BattleForge: Berserker
BattleForge: Berserker Rulebook
Table of Contents
Table of Contents
Components
Printed component list, as shown on the Components page of the prototype rulebook.
- 1 Rulebook
- 2 Scenario Books (East and West)
- 1 Confrontation Board
- 4 Champion Boards (1 of each color)
- 8 Black Temporary Cubes
- 8 Gray Frost Cubes
- 16 Offering Crystals (4 of each color)
- 88 Action Cubes (22 of each color)
- 1 First Champion Token
- 6 Sacred Flame Tokens (Scenario specific)
- 3 Furnace Tokens (Scenario specific)
- 28 Boon Tokens (7 of each color)
- 24 Damage Tokens (18x 1/2, 10x 3/4, 6x 5/6)
- 6 Destroyed Face Tokens
- 13 Heat Tokens
- 6 Freeze Tokens
- 6 White Dice
- 2 Green Dice
- 2 Red Dice
- 1 Glass Twilight Marker [printed as "Glass Twlight Marker"]
- 4 Human Form Champion Cards
- 4 Berserker Form Champion Cards
- 1 Thor Status Card
- 4 Player Aid Cards
- 6 Minion Cards
- 11 God Cards
- 5 General Event Cards
- 18 Scenario Specific Cards
Game Overview
Battleforge: Berserker is a cooperative game for 1 to 4 players, played in a series of Rounds. Each Round consists of 2 main Phases:
- Champions' Phase: in this Phase, players perform their Champions' Actions.
- Enemies' Phase: in this Phase, an Ironborn and their minions act as instructed by the Event cards and God cards.
[Note: the Game Overview names the second phase the "Enemies' Phase"; the Game Phases section below names it the "Ironborn Phase". Both are the same phase.]
In a match of Battleforge: Berserker, each player controls 1 Champion. In solo mode, the player must control 2 Champions.
Champion Preparation
Each player must follow the steps below, in order, to prepare their Champion:
- Choose a color for your Champion and take the following components of the chosen color:
- 1 Champion board;
- 22 Action Cubes;
- 4 Offering Crystals;
- 7 Boon tokens.
- Place 1 Action Cube of your chosen color on the following spaces on your Champion board:
- In space 12 of the Health Track;
- In space 0 of the Fury Track, on the left of the board;
- In each of the Rondel Spaces;
- 1 additional Action Cube in any Rondel Space of your choice, totaling 7 Action Cubes;
- Leave any remaining Action Cubes near your Champion board, along with the Boon tokens. They will be earned throughout the match.
- Choose 1 Human Form and 1 Berserker Form for your Champion (in solo mode, choose 1 of each form for each Champion in the group).
- Place your Human Form card, Upgrades Track facing up, on the left of the Champion board, aligning it with the Fury Track. Place 3 cubes of the Champion's color in the spaces drawn on the left side of this card. These are Human Form Special Skill Charges or Cubes.
- Take the indicated Boon token on the right side of your Human Form card and place it on a Rondel Space that has at least 1 Action symbol equal to 1 of the symbols on the token.
- Place 1 cube of the Champion's color on the Starting Attribute indicated next to the Starting Boon on the Human Form card. (Ragnar has a Starting Attribute of +1 Action Cube that must be placed in any Rondel Space he wants, therefore, this Champion starts the game with 8 Action Cubes in the Rondel instead of 7, and Lagertha starts with 1 extra Boon that must be placed adjacent to the Starting Boon; or flip the Starting Boon.) [The final clause of this step is printed as shown; the parenthetical reads as printed.]
With each Champion board set, your group is ready to choose one of the Scenarios at the end of this book and prepare it to play if you already know the rules. Otherwise, keep reading this book to learn how to play.
Game Phases
A Round of Battleforge: Berserker is divided into 2 Phases: the Champions' Phase and the Ironborn Phase, described below. Once both Phases have been completed, the First Champion marker is passed to the next Champion to the left and the next Round begins.
Champions' Phase. Starting with the First Champion (the player who has the First Champion marker), each Champion performs 3 Actions (Rondel or Strategic) on their Turn, and can use as many Special Skills as they wish, as long as they have Charges available. Champions use Rondel Actions to: Move, Attack, Heal and perform Rituals. Strategic Actions, such as Relocating your Action Cubes or Taunting a God, are used to gain advantages in the group's next Actions. Once the First Champion has finished their Turn, it will be the Turn of the Champion to their left. When all Champions have completed their Turns, the Champion Phase ends and is followed by the Ironborn Phase.
Ironborn Phase. The Ironborn Phase begins with players advancing the Twilight Marker to the next space on the Round Track. Then the players draw 1 card from the top of the Event deck and resolve the effects described on it. Once resolved, the Event card is discarded.
Next, players draw 1 card from the top of the God deck and resolve it in 2 steps.
The first step is the Activation of the Minions commanded by Thor. In this step, all Minions of each Type indicated on Thor's card are Activated. When Activated, each Minion performs the number of Actions described on its card (located on the Confrontation board), following the specifics indicated on it: Standing (if Inactive), Moving 1 Area, Attacking 1 Champion, and Interacting with a Point of Interest are all considered 1 Action (see "Minion Activation" on page 9).
Activations refer to the total number of Actions performed by Minions when Thor Activates them.
Actions refer to each step taken by Minions during their Activations.
The second step is the Activation of the God. All the Actions described on his cards must be resolved completely, from top to bottom and in sequence. Thor's Actions can be Movement, Attack or Effect.
Finally, the Thor card played is discarded and the First Champion marker passes to the next Champion to the left, beginning a new Round.
Winning and Losing
Battleforge: Berserker is a cooperative game, meaning everyone wins or loses as a group.
The Champions lose the game when:
- A Champion is Knocked Out (see more about the "Knocked Out" status on page 16) and they cannot Rise anymore (see more about Rising on page 16).
- The Twilight Marker advances to the last space on the Round track;
- One or more Scenario-specific Defeat conditions are met.
The players win the match when Thor is Defeated (by Destroying all of his Faces) before any Defeat condition is met.
[The prototype refers to "Rising on page 16", but no Rising rules are printed in this prototype; the Knocked Out rules are transcribed from page 16 as printed.]
Dramatic Victory
If the Attack that Destroys the last Face of the God (Thor) also caused a Counterattack that would lead to a second Knockout or move the Twilight marker to the last space on the Round Track, the Champions still win the match. This is what we call a Dramatic Victory. For the Champions, there is nothing more glorious than dying in battle, taking the enemy with them!
The Basics
Definitions
Areas. A hexagonal Space in the Scenario. It may be occupied by any number of Champions and Minions. However, if a God occupies the Area, they do so completely. In this case, any Character may pass through the Area, but may not end their Movement there. (See "Crossing Areas with Enemies" on page 14.)
Keep in mind that some Areas are Inaccessible to a God (Thor), while others cannot be accessed by any Character. Areas Inaccessible to All Characters cannot receive tokens of any kind.
