D W A R F W A R S O L O C O O P V E R S I O N 0.9. Solo-Coop Rules. Retake the Outlands

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1 D W A R F W A R S O L O C O O P V E R S I O N Solo-Coop Rules Retake the Outlands by mark.miller@moondance.com and robert.van.der.dussen@moondance.com M O O N D A N C E G A M E S B. V. version 0.9

2 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Version M O O N D A N C E G A M E S B. V. version 0.9

3 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Notes 1 Overview 9 Goal of the Campaign 9 Game Scenario Overview 10 Flavour 10 Goals 10 Players 10 Bosses 10 Initial Setup of the Chapters 10 Mountain Shape 10 Pieces 10 Special Rules 10 Turn Sequence Overview 10 Game Engine Overview 11 Game Components 12 Game Board 12 Caverns 13 Mounting Positions 13 Tunnels Entrances 14 Tunnels 15 Resource Positions 15 Unit Camps 16 Cavern Center 16 Gem Storage 17 Fortification 17 Game Characters 17 NPC Monsters 17 NPC Bosses 18 Minions 19 Special Pieces 19 Traps 19 Blockades 19 Siege Engines 20 Poison Tokens 20 Dead position Marker M O O N D A N C E G A M E S B. V. version 0.9

4 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Cards 20 Cavern Cards Stacks 20 Event Card Stacks 22 Monster Card Stacks 24 Monster Statistic Cards 24 Monster Action/Reaction Cards 25 Game Play 26 Game Structure 26 Game Setup 27 Initial Coop Setup Game 1 28 Caverns and Cavern Cards 29 Player Units 30 Turn Event Cards 31 Monster Action/Reaction Cards 31 Game Turn Overview 32 Turn Phases Overview 32 Game Turn 33 Event Card Phase 33 Initiative 33 Preparation Phase 33 Raising Units 33 Commander Units and Siege Engines 34 Learn Spells 35 Commit Phase 36 Moving Units and NPCs 37 Stacking Limits for player Units and NPCs 38 Committing NPCs 39 Determining the Next NPC to Commit 39 Committing Bosses 40 Committing Minions and Monsters 42 Player Unit Commits 43 Move Action 44 Planting a Fungus Farm Action 45 Mining Actions 45 Dig Tunnel Action M O O N D A N C E G A M E S B. V. version 0.9

5 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Collapse Tunnel Action 47 Build Fortifications 48 Lay Traps 48 Build/Remove Blockade 48 Combat Phase 49 Order of Battles 49 Resolving Combats 49 Cast First Strike Spells. 49 Resolve Isolated Battles 50 Resolve Main Battle 51 De-Commit Phase 53 Cavern De-commit Order 53 De-committing Cavern 54 Strategic Move 54 De-committing NPCs 54 De-commit Player Units 54 Game End Conditions 55 Game End 56 General End Game Actions 56 Win Game Actions 56 Lose Game Actions 57 Continuation of Play 57 Spell Reference 58 Spell components 58 Spells 58 Bless 58 Collapse Tunnel 58 Combat Tunnel 59 Control Zombies 59 Dispel Magic 59 Earthquake 60 Earth Knowledge 60 Enlarge Hallway 60 Fireball 61 First Strike M O O N D A N C E G A M E S B. V. version 0.9

6 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Fortify 62 Good Luck 62 Haste 63 Inspired Combat 63 Lightning Bolt 63 Scorched Cave 64 Summon Boss 64 Tremor 64 Upgrade Cavern 65 Spell Reference 66 Special Rule Reference 68 Artifacts 68 Astral Searchers 68 Ball Lightning 69 Blockades 69 Cubic Boob 70 Dispell Magic 70 Dungeon Features 70 Empty Caverns 71 Events 71 First Strike 72 Fly 72 Fortifications 72 Friendly Bosses 72 Hornets 72 Poison 73 Spread 73 Traps 73 Campaign Sheet Card 74 Game Setup Chart 74 Games Won Chart 75 Games Lost 75 Reclaimed Caverns and Tunnels 77 Collected Items Table 77 Items and Artifacts M O O N D A N C E G A M E S B. V. version 0.9

7 D W A R F W A R S O L O C O O P V E R S I O N 0.9 Cavern Position Table 79 Terms M O O N D A N C E G A M E S B. V. version 0.9

8 NOTES 1. Dungeon Features a. Bee Hive (home of 8 Hornets) b. Altars (Boss gets +4 Per Alter Units i. Build (or Place) on Cavern Center ii. Does not affect Stacking iii. Alter Unit has 4 Points for purposes of damage. iv. Destroy Alter with Lightning Bold v. Boss can heal. Will return to this home when down to last card. 1. Will use one full turn to rejuvenate. 2. Attacking him breaks the rest and the Boss is not healed. c. Fountain of life i. Place on Fungus Farm Position ii. Heals Poison 2. New Actions a. Build i. Fortification 1. 2 Per Spot 2. Requires both spell and action slots ii. Trap 1. Requires both spell and action round 2. Trapped Fortification iii. Blockade 1. Action Only 3. New Event Cards a. Secret Revealed i. Astral Searchers will leave their stacks and gather to the Psionic Toad when he steps up on his Altar. 1. They then disperse. 2. Player s may instruct him to do this as an action. ii. 10 Gem Bless + 2 Dispel Magic all cast in Concert will banish all Sprogs and do the next Card in damage to Lesser Demon, regardless of its Strength. iii. 14 Gem Bless + 2 Dispel Magic banishes all Imps and do the Next Card in Damage to the Lesser Devil, regardless of Strength. 4. Structure Cards 1

9 a. Spawn Points b. Area Affects c. Types 5. Boss Rules Upgrade i. Keep producing a Monster or Affect over and over until destroyed. i. Affects an area 1. Position 2. Cavern 3. Position Type 4. Tower 5. Cavern Type i. Altars : Spawn Point ii. Bee Hive : Spawn Point iii. Fountain of Life : Area Affect (Cavern) 1. Heals Poison a. Takes Action even if Isolated i. Stash AR Cards without looking at them ii. When Boss comes in contact with a tunnel network containing Dwarven Player b. Altars and Healing Units Apply every Action. 1. Player Tunnels In 2. Boss Tunnels Out 3. Kill Unit abilities only applied to the latest action applied. i. Built only in home cavern. ii. Stack up to 2 iii. Place on Vertical Up Position beneath the Tunnel. iv. At start of turn when Boss is his home cavern he will heal 1 lost Action/Reaction c. Monster Types card plus 1 for each Altar piece. i. Flesh and Blood ii. Magic iii. Elemental iv. Supernatural v. Flora vi. Gollum Psuedo-machine d. Boss Agendas i. Default Agendas 1. Seek the nearest Player Base 2

10 e. Boss Skills 2. If more than half of its Action/Reaction Cards, it will return to its home base and Heal. ii. Optional Agendas 1. Interactions with other Bosses. 2. Tasks iii. Accomplish Task a. Results i. Winner Restore all AR Cards ii. Winner Add 1 new Card. b. Psionic Toad v. Swamp Thing c. Demon Destroys Dragonling a. Collect and build Magic Item 1. Dig a Mineshaft in caverns a. Place item tokens on mine shaft b. Make coverable tokens 2. Collect items to assemble a weapon 3. Build Altar a. + 4 when finished 4. Eat Planted Mushroom iv. Head in a Direction a. New card every 3 1. Tunneling only if there is no other way i. Build altars ii. Make/Use Item f. Lesser Demon Story i. Free the Hornets ii. Sprogs are immune to Lightning. g. Lesser Devil Story i. Build the lightning Staff ii. Imps on same Position can collect their First Strikes together to attack larger targets. 1. They will always target a Friendly Boss. iii. Only he can build the staff so maybe best to let him finish iv. Pieces of the Staff 1. Hidden in mines a. More mine shafts better chance of discovery b. 1-2,1-4,1-6 3 shafts is certainty 3

11 h. Swamp Thing 2. In plain sight (on Cavern Center) 3. Players can also collect pieces. i. Eat 2 Mushrooms 1. Seek PB a. They stay on the unit. 2. Seek Most Mushrooms 3. Seek Toad Hall ii. Gets additional card every 2 mushrooms iii. Frogs get +1 strength i. More Boss action cards i. Bosses go up levels by getting more cards 1. Accomplish task ii. Bosses can tunnel as part of a move 1. Complete in one turn 2. Only if no other way to target iii. Add AR Cards for all Monsters j. Make Bosses Friendly: k. Fire Fiends i. Build Two Altars ii. Cast Summon Spell i. Fire Fiends Attack Mines First, destroying one per turn. 1. For each Gems found in mines they attack the Dragonling Heals one Action/Reaction Card. 2. If they have the move steps left they will move passed Player Units to get to Mines or Gems. 6. Poison takes affect before the battle. 3. It counts as one move to go from the Tunnel End to a Mine Position. 4. They will destroy a blockade if they come to it, but they stop. 7. Hewn Fungus Farm Positions can be stacked Player Base Fungus Farm Positions can Stack Remove limit on number of units that can mine. a. Each Mine Shaft increases the positions Stacking Limit by 1 Stack (e.g. from 2 Player Units, to 4 Player Units, to 8 Player Units b. Maximum 3 Mine Shafts per Mine. 10. Only one Siege Engine per Commander. 11. Friendlies always take the first Player Move. a. Add some randomness to the Friendly 4

12 12. Swarm freezes largest unit on stack (e.g. Commander) 13. Advanced Rules for Combat (Battle Game) a. VOA b. Stacking Limits on Cavern Centers c. If two players occupy same resource position there is an isolated battle. i. The second Unit on the position does no mining. (COMBAT GAME ONLY) 14. Spells a. Make Spell Cards b. Three more gem types can be discovered in mines i. Green (Earth Gem) ii. Yellow (Sun Gem) iii. Red (Fire Gems) c. Some must be learned and require items to make them work i. Lightning 1. Weak Ichor for Controlled 2. Yellow Gem for Boosted Lightning Bold ii. Fireball 1. Fire Essence for Controlled Fireball 2. Red Gem for Boosted Fire Ball iii. Haste 1. Green Gem to learn 2. Green Gem Haste a. Paid for with Green Gem b. After returning to UC or moving additional remove gem from Unit. i. Allows yet another move. iv. Combat Tunnel 1. Ancient Root (Swamp Thing) v. Scorched Cave 1. Fire Essence 2. Red Gem vi. Good Luck 1. 2x Green Gem vii. Upgrade Cavern 1. 2x Yellow Gems viii. Damage Cavern 1. Ancient Root 2. Yellow Gem 5

13 ix. Enlarge Hallway 1. 2x Yellow Gems x. Earth Knowledge 1. 2x Green Gem 2. Psionic Toad in Play xi. Earthquake 1. Ancient Root 2. 3x Yellow Gems 3. 1x Green Gem 4. 1x Red Gem xii. Control Zombies 1. Weak Ichor 2. 3x Green Gems xiii. Fortify 1. 1x Yellow Gems xiv. Tremor 1. Ancient Root 2. 1x Yellow Gems 15. Game Structure changes a. Completive i. Monsters verses Dwarves b. Chapters not games i. If you survive the chapter the Keep Playing rules apply. ii. If you fail 1. Lose all non-reclaimed tunnels 2. Lose all Mine Shafts 3. Lose all Fungus Farms 4. Lose all items and scrolls iii. No way to lose c. Game Points 16. Special Rules i. For Boss Death ii. Spells learned iii. Surviving units a. Explain Spread (Poison Toads) i. Like Swarm? ii. Define Attack on cards 6

14 b. Siege Engine i. Reset at turn start c. Hornets i. Re-populate until Tunnel up is Blockaded. 1. All dead return to Unit Camp always stack up to 8 (Fly attribute: Can over Stack) 2. Acts before any other Boss or Monster 3. Will swarm until move exhausted 7

