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Cloudspire: The Graft – Faction Expansion

Expansion for Cloudspire

Cloudspire: The Graft – Faction Expansion Rulebook

Table of Contents

Table of Contents

  • The Graft Additional Rules
    • Set-Up
    • Minion Promotions And Spires
    • Nucleus
    • Fortress
    • Market
  • Faction Cards
    • Cytoplasmic Abattoir
    • Helminth Gut
    • Graftport
    • Gene Shaper
    • Mutagenic Furnace
    • Membrane Barrier
  • Units
    • Nucleus
    • Fury Worm
    • Graft King Nestor
    • Spitting Worm
    • Grafted Briar
    • Grafted Joust
    • Grafted Aegis
    • False Messiah
    • Rotten Worms
  • Spires
    • Mitochondria
    • Golgi Apparatus
    • Endoplasmic Reticulum
    • Cytosol
  • Talents
    • Infested
  • Scenario Book
    • Ankarian Renown
    • Solo Campaign Rank
    • Co-Op Campaign Rank
    • Solo Chapter 1: Forsake Your Tranquility
    • Solo Chapter 2: The Current Always Wins
    • Solo Chapter 3: The Will of the Source
    • Solo Chapter 4: Harmony Through Annihilation
    • Co-Op Chapter 1: Grafted Grail
    • Co-Op Chapter 2: Grafted Grasp

The Graft Additional Rules

Set-Up

During island creation, after revealing and orienting your first facedown isle, place Nucleus on any valid hex on that isle that is on the perimeter of the play area. Place your fortress in front of you, detached from the play area.

Minion Promotions And Spires

The Graft's minions are promoted by being recycled through spires. Some talents and advancements let you place units underneath Graft spires. These units are treated as [icon] that only require 1 damage to be removed. If an opposing faction removes a Graft minion from a spire, it returns to your barracks on its promoted side. If it is removed for any other reason, it returns to your barracks on its current side. Once a minion is promoted, that specific chip remains promoted unless a specific effect would demote it.

Nucleus

Do not use the fortress gate health tracker, and instead use the Motility Chip to track Nucleus's Motility Reservoir, an expendable resource that gives Nucleus more mobility options. The Motility Reservoir starts the game set to 0 but increases by 4 at the start of each wave. The Motility Reservoir has a maximum of 10.

Nucleus does not count towards the hero restriction and cannot be returned to the fortress. Other Graft heroes that are adjacent to Nucleus may optionally choose to return to the fortress before or after their movement.

Fortress

The Graft fortress is Nucleus, and Nucleus's health is considered the gate health for The Graft faction. When Nucleus is attacked by units, it retaliates like a fortress gate, retaliating for 1 damage each time regardless of its range and attack stat. If this retaliation defeats an opposing unit, Nucleus may still level up. Nucleus is considered the fortress gate for all game effects and conditions, and therefore there must always be a path connecting it to each other possible mark. At the end of the game, Nucleus's health counts as the fortress gate health. Nucleus cannot gain equipment. When Graft-controlled units are deployed, they deploy to a valid hex adjacent to Nucleus. Nucleus only grants spire influence on the hex group it is occupying.

Market

Due to its unfathomable horror, no conscious being would fight alongside The Graft. The Graft therefore cannot deploy merc units (but may still purchase them from the market).

Note: chips from this expansion carry a Graft symbol so that they can be easily separated from the base game chips. The symbol is shown as [icon] and is not reproduced.

Faction Cards

Cytoplasmic Abattoir

1 – Rancor. Gain the rancor die and set it to 0.

Rancor Die: Treat this die as a counter. After an opposing hero or spire defeats one of your units, increase this die by 1. When one of your units attacks an opposing hero or spire, you may decrease this die by any amount to increase the unit's attack stat by that amount for this turn.

2 – Blood Pact. The talent Infest # can be used against opposing heroes. If the hero returns to its fortress, it remains Infested, only losing this talent (and The Graft unit under it) if defeated.

Helminth Gut

1 – Bloodthirst. When a unit with Infested is defeated, gain 2 Source, regardless as to how it was defeated. When this advancement is purchased, you may promote one rotten worms minion in your barracks.

2 – Hemorrhage. Units with Infested now lose 2 health after attacking instead of 1. When this advancement is purchased, you may promote one rotten worms minion in your barracks.

Graftport

1 – Neurochemical Hijack. You may now deploy merc units from the market. However, during the Prep Phase, merc units (including heroes) must be grouped with exactly one rotten worms minion under it. This rotten worms may have a lower movement stat. Rotten worms grouped under heroes do not prevent the wave from ending.

2 – Mindbreaker. After Nucleus or a merc hero you control defeats an opposing hero, the opposing hero maintains its current upgrades and equipment, recovers health up to half of its health stat (rounded down), returns any Graft chips in its stack to your barracks, and becomes a unit under your control (may exceed hero limit). If the hero has a talent that references its specific faction or faction-specific chips, that talent is ignored.

