Required Sets: Age of Annihilation
In the highlands of Upper Bleakwoode lies The Howling Pass. This precariously narrow land-bridge holds firm against the thundering river and screaming mountainside air, carved and tested by time. Voices can scarcely be heard above the din of nature, and many have tried to brave the remorseless currents never to return.
Master Game for 2 Players
Required Sets: Age of Annihilation
Goal: Player 1’s goal is to destroy Knight Irene. Player 2’s goal is to destroy Raelin the
Kyrie Warrior.
Setup: Place figures and Glyphs where shown on the battlefield.
Player 1: White
1: Raelin the Kyrie Warrior
2: Loviatak the Kyrie Warrior
3: Knave of the Silver Scimitar
4: Dorim the Bulkhead Brawler
Player 2: Black
1: Knight Irene
2: Frostclaw Paladins
3: Misaerx the Kyrie Warrior
4: Raakchott, Steward of Death
Victory: If Raelin the Kyrie Warrior is destroyed, Player 2 wins. If Knight Irene is destroyed,
Player 1 wins. If neither figure is destroyed by the end of round 6, the battle breaks
off, and the winner is determined by points. See the Master Game Rules for how to
score the battle.
Special Rules: Spurred by their animosity, Raelin the Kyrie Warrior and Knight Irene each add 4 to
their Life Value for this battle.
In the aftermath of the summit, old rivalries explode into new conflict. Blaming the notorious Valkyrie General Utgar for the collapse of the peace talks, Knight Irene gives chase to the traitor Raelin the Kyrie Warrior, tracking her deep into Utgar’s territory of Upper Bleakewoode. Have they been led into a trap? Knight Irene does not care either way – with her Frostclaw Paladins at her back, the time has come to bring Raelin to justice; or or die a hero’s death in the attempt.
Master Game for 2 Players
Required Sets: Age of Annihilation
Goal: Destroy all of your opponent’s figures.
Setup: Each player drafts a 400-point Army. One player places their figures in the olive
starting zone; the other places their figures in the purple starting zone. Place Glyphs
where shown on the battlefield.
Victory: When the other player has no figures left on the battlefield, you win! If the battle
reaches the end of round 7, the game is over, and the player with the most points
on the battlefield wins.
Special Rules: It is difficult to hear over the Pass’s namesake howling. When you roll Initiative
for a round, if you roll a 10 or below, your opponent may swap two of your Order Markers
without looking at them.
The wind’s wrath is overwhelming. Figures cannot Fly.
The river is whipped into a fury by the tempest. Figures that end a move on a water
space must roll 1 combat die to steady themselves. If the result is not a shield,
they are lashed by the waves and take 1 wound.
In the aftermath of the duel between Irene and Raelin, furious winds rage through the pass, echoing the wrath of opposing Valkyrie Generals. Where some old alliances hold fast, others finally snap, and orders to attack resound across Valhalla. But the specifics of those orders can be difficult to interpret over the howl of the wind and waters…