ew know the secret trails that lead to Wylemuir. Isolated upon a vast mesa, this remote and ancient land is divided by an escarpment into the

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F ew know the secret trails that lead to Wylemuir. Isolated upon a vast mesa, this remote and ancient land is divided by an escarpment into the Highlands and Wyldlands. The Highlands are covered with dense, evergreen forests, and rocky valleys cut by pure streams of phosphorescent liquids. The Wyldlands extend across an expansive dry lake bed littered with rough shale, and punctuated by delicate spires of living silica. The Highlands are where immense conifers serve as sylvan castles for the Wyverns: dragon-like lizards possessing both ferocious strength and powerful intellect. Reclusive and distrustful of strangers, their bodies are covered in coruscating scales providing the gifts of both camouflage and flight. Their leader holds the ceremonial title of Wyvern Monarch and is charged with defending the land of Wylemuir. This Monarch resides within an enormous hollow tree trunk emerging from a rock wall covered in exposed quartz, tangled roots, and dense clusters of ferns. The apex of the trunk opens to the elements and enables the Wyvern Monarch to receive visitors to his court. The Wyverns collective memories are recorded using a system of runes, intricately carved by metallic talons into clusters of standing stones. These stones are sheltered among living henges of Hawthorne and Honey Locust trees. The Hawthorne symbolizes the mysteries of the cosmos while the Honey Locust, represents perseverance in the face of adversity. The principal henge is called the Eldiom and is situated at the base of the central escarpment. It contains carved representations of all the genus of Wyvern in the rock face above it. At regular intervals of an arcane calendar, the Eldiom is covered by the shadow of the escarpment. The holder of the Wyvern Monarch title then determines the expansion and colour of the constellations of the firmament above Wylemuir. This celestial configuration is inspired by the contour of the thorns and branches of a ceremonial Hawthorne, called the Elthorne, itself having demonstrated all stages of life. When this process is complete, the Wyvern Monarch abdicates its charge and its successor becomes leader of the Wyverns. The other inhabitants of Wylemuir live within the sphere of beneficent influence cast over these natural processes by the Wyverns. Among these are Warrior Maidens and their armoured companions, the Blind Guardians. The Maidens cultivate frost geodes in shallow basins. The growth of these crystals being influenced by the radiation from the ordered constellations above and the subtle stories told on the standing stones below. Spheres, wands, and amulets, are made from the frost geodes and presented to the Wyverns at the Eldiom. However, this idyll is threatened by the Metozores. They are a diminutive, goblin-like race who naturally covet both geode and thorn to nurture their army of Shambling Mounds and Poisonwood Golems. The Cursed Druid, Kraesus, augurs that the constellations reveal a favourable opportunity to strike at the heart of Wylemuir and dominate the Eldiom itself. The leader of the Metozores, the ambitious Wylock Wylissa, dispatches raiding parties of Orcs and Goblins to capture the lands of the Warrior Maidens. One of these Maidens demonstrates the rare ability to decipher the Wyvern runes. She sets out to find the redoubt of the elusive Wyvern Monarch to entreat him to send aid. This story chronicles her transformation into the first of the heroic Wyvern Riders

Sticker Instructions Medium Pieces Warrior Maiden Harbinger Blind Guardian Succubus Small Pieces Refer to the Catacombs Third Edition or Catacombs & Castles manual for detailed sticker application instructions. Poisonwood Golem Wyvern Familiar Extra Small Pieces Goblin Fighter Goblin Captain Large Pieces Faevern / Frostvern Monarch / Sylvern x4 pieces Ettin Shambling Mound Cursed Druid / Wylock Rockvern / Owlvern Wylamander / Wrystal Components Room Cards x11 Hero Ability Cards x3 Hero Item Cards x5 Wyvern Cards x16 Catacomb Lord Cards x6 Monster Cards x5 Aldioss Hero Cards x4 Double-sided Short x1 Double-sided Ring Double-sided Spread x1 x1 Metozore Hero Metozore Warrior Cards x2 Cards x4 2 3 Double-sided Long x1 Double-sided Game Board x1 7 Double-sided Punch Board x1 Wyvern Claw Tokens x24 Egg Tokens x3 Double-sided Catacomb Lord Wood Piece x1 4 Spring Tokens x4 Hero Wood Pieces x4 Familiar Wood Piece x1 Monster / Warrior Wood Pieces x11 Wyvern Wood Pieces x8 2 Sticker Sheet x1

