Required Sets: Age of Annihilation
Where the Bitter Sea meets the desolate shores of Anund, there is a sheltered cavern washed by putrid tides. It is hidden from the view of all but the most careful observer by natural outcroppings, and holds the bones of an ancient lighthouse, long reduced to ruin by the war of the Valkyrie in Valhalla. A perfect meeting spot for those looking to avoid prying eyes.
Master Game for 2 Players
Required Sets: Age of Annihilation
Goal: One of the escaping ruffians knows the secret of the poison. Player 1 seeks to capture
this renegade and extract knowledge that may aid in reversing the toxin’s effects.
Player 2’s goal is to get the secret-bearer to the marked teal location and escape
capture.
Setup: Each player drafts a 350-point Army. Player 1 places figures in the olive starting
zone; Player 2 places figures in the purple starting zone. Place Glyphs where shown
on the battlefield.
Victory: Player 1 wins if Player 2’s secret-bearer is destroyed. Player 2 wins if the secret-bearer
ends movement on the marked teal escape space. Player 2 may also win if Player 1 has
no figures left on the battlefield. 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: After figures are placed on the battlefield, Player 2 secretly places the Glyph of
Brandar and up to four other Glyphs symbol side up on the Army Cards of their Hero
figures. When a figure with a Glyph is destroyed, turn its Glyph power side up. If
it is the Glyph of Brandar, that figure was the secret-bearer, and Player 1 wins.
The pirates’ ploy of sabotage and confusion has earned their secret leader a great deal of time. Though for those on the front lines, luck may be running dry at last. A misstep here, a delay there, and the scallywags turn up shy of a clean getaway. While further plans unfurl elsewhere, those caught in the Cove will have to fight if they value their lives.
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.
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: Beginning in round 2, after a player resolves an Order Marker, that player rolls 5
attack dice. Count the number of skulls in the result. The Zone matching that number
is struck by lightning and flaming debris tossed by the storm. All figures in the
Zone take 1 wound.
Figures under an overhang are sheltered and do not take wounds from lightning and
debris. Figures adjacent to a wall take 2 wounds if their Zone is struck by lightning,
as the runes within the walls explode with power.
War wracks the world of Valhalla once more. The peace summit is a failure. As rain begins to pour, the sandbar skull of the Vile Cove runs a gruesome red with leaking blood. Many warriors have already fallen this night, and the sky is lit like the dawn even through the downpour as fires rage in the distance. There will be no quarter given in the coming storm.
And the storm is coming fast. A typhoon rips up the coast, destroying any hope of escape by the seas. Those who remain standing after all the carnage see little hope of successful retreat, and turn their hands to annihilation.