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Heroes of Land, Air & Sea: Pestilence

Expansion for Heroes of Land, Air & Sea

Heroes of Land, Air & Sea: Pestilence Rulebook

Table of Contents

Table of Contents

  • Expansion Components
    • Faction Components
    • Other Components
  • Floating Continent Expansion Setup
    • If playing with the Merfolk Faction
  • Faction Lore
    • Birdfolk
    • Merfolk
  • Birdfolk Faction Ability Overview
    • Birdfolk's Flight Ability
  • The Floating Continent
    • Flying To and From the Continent
    • Using Ferry Routes
    • Sea Vessels
  • Merfolk Faction Ability Overview
    • Merfolk's Swimming Ability
    • Units in a Sea Region without a Sea Vessel
    • Sailing into Land Battle
  • The Sunken Continent
  • Quick Reference Sheet: Battling Overview
    • 1. Total Each Army's Strength
    • 2. Select a Tactic Card to Play
    • 3. Resolve the Battle
    • Battling a Capital City
  • Exploration Token Overview (Expansion)
    • Land Exploration Tokens x82
    • Sea Exploration Tokens x36

Expansion Components

Faction Components

  • 2 Capital City Boards (1 per Faction)
  • 40 Miniatures (20 per Faction)
  • 6 Hero Cards (3 per Faction)
  • 16 Constructs (One-Time Assembly Required):
    • 6 Capitals (3 stackable levels per Faction)
    • 6 Towers (3 per Faction)
    • 2 Sea Vessels (1 per Faction)
    • 2 Air Vessels (1 per Faction, 3 plastic stands)
  • 6 Faction Tokens (3 per Faction)

Other Components

  • 1 Floating Continent Board (and 4 plastic stilts)
  • 1 Sunken Continent Overlay Screen
  • 7 Tactic Cards (7 Cards for the 7th player)
  • 24 Exploration Tokens
  • 20 Spell Cards
  • 3 Resource Tokens (1 Ore, 1 Mana, 1 Food)
  • 1 Quick Reference Sheet

Floating Continent Expansion Setup

  1. Remove the peg caps on each of the 4 Plastic Stilts, and insert the pegs into the slots on the bottom of the Floating Continent. Then place the caps back on top of the pegs.

  2. Place the Floating Continent (with stilts) on top of the space above the Central Sea Region (C.S.R.) on the main game board. Make sure that its orientation matches the art on the game board (the "B" and "2" Graticules are over the matching symbols on the game board).

    If a player chooses to play the Birdfolk, then that player MUST start on the Floating Continent. If their is no Birdfolk in the game, any player may choose to occupy the Floating Continent.

  3. Place 10 Land Exploration Tokens on the Regions of the Floating Continent, and make sure to place 2 Sea Exploration Tokens in the C.S.R. under the Floating Continent, as normal.

If playing with the Merfolk Faction

When the Merfolk player chooses a starting Continent, they then cover it with the Sunken Continent Overlay Screen. When placing Exploration Tokens, place 10 Sea Tokens on the Sunken Continent instead of Land Tokens. The Merfolk can never start on the Floating Continent.

Faction Lore

Birdfolk

Residing in elegant golden palaces built on floating platforms held in the sky by ancient magic, the Birdfolk are among Aughmoore's most mysterious races. More paranoid races like the Orcs have hypothesized that they used their wings to invade Aughmoore from another world. The more spiritually minded Lionkin believe them to be fallen gods, celestial deities cast out of the cosmos. The scientific Elves suggest they evolved from a long extinct land race of barbarians, developing wings to escape Aughmoore's inhospitable prehistoric famine.

The Birdfolk are content to live in isolation among the clouds, viewing all the land races as culturally, architecturally, spiritually and militarily inferior. They see themselves as gods, having conquered the sky, and they see all others as ordinary beasts toying with technologies they do not understand.