15 8

16 OVERVIEW Dwarf War Retake the Outlands is the first Solo/Cooperative Campaign Game for the Dwarf War Game System. It is meant for use with the 12-Cavern Two-Player Dwarf War Starter Set. There is a companion rule set, the Multi-Player Battle Rules, featuring player versus player underground warfare. The two rule sets have the same basic game mechanics, but each set of rules is complete. This Campaign can be played either Solo or Cooperatively with a second player. The rules are essentially the same in either case. In a Solo Game, the Game Engine and the player alternate making moves. In the Cooperative Game, the Game Engine makes a move, and then each of the players moves. The Players may coach each other, making and altering strategies. For the remainder of this rule set a Cooperative game of two Players will be assumed for grammatical descriptions, unless otherwise stated. GOAL OF THE CAMPAIGN Retake the Outlands is a Campaign set of 7 games during which the Players will attempt to recapture an underground Labyrinth of Caves from the Dark Denizens that once forced them from their cherished homes. To win, they must tunnel to discover wild caverns, and the carefully-crafted carddons, of an ancient long-abandoned dwarven country. These caverns have mines for the gems that they need to cast combat spells, and fertile ground for the subterranean fungus their Units of fighters need to survive. As they dig deeper into the mountain, they will awaken terrible foes that will seek to thwart their efforts of rightful return. These creatures are controlled by the Game Engine which dictates their movements and aggressive actions. The Players win the Campaign if they Reclaim all of the Hewn Caverns and defeat all of the Bosses. They lose the Campaign if they lose more than eight games before doing so. 9

17 GAME SCENARIO OVERVIEW The Scenario is the basic element of a Game Session. It describes the specific setup and goals for Players and Bosses. It has the following sections: FLAVOUR Text describing the background for the scenario. GOALS PLAYERS This section outlines the Player Goals for the Scenario. BOSSES This section outlines the agendas of the bosses active in the Game. INITIAL SETUP OF THE CHAPTERS MOUNTAIN SHAPE Cavern Placement Tunnel Placements PIECES 1. Structures in place 2. The number of Units. 3. Initial number of Gems 4. Active Bosses SPECIAL RULES Any special rules unique to the Scenario. TURN SEQUENCE OVERVIEW Each Game is made up of a fixed number of Turns. The number of Turns in a Game is determined by the Number of Cards in the Turn Event Stack. The initial number of Cards in this Stack can be found on the Games Setup Chart on the Campaign Sheet. 10

18 Each Game takes longer to play than the previous. Each of these Game Turns has five Phases. The order of the Turn Phases is: Event Card Phase: The Turn begins by turning over the next event in the Turn Event Stack. The number of cards in this stack are determined by the Campaign Game currently being played. The actions on the event card take place immediately and the then turn commences. Preparation o Raise Units Phase: The Players gain or lose new units for use in the Turn, based on the available planted Fungus Farms. The Players can also learn new Spells in the Phase. o Learn Spells: The Players can research any new spells they can afford. Commit Phase: The bulk of the game play occurs during this phase. It is broken into rounds where the Players and the Game Engine alternatively Commit their Units or NPCs to actions. The Player(s) can Move, Tunnel, Mine Gems, Plant Fungus Farms, Build Fortifications, Lay Traps, Build Blockades, and prepare to Engage in Combat and Cast Spells. The NPCs of the Game engine seek to destroy the Player s Units and take control of their bases. Combat Phase: After all Units and NPCs have committed to actions, Combat is resolved. De-commit Phase: Finally the Turn ends with the Player Units and NPCs returning to camps to ready for the next turn. GAME ENGINE OVERVIEW The Game Engine is responsible for determining the NPCs actions. The Game Engine makes a move, then the Player or Players each make a move. Each Boss has a set of Action/Reaction Cards which determine what that Boss will do, and the other Monsters and the Bosses Minions act according to specific rules of behavior. 11

19 GAME COMPONENTS GAME BOARD The Dwarf War Game Board is a three dimensional playing surface made up of stackable Caverns which can be connected together by Tunnels. Caverns can be stacked up to three high, and are laid out in a 3 x 3 Grid. A stack of Caverns is referred to as a Tower. 12

20 CAVERNS The basic component of the Game Board is the Cavern. There are three kinds of Caverns: Carddon - Worked and polished by the Dwarves. The Highest form of their craft. In the Starter Game, only the Player Bases as Carddons. Hewn - Shaped by dwarves, but utilitarian in nature. Wild - Caves as Gaia intended before Durin s little bastards got busy with their chisels. MOUNTING POSITIONS Each Cavern has a number of Mounting Positions of different types. This is the Player Base with the different Mounting Positions indicated. 13

21 TUNNELS ENTRANCES Tunnels are dug by Players as part of the Game Play. There are two types of Tunnel Entrances, positions from which a Tunnel may start, Horizontal Tunnel Entrances and Vertical Tunnel Entrances (only one per Cavern). Each Tunnel Entrance may only have one Tunnel End on it. The exception to this is the single Vertical Tunnel Entrance in the Empty Cavern. This may have two Tunnel Ends on it, allowing it to act as a half way position. Horizontal Tunnel Entrances Horizontal Tunnel Entrances can be used to connect to Caverns in adjacent Towers. They have an orientation which indicates the valid destination Towers. The correct orientation for each of the Caverns can be found on the Cavern Reference Card. 14

22 Vertical Tunnel Entrances There is one Vertical Tunnel Entrance in each Cavern. It may only be used to Tunnel to the Cavern directly above. TUNNELS Tunnels have two ends, each one sits on a Tunnel Entrance, either Vertical or Horizontal. The second Tunnel End of a tunnel originating from a Vertical Tunnel Entrance is always on a Horizontal Tunnel Entrance. RESOURCE POSITIONS There are two resource types, Mines and Fungus Farms, each has its own Mounting Position. Mine Position The Mine is where Gems are discovered. Mining is a two-step procedure, Dig a Mineshaft, then Mine a Gem. This is a Mine, it is placed on the Mine Position after a Player has committed a Unit to Digging a Mineshaft Action. This is a Gem, it is produced by a Mine Shaft when a Player has committed a Unit to a Mine Gem Action. 15

23 Fungus Farm position The Fungus Farm Position is where Fungus Farms are planted. This is a Fungus Farm, it is placed on a Fungus Farm Position after a Player has committed a Unit to a Plant Fungus Farm Action. UNIT CAMPS The Unit Camp is where Player Units begin each Turn. A maximum of 2 units may occupy a Unit Camp normally. Green Player Unit Yellow Player Unit CAVERN CENTER The Cavern Centers are where the major combats of the game take place. There are two types of Cavern Center allowed in the Solo/Coop Game, Wild and Hewn. Hewn Cavern Center The Hewn Cavern Center is found in more developed Caverns. 16

24 Wild Cavern Center The Wild Cavern Center is found in the wild Caverns. GEM STORAGE The Gem Storage Position is where the Players keep their Gem Stash. These are Gems they have mined and can be used for casting Spells. FORTIFICATION The Fortification Position is used to Fortify the Player Base. Fortifications improve the Defensive Capacity of the Cavern GAME CHARACTERS NPC MONSTERS These are simple monsters that the player s will encounter as they explore the underground Caverns in an attempt to reclaim what was once theirs. Zombies: Zombies appear and swarm the Player Units seeking what brains they may hope to find under Dwarven Helms. Giant Hornets: Swarming out of the Hidden Mines, these kill all in their path. 17

25 Cubic Boob: This thing just absorbs all there is to absorb! Ball Lightning: They roll down through the tunnels, just sentient enough to make life a spark-filled hell. NPC BOSSES The Bosses are the real problem you have to solve. They have Minions to do their bidding. Dragonling: This young dragon lurks in The Cave of the Wormy. Swamp Thing: It crawls out of the fetid waters of Fungtown. Lessor Demon: He haunts Lucius Lair. Psionic Toad: A useful ally found in Toad Hall. Lesser Devil: Leaps out of Hell s Mouth. 18

26 MINIONS Forever loyal and forever blood thirsty, and the Dwarven sort will do. Fire Fiends: Spawned by the Dragonling, they make sure things stay hot. Sprogs: Spawned by the Lesser Demon, they strike fast and above their weight class. Poison Frogs: Spawned by the Swamp Thing. And they poison all they encounter. Astral Searchers: Not really a Minion, but if the Toad dies, look out! Imps: They exist to help the Lesser Devil with his mischief. SPECIAL PIECES TRAPS The Trap is crossed at your Peril. Full of surprises. BLOCKADES The Blockades slow down your progress to zero. 19

27 SIEGE ENGINES The Siege Engine can be used to attack Units, NPCs or Fortifications. POISON TOKENS The Poison Markers indicate a painful byte that slows down the Unit and interferes with its capacity to fight. DEAD POSITION MARKER The Dead Position Marker is used to indicate a Cavern or Position that can no longer be used. CARDS There are three Card Decks in the Dwarf War Solo/Coop Game, the Cavern Cards, the Monster Cards and the Event Cards. The latter two are used to drive the Game Engine as it attempts to thwart the players from accomplishing their goal at every turn. During game play the cards are organized into several different stacks: CAVERN CARDS STACKS 20

28 Cavern Type Carddon Hewn Wild Cavity Element (Extension Only) Dead (Rock) Dead (Mountain Cap) Description These are the most sophisticated and well-worked of the Dwarven Caverns. Finished Caverns making up part of the underground empire. Wild Caverns are known but the rock is still untamed. A small space in the Mountain. The Tunnel Entrance here may have two Tunnel Ends on it, so it can be used as a halfway point between Tunnels. No Units may end a Turn here. Special Caverns full of elemental magic. These are found in the Extension Game only. If this card is drawn, the Tunnel effort fails. But the player can try again. This card indicates that the Top of the Mountain has been reached for that Tower. Place a Mountain Cap on the top, no further digging up is possible. The Cavern Cards are organized into two different Card Stacks: Undiscovered Caverns: This stack is shuffled and kept face down is made up of the Cavern Cards representing Undiscovered Caverns. When Players discover a cavern by Tunneling, they will select the next cavern from the top of this deck. Discovered Caverns: This stack is comprised of the Caverns that have been discovered through exploration. They are kept face up, and are used to select the targets of Events, and to determine the order of execution of NPCs. In the first game in the Solo/Coop Campaign. this stack consists initially of the Player Base or Bases. 21

29 EVENT CARD STACKS Target Cavern Wild Cavern Players Boss Name Description Any Cavern can be the Target of the Event. Only Wild Caverns can be the Target of the Event. Event applies to Players. Event applies to the Boss named. Event Type Event Item Artifact Description Standard once-off Event applied to the Target. A consumable Item. The Card is put to one side and used when desired. A reusable Item. The Card is put to one side and used when desired. Turn Event Cards: This stack has two purposes, first it acts as a counter determining the number of Game Turns in each of the seven games. It also is used to determine the initial Event of each turn in a particular game. The Event Cards in this stack are selected randomly from the full Event Card Stack and are placed face down in their own stack at the start of the game. The targeted Cavern of the Event is selected randomly from the Discovered Caverns Stack. Cavern Entry Event Cards: The Event Cards remaining after the Turn Event Cards have been selected form the Cavern Entry Event Cards. When a new cavern is discovered, or an empty discovered Wild Cavern is re-entered, an Cavern Entry Event is selected from the top of this stack and the Event is applied with the newly discovered or entered cavern as the target. Afterwards the Event Card is 22

30 discarded. If the newly enter Cavern is Reclaimed, there is no Cavern Entry Card drawn, even if the Cavern is empty. A Cavern is considered Empty if it has no Player Units in it at the start of the Turn. Note: The Chaos Screw Card can be drawn from either of these Event Card stacks and will create a series of Events. It can cause the Game to end early if it is revealed in the Turn Event Card Stack! So never take the time you have left for granted. 23

