Required Sets: Swarm of the Marro
With several of your warriors wounded from the many fierce battles against Utgar's marro forces, you have asked the Moon Tribe for help with the wounded. They tell the tale of a spring where the waters heal even the most severe of wounds.
You decide to trust in the Kyrie of the Moon Tribe, and send a scouting force to find this Waters of Life; but the infestation of Marro runs deep into the Uncharted Swamp. As you penetrate further into the swamp, a stench of decay overwhelms you and makes you wonder whether the fabled Waters of Life have been distrubed by these alien monsters.
Master Game for 2 Players
Required Sets: Swarm of the Marro
Player 1's Goal: Destroy the Marro Hive.
Player 2's Goal: Protect the Marro Hive from being destroyed, or destroy all of your opponent's figures.
Setup: Player 2 starts with the Marro Hive and must place the Marro Hive as shown on the
battlefield. Player 1 cannot draft of bring a pre-made Army that includes the Marro
Hive.
Player 1 starts in the olive starting zone; Player 2 starts in the purple starting
zone.
Player 1 drafts or brings a pre-made 500-point Army. Player 1's Army must include
all Heroes and no Squads.
Player 2 drafts or brings a pre-made 300-point Army. Player 2's Army must include
all Squads and no Heroes.
Special Rules: Any Unique Hero (which includes the Marro Hive) who ends a turn that occupies a water
tile space or a swamp water tile space that is adjacent to a water tile, may roll
the 20-sided die to drink from the Waters of Life
If a 1 is rolled, the Unique Hero receives one wound.
If a 2-17 is rolled, the Unique Hero removes one wound.
If an 18-20 is rolled, the Unique Hero removes two wounds.
Victory: Player 1 wins if the Marro Hive is destroyed before the end of Round 8. Player 2 wins
if the marrow Hive survives to the end of Round 8, or if Player 2 destroys all of
Player 1's figures.
According to the emissaries of the Moon Tribe, you have discovered the ancient Waters of Life! Many tribal warriors came to drink these magical waters to cure their most severe injuries, spawning the myth that the Waters of Life can bring back warriors from the dead. Now a new power has taken root in the Waters of Life -- a deadly Marro Hive that is slowly transforming the Waters of Life into a drink of doom.
Master Game for 2, 3, or 4 Players
Required Sets: Swarm of the Marro
Goal: Destroy all of your opponent's figures.
Setup: No player may draft the Marro Hive or bring a pre-made Army that includes the Marro
Hive.
Place the Marro Hive card near the battlefield
2 Players: 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.
3 Players: Each player drafts or brings a pre-made 380-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.
4 Players: Each player drafts or brings a pre-made 285-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; Player 4 starts in the navy starting
zone.
Special Rules: At the beginning of every round, before Order Markers are placed, all players roll
the 20-sided die. The player with the highest roll takes control of the Marro Hive
by placing the Army Card, along with any wounds on it, with the rest of his Army Card(s).
this player may place Order Markers on the Marro Hive Army Card as if it is in his
Army.
At the end of every round, the hive is no longer considered in control by any player.
Any player who loses control of the Hive and has no figures on the battlefield is
out of the game.
Victory: Be the last player with at least one figure on the battlefield to win. If the battle
reaches the end of Round 8, then the battle is over and the player with the most points
on the battlefield wins.
The Marro Hive has been changing and contaminating the Waters of Life, but so has the magical spring been fighting back and changing the grotesque Marro abomination. In its confused state, it can't distinguish friend from foe, randomly linking telepathically to any General in the area.