DRAFT CONAN Versus Mode Booklet EN v8
DRAFT CONAN Versus Mode Booklet EN v8
Ver su s M ode
1
crEdits
Author: Frédéric Henry
Scenarios: Manu Crochet
Artwork: Antonio Manzanedo, Carlos Amaral
Sculptures: Olivier Bouchet
Graphic design: Ken Meyri
Proofreading: Alexander Uff
Production: Benoît Stella (Synergy Games)
Project management: Adnane Badi
© 2023 Conan Properties International LLC (« CPI »). CONAN, CONAN THE BARBARIAN, CONAN THE CIMMERIAN, HYBORIA, and
related logos, characters, names, and distinctive likenesses there of trademarks or registered trademarks of Conan Properties
International LLC. Robert E. Howard Properties LLC (“REHP”). All Rights Reserved. Used with permission. All translation and repro-
duction rights are reserved for all countries.
MONOLITH BOARD GAMES SARL - 153 Boulevard Haussmann - 75008 PARIS - FRANCE
TABLE OF CONTENTS
List of Components 4
A New Mode 6
Rules Changes 7
Player’s side 7
Benefits Exertion Limits 7
Movement 7
Demobilization 7
Armor Value 7
Defend a character 7
Asset Cards 7
Spell Cards 7
Skills 7
Occupied Areas 8
Tokens 8
End-game 8
Automatic defeat 8
Scenarios
The Last Stand 12
Necrological Dig 14
Hunting Trophies 16
The Great Escape 18
The Yellow Lotus 20
A Night From Nightmare 22
The Challenge of the Red Brotherhood 24
Pillage on High Seas 26
The Threat from the Depths 28
The Rite of Passage 30
Skills 32
33
List of Components
Rulebook x1 Kushite Mercenary miniatures x4
This Versus Rulebook includes the rules specific to the
Versus game mode, which pits one Overlord against another
Overlord.
Book of Skelos x1
This extra board is used by the second Overlord to control their
units. The first Book of Skelos is provided in the core box.
Double-sided Board x1
Each game board is double-sided and represents a battlefield for
the players to face off. Each board is divided into areas in which the
models operate. Each scenario indicates which game board to use. Life Point Marker x3
Tiles x12
3 3 2 2
Activation Cost Tokens x8
1 2 2 2 3 2 1 2
1
2 2 1
1 1 2
Benefits Tokens x6
4
Hero Sheets x3 Spells x15
2 1 2 2
4 3 3
4 3 3
1 2 2
5
2 2 Bite Fleet R
unner Energy Drain Gullah’s Str Mit
ength ra’s
3 3 3 6 Set’s ter tive
play er
Choose a character ho
r
C os
in
in e a T e
charhac
Ha
lo
Nestor
2
o th atplayer controlling that p r’s
6 8 s ck p
6 6 6 8 h r e by on
2
to oran die
C you movro
4
yer elle
d
rve e. This character effect ge, or ma(yyelloew nt’s Durin from
-1 -2 in pla cter cont ResEv ue iv
moves 1re gem
thetheir Reserve zone d). If or ange rto tur g the
The chara theirgain gas d of die er
2 2
Fatiatted from be retoro the di for oll a n, th ir
2
t
tha from theirends rge
the en
2
turn.
’s nexttheir Fatigue zone.beThen, lled, it chearacoul
4
d free de ey
2
ta er c
m
ge e to n, thactive pl e. e ay . T T st ill te for fense
3 3 the active player moves his eff
2 his carn o
3
2
n e r s s th e ec t e f eac
zo e. Th suffe defen n from Dizziness
ogems enE d of begen ds ffat e th
AcherMagical ayer’s sc ap nin Ccth end at ti h
their plFatigue
eeyeinRac
10 4 2 zon racter ssible
a olA o
p rc
o h er o f zone to their Reserve zone. ne xt
pth
la o ugte
tiv e
turn. r’s n f th gint tho a n s a le.
Ganbaattar
h na
ch
Thxet turn acgtiveDe
ter
witH Choos e e e
characThe active player
Set’s Cpho lay
er
ose a e of sight. in
e a
char . stin
5
2
chac y
3 4 6
ve
acti tilein yo
from ur lin
e ir th at charac
chooses
- a tile from
ck opponent’s River. Impr
their si gh t.
your
linth e
oote
eir of a
a
sers ctive
2
g pr thove A tta pla
Im d ov o
1
e a y ge ch Te p ti y
in ge, opponent must at ponen le fro er
2
h e an aracter’s
7 T
o s
cho Rive
es r. Dur ter’s ,
turn ede(y
thR
e
elslow to or anTheir
. If an extra gem Value a
heth ir o t’ m
fen to by e cAtirm vateorpponen s Riv
red)
2
12 1 2
pay
10 12 their nent’s adi orean achge to be re- er.
1
1.ffecThi
9 9 9 -1 -2 opp
o ll or r
rero ee foe tdietilecoul can be.