31 MONSTER CARD STACKS MONSTER STATISTIC CARDS Each Monster has a Monster Statistic Card, showing the movement, strength, maximum piece stack and special abilities of the Monster. The Bosses also have Action/Reaction Cards which are used to determine the actions and reactions of the Monsters. Monster Statistics: These cards are for reference while the game is in play. All backs are the same so they can be used to select Random Monsters if required. NPC Type Boss Minion Monster Description Individual Monsters with special powers. Each Boss has Minions to do its bidding. Creatures with no allegiance but to themselves. Statistic Move Strength Stack Description How many steps the NPC can take in one Turn. Represents both how many points of damage required to kill the NPC, and how much damage they can deal in combat. How many can be stacked on a single position. 24

32 MONSTER ACTION/REACTION CARDS Monster Action/Reaction Stack: A Boss becomes active when his home cavern is discovered. Place the relevant stack of Action/Reaction Cards in front of you shuffled face down, with the Monster Statistics card next to it identifying the Stack. The different Monsters have different numbers of Action/Reaction Cards. Backs of the Monster Action/Reaction Decks The Second (II) Action/Reaction Card of the Lesser Demon Statistic Boss Name Card Strength Action Text Reaction Text Card Number Description The Boss that owns this Action/Reaction Card. The amount of damage required to destroy this Card. The Actions this Boss will take when it is his turn. The Reactions this Boss will have when it takes any damage. Identifies a specific Action/Reaction Card. 25

33 GAME PLAY GAME STRUCTURE The initial Solo/Coop campaign consists of a total of at least seven games, each of which builds on the previous and culminates in a final battle. The players must win each of the seven scenarios, although, if they fail, they must replay each until they have won. If they accumulate 8 losses, they lose and must start over. The goal is for your band of dwarven warriors to discover and retake the first collection of hewn caverns that are the outliers of a once great dwarven kingdom long ago over run by wild forces and bad luck! The caverns that need to be reclaimed are Sewers, Meeting of the Ways, Wanderings and finally Hell s Mouth. The players must discover the caverns and defeat the horde of monsters and bosses that now inhabit them. It will not be easy and the players must calculate their battle strategies carefully. The Four Caverns that must be Reclaimed. To reclaim a Cavern they players must first discover and occupy it, then clear it of its denizens, build a network of tunnels to it and finally collect enough gems to cast the Reclaim Spell required to once again make it a suitable home. 26

34 The campaign progress is recorded on the Campaign Sheet which will contain sufficient information to start the next game at another time. One can expect between 8 and 10 nights of play to complete the campaign. GAME SETUP Before you play you must first set up the game. If this is your first time playing you can skip reading the instructions for subsequent games in the Campaign. 27

35 INITIAL COOP SETUP GAME 1 The Solo/Coop game is played within a 3x3 grid of Cavern Towers. The maximum height of a tower is three Caverns. 28

36 The previous diagram shows what you will need for the First Game of the Campaign. The Monster Cards are used for reference, but the Dragonling Action/Reaction Cards will be reshuffled and used regularly. The Undiscovered Caverns should be placed to one side and their corresponding Cavern Cards should be shuffled and placed in the Undiscovered Cavern Stack. The seven Turn Event Cards should be selected randomly from the Event Card Deck and placed in their own stack. The remaining Event Cards are used to determine random event that occur when the Player s discover a new Cavern or re-enter a cavern they were forced to abandon. This second Event Card Stack is called the Cavern Entry Event Cards. If this is only a Solo Game, remove the second Player Base (PBII) from play. In this case instead of 4 Units the Solo Player get 8 Units. CAVERNS AND CAVERN CARDS Consult the Game Setup Chart on the Campaign Sheet and select all Caverns for use in all games in the Campaign up to and including the Game you are about to play. Place these next to the play area, you will not need any of the other caverns. If this is the first game in the Campaign: The Caverns you will need are: o Player Base I (PBI) o If you are playing Coop: Player Base II (PBII) o Two Empty Caverns (EMPT) o Meeting of the Ways (MEET) o Sewers (SEWR) o Crossings (XING) o Cave of the Wormy (WORM) Place the Player Base I (PBI) in the Tower Position in front of you. 29

37 If it is a Coop game place the Player Base II (PBII) in the Tower Position marked in grey (PB II) on the Campaign Sheet in front of the second Player. Leave room for one Cavern in between. Place one Fungus Farm in each Player Base. If this is not the first game in the Campaign: Using the Cavern Positions marked in the Campaign Sheet place the Caverns that have already been discovered in the same positions as they were at the last game played in the Campaign. If there are undiscovered Caverns from the previous game, shuffle them in with the new Caverns listed in the Game Setup Chart. Place any Tunnels that have been reclaimed in the same positions they had at the end of the last game (this is explained in End of Game Actions below). Any Fungus Farms planted in Discovered Caverns may be put back on their Fungus Farm Positions. Any Mines dug in any Discovered Caverns may be put back on their Mine Positions. Any uncollected Bonus Gems revealed by Event Cards should be put back on the Mine Positions. Place any Gems that had been Mined but not used on the Gem Storage Positions in the Player Base(s). o If there are two Players, divide the Gems as you wish. o During Game play the Gems can be used only in Caverns within the Tunnel Network of the Player Base where they are stored. o Player Units may use Gems from either Player Base in the Coop Game provided the Unit casting the Spell is in the Tunnel Network of the Player Base with the Gem. Place any surviving Bosses in their home Caverns. o They have all of their Action/Reaction Cards restored. o Monsters will also return. Shuffle all Undiscovered Caverns into one stack placed face down to the side of the Play Area, place all Discovered Caverns face up in front of a Player. PLAYER UNITS Look up the total number of Units that can be used in the game on the Game Setup Chart on the Campaign Sheet. This represents the total of both Players in the Coop Game as well. Place all additional Units out of play. Always Place two Player Units in each Player Base. 30

38 If any units survived the last game, they may be placed in any Reclaimed Caverns. Surviving Units are taken from the stack of Units allowed for the Game, they are not extra Units, but they allow the players to get busy faster. The two Units placed in each Player Base are in addition to the Surviving Units, so the total number allowed in play at the start of the game is: 2 + Number of Surviving Units. Each Player may only place as many Units as can be supported by the Fungus Farms that Player has in the Tunnel Network connected to his own Player Base. Surviving Units can only be placed in a Cavern connected by a Tunnel Network to the Owning Player s Base. There must be sufficient Fungus Farm and Player Base Bonuses (+2 for Player Bases) to support any Surviving units placed in the Field. Always place 1 Fungus Farm in Player Base(s). TURN EVENT CARDS Remove all Chaos Screw 3 Cards from the Event Card Deck and shuffle. Place the number of Event Cards shown in the Game Setup Chart for the current Game being played face down to one side of the Play Area. These Cards indicate how many Turns the Player(s) have to complete that Game successfully. Return the Chaos Screw 3 Event Cards to the Event Card Deck, shuffle it, and place it to one side of the Play Area. MONSTER ACTION/REACTION CARDS In preparation for the Turn shuffle all Boss Action /Reaction Cards into individual stacks placed face down under the relevant Boss Statistics Card. 31

39 GAME TURN OVERVIEW The number of Turns in every game is determined by the number of Turn Event Cards, and each turn starts with the reveal of an event. When there are no more Event Cards in the Event Turn Deck, play out that last Turn and the Game is over. The Chaos Screw Cards force both the Turn Event Deck and the Cavern Entry Event Deck to cycle. This may shorten the game. If it was not for Hard Luck dwarves would have no luck at all. If any NPCs are left alive in any Player Base at the end of the last turn, the Players lose that game. TURN PHASES OVERVIEW There are five Turn phases in the Solo/Coop Rules: Event Card Phase This phase starts each Turn, and consists of turning over and applying the next Turn Event Card. Raise Units Phase During this phase the Unit Capacity for the Players is determined, that is, the total number of Units the Players may have in Play for this turn. The resulting calculation may result in Units being either added or removed from play. Commit Phase The bulk of the action is determined in this phase, wherein the Player Units and NPCs are committed to their various actions. The Phase is broken into Rounds where the Players and the Game Engine alternate committing each piece to an action until all pieces in the game are committed. One Unit or NPC is committed per Round. Combat Phase All combat between the Players and the NPCs is resolved in this Phase. De-Commit Phase Player units and NPCs are returned to Unit Camps in preparation for the next Game Turn. 32

40 GAME TURN EVENT CARD PHASE Start the turn by turning over the top Event Card in the Turn Event Deck and do as it instructs. If Target is a Cavern, select the Target Cavern by shuffling the cards in the Discovered Cavern Deck that are within the Tunnel Network connected to one or the other of the Player Bases and taking the top one. Do not include Empty Caverns in this Deck, they may not be Targets of Events. Some Events may not affect the Target Cavern, in which case there is simply no effect. Some Events only target Wild Caverns, in this case select randomly only from these. Any NPCs with Swarm that appear as the result of an Event, Swarm immediately. Only Caverns in the Tunnel Networks connected to the Player Bases can be targets. So if a Tunnel is destroyed and a Cavern is isolated, it can not be a target of a Turn Event Card. INITIATIVE The Player with Player Base I has the first initiative, if this not the First Turn, the initiative token switches to the other Player. The Player with Initiative will Commit first. PREPARATION PHASE RAISING UNITS In this Phase, the Player s will determine their Unit Capacity, that is, how many Units they may have in Play for the current Turn. Players Raise Units by first calculating how many Units they can maintain in Play and then adding or removing Units as required. A Player gets +2 to their Unit Capacity if they occupy their Player Base. o It must be free of Bosses, otherwise they only get +1. A Player receives +1 to their Unit Capacity for every planted Fungus Farm within the Tunnel Network connected to their Player Base. o o Only Fungus Farms in Uncontested Caverns may be counted, that is Caverns without Bosses or NPCs. So NPCs introduced in the Event Card Phase can block use of Fungus Farms. A Tunnel Network is a collection of contiguous Caverns connected by an unbroken chain of Tunnels. 33

41 A Fungus Farm eligible for use by both Players may only be used by one of them, but the Players may choose which may count it. If the final Unit Capacity is greater than the number of Units the Player has in play, the Player may introduce any additional Units into his Player Base provided there is enough space on Unit Camps. If the final Unit Capacity is less than the number of Units the Player has in play, the Player must remove the extra Units from Play. o These go back into his Unit Stack available for the Game, and may be brought in to Play in subsequent Turns. They are not killed. o If the Player s Base is unoccupied then the Player may not get any new units. Losing control of the Player Base is a loss in the Solo game. In the Coop Game, the other Player may occupy the Player Base and allow the second Player to introduce Units. There are no Headquarters, Fortress or Tower Bonuses in the Solo/Coop Game. Each Player calculates individually. NPCs do nothing this Turn Phase. Players can also use this phase to learn new Spells. COMMANDER UNITS AND SIEGE ENGINES Each Player has 2 Commander Units. These can be raised or upgraded in instead of Units. The cost to bring a Commander Unit in to play is: 3 Fungus Farms Points 3 Gems For 3 Additional Gems, the Commander Unit can be equipped with a Siege Engine. Once a Commander Unit is in play, it requires only 1 Fungus Farm to stay in play just like any other Unit. Once a Commander Unit is killed, it is out of play for the duration of the game. 34

42 Siege Engines The Siege Engine can be Equipped to Commander Unit. It is placed on top of the Commander Unit, this indicates the Siege Engine has not been fired. Only one Siege Engine per Commander. Siege Engines reset at the start of the turn. When the commander fires a Siege Engine it does 6 Points of Damage to a single Target. It can be used at any time. After it has been used, place the Siege Engine under the Commander Unit. A Siege Engine can target any Position in the same Cavern, and if it is fired from a Tunnel End it may target the other end of the Tunnel. A Commander Unit without a Siege Engine may Equip a Siege Engine during the Raise Units Phase for 3 Gems. He must be in the Player Base to do this. If the Commander Unit is killed, the Siege Engine drops to the position and can be picked up by any other Commander Unit that ends its Movement Phase on the Position. If it is a Resource Position, the Commander Unit must move to it from a Unit Camp in the same Cavern. LEARN SPELLS During this phase Players can learn new Spells. Each Spell has a specific set of components required for the Dwarven Xeras to be able to cast the Spell. Indicate the spell has been learned or upgraded by taking possession of the relevant Spell card or Spell upgrade Card. The Components required are listed on the Card. 35

