Heroes of Might and Magic III: The Board Game – Conflux Expansion
Heroes of Might and Magic III: The Board Game – Conflux Expansion Rulebook
Table of Contents
Table of Contents
- Component List
- New Elements
- Alliance Mode
- Clash Mode
- Cooperative Mode
- Campaign Rules
- Clarification on Some Rules from the Core Game
- Using Different Heroes
- Your Might and Magic Deck Between Scenarios
- Setting the Player's Income
- Neutral Units in AI Armies
- AI Deck Sharing
- Disproportionate Numbers of Cards in the AI Spell Deck and Magic Cards in the AI Deck
- Not Enough Card Copies During Setup
- AI Under Siege—Arrow Tower, Gate, and Walls
- Rules for More Complex Spells
- Conflux Campaign—Masters of the Elements
- Map Locations
Component List
- 12 × Map tile:
- 1 × Starting tile
- 3 × Far tile
- 8 × Elemental Near tile
- 1 × Town board
- 1 × Mission book
- 1 × Player's Aid
- 1 × Unit leaflet (Conflux)
- 2 × Hero model
- 1 × Town model
- 7 × Unit model
- 2 × Hero card (double-sided)
- 7 × Unit card
- 7 × Town Building tile
- 8 × Neutral Unit card
- 8 × Summoned Unit card
- 3 × Astrologers Proclaim card
- 8 × Artifact card
- 10 × Spell card
- 15 × Ability card
- 12 × Specialty card
- 9 × Statistic card
- 3 × Attack card
- 1 × Defense card
- 2 × Power card
- 3 × Knowledge card
- 1 × Build token
- 1 × Population token
New Elements
Elemental Map Tiles
This expansion introduces a new type of tiles—the Elemental tiles. Each one of them is associated with one School of Magic. All spells from that School of Magic that are cast by a Hero on that tile have their
- Elemental Near Fire tile
- Elemental Near Water tile
- Elemental Near Air tile
- Elemental Near Earth tile
Time Tokens
To mark the remaining duration of an Ongoing effect, you can use Time tokens. Just put them on the card or a token that provides the effect and reduce their total value by 1 at the end of the round. When there are no Time tokens left, the effect ends—discard its card or token.
Monolith Tokens
A Monolith token marks a field that connects to another Monolith on another tile, allowing Heroes to travel between them. When you discover a tile with a Monolith on it, place the tile according to the normal rules and then place the token on the field indicated by the scenario's map layout.
Keep in mind that the Monolith token replaces the field's original location and cannot be placed on blocked fields, other tokens, or fields containing locations required to meet any of the scenario's victory conditions. You can place the token however you wish, provided that it follows the above rules.
There are 2 types of Monoliths: One- and Two-way. A One-way Monolith allows Heroes to travel only from the Entrance Monolith to the Exit Monolith, but not in the opposite direction. A Two-way Monolith, on the other hand, lets Heroes move back and forth with the same Monoliths. The tokens representing the Monoliths are paired, both showing a One-way Monolith on one side, and a Two-way Monolith on the other.
The printed book shows these token faces as: Two-way Monolith token; One-way Monolith token (Entrance); One-way Monolith token (Exit).
Summon
Allows you to add a unit to the Combat board during Combat. If you perform a Summon action, place the summoned unit on a chosen empty space. Summoned units activate in the round they were summoned if their initiative is lower or equal to the initiative of the currently activated unit. Otherwise, treat them as if they already activated this Combat round. After Combat, unless stated otherwise, the summoned units are added to your unit deck.
Summoned Unit Cards
This set of 8 cards represents Summoned Units. Put them together into a new deck called the Summoned Units deck and place it beside the Neutral Unit decks. Whenever you use a Summon spell, take a specific unit card from this deck.
Summon Spells
These spells allow you to add a unit to the Combat board during Combat. Depending on the
Fire Wall Tokens
These tokens are used instead of Luna's Specialty cards on the Battlefield expansion's board. Each token corresponds with one Specialty card. Remember to place the Specialty card next to the board. When the card is Removed or discarded, discard the corresponding Fire Wall token too.
Summon Tokens
These tokens indicate which units were Summoned. When you Summon a unit, place this token on its card. At the end of Combat, discard both the token and the unit. You can also use Summon tokens instead of Unit models on the Battlefield expansion's board.
Elemental Damage
You may notice that some units have a special ability that states: "This unit deals elemental damage." In these cases, you perform a normal attack, but the resulting damage works similarly to
NOTE: Elemental damage isn't affected by a unit's special ability that reduces damage taken from spells.
Note: The "Immune" special ability allows a unit to ignore effects from specific sources, such as spells or a School of Magic.
School of Magic
Some cards refer to Schools of Magic, and every Spell card belongs to one of the following four of them: Air, Fire, Earth, and Water. Each School has its own border around the symbol:
- School of Fire
- School of Water
- School of Air
- School of Earth
NOTE: Although "Magic Arrow" belongs to all Schools of Magic, it can benefit from a bonus from only one School at a time. When you cast this spell, you can assign it to one School of Magic for the purpose of determining the bonus.
Permanent Cards
NOTE: When a Permanent card is in play, you can still use its effects, either Basic or Expert. But remember, they do not stack—if you use the Expert effect, do not add it to the Basic effect.
Cards with the
Alliance Mode
This mode requires at least one expansion and 4 players to form an Alliance of 2 players vs. 2 players.
Additional Rules
When playing in this mode, the following rules apply:
- An Alliance is a team of 2 players that is determined at the beginning of the game and lasts for the duration of the chosen scenario.