. d activate that tile.effThis ect en
2
of the ds atbeth
t s that ti canno
end
t
le. t
1 y r th a estill sis gin e nen s This
2
ma for f of thllea
die cter t eenT
arabyffeth
roW d,
ds sinaceff
hie
Te
t it
d lek
th
tivec
ine eff
ds
e t enginning
e activ
ect at M ends
e of the
at
itra’s ne the
He
be-
xtali
active turnng
ac tiv
G. ift
p la
e plyay er’s
in
er’s2 d
g
ne
of th t th
e
a
e
c d of thtuplayer’s of L xt turn. active
3 5 3
che
BornThisinning oxtth
e f the nen
tuay
Ch r oos.
rer’se anecha
a
xt rac
. The
rnter in spenext turn.
llcaster Treco
he vers
ifLeife
4 e pl o Th at Tra
10 g
be er’s cnasteryour line
y
plaspe ll li
eir racter
n e of sigh t.
to
life points,trwith act
vedexceeding theirth
a n sf out
ers iv e C hop
n s fer
The cter in thcha t. is mo inlife star
eir ting 1 o la
f sig se yaer
Flighace area thepoints. Fatig goem na
5 chara ht gainsthedadj at nt direction, this
card ue reczoovne t.om
fr
h r
The ea with
4 3 3 6
7
ig
of s effect spe
This d of th
en llca
igne orin
s ster
c ti ve ’s
a g Hindrance .
on
mov
ed
this . T
cardin
to the ath
eahce ers to
h gfrem
ie
1 li
rea n nsdly point ter
fe
spe
ll
lin
cas e
en turn. zone xec t ot c fo
the next phase duringlife eeFdaintig u area, haracte r
10 r’ s
Aja
8 10 e e
6 8 8 play Reser but mforie thpeoinEtsn their witho r
-1 -2 v
next e zoneth ed
v nd d
to th. Then startin t
ly
u
Reco da ce , g
very ut rianrgeath harac all th
phase aere ter e
. kille s in
d.
10
Fort Tuscelan
1 1
4
3 1 1 The areas on both sides of the fort towers are separated by a
5 4 border and are adjacent.
2 2 Leaping/Climb: It is possible to jump from the rampart walls
into the fort courtyard or outside the fort walls. A character
3 3 doing so rolls for falling damage. A character with
1 3 3
5 Leap rolls instead. A character cannot move from a ground
4 area to a rampart area, except by using the ladders.
3 Ladders: Climbing up or down a ladder costs 1 extra movement
2 point, except for the characters with the Climb skill.
Two areas separated by a ladder are considered adjacent for
3 Melee Attacks. In this case, a Melee Attack from an elevated
1 3 3 1 area targeting a lower elevation area grants an extra to the
attacker.
2 2
5 5 4 Water areas: A character must spend 1 extra movement point to
move out of a water area.
1 1
5 Line of sight: the ramparts do not block line of sight.
Catacombs
5
Versus Mode
A New Mode
The Conan board game already has two main game modes The great novelty of this mode is that each player will be
and dozens of scenarios that allow players to live glorious able to recruit their own troops in order to increase their
adventures in the world of the Cimmerian: the Adventure chances of winning. The Versus mode still relies on scenar-
mode, which is the classic game mode, and the Solo/Coop ios for greater immersion and to provide a context for the
mode introduced with the Conqueror expansion. upcoming duels, leaving players free to decide on their
tactics and the best way to crush their enemy!
With the Versus mode, we want to expand even further the
potential of the King Pledge by offering intense battles in To enjoy the Versus mode, players will need to master the
which we invite two players to compete, each equipped with rules of the Overlord as described in the Overlord’s Book of
a Book of Skelos. the Adventure mode.
1 2 2 1 1 2
0 1 1 3 2 2
5 2 3 3 2 2
Hyenas Pict archers Bêlit’s Guards Zogar Sag Bossonian Guards Mummies
3 2 3 2 2 2
1 2 3 3 1 1
1 2 2 1 1
RULES CHANGES
The Overlord’s rules evolve in Versus mode to allow two
players to command their troops, each with their own Book Armor Value
of Skelos. However, the core of the game system remains The Armor Value of a Unit tile no longer represents a fixed
the same as that of the Overlord in Adventure mode. That defense value.
is why only the rules that are modified or added will be When a character defends, the player controlling that char-
described in this booklet, for simplicity, and to allow you to
acter rolls a number of equal to the Armor Value.
start your first game quicker.
The result of this dice roll is the passive defense value of
If a rule or part of a rule is not explicitly modified in this that charater.
booklet, it remains identical to that of the Overlord’s Book.
Player’s side
Unlike Adventure and Solo/Coop modes, the armies in
Versus mode can see characters with very different alle-
giances fighting side by side due to the recruitment left to
the players’ choice. Zogar Sag may command Bossonian
guards, just as Conan may find himself at the head of an
army mixing Picts, Pirates, and Mummies.
Asset Cards
Asset cards are not used in the Versus Mode.
Spell Cards
The text of some Spell cards has been modified to make
them compatible with Versus mode. These cards are distin-
guished from their Adventure version by the Versus icon
Movement and a red background.
When a player spends a gem on the Movement Benefit to
purchase an additional movement point, each character of 2 2
the active Unit tile gains an additional movement point. Set’s Bite
Choose a character
in your line of sight.
The player controlling
that character moves 1
gem from their Reserve
Each character on the active tile zone to their Fatigue
zone. Then, the targeted
character suffers
gains 2 extra movement points. with no possible defense.
Skills
Some skills need to be modified to be compatible with the
Demobilization Versus mode. The list of modified skills can be found on
At any time during their turn, a player can demobilize a the last page of this booklet. The skills that are not listed
Unit tile from their River. To do this, 2 gems are removed there remain unchanged.
first from their Fatigue zone and permanently returned to
the game box. The chosen Unit tile and all characters asso-
ciated with that tile are also permanently returned to the
game box.
A player can demobilize only one tile per game.
