Ignite: A New Enemy
Ignite: A New Enemy Rulebook
Table of Contents
Table of Contents
- Quick Reference
- Introduction
- Box Contents
- Board and Race Selection
- Game Difficulty
- Card Setup
- Battle Cards to Include/Exclude
- Battle Card Changes
- How to Win
- How to Play
- Enemy Movement and Attacking
- Destroying Minions
- The Boss Battle
- Divine Favor Tokens
- Power, Apocalypse, and Enemy Card Explanations
- New Battle Card
Quick Reference
Difficulty Levels
- Easy Mode: The player(s) start the game with 5 divine favor tokens. Each player gets 5 free turns to begin the game. Place the -1 minion token next to the Round cards. Each time minions are placed, place 1 less than normal. Place the No Upgrade token next to the Round cards. Enemies don't upgrade to level 2.
- Sensible Mode: The player(s) start the game with 4 divine favor tokens. Each player gets 4 free turns to begin the game. Place the -1 minion token next to the Round cards. Each time minions are placed, place 1 less than normal.
- Regular Mode: The player(s) start the game with 3 divine favor tokens. Each player gets 3 free turns to begin the game.
- Hard Mode: The player(s) start the game with 2 divine favor tokens.
- Expert Mode: The player(s) start the game with 1 divine favor token. Level 2 minions get +1 movement (place the +1 speed tokens on all Enemy cards when they upgrade).
- Insanity Mode: The player(s) start the game with 0 divine favor tokens. Level 2 minions get +2 movement (place the +2 speed tokens on all Enemy cards when they upgrade).
Player Count
- 1 Player: You lose if all 3 player units are defeated. Play with the 1 player deck.
- 2 Players: You lose if 4 player units are defeated. Play with the 2-6 player deck.
- 3 Players: You lose if 3 player units are defeated. Play with the 2-6 player deck.
- 4 Players: You lose if 2 player units are defeated. Play with the 2-6 player deck.
- 5 Players: You lose if 3 player units are defeated. Play with the 2-6 player deck. All minions are at 2 HP. Place the +1 HP token on all Minion Enemy cards.
- 6 Players: You lose if 2 player units are defeated. Play with the 2-6 player deck. All minions are at 2 HP. Place the +1 HP token on all Minion Enemy cards.
- 7 Players: You lose if 3 player units are defeated. Play with the 7-8 player deck. All minions are at 2 HP. Place the +1 HP token on all Minion Enemy cards.
- 8 Players: You lose if 2 player units are defeated. Play with the 7-8 player deck. All minions are at 2 HP. Place the +1 HP token on all Minion Enemy cards.
Standard Round Steps
i. Player Phase - Players take their turns.
ii. Enemy Phase
- Draw 1 Power card.
- Resolve Round card. a. Draw Round card. b. Roll for enemy selection. c. Draw any additional Power or Apocalypse card(s). d. Roll and place enemies.
- Enemies move and attack.
Introduction
A New Enemy is an expansion that requires Ignite's base game and The Freeze expansion. It is not a stand-alone game. To play this expansion, you must understand the rules of the base game and The Freeze expansion, as this expansion builds off of their concepts and rules.
In this expansion, you and your friends all work together to survive waves of enemy minions and defeat the final enemy boss. Or if you're playing by yourself, see if you can save Oshos on your own.
Box Contents
- 15 Power Cards
- 7 Apocalypse Cards
- 60 Round Cards
- 1 Dragon Potion Randomizer Card
- 1 Dragon Miniature
- 1 D6 die
- 8 +1 HP Tokens
- 1 No Upgrade Token
- 9 Enemy Cards
- 10 Dragon Potion Battle Cards
- 7 Divider Cards
- 1 D20 Die
- 1 -1 Minion Token
- 8 +1 Speed / +2 Speed Tokens (double-sided)
- 10 Clear Token Bases
- 40 Colored Token Bases
- 10 Dagger Clips
- 5 Divine Favor Tokens
Board and Race Selection
Setup: Solo & Co-op
Set up the board as you would for a normal 5-8 player game of Ignite, with 16 terrain tiles in the middle surrounded by the village tiles, and the bazaar token placed in the center of the board.
Place the Bazaar token on the 2x2 section in the center of the board.
The only pieces you need to randomize are the 16 tiles in the center of the board. If you have an Ignite expansion, you may replace any of these inner 16 tiles with expansion tiles.
Enemy minions will typically spawn from the top village row. Player units start anywhere in the bottom village.
Note: For solo and cooperative play, the side of the board with numbers is referred to as the "top" (this is where enemy minions spawn). The opposite side of the board is referred to as the "bottom" (this is where players' units start the game).
Race Selection
Whoever most recently lit something on fire gets to choose their race first. When a player chooses their race, that player takes the miniature(s) of that race. These miniatures are that player's units.
