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Heroscape: Glyph Pack

Expansion for Heroscape Master Set: Battle for the UnderdarkExpansion for Heroscape Master Set: Age of AnnihilationExpansion for Heroscape Master Set: Rise of the ValkyrieExpansion for Heroscape Master Set: Swarm of the MarroExpansion for Heroscape: Battle for the Wellspring Battle Box

Heroscape: Glyph Pack Rulebook

Table of Contents

Table of Contents

  • Glyphs
  • Power Glyphs
    • Permanent Power Glyphs
    • Temporary Power Glyphs
  • Treasure Glyphs
    • Treasure Glyph Traps
    • Permanent Treasure Glyphs
    • Temporary Treasure Glyphs
    • Ancient Artifact Treasure Glyphs
  • Pack Contents

Glyphs

Depending on the Scenario you are playing, Glyphs are placed on top of battlefield spaces either power-side up or symbol-side up.

Power Glyphs

When a figure moves onto a Power Glyph that is symbol-side up, it must stop there and turn the Glyph power-side up; the powers of the Glyph take effect immediately. When a figure moves onto a power-side-up Glyph, it must stop and activate the Glyph's effect.

Permanent Power Glyphs

The power of each permanent Power Glyph is in effect for as long as a figure is standing on it.

Glyph of Astrid (Attack +1) All figures in your Army add 1 to their Attack Value.

Glyph of Crevcor (Common Attack +1) All Common figures in your Army add 1 to their Attack Value.

Glyph of Gerda (Defense +1) All figures in your Army add 1 to their Defense Value.

Glyph of Ivor (Range +4) All figures in your Army with a Range Value of 4 or more add 4 to their Range Value.

Glyph of Jalgard (Defense +2) All figures in your Army add 2 to their Defense Value.

Glyph of Lodin (Lucky 20-Sider) Whenever you roll the 20-sided die, you may add 1 to your die roll.

Glyph of Proftaka (Pit Trap) A figure cannot move off the Glyph of Proftaka unless a friendly figure occupies an adjacent space.

Glyph of Thorian (Thorian) Opponents' figures must be adjacent to your figures to attack them with normal attacks.

Glyph of Ulaniva (Unique Attack +1) All Unique figures in your Army add 1 to their Attack Value.

Glyph of Valda (Move +2) All figures in your Army add 2 to their Move Value. (Do not use this power when moving off this Glyph.)

Glyph of Wannok (Wound) At the end of every round, you must roll the 20-sided die. If you roll 1, the figure on the Glyph receives 1 wound. If you roll 2 or higher, you may choose an opponent who must give 1 wound to any figure they control on the battlefield.

Note: the pack's contents listing spells this glyph "Wanok"; the catalogue prints "Wannok". The catalogue spelling is used here.

Temporary Power Glyphs

The power of a temporary Power Glyph takes place only once. When 1 of your figures moves onto any of these Glyphs, follow its rules, then remove it from the game.

Glyph of Erland (Summoning) When a figure you control lands on this Glyph, choose any 1 figure on the battlefield (yours, a teammate's, or an opponent's) and place it in an empty space within 1 space of the figure on this Glyph. Figures moved by the Glyph of Erland do not take leaving engagement attacks.

Glyph of Kelda (Healing) Only figures with one or more Wound Markers can move onto this Glyph. When one of your figures ends its movement here, remove all Wound Markers from it. This Glyph cannot be placed symbol-side up in any scenario you may create.

Glyph of Nilrend (Negation) When a figure you control lands on this Glyph, you may choose any opponent's Unique Army Card and roll the 20-sided die. If you roll 1–4, nothing happens. If you roll 5–20, place the Gold Negation Marker on the chosen figure's Army Card. All of that figure's special powers are negated for the rest of the game.

Glyph of Oreld (Intercept Order) When a figure you control lands on this Glyph, roll the 20-sided die. If you roll 1–9, nothing happens. If you roll 10–20, you may remove 1 random unrevealed Order Marker from an opponent's Army Card.

Glyph of Sturla (Revive) When a figure lands on this Glyph, all players must roll the 20-sided die for each of their previously destroyed figures. If they roll 19 or 20, they place that figure in any starting zone.

Treasure Glyphs

Treasure Glyphs obey the following rules:

  • Treasure Glyphs do not force figures to stop when they move onto them.
  • Only Unique Hero figures can attempt to pick up or activate a Treasure Glyph. Other figures can land on spaces with Treasure Glyphs, but they cannot attempt to pick them up or activate them unless otherwise stated.
  • A Unique Hero that ends its movement on a space with a Treasure Glyph may attempt to pick it up or activate it, depending on the Treasure Glyph's individual rule.
  • A Treasure Glyph that has been placed on a figure's Army Card affects only the figure that is carrying it unless otherwise stated.
  • Treasure Glyphs cannot be traded between figures. Treasure Glyphs must first be dropped by 1 figure (either voluntarily while moving or by the figure being destroyed—see below), and then picked up by another figure at a later time.
  • A Unique Hero can carry any number of Treasure Glyphs. At any point during your figure's movement, you may place a Treasure Glyph they possess power-side up in a space the figure occupies. That figure may then continue its movement. You cannot drop a Treasure Glyph onto a space that already has another Glyph on it.

