Required Sets: Battle for the Wellspring, The Swamps of Valhalla
Once, travelers crossing from Upper Bleakwoode into Anund would have been met with the sight of lush fields and serene villages that were one with the natural landscape. Now, those who pass into the Valkyrie Vydar’s lands are met with a graveyard. Polluted pools wind for miles over flooded battlefields, and vile plants take root among the rusted heaps of thousands of Soulborg soldiers fallen over years of bitter war. Ghost stories told about the border of Anund say that a semblance of life still lingers in these grim piles of rotting metal, hungry for the souls of any who venture too close.
Master Game for 2 Players
Required Sets: Battle for the Wellspring, The Swamps of Valhalla, Rising Tide
Goal: Player 1 must retrieve Major Q10’s Soulcore (Glyph of Brandar) and transport it to
the marked Exit Spaces. Player 2 must destroy all of Player 1’s figures with an army
of rusted Soulborgs.
Setup: Choose any 8 Medium single-space figures and any 2 Large single-space figures that
are not in play. Use the 8 Medium figures as Scrapguards and the 2 Large figures as
Rustwalkers. Player 1 places Halushia, Onshu, Sonlen, and the Glyph of Brandar where
shown on the map. Player 2 places 4 Scrapguards and 1 Rustwalker on any swamp water
spaces they choose.
Player 1: White
1: Halushia, Scion of the Wild
2: Onshu the Welkeneye
3: Sonlen
Player 2: On any Swamp Water spaces, place the following 5 figures:
1 Rustwalker:
• Species: Soulborg / Common Hero / Class: Deathwalker / Personality: Mindless
• Life: 1 / Move: 4 / Range: 6 / Attack: 3 / Defense: 6 / Size: Large / Height: 7
• Use the Hit Zone and Target Point of the figure representing a Rustwalker.
• Cluster Targeting: When attacking, add 1 attack die for every Soulborg that is adjacent to the defending
figure.
4 Scrapguards:
• Species: Soulborg / Common Squad / Class: Guard / Personality: Mindless
• Life: 1 / Move: 6 / Range: 1 / Attack: 1 / Defense: 1 / Size: Medium / Height: 5
• Use the Hit Zone and Target Point of the figure representing a Scrapguard.
• Rust Cluster Special Attack: Range 1. Attack 1 + Special. Instead of attacking normally with all Scrapguards, choose
1 Scrapguard to make a single Rust Cluster Special Attack. Add 1 die to this attack
for each Soulborg adjacent to the defending figure.
Victory: Player 1 wins if one of their figures is on the Glyph of Brandar and occupies only
Exit Spaces at the end of a turn. Player 2 wins if all of Player 1’s figures are destroyed.
If the battle reaches the end of Round 6, Player 2 wins.
Special Rules: The Glyph of Brandar is Major Q10’s Soulcore:
• At the end of a figure’s turn, if that figure is within 1 space of the Soulcore
and no enemy figure is on top of it, they may pick it up by moving the Glyph beneath
them.
• A figure that begins its movement on the Soulcore may carry it by moving it along
with that figure.
• When a player’s figure receives a wound or is destroyed while on the Soulcore, the
other player may immediately move the Soulcore to any adjacent space.
• Soulborgs on the Soulcore add 1 to their Attack and Defense Values.
The Rusted Fields are full of battle-damaged Soulborgs that could rise from the mire
at any moment. At the end of each round, Player 2 rolls the 20-sided die 3 times.
On a 1-3, nothing happens. On a 4-15, Player 2 may place a Scrapguard, if any are
available. On a 16-20, Player 2 may place a Rustwalker or up to 2 Scrapguards, if
any are available. Scrapguards and Rustwalkers may be placed on any empty swamp water
spaces.
When placing Order Markers, Player 2 must use 1 Army Card to represent the Scrapguards
and another to represent the Rustwalkers. When an Order Marker is revealed on one
of these Army Cards, Player 2 takes a turn with all figures represented by that Army
Card. Use the cards on the next page for the Scrapguards and Rustwalkers.
Sonlen slides down from Velsa’s back, kneels in the wet earth, and places a hand upon a large metal skull buried in the mud. Its eyes no longer glow with blue light, but he knows well the face of his dear friend, the Soulborg commander Major Q10. Velsa shuffles closer with her glowing wings outstretched, but Sonlen holds up a hand. Magic can easily mend flesh and bone, but forging bodies of metal and wire is a more complicated sorcery. The wizard Halushia, galloping at a breakneck pace, catches up only moments later, the beast Onshu clinging to his back for dear life.
Sonlen looks up across the wreckage, looking for a vital vessel. It is a silver sphere set with intricate dials, and it glows with an inner blue light. But when he finds it, it is not alone–rusted Soulborgs gather around it like vultures, bickering over who will keep it. Their flickering visors look up to Sonlen as he draws near, and he readies bolts of magic as Halushia at his side draws an ancient blade. Sonlen senses the scavengers will not part with the heart of his friend easily, but he will not leave this blighted valley without it.