Overview Wyvern Characters Wyverns of Wylemuir is an expansion for both Catacombs Third Edition (hereafter referred to as Catacombs) and Catacombs & Castles. This section introduces the content included with this set. Wyverns are a new class of character (see below). Four Area of Effect templates are used with the new shot icons found in this expansion and supported in both Catacombs and Catacombs & Castles. This set includes four heroes, two representing the Aldioss Tribe of Warrior Maidens from the land of Wylemuir, part of the Heroic Forces, and two from the Metozore army, part of the Catacomb Forces. These heroes can be used in both Catacombs and Catacombs & Castles. New Ability cards are included for the Chicken Champion, Skeleton Explorer, and Thief from Catacombs. These cards improve their integration with Catacombs & Castles. Catacomb Lord cards in this set are provided in the format of Catacombs; however, they are compatible with the Boss Mode of Catacombs & Castles. New Warrior cards in this set are provided for playing with the Catacomb Lords in the Boss Mode of Catacombs & Castles. Spring and Egg Tokens are used in Catacombs with the Secret Spring and Wyvern Nest Special Room cards respectively. The Item, Monster, and Room cards are supported exclusively in Catacombs. This set includes a double-sided game board that may be used with either title, but is the standard size for Catacombs. It is recommended that players retain the die-cut circles in the board as these are used to indicate the locations where the obstacle blocks included with Catacombs & Castles may be placed. The board has the same six rune symbols found on the Catacombs & Castles board. Wyverns are neutral and are not aligned with either the Heroic or Catacomb Forces. Most heroes, monsters, Castle, and Catacomb Lords can ride the Wyverns. Antients, Familiars, and Gelatinous Cubes cannot ride Wyverns (see page 8). Like Antients, Wyverns cannot be damaged and are unaffected by any shot modifiers (such as regeneration) or secondary effects (such as devour, temporal shift). They can be teleported, be transported via Runic Shifts (see page 7) and can travel through Magic Portals. Like the Monster Pool that organizes monsters in Catacombs, Wyverns are kept off to the side of the game board in the Wyvern Aviary until brought into play. Wyverns come into play by being placed on the game board at the beginning of a game (Catacombs & Castles) or room (Catacombs). They can also hatch from a Wyvern Egg Token (Catacombs). Finally, heroes and Catacomb Lords in this expansion start a game (or room) riding a Wyvern. When a character rides a Wyvern they are referred to as a rider. A Wyvern can only take an action (perform one of its shot sequences) with a rider on its back, otherwise it remains stationary on the game board. Invulnerable Wyvern s Name This is a Wyvern s default shot sequence. Available to all riders, no Wyvern Claw Tokens are required. Wyvern Monarch - This sequence requires one Wyvern Claw Token each time it is performed. ((( Rune s ((( Terminology ((( WYVERN The term character shot was first introduced in Catacombs & Castles. In the Catacombs game, Rush and Melee shots are considered to be character shots as the character (hero, monster etc.) disc itself is flicked across the game board instead of a ranged disc. The Wyvern Strike shot (introduced in this expansion) is also a character shot. 3 Wyvern Claw Token (Players may have five maximum at a time) This sequence requires two Wyvern Claw Tokens each time it is performed. A Wyvern has a default shot sequence that all riders can perform. The other two sequences can only be performed by first collecting and then spending either one or two Wyvern Claw Tokens.

