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Документ представляет собой правила игры, в которой игроки берут на себя роли лидеров кланов, стремящихся завоевать корону в королевстве, охваченном монстрами. Игроки используют механизмы размещения рабочих и бросков кубиков для выполнения миссий, сражений и захвата земель, зарабатывая очки славы и репутации. Игра включает различные фазы, компоненты и стратегии, а также возможность играть в одиночку или с другими игроками.

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0% нашли этот документ полезным (0 голосов)
11 просмотров32 страницы

ML RULES ENG NV Compressed

Документ представляет собой правила игры, в которой игроки берут на себя роли лидеров кланов, стремящихся завоевать корону в королевстве, охваченном монстрами. Игроки используют механизмы размещения рабочих и бросков кубиков для выполнения миссий, сражений и захвата земель, зарабатывая очки славы и репутации. Игра включает различные фазы, компоненты и стратегии, а также возможность играть в одиночку или с другими игроками.

Загружено:

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RULEBOOK

A GAME DESIGNED BY
GAME OVERVIEW�������������������������������������������������������������������������������������������2
components�������������������������������������������������������������������������������������������������������� 3
GAME SETUP�������������������������������������������������������������������������������������������������������4
player area setup������������������������������������������������������������������������������������������ 6
BASIC CONCEPTS������������������������������������������������������������������������������������������6 Queen Gimelda is desperate!
glory and reputation�������������������������������������������������������������������������������� 6
clan members (mercenaries)��������������������������������������������������������������� 6 After losing all of her lands to the marauding
the dice������������������������������������������������������������������������������������������������������������������� 7 monsters, she is now confined to the walled citadel of
gameplay��������������������������������������������������������������������������������������������������������������� 7
the Lands of the Discord. Once she was ruling over a
DICE POOL PREPARATION PHASE������������������������������������������������7 proud kingdom with lush lands of fire, water, Air, and
DEPLOYMENT PHASE���������������������������������������������������������������������������������8 jungle. All that is left now is gloom.
the citadel and its buildings�������������������������������������������������������������� 8
the outside��������������������������������������������������������������������������������������������������������12
deploy in a settled land����������������������������������������������������������������������15 With Modhelm fallen and King Bödagard slain by the
ADVENTURE PHASE (RESOLVING THE OUTSIDE)����� 15 advancing monsters, she resorts to drastic measures:
missions�������������������������������������������������������������������������������������������������������������16 she promises the crown to the clan of warriors which
land Battles����������������������������������������������������������������������������������������������������16 will bring justice to the monsters, by capturing or
defense of the citadel�����������������������������������������������������������������������������20 slaying them, and then reconquering her lost lands.
CLEAN-UP PHASE ������������������������������������������������������������������������������������20
SCORING AND VICTORY������������������������������������������������������������������21 Her provost has devised an elaborate plan to measure
DIFFICULTY LEVELS�����������������������������������������������������������������������������������22 the success of the eager clans, only one of them will
VARIANTS�����������������������������������������������������������������������������������������������������������22 be able to claim the crown.
STRATEGY HINTS����������������������������������������������������������������������������������������23
APPENDIX I - TRICK MODULE�����������������������������������������������������23
APPENDIX II - SOLO MODE������������������������������������������������������������24
setup�����������������������������������������������������������������������������������������������������������������������24
GAME OVERVIEW
regular solo mode vs solo campaign mode���������������������24
gameplay������������������������������������������������������������������������������������������������������������25 You will take on the role of the leader of a small clan of brave
Solo Scenario Book��������������������������������������������������������������������������������26 warriors, competing to win the crown of the Lands of the Discord.
APPENDIX III - REFERENCE TABLES���������������������������������������27 You will visit buildings within the Citadel, the last bastion against
trap benefits����������������������������������������������������������������������������������������������������27 the monsters that have overrun the kingdom, and also travel to the
trick benefits��������������������������������������������������������������������������������������������������27 outside, the areas surrounding the Citadel, where you will battle
loot tokens������������������������������������������������������������������������������������������������������27
monsters and reclaim the lands for the Queen.
monster powers�������������������������������������������������������������������������������������������28
mercenary talents������������������������������������������������������������������������������������29
equipment abilities�������������������������������������������������������������������������������������30 At the end of the game, the crown is handed to the clan with most
land abilities��������������������������������������������������������������������������������������������������31 Victory Points, which are gained by amassing glory, reputation, and
PLAYER AIDS���������������������������������������������������������������������������������������������������32 a few other elements that enrich the game. The most important
aspect is glory; to gain it you must leave the safety of the Citadel
and undertake missions, defeat monsters, and conquer lands.

You will use your dice to take actions using a “worker-placement”


mechanic. In the Citadel, your dice allow you to improve your clan,
acquiring hunting tools, shields, potions, venoms, mercenaries,
and more. The timing of your dice placement and the type of dice
you use affects both yourself and other players.

In the Outside, your dice become battle tools. You roll them in
missions and battles to try and defeat monsters or conquer the
land. You will have many opportunities to manipulate your dice
results and increase your chance of success.

You cannot simply hope for lucky rolls to snatch the crown, you
will need to carefully manage your resources and do some proper
planning to be successful.

Do you have what it takes to go for the crown?

2
components
THIS RULEBOOK 4 CLAN PROGRESS TRACKS 1 Round marker

1 GAME BOARD

6 Double-Sided Land Path Header tiles


259 CARDBOARD TOKENS
4 Reputation markers

94 CARDS
8 Initial Clan Member cards 1 Double-Sided Round Modifier tile
4 Glory markers

7 Panic tokens
36 Mercenary Assignment tokens

64 Trap tokens
12 Double-Sided Mission tiles
28 Mercenary cards

20 Defense tokens
1 MISSION BAG

8 Novicius cards

55 Gold coins

Monster Deck: 20 Monster cards 80 6-SIDED DICE


(8 cards Difficulty A, 12 cards B) 16 Potion tokens 32 red Strength dice

16 Venom tokens 22 purple Magic dice

Equipment Deck: 18 Equipment cards

16 Loot tokens 18 yellow Persuasion dice

Land Deck: 12 Land cards

1 Double-Sided First player tile 8 black Monster Attack dice

3
GAME SETUP

MONSTER LANDS can be played on different difficulty levels and The Outside is divided into three different areas: The Mission
with or without the Trick module. Follow these instructions to set Paths in the middle, the Lands (left and right of the mission
up the game using the Tutorial difficulty level without the Trick paths), and the Entrance of the Citadel. There is also space for
module. See page 22 for details on playing on harder difficulty Loot tokens.
levels and Appendix I (page 23) for including the Tricks. For
playing the game in Solo Mode, please refer to Appendix II (page Card Docks: The colored bars on the edges of the board are Card
24) for the changes. docks. They indicate that cards will be placed here throughout
the game. Leave appropriate space on your game table.
To guide you where to place the various components, refer to the
illustration of the board above: First, prepare the Citadel:

Place the board in the middle of the playing area. Take the 8 Novicius cards (Novices) with a sling
symbol. Place them face up in a stack at the
The Citadel: In the Citadel there are seven buildings: the Hunter’s bottom dock of the Tavern. Until they are all
Lodge, the Alchemist, the Tavern, the Armory, the Pawn Shop, the hired, there will always be an eager Novicius
Bazaar, and the Mine. keen to join your Clan.

4
Shuffle the Mercenary deck (28 Mercenary cards) and place Shuffle the Path Header tiles (6 double-sided tokens) and
it face down near the board as shown to the left. Then, place 2 random tokens on the indicated spaces below the
create an offer of Mercenaries available for hire by drawing Land cards with a random side face up. A Path Header is
the top four Mercenary cards and placing them face up next linked to the Land it is placed under and will be replaced
to the Mercenary docks of the Tavern, to the left of the when the Land changes.
board. The Mercenary offer at the start of the game must
have at least one Mercenary of Reputation 4 or less
per each player in the game. If this is not the case, set aside Note: In a 2-player or Solo game, only draw 1 Monster card,
the highest Reputation Mercenary and redraw a new card 1 Land card, and 1 Path Header tile. Place them on the
until this condition is fulfilled. Then reshuffle the Mercenary respective spaces of Land A.
Deck, including any cards set aside.

Place the 28 Assignment tokens close to the Tavern, to be Shuffle the 16 Loot tokens and place them face down next
used whenever a Mercenary is hired. Select the Assignment to the board. Place 4 random Loot tokens face up on the
tokens of the 4 Mercenaries at the Tavern and place them indicated spaces between both active Lands.
with their respective Mercenary card.
Place the 12 double-sided Mission tiles into the Mission
Take the 64 Trap tokens . Each Trap token has a trap icon on Bag. Draw 2 Mission tiles. Place the first one with face A up
the back and the effect of that trap on the front. on Mission space A, the second with face B up on Mission
space B. These will be the active Missions for the first round.

There are 4 different types of Trap: Prepare the Reserve & get ready to start:
Initial Traps (with a icon), Shielded Traps (with a icon),
Tricks (with a brown background), and Improved Traps Place the Round Modifier tile with side
(everything else). A face up on top of the original round
track on the board.
Separate out the 4 Initial Trap tokens set them aside. Put
the 18 Trick tokens and the 6 Shielded Traps back in the Put the Round Marker token on space 1
box. Shuffle the remaining Trap tokens and place them face of the Round track.
down near the board. Draw 6 tokens at random and place
them face up on the spaces of the Hunter’s Lodge, so that Place the red, purple, and yellow dice
the effect of the Trap and the cost is visible. next to the board. They are the reserve
to feed your Dice Pools. Also place there the black Monster
Shuffle the Equipment deck (18 cards) and place them face Attack dice, which will be used for Monster attacks.
down below the board. Draw 3 Equipment cards and place
them face up below the Bazaar docks as an initial Bazaar offer. Separate the Gold coin, Defense, Potion and Venom tokens
into loose piles. They are the reserve to be used whenever
Then, prepare the Outside: they come into play.

Separate out the difficulty A Monster cards, shuffle them, Shuffle the 7 Panic tokens and place them face down in a
and choose 2 at random, placing them face up next to the stack. Place them on the marked space at the Entrance of
Monster docks. These will be the active Monsters for the the Citadel.
first round, each defending their respective occupied Land.
The greediest player receives the First Player tile with side A
Prepare the Monster deck by shuffling the remaining up and will be first during the Deployment Phase.
difficulty A Monster cards with the difficulty B Monster cards
and placing it face down above the board.

Shuffle the Land deck (12 Land cards) and place them face
down above the board, next to the Monster deck. Draw 2
cards and place them face up next to the green Land docks.
These will be the active Lands for the first round. First player? Huh?! Give it to me!! To MEEE!!! WANT!!!!

5
player area setup
Your Leader provides you
Each player does the following:
with 5 starting Glory points,
place a blue Glory marker
Take one of the Clan Progress tracks. Place it in front of you.
on space 5 of the Clan
Progress Track.
Take two Initial Clan Member cards of matching Affinity (icon
in upper right corner). Place the Leader to the left of your He also provides you with 7
Clan Progress track and the Initial Mercenary to the right. Gold coins and a free initial
Trap token marked with
Put unused Clan Progress tracks and unused Initial Clan
a Leader icon, take them
Member cards back in the game box.
now and place them in your
Each Leader and Mercenary card comes with its Assignment play area as indicated. Any
token. Search for the Assignment tokens of your Initial Clan remaining Initial Trap tokens
Members and place them on their respective cards. are returned to the box.

