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Mysthea: Volfyirion's threat

Expansion for MystheaExpansion for Mysthea: The Fall

Mysthea: Volfyirion's threat Rulebook

Table of Contents

Table of Contents

  • Contents
  • Mysthea
    • Setup
    • Rules
  • Mysthea: The Fall
    • Setup
    • Rules
      • Parasites
      • Day
      • Night
      • Victory
      • Defeat
  • Card Game (1vs1 Mode)

Contents

  • 1 Volfyirion with 5 Shards
  • 1 Monster Card for Mysthea
  • 3 Event Cards for Mysthea: The Fall

Mysthea

Setup

  1. Follow the setup instructions of Mysthea as usual.
  2. After the game setup, replace the Era II Monster Card with Volfyirion's card.
  3. Shuffle the five Volfyirion's Shards, then randomly plug them into the slots at the base of the miniature. Do not look at the values on the Shards while placing them. Keep the assembled miniature close to Volfyirion's Monster Card.

Rules

All standard rules are applied as normal, except for the variations listed below:

  • At the beginning of Era II and Era III, place Volfyirion's miniature in the middle of the Game Board. Volfyirion must be facing towards the Island with the most units on it (do not consider Strength values, just sheer numbers). If there is a tie, pick one of the tied Islands at random. If Volfyirion is defeated during Era II, skip this step at the beginning of Era III.
  • Each time an Event Card is revealed, rotate Volfyirion towards the next Island clockwise.
  • If Volfyirion is in the middle of the Game Board, it is not possible to Move an Island nor to Perform an Attunement.
  • When Volfyirion's Monster Card is placed on the Event Board, immediately move Volfyirion close to the Island it is currently facing and resolve a Battle with the creature. Each Player with at least one unit on the attacked Island – or with at least one unit on one of the two adjacent Islands, gets to join the Battle.
  • Volfyirion's Strength value is 30. Standard rules for battling Monsters are followed as normal.
    • If the players win: the Player with the most Strength draws three Shards at random from the base of the miniature, without revealing their values, and keeps the one with the highest number of the three extracted, putting back the other two Shards into the miniature. The second and third strongest players get to draw only one Shard each from the miniature, in order. Each Player who got a Shard now reveals its value and immediately multiplies that number by the appropriate reward tier (Glory Points).

      Flip facedown Volfyirion's Monster Card and remove its miniature from the game. During the next End of an Era Phase, ignore Volfyirion's Card when resolving Monsters, then remove its card for the rest of the game.

    • If the players lose: all units on the attacked Island are removed, while Champions become Wounded. Place Volfyirion in the middle of the attacked Island.

      From now on, no Unit can Travel to that Island, exception made for Champions. The Island cannot be Moved from its position by any means and its Attunement becomes unavailable. Players may interact with the other Islands as usual.

      Flip facedown Volfyirion's Monster Card. During the next End of an Era Phase, ignore Volfyirion's Card when resolving the activations of Monsters. The Storm Card has no effect on Volfyirion.

NOTE: If this happens during Era II, Volfyirion will leave the claimed Island at the beginning of Era III. The actions Move an Island and Perform an Attunement become available again.

Mysthea: The Fall

Setup

Apply the variations listed below to the respective step of Mysthea: The Fall setup. Keep inside the game box the Colossus miniature, its Shards and its three cards.

  1. Place 3 Troops on each of the Islands' other regions. Place 1 of the remaining Troops on each external region of the Game Board. External regions are those adjacent to Mysthea's Islands.
  2. Keep all Qoam, all Monsters miniatures, and all Parasites miniatures next to the Game Board in a common supply, within easy reach for all players.

NOTE: Consider Qoam crystals and Parasites miniatures as infinite. In the rare case that the supply of a specific component is depleted due to your thirst for power, use other components as a temporary replacement.

Then place one Parasite on each external node of the Game Board.

  1. Without looking at their values, shuffle Volfyirion's five Shards. Then plug them into the slots at the base of the miniature.
  2. Place Volfyirion at the center of the City, facing towards one of the five adjacent regions, randomly chosen.
  3. Assemble the Event Deck: shuffle together all the Region Cards (both from Mysthea and Icaion), the Storm Card from Mysthea, and the three Volfyirion Cards from this box. Place this deck next to the Game Board.

Then assemble the Monster Deck: shuffle all Mysthea: The Fall's Monster Cards into one deck. Keep it next to the Event Deck.

  1. Skip this step during Setup.

NOTE: Whenever the fifth type of Region is revealed (it does not matter if it is a card from Mysthea or Icaion), shuffle back into the deck all revealed cards after applying the effects mentioned above.

Rules

All standard rules are applied as normal, except for the variations listed below.

Parasites

If you are playing against Volfyirion, each Character has no limit to the amount of Parasites they can collect. In this mode, Parasites on the external nodes may be automatically defeated and collected by players just by moving Characters over them (either ending their movement on the same node or passing through it).

Parasites cannot be used to replace Qoam when performing an Outwit Volfyirion action.

If at the beginning of a turn there are no more Parasites on the board, players may decide altogether to place one Parasite on each external node or to place none at all.

