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Conan: Collectors Box

Expansion for Conan

Conan: Collectors Box Rulebook

Table of Contents

Table of Contents

  • The Thing From the Swamp
    • Objectives
    • Special Rules
  • Facing the Serpent-Specter
    • Objectives
    • Special Rules
  • The Serpent's Awakening
    • Objectives
    • Special Rules
  • The Treasure of Tranicos
    • Objectives
    • Special Rules

The Thing From the Swamp

Objectives

If the charm is broken and a Hero has fled the village with Yselda, she is saved; the Heroes win the game.

At the end of turn 12, Thaug emerges from the depths of the swamp and devours Yselda; the Overlord wins the game.

The game starts with the Heroes' turn. The Heroes start in the areas indicated by the setup diagram.

Suggestions for 3 Heroes:

  • Conan (Battle Axe, Buckler, Leather Armor)
  • Shevatas (Kris, Throwing Knives)
  • Hadrathus (Dagger, and 3 spells: Teleportation, Mitra's Halo, Lightning Storm). He starts with Mitra's Halo cast.

After setup, each Hero moves 5 gems from their Reserve zone to their Fatigue zone.

The Overlord starts with 7 gems in their Reserve zone and 5 in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in the Book of Skelos.

The Overlord resolves each of the following events in order:

  • Impending Awakening: Move the Turn marker 1 space toward space 12.
  • Destruction: Place a Water token in any area. That area becomes a water area where all corresponding rules apply. Everything in the area (miniatures, tokens and Asset cards) ends up in the water, but suffers no damage.
  • Emergence: The Overlord may move or place a Tentacles tile into the Event title's previous position in the River, then place the 3 corresponding Tentacle miniatures (taken from the board or from the box) in the water areas of their choice (2 Tentacles tiles max. in the River, 3 units max. per tile).

Special Rules

  • Game Board Rules: Standard game board rules apply (see Overlord book page 43).
  • Magical Charm: Yselda is represented by the Princess miniature. If a Hero takes the Pictish Fetish or Zogar Sag dies, the charm is broken and Yselda can be carried out of the village. Yselda now counts as an object with an Encumbrance value of 6, and can be picked up by a Hero by performing a simple Manipulation. That Hero takes her token and places it next to their Hero sheet. Yselda cannot be attacked.
  • Pictish Fetish: After a Hero successfully opens a chest, and takes an Asset card, that Hero rolls one red die (no rerolls allowed). If the number of successes rolled is equal to or greater than the number of cards remaining in the Asset deck, that Hero also takes the Pictish Fetish card.
  • Tentacle: Instead of attacking, a Tentacle can destroy a wall; place a Wall wrecker token on a wall adjacent to the Tentacle's area.
  • Fleeing the village: A Hero can flee the village from an area at the edge of the board by spending movement points as though the Hero were crossing a border.
  • Chests: The Asset deck contains: Life Potion x2, Explosive Orb, Zingaran Bow, Crossbow, Empty Chest x2, Javelin.

Facing the Serpent-Specter

Objectives

If the total number of devoured Villagers and Villagers on the board is less than 5, most of the village's inhabitants manage to escape to safety; the Heroes win the game. They also win by killing the Serpent.

If 5 Villagers have been devoured, all hope is lost; the Overlord wins the game.

The Heroes start in the areas indicated by the setup diagram.

Suggestions for 3 Heroes:

  • Conan (Battle Axe, Buckler, Leather Armor)
  • Shevatas (Kris, Throwing Knives)
  • Hadrathus (Dagger, and 3 spells: Teleportation, Mitra's Halo, Lightning Storm). He does not start with Mitra's Halo cast.

After setup, each Hero moves 5 gems from their Reserve zone to their Fatigue zone.

The game starts with the Overlord's turn.

The Overlord starts with 3 gems in their Reserve zone and 8 in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in the Book of Skelos.

The Overlord chooses one event:

  • Reinforcement: 6 reinforcement points.
  • Suffocating Gas: The Overlord chooses an area and rolls one red die. Each unit (Heroes or Overlord) in that area suffers unavoidable damage equal to the number of successes rolled.

During setup, the Overlord places 13 tokens on the board representing the Villagers as indicated by the setup diagram.

Special Rules

  • Game Board Rules: Standard game board rules apply (see Overlord book page 43).
  • Deep Water: Areas marked with a red "X" in the setup diagram are considered deep water. Units (Heroes or Overlord) cannot enter deep water, but it does not block line of sight.
  • The Serpent-Specter: It is represented by the Giant Snake miniature. The Serpent cannot spend movement points to move. Once per turn, during the Serpent's activation, the Overlord may place its miniature in a water area with no Heroes. The Serpent miniature is removed from the board at the start of the next Overlord's turn. During the Serpent's activation, the Overlord can spend 2 gems to place a Wall wrecker token on a wall adjacent to the Serpent's area. The first time the Serpent has 7 or fewer life points, flip the rightmost Serpent tile in the River facedown. The Serpent can perform a Melee Attack in an adjacent area in his line of sight. A Hero can perform a Melee Attack against the Serpent in an adjacent area in his line of sight.
  • Villagers: A Villager cannot move, counts as an object with an Encumbrance value of 6, and can be picked up by a Hero by performing a simple Manipulation. That Hero places the Villager token next to their Hero sheet. Villagers have one life point and an Armor value of 0. They die if they suffer any damage. When a Villager is killed by the Serpent or by a Hero (with an area attack for example), that Villager is devoured, and the Overlord takes the token. The Serpent cannot attack a Villager if there is a Hero in that Villager's area. If a Villager is in a reinforcement area with a Hero, remove the token from the board.