Gene Shaper

1 – Advanced Biology. Golgi apparatus and cytosol spires can now be constructed.

2 – Reconstruct. After each time a golgi apparatus or cytosol spire is constructed, Nucleus may recover 1 health.

3 – Glial Cells. After a Graft spire is constructed, you may immediately upgrade that spire without taking a build action, paying the upgrade Source cost to add one upgrade, ignoring its upgrade capacity.

4 – Modular Functions. Gain the module die.

Module Die: When a Graft spire fires, you may roll this die alongside its attack dice (even if it has no attack dice). Apply its result.

  • [icon] Remove 1 health from any unit in range.
  • [icon] Move a unit adjacent to this spire 1 hex.
  • [icon] Increase the Motility Reservoir by 1.

Mutagenic Furnace

1 – Haruspicy. After Nucleus defeats an opposing unit, you may look at any facedown landmark (this is not considered exploring it). Then, you may reduce your Motility Reservoir by 1 to explore the landmark.

2 – Autophagy. Nucleus adds the following effect to its options when using the Motility talent:

3: After moving adjacent to a Graft spire, you may return that spire to your barracks. Then, you may either have Nucleus recover 1 health for every two upgrades under the spire (ignoring Nucleus's Bio-Indefinite talent) OR return all Graft units under this spire to your barracks on their promoted side.

3 – Metabolic Energy. The Motility Reservoir now has a maximum of 15 (flip the chip to show this). When this advancement is purchased, increase the Motility Reservoir by 4.

4 – Autotomy. When Nucleus would lose health, you may reduce the Motility Reservoir by 1 to remove 1 upgrade chip from Nucleus instead. If an upgrade is removed, Nucleus may then move 1 hex.

Membrane Barrier

1 – Grafted Snare. On your turn, while Nucleus is not moving, the talents of all opposing units adjacent to Nucleus are ignored.

2 – Cytokinesis. When you construct a spire with the Organelle talent, you may add a Graft minion from your barracks with a CP cost of 4 or less as an additional starting upgrade.

Units

Nucleus

# Range. This unit attacks and retaliates from up to # hexes away.

Bio-Indefinite. This unit cannot gain or lose more than 1 health at a time (except during promotion). If a non-damage effect would defeat it, or if it would be forced to return it to its fortress, it instead loses 1 health and is returned to a valid perimeter hex on its starting isle (or the closest possible hex to the perimeter if no valid hexes are available).

Motility. During this unit's movement, you may reduce the Motility Reservoir tracker by the amount shown to utilize the additional effects listed below. You may utilize up to 2 effects per turn, including the same effect twice.

  • 1: Nucleus has [terrain] terrain allowance for its movement this turn. If promoted, Nucleus has [terrain] terrain allowance instead.
  • 2: Nucleus may move one additional hex this turn.

Fury Worm

Infest #. Leaves group if grouped. On your turn, outside of the movement step, if this unit is adjacent to an ungrouped opposing faction minion, you may remove all health from this unit and place it underneath that minion, dealing # damage to that minion. That opposing minion gains the talent Infested.

Graft King Nestor

Flying. Ungrouped only. This unit can only be attacked by units or spires with Air Defense or Flying. Other units may displace this unit.

Dispirit. After this unit defeats a unit or spire, you may demote all opposing promoted faction minions within 2 hexes of this unit. Opposing units promoted by fortress advancement will promote again when returned to their barracks.

Spitting Worm

# Range. This unit attacks and retaliates from up to # hexes away.

Air Defense. This unit or spire can attack units with Flying.

Infest #. Leaves group if grouped. On your turn, outside of the movement step, if this unit is adjacent to an ungrouped opposing faction minion, you may remove all health from this unit and place it underneath that minion, dealing # damage to that minion. That opposing minion gains the talent Infested.

Grafted Briar

Impale. At the end of this unit's movement, deal 1 damage to all adjacent opposing units it was not adjacent to prior to moving.

Immolate. If this unit is adjacent to an opposing fortress gate at the end of its movement, it deals damage equal to its current health to all adjacent units, spires, and the fortress gate. Then, it is defeated.

Grafted Joust

Quick Strike. This unit may attack prior to spires firing.

Impale. At the end of this unit's movement, deal 1 damage to all adjacent opposing units it was not adjacent to prior to moving.

Grafted Aegis

Armored. When this unit is attacked, reduce the damage dealt by 1.

Quick Strike. This unit may attack prior to spires firing.

False Messiah

Immolate. If this unit is adjacent to an opposing fortress gate at the end of its movement, it deals damage equal to its current health to all adjacent units, spires, and the fortress gate. Then, it is defeated.

Healing. At the start of your turn, this unit recovers 1 health.

Armored. When this unit is attacked, reduce the damage dealt by 1.

Rotten Worms

Infest #. Leaves group if grouped. On your turn, outside of the movement step, if this unit is adjacent to an ungrouped opposing faction minion, you may remove all health from this unit and place it underneath that minion, dealing # damage to that minion. That opposing minion gains the talent Infested.

