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Time of Legends: Joan of Arc – Legendary Dragon thumbnail

Time of Legends: Joan of Arc – Legendary Dragon

Expansion for Time of Legends: Joan of Arc

Time of Legends: Joan of Arc – Legendary Dragon Rulebook

Table of Contents

Table of Contents

  • Scenario: Saint Michael and the Dragon
    • Length
    • Victory Conditions
    • Rewards
    • Forces
  • Special Rules
    • Board & Setup
    • Unholy Army Deployment
    • Holy Army Deployment
    • Dragon's Hand
    • Draconic Fire
    • New Sky Hex: Storm
    • Mont Saint Michel's Fortified Church
    • The Church's Front Walls
    • Wooden Structure
    • Power in Faith
  • The Dragon
    • Terror 2 – Fireproof

Scenario: Saint Michael and the Dragon

Length

The scenario lasts 5 rounds.

Victory Conditions

Unholy army: The Unholy army wins the game if any of these conditions are met before the end of the 5th round:

  • The church and the Priest are destroyed.
  • Archangel Saint Michael is destroyed.
  • All Crossbowmen, Peasants and Sergeants-at-arms are destroyed or Disrupted at the end of a round.

Holy army: The Holy army wins the game if the Dragon is destroyed before the end of the 5th round.

Any other outcome by the end of the 5th round results in a draw.

Rewards

The Holy army gains:

  • 1 XP token each time the Dragon suffers 4 Wounds during the same round.

The Unholy army gains:

  • 1 XP token for each destroyed Crossbowmen, Priest or Bombard.
  • 1 Legend token for each destroyed or Disrupted Angel.
  • 2 Legend tokens if Archangel Saint Michael is Disrupted.

Note: the reward icons on the printed page were read from the page image. The cross-in-circle icon is transcribed as XP token and the dark sphere as Legend token, matching the base rulebook's token icons.

Forces

Unholy army: The Dragon (abilities below). Its stats are printed on its board and are not repeated here.

Holy army: Archangel Saint Michael, 2 Angel, 1 Bombard, Priest, 2 Crossbowmen, 4 Peasants, 2 Sergeants-at-arms. Unit stats and skills are the values printed on the unit cards.

Special Rules

Board & Setup

The Sky board is made up of the Storm hex and 2 other sky hexes, chosen at random.

Unholy Army Deployment

Place the Dragon in any of the two Dragon deployment hexes.

Holy Army Deployment

Place the Bombard and the Priest in the fortified church. In this scenario, the Bombard can enter the fortified church.

Place the Angel units and the Archangel anywhere on the map, except the hex occupied by the Dragon and the fortified church's hex.

Place the remainder of the units in any ground areas, except the ones occupied by the Dragon and the fortified church's hex.

Dragon's Hand

At the beginning of the game, the Unholy army draws 4 Legend cards, and keeps 2 of them. They must then shuffle the discarded cards into the Legend deck.

Draconic Fire

The Dragon's fire is unnatural. When attempting to douse it, Peasants units must roll a black dice. On a Shield result, the fire is put out. On any other result, the action fails.

New Sky Hex: Storm

Unholy units in this area gain Feint.

Feint (base rulebook): When attacking, this unit can reroll 1 die.

Mont Saint Michel's Fortified Church

Capacity: 3. Resistance: 3. Size: 2.

(Resistance is the number of Damage tokens a building requires to become collapsed.)

The church functions as a building interior as normal, however, units in the church with a shooting attack value can use shooting attacks, targeting areas further than the church's area, and with +1 maximum range.

The church's area counts as an enemy area for the Unholy army, even when it contains no enemy units, and can thus be targeted by any of the Dragon's attacks.

When the Dragon performs a Shooting attack against the church's area, add 1 Red dice to its attack roll.

When the Dragon attacks the area containing the church, the defender must assign dice results to the church as you would with any unit. If the church is assigned a Killed result, it takes 1 Damage. Any other result can be assigned to the church, but ignore the resulting effect. In this scenario, the church can only take 1 Damage token per round from the Dragon's attacks. The only way for it to take more is through resolving Fire tokens.

If the church collapses, replace it with a ruins miniature. All units inside the church suffer an individual 1 Red dice attack as normal, however, may not roll for defence.

The Church's Front Walls

The fortified church is surrounded by walls, so in addition to the usual rules for walls, the Holy player may reroll one dice when defending against an attack from an adjacent area through a border containing a wall.

Wooden Structure

At the end of each round, if the church's hex contains a Fire token, all units inside the church suffer an individual 1 White dice attack without being able to defend themselves.

Power in Faith

When an attack involving Archangel Saint Michael is declared, the Holy side can spend 2 Legend tokens in order to make the Archangel immune to Terror for the duration of the attack.

The Dragon

Terror 2 – Fireproof

Terror (base rulebook): When an attack is declared against this unit, roll X yellow dice before the attack. For each push result, an attacking unit of the defender's choice performs a wait action instead of attacking.

Fireproof (base rulebook): This unit is immune to fire token effects.

At any time, you may spend 2 [grey star-emblem icon] to gain 1 [orange hand icon].

The two icons on this ability are not named in the printed text layer; they are described here as they appear on the Dragon card.

Once per activation, The Dragon can perform an extra direct shooting attack if you spend 1 Legend token.

At the start of the game, receive 5 Fire tokens. When The Dragon performs a shooting attack, you may put a Fire token in the target area.