43 COMMIT PHASE During the Commit Phase all of the Player Units and NPCs are Committed to particular Actions. The Order of Battle, is the order in which the Players and the Game Engine execute their Actions, one at a time. BTWD Break tie with dice. It starts with the Game Engine, which will Commit one of its NPCs to an Action, then the Player with the initiative Commits one of his Units to an Action, and if it is a Coop Game, then the second Player Commits a Unit to an Action. The Commit Phase continues until all Player Units and NPCs have been Committed to an Action. Bookkeeping refers to the way you indicate that a particular action has taken place. Each of the different Actions in the Commit Phase have a particular Bookkeeping mechanism. Player Actions Move Tunnel Plant Fungus Farm Dig Mine Shaft Mine Gem Build Fortification Lay Trap Build Blockade Uncommitted Units and NPCs are those on Unit Camps. Committed Units and NPCs will end up on Cavern Centers, Tunnel Ends, Mines or Fungus Farms. And Optional Spell Round Optional Item Use. The Order of Battle for each Round in the Commit Phase is: The Game Engine will Commit an NPC to an Action. o See below for how to determine which NPC goes first. The Player with Initiative Commits a Unit. If this is a Coop Game, the other Player Commits a Unit. 36

44 MOVING UNITS AND NPCS Movement Steps When a Unit or an NPC is Moving, only Tunnel Ends and Cavern Centers are counted as steps. In the above diagram, the Yellow Unit starts its move on the Unit Camp in Meeting of the Ways. A standard Player Unit has a Move of 5, and in this example the 5 steps are: 1. To the Tunnel End in Meeting of the Ways, 2. Then through the Tunnel to the Tunnel End in Crossings, 3. To the Cavern Center in Crossings, 4. To another Tunnel End in Crossings, 5. And finally through the Tunnel to the Tunnel End in Cave of the Wormy. The number of Movement Steps a Piece (an NPC or Player Unit) may move, can be found on the relevant Statistics Card. A Piece may not pass through a Tunnel End occupied by an enemy. o NPCs with the Fly ability will stop on a position with a Player Unit if there is room, otherwise it may keep going. A Piece must end its move if there is an Enemy Piece in the Cavern, either on the Cavern Center, or on a Unit Camp. o So, an Enemy Piece on a Tunnel Entrance not used by the Moving Piece, or an Enemy Piece on a Resource Position will not stop a Piece from moving through the Cavern. A Piece may move in to a Cavern occupied by an enemy. o These Pieces must end their move on a Cavern Center. o This indicates an Attack on the Cavern. A Moving Piece may not move onto, or through, a position if it would violate the Stacking Limit of the Position (see next section), unless it has Fly. 37

45 Moving on to the Cavern Center is either an Attack or a Defense of the Cavern. If there are NPCs on the Cavern Center at the end of the Turn, there will be a Combat. Bookkeeping Movement: Place a Piece on either a Tunnel End or a Cavern Center at the end of their Movement. Blockade When a Unit lands on a Tunnel End with a Blockade on it, they must end their movement there. Bosses, and NPCs with Fly, ignore the Blockade. All other NPCs end their movement on the Blockade. Cubic Boobs will stop and consume the Blockade. A Ball Lightning will destroy the Blockade and keep moving, but it will lose one piece from its stack. A Fireball or Lightning Bolt will destroy the Blockade. A Player Unit May Support Combat from a Blockaded Position. STACKING LIMITS FOR PLAYER UNITS AND NPCS There is a maximum Stacking Limit on any position. Player Units may stack up to 2 high on any Position. Bosses ignore all stacking rules and may be placed anywhere demanded by their movement rules. Minions and Monsters can stack to the maximum shown on their Statistics Card. On Positions with both Player Units and NPCs without Swarm they split the stacking total between them. o If there are two Player Units, there is no room for NPCs. o If there is one Player Unit divide the Stacking Limit of the NPC by 2 to find the total that can be stacked on the Player Unit on that position. o Any Minions or Monsters that do not fit will seek the next largest Player Unit Stack (BTWD). NPCs with Swarm ignore the Stacking limits of Player Units and NPCs without Swarm. o In other words, the Stacking limit shown on an NPC with Swarm represents how many of those may stand on a position, regardless of what else is on the position. The Cavern Center has a special Stacking Limit Rules for both NPCs and Player Units. o This is an Advanced Rule. In a starter game allow unlimited Stacking on Cavern Centers. o Wild Cavern Centers have a Stacking Limit equal to 2x the number of Unit Camps in the Cavern, for each opponent. So Cave of the Wormy, which has 1 Unit Camp, may have 2 Player Units and one Full Stack of NPCs. 38

46 o Hewn Cavern Centers have a Stacking Limit equal to 3x the number of Unit Camps in the Cavern, for each opponent. So the Player Base, which has 2 Unit Camps, can have up to 6 Player Units in total (either Player may contribute) and it can have a 3x Stack of Monsters or Minions. Meeting of the Ways, which has 1 Unit Camp, can have up to 3 Player Units in total, and it can have a 2x Stack of Monsters or Minions. o Headquarters have a Stacking Limit equal to 4x the number of Unit Camps in the Cavern for the defending Player; NPCs do not get Headquarter bonus. o Fortresses have a Stacking Limit equal to 5x the number of Unit Camps in the Cavern, for the defending Player only; NPCs do not get Fortress bonus. o As always, Bosses ignore all Stacking Limits, and more than one Boss may occupy a Cavern Center. Hallways can support an additional Piece Stack for each Tunnel End anchored to a Tunnel Entrance. o So, for instance, a two Tunnel Hallway could have 4 Player Units on it before its Stacking Limit is reached. o Only Fully Built Tunnels can be counted for Stacking. COMMITTING NPCS The Game Engine will attempt to drive the Player s out of the Caverns. Which means at every decision point, the Bosses, Monsters or their Minions will either fight the Player Units in the Cavern they currently occupy, or seek the nearest path to a Player Base, if it is the Coop Game and the distance to both Bases is the same, then break the tie with dice (BTWD). Each Turn when it is the Game Engine s Round, you must first determine which of the NPCs in Play must go next. This selection is done from the Uncommitted NPCs, that is, those on Unit Camps. DETERMINING THE NEXT NPC TO COMMIT To determine which NPC goes next, take all Discovered Cavern Cards that have uncommitted NPCs in them, that is NPCs on the Unit Camp, shuffle and select a Target Cavern. o Exception: If a Player has just Tunneled into a newly discovered Cavern, it automatically becomes the Target Cavern. o Only NPCs that can take some sort of action should be included. So, for instance, an Astral Searcher that has frozen some Units can not take any action. 39

47 If the Cavern has Bosses and/or Monsters and/or Minions commit one of them in this order, if there is more than one of the given type, then BTWD: o Boss o Monster Fastest to Slowest o Minion Fastest to Slowest. COMMITTING BOSSES Boss Action/Reaction Cards These cards are used to determine either the next Action a Boss might take, or their Reaction to taking damage. Bosses may be attacked and damaged in both the Commit Phase and the Combat Resolution Phase (described below). Use the Action/Reaction Cards to determine the Boss s reaction to any Spell Damage dealt by Player Units. When Damage is done to a Boss, either with a spell or in combat, turn over the top Action/Reaction Card and immediately apply the Reaction Text. If the amount of damage done is equal to or greater than the number indicated on the Card, remove it from play. o If there are no more Action/Reaction Cards for the Boss, remove him from play. o Be sure to indicate on your Campaign Sheet the item collected. If the Card is not lost, and the Boss has the Chaos ability, shuffle the Card back into the Action/Reaction Deck for the Boss, otherwise leave it face up and the next time a Boss takes damage, use the next unrevealed card. Turn over the next Card in the Boss s Action/Reaction Stack and perform the Action(s) described. They will take an Action even if they are completely isolated. The Actions are executed in the order they appear, so Spawned Minions appear at the Bosses destination if Spawned after the Boss moves. Attack (Move) Moves to the Cavern Center if there are Player Units in the Cavern (Player Units under Tunnel Ends are not yet considered in the Cavern for this), if not Move towards the nearest Player Base (BTWD). o The Boss will stop when it enters a Cavern with Player Units and move to the Cavern Center if it has sufficient movement points. 40

48 o Bosses will stop on a Tunnel End with any Player Units, even those that are under the Tunnel End because they just completed it. Move then Attack The Boss moves towards the nearest Player Base then Attacks in the Cavern he arrives in. o o o If he encounters a Player Unit on a Tunnel End or a Cavern Center he will Stop. However, he will ignore any Player Units in the Cavern he begins the Turn in. He always moves to the Cavern Center even if his movement ends on a Tunnel End, unless there is a Player Unit on that Tunnel End. Kill N Units Remove the indicated number of Units from the Cavern. o o o Remove from Units from positions in the Cavern in the following order: Commander Units anywhere in Cavern. Units on the same position as the Boss. Cavern Center Unit Camp Tunnel End (BTWD) Fungus Field Mine Position Any Units killed as the result of a Boss s Action or Reaction must be in the same Cavern as the Boss. If the Boss has a Move Action prior to the Kill Action and the Cavern he starts in has less Player Units than instructed to Kill, he will use his Kill Ability in the Caverns he moves through. In other words, he will Kill N Units along his movement path. Spawn N <Minions> - Put the indicated number of Minions in play in the Cavern on the Unit Camps. o o If the Stacking limit is reached, place the rest directly on the Cavern Center. These will Swarm any new Player Units entering the Cavern, if they have it. If there is a Boss in the Cavern on the Cavern Center, place the new minions on the Cavern Center. Blockade all Tunnel Ends it Crosses Place a Blockade Token on every Tunnel End the Boss crosses when it moves. Blockade <Tunnel List> - Place a Blockade Token where instructed. Cast N Stack Ball Lightning Place a Stack of Ball Lightning Tokens where instructed. Lay Traps <Tunnel End List> - Place Trap Tokens where instructed. Tremor The Boss makes a Tremor happen like in the Event Card. o o o Remove all Tunnel Ends connected to Target Cavern. All Player Units, Monsters and Minions on Tunnel Ends are destroyed. Bosses are immune and move the Cavern Center. 41

49 Any special rules on the Boss s Action/Reaction or Statistics Cards override the default behavior described here. COMMITTING MINIONS AND MONSTERS If there are Player Units in the same Cavern, Minions and Monsters will attack, otherwise they will move towards the nearest Player Base (BTWD). If there are any Player Units on the Cavern Center the Minion or Monster will commit there. If they encounter a Player Unit as they move, they will stop on the Unit assuming there is room. If the Minion has the Swarm ability it will move on to the largest (by Battle Strength) stack of Player Units (BTWD) unless there are Player Units on the Cavern Center, in which case they will commit to the Cavern Center. o Swarming NPCs ignore the Stacking Limit of the Player Units and other NPCs on the Position and are only limited by the Stacking Limit on the Statistic Card. So if there are 2 Player Units on a Tunnel End, a Swarm of 6 Zombies and an additional 4 Giant Hornets may also occupy the Position. o If the Monster or Minion has the Swarm ability, all NPCs of that type in the Cavern commit at once in the same Round. o If the Swarm does not fit, it will stay uncommitted. Flying Swarms will keep moving passed the first Unit Stack Swarmed. o If the Swarm is on the move and ends on a Tunnel End in a new Cavern with Player Units on any other Position in the Cavern, the Swarm will move the additional Step on to the Largest Stack of Player Units. Swarm Freezing o A Player Unit attacked by Swarming NPCs is Frozen if the total strength of the Swarm Stack is 4. Each Player Unit is Frozen individually by part of the Swarm Stack, so if there are 2 Player Units on the Position then there must be a combined strength of at least 8 in the Swarm Stack to Freeze both. For instance, if there is a Swarm Stack of strength 6 it would only Freeze 1 of the 2 Player Units. o If the Player Unit with Swarmed NPCs on it is not Frozen and chooses to move, the Swarming NPCs will move along with them to the maximum of their Movement Steps. 42