Spires

Mitochondria

Absorb #. When a Graft minion within # hexes of this spire would be returned to its barracks after being defeated, you may place it underneath this spire instead.

Powerhouse. After this spire is defeated, you may promote one rotten worms minion in your barracks.

Organelle. When this spire is constructed, its starting upgrades will match Nucleus's current upgrades. If this would result in 0 starting upgrades, the spire cannot be constructed.

Golgi Apparatus

Splice. After this spire defeats an opposing faction unit, the defeated unit's chip is placed underneath this spire. When a non-Graft minion is removed from this spire, discard or return it to its barracks as if it were defeated.

Organelle. When this spire is constructed, its starting upgrades will match Nucleus's current upgrades. If this would result in 0 starting upgrades, the spire cannot be constructed.

Endoplasmic Reticulum

Absorb #. When a Graft minion within # hexes of this spire would be returned to its barracks after being defeated, you may place it underneath this spire instead.

Air Defense. This unit or spire can attack units with Flying.

Organelle. When this spire is constructed, its starting upgrades will match Nucleus's current upgrades. If this would result in 0 starting upgrades, the spire cannot be constructed.

Cytosol

Absorb #. When a Graft minion within # hexes of this spire would be returned to its barracks after being defeated, you may place it underneath this spire instead.

Creep. At the start of each of your turns during the Onslaught Phase, this spire may move onto an adjacent non-path hex.

Run Silent. You may ignore influence restrictions when constructing this spire.

Talents

Infested

Infested. This unit is considered grouped for all talents and loses 1 health after attacking. If this defeats this unit, The Graft gains the Source reward. After this unit is removed from this stack, The Graft unit under it is returned to The Graft barracks on its basic side.

Scenario Book

The scenario book below is transcribed from the official "The Graft Scenario Book" v1.0 (Chip Theory Games). Its story passages, title and credits pages, and publisher contact page are omitted as fiction and credits. Scenario rules, set-up, objectives, AI rules, marks, event die results, wave tables, and wrap-up notes are transcribed as printed. Renown icons are rendered as the word "renown"; map graphics and the spire, reward, and event icons are shown as [icon] and are not reproduced.

Ankarian Renown

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.

The Graft Advantages

AdvantageEffectRenown Cost
Ample PreyOngoing—entire scenario. Nucleus's health stat is increased by 1. It starts with 8 health.1
Forced EvolutionOne time use. At the start of your turn in the Prep Phase, promote any number of minions in your barracks up to a combined total CP cost of 4.1
RematerializeOne time use. At the start of your turn during the Onslaught Phase, place Nucleus on a valid hex up to 4 hexes away.2
Sentient MutationOne time use. After purchasing a merc equipment without the talent Flying, you may equip it to Nucleus.3
Tail AugmentationOngoing—entire scenario. At the start of each wave, increase the Motility Reservoir by an additional 2.4
Unstable GraftOne time use. At the start of your turn during the Onslaught Phase, defeat all units and groups of units adjacent to Nucleus. Do not gain Source rewards or upgrades, but rather gain Source equal to the current health of all destroyed units. Then, Nucleus may recover 1 health for each unit defeated in this way, ignoring the talent Bio-Indefinite.

The Graft Renown Tracker

ScenarioRenown SpentRenown EarnedRenown Carryover
1—
2
3
4—

Total Renown Earned: ______

Final Score (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 for 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 TitleBase GameBase Game +1 ExpansionBase Game +2 ExpansionsBase Game +3 ExpansionsBase Game +4 Expansions
Burnout16-2320-2924-3528-4132-47
Nomad24-3130-3936-4742-5548-63
Elite Duelist32-3940-4948-5956-6964-79
Hero of Ankar40-4750-5960-7170-8380-95

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 TitleBase GameBase Game +1 ExpansionBase Game +2 ExpansionsBase Game +3 ExpansionsBase Game +4 Expansions
Burnout8-1110-1412-1714-2016-23
Nomad12-1515-1918-2321-2724-31
Elite Duelist16-1920-2424-2928-3432-39
Hero of Ankar20-2325-2930-3535-4140-47

Solo Chapter 1: Forsake Your Tranquility

Waves: 4. Opponent: Grovetenders.

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Set-Up

  • Before setting up landmarks, set aside the ruins gateport landmark. Then, roll the D6 and set aside the following landmark minion:
    • 1–2: Rogue grizzled oak
    • 3–4: Traxxyr hellion
    • 5–6: Traxxyr roughneck
  • 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.

  • At the end of Wave 4, Nucleus has more health than the grovetender fortress gate.
  • At the end of Wave 4, have at least twice as many chips under your spires as there are chips under grovetender spires.
  • Have all three taproots spliced under golgi apparatus spires at same time.

Scenario Rules

  • You cannot deploy grafted briars, grafted jousts, grafted aegises, false messiah, or Graft King Nestor.
  • After a war briar is defeated by a golgi apparatus spire, you may immediately promote all grafted briars in your barracks. Grafted briars may now be deployed for the rest of the scenario.
  • The talent Overload on the gateport placed on Hex A in Wave 4 cannot be triggered.