If a figure carrying a Treasure Glyph is destroyed, the Glyph is placed power-side up in a space that figure last occupied. If that space already has a Glyph on it, the Treasure Glyph the figure was carrying is removed from the game. If a figure that is carrying more than 1 Treasure Glyph is destroyed, its controlling player chooses which Treasure Glyph to place in each space that figure occupied. Once every space the figure occupied has a Treasure Glyph in it, the remaining Treasure Glyphs (if any) are removed from the game.

Treasure Glyph Traps

If you are playing a Scenario that specifies traps, when a figure tries to pick up or activate a symbol-side up Treasure Glyph, before revealing it, it must roll a 20-sided die to see if a trap is activated.

  • If you roll 1–5, you set off the trap! Leave the Treasure Glyph symbol-side up. The scenario-specific trap takes effect.
  • If you roll 6 or higher, you don't set off the trap, and the figure reveals the Treasure Glyph and places it on its Army Card. That figure now controls the Glyph.

Figures never roll for a trap on a power-side up Treasure Glyph.

Permanent Treasure Glyphs

A permanent Treasure Glyph gives the figure certain abilities as long as they carry it.

Brandar's Chest (Artifact) The rules for this Treasure Glyph vary, depending on the Scenario.

Brooch of Shielding (Disengage) This figure is never attacked when leaving an engagement.

Giant Hunter Stone (+1 Die vs. Large or Huge) This figure adds 1 to its Attack and Defense Value when attacking or defending against Large or Huge figures.

Heroic Rune (Attack +1) This figure adds 1 to its Attack Value.

Holy Symbol of Pelor (Attack +2 vs. Undead) This figure adds 2 to its Attack Value when attacking Undead figures.

Oceanstrider Amulet (Waterwalking) This figure does not have to stop its movement when entering water spaces.

Talisman of Defense (Defense +1) This figure adds 1 to its Defense Value.

Temporary Treasure Glyphs

The power of each temporary Treasure Glyph takes effect at a time of your choosing, so choose wisely. A figure must be carrying the Treasure Glyph to activate its temporary effect. Once the effect completes, the Treasure Glyph is removed from the game.

Belt of Giant Strength (Attack +2) This figure may use this belt before rolling attack dice for a normal attack against an adjacent figure. This figure adds 2 to its Attack Value this turn.

Bracers of Teleportation (Teleport) This figure may use these bracers before moving. Instead of moving normally, you may place this figure on any same-level space(s) within 10 spaces of its current location. If this figure is engaged when it starts to teleport, it will not take any leaving engagement attacks.

Cloak of Invisibility (Invisibility) This figure may use this cloak at any point during its turn. This figure has no visible Hit Zones and never takes leaving engagement attacks until the end of the current round or until it attacks with a normal or special attack, whichever comes first.

Elixir of Speed (Move +4) This figure may use this elixir before moving to add 4 to its Move Value this turn.

Potion of Healing (Heal 3 Wounds) This figure may drink this potion after revealing an Order Marker on its Army Card to remove up to 3 Wound Markers from this figure's Army Card.

Ring of Protection (Defense +3) This figure may choose to use this ring after an attacking figure has rolled attack dice and before rolling defense dice to add 3 to its Defense Value for this attack.

Scarab of Invulnerability (Ignore Wounds) This figure may use this Scarab whenever it receives 1 or more wounds. Roll the 20-sided die. If you roll 1–15, ignore 1 of the wounds just received. If you roll 16 or higher, ignore all wounds just received.

Whetstone of Venom (Poison) This figure may use this Whetstone before rolling attack dice for a normal attack against an adjacent figure. If that figure takes at least 1 wound from that attack, it receives 2 additional wounds.

Note: in the catalogue, the Whetstone of Venom is printed in the right-hand column of page 20, above the Ancient Artifact heading, rather than under the "Temporary Treasure Glyphs" heading. It is listed here as a temporary Treasure Glyph because the pack's contents listing counts it among the 8 temporary Treasure Glyphs.

Ancient Artifact Treasure Glyphs

Ancient artifacts are powerful and rare Treasure Glyphs. Ancient Artifact Treasure Glyphs follow all rules for Treasure Glyphs with the following exception: an Army may control more than 1 ancient artifact Treasure Glyph, but an Army can never control more than 1 copy of the same Ancient Artifact Treasure Glyph. If at any point an Army would control more than 1 copy, all extra copies must be removed from the game.

Bolt of the Witherwood (Enchanted Shot) After moving and before attacking with this figure, you may choose any opponent's figure within 5 clear sight spaces. Roll the 20-sided die. If you roll 1–15, remove this Glyph from the game and nothing happens. If you roll 16 or higher, remove this Glyph from the game and the chosen figure is destroyed.

Revenant's Tome (Unnatural Revival) This figure may use this tome after revealing an Order Marker on its Army Card. Before taking that turn with this figure, place 1 previously destroyed Unique figure from your Army in any empty space(s) within 5 clear sight spaces of this figure. Immediately make a normal attack with the placed figure, then immediately destroy the placed figure. While the placed figure is on the board, all of its special powers are negated. The placed figure is considered to have a Life Value of 1 and is not affected by any special power on any Army Card while it is on the board.

Pack Contents

This pack contains 33 glyphs and 1 Gold Negation Marker, plus a rulesheet:

  • 11 permanent Power Glyphs
  • 5 temporary Power Glyphs
  • 7 permanent Treasure Glyphs
  • 8 temporary Treasure Glyphs
  • 2 Ancient Artifact Treasure Glyphs
  • 1 Gold Negation Marker (used by the Glyph of Nilrend)