50 o o If any Player Unit moves on to the Cavern Center in a Cavern with a Swarmed Player Unit Stack, the Swarm will move immediately on to the Cavern Center. This move is automatic, even if the NPCs have already moved this turn. This will un-freeze any Player Units under the Swarm. Only NPCs with Swarm can Freeze Units. PLAYER UNIT COMMITS In each round, the Player Unit Commit consist of a Normal Action and optionally a single Spell Cast. The Player Unit Committed to an Action, does not have to be the same Player Unit that Casts a Spell. When it is his round, if a Player has any Units on a Unit Camp, he must have one perform a Normal Action. Moving the Player Unit to the Cavern Center of the Cavern in which it is Camped is said to be Defending the Cavern. The Unit may take any of the following Normal Actions: The Player may optionally have any one Player Unit that has not yet used Spells that turn, cast one Spell. Normal Actions: Move Dig/Collapse Tunnel Plant a Fungus Farm Mine for Gems Build Fortification Lay Trap Build Blockade Spells versus Actions Every Player Unit has a Xera, which is a Dwarven Magic User. The Xeras cast spells independently of the Units they are attached to. While any Player Unit performs a Normal Action any Xera, in the same or different Player Unit, may also cast a Spell during the Player s Round, assuming they have not done so already. 43

51 When a Xera Casts a Spell, place a single Gem Token on top of the Unit. This is the Bookkeeping Mechanic that indicates the Xera attached to the Unit has Cast a Spell. It may not cast another until the next Turn. If one Player has more Player Units than another, the second Player has an option to cast a Spell after each of the first Players additional Player Unit Actions. So, if one Player has 2 Units, and the other 3 Units, and sufficient Gems, one possible sequence might be: Game Engine: Does Something Player One: Unit One Takes Action Player Two: Unit One Takes Action Game Engine: Does Something Player One: Unit Two Takes Action, Unit One Casts Spell Player Two: Unit Two Takes Action Game Engine: Does Something Player One: Does Nothing (All his Units have moved) Player Two: Unit Three Takes Action Game Engine: Does Something Player One: Unit Two Casts Spell (even though it has already committed to an Action) Player Two: Does not want to cast a Spell, so the Commit Phase Ends. MOVE ACTION Normal Units may move up to 5 Steps. Player Units must end their move if there is an enemy unit in the Cavern, either on the Cavern Center, or on a Unit Camp. o So, a Player Unit on a Tunnel Entrance not used by the moving Unit, or on a Resource Position will not stop a Unit from moving through the Cavern. Player Units may move in to an occupied Cavern. o These Player Units must end their move on a Cavern Center. This indicates an attack. If the Cavern Center is already occupied by an enemy Unit, a Unit may not move past that Cavern Center even if it has sufficient Move Steps left. See the Section above for Stacking rules for Cavern Centers. Only 2 Units may occupy a Tunnel End (their Stacking Limit). 44

52 o Player Units may not move through a Tunnel End or Cavern Center that is full. o There is no limit on how many units may pass through a Tunnel End if it is not fully Stacked. o Hallways can support an additional Player Unit Stack for each Tunnel End anchored to the Tunnel Entrance. Moving on to the Cavern Center is either an Attack or a Defense of the Cavern. If there are NPCs on the Cavern Center at the end of the Turn, there will be a Combat. Bookkeeping: Place a Unit on either a Tunnel End or a Cavern Center. PLANTING A FUNGUS FARM ACTION Place a Fungus Farm on the Fungus Farm Position. Only one Fungus Farm may be planted on a Fungus Farm Position. This can be overridden by Cards. The Player Bases may have 2 Fungus Planted by Players. If they are the target of a Spell or Event that plants extra Fungus Farms, this stack may reach as high as 3. Bookkeeping: Place Player Unit on new Fungus Farm. MINING ACTIONS If the Mine Position is clear, place a Mine Shaft on it. If there is a Mine Shaft already on the Position o either, remove the Mine Shaft and roll on the Gem Discovery Chart o or, dig another Mine Shaft, there may be up to 3 before they must be mined for Gems. Bookkeeping: Place Player Unit on a Mine Shaft Stack or the now empty Mine Position. Place all acquired Gems on a Gem Storage in the Player Base. Each Mine Shaft increases the positions Stacking Limit by 1 Unit o from 2 Player Units, to 2 Player Units, to 3 Player Unit. A maximum of 2 Player Units (their Stacking Limit) may occupy a Mine Position each Turn. o So, 2 Player Units can produce a Gem from an empty Mine Position in 1 Turn. o or, A Player Unit may Dig another Mine Shaft after another Player Unit has Mined a Gem. Gem Discovery Chart (2D6) Gem Produced Number of Shafts Blue Red Yellow Green Item

53 DIG TUNNEL ACTION The Tunnel Action can only be taken if there are no enemy Units on the same Position. Tunneling may be used to discover Caverns. Digging a Horizontal Tunnel, or Vertical Tunnel Down, requires 2 Tunnel Actions. o 2 Player Units can perform Tunnel Actions in the same Tunnel on the same Turn and complete the Tunnel in one Turn. Digging a Vertical Tunnel Up requires 1 Tunnel Action. o Place a Vertical Tunnel between the Vertical Tunnel Entrance in the lower Cavern and and the Vertical Tunnel Entrances of the upper Cavern. A second Vertical Tunnel End may be placed on the first to continue the Tunnel Up to the next Cavern. Bookkeeping Tunnel Digging: o If the Tunnel Entrance of the originating Cavern is empty, place both Tunnel Ends on it. o Place Player Unit under new Tunnel End. This differentiates between Units that dug a new Tunnel and Units ending their movement on a Tunnel End freshly dug. It indicates that the Unit may not support the main Cavern Battle. o If the Tunnel is half dug, connect one of the Tunnel Ends to its Target Cavern Tunnel Entrance. Place Player Unit under Target Cavern Tunnel End. It indicates that the Unit may not support the main Cavern Battle. o A Player Unit may complete a half dug Tunnel in one Action that originated in the Target Cavern. So, a Tunnel can be hijacked and end up connecting two Caverns different from the intentions of the Player that started it. o Horizontal Tunnels may only extend up or down one level. o There can only be one out of a Horizontal Tunnel Position. o If the Tunnel is completed to an Empty Cavern Position, select a Cavern Card and place the revealed Cavern in the Cavern Position. If a Mountain Cap Card is selected place a Mountain Cap on the Top of the Tower. The Second Tunnel End remains on top of the first. The Player Unit is placed under it (indicating it may not support combat this turn) If the new Cavern discovered is in a Tower, but below an existing Cavern, place the Mountain Cap Card back in the deck, reshuffle and select again. Once there are only Mountain Caps left, or if the Cavern Card Deck is empty, no new Caverns may be discovered. 46

54 o If the newly discovered Cavern has a Boss associated with it in the Game Setup Chart, place the Boss in the Cavern on a Unit Camp. This Boss will automatically go the next time it is the Game Engines Round. If two Caverns are discovered in the same Round BTWD. Draw an Event Card from the Cavern Entry Event Cards and do as instructed on the Card. In the Coop Game, when Tunneling from different Caverns, 2 Players may not each dig half of a Tunnel from different Tunnel Entrances and make it complete. It would require a third Tunnel Action to hijack the Tunnel. Tunnel Placements Tunnels are used to connect Caverns. They may go up or down one level. Tunnels may go straight up or down. Tunnels may only be dug to adjacent Towers, diagonals included. There is one Vertical Tunnel Entrance in each cave, the Tunnel is connected to any of the Horizontal Tunnel Entrances in the Cavern above. More than one Tunnel may connect a Cavern, but must use different Tunnel Entrances in both Caverns. Tunnels cannot start and end in the same Cavern. There can be only one Tunnel End on a Tunnel Entrance Position, unless it is a Hallway. The one Exception is the Tunnel Entrance Position in an Empty Cavern, this may have a second Tunnel End on it going in any direction. Hallways: Tunnels can be upgraded to Hallways. A Hallway is an enlarged Tunnel that has a capacity for more Units than a simple Tunnel. It is represented by multiple Tunnels originating and ending on the same Tunnel Entrances. The Hallways must always have the same Tunnel Entrances in both Caverns they connect. COLLAPSE TUNNEL ACTION The Player Unit may use an Action to collapse any of the Tunnel Ends in the Cavern. The Player Unit always collapses the end of the Tunnel in the Cavern the Unit is Camped in at the beginning of the Turn. Destroys any Blockade on the Position as well. Bookkeeping: Place Player Unit on Collapsed Tunnel Entrance. Place Collapsed Tunnel End on its partner in the other Cavern. 47

55 Remove any Blockades. BUILD FORTIFICATIONS If the Cavern has a Fortification Position, the Player may Commit a Player Unit to the task of building a fortification. Requires the use of the same Unit s Optional Spell Cast to cast the Fortify Spell. Each Fortification Position can have 2 Fortifications on it. Each Fortification adds +4 to the Player s Battle Strength. LAY TRAPS A Unit can Lay a Trap on any Battle Position (Cavern Center, Tunnel End). Bookkeeping: Place Unit under created Trap. BUILD/REMOVE BLOCKADE A Unit can Build a Blockade on any Battle Position (Cavern Center, Tunnel End). Removing a blockade requires an action or 4 Damage from a Lightning Bold. Bookkeeping: When Building, place Unit under created Blockade, When Removing: Remove Blockade. Place Unit on Position that had Blockade. 48

56 COMBAT PHASE These combat rules are based on the Battle Rules of the Player v. Player game but have some modifications for handling Bosses. ORDER OF BATTLES If there are Combats to resolve in more than one Cavern, select the Cavern Cards from the Discovered Cavern Cards and shuffle them. Lay them out in order face up, and evaluate the combats in that order. Place a Marker on the Cavern Card if the Players were victorious in the Main Battle, if the Main Battle is a draw, it is considered a victory for the Game Engine, for purposes of the De-Commit Phase. RESOLVING COMBATS There are two kinds of Combat in a Cavern, Isolated Combat and the Main Combat. Isolated Combats takes place between enemy Units located together on a Position that is not the Cavern Center. The Main Combat is that fought on the Cavern Center, although Player Units that are located on Tunnel Ends in the Cavern and Tunnel Ends that connect to the Cavern hosting the Combat. Before the Battles are resolved, the Players and some NPCs have a chance to cast First Strike Spells. These are the Combat equivalent of Haste and deal 4 points of Damage instantly. So the structure of the Combat Phase is: o o o First Strike Spells in Isolated and Main Resolve Isolated Combats Resolve Main Combat CAST FIRST STRIKE SPELLS. Players may use as many First Strike Spells as they have Player Units that have not yet cast spells and Gems to allow it. A First Strike may only be cast on an Enemy Unit on the same Position as the casting Unit. Players may choose a different target for each. 49

57 If the Target is a Minion or a Monster, deal 4 points of damage. o The Spell can kill more than one if the NPC s strength is 2 or less. If the Target is a Boss, turn over the top Action/Reaction Card for the Boss and apply the Reaction if any (see above description of Boss Action/Reaction Cards). o If the Reaction spawns Minions for the Boss, they are placed directly on the Cavern Center unless it violates the stacking limits. Any Minions that do not fit will retreat to Tunnel Ends in the same Cavern roll die to determine which. o These newly spawned Minions will partake in the Battle and will receive the appropriate Position Bonus. o NPCs with First Strike always do 4 Points of Damage, even if they have a lower strength. First Strikes are always simultaneous. So combatants my kill each other. Multiple First Strikes can be cast as a single attack for purposes of Damaging a Boss to take out bigger cards. If a Player Unit is under a Tunnel End and it casts a First Strike, it comes out from under the Tunnel End and may partake in the Main Battle. RESOLVE ISOLATED BATTLES Isolated Battles occur when any Player Units are on a position other than the Cavern Center, and are resolved before the main battle. The combat is resolved as an Isolated Battle. Neither Player Units nor NPCs have any Position bonus. Player Units under a Tunnel End have a strength of 2 (VoA still applies), but only partake in Isolated Battles, never the main battle. Player Units in Isolated Battles may also use First Strike, but only on NPCs involved in that Isolated Battle. Determine the Battle Result (absolute value of the difference between the Monster Strength and the Units Strength) Look up the result in the Battle Resolution Table in the section below. If there are only Isolated Battles in a Cavern, then the Victory goes to the side that wins the majority of them, a Draw is a Victory for the Game Engine. Player Units or NPCs surviving the Isolated Battle may then partake in the Main Battle in the Cavern, if there is one. 50

