Cloudspire: Horizon's Wrath – Faction Expansion
Cloudspire: Horizon's Wrath – Faction Expansion Rulebook
Table of Contents
Table of Contents
Minions
Some Horizon's Wrath minions are promoted through specific fortress advancements. Horizon's Wrath minions may also be promoted through the use of Invigorate, which is triggered when a swabbie is defeated.
Spires
Horizon's Wrath cannot construct fortress spires. This faction starts with access to the air clipper and gunboat spires. Purchase the Launch Bay 1 – Flight Deck fortress advancement to gain the ability to construct shadow skiff and lifeboat spires.
Additional Rules
Horizon's Wrath starts with the cannonball die. Set it to 0 in your fortress.
Fortress Advancements
Captain's Cabin
1 – Morale. Gain the morale die and set it to 0.
Morale Die: Treat this die as a counter. For each opposing unit you defeat through fortress retaliation, cannonball damage, or pulling the plank, increase this die by 1. During the Prep Phase, you may decrease this die by any amount to gain that amount of CP.
2 – Pull the Plank. At the end of your turn in the Onslaught Phase, you may pull the plank – see "Pulling the Plank" on the Horizon's Wrath Fortress Rules card for details. Remove this advancement after doing so.
Gun Deck
All Gun Deck advancements are Level 1 and can therefore be purchased in any order.
Cannonball Die: Treat this die as a counter. As a build option during the Build Phase, you may spend 2 Source to increase this die by 1, to a maximum of 5. At the start and/or end of your turn during Onslaught Phase, if you have the Core Cannons and/or the Flank Cannons fortress advancements, you may fire cannonballs. For each cannonball you wish to fire, decrease this die by 1, declare which available cannon will fire, and roll 1 spire attack die to determine the amount of damage dealt. The rolled damage is dealt to the closest active unit, spire, or fortress gate in a direct line from the cannon. This is not considered an attack. Sky and any other chips in this line are ignored.
1a – Core Cannons. When you fire cannonballs, you may do so from Cannons 2 or 3.
1b – Flank Cannons. When you fire cannonballs, you may do so from Cannons 1 or 4.
1c – Gunboat Calibration. At the end of your turn during the Onslaught Phase, you may change the direction that the arrow on your gunboat spires point.
1d – Gunboat Reloader. At the start of your turn during Onslaught Phase, each of your gunboat spires may attack an opposing faction unit.
1e – Powder Infusion. When constructing air clipper and gunboat spires, add +1 range upgrade.
Gateport
1 – Contract Fee. At start of each Market Phase, each opposing faction loses 2 Source.
2 – Ransom. At the end of the Market Phase, you may select a chip from the market offerings or the top facedown chip on the market stack and declare a Source cost for it that is not more than the amount of Source you currently have. In turn order, other players may choose to purchase the market chip for the declared cost +2 Source. If no other players do, you must purchase it for your declared cost.
3 – Bottom of the Barrel. As your purchase during the Market Phase, you may pay 2 Source to acquire a merc minion from the discard pile. For the remainder of the game, all merc minions controlled by the Horizon's Wrath are removed from the game when defeated.
Crew's Quarters
1 – Quick Escape. After or instead of its movement, a buccaneer may be placed on the bottom of an adjacent friendly spire, leaving its group if grouped. Remove the buccaneer's health. It is no longer a unit and instead functions as an attack upgrade that does not contribute to the spire's upgrade capacity. If the buccaneer is removed from the spire, return it to your barracks.
2 – Hands on Deck. During your first turn of the Onslaught Phase, any buccaneer acting as an upgrade on a spire may be deployed from that spire with full health.
Launch Bay
1 – Flight Deck. Shadow skiff and lifeboat spires can now be constructed.
2 – Hangar Bay. When constructing shadow skiff and lifeboat spires, add +1 fortification upgrade.
3 – Manned Glider. The glider may be selected for deployment on its promoted side.
Hold
1 – Stowaways. The cost to return a defeated swabbie minion to your barracks through Invigorate is decreased to 1 Source.
2 – Promotion. Swabbies may be selected for deployment on their promoted side.
Units
Heroes
Mistbane. Swashbuckler – When this unit attacks, you may increase the damage dealt by 1 for each opposing unit adjacent to it. If you do and a unit, spire, or fortress gate is defeated by the attack, this unit does not level up, and you do not receive the shown reward. Pistoleer – When attacking, this unit may attack an opposing unit 2 hexes away. If it does, flip this unit to its other side and remove an upgrade of your choice.
