Time of Legends: Joan of Arc – Reliquary Box
Time of Legends: Joan of Arc – Reliquary Box Rulebook
Table of Contents
Table of Contents
Scenario: The Plague
Montpellier, February 1348
Rounds: 5
Holy side: Mounted Hero (Saint Roch) and the Holy forces.
Unholy side: The Great Reaper and the Plague Bearers, Skeletons, Wolves and Ghosts.
1348. The plague spreads mercilessly through cities: Messina, Genoa, Marseille… Everywhere, people fall. They abandon their homes to find refuge away from the sickness, but in doing so they bring the scourge with them. St Roch, who learnt about the plague with Dominican priests, decides to go back to his hometown to try and save its inhabitants from the relentless march of the people fleeing death… and bringing it with them.
Victory Conditions
The Unholy side wins the game if all Civilians are destroyed before the end of the game, or if 3 areas are contaminated.
The Holy side immediately wins the game if no Plague Bearers units are on the game board, or if the Unholy side hasn't won the game by the end of the 5th round.
Rewards
Holy side:
- 1 [crossed-circle token icon] for each Disrupted troop from the Unholy side.
- 3 [crossed-circle token icon] if the Great Reaper is Disrupted.
Unholy side:
- 1 [crossed-circle token icon] for each troop from the Holy side destroyed.
- 3 [crossed-circle token icon] when the Mounted Hero is destroyed.
Scenario Tiles
Scenario tiles: 1, 2, 3, 4, 8, 9, 13, 14, and 1 Sky hex.
Deployment
The Holy forces are placed in the blue areas and the Unholy forces in the red areas, as shown on the scenario page:
- Holy side (blue areas): Doctor; Priest with 2 Provincial Militia; Bonesetter; Apothecary; Mounted Hero (Saint Roch) with 2 Voulgiers; 1 Foot Knights; 1 Sergeants-at-Arms with 1 Militia Bowmen (three separate areas); 1 Sergeants-at-Arms with 1 Provincial Militia.
- Unholy side (red areas): The Great Reaper; 2 Wolves; 1 Plague Bearers with 2 Skeletons (two areas); 2 Plague Bearers with 1 Skeletons.
Intrigue Cards
Holy intrigue card (The Plague):
- 1 – Hold the line! When defending, after your defence roll, cancel all Push results from the attack roll.
- 2 – Hurry, the Plague is coming! Move all allied units from an area into an adjacent village area.
- 2 – Conjuration. If the Priest is on the game board, move the Great Reaper up to 2 areas.
Unholy intrigue card (The Plague):
- 1 – Proliferation. Gain 2 [token icon] tokens.
- 1 – Inexorable. Place an additional Rally point into an allied area.
- 2 – Dying breath. Activate, one area at a time, all of your Plague Bearers units.
- 2 – Volatile miasma. Inflict a Push result to all enemy units located in an area adjacent to a Plague Bearers unit.
Special Rules
Emergency
Players cannot Discuss with Civilians in this scenario. Civilians count as units belonging to the Holy side in this scenario.
Unholy Side
When the Priest or the Doctor is destroyed, the Unholy side gains 2 [token icon].
When the Apothecary or the Bonesetter is destroyed, the Unholy side gains 1 [token icon].
Holy Side
When the Apothecary or Bonesetter moves into the church's area for the first time, the Holy side gains 2 [token icon].
When the Priest or the Doctor moves into the church's area for the first time, the Holy side gains 1 [token icon].
Contamination
When a unit from the Unholy side moves into a village area containing a building for the first time, said area gets contaminated. Place a Plague token in the area. These tokens have no effect beyond counting towards the Unholy victory.
Unstoppable Horde
When a Plague Bearers unit suffers a [plague-bearer wound icon] result, place it in the delayed rally section of the infirmary. When a Plague Bearers unit suffers a [plague-bearer kill icon] result, place it in the infirmary.
During the Camp phase, all Skeletons and Plague Bearers units consider [plague-bearer wound icon] results on the Doom dice as [plague-bearer kill icon] results.
Hidden Cemetery
During their turn, the Unholy side can spend 3 [token icon] tokens to deploy a Ghosts unit in the ruins' area if it is either a free or allied area, as a Player action.
Unit Abilities
- Mounted Hero (Saint Roch): Charge.
- Voulgiers: Retaliation – Cohesion. +1 [attack die] against [charge icon].
- Foot Knights: Retaliation. When defending: cancel 1 [hit icon].
- Sergeants-at-arms: Retaliation.
- Militia Bowmen: Dodge.
- Apothecary: Heal. Once per turn, if you discard 1 Legend card: gain 2 [token icon] or 2 [token icon], or draw 1 Legend card.
- Doctor: Heal – Haste 2. Each time a unit is destroyed in the Doctor's area, roll 1 [doom icon]. If you roll a [doom icon], place this unit in the waiting section of the infirmary.
- Bonesetter: During the Camp phase, reroll the Doom dice once for up to two allied Disrupted units.
- Priest: Prayer – Heal. The Priest's Heal action can be performed in an adjacent area.
- The Great Reaper: Terror 2 – Tough – Immortal. During the Camp phase, by spending 1 [token icon], choose a unit in the infirmary and roll the Doom dice. On a [doom icon] or [doom icon] result, destroy the targeted unit. When attacking: [attack result icons].
- Plague Bearers: Support – Terror 1. When defending: cancel 1 [hit icon].
- Wolves: Haste 2 – Dodge.
Scenario: The Child
Rounds: 6+
Holy side: Mounted Hero, Hero, the Inquisitor, Peasants, Bowmen, Pikemen, Angels and the Priest, with the Merchant Girl tokens and miniature.
Unholy side: The Beast with Wolves, Skeletons, Voracious Demons and Flying Demons.
The people and the Church have rallied behind a commoner who is pregnant even though she is still a virgin. Chased by an enormous Beast, she must reach a safe place to give birth to the Saviour, envoy of God. Blessed by the Heavens, angels accompany her through her ordeal.
