Required Sets: Rise of the Valkyrie, Road to the Forgotten Forest, Thaelenk Tundra (2)
Unusually warm currents from Volcarren flow through the Bloodred River, separating the frozen wasteland from the temperate forest as if a line were drawn between them. On one side: glaciers. On the other side: forests. The warriors who inhabit the territories on both sides of the bridge have been feuding over the land that surrounds the Bloodred River for centuries. Many battles are so fierce that the river becomes a dark red channel that flows back into the sea, warning others to stay away. Every year the Armies get larger and the battles more fierce. It seems that the Bloodred River shall forever live up to its name.
Master Game for 2 Players, or 3 to 4 Players in Teams
Required Sets: Rise of the Valkyrie, Road to the Forgotten Forest, Thaelenk Tundra
(2)
Goal: Destroy all of your opponent’s figures to take control of the bridge and its immediate
territory around the Bloodred River.
2 Players: Each player drafts or brings a pre-made 500-point Army.
3 Players: Player 1 plays on Team 1. Players 2 and 3 play on Team 2. Player 1 drafts or brings
a pre-made 900-point Army. Players 2 and 3 each draft or bring a pre-made 300-point
Army.
4 Players: Players 1 and 2 play on Team 1. Players 3 and 4 play on Team 2. Each player drafts
or brings a pre-made 500-point Army.
One player/team starts on any snow space on the Glacier Side of the battlefield. The
other player/team starts on any grass space on the Forest Side of the battlefield.
Special Rules: When counting movement, all snow spaces are considered light snow spaces and all ice
spaces are considered normal ice.
Thin Ice: When a medium or large figure ends its move on any ice space that is adjacent to a
water space, that figure must roll the 20-sided die for wounds. If a medium figure
rolls a 1-3, that figure receives 1 wound. If a large figure rolls a 1-6, that figure
receives 1 wound. All huge figures or larger automatically receive 1 wound. Double-based
figures roll once whether they occupy 1 or 2 ice spaces. Small figures and figures
with any Snow and Ice Enhanced Movement Special Powers are not affected by Thin Ice.
Victory: Victory is achieved by destroying all of your opponent’s figures. If no player/team
has achieved victory by the end of the 12th round, the player/team with the most points
wins the game. See Scoring in the Master Game Guide.
Extra Points: If a player/team soley occupies the bridge (any one or more of the five
bridge spaces), they may add 100 extra points to their point total.
The Bloodred River never freezes completely. Crossing the river over the thin ice is dangerous but necessary, as an attack from the bridge is always met with an equally fierce defense. The territories owned by the feuding warriors surrounding the Bloodred River is constantly changing; but it is the bridge that is the symbolic prize possession of battle, even though it serves no useful purpose other than bragging rights and exaggerated stories at the end of battle.
Master Game for 2 Players, or 3 to 4 Players in Teams
Required Sets: Rise of the Valkyrie, Road to the Forgotten Forest, Thaelenk Tundra
(2)
Goal: Destroy all of your opponent’s figures to take control of the bridge and its immediate
territory around the Bloodred River.
2 Players: Each player drafts or brings a pre-made 500-point Army.
3 Players: Player 1 plays on Team 1. Players 2 and 3 play on Team 2. Player 1 drafts or brings
a pre-made 850-point Army. Players 2 and 3 each draft or bring a pre-made 300-point
Army.
4 Players: Players 1 and 2 play on Team 1. Players 3 and 4 play on Team 2. Each player drafts
or brings a pre-made 500-point Army.
One player/team starts on the olive starting zone. The other player/team starts on
the purple starting zone. See Special Rules for placing Armies on the battlefield.
Special Rules:
Placing Armies: When drafting or using pre-made Armies, do not place the chosen Armies on the battlefield
as normal. Instead, place all of your Army Cards and its figures in front of you.
Once all players have assembled their Armies, follow the rules below for placement:
At the beginning of each round, each player rolls the 20-sided die. High roller places
first. Re-roll any ties. Turns pass to the left of each player as they place their
Armies. Players are allowed to place all figures of up to 2 Army Cards from their
Armies onto their starting zone.
All figures entering the battlefield must be placed on the player’s/team’s unoccupied
starting zone. All of the figures on an Army Card may enter the battlefield at the
same time. If there are not enough starting zone spaces, you cannot enter those figures
on that round. Once all figures are placed, continue with the normal round of play
by placing order markers, then rolling for initiative.
Snow and Ice Spaces: When counting movement, all snow spaces are considered light snow spaces and all ice
spaces are considered normal ice.
Thin Ice: When a medium or large figure ends its move on any ice space that is adjacent to a
water space, that figure must roll the 20-sided die for wounds. If a medium figure
rolls a 1-3, that figure receives 1 wound. If a large figure rolls a 1-6, that figure
receives 1 wound. All huge figures or larger automatically receive 1 wound. Double-based
figures only roll once even if occupying 2 ice spaces. Small figures and figures with
Snow and Ice Enhanced Movement Special Powers are not affected by Thin Ice.
Victory: Victory is achieved by destroying all of your opponent’s figures, including any reinforcements
waiting to be placed. Victory may also be attained by preventing your opponent from
placing more reinforcements. This can be done by occupying all of your opponent’s
starting zone spaces and destroying all of your opponent’s figures on the battlefield.
If no player/team has achieved victory by the end of the 12th round, the player/team
with the most points wins the game. See Scoring in the Master Game Guide.
Extra Points: If a player/team soley occupies the bridge (any one or more of the five
spaces), they may add 100 points to their point total.
As the fighting over the Bloodred River continues, many warriors are lost in battle and the river turns dark red once again. Reinforcements have been arriving for each Army, but only a few at a time. It now becomes a struggle just to maintain an adequate fighting force.