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Expansion Rule Book Credits

Game Design Gordon Alford Graphic Design Steven Preisman Illustration Matt Forsyth Nele Diel Co-Publisher Greenbrier Games Inc www.greenbriergames.com/ods

It comes. Across the frozen land approaches. See its many faces? Old and powerful Words call out to me In a whisper, a howl. To feel its icy touch And taste of the beyond, Flesh shall be eaten. Then all will be One.

~Selene

- 2 - Expansion Components

CARDS (2.5X3.5IN) TOKENS (CIRCLE) 01. Events (5) 11. +1 Attack Score (4) 02. Foes-Wendigo (7) 12. -1 Attack Score (4) 13. -1 Defense Score (4) 03. Resources (22) 14. Soul (12) 04. Afflictions (6) TOKENS (STANDEES-FOES) CARDS (3.5X4.9IN) 15. Devourer (2) 05. World Scenarios-Realm (18) 16. Famine (2) 06. World Scenarios-Wilds (18) 17. Flesh-Eater (6) 18. Howl (2) CARDS (4.5X5.95IN) 19. Wind Stalker (2) 07. Champions (8) 20. The Skin-Walker (1) 08. Quest Scenarios-Wendigo (12) 21. Whisper (2) 09. Story Endings (3) TOKEN (STANDEE-VILLIAN) 10. Wendigo (1) 22. Wendigo (1)

Nature’s Fury Forgotten Ruins Horrors Below Hunger Enemy Mine Story Ending:Story Defeat Ending: Victory

You wake to a gnawing hungerYou pass in thethrough pit of a yoursnowy belly. clearing and make a grisly Exiting your tent, you squintdiscovery. at the Thesunlight flayed piercing carcasses of several beasts litter through the morning mist.the S nowarea. crunches You examine beneath the frozen remains more closely your feet as you move throughand realize the camp they towere where Werefolk the of the Bear tribe. A supplies are stored. You smellnoise acatches rank stench your attentionand and you find one of them 01 discover that all the food hasstill becomeyet lives. rotten. He gasps weakly at your approach. His ragged breaths form a thin misty trail in the winter air. You spend the day foraging,The butWerebear find nothing will not to survive eat. much longer, but he may As the day passes, an achingknow feeling crucial spreads information across on the Skin-Walker. Test your body and you decideagainst to wait a forscore the of next 8. day to Event Event Event search again. That night, you settle into a restless Place this card on a random Wilds space. Next Turn, Champions travelingNext above Turn, attach Fear to any Champion that slumber. You dream of eatingSuccess: at a grand He explains feast. Plateshow the Skin-Walker is hunting When on this space, use an Action to Test ground lose 1 Health for eachtravels Travel underground action his people to perform a dark ritual. The Awareness against a score of 7. Upon filled with food are being passed around. You suddenly 06 success, gain a random Relic from the hear a murmuring sound and turn toWerebear find the plates tracked her down, but his group Beware the wrath of these greatThere spirits. are places down hereResource where even deck I and reshuffle this card now filled with human body parts. Testwas ambushed. against a “You must stop her before 09 ~Brom fear to tread. ~Anton back into the Event deck. score of 8. she dooms us all,” he whispers. The Werebear provides you the location where Success: You force yourself to wakehe and was can headed. still Place a Quest token on this hear the soft murmuring.space Moving and toward put Black Mass face-down next to the source of the noise, youyour see Champion a wisp-like. creature wreathed in darkness. Place Whisper on thisFailure: space and He enter snarls combat. defiantly at you and refuses to answer your questions. “May she be your Night Stalker Famine 7 Flesh-Eater8 7 Failure: The whispers get louder. Theydeath,” caress he whispers. your The Werebear shudders thoughts, driving you to aonce ravenous more frenzy! before going still. 9 8 8 Attach a Possessed Affliction and add a Search for the following face-up Scenario cards: Soul token to Wendigo’s card. Realm - A Matter of Honour, and Black Thorns 6 6 5 Wilds - Gluttony, Legacy of The Dragon, and The Crusade Quest - Black Mass, and Reckoning

If most choices had negative consequences for the Werefolk, then continue reading this card. Also, continue reading if none of the 02 scenarios above were played. Otherwise, read the other Victory card.