Return any Assignment tokens of unused Initial Clan Your Initial Mercenary has 1 Reputation, place a red
Members back to the box. Reputation marker on space 1.

BASIC CONCEPTS
Ah, so you are eager to get started with your clan Reputation points are also tracked on the Progress track, with the
and get out to battle? Good! But hold your horses, red Reputation marker. Your Reputation is equal to the sum of the
you first need to learn some basic concepts. Reputations of each Mercenary you have in your Clan.

At game end, the sum of both Glory and Reputation counts


glory and reputation towards Victory Points, so make sure you get a lot of both.

Your Glory and Reputation are recorded on your Progress track.


clan members (mercenaries)
The value of a Clan’s Glory is a measure of its greatness and
fame throughout the length and breadth of the Lands of the Your Clan Members are key to your success, they will enable
Discord. As you capture and eliminate Monsters, conquer Lands, you to carry out actions by contributing dice to your Dice Pool.
and succeed in Missions, you will be granted Glory points by the Also, you will be able to use Clan Members’ Talents for additional
Queen’s provost. actions or to influence the probability of a positive outcome of
your actions.
Glory points are tracked on the Clan’s Progress track with the
blue Glory marker. If you achieve more than 30 Glory points at Your Initial Leader is also classed as a Mercenary in all cases with
the end of a round, announce this to the other players because the following exceptions: unlike other Mercenaries, they do not
this triggers the end of the game. have a Reputation (in fact, nobody really knows them).

6
mercenary cards dice manipulation
Dice are not only used to carry out actions within the Citadel,
but they are also used in adventures outside the Citadel, where
they are rolled to achieve specific target values. You cannot just
rely on lucky rolls in these adventures, so be sure to utilize some
of the many ways you can manipulate your luck. Mercenary
Talents, Traps, Venoms, Path Headers, and the right Equipment
will enable you to alter the result, allow rerolls, or allow you to
add additional dice to the battle.

Name.
Affinity Icon.
Hiring Cost.
Reputation.
Dice Contribution.
gameplay
Talent.
A game of MONSTER LANDS is divided into a maximum of 6
Outside Talent Icon.
rounds. Each round consists of the following 4 Phases which are
carried out in this order:

1. Dice Pool Preparation Phase


the dice 2. Deployment Phase
3. Adventure Phase
4. Clean-up Phase
The Dice Pool: Your Dice Pool consists of all the dice that are
provided by Mercenaries and your Clan Glory bonus. The more
The game ends at the end of the sixth round, or at the end of any
dice you have in your pool, the more you will be able to do in a
round in which at least one player ends up with 30 Glory points
round, as you deploy the dice on action spaces across the board.
or more.
Once a die is deployed on a particular space on the board, no
other die may be deployed there for the rest of the round.
Each new Mercenary that you hire will immediately add their
dice to your Dice Pool. DICE POOL PREPARATION
Dice can be of 3 types, depending on the color: PHASE
Strength Dice (Red): These dice do not grant any special skill, Players prepare their Dice Pool by checking the dice they have
but they are the most common, and can be manipulated more available. Check the following sources:
than any other dice.
• Dice contributions from Leaders and Mercenaries.
Magic Dice (Purple): These dice provide a special ability • Glory Bonus dice as per the player’s current Glory.
during Monster battles by reducing the Monster’s attack. They • 1-10 Glory points:
can also be used to create Potions and Venoms at the Alchemist. • 11-20 Glory points: ,
• 21-30 Glory points: , ,
Persuasion Dice (Yellow): These dice are used at some of the
buildings in the Citadel to grant a discount, making use of your
Take all the relevant dice and place them in your play area. Based
Mercenary’s haggling skills.
on your Initial Clan members and the position of your Glory
marker, your Dice Pool at the start of the game is 2 Strength dice,
The full details of how these dice work is explained on page 9.
1 Persuasion die, and 1 Magic die.

Roll your Persuasion dice now. Do not roll the other dice at
this time.

7
DEPLOYMENT PHASE talents and abilities

Starting with the player who has the First Player token, and All Mercenaries have specific Talents,
proceeding in clockwise order, each player takes a turn to perform and during the game you may equip
a single Action. After all players have had a turn, the first player them with items from the Bazaar
takes a second turn, and so on. which give them additional Abilities,
as if adding Talents to the Mercenary.
On your turn, you must take one of 3 possible Actions:
Each Talent and each Ability can be
• Deploy in the Citadel used once per round.
• Deploy to the Outside
• Deploy in a Settled Land Talents and Abilities with the Outside symbol
must be used during the Adventure Phase,
If you do not have any dice remaining in your Dice Pool, you must at the moment of activating the respective
pass instead of taking an Action. You are not allowed to pass Mercenary assigned to a Path. All other Talents
until you have deployed all of your dice from your Dice Pool. The and Abilities may be used in the Deployment
process of players taking turns continues until all players run out Phase.
of dice and pass.

Some cards and tokens have dice conversion abilities which can
convert a die of a specific color into a die or dice of another color
that might be more useful for you. To convert a die, deploy it on the citadel and its buildings
the card or token and take the die / dice of the indicated color(s)
from the reserve.
There are three types of dice spaces in the Citadel:
An Action simply consists of placing (deploying) one or more dice
on one of the free dice spaces of the board or in Settled Lands in • Single die spaces, requiring exactly one die.
• Double dice spaces (the Mine), requiring exactly two dice to
your possession. Dice spaces marked are not available in
be deployed in the same action.
a 2-player game.
• Unlimited dice space (the Pawn Shop), allowing an unlimited
number of dice in the same location.
The Citadel: Deploy dice to the buildings of the Citadel to gain
the bonus of the building. For example, you can get Gold coins
You can only deploy dice of the type indicated on that building,
at the mine, Potions and Venoms at the Alchemists, recruit new
and only onto an empty dice space of that building. Once dice are
Mercenaries at the Tavern, etc. The full rules for deploying in the
deployed, you immediately get the benefit or resource that the
Citadel can be found on pages 8 to 12.
space gives you.
The Outside: Send your Mercenaries to Lands or on Missions by
For example, you can deploy two
deploying dice to the Paths. There, they will fight Monsters and
Strength dice on the first space
conquer Lands, or complete Missions. Also, if there is a Monster
of the Mine to immediately
at the Citadel Entrance, you can deploy dice there to protect the
receive 6 Gold coins.
Citadel. The full rules for deploying to the Outside can be found
on pages 12 to 15.
A building cannot be used if all
the dice spaces are occupied.
Settled Lands: Deploy dice
The only exception is the Pawn
indicated to a Land card that
Shop, which has no limit to dice
you have settled to obtain
number per single Action and no
the indicated benefit. This is
limit to number of Actions that
explained in full on page 15.
can be taken there during a round.

Some of the buildings (Hunter’s Lodge, Tavern, Armory, and


Bazaar) require you to pay a cost in Gold coins, as required by
the resource/Mercenary you want to buy. If you do not have the
required number of Gold coins, you cannot deploy your dice to
that space. However, using a Persuasion die in these buildings
gives you a discount.

When deploying dice on the Hunter’s Lodge, Tavern, Armory, or


Bazaar, they should be placed from left to right, to track the order
of Persuasion dice.

8
persuasion dice example
Persuasion dice grant valuable discounts. The amount of the It is the first round, Natalie has one Persuasion die in
discount will depend on the number showing on the die and her Dice Pool. At the beginning of the round, she rolls it and
on the previous Persuasion die played on the same location. gets a 5. During her first Action, she decides to buy a Trap
token that has a cost of 9 coins, she deploys her Persuasion
If your Persuasion die is the first Persuasion die at its die on the leftmost space of the Hunter’s Lodge and takes
location, the discount is equal to the number on the die. the Trap token for 4 Gold coins, applying the discount of 5
Reduce the price by this number. from her die.

If your Persuasion die is not the first at its location, compare Stefan is up next and deploys a Strength die on the next space
the number on the die to the previously placed Persuasion of the Hunter’s Lodge, buying a Trap at full price.
die: if your die number is lower, you can sum both dice’s
values, if it is not, apply only your own die roll value for Now it is Tom’s turn, he rolled a 3 at the beginning of the
your discount. Only compare it to the most recently placed round on his Persuasion die. If he uses it at the Hunter’s
Persuasion die, not any before that. Disregard dice of other Lodge, he can add his 3 to Natalie’s 5 for a total of 8, a
colors placed in between. generous discount. Stefan’s Strength die does not interfere
with this. He decides to do it and grabs 2 available Traps with
a price of 4 each. Since the total cost cannot be reduced to
below 1 per purchase action, he must pay 1 Gold coin.

the hunter’s lodge (traps)


The total price cannot be reduced below a minimum price
of 1 per purchase action (vendors can be manipulated, but Come on in, my friend, I have the latest in monster
nothing comes for free). trapping technology

Outside the Citadel, Persuasion dice can only be deployed on With a Strength die or Persuasion die,
certain Missions and are rerolled at the time of activating the you may take an Action to buy as many
respective Mission Path. Trap tokens as you can afford. Each Trap
token indicates the amount of coins it
costs. If you use a Persuasion die, you
hint may apply the discount to the total cost
Look at other players’ Persuasion dice before deciding to of various Traps, but the total cost cannot
deploy one of your own, as other players may take advantage be reduced to below 1.
of your deployment. A high roll gives you a good discount,
but can give an even better one for the next player. On the Each player can have a maximum of
other hand, try to be quick to pick up the best items. 5 available Trap tokens on their Clan
Progress track (certain cards may change
this number). If a player receives more
Trap tokens than they are allowed to
keep, they must immediately discard
Traps until reaching their allowance limit.
Traps already assigned to a Path do not
count towards this limit.

There must always be 6 Trap tokens available when a new buyer


visits the Lodge. After a player has bought all their Traps, fill the
empty spaces with new face up Trap tokens from the pile next to
the board. If at any time there are no Trap tokens left in the pile,
create a new pile with the discarded Traps.

When you buy a Trap token, place it face down in your play area
to mislead your opponents when you deploy it later on.
See the Land Battle section (pages 16-19) to see in detail how
Traps work and of how you can use them to mitigate the luck
factor.

9
the alchemist (potions & venoms) excess glory and hiring mercenaries
We do not take any responsibility for what you mix
in our lab!

You may deploy a Magic die to gain


either 3 tokens (the upper space) or 2
tokens (the lower space) of Potions and/
or Venoms, combining them as you wish.
Each player can have a maximum of
3 Potion tokens and a maximum of 3
Venom tokens in their play area. Potions
and Venoms on a Mercenary assigned to
a Path do not count towards this limit. Your Excess Glory are the points in between your Reputation
marker and your Glory marker. You may only hire a Mercenary
potions & venoms whose Reputation is lower than or equal to the amount of
Excess Glory you have.
You may discard a Potion in your play area to heal an
unassigned wounded Mercenary. If the Reputation of a Mercenary at the Tavern is higher than
your Excess Glory, you cannot hire them.
You may also place 1 Potion and/or 1 Venom on top
of a Mercenary’s Assignment token at the moment If your Reputation is equal to or higher than your Glory, you
of assigning that Mercenary to a Path. Potions and have no Excess Glory, and cannot hire any Mercenaries.
Venoms are considered part of the equipment that
the Mercenary is taking with them to confront the
Monster and they can be used during battle.
When you hire a Mercenary, place the Mercenary card to the
right of your Progress track, along with the rest of your hired
Potions heal wounds, while Venoms add poison to your
Mercenaries. Immediately adjust your Reputation marker
weapon, giving you a +2 attack in a battle.
on your Progress track and add the Contribution dice on the
Mercenary card to your Dice Pool. If the contribution includes
Potions and Venoms are not lost after battle, unless used.
a Persuasion die, roll it immediately. All new dice must be used
later in the Deployment Phase.

example
the tavern (mercenaries) You have 20 Glory points and your Reputation marker is
on 14 on the Progress track, so your Excess Glory is 6 (20-14).
Pay no attention to the mind-numbing stench in the You would like to hire Vaidala, but although you have plenty
Tavern. Showers have never been a favorite amongst of coins, her Reputation is 7, higher than your Excess Glory,
our clients. so Vaidala rejects the offer with a shrug.