AI Rules

  • In Wave 4, vineheralds and the set-aside landmark minion deploy from the gateport on Hex A. These minions are grovetender minions, and take their turn at the same time as the rest of the grovetender units.

Marks

  • The Graft: Grovetender fortress gate
  • Grovetenders: Nucleus

Event Die Results

  • 1–3: Gain 3 Source or increase the Motility Reservoir by 3.
  • 4–5: Nucleus may recover 1 health. This may exceed its health stat.
  • 6: Remove the bottom upgrade from a grovetender spire of your choice.

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • The GraftRoll the event die.7 SourceEarthscapes cannot be purchased.As normalPlayer: 3 CP. Grovetenders: Taproot, Taproot. Summon: War Briar
2 • GrovetendersRoll the event die.1 Source for each of your spires in playEarthscapes cannot be purchased.As normalPlayer: 5 CP. Grovetenders: Taproot, Taproot, Treed*. Summon: War Briar
3 • The GraftRoll the event die.1 Source for each of your spires in playEarthscapes cannot be purchased.Add [icon] to the bottom of a grovetender spire of your choice.Player: 7 CP. Grovetenders: Taproot, Taproot, Taproot, Ogregrowth*. Summon: War Briar
4 • Grovetenders

Wrap-up: Take note of the number of spires you had active at the end of the scenario, as it will affect the set-up of Scenario 2.

Solo Chapter 2: The Current Always Wins

Waves: 4. Opponent: Brawnen, Grovetenders.

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Carryover

  • For each spire you had active at the end of Scenario 1, set aside 1 health chip. Each time the event die is rolled, including during set-up, you may return any amount of these set-aside chips to the supply to increase or decrease the result by the number of health chips returned.

Set-Up

  • Before setting up landmarks, remove all landmarks with the talent Riftwalk from the game (except the ruins gateport).
  • Roll the D6 three times. For each rolled fortress structure, gain the next available fortress advancement in that structure at no cost.
    • 1: Helminth Gut
    • 2: Graftport
    • 3: Cyptoplasmic Abattoir [sic; printed as "Cyptoplasmic Abattoir" in the source]
    • 4: Gene Shaper
    • 5: Mutagenic Furnace
    • 6: Membrane Barrier

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • At the end of Wave 4, Nucleus has more health than the combined total of the grovetender fortress, brawnen fortress, and ruins gateport.
  • At the end of Wave 4, have more chips underneath Graft spires than underneath brawnen and grovetender spires combined.
  • Defeat either the grovetender fortress gate or trigger Overload on the ruins gateport.
    • Outcome: Scenario ends immediately.

Loss

  • Brawnen fortress gate is defeated.

Scenario Rules

  • You cannot deploy grafted jousts, grafted aegises, false messiah, or Graft King Nestor.
  • Overload cannot be triggered while any health chips are under the ruins gateport.
  • Minions with the ruins gateport as their mark will move onto it as part of making progress. When a unit moves onto the ruins gateport, the unit is immediately defeated (including all units grouped under it). Then, remove health from the ruins gateport equal to the health of the unit when it was defeated. This is the only way in which to remove health from the gateport.
  • After an aegis is defeated by a golgi apparatus spire, you may immediately promote all grafted aegises in your barracks. Grafted aegises may now be deployed for the rest of the scenario.

AI Rules

  • All factions are opposing to each other.
  • Siege tower spires do not fire on Graft units or spires (or use Raze against their spires or fortress gate).
  • Brawnen units only attack The Graft if there are no other units, spires, or fortress gates they are able to attack (go through the AI Unit Attack Priority list, excluding The Graft. Then, if the brawnen unit had nothing to attack, go through it again with The Graft considered).
  • After a Graft unit or spire attacks a brawnen unit, spire, or fortress gate, each siege tower spire immediately fires on that Graft unit or spire if it is in their range. This may happen multiple times per turn.
  • The "Graft Watchers" are grovetender units that deploy from the ruins gateport.

Marks

  • The Graft: Grovetender fortress gate OR ruins gateport
  • Grovetenders: Nucleus
  • Brawnen: Grovetender fortress gate OR ruins gateport (always select the opposite of The Graft)
  • AI Heroes: Closest opposing spire > Nucleus

Event Die Results

  • 1–3: Remove the bottom upgrade from a spire of your choice. If the upgrade is a Graft minion, it may be returned to your barracks on its promoted side.
  • 4–5: Nucleus may recover 1 health or increase the Motility Reservoir by 2.
  • 6: Gain 4 Source.