7
Occupied Areas Elevation Bonus (Ranged Attacks)
An adjacent area is considered occupied for the active When a character performs an attack on a target at a
character: lower elevation using a Ranged Attack, the attacker rolls
• if that character’s miniature cannot entirely fit in that area, an extra .
• or if the area in which the character’s miniature is located
is already occupied.
Tokens
Unless stated otherwise in the scenario, tokens in an area
never count towards determining if that area is occupied.
End-game
Each scenario indicates one or several end-of-game condi-
tions. These conditions must be constantly evaluated by the
players to determine whether the game should continue
or not. When at least one condition is met, the game ends
and the victory conditions are then evaluated to designate
a winner.
Automatic defeat
If a player no longer has any characters in play, they imme-
diately lose the game, regardless of the end-of-game or
In this example, the guard can perform a Melee attack victory conditions.
targeting Skuthus (just like in the rules for the Adventure
and the Solo/coop modes), but Skuthus can also perform a
Melee attack against the guard.
3 2 2
3 2 2
2 1
Army Composition
Each scenario indicates which side has the Initiative, as well
as the army composition of the General and Warlord, with the
following details for each:
• the position of each tile in their River,
• the level of each tile the player can recruit,
• the number of characters associated with each tile.
8
Leader Recruitment Zogar Sag
Starting with the side with the initiative, each player will
first recruit a Leader-level Unit tile from those available to
them. This character is central to the army composition, and 3
it is recommended to choose carefully. 3
Zogar Sag
Zogar Sag
Champions and Minions recruitment
3 After selecting their Leader, players recruit the rest of their
3
army by choosing a Unit tile in turn, starting with the side
who has initiative and respecting the army composition
imposed by the scenario.
Then, they take the associated miniature and place it in When a Champion or Minion tile is recruited, it is placed in
the area indicated on the scenario map (p. 8 “Characters the position of the River indicated by the army composition.
positions”).
Then, the number of characters miniatures indicated by the
army composition is taken from the game box, and these
miniatures are placed as indicated on the scenario map (p.
8 “Characters positions”).
Event tile
In each scenario, the Event tile allows the immediate acti-
vation of the Leader. In this case, the Leader tile is not
moved to the end of the River and the activation is carried
out normally.
9
10
11
The Last Stand
On the banks of the Black River at the edge of the Pictish wilderness, a moonless night shrouds Fort Tuscelan in darkness. This out-
post represents the furthest reaches of civilization, a beacon protecting the civilized world from savage hordes. Controlling it ensures
the stratigic advantage of exploiting the region’s abundant fur and mineral resources.
The guards manning the walls understood this, and thus were not surprised when the cries and war drumming began echoing be-
yond the ramparts. All around the bastion, armed shadows emerged from the foliage while others crossed the river on makeshift
boats. Gripping their weapons, the guards sounded the alarm and prepared for battle, determined to defend their lives and every
inch of the fort and knowing the attackers would do everything in their power to seize it.
End-Game Conditions
At the end of turn 8, a player controls more Strategic Zones than their opponent. In case of a tie, the players
play an additional turn until one of the victory conditions is met.
12
General Victory Condition: The General controls more Strategic Zones than the Warlord.
The General starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery
token showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Deceleration or Bori’s Rage.
Warlord Victory Condition: The Warlord controls more Strategic Zones than the General.
Initiative: The Warlord has the initiative and starts the game.
The Warlord starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Borne by the Wind or Withering.
The player activates their Leader. Then, they may use the following Special Rule:
Infiltration and repositioning: The player may perform a movement up to 2 areas with up to 2 charac-
1
ters of their choice from their River (other than the Leader), ignoring Hindrance and the Game Board Rule “Climb-
ing up and down a ladder”.
Special rules:
Strategic Zones: A Strategic Zone is indicated on the setup diagram by one or several areas in color. There are 5 of them. They
represent strategic points to be protected or captured.
Control a Strategic Zone: A player controls a Strategic Zone if they have more characters than their opponent in that Stra-
tegic Zone at the end of a game turn. In case of a tie, neither player controls the Strategic Zone.
Manu Crochet 13
NECROLOGICAL DIG
About a hundred kilometers south of the Styx River lies Luxur, the royal capital of Stygia. This nerve center of silk trade attracts all
sorts of individuals willing to do anything to seize the wealth that is exchanged there daily. The city is just as well known for its mar-
kets overflowing with spices, jewels, and ivory as it is for its narrow streets housing numerous seedy taverns.
In one of these taverns, a wild-eyed drunkard is telling an insane story in exchange for drinks to anyone who will listen. He claims
to have discovered a tomb filled with ancient treasures to the east, at the foot of the Mountains of Fire, and asserts that he alone
survived from his expedition. His gaze freezes into emptiness as he tells of the unspeakable horror they had to face and the massacre
of his companions.
Amidst the mockery and insults, groups of mercenaries listen to him attentively, each one imagining their share of the loot. Fueled by
the thirst for the crazy riches described by the drunkard, two expeditions hastily form and head towards the tomb. Who knows what
they will encounter in the maze of catacombs.
End-Game Conditions
At the end of turn 8, a player has more Treasures than their opponent. In case of a tie, the game ends if
the Bone Golem has been killed. If the Bone Golem has not been killed, the players play an additional turn
until the Bone Golem is killed.
14
General Victory Condition: The General has more Treasures than the Warlord (see Special Rule “Tiebreaker”).
Initiative: The General has the initiative and starts the game.