Traxxtail. Swashbuckler – When this unit attacks, you may increase the damage dealt by 1 for each opposing unit adjacent to it. If you do and a unit, spire, or fortress gate is defeated by the attack, this unit does not level up, and you do not receive the shown reward. Relentless – As this unit's retaliation, roll the spire attack die to determine how much damage it deals. Continue rolling the die until you roll a blank or a 2. Then, deal damage equal to the total amount rolled.
Captain Tinbeard. Pistoleer – When attacking, this unit may attack an opposing unit 2 hexes away. If it does, flip this unit to its other side and remove an upgrade of your choice. Morale – When this unit defeats an opposing unit, increase your morale die by 1 if the die has been acquired.
Minions
Swabbie. Invigorate – When this unit is defeated, you may promote 1 friendly active minion or the newly revealed unit grouped under this one. Press Gang – When defeated, you may spend 2 Source to place this unit back in your barracks. Otherwise, it is removed from the game. Slap – This unit attacks and retaliates even if its attack stat is 0. Embolden – If this unit is defeated while grouped, the newly revealed unit may immediately move and attack. This does not count as the newly revealed unit's movement or attack for the turn.
Glider. Flying – Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit. Breakneck – This unit must make as much progress as possible when moving. During its movement, this unit may pass through units, spires, and landmarks but cannot end its movement on an occupied hex. # Range – This unit attacks and retaliates from up to # hexes away. Transport – During the Prep Phase, this unit must be grouped with exactly one minion under it. The minion grouped under this unit may have a lower movement stat. Innovative – This unit ignores "ungrouped only" text on its other talents.
Powder Monkey. Detonate – When this unit is defeated, all units, spires, and fortress gates adjacent to this unit take 2 damage. Then, adjacent spires take an additional 1 damage. Spyglass – Flying units cannot attack this unit.
Buccaneer. Hunter – When attacking a landmark, deal +1 damage. Pistoleer – When attacking, this unit may attack an opposing unit 2 hexes away. If it does, flip this unit to its other side and remove an upgrade of your choice.
Gunner. Air Defense – This unit or spire can attack units with Flying. # Range – This unit attacks and retaliates from up to # hexes away.
Corsair. Riposte – When this unit would retaliate, it may instead recover health equal to the damage dealt by the opposing attack. Capture – After this unit defeats an opposing faction minion, you may place that minion beside your fortress. When the minion's controlling faction damages your fortress gate, return the minion to its barracks. You can have a maximum of 3 minions captured from each faction at a time.
Spires
Lifeboat. Rigging – Horizon's Wrath heroes may move onto this spire as if it were a path hex. Doing so immediately returns that hero to your fortress and returns this spire to your barracks.
Shadow Skiff. Run Silent – You may ignore influence restrictions when constructing this spire. Translocate – As a limited build option, you may swap this spire's position with another Horizon's Wrath spire on this isle or an adjacent one. You may then change the direction the swapped spire's arrow points. Marooned – This spire does not grant influence.
Air Clipper. Air Defense – This unit or spire can attack units with Flying.
Gunboat. Directional Attack – When this spire is constructed, point its arrow at an adjacent hex. This spire may only attack opposing units along the line of hexes in the indicated direction.
Fortress Rules
Transcribed from the Horizon's Wrath Fortress Rules card v1.0. The same text appears on the reverse of the Reference Sheet, except where noted in the source discrepancy above.
The Horizon's Wrath fortress is an airship. The hex that would normally contain the fortress gate is instead the plank hex. During set-up, this hex must be adjacent to path and touch the isle it is adjacent to on all 3 sides, just as fortress gates must for other factions. Place the plank chip on the plank hex during set-up. The fortress gate is located in the middle of the fortress and is adjacent to only the plank hex. The plank hex without a plank chip in it is impassable terrain for all units. The plank chip is treated as path for the purposes of unit movement and is adjacent to all 3 hexes it shares a side with.
Strategic Maneuver: This may only be done if your plank chip is on the plank hex. Once per game at the start of your turn in the Onslaught Phase, you may reduce your Source tracker to 0 in order to reposition the airship. If the plank chip is in play, "Pull the Plank" (see the following section for details). Then, detach your fortress from the play area and re-attach it to the island such that your plank hex attaches on all 3 sides, with at least 1 of those sides adjacent to the isle you undocked from or an isle adjacent to it. It must also be adjacent to a valid path hex.