You can deploy a Strength or Persuasion Fandor is also available for hire, a Mercenary with a cost of
die in the Tavern to hire exactly one of 10 and a Reputation of 5, within your Excess Glory limit. You
the Mercenaries on display at one of the spend an Action, deploying a Persuasion die of value 5 on
card docks or a Novicius. Although you the Tavern and you pay 5 Gold coins (10 base cost minus
start the game with a matching pair of your Persuasion discount of 5). Your Reputation rises by 5 (to
Mercenaries of one Affinity, you may 19) and you immediately receive the 2 Strength dice from
hire new Mercenaries of any Affinity. Fandor’s contribution. You now only only have 1 Excess Glory
Pay their hiring cost. point (20 Glory - 19 Reputation).

To hire a Mercenary however, you must have sufficient Excess


Glory to be able to attract the Mercenary to your Clan! loss of glory
In some cases, you might lose Glory points. If your Glory marker
is ever reduced to below your Reputation marker, the Reputation
Mercenaries are greedy and proud! They will not join marker will remain where it is; it is not also reduced and your
your clan if they cannot get their fair share of glory. Glory marker can be lower.

Until your Glory points increase, you have no Excess Glory, and
can not hire new Mercenaries.

10
Luckily for you, a loss in Glory loss does not scare your existing To activate this Talent, place the die you want to change on the
Mercenaries off, they will only desert in case of not being paid Novice card and take a different colored die from the reserve.
wages (see page 20). Leave the die on the Novice until the Clean-up Phase, to remind
you that the Talent has already been used. It is not an Action
example to use this Talent, and the new die gained must be used in the
Deployment Phase in which it is taken.
Carmen has 18 Glory points, and her Reputation marker
is on 17. After failing a Mission, she loses 2 Glory points;
Novices do not have an Assignment token and no Affinity,
therefore, her Glory marker is moved from 18 to 16. Her
meaning they cannot be assigned to any Path nor settle any Land
Reputation marker remains on 17.
nor contribute to Affinity Victory Points. They do get paid the
same wages as other Mercenaries, though.
Not counting the Novicius, there must always be 4 Mercenaries
available when a new buyer visits the Tavern (3 in Solo Mode). the armory (defense tokens)
After a player has hired a Mercenary, fill the empty space with a
new face up Mercenary from the Mercenary deck. If at any time If you get hit, don’t say I didn’t warn you!
there are no Mercenaries left in the deck, create a new deck with
the discarded Mercenaries. You can deploy a Strength or Persuasion die to obtain up to 3
Defense tokens for 2 Gold coins each.
a round of beer
After you have deployed a die to the Tavern, but Each player can have a maximum of
before hiring a Mercenary, you may choose to 5 Defense tokens on their Progress
pay 2 Gold coins to buy a round of beer for the Track. If a player receives more Defense
Mercenaries at the Tavern. They will leave the Tavern tokens than they are allowed to keep,
happily, making space for new tenants. Discard the they must immediately discard Defense
Mercenaries at the Tavern and replace them with tokens until reaching their allowance
new Mercenaries from the deck. Then, you may hire limit. Tokens already deployed on a
one of them. This option becomes important when Path do not count towards this limit.
looking for Mercenaries of specific Affinities. You
may not use your Persuasion die discount to pay the
2 Gold coins.
defense talents vs defense tokens
The Defense Talents printed on some cards are limited to
attacks from Monsters. The Talent itself performs the
function of a Defense token, without
taking up space on the Path. A Defense
Talent can be used once per round,
whereas a token is discarded after use
or during the Clean-up Phase. Defense
tokens are deployed on the Paths
during the Deployment Phase and can
be discarded in battle to allow you to cancel one Monster hit.
They can also be used against Tricks if using the Trick Module.

the pawn shop (gold coins)


Dice! Dice! Dice! I’ll buy them all!
Best prices in the Citadel!

You can spend as many dice as you wish


novicius (novices)
from your Dice Pool to obtain 1 Gold coin
Novices are cheap to recruit
for each die.
and have little Reputation,
but they are handy helpers in
Important! Unlike other buildings, the
your Clan. Novices contribute a
Pawn Shop has no dice limit. Any player
single Strength die, but during
can use it to gain 1 Gold coin for each die
the Deployment Phase, they
deployed there. Multiple dice may also be
have the versatile Talent to
deployed with the same action (gaining 1
convert a die of any color into
Gold per die).
a die of a different color.

11
the bazaar (equipment cards) Note: You may swap the Equipment cards between your
unassigned Mercenaries as you wish (as long as you respect
The Citadel’s best vendors! Find unique and
the limitation of 1 card of each type). You may discard
wonderful gear!
Equipment cards to make space for new ones.
You can deploy a Strength or Persuasion
die on an available space to purchase After a purchase, fill the blank dock with a new Equipment card
one available Equipment card by paying from the Equipment deck, if possible.
its cost, provided you can place it as
described below.
the mine (gold coins)
Once an Equipment card is purchased,
it must be placed below an unassigned Warning! Hard labor! Any reputable hero will sneer
Mercenary card. at you for carrying out such lowly tasks.

Each Mercenary can carry only one To extract gold from the mine, you must deploy 1 Strength die to
Equipment of each type. an empty space on the right, or 2 Strength dice to an empty space
on the left. The number of Gold coins you get is printed next to
the space.

example
Natalie has 2 Strength dice in her dice pool, she wants
equipment cards
to deploy them to the mine to get some gold. However,
Stefan takes his turn before Natalie, and he frustrates her
plan by deploying 2 dice to the mine and collecting 6 Gold
coins. Therefore, when it is Natalie’s turn, she can either
deploy her 2 dice on the 4 Gold coins space, or 1 die on any
of the 2 Gold coin spaces.

the outside
To deploy Outside, you must use your Action to assign one of
your unassigned Mercenaries to an unoccupied Path. Place the
Mercenary’s Assignment token on the top space of the Path and
deploy required and optional dice according to the Path Header in
the spaces below it. That Mercenary is now considered assigned
Name.
to that Path. You may assign multiple Mercenaries (in different
Cost in Gold: Gold coins needed to buy the card. Actions) to different Paths of the same location.
Ability: Unique ability that the card provides to the
Mercenary it is assigned to. Unlike in the Citadel, dice deployed to the Outside are not
Outside Icon: The ability of an Equipment card with this resolved immediately. Instead, they are resolved during the
icon can only be used during the Adventure Phase, if the Adventure Phase (see pages 15 - 20).
Mercenary equipped with it is assigned to the active Path.
Type: Weapon , Attire , Spell . hint
When choosing the Mercenary to assign, pay special
attention to their Outside Talent as this may provide a benefit
during the Adventure Phase.

12
the mission paths the lands
Missions are opportunities to win some The Lands are the property of the crown but have been invaded
resources and Glory, proposed by the Queen’s by Monsters. Defeating the occupying Monsters and conquering
provost. There are two Mission tiles available the Lands is a priority objective. At the beginning of the game,
each round, one of each type: the low-risk each Land is formed by a Land card, a Monster card, and a Path
dice-rolling Missions and the zero-risk contract- Header with 4 available Paths. The Mercenaries assigned to these
based Missions. Paths try to capture or defeat the Monster and conquer the Land.

Each Mission has 2 Paths, allowing up to 2 In the Adventure Phase, Paths will be activated in order from left
Mercenaries (from the same or different Clans) to right, and the first Path to be activated will always encounter
to take part. The dice-rolling Missions are the Monster. Mercenaries on subsequent Paths will only face
competitive; only one player can snatch the the Monster if it has not already been captured or eliminated,
reward. The contract-based Missions are Path otherwise, they can only try to conquer the Land.
specific, each Path will give a specific reward to path headers
the Mercenary of that Path, provided he fulfills
the Mission objective.

Mission Path: To assign a Mercenary to a Mission Path, you


must deploy below the Mercenary’s Assignment token the exact
Requirements: The type and number of dice that must
number of dice depicted on the Mission token. If the Mission tile
be deployed to assign a Mercenary to this Path.
shows a choice of dice, each one you deploy can be any of the
Reinforcements: The type and the maximum number of
colors shown.
additional dice that may be deployed.
dice-rolling mission tiles Benefit: The reward obtained when assigning a Mercenary
to that Path. See the ‘Path Benefits’ box below.

Land Path: To assign a Mercenary to a Land Path,


you must deploy the mandatory number and
type of dice required by the Path Header. You
may then add additional dice as also depicted
on the Path Header.

You may also choose to deploy Trap and/or


Defense tokens to the Path. Traps are deployed
Dice: Number and type of dice that must be deployed. face down. There are two exclusive spaces for
Mission objective: Dice roll number required to succeed these tokens at the bottom of the Path. Any
in the Mission. additional tokens can be placed above these
Reward: Glory and other benefits for the Mercenary who spaces, but each token takes up the space of two
is most successful in the Mission. dice spaces. So, you could have a maximum of
Penalty: Glory loss for failing the Mission. 6 dice and 2 tokens, or 4 dice and 3 tokens or 2
Leftovers: A player who meets the Mission objective dice and 4 tokens.
but is beaten by an opponent receives 2 Gold coins as
The deployment of the Assignment token, dice,
leftovers from the Mission.
and any Trap/Defense tokens is a single Action.
You may not add anything else to the Path in
future Actions.
contract-based mission tiles
Any Trap and/or Defense tokens assigned to the Path will be lost
Dice: Number and type of dice after the combat is over, whether used or not, so you need to
that must be deployed. choose carefully which ones to assign.
Mission objective: Resource
that must be discarded to If you are intending to capture the monster, you will need to
receive the reward. deploy a Trap token.
Reward: Glory and other
benefits for the Mercenary on Pay special attention to the Talents and Equipments of your
the respective path. assigned Mercenary, as they may help you in the coming battle.
At this time, also think about equipping your Mercenary with 1
See the Mission section on page 16 for more details on resolving available Potion and/or 1 Venom, by placing the token(s) from
Missions. your play area onto the assigned Mercenary’s Assignment token.

13
path benefits land cards
Each Land Path grants the assigned Mercenary a benefit:

Reroll: When the assigned Mercenary is activated


in the Adventure Phase, you can reroll one die of
one of the colors indicated. If there is a number
within the reroll symbol, you can do this that
number of times, with the same or different dice.
Defense Talents: These are Talents that can be
used to defend against Monster attacks (see page
17). They cannot be converted to physical tokens.
Gold coins: Place the indicated amount of Gold
coins on the Mercenary’s Assignment token. You
will win them if your Mercenary survives the battle.
Potion/Venom: Take a Potion/Venom token
from the reserve and put it on the Mercenary’s Name.
Assignment token. You may use it during battle. If
Affinity.
you survive the battle without using it, you move
it to your play area. This means that a Mercenary Conquest Value: The number that needs to be matched
could end up with more than 1 Potion or Venom or exceeded to conquer the Land once the active
in a battle, 1 from the Path and 1 they brought Monster has been captured or eliminated.
with them. Conquest Reward.
Benefit: If you conquer this Land and settle it with a
Mercenary, you can use this ability in the Deployment
Phase as an action.

example

During the Deployment Phase, Carmen assigns one of her


Mercenaries to the second Path. Carmen then deploys the
required 2 Strength dice and as reinforcements, she chooses
to deploy 2 Magic dice. Below that, there is space for 3 Trap /
Defense tokens, but she only has 1 Trap and 1 Defense token,
both of which she chooses to deploy. As a benefit from the
Path Header, she receives a Potion that she places on her
Mercenary’s Assignment token.