The General starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery
token showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Set’s Possession or Borne by the Wind.
Warlord Victory Condition: The Warlord has more Treasures than the General (see Special Rule “Tiebreaker”).
The Warlord starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Deceleration or Mind Control.
The player activates their Leader. Then, they may use the following Special Rule.
The Guardian of the Tomb: The player performs an activation with the Bone Golem character. The
1 Benefits cannot be used for this activation, as well as the Special Rule “Collect a Treasure”.
Special rules:
Setup: Place 9 tokens in the areas indicated by the setup diagram to represent Treasures.
Collect a Treasure: A character in an area with a token may replace their Attack to collect that Treasure. In this case, the
player rolls . If the die shows 0 or 1 symbol, the is placed under that character’s miniature. If the die shows 2 symbols, they
trigger a trap and that roll is considered an attack. They can only use their Armor Value to defend (Skills and Benefits cannot be used).
Traps inflict a maximum of 1 wound. If the character survives, the is placed under that character’s miniature. A character can only
have 1 at a time. If the character is killed, the is dropped in their area and can be collected by another character.
Move a Treasure: A character with a may move with it. The may be dropped in an area during the character’s move-
ment, without interrupting it.
Escape with a Treasure: A character with a entering an area with a token is removed from the game. The player
controlling that character now has that Treasure.
The Bone Golem: At the start of the game, the Bone Golem miniature is placed in the area marked on the setup
Bone golem
diagram and its tile is placed between the players. The Bone Golem has 4 Life Points. Benefits cannot be used.
Tiebreaker: In case of a tie, the player who killed the Bone Golem wins. If the Bone Golem is still alive, the merce- 3
naries don’t have time to collect more treasures and have to defeat it. The player who kills the Bone Golem wins. 2
Manu Crochet 15
HUNTING TROPHIES
In the region of the Darkwood Forests of Nemedia, ancient creatures that lived long before the Hyborian Age have awakened. No
one is certain of what disturbed their sleep, but the increasingly intensive exploitation of the trees is clearly related. Since then, these
monstrosities have spread terror and death among the local population, kidnapping anyone unfortunate enough to find themselves
alone and devouring them in the ruined fortress where they hide.
Tired of seeing his workforce reduced, the local lord has decided to increase taxes in order to gather a substantial bounty. He hopes
to convince local mercenaries to bring him the heads of these creatures as trophies.
A company of veterans from the Aquilonian wars decides to answer the call, not out of empathy, but to collect the considerable and,
they think, easy-to-pocket reward. Upon arriving at the outskirts of the ruined fortress, they discover that another group is already
there for the same reason.
The hunt is on and they will have to cut more heads than their opponents to collect the prize.
End-Game Conditions
The game ends when a player scores 8 victory points or more.
16
General Victory Condition: The General has more victory points than the Warlord.
The General starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Set’s Bite or Withering.
Warlord Victory Condition: The Warlord has more victory points than the General.
Initiative: The Warlord has the initiative and starts the game.
The Warlord starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Stone Skin or Bori’s Rage.
The player activates their Leader and gains 2 reinforcement points (the reinforcement areas are the same for both
players). Then, they must use the following Special Rule.
1
Creatures Attack: The player may move each revealed Creature (see Special Rule “Revealing a Creature”) into an
adjacent area, ignoring Hindrance and the Special Rule “Rock Slide”. Then, they must perform a melee attack rolling
(Benefits cannot be used) for each revealed Creature. The player chooses the target of the attack. If the
only available target is a character controlled by the player, they must target their own character and their oppo-
nent rolls for attack.
Special rules:
Game Board Rules: Standard game board rules apply, except a character moving into a rock slide area from an adjacent area
must spend 1 extra movement point unless the character has Climbing. Also, the wall with the token is considered an open border.
This opening allows a character to move between the turret and the courtyard.
Setup: Shuffle the Numbered tokens 1-10 and place them face down as indicated on the setup diagram. These tokens represent
Creatures to kill to gain victory points.
Revealing a Creature: A character in the same area as a token may spend their attack action to flip the token face-up
and reveal the presence of a Creature. The Creature is now considered revealed for the rest of the game. If the token is even, it is a
Skinny Creature. If the token is odd, it is a Massive Creature. Once revealed, Skinny and Massive Creatures count towards determining
an area occupation. Benefits cannot be used to defend a Creature.
Skinny Creature: This Creature has a passive armor of 1 and 1 life point. If a player kills a Skinny Creature, they take that token
and place it next to their Book of Skelos. That player immediately scores 1 victory point.
Massive Creature: This Creature has a passive armor of 2 and 1 life point. If a player kills a Massive Creature, they take that
token and place it next to their Book of Skelos. That player immediately scores 2 victory points.
Manu Crochet 17
THE GREAT ESCAPE
Count Trocero rules the territories of Poitain, located south of Aquilonia, with an iron fist. However, for several months now, groups
of raiders have been crossing the borders with Argos and Zingara to attack the least protected villages. Knowing that he cannot rely
on the leaders of these enemy countries to help him, he decides to launch a clandestine mission into their territories and succeeds
in capturing the leaders of the two largest bands. The captured leaders are brought back and chained down under tight guard in the
citadel of Culario, awaiting their public execution by hanging.
The raiders won’t stand for this. Although the two bands are rivals, they decide to ally to free their leaders and ransack the fortress.
However, it is well-known that a pact between bandits can only be temporary...