Walls. Edges of an Area that cannot be crossed and need to be bypassed. Two Areas that are divided by a Wall, even if positioned side by side, are not considered adjacent to each other.
Altars. When a Champion performs a Ritual Action on an Altar for the first time, they make an Offering (place 1 crystal of the same color as their board in that Area) and receive 1 Boon. (See "Boons" on page 8.)
Champions. Characters controlled by players, whether in Human Form or Berserker Form.
Action Cubes. Any Cubes allocated to a Rondel Space (this includes Temporary Action Cubes and Frost Cubes).
Temporary Action Cubes. Black Cubes that, when received, must be allocated in a Rondel Space of the Champion's choice. They are used as standard Action Cubes. When repositioned after performing a Rondel Action or Reaction, they are discarded. (Temporary Action Cubes can be Relocated as a Strategic Action without being discarded.)
Frost Cubes. Gray Cubes that, when received, must be allocated to a Rondel Space of the Champion's choice. They are used as standard Action Cubes. When repositioned after performing a Rondel Action or Reaction, they are discarded. When discarded, however, Champions lose 2 Health Points for each Frost Cube that was repositioned and discarded while performing that Action or Reaction. Frost Cubes cannot be Relocated. (See "Frostbite" on page 17.)
Boons. Tokens that, when placed in a Champion's Rondel Space, grant improvements to that Space, potentially increasing the possibilities of Actions or Reactions that can be performed or make them more efficient according to the effect indicated on the Boon.
Empty Spaces. Rondel Spaces that do not have any cubes.
Minions. The most basic forces of the Ironborn commanded by a God (Thor). Each Minion has its own behavior card with 2 sides representing the standard form and the Overheated one, which can be triggered according to the specific mechanics of each Scenario.
Most Concentrated Cubes. The Champion who has the most Action Cubes (including Temporary Cubes and Frost Cubes) in the same Rondel Space.
Maps or Scenarios. It represents the physical space in which the battle between the Champions and the Ironborn takes place.
Heat tokens. Marks a harmful Area that deals 4 Damage to the first Champion who enters it. If this Champion loses any Health Points due to this token, they receive 1 Temporary Action Cube. After that, the token is removed.
Freeze tokens. Marks a harmful Area that gives 1 Frost Cube to the first Champion who enters it. After that, the token is removed.
Characters. Champions, Minions and Gods are all characters.
Losing Health Points. All undefended Damage, as well as certain Attacks and Effects cause Health Loss or Health Points Loss. To take record of this loss, the player reduces the marker on the Champion's Health Track, adjusting it according to the points lost.
Reading the Champion Board
The Champion board is where each player manages the state and Actions of their Champion. There you can find 4 important items:
- Health Track. On this track, the player marks their Champion's current Health Points with 1 cube of the same color as the chosen board. Undefended Damage, Counterattacks and other effects cause loss of Health Points. When the Champion's Health Points are reduced to 0, they are Knocked Out. Healing Actions, Special Skills, and Events can restore Health Points up to a maximum of 15.
- Fury Track. On this track, the player marks their Champion's Fury Points with 1 cube of the same color as the board. A Champion receives Fury Points whenever they Destroy a Minion. The number is indicated on the card of each type of Minion. As each Champion receives Fury Points, they also receive the Upgrades marked on their Champion card upgrade track, based on the Fury Points accumulated. A Champion never advances their Fury Track beyond the next Upgrade marked on their Champion card. Fury Points that exceed what is needed to receive the next Upgrade are disregarded.
- Attributes. In these spaces, players mark the Attributes that their Champions have at the start of the match or that they acquire as Upgrades by earning Fury Points. Attributes are never reduced.
- Green Dice: For each cube allocated to this Attribute, Champions add 1 Green Die to the Dice Pool whenever they perform a Rondel Attack Action. Maximum of 2 cubes.
- Red Dice: For each cube allocated to this Attribute, Champions add 1 Red Die to the Dice Pool whenever they perform a Rondel Attack Action. Maximum of 2 cubes.
- Movement: For each cube allocated to this Attribute, Champions receive 1 extra Movement Point when performing a Rondel Move Action. Maximum of 2 cubes.
- Rondel. The Rondel is where most Champion Actions are performed, repositioning the Action Cubes. The Rondel is divided into 6 Spaces which determine which Rondel Actions and Reactions can be performed. Strategic Actions and the Move Action can be performed from any Space.
Reading the Champion Cards
When starting a Battleforge: Berserker match, each player will choose for their Champion, a Human Form and a Berserker Form, which they will transform into when accumulating 8 Fury Points.
On the Champion's Human Form card, there are 5 important items:
- Human Form Name.
- Special Skills. Here are described the effects of Human Form Special Skills, as well as the time at which they can be performed. Every Special Skill is performed as a Free Action at the cost of 1 Special Skill Charge.
- Upgrades Track. It can be found right next to the Fury Points track, on the left of the Champion Board. It marks the progression of Upgrades each Champion receives in their Human Form as they accumulate Fury Points.
- Starting Upgrade. Here is the Upgrade each Champion starts the match with.
- Starting Boon. Here is the Boon each Champion starts the match with. They must place it on the Rondel, in a Space of their choice that has at least 1 symbol equal to the Boon.
On the Berserker Form card, there are 4 important items:
- Berserker Form Name.
- Special Skills. Here are described the effects of the Berserker Form Special Skills, as well as the time at which they can be performed. Every Special Skill can be performed at the cost of 1 Special Skill Charge.
- Transformation Upgrade. Here is the Upgrade that each Champion receives immediately upon accumulating 8 Fury Points and turning into the Berserker Form.
- Upgrades Track. This track can be found alongside the Fury Points track to the right of the Champion Board and marks the progression of Upgrades each Champion will receive in their Berserker Form as they accumulate Fury Points greater than 8.
[The item numbers 5 to 13 continue the numbering of the Champion Board items 1 to 4 as printed on the page.]
Dice
The dice in Battleforge: Berserker are the tools used to perform Attacks and represent different stances of a Champion. They are of 3 types:
- White Dice: These are the standard dice. They symbolize a simple Attack. They have 3 Miss sides, 1 Counterattack side, 3 Damage sides and 1 Double Damage side.
- Red Dice: These are more offensive dice. They have 4 Damage sides, 2 Double Damage sides, 1 Miss side and 1 Counterattack side.
- Green Dice: These are more defensive dice. They do not have a Counterattack side. Instead, they have 2 Healing sides, 1 Double Healing side, 2 Miss sides, 2 Damage sides, and 1 Double Damage side.
Dice Sides
- Damage: Represents 1 Damage dealt to the Target.
- Double Damage: Represents 2 Damage dealt to the Target.
- Heal: Represents 1 Health Point that the Attacking Champion recovers.
- Double Heal: Represents 2 Health Points that the Attacking Champion recovers.