The winged gods interfered with Aughmoore's land races only once before in the great "War of Wings." In that ancient time, the Birdfolk warriors rained down from above and with their insurmountable airpower forced an era of peace across the land. Overseer Orawk, at that time a mere Steward, built temples across the six continents and commanded the land races to pay alms to their saviors and worship the Birdfolk there. But the Birdfolk soon grew flighty, and returned to the sky. After a few generations, the Birdfolk's heroics in the War of Wing were forgotten and the temples were left to ruin and myth.

Now under Lord Skein's leadership, the Birdfolk have largely ignored this new Great War raging on the land beneath. That was until a Human Airship and an Orc Dragon, locked in a fierce battle, stumbled their way into skies of the Floating Continent. As the dust from the terrible battle settled, the Birdfolk's beloved Pyramid of Avi was tragically leveled to the ground. The Birdfolk can sit idly by no longer. The time has come for the winged gods to rise again, reclaim the skies, and bring peace and stability back to Aughmoore.

If you win with the Birdfolk, read aloud:

Lord Skein stomps a talon down on the heap of land race corpses where he stands and cries out a piercing call of victory, which his warriors echo in unison. Overseer Orawk immediately assembles an expedition to unearth and restore the ruins of the temples he had built long ago. The Birdfolk plan to reign over Aughmoore as gods once again, and this time they will not allow themselves to be forgotten. The surviving land race refugees bow to Skein but the Elves whisper, "Norellia, you are not forgotten."

Merfolk

Centuries before Aughmoore even had a name, civilization toiled in her deeps. The mysterious and seldom seen Merfolk were the first advanced race in the realm, building elaborate undersea settlements before the volcanic chaos and molten mayhem of the surface had even solidified into habitable continents. Aughmoore's noxious atmosphere could not yet sustain life on land, but the Merfolk thrived, breathing the pure salt water through their gills.

Content with their life below the surface, even after the continents cooled and the land races began to emerge, the Merfolk never encountered them. Not until a young Merfolk maiden had a dark vision about other races beyond the water destroying all of Aughmoore with war. The young maiden appealed to the Merfolk Council but they rejected her premonition as a mere dream and declared that all the world is water, no such world beyond the water exists, and any who believe it shall be sentenced to death.

Determined that diplomacy with the races she envisioned could save the world, the young Merfolk girl fled the Council's custody and swam toward the lighter water above until her head burst through the waves and entered the air for the first time where she saw a land race's ship floating by. Old sailor folklore persists that alleged of "mermaids" are the illicit offspring of men and fish, but the truth is the opposite: many of the races living on Aughmoore's surface now are descended from that Merfolk maiden and the sea captain that found her.

The Merfolk Council declared the maiden dead and the citizens told her story for generations as a warning to their children not to go looking for a land beyond the water, a land that does not exist. The Merfolk thrived, sullen and hardened by the dark waters where no sunlight penetrates, and no one ever spoke of land races again, until now. The ancient maiden's prophecy has come true as a Great War on land threatens to tear Aughmoore apart. Unable to ignore the surface any longer, the Merfolk silently prepare an assault to eliminate the land races and claim Aughmoore as a world of water once more.

If you win with the Merfolk, read aloud:

Perhaps it was the element of surprise that led the Merfolk to their victory. The land races and even the mighty Birdfolk were completely unaware of their existence. But after the adrenaline of combat wears off, the Merfolk warriors and serfs gradually realize that the stories the Council had told them all their lives were lies and that there was a whole world beyond the water. A mutinous faction forms against the devoted and an undersea civil war looms on the horizon.

Birdfolk Faction Ability Overview

The Race of Birdfolk occupies the Floating Continent, lofting high above the Central Sea Region (C.S.R.).

Birdfolk's Flight Ability

After unlocking this ability by building the Jousting Ring, all Birdfolk Serfs, Warriors, and Heroes (excluding non-flying Mercenaries) may move with a Fly Action:

  • Units together in a Region may Fly together as an army (following normal Fly Action rules).
  • The Speed of the army is limited by the lowest Speed unit.
  • The army may include the Sphinx Air Vessel.
  • Like Flying for an Air Vessel, the army cannot end movement in a Sea Region. The C.S.R. still counts as 2 Speed when Flying through it.
  • Like Marching, a Flying army may not exceed 5 units.

