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How to Assemble the Print and Play

1) Cut out the locations and bosses (the page with the Mages’ Collegium and the Goblin King), as well as the 9 scenario cards (the page that says “Hey, stop escaping!” in the upper left). Leave these cards aside. They will not be shuffled into any deck.

2) Cut out the coins from their page. The squares at the bottom of this page should be cut out and taped together back- to-back, so that they create a double-sided turn marker.

3) Cut out the oversize character hero cards.

4) Cut out each of the 9-card starting decks. You can tell these cards by the fact that they have a character’s face in the bottom right instead of a coin.

5) Cut out and assemble the 50-card hero deck and the 46-card item deck (the cards whose art looks down at objects on a table are the item cards).

6) Cut out the skull-and-bones curse cards and set them aside.

7) Cut out the 62 monster cards and separate them by the symbol in the bottom right. There are 20 goblin cards, 20 humanoid cards, 20 dragon cards, and 2 tokens with no symbol. The token cards should be set aside, and should never be shuffled into any deck.

8) You will need to either make yourself some custom d6s or use other dice. We recommend at least two of each:

: 1, 2, 2, 3, 3, 4 : 4, 5, 6, 6, 7, 8

The white cubes on the cards represent regular d6s with sides 1, 2, 3, 4, 5, 6. NOTE: if you don’t want to make cus- tom dice, then you can replace yellow dice with d4s and green dice with d8s. The game will be a little harder for you, but the overall play experience will be very similar.

9) You will also need a way to track damage on monsters and players. Small beads or dice work great for this. A means of keeping track of Shield effects is also useful. If you have any questions, please contact us! [email protected] Thanks for trying The Battle for Greyport! Rules

Another day, another dungeon. You and your adventuring companions are heading to the Red Dragon Inn for a well-de- served pint when you are rudely interrupted by monsters attacking the city! The tavern will have to wait...

A game of Battle for Greyport consists of a single scenario made up of several encounters. In each encounter, you will be fighting bad guys at some location in the city. Will you be victorious, or will the city burn?

Components

12 oversize character cards 3 location cards (Mages’ Collegium, The Garrison and The Red Dragon Inn) 9 encounter cards 4 9-card starting decks 50-card hero deck 46-card item deck

Coin tokens - copper , silver and gold

Turn marker

60 monster cards (20 goblins , 20 humanoids , 20 dragons )

2 Dragonspawn monster tokens Goblin King boss token Drog, Troll General boss token

27 curse cards Heroes

Damage (number or die to roll)

1 Townsfolk Fire Mage

Recruitment Cost (Copper, Silver or : Draw a card Gold) : +Hero : Splash 3

Physical Hero Magic Hero

Items

Damage (number or die to roll) +4 5 Mace Scepter of Majesty

Recruitment Cost (Copper, Silver or Gold)

Physical Item Magic Item Monsters

Damage Hit Points 2 Ogre 14 1 Armor

Threat 3 She’s a man eater. Literally. Monster Type

Locations

The Mages’ Collegium 14 Hit Points

Ability Magic heroes have Dual Wield.

Reward Reveal the top 5 cards of the item reinforcement deck. A player of the party’s choice may recruit a magic item for free from among them and the magic reinforcement row. Shuffle the revealed cards back into the magic deck. Setup Each player chooses a character and takes the corresponding 9-card starting deck and 3 character heroes. Each player shuffles their starting deck, draws a 5-card hand from it, then puts their Level 1 character hero into their hand, for a total of 6 cards. Leave your Level 2 and Level 3 character heroes to the side - you will use them later.

Choose a scenario. For the print-and-play version, there is only one scenario - The Goblin King’s Escape:

1) Hey, stop escaping! 2) Where did he go? 3) Save the Collegium!

Take the encounter cards that correspond to the number of players in the game (as indicated by the meeple in the upper left) and place them in a pile in the above order.

