Required Sets: Battle for the Wellspring, Age of Annihilation, The Grove at Laur's Edge
The Marro pollutants from upriver in Bleakewood have gradually dissipated, and the land of Anund is slowly returning to life. Small woodlands have resurrected during the past decade, drinking in the snow-melt water and growing despite the blood and wreckage winding downstream from the highlands. These hopeful groves lie tranquil, unaware of the renewed war which is poised to tear apart their fragile ecosystem before it fully recovers.
Master Game for 2 Players
Required Sets: Battle for the Wellspring, Age of Annihilation, The Grove at Laur's Edge
Goal: Destroy all of your opponent’s figures.
Setup: Player 1 is the warband player, who builds and places a 450-point Army in the olive
starting zone. Player 2 is the ambush player, who builds and places a 300-point Army
in the purple starting zones. Place randomly chosen Glyphs facedown where shown on
the map (in the hexes marked with a “?”).
Victory: When the other player has no figures left on the battlefield, you win! At the end
of round 6, if both Armies still have figures on the battlefield, the warband calls
for backup and player 1 wins the game.
Special Rules:
Ambush: Look alive, it’s an ambush! At the start of the first round, instead of rolling for
Initiative, player 2 is given Initiative. Initiative is rolled for as normal after
this round.
Soul-Cairns: Before starting the game, place the six Glyphs shown on the map facedown. These Glyphs
cannot be revealed.
At the start of each round after the first, after rolling for Initiative, player 2
may reveal the ‘X’ Order Marker on the Army Card of a Small or Medium figure to return
a previously destroyed figure from that card to the battlefield and place it on one
of the face-down Glyphs. Then remove the Glyph the figure was placed on. If the placed
figure has a Life Value greater than 1, place Wound Markers onto its Army Card (or
figure, if it is a Squad figure) until it has a number of Wound Markers equal to one
less than its Life Value.
If any figure enters a space with a face-down Glyph on it, the figure ends its movement
as normal, then removes that Glyph from the battlefield immediately without revealing
or activating it. Kicking over the Cairns appears highly destructive to their magic.
Amidst the underbrush near one of Anund’s rivers, Revna’s congregation waits. Their prey, an Einar warband on the hunt for deserters, is marching past the Soul-Cairns. This army is formidable, outnumbering the acolytes hidden in the trees. Despite this, Revna’s forces remain undeterred in their ambush, for the faithful know that as long as the Soul-Cairns surround them, death is only a temporary setback.
Revna promises to protect and embrace the deserters seeking her. With this promise comes the swift and hateful justice that her warriors will bring down upon any wayward souls that dare strike down her newest believers.