The Floating Continent

Flying To and From the Continent

When Flying an Air Vessel (or a Birdfolk Unit), it MUST move a minimum of 2 Speed to land on the the Floating Continent:

  1. 1 Speed: It must first Fly through the C.S.R. when coming or going (if a Sea Vessel occupies the C.S.R. then they must stop and Battle).
  2. 1 Speed: It then may move to ANY "Shore Region" on the Continent.

Using Ferry Routes

All "B" and "2" Graticules are always connected to the game board. Land Units may March to connected Regions as if adjacent.

Sea Vessels

  • Cannot Sail to or dock with the Floating Continent.
  • They instead may occupy or Sail out of the C.S.R. (under the Continent).
  • Though the Birdfolk's Ark Sea Vessel is placed in the C.S.R. when built, it is not adjacent to the Birdfolk's Capital City Region. It does however have abilities to connect it to the Birdfolk C.C. (see the Birdfolk's Faction Board).

When the Ark is built, if the 2 Sea Exploration Tokens in the C.S.R. are not revealed, immediately reveal and resolve them one-by-one.

Merfolk Faction Ability Overview

The Race of Merfolk occupies the Sunken Continent, a partially submerged Continent on the gameboard.

Merfolk's Swimming Ability

After unlocking this ability by building the Cloister, all Merfolk Serfs, Warriors, and Heroes (excluding non-sailing Mercenaries) may move with a Sail Action:

  • Units together in a Region may Sail together as an army through Sea Regions (following normal Sail Action rules).
  • The Speed of the army is limited by the lowest Speed unit.
  • The army may include the Octopus Sea Vessel
  • The army CANNOT end its movement in a Sea Region, unless the units gain the lv. I and II ability from the Cloister Building

Units in a Sea Region without a Sea Vessel

After unlocking this ability by building the Cloister, all Merfolk Units (excluding the Merfolk Air Vessel) may occupy Sea Regions without a Sea Vessel, but CANNOT enter Sea Regions with enemy Units (unless they are in an army with the Crusher Hero Unit, see Crusher's Hero Card).

Alternatively, Merfolk Units in a Sea Region, with or without a Sea Vessel, CAN be attacked by enemy Units.

Sailing into Land Battle

Merfolk Land Units that end their Sail by docking at a Shore Region CAN battle enemy Units in that Region.

The Sunken Continent

Land Regions in the Sunken Continent are considered "Shallow Water":

  • All Land Units may March through, build Towers, and end their movement on them. Air Vessels can end their Fly movement on them.
  • Units cannot Sail through Shallow Water and must dock at the Shore Regions as normal.
  • They start with Sea Exploration Tokens rather than Land ones (with 2 Tokens in the Swamp Regions). Any Unit may explore them as normal.
  • Towers built in Shallow Water reveal adjacent Shallow Waters' Sea Exploration Tokens as normal. See the Quick Reference Guide for how Sea Exploration Tokens are adjusted when resolved in Shallow Water.

Quick Reference Sheet: Battling Overview

When an army or Vessel moves into a Region with enemy Units or Structures, its movement ends and a Battle occurs. The player who initiates the Battle, called the attacker, immediately gains 1 Victory Point (advance the Score Token). The other player whose units are being attacked is called the defender.

1. Total Each Army's Strength

  1. Total the "Natural Strength" (Strength values on Capital City Board)
  2. Next add in all ability bonuses of Heroes, Vessels, and Structures that would increase Strength, or decrease the enemy's Strength.
  3. Starting with the defender, each player may Cast 1 Combat Spell.

2. Select a Tactic Card to Play

From the hand of 7 Tactic Cards, each player secretly selects one Tactic Card to play face-down which adds a bonus to their army's Strength. Players MUST be able to afford the cost of the Tactic Card, or else they must Sacrifice Units to pay their cost (Sacrificed Units still participate in the Battle and their Strength are counted).