Create the hero reinforcement deck by shuffling the hero cards together (both physical and magic), then reveal the top four cards of that deck. Then, create an item reinforcement deck by shuffling the item cards together (again, both physi- cal and magic). Then reveal the top four cards of that deck. The 8 revealed cards (4 heroes and 4 items) are called the reinforcement rows. Items and heroes should never be shuffled into the same reinforcement deck.

Put the curse cards and the reinforcement tokens nearby.

Pick a player to go first and give that player the turn marker. They should keep the marker in front of them with the color side up (the side that says “Taunt”).

Proceed to Encounter Setup for your first encounter! Encounter Setup

Take the location card indicated on the encounter card and place it and the encounter card in the center of the play area. If the encounter card indicates one or more bosses, add those cards to the center of the play area, as well.

Create or add to the monster deck by shuffling together the indicated monster subdecks. So, for example, in the “Hey, stop escaping!” encounter, you create your starting monster deck by shuffling together the 20 goblin monster cards, and in the “Where did he go?” encounter, you shuffle the 20 humanoid monster cards into the remainder of your existing monster deck. (For an extra challenge in the “Where did he go?” encounter, try the dragon cards instead of the humanoid cards!)

Deal out monster cards to the location until their total threat level meets or exceeds the threat number next to “location monsters” on the encounter card. Then deal out monster cards to each player until the total threat level of that player’s monsters meets or exceeds the threat number next to “player monsters”. Each of these groups of monsters will be referred to later in the rules as a Monster Group. If you run out of monster cards during this process, reshuffle the discarded monsters and use them as a new monster deck.

Give each player the recruitment tokens indicated on the encounter card under “recruitment”.

If there are other instructions on the encounter card, such as dealing damage to the location, follow them.

If any of the revealed monsters have an “Ambush” ability, resolve them now in the order of the party’s choice.

At the bottom of each encounter card is the penalty if the current location burns down. Be sure that each player reads it, as well as the ability and reward on the location card. They are all very important! After setting up the encounter, you’re ready to fight some monsters! Turns

On the active player’s turn, each player may fight monsters in the active player’s Monster Group (these are called the Active Monsters). If there are no Active Monsters, players may instead fight Location Monsters as though they were active.

In any order, players may take any of the following actions: - Play a hero (limit one hero per player per turn) - Play one item on one of their heroes of matching type (red = physical, blue = magic - limit one item per hero) - A played hero may fight an Active Monster (or a Location Monster if there are no Active Monsters) - Taunt a monster with the turn marker (may be used once per turn by the active player)

Card abilities are described below, but one should be explained here: Taunt. Taunt means “you may take any monster not in your Monster Group and move it to your Monster Group.”

Playing Cards

When you play a card with an ability that is marked with the icon, resolve that effect before taking any other game actions.

Some abilities are marked with the icon. This icon indicates an ability that you can use anytime this turn. If you play a card with a Shield ability, you may wish to use shield tokens to help remind you that you can still use the ability.

Combat abilities marked with the icon resolve when the hero those abilities are on fights a monster.

You may not play an item on a hero after that hero has fought.

You may not play an item on another player’s hero.

Fighting Monsters

When a hero fights a monster, turn it sideways, but leave it in front of you. This is to remind you that you have already acted this turn, and that the hero has already fought. It’s also useful for remembering Shield effects during the Damage step (see below).

When a hero fights, you first declare the monster you are fighting (or monsters, in the case of Cleave). You then roll the appropriate dice. Your attack does the indicated damage to each targeted monster, in the order of your choice. Use damage markers to mark the damage dealt to the monster(s). If the total damage dealt to a monster is greater than or equal to its hit points, the monster is defeated - discard it.

If all monsters are defeated, proceed to “Ending an Encounter” below.

Action Order

Players may intersperse their actions however they like.

