Batman: Gotham City Chronicles – The Narrows Chronicles
Batman: Gotham City Chronicles – The Narrows Chronicles Rulebook
Table of Contents
Table of Contents
Campaign Rules
Team Composition
In this campaign, the roles are switched. The villains' side plays using the turn structure of the heroes' side. The hero's side plays using the turn structure of the villain's side.
The campaign is played with a team of three villains, all of whom must be chosen at the beginning. It is not possible to modify this team between two missions.
The villain team consists of the following:
- First member of the team: Bane
- For the second member of the team, you may choose: The Riddler, The Penguin, or Scarecrow.
- For the third member of the team, you may choose: The Joker, Harley Quinn, or Two-Face.
During mission setup, a villain who has the command skill must choose the tile indicated by the mission.
Bane (Venom Injected)
In each mission, Bane may inject himself with Venom in order to transform into Bane (Venom injected). To do so, the villain controlling Bane must declare it at the end of the Declare Villains' Stance step. They then flip over the villain screen to the Bane (Venom injected) side and replace Bane's miniature with that of Bane (Venom injected). For the remainder of the mission, that player controls Bane (Venom injected).
Missions
The campaign consists of four missions, played in order:
- A Toast
- Icing on the Cake
- The Best Man's Betrayal
- The Honeymoon Is Over
Prologues
BE CAREFUL to avoid spoilers during this campaign. Read ONLY the prologue of your current mission and ONLY when prompted to do so.
Each mission begins with a prologue cue, given below as printed. The prologue narration itself (page 7 of the booklet) is omitted here.
Mission 1: A Toast
At dusk, a small, intimate crowd gathers to celebrate the union.
Read the first prologue page 7.
Mission 1 Villain Roster
The villain board shows the following for this mission. Miniature counts are as printed.
Villains
- 1st villain: Bane
- 2nd villain: The Riddler (Riddle Cane), The Penguin (Stick), or Scarecrow (The Reaper)
- 3rd villain: The Joker (Service Gun), Two-Face (The Judge), or Harley Quinn (The Smasher)
Hero-side tiles in the river, positions 1 to 7
- Guards: x3 miniatures
- Cops: x3 miniatures (card title is small in the source and only partly legible; read as "Cops")
- Renee Montoya: x1 miniature
- GCPD Officers: x3 miniatures
- Warning (event tile)
- GCPD Officers: x3 miniatures
- SWAT: x3 miniatures
Nightwing (x1 miniature) is not in the river. He enters through the Call for Help rule below.
The roster panel also shows two gauges, set to 9 and 2, with a central hexagon set to 5. The booklet gives no separate text for these.
Mission 1 Warning Event Tile
- 3 Reinforcement Points.
- 3 Reinforcement Points + Target Lock: Renee Montoya immediately targets a villain. She names a villain with whom she shares a line of sight. The hero places the Target Lock token on their villain board.
Mission 1 Special Rules
PREVENTATIVE FIRE: at the end of the Declare Villains' Stance step, if the villain with the Target Lock token is declared active, Renee Montoya opens fire on them. To do so, the hero performs a character activation with Renee Montoya. During this activation, she only performs a ranged attack with 1 red die + 1 orange die targeting the villain with the token. The hero then removes the Target Lock token from the villain's board and places it next to their command post.
CHANGE OF TARGET: when the hero activates Renee Montoya's tile or the event tile, if the Target Lock token is on a villain board, they remove the token from the board and place it next to the command post.
PREDEFINED TEAMS: the choice of friendly tiles for the elite and henchman command skill of the 2nd villain is already defined for this mission.
- The friendly tile for The Riddler's command skills has to be the Owls with handgun.
- The friendly tile for The Penguin and Scarecrow's command skill has to be the Owls with a katana.
PLANT A BOMB: a villain in the same area as a bomb token can prime the bomb. To do so, they perform a complex manipulation of difficulty 6. The munitions specialist skill is taken into account. If successful, the bomb is primed. To indicate this, the villain replaces the bomb token with a bomb miniature.
NEUTRALIZING A BOMB: a hero's character in the same area as a bomb miniature can neutralize the bomb. To do so, they perform a complex manipulation of difficulty 3. The munitions specialist skill is taken into account. If successful, the bomb is neutralized. To indicate this, the bomb miniature is removed from the board.
CONNECTING TO THE NETWORK: a hero's character in the same area as a computer token can establish a remote connection. To do so, they perform a complex thought of difficulty 2. The hacking skill is taken into account. If successful, a connection is established to the network. To indicate this, the computer token is removed from the board.
CALL FOR HELP: when 3 connections to the network are established, Nightwing comes to lend a hand to the heroes. To do so, the hero turns over the inactive reinforcement token to reveal its active side. This token's area is now considered a reinforcement area. They then place the Nightwing tile in the first position of the river. The Nightwing miniature is placed in a reinforcement area and his life point marker is placed on the command post.