- Each player chooses their faction at the beginning of the scenario.
- Allied players can exchange artifacts. To do so, they need their Heroes to occupy adjacent fields.
- Resources may be exchanged without the need for both players' Heroes to occupy adjacent fields. Members of an Alliance can exchange resources freely during the turn of either player in the team.
- Players in an Alliance cannot Flag locations that are already Flagged by another player from the same Alliance.
Finishing Scenario
Allied players share the victory and defeat conditions. There is no additional step of comparing who did better in the given game or who contributed to the victory more.
One Bad Day
A scenario for Alliance Mode.
Player count: A scenario for 4 players (2 vs. 2).
Scenario length: This scenario plays out over 16 rounds.
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 4 × Starting (I) Map tile
- 6 × Near (IV–V) Map tile
- 8 × Far (II–III) Map tile
NOTE: Place the One-way Monolith tokens as shown in the map layout. When a tile with a Monolith token is discovered, follow the regular placement rules—the layout does not show the exact locations of the tokens on the tiles, but only on which tiles they should be placed. Substitute the missing One-way Monoliths with Two-way Monolith tokens and treat them as if they were One-way Monolith tokens.
Starting resources: Each player starts with the following resources: 11 × Gold, 3 × Building Materials, 1 × Valuable.
Setting a player's income: Set the income on the income tracker to: "10" Gold, "0" Building Materials, "0" Valuable.
Starting buildings: Each player starts the game with these buildings:
- Dwelling (Bronze tier)
Starting units: Each player starts with the following units:
- 3 × a Few Bronze units
Additional scenario rules: Before the start of this scenario:
- There are 4 starting locations divided into 2 starting areas. The teams choose their starting areas, and then each player picks their starting position within their team's starting area.
- No player takes a starting bonus.
Victory condition: To win the scenario, an Alliance must either defeat each opponent's Main Hero once, or occupy both enemy Exit Monoliths (effectively blocking them) at the same time at the end of a round.
Round tracker: If the above condition is not met by the end of the 16th round, the game ends and all players lose the scenario.
Timed event: There are no timed events in this scenario.
The printed scenario map layout (page 9) shows the positions of the Entry and Exit Monoliths in Area A and Area B. It is a diagram and is not transcribed here; use the Monolith placement rules above.
Clash Mode
Deluge
A scenario for 3 players.
Player count: A scenario for 3 players.
Scenario length: This scenario plays out over 10 rounds.
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 4 × Starting (I) Map tile
- 6 × Near (IV–V) Map tile
- 6 × Far (II–III) Map tile, none of which must contain a Settlement
NOTE: Place the Two-way Monolith tokens as shown in the map layout.
Starting resources: Each player starts with the following resources: 10 × Gold, 3 × Building Materials, 1 × Valuable.
Setting a player's income: Set the income on your income tracker to: "10" Gold, "0" Building Materials, "0" Valuable.
Starting buildings: Each player starts the game with these buildings:
- Dwelling (Bronze tier)
- Mage Guild
Starting units: Each player starts with the following units:
- 3 × a Few Bronze units
Additional scenario rules: Before the start of this scenario:
- From the unused factions, randomly choose one and set its units aside.
During this scenario:
- The Town in the center of the map is defended by the following units of the previously chosen unused faction: 3 × a Pack of Bronze units, 2 × a Pack of Silver units, and 2 × a Few Gold units. For the purpose of gaining experience, this field counts as having difficulty level VI.
- No player may have a Secondary Hero.
- When your Hero visits an Obelisk, you can Remove one Ability card from your hand or your discard pile.
Victory condition: To win the scenario, a player must capture the Town in the center of the map and maintain control over it until the end of the next round.
Round tracker: If the above condition is not met by the end of the 10th round, the game ends in a draw.
Timed event: During the 3rd, 5th, 7th, and 9th rounds, players can exchange resources as if they visited a Trading Post; they cannot, however, benefit from other effects of that location—Remove cards or buy War Machines.
Cooperative Mode
During all cooperative games, all players are allied and play together to beat the scenario.
When controlling Neutral Units, use Combat rules for the solo mode (see page 33, "AI Combat" in the Core Rulebook).
Additionally, when your Hero visits a Trading Post, apart from taking advantage of the normal effects of that location (see page 36, "Trade Table" in the Core Rulebook), you may also use it to give resources to any player.
Victory Conditions for cooperative scenarios can include:
- Defeating a specified number of Neutral Units.
- Taking control of specified locations.
If any player meets a scenario's Victory Condition—unless stated otherwise—the game immediately ends and all players win the scenario.
Too Many Monsters
A scenario for 2–3 players.
Player count: A scenario for 2–3 players.
Scenario length: Depending on the chosen game difficulty:
- Easy: 11 rounds
- Normal: 12 rounds
- Hard: 14 rounds
- Impossible: 16 rounds
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
For a 2-player scenario:
- 2 × Starting (I) Map tile
- 4 × Near (IV–V) Map tile
- 2 × Center (VI–VII) Map tile
- 4 × Far (II–III) Map tile
For a 3-player scenario:
- 3 × Starting (I) Map tile
- 6 × Near (IV–V) Map tile
- 3 × Center (VI–VII) Map tile
- 6 × Far (II–III) Map tile
NOTE: The map is separated into 3 main sectors. Each player starts in a separate sector. In this scenario, you can easily increase the number of players by adding an extra Starting tile, 2 Near tiles, 1 Center tile, 2 Far tiles, and 3 Monolith tokens per additional player.