Example: on Gerki’s turn, he plays a Rogue and immediately Taunts one of the Location Monsters to himself. Deirdre then plays a Clergyman to make Fiona draw a card. Fiona then plays her character hero card (which counts as her hero for the turn), then plays a Mace on it and uses it to fight two of Ger- Rogue ki’s monsters. Then Gerki plays a Buckler on his Rogue, places a shield token in front of him to help remember the effect, then fights a monster. Gerki then uses the turn marker to Taunt a monster away from Deirdre by flipping over the turn marker and moving the monster. Finally, Deirdre gives her Clergyman a Freezing Staff and uses him to fight one of Gerki’s monsters. Since each character has now taken all of the actions they are allowed, Gerki ends his turn. End of Turn : Taunt Monster Damage

First, the active player takes damage from each Active Monster equal to the damage number in the upper left of the mon- ster card. You may use Shield effects to prevent some or all of this damage. If you are using Shield tokens, discard them when used.

If any player has 10 or more damage, the players lose immediately (unless the scenario or encounter says otherwise).

Next, the location takes damage from each Location Monster. Shield effects may not prevent this damage.

If the location’s total damage meets or exceeds the location’s hit points, the location is destroyed. Players suffer the en- counter card’s penalty immediately, then, starting with the active player and proceeding clockwise, each player chooses a Location Monster and puts it in front of them. Players continue this process until there are no remaining Location Mon- sters.

Cleanup

If any played card has the icon, resolve that ability now.

Then, each player discards any cards they used during the turn. If you discard your character hero card in this way, set it aside near your discard pile. You will get it back during the Reset Hand phase of your own turn.

If there are any unused shield tokens still in play, discard them.

Recruiting

The active player must discard one recruitment token and recruit one hero or item from the reinforcement rows. A re- cruitment card’s cost is indicated in its bottom right. Tokens may be used to “buy down,” so a silver token can be used to recruit a copper or silver card, and a gold token can be used to recruit anything. Tokens may not be combined to get more powerful cards, nor can they be exchanged between players.

In the unlikely event that you cannot afford anything in any of the reinforcement rows, you may temporarily treat your copper tokens as though they were silver. If you still cannot afford anything, you may temporarily treat all of your recruit- ment tokens as though they were gold.

When you recruit a card, it goes straight to your hand. When a card is recruited, immediately replace it in the reinforce- ment rows from the appropriate deck.

Reset Hand

The active player discards down to 5 cards or fewer, then refills her hand to 5, then takes her character hero card back into her hand. She then passes the turn marker to the player on her left.

If you need to draw a card but have no cards left in your deck, shuffle your discard pile to create your new deck.

Players continue taking turns until either no monsters remain, or until a win or lose condition is met. Winning and Losing

Unless otherwise specified, the players win if they defeat all bosses, even if other monsters remain. The players lose if any player has 10 or more damage. Scenarios and encounters may have additional or alternate win or lose conditions.

If you’d like an extra challenge, try lowering player hit points to 9 or 8!

Rewards and Penalties

If a location burns down, each player suffers the encounter penalty immediately, as indicated by the icon. In addi- tion, players may no longer use the location’s ability.

If the players remove all monsters from the location, by either taunting them or defeating them, the players immediately get the location reward. Ending an Encounter

If you defeat all monsters in the current encounter, the encounter ends.

Regardless of whether you defended the location or not, all players now have an opportunity to spend their remaining re- cruitment tokens to recruit cards from the reinforcement rows. Players may recruit in any order, one card at a time. When a card is recruited, immediately replace it in the reinforcement rows from the appropriate deck.

Each player then sets aside their current character hero card and gets the card one level higher, placing it into their hand.

After all players are finished recruiting, each player resets her hand. Proceed to the next encounter!

Fiona the Volatile Character Heroes and Leveling Level 3

As mentioned above, you may “level up” between encounters, gaining new abilities to help you prepare for the .

Some card effects cause you to retire a hero. If you would retire your character hero, instead you “level down”. Set aside your current character hero card and replace it with the one corresponding to the next level down. The new character hero card ends up in the same place as your previous character hero card would have ended up (in most cases, this will be your discard pile). If your character hero is Level 1, just : Taunt discard it instead. You do not need to level down if you are already at Level 1. : Cleave. If Fiona has an item, she gains +2 . The four playable heroes (Fiona, Gerki, Deirdre and Zot) also appear in the rein- forcement deck, so that they can be recruited if no player is playing that character. If a card appears in the reinforcement rows that corresponds to one of the players in the game, retire that reinforcement card and replace it from the appropriate deck. Bosses 10x 1 Drog, Troll Most scenarios include one or more bosses. Bosses are special monsters with nasty abilities and more hit points than normal monsters. General

Unless otherwise specified in a scenario or encounter, a boss will start out as a 1 Location Monster. If a boss becomes active for any reason (such as Taunt), it re- mains active on each player’s turn, so it will travel around from player to player each turn!

