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 supernatural 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 a nightmare.
The game ends at the end of turn 8.
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Initiative: See special rule. The General may choose one spell: Borne by the Wind (vs), Drying Earth. |
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Initiative: See special rule. IThe Warlord may choose one spell: Deceleration, Drying Earth. |
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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 (see below) and places them in the reinforcement areas of their choice. If the reserve is empty, no Bog Ghouls or Revenants are added. |
Game Board Rules: Standard game board rules apply. Water areas are considered unstable.
Game Board 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 tokens
represent Bog Ghouls. When a Bog Ghoul kills a unit, that unit becomes a Revenant (see below).
Revenants: The tokens
represent Revenants. During setup, place 12
tokens near the
board. They are not part of the reserve at the start of the game. When a unit is killed by a Bog Ghoul, they become a Revenant.
Remove their miniature from the game and replace it with a
token.
If there is no
token near the board, use a
token from the reserve, if possible. If not, no Revenant is
added to the board.
Death is not the end: When a Bog Ghoul or Revenant is killed, remove its token from the board and place it in the reserve. The reserve is empty at the start of the game. Bog Ghoul and Revenants in the reserve may return with the Special Rule “They are Legion”.
Thriller Night: At the beginning of each player’s turn, before their Activation phase, the player must perform an activation with 1 to 3 Bog Ghouls or Revenants. Benefits and skills cannot be used to defend Bog Ghouls and Revenants, and the Reroll benefit cannot be used for their attacks. Bog Ghoul and Revenants count towards hindering and Occupied Areas. They are not affected by the game board rule “Water areas.”