Bloodred River Master, Heroscape

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BLOODRED RIVER BATTLEFIELD
Required Sets: Rise of the Valkyrie Master Set, (2) Thaelenk Tundra
Sets, and Road to the Forgotten Forest Set.
Unusually warm currents from Volcarren flow through the Bloodred River,
separating the frozen wasteland from the temperate forest as if a line
were drawn between them. On one side: glaciers. On the other side:
forests. The warriors who inhabit the territories on both sides of the
bridge have been feuding over the land that surrounds the Bloodred River
for centuries. Many battles are so fierce that the river becomes a dark
red channel that flows back into the sea, warning others to stay away.
Every year the Armies get larger and the battles more fierce. It seems
that the Bloodred River shall forever live up to its name.
LEVE
L
01
LEVE
L
03
LEVEL
02
LEVEL
04
©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
Battlefields
 LEVEL
05
GLACIERS
&TREES
7
7
7
9
17
17
17
9
5 7
15
17
9
9
7
11 11
11
7
17 17
9
9
10
7
11
17 17
11
9
12
7
9
5 7
7
11
LEVE
L
06
©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
 ®
7
7
7
9
17
17
17
9
5 7
15
17
9
9
7
11 11
11
7
17 17
9
10
7
11
9
17 17
11
9
12
7
9
5 7
7
11
ROUND
MARKER
TRACK
Glacier Side
Forest Side
1
MASTER GAME – Treacherous Crossing
Required Sets: Master Set, (2) Thaelenk Tundra Sets, & Road
to the Forgotten Forest
(2 Players or 3-4 players in teams)
One player/team starts on any snow space on the Glacier
Side of the battlefield. The other player/team starts on any
grass space on the Forest Side of the battlefield.
2
Special Rules:
When counting movement, all snow spaces
are considered light snow spaces and all ice spaces are
considered normal ice.
The Bloodred River never freezes completely. Crossing the
river over the thin ice is dangerous but necessary, as an
attack from the bridge is always met with an equally fierce
defense. The territories owned by the feuding warriors
surrounding the Bloodred River is constantly changing; but it
is the bridge that is the symbolic prize possession of battle,
even though it serves no useful purpose other than bragging
rights and exaggerated stories at the end of battle.
3
Thin Ice:
When a medium or large figure ends its move on
any ice space that is adjacent to a water space, that figure
must roll the 20-sided die for wounds. If a medium figure
rolls a 1-3, that figure receives 1 wound. If a large figure rolls
a 1-6, that figure receives 1 wound. All huge figures or larger
automatically receive 1 wound. Double-based figures roll
once whether they occupy 1 or 2 ice spaces. Small figures
and figures with any Snow and Ice Enhanced Movement
Special Powers are not affected by Thin Ice.
4
5
Goal:
Destroy all of your opponent’s figures to take control of
the bridge and its immediate territory around the Bloodred
River.
6
2 Players:
Each player drafts or brings a pre-made 500-point
Army.
Victory:
Victory is achieved by destroying all of your
opponent’s figures. If no player/team has achieved victory by
the end of the 12th round, the player/team with the most
points wins the game. See Scoring in the Master Game
Guide.
7
3 Players:
Player 1 plays on Team 1. Players 2 and 3 play on
Team 2. Player 1 drafts or brings a pre-made 900-point Army.
Players 2 and 3 each draft or bring a pre-made 300-point
Army.
8
Extra Points:
If a player/team soley occupies the bridge (any
one or more of the five bridge spaces), they may add 100
extra points to their point total.
4 Players:
Players 1 and 2 play on Team 1. Players 3 and 4
play on Team 2. Each player drafts or brings a pre-made
500-point Army.
9
10
11
12
©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
®
7
7
7
9
17
17
17
9
5 7
15
17
9
9
7
11 11
11
7
17 17
9
10
7
11
9
17 17
11
9
12
7
9
5 7
7
11
ROUND
MARKER
TRACK
Glacier Side
Forest Side
MASTER GAME – The Struggle for Reinforcements
Required Sets: Master Set, (2) Thaelenk Tundra Sets, & Road
to the Forgotten Forest
(2 Players or 3-4 players in teams)
pass to the left of each player as they place their Armies.
Players are allowed to place all figures of up to 2 Army Cards
from their Armies onto their starting zone.
1
2
All figures entering the battlefield must be placed on the
player’s/team’s unoccupied starting zone. All of the figures on
an Army Card may enter the battlefield at the same time. If
there are not enough starting zone spaces, you cannot enter
those figures on that round. Once all figures are placed,
continue with the normal round of play by placing order
markers, then rolling for initiative.
As the fighting over the Bloodred River continues, many
warriors are lost in battle and the river turns dark red once
again. Reinforcements have been arriving for each Army, but
only a few at a time. It now becomes a struggle just to
maintain an adequate fighting force.
3
4
Goal:
Destroy all of your opponent’s figures to take control of
the bridge and its immediate territory around the Bloodred
River.
Snow and Ice Spaces:
When counting movement, all snow
spaces are considered light snow spaces and all ice spaces
are considered normal ice.
5
2 Players:
Each player drafts or brings a pre-made 500-point
Army. See Special Rules for placing Armies on the battlefield.
Thin Ice:
When a medium or large figure ends its move on
any ice space that is adjacent to a water space, that figure
must roll the 20-sided die for wounds. If a medium figure
rolls a 1-3, that figure receives 1 wound. If a large figure rolls
a 1-6, that figure receives 1 wound. All huge figures or larger
automatically receive 1 wound. Double-based figures only
roll once even if occupying 2 ice spaces. Small figures and
figures with Snow and Ice Enhanced Movement Special
Powers are not affected by Thin Ice.
6
3 Players:
Player 1 plays on Team 1. Players 2 and 3 play on
Team 2. Player 1 drafts or brings a pre-made 850-point Army.
Players 2 and 3 each draft or bring a pre-made 300-point
Army. See Special Rules for placing Armies on the battlefield.
7
4 Players:
Players 1 and 2 play on Team 1. Players 3 and 4
play on Team 2. Each player drafts or brings a pre-made
500-point Army. See Special Rules for placing Armies on the
battlefield.
8
Victory:
Victory is achieved by destroying all of your
opponent’s figures, including any reinforcements waiting to
be placed. Victory may also be attained by preventing your
opponent from placing more reinforcements. This can be
done by occupying all of your opponent’s starting zone
spaces and destroying all of your opponent’s figures on the
battlefield.
9
One player/team starts on the green starting zone. The other
player/team starts on the orange starting zone.
10
Special Rules
Placing Armies:
When drafting or using pre-made Armies,
do not place the chosen Armies on the battlefield as normal.
Instead, place all of your Army Cards and its figures in front
of you. Once all players have assembled their Armies, follow
the rules below for placement:
If no player/team has achieved victory by the end of the 12th
round, the player/team with the most points wins the game.
See Scoring in the Master Game Guide.
11
12
At the beginning of each round, each player rolls the
20-sided die. High roller places first. Re-roll any ties. Turns
Extra Points:
If a player/team soley occupies the bridge (any
one or more of the five spaces), they may add 100 points to
their point total.
©2004 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
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