Required Sets: Rise of the Valkyrie, Fortress of the Archkyrie
Built primarily as an escape route from the castle if the main defense falls, the West Barbican of Idona Castle has never been attacked. Few enemies know of the existence of this part of the castle. The access to the West Barbican is known to be a long, dangerously narrow ledge that falls off steeply from both sides. Attacking armies have tried to cross this passageway only to turn back after losing half of their army. There is a safer pass through underground caves, but it is a well-guarded secret.

Master Game for 3 or 4 Players
Required Sets: Rise of the Valkyrie, Fortress of the Archkyrie
Goal: Player 1 and player 2 are on a team and must work together to rescue 3 unique heroes from the army of reinforcements. Player
3 must prevent 3 unique heroes from reaching the safety of the West Barbican walls. (In a 4 player game, players 3 and 4 team
up for this goal.)
Setup: Player 1 controls the door at the start of the game and places the door card with the other army cards that he/she controls.
Player 1 must sit directly to the right of player 2.
3 Players: Player 1 drafts or brings a pre-made 225-point army. Player 2 drafts or brings a pre-made 550-point army. Player 3 drafts
or brings a pre-made 715-point army.
4 Players: Player 1 drafts or brings a pre-made 225-point army. Player 2 drafts or brings a pre-made 635-point army. Player 3 and player
4 draft or bring pre-made 315-point armies.
Player 1 starts in the olive starting zones. Olive start zone spaces marked with the number 2 indicate where there are 2 open
start zone spaces on both levels 1 and 21. Player 1 must also start with 1 figure on door space #4 (which is on level 1).
Player 2 starts in the purple starting zone as the ambushed reinforcements. At least 3 unique heroes, 2 of which must be non-flying,
must be placed on the purple starting zone. Player 3 (and player 4, if 4 players) start on any space in the teal starting
zones.
Special Rules: When using pre-made armies, player 2 places his/her entire army on the purple starting zone first; placement then passes to
the left.
At the beginning of the first round only, do not roll for initiative. Player 2 automatically goes first, followed by the player
on his/her left. At the beginning of round 2, play continues as normal; all players roll for initiative.
Strong unknown forces have always interfered with the use of any summoning powers. Figures that are successfully summoned
must roll the 20-sided die. If a 19 or 20 is rolled, the figure is safe. If a 1-18 is rolled, the figure is destroyed.
Victory: Player 1 and player 2 win if: A) Player 1 has control of the door card and has at least 1 figure that is within the barbican
walls, and B) Player 2 has 3 unique heroes, that started in the purple starting zone, occupying any spaces in player 1's starting
zone.
If player 1 and player 2 fail to save 3 unique heroes by reaching inside of the barbican wall by round 12, it is assumed that
darkness has set in and the reinforcements are overwhelmed. Player 3 (or players 3 and 4) win the game.
With the main castle under a long siege, the call for reinforcements has arrived, but the enemy has followed them back to the West Barbican. As the reinforcements rush to the safety of the fortress, the enemy outflanks and ambushes them only a short distance away from the outer door. For the enemy, destroying the reinforcements means crushing any hope that the castle guards have of surviving the siege. For the castle guards, rescuing the reinforcements and getting them behind the walls means everything.

Master Game for 2 or 3 Players
Required Sets: Rise of the Valkyrie, Fortress of the Archkyrie
Goal: Player 1 must defend the West Barbican and prevent player(s) 2 (and 3) from taking control of it. Player(s) 2 (and 3) must
destroy all of player 1's figures or take control of the barbican by taking down the flag.
Setup: Place the glyph power-side up as shown. Player 1 controls the door at the start of the game and places the door card with
the other army cards that he/she controls.
2 Players: Player 1 drafts or brings a pre-made 500-point army and also starts with control of the door card. Player 2 drafts or brings
a pre-made 750-point army.
3 Players: Player 1 drafts or brings a pre-made 650-point army and also starts with control of the door card. Player 2 and player 3 draft
or bring pre-made 325-point armies.
Player 1 starts in the olive starting zones. Olive start zone spaces marked with the number 2 indicate where there are 2 open
start zone spaces on both levels 1 and 21. Player 1 must also start with 1 figure on door space #4 (which is on level 1).
Player 2 (and player 3 as a team) start on any space in the purple starting zone.
Special Rules: Player(s) 2 (and 3) are allowed to take down the flag to win the game. To take down the flag, Player 2 (or 3) must move a
figure onto the olive start space marked with the "X" that is next to the flag. This figure must be unengaged when taking
down the flag. After moving, instead of attacking with this figure, he/she may take down the flag and remove it from the game.
Victory: Player(s) 2 (and 3) must either destroy all player 1's figures or take down the flag to win the game. Player 1 must prevent
the flag from being taken down or destroy all of his/her opponent's figures to win the game. If the game reaches the end of
round 12, player 1 recieves reinforcements from the castle and the opportunity for player(s) 2 (and 3) to take control of
the barbican has been lost. Player 1 immediately wins the game.
A determined army carefully makes their way throug the treacherously narrow ledge that leads to the West Barbican, losing only a few warriors. The guards of the barbican are completely surprised and undermanned, but must prepare for a battle that will determine the fate of Idona Castle and its control over Western Nastralund and the Dark Lakes.