Mission 1 End-Game and Victory Conditions
End-game conditions
- At the end of hero Turn 7, the game ends. The current step is Check End-game Conditions 2 of turn 7.
- The hero has managed to deactivate enough bombs: 3 bombs have been neutralized.
Victory conditions
- HERO: the hero has managed to prevent most of the explosions: fewer than 3 bombs are primed.
- VILLAINS: the hero has not managed to stop the complete destruction of the town hall: 3 or more bombs are primed.
Mission 2: Icing on the Cake
The ceremony's sweets are prepared.
Read the second prologue page 7.
Mission 2 Villain Roster
Villains
- 1st villain: Bane
- 2nd villain: The Riddler (Riddle Cane), The Penguin (Stick), or Scarecrow (The Reaper)
- 3rd villain: The Joker (Service Gun, Dirk), Two-Face (The Judge), or Harley Quinn (The Smasher)
Hero-side tiles in the river, positions 1 to 7
- SWAT: x3 miniatures
- Guards: x4 miniatures
- Catwoman: x1 miniature
- Warning (event tile)
- SWAT: x3 miniatures
- GCPD Officers: x4 miniatures
- Robin: x1 miniature
Villain-controlled friendly tiles (predefined)
- Hazmat Thugs: x4 miniatures
- Owls (with handgun): x2 miniatures
The roster panel also shows two gauges, set to 8 and 3, with a central hexagon set to 5. The booklet gives no separate text for these.
Mission 2 Warning Event Tile
- 4 Reinforcement Points.
Mission 2 Special Rules
PREDEFINED TEAMS: the choice of friendly tiles for the elite and henchman command skill of the 2nd villain is already defined for this mission. The friendly tile for The Riddler, The Penguin and Scarecrow's command skills has to be the Owls with handgun.
THE COURT OF OWLS' CHEMISTS: the Hazmat Thugs are chemists employed by the Court of Owls. No player can spend energy cubes during the Hazmat Thugs' defense steps. At the end of the Declare Villains' Stance step, one of the villains can activate all the Hazmat Thugs. To do so, the villain follows the Activate a Character Controlled by a Tile steps, with the exception that they cannot spend energy cubes either for movement or for rerolls.
CONTINUOUS WORKFORCE: at the end of the Upkeep Villains' Start of Turn step of turns 3, 5 and 6, one of the villains can bring in a Hazmat Thug miniature as a reinforcement.
STOP A PRODUCTION LINE: a hero's character in the same area as a Production Line token with the 'working' side up can stop the production line. To do so, they perform a complex manipulation of difficulty 3. If successful, the production line is stopped. To indicate this, the Production Line token is turned over, 'stopped' side up.
RESTART A PRODUCTION LINE: a villain in the same area as a Production Line token with the 'stopped' side up can restart the production line. To do so, they perform a complex manipulation of difficulty 6. If successful, the production line is restarted. To indicate this, the Production Line token is turned over, 'working' side up.
COLLECTING VENOM: even as they are under attack, the villains try to retrieve the Venom. To do so, the villains will receive Venom equipment cards at the end of the game, the number of which depends on the turn the game ends:
- If the game ends at the end of turn 2, they take 1 Venom card.
- If the game ends at the end of turn 3 or 4, they take 2 Venom cards.
- If the game ends at the end of turn 5 or 6, they take 3 Venom cards.
- If the game ends at the end of turn 7, they take 4 Venom cards.
Venom cards retrieved this way are for single use only. They are kept aside and can be used during the next missions of the campaign.
Mission 2 End-Game and Victory Conditions
End-game conditions
- At the end of villain's Turn 7, the game ends. The current step is Check End-game Conditions 1 of turn 7.
- The hero has managed to stop the Venom production lines: 4 Production Line tokens are showing their stopped side.
Victory conditions
- VILLAINS: despite the hero's efforts, the villains have fought them off, continued production and retrieved the Venom. Depending on which turn the game ends, the villains take a number of Venom equipment cards (see special rule "Collecting Venom").
- HERO: the hero has progressed quickly and has managed to stop the Venom production lines: 4 Production Line tokens are showing their stopped side.
Mission 3: The Best Man's Betrayal
After passion comes treason!
Read the third prologue page 7.
Mission 3 Villain Roster
Villains
- 1st villain: Bane
- 2nd villain: The Riddler (Riddle Cane), The Penguin (Stick), or Scarecrow (The Reaper)
- 3rd villain: The Joker (Service Gun, Dirk), Two-Face (The Judge, The Juror), or Harley Quinn (The Smasher, Boots)
Hero-side tiles in the river, positions 1 to 7
- Owls (with katana): x4 miniatures
- SWAT: x4 miniatures
- Batman: x1 miniature
- Warning (event tile)
- GCPD Officers: x4 miniatures
- Brutes: x4 miniatures
- Thugs: x4 miniatures
The roster panel also shows two gauges, set to 8 and 3, with a central hexagon set to 5. The booklet gives no separate text for these.
