Infernal Pursuit
Smelling a trap during a meeting with pirates from the Baracha islands, Conan flees Tortage, joining Captain Zaporavo and the crew of The Vandal. Soon, his personality and sailing prowess make him popular with the crew, and his leadership gains him the attention of Sancha, the Zingaran mercenary’s favorite.
Zaporavo remains wary of the Cimmerian, who he now sees as a rival. But the time is not right to settle scores as the sails of an Argosian merchant vessel appear on the horizon.
The Vandal’s crew sets upon its prey, and the merchant ship offers little resistance. With the captured vessel intact, Zaporavo sets sail to the nearest Zingaran port, hoping to profit as much from the ship itself as from its cargo.
Aboard the Argosian ship and flanked by crew members loyal to him, Conan seizes the opportunity and incites a mutiny, hoping to take the ship and strike The Vandal while it is weakened.
Objective
To win the game, the Heroes must accomplish these objectives in order:
Setup
This scenario starts on the ship marked .
No unit can leave this ship until it catches the Vandal, at which point the entire game board is available.
The game starts with the Heroes’ turn.
Place the Invocation token and the Alarm token
on space 0 of the Turn track.
Do not place any units on the Vandal during the initial setup.
Set Activation token to the side. This will be added during
the course of the scenario.
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After setup, each Hero moves 4 gems from their Reserve zone to their Fatigue zone. |
Asset Deck
Chests require a complex Manipulation with a difficulty of 2 to open. The Asset deck contains: Life Potion x2, Explosive Orb, Crossbow.
Event
When the Event tile is activated, resolve each of the following events in order:
Special Rules
Game Board Rules: Standard game board rules apply. Anyone entering the water is eaten by sharks and dies.
Leap: If a unit (Hero or Overlord) fails to leap, they remain in their area. Overlord units prioritize leaping over an area with the lowest leap difficulty unless leaping over a higher leap difficulty area is the only way to reach their Target Hero or Alternate Target Hero.
Duelists: Captain and Zaporavo target the Strongest Hero.
Mutineering Pirates: Red Pirates are mutineering Pirates, Heroes’ Allies. They cannot be activated using Leadership. Once per Heroes’ turn, the Heroes can activate all the Pirates of the red Pirates tile, for free. They are activated in the same way as Overlord units (Movement & Attack), except that Heroes cannot use benefits.
(5 Max)
With me!: At the start of the Heroes’ turn, roll
(no rerolls allowed). For each success shown on the die, add 1 red mutineering Pirate to Conan’s area. If the result is blank,
reduce the
token by 1 (if possible).
Note: Once the Heroes catch the Vandal (see special rule Catch the Vandal),
this special rule no longer applies.
Endless Pirates: When a Pirate Activation token is drawn, reinforce 1 Pirate of that color before activating the tile. Note: Once the Heroes catch the Vandal (see special rule Catch the Vandal), this special rule no longer applies.
Catch the Vandal: A Hero in an area marked
can perform a simple Manipulation to increase the
token by 1 if there are more Heroes and Allies than
enemies in that area. Each Hero can only do this once per turn, and not in the same area. Once the Turn marker reaches 6,
remove the
token and perform the following actions in order:
Ballista Fire: A Hero in an area marked
can perform a simple Manipulation to fire a ballista if there are more Heroes and Allies than enemies in that area. Roll
(no rerolls allowed). Increase the Alarm token
by 1 for each success shown on the die. Each ballista can only
be fired once per Heroes’ turn. If Zaporavo is on the Vandal when it sinks, he is eaten by sharks and dies.