Wendigo Foe Wendigo Foe Wendigo Foe Health 9 Health 6 Special Ability: Hadrian Brom Whenever a Champion movesSpecial to a space Ability: Special Ability: Willpower 5 Willpower 7 with a Quest or Shadow token,At movethe end to thatof each Turn, inflictPlace Addiction a Soul token on Wendigo’s card Champion and perform an Ambushto the nearest Champion withoutwhen Addiction entering play Might 5 Might 3

Agility 2 Agility 3 I cannot see it, but I know itOur is here. people starve and yet youThe do soul nothing. is gone, replaced by an unending ~Nora ~Freya hunger for flesh. ~Brom Insight 2 Insight 5 Awareness 2 Awareness 3 Wendigo ? 3 Persuasion 2 Resolve 4 Resolve 3 ? Spirit-Touched Riposte Cleave Feint ? 07

Experienced Champion

Affiliation: Knights of Albion Experienced Champion 03 Starting Location: Albion Capital 10 Starting Resources: Plate Armour, Sword & ShieldAffiliation: The White Rose Villain Act III Starting Location: Choose Wilds #4 or Wilds #6 Protector: When another Champion on the same Starting Resources: Gateway, Spirits of Rage Beginning the Game: space is about to receive damage in Place Shadow tokens on Realm and Wilds spaces equal to the combat, you may instead transferArchmagi: the Immediately discard any Magical number of Champions and Flesh-Eaters on each Shadow token. Combat Feat Combat Feat damage to Hadrian Afflictions that have attached to Brom Combat Feat Cost: Cost: During Act III: Special Action: Select a Champion on the sameSpecial space Action: While on any space, acquire one Spell Cost: At the end of each Turn, place 1 Shadow token on a Realm to regain 1 card from : Attack two different Foes :in Decline this attacking this combat round space and 1 on a Wilds space. Place Foes on random Wilds : After defending make an additionalcombat round, rolling for 2 andcombat decrease target Foe’s by 2 for attack in this combat roundtests at +1 at -2 for each test this Champion’s next attack A worthy friend and rival. Perhaps one day we will seeAmong who is our kind, he possesses a power not seen in an age. spaces in the following order: better, yes? ~Freya ~Selene 3 Champions or less 4 - 6 Champions End of Turn 1 - Famine & Wind Stalker Famine & Wind Stalker End of Turn 2 - Whisper Whisper & Howl End of Turn 3 - Howl Devourer End of Turn 4 - The Skin-Walker The Skin-Walker

This is my pact. Flesh shall be eaten. Then all will be One. ~The Skin-Walker What RemainsThe Wounded Heart

The directions from the survivorIt is sunset lead when you to you a remote find the corner ruins of athe abandoned castle. You forest. There is an icy chill inenter the airthe as courtyard you survey and the trudge surrounding through deep snow before reaching 04 area. Heavy snow covers thethe landscape inner keep. beneath The place large is emptypine trees. and quiet. You make camp for You begin searching for cluesthe nightas to theand fate patiently of the wait other for hunters. a sign to come. When midnight If they had passed through,arrives, they would you hear have a noiseleft tracks coming in the from the dining hall. You enter 11 12 snow and markings on trees.and Test see ghostly against wraiths a score seated of 7. around the main table. They are arranged exactly as depicted in the painting. One turns towards Success: You find a set of humanyou and tracks laments and onfollow how them they toremain a small trapped. You must convince clearing with campingthem to tents. tell theirUpon story. entering Test the camp,against a score of 8. you discover the remains of the lost hunters. Success: You learn the truth behind the Journal given to you by Failure: You search the forest area forthe days, White but Rose. never It hadfind once the belonged to the Skin-Walker. other hunters. Lose 1 . Failure: They shriek at you in unison before fading from view. 08