The Serpent's Awakening

Objectives

If a Hero flees with Yasmela, they are safe from harm; the Heroes win the game.

At the end of turn 8, Natohk is able to carry out his plans; the Overlord wins the game.

The game starts with the Heroes' turn. Conan Warlord starts in the area indicated by the setup diagram.

Suggestions for 3 Heroes:

  • Conan Warlord (Conan's Sword)
  • Valeria (Sword, Parrying Dagger)
  • Shevatas (Kris, Throwing Knives)

After setup, Conan Warlord moves 5 gems from their Reserve zone to their Fatigue zone and Valeria and Shevatas move 3 gems from their Reserve zone to their Fatigue zone.

The Overlord starts with 8 gems in their Reserve zone and 3 in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in the Book of Skelos.

The Overlord chooses one event:

  • Reinforcement: 4 reinforcement points.
  • Curse of Set: Momentarily possessed by Set, Yasmela attacks the Hero carrying her; the Overlord rolls two red dice (no rerolls allowed). The Hero can only dodge the attack. If the attack power is greater than the defense power, the Hero suffers damage equal to the difference.
  • Strategist: The Overlord may move 1 gem from their Reserve zone to their Fatigue zone to activate another tile in the River, regardless of its position. That tile counts toward the 2 tiles the Overlord can activate each turn.

Special Rules

  • Game Board Rules: Standard game board rules apply (see Overlord book page 42).
  • Secret Passages: During setup, the Overlord randomly places 4 Stairs tokens (2 real secret passages, 2 fake) facedown as indicated by the setup diagram. A Hero in an area with a Stairs token can perform a simple Manipulation to reveal the token only to each Hero in that area, then place it facedown. A Hero in an area with a real secret passage can flee with Yasmela by spending movement points as though the Hero were crossing a border.
  • Infiltration: At the start of the first turn, place the Valeria and Shevatas miniatures in any area with a Bossonian Guard with a blue base.
  • Doors: A Hero in an area adjacent to a door can perform a complex Manipulation with a difficulty of 2 to pick the lock. If the Hero succeeds, remove the door from the board. A Hero can attack a door as though it were an enemy unit. If a door would suffer 5 or more damage from an attack, remove it from the board. Overlord units can move across a door as though it were a border.
  • Yasmela: She is represented by the Princess miniature. Yasmela is unconscious, counts as an object with an Encumbrance value of 6, and can be picked up by a Hero by performing a simple Manipulation. That Hero takes her token and places it next to their Hero sheet. Yasmela cannot be attacked.
  • Chests: The Asset deck contains: Life Potion x2, Explosive Orb, Crossbow, Buckler, Chain Mail.

The Treasure of Tranicos

Objectives

At the end of turn 8, the troops of the count arrive. If Overlord units have fled with 8 or less value worth of Gold bags, Zaporavo's plan fails; the Heroes win the game.

At the end of turn 8, if Overlord units have fled with 9 or more value worth of Gold bags, Zaporavo revels in his newfound wealth; the Overlord wins the game.

The game starts with the Heroes' turn. The Heroes start in the areas indicated by the setup diagram.

Suggestions for 3 Heroes:

  • Conan Warlord (Dagger, Chain Mail)
  • Valeria (Sword, Parrying Dagger)
  • Taurus (Turanian Sword, Throwing Knives, Leather Armor)

After setup, Conan Warlord moves 5 gems from his Reserve zone to his Fatigue zone, and Valeria and Taurus move 4 gems from their Reserve zone to their Fatigue zone.

The Overlord starts with 9 gems in their Reserve zone and 2 in their Fatigue zone, and places the Recovery token showing a recovery value of 5 in the Book of Skelos.

The Overlord chooses one event:

  • Reinforcement: 6 reinforcement points.
  • All Hands on Deck: The Overlord may move 1 gem from their Reserve zone to their Fatigue zone to activate another tile in the River, regardless of its position. That tile does not count toward the 2 tiles the Overlord can activate each turn.
  • Human Chain: The Overlord chooses a Gold bag in an area with a human Overlord unit (i.e not a Hyena or the Demon). Move that Gold bag across a border to an adjacent area with another human unit. The Overlord may repeat this process with that Gold bag any number of times. Then, if the Gold bag is in a reinforcement area, a unit in that area may pick it up and flee with the Gold bag; remove that unit from the board and set its Gold bag aside facedown. The Overlord may move up to 2 Gold bags this way per activation of the Event tile.
  • Arrival of the Dark Marauder: The Overlord places the Dark Demon (6 life points) in a reinforcement area. This is the Dark Marauder. The Overlord replaces the Event tile of their choice in the River with a Dark Demon tile.

Special Rules

  • Game Board Rules: Standard game board rules apply (see Overlord book page 42).
  • Gold Bags: During setup, the Overlord randomly places all 13 Treasure tokens (9 with a value of 1, 4 with a value of 2) facedown on the board as indicated by the setup diagram. The tokens represent Gold bags, count as objects with an Encumbrance value of 2, and can be picked up by a Hero by performing a simple Manipulation. A human Overlord unit can pick up or drop a Gold bag during its movement. An Overlord unit that picks up a Gold bag cannot attack in the same activation and can gain only 1 extra movement point during that activation. At the end of the unit's movement, that unit drops its Gold bag in its area. An Overlord unit with a Gold bag in a reinforcement area can spend 1 movement point to flee with the Gold bag; remove that unit from the board and set its Gold bag aside facedown.
  • Sound the Horn: If a Hero dies, move the Turn marker 1 space towards space 8.
  • Chests: The Asset deck contains: Life Potion x2, Dagger, Explosive Orb, Crossbow, Conan's Sword, Axe, Halberd.