58 RESOLVE MAIN BATTLE First determine the Battle Strength of each side. o All NPCs, that are not friendly, in the Cavern are treated as being on the same side. o All Player Units in the Cavern are treated as being on the same side. o The Battle Strength a piece contributes to the battle is determined by the formula: (Base Strength) x (Position Modifier) x Verticality of Attack (VoA) o The Battle Strength of a piece is: Standard Player Units have a Strength of 4. Lookup the Strength of Monsters or Minions on their Statistics Card. Bosses have a Battle Strength of 4 x (# of Action/Reaction Cards remaining in play). Count the card whether it is flipped or un-flipped. The strength of the card is immaterial for this calculation. o The Position Modifiers are: Cavern Centers x2 Tunnel Ends In the Cavern x1 Tunnel Ends in Caverns Connected Directly to the Target Cavern x0.5 Only Player Units may provide Out of Cavern support, NPCs do not. If there is a Battle in a Cavern, all Player Units must partake in that Battle and my not provide Out of Cavern support for any other battle. o Verticality of Attack (VoA) This is an Advanced Rule. It can be ignored if you wish. Tunnel Ends in Horizontal Tunnels x1 Tunnel Ends in Tunnels Leading up to the Cavern x0.5 Tunnel Ends leading down to the Cavern x1.5 o The total Battle Strength of the side is the sum of all of the Battle Strengths of all Units involved in the Battle for that side. o Some Example Battle Strength Calculations: (Base Strength) x (Position Modifier) x (Verticality of Attack) Player Unit on Cavern Center 4 x 2 = 8 Player Unit on Tunnel End In-Cavern: Horizontal Tunnel: o 4 x 1 x 1 = 4 Tunnel Leading Up in to Cavern: o 4 x 1 x 0.5 = 2 51

59 Tunnel Leading Down into Cavern: o 4 x 1 x 1.5 = 6 Player Unit on Tunnel End Out-of-Cavern: Horizontal Tunnel: o 4 x 1 x 0.5 = 2 Tunnel Leading Up: o 4 x 0.5 x 0.5= 1 Tunnel Leading Down into Cavern: o 4 x 0.5 x 1.5 = 3 Then Determine the Battle Result: o The Battle Result is the Absolute Value (make positive) of the difference in Battle Strengths of both Sides. o o The side with the greater collective Battle Strength wins. Look Up Result in this Table: Battle Resolution Result Battle Result Effect Draw 0 Both side take 2 Damage Minor Victory 1 to 7 Loser takes 4 Damage Winner takes 2 Damage Victory 8 to 15 Loser takes 6 Damage Winner takes 2 Damage Route 16 or more Loser takes 8 Damage And Deal Damage to the Player Side: o o o o If it is an Isolated Battle, remove only units from that position. Friendly Bosses take damage first. Poisoned Player Units are killed with only 2 Damage Points. In Main Battle remove Player Units from positions in this order: Cavern Center Tunnel Ends in Cavern Tunnel Ends out of Cavern o Damage is dealt simultaneously to Player Units and NPCs. Finally Deal Damage to the NPCs: 52

60 o Distribute the Damage as the Player s see fit to any NPC involved in the Battle. o Full Damage must be dealt to a Monster or Minion before it can be removed. o All Damage must be dealt, even if it is known that a Boss s Action/Reaction Card can absorb it. So there is no way to avoid the Reaction to the strike. o Players determine how much of the Damage is Dealt to any Bosses in the Cavern Damage is dealt to Bosses in units of 4. So if a total of 8 Damage is dealt, and a Boss is elected as a target, it may be dealt as two attacks of 4 or one attack of 8. Turn over the top Action/Reaction Card from the Bosses Stack: Apply the Reaction immediately. Reshuffle the Action/Reaction Deck if the Boss has Chaos. If the Damage dealt is equal to or greater than the strength of the Card, remove the card from play. o The Boss has been weakened. o If there are no more cards, remove the Boss from play. Record the dropped item on Campaign Sheet. o If a Kill action is applied to a Boss (e.g. Psionic Toad s Death Wave), remove 1 Action/Reaction Card for the Boss and apply its Reaction as normal. o Spawned Minions are always placed on Unit Camps up to their Stacking Limit. This can affect where Player Units can Decommit. If the Cavern is full they will retreat to a connected Cavern (select randomly from all connected Caverns). If there is no room in the randomly selected Cavern reselect from Caverns connected to the new Cavern. If no room is found, the Minions are destroyed. DE-COMMIT PHASE De-committing is when a Player Unit or an NPC is returned to a Unit Camp in preparation for the next Turn. All Player Units and NPCs must be de-committed. CAVERN DE-COMMIT ORDER Caverns are De-committed randomly. Shuffle the Discovered Cavern Cards and turn them over one by one de-commiting each. 53

61 DE-COMMITTING CAVERN Whichever side, Player s or Game Engine, won the battle in the Cavern De-Commits first. STRATEGIC MOVE Any Player Unit or NPC may move up to 2 steps from its current Position to another Cavern and De-commit there instead. Essentially, this means they can De-commit to any Cavern Tunnel End adjacent to the Cavern they are currently in, regardless of what position they occupy (Resource, Cavern Center, Tunnel End). o The Player Unit may not move through a Tunnel End with a Blockade on it, but they may move off of a Blockade in any direction, if they are already on it. o A Strategic De-commit can never cross a Cavern Center. o If there is more than one escape route, NPCs will always choose the shortest route to the Player Base (BTWD). o NPCs will never retreat from a Player Base, and will ignore stacking limits to stay there. DE-COMMITTING NPCS Minions and Monsters will fill all unoccupied Unit Camps if there are enough. o They will stack on top of Player Units to the maximum of their Stacking Limit. o They will use their 2 Step Strategic Move only if either, there is no room in the Cavern, or if the Cavern has no remaining Player Units in it. De-commit Bosses o Bosses will use their Strategic Move to move to another Cavern, if there are no Player Units in the Current Cavern, otherwise it will De-commit in the Current Cavern. o Bosses De-commit to Unit Camps even if they are occupied by Player Units, and ignore all stacking limits. o Any number of Bosses may occupy a Unit Camp. If the Cavern is no longer occupied by Player Units, the NPC will use its 2 Step Move to move closer to the nearest Player Base and De-commit in the Cavern it enters. If there is no room, and no safe escape route to a Cavern with room, the Player Unit, Monster or Minion is lost. o Since Bosses ignore stacking limits, there is always room. DE-COMMIT PLAYER UNITS If there are free Unit Camps they may occupy these. o Swarmed Player Units also decommit to a Unit Camp, the Swarm follows them. 54

62 If all Unit Camps have been fully occupied by NPCs, then the Player(s) must retreat. If there is no room, and no safe escape route to a Cavern with room, the Player Unit is lost. GAME END CONDITIONS When the last Turn Event Card has been turned over, the Players have only that turn to complete the game. If there are Turn Event Cards remaining, return to the Event Card Phase and play the next Turn. If at the end of the Turn there are any NPCs in a Player Base, the Player(s) lose that game. If the Player Base(s) are free of NPCs the Player(s) win that game. If all Player Units are destroyed, the Player(s) lose. If all Player Bases are unoccupied at the start of a any Turn, the Player(s) lose. 55

63 GAME END GENERAL END GAME ACTIONS Always use a Pencil! Mark the locations of all discovered Caverns on the Campaign Sheet. Mark the locations of all Mines and Fungus Farms on the relevant Caverns in the Cavern Positions Chart. Update all values for Gems, Fungus Farms, Mines and Tunnels on the Cavern Position table to reflect the new reality. Mark any collected items dropped by Bosses. If any Reclaimed Tunnels have been damaged (e.g. Tremor or Earthquake), they are lost and must be reclaimed again. Remove them from the Board and erase the mark made on the Campaign Sheet. If, as the result of a losing a Reclaimed Tunnel, a Reclaimed Cavern is no longer connected to a Player Base, the Reclaimed Cavern is lost, remove the Claimed Marker on the Campaign Sheet. WIN GAME ACTIONS Record the number of Units that survived the Game for each Player. Reclaiming Tunnels: o The Player(s) may choose to Reclaim any of the newly dug Tunnels that have not already been Reclaimed. o Only Tunnels with at least one End in a Reclaimed Cavern (including those Reclaimed this Turn) may be Reclaimed. o Each Tunnel costs 2 Gems to Reclaim. o Mark the Reclaimed Tunnel on the Campaign Sheet. Reclaiming Caverns: o Caverns are Reclaimable only if there is a direct Tunnel Network of Reclaimed Tunnels from a Player Base to the Cavern. o If any Reclaimable Caverns have been discovered, and the Player(s) choose to use remaining Gems to cast the Reclaim Spell. If necessary, Reclaim as many Tunnels as required to the Cavern to be Reclaimed. Look up the cost of the Cavern to be Reclaimed on the Campaign Sheet. Remove the required Gems from those remaining from the game. There must be enough Gems. 56

64 Mark the Cavern as Reclaimed on the Campaign Sheet. Record any remaining Gems on the Campaign Sheet for the Game just completed. LOSE GAME ACTIONS If the Player(s) lose, the following applies: Mark a Game Loss in the Table on the Campaign Sheet. All Gems located on Gem Storage Locations in the Cavern Occupied by NPCs are lost. No Caverns or Tunnels may be Reclaimed in that Game No Surviving units may be recorded for the Player whose base was occupied, even if Units Survived. Change the values for Gems and Surviving Units in the last game that was won. CONTINUATION OF PLAY If you choose to continue to play the next game of the Campaign in this sitting: Keep the Game Board exactly as it. Keep all Artifacts and Items. Return all Bosses to their home Caverns. o If it has been destroyed, select randomly from any Cavern in play that is not a Player Base. Leave all NPCs where they are. o Except for those in Player Bases, randomly select new Caverns for these as with Bosses. Astral Searchers will re-freeze anything that comes into the Cavern it Occupies. Remove 2 Cards from Bless Card Stack. Otherwise: You will lose all un-reclaimed Tunnels. All Artifacts and Items are returned to the Event Deck. Bless Card Stack is cleared. 57

65 SPELL REFERENCE Note that some of these spells are only meaningful in the Player v. Player games. SPELL COMPONENTS All spells must be learned, and that process requires spell components. These are made up of Boss Drop Items and different types of Gems. Spells are learned during the Raise Units Phase. SPELLS Any Gem can be used where a Blue Gem is required. Spells can only be cast if you have the Spell Card. Special Gems can be traded for Blue Gems to pay for any spell. o 1 Red Gem = 2 Blue Gem o 1 Yellow Gem = 3 Blue Gem o 1 Green Gem = 4 Blue Gem BLESS Cost:: 0 Gems, then 1 Blue Gem, then 2 Gems, etc. Each Bless Costs an addition 1 Blue Gem Range: 0 Targets: Event Card Allows Player to select a new event card replacing the one just chosen New Event Card is always chosen from the Cavern Entry Deck, even if the Event being replaced is the Turn Event Card. The new Card is the Event that happens instead. Bookkeeping: Place every replaced Event Card in a stack to keep track of how many times the spell has been used. COLLAPSE TUNNEL Cost: 1 Gem Range: 2 Targets: Tunnel End 58

