Required Sets: Age of Annihilation
Where once stood the city of Heshva in Anund, there is now only a poisoned crater, flooded by the tides, a scar left behind by the ravages of war. It is a rueful, sordid place, and its skies are filled with a noxious haze that makes it ill-suited to any future habitation. And yet, even in the most barren of places, curious life persists.
Basic Game for 2 Players
Required Sets: Age of Annihilation
Goal: Player 1’s goal is to defend Revna’s followers by helping Raakchott, Steward of Death
and Misaerx the Kyrie Warrior escape the basin, or by destroying all of the opposing
figures. Player 2’s goal is to destroy Raakchott, Steward of Death and Misaerx the
Kyrie Warrior.
Setup: Place figures where shown on the battlefield. Place two Glyphs symbol side up to mark
the Escape spaces.
Player 1: White
1: Knight Irene
2: Frostclaw Paladins
3: Raakchott, Steward of Death
4: Misaerx the Kyrie Warrior
Player 2: Black
1: Loviatak the Kyrie Warrior
2: Admiral EJ-1M
3: Raelin the Kyrie Warrior
Victory: Player 1 wins if Raakchott, Steward of Death and Misaerx the Kyrie Warrior have both
Escaped by ending their move on a Glyph, or if all of Player 2’s figures are destroyed.
Player 2 wins if either Raakchott, Steward of Death or Misaerx the Kyrie Warrior is
destroyed.
Special Rules: When Raakchott, Steward of Death or Misaerx the Kyrie Warrior moves onto an Escape
Glyph, they have Escaped. Remove the escaped figure from the battlefield.
Revna’s people have no lands of their own. No one is sure where the General herself came from, though there are whispered rumors that she lived in Heshva in an age long past. Many blame her for the fall of the summit, though real evidence is scarcely to be found amidst the confusion. While a few brave souls stand to defend her followers from unprovoked attacks, others are willing to put aside their own differences to have their answers in blood.
Master Game for 2 Players
Required Sets: Age of Annihilation
Goal: Both players want to make an offering to the ghosts of the Basin and escape with their
lives.
Setup: Each player drafts a 300-point Army. One player places their figures in the olive
starting zone; the other places their figures in the purple starting zone. Place four
Glyphs symbol side up where shown on the battlefield.
Victory: The first player to collect two Glyphs and present one on each altar wins. If neither
player succeeds before all figures are destroyed or before the end of round 7, they
both lose, and the ghosts of Heshva claim the night for themselves.
Special Rules: When a figure moves onto a symbol-side-up Glyph, they stop their movement as normal.
Then, instead of revealing the Glyph, place it on the figure’s Army Card. When a figure
is destroyed, if it had a Glyph on its Army Card, place the Glyph onto the space occupied
by the figure while removing the figure from the battlefield.
The Glyphs are a heavy burden on those who carry them. A figure carrying a Glyph cannot
Fly and lowers its Move Value by 1.
Restless ghosts are neither patient nor kind. At the end of each round, both players
must assign wounds across the surviving figures in their Army as the ghosts tear at
their flesh. Roll 3 combat dice. Both players assign wounds across their surviving
figures equal to the number of skulls in the result. These wounds may be assigned
to the same or different figures, but cannot exceed a figure’s Life Value.
When a figure carrying a Glyph moves onto one of the marked teal altar spaces, that
figure has made its offering; remove it and the Glyph it was carrying from the game.
When a figure you control has made an offering at each of the marked teal altar spaces,
you win.
For those who dare to take refuge in Heshva Basin, the dead are a part of life. Restless spirits from Heshva’s past drift among the toxic haze, tormenting any they see as a trespasser. Those who come to Heshva pursuing their foes will soon be made to regret their choice—unless you appease the spirits of the dead, no one escapes the Basin alive.