation order into 1 Reactivation Order.
Saint Blandina – Did Not Renounce Her Faith During Her Martyrdom: Hexes containing Saint Blandina and units in her area cannot be corrupted.
Angel: At the beginning of each of their turns, the Holy army can deploy the Angel unit associated with a Saint in the same area as the Saint. If the Angel unit's control was taken by The Antichrist, return that unit to its Saint under the Holy player's control instead.
- 1 Angel for Saint Blandina
- 1 Angelic Herald for Saint Pascal
- 1 Destructive Angel for Saint Sebastian
Each Saint is only allowed to have one of their Angels deployed at the same time. If there is no space in the area to deploy the Angel, it will be deployed the next round.
Civilians: In this scenario, all Civilians are considered units of the Holy army, and can thus be activated even when by themselves. If an Unholy unit moves into the same area as a Civilian, the Civilian is branded with the Mark of the Beast, and is immediately destroyed.
Intrigue Cards: Intrigue cards can be activated using either XP tokens or Legend tokens in this scenario.
Scenario: The Leviathan
The Beast sends the Leviathan to destroy all the Saints it was not able to corrupt. Seeking refuge on the Mountain of Zion near the Lamb, the Saints are waiting for the angels who will save them by taking them to Heaven.
Length: 7 rounds.
Setup
Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 16, 17, 18, x3 A2A, x3 A3A, x3 A4A, 5 Sky Hex.
Setup rules are given under Special Rules below.
Victory Conditions
The Unholy army can earn Victory Points through these methods:
- Saint still on the board / destroyed at the end of the 7th round: 111 Victory Points
- The Lamb of God destroyed: 111 Victory Points
- Archangel Raphael destroyed: 111 Victory Points
- The Mountain of Zion (hex 10B) occupied at least once by an Unholy unit at the end of a round: 111 Victory Points
If the Unholy army gathers 666 Victory Points, they win the game.
If the Unholy army doesn't win by the end of the 7th round, the Holy army wins the game.
Reward
- 1 XP token for each destroyed Infantry or Cavalry unit.
- 2 XP tokens for each destroyed Character or unit with the Big skill.
Special Rules
Setup:
- The Holy army places their human units in hill or rocks areas.
- The Lamb of God is placed in 10B.
- The Unholy army then places their units wherever they want in their starting area.
- The Holy army finally places their Non-Human units in any forest areas of their choice.
- Take 5 sky hexes and randomly create the sky board from them.
Lava: Only Flying and Gigantic units may move into a lava hex. All other units that are pushed into a lava hex suffer 1 Wound without the possibility of defending themselves, and are placed into an adjacent area of their owner's choice other than the area they were initially in.
Scorched Earth: When a Holy side unit is attacked while in a scorched earth area, all blank results it suffers become Disrupted results.
Mass Grave: Any unit from the Unholy army can use the Smell Death action while in a mass grave area. This action lets them remove 1 Wound from any Unholy unit in the area.
Tile references printed in the margins of this section: A05 - Cratere / Lave, A06 - Cimetiere.
Fight to the Death: There are no Rally points for either army during this scenario (only Characters with the Rally skill). A Disrupted unit is immediately destroyed. If the Holy side uses the Lamb of God's ability or the Cherished by God Intrigue, rally the designated destroyed unit.
Saints: The Civilians are all deceased Saints during this scenario (but still take up 1 space in their area). Lay them down on their back. A Destructive Angel, Archangel Raphael or The Griffin can pick up a Saint while in its area. Only one Saint can be carried at a time. The carrier loses 1 defence dice of their choice while carrying a Saint. Once the carrier moves into a sky hex, the Saint is saved. Only one Saint can be saved per round. Remove its miniature from play. If a unit from the Unholy army moves into the same area as a Saint, the Saint is immediately destroyed.
Angels: At the beginning of each of the Holy army's turns, one Destructive Angel (there can't be more than 2 on the board at the same time) or one Angel (there can't be more than 4 on the board at the same time) can be deployed in each area containing a Saint. If there is not enough room in the area, or no available miniature, no unit is deployed.
Intrigue Cards: Intrigue cards can be activated using either XP tokens or Legend tokens in this scenario.