Victory Conditions
The Holy side must fulfill the following objectives in order to win the game:
- Move a Merchant Girl inside a building so that she can give birth to the Saviour.
- Then move said Merchant girl into an area containing an Angel wings token (see diagram) so that she can flee the battlefield.
If one of these two objectives has not been met by the end of the game, the Unholy side wins the game.
Scenario Tiles and Deployment
Scenario tiles: 1, 2, 3, 5, 6, 7, 12, 13, 15, 17, 18, and 2 Sky hex.
The Holy and Unholy forces are deployed in the areas shown on the scenario page:
- Holy side: Priest; 2 Peasants; 2 Angels; 1 Bowmen and 1 Bowmen (two separate areas); Inquisitor; 2 Bowmen; 1 Peasants and 1 Peasants (two separate areas); Mounted Hero with 1 Bowmen; 2 Angels; Hero with 2 Pikemen.
- Unholy side: 2 Skeletons; 2 Voracious Demons; 3 Skeletons; 4 Wolves; 2 Flying Demons; The Beast.
Special Rules
Mystification
The Holy forces are trying to trick The Beast and its acolytes: they must escort a Merchant Girl into a safe area so that she can give birth to the Saviour, but a decoy is also trying to reach said area.
Merchant Girl Tokens
Both Merchant Girl tokens are deployed at the beginning of the game (see diagram) and represent either the Saviour's mother or the decoy. Each of these tokens has Divine Protection (see Divine Protection). The first token to lose its Divine Protection is always the decoy. Discard said token. The remaining Merchant Girl token is immediately replaced with the Merchant Girl miniature (the Saviour's mother).
Divine Protection
Each Merchant Girl (token or miniature) has its own Divine Protection with varying Resistance. Each Divine Protection has 2 Structure points and a defence value based on the Divine Influence (see Divine Influence chart, page 8).
As long as no Divine Protection has been destroyed, apply the following rules:
- An area containing a Merchant Girl can only contain one other unit, which cannot be a Merchant Girl (token).
- A Merchant Girl (token or miniature) moves following the usual rules, with movement actions.
- An area containing a Merchant Girl (token or miniature) cannot be targeted by normal attacks. Only Unholy attacks (see Unholy Attack) and Gigantic attacks can target this area. Additionally, this area is immune to [Push result icon] results.
- Gigantic attacks and Unholy attacks (see Unholy Attack) remove 1 Structure point from a targeted Divine Protection for each unblocked [hit icon] or [Push result icon].
- The Merchant Girl and its accompanying unit suffering from a [Push result icon] are Pushed back together in the same area. If this isn't possible, ignore the [Push result icon].
When a Divine Protection is reduced to 0 Structure points, it is destroyed. The other Merchant Girl immediately loses its Divine Protection and follows normal rules (it can be attacked normally, etc).
Unholy Attack
Unholy attack (Action – cost 1 [token icon]): roll 1 [attack die icon] for each unit participating in the attack. This attack can only target an area containing a Divine Protection. Only the Divine Protection's defence value is taken into account when defending against this attack.
Note: A Gigantic attack targeting an area containing a Divine Protection doesn't require the player to spend any [token icon].
Divine Child
As soon as a Merchant Girl token enters a building, replace it with the Merchant Girl's miniature. Immediately remove the second Merchant Girl token from the game. When the Merchant Girl's miniature is located in a building, it can give birth to the Saviour as a bonus action. The Divine Child is immediately sent to the heavens, raising Divine Influence by 3 points. Lastly, reassemble the Round pile to set it back to its original state, from the beginning of the game.
To the Death
All destroyed Skeletons and Peasants units are immediately placed in the waiting area of the infirmary.
Devotion
In this scenario, the Priest is not considered a Civilian (it cannot be Discussed with), but as a Character from the Holy side that cannot be recruited by the Unholy side.
Unit Abilities
- Mounted Hero: Charge.
- Hero: Prayer – Feint.
- The Inquisitor: Prayer. At the start of your turn, roll 1 [attack die icon]: take 1 [token icon] or 1 [token icon] from an opponent's player board. Spend 2 [token icon]: gain 1 [token icon]. The Inquisitor can only command the Executioner.
- Peasants: Support. Special Action: you can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.
- Bowmen: When attacking: [two-icon result chart, shown on the card as a die-result arrow]. Bonus Action: a Bowmen unit may place 1 set of stakes (taken from its owner's reserve) on one free border of its area.
- Pikemen: Cohesion. +1 [attack die] against [charge icon]. When defending against [charge icon], Pikemen gain Retaliation.
- Angels: Prayer – Jump 2 – Carrier. +1 [attack die] against [Unholy icon].
- Priest: Prayer – Heal. The Priest's Heal action can be performed in an adjacent area.
- The Beast: Terror 2. At any time, you may spend 2 [token icon] to gain 1 [token icon]. When The Beast performs a melee attack, he can attack up to 3 adjacent areas. Each time The Beast destroys a building, gain 1 [token icon]. At the beginning of the game, receive 2 Fire tokens. When The Beast performs a direct shooting Attack, you may put a Fire token in the target area.
- Wolves: Haste 2 – Dodge.
- When defending: cancel 1 [hit icon]. If at least one other Skeletons unit is in the same area: +1 [attack die].
Rewards
Both sides gain:
- 1 [crossed-circle token icon] for each destroyed enemy Infantry unit, except Peasants and Skeletons units.
- 3 [crossed-circle token icon] for each destroyed enemy Character.
Divine Influence
The Holy and Unholy forces' influence on the terrestrial world is symbolised by a special gauge: the Divine Influence gauge.
This gauge's level fluctuates based on specific actions performed by the players (see below). The Divine Protection's defence value also fluctuates based on the Divine Influence's current level.
In order to represent the Divine Influence's level, use the Divine Influence gauge. At the beginning of the game, the Divine Influence is set at 0.
If the Influence gauge's level goes over 0, the Holy player places the Holy token on the corresponding Divine Influence level.
If the Divine Influence level goes below 0, the Unholy player places the Unholy token on the corresponding Divine Influence level.