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • The Graft, Brawnen, GrovetendersRoll the event die.5 SourceThe grovetenders purchase the unit with the lowest Source cost and add it to the bottom of the Graft Watchers deployment stack this wave.As normalPlayer: 5 CP. Brawnen: Battleborn*, Battleborn*. Grovetenders: War Briar, Taproot. Graft Watchers: Vineherald*, Vineherald*, Merc Unit. Summon: War Briar
2 • The Graft, Brawnen, GrovetendersRoll the event die.2 Source for each of your spires in playThe grovetenders purchase the spire with the lowest Source cost and construct it on the Source well closest to Nucleus.As normalPlayer: 7 CP. Brawnen: [Aegis, Battleborn*], Battleborn*. Grovetenders: War Briar*, Taproot. Graft Watchers: Vineherald*, [Vineherald*, Taproot], Treed*. Summon (grovetenders/Graft Watchers): War Briar
3 • The Graft, Brawnen, GrovetendersRoll the event die.2 Source for each of your spires in playThe grovetenders purchase the unit with the lowest Source cost and add it to the bottom of the Graft Watchers deployment stack this wave.

Wrap-up: Take note if either the grovetender fortress gate was defeated or if Overload was triggered on the ruins gateport, as it will affect the set-up of Scenario 3.

Solo Chapter 3: The Will of the Source

Waves: 5. Opponent: Brawnen, Narora, Heirs.

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Carryover

  • Resolve the following set-up effect, depending on which condition was met at the end of Scenario 2.
    • Grovetender fortress gate was defeated: Set the Motility Reservoir to 10.
    • Ruins gateport was removed: Freely purchase both Graftport fortress advancements.
    • Neither occurred: Reduce the brawnen fortress gate health by 5.

Set-Up

  • Before setting up the market, remove all heroes and equipment from the market stack and set them beside the brawnen barracks.
  • Do not add earthscapes to the market offerings this scenario. They are not available for purchase. Place Earthscape 14 beside the brawnen barracks.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Trigger Overload on all 3 gateports.
  • At the end of Wave 5, have a Graft spire on all 6 isles.
  • Defeat the brawnen fortress gate.
    • Outcome: Scenario ends immediately.

Scenario Rules

  • You cannot deploy grafted jousts, false messiah, or Graft King Nestor.
  • After a gateport is removed, place it under the portal spire on Hex F. This spire cannot be attacked or defeated.
  • When a naroran unit would cause a Graft unit to lose health, the Graft unit gains that amount of health instead. This may exceed its health stat.
  • After a joust is defeated by a golgi apparatus spire, you may immediately promote all grafted jousts in your barracks. Grafted jousts may now be deployed for the rest of the scenario.
  • After a messiah is defeated by a golgi apparatus spire, you may immediately promote the false messiah in your barracks. False messiah may now be deployed for the rest of the scenario.

AI Rules

  • All factions are opposing to each other.
  • Naroran units deploy from the portal spire on Hex F as if it were a fortress gate hex. When creating the naroran deployment stack, include only as many units in the stack as there are gateports under this portal. If a naroran unit cannot move off of the portal spire when it would deploy, it is removed from its deployment stack and returned to the barracks.
  • Some brawnen units deploy with equipment in this scenario. They use the talents on the equipment as follows. The brawnen do not trigger Reap. The brawnen will trigger Back to the Future at the first opportunity that will result in the unit defeating an opposing unit. The brawnen will trigger Magic-like Missile every turn it is able to, targeting the opposing unit with the most health.
  • Siege tower spires do not fire on Graft units or spires (or use Raze against their spires or fortress gate).
  • Brawnen units only attack The Graft if there are no other units, spires, or fortress gates they are able to attack (go through the AI Unit Attack Priority list, excluding The Graft. Then, if the brawnen unit had nothing to attack, go through it again with The Graft considered).
  • After a Graft unit or spire attacks a brawnen unit, spire, or fortress gate, each siege tower spire immediately fires on that Graft unit or spire if it is in the siege tower spire's range. This may happen multiple times per turn.

Marks

  • The Graft: Heir fortress gate OR brawnen fortress gate
  • Heirs: Brawnen fortress gate
  • Brawnen: Heir fortress gate > Nucleus
  • Narora: Brawnen fortress gate

Event Die Results

  • 1–3: Gain 2 Source. The brawnen fortress gate recovers 2 health.
  • 4–5: You may explore 1 unrevealed landmark anywhere on the map.
  • 6: You may remove 1 upgrade from a Graft spire to have Nucleus recover 1 health.

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • The Graft, Heirs, Brawnen, NaroraSkip5 SourceEarthscapes cannot be purchased.The narora purchase Forgotten Graves 3 – Source Loop.Player: 6 CP. Heirs: Joust*, [Windrush, Harrier*, Harrier*]. Brawnen: –. Narora: –
2 • The Graft, Heirs, Brawnen, NaroraRoll the event die.3 Source for each of your spires in playEarthscapes cannot be purchased.The heirs purchase Stables 1 – Harrier Training.Player: 8 CP. Heirs: Joust*, Joust*, [Windrush, Harrier*, Harrier*]. Brawnen: Battleborn*, Battleborn*, [Londil, Mini Harvester]. Narora: Burnout, Burnout, Burnout
3 • The Graft, Heirs, Brawnen, NaroraRoll the event die.3 Source for each of your spires in playEarthscapes cannot be purchased.As normalPlayer: 10 CP. Heirs: Joust*, Joust*, [Humminger, Harrier*], [Windrush, Harrier*, Harrier*]. Brawnen: Battleborn*, Dispatch*, [Source Siege, Aegis], [Roa, Time Vials]. Narora: Bishop, Burnout, Messiah

Wrap-up: Take note of which heroes you had in play at the end of this scenario, excluding Nucleus, as it will affect the set-up of Scenario 4.