In addition, if any player deals damage to any Location Monster (including a boss), the boss immediately becomes active. Note that a monster that is taunted Tank. When Drog damages the away from the location no longer counts as a Location Monster, so taunting active player, he also damages each other player. If Goblin King is away a monster and then fighting it doesn’t cause the boss to become active. in play, Drog and Goblin King stay together at all times. (Moving one If an ability would cause a boss to move to any Monster Group other than the automatically moves the other.) Active Monster Group, it instead moves to the Active Monster Group. Abilities

Ambush: after dealing out monsters to the location and to players, resolve all revealed Ambush effects in the order of your choice.

Armor: some monsters have a shield icon on the right edge of their card. Armor X means “each time damage would be dealt to this monster, reduce that damage by X”. Note that fights from multiple heroes count as multiple instances of damage. In addition, non-fight damage such as Splash and Snipe are each individual instances of damage, so armor will apply to them all individually.

Cleave: this hero may fight two monsters (it deals full damage to both). Note that a hero may never fight two monsters in different Monster Groups. If a hero somehow gets multiple instances of Cleave, they still fight only two monsters, not three or more. You must declare both fight targets before rolling your fight dice. After rolling the dice, you may choose the order in which monsters take damage. Example: The Active Monsters are Drog, Troll General, who has 5 HP left, and the Goblin King, which has 5 armor while Drog is in play. Fiona has Cleave and decides to fight both of them. She rolls 6 damage. She may choose to deal 6 damage to Drog first, defeating him. This causes the Goblin King to no longer have armor, so Fiona then deals a full 6 damage to the Goblin King.

Cursed: when this monster deals damage to a player, that player gains a curse card, putting it in their discard pile. If the monster deals more than one damage to a player, the player only gains one curse.

Dual Wield: this hero may use two items. If a hero somehow gets multiple instances of Dual Wield, they still may only use two items, not three or more.

+Hero: you may play another hero this turn.

Immune to Splash: this monster takes no damage from Splash effects.

Immune to Taunt: this monster can’t be moved with Taunt effects. Ranged: a hero may not fight a Ranged monster in a Monster Group unless that hero is also fighting all non-Ranged monsters in that Monster Group. Example: Fiona has Cleave. The Active Monster Group consists of a Goblin Archer (Ranged) and a Frenzy Goblin. She may fight both monsters. If there were a second Frenzy Goblin, Fiona would not be allowed to fight the Goblin Archer, since she would then not be fighting all non-Ranged monsters in the group.

Retire: to retire a card, remove it from the game. If a game effect would cause your character hero card to be retired, level it down instead.

Shield X: prevent up to X damage that would be dealt to players this turn. If multiple players would be damaged, the players choose how to divide their Shield effects. Shields do not carry over to later turns. Shields do not protect the loca- tion from taking damage.

Snipe X: deal X damage to any monster in play. Note that the hero with Snipe may also fight as normal!

Splash X: when this hero fights, it deals X damage to each creature that it isn’t fighting in that same Monster Group. Example: Fiona has Cleave, and there are four Active Monsters. She uses Throwing Stars as her item, so she gains Splash 3. She fights two of the Active Monsters, rolling a total of 6 damage. She deals 6 damage to each of the Active Monsters she is fighting, then she deals 3 damage to each of the two Active Monsters that she isn’t fighting. She does NOT deal any Splash damage to either of the monsters she fought, nor does she cause Splash damage to happen twice.

Tank: a hero may not fight a non-Tank monster in a Monster Group unless that hero is also fighting all Tanks in that Monster Group.