Actions that have an effect on the Divine Influence level:
Holy:
- For each [token icon] spent during the Holy player's turn: Divine Influence +1.
- For each destroyed or Disrupted unit from the Unholy side: Divine Influence +1.
- When a Character from the Holy side performs the Prayer action (only once per Character and per turn): Divine Influence +1.
- If The Beast suffers at least 1 Wound during a round: Divine Influence +1.
- When the Merchant Girl gives birth to the Saviour: Divine Influence +3.
Unholy:
- For each [token icon] spent during the Unholy player's turn: Divine Influence -1.
- For each destroyed or Disrupted unit from the Holy side: Divine Influence -1.
- When a Divine Protection loses 1 Structure point: Divine Influence -1.
- For each destroyed unit with a Holy allegiance: Divine Influence -2 (instead of -1).
The following chart shows the various effects of the Divine Influence on the Divine Protection and on each player.
Influence Gauge
| Divine Influence level | Effect |
|---|---|
| Holy Influence | |
| 7 to 9 | The Divine Protection has 3 [defence die icon] when defending. At the beginning of each of their turns, the Holy side draws a Legend card. |
| 4 to 6 | The Divine Protection has 2 [defence die icon] when defending. At the beginning of each of their turns, the Holy side draws a Legend card. |
| 0 to 3 | The Divine Protection has 1 [defence die icon] when defending. |
| Unholy Influence | |
| -1 to -3 | The Divine Protection has no dice when defending. At the beginning of each of their turns, the Unholy side gains 1 [token icon]. |
| -4 to -6 | The Divine Protection has no dice when defending. At the beginning of each of their turns, the Unholy side gains 1 [token icon] and draws 1 Legend card. |
| -7 to -9 | The Divine Protection has no dice when defending. At the beginning of each of their turns, the Unholy side gains 2 [token icon] and draws 1 Legend card. |
Scenario: No More Room in Hell
Rouen, October 31st 1421
Rounds: 5
Players: 1 player, against the Army of the Dead, controlled by an AI system.
The Dead are rising from their graves and marching towards Rouen! Nobody knows why they're coming, though some suspect the coming of the Apocalypse… Heroes decide to band together and face the hordes of impish creatures, serving as Rouen's final hope against the Undead armies.
Victory Conditions
The player must stop the Army of the Dead from reaching the southernmost edge of the board, and thus the city of Rouen. This Army isn't controlled by a player, but by an AI system, explained below. Before the beginning of the game, choose a difficulty level:
- Easy: Player wins if 3 or less units from the Army of the Dead have exited through the southernmost edge of the board by the end of the 5th round.
- Normal: Player wins if 2 or less units from the Army of the Dead have exited through the southernmost edge of the board by the end of the 5th round.
- Hard: Player wins if 1 or less units from the Army of the Dead have exited through the southernmost edge of the board by the end of the 5th round.
Setup
Use the AI and Event special cards for this scenario. Every unit from the Army of the Dead follows its own AI card.
Randomly place all numbered tokens (numbered 1 to 9) face down in the areas shown on the setup diagram.
Then, deploy all your units in the hexes located on the southernmost edge of the board. Each hex can only contain one group of units. All units from the same group must be deployed in the same area.
Flip all numbered tokens. Each of these tokens represents a group of units from the Army of the Dead, deployed in the corresponding token's area.
Tokens 8 and 9 are decoys, and do not represent any group of units.
Deploy all unit groups in their corresponding area following this chart:
| Number | Units |
|---|---|
| 1 | 1x Mounted Knights, 1x Heretics, 1x Plague Bearers |
| 2 | 1x Skeletons, 1x Mounted Knights, 1x Wolves |
| 3 | 1x Skeletons, 1x Plague Bearers, 1x Ghosts |
| 4 | 1x Skeletons, 1x Wolves |
| 5 | 1x Skeletons, 1x Wolves, 1x Heretics |
| 6 | 1x Plague Bearers, 1x Wolves, 1x Skeletons |
| 7 | 2x Skeletons, 1x Ghosts |
If you do not have enough Heretics miniatures, please use Flagellants and Penitents miniatures on their bases.
Scenario tiles: 4, 5, 6, 7, 8, 11, 12, 13, 14, 16, and 17. The Army of the Dead's deployment areas, the Ruins, Church, Well and Shrine are shown on the setup diagram.
Army of the Dead Units
Army of the Dead (AI): 7 Skeletons, 3 Plague Bearers, 2 Heretics, 4 Wolves, 2 Ghosts, 2 Mounted Knights.
- Skeletons: When defending: cancel 1 [hit icon]. If at least one another Skeletons unit is in the same area: +1 [attack die].
- Plague Bearers: Support – Terror 1. When defending: cancel 1 [hit icon].
- Heretics: Cohesion. When attacking, if The Heretics inflict 1 [attack result icon] to a Level 2 Character, this Character is downgraded to Level 1. When defending: [yellow die icon] → [dark round token icon].
- Wolves: Haste 2 – Dodge.
- Ghosts: Immortal – Terror 1. Once per turn, if you spend 1 [token icon]: Ghosts gain Jump 2 until the end of their activation. Ghosts are not affected by terrain modifiers.
- Mounted Knights: Charge.
Each unit from the Army of the Dead yields different rewards to the player when Disrupted:
- Heretics, Plague Bearers: 1 [crossed-circle token icon].
- Mounted Knights: 2 [crossed-circle token icon].
- Ghosts: 1 [token icon].
Wolves and Skeletons units do not give any rewards when Disrupted.
Player Units
- John Stewart of Darnley: Charge – Feint – Impetuous. If an enemy unit is destroyed by an attack involving John Stewart of Darnley, you may recover your Reroll token if it is no longer in your possession.
- Bowmen (2): Bonus Action: a Bowmen unit may place 1 set of stakes (taken from its owner's reserve) on one free border of its area.
- Seguin de Badefol: Mercenary – Ruthless – Engineer – Parry. Once per round, if you spend 1 [token icon]: draw 2 Legend cards, keep one and discard the other. Once per turn: reduce the cost of a [equipment icon] by 1.