Pulling the Plank: When you pull the plank, either through a Strategic Maneuver or the Captain's Cabin 2 – Pull the Plank fortress advancement, you defeat all units and all groups of units currently on the plank chip. Rewards are only granted for active opposing units defeated this way. After you pull the plank, place the plank chip beside your barracks.
Restoring the Plank: If a unit would move onto the plank hex and the plank chip is not in play, the moving unit stays in the hex it was moving from and loses the rest of its movement. The plank chip is then returned to the plank hex. During the Prep Phase, if the plank chip is not on the plank hex, place it there.
Ankarian Renown
Transcribed from the Horizon's Wrath Scenario Book v1.0 ("Ankar's Plunder"), pages 4–5.
This expansion contains four solo scenarios and two co-op scenarios featuring your new Cloudspire faction. When choosing either kind of scenario, play them in the order that they appear in this book, as some circumstances in one scenario may carry over to the next. You can keep track of the renown you earn in these scenarios and add it to your overall campaign score (see the following page for more on scoring).
Your solo scenarios also feature rewards you can purchase with the renown you earn throughout your play. See the base game solo scenario book for more information on how to purchase and use renown rewards.
Horizon's Wrath Advantages
| Advantage | Effect | Renown Cost |
|---|---|---|
| Cannonball Run | One time use. Increase your cannonball die by X at any point during the scenario. | X |
| Swift Swab | One time use. Return a swabbie that was previously removed from the game to your barracks. | 2 |
| Yo Ho Ho... | Ongoing – one wave only. Increase the health stat of all selected swabbies by 1. | 2 |
| ...and a Bottle of Rum | Ongoing – one wave only. All units have their health stat reduced by 1 this wave. Units that are reduced to 0 health cannot be selected for deployment. All Horizon's Wrath units gain Armored. | 2 |
| Elite Pistoleer | Ongoing – entire scenario. Do not remove an upgrade when using Pistoleer. | 3 |
| Arc Shot | Ongoing – one wave only. Cannonballs no longer are required to hit the first active unit, spire, or fortress gate in a direct line, and instead may hit any single unit, spire, or fortress gate in a direct line. |
The Horizon's Wrath scenario record sheet tracks, for scenarios 1 to 4, the renown spent, the renown earned, and the renown carried over (scenario 1 has no renown spent and scenario 4 has no carryover), then the total renown earned and the final score (the total of all renown earned).
Solo Campaign Rank
The Cloudspire solo scenarios are best enjoyed in order so you can appreciate the story of The Joining War. As you play, challenge yourself to play your best possible game by tallying your renown and keeping track of your score. Renown spent on advantages does not reduce your score for the purposes of finding your Solo Campaign Rank. Reference the chart below to see how you did!
All purchasable faction expansions for Cloudspire come with a set of 4 additional solo scenarios to play. Other gameplay expansions may include additional sets of solo scenarios, as well. For each such set of solo scenarios that you play, you can add your score from them to your score for the base game to continue to measure your success. The chart below gives you the rankings going up to 4 expansions.
| Prestigious Title | Base Game | Base Game +1 Expansion | Base Game +2 Expansions | Base Game +3 Expansions | Base Game +4 Expansions |
|---|---|---|---|---|---|
| Burnout | 16-23 | 20-29 | 24-35 | 28-41 | 32-47 |
| Nomad | 24-31 | 30-39 | 36-47 | 42-55 | 48-63 |
| Elite Duelist | 32-39 | 40-49 | 48-59 | 56-69 | 64-79 |
| Hero of Ankar | 40-47 | 50-59 | 60-71 | 70-83 | 80-95 |
Co-Op Campaign Rank
The co-op scenarios are meant to be played as pairs. Those pairs can be played in any order. Just as with solo mode, you can play through them all and use the chart below to see how well you did.
| Prestigious Title | Base Game | Base Game +1 Expansion | Base Game +2 Expansions | Base Game +3 Expansions | Base Game +4 Expansions |
|---|---|---|---|---|---|
| Burnout | 8-11 | 10-14 | 12-17 | 14-20 | 16-23 |
| Nomad | 12-15 | 15-19 | 18-23 | 21-27 | 24-31 |
| Elite Duelist | 16-19 | 20-24 | 24-29 | 28-34 | 32-39 |
| Hero of Ankar | 20-23 | 25-29 | 30-35 | 35-41 | 40-47 |
Solo Scenarios
Each solo scenario opens with a story page in the printed book, which is fiction and is not transcribed. Map layouts are printed on each scenario's first page as lettered chips (keyed to the chip list) and numbered hexes; the map itself is not reproduced as text, and the placement rules that depend on it are given in the set-up text.