Taunt: you may take any monster not in your Monster Group and move it to your Monster Group.

The Red Dragon Inn: Battle for Greyport Playtest version 20160301 Designed by Nate Heiss, Jeff Morrow and Sam Waller Art by Erin Wong All contents copyright 2016 SlugFest Games West, LLC. All rights reserved. Deirdre the Priestess Deirdre the Priestess Deirdre the Priestess Level 1 Level 2 Level 3

: A player of your choice : A player of your choice draws a card. draws a card. : A player of your choice draws a card. : Shield 1 : Shield 1, Dual Wield

Zot the Wizard Zot the Wizard Zot the Wizard Level 1 Level 2 Level 3

: Choose one: : Each player may retire a card from their hand or : Each player may retire a card discard pile. - OR - from their hand or discard pile. : Splash 2 : Splash 3 : Splash 3 DFionaeirdre the the VPolriesatiletess DFionaeirdre the the VPolriesatiletess DFionaeirdre the the VPolriesatiletess Level 1 Level 2 Level 3

: A player of your choice : : ATau plnatyer of your choice draws a ca: rTdau. nt draws a card. : A player of your choice : Cleave. If Fiona has an draws a ca: Crdle. ave : Shield :1 Cleave it: emShield, she 1 gains, Dual W +2ield .

GZeotrk thei the W Sizaneakrd GZeotrk thei the W Sizaneakrd GZeotrk thei the W Sizaneakrd Level 1 Level 2 Level 3

: Choose one: : Each player may retire a : Snipe 3 : Each player may retire a card : Scniardp ef r2om their hand or : Gerki may fight any from their hand or discard pile. : disGecrakrdi pilmea.y -fig ORh t- any monster. If Gerki has an :: Splashnipe 22 mons: Splashter .3 :i Stemplash, he 3 gains +2 . The Mages’ Collegium 2 5x 14 Goblin King

Magic heroes have Dual Wield.

Reveal the top 5 cards of the item reinforcement deck. A player of Ranged. If Drog, Troll General the party’s choice may recruit a magic item for free from among is in play, Goblin King has 5 . them and the magic reinforcement row. Shuffle the revealed cards back into the magic deck.

The Red Dragon Inn 10x 11 1 Drog, Troll General 1

The active player gets +Hero.

Tank. When Drog damages the active player, he also damages each other player. If Goblin King is A player of the party’s choice may recruit a in play, Drog and Goblin King stay together at all times. (Moving one card from the reinforcement rows for free. automatically moves the other.) The Garrison 6

Whenever a player recruits a physical card, that player may Snipe 1.

Each player may retire a card from their hand or discard pile. Hey, stop escaping! 2 Where did he go? 2 Save the Collegium! 2 Location: The Garrison Location: The Red Location: The Mages’ Dragon Inn Collegium Setup: Setup: Bosses: Goblin King and Drog, Troll Monster deck: Monster deck: add General Deal 1 damage to the location Setup: Deal 3 damage to the location Deal 2 damage to the location Location monsters: 3 Location monsters: 6 Location monsters: 8 Player monsters: 2 Player monsters: 3 Player monsters: 5 Recruitment: Recruitment: Recruitment:

Each player takes 2 No effect damage. The players lose!

Hey, stop escaping! 3 Where did he go? 3 Save the Collegium! 3 Location: The Garrison Location: The Red Location: The Mages’ Dragon Inn Collegium Setup: Setup: Bosses: Goblin King and Drog, Troll Monster deck: Monster deck: add General Deal 1 damage to the location Setup: Location monsters: Deal 1 damage to the location Location monsters: 6 3 Location monsters: 8 Player monsters: Player monsters: 4 3 Player monsters: 5 Recruitment: Recruitment: Recruitment:

Each player takes 2 No effect damage. The players lose!

