4 Players      3 Crows

The situation is dire. The Aquilonian province of Conajohara is on the brink of collapse, drowned under the assault of the unified Pict tribes led by Zogar Sag. For days, Conan and his band of scouts have prowled the Black River, fighting fiercely to protect the settlers fleeing the destruction.

Reaching a small village, the scouts find the population slaughtered. On some corpses, the skin is shriveled and blackened, while other bodies have been mutilated by some terrible beast. “This is the work of Zogar Sag,” Conan grunts. “He commands wild beasts, and I have seen others fall victim to the black death of the swamps before.” They head back toward the river.

At dusk, they come upon another village. It remains intact, though deserted. Exhausted, the scouts turn in for the night, though Conan issues a warning: “Rest assured that the Picts will soon arrive to wipe this place from the map. Rest while you can, for tomorrow we make them pay for their crimes!”

When the red dawn rises, even Conan has slipped into slumber. Civilization has not dulled his instinct, however, and he is awake before the first Pict manages to slip into the village.


Red Dawn

Pict Village

    Uses content from:     Core Game     King Pledge     Stretch Goal

Winning the Game

Heroes

At the end of turn 8, if the heroes have more points than the Overlord or are tied for the most points and a hero has fled with the Idol of Yag-Kosha, the heroes win the game.

Overlord

At the end of turn 8, if the Overlord has more points than the heroes or is tied for most points and no hero has fled with the Idol of Yag-Kosha, the Overlord wins the game.

Setup

Heroes

The game starts with the heroes’ turn. The heroes start in the areas indicated by the setup diagram.

3

Suggested Heroes and Equipment:
Conan
Shevatas
Valeria
After setup, each hero moves 5 gems from their Reserve zone to their Fatigue zone.

Overlord

The Overlord starts with 3 gems in their Reserve zone and 8 in their Fatigue zone, and places the recovery token showing a recovery value of “5” in the Book of Skelos.

When an event tile is activated the Overlord resolves any one of the following events:

Reinforcement: 4 reinforcement points .

Siege: The Overlord rolls 1 Yellow die and resolves an effect based on the number of symbols shown on the die:
0 - Resolve the “Reinforcement” event.
1 - Place 1 flame in a hut area with a flame. An area cannot have more than 3 flames in it.
2 - The Overlord moves 3 gems from their Fatigue zone to their Reserve zone.

The Overlord chooses 1 objective card (A, B, C, D, E) and keeps it facedown.
The Overlord takes the remaining 4 objectives, 3 Sacred Treasures, and 1 Idol of Yag-Kosha, shuffles them together, and randomly places 1 card facedown in each hut area.
Then the Overlord takes 1 Battle Axe, 1 Buckler, 1 Dagger, 1 Sword, 1 Parrying Dagger, 2 Pictish Drinks, and 1 Javelin, shuffles them together, and randomly places 1 card facedown in each hut area (2 cards total in each hut area).
If you do not have the Pict Warriors models (purple base), you may use the Pict Hunters models to represent them on the board.

The River


5

Special Rules

Search: A hero in a hut area can perform a complex Manipulation to search the hut. The manipulation has no difficulty; instead, for each symbol shown on the die, the hero takes 1 facedown card in the area: • If the card is an asset, the hero turns it faceup. • If the card is an objective, all heroes can look at it. The heroes decide whether to discard the card faceup or keep the card facedown.

Burn Everything: When a Pict Warrior, Pict Hunter, or Zogar Sag is activated, if that unit is adjacent to a hut area with no hero in it, the Overlord may spend the movement points from the unit’s movement value to attempt to light that hut on fire; the Overlord rolls 1 Yellow die. The Overlord adds 1 flame to that hut for each symbol shown on the die; use flame tokens to track the flames in an area. An area cannot have more than 3 flames in it. At the beginning of the hero turn, each hut area with 1 or more heroes and 1 or more flames in it burns; 1 hero in the area rolls 1 Yellow die for each flame in that area. The dice cannot be rerolled. Then each hero in that area suffers damage equal to the number of symbols shown on the dice. When a third flame is added to a hut area, discard all facedown cards in that area without revealing them. Characters cannot enter an area with 3 flames in it.

Hut Flaps: A character must spend 1 extra movement point to move across a border into or out of a hut. Moving across an opening token does not cost an extra movement point.

Wooden Huts: A character with Wall Wrecker can use it to move across the wall of one of the wooden huts.

Climbing: A character with Climb can move across boulders as though they were a border by spending 2 extra movement points.

Scoring:
Hero Scoring: The heroes score 3 points for each Idol of Yag-Kosha or Sacred Treasure a hero fled with.
Overlord Scoring: The Overlord scores 1 point for each flame on the board.
Objective Scoring: At the end of the game, players reveal all facedown objective cards they kept. The heroes and the Overlord score points based on each kept objective card:

The heroes score 2 points if a hero fled from the upper-leftmost road area.
The Overlord scores 3 points if no hero fled from the upper-leftmost road area.
The heroes score 2 points if there are fewer than 3 flames in hut 5.
The Overlord scores 2 points if there are 3 flames in hut 5.
The heroes score 1 point for each hero who has fled.
The Overlord scores 2 points for each hero on the board.
The heroes score 4 points if Zogar Sag is dead.
The Overlord scores 2 points if Zogar Sag is alive.
The heroes score 2 points if a hero fled with the Idol of Yag-Kosha.
The Overlord scores 4 points if no hero fled with the Idol of Yag-Kosha.

Fleeing the Village: A hero can flee the village from an area at the edge of the board by spending movement points as though the hero were moving across a border and removing the hero’s model from the board. Once a hero has fled, the hero’s model cannot be returned to the board.

Pictish Drink: A hero may discard this item to move 2 gems from their Fatigue zone to their Reserve zone but must also suffer 1 wound.