Chapter 1: Strike the Bell
Waves: 4. Opponent: Heirs.
Chips on the map (lettered): A – Minaret; B – Keem, stacked with the Regal Lookout; C – "Source Capsules" (see set-up); D – Lifeboat; E – Air Clipper; F – Swamp Landmark; G – Earthscape (see set-up).
Set-up
-
Do not set up a market this scenario.
-
Place any 5 narora units on Hex C. These chips represent "Source Capsules" and do not function as units for this scenario.
-
Horizon's Wrath starts this scenario with the Gun Deck 1a – Core Cannons and Gun Deck 1b – Flank Cannons fortress advancements.
-
Roll the D6:
- 1–2: Earthscape 13 or 14
- 3–4: Earthscape 10 or 12
- 5–6: Earthscape 9 or 16
Choose one of the listed earthscapes and orient it how you'd like where Earthscape G is shown. For each Source well on this earthscape, you choose which landmark type (swamp, temple, or ruins) is placed there.
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Defeat the heir fortress gate with a cannonball. Outcome: Scenario ends immediately.
- Defeat the heir fortress gate while there are no spires in play. Outcome: Scenario ends immediately.
- Return all 5 Source Capsules to your fortress.
Scenario Rules
- Using Strategic Maneuver only Pulls the Plank in this scenario. It does not allow you to change the position of your fortress.
- Source Capsules are items; therefore, they may be picked up and carried by your heroes. To pick up Source Capsules, a hero must end its movement adjacent to them and forego attacking that turn. Your heroes may carry any number of Source Capsules at once, but their movement stat is reduced by 1 for each Source Capsule they are carrying. When your heroes return to your fortress, remove any Source Capsules they are carrying from them.
- Your heroes may attack your own spires, but they do not receive rewards or level up for defeating them.
AI Rules
- Keem is considered to have the talent 1 Range.
- Keem is perched on the regal lookout on Hex B and cannot be moved from this position for any reason, even if the spire is defeated. This spire is active, but the talent # Elfin does not trigger while Keem is perched there.
Marks
- Horizon's Wrath: Heir fortress gate
- Heirs: Horizon's Wrath fortress gate
Event Die Results
- 1–2: Increase your cannonball die by 1 and increase the heir fortress gate health by 1 (to a maximum of 10).
- 3–4: You may immediately fire a cannonball from one of your cannons if it would hit one of your own spires. This does not use your cannonball die.
- 5–6: Add a range upgrade to Keem, ignoring her upgrade capacity.
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Heirs | 0 Source | Skip | You may add an upgrade of your choice at no cost to one of your spires, ignoring upgrade capacity. | Player: 5 CP. Heirs: Harrier*, Harrier*, Joust |
| Wave 2 – Horizon's Wrath | 0 Source | Skip | You may add an upgrade of your choice at no cost to one of your spires, ignoring upgrade capacity. | Player: 7 CP. Heirs: Harrier*, Harrier*, Joust*, Joust* |
| Wave 3 – Heirs | 0 Source | Skip | You may add an upgrade of your choice at no cost to one of your spires, ignoring upgrade capacity. | Player: 9 CP. Heirs: [Humminger, Humminger], Joust*, Joust*, Royal Talon |
| Wave 4 – Horizon's Wrath | 0 Source | Skip | You may add an upgrade of your choice at no cost to one of your spires, ignoring upgrade capacity. | Player: 11 CP. Heirs: [Windrush, Joust*], [Humminger, Humminger], [Joust*, Harrier*, Harrier*], Royal Talon* |
In the printed wave table the phase columns are Event Phase, Income Phase, Market Phase, Build Phase and Prep Phase. Square brackets group units deployed as one stack; * marks the promoted side.
Wrap-Up
- Note whether you have the Captain's Cabin 1 – Morale fortress advancement, and if so what your morale die is showing at the end of this scenario. This will affect whether you have this advancement in the next scenario.
Chapter 2: Stormalong
Waves: 5. Opponent: Brawnen.
Carryover
- If you had the Captain's Cabin 1 – Morale fortress advancement and your morale die at 2 or higher in Scenario 1, start this scenario with the Captain's Cabin 1 – Morale fortress advancement and your morale die set to 2 fewer than the amount of morale you ended Scenario 1 with.
Chips on the map (lettered): A – Siege Tower; B – Drilling Outpost; C – Dispatch Platform; D – Lance Launcher; E – Kram the Mighty; F – Swamp Landmark; G – Ruins Landmark; H – "Source-Rich Earthscape".