- Counterattack: Represents a carelessness that leaves the Attacker vulnerable to the Target's counterattack. Counterattacks cause immediate Health Points Loss. They cannot be Defended or Rerolled except by Special Skills or when otherwise specified. The number of Health Points lost due to a Counterattack is always the value indicated on the Target card (Minion or God), regardless of how many Counterattack sides are rolled.
- Miss: The empty side represents a failure to cause Damage or any other effect unless otherwise specified.
Boons
Boons are the rewards of the Vanir, the Gods of Nature, to Offerings made by the Champions on the Altars. They can increase the versatility or efficiency of Actions or Reactions performed in a Rondel Space. Boons are placed in one of the available Rondel Spaces of the Champion's choice in two different occasions:
- When a Champion performs a Ritual Action in an Altar Area that does not yet have one of their Offerings;
- When a Champion accumulates Fury Points until they receive a Boon Upgrade.
Boons are of 2 types: Minor Boons and Greater Boons.
- Minor Boon (the token is printed with a +1 bonus and an attack symbol on its front).
- Greater Boon (the token is printed with a +2 bonus and an attack symbol on its front).
Upon receiving a Boon, Champions must choose between getting a new Minor Boon or enhancing one of their Minor Boons into a Greater Boon.
Minor Boons (except for the Starting Boon) must always be placed adjacent to a Rondel Space that already has a Boon. They must also have at least 1 symbol in common with the Space in which they will be placed.
A Greater Boon can only be acquired if a Champion already has the Minor Boon on its back. So, simply flip a Minor Boon to turn it into a Greater Boon.
Bonus +1/+2: When it appears next to a Rondel Action or Reaction icon, it indicates that, when performing that Action or Reaction with bonus in that Space, it will be considered as being performed with +1 or +2 Action Cubes, depending on the indicated bonus.
Fury and Upgrades
For each Minion a Champion Destroys, they receive Fury Points as indicated by the symbol on the Destroyed Minion card.
Champions track Fury Points by advancing their marker on the Fury track, but never beyond the next Upgrade marked on the Human Form or Berserker Form cards on the same attack [printed as "on the same attack"; the rule intended is the Champion card on which the Upgrade is marked]. In this case, exceeding Fury Points are disconsidered. Fury Points are never reduced.
God Faces do not give the Champions Fury Points when Destroyed.
Upgrade Icons
- Place an extra Action Cube on your Rondel;
- Choose a new Boon;
- 1 extra movement Attribute;
- 1 extra green attack die Attribute;
- 1 extra red attack die Attribute;
- Choose one of the three Attributes to upgrade.
Berserker Form
Upon accumulating 8 Fury Points, Champions transform into their Berserker Forms. The Fury marker is then placed on space "8" of the Fury track next to the Berserker Form (right side of the Champion board). The Berserker Form card is then flipped, symbolizing the transformation, and 3 Special Skill Charge cubes are placed on top of it. The Champion then takes their Human Form model and combines it with the Berserker Form model, representing the awakening of the animal spirit and the power it grants. Finally, the Champion receives the Transformation Upgrade marked at position "8" on the Berserker Form Upgrades track. With new Fury and Upgrade tracks, Champions can once again accumulate more Fury Points and receive new Upgrades.
When turning into the Berserker Form, Champions receive the new Special Skill described on their card with all 3 Charges. It works the same way as a Human Form Special Skill and its Charges are recovered the same way. When performing a Ritual Action, the Champion chooses which Special Skill recovers a Charge.
Minions
Minion Activation
Minions are the most basic Ironborn ones. Creatures from Norse mythology that became monsters of iron and steam commanded by the Ironborn Gods.
Minions are of 3 Types: Minions 1, 2 and 3, and they act when Activated by a God card or by an Event card. All Minion Features: number of Actions, Targets, the Damage they deal when Attacking, Counterattacks, the Fury Points they give to the Champions who Destroy them and special effects are indicated on the Minion card.
Once a Minion Type is Activated, each Minion of that Type performs the total number of Actions indicated on the card by the icon, following the Target indicated on the card (Champions or Points of Interest, as indicated in the Scenario description). Every movement performed by a Minion is considered an Action: Move, Attack, Interact with Points of Interest and Stand.
When a Type of Minion is Activated, all Minions of that Type perform the maximum of Actions described on the Minion card by the icon. All Minions of the same Type are considered to perform their Actions at the same time. Only after all the Minions of the same Type have their Activations resolved, the Minions of the following Type will be Activated.
Reading the Minion Cards
A Minion card contains all relevant information about one Minion type for each Scenario.
- Minion Type;
- Minion Name;
- Health Points of each Minion of that Type;
- Number of Actions each Minion of that Type performs when Activated;
- Damage dealt by Minions of that Type when they Attack;
- Number of Health Points a Champion loses when rolling at least one Counterattack when Attacking a Minion of that Type;
- Number of Fury Points Champions receive when Destroying a Minion of that Type;
- Target of Minions of that Type. It can indicate Points of Interest in that Scenario or the Champions themselves;
- Special Skill or specific behavior of each Minion of that Type;
- Minion Form (Standard or Overheated).
Minion Movement
Minions always follow the shortest path to the Target indicated on their Minion card. Minions do not have Movement Points, so they spend an Action to move from one Area to an adjacent Area. While a Minion cannot occupy an Area a God is in, it can pass through it as long as it has enough Actions to do so. If a Minion's path to the Area it is moving to is occupied by a God and it has not enough Actions to cross the Area, that Minion will seek the shortest alternative path to its Target.
If there is more than one valid path and one of them passes through a Champion Area, the Minion will choose that path. If multiple paths include Areas with Champions, the Minion will choose the one with the Champion who took their Turn first.
Example (as printed): Minions 3 (Trolls) are Activated. Gunnar is in Range of Troll A and suffers 1 Attack from it. Ragnar is in range of Trolls B and C and is Attacked by both.
Minion Attacks
A Minion that targets Champions will attack a Champion whenever possible, giving priority to the closest one unless otherwise specified. In case of a tie between the possible Targets, the chosen one will be the Champion among them who had their Turn first.
Even though the Activations are simultaneous, Gunnar resolves the Attack against him first, since he has the First Champion marker. Gunnar has no Action Cubes in Rondel Spaces with Defense Reaction and loses 4 Health Points.
When a Minion Attacks, it deals the Damage (see "Defense" on page 14) indicated on the Minion card, and it is up to the Champion to Defend it or not. When a Minion Counterattacks (see "Counterattack" on page 8), the Attacking Champion loses the number of Health Points indicated on the Minion card by the icon and is unable to Defend it.
In the case of Minions whose Targets are Scenario Points of Interest, their Attacks or actions are performed following the instructions on the Minion card. Any Attack Target indications on the Minion Card take precedence over the priority described in the example.
If a Champion is being Attacked by 2 or more Minions of the same Type simultaneously, resolve the Attacks one at a time in the order the Targeted Champion chooses. Attacks are resolved in order starting with the First Champion.