Riding A Wyvern Once a Wyvern is in play, a character climbs onto a Wyvern s back by hitting it with any character shot. Wyvern Shot Sequences and Wyvern Claws Each Wyvern has three shot sequences on their Wyvern card. To perform one of the Wyvern s sequences: 1. Remove the rider disc from the Wyvern disc and either hold onto it or place it beside the game board. If the character shot successfully hits the Wyvern disc, then the character s disc is placed on top, in the centre of the Wyvern s disc. 2. Perform a sequence with the Wyvern disc. If any shots remain in the character s sequence, they are immediately skipped and the character performs a shot sequence listed on the Wyvern card instead. If two Wyvern discs are adjacent to each other and both are hit, the player may choose which Wyvern their hero would like to ride. When there is an existing rider on a Wyvern (regardless of which team they are on), that rider must be knocked completely off that Wyvern s disc, landing flat on the game board in order for the attacking character to assume control. If the existing rider s disc is balancing against the Wyvern disc and not laying flat on the game board, then the attempt to unseat the rider was unsuccessful and the existing rider s disc is placed back on top of the Wyvern s disc. Rider knocked off Rider remains on Wyvern If a rider is knocked off a Wyvern by an indirect shot that doesn t hit the Wyvern disc itself, then the rider maintains control and is placed back on the Wyvern s disc. Characters may dismount from a Wyvern at the start of their turn by placing their character disc anywhere within 1 / 2.5 cm of the Wyvern s disc. They may then perform their chosen action as normal. Players do not lose any Wyvern Claw Tokens when a hero they control is knocked off a Wyvern. 4 3. Replace the rider disc back on the Wyvern disc. By default, the player always performs the Wyvern s first shot sequence. By collecting the required number of Wyvern Claw Tokens and choosing when to trade them in, players may perform either of the Wyvern s other two shot sequences. Players collect Wyvern Claw Tokens by directly hitting an opponent s character disc with the Wyvern Strike shot. If successful, a player takes one Wyvern Claw Token from the Wyvern Strike supply. The Wyvern Strike is = 0 damage ineffective when used against other Wyverns. Protecting the Wyvern Rider Normally while riding a Wyvern, a rider is protected from shot modifiers (Catacombs) and secondary effects (Catacombs & Castles), but not damage. However, before a game starts, players may decide that a Wyvern s invulnerability provides protection from damage as well. Before a game starts, players may decide that riders cannot be permanently knocked off a Wyvern unless they choose to dismount. These options may be combined.

Area of Effect s icons frequently appear in conjunction with a character shot. For example: This expansion includes four double-sided Area of Effect templates (referred to simply as templates), labelled Short, Long, Spread and Ring. All templates inflict one point of damage to any target laying beneath them. The critical variant uses the reverse (red) side of the template and inflicts two points of damage. A template s icon in a shot sequence indicates which template to use. Ring Ring Critical Ring Critical Ring Short Short Critical Short Critical Short Spread Spread Critical Spread Critical Spread Long Long Critical Long This shot sequence tells a player to flick a character into position using a Rush shot. They then hold the Spread above the character s location on the game board to see which targets the template affects (if any). After any damage has been inflicted, the template is removed and the player performs another Rush shot with the character. s and Catacombs & Castles Transfer Types When playing with Catacombs & Castles, a letter below the template icon indicates the type of transfer that occurs when a Health Token is captured. P Power Transfer A H Assist Transfer Health Transfer V Void Transfer A power transfer is assumed when no letter is present below a template icon. For example, these two shot sequences are equivalent: P Critical Long More than one transfer type can be specified in a shot sequence, as shown below: In Catacombs, other template modifiers are possible including petrify, stun, corrosion, and poison. These modifiers are ignored in Catacombs & Castles. P A H V Short with Petrify Modifier Long with Stun Modifier Spread with Corrosion Modifier In this case, a player would choose either a power, assist, health or void transfer after inflicting damage with the template. Ring with Poison Modifier 5