Solo Chapter 4: Harmony Through Annihilation

Waves: 5. Opponent: Heirs.

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Carryover

  • Choose one of the heroes you had active at the end of Scenario 3. Deploy them to Hex B (on their basic side, without any upgrades or equipment).

Set-Up

  • 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.

  • Defeat a windrush with a golgi apparatus spire.
    • Outcome: Deploy Graft King Nestor to the hex that the windrush was occupying when defeated.
  • At the end of the scenario, the heir Source tracker is at 9 or less.
  • Defeat the heir fortress gate.
    • Outcome: Scenario ends immediately.

Loss

  • The heir fortress gate is not defeated at the end of Wave 5.

Scenario Rules

  • You cannot deploy Graft King Nestor.

AI Rules

  • Heir minions deploy from refuge spires if possible, always deploying from the one closest to Nucleus that allows them to move off of the spire. After an heir minion deploys from a refuge, remove the bottom upgrade from that spire. If they are unable to deploy from a refuge, they deploy from the fortress gate as normal. Heir heroes deploy from the fortress gate as normal.
  • Windrush minions are considered to be heroes, except that they return to the barracks upon being defeated and still prevent the wave from ending as if they were minions. They cannot be placed under the control of The Graft for any reason.
  • When an heir hero moves onto a gateport, increase the heir Source tracker by an amount equal to the current health of the hero, and then return that hero to the barracks.

Marks

  • The Graft: Heir fortress gate
  • Heirs: Nucleus
  • AI Heroes: Closest revealed gateport > closest opposing hero > Nucleus

Event Die Results

  • 1–2: Nucleus gains 1 upgrade of your choice, ignoring upgrade capacity. Then, add [icon] to the bottom of each refuge spire, ignoring upgrade capacity.
  • 3–4: Nucleus recovers 2 health, ignoring Bio-Indefinite (may exceed health stat). The heir fortress gate recovers 1 health (may exceed maximum).
  • 5–6: Remove the bottom upgrade from 2 different heir spires of your choice.

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • Heirs, The GraftReveal the gateport on Hex F1. Roll the event die.5 SourceEarthscapes cannot be purchased.As normalPlayer: 7 CP. Heirs: Joust, [Joust, Harrier*], Darb*
2 • The Graft, HeirsRoll the event die.0 SourceEarthscapes cannot be purchased.The heirs purchase Stables 1 – Harrier Training.Player: 9 CP. Heirs: Joust, [Joust, Harrier*], Humminger, Windrush
3 • Heirs, The GraftReveal the gateport on Hex F2. Roll the event die.0 SourceEarthscapes cannot be purchased.The heirs purchase Stables 3 – Joust Training and roll the joust training die.Player: 11 CP. Heirs: Joust*, [Joust*, Harrier*], [Humminger, Royal Talon], Windrush
4 • The Graft, Heirs

Wrap-up: Take note of the heir Source tracker value at the end of the scenario, as it will affect the set-up of the Harbinger bonus scenario "Last Gasp."

Co-Op Chapter 1: Grafted Grail

Waves: 4. Opponent: Heirs, Brawnen, Grovetenders. Co-op: The Graft / Narora.

Note: both co-op scenarios take place between the Harbinger bonus scenarios "End Is Nigh" and "If You're Not Enough."

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Set-Up

  • Before setting up the market and populating landmarks, remove all expansion chips from the market and landmark stacks.

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • Defeat at least 4 units with the talent Infested.
  • Defeat the lance launcher and reetall spires.
  • Defeat the heir fortress gate.
    • Outcome: Scenario ends immediately.

Loss

  • The heir fortress gate is not defeated at the end of the scenario.

Scenario Rules

  • The Graft treat the narora as an opposing faction, but the narora treat The Graft as a friendly faction. Naroran units do not retaliate against attacking Graft units.
  • Only grovetender, brawnen, and heir heroes can move onto the lost caverns. When they do, immediately remove them from the game, returning any Graft units under them to the Graft barracks on their basic side.
  • After a unit with the talent Infested is defeated, set it aside to track. It does not deploy in future waves.

AI Rules

  • The talent Evoke is ignored.
  • Brawnen heroes deploy from Hex C as if it were the fortress gate, and grovetender heroes deploy from Hex D, even if the respective lance launcher and reetall spires are defeated.