Example (as printed): Ragnar goes next and chooses which of the Attacks to resolve first, one at a time. First, Ragnar performs a Defense Reaction to Defend the 4 Damage dealt by Minion B's Attack. Next, Ragnar resolves Minion C's Attack, performing a Defense Reaction to Defend 1 Damage, losing 3 Health Points.
Destroying a Minion
When a Minion is Destroyed, that is, when it accumulates an amount of Damage equal to or greater than its Health Points, their model is placed lying down outside the Scenario, close to the Spawning Area indicated by the space occupied by the Twilight Marker on the Round Track. That Minion is then considered Inactive. Inactive Minions cannot be targeted by Attacks or Special Skills.
When an Inactive Minion is Activated, their first Action will always be to Stand. To do this, place this Minion's model on the Spawning Area next to it in the standing position. This Minion is then considered Active. If there are more Actions for this Minion to perform after Standing, resolve them normally.
Minion Activation Resolution
Each God Card (Thor) Activates at least 2 Types of Minions. Minion Activations of the same Type are considered to be resolved at the same time. Activations of Minions of different Types are resolved in the order indicated on the God card. In the case of more than 1 Furnace being lit at the same time, both Actions are resolved simultaneously, for example. (See "Forge of Doom" on page 20.)
First Example. Minions 1 (Gnomes) are Activated. Gnome A Moves to an Area with a Furnace and has 1 more Action which will be to Light that Furnace. However, Gnome B is already in an Area with another Furnace and their first Action will be to light it. Even if the Furnace lit by Gnome B Overheats Minions 1, Gnome A will only perform 2 Actions and not 3, which will be: Move to the closest Area with a Furnace and Light it. Since the Actions are simultaneous, Gnome A is not Overheated during this Activation.
Second Example. Minions 1 (Gnomes) and 2 (Draugrs) are Activated. First, the Activation of each Minion 1 is resolved. Gnome A Moves to an Area with a Furnace and Lights that Furnace. When flipping the Furnace token, it indicates that Minions 2 are Overheated.
The Minion 2 card is immediately flipped and then the Activation of each Overheated Minion 2 is resolved. Draugr B, instead of Moving once, since it now has 2 Actions, Moves 2 times, reaching the Area that Lagertha occupies. So, Draugr B Attacks Lagertha, dealing 2 Damage and Moving 1 more time with the new Action it gained, as indicated in its card's special skill.
This move leaves Draugr B in the Area that Gunnar occupies, which causes Draugr B to Attack him and Move again with 1 new Action that it gained. Draugr B will continue to perform this behavior until it Moves into an Area where there are no Champions or it Lights a Furnace.
[The First Example and Second Example are shown as printed; the printed text "Draughr B" in the First Example is transcribed as "Draugr B".]
Gods
The Faces of a God
The Norse deities known as the Aesir are the greatest enemies to face in Battleforge: Berserker. Defeating them is the Victory condition of each match.
To Defeat a God, Champions must Destroy the 6 Faces of different colors of that God, indicated on both the base of Thor's model and on the Confrontation board.
Gods' Attacks are stronger and more varied than those of a Minion and are described on the God cards. This process is best described in the item "God Card" on page 15.
Unlike the Minions, in Battleforge: Berserker, Gods occupy an entire Area. Champions and Minions can pass through, but never stop in an Area occupied by them.
Each Face has a number of Health Points equal to twice the number of Champions. Once a Face accumulates Damage equal to or greater than the amount of Health Points it has, it is Destroyed. In this case, place 1 Destroyed Face token on the corresponding space on the Confrontation Board. Any exceeding Damage is ignored. Destroyed Faces of a God cannot be Attacked by any means.
Each God Face has its own Health Points and Face Effects that can affect Champions who Attack them or the God when being Attacked. Additionally, each God has their own Passive Effect that grows stronger with each Destroyed Face.
In general, the Front Faces of a God have more challenging Effects, symbolizing the danger and difficulty of facing a God head-on. On the other hand, the Effects of the Back Faces can even be beneficial to Champions, symbolizing an Attack of Opportunity.
Reading God Status Cards
The God Status card contains information about each Asgardian god.
- God Name;
- Number of Health Points a Champion loses when rolling at least one Counterattack when Attacking any Face of that God;
- Health Points that each of the Faces of that God has when starting a Scenario;
- That God's Passive Effect;
- Frontal Faces of that God and the Face Effects of each;
- Back Faces of that God and the Face Effects of each.
Reading the Confrontation Board
The Confrontation Board is where all components associated with the Gods and Minions are placed.
- Round Track, where the Twilight Marker is Placed;
- God Status Card Slot;
- Minion Cards Slots from 1 to 3;
- Scenario Event Deck Slot;
- God Event Deck Slot.
The Faces of Thor
- Orange Face: The Champion Attacking this Face of Thor removes 1 die of their choice from their pool during the "Assembling Dice Pool" step. (See "Attack Resolution" on page 13.)
- Red Face: The Champion who is Attacking this Face of Thor, as the last step of the "Rolling the Dice" step, chooses from among the dice that were rolled one that has a Counterattack side and changes its result to that side. If no die rolled has a Counterattack side (only Green Dice for example), this effect is ignored.
- Yellow Face: The Champion Attacking this Face, during the Resolution of the Attack, deals a maximum of 2 Damage to it. All exceeding Damage rolled is ignored.
- Green Face: The Champion Attacking this Face does not suffer Counterattacks, regardless of how many Counterattack sides they get as a result of their Attack.
- Blue Face: The Champion Attacking this Face, during the "Rolling the Dice" step, changes the sides of all dice resulting in a Counterattack side to a Damage side.
- Purple Face: The Champion Attacking this Face of Thor may add a White Die to their dice pool during the "Assembling Dice Pool" step.
Thor's Passive: When resolving an Attack against any of Thor's Faces, reduce the Damage that would be dealt by 1 for each other Face that is Destroyed.
[The Face effects are printed on the Confrontation board's side panel. The colour order and the Counterattack/Damage side names are read from the printed panel; the Face icons are rendered as words.]
The Champions Phase
This Phase begins with the First Champion's Turn. They perform, in the order they prefer, their 3 Rondel or Strategic Actions and as many Special Skills as they wish, as long as they have enough Charges. After that, the Champion's Turn is complete. The next Champion to the left takes their Turn the same way. This is repeated until all Champions have completed their Turns. With that, the Champions Phase ends and the Ironborn Phase begins.
Actions and Reactions
Champions use the Rondel Actions to: Move, Attack, Heal and perform Rituals. They can also use their Strategic Actions, such as Relocating their Action Cubes or Taunting a God. Finally, Champions can still perform Reactions, such as Defense and Reroll, in response to a Trigger Event, which can be Damage taken or Attacks made by Champions respectively.