Hey, stop escaping! 4 Where did he go? 4 Save the Collegium! 4 Location: The Garrison Location: The Red Location: The Mages’ Dragon Inn Collegium Setup: Setup: Bosses: Goblin King and Drog, Troll Monster deck: Monster deck: add General Setup: Location monsters: 4 Location monsters: 6 Location monsters: 8 Player monsters: 3 Player monsters: 5 Player monsters: 5 Recruitment: Recruitment: Recruitment:

Each player takes 2 No effect damage. The players lose! 1 Acolyte 1 Acolyte 1 Acolyte

1 Acolyte 1 Soldier 1 Soldier

1 Soldier 0 Holy Symbol 1 Sword

: Shield 1 1 Soldier 1 Soldier 1 Soldier

1 Soldier 1 Acolyte 1 Acolyte

1 Acolyte 1 Wand of Magic Missile 1 Sword and Board

: Taunt 1 Soldier 1 Soldier 1 Soldier

1 Soldier 1 Acolyte 1 Acolyte

1 Acolyte 1 Wand of Magic Missile 1 Cloak and Dagger

: +1 if you are not the active player. 1 Acolyte 1 Acolyte 1 Acolyte

1 Acolyte 1 Soldier 1 Soldier

1 Soldier 1 Sword 0 Amulet of Inspiration

: Draw a card : +Hero Brother Bastian Chronos the Time Mage Collegium Elder

: You may declare Chronos’s : Each player may retire a fight target(s) after rolling his card from their hand dice. (The fight targets or discard pile. must still be legal.) : Taunt

Cormac the Mighty Deirdre the Priestess Eve the Illusionist

: If you have 7 or more damage tokens, Cormac : Each player draws a card gets +6 . : Shield 2 : +Hero

Fiona the Volatile Fleck the Bard Gerki the Sneak

: Snipe 2 : Taunt : Each player draws 2 cards, : Gerki may fight any : Cleave then discards a card. monster. +4 Gog the Half-Ogre Kaylin the Renegade Ohava, Grand Cleric

: Choose one: : Cleave - OR - : Play a hero from your discard pile. : Dual Wield

Brewmaster Phrenk Pooky Sera the Fleetfooted

: Each player draws a card, then may retire a card from : Cleave their hand or discard pile. Pooky can’t use items. : +Hero

+2 Serena the Pious Wulfric Zot the Wizard

: Choose one:

Wulfric can’t use items. : Each player may retire a card from their hand or Serena may use magic : A player of your discard pile. - OR - items. choice gets +Hero. : Splash 3 1 Apprentice 1 Apprentice 1 Apprentice

: Draw a card : Draw a card : Draw a card : +Hero : +Hero : +Hero

1 Townsfolk 1 Townsfolk 1 Townsfolk

: Draw a card : Draw a card : Draw a card : +Hero : +Hero : +Hero

+2 +2 +1 Assassin Assassin Barbarian

: Ignores Tank, Ranged : Ignores Tank, Ranged and monster armor. and monster armor. : Cleave +1 Barbarian Berserker Berserker

: +1 for each 2 damage : +1 for each 2 damage tokens you have, rounded tokens you have, rounded : Cleave up. up.

Clergyman Clergyman Covert Operative

: You may retire a card from : A player of your choice : A player of your choice your hand or discard pile. draws a card. draws a card. : Shield 1

Covert Operative 0 Eagle Eye Sniper 0 Eagle Eye Sniper

: You may retire a card from : You may discard 2 cards : You may discard 2 cards your hand or discard pile. from your hand. If you do, from your hand. If you do, : Shield 1 Snipe 8. Snipe 8. Fire Mage Fire Mage Holy Templar

: Splash 3 : Splash 3

Holy Templar Juggernaut Juggernaut

: Shield 1 : Shield 1

Rogue Rogue Sorcerer

: Taunt : Taunt : Splash 2 Sorcerer 1 Temple Archivist 1 Temple Archivist

: Draw a card, then you may : Draw a card, then you may retire a card from your hand. retire a card from your hand. : Splash 2 : Dual Wield : Dual Wield