66 Destroys 1 Tunnel End. Units on Tunnel End must move back to other end. If Units cannot retreat, they are destroyed. They may not retreat into the Cavern. Bookkeeping: Place Tunnel End On its partner. COMBAT TUNNEL Base Cost: 3 Blue Gems or 1 Green Gem and 1 Blue Gem +1 Blue Gem Boosts Range by 1 (Only Once per cast) Automatic if a Green Gem is used.. Range: 1 Unit must be in Same Cavern Targets: Empty Tunnel Entrance Creates a completed new Tunnel without a Unit performing a Tunnel Action. Units can Attack, Support, Move or even Retreat through the new Tunnel, even on the turn it was created. The created Tunnel is permanent. Can keep moving if points are left. May not be used in place of Enlarge Hallway. Bookkeeping: Place a completed Tunnel. CONTROL ZOMBIES Cost: 2 Gems Range: 3 Targets: Cavern Center of Cavern with the Zombies. Sends up to 4 Zombie to any position within their Range.. They do not have to use the same Positions. Zombies will stop and Swarm any Units not on the same position as the caster. This spell can be used to disperse a horde of Zombies swarming a Unit. Bookkeeping: Move Zombies to target position.. DISPEL MAGIC Cost: 2 Blue Gems, 1 Green Gem Range: In Cavern Targets: Spell Cast Stops a spell cast from having affect. 59

67 Player s must have a Unit cast the Dispel immediately in response to the original cast. The Dispel can be used in other situations dependent upon the Scenario Rules. Can Dispel 1 Ball Lightning Unit. Can stop a Boss Kill 1 Unit. EARTHQUAKE Cost: 2 Red Gems, 2 Yellow Gems, 2 Green Gems, and 6 Blue Gems. Range: 3 Targets: Cavern Destroys 1 Cavern and its contents. The Cavern becomes unusable for the rest of the game and subtracts 1 from the Controlled Tower bonus. Bookkeeping: Place Dead Position Marker on a Cavern Center. Remove any Headquarter/Fortress Tokens. Remove all Tunnel Ends into the target Cavern and place on their partners. EARTH KNOWLEDGE Cost: 1 Green Gem Range: Casting Unit s Tower and adjacent Towers Targets: Undiscovered Cavern Position. Reveals contents of an Undiscovered Cavern at a Cavern Position Bookkeeping: Select a Cavern and place it in the Cavern Position ENLARGE HALLWAY Cost: 1 Yellow Gem and 4 Blue Gems, 8 Blue Gems, 16 Blue Gems etc. Each new Extension costs twice as many Blue Gems as the last. Range: 1 Targets: Tunnel End. Allows Player to construct an additional Tunnel on top of existing Tunnel. Tunnel must already exist. The Tunnel must not be partially collapsed. Requires 1 Tunnel Action as well that Round. Each new Tunnel increases the Tunnel Capacity by one Player Stack (2 Units). Collapse tunnel destroys only one Tunnel End at a time. Tunnel is useful until no more Tunnel Ends exist on a Tunnel Entrance. 60

68 The other end still has the full Stacking Bonus. Bookkeeping: Place Tunnel Ends On Existing Tunnel Ends. FIREBALL Base Cost: 1 Gem +1 Blue Gem Boosts Range by 1 and 4 Damage (Twice per cast) First is Automatic if a Red Gem is used. +2 Blue Gems Grants Control. Automatic if a Red Gem is used. So, 1 Red Gem and 2 Blue Gems allows +2 Range (5 total) 12 Points of Damage Collectively Control. Range: 3 Targets: A Unit Position. Does 4 Damage (8 boosted) to Unit or NPC on target Position from every Player with Units located there. Damage is dealt collectively to NPCs. So a Single Fireball will kill 2 Zombies, and a boosted Fireball (8 damage) would kill only 2 Hornets Can only do one Card of Damage to a Boss. In the Coop Game, Player Units for both Players are considered to be on the same side. If Fireball is Controlled, the Player will not damage Friendly Units. Also destroys all Fungus Farms on target Position. If fired without Control, the first Position along the path of the spell with Units or NPCs on it will become the target. Bookkeeping: Remove Unit if sufficient damage is done to destroy it. FIRST STRIKE Cost: 1 Gem Range: 0 Targets: NPC or Player Unit on Cavern Center It does 4 Damage and can be split among smaller monsters. Both Attacking and Defending Units may use spell. Two First Striking Units will kill each other. First Strike Units must be in on the same position. Bookkeeping: 61

69 Remove targeted Unit if 4 is enough to kill it. FORTIFY Cost: 1 Yellow Gem, 4 Gem Range: 0 Targets: Cavern Each Fortification in a Player Base adds +4 to the Defending Players Battle Result. Each Fortification Position can hold 2 Fortifications. Bookkeeping: Add a Fortification to a Fortification Position. GOOD LUCK Cost: 1 Gem +1 Blue Gem boosts Strength (Up to Twice per cast) Can be Strengthened a third time if a Green Gem is used. Range: 1 Targets: Controlled Cavern or Single Mine Position with Unit on it. Either: Makes all Mine Shafts in a Cavern produce Gems, without requiring a Mine Gem Action. or, adds bonus to roll. Must have a Unit on the Mine Position. Caster may select a subset of the mines in a Cavern to target. Bookkeeping: All Mine Shafts are removed if extra Gem Production, or remove all Shafts on single Position if Boost Roll is chosen. Good Luck Spell Level of Boost Choose Blue Gems Produced per mine shaft Add to your roll Gem Discovery Chart (2D6) Number of Gem Produced Shafts Blue Red Yellow Green Item

70 HASTE Cost: 1 Gem Range: 0 Targets: Unit Treat as a simple de-commit if Unit is: Mining Planting Tunneling If Unit is Moving Unit must Haste on the Move Action Unit can Move 2x normal move steps. 10 steps for a standard Unit. Use First Strike instead of Haste for Combat. Bookkeeping: If a Green Gem is used instead of a Blue Gem, place it out of play instead of on the Unit. This means the Unit may cast an additional Spell this Turn. INSPIRED COMBAT Cost: 2 Gems Range: 3 Targets: All Units belonging to Player supporting a battle in 1 Cavern. Applies to all Units in or out-of-cavern. Does not apply to Units on Cavern Center Increases the Supporting Unit s base value by 1.5. LIGHTNING BOLT Base Cost: 2 Gems +1 Blue Gem Boost Range by 1 (Only Once per cast) Automatic if a Yellow Gem is used.. +1 Blue Gem Boost Power (Up to twice per cast). +1 Yellow Gems Boost Power (Up to a third time per cast). If a Green Gem is used the Lightning Bolt can be Chained 63

71 So, 1 Green Gem and 3 Yellow Gems makes the Lightning Bolt have a Range of 3, does 16 Damage, and can be Chained. Range: 2 Targets: A Unit or a Structure. Can have multiple targets on same position. Chained Lightning Bolts can Target more than 1 Position. Target Bosses in any combination and repeatedly, possibly destroying more than one card. Can do micro damage to NPCs. So each 4 points of damage can kill 2 Zombies. Does 4 Damage, plus 4 Points per Power Boost to a Unit or an NPC, or destroys Mine Shaft. Damage is dealt to non-boss NPCs in units of 4. This means an un-boosted Bolt will only kill 1 Zombie, Can be fired through any Units or Mine Shafts without harming them if the Player so decides. Bookkeeping: Remove Unit if sufficient damage is done to destroy it. SCORCHED CAVE Base Cost: 2 Blue Gems or 1 Red Gem and 1 Blue Gem +1 Blue Gem Boosts Range by 1 (Only Once per cast) Automatic if a Red Gem is used.. Range: 2 Targets: Cavern. Destroys all Fungus Farms in Cavern. SUMMON BOSS Base Cost: 4 Green Gems, 3 Yellow Gems, 2 Red Gems and 1 Blue Gem. The Boss must not be in Play. The Spell must be Cast from the Cavern Center of the Home of the Boss. o Two Player Units are required to cast the Spell. The Summoned Boss will be Friendly (see Special Rules Section). TREMOR Cost: 1 Yellow Gem, 1 Red Gem, 1 Green Gem, 1 Blue Gem Range: 3 Targets: Cavern 64

72 Destroys all structures in Cavern except for Headquarters or Fortresses. Bookkeeping: Place all Tunnel Ends in target Cavern on their partners. Remove one from each stack of:. Fortifications Mine Shaft Fungus Farms Altar UPGRADE CAVERN Cost: 3 Gems for Headquarters 6 Gems for Fortress Range: 0 Unit must be in Cavern Targets: Cavern Fortresses can only be created from headquarters. Headquarters may only be created in Hewn Caverns. Fortress can only be created in Caverns with the Fortress Icon on the Cavern Card. Bookkeeping: Place the appropriate Game Token on the Cavern Center. In a Fortress Upgrade, remove the Headquarter token and replace with a Fortress Token. 65

73 SPELL REFERENCE Spell Reference Spell Name Cost Range Target Notes Bless 0,1,2,3 - Event Card Collapse Tunnel 1 2 Tunnel End Combat Tunnel 3 or 1G,1B 1 Empty Tunnel Entrance +1 Boost Range (+1 Blue or Green) Control Zombies 2 3 Cavern Controls up to 4 Zombies Dispel Magic 2B or 1G In Cavern Cast Spell Earth Knowledge 2 0 Towers Adjacent to casting Unit s Tower Earthquake 2R, 2Y, 2G, 6B 2 Cavern Earth Knowledge 1G Adjacent Towers Undiscovered Cavern Position Reveals Cavern Enlarge Hallway 4,8,16, 1 Tunnel End Fireball 1+ 3 Unit Position +1 Boost Range (+1 Blue or Red) 4 Damage +4 per Boost First Strike 1 0 Unit Fortify 1Y Cavern With Fortification Position Good Luck 1 1 Cavern +1 Boost Strength (+1 Blue 2x per Cast) +1 Boost Strength (Green) Haste 1 0 Unit Inspired Combat 2 3 Cavern All supporting Units of Target Cavern, both in and out of cavern. Lightning Bolt 2+ 2 Unit or Mine Shaft +1 Boost Range (+1 Blue or Yellow) +2 Boost Power (+1 Blue or +1 Yellow) Chaining (Green) 4 Damage +4 per Boost Scorched Cave 2 2 Cavern +1 Boost Range (+1 Blue or Red) 66

74 Tremor 1Y,1R,1G,1B 3 Cavern Upgrade Cavern 3 HQ 6 Fort 0 Cavern Fortress can only be upgraded from a HeadQuarters 67

75 SPECIAL RULE REFERENCE ARTIFACTS Artifacts are reusable Items. They may be used in any Phase. o So, for instance, an Artifact may be used to kill an NPC in the Raise Units Phase so that a Cavern becomes Uncontested, and all of the Fungus Farms can now be counted. Flip them over after use. Flip them back up at the beginning of the Turn. ASTRAL SEARCHERS. For the purposes here, a Stack is a Full-Stack Unit based on Stacking limit. o So if there are 4 Player Units (2 stacks) on a Cavern Center, each gets its own searcher. NPCs, including Bosses, count as Units. Freeze in this order: o In Cavern: Player Unit Stacks (largest first, BTWD) Monsters Minions Bosses o Each Type is its own Stack. o If Astral Searchers remain, place them on the largest stack in Play in any cavern (BTWD). o If there is still no Unit found to Freeze, they will occupy a Random Unit Camp, until there is something sentient to control. Frozen means Frozen. o The Stack stays where it is and does not Decommit. o Spells and Artifacts can be used, Siege Engines cannot. o Bosses can do anything but move. o If anything moves into a Space occupied by an Astral Searcher, it immediately becomes frozen as well. Moving NPCs will attempt to avoid Astral Searchers and will choose a longer route to the Player Base if necessary. 68