Mission 3 Warning Event Tile
- 3 Reinforcement Points.
Mission 3 Special Rules
PREDEFINED TEAMS: the choice of friendly tiles for the elite and henchman command skill of the 2nd villain is already defined for this mission.
- The friendly tile for The Riddler's command skills has to be the Riddler's Gang with handgun.
- The friendly tile for The Penguin's command skill has to be the Thugs with firearm.
- The friendly tile for Scarecrow's command skill has to be the Hazmat Thugs.
FIND THE CLUES: a villain in the same area as a Clue token can attempt to find it. To do so, they perform a complex thought of difficulty 6. The investigation skill is taken into account. If successful, the villain finds the clue. To indicate this, they remove the Clue token from the board and place it next to their villain board. This token will be used for the mission 4.
VENOM: a previously earned Venom equipment card can be used by any villain during their activation. Each card is single use only and allows its user to benefit from the pushing limits skill level 2. Once the equipment is used, it is placed back in the box for the remainder of the campaign.
Mission 3 End-Game and Victory Conditions
End-game conditions
- At the end of villains Turn 6, the game ends. The current step is Check End-game Conditions 1 of turn 6.
- The villains have gathered enough clues to find the whereabouts of the Court of Owls: the villains have 6 Clue tokens.
Victory conditions
- VILLAINS: the villains gather clues, so they can attack a Court of Owls hideout. The villains retrieve each Clue token they find during this mission. These Clue tokens are kept aside. The villains can use them in the last mission of the campaign.
Mission 4: The Honeymoon Is Over
Break-ups are never easy.
Read the fourth prologue page 7.
Mission 4 Villain Roster
Villains
- 1st villain: Bane (C4 Charge)
- 2nd villain: The Riddler (Riddle Cane, Bluetooth Headset), The Penguin (Multifunction Umbrella, Stick), or Scarecrow (The Reaper, Fear Gas)
- 3rd villain: The Joker (Service Gun, Dirk), Two-Face (The Judge, The Juror), or Harley Quinn (The Smasher, Boots)
Hero-side tiles in the river, positions 1 to 8
- SWAT: x4 miniatures
- Devgru: x4 miniatures
- SWAT: x4 miniatures
- Guards: x4 miniatures
- Warning (event tile)
- Owls (with katana): x4 miniatures
- Talon: x1 miniature
- Owls: x4 miniatures
The roster panel also shows two gauges, set to 9 and 2, with a central hexagon set to 5. The booklet gives no separate text for these.
Mission 4 Warning Event Tile
- 4 Reinforcement Points.
- 4 Reinforcement Points + Resurrection: this event can only be used if Talon's tile is in the river. The hero stands the Talon miniature upright and returns the corresponding tile in the river, un-neutralized face up. They then place the Talon LP marker on 3. Talon is no longer neutralized.
Mission 4 Special Rules
TALON: when Talon is neutralized, the hero places the miniature on its side, in the area, instead of removing it from the board. The Talon tile remains neutralized, but his size and menace are no longer taken into account.
PREDEFINED TEAMS: the choice of friendly tiles for the elite and henchman command skill of the 2nd villain is already defined for this mission.
- The friendly tile for The Riddler's command skill has to be the Riddler's Gang with handgun.
- The friendly tile for The Penguin's command skill has to be the Thugs with firearm.
- The friendly tile for Scarecrow's command skill has to be the Hazmat Thugs.
HACKING: a villain in the same area as a computer can access the servers of the bank. To do so, they perform a complex thought of difficulty 6. The hacking skill is taken into account. If successful, the computer is hacked. To indicate this, the computer token is removed from the board.
CLUES: a Clue token earned by villains during mission 3 of the campaign can be used by any of them, when they perform a complex thought in the same area as a computer. The Clue tokens can be used in two ways:
- The villain can use the clues to get into the computer. To do so, they discard a Clue token and can reroll a die during the roll for the thought action. This operation can be repeated as many times as desired.
- The villain can enter into the computer's database. To do so, two Clue tokens are discarded and a success is added to the total of successes during the Calculate the Number of Successes step. This operation can be repeated as many times as desired.
VENOM: a Venom card earned during mission 2 of the campaign and still held by the villains can be used by any one of them during their activation. When a villain uses a Venom card, they benefit from the pushing limits skill level 2, for the duration of the current turn.
Mission 4 End-Game and Victory Conditions
End-game conditions
- At the end of the villains Turn 8, the game ends. The current step is Check End-game Conditions 1 of turn 8.
- The villains have hacked into enough computers: 4 computers have been hacked.
Victory conditions
- HERO: the hero has managed to defend their assets: fewer than 4 computers have been hacked.
- VILLAIN: the villains have wiped out the Court of Owls' finances and exposed them: 4 computers have been hacked.