The bodies of the hunters Thehave wraiths been carefully tell you thearranged Skin-Walker in the was once a Magi who was blood-soaked snow. Each theface foremost is frozen researcherin a look of on horror, Werefolk. She began practicing 13 14 capturing their last fearfulforbidden moments. rites As you and get was closer, cast out you by also the White Rose. Each of the notice their hearts have beenwraiths removed. had played The air a rolearound in her you downfall and kept all knowledge suddenly becomes colder.of You her find a secret. it difficult One evening,to breath she and lured your them to this castle and The Trial A Feast heart begin to race. An icymurdered pressure startsthem all to withbuild a updark in power.your They had thought to be head. Test against a scorebound of 8. to the painting as wraiths, but cannot truly be free until the Skin-Walker is destroyed. The wraiths help decipher a section Success: You focus on yourof breathing the Journal, and but resist ask passingfor your outsilence. Gain 1 Quest token. A mob gathers outside theThe town's white jail. tower You looms investigate before you in stark contrast to from the cold. TheChoose air turns whether back toto normalreveal theand White you find Rose’s secret. and learn that a local trapperthe surrounding has confessed countryside. to Earlier in the day, local a pattern in the Journal that matches the arrangement murdering his entire family.members He had of wandered the White into Rose approached you in the of the corpses. GainKeep 1 Quest The token. White Rose’s shame remains a secret. They gratefully town with bloodied handsnearby and was town. detained They forwere interested in discussing an Secret: send you more intel on the Skin-Walker. Gain 1 Boon token. questioning. The trapper abandonedkept insisting castle that that an evil was found in the Wilds. You Failure: You feel your heart clenched in an icy grip. Gasping in spirit compelled him to butcherhave been his kin.invited to dinner to chat more about the labored breaths,Reveal: the world You begins feel tothe spin truth before should going come out. The White Rose is discovery. black. Lose 1 and attachsoon a Possessed forced to Affliction. comply with oversight by the kingdoms. People in the crowd begin shouting for the man inside You are rewarded for your honesty. Gain . to be hanged. You can feelYou their knock hatred on the as they front knew door. After waiting several his wife and children. Guardslong exitmoments, the front you and try try again to and then enter the calm the angry townsfolk.tower. Sensing You the announce start of yourself, a riot, but are only greeted by you decide to intervene. Testsilence. againstThe smell a score of food of 7.fills the air as you enter the 15 16 17 18 main hall. Several Magi are seated across from each 05 Success: Your presence otherquells at the the mob dining and table. the Their bodies have been townsfolk disperse.dismembered A guard returningand a look of horror is frozen on their inside suddenlyfaces. exclaims In a pool that ofthe blood trapper at the center of the table is a has escaped! Youhalf-eaten are asked heart. to help Test bring against a score of 7. him back dead or alive. Place a Quest token on the nearest WildsSuccess: space You and searchput Judgment the tower for any reference to face-down next to your Championthe castle.. Eventually you find a painting depicting the same scene at the dining Failure: The mob surges forward andtable. the Alongside guards let the painting is a map to them pass. A large man isthe forced castle. out Place and a Quest token on the hauled to a nearby tree wherenearest he Wildsis strung space and put The Wounded up. You see his haunted lookHeart as face-do he gaspswn next to your Champion. his last breath. Lose 1 . 19 20 21 22

- 3 - The Story

The expansion takes place in the aftermath of the core game and continues the storyline. Several choices made in the core game will carry over into the expansion. Thematically, the expansion works best if played after confronting The Dragon.

STORY QUEST A season has passed since the Champions saved The Skin-walker has survived and has the realm. Winter has come, blanketing the land performed rituals that possess others with a malevolent spirit, transforming them into in snow and ice. The kingdoms are rebuilding, flesh-eating monsters. It is believed she is but tensions rise as food becomes scarce. The trying to summon a god-like entity called Werefolk are in decline and there are rumours Wendigo. The White Rose has provided you of something exterminating their kind. New the Journal of a Magi, which holds the key to disappearances are happening across the realm. deciphering spell symbols and markings Some who have gone missing are later found, found at the ritual sites. It is believed that but turned into ravenous cannibals. The surviving deciphered spells in the Journal can be used Champions learn that these monsters have to provide some form of protection against been created for some greater purpose. Wendigo when it enters this realm

- 4 - Game Setup

RESET THE BOARD:

01 Clear the board of all standees and tokens.

02 Place the Fate token on position #1 of the Fate Dial.

03 Search the Event deck and remove: Enemy at the Gates, Monsters in the Dark, Plague Sickness, Samhain, and War of the Fae. Add the expansion Event cards and shuffle the deck.

04 Remove all current Villain and Foe cards. Replace them with Wendigo Villain and Foe cards.

05 Follow instructions on the Act III side of Wendigo’s card for placement of initial Shadow tokens and Foes on the map.

06 Overlay the new Experienced Champion cards on the old ones and place your Champion standees on the map according to their new Starting Locations. You can choose to either:

A Keep all Resources acquired from the core game or

B Gain the Resources listed in the Starting Resources section. If your Champion died in the core game, you can select a new experienced one and gain the Resources listed in the Starting Resources section.

07 Discard all Afflictions from Champions and reshuffle the Affliction deck.

08 Refer to the Scenario Choices section to determine placement of expansion Realm and Wilds cards face-down next to the relevant Champions. Remove all Scenario decks from the core game and replace with the expansion Realm, Wilds and Wendigo Quest decks.

09 Refer to New Gameplay Rules on customizing the Resource Deck. You may add expansion Resource cards. Then reshuffle the Resource deck and create the Hand.

