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Beast: The Lost Contracts

Expansion for Beast

Beast: The Lost Contracts Rulebook

Table of Contents

Table of Contents

  • Contract 1: Drenched Lands
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
    • Second Night
      • Beast
      • Hunters
    • Final Night
  • Contract 2: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 4: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 5: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 7: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 10: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 11
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
  • Contract 12: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 13
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Hunter Reward
    • First Night
      • Hunters
    • Second Night
      • Hunter Reward
    • Second Night
      • Beast
      • Hunters
  • Contract 14
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 15: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 17
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Final Night
  • Contract 18: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 19: Northern Expanse
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 21: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 22: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 23: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 24: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 26: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 27: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Final Night
  • Contract 28: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 29
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 30: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Final Night
  • Contract 33: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 34: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 35: Northern Expanse
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 37: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 38
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Hunter Reward
    • First Night
      • Hunters
    • Second Night
      • Hunter Reward
    • Second Night
      • Beast
      • Hunters
  • Contract 39: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 40: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 42: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 44: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 45: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 47: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 49
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 50: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 51: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 53
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Hunter Reward
    • Second Night
      • Beast
  • Contract 56: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 57: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 59: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 61: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 62: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 63: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 64: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 66: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 67: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 68: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 70: Northern Expanse
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 71
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 72: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 73: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 74: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 75: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 78: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 80: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 81: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 82: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 84: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 85: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 88: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 92: Northern Expanse
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 94: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 96: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Final Night
  • Contract 97: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 99: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 100: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 101: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 102: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 106: Drenched Lands
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 107: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 108: Northern Expanse
    • Setup
    • End of Contract
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 109: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 111: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 113
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 114: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 115
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 116: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 117: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Final Night
  • Contract 118: Drenched Lands
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward
  • Contract 119: Northern Expanse
    • Setup
    • End of Contract
    • Legendary Rules
    • First Night
      • Beast Reward
      • Hunter Reward
    • First Night
      • Beast
      • Hunters
    • Second Night
      • Beast Reward
      • Hunter Reward

Contract 1: Drenched Lands

Setup

The Beast stars with [grudge]2

Each hunter starts with a [grudge]

End of Contract

The Beast wins when [settlers]2 are dead

Hunters win when the Beast is dead, or when the final night is reached.

[sheep]2[line][boar]

First Night

Beast Reward

Turn a [noble] into [farmer]

Hunter Reward

[grudge] Move up to 1 step

No dead [settlers]

First Night

Beast

Turn a [noble] into [farmer]

[sheep]2[line][boar]

Hunters

[grudge] Move up to 1 step

No dead [settlers]

A [settlers] from Vildmark is dead

Second Night

Beast Reward

[ancientPower]

Hunter Reward

[grudge] Gain an Item

The Beast has been dealt [wound]2

Second Night

Beast

[ancientPower]

A [settlers] from Vildmark is dead

Hunters

[grudge] Gain an Item

The Beast has been dealt [wound]2

Final Night

Hunters win the game

Contract 2: Drenched Lands

Setup

The Beast player must play as Bolgin. The beast gain [grudge]2, two random beastly talents and may purchase one upgrade. The beast may transform all nearby location after each of its initial movement.

Place [watchtower] on Ghastvik Fjord and Tiveden and place [grudge] under each [watchtower]. Each hunter gain [grudge] and a random item.

End of Contract

Beast wins when [noble] at Ghastvik Fjord and Tiveden are killed.

Hunters win when the beast is dead or the final night is reached.

Legendary Rules

Last stand: [noble] cannot be moved. Sturdy walls: [watchtower] has health equal to [grudge] under its base, up to a maximum of [grudge]3. Each time a [watchtower] takes damage, remove [grudge] from its base for each damage dealt. When placing a [watchtower], add [grudge] to its base. Fortress: Hunters and [settlers] in town cannot be damaged while there is a [watchtower] in the location. Fortify: Hunters may discard a card and spend [grudge] at the beginning of their turn to add [grudge] to a [watchtower] base in their location. Slimy Loot: Hunter gains [grudge] when they kill a polyp. Rampant growth: The beast may discard two cards and skip its turn to [summon][summon] Polyp Fusion: Polyps gain the following unique ability - Destroy a nearby polyp and adds [grudge] to its base. Bolgin bomb: Polyps has health equal to [grudge] under its base. Burst deals damage equal to [grudge] under the polyp. When a polyp is summoned, add [grudge] to it's base. Hive mind: Units killed by polyp's burst grants it's [grudge] reward to the beast.

[settlers]

First Night

Beast Reward

[summon][summon][summon] gain two beastly talents

Hunter Reward

each hunter gains [grudge]2 and an item one hunter gains [ancientPower]

[watchtower] in Ghastvik Fjord and Tiveden are not destroyed

First Night

Beast

[summon][summon][summon] gain two beastly talents

[settlers]

Hunters

each hunter gains [grudge]2 and an item one hunter gains [ancientPower]

[watchtower] in Ghastvik Fjord and Tiveden are not destroyed

[noble]

Second Night

Beast Reward

[grudge]2 and a beastly talent [summon][summon]

Hunter Reward

each hunter gains [ancientPower] and an item

Any [watchtower] has [grudge]3 under its base

Second Night

Beast

[grudge]2 and a beastly talent [summon][summon]

[noble]

Hunters

each hunter gains [ancientPower] and an item

Any [watchtower] has [grudge]3 under its base

Final Night

The Hunters Win.

Contract 4: Drenched Lands

Setup

The beast starts the game with [grudge]2

Hunters start the game in settlements, one hunter in each settlement

End of Contract

The beast wins if it kills [settlers]3

The beast loses if it is killed or the last night is reached

Legendary Rules

The player acts as the beast according to the usual rules. Solo Drafting Rules: Instead of drafting, reveal two cards from the Action Cards Deck, and choose one to add to your hand. The other card is removed from the game. Repeat this process three more times. There are 3 hunters in the game, each with 3 health points. Hunters take turns after the beast completes its turn. If the beast passes, the day ends and the hunters do not act. If a hunter dies, he respawns at night in [settlement], which is the nearest to the last revealed trail or to the revealed beast. On their turn, a hunter performs 2 of the possible actions: - Move to a nearby location - Examine the trail - the beast must reveal the movement card it played in this location, and also place the trail in the next location to which it moved. If several movement cards were laid out in the location (for example, “No movement” and “North”), then the undisclosed card that was laid out before the rest is revealed. The next card is revealed by another Explore the Trail action. If as a result of this action the beast cannot reveal its movement card (the beast is in this location), then the beast is revealed. - Perform an attack (considered a “Hunt” action). If a hunter is not in a location with a trail or the beast, then he moves towards the last revealed trail or the revealed beast. Exception: if there is a summon in the nearby location, and the beast is not revealed or is not in the nearby location, then the hunter moves towards the summon. If there are a few possible ways towards the target for a hunter, draw random action card. If it is "North" or "South", the hunter moves vertically (ignoring direction on the card and moving towards the target), if it is "East" or "West", the hunter moves horizontally. If the card is "No movement", draw another movement card. If the hunter is in a location with the beast or a summon, then the hunter performs the “Attack” action. If the beast and a summon are in the same location, then the hunter attacks the beast. If the hunter is in the location with the last revealed trail, then he performs the “Examine the trail” action. If this results in the next trail being revealed, the hunter spends the next action to move towards it. If the "No Movement" card is revealed or there are any unexplored trails in the location, the hunter remains in the location to continue exploring. Copy effect Instead of copying a hunter's card, choose one of these actions: move 1 step or attack.

[sheep]2[line][boar]

First Night

Beast Reward

[summon]

Hunter Reward

Place a fire trap on [settlement] in Wildmark

Both [settlers] from Wildmark are alive

First Night

Beast

[summon]

[sheep]2[line][boar]

Hunters

Place a fire trap on [settlement] in Wildmark

Both [settlers] from Wildmark are alive

[settlers] from Wildmark is killed

Second Night

Beast Reward

[ancientPower]

Hunter Reward

Place [watchtower] in the location with the last [settlers] He activates [watchtower]

[settlers]2 are killed

Second Night

Beast

[ancientPower]

[settlers] from Wildmark is killed

Hunters

Place [watchtower] in the location with the last [settlers] He activates [watchtower]

[settlers]2 are killed

Final Night

The beast loses

Contract 5: Northern Expanse

Setup

The Beast starts with [grudge]3. Then the Beast places as many infected animals (a [bear] token with [grudge] below it) as the number of hunters + 1 on places marked with the [bear] symbol. Unused [bear] aren't placed in the map

No extra setup

End of Contract

The Beast wins if the final night is reached and there is at least one infected animal or summon alive

The Hunters win if all the infected animals and summons are dead OR the Beast is dead

Legendary Rules

  • Wounded infected animals don't restore health at night and can be attacked by hunters as summons. - When an infected animal is killed, a summon will appear up to 2 spaces from the Beast. - Killing an infected animal when there aren't unused summons left will prevent the creation of a new summon. - The [summon] can be used to move infected animals and make summons take actions, but not to create a summon.

Don't take any damage

First Night

Beast Reward

1 Free movement [grudge]

Hunter Reward

[grudge] Gain a random item

1 infected animal OR 1 summon killed by a hunter

First Night

Beast

1 Free movement [grudge]

Don't take any damage

Hunters

[grudge] Gain a random item

1 infected animal OR 1 summon killed by a hunter

[settlers]

Second Night

Beast Reward

Heal [wound]2 Gain two random beastly talents

Hunter Reward

1 Free movemet Gain a random item

The Beast has been dealt [wound]2

Second Night

Beast

Heal [wound]2 Gain two random beastly talents

[settlers]

Hunters

1 Free movemet Gain a random item

The Beast has been dealt [wound]2

One hunter killed

Third Night

Beast Reward

Add 1 infected animal to the map up to 2 spaces from the Beast

Hunter Reward

[grudge]3 Gain a random item

Only 1 infected animal OR summon left alive

Third Night

Beast

Add 1 infected animal to the map up to 2 spaces from the Beast

One hunter killed

Hunters

[grudge]3 Gain a random item

Only 1 infected animal OR summon left alive

Final Night

The Beast wins

Contract 7: Drenched Lands

Setup

The Beast gets dealt [wound]2,[ancientPower] and [grudge]2

Each hunter gets dealt [wound] and [grudge] Remove all [sheep] from the board

End of Contract

The Beast wins when either [boar]5 or [boar]3[bear] are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

Balancing changes: Heroic Speech turns a [bear] into a [boar] Flare's description should read: "Whenever the Beast attacks in your zone move any [boar] or [bear] 1 step" Fangrir's [sheep] requirements get replaced with [boar], and Culling gets reduced to killing [boar]2

[wound]2 has been dealt to hunters during the day

First Night

Beast Reward

[ancientPower] and heal [wound]

Hunter Reward

[grudge] Gain an item

The Beast has been dealt [wound] during the day

First Night

Beast

[ancientPower] and heal [wound]

[wound]2 has been dealt to hunters during the day

Hunters

[grudge] Gain an item

The Beast has been dealt [wound] during the day

[boar]2

Second Night

Beast Reward

Gain 2 Beastly Talents

Hunter Reward

[grudge]2 If a Hunter is nearby a [boar] it may place a [watchtower] on their location

[boar]3 from Vildmark live

Second Night

Beast

Gain 2 Beastly Talents

[boar]2

Hunters

[grudge]2 If a Hunter is nearby a [boar] it may place a [watchtower] on their location

[boar]3 from Vildmark live

Final Night

Hunters win the game

Contract 10: Drenched Lands

Setup

Players start by picking their preferred Beast and placing them in one of the two starting locations; Ghastvik Fjord or Tiveden. Their Beast then transforms this locations into its preferred habitat and spawns all its[summon]there as well. Finally, place a random[caves][forest][swamp] in Vintervik. This random habitat cannot be a[settlement]or a habitat shared by either Beast. [line][line][line][line] Deal six Action Cards to each player for the draft. Then choose a first player and give them a[fangrirTrail]token. This will track the first player. [line][line][line][line] Place no[sheep]or[settlers]on the board. Each player starts with a random Beastly Talent.

Beasts are always revealed, and the opposing player and their[summon]are considered Hunters. All Attacks are treated as the Hunt Ability.

End of Contract

The player with the most POINTS at the end of DAY THREE wins. POINTS are earned by killing[bear][boar]or acquiring [grudge]

If a Beast is killed, the game is over and the last Beast standing wins.

Legendary Rules

INFLUENCE: Whenever a player uses any card with a[summon]icon they may, in addition to carrying out their regular actions, move each[boar][bear]one step or attack. Beasts can only INFLUENCE the ZONE/REGION they're NOT occupying. For example, if your Beast is currently in Barum it INFLUENCES the[boar][bear]in Vildmark. [boar][bear] cannot share a location with another[boar][bear]unless forced by a Beasts' Ability. (IE Mara's Lure Ability) [line][line][line][line] When a Beast is dealt[wound]it loses a equal amount of[grudge] Killing an opponents'[summon]with your Beast earns[grudge] Anytime a[boar][bear]suffers from a card effect, it is laid on its side to indicate its status.(IE Raaga's Petrify Ability) When a[boar][bear]is killed DO NOT return them to the general supply. [line][line][line][line] At NIGHT remove all[wound]from the Beasts[boar][bear][line][line][line][line] Before each DAWN place a[boar]at any unoccupied location with a[boar]icon. If supply runs out, place no more[boar]. Then pass the First player[fangrirTrail]marker.

[boar]2[line][boar][summon]

First Night

Beast Reward

[ancientPower][grudge]

Hunter Reward

No Hunters are present in this game.

No Hunters are Present in this game.

First Night

Beast

[ancientPower][grudge]

[boar]2[line][boar][summon]

Hunters

No Hunters are present in this game.

No Hunters are Present in this game.

[boar]4[line][bear]

Second Night

Beast Reward

[grudge][summon] then Move 1 Step

Hunter Reward

No Hunters are present in this game.

No Hunters are present in this game.

Second Night

Beast

[grudge][summon] then Move 1 Step

[boar]4[line][bear]

Hunters

No Hunters are present in this game.

No Hunters are present in this game.

Final Night

The player with the most POINTS WINS! Each[bear]=4 Points[boar]=2 Points [grudge]=1 Point

Contract 11

Setup

Each team gets [grudge]4 to be divided as they want between the faction's players

End of Contract

At the end of the day check if: A team has 5 or more influence points (this also applies to the NPC faction) OR All animals in one zone have been killed (In which case the team with most influence at the end of the day wins)

Each night the rewards are repeated, and the game doesn't end until the win condition is met.

Legendary Rules

Dawn: Deal 3 cards to each player [line][settlers] can't be killed Hunters can kill animals and get [grudge] for doing so. Hunters reveal all [fangrirTrail] Beasts can resurrect after dying (the same as Hunters). They can only respawn at their corrupted [settlers]. If there are non, they respawn at any non-corrupted [settlers] If a player is killed, all its [grudge] get transferred to the player who killed him, and the player who did the kill gets a random Action Card of that player's hand. (Extra [grudge] don't get rewarded) [settlers] represent the influence of a faction. A [noble] is a 2-influence representative, and a [farmer] only gives 1 influence. *Corrupt [settlers] are represented by placing a [fangrirTrail] token of the corresponding Beast of each team under the [settlers]. Traps also get marked with the Team's corresponding [fangrirTrail] and only affect the opposing Beast During the day, if two players of the same team are nearby, they can spend their entire turn to exchange [grudge]. If a Hunter is on a [settlers] that's not under the influence of any team they may corrupt it by spending their entire turn and by paying: A minimum of [grudge]4 for a [farmer] A minimum of [grudge]6 for a [noble] *Excess [grudge] are placed under the [settlers] to mark that a higher price has been paid. You also place a [fangrirTrail] token matching the Beast's one under the [settlers] to mark it as corrupted. The cost of corrupting [settlers] is reduced by [grudge] for each corrupted [farmer] (of your team) and by [grudge]2 for each corrupted [noble] (of your team) You may also corrupt [settlers] that are under the influence of the other team if you pay them more than what the other team paid. (Always respecting the rules mentioned above) For example, team A pays [grudge]5 to corrupt a [farmer], they place a [fangrirTrail] token matching the Beast's team, and [grudge] under the [farmer] to indicate that they paid a [grudge] more than the normal price. Now, team B could "steal" this [farmer] by paying him [grudge]6, changing the [fangrirTrail] token under the [farmer] for the one of their team, and placing [grudge]2 under it. (Note that even if they only paid [grudge]4 because of corrupted [settlers], they would still corrupt the [farmer] and place [grudge]2 under him) Each day, the first player to influence a [settlers] gets an [ancientPower] after doing so [line] The keywords: "Hunters" and "Beast" apply to all Hunters and Beasts, even if they are from opposing teams. (Except for the rules mentioned above) [line] Both players of each team get the nigtly rewards (if they meet the requirements) The NPC team doesn't get taken into account for nightly rewards

The team with the least influence

First Night

Beast Reward

[grudge] per influence point difference between teams OR Move up to one step per influence point difference between teams

Hunter Reward

Gain an Item or Beastly Talent

The team with the most influence

First Night

Beast

[grudge] per influence point difference between teams OR Move up to one step per influence point difference between teams

The team with the least influence

Hunters

Gain an Item or Beastly Talent

The team with the most influence

Contract 12: Northern Expanse

Setup

Split players into two teams, with two hunters and one Beast on each team. Sit the players such that each Beast has the two opposing hunters on their left. The map is split into two: the two East zones and the two West zones with each team representing a half of the map. The first team selects which half of the map to control and the opposing team selects a Beast. The first team then selects a Beast and continue alternating for the hunters. The first team's Beast will take the first turn, and the first player will then alternate between the Beasts each round. The West team chooses one land with a[sheep]in Barum: remove that[sheep]and place a[settlement]and a[noble]. Hunters may start (and respawn) only on their side of the board.

Each Beast starts with [grudge]2 and each hunter starts with[grudge]

End of Contract

The opposing Beast is dead or opposing[settlers]3 are dead.

.

Legendary Rules

For the draft, deal 3 cards to each hunter and 2 cards and 2 random Beastly Talents to each Beast. Hunters draft amongst themselves and Beasts do the same. In addition to its usual targets, Beasts may attack summons and the opposing Beast if revealed. Summons and revealed Beasts reveal the opposing Beast's trails the same way a hunter would. As well as attacking the opposing Beast, hunters may also attack opposing hunters and settlers. Hunters and friendly[settlers]only reveal the opposing Beast's[fangrirTrail], not their own Beast's. Each Beast/hunter contract reward is checked per team. Whenever a faceup Beastly talent/Item is taken, replenish it. Instead of taking an unused action card, the action card Animate and Helga's ability Tormenting Visions should read "Reveal an action card from your hand, copy its effect".

[sheep]2[line][boar]

First Night

Beast Reward

[ancientPower][summon]

Hunter Reward

[grudge] Move up to 1 step

The opposing Beast has been dealt[wound]

First Night

Beast

[ancientPower][summon]

[sheep]2[line][boar]

Hunters

[grudge] Move up to 1 step

The opposing Beast has been dealt[wound]

The opposing Beast has been dealt [wound]2

Second Night

Beast Reward

[grudge]3[summon]

Hunter Reward

[grudge]2 Turn a[farmer]into[noble]

[settlers]

Second Night

Beast

[grudge]3[summon]

The opposing Beast has been dealt [wound]2

Hunters

[grudge]2 Turn a[farmer]into[noble]

[settlers]

[settlers]2

Third Night

Beast Reward

[summon] Gain 2 Beastly Talents

Hunter Reward

Each hunter may unlock 1 upgrade for free

The opposing Beast has been dealt[wound]3

Third Night

Beast

[summon] Gain 2 Beastly Talents

[settlers]2

Hunters

Each hunter may unlock 1 upgrade for free

The opposing Beast has been dealt[wound]3

Final Night

Add up the health of the [settlers] your team killed and add it to the number of [wound] on the opposing Beast. The team with the highest score wins!

Contract 13

Setup

Pick the Beast of your choice. You'll start with one random Beastly Talent.

End of Contract

You win when all[settlers]6 are dead.

You lose if your Beast is killed or any[settlers]are alive by the Third Night.

Legendary Rules

You will always play one card at a time. After you resolve a[red]card, draw a Movement Card for each[farmer]and move them in the appropriate direction. When a[blue]card is resolved, do the same for all[noble]. If[settlers]cannot move in the direction of the drawn Movement Card, they don't move. If your Beast or[summon]is nearby a[settlers]they will move and attack the nearest threat instead of using the Movement Deck. In the case of equal distance[settlers]will always move and attack the Beast. [line] On the THIRD DAY[settlers]will perform their move and attack actions after each card you resolve regardless of its color type. If the Movement Cards run out reshuffle them and create a new draw pile. [line][line][line] BEAST CARDS & UPGRADES: [line] ESMERIA DECEIVE: Search the Beastly Talent Deck for a[blue]card and play its affects without paying it's cost. Then remove the card from the game and shuffle the Beastly talent Deck. UPGRADE MESMERISE: Place a[fangrirTrail]token on any[settlers]. The next time that[settlers]would perform an action, remove the token and move that[settlers]1 Step and Attack. UPGRADE TRUE INSTINCT: Whenever a[settlers]places a[watchtower]or[trap]you may move 1 step. [line] MARA UPGRADE FEAR THE NIGHT:[settlers]won't move and attack nearby threats and instead will always use the Movement Deck. However, if a[settlers]ends its turn on a location with your Beast or[summon]after using the Movement Deck, they will always attack as normal. [line] RAAGA BASILISK PETRIFY: Attack a nearby[settlers]for 1 damage. That[settlers]will skip it's next action. Place a[fangrirTrail]token on it as a reminder. [line][line][line] ADVANCED RULES: If you're looking for a bigger challenge use these additional rules. [line] If a[farmer]draws a "No Movement" card place a[watchtower]at it's current location. If a[watchtower]already exists at the location, do nothing instead. If your Beast is nearby a[watchtower]after you resolved a card you must pay[grudge]. If you're unable to pay[grudge]suffer[wound]instead. [summon]unaffected by[watchtower][line] If a[noble]draws a "No Movement card" place a[trap]in their ZONE. If a[trap]already exists in their ZONE, do nothing instead. To place a trap, take a random Hunter Item Card, and without looking, place a random habitat token under the card. The next time you attack with your Beast in that ZONE reveal the token under the Hunter Item card. If it's the habitat your Beast is currently in suffer[wound][summon]unaffected by[trap] (limit 1[trap]per ZONE at any given time.)

First Night

Hunter Reward

Replace a[farmer]with a[noble]

Beast has a[wound]

First Night

Hunters

Replace a[farmer]with a[noble]

Beast has a[wound]

[noble]3

Second Night

Hunter Reward

Replace a[farmer]with a[noble]

Beast has[wound]2

Second Night

Beast

[noble]3

Hunters

Replace a[farmer]with a[noble]

Beast has[wound]2

Final Night

You lose if any[settlers]are alive.

Contract 14

Setup

There are no Hunters

End of Contract

If at the start of any player's Turn they Control [sheep]6, they win.

There are no Hunters

Legendary Rules

Beasts start revealed and are never hidden. Movement cards are not used. [fangrirTrail] are not placed when a Beast moves. Beastly Talents are replenished as soon as one is taken. [line] Control: a Beast controls a [sheep] if that [sheep] is on the Beast's preferred habitat and if the Beast or its [summon] is on the same location and no other Beast or enemy [summon] are on that location. Protect: [reaction] when any [sheep] on a Beast's location would be killed or removed, that Beast's player may surrender one red upgrade to prevent that. Shepherd: whenever a Beast or a [summon] moves, it may also move all [sheep] on the starting location along with it. Bear Necessities: The current player who triggered Bear Necessities selects one [bear] and moves it directly towards the nearest [sheep]. If there is a choice of direction that player may choose freely. If the [bear] ends a move on a location with any [sheep] on it, remove all [sheep]. For each [sheep] removed place a [fangrirTrail] under the [bear]. Each [fangrirTrail] counts as an additional [wound] for that [bear]. A player automatically triggers Bear Necessities for free at the end of their Turn. A player may trigger Bear Necessities at any time during their Turn by spending [grudge] each time. Sense of Entitlement: At the end of a player's Turn, that player moves all [settlers] one step. If the [settlers] is on a location without [sheep], move it directly towards the nearest [sheep]. If there is a choice of direction that player may choose freely. If the [settlers] is on a location with one or more [sheep] on it, instead move it directly towards the nearest [settlement], moving all [sheep] along with it. If there is a choice of direction that player may choose freely. If the [settlers] ends a move on a [settlement] remove all [sheep] from the [settlement] (including any that moved along with the [settlers]) [settlers] on [settlement] may not be attacked. If the [settlers] from a [settlement] is killed, then during the Restore Health step of the Night Phase, place one [noble] on that [settlement], failing which the nearest other [settlement] If a Beast would be killed, instead remove all [sheep] Controlled by them, and restore the Beast to full [wound] Beasts treat all other Beasts and other [summon] as enemies, and may attack them. A Beast that kills an enemy [summon] gains [grudge]

Control [sheep]2 or more

First Night

Beast Reward

Gain one Beastly Talent. For each Sheep controlled gain [grudge]

Hunter Reward

None

None

First Night

Beast

Gain one Beastly Talent. For each Sheep controlled gain [grudge]

Control [sheep]2 or more

Hunters

None

None

Second Night

Beast Reward

In turn order, after drafting, take one extra Action card from the unused Action Card deck or [summon]

Hunter Reward

None

None

Second Night

Beast

In turn order, after drafting, take one extra Action card from the unused Action Card deck or [summon]

Hunters

None

None

Final Night

The player who Controls the most [sheep] wins.