Action Cubes repositioned to perform an Action or Reaction determine its strength at a 1-to-1 ratio.
The Three Steps of a Rondel Action
Every Rondel Action and also Reactions are always performed in 3 steps in the following order:
- Choose an Action or Reaction you want to perform in a Space that has at least 1 Action Cube and count all the Action Cubes in it;
- Always take ALL Action Cubes in that Space;
- Reposition them 1 by 1 following a clockwise direction.
After that, perform your Action or Reaction.
Rondel Actions
The Rondel is the core of Battleforge: Berserker. Through it, Champions perform their main Actions and Reactions. To this end, the Rondel has 6 Spaces with predefined Actions and Reactions that can be improved by Boons as the Champion receives Fury Points or performs Rituals on the Altars. Some of these Spaces contain more than one Action or Reaction icon, which means Champions must choose only 1 option every time they perform an Action or Reaction in that Space. Actions and Reactions can never be divided.
Actions and Reactions cannot have their Action Cubes divided in two Actions or Reactions, even if a Space has 2 or more options that can be performed. Champions must choose only 1 Action or Reaction at a time. (See "The Three Steps of a Rondel Action".)
Melee Attack
Actions performed in Spaces with this symbol allow the Champion to Attack 1 Minion in the same Area they are in or 1 Face of Thor that is adjacent to them. To perform a Melee Attack, Champions must announce their Target and perform the Action following the steps described in the item "Attack Resolution" on page 13.
Ranged Attack
Actions performed in Spaces with this symbol allow Champions to Attack 1 Minion in the same Area they are in or in an adjacent Area, as long as it is not separated from the Champion's Area by a Wall. Thor's Faces can only be Attacked if they are adjacent to a Champion or next to a Face adjacent to that Champion. To perform a Ranged Attack, the Champion must announce the Ranged Attack Target and perform the Action following the steps described in the item "Attack Resolution" on page 13.
In the case of a Ranged Attack, Champions must also be adjacent to Thor, regardless of the Range of their Attack. However, for each Range increase they have in their Attacks, Champions will be able to have access to the 2 neighboring Faces (right and left) of the one they are adjacent to (or the following on each side, if they are using Gunnar's Special Skill).
Attacking Thor
In Battleforge: Berserker, Thor occupies an entire Area. Thus, to perform a Melee Attack against Thor, Champions must be in an Area adjacent to the Face they wish to Attack.
Before Activating for the 1st Time (read and resolve Thor's first card), while outside of the valid Areas of the Scenario board, Thor cannot be targeted by Attacks, but he still considers the Areas adjacent to him as valid adjacent Areas for his first Activation.
Gods do not give Champions Fury Points when their Faces are Destroyed.
Attack Resolution
Attacks performed by Champions are generally resolved organically and intuitively during a match. The script below was created for reference only, in case there are any questions about any Effects or steps of this Action.
All Champions' Attacks are always resolved in this order:
Assembling Dice Pool
- Champions take a number of White Dice equal to the number of Action Cubes repositioned when performing the Attack Action, plus the Attack Boon bonus for that Space and the Attribute, Effect, or Special Skill bonus (if any);
- Effects that reduce dice from a roll are applied (when applicable);
- Champions roll as many and whatever dice they want from the resulting set (minimum 1) to Attack;
Managing the Dice
- Champions can perform Reroll Reactions or Special Skills that allow them to Reroll dice or change the sides of rolled dice;
- Target effects that alter rolled dice sides are applied (when applicable);
Attack Resolution
- Champions add up the total Damage after resolving the effects above, as well as the Heal and Counterattack results;
- Target effects reduce total Damage dealt and the Target takes the resulting Damage (if it is the case);
- Champions increase Health Points equal to the number of Heal sides in the result (if possible);
- If there is a Counterattack side in the result, the Attacking Champion loses Health Points equal to the Target's Counterattack (indicated on the Target's card by the Counterattack icon), regardless of how many were rolled;
- Even if the Target is Destroyed in the Attack, the effects of Counterattack and Heal are resolved normally.
[Dice-side and Attack icons are rendered as words; step 1 of Attack Resolution lists the Heal and Counterattack icons after "as well as", as printed.]
Dealing Damage
Whenever a Champion deals Damage to a Target but does not Destroy it, they place 1 or more Damage tokens (totaling the Damage dealt or accumulated by that Target) on the Scenario, near the Target or, in the case of a God, in the appropriate Area of the Confrontation board. If the sum of the values on the Damage tokens equals or exceeds the Target's Health Points, the Champion Destroys it.
Each Champion's Attack targets only 1 Minion or 1 God Face, regardless of the Damage dealt or the number of Minions in the same Area.
Each Damage side represents 1 Damage dealt; each Double Damage side represents 2 Damage dealt; 1 or more Counterattack sides indicate that the attacking Champion takes a Counterattack; and each Miss side represents a Failure to deal Damage.
Ritual
Actions performed on Spaces with the Ritual symbol allow Champions to recover Charges of Special Skills.
A Ritual Action requires at least 3 Action Cubes in a Space with the Ritual symbol to be performed. When performing a Ritual Action, Champions can recover 1 Charge of 1 of their Special Skills, either for their Human Form or Berserker Form. If they perform a Ritual Action with 6 Action Cubes, 2 Charges may be recovered. Remember, however, that at no time can a Champion have more than 3 Charges of the same Special Skill.
Performing a Ritual Action, unlike other Rondel Actions, requires at least 3 Action Cubes. Additionally, while the other Rondel Actions have their effect increased for each additional Action Cube used when performing it, the Ritual Action does not. Instead, the effect of the Ritual Action increases in 1 for every 3 Action Cubes used to perform it.
If a Ritual Action is performed with a number of Action Cubes greater than 3 and that is not a multiple of 3, the exceeding Action Cubes are repositioned without impacting the effect of the Action.
Making an Offering
Throughout Midgard, Champions will find Altars (Areas with the Ritual symbol) dedicated to the Vanir, the gods of nature. Champions who make an Offering at these sacred places receive Boons from these powerful Gods, which will aid them in battle.
Making an Offering is not a Rondel Action, but rather a secondary effect of a Ritual Action performed in an Area with an Altar.
To make an Offering, a Champion must be in an Area with an Altar that does not yet contain one of their Offerings and perform a Ritual Action. In addition to the normal effect of the Ritual Action, Champions also receive 1 Boon. (See "Boons" on page 8.)
To mark that an Offering was made by a Champion at an Altar, place 1 crystal of that Champion's color in that Area. This crystal symbolizes that the Champion of the same color will no longer be able to make Offerings on that same Altar.
Healing
Champions' Health is measured by the number of Health Points marked on the track at the bottom of the Champion board. While some Events and Green Dice Heal faces can also Heal Champions' Health, the primary way to recover lost Health is through a Healing Action.
When performing a Healing Action, Champions can recover a number of Health Points up to the number of Action Cubes used to perform the Action (minimum 1).
