Horizon Zero Dawn: The Board Game – Lawless Badlands
Horizon Zero Dawn: The Board Game – Lawless Badlands Rulebook
Table of Contents
Table of Contents
Components
1 Rulebook 1 Lawless Badlands Board
1 Miniature, 1 Profile Card, 1 Behaviour Card and 1 Quick Reference Card for Nil
2 Tracking Deck Cards 3 Event Deck Cards 10 Salvage Deck Cards
Bandit enemies (each with 1 Data Card and 1 Behaviour Card):
- Bandit Thugs: 12 Miniatures (note that there are two different models for this enemy)
- Bandit Fighters: 12 Miniatures (note that there are two different models for this enemy)
- Bandit Heavies: 4 Miniatures (note that there are two different models for this enemy)
- Bandit Marksmen: 6 Miniatures
- Bandit Sluggers: 6 Miniatures
- Bandit Brutes: 2 Miniatures
Encountering Bandits
This expansion contains two new encounters and three events which can be added to your games of Horizon Zero Dawn™: The Board Game, introducing bandits and bandit camps that the hunters might stumble across as they pursue their quarry through the wilds.
Bandit Tracking Deck Cards
Two new tracking deck cards are included in this expansion, a level 1 card and a level 2 card. To add one of these cards at the start of the game, after determining which tracking deck the players will be using, shuffle the tracking cards at the corresponding level and discard one at random. Then replace the removed card with the bandit tracking card and construct the tracking deck as normal.
When they are drawn, these encounters may be chosen by the player with the Leader token in the same way as any other encounter. Note that unlike standard tracking cards, during set up these cards may require multiple enemies to be placed on a single spawn point rather than just a single enemy.
Bandit Event Cards
This expansion also includes two new event deck cards which allow players to encounter bandits during a standard encounter. To add one of these cards to the game, simply shuffle it into the event deck at the start of the game.
When it's drawn follow the text on the card, immediately placing it next to where the tracking card will be revealed by the player with the Leader token. The player with the Fledgling token then chooses an event card from the remaining cards they've drawn and plays it as normal.
Bandit Raiding Party (event card text as printed):
Immediately place this card next to where the next tracking card will be revealed. At the start of the next encounter after hunters have been placed, the player with the Fledgling token places four alert Bandit Fighter models in a square on the starting tile that does not contain any other enemies.
This card does not count as your event card for the encounter.
Salvage Cards
The Lawless Badlands includes a new deck of salvage cards, which contains new and unusual artefacts discovered or stolen by the bandits.
If the players kill every enemy during a Lawless Badlands encounter, they draw any bonus cards listed from the Lawless Badlands salvage deck. If one or more of these cards is discarded at any time, remove them from the game instead of shuffling them into the standard salvage deck.
Irregular Ancient Charm (card text as printed): Discard this card during the merchant step to draw three cards from another level merchant deck, and lay them out with the other merchant cards. Only this hunter may purchase these cards during this merchant step.
Nil
Also included in this expansion is a new event deck card allowing the players to encounter Nil, a deadly combatant who has dedicated his life to hunting and killing bandits.
Nil can be added only to games that include one or more Lawless Badlands tracking cards. To add his event card at the start of the game, simply shuffle it into the event deck during setup. When it's drawn, follow the text on the card, immediately placing it next to the tracking deck. The player with the Fledgling token then chooses an event card from the remaining cards for the next encounter.
While this card is in play, if the players undertake a Lawless Badlands encounter, Nil will join them to hunt his prey. Set up Nil as indicated on the event card and place his profile card, behaviour card, and reference card by the playing area. At the end of the encounter, discard Nil's event card.
During each player's turn, after their hunter has finished their activation, Nil activates. During his activation, follow the actions listed on his behaviour card in the same manner as resolving an enemy behaviour card. Once his actions have been resolved, Nil's activation is complete and the player proceeds to the enemy step.
During the encounter, enemies treat Nil as if he were an additional hunter in the playing area. He alerts enemies in the same way as a hunter, and enemies will perform attacks against him during their activations.
If Nil is attacked by an enemy, follow the rules listed on his profile card.
If Nil ever has damage tokens equal to or greater than his HP, he has been killed and is removed from the game.
The players can't attack Nil.
A skilled assassin like Nil has far more finesse when eliminating bandits than the hunters do. When he removes an enemy with the action on his behaviour card, it doesn't alert enemies like an attack would!
Remember, the enemy's encounter points are still added to the encounter point total when Nil removes them in this way... but don't let him take all the glory!
Game Board
The Lawless Badlands expansion includes a new board, used when the hunters raid a bandit camp. Although the board is a single large piece rather than four smaller tiles, hunters observe the standard rules when deploying and are placed in the quadrant indicated on the encounter card.
The board also includes two new terrain features for hunters to encounter, which are detailed below.
Terrain Elements
Barriers
These intimidating walls—which are actually heavy wooden stakes carved into vicious points and driven into the ground—have no place among the civilised tribes. Their only redeeming feature is that they're dense enough to completely block line of sight, making it much easier to sneak up on the outlaws on the other side.
Barriers straddle two squares, creating a heavy border. Models may not draw line of sight, move, or perform attacks across a barrier, including diagonally across a corner that's bordered by a barrier. An enemy doesn't become alert if a hunter is in an adjacent square and there's a barrier separating the two squares, including over a corner.
In this example, the Bandit Thug cannot draw line of sight to the Nora Marksman across the corner, and will not become alert at the start of their activation. Similarly, if the Nora Marksman wants to attack the Bandit Thug, they'll need to move into the camp so the wall doesn't get in the way!
Use barriers to your advantage. Sneak around the walls and eliminate the bandits patrolling outside before you enter the camp to finish them off!
Alarm
A sac of brightly coloured liquid, the alarm seems harmless enough at first—until a bandit sets it off and alerts everyone else to the hunting party's presence!
A hunter can disable the alarm by spending an action while in the same square. When it's disabled, place a Destroyed A token on the square with the alarm. Disabling the alarm earns the hunter 1 glory point and 4 encounter points.
If a bandit becomes alert or is alert while in the same square as the alarm (and the alarm hasn't been disabled), the bandit immediately sounds the alarm. When the alarm is sounded, all non-alert enemies immediately become alert. These enemies do not activate this turn.
Additional Spawn Point
Some of the tiles in this expansion feature a new type of spawn point.
Sentry Spawn Points
If a bandit is spawned on a square without a patrol route at the start of the encounter, the bandit will remain in that square while non-alert, standing sentry instead of walking through the camp.
Quick Reference
Terrain Elements
Barriers: Barriers straddle two squares, creating a heavy border. Models may not draw line of sight, move, or perform attacks across a barrier, including diagonally across a corner that's bordered by a barrier. An enemy doesn't become alert if a hunter is in an adjacent square and there's a barrier separating the two squares, including over a corner.
Alarm: A hunter can disable the alarm by spending an action while in the same square. When it's disabled, place a Destroyed A token on the square with the alarm. Disabling the alarm earns the hunter 1 glory point and 4 encounter points.
If a bandit becomes alert or is alert while in the same square as the alarm (and the alarm hasn't been disabled), the bandit immediately sounds the alarm. When the alarm is sounded, all non-alert enemies immediately become alert. These enemies do not activate this turn.
Sentry Spawn Points: If a bandit is spawned on a square without a patrol route at the start of the encounter, the bandit will remain in that square while non-alert, standing sentry instead of walking through the camp.