Required Sets: Battle for the Underdark (4)
Master Game for 2 Players
Required Sets: Battle for the Underdark
(4)
Special Campaign Rules: If you are playing each battle in this Dungeon Adventure as a campaign, the following
rules apply:
Death: If a figure in Player 1’s Army is destroyed in any of the dungeon rooms, that figure
is removed from the campaign. The figure does not continue into the next room with
the rest of the adventurers. EXCEPTION: The adventurers carry one Vial of Resurrection
with them. Once per campaign, Player 1 may use the Vial of Resurrection to revive
a party member that had been destroyed in the previous room only. The Vial of Resurrection
MUST be used when placing figures onto starting zones for a new room.
Wounds: When Player 1 continues onto a new room in the dungeon, all wound markers are removed
from each of Player 1’s Army Cards.
Equipment (Treasure Glyphs): When Player 1 continues onto a new room in the dungeon, the figures in Player 1’s
Army retain control of any Treasure Glyphs they control, and gain control of any that
are power-side up on the battlefield. Player 1 may redistribute Treasure Glyphs only
when placing figures onto starting zones for a new room.
Random Treasure Glyphs: This Master Set comes with four Treasure Glyphs, three of which are mobile: Talisman
of Defense, Heroic Rune, and Potion of Healing. Rooms 2, 3, and 4 of this campaign
each call for a random Treasure Glyph. At the beginning of each of those rooms, pick
one of the three mobile Treasure Glyphs at random. (Do not use the same Treasure Glyph
more than once per campaign.) Each random Treasure Glyph is kept symbol-side up (hidden)
until it is revealed.
Connected Rooms: You will see that the end of each room in the Ancient Sanctum is the beginning of
the next. If you own multiple sets of this Master Set, you can create all four connected
rooms at once. However, when playing the campaign, you cannot skip ahead. Player 1
must accomplish the victory conditions of each room before venturing into the next
room.
An unnatural gust of wind extinguishes your torch. You stumble in the sudden darkness. Two of your party members cry out, but their cries are immediately muffled—then gone. In the silence you call out, and in the distance one of your companions responds. There are two of you remaining: Ana Karithon the cleric and Tandros Kreel the fi ghter. You were sent to explore, but your goals have quickly shifted. You must fi nd your missing party members and make it back to the surface with your lives.