The dark waters of the Southern Sea stretch out as far as the eye can see, stirred by a gentle breeze. From out of the mist, the Pro- metheus and the Kerberos emerge, sailing swiftly towards each other. On board both ships, the crews gaze intently at their adversary, their hearts beating as one, ready for the boarding. They all know why they are here: to retrieve a legendary treasure from the depths.
It is said that somewhere off the coast of Yota-Pong, a galleon laden with gold, jewels, and other priceless riches sank years ago. The captains of both vessels have located the wreck and are determined to pillage its contents. Each knows that the only way to neutral- ize their rival once and for all in this race is to sabotage their navigation instruments.
The two ships draw closer, weapons unsheathed. Ropes and boarding planks are deployed. The sound of the waves is soon drowned out by the clash of weapons, as both crews engage in battle.
The 3 Navigation Instruments on a ship are destroyed.
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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 3 in their Book of Skelos. The General may choose 2 spells: Bori’s Rage, Gift of Life (vs), Mitra’s Halo (vs), Borne by the Wind (vs), Magical Dizziness (vs). |
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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 3 in their Book of Skelos. The Warlord may choose 2 spells: Withering, Energy Drain (vs), Set’s Halo (vs), Borne by the Wind (vs), Magical Dizziness (vs). |
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The player activates their Leader and gains 3 reinforcement points (see Special Rule “Ships”). Then, they may use the following Special Rule. Push forward! During their next turn, the player may activate up to 3 tiles, but each tile costs 1 additional gem to activate. |
Game Board Rules: Standard game board rules apply.
Ships: The Prometheus is the General’s ship and its
token may only bring their units in play. The Kerkeros is the
Warlord’s ship and its
token may only bring their units in play.
Navigation Instruments: The General takes 12
tokens and the Warlord takes 12
tokens . Each player creates 3 stacks of 4 tokens and places
them as indicated on the setup diagram. Each stack represents a Navigation Instrument.
Destroy a Navigation Instrument: A unit in an area with a Navigation Instrument (or in an adjacent area if occupied) may perform a Melee Attack to destroy it. Ranged Attacks cannot be used. If they roll at least 3 successes, one token is removed from that stack. When all 4 tokens of a stack are removed, the Navigation Instrument is destroyed.
Boarding gangway: The gangways are placed as indicated on the setup diagram. A gangway is considered as an area. It does not require any additional movement point to enter or exit.
Board a ship: A unit in an area adjacent to a Leap area may replace its activation to move to the opposing area on the other ship, even if they do not have the Leap skill. A unit with the Leap skill may also use this Special Rule or try to Leap.
Leap: If a unit fails to leap, they fall in the water and is eaten by sharks; the unit dies. The difficulty of each Leap is indicated on the setup diagram.