The Battlefield of Frozen Souls

Required Sets: Rise of the Valkyrie, Thaelenk Tundra

? B A D E G I K M V 7 7 5 9 7 5 9 7 5 9 7 5 9 7 5 9 7 5 9 7 11 11 9 7 11 11 9 7 11 11 9 7 11 11 9 7 11 11 9 7 11 11 9 17 17 9 9 17 17 17 17 9 9 17 17 17 17 9 9 17 17 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6, Glaciers & Ruins

The Thaelenk Tundra is an unfriendly region of ice and snow that stretches into the Dragon Head Sea. Previous travelers tell tales of monstrous snow hunters that hide in the mountains coming out to swing their weapons and hurl boulders of ice at them. Travel in the tundra is wisest during the summer solstice, even though the mountain snow never melts and sudden storms of ice and wind make every journey here a perilous one. It is common to see frozen souls entombed in monoliths of ice along the way.

Created by Hasbro on 2006-05


Storm of Frozen Shards

Master Game for 2 Players

Required Sets: Rise of the Valkyrie, Thaelenk Tundra

Goal: Player 1 must defend the glacier. Player 2 must take over control of the glacier

Setup: Place the glyphs power-side up where shown.

Player 1 drafts or brings a pre-made 450-point army which must contain at least one Dzu-Teh squad. Player 2 drafts or brings a pre-made 650-point army.

Player 1 starts on any ice or snow space, but may not start on the glyph of Brandar. Player 2 starts in the purple starting zone.

Special Rules: Treat all snow tiles as heavy snow and treat all ice tiles as normal ice.

At the end of each round, the last player in the round to take a turn rolls the 20-sided die to determine if the Storm of Frozen Shards affects the round. If you roll 15-20, nothing happens and play continues normally. If you roll 1-14, the storm suddenly engulfs the battlefield. In turn order, affected players must roll 6 combat dice and assign any skulls rolled to on or more figures as wounds that are undefendable.

If the damage destroys a figure, remove it from the battlefield. You cannot assign more skulls than are needed to destroy a figure. If a player is eliminated during the storm, the other player immediately wins the game.

The glyph of Brandar is an artifact that provides a protective aura from the Storm of Frozen Shards for a player's entire army. If a player has a figure on the glyph, he/she is not affected by the storm.

Victory: Completely destroy the other player's army to win. If the game reaches the end of round 12, roll for the Storm of Frozen Shards as normal. Then each player counts only the number of figures that he/she has left on any ice or snow space. The player with the most figures wins the game. If there is a tie or no figures are left on any ice of snow space, player 1 wins the game.

Approaching the tundra from the valley floor is a formidable sight. Spires of ice tower above the landscape and pierce the sky ominously, while the Dzu-Teh scream their warcries. However, where the vally meets the tundra, it is the Storm of Frozen Shards that is the most deadly foe. Warm valley winds swirling with the tundra frigidness form frozen shards of ice that spiral down from the sky like stalactite spears, some as large as the warriors themselves.

Created by Hasbro on 2006-05


The Deadly Frozen Wellspring

Master Game for 3 Players

Required Sets: Rise of the Valkyrie, Thaelenk Tundra

Goal: Control the frozen wellspring by destroying all of your opponents' figures. Use the glyph of Brandar to triple you powers.

Setup: Place the glyphs power-side up as shown.

Players 1 and 3 each draft or bring a pre-made 450-point army. Player 2 drafts or brings a pre-made 625-point army. Player 1 starts in the olive starting zone. Player 2 starts in the purple starting zone. Player 3 starts in the teal starting zone.

Special Rules: If a player occupies the glyph of Brandar, the power of any other glyph that he/she occupies becomes multiplied by 3. For example: If a player has one figure on the glyph of Brandar and one figure on the glyph of Astrid, the power of the glyph of Astrid is Attack +3 for all of his/her figures.

Treat all Snow Tiles as Light Snow and treat all Ice Tiles as Slippery Ice.

Victory: Destroy all of your opponents' figures to win the game.

If the game reaches the end of round 8, a violent, unforgiving storm rages through the battlefield. Each player rolls the 20-sided die. Starting with the lowest roller and continuing clockwise, each player rolls 6 combat dice. Players must assign any skulls rolled to one or more figures as wounds that are undefendable.

If the damage destroys a figure, remove it from the battlefield. You cannot assign more skulls than are needed to destroy a figure.

After all players have rolled their 6 combat dice, roll the 20-side die again to determine a new low-roller. Play continues until only one player is left. The last player to survive the storm wins the game.

Violent storms have kept all but the most determined armies from occupying the wellspring in the Thaelenk Tundra. This wellspring is so powerful, that it is not unusual for warriors who drink from it to triple their powers. Some Warriors think it is because the water has been frozen. Others think it is the strange aura that glows from the glaciers. The only thing that is agreed upon is that the tundra is inhospitable and the winter storms can decimate an entire army very quickly.

Created by Hasbro on 2006-05


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