Marks

  • The Graft/Narora: Heir fortress gate
  • Heirs: Nucleus
  • Heir heroes/Brawnen heroes/Grovetender heroes: Lost caverns

Event Die Results

  • 1: Add [icon] to the bottom of the lance launcher spire, ignoring upgrade capacity.
  • 2: Add [icon] to the bottom of the lance launcher spire, ignoring upgrade capacity.
  • 3: Add [icon] to the bottom of the reetall spire, ignoring upgrade capacity.
  • 4: Add [icon] to the bottom of the reetall spire, ignoring upgrade capacity.
  • 5: Add [icon] to the bottom of the minaret spire, ignoring upgrade capacity.
  • 6: Add [icon] to the bottom of the minaret spire, ignoring upgrade capacity.

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • The Graft, Narora, Heirs, Brawnen, GrovetendersRoll the event die twice.3 SourceAs normalAs normalPlayers: 5 CP. Heirs: Harrier, Harrier, Harrier. Grovetenders: Dywen
2 • The Graft, Narora, Heirs, Brawnen, GrovetendersRoll the event die twice.0 SourceAs normalAs normalPlayers: 7 CP. Heirs: [Harrier, Harrier, Harrier], Joust, Joust, Royal Talon. Brawnen: Drang. Grovetenders: Ybanthe
3 • The Graft, Narora, Heirs, Brawnen, GrovetendersRoll the event die twice.0 SourceAs normalAs normalPlayers: 9 CP. Heirs: [Harrier, Harrier, Harrier, Joust, Joust], Royal Talon, Humminger, Humminger, Windrush. Brawnen: Kram the Mighty. Grovetenders: Wyvankaye
4 • The Graft, Narora, Heirs, Brawnen, Grovetenders

Wrap-up: Take note of the naroran fortress gate health and which heroes with the talent Infested were defeated, as both will affect the set-up of Scenario 2.

Co-Op Chapter 2: Grafted Grasp

Waves: 4. Opponent: Heirs, Brawnen, Grovetenders. Co-op: The Graft / Narora.

The map for this scenario is a graphic and is not reproduced as text; the set-up, objectives, rules, and tables are transcribed.

Carryover

  • The narora start this scenario with the same fortress gate health they ended the previous scenario with. Any heroes that were defeated while Infested in the previous scenario remain removed and will not deploy this scenario.

Set-Up

  • Before setting up the market and populating landmarks, remove all expansion chips from these stacks with the exception of chips from The Uprising expansion (if you have this expansion).

Objectives

Complete at least one objective to achieve victory. Gain 1 renown for each objective you complete.

  • The Graft does not defeat any naroran units or spires.
  • Defeat at least 8 units with the talent Infested.
  • Defeat all opposing heroes deployed in Waves 1, 2, and 3.

Scenario Rules

  • The Graft treat the narora as an opposing faction, but the narora treat The Graft as a friendly faction. Naroran units do not retaliate against attacking Graft units.
  • All Graft minions that don't have the talent Infest # gain the talent Infest 0.
  • After a unit with the talent Infested is defeated, set it aside to track. It does not deploy in future waves.
  • The Graft heroes and naroran heroes cannot move onto the lost caverns.
  • Earthscapes placed outside of the Event Phase cannot overlap with the areas marked E and F on the scenario map.
  • The lost caverns cannot be removed from play.

AI Rules

  • Opposing heroes deploy out of the lost caverns as if it were the fortress gate.
  • The talents Evoke and Neglected are ignored.

Marks

  • The Graft: Brawnen fortress gate OR grovetender fortress gate OR naroran fortress gate
  • Narora: Brawnen fortress gate OR grovetender fortress gate
  • Grovetenders/Brawnen/Heirs: Naroran fortress gate