Contract 15: Drenched Lands

Setup

The Beast player must play as Bolgin. Bolgin transforms Vintervik and all nearby locations into [swamp]. Vintervik is now known as Bolgin's Bog. She then places her standee and all three Polyps at Bolgin's Bog

Each hunter starts with [grudge]2

End of Contract

The Beast wins when [settlers]2 are dead, or when the final night is reached

Hunters win when the Beast is dead, or Leva, Farmer of Vintervik [farmer] is in Bolgin's Bog when the Beast ends its turn

Legendary Rules

Hunters collectively decide to place Leva, Farmer of Vintervik [farmer] in either Ghastvik Fjord or Tiveden. Whenever a hunter plays an [red] action card, that hunter may move Leva, Farmer of Vintervik [farmer] one step. Leva, Farmer of Vintervik [farmer] cannot move more than 1 step per hunter's turn. If Leva, Farmer of Vintervik [farmer] has been transformed into Leva, Vengeance of Vintervik [noble], the rules above still apply

[sheep]4[line][sheep]2[boar]

First Night

Beast Reward

[grudge][summon]

Hunter Reward

[grudge] Gain an Item

No dead [settlers]

First Night

Beast

[grudge][summon]

[sheep]4[line][sheep]2[boar]

Hunters

[grudge] Gain an Item

No dead [settlers]

[settlers]

Second Night

Beast Reward

[ancientPower] Gain a Beastly Talent

Hunter Reward

Transform Leva, Farmer of Vintervik [farmer] into Leva, Vengeance of Vintervik [noble]

At least one hunter is at the same location as Leva, Farmer of Vintervik and pays [grudge]2

Second Night

Beast

[ancientPower] Gain a Beastly Talent

[settlers]

Hunters

Transform Leva, Farmer of Vintervik [farmer] into Leva, Vengeance of Vintervik [noble]

At least one hunter is at the same location as Leva, Farmer of Vintervik and pays [grudge]2

Final Night

The Beast wins the game

Contract 17

Setup

Place one hunter in each settlement.

End of Contract

You win if you manage to catch all but two animals. To spice things up a bit, you get 1 star for this accomplishment. If you continue your rampage and only 1 animal remains safe, you get 2 stars. And 3 stars if you manage to catch all the animals.

You lose if the hunters manage to kill the Beast.

Legendary Rules

In this game, you won't need any player board. Shuffle the movement cards - these will be the only cards in play and will follow the modified rules below. Hunters can't be attacked. The Beast starts first. Draw 3 cards from the movement deck. On your turn, you have the following options: 1) Discard a card to move your Beast standee in the direction written on the card. 2) Discard a card to take 1 action on the space where the Beast stands: a) catch one animal b) remove [wound] from the location to heal 1 [wound] 3) Place [grudge] on the Beast's location. There can't be more than 1 [grudge] on the map. 4) Discard all 3 cards and release one animal by placing it on your location. Then draw 3 new cards. 5) Discard any cards you don't want to play. You may play the cards in any order. You can pass through or stop at the hunter's location. However, if you do, the hunter fires at the Beast and it loses 1 life for each hunter on the location. After you play all your cards as the Beast, hunters will take their turns. You always choose the order in which the hunters will play. Pay 3 cards from your movement pile and play in the best interest of the hunter: 1) If you start the hunter's turn on the same location as the Beast, the Beast loses 1 life and the hunter's turn ends immediately. 2) Choose 1 or 2 movement cards and move the hunter in the direction indicated on the chosen cards. The combination of cards played must always result in the hunter getting as close to the Beast as possible. The hunter must never move away from the Beast or stay at the same distance. If this cannot be achieved, discard all 3 cards and move the Hunter 1 location towards the Beast. If there is more than one possible location meeting the condition, the hunters will prefer to move to a location where there is no other hunter. They will also prefer a location with an animal - for the animal's protection. If even this does not help to make a decision, start discarding cards from the movement pile until one of the discarded cards matches one of the hunter's chosen directions and select that one. 3) If the hunter enters a location with [ancientPower], the hunter will keep it. Next time this hunter will hurt the Beast, discard the [ancientPower] and deal additional [wound]. 4) If the hunter reaches a location with a Beast, the Beast loses 1 life and the hunter's turn ends immediately. Continue until all 3 hunters have completed their turn, then play the Beast again. When the movement deck is empty, just re-shuffle the discard pile. Grudge rules: Placed [grudge] serves as a decoy. Hunters believe it's the Beast and they hunt it instead. Once any hunter moves to a location with [grudge], the hunter have to discard all remaining cards in hand (at least 1) to remove it from the game. [grudge] can't be moved. Beast can never re-gain used [grudge].

Win the game to rest.

First Night

Beast Reward

A feast.

Hunter Reward

Peace and glory.

Loose the game to rest for good.

First Night

Beast

A feast.

Win the game to rest.

Hunters

Peace and glory.

Loose the game to rest for good.

Final Night

There is no concept of nights. The hunt continues without a rest.

Contract 18: Drenched Lands

Setup

Place [summon]3 wolf cub on the map as follows: 1. Nearest cave below Vintervik[caves] (with lamb icon[sheep]) 2. Nearest cave above Tiveden[caves] (with lamb icon[sheep]) 3. Cave below Grimgier's starting location[caves] ( with lamb icon[sheep])

  • Grimgier starts in the forest [forest] west of Tiveden town[settlement] - Take Grimgier's 3 skill cards in the center in front of you - Sort the action cards according to their color blueblue and redred into separate decks left[blue] and right[red] - From the blue[blue] action card deck reveal 2 of them - Reveal 3 from the red [red] action card deck - Prepare [grudge]3 token - Choose 2 other hunters and place them in Tiveden and Vintervik [settlement]

End of Contract

The beast wins if the grudge counter reaches 3 and the two hunters in the city are dead

The hunter wins if all 3 wolf cubs are dead and the rage counter is less than 3

Legendary Rules

  • Vildmark, the right region of the Drenched Lands is the playing field, you can't leave it. - In each round, the character's ability cards can only be used 1 time (they can be used again in the next round) - In each round, the revealed 3 ability cards and the revealed blue and red action cards are available for use. - Action cards can only be used once, after which they are removed from the game. - The blue hunter(upper) part of the cards can be used during the game. - Manage the use of red and blue cards well: After playing each red card, take one anger token. After playing every 2 blue cards, discard one anger token. You will turn into a Beast if you have all 3 anger tokens. - If you have used up all your revealed cards and have not met any of the victory conditions, then the game is over, Grimgier loses his humanity, he raids the forests alone as a beast. - Each hunter has 1 life - Each wolf cub has 1 life - If you want the hunter ending, don't get 3 grudge tokens and kill all three wolf cubs - If you want the beast ending, get at least 3 grudge tokens and kill the two hunters

[line]

First Night

Beast Reward

[line]

Hunter Reward

Reveal 2 blue and 3 red cards

Kill a [summon] wolf cub

First Night

Beast

[line]

[line]

Hunters

Reveal 2 blue and 3 red cards

Kill a [summon] wolf cub

[line]

Second Night

Beast Reward

[line]

Hunter Reward

Reveal 2 blue and 3 red cards

Kill a [summon] wolf cub

Second Night

Beast

[line]

[line]

Hunters

Reveal 2 blue and 3 red cards

Kill a [summon] wolf cub

Final Night

The End

Contract 19: Northern Expanse

Setup

The Beast starts with [grudge]4 and may buy 1 upgrade

Each hunter starts with a [grudge]

End of Contract

The Beast wins when [settlers]4 are dead

Hunters win when the Beast is dead, or when the final night is reached

[sheep]2[line][boar]

First Night

Beast Reward

[grudge][summon]

Hunter Reward

[grudge] Place [watchtower] on two hunters' locations

The Beast has been dealt one [wound]

First Night

Beast

[grudge][summon]

[sheep]2[line][boar]

Hunters

[grudge] Place [watchtower] on two hunters' locations

The Beast has been dealt one [wound]

A [settlers] from Jarlland is dead

Second Night

Beast Reward

[summon] Gain 2 Beastly Talents

Hunter Reward

[grudge] Transform your location

The [farmer] starting in Vintervik is alive

Second Night

Beast

[summon] Gain 2 Beastly Talents

A [settlers] from Jarlland is dead

Hunters

[grudge] Transform your location

The [farmer] starting in Vintervik is alive

A [settlers] from New Elda is dead

Third Night

Beast Reward

[ancientPower][grudge]2[summon]

Hunter Reward

Each hunter may unlock 1 upgrade for free

No hunters died this game

Third Night

Beast

[ancientPower][grudge]2[summon]

A [settlers] from New Elda is dead

Hunters

Each hunter may unlock 1 upgrade for free

No hunters died this game

Final Night

Hunters win the game

Contract 21: Northern Expanse

Setup

𝐓𝐇𝐄 𝐁𝐄𝐀𝐒𝐓: Begins the game with [grudge]4 and 𝟭 𝗕𝗲𝘀𝘁𝗶𝗮𝗹 𝗧𝗮𝗹𝗲𝗻𝘁.

𝐇𝐔𝐍𝐓𝐄𝐑𝐒: Begin the game with[grudge]and 𝗮 𝗿𝗮𝗻𝗱𝗼𝗺 𝗜𝘁𝗲𝗺 𝗰𝗮𝗿𝗱. No[settlers]are placed in any starting settlement. 𝗧𝗵𝗲 𝗦𝗲𝗲𝗿[noble] must be placed in the 𝗰𝗶𝘁𝘆 𝗳𝗮𝗿𝘁𝗵𝗲𝘀𝘁 𝗳𝗿𝗼𝗺 𝘁𝗵𝗲 𝗰𝗲𝗻𝘁𝗲𝗿 that is not corrupted.

End of Contract

𝗧𝗵𝗲 𝗕𝗲𝗮𝘀𝘁 𝗪𝗶𝗻𝘀 𝗜𝗳: It eliminates 𝗮𝗹𝗹 𝗛𝘂𝗻𝘁𝗲𝗿𝘀 during the 𝗳𝗶𝗻𝗮𝗹 𝗻𝗶𝗴𝗵𝘁, 𝗼𝗿 if 𝗻𝗼𝗻𝗲 𝗼𝗳 𝘁𝗵𝗲𝗺 𝗺𝗮𝗻𝗮𝗴𝗲 𝘁𝗼 𝗲𝘀𝗰𝗮𝗽𝗲.

𝗧𝗵𝗲 𝗛𝘂𝗻𝘁𝗲𝗿𝘀 𝗪𝗶𝗻 𝗜𝗳: 𝗔𝘁 𝗹𝗲𝗮𝘀𝘁 𝗼𝗻𝗲 𝗛𝘂𝗻𝘁𝗲𝗿 completes the 𝗿𝗶𝘁𝘂𝗮𝗹 and 𝗼𝗽𝗲𝗻𝘀 𝘁𝗵𝗲 𝗽𝗼𝗿𝘁𝗮𝗹, sealing the corruption.

Legendary Rules

𝐃𝐄𝐂𝐊 𝐎𝐅 𝐂𝐎𝐑𝐑𝐔𝐏𝐓𝐈𝐎𝐍: Cardinal cards: 𝗡𝗼𝗿𝘁𝗵, 𝗦𝗼𝘂𝘁𝗵, 𝗘𝗮𝘀𝘁, 𝗮𝗻𝗱 𝗪𝗲𝘀𝘁. 𝐂𝐀𝐁𝐈𝐍: Place a [settlement] in the 𝗰𝗲𝗻𝘁𝗲𝗿 𝗼𝗳 𝘁𝗵𝗲 𝗯𝗼𝗮𝗿𝗱. 𝐓𝐇𝐄 𝐒𝐄𝐄𝐑: Hunters may 𝗲𝘀𝗰𝗼𝗿𝘁 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble], spending 𝗼𝗻𝗲[red]𝗰𝗮𝗿𝗱 𝗽𝗲𝗿 𝘀𝘁𝗲𝗽. The Seer 𝗿𝗲𝘃𝗶𝘃𝗲𝘀 𝗯𝗲𝗳𝗼𝗿𝗲 𝘁𝗵𝗲 𝘁𝗵𝗶𝗿𝗱 𝗻𝗶𝗴𝗵𝘁. If the Seer 𝘀𝘂𝗿𝘃𝗶𝘃𝗲𝘀 𝘁𝗵𝗲 𝘁𝗵𝗶𝗿𝗱 𝗻𝗶𝗴𝗵𝘁, they 𝗴𝗿𝗮𝗻𝘁 𝗮 𝗵𝗶𝗴𝗵𝗲𝗿 𝗰𝗵𝗮𝗻𝗰𝗲 of completing the final ritual. (𝘐𝘧 𝘵𝘩𝘦 𝘚𝘦𝘦𝘳 𝘥𝘪𝘦𝘴 𝘥𝘶𝘳𝘪𝘯𝘨 𝘵𝘩𝘦 𝘭𝘢𝘴𝘵 𝘯𝘪𝘨𝘩𝘵, 𝘵𝘩𝘦𝘪𝘳 𝘦𝘧𝘧𝘦𝘤𝘵 𝘪𝘴 𝘤𝘢𝘯𝘤𝘦𝘭𝘦𝘥.) 𝐓𝐇𝐄 𝐂𝐎𝐑𝐑𝐔𝐏𝐓𝐈𝐎𝐍: - At dawn, reveal 𝟮 𝗰𝗮𝗿𝗱𝗶𝗻𝗮𝗹 𝗰𝗮𝗿𝗱𝘀 (North, South, East, or West). - The combination indicates 𝘄𝗵𝗶𝗰𝗵 𝗮𝗿𝗲𝗮 𝗯𝗲𝗰𝗼𝗺𝗲𝘀 𝗰𝗼𝗿𝗿𝘂𝗽𝘁𝗲𝗱 by the curse. - If there is ambiguity, reveal a 𝘁𝗵𝗶𝗿𝗱 𝗰𝗮𝗿𝗱 to determine the result. 𝐄𝐅𝐅𝐄𝐂𝐓𝐒 𝐎𝐅 𝐂𝐎𝐑𝐑𝐔𝐏𝐓𝐈𝐎𝐍: 𝗛𝘂𝗻𝘁𝗲𝗿𝘀 in corrupted zones receive[wound]if they end the round there. 𝐓𝐡𝐞 𝐁𝐞𝐚𝐬𝐭 and its 𝗦𝘂𝗺𝗺𝗼𝗻𝘀 do 𝗻𝗼𝘁 suffer[wound]in corrupted areas. 𝐅𝐈𝐑𝐒𝐓 𝐃𝐀𝐖𝐍: 𝗧𝗵𝗲 𝗕𝗲𝗮𝘀𝘁 appears in the 𝗰𝗶𝘁𝘆 𝗰𝗹𝗼𝘀𝗲𝘀𝘁 𝘁𝗼 𝘁𝗵𝗲 𝗰𝗲𝗻𝘁𝗿𝗮𝗹 𝗰𝗮𝗯𝗶𝗻 within the 𝗰𝗼𝗿𝗿𝘂𝗽𝘁𝗲𝗱 𝘇𝗼𝗻𝗲. All 𝗛𝘂𝗻𝘁𝗲𝗿𝘀 begin in the 𝗰𝗲𝗻𝘁𝗿𝗮𝗹 𝗰𝗮𝗯𝗶𝗻. 𝐅𝐈𝐍𝐀𝐋 𝐃𝐀𝐖𝐍: Each 𝗛𝘂𝗻𝘁𝗲𝗿 must reach the 𝗰𝗮𝗯𝗶𝗻 and 𝗽𝗲𝗿𝗳𝗼𝗿𝗺 𝘁𝗵𝗲 𝗿𝗶𝘁𝘂𝗮𝗹. If the 𝗦𝗲𝗲𝗿 is still alive, the group gains 𝗮 𝗴𝗿𝗲𝗮𝘁𝗲𝗿 𝗰𝗵𝗮𝗻𝗰𝗲 𝗼𝗳 𝘀𝘂𝗰𝗰𝗲𝘀𝘀 (they may choose 𝟮 𝗰𝗮𝗿𝗱𝘀). From this moment on, 𝗮𝗻𝘆 𝗛𝘂𝗻𝘁𝗲𝗿 𝗺𝗮𝘆 𝗯𝗲 𝗲𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲𝗱 from the game. 𝐓𝐇𝐄 𝐑𝐈𝐓𝐔𝐀𝐋: 1. 𝗗𝗶𝘀𝗰𝗮𝗿𝗱 𝗼𝗻𝗲 𝗰𝗮𝗿𝗱. 2. 𝗗𝗿𝗮𝘄 𝗼𝗻𝗲 𝗮𝘁 𝗿𝗮𝗻𝗱𝗼𝗺 from 𝗳𝗶𝘃𝗲 𝗰𝗮𝗿𝗱𝘀 (if the Seer is alive, draw 𝘁𝘄𝗼): North, South, East, West and “No Movement” 3. 𝗧𝗵𝗲 𝗕𝗲𝗮𝘀𝘁 may 𝘀𝗵𝘂𝗳𝗳𝗹𝗲 𝘁𝗵𝗲 𝗰𝗮𝗿𝗱𝘀 before the selection. 4. If “𝗡𝗼 𝗠𝗼𝘃𝗲𝗺𝗲𝗻𝘁” is chosen, the 𝗿𝗶𝘁𝘂𝗮𝗹 𝗶𝘀 𝗰𝗼𝗺𝗽𝗹𝗲𝘁𝗲 and the 𝗽𝗼𝗿𝘁𝗮𝗹 𝗼𝗽𝗲𝗻𝘀.

[wound]𝗮 𝗛𝘂𝗻𝘁𝗲𝗿 [line][summon]

First Night

Beast Reward

𝟮 𝗿𝗮𝗻𝗱𝗼𝗺 𝗕𝗲𝘀𝘁𝗶𝗮𝗹 𝗧𝗮𝗹𝗲𝗻𝘁𝘀 [line][grudge]2

Hunter Reward

𝗖𝗵𝗼𝗼𝘀𝗲 𝟭 𝗜𝘁𝗲𝗺 𝗳𝗿𝗼𝗺 𝘁𝗵𝗲 𝗱𝗲𝗰𝗸 [line][grudge]2

[wound] 𝘁𝗵𝗲 𝗕𝗲𝗮𝘀𝘁 [line] 𝗲𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲 𝗮 [summon]

First Night

Beast

𝟮 𝗿𝗮𝗻𝗱𝗼𝗺 𝗕𝗲𝘀𝘁𝗶𝗮𝗹 𝗧𝗮𝗹𝗲𝗻𝘁𝘀 [line][grudge]2

[wound]𝗮 𝗛𝘂𝗻𝘁𝗲𝗿 [line][summon]

Hunters

𝗖𝗵𝗼𝗼𝘀𝗲 𝟭 𝗜𝘁𝗲𝗺 𝗳𝗿𝗼𝗺 𝘁𝗵𝗲 𝗱𝗲𝗰𝗸 [line][grudge]2

[wound] 𝘁𝗵𝗲 𝗕𝗲𝗮𝘀𝘁 [line] 𝗲𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲 𝗮 [summon]

[wound]𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble]

Second Night

Beast Reward

𝟭 𝗳𝗿𝗲𝗲 𝘂𝗽𝗴𝗿𝗮𝗱𝗲 [line][summon]2

Hunter Reward

[trap][line][grudge]2

𝗞𝗲𝗲𝗽 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble] 𝗮𝗹𝗶𝘃𝗲

Second Night

Beast

𝟭 𝗳𝗿𝗲𝗲 𝘂𝗽𝗴𝗿𝗮𝗱𝗲 [line][summon]2

[wound]𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble]

Hunters

[trap][line][grudge]2

𝗞𝗲𝗲𝗽 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble] 𝗮𝗹𝗶𝘃𝗲

𝗘𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲 𝗮 𝗛𝘂𝗻𝘁𝗲𝗿 𝗼𝗿 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble]

Third Night

Beast Reward

𝟮 𝗕𝗲𝘀𝘁𝗶𝗮𝗹 𝗧𝗮𝗹𝗲𝗻𝘁𝘀 𝗮𝗻𝗱 [grudge]

Hunter Reward

𝟭 𝗿𝗮𝗻𝗱𝗼𝗺 𝗜𝘁𝗲𝗺 𝗮𝗻𝗱[grudge]3

𝗘𝘀𝗰𝗼𝗿𝘁 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿 [noble]𝘁𝗼 𝘁𝗵𝗲 𝗖𝗮𝗯𝗶𝗻

Third Night

Beast

𝟮 𝗕𝗲𝘀𝘁𝗶𝗮𝗹 𝗧𝗮𝗹𝗲𝗻𝘁𝘀 𝗮𝗻𝗱 [grudge]

𝗘𝗹𝗶𝗺𝗶𝗻𝗮𝘁𝗲 𝗮 𝗛𝘂𝗻𝘁𝗲𝗿 𝗼𝗿 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿[noble]

Hunters

𝟭 𝗿𝗮𝗻𝗱𝗼𝗺 𝗜𝘁𝗲𝗺 𝗮𝗻𝗱[grudge]3

𝗘𝘀𝗰𝗼𝗿𝘁 𝘁𝗵𝗲 𝗦𝗲𝗲𝗿 [noble]𝘁𝗼 𝘁𝗵𝗲 𝗖𝗮𝗯𝗶𝗻

Final Night

The Beast wins if no Hunter has escaped.

Contract 22: Drenched Lands

Setup

You must play as Bolgin. Beast starts with [grudge]

Place one hunter in each settlement. In Vintervik, place [watchtower]2 in other settlement at [watchtower]. Shuffle and place the entire Hunter item deck face down next to you.

End of Contract

The beast wins when [settlers]2 are dead.

The hunters win when the Beast is dead or when the final night falls.

Legendary Rules

Draft Draw 4 cards from the action deck - choose and keep 2 of them, discard the rest. Repeat 3 times. At the end of the draft, you should have 6 action cards. Watchtowers The Beast and his summons cannot enter locations with [watchtower]. To destroy [watchtower], you need to apply a transformation to a location with [watchtower] (the location itself is not transformed). Hunters and Settlers Hunters cannot be attacked. Each hunter has 2 health. When they attack you - draw a card from the Beastly talents deck, if it is [red] - the hunter gets [wound]. If the hunter dies - place him in the nearest settlement, he will respawn in this settlement at night. When you attack [settlers], draw a card from the hunters item deck, if it is [red] get [wound]. If it is [red][grudge] you can pay [grudge] to not get [wound], then shuffle the card back into the deck. Hunter Movement Draw two cards from the movement deck for each hunter (determine which hunter moves before drawing cards) and move 1 step in the drawn direction. The hunter cannot return to the location from which he just left. If the hunter cannot move in the direction of the drawn card, draw another one to replace it. If a "No movement" card is rolled, the hunter performs the ability: "Hunt - search nearby locations and attack the Beast and all her summons in nearby locations" then draw another movement card. If the second "No movement" card falls out in a row, but the Beast is not in the nearby locations, the hunter's turn ends. After all hunters move, shuffle the "No movement" card back into the movement deck and discard the direction cards. If during the day the direction cards in the deck run out, the hunters no longer move, but perform the "Hunt" ability. Trails Lay out trails on the map, marking the entire path traveled. The last trail laid is the Beast's current location. If the hunter is in a location with a trail, then he moves further along the trail in the direction of the current location of the Beast (movement cards are still drawn from the deck, but do not affect the direction of movement). An exception - if there is more than one trace in the hunter's location - then the further direction is chosen according to the movement map, taking into account the fact that the hunter cannot return to the location from which he just left. If "No movement" drops out when the hunter is on the trail and the Beast is not in the nearby locations, move the Beast's Stand to the hunter's location and remove unnecessary trails (there are trails from the new position of the Stand to the current location of the Beast). THE STAND OF THE BEAST IS NOT A TRAIL. Revealing If the Beast is revealed - all hunters move along the shortest route towards the Beast (the Player himself chooses the direction if there are several shortest paths). Movement cards are drawn, but do not affect the direction of movement.

All [settlers] are alive

First Night

Beast Reward

The hunters skip the first turn the next day.

Hunter Reward

Place [watchtower] in each settlements with [settlers]

[settlers] is dead

First Night

Beast

The hunters skip the first turn the next day.

All [settlers] are alive

Hunters

Place [watchtower] in each settlements with [settlers]

[settlers] is dead

[settlers] is dead

Second Night

Beast Reward

[summon]

Hunter Reward

Place [watchtower] in each settlements with [settlers]

[settlers] is dead

Second Night

Beast

[summon]

[settlers] is dead

Hunters

Place [watchtower] in each settlements with [settlers]

[settlers] is dead

Final Night

Hunters Win

Contract 23: Drenched Lands

Setup

The Beast player must play as Bolgin and starts with [grudge]2

Each hunter starts with a [grudge]

End of Contract

The beast wins when 5 animals and/or settlers are in its belly

The hunters win if the Beast is dead, or when the final night is reached.

Legendary Rules

When Bolgin kills an animal or a settler, it is added to its belly. When Bolgin takes damage, it also loses that many animals or settlers of its choice from its belly (they are removed from the game). When polyps kill any animal or settler, Bolgin gains grudges for the kill but does not put it in its belly.

