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Defenders of the Realm: Minions Expansion – Undead thumbnail

Defenders of the Realm: Minions Expansion – Undead

Expansion for Defenders of the Realm

Defenders of the Realm: Minions Expansion – Undead Rulebook

Table of Contents

Table of Contents

  • Minion Cards
    • Skeleton Warriors (Basic Minion)
    • Skeleton Warriors (Advanced Minion)
    • Nightmares (Elite Minion)
  • Undead Reserve

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.