Required Sets: Rise of the Valkyrie
For centuries, the Dark Lakes separated the Regions of Laur and Nastralund. When the search for wellsprings began, the lakes became a source of dispute between the Archkyries on each side. They each built a fort on their shore, but dozens of skirmishes quickly reduced the area to ruins.
Basic Game for 2 Players
Required Sets: Rise of the Valkyrie
Goal: Secure the Dark Lakes region by capturing the enemy's deep-dive device.
Setup: The glyphs of Brandar represent the deep-dive devices. Place them where shown, with
the Artifact side facing up. Place figures where shown by the following numbers.
Good Player: White
1: Sgt. Drake Alexander
2: Krav Maga Agents
3: Airborne Elite
4: Syvarris
Evil Player: Black
1: Mimring
2: Marro Warriors
3: Zettian Guards
Victory: When you move a figure onto the other player's deep-dive device, or the other player
has no figures left on the battlefield, you win.
A rumor has been spreading concerning the Dark Lakes - in the depths of these cold, dark waters may lie the source of the wellsprings. The Valkyrie General who controls The Forsaken Waters could use deep-dive devices to explore the waters. But there are 2 Valkyrie Generals whith deep-dive devices.
Basic Game for 2 Players
Required Sets: Rise of the Valkyrie, Malliddon's Prophecy
Goal: Destroy all of your opponent's figures.
Setup: Set up the battlefield by placing ruins where shown and all figures as marked with
the following numbers.
Good Player: White
1: Venoc Warlord
2: Venoc Vipers
3: Kelda the Kyrie Warrior
4: Omnicron Snipers
Evil Player: Black
1: Marcus Decimus Gallus
2: Roman Legionnaires
3: Roman Archers
4: Tornak
5: Blade Gruts
6: Arrow Gruts
7: Taelord the Kyrie Warrior
Victory: When all of your opponent's figures have been destroyed, you win.
A small party is guarding the Wellsprings, taking advantage of the high ground, when it is suddenly attacked by the enemy who splits its forces to attack from 2 sides. The victor of this battle will control the Wellsprings and have an advantage when the battle of Malliddon's Prophecy takes place.
Master Game for 2 Players, or 4 Players in 2 Teams
Required Sets: Rise of the Valkyrie
Goal: Destroy all of your opponent's figures.
Setup: Place the glyphs power-side up where shown.
2 Players: Each player drafts or brings pre-made 300-point armies.
4 Players: Each player drafts or brings pre-made 160-point armies.
One player/team starts in the olive starting zone the other player/team starts in
the purple starting zone.
Special Rules: At the end of every round, all players with figures still on the battlefield may roll
the 20-sided die to see if their reinforcements have arrived. For rounds 1 and 2,
any player who rolls 16 or higher may place reinforcements. For all other rounds,
players only need to roll 11 or higher to place reinforcements. Reinforcements are
placed as follows: draft (roll for draft order, if needed) or bring pre-made 160-point
armies that have not previously been destroyed in the game. Army Cards with "The Drop"
special power can't be used as reinforcements. Place reinforcements in your original
starting zone, and use them as part of your army. Each player can only recieve reinforcements
once, if at all.
Victory: When the other player/team has no figures left on the battlefield, you win. If the
battle reaches the end of Round 12, then the game is over and the player/team with
the most points on the battlefield wins.
With winter coming, maintaining control of the pass through The Forsaken Waters becomes very important. The warm waters keep snow away, allowing safe passage between Laur and Nastralund. Controlling The Forsaken Waters gives a Valkyrie General an advantage throughout the winter. Two opposing sides are here to fight for it, and calls for reinforcements have been sent.
Master Game for 4 Players in 2 Teams
Required Sets: Rise of the Valkyrie
Goal: Take control of the battlefield by destroying all of the opposing team's figures.
Setup: Set up the ruins as shown. Place the glyph of Gerda, Valda, Dagmar, and Astrid power-side
up where shown. Then turn the glyphs of Earland and Mitonsoul symbol-side up, shuffle
them, and place one on the space marked with the (?). The other glyph is not used
and is placed out of play without being revealed.
Each player drafts or brings pre-made 300-point armies. Player 1 and 3 are on one
team. Player 2 and 4 are on the other team. Player 1 starts in the olive starting
zone. Player 2 starts in the purple starting zone. Player 3 start in the teal starting
zone. Player 4 starts in the navy starting zone.
Special Rules: Visibility in the fog is extremely limiting. When doing a normal or special attack
against a figure that is more than 2 spaces away, you must roll the 20-sided die along
with the combat dice. If you roll less than a 16 on the 20-sided die, you cannot count
any skulls you may have rolled as hits.
Due to the dense fog, there can be no flying or parachuting. Figures from army cards
with "The Drop" special power are placed at the beginning of the game like other figures.
Figures from army cards with any type of "Flying" special power cannot fly.
Victory: Victory is achieved by eliminating all figures of the opposing team. At the end of
the 12th round, the fog becomes so dense that all fighting ceases due to zero visibility.
The team with the most points on the battlefield wins.
Warm waters swirling under cold crisp air create the legendary Killing Fog, a mist so dense it can be sliced with a sword. Crossing this battlefield through this fog is always treacherous, especially when the visibility is the length of a sword swing. You may hear the enemy, but you cannot see them until it's too late.
Master Game for 2, 3 or 4 Players
Required Sets: Rise of the Valkyrie, Malliddon's Prophecy
Goal: Take control of the battlefield by destroying all opponents.
Setup: Set up the battlefield by placing ruins and glyphs of Dagmar, Brandar, Lodin, Jalgard,
Rannveig, and Sturla as shown. Place all figures as marked with the following numbers.
(Place their army cards on the table for drafting.)
1: Blade Gruts
2: Arrow Gruts
3: Venoc Vipers
4: Venoc Warlord
5: Kelda the Kyrie Warrior
6: Taelord the Kyrie Warrior
7: Roman Legionnaires
8: Roman Archers
9: Ne-Gok-Sa
10: Marcus Decimus Gallus
11: Tornak
12: Omnicron Snipers
Special Rules: Each player drafts by number of army cards, not points.
4 Players: Each player drafts 3 army cards.
3 Players: Each player drafts 4 army cards.
2 Players: Each player drafts 6 army cards.
The glyph of Brandar is used only once and allows a player to immediately remove the
glyph of Brandar and any other glyph from the game even if occupied.
Victory: Victory is achieved by eliminating all of your opponents. At the end of the 12th round,
the Killing Fog starts to roll in. All warriors retreat in haste. The player with
most points on the battlefield wins.
Strands of mists float about the battlefield like lost souls looking for revenge from past battles. It is because of Malliddon's Prophecy that Forsaken Waters has always been an eerie battlefield where even the bravest warriors tiptoe through. The Prophecy speaks of a great battle of overwhelming force engulfing and destroying everything in its path. It also speaks of the dead coming to life and of a Gale Force so great that creatures in the sky are swept away forever. Malliddon's Prophecy foretells that whoever wins the battle at Forsaken Waters, will eventually win the war. Many warriors have fought here trying to fulfill the Prophecy, but the dead have yet to come back to life.