[boar][line][bear] in Bolgin's belly

First Night

Beast Reward

[ancientPower]

Hunter Reward

[grudge] Move up to 1 step

The Beast has been dealt [wound]

First Night

Beast

[ancientPower]

[boar][line][bear] in Bolgin's belly

Hunters

[grudge] Move up to 1 step

The Beast has been dealt [wound]

[settlers] in Bolgin's belly

Second Night

Beast Reward

[grudge]2 Move up to 1 step

Hunter Reward

[grudge] Gain an item

The Beast has been dealt [wound]2

Second Night

Beast

[grudge]2 Move up to 1 step

[settlers] in Bolgin's belly

Hunters

[grudge] Gain an item

The Beast has been dealt [wound]2

Final Night

Hunters win the game

Contract 24: Drenched Lands

Setup

The Beast Player must have to choose Fangrir The Wolfpack Queen The Beast starts with all of his 0 cost upgrades (Natural instinct & Culling) Fill all animal location only with [sheep]

Each Hunter starts with a [grudge]

End of Contract

The Beast wins when 13 [sheep] was devoured

The Hunters win when the Beast is dead, or the final night has come

Legendary Rules

  • The Beast doesn't show its location when attacking an [sheep], but if the [sheep] dies, it is removed from the map as usual - Instead of every single one [sheep] kill, every [sheep]3 kill gives [grudge] - The Beast and his summons cannot pass through or enter into any settlements - The Beast may move 1 step when any of his summons are killed - Hunter item card: Flare also affects sheep

[sheep]3 is dead

First Night

Beast Reward

[grudge]2 and [summon]

Hunter Reward

each Hunter get [grudge]

[fangrirTrail]2 is found

First Night

Beast

[grudge]2 and [summon]

[sheep]3 is dead

Hunters

each Hunter get [grudge]

[fangrirTrail]2 is found

[sheep]6 is dead

Second Night

Beast Reward

1 Beastly Talent and [summon]

Hunter Reward

Each Hunter get 1 Hunter item and [grudge]

Throughout the game the Beast was revealed by the Hunters at least 2 times

Second Night

Beast

1 Beastly Talent and [summon]

[sheep]6 is dead

Hunters

Each Hunter get 1 Hunter item and [grudge]

Throughout the game the Beast was revealed by the Hunters at least 2 times

[sheep]10 is dead

Third Night

Beast Reward

1 Beastly Talent and [summon]

Hunter Reward

Each Hunter get 1 Hunter item and [grudge]

The Beast has bean dealt[wound]2

Third Night

Beast

1 Beastly Talent and [summon]

[sheep]10 is dead

Hunters

Each Hunter get 1 Hunter item and [grudge]

The Beast has bean dealt[wound]2

Final Night

The Hunters Win

Contract 26: Drenched Lands

Setup

The Beast has to play as Bolgin Bolgin starts with [grudge]2

Each Hunter begins with one [grudge]

End of Contract

Bolgin wins when all original [settlement] are turned into [swamp]

Hunters win when Boglin is dead or at least one original [settlement] remains for the final night

Legendary Rules

Anytime Bolgin transforms a [settlement] the Hunters each gain [grudge] Hunters can only create new [settlement] in the 3 original locations Tipp: If neither Assar, Krim or Grimgeir are beeing played, it can help the Hunters to shuffle the two cards "Hunter's Passage" into the top half of the Items deck.

The [settlement] in Barum is turned

First Night

Beast Reward

[grudge]

Hunter Reward

[grudge]

All 3 original [settlement] remain

First Night

Beast

[grudge]

The [settlement] in Barum is turned

Hunters

[grudge]

All 3 original [settlement] remain

A [settlement] in Vildmark is turned

Second Night

Beast Reward

[summon][ancientPower]

Hunter Reward

Turn a close [settlement] back [grudge]2

At least one original [settlement] remains in Vildmark

Second Night

Beast

[summon][ancientPower]

A [settlement] in Vildmark is turned

Hunters

Turn a close [settlement] back [grudge]2

At least one original [settlement] remains in Vildmark

Final Night

The Hunters win the game

Contract 27: Northern Expanse

Setup

  1. Do not place Settlers or Animals in the usual way on the board. Choose a Beast to play against and the Hunter you want. Beast Talents are not used in this contract. 2. Mix all [summon]in one opaque bag and all [fangrirTrail]in another opaque bag, no matter which Beast they belong to. 3. Leave only one "No Movement" card in the Beast's movement deck and shuffle it. 4. Shuffle and place the 4 Beast ability cards on one side of the board. 5. Shuffle all the Item cards and put 3 face up. 6. "GENERATE" a [watchtower]from every settlement except "Lovar's Harbour". If a tower were going to be generated in another tower's space, "GENERATE" it again. 7. "GENERATE"[settlers]4 and[sheep]3 at random, each from a different settlement on the board. When you "GENERATE" them, also jump over the squares occupied by other[settlers]and[sheep]that may already be on the board. Finally, shuffle the movement deck again.

The Hunter starts with[grudge]and[settlement]12 and places his standee in the center of the map.

End of Contract

The Beast wins if the Hunter dies, if[settlers]4 and/or Hunters die, or if the Hunter does not reach his victory conditions at the end of the game.

The Hunter wins as soon as he obtains the legendary equipment by collecting[ancientPower]4, locates the Beast by finding[fangrirTrail]8, and weakens the creature's harassment by killing at least[summon]3.

Legendary Rules

---------------------------------------------------------------------------- ------------------------------ SPECIAL RULES ------------------------------- ---------------------------------------------------------------------------- """""""""" GENERATE """""""""" · Whenever you are asked to "GENERATE" from a specific space, draw two cards from beast movement and places the component in question on the target space. If a card results in an impossible move (because there is no path) or goes in the exact opposite direction of the previous card, ignore it and draw another one. """""""""" ELUSIVE """""""""" · If drawing any movement card to move a Hunter, Settler, Animal or Summon, including "GENERATE" them, it would cause them entering a settlement square with its own name or one with[watchtower], it will skip that square to the next valid location in the same direction. Additionally, allied Hunters, Settlers, and Animals will also jump over spaces containing Summons. """""""""" NO MOVEMENT CARD """""""""" · In this game mode, a single "No Movement" card is used. When this card appears while it is drawn from the movement deck, all Summons on the board that can use its special ability must be activated, having some consequence that modifies the status of the board. After applying this rule, another movement card must be drawn to replace it and continue with the sequence that was originally being executed. Ex: two movement cards must be drawn to "GENERATE" an Animal. The second card that the player draws is "No Movement", so he stops the game for a few moments to execute the special abilities of the Summons that produce changes in the status of the game. A Fangrir wolf is two squares away from a Settler, so it is not activated, since with its special ability, it would not be able to move and attack the Settler. On the other hand, a Mara Banshee has a Settler and an Animal in nearby locations, so its ability is activated, attracting the two to its space. Now, as the Summon is sharing the same square as the Settler and the Animal, it causes them a wound and they are eliminated, and the board must be removed. """""""""" THE LAST HUNT """""""""" · Whenever an effect allows you to Search, draw a[fangrirTrail]from the bag at random. If either face belongs to the Beast you're playing against, keep it next to your Hunter board. If not, discard it from the game. ---------------------------------------------------------------------------- --------------------------- CHANGES IN THE RULES --------------------------- ---------------------------------------------------------------------------- CENTRAL SQUARE · The central square of the board lacks habitat instead of having all 3 types. SUBSTITUTION OF EFFECTS · Any effect that allows the Hunter to transform a location will allow him to make a move instead. · Any effect that allows the Hunter to reveal the Beast or a movement card, discard or look at cards, will allow him to gain a[grudge]instead for each one of these effects. For example, looking the hand and discarding a Beast card, would make the Hunter gain [grudge]2. · Any effect applied to the Beast will affect[summon]instead. ITEMS · There must always be three Item cards face up. When any are removed, they are replaced immediately. · Unused Items are discarded during the NIGHT along with the action cards. · There can only be one[trap]active per zone and they are played face up and without a habitat token. · The player can apply the trap effect to any habitat when the activation conditions are met. An already placed[trap]card can be discarded to replace it with another from the Hunter's hand. SUMMONS · If a[summon]shares the same space as any Hunter, Settler or Animal for whatever reason, the Summon causes them a wound. Invocations cannot in any way damage[watchtower]in this contract. ALLIED HUNTERS · Allied Hunters have one wound and no difference between them. You can use your cards with allied Hunters as if they were your own character. Any outcome of their actions will count for your Hunter, except the loss of their own wounds. Put any Hunter that die next to your Hunter board. SETTLERS · The[settlers]represent merchants and mentors. They all have one wound and no difference from each other. If you are in the same space, you can choose between gaining up to two Items for one[grudge]each or acquiring an upgrade from your Hunter's board. If you use either of these two effects, the[settlers]is removed from the board. Put any[settlers]that die next to your Hunter board. ANIMALS · All[sheep][boar][bear]have a single wound and no difference between them. Animals can be hunted to restore the Hunte's wounds by using any attack effect against them, including those against Summons. If you attack an animal, recover a wound and remove it from the board. ---------------------------------------------------------------------------- ------------------------------- TURN SECUENCE ------------------------------ ---------------------------------------------------------------------------- PHASE 1: DAWN 1. Special "Feral Hostility". 2. Special rule "Living World". 2.1 Movement of Summons. 2.2 Allied Hunters withdraw. 2.3 Movement of Settlers and Animals. 3. Drafting. PHASE 2: DAY 1. Hunter Actions. PHASE 3: NIGHT 1. Discard Action and Item cards into the player's hand. 2. Improve. 3. Special rule "They are everywhere". ---------------------------------------------------------------------------- ------------------------------ SPECIAL RULES ------------------------------- ---------------------------------------------------------------------------- """""""""" FERAL HOSTILITY """""""""" · If there is[summon]4 or more in play, the Hunter receives one [wound]. The Hunter cannot die from this effect, so it's ignored if he has only one left. """""""""" LIVING WORLD """""""""" · In the DAWN phase, Summons move a random space, drawing a movement card for each Summon on the board. On the other hand, if any of them are two squares or less from a Hunter or Settler, they will move one space towards the closest target. If they have more than one option within the same distance, they will go first to the player's Hunter, then to other Hunters, and finally to the Settlers. If they have the same types of targets at the same distance, the player chooses where they move. After moving the Summons, remove allied Hunters from the board. Finally, randomly move each Settler and Animal in the same manner as Summons, drawing a movement card for each. """""""""" DRAFTING """""""""" · In the draft phase, draw 5 Action cards and keep 1, discarding the rest. Repeat this by drawing 4 cards and once again drawing 3. After this, the hunter should have 6 cards (3 Action and 3 Skill cards). """""""""" THEY ARE EVERYWHERE """""""""" · At the end of the NIGHT, if there aren't[summon]2 or more in the Hunter's area, "GENERATE" one at random from Hunter's space. ---------------------------------------------------------------------------- ---------------------------- EFFECTS OF THE ICONS --------------------------- ---------------------------------------------------------------------------- Each time the Hunter moves, resolve the effects of the destination space in order according to its icons: COMMON SQUARE 1. If you have moved to a[swamp][caves][forest]preferred of the Beast, Search[fangrirTrail] If it is not a preferred habitat of the Beast, "GENERATE" a random[summon]from the bag. 2. Then observe the[sheep][boar][bear] icon, if any, and randomly draw one of the 4 Beast ability cards. The[red][blue]will determine its effect. Then reshuffle the 4 skill cards: [sheep]"""""""""" HUNTING GROUNDS""""""""""[sheep][red]- Search [fangrirTrail][blue]- "GENERATES" an Animal. [boar]"""""""""" ALLIES """""""""" [boar][red]- "GENERATE" a Hunter. [blue]- "GENERATES" a[settlers][bear]"""""""""" MYSTERIOUS LANDS """"""""""[bear] Draw TWO Beast ability cards instead of one to see their effect: [red][blue]- perform a Search by drawing[fangrirTrail]3 from the bag or take two Items. [red]2- wins[ancientPower]2 or remove up to[summon]3 from the game. [blue]2- restores all Hunter's[wound]or gain[grudge]3. ANCESTRAL RUINS The[settlement]squares with their own name are considered ancient places that hide dangers and objects of great power. Upon reaching one of these spaces, the Hunter gains a[ancientPower]and draws a Beast ability card. If it is[red], you also receive a[wound] If it is[blue], there is no additional effect. POINTS OF INTEREST The[watchtower]make the task of locating the Beast easier. Upon reaching one, the Hunter performs a search by drawing[fangrirTrail]2 from the bag instead of one. Any habitat and Animal symbols that the space may have are omitted. After executing this effect, remove the [watchtower]from the board. If an effect allows you to place [watchtower], you must always do so on an adjacent space that does not have a[settlement]habitat token and, if possible, is from the Beast's preferred habitat. If you can't do it, it can't be placed. If all of them are already in play, take the one that is furthest from your hunter. ---------------------------------------------------------------------------- ---------------------------------- GAME END -------------------------------- ---------------------------------------------------------------------------- The reserve of [settlement]tokens that the player has, represent the passage of time that humans have left for their total extermination. At the end of each NIGHT, remove from the game one of those still in your reserve. Additionally, after the Hunter (or an allied Hunter) moves and resolves the effects of a space, he places one of these tokens on that location unless it already has one of these tokens. When you run out of[settlement]12, replace the ones on the board with any NOT preferred habitat of the Beast, except those in Ancestral Ruins. Any icon under a habitat token is completely ignored. Return the replaced[settlement]to your Hunter's board and continue using this new pool as normal. When you spend the last token again, the game ends. Manage your time and plan your actions well, Hunter...

First Night

Beast Reward

There are no rewards in this contract.

Hunter Reward

There are no rewards in this contract.

First Night

Beast

There are no rewards in this contract.

Hunters

There are no rewards in this contract.

Final Night

At the end of each Night, continue with a new Day until the game ends.

Contract 28: Drenched Lands

Setup

The Beast starts with [grudge]6 and may purchase up to 2 upgrades.

The Hunter starts with [grudge]3 and may purchase up to 1 Hunter upgrade.

End of Contract

The Beast wins if the Hunter has not purchased all of the Beast's upgrades by the end of the Final Night or if the Hunter dies.

The Hunter wins when the Hunter purchases all of the Beast's upgrades.

Legendary Rules

Do not place any Settlers/Nobles on the map. Transform all Settlements into the Beast's preferred habitat. [line] The Hunter has 4 Health. The Hunter starts in the northwest or northeast corner of the map. The Hunter can attack animals. The Hunter may play the Beast's side of Action cards, gain Beastly Talents, spawn and control Summons, and purchase Beast upgrades (use a different token for any Beast upgrade purchased for the Hunter). When the Hunter uses any Beastly Talent, Item, Upgrade, Action, or Summon action which can target a hunter, the Beast is also a valid target. When the Hunter moves or spawns a Summon, it can detect [fangrirTrail]. Summons cannot activate [watchtower]. Only use the Beast's assigned Summons (max: 3). The Summons will obey both the Hunter and the Beast. When the Hunter transforms a location, they may choose a settlement or the Beast's preferred habitat. The Hunter's side of "Hidden Passage" now reads: "Teleport to any [watchtower] OR construct [watchtower]". [line] The Beast cannot die and does not gain [wound]. Whenever the Beast would normally gain [wound], the Hunter may purchase up to 1 upgrade for each point of damage. [line] During the dawn draft, both the Beast and the Hunter receive 7 cards. They both draft 1 card at a time.

[sheep]3[line][boar]2

First Night

Beast Reward

[grudge]3

Hunter Reward

[grudge]3 May purchase an additional upgrade

[sheep]3[line][boar]2

First Night

Beast

[grudge]3

[sheep]3[line][boar]2

Hunters

[grudge]3 May purchase an additional upgrade

[sheep]3[line][boar]2

Has dealt [wound]2 to the Hunter

Second Night

Beast Reward

[ancientPower]

Hunter Reward

May purchase an additional upgrade

Currently has at least [grudge]6

Second Night

Beast

[ancientPower]

Has dealt [wound]2 to the Hunter

Hunters

May purchase an additional upgrade

Currently has at least [grudge]6

Final Night

The Hunter may purchase 1 upgrade. If the Hunter has purchased all of the Beast's upgrades, the Hunter wins. Otherwise, the Beast wins.

Contract 29

Setup

Choose a Beast a random beastly talent, 4 random action cards and [wound]

[farmer]2 and one [watchtower] must be placed in each city.

End of Contract

The Beast win if [noble]3 die.

The last night is reached.

Legendary Rules

The Beast is always revealed. There are no Hunters. Summons have 2 lives, [watchtower] have 1. Beast cannot attack [settlers] in a location where there is a [watchtower]. The Beast can use the following [summon] ability: heal 1 (on its own or on a summon) If the Beast ends its movement in the same habitat it started, it may draw a beastly talent. If the Beast kills an animal [farmer] must be placed in its place. Every day after the turn of the Beast, all [settlers] perform the following action: Draw a random Beast movement card, then the [settlers] takes one step in the direction of the drawn card. (May place a beast token to each settler to show wich one is done its action. Remove all of them before the Beast's turn.) If the [settlers] moves to a location where the beast is or Summons, deals one damage to all occupants. If no movement card is revealed, all Beasts and Summons in adjacent locations take one [wound]. If [farmer] enters a location where another [farmer] is, a [noble] must be placed in place of the two [farmer]. If [farmer] moves to a space where there is a [noble] , a [watchtower] must be placed on the spot. If [noble] moves to a space where [settlers] is, a [farmer] must be placed on an adjacent empty space.

[farmer]2

First Night

Beast Reward

[ancientPower][grudge]2

Hunter Reward

All [farmer] turn into [noble]

All [farmer] turn into [noble]

First Night

Beast

[ancientPower][grudge]2

[farmer]2

Hunters

All [farmer] turn into [noble]

All [farmer] turn into [noble]

[noble]2

Second Night

Beast Reward

[ancientPower][grudge]3

Hunter Reward

All [farmer] turn into [noble]

All [farmer] turn into [noble]

Second Night

Beast

[ancientPower][grudge]3

[noble]2

Hunters

All [farmer] turn into [noble]

All [farmer] turn into [noble]

Final Night

The Army has arrived and the Nobles wins.

Contract 30: Drenched Lands

Setup

Beast starts with [grudge], and Hatred and Rage Beastly Talents

Each hunter starts with one random hunter item

End of Contract

Beast wins when it has acquired [grudge]10

Hunters win when they have acquired [grudge]10 split between all hunters

Legendary Rules

Hunters can attack animals and gain the same amount of grudges if they kill it as the beast does The Hunters have a common pool for all their grudges. Damaging the Beast makes it lose [grudge]2 If a Beast or Summon damage any hunter, the hunters lose [grudge]2 from their pool.

The Beast has [grudge]5 or more

First Night

Beast Reward

Buy 2 upgrades for free

Hunter Reward

Each hunter may upgrade once for free

The hunters have [grudge]5 or more in their pool

First Night

Beast

Buy 2 upgrades for free

The Beast has [grudge]5 or more

Hunters

Each hunter may upgrade once for free

The hunters have [grudge]5 or more in their pool

Final Night

The team with the most grudges win

Contract 33: Drenched Lands

Setup

The Beast starts with [wound]2, [grudge]3, 2 random Beastly Talents, and may buy 1 upgrade. The Beast may use Vintervik instead of the normal starting position.

Each hunter starts with [wound], [grudge], and 2 random Items.

End of Contract

The player wins when the Final Night is reached. The player can calculate their score based on the following guide: - Animals in [settlement] are worth their [grudge] reward in value. - Add up the values of all [settlement] with no [noble], and double the value of the [settlement] if it has a [farmer] in it. - Reduce the score by the value of any [settlement] with [noble], any unspent [grudge], and any [wound] the player or [farmer] has suffered.

The player loses if they die, or the [farmer] dies.

Legendary Rules

You may play as either a Beast or as a hunter. [settlers] also count as hunters for all rule interactions. Turn order starts with the player and alternates with the [farmer] Solo drafting rules: Instead of every card you would draft in a 3-player game, draw 3 cards and set aside 2 cards for the [farmer]. Herding attacks: Attacks can now be performed on locations without a target. Whenever an attack or effect that can damage animals is performed, draw a random card from the movement deck for each animal on that location and attempt to move the animal 1 step in that direction. Then attempt to move all animals in adjacent locations 1 step in the direction opposite of the connecting road. Any animals that are in a [settlement] or attempt to move in a direction without a road stay on their current location. Mark the locations animals leave with unused [fangrirTrail]. These [fangrirTrail] should be removed whenever the animal that left them is killed, enters a [settlement], or is in the same location as a Hunter, Beast, or [summon]. Hunter changes: The search action may be used to move a nearby animal to that location. As long as a hunter is on the same location as a [watchtower], any nearby animals that are not in a [settlement] may be moved to that location. [trap] may be activated whenever an animal moves into the corresponding location. [reaction] may be activated whenever damage is inflicted.

[sheep]2 in [settlement]

First Night

Beast Reward

[summon] Gain a Beastly Talent

Hunter Reward

Transform your location Gain an Item

[sheep]2 in [settlement]

First Night

Beast

[summon] Gain a Beastly Talent

[sheep]2 in [settlement]

Hunters

Transform your location Gain an Item

[sheep]2 in [settlement]

[sheep]3 and [boar] in [settlement]

Second Night

Beast Reward

[summon][grudge] Gain a Beastly Talent Move up to 2 steps

Hunter Reward

You may place a [watchtower] on your location Move up to 2 steps

[sheep]5 in [settlement]

Second Night

Beast

[summon][grudge] Gain a Beastly Talent Move up to 2 steps

[sheep]3 and [boar] in [settlement]

Hunters

You may place a [watchtower] on your location Move up to 2 steps

[sheep]5 in [settlement]

Final Night

You win the game

Contract 34: Northern Expanse

Setup

The Beast starts with [grudge]4

Each Hunter starts with 1 Item

End of Contract

The Beast wins when [settlers]3 are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

Requires Solo Mode with Hunter Bots https:/[boar]dgamegeek.com/thread/3075912

[sheep]2[line][boar]

First Night

Beast Reward

[grudge] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 1 Item

No dead [settlers]

First Night

Beast

[grudge] and gain a Beastly Talent

[sheep]2[line][boar]

Hunters

Each Hunter gains 1 Item

No dead [settlers]

[noble]

Second Night

Beast Reward

[summon] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 1 Item

The Beast has been dealt [wound]

Second Night

Beast

[summon] and gain a Beastly Talent

[noble]

Hunters

Each Hunter gains 1 Item

The Beast has been dealt [wound]

[noble]2

Third Night

Beast Reward

[ancientPower] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 1 Item

No hunter died this day

Third Night

Beast

[ancientPower] and gain a Beastly Talent

[noble]2

Hunters

Each Hunter gains 1 Item

No hunter died this day

Final Night

Hunters win the game

Contract 35: Northern Expanse

Setup

The beast must be Bolgin The Beast Starts with [grudge]2 and [summon]2

Each Hunter starts with [grudge]2 and may place [watchtower] up to 2 steps away from [settlement]

End of Contract

The Area of Vildmark or New Elda, must have no [settlers][watchtower] or [settlement] Ghastvik Fjord must have no [settlers]

Hunters win when the beast is dead, or the final night is reached.

[farmer]

First Night

Beast Reward

[summon]2 Gain a Beastly Talent

Hunter Reward

Each hunter my place [watchtower] up to 2 steps away

[farmer] Ghastvik Fjord is Alive. [line] Beast has [wound]

First Night

Beast

[summon]2 Gain a Beastly Talent

[farmer]

Hunters

Each hunter my place [watchtower] up to 2 steps away

[farmer] Ghastvik Fjord is Alive. [line] Beast has [wound]

[noble] + [farmer]

Second Night

Beast Reward

[summon]3 + [grudge]2 Gain a Beastly Talent

Hunter Reward

Each Hunter may place one [farmer] on a [watchtower]

[watchtower]

Second Night

Beast

[summon]3 + [grudge]2 Gain a Beastly Talent

[noble] + [farmer]

Hunters

Each Hunter may place one [farmer] on a [watchtower]

[watchtower]

Final Night

Hunters Win

Contract 37: Northern Expanse

Setup

The Beast must be Bolgin. The Beast starts with [summon]3, [grudge]3 and can buy up to 2 upgrade.

Each Hunter gets [grudge] and 1 item.

End of Contract

The Beast wins if all the Guest Beasts joined her within 3 days. (See Legendary Rules)

Hunters win when the Beast is dead, or when the final night is reached.

Legendary Rules

The Beast Starting Position is now referred as the Pool and each [swamp] connected to the Pool will extend the Pool. Any Beasts different than Bolgin that join the Pool can't be attacked or used in anyway. They are guest, don't bother them. ------ In order to be a great Pool Party many things need to be prepared as each Beasts has a specific picky request to be fulfilled. At the end of each the Day Phase, right before the Night Phase, follows this additional step: - Check in the list that follow if Bolgin has completed what the other Beasts asked for, ie. their "Request". - If so, satisfied Beasts will join party helping with organizations; place them somewhere in the Pool. - Any Beast at the Pool now gives Bolgin his personal "Help" and Bolgin can decide in which order solve them. - After that, continue with the Night Phase as usual. ------ "Request" - "Help" are given for each Beasts. Fangrir She won't join the party if there are no meat snacks. Kill [sheep]2 for her - Remove the closest [sheep] to Bolgin to gain [grudge] Raaga She wants a really big Pool to swim. Connect a group of 9 [swamp] to the Pool - 1 Hunter chosen by Bolgin will skip his next turn. Mara She will need fresh and hot blood to prepare her special drinks. Drag [settlers] alive into the Pool - Move [settlers] or 2 animal 1 step closer to the Pool. Hogbad He needs something to have fun with or he will end up destroying everything. A total of 7 among [settlers], [sheep], [boar], [bear], Hunters, Summons and Beasts (including other Guest Beasts) must stay in the Pool - Push 1 Hunter 2 steps in any direction. Emseria Nobody really knows what she wants. 1 Hunter is dead - At the end of the next Dawn Phase, get 1 random Action Card from each Hunter.

1 Beast joined Bolgin to help.

First Night

Beast Reward

[summon]2 and [grudge]

Hunter Reward

Each Hunter gain [grudge] and 1 Item

2 summons are dead

First Night

Beast

[summon]2 and [grudge]

1 Beast joined Bolgin to help.

Hunters

Each Hunter gain [grudge] and 1 Item

2 summons are dead

3 Beasts joined Bolgin to help.

Second Night

Beast Reward

[summon]3 and 1 Beastly Talent

Hunter Reward

Each Hunter gain 1 Item, may unlock 1 Upgrade for free and heal [wound]

The Beast has been dealt [wound]2

Second Night

Beast

[summon]3 and 1 Beastly Talent

3 Beasts joined Bolgin to help.

Hunters

Each Hunter gain 1 Item, may unlock 1 Upgrade for free and heal [wound]

The Beast has been dealt [wound]2

Final Night

If Bolgin is not ready for the party there will be a mess and other Beasts won't join her. In case, the Hunters saved the regions from death and devastation winning the game.