Scenario: The Armageddon
This is the final battle between Good and Evil, the end of the Apocalypse. Standing atop the slopes of Armageddon, the Holy army is waiting for the assault of the Unholy forces wanting to overwhelm them. Stirred up by the Antichrist, the legions of demons and humans bearing the Mark rush the angels. They are assisted by the Leviathan and the Beast, attempting to extinguish the last spark of light and justice from this world. The Holy forces call upon their relics and their faith to hold and win. The balance will tip several times during this epic massacre.
Length: 8 rounds.
Setup
Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, x4 A1, x3 A2, x3 A3, x2 A4, 5 Sky Hex.
Setup and Deployment:
- The Holy player deploys all their Human units however they want in the Human Holy Deployment areas.
- The Unholy player then deploys all their units however they want in the Unholy Deployment areas.
- The Holy player finally deploys all their Non-Human units however they want in the Non-Human Holy Deployment areas.
Victory Conditions
The Unholy army can earn Victory Points through these methods:
- Ark of the Covenant destroyed or removed from play: 111 Victory Points
- Triumph destroyed: 111 Victory Points
- The Holy Relic destroyed: 111 Victory Points
- Judgement Disrupted (once per game): 111 Victory Points
- The Lamb of God destroyed: 111 Victory Points
- Archangel Raphael destroyed: 111 Victory Points
- Archangel Gabriel destroyed: 111 Victory Points
- The Mountain of Zion (hex 10B) occupied at least once by an Unholy unit at the end of a round: 111 Victory Points
If the Unholy army gathers 666 Victory Points, they win the game. If the Unholy army doesn't win by the end of the 8th round, the Holy army wins the game.
Reward
- 1 XP token for each destroyed Infantry or Cavalry unit.
- 2 XP tokens for each destroyed Character.
Special Rules
Night: The first 4 rounds of the game occur during the night. During nighttime, units from the Holy army cannot perform shooting attacks at a range of more than 1 area.
Day: The last 4 rounds of the game occur during the day. During daytime, units from the Unholy army cannot perform shooting attacks at a range of more than 1 area.
Lava: Only Flying and Gigantic units may move into a lava hex. All other units that are pushed into a lava hex suffer 1 Wound without the possibility of defending themselves, and are placed into an adjacent area of their owner's choice other than the area they were initially in.
Scorched Earth: When a Holy side unit is attacked while in a scorched earth area, all blank results it suffers become Disrupted results.
Tile references printed in the margins of this section: A05 - Cratere / Lave, A06 - Cimetiere.
Mass Grave: Any unit from the Unholy army can use the Smell Death action while in a mass grave area. This action lets them remove 1 Wound from any Unholy unit in the area.
Tile reference printed in the margin of this section: A02 - Charnier.
Cemetery: When The Beast or The Antichrist is in an area adjacent to the Cemetery area, they can summon 1 Skeletons unit into the area as a bonus action. They cannot summon more than 4 units this way throughout the game.
Fight to the Death: There are no Rally points for either army during this scenario (only Characters with the Rally skill). A Disrupted unit is immediately destroyed. If the Lamb of God's ability or the Cherished by God Intrigue is used, rally the designated destroyed unit.
Immortals: During the Camp phase, place all units with the Immortal skill from the Unholy side in any available area from the Unholy Deployment area.
Archangels: The Archangels and their accompanying units come into play as soon as the Unholy army reaches 111 Victory Points. These units are deployed in a pentacle area of the Holy army's choosing.
The Ark of the Covenant: The Ark of the Covenant comes into play with its accompanying units as soon as the Unholy army reaches 222 Victory Points. These units are deployed in a pentacle area of the Holy army's choosing, except the one which was chosen to deploy the Archangels.
Intrigue Cards: Intrigue cards can be activated using either XP tokens or Legend tokens in this scenario.
Scenario: Darkness upon Jumièges Abbey
The Beast has commanded the Leviathan to bring darkness to the land and vanquish any remnant of hope. "The relics that spark the faith must be destroyed!"
The Jumièges Abbey enjoys the patronage of all the dukes of Normandy. It holds secrets and relics in its crypts which date from the days of the Merovingians and of Charlemagne's court. It is renowned for its charity and is considered to be a true beacon of light and a paradigm for all monasteries in the province.