Set-up
- Roll the D6:
- 1–2: Add an attack upgrade (red crossed-swords icon) to the bottom of each Hex B drilling outpost.
- 3–4: Add a fortification upgrade (brown shield icon) to the bottom of each Hex B drilling outpost.
- 5–6: Replace each fortification upgrade on Hex B drilling outposts with an attack upgrade and a range upgrade (green icon).
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Select all 3 swabbies for deployment in Wave 1.
- Defeat Kram the Mighty by Pulling the Plank while he is on it.
- Acquire the "Source-rich earthscape" by having any portion of it touching the Horizon's Wrath plank hex at the end of the scenario.
Loss. The scenario is lost if either of these happens:
- Mistbane is defeated.
- Traxxtail is defeated.
Scenario Rules
- Mistbane and Traxxtail are the only heroes you may select this scenario.
- When a hero returns to its fortress, that hero must be selected for deployment again the following wave.
- After you construct 2 lifeboats on the Source-rich earthscape, you may move this earthscape by one hex at the end of the movement stage of your turn during the Onslaught Phase. Anything on this earthscape moves with it. You cannot move the earthscape onto occupied hexes or change its orientation while moving it. The Source-rich earthscape cannot be moved if it doesn't have 2 lifeboat spires on it, or if it is adjacent to the Horizon's Wrath plank hex.
AI Rules
- If Kram the Mighty is defeated by any means other than Pulling the Plank, place him back in the brawnen's barracks and add him to the bottom of the next wave's deployment stack.
- Awsh is considered to be a minion in this scenario.
Marks
- Horizon's Wrath: Brawnen fortress gate
- Brawnen: Horizon's Wrath fortress gate. When the Source-rich earthscape moves for the first time, the brawnen mark changes to: Closest spire on the Source-rich earthscape > Horizon's Wrath fortress gate. This mark is re-evaluated each turn.
- Kram the Mighty: Closest opposing hero > Horizon's Wrath fortress gate
Event Die Results
- 1–2: Add a fortification upgrade (brown shield icon) to any drilling outpost in play. If no drilling outposts are in play, add a fortification upgrade to the brawnen spire of your choice.
- 3–4: Remove the bottom upgrade from any lifeboat in play.
- 5–6: Add 2 health chips (red hearts) to Kram the Mighty. This may exceed his health stat.
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Horizon's Wrath | 2 Source | As normal | As normal | Player: 5 CP. Brawnen: Dispatch*, Battleborn* |
| Wave 2 – Brawnen | 3 Source | As normal | As normal | Player: 7 CP. Brawnen: [Source Siege*, Architect*] |
| Wave 3 – Horizon's Wrath | 4 Source | As normal | As normal | Player: 9 CP. Brawnen: Dispatch*, [Source Siege, Architect], Dispatch* |
| Wave 4 – Brawnen | 4 Source | As normal | As normal | Player: 11 CP. Brawnen: Dispatch*, Dispatch*, [Architect*, Architect*], [Source Siege, Forsaken] |
| Wave 5 – Horizon's Wrath | 4 Source |
Wrap-Up
- Take note of whether or not you used your Strategic Maneuver during this scenario, as it will impact whether you may use it in the next scenario.
Chapter 3: Haul on the Bowline
Waves: 5. Opponent: Narora.
Carryover
- Strategic Maneuver can only be used this scenario if it was not used in Scenario 2.
Chips on the map (lettered): A – Aspect; B – Monolant; C – Monolant. Letters repeat on the map where a chip appears more than once.
Set-up
- Roll between 1 and 5 spire attack dice. If any of them miss, discard all of them. If all dice roll at least 1 damage, set them in your fortress. When you attack or fire cannonballs this scenario, you may roll 1 or more of these dice and add the result to your total damage. Once a die has been used in this way, discard it.
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Remove all health chips from the Hex A aspects.
- End the scenario having purchased no more than one unit from the market.
- Fire at least 1 cannonball from each of your 4 cannons.
Loss. The scenario is lost if either of these happens:
- Any aspect is defeated.
- The aspects do not have the exact same amount of upgrades and health chips as each other at the end of any wave.
Scenario Rules
- The aspects have 5 health chips each. These chips are treated as upgrades that provide no benefits to the spire and require 1 or more damage to remove.
- When an aspect spire is damaged, you may choose any upgrade to remove from it.
AI Rules
- The turn they deploy, naroran units increase their movement stat by FT Range.