Contract 38

Setup

[summon] in any part of the map, [grudge]2, two Improvements for 1 are opened, the Beast Property "Hidden Growth"

[grudge]2, one "Flash"

End of Contract

The Beast wins if [farmer]4 are dead or the Hunters have not completed their goal by the end of the last night

Hunters win if Mara is dead or her heart is destroyed

Legendary Rules

For the Beast, his Lair is now in the North-East [caves], where the Temple ruins are located. This location is not accessible to hunter players. For the beast player [bear] in the location is not available for killing. In the very Northwestern location [forest] set [noble]. This is a Veteran Hunter. Each time the Hunter player plays [red], he can move [noble] 1 step. On one player's turn, [noble] can only move 1 step. [line] The Beast player must choose Mara as a character. The ability of the card “Shadow Walk” now also allows you to move to any cave in the territory of Wildmark with the condition that the Beast is revealed. The abilities "Secret Skills" and "Flicker" when moving allow all [caves] in Wildmark to be considered adjacent, but reveal Mara if she does not move according to standard rules. If the movement follows standard rules, the Beast does not reveal itself. [line] Hunter players cannot choose one city for their starting placement. [line] No longer on the map [noble], set to all cities [farmer]. In Wintervik and Tiveden it is located at [farmer]3. Each time Mara uses [blue], she can move [farmer]2 1 step. If [farmer] lands in a [caves] location, he receives [wound], which will not be cured at night while [farmer] is in that location. If [farmer] leaves Wildmark, it is no longer under Mare's control. [line] When Veteran Hunter [noble] reaches Winterwick, he reveals a secret passage to Mara's Vault. The Wintervik location acquires the second property [caves] and becomes adjacent to Mara's Refuge. Hunter players can enter there. [line][bear] in Mara's Refuge means her heart and has [wound]2. Once hunter players appear in the Vault, Mara can discard one card to move there and restore all [wound].

First Night

Hunter Reward

[grudge] Transform 2 locations containing hunters

First Night

Hunters

[grudge] Transform 2 locations containing hunters

[farmer] dead [line] Tiveden is empty

Second Night

Hunter Reward

One Item [grudge]2 See Special Rules

[noble] reached Wintervik

Second Night

Beast

[farmer] dead [line] Tiveden is empty

Hunters

One Item [grudge]2 See Special Rules

[noble] reached Wintervik

Final Night

The beast wins!

Contract 39: Drenched Lands

Setup

The beast player must play as Bolgin. The Bolgin starts at Vintervik. lt has [grudge]3, 2 random beastly talents, and the upgrades Infestation and Unending Hunger. It also starts with 4 wound tokens.

The hunters start at Vintervik. They have [grudge]2 each, and one of the hunters, as they choose, gets an [ancientPower]

End of Contract

The Bolgin wins when it has zero [wound] tokens on it's player board, or at the end of 3 nights.

Hunters win when the Bolgin is dead.

Legendary Rules

In this game,the Bolgin willbe able to remove it's wound tokens and heal itself. The Bolgin immediately wins the game if it regains it's full 5 health. For everything the Bolgin itself kills, it wvill gain health in addition to the normal grudges. 1 health gained per 2 sheep killed. 1 health gained per pig killed T health gained per settler killed. 2 health gained per bear killed. 2 health gained per hunter killed Instead of the normal 2 moves the Beast starts with, Bolgin will start the game with 3 movements.

[sheep]2 dead, or [boar] dead

First Night

Beast Reward

Gain [grudge]2 and 1 beastly talent

Hunter Reward

Gain [grudge] and move one step

The beast is at or below 3 health.

First Night

Beast

Gain [grudge]2 and 1 beastly talent

[sheep]2 dead, or [boar] dead

Hunters

Gain [grudge] and move one step

The beast is at or below 3 health.

Have 3 or more health

Second Night

Beast Reward

Gain an [ancientPower] and may move two steps in the same direction

Hunter Reward

Each hunter gains [grudge] and 1 hunter item

The beast has killed less than 5 sheep

Second Night

Beast

Gain an [ancientPower] and may move two steps in the same direction

Have 3 or more health

Hunters

Each hunter gains [grudge] and 1 hunter item

The beast has killed less than 5 sheep

Final Night

The Bolgin wins the game

Contract 40: Northern Expanse

Setup

The beast starts with [grudge]3. Then, the beast may choose to buy one upgrade. Afterwards, the beast draws 3 beastly talents, chooses 1 to engrave, and discards the others. After the hunters have chosen their starting locations, the beast must place two powers within 5 spaces of the center of the board.

Each hunter starts with [grudge]

End of Contract

The beast wins when [settlers]3 are dead, or when the final night is reached.

Hunters win when 4 powers have been destroyed, or when the beast is dead.

Legendary Rules

Engrave: Engrave is a new term. It means, this card becomes an ability. Can be used on beastly talents & items. Can’t be used on action cards. This contract will use two summons from an unused beast. These summons represent powers of the land, and can be attacked by hunters. Powers have 2 life each in a ⅔ player game, and 3 life each in a 4 player game, and heal each night along with all animals and settlers[noble]s. When a power is destroyed, the hunter who destroyed the power may either gain a random item, or engrave an item from their hand. At the beginning of each night the beast must place any destroyed powers within 5 spaces of the center of the board, or within 5 spaces of the beast's location. Whenever the beast flees, they may choose to move a power instead. When a hunter dies, they must permanently lose an ability of their choice. The beast may expend a destroyed settler to engrave a beastly talent in their hand, or gain a random beastly talent. Expended setters don’t count towards contract conditions.

[sheep]2[line][boar]

First Night

Beast Reward

The beast may draw 3 beastly talents, choose one to engrave, and discard the rest.

Hunter Reward

Draw and engrave a random item [line][grudge]2.

[settlers] are destroyed

First Night

Beast

The beast may draw 3 beastly talents, choose one to engrave, and discard the rest.

[sheep]2[line][boar]

Hunters

Draw and engrave a random item [line][grudge]2.

[settlers] are destroyed

One [settlers] are destroyed.

Second Night

Beast Reward

[ancientPower] Move all powers 1 space.

Hunter Reward

Transform all [farmer] into [noble][line] Each hunter gains a random item.

The beast has been dealt at least [wound]2

Second Night

Beast

[ancientPower] Move all powers 1 space.

One [settlers] are destroyed.

Hunters

Transform all [farmer] into [noble][line] Each hunter gains a random item.

The beast has been dealt at least [wound]2

Final Night

The Beast wins the game.

Contract 42: Northern Expanse

Setup

The Beast starts with [grudge]6, 2 random beastly talents, and may buy 1 upgrade

Each hunter starts with [grudge]

End of Contract

Beast wins when [settlers]4 are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

First Night

Beast Reward

[grudge], [summon], Gain 1 beastly talent

Hunter Reward

[grudge], [watchtower] on 1 hunters location

Beast has been dealt [wound]

First Night

Beast

[grudge], [summon], Gain 1 beastly talent

Hunters

[grudge], [watchtower] on 1 hunters location

Beast has been dealt [wound]

A [settlers] from Jarlland is dead

Second Night

Beast Reward

[summon], Gain 2 beastly talents

Hunter Reward

[grudge], One hunter gains [ancientPower]

Starting [farmer] in Vintervik is alive

Second Night

Beast

[summon], Gain 2 beastly talents

A [settlers] from Jarlland is dead

Hunters

[grudge], One hunter gains [ancientPower]

Starting [farmer] in Vintervik is alive

A [settlers] from New Elda and a [bear] is dead

Third Night

Hunter Reward

2 hunters gain a free upgrade

No hunters died this game

Third Night

Beast

A [settlers] from New Elda and a [bear] is dead

Hunters

2 hunters gain a free upgrade

No hunters died this game

Final Night

Hunters win the game

Contract 44: Northern Expanse

Setup

Replace the NorthWest [bear] and Place Esmeria token instead (Your Beast). Add 1 [grudge] and pick 1 random Beastly Talent

Place a [watchtower] in Queenstown

End of Contract

Esmeria wins by "Haunting" [farmer]2&[noble]2 to Queenstown before the Final Night

Settlers win either if Esmeria dies or if her winning condition is not met. In this last case, Lovar's [noble] would convince all the [settlers] that there is no reason to be affraid and they will return to their original [settlement]

Legendary Rules

NEW SPECIAL ACTIONS: "Haunted" Action: [settlers] get haunted after losing all their life point. Instead of dying, place them in Queenstown to indicate their escape and receive [grudge] reward as per standard rules. "Flee" Action: [settlers], [sheep], [boar]&[bear] move away from the Beast/Summons by drawing the top Beast Movement card and moving them as indicated on the drawn card. This action gets activated if: 1. The Beast/Summons share the same space with the tokens above and after 2 cards they fail to attack. 2. After a non-deathly [wound] is dealt to the tokens above. If they're still alive, they can flee. "Sinister Act" Action: Killing an animal situated to the North, West or within a [settlers] will cause a [wound] to them. As the animal corpse is "thrown" to them causing panic and fear to the habitants of the Northern Expanse. This does not affect Esmeria Skill. [line] SETTLERS RULES: "Counter-Attack" Action: Before "Flee Action" movement [settlers] do a [wound] to their attacker. [line] DRAFTING: Put 4 Random Action Cards to a side. These are the "Unused Cards". Draw 3 Action cards, pick 1 one, discard the rest and continue for a total of 4 Action Cards. [line] ESMERIA/SUMMON RULES: The Beast is always revealed. Beast and Summons can't attack [settlement] where there is a [watchtower] Beast turn ends if no card can be played and decides to pass. Return to the Drafting stage. ESMERIA SKILLS UPDATE: Mesmerize: causes a [settlers] of your choice to be "haunted". Deceive: Look at the unused cards and choose 1 to add to your hand Sinister Act: Regardless Beast/Summon position perform a "Sinister Act" Action on any animal nearby your chosen [settlement] True Instinct: Once per round, choose 1 Card from the discarded Action Cards Endless Struggle: Add [summon]2 using other Summon tokens. (Mara tokens are similar themed). [line] EXTRA RULES: Any card with "Hunter" wording on it, get replaced by "Settlers".

Haunt a [settlers]

First Night

Beast Reward

[ancientPower], [grudge]

Hunter Reward

Draw the top Beast Movement card and place a [watchtower] in the indicated direction. Ignore "No Movement" cards

No [settlers] Haunted

First Night

Beast

[ancientPower], [grudge]

Haunt a [settlers]

Hunters

Draw the top Beast Movement card and place a [watchtower] in the indicated direction. Ignore "No Movement" cards

No [settlers] Haunted

Haunt [noble] in Lovar's Harbour

Second Night

Beast Reward

[summon] and Move 2

Hunter Reward

A [settlers] returns to their original [settlement]

Lovar's [noble] is not haunted

Second Night

Beast

[summon] and Move 2

Haunt [noble] in Lovar's Harbour

Hunters

A [settlers] returns to their original [settlement]

Lovar's [noble] is not haunted

Final Night

If not enough "Haunted" settlers, they will return home and win

Contract 45: Northern Expanse

Setup

-The Beast player must play as Bolgin -Bolgin begins with [grudge]2, 1 beastly talent, and the Blight upgrade(before they take their 2 movement during the normal setup, thus transforming nearby locations from the center space of the map, and allowing Bolgin to move 3 spaces in total during setup.

  • If playing with only 3 players, have 1 player, or both players cooperatively, control a 3rd Hunter(drafting as if playing a 4 player game.) - Each Hunter begins with [grudge]2, and a Hunter Item

End of Contract

Bolgin wins when 1 of 3 conditions are met: All [settlers] are at The Shrine of Bolgin. When all the hunters are dead at once. Or when the Final Night is reached

Hunters win when Bolgin is killed, or when all [noble] are in Fort BleakMoore

Legendary Rules

-The center location of the Map acts as "The Shrine of Bolgin". -Whenever Bolgin plays a [summon] they may also move [settlers]2 each 1 step. Bolgin may not move a settler that is on the same location as a Hunter. -Whenever Bolgin or a [summon] attacks, they may also cause a [settlers] to attack an animal(so long as they occupy the same location, as normal.). [settlers] deal [wound]. If this animal is slain, it is now carried by that settler, and if brought to The Shrine of Bolgin, is left as a tribute.[settlers] may only carry up to [sheep]2 or [boar] or [bear]. If the animal left at the shrine is a [sheep], this grants Bolgin 1 beastly talent, and a [grudge]. If this animal is a [boar] or a [bear], this grants Bolgin an [ancientPower]. -Neither Hunters, or Bolgin may attack [settlers]. -[settlers] may only attack animals. -Whenever a Hunter occupies the same location as 1 or more [settlers], and moves from that location, they may also move 1 [settlers] on that location 1 step (It does not have to be in the same direction as the Hunter). -Whenever Bolgin is dealt [wound], 1 Hunter may move 1 [settlers] 1 step.

1 or more [settlers] has killed [sheep]2

First Night

Beast Reward

[summon] Beastly Talent

Hunter Reward

[grudge]2[watchtower] on one Hunter's location

Bolgin has been dealt [wound]

First Night

Beast

[summon] Beastly Talent

1 or more [settlers] has killed [sheep]2

Hunters

[grudge]2[watchtower] on one Hunter's location

Bolgin has been dealt [wound]

1 Hunter died this day phase

Second Night

Beast Reward

[grudge]2[summon]

Hunter Reward

[grudge]2[watchtower] on one Hunter's Location Gain an item

A [noble] is in Fort Bleakmoore

Second Night

Beast

[grudge]2[summon]

1 Hunter died this day phase

Hunters

[grudge]2[watchtower] on one Hunter's Location Gain an item

A [noble] is in Fort Bleakmoore

[settlers]3 are at The Shrine of Bolgin when the day phase ended

Third Night

Beast Reward

[ancientPower][summon] Gain a Beastly Talent

Hunter Reward

Gain an Item Each Hunter may unlock 1 upgrade for free Move up to 1 step

Bolgin Has been dealt [wound]3

Third Night

Beast

[ancientPower][summon] Gain a Beastly Talent

[settlers]3 are at The Shrine of Bolgin when the day phase ended

Hunters

Gain an Item Each Hunter may unlock 1 upgrade for free Move up to 1 step

Bolgin Has been dealt [wound]3

Final Night

Bolgin wins the game

Contract 47: Drenched Lands

Setup

The Beast must be Bolgin Bolgin starts with [grudge]2

Each hunter starts [grudge]2

End of Contract

Bolgin wins when all [settlers] are dead

Hunters win when Bolgin is dead or the final night is reached

Legendary Rules

Whenever anything dies on a [swamp], Bolgin may [summon]

Ghastvik Fjord is transformed to a [swamp]

First Night

Beast Reward

[summon]

Hunter Reward

Transform 3 locations to [settlement]

All [settlers] are alive

First Night

Beast

[summon]

Ghastvik Fjord is transformed to a [swamp]

Hunters

Transform 3 locations to [settlement]

All [settlers] are alive

[settlers][settlers]

Second Night

Beast Reward

[summon][summon][summon]

Hunter Reward

Each hunter may move 3 steps

All Polyps are dead

Second Night

Beast

[summon][summon][summon]

[settlers][settlers]

Hunters

Each hunter may move 3 steps

All Polyps are dead

Final Night

Bolgin can no longer live since the swamps have dried out The hunters win

Contract 49

Setup

Split the players into two teams, each team consisting of a hunter and a beast. If you are playing with 3 players, one player will have to control both the beast and the hunter. Randomly decide which team get to pick the beast first. Give each beast [grudge]2

The team that picked the beast last gets to choose a hunter first. Give each hunter [grudge]3. Randomly decide The first team. The 2nd team gain a [grudge] and give it either to their hunter or beast, then chooses a settlement and places both their hunter and beast there. After that, the first team chooses a settlement and places their hunter and beast there and starts the game.

End of Contract

A team win if they manage to kill the opposing team's beast

If no beast is killed by the end of the third night each team compare their VP, the team with the higher VP win.

Legendary Rules

  • Drafting: Each hunter and beast draws 4 action cards, draft proceed clockwise - Each team alternate their turn. On their turn a team can decide who can take action, the hunter or the beast. - Once a hunter or a beast finished their action or pass they need to place their standee flat on the game board. This hunter/beast can not take action until their standee is back up. - When both standees of a team are laid flat you immediately stand both back up. - Whenever a beast moves, it can place its movement card face up. If they do, they move their standee accordingly to the new location and reveal themselves. - A revealed beast can check for trails like a hunter. - All beast attack is preceded with a search action, revealing opposing beast when applicable. - All beasts and hunters can only find trails belonging to their opposing team - Hunter and or beast of the opposing team can attack one another - All hunter cards that target other hunters can also target a beast of the same team. - When a beast is directed to draw a hunter's item it gains a beastly talent instead and vice versa

Opposing hunter is dealt at least [wound]

First Night

Beast Reward

[ancientPower], Unused [fangrirTrail]

Hunter Reward

May move up to 2 spaces, Unused [fangrirTrail]

Opposing beast is dealt at least [wound]

First Night

Beast

[ancientPower], Unused [fangrirTrail]

Opposing hunter is dealt at least [wound]

Hunters

May move up to 2 spaces, Unused [fangrirTrail]

Opposing beast is dealt at least [wound]

Kill a [bear]

Second Night

Beast Reward

Deal 1 damage to the opposing beast, Unused [fangrirTrail]

Hunter Reward

Draw 2 cards from the Item deck, choose 1 and discard the other, Unused [fangrirTrail]

Opposing beast is dealt at least [wound]2

Second Night

Beast

Deal 1 damage to the opposing beast, Unused [fangrirTrail]

Kill a [bear]

Hunters

Draw 2 cards from the Item deck, choose 1 and discard the other, Unused [fangrirTrail]

Opposing beast is dealt at least [wound]2

Contract 50: Northern Expanse

Setup

Start with [grudge]2

Start with [grudge]

End of Contract

Kill [settlers]2

The beast is dead

Legendary Rules

Drafting - For drafting the first 2 hunters are considered team 1 and the others are team 2. - Deal 6 cards to each team and the beast. Each team and the beast pick 2 cards and pass the rest to the team/best to their left. Repeat 2 more times Misc - Turn order is changed to beast, 2 hunters, beast, then the last 2 hunters. This turn order is fixed until the end of the game. - Any hunter's card effect that targets multiple hunters can only target a max of 2 hunters.

Gain a total of [grudge]3

First Night

Beast Reward

Gain 1 Beastly Talent, move 1 step

Hunter Reward

Next day, 1 hunter can move first before the beast.

Beast has been dealt [wound]

First Night

Beast

Gain 1 Beastly Talent, move 1 step

Gain a total of [grudge]3

Hunters

Next day, 1 hunter can move first before the beast.

Beast has been dealt [wound]

[settlers] is dead or control 2 ruins

Second Night

Beast Reward

Gain [grudge]2 remove [wound] for every ruin under the beast control

Hunter Reward

Move up to 2 steps. Gain [grudge]for every 2 ruins the hunter controls

Beast has been dealt [wound]3 or control 2 ruins

Second Night

Beast

Gain [grudge]2 remove [wound] for every ruin under the beast control

[settlers] is dead or control 2 ruins

Hunters

Move up to 2 steps. Gain [grudge]for every 2 ruins the hunter controls

Beast has been dealt [wound]3 or control 2 ruins

Final Night

Beast Win

Contract 51: Drenched Lands

Setup

Beasts start [summon]2, [grudge] and random Bestial Talent.

[grudge]3 can buy skills immediately after appearing in game

End of Contract

Last Beast in the lands wins [line] 3 player mode if after 2nd Beast death the remaining Beast has more than 1 life otherwise last Beast must survive until last night.

Hunter win if he kill the last Beast. He has chance of winning only if after 2nd Beast death the last remaing has only 1 life left.

Legendary Rules

Summons are revealing [fangrirTrail] like Hunters. When the Beast is revealing itself then all nearby [fangrirTrail] are revealed. The summons can't attack other Beast but it can reveal them by using attack skill. [line] Each beast must have always at least 1 [summon] on the map. The last [summon] is running away instead of being killed. It is running away by shortest path to its Beast but it can stop running by up to 2 fields from current ally Beast position, so it should stop in a place like it would be summoned again by the Beast using [summon]. This summon is revealing each [fangrirTrail] for each field where he ran. [line] When the beast is attacking it can choose one from 2 actions: 1. Attack unit at the filed like in base game OR 2.Try to reveal other Beast at the field and attack it if it's there if not then attacking beast is loosing this attack action by doing nothing. When the beast is attacked then after getting [wound] it can run away by up to 2 fields. Attacking Beast is stealing one [grudge] from fleeing beast. [line] Set 5 beastly talents instead of 3 [line] 3 player mode rules After death of 1st beast the new skilled hunter is apearing in the Drenched Land. The killed player is now playing as a hunter to take advantage of that beasts are fighting with each other, to weaken other beasts even more for future battles, because you already know that at least one beast will remain and it will still be treat for humanity after this beasts battle. After killing second Beast if the last one Beast remaining has only one life left then Hunter has a chance to win a game if he kill the Beast before last night. If he fails to do it then last beast wins the game. The Hunter has only chance to kill last Beast if after 2nd Beast died the last one has only 1 life if it has more than that the Beast wins immediately.

Most [grudge]

First Night

Beast Reward

[summon] + beastly talent

Hunter Reward

[summon]

2nd Most [grudge]

First Night

Beast

[summon] + beastly talent

Most [grudge]

Hunters

[summon]

2nd Most [grudge]

Most [settlers] killed

Second Night

Beast Reward

[ancientPower] + [summon]

Hunter Reward

[summon] Set new [settlers] in towns where the previous one have been killed.

2nd Most [settlers] killed

Second Night

Beast

[ancientPower] + [summon]

Most [settlers] killed

Hunters

[summon] Set new [settlers] in towns where the previous one have been killed.

2nd Most [settlers] killed

Final Night

Consider second condition only if by the first one you cannot choose winner. 1. The Beast with fewer [wound] 2. The Beast with most [settlers] killed [line] 3 player mode if last Beast survived after 2 Beast death until now then it wins the game

Contract 53

Setup

The Beast starts with a Beastly Talent

Each Hunter starts with [grudge]2& swaps 'Hunt' with 'Wolfsbane'

End of Contract

The Beast wins if it starts it's turn on a named location for 3 rounds without being Disturbed, or if a Hunter has been killed

The Hunters win when the Beast is slain, or when the final night is reached

Legendary Rules

Set up: Play is restricted to Barum, Vintervik & the [caves] below it. The [bear] marks the Beast starting location for this contract (place a [caves], [swamp]&[forest] at that location). Place a [summon] on it. The [bear] is moved in place of the north-east most [boar] and the [boar] is moved to the left of the [bear]. Swap [noble] for [farmer] in Ghastvik Fjord. [settlers] take a [wound] at the start of each Day. Remove all copies of 'Fire trap' & 'Wolfsbane' from the Item deck before drawing. Disturbed: for a Hunter to be on the same location as the Beast. - Recursive Wolfsbane: 'Hunt' is removed from play. 'Wolfsbane' is treated as an ability card, NOT an Item. The card isn't discarded if the action of 'Wolfsbane' was used. - Feasting season: As a [red] action, the Beast may discard a [red] action card to attack. - Marking territory: If the last action was movement, at the end of it, the Beast may place a different Beast [fangrirTrail] on the last played movement card & end it's turn. If this location is found, the Beast moves the appropriate [fangrirTrail] on a movement card to that location. Such [fangrirTrail] are removed only at the end of the Day phase. This action can only be done once on each location per round & can't be done on [settlement] or a different habitat of the Beast's choosing (take that habitat token & place it on your player board). - Aftershock: Once per Day, after attacking a Hunter, the Beast may disable 'Wolfsbane' of that Hunter for 1 turn. - Gear up: During the last step of the Night phase, the Hunters may discard 3 Items to gain a Fire trap. ------------------------ Balance changes: - Fire traps get revealed instead of discarded if the habitat was guessed correctly by 'Abrupt decay' - When [ancientPower] is used by the Beast, it instead increases the range of the attack based on the amount used. The Beast may also choose to not reveal when [ancientPower] is used. THE DAMAGE IS NOT INCREASED - Grimgier [wound]3, Varja [wound]4 Note: Mara 'Vanish' moves to the new Beast starting location

'Marking territory' has been used X times

First Night

Beast Reward

For each use: [grudge] For each use over 2: & gain a Beastly Talent

More than [fangrirTrail]3 have been found

First Night

Beast

For each use: [grudge] For each use over 2: & gain a Beastly Talent

'Marking territory' has been used X times

Hunters

More than [fangrirTrail]3 have been found

'Marking territory' has been used on both of the allowed habitats

Second Night

Hunter Reward

For each found [fangrirTrail] over 2: [grudge]& an Item

Most [fangrirTrail] found in between the Beast revealing itself

Second Night

Beast

'Marking territory' has been used on both of the allowed habitats

Hunters

For each found [fangrirTrail] over 2: [grudge]& an Item

Most [fangrirTrail] found in between the Beast revealing itself

Final Night

A pyrrhic victory. But a victory nonetheless. Hunters win

Contract 56: Northern Expanse

Setup

The beast starts with 3 Grudges and 3 Beastly Talents

Each hunter starts with one Grudge

End of Contract

5 Villagers or Nobles dead

Both Beasts killed

Legendary Rules

Two beasts are active during the game. The beast player chooses the main beast and places it as usual. The secondary beast is chosen by hunters and will be active after the hunters first turn. The secondary beast is located at one of the bear's locations on the map, as revealed. - Both beasts have a max hp of 4. - The beast player can only play one beast per turn, but can choose freely which one to play - The beasts souls are linked. By switching beast, the inactive beast receives a penalty of -1 hp. - During the night, the beast player can upgrade by spending grudges. However the grudges can be applied to both beasts simultaneously. - Both beasts cannot be hidden at the same time. A hidden beast will be revealed if the unhidden beast goes into hiding.

