Required Sets: Rise of the Valkyrie (2) , Fortress of the Archkyrie (2)
Aaryglynn is a stronghold located at a crossroad that leads to a small wellspring which seems to become more powerful with every new season. What was once a welcoming place for weary travelers is now a hostile, heavily-guarded fortress. So protective of its territory is Aaryglynn that it routinely dispatches an Army of elite, battle-hardened warriors to expand its borders and annihilate all enemy Armies that cross its path. While other castles look to form alliances with their neighbors, Aaryglynn defiantly remains isolated, creating an increasing distrust among all within reach of the powerful Aaryglynn Army. Those who would enjoy the destruction of Aaryglynn know that it is wise to fear their Army, and to whisper its name only in secret conversation.
Master Game for 2 or 3 Players as a Team Against 1 Player
Required Sets: Rise of the Valkyrie
(2)
, Fortress of the Archkyrie
(2)
Player 1's Goal: Take back the Outer Wall Section of Aaryglynn or destroy all of your opponents’ figures.
Player 2, 3, & 4's Goal: Take control of the Inner Wall Section or destroy all of your opponent’s figures before
the end of the 12th round.
Setup: Place the glyphs power-side up as shown. Place 5 wounds on the Inner Wall Door Card.
3 Players: Player 1 drafts or brings a pre-made 800-point Army. Players 2 and 3 each draft or
bring a pre-made 1000-point Army.
4 Players: Player 1 drafts or brings a pre-made 900-point Army. Players 2, 3, and 4 each draft
or bring a pre-made 700-point Army.
Player 1 starts in the Olive Starting Zone. Players 2, 3 and 4 (if 4 players) are
considered friendly to each other and start in the Purple Starting Zone. Start zone
spaces marked with the number 2 indicate where there are 2 open start zone spaces
on different levels. Multiple figures may start on ladders where the ladder's landing
space is a start zone space.
Special Rules: The Door in the Purple Starting Zone (Outer Wall Section) starts in the open position
and is controlled by the player who occupies Door Space #4. The Door in the Olive
Starting Zone (Inner Wall Section) is controlled by Player 1 and starts in the closed
position.
Victory: Player 1 wins immediately if there are no opponents’ figures within the Outer Wall
Section and the Inner Wall Section. Player 1 may also win if all opponents’ figures
are destroyed.
At the end of any round, Players 2, 3, and 4 win, if they have more figures within
the Inner Wall Section than Player 1. They may also win if all of Player 1’s figures
are destroyed.
If no player has achieved victory by the end of the 12th round, the elite battle-hardened
Aaryglynn Army returns to defend their castle and destroys all the attacking armies.
Player 1 wins.
A decoy force has lured Aaryglynn to send out an elite battle-hardened Army. Now the surrounding territories can converge on a less-powerful castle defense. Despite this large converging alliance, the allied Armies are wary of what awaits them behind the castle walls. The size and strength of the Aaryglynn force is unknown. Although the allied Armies have easily breached the outer walls, the battle for Aaryglynn Castle has only just begun.
Master Game for 2 Players, or 2 or 3 Players as a Team Against 1 Player
Required Sets: Rise of the Valkyrie
(2)
, Fortress of the Archkyrie
(2)
Goal: Destroy all of your opponents’ figures within the Inner Wall Section and Outer Wall
Section of Aaryglynn.
Setup: Place the glyphs power-side up as shown. Remove the Door in the Inner Wall Section.
2 Players: Players 1 and 2 each draft or bring a pre-made 1500-point Army. Player 1 starts in
the Olive and Teal Starting Zones and must place at least 700 points of figures in
the Teal Starting Zone. Player 2 starts in the Purple Starting Zone.
3 Players: Players 1 and 3 each draft or bring pre-made 600-point armies and play as Team 1.
Player 2 drafts or brings a pre-made 1800-point Army and plays as Team 2. Player 1
starts in the Olive Starting Zone. Player 2 starts in the Purple Starting Zone. Player
3 starts in the Teal Starting Zone. Players 1 and 3 are considered friendly to each
other.
4 Players: Each player drafts or brings a pre-made 750-point Army. Player 1 starts in the Olive
Starting Zone. Players 2 and 3 start in the Purple Starting Zone. Player 4 starts
in the Teal Starting Zone. Players 1 and 4 play as Team 1 are considered friendly
to each other. Players 2 and 3 play as Team 2 are considered friendly to each other.
Multiple figures may start on ladders where the ladder's landing space is a start
zone space.
Special Rules: The Door in the Purple Starting Zone (Outer Wall) starts in the open position. No
player controls the Door at the start of the game. Place the Door‘s Army Card off
to the side of the battlefield until a player lands on Door Space #4. Control of the
Door then plays as normal.
Victory: At the end of any round, a player/team wins if no opponent’s figures are within the
Outer Wall Section and the Inner Wall Section of the battlefield.
If no player/team has achieved victory by the end of the 12th round, each player/team
counts the number of figures still alive within the Inner and Outer Walls of the Castle.
The player/team with the most figures wins the game. If there is a tie, the player(s)/team
defending Aaryglynn wins the game.
The Door to the Inner Wall has been destroyed and the wallwalks have been breached. Aaryglynn now stands at the threshhold of defeat. The attacking Armies, sensing a victory, charge headlong into the Inner Wall – oblivious to the return of Aaryglynn’s Army of elite, battle-hardened warriors just beyond the Outer Wall. In this battle, nothing but total destruction awaits for one Army.