Healing Actions can only target the Champion themselves. The only exception to this rule is Siegfried's Special Skill.
Moving
Move is the Action that allows the Champion to move around the Scenario. The Move Action, unlike other Rondel Actions, can be performed in any Rondel Space.
When performing a Move Action, Champions receive a number of Movement Points equal to the number of Action Cubes used to perform the Action plus their Movement Attribute bonuses (if they have any). The Champion may then Move a number of Areas up to the number of Movement Points they received (minimum 1), changed only when passing through Areas occupied by a God or Minions. (See "Crossing Areas with Enemies" on page 14.)
By spending 1 Movement Point, Champions can move 1 Area at a time, moving from the Area they currently occupy to an Area adjacent to it. Walls cannot be passed through, nor can Inaccessible Areas marked by solid lines.
Champions cannot perform another Action during their Move Action, meaning they must spend all the Movement Points they want at once. Movement Points not used in a Move Action are lost.
Crossing Areas with Enemies
To enter an Area occupied by a Minion, Champions do not need to spend more than 1 Movement Point; however, to leave an Area occupied by Minions, Champions must spend 1 additional Movement Point for each Minion in the Area that they intend to leave.
While a God is occupying an Area, that Area cannot be occupied by any Minion or Champion, but it can be passed through. A Champion can move through an Area occupied by a God as if they were moving through an Area occupied by a single Minion, that is, paying an extra Movement Point for it.
Heat and Freeze token effects should resolve normally when crossing an Area with enemies.
Example (as printed): Here, Lagertha is cornered by Thor and 2 Iron Trolls. She can cross the Area occupied by the Iron Trolls, but to do so she needs 4 Movement Points (1 to enter the Iron Trolls Area, 1 to leave it, and 1 more for each Iron Troll in that Area). However, as there is a maximum of 3 Action Cubes in the same Rondel Space and no Movement Attribute, Lagertha decides to cross the Area occupied by Thor instead. To do this, she performs a Move Action with 3 Action Cubes and receives 3 Movement Points. She spends 1 to enter the Area Thor occupies, but cannot stay there. Therefore, she spends 1 more Movement Point to leave that Area and 1 more Movement Point for each enemy in the Area she left, that is, only Thor, totaling 3 Movement Points.
Rondel Reactions
Rondel Reactions follow the same 3 steps as any Rondel Action (see "The Three Steps of a Rondel Action" on page 12). The main difference is that Rondel Reactions do not count as one of the 3 Actions a Champion must perform on their Turn. Instead, they can only be performed when there is a Trigger Event.
Trigger Events
Trigger Events are those that allow 1 Reaction by the Champion who took or performed that event and there are basically 2:
- When a Champion takes Damage due to an Attack, Event, Heat token etc.
- When a Champion rolls an Attack.
Only 1 Reaction can be performed per Trigger Event.
Defense
Defense Reactions have as their Trigger Event the moment a Champion takes Damage. Each Action Cube used in this Reaction allows that Champion to reduce the Damage taken by 1. The Champion can choose to Defend any amount of Damage between 1 and the number of Action Cubes used in the Reaction. If the Damage was not fully Defended, the remaining amount must be reduced from the Champion's Health Points.
You cannot perform 2 Defense Reactions for the same Trigger Event. Additionally, when an Attack, Event, or Effect contains the term "Lose X Health Points", this indicates that a Defense Reaction cannot be performed in response to that Attack, Event, or Effect. Therefore, the indicated value must be reduced directly from the targeted Champion's Health Points.
Reroll
Reroll Reactions have an Attack roll as their Trigger Event and, if performed, they must happen during the Managing the Dice step of the Attack resolution (see "Attack Resolution" on page 13). Each Action Cube used in this Reaction allows that Champion to Reroll 1 die of their choice, as long as it is not a Counterattack side.
A Champion cannot perform 2 Reroll Reactions for the same Trigger Event and the same die cannot be Rerolled twice, unless otherwise stated (see Lynxshade's Special Skill). The Champion may choose to Reroll any number of dice between 1 and the number of Action Cubes used in the Reaction.
Strategic Actions
Strategic Actions are performed to receive advantages in upcoming Actions. Although performing them counts as one of the 3 Actions a Champion is entitled to on their Turn, Strategic Actions do not take any penalties or receive any bonuses. This allows a Champion to prepare a stronger Action or Reaction, for example.
Relocate
The Relocate Strategic Action allows a Champion to take 1 or 2 Action Cubes from any Spaces on their Rondel and Relocate them to any other Space or Spaces they wish.
Taunt
The Taunt Strategic Action allows a Champion who is adjacent to a God to turn their Red Face towards the Area occupied by that Champion. Additionally, this Champion receives 1 Temporary Action Cube that must be immediately placed in one of their Rondel Spaces.
This allows that Champion or another that has their turn after them to Attack a previously inaccessible God Face, for example.
Special Skills
Special Skills are unique and powerful Actions that Champions possess that can make a difference in battle. Unlike Strategic Actions and Rondel Actions and Reactions, Special Skills are performed as a Free Action. To do so, the Champion must discard 1 of their Special Skill Charge cubes and fulfill the requirements described in their Human Form or Berserker Form cards.
Some Special Skills can only be performed during the Champion's own Turn, while others can be performed at any time during the Champions Phase or even during the Ironborn Phase.
Special Skills can be used one after the other or even cumulatively, as long as the requirements and available Charge limit are respected.
Special Skill Requirements
Special Skills have specific times when they can be performed and are indicated in the description of each Special Skill.
- "When another Champion takes Damage": This Special Skill can only be performed immediately after another Champion takes Damage, that is, before they perform a Defense Reaction.
- "After any Champion rolls an Attack": This Special Skill can only be used during a Champion's "Managing the Dice" step. That is, immediately after that Champion rolls or rerolls an Attack. (See "Attack Resolution" on page 13.)
- "Anytime": This Special Skill can be used during any Phase of the Round, whether it is the Champions or the Ironborn.
- "On Your Turn": This Special Skill can only be used during that Champion's Turn, even if it is after performing their 3 Actions, as long as they have not finished their Turn.
The Ironborn Phase
Once all players have finished their Turns, the Ironborn Phase begins by following the steps below in order:
- Advancing in Time
- Scenario Event
- God Card
1. Advancing in Time
The first thing to do in the Ironborn Phase is to advance the Twilight marker on the Rounds track by 1 space. If the Twilight marker advances to the last space on the Rounds track without the Scenario's Victory conditions being met, the Champions lose the game immediately.
The symbols on each space of the Rounds track indicate the Spawning Areas in the Scenario for each Round, according to the space in which the Twilight marker is positioned. Spawning Areas indicated on the Scenario board have symbols corresponding to those on the Rounds track.
2. Scenario Event
Players take 1 card from the top of the Event deck and resolve the effects described on it. Event Cards often have effects that are independent of Minions or Gods and can be beneficial or detrimental to Champions.