14
entrance of the citadel example
On a previous round, Natalie conquered the Land of
The Entrance of the Citadel is the area in the bottom right of the Khyzul and settled it with her Mercenary Lusara. During the
board. It has a dock for 1 Monster card and 2 Paths. Deployment Phase, Natalie can take an Action to make use
of the Land’s ability: deploy a Strength die to obtain two
Players can only deploy at the Entrance of the Citadel if there is a Persuasion dice.
Monster card at the Citadel entrance. Monster cards may only get
added here during the Clean-up Phase, so in the first round of the
game, no Mercenaries may be assigned here.

To assign a Mercenary to one of these Paths, place the Assignment


token on the space on the right. Then place any combination
of dice (Strength and/or Magic) and/or face down Traps and/
or Defense tokens on the Path, remembering that each Trap/
Defense token takes up the space of two dice. You must assign at
least 1 die, or 1 Trap token, or 1 Defense token.

Note that the Paths come with reinforcements from the Citadel’s
guards: 2 Defense talents or 1 Defense talent and 5 Gold coins
respectively. Place the coins on your assigned Mercenary’s
Assignment token, your Mercenary will get them if they survive
the battle.

example
The previous round, a fearsome Snagnus (5 attack dice)
managed to beat all Mercenaries, so its card was moved
to the Citadel Entrance. Tom wants to try and capture him
in order to win Glory and 10 Gold coins from the Monster ADVENTURE PHASE
Reward, so during the Deployment Phase, he takes an Action
to deploy Tranok’s Assignment token on the upper Path of (RESOLVING THE OUTSIDE)
the Citadel entrance. As Tom does not want to take any risks,
he deploys 3 Strength dice and 2 Magic dice from his pool, The most exciting deeds of each round tend to occur during the
along with 1 Trap token. Adventure Phase. It is at this time that the Mercenaries assigned
to the different Paths during the Deployment Phase take part in
Missions, fighting against Monsters, and conquering Lands.
deploy in a settled land The Adventure Phase is divided into three steps, resolved in order:
During the game, you will have the opportunity to conquer Lands
and then Settle them (see page 19). Once you have a Settled 1. Missions
Land, you can take an Action and deploy the dice indicated on the 2. Land Battles
Land card to immediately obtain the indicated benefit. 3. Defense of the Citadel

If there is no active Mercenary on a Path in the corresponding


area of the board, skip the step. For example, in round 1, step
3 is skipped as no Mercenaries will have been assigned to the
Defense of the Citadel.

15
missions If the effect of an Improved Trap grants extra dice, place these
from the reserve on the Trap token, disregarding Path limitations.
The dice-rolling Mission on the left is resolved first (if any
If the effect of an Improved Trap token grants a roll modifier, the
Mercenaries were assigned to it), and then the contract-based
modifier is applied during the Mercenary Attack.
Mission on the right.

Follow this process when resolving a dice-rolling Mission: 2. monster battle


Combat with the Monster starts with the leftmost Path that has
• If there is one Mercenary assigned to the Mission:
an assigned Mercenary. First, the Monster attacks and then the
The player whose Mercenary is assigned to the Mission rolls
Mercenary fights back. That is, if he is still alive!
all dice deployed on the Path, including Persuasion dice, and
may use the skills available, such as Equipment cards and/or monster cards
the Mercenary’s Talent.
If the sum of their dice is equal to or greater than the Mission
Objective, the player receives the Reward indicated on the
Mission tile and discards that tile. Otherwise, the player fails
and suffers the Penalty. Discard the Mission tile.
• If there are two Mercenaries assigned to the same Mission:
Both Mercenaries roll all their deployed dice and apply any
Talents and/or modifiers they might have.
• If only one Mercenary succeeded in the Mission, they
receive the Reward and the Mission tile is discarded.
The Mercenary who failed to meet the Mission Objective
suffers the Penalty.
• If both Mercenaries succeed in the Mission, the
Mercenary with this highest modified total wins the
Mission and receives the Reward and the Mission tile is
discarded. The other Mercenary receives 2 Gold coins as
leftovers, as depicted on the board. Name.
If both Mercenaries meet the Mission Objective and tie Affinity.
for the highest modified total, the Mercenary assigned Attack Value: The number of dice the Monster rolls
to the left Path is the winner. when attacking.
• If both Mercenaries fail to meet the Mission Objective,
they both suffer the Penalty. Discard the Mission tile. Special Powers: The Special Powers of the Monster.
Capture Value: The roll need to capture the Monster.
Follow this process when resolving a contract-based Mission: Elimination Value: The roll need to eliminate the Monster.
Rewards: What you receive for capturing/eliminating.
If the player controlling the Mercenary on the left Path chooses
Monster Level: Used for difficulty levels.
to discard the resource depicted in the Mission Objective, he
receives the Reward depicted on the left side of the Mission tile.
Then, the player controlling the Mercenary on the right Path
may discard the resource depicted in the Mission Objective and monster attack
receives the Reward depicted on the right side of the Mission tile. To resolve the Monster’s attack, the player to the left of you takes
There is no penalty for not fulfilling a contract-based Mission. as many black dice as indicated by its Attack Value (for Caribdis,
this is 5). Add 1 additional die if the Affinity of the Monster matches
the Affinity of the Land (see “Affinity Effects”, page 22). Also add
land Battles dice as per the dice symbols on the Round Track, depending on
the round you are in (does not apply in Tutorial mode).
Land battles are resolved one by one, starting with Land A on
the left, and then Land B on the right. Each Land Battle is divided Each Monster also has a Special Power. See its effect on the card
into four parts: (1) Revealing Traps, (2) Monster Battle, (3) Land (symbol references in Appendix III) and activate it when indicated.
Conquest and (4) Loot Tokens.
Your left neighbor then rolls the dice. Each result
1. revealing traps of 3, 4, 5, or 6 is a hit. For each hit rolled, the
Mercenary receives a wound. For the first wound,
All Trap tokens deployed to this Land are flipped face up, revealing flip the Assignment token to its wounded side. If a
their Improved Trap side. Improved Traps can give additional dice wounded Mercenary receives another wound, the
or modifiers to the dice roll. See the Summary Table at the end of Mercenary is killed.
the Rulebook for a detailed explanation of each Trap.

16
To defend against a Monster attack, you have several options: to manipulate the dice results. The exception to this are rerolls
which are optional. If available, you may also discard Venom
• Before the attack roll, you may remove a Magic die deployed tokens on your Mercenary Assignment token to add +2 per token
on the path to remove 1 Attack die from the Monster attack. to your attack result.
This can be done multiple times, 1 Attack die is removed for
each Magic die removed. Roll modifiers from revealed Traps, Talents, and Equipment cards
• Discarding a Defense token deployed on your path avoids always apply to all dice of the specified color on the Path.
one hit.
• Use Special Abilities (Equipment cards, Mercenary Talents, • To capture a Monster, you must have a Trap token deployed
Path Header benefits, Defense from Citadel, etc.). on the Path (revealed Tricks from the Trick Module do not
• Discard a Potion token on the Mercenary’s Assignment token count). Your total roll must be equal to or greater than the
to cancel a wound that they are about to take (they drink CV, without reaching the EV. If you capture a Monster, take
the potion immediately after and it heals them as they are the capture reward (Glory and Gold) and discard the Monster.
exhaling their last breath).
• If your total roll is equal to or greater than the EV, you receive
death of a mercenary the elimination reward (Gold and Trophies). Take the Monster
When a Mercenary dies, immediately discard their card, card and place it in your play area facedown, showing the
along with all Equipment card they had equipped at the time. trophy reward.
Remove the Assignment token and all unused dice and
tokens from the Path the Mercenary was assigned to. In the If you are particularly interested in capturing the Monster as
rare case that a Mercenary dies after having attacked the opposed to eliminating it, you may roll your dice one by one and
Monster, their rolled dice and Trap tokens stay on the Path. stop your attack at any point, without rolling the rest of the dice.
Remember that the use of Venoms is optional, so you may be
Because Queen Gimelda rewards heroic martyrs, if your able to work your way to the roll number you need.
Mercenary dies during a Land battle, your Clan
gains Glory points as indicated on the space example
that the Mercenary’s Assignment token was Tom is using Frunks to try capture Sckon (CV: 11 and EV:
placed on. 12). Frunks is carrying a Venom. On the Path, he has a total
of 2 Strength dice and 2 Magic dice. He also has an Improved
Finally, adjust your Reputation by subtracting the dead Trap that gives +4 for capturing or eliminating Monsters,
Mercenary’s Reputation on your Progress Track. which is the starting value for his roll count. Frunks’s Talent
adds 1 point to every Magic die. He decides to roll 1 Magic
If at any time in the game you lose all your Mercenaries and die first and gets a 2, which converts into 3 through Frunk’s
Novices, you may take a Novice for free at the start of the next Talent, totalling 7. He then rolls one of his strength dice and
Round and promote him to be your new Leader. This happens rolls a 2, totalling 9. He decides to use his Venom, adding +2
before the Dice Pool Preparation Phase. You maintain all your for a total of 11, just what he needed to capture Sckon. He
Glory and items in your Clan reserve, and if you have fewer stops his attack, disregarding the remaining dice.
than 5 Gold coins, refill your Gold coin supply to 5 Gold coins.