- Naroran spires with Connected have an attack stat equal to the total # of spires in play with Connected.
Marks
- Horizon's Wrath: Naroran fortress gate
- Narora: Horizon's Wrath fortress gate
Event Die Results
- 1–2: Add a health chip (red heart) to the aspect of your choice.
- 3–4: Increase the fanatic tower die by 1.
- 5–6: Add a fortification upgrade (brown shield icon) or a range upgrade (green icon) of your choice to any naroran spire.
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Horizon's Wrath | 0 Source | As normal | Narora purchase Forgotten Graves 3 – Source Loop. | Player: 5 CP. Narora: [Drift, Drift] |
| Wave 2 – Narora | 0 Source | As normal | As normal | Player: 7 CP. Narora: Burnout, Arcbright, Burnout |
| Wave 3 – Horizon's Wrath | 0 Source | As normal | As normal | Player: 9 CP. Narora: Nightrous, Lightrous, Arclight |
| Wave 4 – Narora | 0 Source | As normal | As normal | Player: 11 CP. Narora: Nightrous, Lightrous, Arclight, [Drift, Drift] |
| Wave 5 – Horizon's Wrath | 0 Source |
The printed wave table names one unit "Arcbright" in waves 2 and 5 and "Arclight" in waves 3 and 4; both spellings are reproduced as printed.
Each wave's Event Phase is the event die roll.
Chapter 4: Go to Sea No More
Waves: 5. Opponent: Grovetenders.
Chips on the map (lettered): A – Gateport; B – Reetall; C – Creeping Vines; D – Muskeg; E – Dywen; F – Swamp Landmark. Letters repeat on the map where a chip appears more than once.
Set-up
- The spires on the B and C Hexes that surround Dywen make up the grovetender "Prison Facility."
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Move Dywen off of Isle 1.
- Overload all 3 gateports on the A Hexes.
- Construct a lifeboat on Isle 10 or 16 and use Rigging to return a hero to your fortress.
Loss. The scenario is lost if Dywen is defeated.
Scenario Rules
- Earthscapes 10 and 16 are separate from the rest of the island. They cannot be connected through earthscaping, and cannonballs cannot reach them.
- Dywen is considered a Horizon's Wrath hero for this scenario. Dywen cannot attack or be attacked until she moves off of her starting hex.
- You may use Translocate to swap a shadow skiff with another Horizon's Wrath spire anywhere in play, instead of just spires on the same or adjacent isles.
Marks
- Horizon's Wrath: Grovetender fortress gate
- Grovetenders: Horizon's Wrath fortress gate
Event Die Results
- 1–2: Move all Prison Facility spires one hex clockwise around Hex D.
- 3–4: Place the first swamp or ruins landmark from the landmark stack facedown on a Source well of your choice.
- 5–6: Place the first swamp landmark from the landmark stack facedown on top of a Hex A gateport of your choice. The landmark can be explored and revealed as normal. The gateport is inactive while it has a landmark on top of it.
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Horizon's Wrath | 3 Source | As normal | As normal | Player: 5 CP. Grovetenders: Taproot, Taproot. Summon: War Briar |
| Wave 2 – Grovetenders | 4 Source | As normal | As normal | Player: 7 CP. Grovetenders: Taproot, Taproot. Summon: War Briar |
| Wave 3 – Horizon's Wrath | 5 Source | As normal | As normal | Player: 9 CP. Grovetenders: Taproot, Taproot, Grizzled Oak. Summon: War Briar |
| Wave 4 – Grovetenders | 6 Source | As normal | As normal | Player: 11 CP. Grovetenders: Taproot, Taproot, [Grizzled Oak, War Briar*]. Summon: War Briar |
| Wave 5 – Horizon's Wrath |
Co-Op Scenarios
The printed co-op chapters are footed "Chapter 5" and "Chapter 6" in the scenario book. The table of contents numbers them Chapter 1 and Chapter 2 within the co-op set; those headings are used here.
Chapter 1: The Black Ball Line
Waves: 3. Opponent: Brawnen, Narora.
Chips on the map (lettered): A – Monolant; B – Refractor; C – Dispatch Platform; D – Lance Launcher; E – Dywen; F – Grovetender deployment hex (a random facedown market chip on Hex H); G – Heirs Intelligence (the heir mark chip on Hex I).
Set-up
- Horizon's Wrath may place their fortress on either of the 2 shown options. The grovetender fortress is not attached to the island but is still used for fortress advancements and Source tracking.