Water Mage Water Mage

: +Hero : +Hero Amulet of Protection Amulet of Protection 2 Attenuating Ring

: Shield 1, Dual Wield : Shield 1, Dual Wield : +Hero

2 Attenuating Ring 1 Buckler 1 Buckler

: +Hero : Shield 1 : Shield 1

1 Circlet of Focus 1 Circlet of Focus Dagger

: You may retire a card from : You may retire a card from : Dual Wield your hand or discard your hand or discard pile. pile. : Cleave Dagger 0 Elven Bow 0 Elven Bow

: Dual Wield : Cleave : Snipe 6 : Snipe 6

Freezing Staff Freezing Staff 4 Greataxe

: Taunt

4 Greataxe Heavy Shield Heavy Shield

: Taunt : Shield 2 : Shield 2 1 Holy Relic 1 Holy Relic 2 Kunai

: Taunt : Shield 1 : Shield 1 : +Hero

2 Kunai 5 Mace 5 Mace

: Taunt : +Hero

+4 2 Projecting Ring 2 Projecting Ring Scepter of Majesty

: Taunt : Taunt : Cleave : Cleave +4 Scepter of Majesty 0 Scroll of Preservation 0 Scroll of Preservation

The active player takes no The active player takes no damage this turn. damage this turn. : Retire this card. : Retire this card.

2 Scythe 2 Scythe Shortsword

: Draw a card : Draw a card

: +1 per active : +1 per active monster monster

Shortsword Tainted Blade Tainted Blade

: Retire this hero. : Retire this hero. Tainted Wand Tainted Wand Talisman of Lightning

: Splash 2 : Retire this hero. : Retire this hero. : +Hero

Talisman of Lightning Throwing Stars Throwing Stars

: Splash 2 : +Hero : Splash 3 : Splash 3

+2 +2 Wand of Flame Wand of Flame 1 War Horn

: Splash 3 : Splash 3 : +Hero 1 War Horn

: +Hero : Taunt 1 Arcane Wyvern 16 1 Arcane Wyvern 16 1 Broodmother 14 1 1

Ambush: Add a Dragonspawn Cursed Cursed token to this monster group. Stare too long and Stare too long and 2 you’ll go mad. 2 you’ll go mad. 2 Like mother, like daughter. 14 10 10 1 Broodmother 2 Diamondscale Drake 2 Diamondscale Drake 4 4

Magic heroes ignore this Magic heroes ignore this Ambush: Add a Dragonspawn token to this monster group. monster’s armor. monster’s armor. “Nothing a good lightning bolt “Nothing a good lightning bolt 2 Like mother, like daughter. 2 can’t solve!” -Zot 2 can’t solve!” -Zot

2 Dragonspawn 5 2 Dragonspawn 5 1 Feckless Fighter 7

When Feckless Fighter damages a player, roll . On an even roll, Feckless Fighter deals 1 damage to himself. The apple didn’t fall far from the tree. The apple didn’t fall far from the tree. 1 “Ouch! What happened?” 1 Feckless Fighter 7 1 Firespitter 5 1 Firespitter 5 1 1

When Feckless Fighter damages a player, roll . On an even roll, Feckless Fighter deals 1 damage to himself. Ranged Ranged 1 “Ouch! What happened?” 2 His favorite weapon is booze. 2 His favorite weapon is booze.

2 Frenzy Goblin 6 2 Frenzy Goblin 6 2 Gargoyle 10

By the time you see his spinning By the time you see his spinning 2 blades, it’s too late. 2 blades, it’s too late. 3 Tank, Cursed

2 Gargoyle 10 1 Gnoll 11 1 Gnoll 11

“Who’s afraid of the big “Who’s afraid of the big 3 Tank, Cursed 1 bad wolf?” -Deirdre 1 bad wolf?” -Deirdre 1 Goblin Archer 7 1 Goblin Archer 7 2 Goblin Bomber 5

Ranged Ambush: 1 damage to the Ranged Ranged location. His accuracy is uncanny... His accuracy is uncanny... 1 for a goblin. 1 for a goblin. 2 “Boom!! Ah ha ha ha ha!”