3. God Card
Finally, the Champions take 1 card from the top of the God (Thor) deck and resolve the Movements, Attacks and Effects described there, one at a time, in the following order:
1. Minion Activation
Each God card indicates which Minion Types (1, 2 or 3) are Activated in each Round. When a Minion Type is Activated, all Minions of that Type perform the maximum number of Actions indicated on the corresponding Minion card. Activate 1 Minion Type at a time and resolve the Activations of all Minions of that Type completely before moving on to the next (see "Minions" on page 9 for more details).
Minion Attacks are resolved as follows:
- Attacks made by different Minions of the same Type deal Damage simultaneously. In case there is a need to break a tie in the order of Targets, these Attacks are always resolved starting with the First Champion and proceeding in clockwise order. If the same Champion is targeted by Attacks from 2 or more Minions of the same Type, they can choose the order in which these Attacks are performed and perform 1 Defense Reaction against each of the Attacks taken.
- Attacks or effects that target more than 1 Champion at a time are resolved the same way.
Deactivating and Standing. When a Minion accumulates Damage Points equal to or greater than its Health Points, it is Destroyed and laid on the board near the Round Spawning Area. When a Minion is laid, it is considered Inactive and cannot be Targeted by any Attacks or Effects.
When a card Activates Minions that are Inactive, the first Action of that Minion will always be to Stand and thus, it goes back to the Active state, being, once again, a valid Target.
2. God Activation
The Activation of a God, on the other hand, is described step by step in the God card. A God Activation can involve Movement, Attack and Effects.
Move. This command indicates which Area of the Scenario the God Moves to and where one of their Faces should turn to. A God does not need Movement Points to move around the Scenario.
A God will always take the shortest path to an Area with no Champions or Minions that meets the requirements outlined on the card.
When there are 2 or more Areas that meet the requirements and are the same distance from the God's starting Area, the First Champion chooses which one the God will occupy. If all Areas that meet the requirements are occupied by Minions or Champions, the First Champion chooses 1 of those Areas. They then push each Champion and Minion in that Area to any adjacent Areas of their choice. They can even push each Character to a different Area. Finally, the First Champion positions the God in the Area they emptied. Champions moved to Areas with tokens take the respective effects.
It is important to remember that some Areas are Inaccessible to a God.
Frantic God. A God will move to a new Area that meets the movement requirements whenever possible, even if they are already positioned in an Area that meets the requirements described on their card.
If the God is already occupying the only Area that meets the requirements of their Movement, they will remain in the same Area.
Attack. This command describes the Attack performed by the God as well as the Target, or Targets, of the Attack and the Damage caused by it.
Some Attacks that describe their Targets as "all Areas in a straight line starting from" pass through Walls and Inaccessible Areas to the edge of the Scenario, dealing Damage to all Champions in each Area along the way.
On the other hand, Attacks that target "all adjacent Areas" or similar, consider Walls as an obstacle and do not cross them.
When the Target of an Attack is an Area "up to X Areas Away" or similar, consider the path between the reference point and the Target counting the Areas as if moving a Champion. That is, without crossing Walls or Inaccessible Areas.
When there is more than 1 valid Target Champion for the same Attack, the Target will be the one who had their Turn first.
Attacks from a God do not affect Minions, and Attacks that target Areas deal Damage to all Champions that occupy the Target Areas.
Effect. This command describes Effects that may or may not be caused by an Attack. Effects can be anything other than a simple Attack: throwing, pushing, pulling, stunning, placing tokens on the Scenario etc.
Additionally, they can be conditional effects, meaning they are only applied if the condition described is met.
After the God card is completely resolved, it is discarded. The First Champion marker is passed on to the next Champion in clockwise order and the new Round begins with the Champions Phase.
Other Rules
Knocked Out
When a Champion's Health Points reach 0 they are Knocked Out.
If the red side of the First Champion marker is facing up, flip it to the gray side and advance the Twilight marker by 1 space.
If the gray side of the First Champion marker is facing up when a Champion is Knocked Out, or if the Twilight marker is moved to the last space on the Rounds track, the match ends and the Champions lose, unless the God was Defeated before the Knockout (see "Dramatic Victory" on page 5).
In the event that the Champions do not lose when there is a Knockout, the Knocked Out Champion immediately:
- Resets their Health Points marker to 12;
- Removes all conditions on their Champion board (Frost cubes, Temporary cubes, remove Stun etc.);
- Performs 1 Free Action to Relocate Action Cubes immediately.
Once this is done, the game continues normally. If the Champion was Knocked Out during their Turn, it is also immediately ended.
Stunned
Some Scenario Events or Effects caused by a God can Stun 1 or more Champions. When Champions are Stunned, they immediately take 2 Action Cubes from any Spaces in their Rondel (including Frost and Temporary) and place them in the space in the center of the Rondel.
During their next Turn, the Stunned Champion cannot use those 2 Action Cubes to perform Rondel Actions or Reactions. When passing the Turn to the next Champion, the Stunned Champion recovers their 2 Action Cubes, Relocating them wherever they want in the Rondel.
Stun is not stackable. A Champion cannot be Stunned again if they are already Stunned.
Approaching and Distancing
Some Attacks, Special Abilities, or Effects can move Targets closer or farther away. A Target that Approaches or Distances is moved to another Area adjacent to or at a distance determined by the Effect or Attack, moving closer to or farther from the origin of the Effect or reference.
Movement penalties caused by the number of Minions in the Area the Target is in are disregarded for Approaching or Distancing Effects. However, harmful terrain effects such as Heat and Freeze tokens are applied normally.
A Target that Approaches or Distances cannot pass through Walls or Inaccessible Areas. If the Target cannot be moved due to such restrictions, it remains in the same place. If a Distancing Target cannot move 1 Area without Approaching first, or vice versa, it stays in the same place.
Example (as printed): Ragnar suffers an Effect that makes him distance himself from Thor by 2 Areas, however, the first movement would necessarily make him move closer to Thor. Therefore, he stays in the same place.
Throwing
Some Attacks or Effects from a God can Throw a Champion or Minion at a Target or even towards a different Area of the Scenario. Thrown Champions or Minions are repositioned in the Target Area ignoring the trajectory, but are still subject to Target Area Effects.
Temporary Action Cubes
Whether it's adrenaline, fury or the heat of battle, some effects in Battleforge: Berserker can grant a Champion 1 or more Temporary Action Cubes or just Temporary Cubes.
These cubes can be placed in any of the Rondel Spaces of the Champion's choice. They serve as Action Cubes.
When using 1 or more Temporary Cubes to perform an Action or Reaction, Champions must:
- Reposition them together with all the other Action Cubes from the same Space (if there are any);
- Remove each repositioned Temporary Cube from the Rondel and return them to the Reserve;
- Perform the Action and/or Reaction normally.
