Teenage Mutant Ninja Turtles: Shadows of the Past – Hero Pack: Splinter
Teenage Mutant Ninja Turtles: Shadows of the Past – Hero Pack: Splinter Rulebook
Table of Contents
Table of Contents
Using the Adventure Comic
This comic contains one full adventure, which can be played as single battles or as a campaign. This is not a rulebook; it is a reference guide that will give you setup instructions and special rules for each battle scenario. Read the rules in their entirety before using this Adventure comic.
Each battle scenario will provide players with key information such as:
- Win conditions for both the hero and villain players.
- Villain setup instructions, including which units the villain player will have access to and which cards will go in the Villain deck.
- Special rules (should there be any for the chosen battle).
- Terrain setup and rules.
Battle 1: Home Invasion
While the heroes were relaxing at their home in the sewers, the Foot Clan suddenly attacked, led by the Shredder himself. Better split up and regroup elsewhere in the sewers!
Special Rules
The villain chooses one hero to attempt to capture at the start of the battle. This hero is the target hero. The doors on the Game board are unlocked and open. At the start of their turn, the villain may pay 1 focus to draw 2 Villain cards and then discard 2 cards from their hand.
Strengths
- Hero skill mods: -1
- Villain focus: 3
Terrain Cards
Blocking Terrain, Locked Doors, Slow Terrain
Objectives
- Hero objective: The heroes win if each goal area has at least one or two (not more) heroes that are not KO'ed in it.
- Villain objective: The villain wins if the target hero gains a KO'ed token.
Villain Figure Pool and Deck
- Leaders: x1
- Minions: x8
-
- Regroup: x2
Setup Map
Map Tile 4B (left) with Hero 01 through Hero 04 placed in its room, joined to Map Tile 5A (right). Map Tile 5A has a Goal space along its right edge and a Spawn Zone at the top and bottom of the tile. Doors in the middle of the board are marked Unlocked.
Winning
- If the heroes win: The heroes successfully split up and confuse the Foot Clan. Proceed to Battle 2. The heroes may call upon an ally for Battle 2.
- If the villain wins: The target hero is nearly captured, but the heroes all manage to just barely slip away. Proceed to Battle 2. The villain's starting focus is increased by 1 for Battle 2.
Battle 2: Sewer Race
Driven from their home by the Foot, the turtles must escape, while the Shredder continues his relentless campaign to capture one of them.
Special Rules
The villain chooses one hero to attempt to capture at the start of the battle. This hero is the target hero. The target hero may move off the Game board from the marked "Goal" spaces as though they were moving to an adjacent space.
Strengths
- Hero skill mods: 0
- Villain focus: 3
Terrain Cards
Blocking Terrain, Obscuring Terrain, Slow Terrain, Unstable Terrain
Objectives
- Hero objective: The heroes win if the target hero moves off the Game board as described under "Special Rules."
- Villain objective: The villain wins if the target hero gains a KO'ed token.
Villain Figure Pool and Deck
- Leaders: x1
- Minions: x10
-
- Regroup: x3
Setup Map
Map Tile 1A (left) with a Goal space along its left edge, joined to Map Tile 5A (right) with Hero 01 through Hero 04 placed in its room. Spawn Zones are marked at the top and bottom of the centre of the board.
Winning
- If the heroes win: The heroes manage to increase their lead on the Foot Clan. Proceed to Battle 3. The villain starts with 1 fewer Mouser in their figure pool for Battle 3.
- If the villain wins: The heroes are almost captured by the Foot Clan, but manage to barely slip away. Proceed to Battle 3. The villain's starting focus is increased by 1 for Battle 3.
Battle 3: The Mice Will Play
As the heroes near the exit from the sewers, the Foot Clan ambushes them one last time, this time reinforced with an army of Mousers. Can the heroes escape?
Special Rules
The villain chooses one hero to attempt to capture at the start of the battle. This hero is the target hero. The doors on the Game board are unlocked and open. At the end of each round, before spawning new figures, add 1 Mouser to the figure pool.
Strengths
- Hero skill mods: 1
- Villain focus: 3
Terrain Cards
Blocking Terrain, Locked Doors, Obscuring Terrain, Slow Terrain, Unstable Terrain
Objectives
- Hero objective: The heroes win if each hero is in the goal area and are not KO'ed.
- Villain objective: The villain wins if the target hero gains a KO'ed token or if a Mouser would be added to the figure pool, but there are none left.