The Leviathan emerged from the sea and following the Seine has marched towards the abbey, spreading death in its path. Ambroise de Loré, a close companion of Joan of Arc, is returning to his castle after defeat at the Battle of Agincourt. During his journey, he has a vision of green flames that consume Jumièges Abbey. Without hesitation, he rides with his army to the abbey. As the sun sets, the earth is trembling and the trees of the forest are crashing down. The Leviathan and its unholy forces are getting closer to the monastery. The legacy of Jumièges Abbey must be protected.
Length: 6 rounds.
Setup
Scenario tiles: 1, 2, 5, 6, 9, 12, 13, 14, 15, 16, 17, A3, A3.
Holy army: Ambroise de Loré, Hero, 1 Standard Bearer, 2 Foot Knights, 2 Sergeants-at-Arms, 3 Pikemen, 2 Crossbowmen, 1 Penitents, 1 Flagellants.
Unholy army: The Leviathan, 3 Mounted Skeletons, 1 Mounted Spectres, 4 Skeletons, 2 Voracious Demons, 2 Ghosts.
The placement of each unit on the map is shown in the source's setup diagram (book page 163) and is not reproduced here.
Before the beginning of the game, randomly place the tokens numbered 1 through 3 face down in the areas designated on the map. These tokens represent sites of interest that the player needs to explore (see Special Rule: Hidden Relics).
Roll the Doom Dice:
- On Death (skull face): place the Priest to the North-Easternmost area with a face down number token.
- On Rally (banner face): place the Priest to the North-Westernmost area with a face down number token.
- On any other result: place the Priest to the central area with a face down number token.
Transcriber note: the two faces in the Doom dice list are icon-only in the source. They were identified from the page image: the skull is read as Death and the banner as Rally, and this should be verified against a physical copy.
Victory Conditions
Before the beginning of the game, choose a difficulty level.
Normal:
- Major Victory: A major victory is achieved if the Leviathan is destroyed or if by the end of the final round the Church has not been destroyed and the player has reclaimed 2 Relics.
- Minor Victory: A minor victory is achieved if by the end of the final round the Church has not been destroyed and the player has reclaimed 1 Relic.
- Defeat: If the Church has been destroyed or if all 3 Relics are destroyed, or if there is any other result by the end of the final round, the player is defeated.
Hard:
- Major Victory: A major victory is achieved if the Leviathan is destroyed or if by the end of the final round the Church has not been destroyed and the player has reclaimed 3 Relics.
- Minor Victory: A minor victory is achieved if by the end of the final round the Church has not been destroyed and the player has reclaimed 2 Relics.
- Defeat: If the Church has been destroyed or if 2 of the 3 Relics are destroyed, or if there is any other result by the end of the final round, the player is defeated.
Rounds
In this scenario, a round consists of the 5 following phases:
- Council Phase
- Player's Turn
- Leviathan's Turn
- Unholy Units Turn
- Camp Phase
Special Rules
Worthy Champion: For every 3 Wounds you inflict on the Leviathan or for every 2 Unholy units that you destroy, gain 1 XP token.
Interrupt Order: Interrupt Orders can be played after the Leviathan's turn and before the Unholy units turn.
Hidden Relics: The abbot has informed you about the treasures of the abbey. Since the days of Dagobert I, the abbey has held relics of great power that are to be used during the Apocalypse against the forces of the Antichrist. Many kings, dukes, and abbots have hidden holy relics of great power inside the monastery over the past six centuries, only to be used in time of need. You need to visit the abbot.
Whenever you activate a location with both a face down numbered token and the Priest, if Ambroise de Loré or the Hero are on that location, reveal as a bonus action the numbered token and read the designated entry. Then roll a black dice and if the result is shield move the Priest to the North-Easternmost area with a face down number token. On any other result, move Priest to the North-Westernmost area with a face down number token. Characters may not be equipped with more than one Relic card. If all numbered tokens are revealed, remove the Priest who fades out in front of the Character like a vision of a saint.
If the Character that is carrying the Relic dies, the Relic is destroyed. If you cannot pay the cost to get the Relic, leave the numbered token revealed on the hex. You may send a Character to retrieve it later. In order to do so, you will need to activate a Character in that area and it can equip the Relic as a bonus action. The Priest can never be part of the Holy Player's army and cannot be discussed with. If an Unholy unit moves into the area of the Priest, remove the Priest from the game.