Warlord
Leader
General
Leader
End-Game Conditions
A Prisoner breaks out or a Prisoner is killed.
18
General Victory Condition: The General’s Prisoner breaks out or the Warlord’s Prisoner is killed.
Initiative: The General has the initiative and starts the game.
The General starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Set’s Bite or Withering.
Warlord Victory Condition: The Warlord’s Prisoner breaks out or the General’s Prisoner is killed.
The Warlord starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Energy Drain or Bori’s Rage.
The player activates one of the Leaders in their River and gains 3 reinforcement points (the reinforcement areas
are the same for both players). Then, they must use the following Special Rule if there is at least one Citadel’s Army
miniature in the reserve.
1 Citadel Reinforcement: The player takes 1 or 2 Citadel’s army miniatures from the reserve and freely places them
in the reinforcement areas of their choice.
Special rules:
Prisoner: After the draft phase, each player, starting with the Warlord, chooses another Leader among those still available. They
place this Leader’s miniature in the cell as indicated on the setup diagram. The associated tile and life point token are placed next to
the player’s Book of Skelos. This leader is the Prisoner that the player is trying to break out, and they cannot be activated until they are
freed from their cell.
Free a Prisoner from their cell: A character in the area in front of their side’s Prisoner cell may replace their attack action
to free them from their cell. In this case, the token is discarded in the game box and the player places that Leader’s tile on the
first position of their River, sliding the other tiles to the right. That Leader has 4 Life Points and may now be activated.
Break a Prisoner out: A Prisoner in the Escape area indicated in a red color on the setup diagram may spend movement points
as though moving across a border (taking Hindrance into account) to leave the citadel and break out.
Bossonian Guards
Citadel’s Army: During setup, Bossonian Guards’ miniatures are placed as indicated on the setup diagram and
the corresponding tile is placed between the players. Bossonian Guards represent the Citadel’s Army. During each
player’s turn, before their Activation phase, a player must perform an activation with 1 or 2 Citadel’s Army miniatures
if they are present on the board. Benefits cannot be used. Bossonian Guards count towards occupancy and Hindrance 2
for both players. When a character from the Citadel’s Army is killed, their miniature is placed in the reserve, next to the 2
board. The reserve is empty at the start of the game. 1
Ransack Frenzy: During setup, place 5 tokens next to the board. They represent the Ransack Frenzy. A
character in the inner walls of the Citadel can forfeit their activation to ransack the place. In this case, the player controlling them takes
a Ransack Frenzy token and places it on that character’s tile. The characters represented by that tile may now reroll a die for free when
performing an attack action. When all the characters of that tile are killed or if the tile is demobilized, the Ransack Frenzy token is
discarded in the game box. A tile can only have 1 Ransack Frenzy token at a time.
Manu Crochet 19
THE YELLOW LOTUS
In Tarantia, crime is on the rise in the districts around the city’s port. Rumors speak of dazed men with glassy eyes wandering the
back alleys and willing to do anything for a few coins, including murder. The Black Dragons discover that a new drug has emerged:
the Yellow Lotus. This addictive powder induces a deep trance and hallucinations that blur the line between dream and reality. It is
said to have arrived on one of the many ships that dock each day to trade with the capital of Aquilonia. The Black Dragons have tried
to trace the source of this trafficking, but each of their interventions has failed.
Suspecting that some of the city officials are corrupt, King Thorvald decides to hire mercenaries to search the underworld and put
an end to the rot that is eating away at his city. They discover the origin of the trafficking, an inn used as a storage place. The mer-
cenaries know that only one group can claim the huge bounty promised by the king: the one that destroys the most Yellow Lotus.
End-Game Conditions
A player destroys 4 Stocks of Yellow Lotus.
20
General Victory Condition: The General destroys 4 Stocks of Yellow Lotus.
The General starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Energy Drain, Bori’s Rage, or Set’s Halo.
Initiative: The Warlord has the initiative and starts the game.
The Warlord starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Gift of Life, Withering, or Mitra’s Halo.
The player activates their Leader and gains 2 reinforcement points (the reinforcement areas are the same for both
players). Then, they may use the following Special Rule.
1 Cloud of Yellow Lotus: The player places a “Yellow Lotus” token on one of the tiles in their opponent’s
River, except the Event tile. The activation cost of that tile is raised by 1 for the rest of the game. This rule can only
be used a total of 4 times during the game. A tile can have more than one “Yellow Lotus” token at a time.
Special rules:
Inhale Yellow Lotus: At the beginning of game turn 3, the drug fumes spread throughout the inn. Each player replaces their
recovery token in their Book of Skelos with the one showing a recovery value of “3”.
Stock of Yellow Lotus: During setup, the players place 7 tokens representing the Stocks of Yellow Lotus as indicated on
the setup diagram with the side showing the value “2” face up. Each Stock of Yellow Lotus rolls for its Armor Value and has 2 life
points. The value shown on the token is used to track its life points.
Destroy a Stock of Yellow Lotus: A character in an area with a Stock of Yellow Lotus may perform a melee attack to
destroy it (ranged attacks cannot be used). Benefits cannot be used to defend a Stock of Yellow Lotus. If the Stock of Yellow Lotus loses
its first life point, its token is flipped on the side showing a value of “1”. A player who reduces the life points of a Stock of Yellow Lotus
to zero destroys it. They take that token and place it next to their Book of Skelos.
