Required Sets: Swarm of the Marro, Fortress of the Archkyrie
Deep in the swamp of Malodorr lies an outpost that is all but forgotten. The exiled warriors who have been sent to Malodorr know it is the last place they will be stationed. The swamp is a wretched and stench-filled deadwater that assaults the senses with every waking moment and threatens to render this outpost uninhabitable. Outside the gates is the only source of water within a weeklong journey. In the swamp of Malodorr, water is as precious as weapons and armor.

Master Game for 2 or 3 Players
Required Sets: Swarm of the Marro, Fortress of the Archkyrie
Goal: Take control of the abandoned outpost.
Setup: At the start of the game, the Door is open with 5 wounds on its Army Card and is not controlled by any player. Place the Army
Card next to the battlefield until a player takes control of the Door.
2 Players: Players 1 and 2 each draft or bring a pre-made 500-point Army. Player 1 may start in any one of the three starting zones.
Player 2 may start in either of the remaining two starting zones.
3 Players: Players 1, 2, and 3 each draft or bring a pre-made 500-point Army.
Special Rules: Turn the Glyphs of Ulaniva, Crevcor, Proftaka and Brandar symbol-side up and shuffle them. Then randomly place them symbol-side
up as shown on the "?" Glyphs. If a figure lands on the Glyph of Brandar, roll the 20-sided die. If a 1-10 is rolled, that
figure receives 1 wound. The Glyph of Brandar is a temporary Glyph.
Victory: Victory is achieved by being the only player with at least one figure inside the Outpost of Malodorr at the end of Round 5
or any round thereafter. A figure is inside the Outpost if it occupies any space within the walls of the Outpost including
any Door spaces, Ladder spaces and Wall Walk spaces. A player may also win by destroying all of his opponent’s figures.
If no player has achieved victory by the end of the 10th round, the player with the most points wins the game. See Scoring
in the Master Game Guide.
Reports of at least two large Armies approaching the Outpost of the Malodorr Swamp have created a panic in the undermanned stronghold. The exiled defenders have preferred to abandon their outpost for the safety of the wretched swamp rather than be surefire targets in an all-out battle. As the Armies converge on the outpost, there is a tense bewilderment. Where are its defenders? The bewilderment lasts only a moment as the battle begins with an intensity that the exiled defenders had predicted.

Master Game for 2 Players, or 3 to 4 Players in Teams
Required Sets: Swarm of the Marro, Fortress of the Archkyrie
Goal: Control the Outpost.
Setup: At the start of the game, the Door starts in the closed postion with 5 wounds on its Army Card and is controlled by Player
1.
2 Players: Player 1 drafts or brings a pre-made 500-point Army. Player 2 drafts or brings a pre-made 800-point Army.
Player 1 starts on any space within the Outpost walls, including any Wall Walk spaces, but cannot start on any Swamp Water
spaces. Player 2 may start in any one or more of the Olive, Purple, or Teal Starting Zones.
3 Players: Player 1 drafts or brings a pre-made 800-point Army. Players 2 and 3 each draft or bring a pre-made 500-point Army and play
as a team.
Player 1 starts on any space within the Outpost walls, including any Wall Walk spaces, but cannot start on any Swamp Water
spaces. Players 2 and 3 are considered friendly to each other, and may start in any one or more of the Olive, Purple, or Teal
Starting Zones.
4 Players: Players 1 and 4 each draft or bring a pre-made 500-point Army and play as a team. Players 2 and 3 each draft or bring a pre-made
800-point Army and play as a team.
Players 1 and 4 are considered friendly to each other and may start on any space within the Outpost walls, including any Wall
Walk spaces, but cannot start on any Swamp Water spaces. Players 2 and 3 are considered friendly to each other and may start
in any one or more of the Olive, Purple, or Teal Starting Zones.
Special Rules: Turn the Glyphs of Crevcor, Proftaka and Brandar symbol-side up and shuffle them. Then randomly place them symbol-side up
as shown by the "?" Glyphs. If a figure lands on the Glyph of Brandar, roll the 20-sided die. If a 1-10 is rolled, that figure
receives 1 wound. The Glyph of Brandar is a temporary Glyph.
Victory: Players 1 and/or 4 achieve victory by being the only player/team with at least one figure inside the Outpost of Malodorr at
the end of Round 5 or any round thereafter. Players 2 and/or 3 achieve victory if, at the end of any round, they have twice
as many figures within the Outpost walls as Players 1 and/or 4. A player/team may also win by destroying all of his opponent’s
figures.
If no player has achieved victory by the end of the 10th round, the player with the most points wins the game. See Scoring
in the Master Game Guide.
After abandoning the Outpost to avoid annihilation by the larger attacking Armies, the exiled defenders of the Outpost return. As expected, one of the attacking Armies is victorious but has been decimated to a fragment of its original size. All who remain in this Army are battle-weary, with little desire to participate in another onslaught to defend their new spoils of war. The exiled defenders know that their chances to retake the Outpost of Malodorr are in their favor.