One Villagers/Nobles dead

First Night

Beast Reward

3 Grugdes and Two Beastly Talent

Hunter Reward

1 Grudge and one Ancient Power

No Villager/Noble killed

First Night

Beast

3 Grugdes and Two Beastly Talent

One Villagers/Nobles dead

Hunters

1 Grudge and one Ancient Power

No Villager/Noble killed

Two Villagers/Nobles dead

Second Night

Beast Reward

2 Grugdes and Two Beastly Talent

Hunter Reward

1 Grudge and one Ancient Power

  • 1 hp on any Beast

Second Night

Beast

2 Grugdes and Two Beastly Talent

Two Villagers/Nobles dead

Hunters

1 Grudge and one Ancient Power

  • 1 hp on any Beast

Five Villagers/Nobles dead

Third Night

Beast Reward

2 Grugdes and Two Beastly Talent

Hunter Reward

1 Grudge and one Ancient Power

One beast is Dead

Third Night

Beast

2 Grugdes and Two Beastly Talent

Five Villagers/Nobles dead

Hunters

1 Grudge and one Ancient Power

One beast is Dead

Final Night

Both beasts are killed or 5 Villagers/Nobles are Killed

Contract 57: Drenched Lands

Setup

The Beast place 1 [farmer] in each location with a [bear] and 1 [noble] in any other location that is not [settlement]. These are your CULTISTS. The Beast starts with [grudge]4 and may buy an upgrade.

Hunters place 1 [noble] in each [settlement]. Each Hunter starts with [grudge]3 and 3 random Item cards.

End of Contract

The Beast wins when all 3 [noble] are dead.

Hunters win when the Beast is dead, or when all cultist are dead.

Legendary Rules

Whenever a hunter plays an [blue] card, that hunter may move any 1 [noble] 1 step. Whenever a hunter plays an [red] card, that hnter may perform an atack with any 1 [noble]. If this atack kills any [sheep], [boar] or [bear], the [grudge] reward apears in VINTERVICK and a hunter in that location can pick any amount of [grudge] in that location. When the Beast plays an [summon] effect, the CULTISTS can also move or atack. Any animal killed by a CULTIST grants it's [grudge] rewards to the Beast. At the end of each Day, the Beast gains 1 [grudge] for each CULTIST alive.

[sheep][sheep][sheep][line][sheep][boar]

First Night

Beast Reward

[summon][summon]

Hunter Reward

[grudge]2 Gain an Item

Any CULTIST is dead

First Night

Beast

[summon][summon]

[sheep][sheep][sheep][line][sheep][boar]

Hunters

[grudge]2 Gain an Item

Any CULTIST is dead

Two CULTISTS are still alive

Second Night

Beast Reward

[ancientPower] 1 beastly talent +1 for each CULTIST alive

Hunter Reward

Remove all [wound] from hunters. [ancientPower] Gain an item.

Settlers have killed [boar][boar][line][bear]

Second Night

Beast

[ancientPower] 1 beastly talent +1 for each CULTIST alive

Two CULTISTS are still alive

Hunters

Remove all [wound] from hunters. [ancientPower] Gain an item.

Settlers have killed [boar][boar][line][bear]

Final Night

If there are more [settlers] than CULTISTS the Hunters win the game, otherwise the Beast win the game.

Contract 59: Drenched Lands

Setup

The beast player must play as Bolgin. Bolgin starts with 1 grudge. The bottom row of the map starts entirely transformed to marsh.

No hunter may be Varja. Each hunter starts with 1 grudge and a random item. Do not place settlers at Ghatsvik Fjord or Tiveden during set up. Instead, transform those locations and place a town marker and the corresponding settlers at the top of their corresponding columns.

End of Contract

Bolgin wins when 2 settlers have been drowned

The hunters win when Bolgin is killed, or when the final night is reached

Legendary Rules

The beast may enter the Drenched Lands as if it were adjacent to any space on the lowest row. Bolgin may leeave the drenched lands as long as she stays within the same zone as she moved into them. Bolgin is revealed whenever she leaves the drenched lands. Bolgin cannot attack and can only kill animals or settlers by sucking them into the drenched lands, drowning them. All 'attack' keywords are treated as using the 'beastly tongue' card's action instead, but also require to be used on a marsh. The polyp's 'burst' ability, instead of dealing damage, transforms each nearby location as well. Hunters therefore have no need to heal settlers; they treat the 'heal' keyword as a 'move that settler one space' instead. Extra damage does not do extra damage but instead extends the range of 'beastly tongue' by one step in a straight line. Bolgin's ability 'infestation' now reads: whenever you drown a settler or animal, place a polyp at a shoreside location in your zone.

Bolgin ends the day in the flooded lands

First Night

Beast Reward

Gain 1 grudge and a beastly talent.

Hunter Reward

Gain 2 grudge. Each hunter may move a settler one space (or all settlers if both hunters have met the requirement).

Each hunter ends the day nearby a village

First Night

Beast

Gain 1 grudge and a beastly talent.

Bolgin ends the day in the flooded lands

Hunters

Gain 2 grudge. Each hunter may move a settler one space (or all settlers if both hunters have met the requirement).

Each hunter ends the day nearby a village

One settler has been drowned.

Second Night

Beast Reward

Transform the second row of the map.

Hunter Reward

Gain 1 grudge. Gain an item.

The hunters have dealt 2 damage to Bolgin.

Second Night

Beast

Transform the second row of the map.

One settler has been drowned.

Hunters

Gain 1 grudge. Gain an item.

The hunters have dealt 2 damage to Bolgin.

Final Night

Hunters win!

Contract 61: Drenched Lands

Setup

The Beast player must play as Bolgin. The Beast starts with [grudge]3 and the skill "Expand the Marsh"

Hunters receive [grudge] and take item card "hunting trails"

End of Contract

At the start of the night, all settlements [settlement] (Ghastvik Fiord, Tiveden and Vintervik) should be [swamp].

Hunters win when the Beast is dead, or when the final night is reached.

Legendary Rules

[swamp]5 in Barum

First Night

Beast Reward

[farmer] in Ghastvik Fjord will die

Hunter Reward

Turn a all [farmer] into [noble]

Сonvert [swamp] in Tiveden or Vintervik in [settlement]

First Night

Beast

[farmer] in Ghastvik Fjord will die

[swamp]5 in Barum

Hunters

Turn a all [farmer] into [noble]

Сonvert [swamp] in Tiveden or Vintervik in [settlement]

A [settlers] is dead

Second Night

Beast Reward

[grudge]3 and [summon]

Hunter Reward

[grudge] and [ancientPower]

The Beast has been dealt one [wound] or no one [settlers] not died

Second Night

Beast

[grudge]3 and [summon]

A [settlers] is dead

Hunters

[grudge] and [ancientPower]

The Beast has been dealt one [wound] or no one [settlers] not died

Final Night

Hunters win the game

Contract 62: Northern Expanse

Setup

Beast player must use Bolgin. Beast player secretly chooses a location to be "Bolgin's Lair" (which can be recorded in any way). Beast starts with[grudge]2[wound]and has two random beast talent cards.

Each hunter starts with [grudge]and has a random item card.

End of Contract

When a hunter dies or [settlers]2 is dead or the hunter fails to destroy the lair or when the last night comes, the beast wins.

When the beast dies, or the hunter destroys the lair, the hunters win.

Legendary Rules

1.When Beast deals a kill in [swamp] , it can [summon]. 2.When a hunter plays [blue] , it can be regarded as playing a "key" without the cost. The effect of the key is: choose one ˙The beast must tell the minimum number of steps from the lair to you. ˙Ask if the location is a lair, if yes destroy it; if not, the destruction fails and the beast wins.

[sheep]2[line][boar]

First Night

Beast Reward

Beast can change the location of "Bolgin's Lair" once.

Hunter Reward

[grudge]get an item card

not a single settler is dead

First Night

Beast

Beast can change the location of "Bolgin's Lair" once.

[sheep]2[line][boar]

Hunters

[grudge]get an item card

not a single settler is dead

Deals damage to hunters[wound]2[line][settlers]

Second Night

Beast Reward

[ancientPower][summon]

Hunter Reward

Each hunter can unlock one upgrade for free.

Deal damage to Beast[wound]2[line] kill two minions

Second Night

Beast

[ancientPower][summon]

Deals damage to hunters[wound]2[line][settlers]

Hunters

Each hunter can unlock one upgrade for free.

Deal damage to Beast[wound]2[line] kill two minions

Final Night

Beast wins.

Contract 63: Northern Expanse

Setup

The Beast has to play as Bolgin Bolgin starts with [grudge]2 and [summon]2

Each Hunter begins with one [grudge]

End of Contract

Bolgin wins when all [settlement] are turned into [swamp]

Hunters win when Bolgin is dead or at least one [settlement] remains for the final night

Legendary Rules

Anytime Bolgin transforms a [settlement] the Hunters each gain [grudge] Hunters cannot create new [settlement] or turn old ones back

The [settlement] in Barum is turned

First Night

Beast Reward

[summon][grudge]

Hunter Reward

[grudge]

In all regions atleast one original[settlement] remains

First Night

Beast

[summon][grudge]

The [settlement] in Barum is turned

Hunters

[grudge]

In all regions atleast one original[settlement] remains

Atleast one [settlement] in New-Elda is turned

Second Night

Beast Reward

[summon][grudge]

Hunter Reward

Turn one close [settlement] back

Atleast 4 original [settlement] remains

Second Night

Beast

[summon][grudge]

Atleast one [settlement] in New-Elda is turned

Hunters

Turn one close [settlement] back

Atleast 4 original [settlement] remains

Atleast one [settlement] in Jarland is turned

Third Night

Beast Reward

[summon][ancientPower]

Hunter Reward

[grudge][ancientPower]

Atleast 2 original [settlement] remain

Third Night

Beast

[summon][ancientPower]

Atleast one [settlement] in Jarland is turned

Hunters

[grudge][ancientPower]

Atleast 2 original [settlement] remain

Final Night

The Hunters win the game

Contract 64: Drenched Lands

Setup

The Beast starts with [grudge]2

Easy mode: Hunters start with 1 item each. Standard mode: Hunters start with 2 items each. Hard mode: Hunters start with 3 items each.

End of Contract

The Beast wins when [settlers]2 are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

You play as the Beast against 2 hunters. The Beast is always revealed. The movement cards and the [fangrirTrail] tokens are not used. SETUP Place one hunter in Vintervik. Place the second hunter in Tiveden or Ghastvik Fjord (decide randomly). The Beast doesn't move from the starting location during the setup. DAWN Deal 1 action card to yourself. Look at it and set it aside (it's not part of the draft). Deal 3 action cards to yourself, pick 1 and give 2 to the hunters. Deal 2 action cards to yourself, pick 1 and give the other one to the hunters. Deal 1 last action card to yourself. You should now have 4 action cards. Deal 5 additional action cards to the hunters. Shuffle and deal 4 of the cards to each hunter. Shuffle those action cards (without looking at the top card) together with each hunter's ability cards and their starting items to form two separate hunter decks. If a hunter has died, they respawn in [settlement] closest to the Beast (westernmost if tied). HUNTER'S TURN A hunter plays 2 cards from the top of their deck and performs their effects (or just 1 if that happens to be the last card in their deck). A hunter can play 2 [blue] or 2 [red] cards together. A hunter passes when they have no more cards. The hunters don't collect [grudge], and they don't need to pay [grudge] to play cards. The hunters don't purchase upgrades. Whenever a hunter gains an item, take the top card from the item deck and shuffle it into the hunter's deck. MOVEMENT The hunter will move towards the Beast, using the shortest path and preferring to move horizontally (in east or west direction). If there is not enough movement on the card to reach the Beast and a [summon] is nearby, the hunter will instead move toward the [summon]. The hunter won't move, or the movement will stop short if they are on the same location as the Beast or a [summon]. ATTACK When a hunter plays an attack card, the attack will be performed when the hunter is on the same location as an enemy - the Beast or a [summon]. The card stays active in the hunter's playing area until the attack can be performed. The card is discarded when that hunter plays another attack card, or at the next dawn. The hunters prefer to attack the Beast over [summon] and use [ancientPower] only on the Beast. REACTIONS When a hunter plays a [reaction], the card stays active in the hunter's playing area until its condition is triggered. The card is not discarded if the hunter plays another [reaction] or at the next dawn. TRAPS Select a random terrain token from the bag and place it without looking at it beneath the [trap] card in the Beast's current region (Vintervik if the Beast is in the starting space). When the Beast attacks in that region, reveal the terrain token and perform the [trap] effect if the terrain matches either side of the token. Otherwise, perform the [trap] effect the next time the Beast attacks on either of those terrain types in that region. WATCHTOWERS The Beast can't enter or pass through a space with a [watchtower]. HUNTER CARDS REFERENCE ANIMATE: Take a random unused action card and shuffle it into the hunter's deck. AVARICE: Resolved immediately. Each nearby hunter on the same location as an enemy will attack. Otherwise they will move 1 step. BLADE OF VALH: Gain [ancientPower]. BOLSTER: Each hunter on your location gains an item. CHARGE: Active until on the same location as an enemy. Move 1 step when played. COMMAND: Move the hunter closest to the Beast (move active hunter if tied). Then move [settlers] closest to the Beast (westernmost if tied) away from the Beast (away from [summon] and towards a hunter if possible, towards west if tied). DARK DEALINGS: The hunter suffers [wound]. Take a random action card from the discard pile and shuffle it into the hunter's deck. Can be played even as the last action card. Played without effect if the hunter has only 1 HP or if there are no action cards in the discard pile. DARK RITUALS: The hunter suffers [wound]. For each nearby hunter, take a random ability from their discard pile and shuffle it into their hunter's deck. Played without effect if the hunter has only 1 HP or if there are no abilities in the discard pile(s). ENSNARE: Discard the Beast's attack ability. If the Beast has already played it, discard a random ability. FLARE: Triggered when the Beast ends their movement on the same location as a [settlers]. Move [settlers] away from the Beast (away from [summon] and towards a hunter if possible, towards west if tied). GRAPESHOT: Deal [wound] to each nearby [summon]. Remains active until a [summon] is nearby, or until the next dawn. Does not discard other attack cards, and is not discarded by them. HIDDEN PASSAGE: Move one hunter to another hunter's location if it gets them closer to the Beast. HUNT: Active until on the same location as an enemy. HUNTER'S BELL: Move 1 step. Restore [wound] to all hunters. HUNTER'S PASSAGE: Transform the hunter's location. Move the hunter only if it gets them closer to the Beast. Move the hunter to the [settlement] closest to the Beast (westernmost if tied). HUNTER'S REST: Restore [wound] to all hunters and [settlers]. PROWL: Move 2 steps. PURSUIT: Active until on the same location as an enemy or until a [summon] is nearby. Gain an item if a [summon] is attacked. SCOUT: Transform the hunter's location. Move 2 steps or move to a [settlement], whichever gets the hunter closer to the Beast. SILVER ARROW: Attack a nearby [summon] or Beast. Active until an enemy is nearby. Move 1 step when played. SEER: Move 1 step. Then, take a random unused action card and shuffle it into the hunter's deck. TRACK: Move 2 steps. TRAPMASTER: Gain an item. If it is a [trap], put it in play immediately. UNEARTH: Gain an item and move 2 steps. BEAST ITEMS AND UPGRADES REFERENCE AMASS (Hogbad): When you attack nearby a Boar, transform that Boar to a Warhog. DISAPPEAR: If a hunter is nearby, move 2 steps. FEAR THE NIGHT (Mara): Flare is ignored. INTUITION: Move 1 step. Play when Hunt is activated.

[sheep]2[line][boar]

First Night

Beast Reward

Turn a [noble] into [farmer]

Hunter Reward

Hunters move up to 1 step. Easy mode: hunters gain 1 item Standard: hunters gain 2 items Hard mode: hunters gain 3 items

The Beast has been dealt [wound]

First Night

Beast

Turn a [noble] into [farmer]

[sheep]2[line][boar]

Hunters

Hunters move up to 1 step. Easy mode: hunters gain 1 item Standard: hunters gain 2 items Hard mode: hunters gain 3 items

The Beast has been dealt [wound]

A [settlers] from Vildmark is dead

Second Night

Beast Reward

[ancientPower]

Hunter Reward

Hunters gain [ancientPower] Easy mode: hunters gain 1 item Standard: hunters gain 2 items Hard mode: hunters gain 3 items

The Beast has been dealt [wound]2

Second Night

Beast

[ancientPower]

A [settlers] from Vildmark is dead

Hunters

Hunters gain [ancientPower] Easy mode: hunters gain 1 item Standard: hunters gain 2 items Hard mode: hunters gain 3 items

The Beast has been dealt [wound]2

Final Night

Hunters win the game

Contract 66: Drenched Lands

Setup

Each player chooses a Beast. The player who chooses second will be the first player. The first player will then alternate each round. Divide the movement cards evenly between the players. Each beast starts with[grudge]and may[summon]before the initial Beast movement.

There are no hunters.

End of Contract

The first Beast to kill the other wins!

There are no hunters.

Legendary Rules

Deal 6 cards to each Beast for the draft. Each player selects 2 cards each time before passing instead of 1. Replenish Beastly Talents at the end of each turn when any are taken. At the start of the game, place a [watchtower] on each [settlement]. [settlers] use watchtowers like a hunter would. [farmer] give [grudge]3 when killed. [noble] give [grudge]4 when killed. Cards that mention hunters instead target/apply to beasts or opposing summons. For example, the action card Dash becomes "Move 1 step, then move 1 additional step for each Beast and opposing summon in your zone" Beasts have the option to reveal themselves after each move. A revealed Beast reveals[fangrirTrail]as a hunter would, as do your summons. Each attack by Beasts and summons is preceded by a search i.e. reveal any Beast on that spot before attacking. Summon special abilities apply to Beasts even if they are hidden e.g. Burst will deal damage to an opposing Beast if it is at that location.

[sheep]2[line][boar]

First Night

Beast Reward

[summon][summon]

Hunter Reward

None

None

First Night

Beast

[summon][summon]

[sheep]2[line][boar]

Hunters

None

None

The other Beast has taken [wound]2

Second Night

Beast Reward

[grudge]3[ancientPower]

Hunter Reward

None

None

Second Night

Beast

[grudge]3[ancientPower]

The other Beast has taken [wound]2

Hunters

None

None

Final Night

The Beast with the fewest[wound]wins. If there is a tie, the Beast who has killed more[settlers]wins. If there is still a tie: add up the unspent[grudge]and the[grudge]spent on upgrades: the Beast with the highest total wins.

Contract 67: Northern Expanse

Setup

The beast starts at Fort Bleakmoore. At the first dawn, it may move up to 3 steps. The beast starts with 1 random Beastly Talent and 3x [grudge]. The beast may buy upgrades with the [grudge] Its health is down to a single [wound].

The hunters start from any settlement of the two eastern regions. The hunters start with one random Item Card each, as well as 1x [grudge].

End of Contract

The beast wins when it reaches the furthermost north-eastern location on the map before the end of the 4th day. The beast loses if the hunters manage to incapacitate it (aka kill it).

The hunters win if they kill (incapacitate) the beast before it can reach the furthermost north-eastern location of the map. The hunters lose if the beast reaches the specific location. ---------------------------------- The game ends in a stalemate in case neither the beast manages to reach its destination, nor the hunters manage to kill (incapacitate) it.

Legendary Rules

The beast needs to escape to the furthermost north-eastern location on the map in order to win. Fortunately, it can feed on the many animals and settlers spread on the map. For each kill (animal, settler or hunter), the beast will gain the usual amount of [grudge], as well as replenish one [wound] of its lifeforce. Yet, the beast can not extend its lifeforce beyond its natural maximum and it needs to deal the killing blow. Consequently, when the beast manages to feed on the animals and settlers multiple times, it will gain back its original strength and will be even able to unlock (multiple) hidden powers. Both will prove useful for reaching its destination far off on the map. -------------------------------- Drafting action cards for 4 players: 4 random action cards are set aside. The remaining 12 action cards are evenly distributed among all players. Then, the usual drafting process is started. Drafting action cards for 5 players: 1 random action card is handed to the beast player, who can use it in course of the upcoming day. The remaining 15 action cards are evenly distributed among all players. Then, the usual drafting process is started. -------------------------------- Whenever the beast receives damage, it may move up to one step in any direction. -------------------------------- All other rules are taken over from the base game.

The beast has managed to feed on 2x [sheep]OR 1x [boar]

First Night

Beast Reward

2x [grudge]& 1 random Beastly Talent

Hunter Reward

2x [grudge]& 1 random Item Card for each hunter

The hunters managed to close in on the beast at least once (nearby to a revealed beast)

First Night

Beast

2x [grudge]& 1 random Beastly Talent

The beast has managed to feed on 2x [sheep]OR 1x [boar]

Hunters

2x [grudge]& 1 random Item Card for each hunter

The hunters managed to close in on the beast at least once (nearby to a revealed beast)

The beast has replenished its health to 4 [wound]

Second Night

Beast Reward

2x [grudge]& 1x [ancientPower]& 1x [summon] action

Hunter Reward

1x [grudge]& 1 random Item Card for each hunter

The hunters manged to deal at least 2x [wound] to the beast

Second Night

Beast

2x [grudge]& 1x [ancientPower]& 1x [summon] action

The beast has replenished its health to 4 [wound]

Hunters

1x [grudge]& 1 random Item Card for each hunter

The hunters manged to deal at least 2x [wound] to the beast

The beast has managed to fully replenish its [wound]& has reached the north-eastern area

Third Night

Beast Reward

2x [grudge]& 1 random Beastly Talent & 2x [summon] action

Hunter Reward

1x [grudge]& 1 free movement The group of hunters gets a shared [ancientPower]

The hunters have managed to deal at least 4x [wound] to the beast

Third Night

Beast

2x [grudge]& 1 random Beastly Talent & 2x [summon] action

The beast has managed to fully replenish its [wound]& has reached the north-eastern area

Hunters

1x [grudge]& 1 free movement The group of hunters gets a shared [ancientPower]

The hunters have managed to deal at least 4x [wound] to the beast

Final Night

The beast wins if it has reached the furthermost north-eastern location. The hunters win if they manage to incapacitate the beast beforhand.

Contract 68: Northern Expanse

Setup

During preparation, select Bolgin. Place one polyp at a distance of 2 from the lair, when placing, ignore the restriction on the type of terrain. At the start, Bolgin has already upgraded Infection. Draw one random Beast mod card.

[grudge]

End of Contract

the three polyps are in different starting settlements, regardless of whether their terrain type has been changed.

Killed by the Beast or the Beast did not fulfill its purpose until the last night

Legendary Rules

If [settlers] has only one health left, then when summoning a minion, you can replace it with a polyp, ignoring the terrain type requirement, but respecting the range requirement. Intuition also works on polyps.

at least [settlers]2 and/or the hunter is in [swamp]

First Night

Beast Reward

[grudge]2

Hunter Reward

you can change one [swamp] to [settlement] get by [grudge]

there are no polyps on the field

First Night

Beast

[grudge]2

at least [settlers]2 and/or the hunter is in [swamp]

Hunters

you can change one [swamp] to [settlement] get by [grudge]

there are no polyps on the field

[boar]

Second Night

Beast Reward

[ancientPower] cure [wound]

Hunter Reward

[grudge]2

The beast has been dealt no less than [wound]2

Second Night

Beast

[ancientPower] cure [wound]

[boar]

Hunters

[grudge]2

The beast has been dealt no less than [wound]2

[noble] with [wound]2 located in [swamp]

Third Night

Beast Reward

replace each such [noble] with a polyp

Hunter Reward

each hunter can move 1, [grudge]

all hunters are alive

Third Night

Beast

replace each such [noble] with a polyp

[noble] with [wound]2 located in [swamp]

Hunters

each hunter can move 1, [grudge]

all hunters are alive

Final Night

The hunters win

Contract 70: Northern Expanse

Setup

The Beast starts with [grudge]7, [summon], and may upgrade with its grudges

Hunters start with one Item, [grudge]3, and may upgrade with their grudges. Then give a Hunter an [ancientPower]. Place a [watchtower] up to 2 steps away from 2 a [settlement]

End of Contract

The Beast when [settlers]4 are dead

Hunters win when the Beast is dead, or when the final night is reached

A [settlers] from Jarland is dead

First Night

Beast Reward

[summon] Gain 2 Beastly talents

Hunter Reward

[grudge] Transform your location

The [farmer] starting in Vintervik is alive

First Night

Beast

[summon] Gain 2 Beastly talents

A [settlers] from Jarland is dead

Hunters

[grudge] Transform your location

The [farmer] starting in Vintervik is alive

A [settlers] from New Elda is dead

Second Night

Beast Reward

[ancientPower][grudge]2[summon]

Hunter Reward

Each Hunter may unlock one upgrade for free

No Hunters died this game

Second Night

Beast

[ancientPower][grudge]2[summon]

A [settlers] from New Elda is dead

Hunters

Each Hunter may unlock one upgrade for free

No Hunters died this game

Final Night

Hunters win the game

Contract 71

Setup

Each of the two beasts starts with 2x [grudge] and 1 random Beastly Talent.

The hunters start with 1x [grudge] and 1 random Item Card, each.

End of Contract

The two beasts compete for points - the beast with the highest score at the end of the 4th day wins. Yet, both beasts must survive till the end of the 4th day or both of them lose to the hunters.

The hunters win if they manage to kill at least one of the beasts in course of the 4 days of the godly competition. The hunters lose if at the end of the 4th day both beasts live. --------------------------- How to solve a stalemate: In case at the end of the 4th day, both beasts managed to score the same amount of points, the beast with more hearts left / more Grudges / more killed prey wins.

Legendary Rules

Scoring: A kill only counts if the last blow is being dealt by the beast. A kill scores as many points as much health the victim had (e.g. killing a noble scores 3 points as a noble has 3 hearts). The beasts gain points for killing animals, settlers, hunters and even the summons of the rivaling beast god. Kills score the usual amount of Grudges for the beasts, providing they dealt the last blow. The beasts are not allowed to attack one another directly. ----------------------------------------------- Both beasts start from the central area. There are two seperate "Active Movement" areas for the Movement Cards - one for each beast. Yet otherwise, the mechanics for movement are the same as in the base game. The younger of the two beast players shall be the first player. Both beasts are allowed to move up to 3 steps in course of the first dawn. ----------------------------------------------- 5 new Beastly Talent cards are made available each day. Similarly, 5 new Item Cards are made available to the hunters... ----------------------------------------------- Action Card drafting with 5 players: 1 cards is randomly set aside. The 15 remaining cards are evenly distributed among all players and the usual drafting procedure is commenced. Action Card drafting with 6 players: 2 cards are randomly set aside. 1 card is randomly dealt to each of the two beasts. The 12 remaining cards are evenly distributed among all players and the usual drafting procedure is commenced. ----------------------------------------------- Playing Action/Ability/Talent/Item Cards is handled as usual. Grudges can be used to buy upgrades - as usual.