Waves

WaveEvent PhaseIncome PhaseMarket PhaseBuild PhasePrep Phase
1 • Brawnen, Grovetenders, Heirs, The Graft, NaroraNo event.3 SourceAs normalAs normalPlayers: 5 CP. Heirs: Darb*. Brawnen: [Battleborn, Battleborn, Battleborn]. Grovetenders: [War Briar, War Briar, War Briar], Dywen*
2 • Brawnen, Grovetenders, Heirs, The Graft, NaroraThe Graft gains the top earthscape and places it on E. If it cannot be placed such that the path continues to connect all marks, discard it and draw another earthscape until one can be validly placed.0 SourceAs normalAs normalPlayers: 7 CP. Heirs: Keem*. Brawnen: [Battleborn, Battleborn, Battleborn], [Dispatch, Dispatch], [Architect, Architect], Drang*. Grovetenders: [War Briar, War Briar, War Briar], [Treed, Treed], [Vineherald, Vineherald], Ybanthe*
3 • Brawnen, Grovetenders, Heirs, The Graft, NaroraThe Graft gains the top earthscape and places it on F. If it cannot be placed such that the path continues to connect all marks, discard it and draw another earthscape until one can be validly placed.0 Source
6
Champion of Ankar4860728496
Champion of Ankar2430364248
Place the set-aside ruins gateport on Hex A, moving any chip occupying that hex to the closest available non-path hex. Roll the event die.
1 Source for each of your spires in play
Earthscapes cannot be purchased.
Add [icon] to the bottom of a grovetender spire of your choice.
Player: 9 CP. Grovetenders: Grizzled Oak*, Treed*, Ogregrowth*, Taproot, Taproot, Taproot. Summon: War Briar. Gateport on Hex A: Vineherald*, Vineherald*, Set-Aside Landmark Minion
As normal
Player: 9 CP. Brawnen: [Aegis, Battleborn*], Dispatch, [Aegis, Battleborn*]. Grovetenders: War Briar*, [War Briar*, Taproot], Taproot, Ogregrowth*. Graft Watchers: Vineherald*, [Vineherald*, Taproot], Merc Unit. Summon (grovetenders/Graft Watchers): War Briar
4 • The Graft, Brawnen, GrovetendersRoll the event die.2 Source for each of your spires in playThe grovetenders purchase the spire with the lowest Source cost and construct it on the Source well closest to Nucleus.As normalPlayer: 9 CP. Brawnen: [Aegis, Battleborn*], Dispatch*, [Aegis, Battleborn*]. Grovetenders: [Grizzled Oak*, Ogregrowth*], [War Briar*, Taproot], Taproot. Graft Watchers: Treed*, [Vineherald*, Taproot], Vineherald*. Summon (grovetenders/Graft Watchers): War Briar
4 • The Graft, Heirs, Brawnen, NaroraRoll the event die. The brawnen now interact with The Graft as a normal opposing faction (ignore the last 3 bullets under AI Rules for the remainder of the game).3 Source for each of your spires in playEarthscapes cannot be purchased.The brawnen place Earthscape 14 over Earthscape 12 with the Source wells overlapping. Any units or spires on Earthscape 12 are defeated. The brawnen construct a lance launcher spire – [icon] on each of the 2 Source wells closest to the brawnen fortress gate.Player: 12 CP. Heirs: –. Brawnen: Battleborn*, Battleborn*, Dispatch*, [Source Siege*, Aegis*], [Lostomire, Stave of Anvasse]. Narora: Bishop, Arcbright, Messiah
5 • The Graft, Heirs, Brawnen, NaroraRoll the event die.3 Source for each of your spires in playEarthscapes cannot be purchased.The brawnen construct a lance launcher spire – [icon] on each of the 2 Source wells closest to the brawnen fortress gate.Player: 14 CP. Heirs: –. Brawnen: [Architect*, Battleborn*], [Architect*, Battleborn*], Dispatch*, [Source Siege*, Aegis*], Forsaken*, [Barybrund, Makeshift Wings]. Narora: Bishop, Messiah, Bydra Graam
Roll the event die.
0 Source
Earthscapes cannot be purchased.
The heirs construct a refuge spire – [icon] on the Source well closest to Nucleus. They reroll the joust training die.
Player: 13 CP. Heirs: Joust*, [Joust*, Harrier*], Humminger, [Humminger, Royal Talon], Windrush
5 • Heirs, The GraftReveal the gateport on Hex F3. Roll the event die.0 SourceEarthscapes cannot be purchased.The heirs construct a refuge spire – [icon] on the Source well closest to Nucleus. They reroll the joust training die.Player: 15 CP. Heirs: [Joust*, Harrier*], [Joust*, Harrier*], Humminger, [Humminger, Royal Talon*], Windrush, Keem*
Roll the event die twice.
0 Source
As normal
As normal
Players: 11 CP. Heirs: [Harrier*, Harrier*, Harrier*, Joust*, Joust*, Humminger*, Humminger*, Royal Talon*], Windrush*, Darb, Keem, Jaelana Nestor
As normal
As normal
Players: 9 CP. Heirs: Jaelana Nestor*. Brawnen: [Battleborn, Battleborn, Battleborn, Dispatch, Dispatch, Architect, Architect], [Aegis, Aegis], Source Siege, Forsaken, Kram the Mighty*. Grovetenders: [War Briar, War Briar, War Briar, Treed, Treed, Vineherald, Vineherald], [Taproot*, Taproot*, Taproot*], Ogregrowth, Grizzled Oak, Wyvankaye*
4 • Brawnen, Grovetenders, Heirs, The Graft, NaroraThe Graft gains the top earthscape and places it either on E or F. If it cannot be placed such that the path continues to connect all marks, discard it and draw another earthscape until one can be validly placed.0 SourceAs normalAs normalPlayers: 11 CP. Brawnen: [Battleborn*, Battleborn*, Battleborn*, Dispatch*, Dispatch*, Architect*, Architect*, Aegis*, Aegis*], Source Siege*, Forsaken*. Grovetenders: [War Briar*, War Briar*, War Briar*, Treed*, Treed*, Vineherald*, Vineherald*, Taproot, Taproot, Taproot], Ogregrowth*, Grizzled Oak*. Summon: War Briar