Relic token 1 – Dagobert I: Dagobert I, the last Merovingian King, buried an ancient relic that was brought to him as a gift from Rome. You may spend 1 Legend token to gain the Myth Relic and heal 1 Wound from that character. This Relic can be equipped along with any other Relic. Remove the numbered token from the area.
Relic token 2 – Charlemagne: Charlemagne bestowed the Holy Cross to the abbot of the abbey and made him swear that neither he nor any other abbot would reveal its location. Only if the Apocalypse is upon humanity will the abbots of Jumièges be relieved of their oath. You may spend 3 Legend tokens to gain the Myth Holy Cross. You may then remove the numbered token.
Relic token 3 – William Longespee: William Longespee, Duke of Normandy, rebuilt the monastery in 942 and gave an oath that all Dukes of Normandy would protect this place against any kind of evil. In order to seal his oath, he brought to the abbey a relic that was bestowed on his family centuries ago. You may spend 2 Legend tokens to gain the Myth Saint Martha's Belt and heal 1 Wound from that character. You may then remove the numbered token.
Leviathan's Behaviour
The Leviathan acts in this scenario following set priorities. During Leviathan's turn, Leviathan will first try to perform its primary action. If the primary action cannot be performed and Leviathan has 8 or more health remaining, it will instead perform its secondary action. If the primary action cannot be performed and Leviathan has less than 8 health remaining, it will instead perform its tertiary action.
If the round card is 4, the Leviathan will Roar (see Special Rule: Roar) once the player has completed their second order.
Moving the Leviathan: Whenever you move Leviathan towards the Church, if there are enemy units on the hex it moves into, they are pushed back. The first unit to be pushed back is placed in the North-Easternmost adjacent area. The next unit is then placed in the next area moving clockwise, and so on. If there are Unholy units on the hex, the Leviathan will follow the next shortest path to the Church.
Leviathan's Primary Action: The Leviathan is adjacent to the Church. The Leviathan performs a Gigantic attack to that area. Then it performs an additional melee attack, if possible, to an adjacent area with enemy units and tries to sense the presence of Relics (see Lava Eruption).
Leviathan's Secondary Action: The Leviathan is adjacent to a hex containing enemy units. The Leviathan will perform a Gigantic attack. If there are 2 or more hexes with enemy units adjacent to the Leviathan, it will perform a Gigantic attack on the hex with the most units. In the case that multiple hexes fit the Leviathan's selection criteria, the Leviathan will target the hex that contains the highest priority target (see Leviathan's priority targets). Then move the Leviathan 1 hex towards the Church following the shortest path (of the player's choosing).
If there is no unit on an adjacent hex, move the Leviathan 1 hex towards the Church following the shortest path. In the case that multiple hexes can fit the Leviathan's selection criteria, the Leviathan moves to the hex that is adjacent to an area with enemy units and performs a melee attack. In the case that multiple areas fit the Leviathan's selection criteria, the Leviathan will target the area that contains the highest priority target (see Leviathan's priority targets). If there are no enemy units, Leviathan Roars (see Special Rule: Roar).
Leviathan's Tertiary Action: The Leviathan is adjacent to an enemy unit. The Leviathan will perform 2 melee attacks targeting different areas containing enemy units (see Leviathan's priority targets), then tries to sense the presence of Relics (see Lava Eruption).
If there is no enemy unit adjacent to Leviathan, move one hex closer to the Church following the shortest path and perform 2 melee attacks to the area with the highest priority target (see Leviathan's priority targets). The attacks cannot both target the same area. Then, the Leviathan tries to sense the presence of Relics (see Lava Eruption).
If there is no eligible target, move the Leviathan 2 hexes closer to the Church following the shortest path (of the player's choosing). Then, the Leviathan tries to sense the presence of Relics (see Lava Eruption).
Roar: Leviathan Roars and the earth is trembling. All enemy units on adjacent areas to the Leviathan are pushed back following the Leviathan's priority order. The first unit to be pushed back is placed in the North-Easternmost adjacent area. The next unit is then placed in the next area moving clockwise, and so on.
Then, Unholy units take an action according to their behaviour. If there are Unholy units in the infirmary, place those on the Unholy Rally point area or Lava hex (see Special Rules: Undying units).