The number of miniatures each player takes depends on the number of players:
- 1 player: 3 miniatures
- 2 players: 2 miniatures per player
- 3-8 players: 1 miniature per player
Race selection continues counter-clockwise around the table until everyone has chosen a race. Then, starting with the last player to choose their race and continuing clockwise, each player places their unit(s) on the board. Units can be placed anywhere in the bottom village.
All races get their full special ability, even if only 1 unit of that race is used. The ratmen get 2 units instead of 1, 4 instead of 2, and 6 instead of 3 (first killed ratman respawns). Each ratman unit counts as only 1/2 of a unit for the loss condition. They draw no additional cards for being adjacent to friendly units.
(The board setup page includes a numbered diagram for the steps Race Selection and Starting Area Selection and Play Order.)
Game Difficulty
The player(s) also take the number of divine favor tokens equal to the difficulty they're playing at (for a regular game, the players have 3 divine favor tokens total, not each).
- Easy Mode:
- The player(s) start the game with 5 divine favor tokens.
- Each player gets 5 free turns to begin the game.
- Place the -1 minion token next to the Round cards. Each time minions are placed, place 1 less than normal.
- Place the No Upgrade token next to the Round cards. Enemies don't upgrade to level 2.
- Sensible Mode:
- The player(s) start the game with 4 divine favor tokens.
- Each player gets 4 free turns to begin the game.
- Place the -1 minion token next to the Round cards. Each time minions are placed, place 1 less than normal.
- Regular Mode:
- The player(s) start the game with 3 divine favor tokens.
- Each player gets 3 free turns to begin the game.
- Hard Mode:
- The player(s) start the game with 2 divine favor tokens.
- Expert Mode:
- The player(s) start the game with 1 divine favor token.
- Level 2 minions get +1 movement (place the +1 speed tokens on all Enemy cards when they upgrade).
Card Setup
Each player starts with the normal starting hand (5 March cards, 4 Dagger cards, 3 Old Wooden Shield cards) and draws 6 cards when play begins (unless their race ability says otherwise).
Shuffle and place the Power cards face-down in a stack. Do the same for the Apocalypse cards.
Select the set of Round cards that match the player-count (the player count symbol is shown on the bottom-right corner of the card backs). Place these face-down in a stack, with "1" on the top. Make sure these cards are in order, ascending from 1 to 20.
Place the 8 Minion Enemy cards with their Level 1 side face-up. Players should be able to see all 8 Enemy cards at once.
Note: These tokens may be placed on Enemy cards (except the Elder Dragon) to modify them at harder difficulty levels (speed tokens) and higher play counts (+1 HP token).
Note: Place the Elder Dragon enemy card to the side. It doesn't come into play until the Elder Dragon appears.
Choosing the Battle Card Market
Choose 16 battle decks to form the market. Most battle decks can be selected for the market, but there are certain cards that shouldn't be used when playing solo or cooperatively.
Remember to follow the normal guidelines for market selection, ensuring you have:
- Cards costing a variety of amounts.
- Enough cards that allow movement. Aim for at least 2 movement cards, otherwise it becomes difficult to move around the board.
- Enough cards that cause damage. Ensure at least 4 cards produce damage.
- Prerequisite cards. (For example, if you have arrows in play, but no bows, the arrows are useless.)
Suggested First Game Market
Arrow, Triple Sheath, Flail, Adrenaline, Fire Arrow, Conditioning, Weapon Dealer, Metal Shield, Ice Wall, Ring Blade, Long Bow, Large Quiver, Lightning Bolt, Ring of Fire, Unicorn, Quick Hands
Battle Cards to Include/Exclude
Battle Cards to Exclude from the Market: Diplomacy, Disarm, Hydro, Necromancer, Kraken, Monopoly, Pickpocket, Plagued Rats, Raiders of the North, Sabotage, Stealth Tactics, Trading Up, Water Minion.
Battle Cards to Include to Make the Game Easier: Adrenaline, Arrow Storm, Crystal Shard, Divine Shield, Ice Wall, Lightning Bolt, Morale Boost, Possess, Quick Hands, Quick Shot, Ring of Fire, Weapon Dealer.
Battle Card Changes
Changes to Battle Cards for Solo & Co-op Play
- Daggers - A dagger attack will only do ½ damage to any enemy. Any ½ damage is lost at the beginning of the enemy's turn.
- Global effects - When cards affect all players other than the current player, these cards will affect the other allied players as well as the enemies. Example: Massive Blizzard will affect all allied players as well as the enemies.
- Healing cards (example: Medicine, Healing Spell) - Players may heal each other with healing cards at a range of 1.
- Immobilized - In this expansion, since minions have physical form enough to hold weapons, they can also be immobilized. Example: Gladiator Net."
- Knocked Down - In this expansion, minions can be knocked down. On their next turn, instead of moving they stand up (though they can still attack once standing). Any card effect that would cause a minion to discard a card or gain a hex causes it to be knocked down instead.
- War machines (example: Ballista, Catapult) - Players may "share" their war machines (after they are built), but for a player to use or move a war machine, that player must be adjacent to it. War machines belonging to players get placed in clear bases rather than a colored base. Enemies cannot take control of players' war machines.