• If you fail to capture or eliminate the Monster with your


example Mercenary, leave your Trap tokens and the dice you have
During a Monster Battle, Tom’s Mercenary Frunks rolled on the Path, showing the results. The total modified
receives 2 hits from the Monster. He decides to spend the roll result, including roll modifiers from Talents and Abilities,
Potion he had placed on the Mercenary Assignment token to is considered damage inflicted on the Monster so far and
immediately heal one of the wounds. Frunks has been saved benefits the next occupied Path to the right.
but is wounded (Assignment token flipped).
• The player on the next occupied Path then repeats the
steps “Monster Attack” and “Mercenary Attack” with one
important difference: the total modified roll results of the
mercenary attack Paths to the left are added to their own result!
After the Monster has attacked, and as long as your Mercenary is
still alive, you may attempt to capture or eliminate the Monster. The Improved Traps with roll modifiers modify only the dice on
the Path they are placed on, not the dice on other Paths.
Roll your dice on the Path and compare the total rolled to the
Capture Value (CV) and the Elimination Value (EV) printed on the Roll modifiers from Talents and Equipment abilities modify
Monster card. only the dice on the Path on which the respective Mercenary is
deployed and do not modify dice on other Paths.
You must use your revealed Traps and your assigned Mercenary’s
Outside Talent and the Equipment cards that they are carrying

17
end of monster battle
The Monster Battle part ends when a player manages to capture example: monster battle
or eliminate the Monster, or when all the assigned Mercenaries Carmen has assigned Shandee to the second Path of
in the Land have fought and failed. the active Land. The active Monster is an Abysur, a beast
with a Capture Value of 17, Elimination Value of 22, Attack
• After a player has captured or eliminated the active Monster of 5, and Affinity with water. As its Affinity is a match with
and taken the rewards, remove the dice, Traps, and Defense the active Land, its attack goes up to 6. It is the fourth round
tokens from the Mercenaries that took part in the battle. If of the game and the game is being played on Normal level,
there are one or more assigned Mercenaries that have not so the Monster gets another 1 die to its attack, giving it a
fought yet, they will have the chance to conquer the active total of 7 Attack dice. Carmen does not want to risk losing
Land. Shandee, so she decides to remove one of the Magic dice
deployed on the Path to remove 1 die from the Monster’s
• If the active Monster has neither been captured nor
attack. Her left neighbor then rolls the 6 Monster Attack
eliminated, the “Land Conquest” does not take place. The
dice and gets 4 hits! Carmen had placed a Defense token
Monster is now fuming with anger and will attack the Citadel
on the Path, and also Shandee has a Defense Talent against
next round, causing panic. The Monster card will be moved
Monsters with Affinity to Water or Fire, so 2 of the hits are
to the Citadel entrance dock in the Clean-up Phase (see
stopped, leaving the remaining 2 hits to cause wounds. If
“Spread Panic” on page 20.)
she does not stop at least one of them, Shandee will die.
Luckily, Carmen had placed a Potion token on Shandee when
hint assigning the Mercenary to the Path, so she discards it to
Capturing a Monster may sometimes give you a bigger cancel one of the wounds. She flips Shandee’s Assignment
reward than killing it, the Queen’s provost wants monsters token to the wounded side. In addition to this, the power
for his “pet experiments”. When you are attacking a Monster, of the Abysur is the loss of 1 Glory point when a Mercenary
remember that you can roll your dice one by one. receives a wound, so Carmen’s Glory goes from 19 to 18. At
least Shandee is still alive!!

trophies After surviving the Abysur onslaught, it is now time for


Shandee to get revenge. Carmen rolls her 2 Strength dice
The Trophy Point Value (1-3) is converted to Victory Points
and 1 Magic die, rolling 1, 2, and 3, not exactly a great roll!
at the end of the game.
However, during the Revealing Traps step earlier, she had
revealed an Improved Trap token that improves Magic die
A trophy may instead be sold for 5 Gold coins
rolls with a +1, so the “3” becomes a “4”. Even so, the total
per Trophy Point at any time in the game, this
of 7 is not enough to capture the Abysur. Shandee stays on
is not an action. To sell a Trophy, discard the
the Path, along with the dice and the Trap token.
Monster card and take the Gold coins from the
reserve. Since you no longer have the card, it
Stefan, whose Mercenary is on the next Path to the right,
is not worth any Victory Points at the end of
survives the Monster’s attack. In his own attack on the
the game. You cannot partially sell a Trophy.
Monster, he will add Shandee’s 7. Stefan rolls the 2 Magic
dice he had deployed, getting a 4 and a 2 (6 total). Stefan
can reroll one Magic die thanks to the benefit granted by
the Path: he rerolls the 2 and gets a 3, bringing his total to
7. Adding this to Carmen’s, the total is 14. Stefan has not
managed to deal with the Monster either!

Next, Carmen has another Mercenary on the rightmost Path.


She will add 14 to her total from the preceding Paths. The
Mercenary also resists the Abysur‘s attack and Carmen has 3
dice deployed: 2 Strength dice and 1 Magic die. She rolls all
dice in an attempt to kill the Monster and succeeds, adding
her 3+5+3 to the 14 damage previously dealt. She receives
the reward: 7 Glory points and 2 Trophies. She then turns
Abysur’s card face down (to indicate its value of 2 Trophies)
and puts it into her play area.

After the battle, first Carmen (for Shandee) and then Stefan
get to take a Loot token from the Loot token offer. See “Loot
Tokens!” on page 19.

18
3. land conquest
Once the active Monster of a Land is captured or eliminated, any An unsettled Land may be settled at any time you have a
Mercenaries that have not fought yet may try to conquer that Mercenary of a matching Affinity available. For example, when
Land for the Queen and for their Clan. you hire a new Mercenary in the Deployment Phase, or after your
previously settled Mercenary dies in battle.
hint
If you intend to conquer a Land, plan accordingly by Let me settle those god-forsaken lands, Queen
occupying Paths further to the right in the Deployment Phase. Gimelda, and turn them into blooming gardens for
you!
example
From left to right, each remaining Mercenary will try to match Natalie settles her Mercenary Nimra, who has an
or exceed the Conquest Value of the active Land, rolling the dice Affinity with water, in the Land she has just conquered. From
that they deployed on that Path and applying all modifiers. In the now on, during the Deployment Phase, Natalie can take an
same way as when fighting the Monster, if the first Mercenary Action to make use of the Land’s ability: deploy a Strength die
fails to conquer the active Land, the modified result of their roll to obtain two Persuasion dice.
will be added to the rolls of the next Mercenary who attempts it.
Remember that Traps with roll value modifiers only affect the
dice on the Path where the Trap is placed. 4. loot tokens!
If your Mercenary manages to conquer the active Land, Any Mercenary on a Land Path who comes back without a reward
immediately gain the Glory points as indicated by the Conquest (does not capture or eliminate a Monster or conquer a Land), will
Reward on the Land card. Then, take the Land card and place it plunder the Land for Loot before returning home.
below your Clan Progress track.

settled land!
Now that you have conquered some of the Queen’s Lands, she
allows you to manage it for her. You may choose one of your hired
Mercenaries with a matching Affinity and settle them on the
Land, positioning them to the left of the card. It does not have to
be the Mercenary who conquered the Land. If your Mercenary is in this situation, take a Loot token from the
Loot token offer and put it in your play area. Each Loot token can
only be used once, and can be discarded at any time you wish
to obtain the depicted benefit. Loot tokens with the Outside
symbol can only be used in the Adventure Phase. They may be
used for a subsequent battle in the same round.

At the end of the resolution of each Land, refill any empty spaces
of the Loot token offer.

example
The four Paths of the active Land are occupied. Carmen
has a Mercenary assigned to the leftmost Path and another
one to the third Path, Tom has one on the second Path and
Natalie one on the rightmost Path. During “Monster Battle”,
Carmen failed to capture or defeat it, but Tom managed to
capture the Monster. Therefore, neither the Mercenary of
the two leftmost Paths can participate in “Land Conquest”.
They remove their dice, Traps, and Defense tokens. Carmen’s
Settling a Mercenary on a Land allows you to take advantage of Mercenary, Nimra, manages to conquer the Land. Natalie’s
the Benefit that the Land provides during the Deployment Phase Mercenary, on the final Path has not had a chance to show
by using an Action. off this round. Tom´s Mercenary captured the Monster, and
one of Carmen’s Mercenaries has conquered the Land, so
In addition, settled Mercenaries do not require wages, they Carmen’s other Mercenary and Natalie’s Mercenary both
are content with their new home and will not desert you. Once take a Loot token following the order of the Paths from left to
settled, you cannot change your Mercenary to another location, right. The Loot tokens are then replenished.
unless they are the last available option become new Leader.
They are still active, so they can venture out to the Outside.

19
defense of the citadel 2. spread panic
This step only takes place if there is a Monster card at the Citadel Move any Monster that was attacked but not captured or
entrance and at least one Mercenary is assigned to one of the eliminated during the Adventure Phase to the Citadel entrance
Paths. Otherwise, this step is skipped and the game continues dock. If there are various Monsters fulfilling this condition or if
with the Clean-up Phase. there is already a Monster card at the Citadel entrance, the one
with the highest Attack Value stays (in the case of a tie, the one
The Defense of the Citadel is divided into two parts: (1) Revealing with the greater EV stays). Discard the other Monster card(s).
Traps and (2) Monster Battle.
If there is a Monster at the Citadel Entrance, take the
top Panic token from the Panic token pile, flip it face
1. revealing Traps up and place it on the building that is indicated on the
token. Players cannot deploy dice in a building while
This step is identical to the “Revealing Traps” part in the Land there is a Panic token on it.
Battles step. All Trap tokens on both Paths are flipped face up.

3. replace dead leaders


2. monster battle
If your Leader was killed this round, you must promote the
This step is almost identical to the “Monster Battle” in the Land available Mercenary with the highest Reputation from your Clan
Battles Phase. Follow the instructions described on pages 16-19 to become your new Leader (if several have the same Reputation,
taking into account that the Affinity of the monsters is not used promote the one with the highest cost, if still tied again, choose
and there is no Land to be conquered. The top Path is resolved the one you like best). Settled Mercenaries are not considered
first, followed by the bottom one. available, unless they are the last possible option to become
Leader. To do this, move the Mercenary card to the left side of
A player whose Mercenary heroically dies in the your Clan Progress track. Remember that your Leader is not paid
defense of the Citadel will earn the Queen’s gratitude wages and is immune to desertion.
and 3 Glory points.

If the Monster is captured or eliminated, remove all Panic tokens 4. pay wages
that were on buildings and shuffle them face down into the Panic
token stack. For each Mercenary, with exception of your Leader and any
Mercenary settled on a Land, you must pay a salary in Gold coins:
If the Monster is not captured or eliminated, it remains on the
card dock. • 1 per if your Glory is no more than 10.

If both Paths are occupied by Mercenaries, only one of them can • 2 per if your Glory is between 11 and 20.
be successful in defeating the Monster. Unsuccessful Mercenaries
do not receive loot after defending the Citadel. • 3 per if your Glory is greater than 20.

If you cannot pay the full wages, first pay all the Gold you have.
CLEAN-UP PHASE Then one of your Mercenaries (excluding your Leader and settled
Mercenaries) deserts in protest. The Mercenary with the highest
The Clean-up Phase consists of the following 7 steps which are Reputation (in case of tie, the one with the highest cost, and if still
carried out in order: tied, you choose the one you like the least) deserts you, discard
their Mercenary card and token. If you can, you may reassign any
Equipment they had to another Mercenary, otherwise discard it.
1. clean the board
Each player takes the Assignment tokens of their deployed Hint
Mercenaries who were not killed and moves all the Gold coins, Try ‘protecting’ your Mercenaries with a high Reputation
Potions, and Venoms that were on their Assignment tokens to the by settling them on Lands or promoting them to become
Clan’s play area. your Leader.

Remember to keep a wounded Mercenary’s Assignment token on


its wounded side. However, you may discard a potion from your 5. glory verification
play area to heal the Mercenary and flip its Assignment token
back to the unwounded side. If this is round 6, or one of the players has 30 or more Glory
points, the game ends and the players add up their scores to see
Any Trap and Defense tokens on the Paths, whether used or not, who the winner is. See “Scoring and Victory” to the right.
are discarded.

20
6. board reset SCORING AND VICTORY
Remove all dice in the Citadel buildings and the Outside and At the end of the game, players calculate their Victory Point (VP)
move them to the dice reserve. In practice, players may take totals to determine the winner. Each Clan gains:
them directly back into their personal dice pools, but be sure to
carry out a Dice Pool verification in the first Phase of the next • 1 VP for each Glory point on their Progress track.
round, as dice sources change constantly. • 1 VP for each Reputation point on their Progress track.
• 1 - 3 VPs for each eliminated Monster, according to the
Discard the remaining Mission tiles and replace them with new Trophy value.
tiles from the Mission bag, one of each type. • Count the number of Fire Affinity icons you have on
Mercenaries (including Initial Mercenaries) and Lands
If any of the spaces for Monster cards are empty, replace them (settled and unsettled). Score points for these icons based on
with new cards from the Monster deck. the following table.

