Required Sets: Age of Annihilation, Lands of Valhalla
The twisting caverns of Myrkheim have long been a place of both fascination and dread for the people of Valhalla. Few dare venture far into their uncharted depths, and any Kyrie child can recite the frightening tales told of the dangers below. The Lady Revna sees something quite different in these depths: sanctuary and potential. Hidden from prying eyes on the surface, her forces have been hard at work expanding a network of passages through Myrkheim in order to travel unseen between the warring territories above. Their excavations have turned the already disorienting network of passages and chambers into an intricate maze, one that only her followers seem to be able to navigate.
Master Game for 2 Players
Required Sets: Age of Annihilation, Lands of Valhalla
Goal: Both players’ goal is to clear the Rubble blocking the exit to the tunnels and have
the most points left on the battlefield AND/OR escaped through the cleared exit before
the end of round 6.
Setup: Each player drafts or brings a 500-point Army. The scenario starts in the heat of
battle: Players alternate placing 1 Army Card of figures at a time within the olive
starting zone. Figures may not be placed adjacent to any enemy figures. All figures
in a Squad must be placed within 3 Clear Sight spaces of all other members of that
Squad.
Victory: If the Rubble has not been destroyed by the end of round 6, both players lose. At
the end of round 6, if the Rubble has been destroyed, the player with the most points
on the battlefield AND/OR escaped through the exit wins. Players are awarded an extra
20 points per hero figure and 5 points per squad figure that escape the map during
rounds 1–4. Each player is awarded 15 points towards victory for each wound they inflict
on the Rubble.
Special Rules: The 7 locations marked on the map with the letters A–G represent areas where the cavern
ceiling is at risk of collapse. At the end of rounds 1 through 5, roll the 20-sided
die and consult the list below. For each figure on or adjacent to the marked space
corresponding to the number rolled, roll a single attack die. If a skull is rolled,
that figure takes a wound.
Collapse Location: Roll Result
A: 1 to 4
B: 5 to 8
C: 9 to 11
D: 12 to 14
E: 15 or 16
F: 17 or 18
G: 19 or 20
Then, place a symbol-side-up Glyph on that space as a Debris Marker, if there is not
already one there. The Glyph does not have its usual effect. The falling piles of
Debris impede movement in the caverns: When moving on Debris Markers or spaces within
1 space of Debris Markers, count each hex as 2 spaces.
The Rubble blocking the tunnel entrance (represented by Laur Wall pieces) is treated
as a Destructible Object with the following stats and abilities:
Rubble: Life: 6 / Defense: 4 / All parts of the Laur Wall pieces count as hit zones.
Once the Rubble has been destroyed, remove the wall pieces from the board. Figures
that end their turn on either of the 2 spaces previously occupied by the Rubble escape,
and are removed from the battlefield. They are counted towards the point total for
their controlling player at the end of the game.
Additionally, the following conditions apply to all spaces on the map throughout the
game:
Low Visibility: Figures have a clear line of sight only up to 4 spaces away.
Tight Quarters: Figures cannot use the Flying or Stealth Flying Special Powers.
The empty spaces within the map and at the edges are treated as impassable obstacles
that fully block line of sight.
Bonus: For added visual effect, players are encouraged to use whatever extra terrain obstacles
they may have in their collections to fill these obstacle spaces on the board! Suggestions
include rock outcrops, Laur walls, castle wall sections, glaciers, or stacks of extra
tiles (terrain effects do not apply and the spaces may not be occupied).
Whilst working to excavate new tunnels for traveling undetected throughout Valhalla, a crew of Revna’s forces were discovered by an enemy scouting party. The clamor of the ensuing battle caused the entrance of the primary escape passage to cave in, leaving both forces trapped in the network of shadowy tunnels—and breathable air is quickly running out.