Required Sets: Rise of the Valkyrie
In the days of old, trolls were said to raid across the river. Archkyrie Navess erected a stronghold to protect his lands from the toll raiding parties. Navess' Region was later conquered by the Archkyrie of Upper Bleakwoode, but the name Trollsford still remains.
Master Game for 2 Players on a Team Against 1 Player
Required Sets: Rise of the Valkyrie
Player 1 and 2's Goal: Rescue Sgt. Drake Alexander by the end of round 8.
Player 3's Goal: Prevent players 1 and 2 from rescuing Sgt. Drake Alexandar.
Setup: Place 4 glyphs power-side up where shown. Place another glyph symbol-side up where
shown, then place Sgt. Drake Alexander on top of it.
Players 1 and 2: Each player drafts or brings pre-made 200-point armies.
Player 3: Draft or bring a pre-made 500-point army.
Players 1 and 2 start in the olive starting zone. Player 3 starts in the teal starting
zone.
Special Rules: Sgt. Drake Alexander cannot participate in the battle, be controlled by anyone, or
move from his secured space. The symbol-side up glyph cannot be moved, and its power
does not affect the game.
Victory: If player 1 or 2 can move a figure next to Sgt. Drake Alexander, then he is rescued
and players 1 and 2 win. If Sgt. Drake Alexander is not rescued before the end of
round 8, then player 3 wins, even if player 3 has no figures left on the battlefield.
Player 3 can also win if players 1 and 2 have no figures left on the battlefield.
Sgt. Drake Alexander has been captured, and it's only a matter of time before he talks. He knows a lot, and if he talks, his captors will find out their enemies' secrets. Luckily, an enchantment has been cast on Sgt. Drake Alexander's allies. One of his allies only needs to touch him and they will all be transported back to safety. But the enchantment can only last for so long....
Master Game for 2 Players
Required Sets: Rise of the Valkyrie
Goal: Destroy all of your opponenet's figures.
Setup: Place the glyphs power-side up where shown.
Each player drafts or brings pre-made 400-point armies.
One player starts in the olive starting zone; the other player starts in the purple
starting zone.
Special Rules: At the end of every round, the deadly gas is 1 level higher. At the end of round 1,
the gas covers level 1 and all water spaces on the board. At the end of round 2, it
also covers all of level 2, and so on. The gas cannot rise above level 5.
At the end of each round, all figures in the gas take 1 wound. Figures are not affected
by the gas during the round, only at the end.
Victory: When the other player has no figures left on the battlefield, you win. If both players
lose their last figures at the same time, then neither player wins - the other Valkyrie
general's plan has worked. If the battle reaches the end of round 8, then the battle
is over and the players with the most points on the battlefield wins.
A Valkyrie General knew that others would follow her here, to Trollsford. That is why she released a poisonous gas into the water. Now they must not only fight each other, but fight to breathe. . . yet they can only hold their breath for so long...
Master Game for 2 Players
Required Sets: Rise of the Valkyrie
Goal: Take control of the battlefield by destroying your opponent's hero.
Setup: Place the glyphs power-side up where shown.
Each player drafts 1 unique hero of any point value, plus up to 170-points of squads
(non-heroes).
One player starts in the olive starting zone, the other player starts in the purple
starting zone.
Special Rules: The toxic mist has risen off the ground but lingers just overhead. No figures 9 or
higher in height can be used in this scenario. Figures with the special powers that
fly or drop cannot be drafted.
Water is still toxic. If a figure is left in the water at the end of the round, it
takes 1 wound automatically.
All sand spaces are quicksand. Figues must roll 11-20 on the 20-sided die to move
out of any quicksand space, otherwise it becomes stuck in that space until another
turn. If a figure is left in a quicksand space at the end of a round, it takes 1 wound
automatically. Figures with double-hex bases are too heavy to travel through quicksand
and will sink and die crossing any quicksand space.
The glyph of Brandar invokes the evil spirits residing in the land. Any player landing
on this glyph must first roll the 20-sided die. Rolling 1-4 immediately destroys the
figure on it. Rolling 5-20 allows the player's figures to travel on quicksand as normal
grass terrain.
Victory: Destroy your opponent's unique hero to win the game. At the end of round 12, any figure
left in the water immediately dies and the player/team with the most points on the
battlefield wins.
Two patrols quickly find themselves face-to-face separated only by quicksand. Destroy the Hero that leads the opposing army into combat! With the death of their Hero, many of the combatants retreat from the battlefield, giving way to the victorious Hero.