If any of the spaces for Land cards are empty, replace them with # of Affinity icons 0 1-2 3 4 5 6+
new cards from the Land deck. Whenever a new Land is placed, VPs 0 1 3 5 7 10
also replace the Path Header with a new one. If the Land does not Repeat this step for each Affinity in the game.
change, do not change the Path Header tile.
In the case of a tie, use tie-breakers between the tied Clans in the
Trap tokens in the Hunter’s Lodge, Mercenaries in the Tavern, following order:
Equipment cards in the Bazaar and Loot tokens stay; they are
refilled immediately after a player obtains tokens/cards at the • Leader with highest reputation.
respective location or after a Land battle (Loot tokens). • most Trophies.
• most Gold coins.
7. assign first player tile If still tied, take a break and then repeat the game with all players.
Give the First Player tile with side A up to the player with least
Reputation. In case of a tie, the current first player passes the example
tile to the tied player closest to his right. See the Queen’s Grant Stefan’s player area at the end of the game is shown
variant on page 22 for using side B of the First Player tile. below. He receives:
30 VPs for 30 Glory points,
8. move the round marker 16 VPs for 16 Reputation points,
4 VPs for 4 Trophies,
Advance the Round marker one space forward. 6 VPs for Affinities. (3 for Air, 1 each for Fire, Water, Jungle)
His total is 56 VPs.

21
affinities and affinity Effects DIFFICULTY LEVELS
Each Land has an Affinity, describing the dominant The setup instructions covered on page 4-5 were for the game
element in the Land’s expanse. This may be Fire, Water, Air, on Tutorial difficulty level. There are 3 other difficulty levels to
or Jungle. Mercenaries and Monsters also have the same choose from but we recommend even experienced gamers start
types of Affinity, describing their origin from Lands of the with the Tutorial level difficulty to get used to MONSTER LANDS’
respective element. Each Clan starts out with Mercenaries mechanisms and to learn how to influence your success in the all-
of matching Affinity, but can hire Mercenaries of different important Adventure Phase.
Affinities during the game.
To setup the game for other difficulty levels, follow these setup changes:

Normal difficulty: Do not place the Round Modifier tile on the


game board.
If this icon on a Monster or a Mercenary matches that of
a Land, this is known as a Matching Affinity and provides Hard difficulty: During step F of setup, shuffle all Monster cards
certain effects. together and choose 2 at random instead of always having
Monsters of difficulty A. Do not place the Round Modifier tile on
Monster Matching Affinity (Adventure Phase) the game board.
If there is a Matching Affinity between the active Monster
and the active Land, the Monster gains 1 additional Attack Cut-throat difficulty: Setup the Monster cards as per Hard
die to its attack. See “Monster Attack”, page 16. difficulty, but also place the Round Modifier tile on the board with
side B face up.

VARIANTS
queen’s grant
Mercenary Matching Affinity (Deployment Phase) The Queen’s Grant is a help to the player falling behind
If you have a settled Mercenary on a conquered Land in Reputation, a catch up mechanism. At the end of
(matching Affinity is a prerequisite for settling), you may the first round, turn the First Player tile to side B and
take advantage of that Land’s ability. See “Settled Land!”, continue to play with this side up throughout the
page 19. game. A first player will receive the Queen’s Grant,
which allows him to take the following in the Dice Pool
Generation Phase:
• 1 die (Strength or Magic or Persuasion), and
• One of the following:
1 Potion or Venom, or
1 Defense token, or
Victory Points (End of Game) 2 Gold coins.
You will receive victory points for collecting Affinity icons on
Mercenaries (including Initial Mercenaries) and Lands. See more monster action
“Scoring and Victory”, page 21.
If you find you want more Monster action (to give more players
the chance to fight them and win Glory), you may increase their
presence by drawing a Monster in the Dice Pool Generation Phase
of rounds 2, 4, and 6, and placing them at the Entrance of the
Citadel. If there is already a Monster present, disregard this step.

Note that Monsters drawn this way do only cause Panic if they
have not been defeated at the end of the Round.

22
STRATEGY HINTS hints for the outside
Read these to all players before your first game. • In the Lands, choosing the first Paths will give you access to
killing the monster and the biggest chance of winning Glory.
Choosing paths further to the right may give you a chance
general hints at conquering the Land, but even if both Monster and Land
are beaten by Mercenaries on previous Paths, you will still
• Glory points are crucial for victory and for your progress in get to loot.
the game. To get them, you must venture to the Outside. • You may send various Mercenaries to the same Land or the
• Missions are a nice and easy way to scrape together some same Mission. Assigning your own Mercenaries to adjacent
resources and a bit of Glory, but they do not replace battling Paths can be of strategic advantage.
Monsters. Most Glory is to be won where there is risk. • Pay attention to the benefit granted by each Path’s Header.
• When assigning a Mercenary to a Path, pay special attention E.g., a Potion will allow you to have 2 Potions in total (one
to their Talents and Equipment. Remember you can swap equipped with the Mercenary, one from the Path). Gold
Equipment between unassigned Mercenaries at any time, coins will help you pay your wages… if you survive.
including before they are assigned to a Path. This includes • If you cannot comply with a Path’s dice requirement,
Potions and Venoms. remember the conversion power of the Novicius.
• If you go into a battle with a considerable risk (not enough • Consider discarding Magic dice to avoid attacks by the
Defense tokens, Defense Talents, Magic dice and Potions), Monster.
assign Mercenaries that have few contribution dice so you • Occupying a Land Path with the sole objective of gaining Loot
limit the effect this will have on you in case of getting killed. is a valid option, if you think your risk of dying is limited.
• If your Mercenary dies, not all is lost, it’s just part of the • Battles at the Entrance of the Citadel do not have Path
game. You will be able to hire new ones the next round. You requirements and feature support from the Citadel, so they
will have more Excess Glory due to your Clan Reputation are considerably easier and should be a priority. However,
dropping because of your killed Mercenary and thanks to there is no chance to loot if the Monster is killed before by
receiving Glory points for heroism. another Mercenary.
• Do not put your Leader at risk in the very first round. They
do not have Reputation, so losing them will not open a big
enough Excess Glory gap to hire a comparable Mercenary in APPENDIX I -
round 2. However, at a later point, when their contribution
dice are less important, you may consider risking them in TRICK MODULE
battles. Their loss will not cause you to lose VPs (remember,
Reputation equals VPs at the end of the game) and you might The optional Trick module adds a conflict-heavy variant to the
win important VPs by sacrificing them. game, introducing an interaction between the Mercenaries on
different Paths of a Land. If your group like playing games where
players can be a little mean to each other,
hints for the citadel this module is just for you!
• Keep a close eye on the Persuasion dice of your opponents
Add the 18 Trick tokens and 6 Shielded
and choose the right moment and location for your own
Trap tokens to the Trap reserve when
Persuasion dice. Weigh the value of being first with the
setting up the game. Tricks are brown
threat of giving a potential bigger discount opportunity to
colored on their effect side. Tricks and
your opponents.
Shielded Traps will be available for
• Maximize your return from a single dice deployment at the
purchase in the Hunter’s Lodge along with Improved Traps. Like
Hunter’s Lodge and Armory by buying various Traps/Defense
Improved Traps, they should be kept face down in your play area
tokens at once (minimum price of 1 is per purchase, not per
once you acquire them, to hide them from your opponents.
token)
• When hiring new Mercenaries, remember that you will Unlike Improved and Shielded Traps, a revealed Trick is no longer
receive their contribution dice immediately. Use this for considered a Trap. To capture a Monster, you need a Trap.
your round strategy.
• If you have conquered a Land in a previous round that you clash between mercenaries
could not settle on, hire a Mercenary of matching Affinity.
• Don’t underestimate the power of the Novicius. His dice In all battles with monsters, the Revealing Traps step is replaced
conversion Talent may open you access to important actions. with a “Clash between Mercenaries” step.
• Seek combos of Equipment and Talents.
• Be careful not to forget that you need to pay wages to your Starting with the leftmost Path which has a Mercenary assigned
Mercenaries in the Clean-up Phase. Plan ahead. Remember to it, and proceeding to the right, each player decides whether
that Monster Trophies can be exchanged for Gold coins at or not they reveal their Trap tokens, one by one and from top
any time if you are short on funds. to bottom. Remember that revealing a Trick means it no longer
functions as a Trap and you need a Trap to capture a Monster.

23
If a player chooses to reveal their Trap, one of two things can happen:
APPENDIX II - SOLO MODE
• If it is an Improved, an Initial or Shielded Trap, the player
So you think you can take on those monsters all on
receives the appropriate bonuses, as in the normal rules.
your own? Or rather make a fool of yourself...
• If it is a Trick, the player who revealed it immediately applies
the effect to 1 Adjacent Path of their choice. See the Trap The Solo Mode allows you to enjoy a variety of different playing
Benefit summary in Appendix III for a list of Trick effects. options. Choose whether you want to play a single game or start
a multi-game campaign. In both cases your will choose a Scenario
The player that controls the Mercenary who is being targeted and a difficulty level, giving you a different experience each time.
by the Trick can cancel its effect immediately by discarding
To play MONSTER LANDS in Solo Mode, use all rules of the 2 to 4
one of the Defense tokens that is assigned to their own Path.
player game, except the Trick Module.
In this case, discard the cancelled trick token. Defense Talents
do not work against Tricks.
Some Tricks divert attack dice from the Monsters. These setup
effects are resolved during “Monster Battle.” When a Prepare the game as if you were playing a 2-player game (follow
Monster is going to attack, before rolling the attack dice, the instructions on pages 4-6), i.e. with only one active Land.
the player that faces the Monster attack can divert 1 or 2 Take a Progress track with Initial Mercenaries of an Affinity of
of these dice against the player they targeted with the Trick. your choice. At the Tavern, do not place a Mercenary at the dock
Roll these dice immediately and apply their hits (they may marked . Put aside the 6 Assignment tokens of the Initial
be defended against by the affected Mercenary, including Clan Members of the non-chosen Affinities, they will be used by
discards of Magic dice previous to the roll). the Dummy Player.
Other Tricks allow the stealing of deployed dice from the Choose a difficulty level (see page 22) and set up your Monster
adjacent Paths. To do this, remove from that Path the dice card deck and (if applicable) the Round Modifier tile accordingly.
indicated by the effect (or as many as you can) and place Take the First Player token.
them on the Trick token you have used to steal them. Dice
Set one red and one yellow die next to the board. They become
stolen by a Trick do not count against the Path’s dice limit.
your Solo Mode Deployment dice.
You cannot steal from a Shielded Trap.

