Required Sets: Rise of the Valkyrie (2) , Road to the Forgotten Forest (3) , Volcarren Wasteland (2) , Malliddon's Prophecy (1.75) , Utgar's Rage (1.75) , Jandar's Oath (1.75) , Zanafor's Discovery (1.5)
A road of strategic importance passes through Muspellgata. At the end of this road is the entrance to a desolate land, scorched by flows of lava that begin here. Along side the road runs a shallow fast moving river that forms a connection between a large lake to the north and the sea to the south. Three isolated wellsprings are known to exist somewhere in the forbidding terrain that begins where the road ends.
Master Game for 2 to 5 Players
Required Sets: Rise of the Valkyrie
(2)
, Road to the Forgotten Forest
(3)
, Volcarren Wasteland
(2)
, Malliddon's Prophecy
(1.75)
, Utgar's Rage
(1.75)
, Jandar's Oath
(1.75)
, Zanafor's Discovery
(1.5)
Goal: Depending on which side you are on, safely deliver as many Orcs as possible to Utgar
or prevent the Orcs from reaching Utgar.
Setup: 1, 2 or 3 players fight for Utgar and 1 or 2 players fight against Utgar. There must
be at least 1 player on a side. If more than 1 player is on a side, they play as a
team.
The player(s) for Utgar use army cards led by him. Each Utgar player drafts or brings
a pre-made army of 370 points minimum to 400 points maximum, and at least half of
the overall total must come from cards of the Orc species.
The player(s) against Utgar use army cards not led by him. Each non-Utgar player drafts
or brings a pre-made army of 370 points maximum.
For a 2 player game, each player may want to double the point values. For a 3 player
game 2 players fight against Utgar, and 1 player fights for Utgar using doubled points
(740 min to 800 max).
A non-Orc, Utgar figure can start in a navy, teal or purple starting zone. An Orc
figure must start in the purple starting zone. A non-Utgar figure must start in the
olive starting zone. Remember, players with duplicates must keep track of their own
figures. Only lava-resistent figures can start on molten lava in the teal starting
zone.
Special Rules: Any Utgar figure in the navy zone receives a +1 to the number of combat dice it can
roll for defense or normal attacks.
Delivering an Orc to Utgar: An Orc that is already in the navy zone (before it starts to move) may move off the
battlefield, never to return. Stepping off the edge costs 1 movement point.
Victory: Play continues until all Orcs have been delivered or destroyed, or all non-Utgar figures
have been destroyed. The player with the most victory points is the winner.
Victory Points:
-1: Destroy a friendly common-hero or squad figure.
-2: Destroy a friendly unique-hero figure.
+1: Destroy an enemy non-Orc common-hero or squad figure.
+2: Destroy an enemy non-Orc unique-hero figure.
+2: Destroy an enemy Orc common-hero or squad figure.
+3: Destroy an enemy Orc unique-hero figure.
+4: Deliver an Orc figure to Utgar.
Utgar has secured the road through Muspellgata and quickly discovers one of the three wellsprings to the southwest. He decides to establish a stronghold here where he can beckon many new warriors. For extra protection, he has ordered a portion of his Orc army to move to this location.
Jandar learns of the orders sent by Utgar to the Orc army. Realizing he must act swiftly, Jandar and his allies send out their armies to intercept the movement of Utgar's Orc troops. With a knowledge of Muspellgata's terrain and how best to deal with Orcs, Jandar is confident he will be successful. Destroying a majority of these Orcs now could create the opportunity for another invasion on a mission to destroy Utgar himself.