3. Resolve the Battle

Each player gains (or loses) Victory Points based on the Tactic Card they played. The army with the highest Strength value wins, with ties going to the defender:

  • The winning army remains in the Region and loses no Units, except for Sacrificed Units.
  • The losing army:
    • takes "Damage" and must lose Units and/or Structures whose Natural Strength totals at least half of the losing army's Natural Strength (rounded up).
    • Any remaining Units must be returned to that player's Capital City or a Region containing a Tower they control.

Battling a Capital City

To achieve the "eXterminate Objective," players may Battle an enemy's Capital City. To total the Capital City's Natural Strength:

  • Add Strength listed for the Capital City's Level.
  • Add Strength from any of the Units in the Courtyard and Action Bar along with their bonuses.
  • Add Strength of any Vessels in or docked on the Shore of the Capital City Region.
  • Add Strength of any Serfs in any completed Buildings' Worker Spaces.
  • Towers are considered adjacent to the Capital City so any armies in Regions with your Towers may be moved into the Battle using the Conscripts Tactic Card.

The player who destroys the Capital City gains 5 Victory Points in addition to points from starting the Battle, their Tactic Card, and Combat Spell (if any).

Exploration Token Overview (Expansion)

Land Exploration Tokens x82

Bonus Resources (x5 ea. and x4 ea.): Another traveler has been here recently and dropped a small rucksack. Immediately gain 1 Resource of each type shown. This may include gaining multiple Resources. Discard the token after resolving.

Eggs (x4, Pestilence): Tucked away for safety by its mother, a rare dragon egg lies in wait. It could be sold for riches or the beast inside could be trained to level entire kingdoms. Regardless, it will be a great boon to the race that possesses it. Immediately place the Eggs onto the top of one of your Towers. If the Tower is defeated, the attacking player captures the Eggs and places them on one of their Towers. The holder of the Eggs gains 2 Victory Points at the end of the game. If any player captures the Eggs and does not have a Tower to place them in, then they are immediately discarded.

Entanglement (x3): Bramble and briar come alive and twist around your body faster than you have strength to cut it away. For Land Units to leave this Region, you must pay 1 Food per Unit. Keep this token in its Region. If two Entanglements occupy the same Region then remove one from the game.

Farm (x4): You notice the exposed ribs of a neglected laborer and wonder if tossing him a morsel may persuade him to leave this farm and join your army. You may immediately pay 1 Food to place 1 Serf from your supply into this Region. If this Region cannot hold any more Units, place the Serf into your Courtyard. Discard this token after resolving.

Fort (x4): The walls of this abandoned stronghold are scorched and battered from battles long ago but perhaps you will find victory here. +1 Strength when defending this Region. Keep this token in its Region.

Harpy (x4, Pestilence): Suddenly from the shadows, a ferocious woman with feathery wings clasps her talons on the shoulders of a soldier and carries him away toward the Erinyes whom she serves. CHOOSE ONE: Lose 1 Unit of your choice in this Region OR the player to your left picks up one of your Units in this Region and moves it 3 Speed away (only effective against Serfs, Warriors, and Heroes. Cannot result in Battle). Discard this token after resolving.

Mines (x4): A small band of rogue Kobolds snore by the opening of a vast and cavernous mine, leaving its riches unguarded. Immediatey gain any 3 Resources of your choice. Discard this token after resolving.

Monster (x4): Some unnatural beast, baring yellow fangs, ambushes you, leaving you bewildered and uncertain whether to fight or flee. If your army has at least 3 Natural Strength, defeat this Monster and gain 1 Victory Point. If it does not, your army must move to your Capital City or to the Region of a Tower you control. Discard this token after resolving.

Mysterious Wizard Tower (x4): Atop his tower, a shriveled old wizard babbles incoherently, his sanity lost to living in isolation, but his wisdom may yet prove useful. When your army ends movement here (including when this token is revealed), you may pay 1 Mana to perform a free Research Action (cannot be followed). Keep this token in its Region. If two Towers occupy the same Region then remove one from the game.

Portal (x5): Swirling light rips through the air before you, revealing some distant land. Each Region with a Portal is considered adjacent. Keep this token in its Region. If two Portals occupy the same Region then remove one from the game.

