Required Sets: Rise of the Valkyrie, Thaelenk Tundra, Fortress of the Archkyrie
Valledonn sits at the foot of a Glacier in the southernmost part of the Thaelenk Tundra with the Dragon’s Head Sea visible to the East. Fresh spring water on both sides of the road creates an amicable greeting to what is now a deserted fortress. Valledonn was once a mighty stronghold, impenetrable to all who laid siege to it until it was overrun by a merciless otherworldly force. The last defender alive was the Great Valledonn Wizard, whose spirit is occasionally seen roaming the walkways, casting spells – to defend his home from unwary intruders.
Master Game for 2 Players
Required Sets: Rise of the Valkyrie, Thaelenk Tundra, Fortress of the Archkyrie
Goal: Search for the Imperial Staff of Valledonn to break the curse and gain control of
the fortress.
Setup: Place the Glyph of Dagmar, Kelda, and Erland power-side up where shown. Then turn
the Glyphs of Valda, Ivor, Gerda, Astrid, Mitonsoul, and Brandar symbol-side up and
shuffle them. Then randomly place them inside the fortress on the spaces marked with
the (?). Remove the fortress Door from play for the entire game.
Each player drafts or brings a pre-made 500-point Army. Player 1 starts in the olive
starting zone. Player 2 starts in the purple starting zone.
Special Rules: When a figure lands on a symbol-side up Glyph, turn the Glyph over. If it is the Glyph
of Valda, Ivor, Gerda, or Astrid, nothing happens – remove it from the game. If it
is the Glyph of Mitonsoul, play it as normal. If it is the Glyph of Brandar, the Imperial
Staff of Valledonn has been discovered.
When a player’s figure occupies the Glyph of Brandar, that player may use the “X”
Order Marker to take a fourth turn in the round after the other player has completed
his or her third turn. The Glyph of Brandar also protects that player’s entire Army
from the Curse of Valledonn.
The Curse of Valledonn affects all figures inside the fortress that are not protected
by the Staff of Valledonn. A figure is inside the fortress if it occupies any space
that is behind the fortress walls, including any Door Spaces and any Wall Walk Spaces.
At the end of each round, starting with the player who took the last turn, affected
players take alternating turns rolling the 20-sided die. Players must roll the 20-sided
die once for each of their affected figures. If a 1-4 is rolled, that figure receives
1 wound.
Victory: Victory is achieved immediately by occupying the Glyph of Brandar and being the only
player with figures inside the fortress. You may also win by destroying all of your
opponent’s figures.
If no player has won at the end of the 10th round, the spirit of the Great Valledonn
Wizard appears and casts a deadly spell over the entire battlefield. Starting with
the player who took the last turn, each player must take a turn rolling the 20-sided
die. If a 1-10 is rolled, that player must destroy 1 figure from his/her Army on the
battlefield. Players continue rolling the 20-sided die until only one player is left.
The last player alive wins the game.
The door of the Valledonn Fortress has been destroyed and the fortress remains empty because of the Valledonn Curse that inhabits the grounds of what was once a mighty stronghold. The Great Valledonn Wizard had placed the curse on his own fortress when it was overrun by an otherworldly force that he had never seen before. All who enter will be destroyed, unless they break the curse by finding the Imperial Staff of Valedonn. For some, the allure of finding the staff and seizing Valledonn as their own is too great to resist. There will always be warriors willing to risk their lives to take control of the once-mighty Valledon Fortress.
Master Game for 3 Players
Required Sets: Rise of the Valkyrie, Thaelenk Tundra, Fortress of the Archkyrie
Goal: Players 1 and 2 must take control the Imperial Staff of Valledonn and take command
of Valledonn Fortress. Player 3 must defend the fortress and maintain control of the
Imperial Staff of Valledonn.
Setup: Player 3 may place the Glyph of Brandar (Imperial Staff of Valledonn) on any teal
start space and place a figure on it. Once placed, the Glyph of Brandar does not move.
The Fortress Door is a crude makeshift door that starts in the closed position with
6 wounds on its Army Card.
Players 1 and 2 each draft or bring a pre-made 550-point Army. Player 3 drafts or
brings a pre-made 400-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. 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: Players 1 and 2 are considered friendly to each other at the start of the game for
movement purposes, but may end this tentative agreement at any time by attacking each
other to win the game.
When a player’s figure occupies the Glyph of Brandar, that player may use the "X"
Order Marker to take a fourth turn in the round after all players have completed their
third turn. The Glyph of Brandar also protects that player’s entire Army from the
Curse of Valledonn.
The Curse of Valledonn affects all figures inside the fortress that are not protected
by the Staff of Valledonn. A figure is inside the fortress if it occupies any space
that is behind the fortress walls, including any Door Spaces and any Wall Walk Spaces.
At the end of each round, starting with the player who took the last turn, affected
players take alternating turns rolling the 20-sided die. Players must roll the 20-sided
die once for each of their affected figures. If a 1-4 is rolled, that figure receives
1 wound.
Victory: Only one player can win. Player 1 or 2 immediately wins if he gains control of the
Glyph of Brandar and is the only player occupying any space in the teal starting zone.
At the end of round 6 and at the end of any subsequent round, if Player 3 has control
of the Glyph of Brandar and and is the only player occupying any space in the teal
starting zone, he immediately wins.
At the end of the 9th round, the player who occupies the Glyph of Brandar wins the
game regardless of who occupies any space in the teal starting zone.
If no player has won at the end of the 9th round, the spirit of the Great Valledonn
Wizard appears and casts a deadly spell over the entire battlefield. Starting with
the player who took the last turn, each player must take a turn rolling the 20-sided
die. If a 1-10 is rolled, that player must destroy 1 figure from his Army on the battlefield.
Players continue taking turns rolling the 20-sided die until only one player is left.
The last player alive wins the game.
With the Imperial Staff of Valledonn safely in hand, a new Army commands Valledonn Fortress. With barely enough time to build a makeshift door, two Armies simultaneously arrive outside the walls prepared for an all-out seige. Both Armies have been bitter enemies in past battles, but have warily agreed to storm the castle together and divide the spoils of war. What they have not agreed upon is which Army will command Valledonn Fortress when it falls – only one Army may control the Imperial Staff of Valledonn.