- Culverin: Targeting. When attacking: [yellow die result] → [target result icon].
- Robert Knolles: Mercenary – Charge – Ruthless. Gain 1 [token icon] each time Robert Knolles destroys an enemy unit.
- Halberdiers (2): Retaliation. +1 [attack die] against [charge icon].
- William Wallace: Charge – Reroll. Bonus Action: once per turn, Troops in the same area as William Wallace, or an allied adjacent area, gain Charge until the end of the round. Bonus Action: once per round, designate one enemy adjacent to William Wallace. This area's owner must discard 1 Order of their choice in order to activate it.
- Pikemen (2): Cohesion. +1 [attack die] against [charge icon]. When defending against [charge icon], Pikemen gain Retaliation.
Army of the Dead AI
A) Determining the activation order of units/Threat tokens
Starting with the north-westernmost area of the board, and moving to the south-easternmost area of the board, activate all units from the Army of the Dead in the following order: Heretics, Skeletons, Wolves, Plague Bearers, Ghosts, Mounted Knights.
B) Activation
To know how a unit from the Army of the Dead will act after being activated, please refer to its AI card. Act out the actions in order, starting with the first one. If you can't resolve the first action, try to resolve the second action and so on until one action is resolved.
If a unit from the Army of the Dead performs an attack, check immediately if the other units located in its area will participate in this attack. If they will, they do so in place of their activation this round.
Plague Bearers AI card:
- Attack: Plague Bearers attack the adjacent area which contains the least units.
- March Forward: Plague Bearers move 1 area South.
C) Movement
If a unit from the Army of the Dead tries to move, throw a [attack die]: If the result is [south-west icon], the unit will move south-west. Any other result has the unit moving south-east. If the unit's movement is obstructed in any way, it goes in the other direction.
The unit always chooses the shortest path to reach the southernmost edge of the board.
If for any reason the unit can't move south, then it doesn't move at all.
D) Relentless march
When a unit from the Army of the Dead inflicts a Push result onto one of the player's units, the unit suffering the Push will move in one of the following areas, following this priority:
- An adjacent non-full allied area.
- An adjacent non-full free area to the South. If two areas are possible destinations for the unit, follow the same rules as for the Army of the Dead's movement (C).
E) Unstoppable
Every unit from the Army of the Dead that participates in an attack on an adjacent area must Follow-up if the targeted area is empty.
F) Weakening the Dead
When attacking units from the Army of the Dead, allocate damage to these units in the following order: Heretics, Skeletons, Wolves, Plague Bearers, Ghosts, Mounted Knights.
G) You can't kill what's already dead
All units from the Army of the Dead suffering a Killed or Disrupted result, or exiting the game board through its southernmost edge, are sent to the infirmary. Do not forget then to check your victory conditions.
H) The Undead return
Swarms of Undead are coming with no end in sight…
When the Doom dice is rolled for a unit from the Army of the Dead, all [Killed icon] results count as [Disrupted icon] results, and all [Disrupted icon] results count as [Killed icon] results. The other results from the Doom dice are treated as normal.
Units from the Army of the Dead are always rallied in the following areas:
- 1st rallied unit: Ruins area.
- 2nd rallied unit: Church area.
- 3rd rallied unit: Ruins area.
- 4th rallied unit: Church area.
All following rallied units are placed alternatively in the shrine's area and the well's area.
If a Rally area is full, the unit attempting to be deployed in said area is deployed in the next area instead. If no Rally area is available, the unit is placed in the waiting area of the infirmary.
If one of the Army of the Dead's Rally areas is occupied by player units when units from the Army of the Dead attempt to rally into it, all player units suffer a Push result without being able to defend themselves.
Round Progress
The game rounds are made of 7 distinct phases. (The printed text gives "7 distinct phases" but lists six, numbered 1 to 6, as transcribed below.)
- Reveal the next Round card. The player takes the Command Orders indicated on the Round card. The player also receives 1 additional Command Order for each Character still in play. A destroyed or Disrupted Character thus does not award any additional Command Orders to the player.
- Draw the War Council cards and place them in the river. The player benefits from the effects of one War Council card of their choosing. The Army of the Dead doesn't benefit from the effects of any War Council card.
- Activate player units. The player spends their Orders to activate their units normally. Remove all Orders you played once your turn is over.
- Activate the Army of the Dead. The Army of the Dead's units are activated following the instructions on their AI cards, as stated previously.
- Camp phase. Draw an Event card and resolve its effects based on the difficulty. Then, roll the Doom dice for all units in the infirmary.
- End of the round.
Special Rules
Event Cards
An Event card is drawn at the end of every round, before rolling the Doom dice during the Camp phase. Resolve the effect corresponding to the difficulty being played. If you can't resolve any effect from the card, all units from the Army of the Dead move southwards 1 area.
Warning: You can't use Interrupt Orders during the resolution of Event cards.
The Army of the Dead's Reserve
The Army of the Dead's reserve is comprised of all the units located in the infirmary.
Stakes and Walls
To delay the Army of the Dead, the player can setup fortifications:
- Stakes: During the player's turn, a unit can setup stakes on one of the edges of its area at the cost of an action. These can be reinforced using up to 2 [token icon] tokens. The player can only place 7 stakes throughout the game. Stakes give the following benefits to the player's units when they are attacked through them:
- Without any [crossed-circle token icon]: 1 yellow combat die when defending.
- With 1 [crossed-circle token icon]: 1 white combat die when defending.
- With 2 [crossed-circle token icon]: 1 black combat die when defending.
- Walls: During the player's turn, a unit can setup a wall on one edge of its area at the cost of an action. The construction can be reinforced using up to 2 [token icon]. The player can only place 5 walls throughout the game. Walls give the following benefits to the player's units when they are attacked through them:
- Without [crossed-circle token icon]: 1 white combat die with the Retaliation skill when defending.
- With 1 [crossed-circle token icon]: 1 red combat die with the Retaliation skill when defending.
- With 2 [crossed-circle token icon]: 1 black combat die with the Retaliation skill when defending.
