4 Players      2 Crows

The horrific din rising above the village occupied by the fearsome Pict warriors leaves no room for doubt; Conan and his group of volunteers who came from Fort Tuscelan have failed to arrive before the sacrifice.

Yselda, daughter of the governor of Velitrium, howls in terror. The prisoner, tied to a black pole, is surrounded by a mass of terrifying and gibbering silhouettes; before her, Zogar Sag is determined to demonstrate his power.

The sinister shaman trembles while chanting guttural incantations to the rhythms of the warriors’ ceaseless shouts. Strange bubbling starts on the surface of the swamp at the very moment Yselda falls unconscious, victim of a charm cast by Zogar Sag.

There is no time to plan, as Conan knows the powers of the priests of Jhebbal Sag and their ability to control all manner of beasts. But does he know that the most powerful of them can also call upon ancient, nightmarish creatures?


The Thing from the Swamp

The Swamp

    Uses content from:     Core Game     Stretch Goal

Winning the Game

Heroes

If the charm is broken and a hero has fled the village with Yselda, she is saved; the heroes win the game.

Overlord

At the end of turn 12, Thaug emerges from the depths of the swamp and devours Yselda; the Overlord wins the game.

Setup

Heroes

The game starts with the heroes’ turn.

3

Suggested Heroes and Equipment:
Conan (Battle Axe, Shield, Leather Armor)
Shevatas (Kris, Throwing Knives)
Hadrathus (Dagger, Teleportation, Mitra’s Halo, Lightning Storm). Hadrathus starts with Mitra’s Halo cast.
After setup, each hero moves 5 gems from their Reserve zone to their Fatigue zone.

Overlord

The Overlord starts with 7 gems in their Reserve zone and 5 in their Fatigue zone, and places the recovery token showing a recovery value of “5” in the Book of Skelos.

When the Event tile is activated, the Overlord resolves each of the following events in order:

Impending Awakening: Move the turn tracker 1 space toward space 15.

Destruction: The Overlord places a water token in an area. That area becomes a water area.

Emergence: The Overlord may move or place a Tentacles tile into the Event title’s previous position in the River, then place the 3 corresponding Tentacle models (taken from the board or from the box) in the water areas of their choice on the board.


The River


5

Special Rules

Magical Charm: If a hero takes the Pictish Fetish or Zogar Sag dies, the charm is broken and Yselda counts as an object with an encumbrance value of 6.

Pictish Fetish: After a hero successfully opens a chest, and takes an asset card, that hero rolls 1 Red die. If the number of symbols shown on the die is equal to or greater than the number of cards remaining in the asset deck, that hero also takes a Pictish Fetish card.

Tentacle: Instead of attacking, a tentacle can destroy a wall; place a broken wall token on a wall adjacent to the Tentacle’s area.

Water: A character must spend 1 extra movement point to move out of a water area. A character can move from a water area to an adjacent wood area by spending 2 extra movement points.

Leap: Leaping over the water area around the alter in a single movement is not possible. The character must stop in the alter area before performing a second leap.

Chests: During setup, the Overlord places 8 chests on the board as indicated by the setup diagram. The asset deck contains: 2 Life Potion, 1 Explosive Orb, 1 Zingaran Bow, 1 Crossbow, 2 Empty Chest, and 1 Javelin.