3 Players      3 Crows

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.

Infernal Pursuit Part I


    Uses content from:     Core Game

Winning the Game


If the turn marker reaches space 6, the heroes’ ship catches up with The Vandal; start Infernal Pursuit Part II.


If all heroes are dead, The Vandal escapes; the Overlord wins the game.

Pursuit: The Overlord does not move the turn marker during the Recover phase. The turn marker represents the heroes’ progress in catching The Vandal.

Sailing: Only the ship areas and adjacent sea areas shown in the setup diagram are used for this scenario.



The game starts with the heroes’ turn. The heroes start in the areas indicated by the setup diagram.


Suggested Heroes and Equipment:
Conan (required) (Battle Axe, Leather Armor)
Shevatas (Parrying Dagger, Throwing Knives, Leather Armor)
After setup, each hero moves 4 gems from their Reserve zone to their Fatigue zone.


The Overlord starts with 5 gems in their Reserve zone and 5 in their Fatigue zone, and places the recovery token showing a recovery value of “3” in the Book of Skelos.

When an event tile is activated the Overlord resolves any one of the following events:

Reinforcement: 4 reinforcement points . (Maximum limit of 5 Pirates for each Pirates unit tile at any one time)

Rogue Wave: A huge wave rocks the ship; the Overlord rolls 1 Red die. For each symbol shown on the die, the Overlord either moves a hero up to 3 ship areas or removes a mutineering Pirate from the board. A hero cannot be moved into a water area.

Turncoats: The Overlord rolls 1 Red die. For each symbol shown on the die, the Overlord replaces a mutineering Pirate model on the board with a Pirate model from off the board.

The River


Special Rules

Mutineering Pirates: Pirate models with red bases are mutineering Pirates, and are considered allies. Mutineering Pirates cannot be activated using Leadership. Once per hero turn, the heroes can activate all mutineering pirates. Mutineering pirates move and attack like a unit group.

With me!: At the start of the heroes’ turn, Conan rolls 1 Yellow die. For each symbol shown on the die, place 1 mutineering Pirate model in Conan’s area. If Conan’s area is occupied, place the mutineering pirates in an adjacent area. There can be no more than 5 mutineering Pirates on the board at a time.

Navigation: If a hero is in a mast area or the poop deck area, there are more heroes and allies than units in that area, and no ally has attacked this turn, that hero can perform a simple Manipulation to move the turn marker 1 space toward space 6. If the hero does, allies cannot attack that turn. Each hero can move the turn marker once per turn per mast or poop deck area.

Chests: During setup, the Overlord places 4 chests on the board as indicated by the setup diagram. The asset deck contains: 2 Life Potion, 1 Explosive Orb, 1 Crossbow