NOTE: Place the One-way Monolith tokens as shown in the map layout. If you add more players than there are tokens available, substitute the missing Monoliths with any other type of tokens and treat them as if they were Monolith tokens.
Starting resources: Each player starts with the following resources: 10 × Gold, 3 × Building Materials, 1 × Valuable.
Setting a player's income: Set the income on your income tracker to: "10" Gold, "0" Building Materials, "0" Valuable.
Starting buildings: Each player starts the game with these buildings:
- Dwelling (Bronze tier)
Starting units: Each player starts with the following units:
- 3 × a Few Bronze units
Additional scenario rules: During this scenario:
- No player may have a Secondary Hero.
- No Gold can be transferred between players.
- No player takes a starting bonus.
- When a player visits an Obelisk, they gain 1 Re-Die and 1 Movement.
- Players are allowed to capture Mines belonging to other players.
- A Hero can use a Monolith to move from Sector 1 to Sector 2 only when all Combats in their part of Sector 1 are resolved and all of its tiles discovered.
- A Hero can use a Monolith to move from Sector 2 to Sector 3 only when Sector 2 has resolved all Combats and tiles discovered.
- If all tiles in Sector 2 are discovered and all Combats there resolved, the Monolith in Sector 1 will transport your Hero directly to Sector 3.
- No effect can remove a Black cube from a field marked with a Roman numeral.
- Ignore all effects that reduce the number of Movement Points available to Heroes (spending MPs works normally).
The printed book shows the sector layouts for 2-player and 3-player games on pages 14 and 15. They are diagrams and are not transcribed here.
Victory condition: To win, the players must resolve every Combat on the map by the end of the 11th, 12th, 14th, or 16th round, depending on the chosen game difficulty.
Round tracker: The time limit for defeating all Neutral Units depends on the chosen game difficulty. If the players fail to defeat the Neutral Units within the time limit, they fail the scenario.
Timed event: There are no timed events in this scenario.
Campaign Rules
By the campaign, we understand a series of scenarios designed for solo play.
Each scenario is divided into two sections:
- The game-mechanics section.
- The story section.
Campaigns make use of an additional set of rules that are described in the first Mission Book, in the Core Game. Reading them before starting the campaign below may be a good idea.
Clarification on Some Rules from the Core Game
- You cannot surrender to AI Heroes.
- The AI Heroes move after the player.
- When an AI Hero's Skill card calls for drawing a card, draw another AI card and resolve its effect.
- The AI cards that raise
or trigger the use of other cards that do so stay on the units till they are used for defending against one attack. Use them in a manner similar to how a real player would use them. - The bonus from the campaign's scenario setup replaces the default starting bonus.
Using Different Heroes
Although each campaign has its own recommended Hero for whom it is balanced and who is also the main character of the story, you are free to play with any other Hero—there is only one condition, the champion you choose for your cause must belong to the same faction as the recommended Hero.
If you choose to change your Hero between the scenarios or when you repeat the scenario with a different Hero, in step 3 replace all of the previous Hero's Statistic cards and the level 1 Specialty card with all of the Statistic cards and the level 1 Specialty card of your new Hero. If the previous Hero had Empowered Statistics cards, you can remove Statistic cards of the same type from the new Hero's deck, and replace them with Empowered Statistic cards of the corresponding type.
In step 4 you can replace any card that remains in the deck after step 3 with the new Hero's starting Ability card and Magic Arrow(s). You can neither add a second copy of the Hero's Ability card to your deck in this way, nor have more than 4 Magic Arrow cards. After replacing the cards, proceed with choosing 5 cards from the deck and adding them to the new Hero's level 1 Specialty card and Statistic cards—this will be your Starting deck for the next scenario.
Your Might and Magic Deck Between Scenarios
After finishing a campaign scenario, follow these steps:
- Return the cards from your hand and the discard pile to your deck.
- From these cards, take out all the Statistic cards and the level 1 Specialty card, and set them aside.
- Now remove the rest of the Specialty cards.
- From the remaining cards, choose 5 and add them to the cards you set aside in the second step—this will be your Starting deck for the next scenario.
- Note down the cards that make your new Starting deck.
If you lose a scenario, reset your deck by removing all the cards that are not part of your current Starting deck.
Remember! Every time you start a scenario, you reset your Hero's Experience Level to 1.
Remember! Spell Scrolls are not part of the deck! You cannot carry them over to the next scenario.
Setting the Player's Income
At the start of each campaign scenario, set your income by placing your faction cubes on the following spaces of the income tracker on the Town board:
- "10" Gold
- "0" Building Materials
- "0" Valuable
Special rules in each scenario can change the above values.
Neutral Units in AI Armies
Unit cards originating from the Neutral Unit decks are listed in each campaign scenario's AI Hero setup with both their tier (Bronze, Silver, Gold, Azure) and name. Before you start the scenario, find the indicated cards in their relevant Neutral Unit decks.
AI Deck Sharing
If the setup does not specifically say that a given deck (e.g., a Spell deck) or Skill is to be used exclusively by one AI Enemy Army, you should assume it is shared.
After each Combat, shuffle the deck's cards—used and unused—back together.
During setup, if multiple AI Heroes use the same unit, and you do not have enough copies of its card, the AI Heroes must share it—setup everything up without that card, and add it to the AI Hero's Army the moment you trigger Combat with them.
