Required Sets: Battle for the Underdark
The black dragon Othkurik enjoys collecting treasure. He takes it back to his “throne,” a small cavern nestled deep in the Underdark, where he hoards his collection. The cavern is both a safe area to rest and a good launching point for raids. While he sleeps, the dragon has his minions stand watch against any adventurers foolish enough to invade his lair.
Master Game for 2 Players
Required Sets: Battle for the Underdark
Player 1’s Goal: Player 1 has two ways to achieve victory.
Before Othkurik Awakes: Player 1 must destroy all Player 2’s figures, or have one
of his or her figures exit the cavern with the Brandar’s Chest Treasure Glyph.
After Othkurik Awakes: Player 1 must destroy Othkurik, or have one of his or her figures
exit the cavern with the Brandar’s Chest Treasure Glyph.
Player 2’s Goal: Player 2 must destroy Player 1’s figures.
Setup: Choose one of the following two options.
Master Set Only: Player 1 starts with Ana Karithon, Darrak Ambershard, Tandros Kreel,
and Erevan Sunshadow. Player 2 starts with 1 Squad of Deepwyrm Drow, Pelloth, and
1 Feral Troll.
Master Set and Expansion Sets: Player 1 drafts or brings a pre-made 400-point Army.
Player 2 drafts or brings a pre-made 300-point Army. Neither Army can include Othkurik.
Whichever setup option you choose, place Othkurik where shown. Player 1 starts in
the olive starting zone. Player 2 starts in the purple starting zone.
Randomly choose two Treasure Glyphs and the Brandar’s Chest Treasure Glyph, mix them
up, and place them symbol-side up where shown.
Special Rules:
Exiting the Cavern: A figure in Player 1’s Army that is carrying the Brandar’s Chest Treasure Glyph can
exit the cavern (and win) by ending its turn on one of the 5 grass spaces in its starting
zone.
Othkurik: Othkurik starts the game asleep. He is on the battlefield but not under anyone’s control,
and he cannot be targeted or affected by any attacks. Any figure adjacent to Othkurik
can move away from him without taking any leaving engagement attacks. If Othkurik
has not awoken (see “Treasure Glyph Trap” below) by the end of Round 4, Player 2 gains
control of Othkurik.
Hands Off: Player 2’s figures (including Othkurik, if under his or her control) cannot attempt
to pick up any symbol-side up Treasure Glyphs.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1–5, the figure attempting to pick up the Treasure
Glyph receives 1 wound and, if Othkurik is not yet awake, the trap wakes Othkurik.
Do not reveal the Treasure Glyph. Player 2 now gains control of Othkurik, but he or
she cannot place order markers on him until the beginning of the next round.
Victory: Player 2 wins when all of Player 1’s figures have been destroyed.
Player 1 wins when one of his or her figures carrying Brandar’s Chest Treasure Glyph
ends its turn on a grass space in its starting zone, or when Othkurik has been destroyed.
Player 1 also wins by destroying all of Player 2’s figures before Othkurik awakes.
If neither player has won by the end of Round 10, the player with the most points
on the battlefield wins (see Scoring in the Master Game Guide).
Ambushes have plagued the northern pass in recent months. With them come whispers of drow assassins in the night, pillaging the wealth of travelers and leaving behind nothing but bones and blood. Among the areas raided was a key strategic post of the allied generals. Maps of their strongholds in the Underdark were stolen.
You have been sent to investigate a cavern to the north, believed to be the raiders’ base of operations, and recover the maps at any cost.
As you step into the cavern, the damp moss-covered walls seem to come alive, shaking in a low rumble as if drawing breath. You light your torches, and by their glow you see the den of a black dragon just beyond a shadowy lagoon. The dragon’s scaly chest rises and falls as it breathes, and vile plumes of acidic smoke rise from its nostrils. Your torchlight also reflects off piles of golden treasure, but you have no time to examine them—a horde of the dragon’s minions approach to defend their master and his den of greed.
With your backs to the cavern mouth, you ready yourselves for battle and pray that the dragon is not a light sleeper.
Master Game for 2 Players
Required Sets: Battle for the Underdark
Goal: Take control of Othkurik’s throne by destroying all your opponent’s figures.
Setup: Each player 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.
Randomly choose three Treasure Glyphs and the Brandar’s Chest Treasure Glyph, mix
them up, and place them symbol-side where shown.
Special Rules:
Acid Drip: At the end of each round, roll one attack die for each figure that is not on a water
space. If you roll a skull, that figure receives 1 wound. If Othkurik is in either
Army, he is never affected by the Acid Drip. If a figure is carrying the Brandar’s
Chest Treasure Glyph, that figure and all adjacent friendly figures are not affected
by the Acid Drip.
Cloak of Acid Resistance: If a figure is carrying the Brandar’s Chest Treasure Glyph, that figure and all adjacent
friendly figures are not affected by the Acid Drip. If Othkurik is in either Army,
the figure carrying the Brandar’s Chest Treasure Glyph also adds 1 automatic shield
to whatever is rolled when defending against Othkurik’s Acid Spray Special Attack.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1–5, do not reveal the Treasure Glyph. Instead,
the figure attempting to pick up the Treasure Glyph receives 2 wounds.
Victory: Player 2 wins when all of Player 1’s figures have been destroyed. Player 1 wins when
all of Player 2’s figures have been destroyed.
If neither player has won by the end of Round 7, the player with the most points on
the battlefield wins (see Scoring in the Master Game Guide).
Tales of dragon treasure have drawn two competing parties of adventurers into the heart of the Underdark. The two groups, following different paths, arrive at the same time in the throne room of the black dragon. Othkurik is away, but the walls of the cavern drip with the dragon’s green acid.
The opposing sides are not about to share the treasure laid out before them. A battle ensues, with adventurers looting as they fight. The combatants soon find out that dripping acid and rival warriors aren’t their only concern. Much of the treasure here is cursed.