Using Area of Effect s When using the Short, Long, and Spread templates, place the end with the black circle over the top of the character using it. A template may be positioned in any direction across the game board and away from the character. Once the player has fixed the direction of the template, then they check to see if any opposing characters are covered by it, either partially or completely. Damage and the effects of any modifiers are then applied to all affected characters. Characters that are on the same team are unaffected by templates, as per normal rules related to friendly fire. For the Long template, only characters that are partially or completely covered from the curved dotted line to the end of the template are affected. Rules For Catacombs Barbarian: The Barbarian may use his Berzerker Battle Axe while riding a Wyvern instead of one the Wyvern s shot sequences for that turn. Perform the four chain melee shots with the Wyvern s disc instead of the Barbarian s disc. Chicken Champion: The Chicken Champion cannot ride a Wyvern directly; however, it can temporarily take control of any Wyvern in the current room and perform its Feathers of Fury Ability using that Wyvern s disc. If the Wyvern has a rider, place that rider back on the Wyvern after the sequence is complete. Elf: The Elf can perform all of the Sylvern s shot sequences without spending any Wyvern Claw Tokens. Skeleton Explorer: The Skeleton Explorer has already visited the land of Wylemuir and starts either Catacombs or Catacombs & Castles with two Wyvern Claw Tokens. Thief: The Thief may start the game with an Egg Token. When the Wyvern Nest Special Room Card is in play, the Egg Token must be spent before the heroes arrive at that card. Secret Spring Special Room Card The heroes find their way to the Secret Spring whose cold, clear waters offer recuperation and healing. Secret Spring Spring Token The Ring template does not have a black circle and simply affects all targets covered by it (again partially or completely). Shuffle the four Spring Tokens and place them face down on the Secret Spring Room card. Each player draws a Spring Token and does either of the following: 1. Takes the full amount of health indicated on the Spring Token, adjusting the hero s health track accordingly. 2. Keeps the Spring Token and discards it during the Setup Phase of any subsequent Battle Room. When used this way, some of the Spring s potency will have diminished and therefore only half the value of the Spring Token may be converted (rounded down). Obstacles on the game board do not block the effects of templates. Only the hero that owns the Spring Token may use it. The hero s health may not exceed its starting level. 6

Components Wyvern Nest Special Room Card While making their way through a mountain pass, the heroes discover a giant nest with Wyvern eggs that are ready to hatch. In fact, one of them already has! Wyvern Nest Room Cards In this expansion, icons representing Wyverns appear on the Room cards included with this set. During the Setup Phase, the Overseer places the indicated Wyvern in the direct centre of the game board or on one of the location runes. Poisonwood Grove 1 x1 Three players take an Egg Token each. The fourth player takes the Wyvern Familiar Item card and disc. If the Wyvern Familiar is already in play, the player controlling it does not receive an Egg Token. Egg Tokens During any subsequent Battle Phase, a player may hatch a Wyvern instead of taking their hero s normal action. The player discards an Egg Token, chooses any available Wyvern from the Wyvern Aviary, and performs the following sequence with their hero: Wyvern Catacomb Lord Cards Both the Wylock and the Cursed Druid Catacomb Lords start riding the Wyverns indicated on their Setup Cards. During the Setup Phase, the Wyvern is placed anywhere inside the Monster Start Zone with its Catacomb Lord rider on top. Reanimation The Shambling Mound monster... cannot be permanently destroyed by the Heroic Forces. When killed, it is Reanimation immediately placed on the back edge of Health the Monster Start Zone by the Overseer. Shambling Mounds do not count as monsters for the purposes of determining when a room is complete. Summon Any Wyvern When the Egg shot ranged disc from Catacombs & Castles is available, the player may choose the following sequence instead: The Wyvern is placed on the game board as normal and persists for the remainder of the room. 7 Runic Shift The character performing a Runic Shift (including Antients, Familiars, and Wyverns) is picked up from their current location and moved to any unoccupied Rune Location icon on the game board. Afterwards, execute a Melee shot with that character. During each Resolution Phase, players return all unused Wyvern Claw Tokens. Runic Shift

