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.