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.
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.
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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 one spell: Set’s Possession, Borne by the Wind (vs). |
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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 one spell: Deceleration, Mind Control. |
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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. Benefits cannot be used for this activation, as well as the Special Rule “Collect a Treasure”. |
Game Board Rules: Standard game board rules apply.
Setup: Place 9 tokens
in the areas indicated by the setup diagram to represent Treasures.
Collect a Treasure: A unit in an area with a
token may replace their Attack to collect that Treasure. In this
case, the player rolls
(no rerolls allowed). If the die shows 0 or
1 success, the
is placed under that unit’s miniature. If the die
shows 2 successes, 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 damage. If the unit
survives, the
is placed under that unit’s miniature. A unit can
only have 1 at a time. If the unit is killed, the
is
dropped in their area and can be collected by another unit.
Move a Treasure: A unit with a
may move with it. The
may be dropped in an area during the unit’s
movement, without interrupting it.
Escape with a Treasure: A unit with a
entering an area with a
token is removed from the game.
The player controlling that unit 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 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 mercenaries don’t have time to collect more treasures and have to defeat it. The player who kills the Bone Golem wins.