10 Review the New Gameplay Rules section for all other updated rules and then start the game.

- 5 - Scenario Choices

Players who completed certain Scenarios REFUGEES (REALM) will receive one of two expansion Realm or Did you escort refugees? Wilds cards - identified with or , depending on which choice was made. The Remembrance - You did not escort the relevant card should be placed face-down refugees. next to the player’s Champion. If the players Remembrance - You escorted the refugees. didn’t complete one of the listed Scenarios, EXPEDITION CREW (HOLLOWS) the version should be shuffled into the relevant expansion World deck and the Did you try to persuade to get the Relic or version removed from the game. When the try to take it by force? base game is finished, search for the The Lost City - You tried to persuade the following face-up Scenario cards: expedition The Lost City - You attacked the expedition CASTLE IN THE WOODS (WILDS) leader. Did you help the wraiths? A Feast - You didn’t burn the painting. MASK OF THE (THE DRAGON QUEST) A Feast - You burned the painting. Did you encounter and defeat the Skin-Walker? Snakeskin - You didn’t defeat the Skin- THE UPRISING (CAPITAL) Walker. Did you support the Dragovan rulers or rebels? Snakeskin - You defeated the Skin-Walker. Aftermath - You supported the rulers. Aftermath - You supported the rebels. THE GOLDEN BEAR (THE DRAGON QUEST) Did you challenge Sonja or strike a deal? THE HEIST (CAPITAL) Enemy Mine - You fought Sonja. Did you help the Coppers or turn them in? Enemy Mine - You struck a deal with Sonja. Break & Enter - You helped the Coppers. Break & Enter - You turned the Coppers in. THE STAND (THE DRAGON QUEST) Did you escape with the totem or stay and save the Valkyries? Trapped - You did not save the Valkyries. Trapped - You saved the Valkyries.

- 6 - New Gameplay Rules

I. CHAMPIONS draw a Scenario card matching the location Players can continue into the expansion with of the Champion’s standee and place it their current Champion or choose new ones, face-down next to the Champion’s card. so long as they survived the base game. Players During the Scenario Phase, players with should overlay their Champion card with the Scenario cards next to their Champion may new experienced versions and move their initiate a Scenario by passing a face-down Champion to the designated starting location. Scenario card to another player to read out Players can choose to retain their current loud. The type of Scenario card must match Resource cards or start with the ones listed the Champion’s current location. If no under Starting Resources. Each Champion Champion has a Scenario card to play, then also has updated traits and abilities. skip the Scenario Phase. Successfully completing Realm and Wilds II. ACTIONS Scenarios will place Quest tokens on the The number of actions available per Turn map and Quest cards next to the Champion. now vary by the number of Champions A player whose Champion is on a space with playing at the start of the game: a Quest token may initiate the Quest Scenario by passing the face-down Quest card to another • 4 Champions or less get 4 actions each player to read out loud. • 5-6 Champions get 3 actions each At the start of the Scenario Phase, Champions on the same space may choose III. RESOURCE DECK to join in the same Scenario (as long as one The Resource deck can now be customized of them can initiate a Scenario). A Champion where players can choose which cards to that joins in a Scenario may not initiate their include to suit their selection of Champions. own Scenario this Turn. Players with The deck size will vary depending on the multiple Champions in the same Scenario number of Champions: may choose which Champion’s trait to use for passing a Test or join in combat the same • 30-card deck for 3 Champions or less way as in the core game. The Champion that • 40-card deck for 4-6 Champions passed the Test gains any reward from the success part of the Scenario. However, in If completing a Scenario results in searching the case of failure, both Champions suffer for and attaching a Resource card that is the negative consequences. unavailable in the Resource Deck, the Champion can instead gain the Gold equivalent listed on the card (if any). V. FOE DECKS The Wendigo Foe deck now contains both Foes and Epic Foes aligned to Wendigo. Epic IV. SCENARIOS Foes aligned to Wendigo are not removed There are only Realm, Wilds and Quest from the game when defeated. The card is Scenario decks in the expansion. There are shuffled back in the deck like regular Foes. no Hollows or Capital decks. In the expansion, Scenarios are only VI. CARD CHANGES initiated by Champions that have a face- down Scenario card. The Scenario Choices The following cards have been updated: section will determine any Champions that • Call the (Resource) begin the game with a Scenario card. During • Possessed (Affliction) the game, whenever a Champion removes a Shadow token from the map, the player may Search and replace the old versions with the new ones that have been provided.

- 7 - GNEOD02-US Edition