Required Sets: Battle for the Wellspring
The mountainous regions of the Ticalla Jungle are well-guarded by the Kyrie of the Moon Tribe. Winged warriors and priestesses flit between the dense trunks of the jungle trees, navigating their familiar home with an ease that confounds outside intruders. Those without the gift of flight have at last found a path the Kyrie rarely tread; Vengalla Gulch, a deep fissure cracked into the base of the mountains. The gulch circles between spires and crags, drawing a perilous trail to the far side of the mountain, where no interlopers would be suspected to arrive.
Basic Game for 2 Players
Required Sets: Battle for the Wellspring
Goal: Destroy all of your opponent's figures.
Setup: Place figures where shown on the battlefield.
Player 1: White
1: Fia Bonny the Void Siren
2: Bok-Bur-Na
3: Killian Vane III
Player 2: Black
1: Ewashia, Master of Tides
2: Kita the Springrunner
3: Onshu the Welkineye
Victory: When the other player has no figures left on the battledield, you win!
The mercenaries shove aside foliage quietly, moving with haste toward the location marked on their map. This path should be undefended. No one is expecting them.
Suddenly Fia darts behind a fallen log, her keen senses one step ahead of the impending crisis. A moment later the shrill cry of a welkineye erupts, and someone moves into view up the narrow pass. Startled, both groups draw weapons and leap into battle!
Master Game for 2 Players
Required Sets: Battle for the Wellspring
Goal: Destroy all of your opponent's figures.
Setup: Place figures where shown on the battlefield.
Player 1: White
1: Fia Bonny the Void Siren
2: Bok-Bur-Na
3: Killian Vane III
Player 2: Black
1: Ewashia, Master of Tides
2: Kita the Springrunner
3: Onshu the Welkineye
Victory: When the other player has no figures left on the battledield, you win! If the battle
reaches the end of round 6, the game is over, and Player 1 wins as the pirates escape
further up the mountain.
Bok-Bur-Na hisses and takes another shot into the underbrush as irritating sonic screeches rip apart the surrounding cover. The Wizard's familiars are making everything more complicated than it needs to be. The ascent will be impossible if these beasts cannot be frightened away.