When the player on the first occupied Path has finished revealing
their Trap tokens (or does not want to reveal any more), the player
regular solo mode vs solo
that controls the Mercenary on the next Path to the right does campaign mode
the same, and so on until all players have had the opportunity to In the Regular Solo Mode, choose any Scenario from the Solo
reveal their Traps on the active location. Scenario Book. Your goal is to maximize your score against
Scenario Objectives. Each Scenario has a Score Evaluation Table
Trick me if you dare, my revenge will be terrific! which will rank you, from Monster Fodder to Hero. For your first
solo game we recommend you choose any of the Scenarios 1-3.
In the Solo Campaign Mode, you will play through the Scenarios
adjacent paths in order, starting with Scenario 1. Depending on the rank you
An adjacent Path is the next Path to the left or right of achieve at the end of the Scenario, repeat the current Scenario or
the current Path that has an assigned Mercenary. A Path can move on to the next one, following below table:
never be adjacent to a Path of a different Land.
Monster
Rank Trainee Veteran Hero
Fodder
Next Repeat Repeat Next Next
Game Scenario Scenario Scenario Scenario
Next Reduce
Hard or
Difficulty 1 level or No change Normal
Cut-throat
Level lose

You win the Solo Campaign Mode, if you reach Scenario 10 and
achieve a rank of Veteran or Hero on Normal or Hard Difficulty.
Stefan has assigned a Mercenary to the leftmost Path of the Keep track on the number of games you took to fulfill this Victory
active Land; Natalie’s Mercenary is assigned to the second condition if you want to compare against your previous or other
Path, and Tom’s to the rightmost Path. Stefan’s and Natalie’s players’ campaigns.
Mercenaries are on adjacent Paths. Natalie’s and Tom’s If at any time you complete a Scenario on the Tutorial difficulty
Mercenaries are also on adjacent Paths. The third Path is level and achieve a rank of Monster Fodder, you lose the campaign.
disregarded, as no Mercenaries are assigned to it.

24
Whether playing Regular Solo Mode or Solo Campaign Mode, Alchemist: Take a Magic die from the dice reserve and place it on
apply all current Scenario rules before starting to play. In case the uppermost available space.
of conflict between Scenario rules and Base Game rules, the
Scenario rules prevail. Tavern: Take a Persuasion die from the dice reserve, roll it and
A Scenario lasts for 6 rounds (do not stop if you reach 30 Glory place it on the leftmost space. Remove a Mercenary depending
Points), unless specified otherwise in the Scenario rules. on your red Deployment die result: 1 or 4 = top Mercenary, 2
= Mercenary in the middle, 3 = bottom Mercenary. Disregard
Novices.
gameplay
In the Solo Mode, a Dummy Player (we will call her Madhala) Armory: Take a Persuasion die from the dice reserve, roll it and
simulates the actions of another player to maintain the place it on the leftmost available space.
dynamics of a dice-placement game. This means there will still
be competition for the most important dice spaces during the Bazaar: Take a Persuasion die from the dice reserve, roll it and
Deployment Phase. Madhala does not have a Progress Track or place it on the leftmost available space. Remove an Equipment
an own Dice Pool, she has 6 Assignment tokens and her actions card, depending on your red Deployment die result: 1 or 4 = left
will follow a specific pattern. Equipment, 2 = middle Equipment, 3 = right Equipment.

Simulate Madhala’s actions like this: Mine: Take 1 or 2 Strength dice from the dice reserve and occupy
the available space(s) with the highest available output.
dice pool generation phase Land Path: Take one of the 6 Assignment tokens you set aside
Madhala does not act. for Madhala and place it on the Path’s top space. It indicates this
path is blocked by Madhala.
deployment phase
When it is Madhala’s turn, roll the 2 Solo Mode Deployment Mission Path: Take one of the 6 Assignment tokens you set aside
dice. The red Deployment die roll shows in which area the for Madhala and place it on the leftmost available Path of the
deployment takes place, either in the Citadel or the Outside. The indicated Mission. It illustrates this path is blocked by Madhala.
yellow Deployment die defines which of the locations within the
area is to be occupied. adventure phase
Whenever a Path occupied by Madhala is up for activation, she
If no space is available in the location, roll both dice again until will win the respective adventure without rolling any dice. She is
Madhala is able to deploy. Madhala will never run out of dice, THAT strong, so plan accordingly and don’t let her snatch away
she will continue to deploy until you run out of dice in your turn. the important prizes. Exception: in dice-rolling Missions, Madhala
will only win, if she occupies the first Path.
Dice Result
Location mission path
Red Yellow
Dice-rolling Mission: Madhala only wins, if she is on the first Path,
1 Hunter’s Lodge
remove the Mission tile in this case.
2 Alchemist
3 Tavern Contract-based Mission: Madhala does not act.
Citadel 1-4
4 Armory
land path
5 Bazaar If there is still a Monster, remove the Monster. If there is no
6 Mine Monster but a Land, remove the Land. If there is no Monster nor
1 Land Path 1 Land, skip Madhala’s turn.
2 Land Path 2
3 Land Path 3
clean-up phase
Outside 5-6 Madhala does not act.
4 Land Path 4
5 Mission 1
6 Mission 2
STRATEGY HINTS
The fact that Madhala is always successful in her battles changes
the game significantly versus the multi-player experience. You
Madhala occupies spaces in the location as follows: can plan for her to take out Monsters for you and then go for the
Land. And if you want to or need to take on the Monster for the
Hunter’s Lodge: Take a Persuasion die from the dice reserve, roll added Glory, make sure to deploy on the first Path quickly. But
it and place it on the leftmost available space. Remove two Traps don’t rely on her, she will not necessarily deploy where you would
from a row, depending on your red Deployment die result: 1 or 4 like her to.
= first row, 2 = second row, 3 = third row.

25
Solo Scenario Book scenario 8:
scenario 1: tricky
business as usual scenario 5:
fully loaded special rules
• Prepare a pile with the Traps
special rules
• None special rules from the Trick Module
• None • When Madhala occupies a Land
objectives Path, draw 2 Traps from the pile.
objectives
• Maximize VPs Place them face down on the
• End the game with all 4 token
sacks on your Progress track Path
filled (5 Defenses, 5 Traps, 3 • Apply the Trick rules from Trick
Potions, 3 Venoms) Module.
monster trainee veteran hero
fodder • Have at least 1 of each type of objectives
<<- 35+vp 45+vp 60+vp Equipment • Maximize VPs
• Have at least 1 Mercenary of
each Affinity

scenario 2:
money is king monster
fodder trainee veteran hero
monster trainee veteran hero
fodder - 30+VP 42+VP 56+VP
special rules
• Set up the Mercenary Deck only Fail Achieve Achieve Achieve
with Mercenaries who contribute 35+VP 50+VP
at least 1 Persuasion die
• Initial Mercenary Affinity: Jungle scenario 9:
objectives missionary
• Maximize gold
scenario 6:
under attack special rules
• If Madhala deploys Outside and
monster trainee veteran hero
the yellow Deployment die is 3-4,
fodder special rules she deploys on Mission 1. If it is
- 15 gold 35 gold 55 gold • Start the game with a Monster of a 5-6 deploys on Mission 2
Level A attacking the Citadel
• Whenever the Citadel Entrance objectives
is empty at the start of a round, • You must complete a number
scenario 3: draw a new Monster of Level of Missions and have minimum
blitz A and place it on the Citadel VPs.
Entance
special rules objectives
• The game last only 3 rounds. • Maximize VPs monster
• Start with 3 Defense tokens fodder trainee veteran hero
instead of 1
- 4 missions 6 missions 8 missions
• Start with 12 coins instead of 7 30+vp 40+vp 55+vp
objectives monster trainee veteran hero
• Maximize VPs fodder
- 35+VP 50+vp 65+VP
scenario 10:
doom
monster trainee veteran hero
fodder
special rules
- 22+VP 30+vp 40+VP • Monsters reroll once all dice that
scenario 7:
diversify
miss on attack
• No Tutorial difficulty level
allowed.
scenario 4:
no armor special rules
• “A Round of Beer” cost 1 Gold
• Start with Monster of Level A at
the Citadel
instead of 2 objectives
special rules
objectives • Maximize VPs
• The Armory is closed.
• Disregard any talents, Path be- • Your ranking will depend on
nefits, and tokens that give you how many Mercenaries of di-
Defense fferent Affinities you end your
• You may still use Potions game with monster
fodder trainee veteran hero
• Initial Mercenary Affinity: Water • 2/1/1/1 means minimum 2
Mercenaries of one Affinity, - 35+VP 45+vp 60+VP
objectives minimum 1 Mercenaries of all
• Maximize VPs others

monster trainee veteran hero monster trainee veteran hero


fodder fodder
- 30+VP 42+vp 56+VP - 2/1/1/1 2/2/1/1 2/2/2/2

26
APPENDIX III - REFERENCE TABLES
trap benefits Add +4 to your roll result Discard to gain +3 Glory
Place 1 Strength die from the when attacking a Monster. points when capturing 1
reserve on the Trap. Monster.

Add +6 to your roll result Discard to reroll a Magic


when attacking a Monster. or Strength die. You may
Place 1 Strength die from
the reserve on the Trap. It is do this 4 times, with the
shielded against Trick effects. same or different dice.
Add +8 to your roll result Discard to gain 2 Potion
when attacking a Monster. and 2 Venom tokens.
Every Strength die of this
Path adds +1 to its value.
trick benefits Discard to gain +6 to your
Every Strength die of this Steal 1 Magic die from a roll result when trying to
Path adds +2 to its value. Mercenary on an Adjacent eliminate a Monster (does
Path. not count for capturing).
Keep in your play area
Every Strength die of this Steal up to 2 Magic dice from for 3 Trophies. You may
Path adds +3 to its value. a Mercenary on an Adjacent discard it to gain 15 Gold
Path. coins.
Discard to gain 6 Gold
Place 2 Strength dice from Steal 1 Strength die from a
coins, 1 Defense token,
the reserve on the Trap. Mercenary on an Adjacent
and 1 Potion.
Path.
In the Deployment Phase,
Place 2 Strength dice from Steal up to 2 Strength dice
discard 1 Persuasion die
the reserve on the Trap. from a Mercenary on an
and take 3 Magic dice
They are shielded against Adjacent Path.
from the reserve. This is
Trick effects.
Steal 1 Magic or Strength not an action.
Place 3 Strength dice from
die from a Mercenary on an In the Deployment Phase,
the reserve on the Trap.
Adjacent Path. discard 1 Magic die and
take 3 Strength dice from
Steal up to 2 dice from a the reserve. This is not an
Place 1 Magic die from the
Mercenary on an Adjacent action.
reserve on the Trap.
Path. You can only take Discard to gain +2 to the
Strength and Magic dice. roll result of all Magic dice
Place 1 Magic die from the 1 of the Monster Attack dice of a single Path.
reserve on the Trap. It is will attack a Mercenary on an
shielded against Trick effects. Adjacent Path instead of you. Discard to gain 12 Gold
Set it apart and roll it before coins.
Every Magic die of this Path rolling the others.
adds +1 to its value. 2 of the Monster Attack dice
Discard to gain 10 Gold
will attack a Mercenary on an
coins.
Adjacent Path instead of you.
Every Magic die of this Path Set them apart and roll them
adds +2 to its value. before rolling the others. Discard to reroll a Magic
die. You may do this 3
Place 2 Magic dice from the loot tokens times, with the same or
reserve on the Trap. different dice.
Discard to gain +4 Glory
Discard to recruit a
points when conquering 1
Mercenary for free from
Land.
Place 2 Magic dice from the the Tavern. Must have
reserve on the Trap. They are Discard to gain +4 Glory sufficient Excess Glory.
shielded against Trick effects. points when eliminating 1 Discard to gain +2 to the
Monster. roll result of all Strength
Place 3 Magic dice from the dice of a single Path.
reserve on the Trap.