Disproportionate Numbers of Cards in the AI Spell Deck and Magic Cards in the AI Deck
Sometimes in the AI Spell deck, there are more Spell cards than there are Magic cards in the AI Hero's deck. This is no mistake. Not all spells must be used, some are there for the sake of diversity.
If the AI Spell deck empties before Combat ends, shuffle the AI Spell discard pile to form a new Spell deck. After the Combat, shuffle the Spell deck and the discard pile together.
Not Enough Card Copies During Setup
If you lack some of the cards listed in the setup because they are already in your Hero's Starting deck, you may use other cards instead.
AI Skill cards cannot be replaced, so if setup assigns the AI Hero a card that your Hero has, remove the needed card from your Hero's deck and Search (3) the respective card's deck to compensate your Hero for the loss. If the AI Hero is assigned a Spell card that is unavailable, substitute it with a Magic Arrow card.
If your Hero is assigned a Spell, Artifact, or Ability card that is unavailable, Search (3) the respective card's deck to get another card in its stead.
AI Under Siege—Arrow Tower, Gate, and Walls
The Arrow Tower is treated as a
When the Walls and Gate are mentioned in Combat preparation but no additional information on how to arrange them is given, arrange them just like a human player would—place the Gate in front of the
Rules for More Complex Spells
In the following campaign, enemies use a number of spells whose effects are not fully compatible with the standard use of AI Magic cards. To fully use their effects, we present extended descriptions of how AI Heroes should use each of these spells.
- Spells attacking multiple targets (like Fireball and Chain Lightning)—When activated, target any unit with one or two adjacent units from the player's army, prioritizing the groups where there are more higher-tier units. If there is more than one valid group, attack the one that is the closest to perishing—has the smallest difference between its HP and the number of current
. If there is still more than one valid target, then you can choose which unit is attacked. If there are no player units adjacent to one another, target units that are not adjacent to any of the AI units. If that is also not possible, do not use this spell—instead, skip the AI card that activated this effect and put it on the bottom of the Enemy AI deck. Then, shuffle this spell back to the Enemy Spell deck. - Instant Defense spells (like Stone Skin)—When activated, put this card on the side of the Combat board, then put a Defense token on the unit with the highest defense to represent the card's effect—it stays there until the defense is resolved. If there already is a Defense token on that unit, choose another one in the order of decreasing
. In case of a tie in value, give preference to the unit of the highest tier and then to the greatest value of . - Healing spells (like Cure)—When activated, remove the
from the AI unit with the greatest value of tokens, starting with the highest tier available. If no AI unit has any , put the AI card that triggered the spell at the bottom of the Enemy AI deck. Then shuffle the "Cure" Spell card back to the Enemy Spell Deck. - Single-round buffs (like Fire Shield)—When activated, check the tier of the unit on which you are about to cast the spell and count how many units of the same or higher tier there are on the board. If more than half of them have already activated this turn, do not cast the spell now—instead, place it on the side of the Combat board and play it when the first AI unit activates in the next combat round. Skip drawing the AI card for that activation.
- Attack-weakening spells (like Weakness)—When activated, if the AI's activated unit is to perform an attack that will provoke a Retaliation, cast this spell on the Retaliating enemy to lower their
Conflux Campaign—Masters of the Elements
The Conflux campaign consists of four scenarios. Each scenario's story section is narrative and is not transcribed; only the mechanics sections are kept here. Where a trigger in a scenario says to "read" a story section, that section contains no rule instructions of its own.
1. Troubled Walking on Clouds
When the Elemental Lords' Truce is nearing its end, the Ancestors task the Immortal Hero, Tarnum, with a quest to stop their plans regarding Enroth.
Scenario length: This scenario plays out over 13 rounds.
Player setup:
- Faction: Choose one: Castle, Dungeon, Tower, Fortress, Rampart, Stronghold.
- Faction Hero: Tarnum.
- Faction Army: None.
- Starting resources: 20 × Gold.
- Town Buildings: None.
- Bonus: Choose one of the following options:
- Search (3) the Artifact deck.
- Search (3) the Ability deck.
- +6 Gold Resources.
- Special: Prepare the Bronze Storm Elementals and Silver Energy Elementals for later use in the scenario.
AI Hero setup:
- Enemy Heroes: Fiur, Lord of Air's Guardians.
- Enemy Armies:
- Fiur's Army: Level III Neutral Army, a Pack of Storm Elementals, a Few Energy Elementals.
- Lord of Air's Guardians: A Pack of Sprites, a Pack of Storm Elementals, a Pack of Energy Elementals, Bronze Storm Elementals, Silver Energy Elementals.
- Enemy Decks:
- Fiur's Deck: 4 × Might card.
- Lord of Air's Guardians' Deck: 8 × Magic card, 3 × Skill card.
- Enemy Spell Deck: 2 × "Magic Arrow" Spell card, 1 × "Lightning Bolt" Spell card, 1 × "Chain Lightning" Spell card.
- Skill: "Summon Air Elemental" Spell card.*
- *Whenever this skill card is activated, put one Conflux faction cube on this Spell card. Whenever there are two such cubes on the card, and fewer than 2 Fire, Earth, or Water Elementals in the AI Army in Combat, remove all the cubes from the Spell card and cast Summon Elemental with
4. Place the summoned unit in the first empty space of the frontline, counting from the leftmost side of the AI player. If the AI deck runs out of cards, and there is still a cube on the Spell card, cast Summon Elemental with 2.