Pyramid (x4, Pestilence): An ancient Birdfolk monolith, to the untrained eye merely a decaying ruin. However, the wisest of mages know of the mystical secrets entombed within. The player that controls this Region at the end of the game gains 1 Victory Point. Units may move from this Region to any Desert Region as if it were a "one-way Portal." Keep this token in its Region.

Rogue (x4): A hooded figure approaches from the darkness and offers to spy on your foe for a price. His shifty demeanor convinces you it would be unwise to refuse him. Immediately pay 1 Ore to look at 1 Spell Card from a player's Spell Library. If you don't pay, lose 1 Unit in this Region. Discard the token after resolving.

Unstable Ground (x3): The ground beneath your feet rumbles and the earth suddenly splits open, knocking you backward off your feet. You must immediately move all Land Units in this Region into an adjacent Region of your choice (this may result in a Battle). Discard this token after resolving.

Village (x4): The denizens of this quaint village are kind and would surely shower a leader like you with glory. The player that controls this Region at the end of the game gains 2 Victory Points. Keep this token in its Region.

Wandering Knight (x4): At a secluded tavern, a war-weary deserter wistfully recounts tales of many great battles across Aughmoore. A mere token would likely coerce him back into the fray. You may immediately pay 1 Ore to place 1 Warrior from your supply into this Region. If this Region cannot hold any more Units, place the Warrior into your Courtyard. Discard this token after resolving.

Sea Exploration Tokens x36

Bonus Resources (x2 ea.): A small abandoned canoe drifts eerily by. Glancing inside, you find something has been left behind. Immediately gain 1 Resource of each of the 2 types shown. Discard the token after resolving.

Coral Reef (x4, Pestilence): The reef below the surface are not just alluring to the eyes. The life there is more magical than the purest mana. The player that controls this Region at the end of the game gains 2 Victory Points. This Region yields any 1 Resource of your choice during Collection. Keep this token in its Region.

Giant Crab (x4, Pestilence): Massive spindly legs burst from the surf followed by a colossal body with beady eyes and pincers the size of war towers. Immediately kill 1 lone Serf (could be your own) in Region up to 3 Speed away (when counting Regions, you can move into, but not through, the Central Sea Region). Discard the token after resolving. If there are no lone Serfs, discard this token instead.

Island Traders (x4): Through the mist ahead, you make out a tiny island. As you sail along its shore, members of an indigenous tribe beckon you with valuable commodities at their feet. When you end your Sail or March here (including when it is revealed), you may exchange any number of Resources within your own supply at a 1:1 ratio. Keep this token in its Region.

Mystical Storm (x4): A thunderclap erupts and the once still waters churn around you. Immediately move your Units in this Region to any Shore Region of your choice (this may result in a Battle). Discard the token after resolving.

Pirates (x3): A cannon blast from a distant ship prepares you for attack. The scurvy fiends will demand something of value or else they'll have your blood. When you enter this Region you must pay 2 Ore. If you pay, gain 1 Victory Point and move the Pirates to any unoccupied Sea Region of your choice. If you cannot pay, you must lose 1 Unit and then move the Pirates as above. Keep this token in its Region, the Region it is moved to until it is moved again.

Sea Monster (x3): The sea parts as a serpent raises his enormous scaly neck out of the surf and eyes your pathetic form. If your army has at least 6 Natural Strength, defeat this Sea Monster and gain 3 Victory Points. If it does not, your army must move to the Shore Region of your Capital City or of a Tower you control. Discard this token after resolving. This becomes the Land Token "Monster" if found in Shallow Water.

Stranded Fisherman (x4): Fear in his eyes, the fisherman reaches a withered arm out for help from his rapidly sinking skiff. If your Sea Vessel has room for 1 occupant, you may place 1 Serf from your supply into your Sea Vessel. Discard this token after resolving. This becomes the Land Token "Farm" if found in Shallow Water.

Wreckage (x4, Pestilence): In the murky waters, a crew of sailors had perished protecting a rich, lagan booty. It would be a shame for their sacrifice to be in vain. Immediately gain any 3 Resources of your choice. Discard the token after resolving.