The Last Stand

  Versus 2 Players
  Uses content from:     Core Game     Stretch Goal     Versus

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 beyond 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.

GeneralVictory 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 one spell: Deceleration, Bori’s Rage.

Minion
4

Minion
5

Leader
1

Minion
4

Champion
4

Minion
4

WarlordVictory 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 one spell: Borne by the Wind (vs), Withering.

Champion
4

Minion
4

Leader
1

Minion
5

Minion
4

Minion
4

The player activates their Leader. Then, they may use the following Special Rule:

Infiltration and repositioning: The player may choose 2 of their units (other than the Leader) to perform a Move action up to 2 areas, ignoring hindering and the game board rule “Ladders”.

Special Rules

Game Board Rules: Standard game board rules apply.

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 units than their opponent in that Strategic Zone at the end of a game turn. In case of a tie, neither player controls the Strategic Zone.