Bar: A character with or without Leap or Climb may move onto the bar areas by spending 1 extra movement point. These areas pro-
vide an Elevation bonus of . A character in the bar’s area, with or without Reach, may attack a character in an adjacent area with a
Melee Attack. These areas do not block line of sight. A character may exit these areas with no movement penalty.
Manu Crochet 21
A NIGHT FROM NIGHTMARE
South of Khitai, lies a cursed swamp that is said to shelter the tomb of an ancient sorcerer from the Scarlet Circle. Many men have
ventured into these hostile lands in search of his tomb and the jade scepter buried with him. None have ever returned. But that
doesn’t stop new groups from trying their luck, blinded by the extraordinary power promised to whoever wields the magical scepter.
As one of these groups struggles through the stagnant waters and stifling atmosphere, a camp emerges from the fog like a super-
natural apparition. Too exhausted from their journey and the many losses they have already suffered, the men decide to leave the
quagmire to find some rest. Just as the faint light of the moon manages to pierce the surrounding mist, another group of adventurers
approaches the camp, determined to claim it for themselves. The first blows are barely exchanged when inhuman groans are heard.
Petrified, the men cease their fighting in the face of the nightmare scene unfolding all around them: putrefied corpses armed with
swords corroded by rust emerge from the swamp to attack them. The two groups will have to put aside their differences until sunrise
if they hope to survive this night from nightmare.
End-Game Conditions
The game ends at the end of turn 8.
22
Victory Condition: The General has more characters on the board than the Warlord.
General If tied, the player without initiative wins.
The General may choose the spell Borne by the Wind or Drying Earth.
Victory Condition: The Warlord has more characters on the board than the Gener-
Warlord al. If tied, the player without initiative wins.
The player activates their Leader. Then, they must use the following Special Rule.
They are Legion: The player takes 1 to 4 tokens of Bog Ghouls or Revenants from the reserve and places them in
1
the reinforcement areas of their choice. If the reserve is empty, no Bog Ghouls or Revenants are added.
Special rules:
Determining Initiative: Players randomly determine initiative for this scenario.
The player who has the initiative starts with 10 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery
token showing a recovery value of “5” in their Book of Skelos.
Their opponent starts with 8 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token showing a
recovery value of “5” in their Book of Skelos.
Bog Ghouls: The 13 tokens represent Bog Ghouls. They count towards Hindering and Occupancy and are not Bog Ghouls
affected by the Game Board Rule “Water areas.” Benefits cannot be used to defend a Bog Ghoul. When a Bog Ghoul is
killed, remove its token from the board and place it in the reserve. The reserve is empty at the start of the game.
The Night of the Bog Ghoul: At the beginning of each player’s turn, before their Activation phase, the 2
player must perform an activation with 1 to 3 Bog Ghouls. The Reroll Benefit cannot be used for the Bog Ghoul attacks. 1
Death is not the end: Place 12 tokens near the game board to represent Revenants. These tokens are
not part of the reserve at the start of the game. When a character is killed by a Bog Ghoul, they become a Revenant.
Revenant
Remove their miniature from the game and replace it with a token. If there is no Revenant token left next to the
board, a token from the reserve is used. If there is no token in the reserve either, no Revenant is added to the
board. When a Revenant is killed, their token is removed from the board and placed in the reserve and may return with
the Special Rule “They are Legion”. 2
1
Manu Crochet 23
THE CHALLENGE OF THE RED BROTHERHOOD
Any respectable captain who has sailed off the coast of Zingara knows it is suicidal to approach the terrible Barachan Isles. Pirates,
ruffians and cutthroats have always lived there when they are not at sea. They have even founded the Red Brotherhood to maintain
a semblance of organization among them.
On Tortage, every year, the Challenge of the Red Brotherhood takes place, a competition that sees buccaneers from all over the archi-
pelago compete against each other. Each band chooses its best fighters to confront each other in brutal brawls where many pirates
lose their lives. The stakes are high and losses follow gains, but the band that wins the final bout can claim the title of Champions of
Tortage. This rank not only grants the favors of the local lord for a whole year, but above all, it allows them to claim the largest share
of the loot. Who will win the challenge this year? The dice are cast.
End-Game Conditions
A player accumulates at least 5 Glory Points.
24
General Victory Condition: The General has accumulated more Glory Points than the Warlord.
Initiative: The General has the initiative and starts the game.
The General starts with 10 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The General may choose the spell Bori’s Rage, Mitra’s Halo, or Teleportation.
Warlord Victory Condition: The Warlord has accumulated more Glory Points than the General.
The Warlord starts with 8 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Withering, Set’s Halo, or Teleportation.
The player activates their Leader. Then, they may use the following Special Rule. This Special Rule can only be used
once by each player during the game.
1
Change your bet: The player switches 2 Glory Stacks on the tiles of their River.
Special rules:
Glory Points: After the draft phase, each player takes 2 tokens and 3 tokens. The number indicated on each token rep-
resents its value in Glory Points.
Place your bets: Before the start of the game, each player secretly chooses a Glory Points token and covers it with a token
to hide its value. These 2 tokens represent a Glory Stack. Place all 5 Glory Stacks on separate tiles in the River (except the Event and
Leader tiles). These fighters now have a bet in Glory Points placed on them.
Accumulate Glory: When a tile with a Glory Stack is dead, the value of the token is revealed and the opponent immediately
gains that many Glory Points.
Manu Crochet 25
PILLAGE ON HIGH SEAS
The dark waters of the Southern Sea stretch out as far as the eye can see, stirred by a gentle breeze. From out of the mist, the Pro-
metheus and the Kerberos emerge, sailing swiftly towards each other. On board both ships, the crews gaze intently at their adversary,
their hearts beating as one, ready for the boarding. They all know why they are here: to retrieve a legendary treasure from the depths.