- Use a random facedown market chip on Hex H to denote the location of the grovetender deployment hex and the heir mark chip on Hex I to represent the Heirs Intelligence.
- Do not add earthscapes to the market offerings this scenario. They are not available for purchase.
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Have Dywen successfully investigate the Heirs Intelligence. Outcome: Remove the Heirs Intelligence from play.
- Defeat the naroran fortress gate. Outcome: If the brawnen fortress gate is also already defeated, the scenario ends immediately.
- Defeat the brawnen fortress gate. Outcome: If the naroran fortress gate is also already defeated, the scenario ends immediately.
Loss. The scenario is lost if either of these happens:
- Dywen is defeated.
- Failure to investigate the Heirs Intelligence by the end of the scenario.
Scenario Rules
- Grovetender units will deploy from the grovetender deployment hex.
- The grovetenders have influence over Isle 5.
- Dywen may move onto the Heirs Intelligence as if it were a path hex. When she does so, the Heirs Intelligence is considered to be investigated.
- Wyvankaye may not be selected for deployment in this scenario.
- Opposing units that are Captured by the grovetenders are treated as if Captured by Horizon's Wrath.
- Wave 3 does not end until all minions and all AI heroes are defeated.
Marks
- Horizon's Wrath: Naroran fortress gate OR brawnen fortress gate
- Grovetenders: Naroran fortress gate OR brawnen fortress gate
- Narora: Horizon's Wrath fortress gate
- Brawnen: Horizon's Wrath fortress gate
- AI Heroes: Closest opposing hero > Horizon's Wrath fortress gate
Event Die Results
- 1–3: The brawnen hero being deployed this wave is promoted and given an upgrade depending on which hero it is. Awsh: fortification upgrade (brown shield icon). Drang: range upgrade (green icon). Kram the Mighty: attack upgrade (red crossed-swords icon).
- 4–6: The naroran hero being deployed this wave is promoted and given an upgrade depending on which hero it is. Anvasse: fortification upgrade (brown shield icon). Anjebin: attack upgrade (red crossed-swords icon). Bydra Graam: range upgrade (green icon).
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Grovetenders, Brawnen, Horizon's Wrath, Narora | 4 Source | Earthscapes may not be purchased. | As normal | Players: 4 CP. Narora: Drift, Drift, Burnout, Anvasse. Brawnen: Battleborn, Battleborn, Battleborn, Awsh |
| Wave 2 – Horizon's Wrath, Narora, Grovetenders, Brawnen | 0 Source | Earthscapes may not be purchased. | As normal | Players: 6 CP. Narora: [Drift, Drift, Burnout, Bishop], Anjebin. Brawnen: [Battleborn*, Battleborn*, Dispatch*, Aegis*], Drang |
| Wave 3 – Grovetenders, Brawnen, Horizon's Wrath, Narora | 0 Source | Earthscapes may not be purchased. | As normal | Players: 8 CP. Narora: [Drift, Drift, Burnout], [Arcbright, Medium], Bydra Graam. Brawnen: [Battleborn*, Battleborn*, Battleborn*], [Dispatch*, Dispatch*], Kram the Mighty |
Wrap-Up
- Horizon's Wrath will start the next scenario with the same fortress gate health they ended this scenario with.
Chapter 2: The Cruel Ship's Captain
Waves: 3. Opponent: Heirs.
Carryover
- The Horizon's Wrath fortress gate starts this scenario with the same amount of health it ended the previous scenario with.
Chips on the map (lettered): A, B and C – Earthscape (not attached during set-up; see set-up); D – Refuge Spire (see set-up); E – High Rise; F1, F2, F3 – Dywen.
Set-up
- Create the Hex D refuges off to the side first. Place Jaelana Nestor's chip on its promoted side between one of the refuge chips and its upgrades. Place an elfinkaze on its Glidebomb side the same way for the other 3 refuges. Mix these spires so you do not know which spire contains which units, then place them on the D Hexes. When a refuge is defeated, the unit under it gains its health and becomes active on the spire's hex.
- Roll the D6:
- 1–2: Place Dywen on Hex F1, the Horizon's Wrath fortress adjacent to Hex F2, and the grovetender fortress adjacent to Hex F3.
- 3–4: Place Dywen on Hex F2, the Horizon's Wrath fortress adjacent to Hex F1, and the grovetender fortress adjacent to Hex F3.
- 5–6: Place Dywen on Hex F3, the Horizon's Wrath fortress adjacent to Hex F2, and the grovetender fortress adjacent to Hex F1.