If one or more units from the Army of the Dead attempt to move through or perform a Follow-up after combat through stakes or walls, check the durability of these elements as opposed to the Army of the Dead's strength: if the number of units attempting to move is superior to the number of [token icon] allocated to the terrain element, destroy said element. Even when destroying a terrain element, the units from the Army of the Dead perform a Wait action instead of their movement.
Scenario: Vlad Tepes in Targoviste
June 18th, 1462
Rounds: 6
Wallachian side: Vlad Tepes (Level 2), 7 Peasants, 2 Mounted Bowmen, 2 Gentry Mounted Knights, the Merchant Girl, the Executioner and the Farmer (Civilians).
Ottoman side: Mehmed II (Level 2), 3 Okchu, 2 Janissaries, 2 Light Infantry, 2 Sipahi and 2 Noble Cavalry.
Mehmed II's gigantic Ottoman army, the one that conquered Constantinople, arrives in Wallachia to get revenge on its prince, who impaled hundreds of Ottoman warriors. The Wallachian prince is none other than Vlad Basarab III, also known as the Impaler, or Dracula! Disguised as an Ottoman warrior, Vlad Tepes infiltrates the enemy encampment at night with a small army, and launches a surprise attack aimed at the Sultan. His men throw torches and bring utter chaos to the encampment while Vlad readies his pike, marching towards his target…
Victory Conditions
The Wallachian side wins the game if Mehmed II is destroyed or Disrupted.
Any other result by the end of the 6th round results in the Ottoman side's victory.
Rewards
Each player gains:
- 1 [crossed-circle token icon] for each enemy Infantry unit destroyed.
- 2 [crossed-circle token icon] for each enemy Cavalry unit destroyed.
- 3 [crossed-circle token icon] for each enemy Character destroyed.
The Wallachian player gains 1 [crossed-circle token icon] for each building set on fire.
Scenario Tiles
Scenario tiles: 1, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, and 18.
Setup
If you possess the Village Pack expansion, we recommend you use 3 tents in this scenario. Otherwise, use any 3 buildings.
At the beginning of the game, the Ottoman side picks 3 tokens, and designates one as being Mehmed II. The Ottoman side then sets these 3 tokens face down on the tents or houses interior overlays.
Each time a Wallachian unit is in an area containing a building, flip the corresponding token. If Mehmed II is revealed, swap it with the Mehmed II miniature and remove the other hidden tokens from the board. If not, remove the token from play.
The Ottoman side places all their units on the board first. There can't be more than 3 units (tokens included) in the same area.
The Wallachian side then places their units in the areas bordering the game board.
After deploying their units, the Ottoman side places their Rally point in any area containing a building. The Wallachian side's Rally point is placed in Vlad Tepes' deployment area.
Intrigue Cards
Wallachian intrigue card (Vlad Tepes):
- 2 – Light the fire up in the night. All Peasants units can set fire to an adjacent area containing a building instead of just in their area until the end of the round.
- 1 – Raid. Gain 1 [banner token icon].
- 1 – Mountain. When defending, an allied unit of your choice gains 1 automatic [defence die icon] until the end of the round.
Ottoman intrigue card (Mehmet II):
- 1 – Natural born Rider. Gain 1 [banner token icon].
- 1 – Strong as a Turkish. For the next attack, all your attacking units gain +1 [defence die icon].
Special Rules
Knowing the Terrain
In this scenario, Mehmed II begins the game with the Country Map Equipment card. This Equipment card is not discarded after use.
Country Map Equipment card: During the Council phase, draw an additional War Council card that can only be chosen by you. Discard this Equipment.
Mehmed II Sleeps Soundly
Mehmed II's first activation during this scenario requires its owner to reveal Mehmed II if he isn't already on the board, and to discard 1 additional Order of their choice.
Night Attack
The range of Ranged attacks and Command is reduced to 1 hex during this scenario.
In this scenario, all units except the Peasants units can only perform one Move action per turn (this includes Follow-up after combat). If a group of units containing a Peasants unit perform a Move action, all units in this group can perform 1 and only 1 additional Move action this turn.
Torch
Every Peasants unit from the Wallachian side begins the game with a Torch (Fire token). At the cost of an action, Peasants units can throw their Torch at a building in their area. Throw a [attack die icon]: on a [Fire result icon] result, the building is set on fire. Any other result has the action fail, remove the Fire token from the board.
During the Camp phase, each unit located in a building that has been set on fire suffers 1 red dice damage.
Unit Abilities
- Vlad Tepes (Level 2): Terror 1 – Feint – Parry – Haste 2. When attacking: one of Vlad Tepes' [attack result icon] results cannot be cancelled by the defender's [defence result icon] results. Bonus Action: once per turn, if you spend 1 [token icon], move one of your Rally points into any allied area.
- Peasants: Support. Special Action: you can remove a Fire token located in the Peasants' area or in an area adjacent to the Peasants.
- Mounted Bowmen: Haste 2.
- Gentry Mounted Knights: Charge. When attacking: [attack result icon] → [Push result icon].
- Mehmed II (Level 2): Reroll – Prayer – Rally. Bonus Action: once per round, if you spend 1 [token icon], gain 1 [banner token icon].
- Janissaries: Charge – Support – Dodge. When attacking, if you spend 1 [token icon]: [attack result icon] → [defence result icon].
- Light Infantry: Haste 2 – Dodge.
- Okchu: Haste 2. When attacking: [yellow die icon] → [yellow die icon].
- Sipahi: Haste 2 – Charge – Dodge. When attacking: [white die icon] → [Push result icon].
- Noble Cavalry: Charge – Retaliation. When defending: if The Noble Cavalry suffer [attack result icon], move it into an adjacent area of your choice.
- Merchant Girl (Civilian): Bonus Action: once per turn, gain 1 [token icon].
Scenario: Bloodthirst
June 18th, 1462
Rounds: 5
Players: 2 to 4. Four armies: Mehmed the Conqueror's Ottoman army, Radu III the Handsome's army, Dracula's army and the Wallachian army.