- *Whenever this skill card is activated, put one Conflux faction cube on this Spell card. Whenever there are two such cubes on the card, and fewer than 2 Fire, Earth, or Water Elementals in the AI Army in Combat, remove all the cubes from the Spell card and cast Summon Elemental with
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Center (VI–VII) Map tile: 1 × Dragon Utopia Center Map tile (C1).
- 2 × Starting (I) Map tile: 1 × Castle (S3); 1 × Conflux (S8).
- 2 × Far (II–III) Map tile: 2 × random tile from Castle (F3, F6, F9), Tower (F1–F3), Fortress (F13–F15), and Rampart (F10–F12).
- 1 × Near (IV–V) Map tile: 1 × Dungeon tile with an Obelisk (N5).
- 2 × Elemental Near (IV–V) Map tile: 2 × Elemental Air tile (N18, N19).
NOTE: Place the One-way Monolith token as shown in the map layout.
Heroes placement: Place your Conflux Hero on the center field of the Center tile—on the Dragon Utopia field. This tile is already discovered.
Additional rules: During this "Conflux" campaign scenario, the following rules apply:
- Your Hero does not gain Experience past Level 4.
- Do not use the Astrologers Proclaim cards in this scenario.
- You cannot use the following cards: Summon Fire Elemental, Summon Air Elemental, Summon Earth Elemental, Summon Water Elemental, Basic Fire Magic, Basic Air Magic, Basic Water Magic, Basic Earth Magic, Fire Magic, Air Magic, Water Magic, and Earth Magic.
- Whenever you draw one of them from the Spell or Ability decks, discard it immediately and draw another card in its place.
- When your Hero visits an Obelisk for the first time, they trigger a timed event. After resolving it, treat every Obelisk as an empty field.
- You cannot build any Town Buildings unless you control a Town, but:
- a) You may Recruit Bronze units without the necessary Town Buildings.
- b) You may Reinforce your units without the necessary buildings.
- Till round 5, you do not lose this scenario if you do not control a Town.
- Whenever you trigger Combat with Neutral Units on an Elemental Air tile, replace the first drawn Silver unit with Silver Energy Elementals. Then add Bronze Storm Elementals.
Timed events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- Place a Black cube on every field with a Roman numeral on the Center Map tile. Treat all these locations as empty fields.
- Choose one of the following factions and take its units and Town board:
- a) Castle
- b) Dungeon
- c) Tower
- d) Fortress
- e) Rampart
- f) Stronghold
- Draw 4 cards from the Silver Neutral Unit deck—you can buy one of them for the price of its Recruitment cost. Then perform Recruitment according to the regular rules.
- Read the "Ten-Thousand-Year Truce" section (narrative only).
- 3rd Round:
- Gain Negative Morale.
- Read the "Shamed" section (narrative only).
- 5th Round:
- If you do not control a Town till the end of this round, you lose the scenario.
- After you receive your income this round, lose 10 Gold.
- Read the "A Brave Man" section (narrative only).
- 9th Round:
- Read the "Situation in the Realm" section (narrative only).
Win/lose conditions:
- Win: You must defeat both Enemy armies.
- Lose: You fail the scenario if your Hero is defeated in any Combat. You can still retreat from Combat with non-Azure tier Neutral Armies.
Triggers during play:
- When you enter a field with a Town on Starting Castle tile:
- Start Combat with Fiur's Army. After defeating it, follow the steps below.
- Build the Bronze Dwelling.
- Build the Citadel.
- Build the City Hall.
- Read the "Ancient Libraries" section (narrative only).
- When you enter a field with a Town on Conflux Starting tile:
- Start Combat with the Lord of Air's Guardians Army.
- When you visit an Obelisk for the first time:
- Discover the Elemental Near Air tile that is not adjacent to the Conflux Starting Map tile.
- Place your Main Hero on the Monolith token.
- Read the "Seeing Pool" section (narrative only).
- When you complete the scenario:
- Read the "Not Here" section (narrative only).
The printed book shows the scenario map layout on page 21. It is a diagram and is not transcribed here.
2. Dancing in Water and Fire
Story sections of this scenario ("Stuck in the Planes", "Report", "Realm of Water", "Good Joke", "Realm of Fire", "Into the Last Realm") are narrative only and are not transcribed. Where a trigger says to read one of them, it contains no rule instructions of its own.
Scenario length: This scenario plays out over 16 rounds.
Player setup:
- Faction: Choose one: Castle, Dungeon, Tower, Fortress, Rampart, Stronghold.
- Faction Hero: Tarnum.
- Faction Army: None.
- Starting resources: 10 × Gold, 3 × Building Materials, 2 × Valuable.
- Town Buildings: Dwelling (Bronze tier), City Hall.
- Bonus: Choose one of the following options:
- Search (3) the Artifact deck twice.
- Build Mage Guild for free.
- +10 Gold Resources.
AI Hero setup:
- Enemy Heroes: Lord of Water's Guardians, Lord of Fire's Guardians.
- Enemy Armies:
- Lord of Water's Guardians*: A Pack of Ice Elementals, a Pack of Energy Elementals, a Pack of Water Elementals, Bronze Ice Elementals, Silver Energy Elementals.
- Lord of Fire's Guardians*: A Pack of Fire Elementals, a Pack of Magma Elementals, a Pack of Phoenixes, Silver Magma Elementals, Gold Phoenixes.
- Enemy Decks: Guardians' Decks: 5 × Magic card, 2 × Might card. Both Armies of Guardians use the same AI deck.