Villain Figure Pool and Deck
- Leaders: x1
- Minions: x6
-
- Regroup: x11 (Mousers)
Setup Map
Map Tile 1A (left) with Hero 01 through Hero 04 placed in its room, joined to Map Tile 6B (right). Spawn Zones are marked at the top and bottom of the centre of the board. Goal spaces are marked at the top and bottom of the right-hand edge of Map Tile 6B. Doors in the middle of the board are marked Unlocked.
Winning
- If the heroes win: The heroes managed to give the Foot Clan the slip once again! The heroes win the adventure!
- If the villain wins: The villain successfully captures the target hero for experimentation. The villain wins the adventure!
Battle 4: Mousers!
These mechanized marauders came out of nowhere. Their origins are unclear, but they seem programmed for destruction.
Special Rules
No Villain player is used for this scenario. Instead, the Mousers function as described on their Villain sheet when a villain player would normally get a turn. At the end of the round, ALL Mousers in the figure pool spawn, not just half, rounded up. Place a Focus token on the Mouser Villain sheet each time a hero KO's a Mouser. The doors on the Game board are unlocked and have no effect.
Q: If a Mouser is adjacent to more than one hero, which hero does it attack?
A: Both. At the end of the villain's turn, each hero is attacked by a single melee strike with a strength equal to the number of Mousers adjacent to that hero. If Mikey is adjacent to 3 Mousers and Donnie is adjacent to 2 Mousers, Mikey gets attacked with a strength 3 melee strike (roll 3 dice to attack as normal), while Donnie would be attacked with a strength 2 melee strike.
Q: If damage is reflected back at a Mouser from an attack (such as by Mikey's Whirling Shield ability), does it hit every Mouser adjacent to that hero?
A: No. The hero chooses 1 adjacent Mouser and deals all of the reflected damage to that Mouser.
Q: What do I do once the Mousers get too easy?
A: You can play with special "Adaptive Mousers". At the start of each round, starting on round 2, increase all Mousers' life by 1 permanently.
Strengths
- Hero skill mods: 0
- Villain focus: N/A
Terrain Cards
Locked Doors, Unstable Terrain, Slow Terrain, Obscuring Terrain
Objectives
- Hero objective: The heroes must KO as many Mousers as possible before the end of round 6 or before a hero is given a KO'ed token, whichever comes first.
- Villain objective: Murder. Kill. Death.
Villain Figure Pool and Deck
- Minions (Mousers): x15
Setup Map
Map Tile 4B (left) with Hero 01 through Hero 04 placed in its room, joined to Map Tile 1A (right). Spawn Zones are marked at the top and bottom of Map Tile 1A. The doors on the board are marked Unlocked and have no effect.
At the End of the Battle
Count the number of Focus tokens on the Mouser Villain sheet. This is the heroes' score for the battle. The higher the score, the better they did! (See Mousers Defeated chart below.)
Mousers Defeated
- 0-10: Owww...Did anybody get the license plate number of that pizza delivery truck?
- 11-20: Sorry, Sensei, that wasn't our best performance. We'll try harder next time!
- 21-40: A wise man said, "It's not about being perfect, it's about getting the job done."
- 41-60: Cowabunga, dudes! You did a great job stomping those Mousers!
- 61-73: Man, those stupid Mousers almost made you drop your pizza slice...
- 74: Zzzz...Huh, were we attacked by Mousers?
Icon Reference
Combat and action icons as printed in the comic's icon key.
- Move (one figure): Receive move points equal to your character's Move attribute.
- Move (two figures): Receive move points equal to twice your character's Move attribute. These points may not be split into separate actions.
- Katana: Use the katana icon to attack an adjacent enemy (including diagonal).
- Double katanas: Double katanas count as two katana icons when rolling Battle dice. You may not separate this icon into separate attacks.
- Shuriken: Use shuriken icons to attack an enemy at least two spaces away.
- Double shuriken: Use the double shuriken to attack an enemy at least two spaces away. You may not separate this icon into separate attacks.
- Shell: This is a passive boost to your character's defense rolls when you are attacked. Roll 1 additional Battle die for each shell icon you have.
- Katana and shell combination: This icon is a combination of the katana icon and the shell icon and is used in both attacks and during defending attacks.
- Chi: A rolled chi icon restores one focus and heals your character one Battle die worth of wounds.
- Single hit: Single hit icon counts as one point of Damage.
- Double hit: Double hit icon counts as two points of Damage.