Led by Mehmed the Conqueror, carried by his favorite djinni, the Ottoman forces destroy Vlad Tepes' lands and reduce its people to slavery. Even Radu the Handsome, Vlad's step brother, has allied his forces with the Turkish invaders! Driven into a corner, Vlad Tepes reveals his darker side and becomes Dracula, the Prince of Darkness. After impaling innocents and having gorged on their blood, he summons hellish creatures to overthrow the invaders.
Forces
- Mehmed the Conqueror Player: Mehmed the Conqueror; 2 Janissaries; 2 Light Infantry; 3 Okchu; 2 Sipahi; 2 Noble Cavalry.
- Radu III Player: Radu III the Handsome; 4 Gentry Mounted Knights; 3 Mounted Knights; 3 Mounted Bowmen; 1 Standard Bearer.
- Dracula Player: Dracula (Level 2); The Cockatrice; 6 Wolves; 2 Flying Demons; 2 Voracious Demons.
- Wallachian Player: 7 Peasants; 6 Bowmen; 6 Pikemen; 3 Sergeants-at-arms; 1 Bear Tamer.
- Civilians: Priest; Citizen; Merchant Girl; Apothecary; Blacksmith; Executioner.
Victory Conditions
The army with the most Victory Points (VP) at the end of the 5th round wins the game. Disrupted units are counted towards the Victory Points total at the end of the 5th round.
Mehmed the Conqueror's Army:
- Building on fire: +1 VP.
- Wallachian or Civilian unit enslaved: +1 VP.
Radu III the Handsome's Army:
- Impaled Civilian: +2 VP.
- Dracula Disrupted or destroyed by Radu's units: +3 VP.
- Wolves unit destroyed by Radu's units: +1 VP.
Dracula's Army:
Only gains Victory Points if they destroy or Disrupt units on their own.
- Ottoman units destroyed or Disrupted: +1 VP.
- Mehmed the Conqueror destroyed or Disrupted: +3 VP.
- Radu III the Handsome destroyed or Disrupted: +3 VP.
Wallachian Army:
- Peasants unit in play at the end of the game: +1 VP.
- Civilian still in play at the end of the game: +1 VP.
- Intact building at the end of the game: +1 VP.
If there is a draw, the Wallachian army wins the game.
If there are less than 4 players during this scenario, a player controlling multiple armies wins the game if one of their armies wins the game.
Rewards
Each player gains:
- 1 [crossed-circle token icon] for each enemy Infantry/Civilian unit destroyed or building set on fire.
- 2 [crossed-circle token icon] for each enemy Cavalry unit destroyed.
- 3 [crossed-circle token icon] for each enemy Character / Creature destroyed.
Scenario Tiles
Scenario tiles: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, and 18.
Deployment
The units are placed in the areas shown on the scenario page:
- Mehmed the Conqueror: 2 Janissaries and 2 Light Infantry (one area); 2 Sipahi and 2 Noble Cavalry (one area); 3 Okchu (one area).
- Radu the Handsome: 3 Mounted Knights and 1 Standard Bearer (one area); 4 Gentry Mounted Knights and 3 Mounted Bowmen (one area).
- Dracula: 6 Wolves (one area); The Cockatrice with 2 Flying Demons and 2 Voracious Demons (one area).
- Wallachian side: 7 Peasants in separate areas; 3 Sergeants-at-arms, each with 2 Bowmen and 2 Pikemen (three areas); Bear Tamer (one area).
- Civilians: Apothecary, Citizen, Blacksmith, Executioner, Merchant Girl and Priest, in the areas shown on the scenario page.
Special Rules
Number of Players
When playing with 2 players, one player controls Mehmed's army and Radu's army, while the other controls the Wallachian army and Dracula's army.
When playing with 3 players, one player controls the Wallachian army and Dracula's army, while the others control Mehmed's and Radu's army, respectively.
When playing with 4 players, each player takes control of one army.
Turn Order
Mehmed the Conqueror, Dracula, Radu, Wallachian.
Alliance
Mehmed's and Radu's armies can't attack each other, nor can their units be in the same area.
Under the Prince's Control
The Wallachian side cannot attack Dracula's units, nor can their units be in the same area. Dracula's troops can attack units from any side except their own (this includes Civilians). If Dracula is in an area containing a Civilian unit, he can destroy the unit immediately after discussing with it.
Bloodthirst
When Dracula destroys a Civilian unit, he can remove 1 Wound from his Character card.
Slavery
A human unit destroyed or Disrupted by the attack of an Ottoman unit becomes a slave. All Ottoman units can enslave civilians by moving in their area. Once enslaved, a civilian is removed from play.
Setting Buildings on Fire
The Ottoman side can set buildings on fire. All Ottoman Troops have the Engineer skill for that purpose, but cannot install barricades.
Impaling Your Brother's Favourites
All units from Radu's side can immediately destroy Civilian units by moving into their area (they get impaled).
Local Gossip
The Wallachian side cannot earn any Intrigue tokens by discussing with Civilians, since they don't have a Character that can initiate a Discussion.
If a Peasants unit is destroyed or enslaved, the Wallachian side gains 1 Intrigue token.
Walls
Units attacked from an adjacent area across a wall can cancel 1 [defence result icon] result for each defending unit in the area.
Units attacking an area separated from theirs with a wall cannot Follow-up after their attack.
The defensive bonuses offered by walls aren't applied against Ranged attacks.
Wolf Pelts
Any Wolves units destroyed by one of Radu's army's units are then moved into Radu III the Handsome's area, under his owner's control.
Unit Abilities
- Mehmed the Conqueror: Big – Haste 2 – Terror 2 – Fireproof. When attacking: put a Fire token in the attacked area if you roll at least one blank result.
- Janissaries: Charge – Support. When attacking, if you spend 1 [token icon]: [attack result icon] → [defence result icon].
- Light Infantry: Haste 2 – Dodge.
- Okchu: Haste 2. When attacking: [yellow die icon] → [yellow die icon].
- Sipahi: Haste 2 – Charge – Dodge. When attacking: [white die icon] → [Push result icon].