- Enemy Spell Decks:
- Lord of Water's Guardians' Spell Deck: 1 × "Magic Arrow" Spell card, 1 × "Weakness" Spell card, 1 × "Cure" Spell card.
- Lord of Fire's Guardians' Spell Deck: 1 × "Magic Arrow" Spell card, 1 × "Fire Shield" Spell card, 1 × "Fireball" Spell card.
- Special*: Bronze Ice Elementals, Silver Energy Elementals, Silver Magma Elementals, Gold Phoenixes, Fire Elementals, and Water Elementals.
- *Do not prepare these cards ahead of time, as they may be used in their respective decks beforehand. Find the cards in their relevant Neutral Unit and Summon decks in the Conflux Expansion when you trigger Combat with these Armies.
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting (I) Map tile: 1 × Castle (S3).
- 1 × Far (II–III) Map tile: 1 × random tile from Castle (F3, F6, F9).
- 1 × Near (IV–V) Map tile: 1 × Necropolis (N1).
- 4 × Elemental Near (IV–V) Map tile: 2 × Elemental Fire tile (N14, N15); 2 × Elemental Water tile (N16, N17).
NOTE: Place the One-way Monolith token as shown in the map layout.
Heroes placement: Place your Hero on the Town field of the Castle Starting tile. This tile is already discovered.
Additional rules: During this "Conflux" campaign scenario, the following rules apply:
- Your Hero does not gain Experience past Level 5.
- Do not use the Astrologers Proclaim cards in this scenario.
- You cannot use the following cards: Summon Fire Elemental, Summon Air Elemental, Summon Earth Elemental, Summon Water Elemental, Basic Fire Magic, Basic Air Magic, Basic Water Magic, Basic Earth Magic, Fire Magic, Air Magic, Water Magic, and Earth Magic.
- Whenever you draw one of them from the Spell or Ability decks, discard it immediately and draw another card in its place.
- Whenever you trigger Combat with Neutral Units on an Elemental Near Water tile, replace the first drawn Bronze unit (if there is any) with Bronze Ice Elementals and the first drawn Silver unit (if there is any) with Silver Energy Elementals. Then add a Pack of Water Elementals.
- Whenever you trigger Combat with Neutral Units on an Elemental Near Fire tile, replace the first drawn Silver unit (if there is any) with Silver Magma Elementals and the first drawn Gold unit (if there is any) with Gold Phoenixes. Then add a Pack of Fire Elementals.
- When visited, the Monolith transports your Hero to the Town.
- When your Hero visits an Obelisk, you can either Remove up to 2 Artifact, Spell, and Ability cards from your hand, or Search (3) the Artifact, Spell, or Ability deck. After resolving the field, place a Black cube on it.
Timed events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- You can enter neither regular Near Map tiles nor Elemental Near Fire Map tiles.
- Read the "Stuck in the Planes" section (narrative only).
- 3rd Round:
- Gain 10 Gold and 4 Building Materials.
- Read the "Report" section (narrative only).
- 5th Round:
- Read the "Realm of Water" section (narrative only).
- 8th Round:
- If you have not defeated Lord of Water's Guardians by this time, you lose.
- Read the "Good Joke" section (narrative only).
- 10th Round:
- Read the "Realm of Fire" section (narrative only).
- 16th Round:
- At the end of the round, you lose—the Elemental Lords lay waste to the world of Enroth.
Win/lose conditions:
- Win: You win when every location on the Elemental Near Water and Fire Map tiles is either Flagged or empty.
- Lose: You fail the scenario if your Hero is defeated in any Combat. You can still retreat from Combat with non-Azure tier Neutral Armies.
Triggers during play:
- When your Hero enters the last non-Flagged and non-empty field of the two Elemental Near Water tiles:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with Lord of Water's Guardians.
- After defeating them, the Hero gains 3 Movement Points.
- From now on, you can enter both the regular Near Map tiles and the Elemental Near Fire Map tiles.
- The difficulty level of every Combat encounter on the map increases by one (see page 35, "Field Difficulty Level Table" in the Core Rulebook).
- When your Hero enters the last non-Flagged and non-empty field of the two Elemental Near Fire tiles:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with Lord of Fire's Guardians.
- When you complete the scenario:
- Read the "Into the Last Realm" section (narrative only).
The printed book shows the scenario map layout on page 28. It is a diagram and is not transcribed here.
3. Hard Place
Story sections of this scenario ("Hard and Heavy", "Hard Times Create Hard People", "The Hard Truth", "Hard to Believe", "Hard Beginnings") are narrative only and are not transcribed. Where a trigger says to read one of them, it contains no rule instructions of its own.
Scenario length: This scenario plays out over 10 rounds.
Player setup:
- Faction: Conflux.
- Faction Hero: Tarnum or any Conflux Hero.
- Faction Army: None.
- Starting resources: 15 × Gold.
- Town Buildings: Dwelling (Bronze tier), Citadel, Mage Guild, Magic University.
- Bonus: Choose one of the following options:
- Add the following cards to your Might & Magic deck: "Summon Fire Elemental" Spell card and "Basic Fire Magic" Ability card.
- Add the following cards to your Might & Magic deck: "Summon Water Elemental" Spell card and "Basic Water Magic" Ability card.
- Add the following cards to your Might & Magic deck: "Summon Air Elemental" Spell card and "Basic Air Magic" Ability card.
AI Hero setup:
- Enemy Heroes: First Overlord, Second Overlord.
- Enemy Armies:
- First Overlord's Army: Pack of Earth Elementals*, a Few Troglodytes, a Few Evil Eyes, a Few Medusas.