Lava Eruption: If Leviathan has less than 8 health on its profile card or if 2 Relics have been revealed or if the Priest has been removed, the Leviathan will command Hell's Fire in order to destroy the Relics. Roll the Doom dice:
- On a Rally: The Leviathan gets 1 red wound symbol.
- On any other result, roll a black dice: On a shield remove everything from the North-Easternmost area with a number token and place a Lava hex. On any other result, remove everything from the North-Westernmost area with a number token and place a Lava hex. The Relic is destroyed. Units that were on the affected hex suffer 1 Wound. If the Priest was on the hex, he is removed from the game. If a unit survived, place it on the North-Easternmost area adjacent to the Lava hex. If there is no numbered token on any area, place 1 red wound symbol on a Hero equipped with a Relic. In the case that both Heroes have a Relic, target the Hero by following the highest priority target (see Leviathan's priority targets).
Transcriber note: the red symbol in the Rally result, and the wound-type symbol placed on the Hero, are the same icon the expansion uses for Wound and for healing. Its effect on the Leviathan is printed as "gets 1" and is shown here as printed; the text layer does not name the symbol, so verify this line against a physical copy.
Unholy Units' Behaviour
Unholy units act in this scenario following set priorities. During the Unholy Units turn, the Unholy unit will first try to perform its primary action. If the primary action cannot be performed, the Unholy unit will perform its secondary action. Whenever Unholy units need to move, they follow the shortest path towards the closest enemy units and in the following order: Mounted Skeletons, Mounted Spectres, Voracious Demons, Ghosts, Skeletons. If the area that should be moved into has no more space, move the unit to the closest adjacent area to the highest priority target (see Unholy Units' priority targets).
In case of a tie, they move towards the highest priority target (see Unholy Units' priority targets).
Whenever Unholy units get a Death result, allocate them in the following order: Skeletons, Ghosts, Voracious Demons, Mounted Skeletons, Mounted Spectres.
Unholy Units' Primary Action: An Unholy unit is adjacent to an area containing an enemy unit. The Unholy unit performs a melee attack against the enemy unit. In the case that multiple areas fit the Unholy unit's selection criteria, the Unholy unit will always target the area that contains the highest priority target (see Unholy Units' priority targets).
Unholy Units' Secondary Action: The adjacent area doesn't contain an enemy unit. An Unholy infantry unit moves 1 space towards the closest enemy unit, an Unholy cavalry unit moves 2 spaces towards the closest enemy unit.
Undying Units: Unholy units can never be destroyed as long as the Leviathan is alive. During the Camp Phase, they are placed back into the Unholy Rally area up to the capacity of the hex (the remainder will wait until the next round). If there is a Lava hex, place them into the Lava hex that is closest to any enemy units. If there are more Unholy units than can fit the capacity of the Lava hex, place them into the next closest Lava hex or into the Unholy Rally point. In the case of a tie, place them into the Lava hex that is closest to the highest priority target (see Unholy Units' priority targets).
Soul Eater:
- Whenever a Holy unit is killed, the Leviathan heals 1 red wound symbol.
- Whenever a Relic is destroyed, the Leviathan heals 2 red wound symbols.
Gigantic Attack
When performing a Gigantic attack, the Leviathan will always allocate results in the following order and will target areas in the order of the Leviathan's priority target: Kill, Trample, Disrupted. Whenever you roll Push, reroll the Gigantic attack. Units are pushed back following the Leviathan's priority order. The first unit to be pushed back is placed in the North-Easternmost adjacent area. The next unit is then placed in the next area moving clockwise, and so on.
Desperate Measures
Upkeep doesn't need to be paid to keep Characters at their level in this scenario.
Leviathan's Priority Targets
In this scenario, the Leviathan will always prioritise its attacks using the following chart:
- Any Character equipped with a Relic
- Any Holy unit in the Church
- Ambroise de Loré
- Hero
- Foot Knights
- Sergeants-at-Arms
- Pikemen
- Penitents
- Flagellants
- Standard Bearer
- Crossbowmen
Unholy Units' Priority Targets
In this scenario, Unholy units will always prioritise their attack targets using the following chart:
- Ambroise de Loré
- Hero
- Penitents
- Flagellants
- Foot Knights
- Sergeants-at-Arms
- Pikemen
- Standard Bearer
- Crossbowmen