Total joint score of 4 points.

First Night

Beast Reward

Perform 2 [summon]actions OR Gain [ancientPower]

Hunter Reward

Move up to 1 step & Gain 1x [grudge]

No [settlers] have been killed yet.

First Night

Beast

Perform 2 [summon]actions OR Gain [ancientPower]

Total joint score of 4 points.

Hunters

Move up to 1 step & Gain 1x [grudge]

No [settlers] have been killed yet.

Total joint score of 8 points

Second Night

Beast Reward

Gain 2x [grudge]& 1 random Beastly Talent card

Hunter Reward

Gain 2x [grudge]& 1 random Item Card

One of the beasts has been dealt 2x [wound] already.

Second Night

Beast

Gain 2x [grudge]& 1 random Beastly Talent card

Total joint score of 8 points

Hunters

Gain 2x [grudge]& 1 random Item Card

One of the beasts has been dealt 2x [wound] already.

Total joint score of 12 points AND 3 [settlers] must have been killed

Third Night

Beast Reward

Every beast heals 2x [wound]& Perform 2 [summon] actions

One of the beasts has only 1 heart left...

Third Night

Beast

Every beast heals 2x [wound]& Perform 2 [summon] actions

Total joint score of 12 points AND 3 [settlers] must have been killed

Hunters

One of the beasts has only 1 heart left...

Final Night

The ancient god with the higher score wins the game.

Contract 72: Drenched Lands

Setup

Hogbad starts with [grudge], [wound]3 and places two summons anywhere on the map (including non-forest spaces). Hogbad does not perform and movement at the start of the game.

Fangrir starts with [grudge] and two summons. Fangrir and his summons’ starting locations are determined after Hogbad’s. Fangrir and her summons can be placed anywhere (including non-forest spaces), but no closer than three steps from Hogbad’s starting location. Also, Fangrir’s summons cannot be placed more and 2 steps from her. Fangrir starts with the Kin's Pursuit upgrade already unlocked.

End of Contract

Hogbad wins when Fangrir is dead.

Fangrir wins when Hogbad is dead.

Legendary Rules

Drafting starts by dealing four random action cards to each place player and then proceeds normally. Hogbad’s movement behaves exactly how a normal beast's movement would. Fangrir as the hunter is always revealed on the map. Trails are placed whenever Fangrir or her summons move over a location where Hogbad previously was. Hogbad’s position is revealed if Hogbad and Fangrir are ever on the same location. Fangrir and Hogbad can both attack animals, settlers, summons, and each other. Both Hogbad and Fangrir use beastly talents and the beast portion of action cards. Remove the ability card "Dash". Remove the beastly talents, "Intuition" and "Abrupt Decay" At the end of each night Hogbad may devour one of his summons to remove [wound]

Hogbad maintains [wound]3

First Night

Beast Reward

[grudge]2

Hunter Reward

[grudge] x Kills

Kill x number of Hogbad’s summons.

First Night

Beast

[grudge]2

Hogbad maintains [wound]3

Hunters

[grudge] x Kills

Kill x number of Hogbad’s summons.

Kill x number of Fangrir’s summons

Second Night

Beast Reward

[summon] x Kills

Hunter Reward

[ancientPower]

Deal [wound] to Hogbad

Second Night

Beast

[summon] x Kills

Kill x number of Fangrir’s summons

Hunters

[ancientPower]

Deal [wound] to Hogbad

Final Night

Nobody wins

Contract 73: Drenched Lands

Setup

Both players chooses one Beast of their own

Turn all [farmer] to [noble]

End of Contract

The Beast that first either kills 3 [noble] or kills the other Beast wins

If the Final Night is reached, the Beast with the most killed [settlers] wins

Legendary Rules

The Beast's Night Conditions will be checked individually and the rewards given simultaneously for each Beast. Each human Night Reward has the reward below happen before its original reward. "All [noble] transforms a nearby location to a [settlement]. Then place a [farmer] on each of those locations"

[sheep][sheep][line][boar]

First Night

Beast Reward

[grudge] You can attack a hidden Beast

Hunter Reward

[settlers] attacks all summons on each nearby location for 1 damage

Unlocked

First Night

Beast

[grudge] You can attack a hidden Beast

[sheep][sheep][line][boar]

Hunters

[settlers] attacks all summons on each nearby location for 1 damage

Unlocked

[noble]

Second Night

Beast Reward

Whenever any of your summons die, you may [summon]

Hunter Reward

Turn all [farmer] into [noble]

Unlocked

Second Night

Beast

Whenever any of your summons die, you may [summon]

[noble]

Hunters

Turn all [farmer] into [noble]

Unlocked

The other Beast have been dealt [wound]

Third Night

Beast Reward

[ancientPower]

Hunter Reward

[settlers] deals 1 damage to all nearby summons and Beast's (revealed and hidden) Turn all [farmer] into [noble]

Unlocked

Third Night

Beast

[ancientPower]

The other Beast have been dealt [wound]

Hunters

[settlers] deals 1 damage to all nearby summons and Beast's (revealed and hidden) Turn all [farmer] into [noble]

Unlocked

Final Night

The humans win and the sacred lands is defiled

Contract 74: Drenched Lands

Setup

Each Beast starts with a [grudge]

The hunter starts fully upgraded and with [grudge]2 for each Beast and 2 Items for each Beast

End of Contract

The Beasts win when all Settlers are dead

The hunter wins the game when all Beasts are dead or the final night is reached

Legendary Rules

There is only one player who can play as a hunter (Juggernaut). All other players choose the Beasts they want to play. The juggernaut is immortal and kills with a single blow. The Action card "Rush" is not involved in any dawn phase. Instead, "Rush" is added to the juggernaut's hand after each Dawn phase is complete."

[settlers]

First Night

Beast Reward

[grudge]2

Hunter Reward

The Item "Wolfsbane"

No dead [settlers]

First Night

Beast

[grudge]2

[settlers]

Hunters

The Item "Wolfsbane"

No dead [settlers]

[settlers]

Second Night

Beast Reward

[summon]

Hunter Reward

Gain an ability card from any other hunter to your hand

A dead Beast

Second Night

Beast

[summon]

[settlers]

Hunters

Gain an ability card from any other hunter to your hand

A dead Beast

Final Night

The hunter wins the game

Contract 75: Drenched Lands

Setup

The Beast player must play as Bolgin. The Beast starts with [grudge]4 and may buy up to 2 upgrades

Each hunter starts with [grudge]3 and may buy 1 upgrade

End of Contract

Each hunter has died at least once, or when all [settlers] are dead, or when the final night is reached.

Hunters win when Bolgin is dead.

Legendary Rules

When Bolgin attacks, trigger Eldfimar Prumpar. Eldfimar Prumpar: All hunter and settlers in location adjacent to Blolgin's location with a track takes one damage, then remove that track. Repeat this step with each adjacent location until no adjacent location has revealed tracks. After Eldfimar Prumpar resolves or when Bolgin is otherwise revealed, all hunters at a location with a track collects and places the track on his board. When Bolgin would place the eigth movemement card, reveal Bolgin, remove the seven movement cards, then complete the movement. Whenever Bolgin attacks a hunter, remove all track tokens from the hunter's board. The attack deals one additional damage for each removed track token.

[settlers][line] 1 hunter was down

First Night

Beast Reward

One beastly talent. All hunters on [swamp] place a track token on their board

Hunter Reward

[grudge]2 Each hunter on non [swamp] remove one track token from their board

The Beast has been dealt [wound]2

First Night

Beast

One beastly talent. All hunters on [swamp] place a track token on their board

[settlers][line] 1 hunter was down

Hunters

[grudge]2 Each hunter on non [swamp] remove one track token from their board

The Beast has been dealt [wound]2

[settlers]2[line] 2 hunters had been down this game

Second Night

Beast Reward

[ancientPower][grudge]2[summon] All hunters on [swamp] place a track token on their board

Hunter Reward

[grudge]2 Each hunter on non [swamp] remove one track token from their board

The Beast has been dealt [wound]3

Second Night

Beast

[ancientPower][grudge]2[summon] All hunters on [swamp] place a track token on their board

[settlers]2[line] 2 hunters had been down this game

Hunters

[grudge]2 Each hunter on non [swamp] remove one track token from their board

The Beast has been dealt [wound]3

Final Night

The swellings on the Bolgin's flesh twist into shapes from the hunter's haunted recollections as the creature cackles and jeers, reveling in its victory over the fleeing adventurer. In any order, Bolgin must 1) Make bulbous, popping eyes. 2) Croak and ribbit loudly.

Contract 78: Drenched Lands

Setup

After the Beast moves 2 steps during setup they may[summon]

The Hunter starts with 1 Upgrade unlocked and[ancientPower][line] Deal 6 Action Cards to each player for the draft.

End of Contract

The Beast wins if they can kill[settlers]2 or the Hunter dies.

The Hunter wins if the Beast is killed or the Final Night is reached.

Legendary Rules

The Beast cannot ATTACK the Hunter if the Hunter has[ancientPower][settlers]are Hunters to the Beast and its[summon][line] Whenever the Hunter resolves an ACTION CARD a[settlers]may MOVE 1 STEP or "HUNT" [settlers]must move a step if they enter into a location with another[settlers] The Player who moved the[settlers]chooses where. [settlers]can use Hidden Passage. [line] HELPFUL REMINDERS [settlers]reveal[fangrirTrail][settlers]don't activate[watchtower][summon]can attack and[wound]the Hunter even if the Hunter has a[ancientPower]

[sheep]2[line][boar]

First Night

Beast Reward

[ancientPower]

Hunter Reward

Choose a[trap] Then shuffle the Hunter Item Deck.

Beast has [wound]

First Night

Beast

[ancientPower]

[sheep]2[line][boar]

Hunters

Choose a[trap] Then shuffle the Hunter Item Deck.

Beast has [wound]

[settlers] is dead.

Second Night

Beast Reward

[summon] and a Random Beastly Talent.

Hunter Reward

[grudge] Place a[watchtower]on your or[settlers]location.

Beast has [wound]2

Second Night

Beast

[summon] and a Random Beastly Talent.

[settlers] is dead.

Hunters

[grudge] Place a[watchtower]on your or[settlers]location.

Beast has [wound]2

Final Night

The Hunter wins.

Contract 80: Northern Expanse

Setup

The beasts starts with one beastly upgrade of their choice (which then gets refilled) from the face up pile and one grudge.

The hunters take four items off the top of the deck and can pick which items go to which player. They are not allowed to look at each others hands but they can discuss which card they prefer. Hunters also start with two grudges each.

End of Contract

The beast wins when their are no settlers and nobles on the board and the other beast is dead.

The hunters win when both beasts are dead or when the final night is reached.

Legendary Rules

All hunters and beasts have one extra movement for any movement card they have played. There are 2 beasts. Both beasts must die for the hunters to win, unless the final night is reached. If a beasts dies they will respawn on their favored terrain spot of their choice and play one free movement at the start of the next day. (A total of two movement with legendary rules.) The beasts starting location is in their favored terrain and must be in different zones. All other setup rules apply.

1 damage to the opposing beast or 1 villager is killed (must be your own kill)

First Night

Beast Reward

2 grudges

Hunter Reward

2 grudges and 1 sword

1 damage to either beast (must be done by a hunter)

First Night

Beast

2 grudges

1 damage to the opposing beast or 1 villager is killed (must be your own kill)

Hunters

2 grudges and 1 sword

1 damage to either beast (must be done by a hunter)

There are only 2 total villagers or nobels left

Second Night

Beast Reward

1 beastly talent and 1 sword.

Hunter Reward

A grudge, a sword, one health point, and an item from the top of the deck.

A beast has died.

Second Night

Beast

1 beastly talent and 1 sword.

There are only 2 total villagers or nobels left

Hunters

A grudge, a sword, one health point, and an item from the top of the deck.

A beast has died.

Final Night

The hunters win.

Contract 81: Northern Expanse

Setup

Beast starts with an [ancientPower] and [grudge]2.

Hunters start with a Hunter Item and [grudge].

End of Contract

Beast wins if he kills the following trophies: a [sheep], a [boar], [settlers] and either a [bear] or a hunter.

Hunters win if they kill the Beast or if the Beast doesn't kill a thophy that didn't killed on previous days.

Legendary Rules

Each night, for each repeated trophy of each kind, the Beast gains one extra [grudge].

Kill [sheep]2.

First Night

Beast Reward

[ancientPower], move up to 3 steps.

Hunter Reward

[ancientPower], move up to two steps.

No [settlers] died.

First Night

Beast

[ancientPower], move up to 3 steps.

Kill [sheep]2.

Hunters

[ancientPower], move up to two steps.

No [settlers] died.

Kill a [bear]

Second Night

Beast Reward

Gain a Beastly Talent.

Hunter Reward

Move one step and gain a Hunter Item.

Dealt [wound]3 to the Beast.

Second Night

Beast

Gain a Beastly Talent.

Kill a [bear]

Hunters

Move one step and gain a Hunter Item.

Dealt [wound]3 to the Beast.

Final Night

Hunters win the game.

Contract 82: Drenched Lands

Setup

The Beast starts with 1 random Beastly talent and [grudge]2

Each Hunter starts with [grudge] and 1 upgrade with cost 2 or less

End of Contract

The Hunters win if either the Beast is dead or if the final night is reached.

Legendary Rules

The Beast player must pick the Bolgin as its beast. A Hunter ,once per turn, may discard a card from its hand to move a nearby animal or [settlers] 1 step.

First Night

Beast Reward

[ancientPower][grudge]2

Hunter Reward

[grudge] Gain an Item

The Beast is dealt [wound]

First Night

Beast

[ancientPower][grudge]2

Hunters

[grudge] Gain an Item

The Beast is dealt [wound]

Second Night

Beast Reward

[summon] or Gain 1 Beastly talent (Draw from the top of the deck)

Hunter Reward

[grudge] Place a [watchtower] on one hunter's location

All [settlers] are in their starting locations

Second Night

Beast

[summon] or Gain 1 Beastly talent (Draw from the top of the deck)

Hunters

[grudge] Place a [watchtower] on one hunter's location

All [settlers] are in their starting locations

[settlers]

Third Night

Beast Reward

[ancientPower][summon]

Hunter Reward

Turn a [farmer] into [noble]

No [settlers] has died in Vildmark

Third Night

Beast

[ancientPower][summon]

[settlers]

Hunters

Turn a [farmer] into [noble]

No [settlers] has died in Vildmark

Final Night

Hunters win the game

Contract 84: Northern Expanse

Setup

12 grudge and 1 Ancient Power per Beast

6 grudge and 2 Ancient Power per Hunter

End of Contract

Eat 12 sheep or 2 bears and 2 humans or all hunters

Eat 10 sheep or all humans and at least beasts

Legendary Rules

One Beast player must play Bolgin. You can play as many beasts and hunters as you want. Whether 1 or up to 8. But if you die, you stay dead. Give Fangrir a player who is still inexperienced or ban him from the game. how about a high score hunt true solo with him? You can play solo or coop both as beast and/or hunters. Or you can play against eachother and take a race - sheep all you can eat! No matter the mode, it's a sheep-eating contest. In the coop mode it's about setting up a highscore and seeing how many sheep can be eaten cooperatively by everyone together. If you kill 1 sheep you lose 1 grudge. (if you lose grudge when you don't have any ignore this effect) Sheep don't give you grudge, other animals do. If another animal is killed spawn a sheep at this location. Every night these rules apply. always. Hunters can set up watchtowers to protect animals. The hunter and the animal must stand together on the location with the watchtower. There can also be several animals and hunters can pull animals with them in their movements when they discard a card. For soloplay use the drafting rules of Paper Tales: 1. Draw 5 random cards, and choose 1 to keep. 2. Draw 4 random cards, and choose 1 to keep. 3. Draw 3 random cards, and choose 1 to keep. 4. Shuffle all of the undrafted cards, draw 2, and choose 1 to keep. 5. Draw and keep 1 card from the undrafted cards. For 6 or more player: Hunters get items and the beasts get beastly talents to refill the action cards so that the draft conforms to the usual rules. according to the number. If you play coop or solo as the animals take control of all sheep, bears and pigs. They gain grudge and life equal to their stats. Draft as normal. Animals can play beast and/or hunter cards. deal damage equal to their grudge value. kill all humans and beasts to win as the animals! Additional Mode - Sheep Race: Play only one night. How many sheep can you eat? Make a highscore race! Let off steam in the game, but remember stop cruelty to animals!

eat only 1 sheep

First Night

Beast Reward

eat a nearby sheep and deal all hunters 1 damage

Hunter Reward

gain 1 life, 1 sword, 2 grudge and spawn a Polyp in your location

eat 1 human

First Night

Beast

eat a nearby sheep and deal all hunters 1 damage

eat only 1 sheep

Hunters

gain 1 life, 1 sword, 2 grudge and spawn a Polyp in your location

eat 1 human

Eat 1 hunter or 1 bear and 1 pig or 5 sheep

Second Night

Beast Reward

spawn 2 summons at your location and gain 3 grudge

Hunter Reward

spawn 2 sheep in your location and gain 1 life and 4 grudge

Kill 1 Summon and 1 bear

Second Night

Beast

spawn 2 summons at your location and gain 3 grudge

Eat 1 hunter or 1 bear and 1 pig or 5 sheep

Hunters

spawn 2 sheep in your location and gain 1 life and 4 grudge

Kill 1 Summon and 1 bear

pay 1 grudge

Third Night

Beast Reward

eat 1 nearby sheep

Hunter Reward

eat 1 nearby sheep

pay 1 grudge

Third Night

Beast

eat 1 nearby sheep

pay 1 grudge

Hunters

eat 1 nearby sheep

pay 1 grudge

Final Night

If no one reached the goal play coop/solo as all animals for revenge! (see special rules)

Contract 85: Drenched Lands

Setup

Place a random beast in the following spots of the northmost row of the map. 2 beast on the most northwest [forest], 1 beast on the most northeast [caves] 1 beast on the [caves] two spaces away from Vintervik 1 beast on the [forest] two spaces away from the Vintervik Each beast recieves [wound]2

On each village place a [farmer] and a [watchtower] with [wound]2. Beasts may not enter villages if occupied by watchtowers. Watchtowers may be attacked from nearby spaces. [line] Hunter starts in the "Beast starting position" at the center of the map

End of Contract

The Beasts wins when all [settlers] are dead

Hunters win when the final night is reached and at least one [settlers] alive, sharing a space with a watchtower.

Legendary Rules

Each draft phase, randomly deal action cards into 4 face-down piles consisting of 4, 3, 2, and 1 card. Starting with the largest pile of 4 cards, draft a card without looking at the other piles. Then move to the next largest pile of 3 cards and choose 1 card, and so on until all cards have been drafted from the 4 piles. [line] After the hunter's turn, All enermies activates: Each enermies choses a their closest target: 1) [settlers] outside a [settlement], or 2) preferred habitat that is nearby a [settlement] occupied by a [settlers]. Then, each enermies moves one step towards their target, taking the path the most preferred habitat. Then, if on a preferred habitat nearby a village with watchtower, it will attack the watchtower Then, if in the same space as a [settlers], it will attack the [settlers]. Then, if in the same space as the player, it will attack the player. All attacks deal [wound]. After attacking, it will heal [wound] and place a random summon in the same space (this summon will not activate this turn) Then, if nearby the player character, it will draw a movement card and move one space in that direction (if able) [line] When in their preferred habitat, enermies are considered hidden after the end of their activation.

A [settlers] is dead

First Night

Beast Reward

Place a random beast where the [settlers] was killed. Then, activate that beast twice.

Hunter Reward

Titan Shifter: Remove your character board, and ability card, discard any items, keep grudges. Take the defeated beast's board, ability card, place the beast token where your character is.

If you killed a beast by dealing the final damage when sharing the same space.

First Night

Beast

Place a random beast where the [settlers] was killed. Then, activate that beast twice.

A [settlers] is dead

Hunters

Titan Shifter: Remove your character board, and ability card, discard any items, keep grudges. Take the defeated beast's board, ability card, place the beast token where your character is.

If you killed a beast by dealing the final damage when sharing the same space.

None

Second Night

Beast Reward

All enemies activates once Then, if [settlers] is dead, place a random beast where the [settlers] was killed. Then, activate that beast twice.

Hunter Reward

If haven't, the beast may check and gain night one rewards. For the rest of the game you gain two additonal optional actions: Shinzou wo Sasageyo: When you play a card, if there is any movement, instead, you may select [settlers] with no nearby watchtower, and move them 1 step towards the closest watchtower. Shiganshina Hardening: Remove your character, from the board. Place a watchtower on the same space with [wound] equal to your remaining [wound] Then, discard all your cards, all enemies activates once per remaining card in your hand. (if it is not the final day, activate all enemies an additonal 4 times) After resoving all activations, skip to check the final night conditions.

None

Second Night

Beast

All enemies activates once Then, if [settlers] is dead, place a random beast where the [settlers] was killed. Then, activate that beast twice.

None

Hunters

If haven't, the beast may check and gain night one rewards. For the rest of the game you gain two additonal optional actions: Shinzou wo Sasageyo: When you play a card, if there is any movement, instead, you may select [settlers] with no nearby watchtower, and move them 1 step towards the closest watchtower. Shiganshina Hardening: Remove your character, from the board. Place a watchtower on the same space with [wound] equal to your remaining [wound] Then, discard all your cards, all enemies activates once per remaining card in your hand. (if it is not the final day, activate all enemies an additonal 4 times) After resoving all activations, skip to check the final night conditions.

None

Final Night

If you have at least one [settlers] alive, sharing a space with a watchtower.

Contract 88: Drenched Lands

Setup

Place a Beast in each city. Shuffle the ability cards of each Beast separately and make a deck out of them. Place its summons next to each Beast, 1 by 1 on a nearby location.

Choose a Hunter and place it on the Beast starting location. The Hunter starts with and 6 random action cards.

End of Contract

The beasts win if the hunter dies or the third night arrives.

The Hunter wins if all summons die.

Legendary Rules

At dawn all summons must be placed near the Beast, unless the previous day the Beast or all summons belonging to one Beast died. During the day, the hunter and the beasts follow one another according to the basic rules. Beasts only perform actions when they are in the same zone as the hunter. Beasts rules: Beasts can perform two actions per turn: - Play one card (use the ability cards by randomly drawing, if the deck runs of, it must be shuffled) The target of the Beasts is the Hunter, so when moving, they always move closer to the hunter, and if they can will be attacked. In the event that they cannot attack the hunter, they try to kill an animal in the place where they are. If a Beast kills two animals, it can place a summon on a nearby heath. - [summon]: (with this ability cannot be summoned) If a Beast or summon damages the Hunter, the Beast receives one beastly talent that must be shuffled into its deck. If one Beast dies, the other Beasts get the +2 damage upgrade. Summons cannot be attacked if they are in the same location as the Beast. Hunter rules: For the trace ability, the Beast and summons must be taken into account instead of the trace. So if the Hunter moves onto a square where a Beast or a Summon is, he/she can move one step further. The Huter can attack the animals. When the Hunter kills an animal, it receives grudge or heals equal to the animal's health. When a watchtower is placed on a location, all Beasts and Summons must be moved to an adjacent location. When placing a trap, the card must be placed face up in the zone and the chosen habitat must be placed on top of it. When the Beast moves to the designated habitat, the trap is activated. If a card's text refers to the Beast movement card, the top card of a Beast's draw deck is considered instead. The day ends when the Hunter cannot play a card.

[wound]

First Night

Beast Reward

Every Beast get a random update

Hunter Reward

After each kill summoned [grudge]

[summon]

First Night

Beast

Every Beast get a random update

[wound]

Hunters

After each kill summoned [grudge]

[summon]

[wound]

Second Night

Beast Reward

Every Beast get [ancientPower]

Hunter Reward

After each kill summoned [grudge]

[summon]

Second Night

Beast

Every Beast get [ancientPower]

[wound]

Hunters

After each kill summoned [grudge]

[summon]

Final Night

On the third night, the surviving beasts and summoners join forces to attack all three settlements and destroy everything.

Contract 92: Northern Expanse

Setup

[wound]2

Each Hunter starts with [grudge]2 and 1 Item Card.

End of Contract

The Beast wins when all [wound] is removed or when the final night is reached

Hunters win when the Beast has been dealth.

[sheep]3[line][boar]2[line][bear]

First Night

Beast Reward

Remove [wound]

Hunter Reward

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

First Night

Beast

Remove [wound]

[sheep]3[line][boar]2[line][bear]

Hunters

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

[sheep]3[line][boar]2[line][bear]

Second Night

Beast Reward

Remove [wound]

Hunter Reward

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

Second Night

Beast

Remove [wound]

[sheep]3[line][boar]2[line][bear]

Hunters

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

[sheep]3[line][boar]2[line][bear]

Third Night

Beast Reward

Remove [wound]

Hunter Reward

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

Third Night

Beast

Remove [wound]

[sheep]3[line][boar]2[line][bear]

Hunters

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

[sheep]3[line][boar]2[line][bear]

Fourth Night

Beast Reward

Remove [wound]

Hunter Reward

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

Fourth Night

Beast

Remove [wound]

[sheep]3[line][boar]2[line][bear]

Hunters

[grudge]2 Move up to 1 step.

The Beast has been dealt [wound]

Final Night

The Beast wins the game

Contract 94: Drenched Lands

Setup

The Beast is Bolgín and starts with[grudge]3 a random Bestial Talent, and a[sheep]on its board.

  • The Hunters start with[grudge]and a random Item card. - The Farmer Wilhelm[farmer]will start with the Hunters in VINTERVIK.