- Second Overlord's Army: A Pack of Medusas, a Pack of Manticores, a Few Black Dragons, a Pack of Earth Elementals*, Silver Mummies, 1 × Arrow Tower card, 1 × Gate card, 3 × Wall card.
- *Look for these units in the Summons' Deck.
- Enemy Decks:
- First Overlord's Deck: 3 × Might card, 1 × Magic card.
- Second Overlord's Deck: 2 × Might card, 2 × Magic card, 3 × Skill card.
- Enemy Spell Deck: 1 × "Weakness" Spell card, 1 × "Fire Shield" Spell card.
- Skill: "Armorer" Ability card.**
- **Whenever this skill is activated, put a Defense token on the unit with the highest
to represent the card's effect. The token stays there till the unit resolves a defense. If there already is a Defense token on that unit, choose another one in the order of decreasing . In case of a tie in value, give preference to the unit of the highest tier and then to the greatest value of .
- **Whenever this skill is activated, put a Defense token on the unit with the highest
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 2 × Starting (I) Map tile: 1 × Conflux (S8); 1 × Dungeon (S2).
- 2 × Far (II–III) Map tile: 2 × random tile from Dungeon (F2, F5, F8).
- 2 × Elemental Near (IV–V) Map tile: 2 × Elemental Earth tile (N20, N21).
NOTE: Place the One-way Monolith token as shown in the map layout.
Heroes placement: Place your Conflux Hero on the Town field of the Conflux Starting tile. This tile is already discovered. Both Enemy Heroes—the First Overlord and the Second Overlord—are represented by the two Dungeon Faction Hero models. Keep them handy, they will appear on the map as a result of timed events.
Additional rules: During this "Conflux" campaign scenario, the following rules apply:
- Do not use the Astrologers Proclaim cards in this scenario.
- Whenever you defeat one AI Enemy, gain 14 Building Materials and 2 Valuables.
- Do not resolve the regular effects of starting with the Mage Guild already built.
- When your Hero visits an Obelisk, you can either Remove up to 2 Artifact, Spell, and Ability cards from your hand, or Search (3) the Artifact, Spell, or Ability deck. After resolving the field, place a Black cube on it.
- You cannot build the Gold Dwelling—Magical Pyre—until a story event unlocks it.
- From the Neutral Unit decks, remove all cards except for the following:
- a) Bronze deck: Rogues, Zombies, Wraiths, Harpies, Evil Eyes, Troglodytes, Sprites.
- b) Silver deck: Nomads, Vampires, Liches, Medusas, Minotaurs, Energy Elementals.
- c) Gold deck: Enchanters, Dread Knights, Ghost Dragons, Manticores, Black Dragons.
Win/lose conditions:
- Win: You must defeat both Enemy Armies.
- Lose: You fail the scenario if your Hero is defeated in any Combat, but you can still retreat from Combat with non-Azure tier Neutral Armies.
Timed events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- Your Main Hero loses 1 Movement.
- Read the "Hard and Heavy" section (narrative only).
- 3rd Round:
- Your Main Hero loses 1 Movement.
- Read the "Hard Times Create Hard People" section (narrative only).
- 5th Round:
- Read the "The Hard Truth" section (narrative only).
- Place a model representing the First Overlord on the Monolith Token.
- 6th Round:
- Place a model representing the First Overlord on the Monolith Token.
- 7th Round:
- Read the "Hard to Believe" section (narrative only).
- After you receive your income this round, lose 10 Gold.
- You must gather 8 Building Materials and 4 Valuables before the 9th round.
- 9th Round:
- After you receive your income this round, lose 8 Building Materials and 4 Valuables. If you do not have the resources, you lose the scenario.
Triggers during play:
- When you discover the Dungeon Starting tile:
- Place a model representing the Second Overlord on the Town field of this tile. This enemy Hero does not move.
- When you complete the scenario:
- Remove the "Summon Elemental" Spell card and "Basic Magic" Ability card from your deck.
The printed book shows the scenario map layout on page 34. It is a diagram and is not transcribed here.
4. Master of the Elements
Story sections of this scenario ("Finally Back Home", "Four Elementals", "Royal Reinforcements", "King Magnus's Arrival", "The Secrets of the Conflux") are narrative. Only the option list printed in "Royal Reinforcements" is a rule and is kept, under the 6th Round timed event below.
Scenario length: This scenario plays out over 14 rounds.
Player setup:
- Faction: Conflux.
- Faction Hero: Tarnum or any Conflux Hero.
- Faction Army: None.
- Starting resources: 30 × Gold.
- Town Buildings: City Hall, Citadel, Dwelling (Bronze tier), Dwelling (Silver tier), Mage Guild, Magic University.
- Bonus: Choose one of the following options:
- Add the following cards to your Might & Magic deck: 2 × "Summon Elemental" Spell card, 2 × "Basic Magic" Ability card. Choose any combination you want.
- Search (4) the Spell deck, 3 times.
AI Hero setup:
- Enemy Heroes: The Lord of Air, the Lord of Earth, the Lord of Fire, the Lord of Water.
- Enemy Armies:
- Lord of Air's Army: Bronze Storm Elementals, Gold Archangels, 2 × Azure Dragons.
- Lord of Earth's Army: A Pack of Troglodytes, a Pack of Black Dragons, a Pack of Manticores, Azure Crystal Dragons.
- Lord of Fire's Army: Silver Magma Elementals, Gold Phoenixes, Gold Diamond Golems.