It is said that somewhere off the coast of Yota-Pong, a galleon laden with gold, jewels, and other priceless riches sank years ago. The
captains of both vessels have located the wreck and are determined to pillage its contents. Each knows that the only way to neutral-
ize their rival once and for all in this race is to sabotage their navigation instruments.
The two ships draw closer, weapons unsheathed. Ropes and boarding planks are deployed. The sound of the waves is soon drowned
out by the clash of weapons, as both crews engage in battle.
Prometheus
1 1
Kerberos
End-Game Conditions
The 3 Navigation Instruments on a ship are destroyed.
26
General Victory Condition: The 3 Navigation Instruments of the Kerberos are destroyed.
The General starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “3” in their Book of Skelos.
The General may choose 2 spells: Bori’s Rage, Gift of Life, Mitra’s Halo, Borne by the Wind, and Magical Dizziness.
Warlord Victory Condition: The 3 Navigation Instruments of the Prometheus are destroyed.
Initiative: The Warlord has the initiative and starts the game.
The Warlord starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “3” in their Book of Skelos.
The Warlord may choose 2 spells: Withering, Energy Drain, Set’s Halo, Borne by the Wind, and Magical Dizziness.
The player activates their Leader and gains 3 reinforcement points (See Special Rule “Ships”). Then, they may use
the following Special Rule.
1
Push forward!: During their next turn, the player may activate up to 3 tiles, but each tile costs 1 additional gem to
activate.
Special rules:
Ships: The Prometheus is the General’s ship and its token may only bring their characters in play. The Kerkeros is the Warlord’s
ship and its token may only bring their characters in play.
Navigation Instruments: The General takes 12 tokens and the Warlord takes 12 tokens . Each player creates 3 stacks
of 4 tokens and places them as indicated on the setup diagram. Each stack represents a Navigation Instrument.
Destroy a Navigation Instrument: A character in an area with a Navigation Instrument (or in an adjacent area if satu-
rated) may perform a melee attack to destroy it. Ranged attacks cannot be used. If they roll at least 3 symbols, one token is removed
from that stack. When all 4 tokens of a stack are removed, the Navigation Instrument is destroyed.
Boarding gangway: The gangways are placed as indicated on the setup diagram. A gangway is considered as an area. It does
not require any additional movement point to enter or exit.
Board a ship: A character in an area adjacent to a Leap Difficulty may replace its activation to move to an opposing area on the
other ship, even if they do not have the Leap Skill. A character with the Leap Skill may also use this Special Rule or try to Leap.
Leap: When a character fails to Leap, they fall into the water and die, devoured by sharks. The Leap Difficulty is indicated on the
setup diagram.
Manu Crochet 27
THE THREAT FROM THE DEPTHS
In the heart of unforgiving Stygia, in the province of Kheshatta, dark sorcerers are conducting experiments that challenge the very
fabric of reality. In utmost secrecy, the terrifying Amenhotep has been crossbreeding all manner of monsters and demons for years,
in the hopes of creating an abomination powerful enough to overthrow the pharaoh and claim the throne of Stygia for himself. After
each manipulation, the sorcerer puts his new chimera to the test by pitting it against slaves, prisoners, or any other victims he has
captured.
This time, the necromancer has lured two teams of mercenaries whom he has drugged and thrown into his catacombs, promising
freedom to the group that manages to defeat his creation. But the sorcerer is playful; he has decided to deprive them of their weap-
ons to make the task a little less easy.
The mercenaries barely have time to emerge from the drug-induced fog before the ground begins to shake and open up around
them, revealing huge, twisted tentacles. They have little time to react. They will have to retrieve weapons from the corpses strewn
about and be the first to destroy the creature.
End-Game Conditions
A player has cut 5 Tentacles, or at the end of turn 7. If neither player manages to cut 5 Tentacles by the end
of turn 7, the creature emerges from the depths and devours all those still alive in the catacombs.
28
Victory Condition: The General has cut 5 Tentacles. If neither player
General manages to cut 5 Tentacles by the end of turn 7, both players lose the game.
Initiative: The General has the initiative and starts the game.
The General starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery
token showing a recovery value of “5” in their Book of Skelos.
The General may choose 2 spells: Bori’s Rage, Mitra’s Halo, Energy Drain and Fleet Runner.
The Warlord starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose the spell Withering, Set’s Bite, Set’s Halo and Fleet Runner.
The player activates their Leader. Then, they may use the following Special Rule.
Slithering: The player moves a Tentacle on the board to the area of their choice, or the player takes a Tentacle
1 on the board and places it in the reserve.
Special rules:
Captives: All the characters of the General and the Warlord are captives of Amenhotep and start the game without weapons. Until
their tile is armed, the characters can use their attack value to perform attack actions but must reduce the result by 2 symbols.
Weapons rack: The 12 tokens represent Weapons racks. A character in an area with a Weapons rack may replace their attack
to retrieve weapons. The player controlling that character then takes that token and places it on that character’s tile. That tile is con-
sidered armed. From now on, the characters of that tile may perform attack actions without penalties. A tile may only have one Weap-
ons rack token at a time.
