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Escape from Xuchotl

  Solo/Cooperative City of the Howling Souls 3-4 Players
  Uses content from:     Core Game     Red Nails

Like the sun’s glowing rays, the green mist moved inexorably closer as they fled down the great hallway. That damn rogue had promised them an entire city full of treasure with no one to guard it but the bones of the dead. They lost half their crew, and most of their gear, when that mist appeared and seared the flesh from their bones.

Suddenly, noises stopped them in their tracks. Up ahead, the warrior saw a horde of angry natives emerging from closed doors, armed and ready for battle. With an angry glare at the rogue, the warrior shouted, “No time to explain. Let’s loot any gear we find and escape quickly! And let that death-mist take the hindmost!”

Objective

If the Heroes open all 5 chests and at least one Hero reaches the Hidden Chamber before the end of turn 10, the Heroes win.

Setup

The game starts with the Heroes’ turn.

After setup, each Hero moves 4 gems from their Reserve zone to their Fatigue zone.

Asset Deck

Chests require a simple Manipulation to open. The Asset deck contains: Leather Armor, Shuko, Sacrificial Dagger, Spellbook (Spectral Shroud), Zingaran Bow.

Special Rules

Game Board Rules: Standard game board rules apply.

Reanimation: Whenever a human Overlord unit is killed, remove it from the board and place a Soulless in the reinforcement area .

The Soulless: The Soulless cannot open doors.
Important:They activate at the END of every Overlord’s turn. This counts as one of the Overlord’s activations for the turn.

Behind Closed Doors: When the Tecuhltli Swordsmen tile is activated, only activate units whose door has been opened. If none of their doors have been opened, the activation is wasted.

Hidden Chamber: The Hidden Chamber’s opening connects to the stairs in the bottom right area of the Xuchotl board as though it were a border WITH line of sight.

Rope Placement: A Hero in an area with a pillar may perform a simple Manipulation and discard the Rope card to place a Rope token on that pillar. A Hero in an area with a Rope token may perform a simple Manipulation to remove the token from the board to pick up the Rope card.

Rope Use: A unit (Hero or Overlord) in an area with a Rope token may descend to the floor below by performing a complex Manipulation with a difficulty of 2 (Hero) or for 2 movement points (Overlord). Reduce these values to 1 if the unit has Climb. In addition, a unit with Climb in an area with a Rope token may ascend to the floor above by spending 2 movement points. Ascending is affected by hindering.

Doors: The door with the red border requires a complex Manipulation with a difficulty of 2 or Wall Wrecker to open. All other doors require a simple Manipulation to open.

Prisoner: A Stygian Captain is being held prisoner in the Cell. If a Hero opens the cell door, he joins the Heroes for the rest of the campaign. Any Hero with the Leadership skill may activate him following standard Ally rules. At the start of each scenario, place him in the same area as the Heroes (even if he died in the previous scenario).

Options

Non-Campaign Mode

Cache: Conan’s Sword, Pirate Saber, Shuriken, Sorcerer’s Staff.

Spells: Eldritch Lance.

Four Player Mode

  • Outer Dark Demon has 6 life points.
  • At least one Hero must reach the Hidden Chamber by the end of turn 8 instead of turn 10.
  • Reminder: The Overlord activates four times per turn.

4   (16 Max)

Hero Victory: If the Heroes win, they are awarded 1 Victory Point for each Hero who reached the Hidden Chamber and all cards from the Asset deck.

Hero Defeat: If this scenario results in a Defeat, lose one Victory Point. Players choose 3 cards from the Asset deck to add to the Cache and proceed to the next scenario.