When a Champion is required to receive 1 or more Temporary Cubes and the Reserve is empty, any Temporary Cubes that the Champion would have received due to that event and that are not in the Reserve are disregarded.
Frost Cubes
Ice or intensely cold Attacks give Champions 1 or more Frost Cubes. These cubes must be placed in any of the Rondel Spaces chosen by the Champion and serve as Action Cubes, contributing to the strength of the Action or Reaction performed.
When using 1 or more Frost Cubes to perform an Action or Reaction, Champions must:
- Reposition them together with all the other Action Cubes from the same Space (if there are any);
- Remove each repositioned Frost Cube from the Rondel and place them next to the Rondel;
- Perform the Action and/or Reaction normally;
- Return Frost Cubes to the Reserve and Lose 2 Health Points for each Frost Cube returned to the Reserve.
Frostbite
The Frost Cube Reserve has 2 cubes for each Champion. When a Champion is about to receive 1 or more Frost Cubes and the Reserve is empty, no additional Frost Cubes are given to the Champions. Instead, each Champion returns their Frost Cubes to the Reserve and loses 2 Health Points for each cube they returned. This event is called Frostbite.
Heat Tokens
Flames or steam can create Areas filled with intense heat that is harmful to Champions. These Areas are identified by a Heat token. When a Champion enters an Area with a Heat token, they take 4 Damage and remove the token from the board. If this Champion loses any Health Points due to a Heat token, they also receive 1 Temporary Cube.
Heat tokens do not deal Damage when placed in an Area already occupied by one or more Champions. Additionally, Heat tokens are not stackable, that is, they cannot be placed in an Area that already has another Heat or Freeze token.
Freeze Tokens
Ice or intense cold creates harmful Areas that can freeze Champions. These Areas are identified by a Freeze token. When Champions enter an Area a Freeze token is in, they receive 1 Frost Cube and remove the token from the board.
Champions do not receive Frost Cubes when Freeze tokens are placed in the Area they are in. Additionally, Freeze tokens are not stackable, that is, they cannot be placed in an Area another Freeze or Heat token is in.
Scenario 1 - The Last Flame
Setup
- Open the 2 Scenario Books on Scenario 1 - Sacred Flame pages and position them as the image shows.
- Take the 6 Sacred Flame tokens and place one in each of the Points of Interest areas.
- Place the Confrontation board next to the Scenario board.
- Place the glass Twilight marker on the first space (white triangle) of the Rounds Track on the Confrontation board.
- Take the 5 General Event cards and the 6 Sacred Flame Event cards and shuffle them to form the Event deck. Place the Event deck face down next to the Confrontation board in the indicated space.
- Place Thor's Status card in the indicated place on the Confrontation board. Shuffle the 11 Thor cards to form the God deck. Place the God deck face down next to the Confrontation board in the indicated space.
- Place the following Minion cards on the Confrontation Board, Overheated side face down, in the following order on the numbered Minion spaces: AshFolk 1-A (Minion 1); DraugMech 2-B (Minion 2); CannonnTroll 3-B (Minion 3). [Printed as "CannonnTroll"; transcribed as printed.]
- Place Thor's model in the God's Starting Area of the Scenario.
- Place a number of standees of each Minion type equal to the number of Champions on the black standee bases (if applicable).
- Place the AshFolk models on the Spawning Areas marked with the triangle, square and circle symbols, in that order, until all of them are positioned.
- Place the DraugMechs the same way, starting with the Area following the last one where a AshFolk was positioned.
- Position the IronTrolls following the same rules, placing them in the Area following the last one where a DraugMech was positioned.
- Assemble a Temporary Action Cubes Reserve equal to twice the number of Champions and place it near the Scenario board. Ex.: In a match with 2 Champions there will be 4 Temporary Action Cubes in the Reserve.
- Assemble a Reserve of Frost Cubes equal to twice the number of Champions and place it near the Scenario board. Ex.: In a match with 2 Champions there will be 4 Frost Cubes in the Reserve.
[Setup example for four players: shown as an image on page 19 of the prototype rulebook.]
Special Rules
- Every Heat token in the Scenario is considered a Point of Interest and, as such, a target for AshFolk 1-A.
- AshFolk 1-A that enter an Area with a Heat token immediately remove that token. They do not need to perform an Action to remove a Heat token.
- Sacred Flame tokens function exactly like Heat tokens and are considered as such for all purposes.
Victory Conditions
- Have at least 1 Heat token in the Scenario and Defeat Thor.
Defeat Conditions
- All Heat tokens and Sacred Flame tokens are removed;
- The group has 2 Knockouts;
- Not defeating Thor by the end of Round 12.
Scenario 2 - Forge of Doom
Setup
- Open the 2 Scenario Books on Scenario 2 - Forge of Doom pages and position them as the image shows.
- Take the 3 Furnace tokens, shuffle them without looking at the numbers, and place them numbers facing down. One in each Point of Interest area.
- Place the Confrontation board next to the Scenario board.
- Place the glass Twilight marker on the first space (white triangle) of the Rounds track on the Confrontation board.
- Take the 5 General Event cards and the 6 Forge of Doom Event cards and shuffle them to form the Event deck. Place the Event deck face down next to the Confrontation board in the indicated space.
- Place Thor's Status card in the indicated place on the Confrontation board. Shuffle the 11 Thor cards to form the God deck. Place the God deck face down next to the Confrontation board in the indicated space.
- Place the following Minion cards on the Confrontation board, Overheated side face down, in the following order on the numbered Minion spaces: AshFolk 1-A (Minion 1); DraugMech 2-A (Minion 2); IronTroll 3-A (Minion 3).
- Place the Thor model in the God's Starting Area of the Scenario.
- Place a number of standees of each Minion type equal to the number of Champions on the black standee bases (if applicable).
- Place the AshFolk models in the Spawning Areas marked with the triangle, square and circle symbols, in that order, until all of them are positioned.
- Place the DraugMechs the same way, starting with the Area following the last one where a AshFolk was positioned.
- Position the IronTrolls following the same pattern, starting with the Area following the last one where a DraugMech was positioned.
- Assemble a Temporary Action Cubes Reserve equal to twice the number of Champions in play and place it near the Scenario board. Ex.: In a match with 2 Champions there will be 4 Temporary Action Cubes in the Reserve.
- Place these items next to the play area: the 8-sided dice, Heat tokens, Damage tokens and Destroyed Face tokens.
[Setup example for four players: shown as an image on page 21 of the prototype rulebook.]
Special Rules
- Furnaces are Points of Interest in this Scenario.
- AshFolk and DraugMech in an Area with an Unlit Furnace, Light it as 1 Action.
- When a Furnace is Lit, flip the Furnace token and flip the Minion card with the same number as the token to the Overheated side permanently.
Victory Conditions
- Have at least 1 Furnace Unlit and Defeat Thor.
Defeat Conditions
- All Furnaces are Lit;
- The group has 2 Knockouts;
- Not defeating Thor by the end of Round 12.