- Lord of Water's Army: Bronze Ice Elementals, Gold Enchanters, Azure Dragons.
- Enemy Deck:
- Lords' Decks: 4 × Magic card, 3 × Might card.
- Enemy Spell Decks:
- Lord of Air's Spell Deck: 1 × "Lightning Bolt" Spell card, 1 × "Chain Lightning" Spell card.
- Lord of Earth's Spell Deck: 1 × "Stone Skin" Spell card, 1 × "Blind" Spell card.
- Lord of Fire's Spell Deck: 1 × "Fire Shield" Spell card, 1 × "Fireball" Spell card.
- Lord of Water's Spell Deck: 1 × "Weakness" Spell card, 1 × "Prayer" Spell card.*
- *Choose the crossed-swords option when using this spell.
Map setup: Take the following Map tiles and set them up as shown in the scenario map layout:
- 1 × Starting (I) Map tile: 1 × Conflux (S8).
- 2 × Far (II–III) Map tile: 2 × random tile from Castle (F3, F6, F9), Tower (#F1–#F3, #F7), Fortress (F13–F15), Rampart (F10–F12).
- 4 × Elemental Near (IV–V) Map tile:
- 1 × random Elemental Fire tile (N14, N15).
- 1 × random Elemental Water tile (N16, N17).
- 1 × random Elemental Air tile (N18, N19).
- 1 × random Elemental Earth tile (N20, N21).
NOTE: Place 4 One-way Monolith tokens as shown in the map layout.
Heroes placement: Place your Conflux Hero on the Town field of the Conflux Starting tile. This tile is already discovered.
Additional rules: During this "Conflux" campaign scenario, the following rules apply:
- Do not use the Astrologers Proclaim cards in this scenario.
- Do not resolve the regular effects of starting with a Mage Guild already built.
- When visited, the Monoliths transport your Hero to the Town.
- Whenever you defeat an AI's Enemy Army, gain 2 of the banner-with-star icon (the printed book shows this icon but does not name it in the text).
Win/lose conditions:
- Win: You must win all Combats with Enemy Armies.
- Lose: You fail the scenario if your Hero is defeated in any Combat, but you can still retreat from Combat with non-Azure tier Neutral Armies.
Timed events: When you reach the following rounds, follow the corresponding instructions:
- 1st Round:
- Read the "Finally Back Home" section (narrative only).
- Your Hero immediately gains one level of Experience—instead of normal Search (2), perform Search (4).
- 3rd Round:
- Read the "Four Elementals" section (narrative only).
- 6th Round:
- Read the "Royal Reinforcements" section. Within it, choose one of the following options (the second one requires the Tower Expansion):
- Add a Few Crusaders, a Few Zealots, and a Few Champions to your army.
- Add a Few Genies, a Few Magi, and a Few Nagas to your army.
- Read the "Royal Reinforcements" section. Within it, choose one of the following options (the second one requires the Tower Expansion):
- 9th Round:
- Read the "King Magnus's Arrival" section (narrative only).
- After you receive your income this round, lose 10 Gold, then gain 3 Valuables.
- 14th Round:
- At the end of the round, you fail the scenario—all hope is lost, the world is destroyed.
Triggers during play:
- When your Hero enters the last non-Flagged and non-empty field of the Elemental Air tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Lord of Air's Army.
- The Hero gains 2 Movement Points.
- When your Hero enters the last non-Flagged and non-empty field of the Elemental Earth tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Lord of Earth's Army.
- The Hero gains 2 Movement Points.
- When your Hero enters the last non-Flagged and non-empty field of the Elemental Fire tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Lord of Fire's Army.
- The Hero gains 2 Movement Points.
- When your Hero enters the last non-Flagged and non-empty field of the Elemental Water tile:
- If the field is guarded by a Neutral Army, ignore the regular Combat.
- Start Combat with the Lord of Water's Army.
- The Hero gains 2 Movement Points.
- When you complete the scenario:
- Read the "The Secrets of the Conflux" section (narrative only).
The printed book shows the scenario map layout on page 40. It is a diagram and is not transcribed here.
Map Locations
Map Locations are the printed location types that the Conflux tiles and monolith tokens use. Each entry gives the category and the rule as printed.
Town
Category: Flaggable.
This is a player's starting field. If a player captures a Town, they gain a bonus depending on the scenario.
Settlement
Category: Flaggable.
When you Flag a Settlement, you may select your reward from a number of bonuses. If you capture a Settlement that has not been previously owned by any player, you gain an extra bonus (see page 25, "Settlements" in the Core Rulebook).
Elemental Conflux
Category: Visitable.
When you enter this location, for every Dwelling you have, draw from the corresponding Neutral Unit deck until you find an "Elementals" card. You can Recruit one of these units if you pay its Recruitment cost. Shuffle the rest of the cards back into their decks.
Faerie Ring
Category: Visitable.
When you enter this location, Remove 1 card from your hand, then Search (2) the card's deck. You cannot Remove Statistic, Starting Ability, or Specialty cards this way.
One-way Monolith
Category: Revisitable.
When you enter this location, move your Hero to the corresponding Exit Monolith location. You cannot use the Exit Monolith to move back to the Entrance Monolith.
The One-way Monolith tokens are marked as Entrance or Exit.
Two-way Monolith
Category: Revisitable.
When you enter this location, move your Hero to the corresponding Exit Monolith location. You can use the Exit Monolith to move back to the Entrance Monolith.
The Two-way Monolith tokens are marked as Entrance/Exit.