2 Goblin Bomber 5 1 Goblin Witchdoctor 6 1 Goblin Witchdoctor 6

Ranged Ambush: 1 damage to the location. Cursed Cursed Has no idea how to read entrails. Has no idea how to read entrails. 2 “Boom!! Ah ha ha ha ha!” 2 Sacrifices small animals anyway. 2 Sacrifices small animals anyway. 12 12 2 Gorgon 2 Gorgon 1 Grunt 7

2 Ranged 2 Ranged 1 “Whatcha want me to hit?” 11 11 1 Grunt 7 2 Harpy 2 Harpy

Ambush: Each player Ambush: Each player discards a card. discards a card. “Who wants a faceful “Who wants a faceful 1 “Whatcha want me to hit?” 2 of talons?” 2 of talons?” 14 14 14 1 Hulking Monstrosity 1 Hulking Monstrosity 1 Hydra

When Hydra damages the active player, it also damages each other player. You wouldn’t like him You wouldn’t like him “C’mon, now that’s just 2 when he’s angry. 2 when he’s angry. 2 unfair!” -Gerki

1 Hydra 14 2 Ice Wyvern 18 2 Ice Wyvern 18

When Hydra damages the If a hero deals 10 or more If a hero deals 10 or more active player, it also damages damage to Ice Wyvern in a single damage to Ice Wyvern in a single each other player. fight, Ice Wyvern is defeated. fight, Ice Wyvern is defeated. “C’mon, now that’s just Experienced adventurers Experienced adventurers 2 unfair!” -Gerki 1 know its weakness. 1 know its weakness. 15 15 2 Iridescent Wyvern 2 Iridescent Wyvern 2 Ironscale Drake 9 4 4 1

Ranged. Retire any physical Physical heroes ignore this Physical heroes ignore this item used to fight this monster’s armor. monster’s armor. monster. While you watch its shifting While you watch its shifting “Hey, that was my 2 colors, it disembowels you. 2 colors, it disembowels you. 2 favorite sword!” -Fiona

2 Ironscale Drake 9 2 Magma Drake 13 2 Magma Drake 13 1

Ranged. Retire any physical When a hero defeats this When a hero defeats this item used to fight this monster, retire that hero monster, retire that hero monster. and any items it used. and any items it used. “Hey, that was my “I got this.” “I got this.” 2 favorite sword!” -Fiona 1 -Soldier’s last words 1 -Soldier’s last words

1 Naga 15 1 Naga 15 2 Ogre 14 1

Ambush: Each player draws Ambush: Each player draws a card and gains a curse. a card and gains a curse. 3 3 3 She’s a man eater. Literally. 2 Ogre 14 1 Orc Warlord 10 1 Orc Warlord 10 1 1 1

The player this is in front of The player this is in front of 3 She’s a man eater. Literally. 2 can’t draw cards. 2 can’t draw cards.

1 Peon 6 1 Peon 6 1 Siege Engine 6

Ranged Immune to Splash Noisy? Check. Poorly built? Check. 1 First to fight, first to die. 1 First to fight, first to die. 1 Destructive? Check and mate.

1 Siege Engine 6 1 Spiked Drake 14 1 Spiked Drake 14

Ranged. When a player’s Ranged. When a player’s Ranged hero defeats this monster, hero defeats this monster, Immune to Splash that player takes 1 damage. that player takes 1 damage. Noisy? Check. Poorly built? Check. The bigger they are, the The bigger they are, the 1 Destructive? Check and mate. 1 harder they impale. 1 harder they impale. 1 Trickster Mage 6 1 Trickster Mage 6 1 Troll 11 1

Immune to Splash Immune to Splash His magic isn’t very useful... His magic isn’t very useful... The smell alone requires 1 It’s just annoying. 1 It’s just annoying. 2 a saving throw. 11 13 13 1 Troll 1 Two-Headed Giant 1 Two-Headed Giant 1

The smell alone requires Cursed Cursed 2 a saving throw. 2 Double your pain. 2 Double your pain.

3 Wandering Wyvern 11 3 Wandering Wyvern 11

This monster is active on This monster is active on 2 each player’s turn. 2 each player’s turn.