Defenders of the Realm: Minions Expansion – Undead
Defenders of the Realm: Minions Expansion – Undead Rulebook
Table of Contents
Table of Contents
Minion Cards
Skeleton Warriors (Basic Minion)
To hit: 4+
Fear: The Skeleton Warriors cause Fear Wounds to Heroes. If a Hero ends their turn on a Location with one or more Skeleton Warriors, they suffer 1 additional Wound for Fear.
Setup: At the start of the game 25 of these go into the reserve.
Skeleton Warriors (Advanced Minion)
To hit: 4+
Fear: If a Hero ends their turn on a Location with one or more Skeleton Warriors, they suffer 1 additional Wound for Fear.
Dark Magic: Heroes may not use any Skills, Bonuses, Quest Rewards, or Special Cards against the Skeleton Warriors.
Setup: At the start of the game 20 of these go into the reserve.
Nightmares (Elite Minion)
To hit: 4+
Terror: Heroes may not move through or leave a Location with a Nightmare; they must fight. If a Hero ends their turn on a Location with a Nightmare, they suffer 2 additional Wounds for Terror.
Setup: At the start of the game 5 of these go into the reserve.
Undead Reserve
Setup card, as typed in the mod.
Setup:
25 Basic Minons [sic] OR 20 Advanced Minions and 5 Elite Minions.