Campaign Book

Campaign Book

REALMS REALMS AWAKEN REALMS AWAKEN REALMS AWAKEN REALMS AWAKEN REALMS Ca mpaignAWAKEN booK AWAKEN REALMS GENERAL RULES OVERVIEWThe 1-player adventure mode of Lords of Hellas immerses you in the story of the legendary Persian Invasion. In the first of two acts, you will attempt to gather as many allies and soldiers as possible, while stopping Xerxes’ vanguard. SETUP In the second act, the Persian emperor himself arrives in Greece, leading the largest army the ancient world has ever 1. Place 3 fully upgraded Monuments (Zeus, Athena, Hermes) seen. You will need all of your cunning and tactical skill, as well as careful preparations from Act I, to prevail. on their indicated spaces on the Map. Place the 3 God’s Ar- tifacts (Owl of Athena, Boots of Hermes, Thunder of Zeus) This solo variant of the game uses a special map, found on the back of the regular game board with monster move- next to the Map. ment arrows and special population attitude tracks located next to all lands. 2. Place the Oracle of Delphi in Phocis. All games are semi-randomized with different quests, monsters and a set of triggered Scripts. 3. Set 6 Temples on their indicated spot on the Map. 4. Select the cards with the single player symbol from the fol- lowing decks: Combat Cards, Blessings, and Artifacts. 1. REALMS2. 3. Set aside the rest of the cards from those decks, as they will not be used in the single player game. 5. Separate the Quest Cards from the Events Deck (exclude the Capture Cretan Bull card, as it won’t be used in this mode) and set them next to the Map together with their 4. appropriate Quest Tokens. 6. Place Monster models and Monster Trays next to the Map. Exclude Chimera, as it won’t be used in this mode. RESTRICTIVE MANEUVER MEDUSA’S BLOOD COMBAT MINOTAUR’S HORN SHOOT TO KILL Place Wound tokens and the Monster Die next to the Map. OWL OF ATHENA THUNDER OF ZEUS BOOTS OF HERMES Use 3 Combat Cards with a bow symbol Place Monster Attack Deck on the Map. When you are the defender in a Battle, to deal a Wound of any type. your enemy can play only 1 Combat Card. Use 2 Combat Cards with a sword Discard a Combat Card with a bow symbol Use after a Battle. symbol to deal a Wound of any type. Use when you are the to deal 1 Wound to the Monster 2 You can ignore 1 7. Select the Achilles Hero Board and place it in front of you. or kill 2 Hoplites Casualtiesdefender Symbol in a Battle. Immediately move any FLANK ATTACK or add 1 to your enemy’s . Deal 1 Wound to any in the Region your Hero is in. 2 number of your Hoplites Monster on the Map. Place your Hero total Casualties Symbols Or If you have moreTACTICAL Hoplites MANEUVER from neighboring Regions Put a blue ring on the Achilles model’s base. Select the blue Draw 2 Combat Cards in any Region on the Map into the Region where and keep 1. Deal 1 Injury to an enemy (does not count than your opponent in this Battle, is greater the Battle takes place. Hero (the enemy chooses as a Hero Movement). BLESSINGS add 2 toIf your your Army Hero’s Strength Leadership. , which Attribute). than the enemy Hero’s Leadership ARTIFACT Hoplites, Priests, Control Tokens and 3 Attribute tokens. add 2 to your ArmyCARDS Strength. AWAKEN 8. Set all yellow Hoplites, Priests and Control Tokens next to the Map – they will represent your Allies during this game. 9. Green Hoplites and Control Tokens will represent Persian MACEDONIA SAVING armies and the Regions they’ve conquered. Set them next PROMETHEUS ELIS REALMS CLEAN AUGEAN to the Map. Green Priest models represent the Spies of Discard 1K STABLES 5. MESSENIA 6. AID TOCORINTH ATLAS K2 D KILL Xerxes. Discard 2 STYMPHALIAN CYCLOPS BIRDS CORINTH 2 D2 C KILL W HYDRA Discard 4K2 L STYMPHALIANCORINTH SPECIAL ATTACK 10. Set Xerxes’ Board next to the Map. Place one of the green Injury. Reward1 A BIRDS Deal 1 Permanently decrease by 1. KILL Attribute W 4 C CORINTH one Hero 3 D to your Priest Pool STYMPHALIAN SPECIAL ATTACK Add 1 Priest V MEDUSA 2 Land Recruit 2 1Hoplites A 1 A BIRDSKILL CORINTH REGION ATTACK Reward to all Heal all Wounds. Control Tokens on the first space of the Persian Invasion under your control. Injury in a Region Deal 1 on Hydra STYMPHALIAN in the same 2 F Heroes W 5 C KILL as Cyclops and . Keep this card. BIRDS Region Regions SPECIAL V ATTACK Injury. 1 RewardA 1 A STYMPHALIAN all neighboring REGION ATTACK Deal 1 is Discard it to playA 2 Special Actions SPHINX 2 (instead of 1). J Kill 1 Hoplite If the Hero’s Speed in a Turn BIRDS REWARD Hydra is in F Region . 