76 o When the Astral Searcher is finally destroyed, the once Frozen Units may only Decommit that turn, unless they are already on a Unit Camp. Bookkeeping Tip: o If there are a lot of Units in the Cavern spread them around on resource Positins. BALL LIGHTNING The Ball Lightning starts life as a Stack. o It will materialize on a Unit Camp. o If there are Player Units there it will deal damage and degrade immediately. It will then take its Move Action immediately that turn, heading to the closest Player Base. It deals Damage immediately after landing on the Position. During the Commit Phase It will always seek the most direct route to a Player Base. When it encounters any Unit or NPC, including Bosses that are not immune to Lightning, o It does 4 points of Damage to every Player Unit or NPCs on the Position. o The Ball Lightning Stack then loses one Ball Lightning from its number and keeps going until the end of its movement. o If there is a Boss, not immune, among the Damaged Units, it will cause the next Reaction, and may destroy the Action/Reaction Card. Ball Lightning will destroy a Blockade, but will lose one additional unit from its Stack, it will not stop Moving. o So if there are Player Units or NPCs on the same Position as the Blockade, the Ball Lightning Stack will lose 2 Ball Lightnings. Once in a Player Base, the Ball Lightning will move to each Player Unit Stack to doing damage and degrading until it has visited all stacks in any Position. o It will always visit the Cavern Center first if there are damageable Units. o Once out of Stacks it will end its turn on the Cavern Center. It does not partake in the Combat. Ball Lightning will de-commit to the Largest Stacked Unit Camp (by total Stack Strength). A single Unit of Ball Lightning can be destroyed with a Dispel Magic. o The Dispel Magic can be cast before the Ball Lightning can take effect. BLOCKADES 69

77 A Moving Unit or NPC must stop when they cross a Blockade. A Blockade may not be crossed in a retreat move in the De-Commit Phase. Bosses can ignore Blockades. A Blockade on an empty Tunnel Entrance prevents any Tunneling Activity out of the Cavern, but not into the Cavern. o The Tunnel is still Blocked in this case. CUBIC BOOB The Cubic Boob always appears in an Empty Cavern. The Cubic Boob will move on the next Game Engine Round. The Cubic Boob will destroy everything it crosses. o This includes the Tunnel Ends, which should be removed after it passes through. o It will destroy the unit that Dug the Tunnel into the Empty Cavern in the first place, unless you can find a way to kill it before it moves. When the Cubic Boob reaches a Cavern with Player Units, it will move on to the Cavern Center. o Any Player Units or NPCs there will be destroyed. o Bosses are immune. Cubic Boobs will stop on a Blockade, but will consume it. When the Cubic Boob de-commits, it will move on to the Unit Camp regardless of what is on it, and will destroy anything there. Like all NPCs when the Cavern the Cubic Boob occupies no longer has Player Units in it, it will head towards the nearest Player Base (BTWD). When it finally reaches a Player Base, it will simply commit to the Cavern Center and then decommit back to a Unit Camp until it is destroyed. o It is not a Boss, so the Player still gets the +2 Unit Capacity Bonus. DISPELL MAGIC A Dispel Magic can kill a single Ball Lightning. A Dispel Magic can counter a single Boss Kill Unit. 2 Dispel Magics thrown from a single Player Stack can de-consecrate an Altar. o Bookkeeping: Remove one Altar Piece. DUNGEON FEATURES Bee Hive o Home of 8 Hornets 70

78 Altars o Multiple Hives in 1 Cavern still only have a maximum of 8 Hornets. o Will continue to reintroduce Hornets until the Vertical Tunnel Up Position has been blockaded. o Build (or Place) on Cavern Center o Boss gets +4 Per Alter Units o Does not affect Stacking o Alter Unit has 4 Points for purposes of damage. o Destroy Altar 2 Dispel Magics thrown in concert from same position.. o Boss can heal. Will return to this home when down to less than half of his cards. Will use one full turn to rejuvenate. Attacking him breaks the rest and the Boss is not healed. o Altar of Light in the Dark Releases up to 3 Ball Lightning Units at a time. Acts as a Unit Camp for the Ball Lightning. May be a fixed sized Ball Lightning Stack (e.g. 3). Activated by Units in the Cavern. All destroyed Ball Lightnings return to the Altar. Place Under the Altar until end of Turn. During Raise Units, place 3 on top, these are uncommitted and ready to move, first thing that turn. Fountain of Life o Place on Fungus Farm Position o Heals Poison of any Poisoned Unit that enters the Cavern. EMPTY CAVERNS Empty Caverns can be Turned into a Halfway point between Two Caverns. The Bookkeeping is to place Two Tunnel Ends on the single Vertical Tunnel Position. The second Tunnel may originate from a different cavern. In order for a Unit to continues Digging a Tunnel from inside the Empty Cavern, it must Cast a Haste Spell when inside the Empty Cavern. EVENTS 71

79 Tremors will not destroy Bosses, but they will destroy Minions and Monsters. Earthquakes will not destroy Bosses and it will exit the Target Cavern towards the nearest Player Base (BTWD). FIRST STRIKE A First Strike is always does 4 Points of Damage, regardless of the Strength of the Monster or Minion Casting it. It will kill 2 monsters if they have a strength of 2. FLY Creatures with Fly can move through any position even if the Stacking Limit is reached. If the Stacking Limit has not been reached, the flying Stack will leave as many Pieces as required to fully Stack the Position. If the Flying Stack has Swarm (e.g. Giant Hornets), it will leave a full Stack of NPCs to the total indicated on the Statistic Card, the rest will continue their movement towards a Player Base. FORTIFICATIONS A Fortification is created with a 3 Gem Spell. Bookkeeping: Place a Fortification Token on a Fortification Position. FRIENDLY BOSSES The Psionic Toad is a friendly Boss, and is under the Player s control: It is Committed to an Action during either Player s Round, when the Players choose. The Players may choose any of the Actions on the top card in the Action/Reaction Stack. The Friendlies will fight on the side of the Players. The first damage dealt in a battle is dealt to the Friendly. It is immune to Astral Searchers. HORNETS 72

80 At the Start of the Turn, place all Dead Hornets back in their Hive. o The only way to stop this is to destroy the Hive. o The Hive has 8 Points. If the Blockade is destroyed for any reason. The Hornets will return. They can over-stack to the full 8 on the Unit Camp. They will keep moving towards the closest. They are always the first NPC to take a turn. POISON Poison is delivered the moment the Monster lands on a Position with a Player Unit. SPREAD If an NPC has Spread each of the individual creatures will pick a different stack of Player Units. TRAPS A Trap is always laid on a Tunnel End. When it is crossed, a Roll of 5 or 6 on a D6, means the Trap has gone off, remove the Trap Token and Roll on this Table for the Result: Roll Trap Effect 1,2 Trap is a Dud. 3 Poison Moving Unit. 4 Poison All Units in Cavern. 5 Blast of Fire kills Moving Unit. 6 Blast of Fire kills all on Position. Remaining Traps are removed at the end of the Game. All NPCs are immune to Traps and their effects. 73

81 CAMPAIGN SHEET CARD Player(s) keep track of their progress on the Campaign Sheet. The major sections are described here. It is recommended that you use a pencil for recording Claimed Tunnels and Caverns, because it is possible to lose them as the result of Event Cards, or even by destroying the Tunnels with Spells during the course of play. GAME SETUP CHART Game Discoverable Caverns 1 Player Base (PBI,PBII) 1 Meeting of the Ways (MEET) 1 Sewers (SEWR) 1 Crossings (XING) Game Setup Chart Resident Boss or Monsters 1 Cave of the Wormy (WORM) Dragonling 1 1st Empty Cavern (EMPT) Cubic Boob Initial Units Turn Event Cards (Solo) 1 2nd Empty Cavern (EMPT) Cubic Boob 8 7 (11) 2 Hidden Mines (MINE) Hornet Swarm x (12) 3 1x Empty Cavern (EMPT) Cubic Boob 3 Lucius' Lair (LCLR) Lesser Demon 14 9 (13) 4 Wanderings (WAND) Zombie Swarm x (14) 5 Fungtown (FUNG) Swamp Thing (15) 6 Toad Hall (TOAD) Psionic Toad (16) 7 Hell's Mouth (HELL) Lesser Devil (17) This table is used to describe the order of introduction of discoverable Caverns as each game is played. The Game Column indicates the Game to be played, so the first Game you play starts with 6 Caverns; 7 in the Coop Game, because of the second Player Base (PBII). The Discovered Caverns Column indicates what Cavern to add to the Discoverable Cavern Stack when you start a new Game. o It is possible to win a Game without discovering all of the Caverns introduced in that Game or previous Games. In this case there will be more than one card in the Discoverable Cavern Stack at the start of the next Game. 74

82 o Next to each of the Cavern Names there is an ID which should be used to indicated the locations of the Caverns in the Cavern Position Chart (see below). The Boss Column indicates the name of the Boss that is found in the corresponding Caverns Column. o Place the Boss to one side along with his Statistics and Action/Reaction Cards. The Initial Units Column indicates the total number of Units that the Player(s) may use in the Game they are playing. o Surviving Units introduced at the beginning of a new Game are taken from this number. The Turn Event Cards Column shows the number of Turn Event Cards used to dictate the number of Turns in that Game. o Remove the indicated number of Event Cards from the fully shuffled Event Card Deck at the start of the Game and place to one side. GAMES WON CHART Game Games Won Chart Surviving Units Player Player I II Remaining Gems The Surviving Units Column is used to record the number Units that Survived the Game. o o Only fill in this Column if the game was won. Fill in Zeroes if no Units Survived. The Remaining Gems Column is used to record the number of Gems left at the end of the Game after Reclaiming Caverns and Tunnels. o Fill in Zero if no Gems remain. GAMES LOST 75

83 Games Lost When the Player(s) lose a game, record the number of the game lost in the next free slot in the Games Lost Table. If 8 games are lost, the Campaign is lost. 76

84 RECLAIMED CAVERNS AND TUNNELS Mark Reclaimed Caverns in this table. The cost indicates how many Gems are required to cast the Reclaim Spell. All Caverns in this list must be found, their Bosses defeated, and Reclaimed in order to win. Reclaimed Caverns Cavern Cost Reclaimed Meeting of the Ways 2 Sewers 3 Wanderings 5 Hell's Mouth 7 Mark every new Reclaimed Tunnel here. If a Tunnel is lost erase the check. Indicated the number of the Tunnel in the Cavern Position Table (see below). Reclaimed Tunnels COLLECTED ITEMS TABLE When you defeat a Boss, it drops an Item. These can be used to construct special items. All must be collected in order to win. Collected Items Item Number Weak Ichor Pitch Fork Water Essence Fire Essence Gas Pouch 77

85 ITEMS AND ARTIFACTS Make a list of all Artifacts and Items Collected here. Remove from list if you use up the item. Artifacts last until the end of the Campaign. Items And Artifacts 78

86 CAVERN POSITION TABLE The Cavern Position Table is found on the back of the Campaign Sheet and is used to record the arrangement of Caverns and reclaimed Tunnels at the end of each game. Here is a sample of how to use the Cavern Position Table. Each Grey Box represents a Tower. Each has three Cavern sections. In the Solo/Coop game, towers may only reach this height. In this example there are two towers, the One rooted in the Player Base (PBI). Above it is Meeting of the Ways (MEET). The second Tower is positioned directly in front of the first, farther from the Player. It has two Caverns, Sewers (SEWR) on the bottom, and Cave of the Wormy (WORM) directly above it. The Red Boxes are used to record the locations of the Reclaimed Tunnel Ends. Write the number of the Reclaimed Tunnel End on the relevant edge of the Caverns they connect. The Red box beneath the space for labeling the Cavern is used to indicate a Vertical Tunnel. The Tunnel is indicated with a single number. This example has the following Reclaimed Tunnels: (1) A Vertical Tunnel between Meeting of the Ways (MEET) and Player Base I (PBI). (2) A Horizontal Tunnel between Meeting of the Ways (MEET) and Cave of the Wormy (WORM). (3) A Horizontal Tunnel between Player Base I (PBI) and Sewers (SEWR). Record the ID of the Cavern in the elongated Box. Each of the Cavern Sections has three boxes for recording the number of Gems, Fungus Farms and Mines. When the Game is over indicate the number of Gems and Mines in the relevant boxes of every Discovered Cavern. Record all Fungus Farms in Reclaimed Caverns only. 79

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