End of Contract

BEAST: Devour all the[sheep]or have more[sheep]devoured than those present at "Wilhelm's Farm" on the last night.

HUNTERS: There must be more[sheep]at "Wilhelm's Farm" than those devoured by the Beast on the last night, or the Beast must die.

Legendary Rules

WILHELM'S FARM: Place a[settlement]in the[forest]located furthest east on the board. VILDMARK: Remove all[sheep]from this area. TOXIC TRAPS: Separate all "Fire Traps" cards from the hunter's item deck. They will be the toxic[trap]. ___________________________________________ -Hunters must take the[sheep]to Wilhelm’s farm. -Hunters can force the Beast to REGURGITATE the sheep if they use a TOXIC[trap]. _________SHEEP_FLEEING_OR_REGURGITATE ____________ POLYPS: When the polyps burst, they scare the[sheep], and the[sheep]flee. The number of[sheep]that flee depends on the habitat they are in. TOXIC TRAP: When the Beast REGURGITATES the[sheep], the number also varies according to their habitat. SHEEP FLEE REGURGITATE SHEEP ╔════════╗ ╔════════╗ ║[swamp]→[sheep]4 ║ ║[swamp]→[sheep]2 ║ ║[forest]→[sheep]3 ║ ║[forest]→[sheep]3 ║ ║[caves]→[sheep]3 ║ ║[caves]→[sheep]3 ║ ║[settlement]→[sheep]2 ║ ║[settlement]→[sheep]4 ║ ╚════════╝ ╚════════╝ Afterward, the affected players must place the sheep one space away, one per location, and only within the same zone. WILHELM_THE_FARMER_AND_SHEEP MOVEMENT FARMER WILHELM: He can move 1 step for each[red]card and has the ability to carry with him as many[sheep]as he wishes. Additionally, for every[sheep]4 he transports, he will gain an extra point of movement. [farmer]starts with[wound]4 life points, and if he dies, he will reappear in a[settlement]during the NIGHT phase, with the hunters deciding which[settlement]that will be. HUNTERS: When moving the hunters, they can transport a maximum of [sheep]2. TOXIC_TRAPS To craft the toxic[trap], the hunter must be in the[forest]and discard two cards. Then, the habitat must be switched to a[caves]. To use the toxic[trap], place it in a location where there is [sheep]. The Beast will be forced to regurgitate the[sheep]it has swallowed, once it consumes the[sheep]containing the toxic trap.

Engulf up to[sheep]3 without receiving more than one [wound]

First Night

Beast Reward

You gain[grudge]and[summon][line] You can place the[swamp]2 nearby

Hunter Reward

Each hunter gains[grudge]2 and a[settlement]is placed.

[sheep]in Wilhelm's FARM. [line] Gather[sheep]4 with Wilhelm[farmer]

First Night

Beast

You gain[grudge]and[summon][line] You can place the[swamp]2 nearby

Engulf up to[sheep]3 without receiving more than one [wound]

Hunters

Each hunter gains[grudge]2 and a[settlement]is placed.

[sheep]in Wilhelm's FARM. [line] Gather[sheep]4 with Wilhelm[farmer]

[wound]to a HUNTER. [line][wound]2[farmer]WILHELM

Second Night

Beast Reward

You gain 2 random Bestial Talents and heal one[wound]

Hunter Reward

Obtain a free upgrade and[grudge]2

Make the BEAST vomit. [line] Inflict[wound]2 to the BEAST.

Second Night

Beast

You gain 2 random Bestial Talents and heal one[wound]

[wound]to a HUNTER. [line][wound]2[farmer]WILHELM

Hunters

Obtain a free upgrade and[grudge]2

Make the BEAST vomit. [line] Inflict[wound]2 to the BEAST.

Final Night

The player with the most[sheep]wins the game. ᶜʳᵉᵃᵗᵉᵈ ᵃⁿᵈ ᵗʳᵃⁿˢˡᵃᵗᵉᵈ ᵇʸ ᵂᵉʳᵗᵉᴿ

Contract 96: Northern Expanse

Setup

The Beasts starts with a random beastly talent and choose the starting settlement for each Hunter (it can choose the same placement for all the Hunters or spread them)

Hunters start with [grudge]3 and a random item. Then, choose a [noble] and place a [grudge] below it to mark him as the king.

End of Contract

The Beast wins when the king is dead OR all hunters are dead the same day

Hunters win when the Beast is dead

Legendary Rules

  • The Beast doesn't show its location when attacking an animal, but if the animal dies, it is removed from the map as usual (thus the Hunters know where was the animal that died) - The night rewards conditions reset each day - When the Beast kills an animal or a [settlers], it heals as much as the animal or [settlers][wound] - The Beast cannot attack the king until it has bought all the advancements - The king has [wound]7 and doesn't heal. - After all animals are dead, the Beast can place on the map half of them, respecting the map rules. This can be done only once.

[sheep]3[line][boar]2[line][bear]

First Night

Beast Reward

Gain a beastly talent

Hunter Reward

Gain [grudge] and an item

Discovered [fangrirTrail]5[line] Searched and found the Beast

First Night

Beast

Gain a beastly talent

[sheep]3[line][boar]2[line][bear]

Hunters

Gain [grudge] and an item

Discovered [fangrirTrail]5[line] Searched and found the Beast

Final Night

The same day repeats

Contract 97: Drenched Lands

Setup

Beast starts with [grudge][summon][summon]

Hunters starts with [grudge]2

End of Contract

The Beast wins when [bear]3 are dead, or when the final night is reached

Hunters win when the Beast is dead, or at least one [bear] is in Vintervik when Beast ends its turn

Legendary Rules

If a hunter would move on it's turn with a [bear] on it's location, that [bear] moves with the hunter. If a [bear] would die, resurrect that [bear] at its starting location at the beginning of the next hunter's turn.

[sheep]3 - or - No hunter is at full heatlh

First Night

Beast Reward

[summon][grudge]2

Hunter Reward

[grudge] Each hunter may move 1 step

At least one hunter is on the same location as a [bear]

First Night

Beast

[summon][grudge]2

[sheep]3 - or - No hunter is at full heatlh

Hunters

[grudge] Each hunter may move 1 step

At least one hunter is on the same location as a [bear]

A hunter is dead -or- A [bear] is dead

Second Night

Beast Reward

[ancientPower][grudge]

Hunter Reward

[grudge] Each hunter gains a random item card

The Beast is dealt [wound]2

Second Night

Beast

[ancientPower][grudge]

A hunter is dead -or- A [bear] is dead

Hunters

[grudge] Each hunter gains a random item card

The Beast is dealt [wound]2

Final Night

Beast wins the game

Contract 99: Northern Expanse

Setup

The Beast starts with no bonuses

Each Hunter starts with 3 Items

End of Contract

The Beast wins when [settlers]5 are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

Requires Solo Mode with Hunter Bots https:/[boar]dgamegeek.com/thread/3075912

[sheep]2[line][boar]

First Night

Beast Reward

[grudge] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 3 Items

No dead [settlers]

First Night

Beast

[grudge] and gain a Beastly Talent

[sheep]2[line][boar]

Hunters

Each Hunter gains 3 Items

No dead [settlers]

[noble]

Second Night

Beast Reward

[summon] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 3 Items

The Beast has been dealt [wound]

Second Night

Beast

[summon] and gain a Beastly Talent

[noble]

Hunters

Each Hunter gains 3 Items

The Beast has been dealt [wound]

[noble]2

Third Night

Beast Reward

[ancientPower] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 3 Items

No hunter died this day

Third Night

Beast

[ancientPower] and gain a Beastly Talent

[noble]2

Hunters

Each Hunter gains 3 Items

No hunter died this day

Final Night

Hunters win the game

Contract 100: Northern Expanse

Setup

The Beast starts with [grudge]2

Each Hunter starts with 2 Items

End of Contract

The Beast wins when [settlers]4 Settlers are dead

Hunters win when the Beast is dead, or when the final night is reached

Legendary Rules

Requires Solo Mode with Hunter Bots https:/[boar]dgamegeek.com/thread/3075912

[sheep]2[line][boar]

First Night

Beast Reward

[grudge] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 2 Items

No dead [settlers]

First Night

Beast

[grudge] and gain a Beastly Talent

[sheep]2[line][boar]

Hunters

Each Hunter gains 2 Items

No dead [settlers]

[noble]

Second Night

Beast Reward

[summon] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 2 Items

The Beast has been dealt [wound]

Second Night

Beast

[summon] and gain a Beastly Talent

[noble]

Hunters

Each Hunter gains 2 Items

The Beast has been dealt [wound]

[noble]2

Third Night

Beast Reward

[ancientPower] and gain a Beastly Talent

Hunter Reward

Each Hunter gains 2 Items

No hunter died this day

Third Night

Beast

[ancientPower] and gain a Beastly Talent

[noble]2

Hunters

Each Hunter gains 2 Items

No hunter died this day

Final Night

Hunters win the game

Contract 101: Drenched Lands

Setup

The Beast starts with "The Wing" and [grudge]

Each Hunter starts with an item

End of Contract

The Beast wins if it owns "The Wing" by the final night or if it has killed [bear]2

Hunters win if the Beast is dead or if they own "The Wing" by the final night

Legendary Rules

Whoever owns "The Wing" may move an extra step the first time they move during the day. If a Hunter hits the Beast while it has "The Wing", it now goes to the Hunter. If the Beast or a summon hits a Hunter that has "The Wing", the Beast now owns it If you own "The Wing" at night, you gain a [grudge]

[wound] has been dealt to a Hunter

First Night

Beast Reward

Move up to one step [ancientPower]

Hunter Reward

Move up to one step [grudge]

[wound]

First Night

Beast

Move up to one step [ancientPower]

[wound] has been dealt to a Hunter

Hunters

Move up to one step [grudge]

[wound]

[wound]2 have been dealt to Hunters

Second Night

Beast Reward

Gain a Beastly Talent

Hunter Reward

In any order Place a [watchtower] Move up to one step [grudge]

[wound]2

Second Night

Beast

Gain a Beastly Talent

[wound]2 have been dealt to Hunters

Hunters

In any order Place a [watchtower] Move up to one step [grudge]

[wound]2

Final Night

Whoever has "The Wing" wins

Contract 102: Drenched Lands

Setup

The Beast starts with [grudge]2

The hunters start with [grudge]2 After the Beast has moved, for each hunter, shuffle a North, West and East card, then reveal one and place the hunter on the matching [settlement]

End of Contract

You win when [settlers]2 are dead

You lose if the Beast dies, or when the final night is reached

Legendary Rules

This contract is a true solo variant of the original Studio Midhall contract "The Great Cleansing", attempting to preserve the hidden movement mechanics by emulating human interaction with a semi-random hunter AI. SETUP Prepare two hunters to play against. Do not place any Hunter Item's face-up. It is recommended to divide the Movement cards into separate piles of directions. HUNTERS' HAND AND [grudge] POOL Hunters have a shared hand of Action Cards and Items. A hunter's Abilities are considered part of the hand on its turn. The hunters' hand is always revealed. Hunters have a shared [grudge] pool. DAWN Draw 4 cards, choose 1, give 2 to the hunters, set aside the last card face-down. Draw 3 cards, choose 1, give 2 to the hunters. Draw 2 cards, choose 1, give 1 to the hunters. Add the face-down card to your hand. BEAST MOVEMENT Instead of Movement cards, the Beast tracks its movement by placing upgrade tokens on the minimap. The Beast must always move. For the benefit of [grudge] locations, the Beast moves one step at a time. GRUDGE LOCATIONS [grudge] Whenever the Beast takes an action that would reveal information about its current location, place or remove [grudge] on all possible locations. Do the same if a [fangrirTrail] appears when hunters or settlers move. If a [fangrirTrail] appears when the Beast moves, remove [grudge] for all other locations. For the avoidance of doubt, [grudge] on the map are not resources. HUNTER MOVEMENT If a hunter's direction is not specified when a Move action is performed, hunters will move semi-randomly in the following way: 1. Take at least one Movement card for each [grudge] on the map, matching the direction from the hunters location. (If a [grudge] is both to the North and West, take both cards. 'No Movement' for any [grudge] on the hunters location.) 2. Shuffle the cards and reveal one at random. 3. Move one step. 4. Remove [grudge] as specified under Grudge Locations, then repeat. HUNTER'S TURN Hunters will attempt to play a Red and a Blue card on each turn, considering the Order of Actions below for each available action in their hand, performing the first possible. If both a Red and Blue card can be played, Red is played first. If multiple cards can be played, the order specified below is considered first, otherwise a random card is selected. If a played card has no effect, and is the only card played this turn, the hunter will Flee instead, otherwise the card is considered not played. ORDER OF ACTIONS If a hunter is on the Beast's revealed location, they play Hidden Passage or Avarice. If a hunter is on the only [grudge] location, they play Hunt or Pursuit. If the Beast is revealed nearby a hunter, they play Charge. If a [grudge] appears nearby a [settlement], hunters play Adapt or Hunter's Passage. If the Beast has moved 2 steps or less, hunters play Unearth or Seer. If a hunter's nearby locations are the only [grudge] locations, they move. If both hunters are on the same location, they play Bolster or Dark Rituals. If hunters are nearby summons, they attack or move towards it. If hunters are nearby [grudge] locations, they play Track or Prowl. If hunters are in the same zone, they play Incite or Command. Hunters move with Dash, Haste or Rush. Hunters move with any card. Hunters play any card. ITEMS When gaining items, hunters draw from the top of the deck. Items can only be played if hunters can pay the [grudge] cost, otherwise they play another card. TRAPS [trap] Traps are considered free actions if the hunters can pay a [grudge], and are placed immediately in the Beast's current zone, up to 1 trap per zone. If a Trap cannot be placed, it is placed in an adjacent zone if possible, otherwise put the card at the bottom of the deck and draw another Item. Traps trigger the next time the Beast is revealed, regardless of habitat. REACTIONS [reaction] Reactions are placed face-up next to the board. Reactions trigger as soon as their condition is met. HUNTER UPGRADES Hunters buy as many upgrades as they can afford at random. It is advised to use 1d4 for one hunter or 1d8 for two hunters (not supplied) when determining order. CLARIFICATION 'In any order' is played in order of the worst case scenario for the Beast. Animate, Ensnare, Dark Dealings, Dark Rituals: Choose a random card. Trapmaster (Krim): Gain an Item. If it is a [trap] gain a second Item.

[sheep]2[line][boar]

First Night

Beast Reward

Turn a [noble] into [farmer]

Hunter Reward

[grudge] Move up to 1 step

No dead [settlers]

First Night

Beast

Turn a [noble] into [farmer]

[sheep]2[line][boar]

Hunters

[grudge] Move up to 1 step

No dead [settlers]

[settlers] from Vildmark is dead

Second Night

Beast Reward

[ancientPower]

Hunter Reward

[grudge] Gain an Item

The Beast has been dealt [wound]2

Second Night

Beast

[ancientPower]

[settlers] from Vildmark is dead

Hunters

[grudge] Gain an Item

The Beast has been dealt [wound]2

Final Night

You lose

Contract 106: Drenched Lands

Setup

All sheep move from wilderness locations to villages - distributed equally among the three villages. The Beast starts with 5 grudges and all available summons on the board in any Beast habitats. Special Rule: After the Beast has been killed, summons may no longer enter play. Hunters must track the number of summons that have been killed. When hunters are killed the hunter player is out of the game.

Hunters start with two random items. Each town begins play with one Noble (no Farmers). Special Rule: When taking the Flee action, in addition to moving the hunter player may have a noble Search and Attack. Instead of Searching and Attacking, in this case, the Noble may Move up to 2 spaces (along with the single move of the fleeing hunter - Nobles ride horses).

End of Contract

The Beast wins when all sheep have been killed.

Hunters win when the Beast and the Beast's summons have been killed or when the final night has been reached.

4 or more sheep have been killed.

First Night

Beast Reward

1 Ancient Power. 2 Grudges.

Hunter Reward

2 Grudges. Nobles may move 3 spaces and carry one sheep each.

4 or fewer sheep have been killed.

First Night

Beast

1 Ancient Power. 2 Grudges.

4 or more sheep have been killed.

Hunters

2 Grudges. Nobles may move 3 spaces and carry one sheep each.

4 or fewer sheep have been killed.

One or more villages have no sheep remaining.

Second Night

Beast Reward

The Beast player gains 2 Ancient Power tokens - and 3 Grudge tokens.

Hunter Reward

Spawn one Noble at each town. A deceased hunter player may "resurrect" instead of a Noble.

Hunters have killed 3 summons.

Second Night

Beast

The Beast player gains 2 Ancient Power tokens - and 3 Grudge tokens.

One or more villages have no sheep remaining.

Hunters

Spawn one Noble at each town. A deceased hunter player may "resurrect" instead of a Noble.

Hunters have killed 3 summons.

Final Night

Hunters win the game.

Contract 107: Northern Expanse

Setup

The Beast player must play as Bolgin. After setup the Beast may move up to two additional spaces. [grudge]2

[grudge]4 that the Hunters divide amongst themselves in any way.

End of Contract

The Beast wins when [noble]2 are dead.

Hunters win when the Beast is dead, or when the final night is reached.

Legendary Rules

[noble] activate [watchtower] as though they were Hunters. During the night phase Hunters have 30 seconds to vote on which reward they want. If they cannot, or in the case of a tie the Beast chooses.

[bear]

First Night

Beast Reward

Move up to 2 spaces. Turn a [farmer] into [noble] Remember that the Beast's rewards are chosen before the Hunters'.

Hunter Reward

Stay Vigilant: Build [watchtower] on each space with [noble][line] Seek Strength: Gain [grudge]4 divided amongst the Hunters in any way.

The Beast has been dealt one [wound]

First Night

Beast

Move up to 2 spaces. Turn a [farmer] into [noble] Remember that the Beast's rewards are chosen before the Hunters'.

[bear]

Hunters

Stay Vigilant: Build [watchtower] on each space with [noble][line] Seek Strength: Gain [grudge]4 divided amongst the Hunters in any way.

The Beast has been dealt one [wound]

[bear][line][noble]

Second Night

Beast Reward

[summon]2 Draw 3 Beastly Talents from the deck and discard one.

Hunter Reward

Impeach Fool: Change a [noble] into [farmer] Gain [grudge] each. [line] Arm Ourselves: Each Hunter draws 2 Items from the deck, and discards 1.

The [noble] from Fort Bleakmoore is still alive.

Second Night

Beast

[summon]2 Draw 3 Beastly Talents from the deck and discard one.

[bear][line][noble]

Hunters

Impeach Fool: Change a [noble] into [farmer] Gain [grudge] each. [line] Arm Ourselves: Each Hunter draws 2 Items from the deck, and discards 1.

The [noble] from Fort Bleakmoore is still alive.

[noble][line] Defeat a Hunter

Third Night

Beast Reward

In any order: Move up to 2 spaces. Transform each nearby location. Gain [ancientPower].

Hunter Reward

Safe Passage: Move [noble] to a [settlers]. Build a [watchtower] there. [line] Elect Hero: Fully heal one Hunter. They gain [ancientPower]2.

No Hunter was defeated this day.

Third Night

Beast

In any order: Move up to 2 spaces. Transform each nearby location. Gain [ancientPower].

[noble][line] Defeat a Hunter

Hunters

Safe Passage: Move [noble] to a [settlers]. Build a [watchtower] there. [line] Elect Hero: Fully heal one Hunter. They gain [ancientPower]2.

No Hunter was defeated this day.

Final Night

Hunters Win!

Contract 108: Northern Expanse

Setup

The Beast starts with [grudge]2 and 2 random Beastly Talents

Eeach hunter starts with [grudge]

End of Contract

The Beast wins when [settlers]3 are dead

Hunters win when the Beast is dead, or when the final night is reached

[sheep]2[line][boar]

First Night

Beast Reward

[ancientPower][summon]

Hunter Reward

[grudge] Move up to 1 step

The Beast has been dealt [wound]

First Night

Beast

[ancientPower][summon]

[sheep]2[line][boar]

Hunters

[grudge] Move up to 1 step

The Beast has been dealt [wound]

[boar][line][settlers]

Second Night

Beast Reward

[grudge]2[summon]

Hunter Reward

[grudge] A hunter places [watchtower] on their location

The [farmer] starting in New Arkstead is alive

Second Night

Beast

[grudge]2[summon]

[boar][line][settlers]

Hunters

[grudge] A hunter places [watchtower] on their location

The [farmer] starting in New Arkstead is alive

[settlers]2

Third Night

Beast Reward

Gain [grudge] for each killed [sheep] and a beastly talent for each killed [boar]

Hunter Reward

[grudge] Turn a [farmer] into [noble]

The Beast has been dealth [wound]3

Third Night

Beast

Gain [grudge] for each killed [sheep] and a beastly talent for each killed [boar]

[settlers]2

Hunters

[grudge] Turn a [farmer] into [noble]

The Beast has been dealth [wound]3

Final Night

Hunters win the game

Contract 109: Drenched Lands

Setup

The Beast must be Bolgin The Beast starts with [summon]2 + [grudge]2

Hunters start with [grudge]2 + 1 Random Item Each. Hunters may place [watchtower] up to 1 space away

End of Contract

All [settlers] in Vintervik are killed [settlement] in Vintervik is transformed back to a swamp

The Final Night is reached and your castle still stands. Or the Beast is dead.

Legendary Rules

Vintervik is your Castle. Protect it at all costs. Replace [farmer] in Vintervik with [noble]3 Replace [noble] in Tivden and Ghastvik Fjord with [farmer][watchtower] acts as ramparts. the beast cannot pass through them, they need to be destroyed. [watchtower] REVEALS the beast while occupied. Hunters have +1 Attack range while occupying [watchtower] however you cannot attack into your castle from them. for fear of hitting your noble men. [watchtower] cannot be placed within [settlement]

[settlers]

First Night

Beast Reward

[grudge]3 Gain 2 Beastly Talents

Hunter Reward

Each hunter may place [watchtower] up to 2 steps away.

The Beast has [wound]

First Night

Beast

[grudge]3 Gain 2 Beastly Talents

[settlers]

Hunters

Each hunter may place [watchtower] up to 2 steps away.

The Beast has [wound]

[noble]

Second Night

Beast Reward

[summon]3 Gain 2 Beastly Talents

Hunter Reward

Move [farmer] from [settlement] to castle. [line] Each Hunter may take an item

[farmer] in Tivden or Ghastvik Fjord [line] Beast has [wound]3

Second Night

Beast

[summon]3 Gain 2 Beastly Talents

[noble]

Hunters

Move [farmer] from [settlement] to castle. [line] Each Hunter may take an item

[farmer] in Tivden or Ghastvik Fjord [line] Beast has [wound]3

Final Night

Hunters Win

Contract 111: Drenched Lands

Setup

The Beast starts with [ancientPower] and [grudge]2.

Each Hunter starts with [grudge] and an Item Place a [watchtower] on each [settlement]

End of Contract

The Beast wins when the final night is reached

Hunters win when the Beast is dead, or when the Beast has lost all its popularity

Legendary Rules

The Beast has a meter with 5 popularity. After a [boar] is killed, reduce by 1 the Beast's popularity. After a [bear] is killed reduce it by 2. When the Beast [summon], it may instead Move all[boar]and [bear] 1 step or attack with them. They can alternativelly place fire on all nearby locations. [boar]and [bear]eon't count as Summons. Fire doesn't affect the Beast, Summons, [boar] or [bear].

The Beast has 4 or more popularity

First Night

Beast Reward

Move up to two steps and gain a Beastly Talent

Hunter Reward

[grudge] and an Item

[fangrirTrail]3 Have been discovered this round

First Night

Beast

Move up to two steps and gain a Beastly Talent

The Beast has 4 or more popularity

Hunters

[grudge] and an Item

[fangrirTrail]3 Have been discovered this round

The Beast or its summons have dealt [wound]2 to Hunters

Second Night

Beast Reward

[grudge]2[summon]

Hunter Reward

[grudge][ancientPower]

The Beast has been dealt [wound]

Second Night

Beast

[grudge]2[summon]

The Beast or its summons have dealt [wound]2 to Hunters

Hunters

[grudge][ancientPower]

The Beast has been dealt [wound]

Final Night

The Beast wins

Contract 113

Setup

The Beast will not be played by any person at the table and the game will be played cooperatively.

Hunters Start with 1 grudge and 1 random item each.

End of Contract

Hunters Lose if any of these occur: -The Final Night is reached -3 Settlers are killed -Any zone has zero sheep -A Hunter Dies -Hunters do not reveal a trail in a given round and the Beast was not revealed.

Hunters Win by Killing the Beast.

Legendary Rules

At the Start of the game, shuffle the deck of movement cards and place 7 facedown on the movement track. When Hunters reach the Den in the center of the map, reveal the first movement card and place a trail token on the space in that direction. Each time a Hunter moves onto the space with the most recent trail token, reveal the next movement card, placing a trail token in that direction. Anytime a trail token cannot be placed in a given direction, treat it as a "No Movement" result. Whenever a "No Movement" card is revealed (or a movement does not have a valid location to place the trail token) resolve the following effects: 1-Remove an animal or settler on that space. 2-Put the piece on the Beast's player board 3-Place a summon on a nearby valid location, as close to a Settler as possible. (If all Summons are on the board, move the summon furthest from a Settler.) 4-Flip the next card and resolve it, as normal. Once the seventh movement card is resolved, the Beast can be revealed via searching the space of the final trail token. At the end of each round while the Beast is revealed draw 2 movement cards and execute the following effects for each card drawn: North- The Beast attacks the Hunter/Settler in its space with the least health and draws an additional movement card, resolving it as normal. South- The Beast moves it's standee 2 spaces towards the nearest Settler and attacks the Animal/Settler/Hunter with the least health on that space. West- Each Summon uses its special ability, moving towards the nearest Hunter/Settler targeting Hunters/Settlers with the least health. The Beast moves 1 space towards the nearest Settler. East- The Beast and each of its Summons attacks the Hunter/Animal/Settler in its space with the least health. Any Summon or Beast that did not deal damage moves 1 space towards the nearest Settler. No Movement- after resolving any other direction cards drawn, the Beast escapes. Draw direction cards until you get any card that is not "No Movement" and place a Trail token in the space matching that direction. Place 6 more movement cards on the movement track. The Hunters must track the Beast down before revealing it again

The Hunters did >0 damage

First Night

Beast Reward

The Beast heals 1 health per 2 health worth of animals[settlers] on this board.