Tentacles: During setup, players take 9 Tentacle miniatures. They represent the Tentacles of the creature from the Tentacles
depth. Each player, starting with the one with the initiative, places 1 in the area of their choice. The 7 remaining Ten-
tacles are placed in the reserve, next to the board. Tentacles count towards determining an area occupation. Place the
Tentacles tile between the players. 0
2
The creature emerges: At the beginning of each player’s turn, before their Activation phase, a player must ac- 2
tivate a Tentacle by moving to an adjacent area or by performing an attack. A Tentacle cannot attack another Tentacle.
Benefits cannot be used. Finally, at the end of their activation, the player takes a Tentacle miniature from the reserve, if available, and
places it on the board in the area of their choice.
Cut a Tentacle: When a character kills a Tentacle, it is considered cut. The player controlling that character places the Tentacle
next to their Book of Skelos. Benefits cannot be used to defend the Tentacle.
Manu Crochet 29
THE RITE OF PASSAGE
Shadizar is known throughout Hyboria as the capital of the kingdom of Zamora, but also as a corrupted city, a den of thieves, and
a place where all manner of debauchery is permitted. It is no wonder, then, that the House of Shadows, a powerful brotherhood of
assassins, has chosen to use it as a base from which to launch its terror operations in the surrounding regions with impunity.
There is no shortage of candidates to swell the ranks of the brotherhood, and tradition dictates that new recruits prove their worth by
undergoing a rite of passage during which their skills at theft and murder are put to the test. This time, their target will be a fortress
of the neighboring Corinthia, at the foot of the Karpash Mountains. This stronghold houses compromising documents that their
employer wishes to appropriate, likely for use in some political plot.
But that matters little to the assassins. They have a contract, an objective, and have already received their payment. They care for
nothing else. As they advance towards the fortress, the defenders seem to be waiting for them, as if warned of their coming.
This does not diminish the determination of the recruits, quite the contrary. They hope that this mission will be remembered for
generations.
End-Game Conditions
A player has at least 12 victory points, or at the end of turn 12.
30
Victory Condition: The General has 12 victory points. At the end of turn 12,
General the General wins if they have the most victory points. If tied, both players win.
Initiative: The General has the initiative and starts the game.
The General starts with 11 gems in their Reserve zone and 0 gems in their Fatigue zone, and places the recovery
token showing a recovery value of “5” in their Book of Skelos.
The General may choose 2 spells: Bori’s Rage, Mitra’s Halo, Borne by the Wind and Magical Dizziness.
Victory Condition: The Warlord has 12 victory points. At the end of turn 12,
Warlord the Warlord wins if they have the most victory points. If tied, both players win.
The Warlord starts with 9 gems in their Reserve zone and 2 gems in their Fatigue zone, and places the recovery token
showing a recovery value of “5” in their Book of Skelos.
The Warlord may choose 2 spells: Withering, Deceleration, Set’s Halo and Magical Dizziness.
The player activates their Leader and gains 3 reinforcement points (See Special Rule “Reinforcements”). Then, the
General may perform one of the following Special Rules. Finally, the Warlord may perform one of the following Spe-
cial Rules.
1
General Special Rules: Warlord Special Rules:
Stealth: The General places a token on a It’s a trap: The Warlord places a pit token in
tile in their River. Remove the token when the unit an area of their choice. The first General’s character that
next activates. While the token is on the tile, enters that area immediately stops its movement and
characters of that tile cannot be attacked. That
token can only be placed on one tile at a time. suffers damage with no possible reroll. Armor value
and Benefits cannot be used. Then remove the token from
Picking tools: The General places a that area. There cannot be more than 3 pit tokens on the
token on a tile in their River. When activated, one board at a time.
character of that tile in an area with a chest may
Spotted: The Warlord removes the token from the
spend its activation to open that chest. Remove
General’s tile. This Special Rule can only be used once per
the token from the game. This Special Rule can
game.
only be used once per game.
Special rules:
Reinforcements: The General uses the 5 areas outside of the fort with the token to bring reinforcements. The Warlord uses
the area with the token inside the fort to bring reinforcements.
Tracking victory points: During setup, the General places the token on the “0” space of the turn track. The Warlord does
the same with the token. Use these tokens to track victory points.
Opening chests: A character controlled by the General in an area with a chest may spend its activation to try to open it. Roll
(the Reroll Benefit may be used). If the result has 2 symbols, remove the chest from the game and increase the General’s victory points
by 3.
Repel the threat: When a tile in the General’s River is killed, the Warlord immediately gains 4 victory points. The Demobilization
of a tile is not possible for this scenario for both sides. It is still possible to dredge the River.
Manu Crochet 31
Skills
Attack From Beyond: When this character dies, before removing the model from the board, they may
perform a Melee Attack rolling .
Bodyguard: This character may parry, in their stead, the attack targeting a friendly character in the same
area. Using this skill grants 1 additional point of passive defense against Melee Attacks
Circular Strike: When the character performs a Melee Attack, if the first target is killed, the excess damage
from the attack is applied to another target in the same area, and so on until there is no excess damage
left.
Counterattack: When a character attacks this character with a Melee Attack, after the attack is resolved,
this character may immediately attack that character rolling .
Horror: This character may force a character in the same area to reroll an attack die. The result can not
be rerolled.
Leadership: The next tile activated this turn costs 1 less gem.
Poison: Instead of inflicting damage, the character may choose to remove the Base Movement Value
of the target. In this case, the target’s miniature is laid on its side to show this. During the target next
activation, the miniature is placed back upright and that character has a Base Movement value of zero.
3 2 2
3 2 2
2 1
32