2 in the lower than 3, immediatelyHunt Track, and a second token on the first space of the Mobili- 2 F 1 A Eye of Cyclops end the Keep this card. At any time,Reward you can and in all neighboring. V W 1 A . Regions discard it to remove all of your Used Cards Action REGION ATTACK 2 A Combat J SPECIAL ATTACK Tokens and draw 2 REWARD . Injury. If the 2 F 1 A Deal 1 is A, keep one Kill 1 Hoplite CERBERUS Draw 3F Neutral Artifacts1 Poison Arrows cannotHero’s move Leadership 2 Reward and shuffle others back. Passive: Hoplites withlower Medusa than in it. 3, immediatelyHunt. zation Track. Place four Spies of Xerxes (green Priests) on 2 A2 F out of a Region end the 1 A MONSTER J V W , keep one REWARD REGION ATTACKSPECIAL. ATTACK Draw2 3F Neutral Artifacts 2 A2 FReward Blood of MedusaKill 1 Hoplite MINOTAUR and shuffle others back. Injuries Passive: Players incannot any way Deal 3 Hoplites 2 F , keep one Recruit with Sphinx in it. Xerxes’ Command Track so that they occupy slots from 2 Reward 2Neutral A Artifacts in a Region W Draw 3 NASTY WOUND J V and shuffle others back. REWARD SPECIAL ATTACK . F REGION ATTACK Injuries 2 Reward, keep one Deal 2 Head of Sphinx Discard half of Draw 3 Neutral Artifacts CHARGE . and shuffle others back. Kill 3 Hoplites your Combat Cards , keep one 4 (rounded up). to 5 (the first slot on the track should always be empty). V Draw 3 Neutral Artifacts 1 + 1 for each Effect: J REGION ATTACK and shuffle others back. REWARD . uncovered Wound symbol. Kill 1 Hoplite Adamant TethersThe player controlling Deal 1 Injury. Effect: with Minotaur . Region Priest Permanently decrease must sacrifice 1 11. Take all 24 Used Action Tokens, shuffle them and set them by 1. J highest Hero’s Attribute REWARD Deal 2 Injuries. Minotaur’s Horn ATTACK face down next to the Map so that you cannot see their numbers. This pile will grow smaller during the game with your every Special Action, representing the passage of time. SPECIAL ABILITY Add Achilles’ Speed or Strength (whichever is lowest) to your Army Strength in the Region he is in. STARTING BONUS AWAKENSpeed 7. Achilles starts with 2 . 8. 9. You should never return any Used Action Tokens to HERO BOARD ACHILLES the pile. PRIESTS PREPARE HUNT USURP BUILD MONUMENT : CHOOSE ANY 2 All players remove Priests Heal 1 Injury _____________ from_____________ all Monuments Draw_____________ Combat Card Add next level of chosen = Monument Recruit 1 Hoplite _____________ (in Region Gain Priest for every Temple with your Hero) you control REALMS BUILD TEMPLE RECRUIT MARCH END TURN All players remove Used Action Tokens = 2 _____________ 12. Place appropriately colored Glory Tokens on the Popu- Roll Monster Die = for each Monster on the Map = 4 _____________ Draw Event Card SPECIAL ACTIONS LEADERSHIP STRENGTH SPEED lation Attitude Tracks next to all Lands. Set them in the “Neutral” position. Any remaining game pieces won’t be used in this mode: • Event Cards (excluding the missions selected earlier) • Chimera (and its Monster Tray) • Models of Perseus, Heracles, and Helena with their respective 10. 11. 12. Hero Boards and tokens MOBILIZATION TRACK 3 MARCH! 2 • Red Hoplites, Priests and Control Tokens 1 XERXES COMMAND TRACK 5 • Temple Cards 3 4 1 2 INVASION TRACK 9 7 5 3 10 1 8 6 4 2 0 AWAKEN For more info about Xerxes’ Board see page 5. REALMS 2 3 AWAKEN REALMS AWAKEN AWAKEN REALMS ARMY TYPES SPECIAL ACTIONS EVENTS PHASE In this scenario, you may choose from 6 out of 7 Special Actions. After using a Special Action, move on to the Events Phase. To Your Allies Persian In this scenario, you may choose from 6 out of 7 Special Actions. determine what happens in Greece flip overUsed Action Token you Army Army Mark any used Special Action with a Used Action Token. The sev- have just used to cover your most recent Special Action. If your re- enth Special Action, “Build Monument”, is not used, as all Monu- cent Special Action was “Pass Turn”, and all tokens were removed, ments are already built from the start. Instead, a new “Pass” Spe- take and flip over a single unused token from your pile instead. It is cial Action becomes available (see rules below). discarded afterwards, as usual. Other actions work like the standard game, with a few exceptions: Check the number on the back of the Used Action Token and • Recruit – this Special Action will provide you with fewer Hop- read the corresponding Script from the Script Book for your cur- lites than usual: only 1 in regular Cities, and 2 in Sparta.

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