27
monster powers MOLDO
Subtract 1 from the result of each
SNAILER Strength die on the attacker’s Path.
When paired with a Jungle Land, the
Monster gets 2 additional Attack dice
instead of 1.
KRUNN
If eliminated, the Monster’s final lash
SPORUS
inflicts 1 hit on all Mercenaries in the
Before each Monster attack, roll 1
Land, including the active Path. This can
Monster die and apply the result to all
be defended against as normal.
Mercenaries in the Land, including the
active Path. Then attack normally. TRONS
When at the entrance of the Citadel,
KORCKO
the Monster receives 3 additional Attack
If eliminated, the Monster’s final lash
dice.
inflicts 1 hit on all Mercenaries in the
Land, including the active Path. This can
be defended against as normal. SCKON
When paired with an Air Land, the
GATOR
Monster gets 2 additional Attack dice
You cannot use Potions or Venoms in a
instead of 1.
battle with this Monster.

SNAGUS
Monster attacks inflict an automatic
TURFUS
additional hit, on top of dice results. This
Requires 2 Traps to be captured.
can be defended against as normal.

GORGOSH
You cannot use Defense Talents against
WARKORS
this Monster. Defense tokens may still be
Monster attacks inflict an automatic
used.
additional hit, on top of dice results. This
can be defended against as normal.
BLANDOR
When paired with a Water Land, the
KRINX
Monster gets 2 additional Attack dice
When at the entrance of the Citadel,
instead of 1.
the Monster creates double Panic. Draw
2 Panic tokens in the Clean-up Phase
instead of 1. KRUSHUS
Subtract 1 from the result of each Magic
SURBOL
die on the attacker’s Path.
When paired with a Fire Land, the
Monster gets 2 additional Attack dice
instead of 1.
ABYSUR
If your Mercenary is wounded by this
DOGOR
Monster, lose 1 Glory point.
When drawn, place Dogor at the
Entrance of the Citadel, replacing any
existing Monster there. Draw a new
Monster for the Land. CARIBDIS
You cannot use Equipment of type
SANDOR
Weapon against this Monster.
If captured on a Land, the Monster
escapes and reappears at the entrance
of the Citadel. If captured at the Citadel,
discard it. In both cases, take the reward.

28
mercenary talents TORTOCK
Remember that each Talent may only be used once per round. +1 to the total roll result for capturing
Monsters (does not count for
eliminating).
PURKAS
Provides 1 Defense Talent against
Monster attacks (not effective against TARON
Tricks). Once per round when activating the
Mine, you receive +2 Gold coins.
KORGO
May reroll 1 Persuasion die when on a
Path (only usable in Missions). PARSAS
Provides 1 Defense Talent against
Monsters with Water or Jungle Affinity
(not effective against Tricks).
DALINA
You may store three additional Traps on
your Clan Progress Track. WISHOR
Once per round, you receive a discount
of 4 Gold coins on a Trap(s) purchase
action. You may reduce the price to 0
DRAPIS
this way, but not below.
Provides 1 Defense Talent against
Monster attacks (not effective against GINOVA
Tricks). One of the Monster attack dice will
attack a Mercenary on an Adjacent Path
instead of you. Set the die apart and roll
TAROA
it before rolling the others.
Add +1 to the result of each Strength die
on the assigned Path. NIMRA
Provides 1 Defense Talent against
Monster attacks (not effective against
Tricks).
PUARGH
Gain +1 Glory point when capturing a
Monster. FROSTOR
Once per round, take a Potion or Venom
token for free from the reserve and put
it in your play area.
FANDOR
Once per round, pay 1 gold to obtain 1
Persuasion die to be used this round. DOLFUS
May not be activated if Fandor is Provides 2 Defense Talents against
assigned to a Path. Monsters attacks (not effective against
Tricks).
WONDOU
Provides 2 Defense Talents against
Monsters (not effective against Tricks). LUSARA
After capturing or eliminating a Monster,
gain 2 Potion tokens.
VAIDALA
Once per round, you receive a discount
of 4 Gold coins on a Mercenary hire. You NUDURU
may reduce the price to 0 this way, but Once per round, take a Potion token for
not below. free from the reserve and put it on your
Clan Progress Track.

29
FRUNKS GUSTER
Add +1 to the roll result of each Magic Provides 1 Defense Talent against
die on the assigned Path. Monsters with Jungle or Air Affinity (not
effective against Tricks).

SHANDEE LORIOS
Provides 1 Defense Talent against Once per round, take a Venom token for
Monsters with Water or Fire Affinity free from the reserve and put it on your
(not effective against Tricks). Clan Progress Track.

ZONDU KAKRON
Provides 1 Defense Talent against May reroll 1 Strength die on his path.
Monster attacks (not effective against
Tricks).

TRANOK WORMEE
Once per round, gain 2 Gold coins. Once per round, pay 2 Gold coins to
obtain 1 Strength die to be used this
round. May not be activated if Wormee
is assigned to a Path.

NAIALA TRULINA
+3 to the total roll result for eliminating Provides 2 Defense Talents against
Monsters (does not count for capturing). Monster attacks (not effective against
Tricks).

SCKRAT GEAS
May reroll 2 Strength dice on his Path. +3 to the total roll result for conquering
Lands.

TORKO SARUNA
+3 to the total roll result for capturing Does not require Traps to capture a
Monsters (does not count for Monster.
eliminating).

KARUNNA
May reroll a Strength or Magic die on
her Path. You may do this twice, with
equipment abilities
the same or different dice.
KRAKHEN
May reroll 2 Magic dice on a Path.
POISSEN
+2 to the total roll result for eliminating
Monsters (does not count for capturing).
RASHNEK
Once per round when activating the
TIMBULU Mine, you receive +2 Gold coins.
Add +1 to the roll result of each Strength
die on the Path.

30
MORTIS AL-DAHN
Add +1 to the roll result of each Magic Deploy 1 Strength die to gain 1 Loot
die on the Path. token from the Loot offer. This is an
action. Refill the Loot offer.

KEDAVRA SKYEHN
Add +2 to the roll result of each Magic Deploy 1 Magic die to obtain 3 Strength
die on the Path, when trying to conquer dice to be used this round. This is an
a Land. action.

PUGNOR GHADIK
Add +1 to the roll result of each Strength Deploy 2 Persuasion dice to obtain 9
die on the Path. Gold coins. This is an action.

SLHAM KALE
May reroll 2 Persuasion dice in the Deploy 1 Magic die to obtain 3 Potion
Adventure Phase. tokens. This is an action.

NOXX KYZHUL
Provides 1 Defense Talent against Deploy 1 Strength die to obtain 2
Monsters attacks (not effective against Persuasion dice to be used this round.
Tricks). This is an action.

TURZOKS RYNIA
Once per round, you receive a discount Deploy 2 Strength dice to hire 1
of 4 Gold coins on a Trap(s) purchase Mercenary from the Tavern for free.
action. You may reduce a price to 0, but Must have sufficient Excess Glory. This
not below. is an action.

SLYZOR GURBAN
Add +1 to the roll result of each Strength Deploy 2 Strength dice or 2 Persuasion
die on the Path, when trying to capture dice or 1 of each to obtain 3 Magic dice
or eliminate the Monster. to be used this round. This is an action.

TERGEO YUHA
May reroll 2 Strength dice on a Path. Deploy 1 Persuasion die to obtain 2
Magic dice to be used this round. This
is an action.

land abilities WAHIBAH


Deploy 1 Magic die to obtain 3 Defense
NEGUERIA tokens. This is an action.
Deploy 1 Strength die, 1 Magic die and
1 Persuasion die to gain 2 Glory points.
This is an action.
UYUNIAH
Deploy 2 Strength dice or 2 Persuasion
THAKLAN dice or 1 of each to obtain 1 Equipment
Deploy 2 Strength dice or 2 Magic dice from the Bazaar for free. This is an
or 1 of each to obtain 3 Persuasion dice action.
to be used this round. This is an action.

31
PLAYER AIDS
Game Phases CREDITS
DICE POOL PREPARATION (PAGE 7)
Check Mercenaries + Glory bonus for dice contributions Game Design Rules Revision
Gorka Mata Paul Grogan
DEPLOYMENT (PAGES 8-15) Víctor Fernández
Sergi Solé
Deploy dice in the Citadel or the Outside or in a Settled Land Daniel Schloesser

ADVENTURE (PAGES 15-20) ART


Enrique Fernández Manufactured
Resolve Outside Paths: [Link] [Link] Battles [Link] Entrance Aitor Prieto By
LongPack
CLEAN-UP (PAGES 20-21) Publisher
[Link] the board [Link] Panic [Link] Dead Leaders [Link] wages Second Gate Games
[Link] Verification [Link] Reset 7.1st Player [Link] Round marker Second Gate Games would like to thank those
who reviewed Monster Lands: Richard Ham
(Rahdo runs through), Eric Hopkins & co (D&E
Dice (pages 7, 9) Miniatures), Robin Brooks (GeekDad), Steve Tudor
(Polyhedron Collider), Tom Heath (Slickerdrips),
STRENGTH MAGIC Pete Copper (Agents of Sigmar), Ferdinand
Capitulo (The Cardboard Stacker) and Jeremy
Easiest to come by and You may remove a Monster Salinas & David Waybright (Man vs Meeple).
can be manipulated better die for each Magic die you
than any other dice. discard from your Path. Special thanks to those who helped develop
the game in early days: Nanu, Oriol Crespo,
Michael Alebedo and Juanjo Peña. Luke Crane
PERSUASION (Kickstarter), Thomas Covert (Boardgame
Revolution), Vladislav Goldakovsky (tabletopia.
com) and Johan Koitka ([Link])
helped us promote the game. And Jenefer
Ham and Universal Head were great fun to
work with to develop KS exclusive content.
Roll at the beginning of each round or immediately after obtaining the die.
Grants discounts on purchases at the Citadel. We are extremely grateful to our many volunteer
• If the 1st die at a location or ≥ previous Persuasion die: discount = roll value collaborators, who helped us with rulebook
• If < previous Persuasion die: discount = sum up both Persuasion dice’s values translation, proof-reading, and play testing. Lionel
Each purchase action of one or various items has a minimum cost of 1 Gold coin. Gros, Marcus Racz, Pablo Benjumea (Evilpan),
Asa Lin, Toby Shut-in, Richard Ham, Ricardo
Jesus, Riccardo Bux, Tomasz Bargiel, Ronald
Schetters, Michel Hermans, and many more.
Battle order (pages 16-20) And without the fantastic backers on
Kickstarter, this wouldn’t have been possible!
• Reveal Traps (Trick module: reveal the Traps one by one, from top to bottom).
• Apply Trap / Trick benefit (Trick target may discard Defense token to prevent Trick). THANK YOU ALL!

© 2017 Second Gate Games, all rights reserved.


Monster Lands and Second Gate Games logo are
• Use Magic dice (optional), then Monster attacks (apply round modifier, if necessary). trademarks of Dracma 3D, S.L.
• Mercenary defends with Defense tokens/Talents and/or uses Potions.
• If Mercenary dies, win glory points as indicated on the Path. No part of this product may be reproduced
without specific permission.

Actual components may vary from those shown.


• If alive, attack Monster with your Path’s dice and available modifiers.
• If Monster defeated or captured, gain rewards.
• If not, add roll results to next Path, which repeats the steps of the Monster attack.

• After Monster defeat, clean previous Paths and try to conquer the Land.
• Roll Path dice and use available modifiers. If not equalling or surpassing Conquest
Value, roll results count for next Path, which repeats the steps of Land conquering.
• If Land is conquered, gain rewards and take Land card.

• Any Mercenary who comes back alive without a reward from the
previous Battle steps gains a Loot token. C/ Casp, 37 2-1, 08010 Barcelona,
Spain
[Link]

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