Day

The action Investigate the Colossus is replaced by Outwit Volfyirion.

If you find yourself on a node adjacent to the City, you may try to Outwit Volfyirion: draw a Shard from the miniature's base and reveal its value. For each point you need to pay as follows: 1 Qoam of the same kind as one of the regions adjacent to your Character plus 1 Parasite.

If you find yourself on a node adjacent to the region towards which Volfyirion is facing, you need to add +1 to the value of the revealed Shard.

NOTE: Parasites cannot be used to replace Qoam when performing an Outwit Volfyirion action.

If you cannot pay the whole amount of Qoam and Parasites required by a Shard, put it back into its slot without spending anything. Otherwise, pay the full amount of Qoam and Parasites requested and claim the Shard for yourself. Keep it next to your Character's card.

Blue Player decides to Outwit Volfyirion. They reveal a Shard of value 3. Blue Player pays a blue or gray Qoam plus a Parasite for each Shard's point. If Red Player were to perform the same action, they would need to pay an additional Qoam + Parasite due to Volfyirion facing one of the regions adjacent to their node.

Night

During Night, reveal a new card from the Event Deck:

  • If it is a Region Card and it is the first of its type to be revealed.

    Rotate Volfyirion (if needed) so that it is facing the same type of region, then move to this inner region an enemy from each adjacent external region.

    NOTE: Remember that Golems move first, Troops second. Parasites do not move.

    Then, for each Mysthea's Island that shares a region of the same type, move two Troops from those regions, one to each adjacent external region.

    If there is only one Troop, or none at all, to be moved from an Island's Region during this step, you immediately lose 5 Defence Points.

A Mountain Region is revealed and it is the first of its type. Volfyirion is already facing the same type of region and two enemies are drawn to it from the adjacent external regions. Then, two Troops are moved from each Islands' Mountain Region to the adjacent regions on the gameboard.

  • If it is a Region Card and it is the second of its type to be revealed.

    An Invasion will take place! For each Mysthea's Island that shares the same type of region, move two enemies from those regions to the two adjacent external regions, one enemy per region.

    If there is only one enemy, or none at all, to be moved from the Region of an Island during this step, you immediately lose 5 Defence Points.

A Land of Myst Region is revealed and it is the second of its type. Volfyirion's direction has no influence on the next steps. Two enemies (Troops and/or Golems) are moved from each Islands' Land of Myst Regions to the adjacent regions on the gameboard.

  • If it is the Storm Card

    Reveal a Monster Card. Take the respective miniature and place it on the Monster's spawn Island (Monster Cards have an icon associated with their spawn Island – if you need a reference, remember there is one in Mysthea: The Fall rulebook).

    Then, move one enemy from each Region adjacent to the City onto one of the empty spaces of one of the five Cities. If there are no empty spaces to place an enemy, remove 1 Qoam from a space and replace it with an enemy. Remember that enemy forces have different movement priorities: Golems move first, Troops move second. Monsters do not move.

The Storm Card is revealed. A Monster Card is immediately drawn and the respective miniature is placed on the matching Island. Then, a single enemy is moved to the City from each region adjacent to the city. Each enemy occupies one of the five available spaces.

  • If it is a Volfyirion Card

    Volfyirion and its allies attack: you lose as many Defence Points as the value shown on the revealed Volfyirion's card multiplied by the number of Parasites currently in play on the board. Furthermore, you lose Defence Points equal to the sum of all in play Monsters' Strength values.

    Then place a Parasite from the supply on each external node with no Parasites on it. Please remember that Parasites on the external nodes may be automatically defeated and collected by players just by moving over them (either ending their movement on the same node or passing through it).

    NOTE: These Parasites do not count as enemies and cannot be attacked.

The Volfyirion Card is revealed. The City immediately loses 9 Defence Points (3 Volfyirion Strength multiplied by 3 Parasites on the board). The City then loses 6 additional Defence Points due to a Monster with 6 Strength currently in game. Lastly, two Parasites are taken from the supply and each is placed on the external nodes that were without Parasites.

Victory

Players immediately win the game as soon as the last Shard is obtained from the miniature and each player has at least one Shard next to their Character's Card. If this is not possible to achieve, shuffle all claimed Shards and randomly plug them back into the miniature.

Defeat

Players lose the game immediately after one of these two conditions happen:

  • The City's Defence Points get to 0 (or below).
  • There are five enemies (or more) inside the City (Volfyirion does not count).

Card Game (1vs1 Mode)

This miniature brings to the table a new set of rules for the classic game, 1vs1 mode.

During setup, randomly shuffle Volfyirion's five Shards and plug them into the base of the miniature.

Two new actions become available to the players (Main Phase):

  • You may draw a Shard from the base of the miniature spending any combination of Battle and Knowledge Points that totals 10 points. Keep the Shard visible near you, without revealing its value to the opponent.
  • You may remove from the game one of your Shards to remove a card from the opponent's Discard Pile. The sum of the cost of the discarded card plus the selected Shard's value must be equal to 8 or higher.