- Noble Cavalry: Charge – Retaliation. When defending: if The Noble Cavalry suffer [attack result icon], move it into an adjacent area of your choice.
- Radu III the Handsome: Charisma. When attacking: if you roll at least one [attack result icon], move Radu one area after the attack.
- Gentry Mounted Knights: Charge. When attacking: [defence result icon] → [attack result icon].
- Mounted Knights: Charge.
- Mounted Bowmen: Haste 2.
- Standard Bearer: Rally – Dodge. When defending: cancel up to 2 [defence result icon]. Once per Camp Phase: [yellow die icon] → [Push result icon].
- Dracula (Level 2): Terror 2 – Jump 3. When Dracula destroys an enemy unit, remove 1 Wound from him. When attacking, if you spend 1 [token icon]: [red die icon] → [red die icon].
Scenario: Mists in Domrémy
Domrémy, 1429
Rounds: 6
Players: 1 player (Holy) against the Unholy AI.
It is said that when Joan of Arc was travelling to her birthplace of Domrémy in north east France to seek guidance from heaven is when the Archangel Michael appeared to her for the first time. When she reached Domrémy and was kneeling in the fields, praying to God for guidance and forgiveness, another angel heard her and decided to approach her. But prayers can also be heard in hell, and the Devil decided to try and claim her soul. Joan denied his offer three times which enraged the Devil so much so that he sent the Beast to burn her village to the ground and mark the villagers. Mists now cover the fields and forests of Domrémy, and the demons rush in to attack Joan of Arc!
Victory Conditions
Before the beginning of the game, choose a difficulty level:
Normal
- Major Victory: A major victory is achieved if the Beast is destroyed or if Joan of Arc survived and saved 4 Civilians.
- Minor Victory: A minor victory is achieved if Joan of Arc survived and saved 3 Civilians.
- Defeat: If Joan of Arc dies or 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 Beast is destroyed or if Joan of Arc survived and saved 5 Civilians.
- Minor Victory: A minor victory is achieved if Joan of Arc survived and saved 4 Civilians.
- Defeat: If Joan of Arc dies or 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 4 following phases (as printed; five phases are listed):
- Council Phase
- Player's turn
- Beast's turn
- Flying Demon's turn
- Camp Phase
Setup
Scenario tiles: 1, 1, 2, 6, 8, 9, 12, 13, 14, 16, 18, and 2 sky hexes.
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: Unnatural Mist).
Roll the doom dice:
- On a killed result, place the Beast on any of the sky hex tiles.
- On any other result, place the Beast in the red area.
Forces
- Holy side: Joan of Arc; Guard (Hero); 1 Angel; 6 Civilians (Peasant Militia).
- Unholy side: The Beast; 1 Flying Demons.
Unit Abilities
- Joan of Arc: Tough – Terror 1 – Prayer. Bonus Action: once per round, at the end of Joan of Arc's activation, immediately play 1 [token icon] from the common pool in an allied area located up to 3 areas away from her. Once during the Camp phase: [attack icon] → [result icon] (see card).
- Guard (Hero): Prayer – Parry.
- Angel: Prayer – Jump 2 – Carrier. +1 [attack die] against [Unholy icon].
- Civilians (Peasant Militia): Support. When attacking: Peasant Militia units gain the Feint skill when located in a field area.
- The Beast: Terror 2 – Fireproof. At any time, you may spend 2 [token icon] to gain 1 [token icon]. When The Beast performs a melee attack, he can attack up to 3 adjacent areas. Each time The Beast destroys a building, gain 1 [token icon]. At the beginning of the game, receive 2 Fire tokens. When The Beast performs a shooting attack, you may put a Fire token in the target area.
- Flying Demons: Jump 2 – Immortal. When attacking: [yellow die icon] → [dark round token icon].
Special Rules
Interrupt Order
The Interrupt order can only be played after the Beast's turn and before the Flying Demons' turn.
Civilians
In this scenario, all Civilians are considered units of the Holy army and can thus be activated even when by themselves. Use a single peasant militia miniature to represent the Civilians.
Unnatural Mist
The mists need to be explored. They appeared once the Beast was summoned by the Devil. They seem to be small maelstroms and only Joan of Arc can unravel their mystery. Whenever you activate one of these areas and Joan of Arc is in it you may reveal, as a bonus action, the numbered token and read the designated entry.
- Token 1: There is a glowing sword in the centre of the maelstrom. You recognise Archangel Michael's weapon. You may spend 2 [token icon] to use his sword and throw it at the Beast to make a non-preventable shooting attack Range (2), [2 red dice and 1 white die]. You may then remove the numbered token.
- Token 2: The Sacred Banner of St. Dennis stands in the middle of the maelstrom. You may spend 2 [token icon] to get the tactic card Oriflamme and then remove the numbered token.
- Token 3: There are unholy marks on a person-sized rock that looks like an abomination in the centre of the maelstrom. You may take 1 [attack result icon] to destroy the rock, gain 1 [token icon] and then remove the numbered token.
Mark of the Beast
As soon as a Civilian is disrupted or destroyed by the Beast they are marked. Discard the unit and spawn a Flying Demon unit (see special rules: Unholy Spawn). The Beast may mark only 1 Civilian per activation. Any additional Civilians that are disrupted or destroyed are placed in the furthest area with numbered token that doesn't have a Flying Demon. If there are no numbered tokens remaining, then the Civilians are considered destroyed and marked.
Saving the Civilians
Whenever you move a Civilian to the inside of the Church they are considered safe. Remove the Civilian from the game and gain 1 [token icon]. If the Church is destroyed you may still move civilians inside it to save them (they use the catacombs to escape) but you do not gain [token icon].
Praying to the Heavens
When you perform a pray action with Joan of Arc you may spend [token icon] to perform a miracle according to the following table instead of gaining [crossed-circle token icon] or [dark round token icon]:
- 1 [token icon] – Remove a Flying Demon unit from the game.
- 1 [token icon] – Remove 1 [wound icon] from a Character.
- 2 [token icon] – Summon an Angel unit anywhere on the board. You may not have more than 2 Angel units.