Rules for Playing With Cavern of Soloth Centaur Warrior: The Centaur Warrior cannot ride a Wyvern directly due to his massive body. However, he can transfer his consciousness to any Wyvern and perform his missile shot from that Wyvern s location on the game board. Dwarf Miner: Once per game, the Dwarf Miner may start any Battle Room riding either a Rockvern or Wrystal. Ice Princess: The Ice Princess can perform all of the Frostvern s shot sequences without spending any Wyvern Claw Tokens. Orc War Chief: Recruited by the Wylock, the Orc War Chief starts with three Wyvern Claw Tokens. Sorceress: During the Setup Phase, if the Sorceress does not have any Wyvern Claw Tokens, she gets a free one. Witch Hunter: Monsters destroyed by the Witch Hunter when he is riding a Wyvern do not count for the purposes of activating his Ability cards. The Repeat Shot can be used to force a Wyvern with a rider to perform another action, provided the rider isn t knocked off in the process. Repeat Shot 2. Up to three Wyverns (players decide how many) are placed in the centre of the game board at the start of the game. No further Wyverns can be hatched from the Wyvern Aviary. Wyvern War Variation (Team Mode Only) In this variation, all heroes start by riding a Wyvern of their choice which they control exclusively for the duration of the game. If a hero is knocked off of their Wyvern, another hero may not ride it. It is recommended that each team only have eight Health Tokens (or less) in their Health Pools and that Armour Tokens are not used. Try playing this variation on the new game board included in this set. These characters can ride Wyverns: Heroes riding on a Wyvern may participate in Team Actions; however, they use one of the Wyvern s sequences instead of the sequence on the Ability card. New Catacomb Lords and Warriors in Boss Mode The Catacomb Lords in this set are the Wylock and the Cursed Druid. Both have the starting number of Reinforcement Tokens and Armour Tokens printed on their Rules cards. The two Warriors included in this expansion (the Succubus and Goblin Fighter) can be mixed in with those included in the base Catacombs & Castles game. Visit us at www.elzra.com shop.elzra.com For Customer Support Please Visit: support.elzra.com Twitter: @elzragames @catacombsgame BoardGameGeek: bit.ly/bggwyverns 1. Wyverns can be hatched during play by using an Egg shot. Players can determine at the beginning of the game how many Wyverns are available in the Wyvern Aviary. Wyverns are hatched from the Wyvern Aviary on a first come, first served basis. Reference: Who Can Ride Wyverns Rules For Catacombs & Castles Lead Designer: Aron West Operations Manager: Hiba Yokhana Illustrator: Kwanchai Moriya Graphic Designer: Jordan Silvestri Manual Editor: Aron West Proofreaders: Christian Busch, Magda Mizgalewicz, Quintin Hewlett Introducing Wyverns Into Play Use the following rules to introduce Wyverns into Catacombs & Castles for either Team or Boss Modes. Heroes: any hero except the Centaur Warrior, Chicken Champion, Gelatinous Bunny, Gelatinous Cube Catacomb / Castle Lords: all except the Behemoth, Dragon, Hydra, Ice Dragon, Siege Defender, Stone Crusher, Vampire Lord Dungeon Monsters (green): only Lizard Man, Orc, Swamp Orc Infernal Monsters (orange): only Infernal Acolyte, Rakshasa Metozore Monsters (green): all Undead Monsters (gray): only Elder Vampire, Ghoul, Skeleton Archer, Skeleton Warrior, Swordmaster Ghoul, Vampire Guard Warriors: all Wraith Knight Monsters (black): all Zombie Monsters (purple): all These characters cannot ride Wyverns: Antients, Familiars, Mythological monsters (blue), Vermin monsters (beige) Special Thanks to Una & Phil Thanks to Ryan, Marc, Blake, Carsten, James, Rich, Thibs Dedicated to M.H. Catacombs: Wyverns of Wylemuir First Edition 2017 Elzra Corp. Catacombs: Wyverns of Wylemuir First Edition English Manual v1.0 Catacombs: Wyverns of Wylemuir uses the Dexterity Game System Catacombs, Catacombs & Castles, Elzra, Wyverns of Wylemuir and the Dexterity Game System are trademarks of Elzra Corp. 8