Shadizar is known throughout Hyboria as the capital of the kingdom of Zamora, but also as a corrupted city, a den of thieves, and a place where all manner of debauchery is permitted. It is no wonder, then, that the House of Shadows, a powerful brotherhood of assassins, has chosen to use it as a base from which to launch its terror operations in the surrounding regions with impunity.
There is no shortage of candidates to swell the ranks of the brotherhood, and tradition dictates that new recruits prove their worth by undergoing a rite of passage during which their skills at theft and murder are put to the test. This time, their target will be a fortress of the neighboring Corinthia, at the foot of the Karpash Mountains. This stronghold houses compromising documents that their employer wishes to appropriate, likely for use in some political plot.
But that matters little to the assassins. They have a contract, an objective, and have already received their payment. They care for nothing else. As they advance towards the fortress, the defenders seem to be waiting for them, as if warned of their coming.
This does not diminish the determination of the recruits, quite the contrary. They hope that this mission will be remembered for generations.
A player has at least 12 Victory Points, or at the end of turn 12.
![]() |
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 2 spells: Bori’s Rage, Mitra’s Halo (vs), Borne by the Wind (vs), Magical Dizziness (vs). |
![]() Minion
|
![]() Champion
|
![]() Leader
|
![]() Minion
|
![]()
|
![]() Champion
|
![]() Minion
|
![]() Minion
|
![]() |
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 2 spells: Withering, Deceleration, Set’s Halo (vs), Magical Dizziness (vs). |
![]() Minion
|
![]() Champion
|
![]() Leader
|
![]() Minion
|
![]()
|
![]() Champion
|
![]() Minion
|
![]() Minion
|
![]() |
The player activates their Leader and gains 3 reinforcement points (See Special Rule “Reinforcements”). Then, the General may perform one of the following Special Rules. Finally, the Warlord may perform one of the following Special Rules. General Special Rules: Stealth: The General places a Picking tools: The General places a Warlord Special Rules: It’s a trap: The Warlord places a Pit token
Spotted: The Warlord removes the |
Game Board Rules: Standard game board rules apply.
Reinforcements: The General uses the 5 reinforcement areas
outside the fort.
The Warlord uses the reinforcement area
inside the fort.
Tracking Victory Points: During setup, the General places the
token on the 0 space of the Turn track. The Warlord does the same
with the
token. Use these tokens to track Victory Points.
Opening chests: A unit controlled by the General in an area with a chest may spend
its activation to try to open it. Roll (rerolls allowed). If the
result has 2 successes, remove the chest from the game and increase the General’s Victory Points by 3.
Repel the threat: When a tile in the General’s River is dead, the Warlord immediately gains 4 Victory Points. It is not possible to demobilize a tile for this scenario for both sides. It is still possible to dredge the River.