- 3 [token icon] – Summon the Wrath of Archangel Michael and perform a non-preventable shooting attack Range (2), [3 red dice and 1 white die].
Beast's Behaviour
The Beast acts in this scenario following set priorities. During the Beast's turn, the Beast will first try to perform its primary action. If the primary action cannot be performed and the Beast has 9 or more health remaining, it will instead perform its secondary action. If the primary action cannot be performed and the Beast has less than 9 health remaining, it will instead perform its tertiary action.
If the round card is 4, the Beast will take an extra action following the Beast's Behaviour (primary, secondary, or tertiary action) once the player has completed their second order.
The Beast has unlimited Fire tokens and places one whenever it performs a shooting attack.
Beast's Primary Action
The Beast is adjacent to an area containing a Civilian. The Beast performs a melee attack against that Civilian. Then it performs 2 additional melee attacks, if possible, to adjacent areas with enemy units that are not Civilians. In the case that there are multiple areas which can fit the Beast's selection criteria, the Beast will always target the areas that contain the highest priority targets (see Beast's priority targets).
Beast's Secondary Action
The Beast is adjacent to a hex containing enemy units. The Beast will perform a gigantic attack on 2 adjacent hexes with enemy units. If there are more than 2 hexes with enemy units adjacent to the Beast, it will attack the hexes containing the most units.
In the case that multiple hexes fit the Beast's selection criteria, the Beast will target the hex that contains the highest priority target (see Beast's priority targets).
If there is no unit on an adjacent hex, move the Beast to a Sky hex (pick one randomly) and perform a shooting attack against the Church (even if there is no unit on the Church's hex). If the Church is destroyed, the Beast performs a shooting attack against a Holy unit (following the Beast's priority targets).
If the Beast is on a Sky hex, roll the Doom dice:
- On Rally result: the Beast remains on the Sky hex and performs a shooting attack against the Church. If the Church is destroyed, the Beast performs a shooting attack against a Holy unit (according to the Beast's priority targets). The Beast commands all Flying Demon units to take an action according to the Flying Demon's behaviour. If there is no Flying Demon unit, spawn one (see special rules: Unholy Spawn).
- On any other result: target an empty ground hex that maximises the number of adjacent hexes that contain enemy units and move the Beast to that hex. Then perform a Gigantic attack on the hex with the most units. In the case that multiple hexes fit the Beast's selection criteria, the Beast will always target the hex that is adjacent to the highest priority target (see Beast's priority targets).
Beast's Tertiary Action
The Beast is adjacent to enemy units. The Beast will perform a melee attack targeting an area containing an enemy unit (see Beast's priority targets). If there is no enemy unit adjacent to the Beast, move it one hex closer to an enemy unit following the Beast's priority targets and perform a melee attack.
If there is no eligible target, move the Beast one hex closer to an enemy unit following the Beast's priority targets and perform a shooting attack.
If there is no eligible target, move the Beast two hexes closer to an enemy unit following the Beast's priority targets.
Flying Demon's Behaviour
Flying Demon units act in this scenario following set priorities: During the Unholy AI's turn, Flying Demon units will first try to perform their primary action. If the primary action cannot be performed, then they will perform their secondary action.
Flying Demon units are immortal. When they suffer a [kill result icon], place them in the infirmary. They will be redeployed during the Camp phase (see Unholy Spawn).
Flying Demon's Primary Action
The Flying Demon is adjacent to an area containing an enemy unit. The Flying Demon unit performs a shooting attack against the enemy unit. In the case that multiple areas can fit the Flying Demon's selection criteria, the Flying Demon will always target the area that contains the highest priority target (see Flying Demon's priority targets).
Flying Demon's Secondary Action
The adjacent area doesn't contain an enemy unit. The Flying Demon unit moves towards Joan of Arc following the shortest path and using Jump 2.
Unholy Spawn
There cannot be more than 3 Flying Demon units spawned at the same time. Whenever you need to spawn a Flying Demon unit, place it on the area with a numbered token that is closest to Joan of Arc. If the area has an enemy unit, then place the Flying Demon unit to the North-Easternmost adjacent area. If that area has a Holy unit too then choose the next area moving clockwise. If there is no area with a numbered token the Unholy units cannot spawn.
Cautious but Lethal
If the Beast is on a Sky hex and has less than 9 health points at the beginning of the Beast's turn, target an empty ground hex that is adjacent to a hex with the most units and move the Beast to that hex. Then perform a Gigantic attack on the hex with the most enemy units. In the case that multiple hexes fit the Beast's selection criteria, the Beast will always target the hex that is adjacent to the highest priority target (see Beast's priority targets).
Gigantic Attack
When performing a Gigantic attack, the Beast will always allocate results in the following order and will target areas in the order of the Beast's priority target: Kill, Trample, Disrupted, Push.
Units are pushed back following the Beast'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.
The Beast's Priority Targets
In this scenario, the Beast will always prioritise its attack using the following chart:
- Angel
- Civilian
- Joan of Arc
- Guard
Flying Demon's Priority Targets
In this scenario, Flying Demons will always prioritise their attack using the following chart:
- Joan of Arc
- Guard
- Angel
- Civilian
Miniature Reference
The Miniature Reference sheet identifies which miniature represents each unit:
- Peasants: Angry; Peasant Militia.
- Sergeants-at-arms: Gascons & Bretons; Heavy.
- Foot Knights: Impetuous; 2 Handed Weapons.
- Skeletons: Danse macabre; Devilish.
- Bowmen: Short Bow; Militia.
- Halberdiers: Voulgiers; Almogavars; Guisarmiers.
- Pikemen: Scottish; Provincial Militia; Flemish.
- Ottoman Army: Yerli Kurlu – Janissaries; Light Infantry; Azab Archers – Okchu; Sipahi; Noble Cavalry; Entrenched Genoese Crossbowmen; Pavisiers.
- Other: Musician; Flagellants; Penitents; Standard Bearer; Heretics; Voracious Demon; Flying Demons; Bear Tamer – Guide – Bear; Plague Bearers.