- Place Captain Tinbeard on a valid hex adjacent to Dywen.
- Earthscapes A, B, and C are not added during set-up. Set them aside until you are instructed to place them from an event.
Objectives. Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.
- Defeat Jaelana Nestor with Captain Tinbeard. Outcome: Add upgrades of your choice to Captain Tinbeard until he is at his upgrade capacity.
- Have no refuge spires on any D Hexes. Outcome: Place a landmark on all Hex D Source wells.
- Defeat the heir fortress gate. Outcome: Scenario ends immediately.
Loss. Captain Tinbeard is defeated.
Scenario Rules
- Captain Tinbeard may not return to the fortress this scenario.
- You may not place earthscapes where earthscapes A, B, and C are to be placed, except through an event.
- In Wave 1, Horizon's Wrath may have their starting hero in play in addition to Captain Tinbeard.
- The Source reward for defeating a refuge is only granted on its first defeat. Refuges that have not yet been defeated will have an heir unit under their chip.
AI Rules
- During each start of turn for the heirs in the Onslaught Phase, if there are any refuges in play, add a refuge – attack upgrade (red crossed-swords icon) to all Hex D Source wells.
- When Jaelana Nestor becomes active, add an attack upgrade (red crossed-swords icon) to her.
- Once heirs purchase Stables 2 – Reserves, it will be triggered automatically each wave when their last minion in play is defeated.
Marks
- Horizon's Wrath: Heir fortress gate OR any refuge
- Grovetenders: Heir fortress gate OR any refuge
- Heirs: Horizon's Wrath fortress gate
- Jaelana Nestor: Captain Tinbeard
Event Die Results
- 1–2: Add Earthscape A as depicted in the set-up map. If Earthscape A is already present, reroll the event die.
- 3–4: Add Earthscape B as depicted in the set-up map. If Earthscape B is already present, reroll the event die.
- 5–6: Add Earthscape C as depicted in the set-up map. If Earthscape C is already present, reroll the event die.
Wave Table
| Wave | Income | Market | Build | Prep |
|---|---|---|---|---|
| Wave 1 – Horizon's Wrath, Heirs, Grovetenders | 3 Source | As normal | Heirs purchase Stables 1 – Harrier Training. | Horizon's Wrath: 2 CP. Grovetenders: 4 CP. Heirs: [Windrush, Joust, Harrier], [Joust, Harrier], Harrier |
| Wave 2 – Heirs, Grovetenders, Horizon's Wrath | 4 Source | As normal | Heirs purchase Stables 2 – Reserves. | Horizon's Wrath: 3 CP. Grovetenders: 6 CP. Heirs: Harrier*, Joust, Harrier*, Joust, Harrier*, Royal Talon |
| Wave 3 – Grovetenders, Horizon's Wrath, Heirs | 5 Source | As normal | Heirs purchase Stables 3 – Joust Training. | Horizon's Wrath: 4 CP. Grovetenders: 8 CP. Heirs: [Joust*, Joust*], Royal Talon*, [Harrier*, Harrier*] |
Event Phase: Wave 1 and Wave 2 roll the event die. Wave 3 adds the last remaining earthscape (A, B, or C) as shown on the set-up map.
Endless Mode
The Horizon's Wrath faction is available to play as or against in Endless Mode. There are no changes to gameplay if you do so. The printed deployment chart for playing against Horizon's Wrath follows. Ellipses ("...") are printed in the chart and mean the unit list continues as in the base game's Endless Mode chart.
| Waves | Horizon's Wrath deployment |
|---|---|
| 1, 2, 3 | [Glider...] |
| 4, 5, 6 | ...Buccaneer*... |
| 7, 8, 9 | [Mistbane*] (CP cost shown as icons) |
| 10, 11, 12 | ...Swabbie*, Powder Monkey*... |
| 13, 14, 15 | ...Buccaneer*, Swabbie*, Powder Monkey*... |
| 16, 17, 18 | [Traxxtail*] (CP cost shown as icons) |
| 19, 20, 21 | ...Corsair*, Corsair*... |
| 22, 23, 24 | ...Gunner*, Swabbie*, Gunner* |
| 25, 26, 27 | [Captain Tinbeard*] (CP cost shown as icons) |
| 28 and later | Repeat opposing units from Wave 27, reducing your CP by 1 each wave played beyond Wave 27 (e.g. Wave 28 you are granted 8 CP, Wave 29 you are granted 7 CP, etc.). You cannot be reduced below 3 CP. |