Hunter Reward

Grudge

Deal 1 Damage to Beast

First Night

Beast

The Beast heals 1 health per 2 health worth of animals[settlers] on this board.

The Hunters did >0 damage

Hunters

Grudge

Deal 1 Damage to Beast

The Hunters revealed the Beast

Second Night

Beast Reward

The Beast heals 1 health per 2 health worth of animals[settlers] on this board. If the Hunters did less than 2 damage, Reveal the Beast by flipping all movement cards and the Beast Takes a turn.

Hunter Reward

1 Hunter Gains 3 Grudges OR an Ancient Power

There are no summons on the board

Second Night

Beast

The Beast heals 1 health per 2 health worth of animals[settlers] on this board. If the Hunters did less than 2 damage, Reveal the Beast by flipping all movement cards and the Beast Takes a turn.

The Hunters revealed the Beast

Hunters

1 Hunter Gains 3 Grudges OR an Ancient Power

There are no summons on the board

The Hunters did NOT reveal the Beast

Third Night

Beast Reward

The Beast heals 1 health per 2 health worth of animals[settlers] on this board. If the Hunters did less than 2 damage, Reveal the Beast by flipping all movement cards and the Beast Takes 2 turns.

Hunter Reward

2 Grudges 1 Hunter gains 3 Items OR Ancient Power

<2 Settlers have died

Third Night

Beast

The Beast heals 1 health per 2 health worth of animals[settlers] on this board. If the Hunters did less than 2 damage, Reveal the Beast by flipping all movement cards and the Beast Takes 2 turns.

The Hunters did NOT reveal the Beast

Hunters

2 Grudges 1 Hunter gains 3 Items OR Ancient Power

<2 Settlers have died

The Hunters did NOT reveal the Beast

Fourth Night

Beast Reward

Reveal the Beast by flipping all movement cards and the Beast Takes 2 turns.

Hunter Reward

2 Grudges & Ancient Power

A Hunter took >2 damage

Fourth Night

Beast

Reveal the Beast by flipping all movement cards and the Beast Takes 2 turns.

The Hunters did NOT reveal the Beast

Hunters

2 Grudges & Ancient Power

A Hunter took >2 damage

Final Night

The Beast Wins

Contract 114: Drenched Lands

Setup

Set up 3 Beasts like the following: Place Bolgin on Ghastvik Fjord and place there a [swamp] Place Hogbad on Vintervik and place there a [forest] Place Mara on Tiveden and place there a [caves] Deal 3 Beastly Talents to the Beast AI. Roll a D6 for every Beast, and according to that number, upgrade the Beast's ability, but only the permanent ones. (if you roll a higher number or already upgraded one, reroll the die)

All 3 Brothers start on the bottom leftmost forest habitat by the shipwreck. Give them 1 Grudge tokens each. In this particular game, the characters will be: Aaron (aka Grimgeir) Elon (aka Krim) Assar (aka... well... himself :) )

End of Contract

Beasts win if ANY of the 3 brothers are dead...

The Brothers win if they manage to capture all the Beasts, and their summons and they laid the foundation of the settlements by changing their location habitat to [settlement].

Legendary Rules

Each Beast has their own zone: Bolgin the entire left zone, Hogbad owns the small island where he currently is, and Mara rules the far right side of the map. The 3 Brothers have to 'capture' (by reducing their health to [wound]) the Beasts one by one, and they cannot move to the next zone until the current Beast is defeated. Start with Bolgin, then Hogbad and finally Mara. Only ONE beast is active at a time, the rest is completely dormant. They 'wake up' the NEXT DAY when the previous BEAST is defeated. Defeated Beast DOES NOT discard any Beastly Talent cards or [ancientPower] but the next Beast inherits them. The solo player draws 9 Action cards during the Dawn phase, but they can redraw 2 of these (shuffle the rest back into the pile). This creates their hand which is commonly used for all the Brothers. During any Beasts' turn: shuffle their ability deck, and reveal a random one, then reveal the top card of the Action Cards deck and a Beastly Talent (if available). Using these cards (disregarding their order of revelation) create a scenario which has the WORST outcome for the Brotherhood. (e.g. use the move effect on one card before you use the attack ability on the other one). Disregard their cost, prerequisites and other requirements. (They all could be [red] for instance) After the used Action Card and Beastly Talent are discarded, but the used Ability Card returns to the Beast's hand and gets reshuffled. [line] General Special Rules: Both the Brothers and Beasts can kill [sheep], [boar], [bear] , and every animal has 1 health point. If a Brother kills an animal, they heal [wound], if Beast or summon does, they gain a Beastly Talent. Action Cards: Ensnare: Discard randomly picked cards for Brothers, and the Beast gets its card back after its turn. [line] Beast Special rules: None of the Beasts move! However, they send their summons to deal with you. To do so (apart from regular [summon]), shuffle the movement cards, and at the beginning of the Beast's turn reveal the top direction, and place a summon relative to the current Beast. If the habitat is already occupied, activate that summon. If no summons are available to be placed, activate the one closest to the Brothers. Attack and Move: as the Beast never moves, every movement and attack (if no Brother is in range) applies to their summons, but in that case, only pick one summon to do so. Summons always move towards and attack the closest Brother (in case of tie the one with lesser health). If not possible to attack a Brother, then they will focus on and attack nearby animals. If all 3 Beasts are 'captured' (reduced their health to 0), you don't place any more summons, you only activate them. Their masters are in cages, there is no one to control them, and they run around recklessly. When they move, they DO NOT focus on the Brothers anymore but attack them if they are in range. On the Beast's turn, you use the direction card to move the summons around (instead of placing new summons) and when they have to 'move', you simply use those direction cards (North, South, East, West, No Movement) to determine where to. Do not use any of the Beast's Ability Cards on their turn (only Action Cards and Beastly Talents). But for EVERY movement, use 2 direction cards, so that represents their havoc. Dawn Phase: Every Beast upgrades during the night the way they did during the setup (see above). If they already had an upgrade on that spot you either: - Reroll until the result is applicable (Hard mode) - Ignore the upgrade (Easy Mode) Beastly Talents: Abrupt Decay: Remove traps from the current Zone (remember there are 3 zones in this campaign!) [line] Brothers' Special Rules: Brothers can ONLY upgrade if they end the day on Ghastvik Fjord, Vintervik or Tiveden that has [settlement] habitat. [settlement] habitat cannot be placed until the Beast is captured and removed from the board. Assar: Upgrades changes: Exceptional Tracker: Whenever the Beast (not summons) 'attacks', return Track to your Hand. Seeker: You may 'attack' after playing Track. Aaron (Grimgeir): Ability cards: Cleaver: placing [watchtower] drive adjacent summons (not Beasts) away 1 step, until they are out of its area. Summons can enter this area and attack, but if they end their 'turn' there, they are driven away. Krim (Elon): Traps ([trap]) activate when the Beast or summons attack (not revealed). Hexing Trap: Beast discards 2 Beastly Talents if possible.

Bolgin is NOT captured

First Night

Beast Reward

Beast gains [ancientPower]

Hunter Reward

Any Brother moves 1 OR gain [grudge]

Ghastvik Fjord has a [settlement]

First Night

Beast

Beast gains [ancientPower]

Bolgin is NOT captured

Hunters

Any Brother moves 1 OR gain [grudge]

Ghastvik Fjord has a [settlement]

Hogbad is NOT captured

Second Night

Beast Reward

Beast gains [ancientPower] and a Beastly Talent

Hunter Reward

Any Brother moves 1 OR gain [grudge] or 1 Item

Vintervik has a [settlement]

Second Night

Beast

Beast gains [ancientPower] and a Beastly Talent

Hogbad is NOT captured

Hunters

Any Brother moves 1 OR gain [grudge] or 1 Item

Vintervik has a [settlement]

Mara is NOT captured

Third Night

Beast Reward

Place 1 random summon on Ghastvik Fjord and 1 on Vintervik

Hunter Reward

Any Brother moves 2 OR gain 1 Item

Tiveden has a [settlement]

Third Night

Beast

Place 1 random summon on Ghastvik Fjord and 1 on Vintervik

Mara is NOT captured

Hunters

Any Brother moves 2 OR gain 1 Item

Tiveden has a [settlement]

Final Night

If any of the Beasts or Summons are not captured, the Brothers lose.

Contract 115

Setup

The Beast player can't play as Bolgin and starts with 4 upgrades, [grudge]3 and 2 random Beastly Talents

End of Contract

The Beast wins when Bolgin is dead or when all [settlers] are dead

Bolgin's family wins when the Beast is dead or the final night is reached

Legendary Rules

Her Majesty Mother Bolgin needs our help and support! Thank You, our lovely Mother! Now even we, useless children, can always see Your wonderful countenance, Your calming, lovely face... [line] Hunters are Bolgin's new "children". They need to help her either to kill the Beast, who hurted her, or to survive until the Beast will die because of Bolgin's poison. The poison Bolgin used against the Beast depends on Bolgin's "relatives" (infected setlers) in settlements. The Beast needs to ger rid of poison. Either Bolgin has to be dead, or all [settlers] have to be dead. Every time one of the infected settlers dies, Bolgin is dealt [wound] Hunters can heal Mother Bolgin any way they could heal each other. Mother Bolgin is visible for every player during entire game. [line] What a dumb and fearless animal could hurt our Mother?! Her Majesty owns not just all lands, but especially Her SWAMP! NOBODY CAN ENCROACH HER SWAMP!!! [line] Special Legendary rules: If the Beast player plays as Raaga, he starts with all upgrades and can buy random Beastly Talents in the upgrade phase, each one for [grudge]3 Then Bolgin starts also with Withering Maw upgrade [line] There can be only one Master of the SWAMP And this is Her Majesty Bolgin - our Mother, our Love

First Night

Beast Reward

[ancientPower][grudge]2 Move up to 2 steps

Hunter Reward

[grudge]2 Each hunter moves up to 1 step

No [settlers] are dead Mother Bolgin has less than [wound]3

First Night

Beast

[ancientPower][grudge]2 Move up to 2 steps

Hunters

[grudge]2 Each hunter moves up to 1 step

No [settlers] are dead Mother Bolgin has less than [wound]3

Second Night

Beast Reward

Draw 1 Beastly Talent and move up to 3 steps Turn all [noble] into [farmer]

Hunter Reward

[grudge]2 Each hunter draws 1 Hunter's Item and moves up to 1 step

Mother Bolgin has less than [wound]3 The Beast has been dealt [wound]

Second Night

Beast

Draw 1 Beastly Talent and move up to 3 steps Turn all [noble] into [farmer]

Hunters

[grudge]2 Each hunter draws 1 Hunter's Item and moves up to 1 step

Mother Bolgin has less than [wound]3 The Beast has been dealt [wound]

Third Night

Beast Reward

[grudge]2 Move up to 4 steps and draw 1 Beastly Talent

Hunter Reward

[grudge]2 Each hunter heals [wound], draws 1 Hunter's Item and moves up to 2 steps

Mother Bolgin has less than [wound]4 The Beast has been dealt [wound]2

Third Night

Beast

[grudge]2 Move up to 4 steps and draw 1 Beastly Talent

Hunters

[grudge]2 Each hunter heals [wound], draws 1 Hunter's Item and moves up to 2 steps

Mother Bolgin has less than [wound]4 The Beast has been dealt [wound]2

Final Night

Bolgin's family wins the game

Contract 116: Drenched Lands

Setup

All players play as toads in the fight for the right to be called: Bolgin - Queen of the Black Marsh. 1) Place the Bolgin board so that it is accessible to all players. The following upgrades are available for purchase (mark the open improvements of each player in a way convenient for you - you can use the remaining animal figures): - Infestation (place an assistant in the location where the first victim was killed); - Withering Maw (increases damage from all attacks of summons, does not work in the Evening, paragraph 8 of the legendary rules); - Blight; - Expand the Marsh. Place Bolgin's ability cards next to the board: Leap [blue] and Engorge [red]. Ability cards in players' hands are textually equivalent to Bolgin's Engorge and Leap cards in all but location requirements (requirement corresponds to the players' home location depending on the Beast chosen). [blue] corresponds to Leap, [red] corresponds to Engorge. 2) Each player takes: First player (home location [swamp])- [grudge], 3 cards of each direction, 2 cards "No movement" . Raaga's stand and two Basilisk stands, [wound]3 (this is the player's starting health), [fangrirTrail]8 corresponding to Raaga. 2 Raaga ability cards - Hydra, Slither. Second player (home location [forest]) - [grudge], 3 cards of each direction, 2 cards "No movement". Fengryr's Stand and two Wolf Stands, [wound]3 (this is the player's starting health). [fangrirTrail]8 corresponding Fengryr. 2 ability cards Fengrir - Prey upon, Gather the Pack. Third player (home location of [caves]) - [grudge], 3 cards of each direction, 2 cards "No movement". Esmeria Stand and two Changeling Stands, [wound]3 (this is the player's starting health). [fangrirTrail]8 corresponding to Esmeria. 2 Esmeria ability cards - Murder, Summon Changeling. 3) When preparing, do not use any components of the hunters. - Remove the following cards from the action deck - Ensnare, Rush. - Remove the following cards from the Beast talents deck - Abrupt Decay, Disappeare, Intuition. All players place their characters according to the Beast's rule: Stands are placed at the Beast's starting location and everyone takes it in turns to take up to 2 steps.

In addition to the settlers, place: - in Vintervick - [watchtower]2; - in Tiveden - [watchtower]; - to Ghastvik Fjord - [watchtower]

End of Contract

The player wins if all other players are dead.

Settlers win if there is at least one [settlement] on the map at the end of the last night. This means the defeat of all players.

Legendary Rules

  1. First player: - at the beginning of the game, determine the first player randomly; - on each new day - define the first player again - the player with the lowest health becomes it. If there is a draw (consider paragraph 9) - determine the winner in it randomly. 2) Draft All players use only the bottom of their action cards. - for 2 players - each player is dealt 6 cards; - for 3 players - each player is dealt 4 cards. 3) Flee - Discard 1 card of any type from your hand - move 1 step and transform the nearby location (in any order). 4) Movement: - to track the movement, you can use - https://neizerth.github.io/beast-companion/ or download and print - https://gaga.ru/i/zver_minimap.pdf - If you do not have a card of a specific directions - you can't move there; - the maximum number of cards on the movement track is 8 for each Beast. If the limit is reached, the Beast can no longer move (place movement cards next to you so that all players can see their number); - if a search was made in a location with your [fangrirTrail] - but this is not your current location - move the Beast's stand there, remove all movement cards corresponding to the movement to this location (if there were several of your trails in the location, then before the last movement to this location ). These movement cards are again available for use when moving. Remove from the map all [fangrirTrail] corresponding to the removed movement cards. 5) Attack: - the word "attack" on all cards is replaced by [summon]. (The Beast can't reveal itself on its own, only as a result of a search by another player) 6) Towers: - Locations with [watchtower] are not available for Beasts and simmons to move. - [settlers] in [watchtower] detect [fangrirTrail] in nearby locations. - to destroy [watchtower], you need to apply the location transformation to it once. After the destruction of [watchtower], locations become available for movement and transformation. 7) Summons: The maximum number of assistants is 2; The summons reveal the trails, as do the revealed Beasts. The player gets [grudge] for summons kills; summons actions: - move up to 2 steps; - attack (1 wound, you can use [ancientPower]); - Use ability: searches in his location, then attacks all enemies and animals in his location (you can use [ancientPower], one [ancientPower] only affects one target), then dies. 8) Evening: when everyone has passed, before going to the night phase: - all beasts reveal, - all summons deal 1 point of damage in their location to all enemies and animals, then transform the location (if several summons of different players are in the same location - the location remains untransformed ), then die. 9) With any tie - if there is a player who does not participate in the analysis of the tie, then he wins.

[sheep]2[line][boar]

First Night

Beast Reward

Place one summons at any location except [settlement]

Hunter Reward

Add [watchtower] to any location on the map, add [farmer] there, and transform the location to [settlement] . The location is chosen by the player with the lowest health.

The map has [settlers]2

First Night

Beast

Place one summons at any location except [settlement]

[sheep]2[line][boar]

Hunters

Add [watchtower] to any location on the map, add [farmer] there, and transform the location to [settlement] . The location is chosen by the player with the lowest health.

The map has [settlers]2

[settlers]

Second Night

Beast Reward

Deploy two helpers in any locations except [settlement]

Hunter Reward

Add [watchtower] to any location on the map, add [farmer] there, and transform the location to [settlement] . The location is chosen by the player with the lowest health.

The map has [settlers]

Second Night

Beast

Deploy two helpers in any locations except [settlement]

[settlers]

Hunters

Add [watchtower] to any location on the map, add [farmer] there, and transform the location to [settlement] . The location is chosen by the player with the lowest health.

The map has [settlers]

Final Night

If more than one player is alive, the player with the most health wins. If there is a tie (consider p. 9 of the legendary rules) - the player with the least amount of [grudge] ([grudge] spent on upgrades counts, [grudge] spent on playing cards do not count). If after all this the winner has not been decided, play until the winner is determined (there will be no more rewards for the night).

Contract 117: Drenched Lands

Setup

-The Beast places 12 [settlement] tokens on the map, except on Ghastvik Fjord, Vintervik and Tiveden. - No two [settlement] may be adjacent/nearby to each other. -The Beast places all 7[farmer] and all 7[noble] on [settlement] spaces at their discretion. -The Beast's starting position is on Vintervik (Place the Beast's token on that location)

-The Hunters' starting position is on what is usually the 'Beast Starting Position' ([caves]/[forest]/[swamp]) -Distribute 5 random Action cards to the Beast and each Hunter, in addition to their respective Ability cards. -Beastly Talents and Items will NOT be used. -The text on Action cards and Ability cards will NOT be used.

End of Contract

-The Beast wins if: *They have eliminated each of the Hunters at least once over the course of 3 rounds. OR *They eliminate both Hunters over the course of a single round.

-It's every Hunter for themself. The Hunter with the most Candy ([grudge]) at the end of the 3 rounds wins!

Legendary Rules

-The Beast plays first, then each player takes a turn going clockwise. =Beast's Turn= -Each turn the Beast plays a card face up into their discard pile and either: *Secretly move 1 step or no movement, keeping track on the minimap and playing the movement card facedown. OR *Places a Crowd of Kids (Summon token) on any [settlement] without any Hunters at their choosing. When a Crowd of Kids is on a location, no Hunter may enter that location and remains locked off until the end of the round. There can only be 2 Crowd of Kids at any time on the map and the Beast may not place anymore or move them until the end of the round. =Hunter's Turn= -Each turn the player plays a card face up into their discard pile and moves 1 step. -When a player enters a [settlement] location with a [settlers], they gain Candy: *[farmer] give 1x[grudge] *[noble] give 2x[grudge] -The house then closes for the round, flip the location token or place a different location symbol to mark it as closed. The location is still accessible but will give no other Candy for the rest of the round. =If the player enters a [settlement] the Beast has previously been on= -The house is haunted by the Beast's essence, and the player must find out if they're in for a trick or a treat: *The player flips a card of their choosing from their hand and the Beast flips a random card from his hand face up at the same time. If the colors match ([red] or [blue]) , the player is spooked and is eliminated until the end of the round. If the colors do not match, they resolve the rest of their turn normally, receiving Candy [grudge] and closing off the location. *The Beast then reveals ONLY the movement cards until that specific location and places [fangrirTrail] tokens on every [settlement] they have been to until that specific location, marking which houses are haunted. =If the player enters a [settlement] where the Beast is currently located= -The Beast spooks the player and the player is eliminated until the end of the round. =The round ends when either= *All Hunters have no more cards in their hands to play *The Beast has eliminated all players, and therefore wins the game.

None

First Night

Beast Reward

None

Hunter Reward

None

None

First Night

Beast

None

None

Hunters

None

None

Final Night

=At the end of round 1 and 2= -Reset positions of the Beast and all players -Remove all [fangrirTrail] tokens, return all movement cards to the deck, remove all Crowd of Kids (Summons) -Flip all [settlement] locations back up and reopen all houses -Redistribute 5 random Action cards to the Beast and each Hunter, in addition to their respective Ability cards. -The Beast may now re-arrange the locations of all [settlers] at their discretion =At the end of round 3= -Tally the number of Candy [grudge] each player has, the player with the most Candy wins the game!

Contract 118: Drenched Lands

Setup

The Beast starts with [grudge] and gain a Beastly Talent

The hunters start with [grudge]2 and gain a hunter item. Place hunters in Vintervik. Do not place [settlers] in any settlements. Put [watchtower] in Vintervik.

End of Contract

The Beast wins if it kills [sheep]9

The hunters win when the Beast is slain, [sheep]5 are located in Vintervik at the end of the day, or the final night is reached

Legendary Rules

Do not place [bear] Hunters may hunt [boar], they get same amount of [grudge] as the Beast Remove all [sheep] around Vintervik in a 1 step radius Every time hunter plays [blue] card nearby one [sheep], that hunter may first move [sheep] one step or do action in any order If [farmer] is on map, every time hunter play [red] Action card, that hunter may move [farmer] one step [sheep] will move with [farmer] if nearby. [farmer] defends nearby [sheep] from Beast's attack [watchtower] takes the attack of the Beast or [summon] before anything else Beast can't enter [settlement] with [watchtower][farmer], who is shepherd, called Bob. Shepherd the Bob!

[sheep][sheep][line][boar]

First Night

Beast Reward

[summon][grudge]2

Hunter Reward

Place [farmer] in Vintervik Hunters move up to 1 step

[sheep] are in Vintervik

First Night

Beast

[summon][grudge]2

[sheep][sheep][line][boar]

Hunters

Place [farmer] in Vintervik Hunters move up to 1 step

[sheep] are in Vintervik

[farmer][line][sheep]5

Second Night

Beast Reward

Transform Vintervik Move up to 2 steps

Hunter Reward

[grudge]2 Gain an item

[sheep]3 are in Vintervik

Second Night

Beast

Transform Vintervik Move up to 2 steps

[farmer][line][sheep]5

Hunters

[grudge]2 Gain an item

[sheep]3 are in Vintervik

Final Night

The Hunters wins the game

Contract 119: Northern Expanse

Setup

Each player chooses a Beast. The player who chooses last may take the first turn. Beasts are each placed, starting with the second player to choose a Beast, on each of the farthest corner locations of the map. Two Beasts may not choose the same location. At the start of the game, no Beast may take it's initial two movement steps. Each Beast starts with a random Beastly Talent and one [ancientPower]

There are no Hunters

End of Contract

The first Beast to hold the central location on the board for 2 consecutive nights, or to be the last Beast alive, wins the game.

There are no Hunters

Legendary Rules

When drafting begins, follow normal rules for drafting for the number of players, but do not set any Action cards aside for the Beasts. All Beasts remain revealed for the entire game. The movement cards are not needed. Beasts must contend over the central location on the map. To hold the location, a Beast simply needs to be on the location. While on a location, Beasts may not be on the same location as another Beast, but [summon] can share a location with each other, or with Beasts. Beasts may perform attacks on nearby enemies. Beasts treat all other Beasts and other [summon] as enemies, and may attack them. A Beast that kills an enemy summon gains [grudge], and a Beast that kills an enemy Beast gains [ancientPower] There is no reward for a [summon] to kill another [summon] or Beasts Beasts may spend [grudge]2 during the upgrade step of the night phase to convert a [settlers] on their location into a friendly [summon] Replenish Beastly Talent cards whenever one is taken. Beasts that end a night on a [settlement] gain one random Beastly Talent card before the next draft. Shuffle all available Beastly Talents before distributing the reward. If multiple players can claim this benefit, distribute the reward using reverse turn order, starting with the Beast player who takes the last turn during the day. There is no night limit. After the final listed night, repeat the same reward and conditions for following nights until a Beast has met the win condition. Night reward conditions are fulfilled individually; if a Beast player did not fulfill a condition themselves, they do not get to claim the reward.

[sheep]3[line] At least 5 steps taken [line] Night ended on a [settlement]

First Night

Beast Reward

Each Beast may claim the reward for each time a different requirement has been fulfilled this round. Each reward grants [grudge]

Hunter Reward

None

None

First Night

Beast

Each Beast may claim the reward for each time a different requirement has been fulfilled this round. Each reward grants [grudge]

[sheep]3[line] At least 5 steps taken [line] Night ended on a [settlement]

Hunters

None

None

Your Beast has dealt [wound] to another Beast [line] Your Beast has not been dealt any [wound]

Second Night

Beast Reward

Each Beast may claim the reward for each time a different requirement has been fulfilled this round. Each reward grants [grudge] and [summon]

Hunter Reward

None

None

Second Night

Beast

Each Beast may claim the reward for each time a different requirement has been fulfilled this round. Each reward grants [grudge] and [summon]

Your Beast has dealt [wound] to another Beast [line] Your Beast has not been dealt any [wound]

Hunters

None

None

Your Beast has ended the night on the central location

Third Night

Beast Reward

Gain [summon] and [ancientPower] or Gain a random Beastly Talent and [grudge]2 or Recover up to [wound]2

Hunter Reward

None

None

Third Night

Beast

Gain [summon] and [ancientPower] or Gain a random Beastly Talent and [grudge]2 or Recover up to [wound]2

Your Beast has ended the night on the central location

Hunters

None

None

Final Night

There is no final night. The game ends when one Beast is the last Beast alive, or when one Beast has ended 2 nights consecutively on the central location.

  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Fourth Night
    • Beast Reward
    • Hunter Reward
  • Fourth Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Fourth Night
    • Beast Reward
    • Hunter Reward
  • Fourth Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Final Night
  • Second Night
    • Beast
    • Hunters
  • Third Night
    • Beast Reward
    • Hunter Reward
  • Third Night
    • Beast
    • Hunters
  • Final Night