How to Win
The win condition for solo and cooperative play is to survive the first 19 rounds of play and defeat the boss revealed in the 20th round.
The loss condition, however, changes depending on how many players are playing.
| # of Players | Loss Condition |
|---|---|
| 1 | if all 3 player units are defeated |
| 2 | if 4 player units are defeated |
| 3 | if 3 player units are defeated |
| 4 | if 2 player units are defeated |
| 5 | if 3 player units are defeated |
| 6 | if 2 player units are defeated |
| 7 | if 3 player units are defeated |
| 8 | if 2 player units are defeated |
Note: If all of a player's units are defeated but the loss condition has not yet occurred, that player respawns 1 of their units at either the bottom-left corner or the bottom-right corner of the board (chosen by the player) at the beginning of the next Player Phase. If that space is occupied, it will spawn in the next available space toward the middle of the map. The unit respawns with full health.
How to Play
Before beginning round 1, in player turn order, take the number of "free" player turns specified by the difficulty mode chosen (for a regular game, each player gets 3 free turns). This means players get to play cards for their action or honor for the specified number of turns, before beginning round 1.
Standard Rounds
The first 19 rounds follow these steps:
- Player Phase a. Players take their turns.
- Enemy Phase
a. Draw 1 Power card.
b. Resolve Round card.
- Draw Round card.
- Roll for enemy selection.
- Draw any additional Power or Apocalypse card(s).
- Roll and place enemies. c. Enemies move and attack.
Player Phase
Players take their turns. Players will, in turn order, take actions using the 6 cards they drew at the end of their last turn. These turns follow the same rules as a normal game of Ignite. Whoever placed their miniatures on the board first will take the first turn every round of the game. Play then proceeds clockwise until all players have taken a turn.
Enemy Phase
1. Draw 1 Power card. Discard all Power and Apocalypse cards from the previous Enemy Phase, and draw 1 new Power card. These have various negative effects that stay in effect until the next Enemy Phase. If the Power card you drew has a shuffle icon on it, shuffle the discarded, current, and unused Power cards together at the beginning of the next Enemy Phase.
2. Resolve Round card.
a. Draw the Round card. This will show which enemies might spawn this turn. Each group of enemies is associated with a specific color which represents what type of enemy it is. The details of the enemy types are shown on the 8 Minion Enemy cards.
Note: The silhouette's color shows what type of minion is spawned if that number is rolled. The silhouette's shape shows the type of attack the minion uses. This tells players what cards they can use to block that minion's attack.
The attack types shown on the Enemy cards are: Melee Attack, Melee Attack, Arrow Attack, Spell Attack, and Special / Spell Attack.
b. Roll the D6 die. The result will show you which group of enemies will spawn this turn.
Note: Designate the type of enemy by placing a water minion standee in the corresponding colored token base.
Note: Because this minion is in the red base, it's the fire arrow enemy type, detailed on the red Enemy card.
Note: If you can't fulfill the selected group due to insufficient bases of that color, place as many units as you can and then replace the remaining with the unit type listed on the next level down the card (moving back to the top if on the bottom level).
c. Draw Power or Apocalypse cards for each card symbol on the selected group of your Round card (if any).
Note: If there is a card symbol at the top of the Round card, you will draw that card no matter what number is rolled. This means that sometimes you will draw multiple cards during this step.
Note: These cards do not replace the original Power card drawn previously this round. All drawn cards are active until the next Enemy Phase. If there's a shuffle icon on any card drawn, you don't shuffle until the beginning of the next Enemy Phase.
Note: If multiple minion types are shown on a Round card, they spawn in order from left to right.
Note: When playing on Easy or Sensible Mode, keep the -1 minion token next to the Round cards. Always spawn 1 less minion than shown on the Round card.
d. Roll the D20 to see where enemies begin to spawn. If 1-18 is rolled, place the first new enemy on the top row space with that number. The remaining enemies are always placed to the right of the first one placed. If an even number was rolled, then all additional enemies are placed adjacent to each other (in a line) after the first one. If an odd number was rolled, then all additional enemies are placed staggered, each skipping 1 space between it and the last enemy placed. These additional placements always go to the right.
If 19 or 20 is rolled, the enemies spawn in the bazaar. If 19 is rolled, they are placed on the top-left corner of the bazaar. Each additional enemy is staggered in placement to the right, each skipping 1 space between it and the last enemy placed. If 20 is rolled, the first enemy is placed on the top-right corner of the bazaar and each additional enemy is placed to the right, adjacent to the last.
Example: In this example the d6 is rolled for 2 and the d20 is rolled for 4. A fire arrow minion spawns on the 4 spot, and another on the next spot to the right.
Example of spawn for a roll of 19.
Example of spawn for a roll of 20.
Note: If a 19 or 20 is rolled, the spawned enemies may not move or attack this turn.
If an enemy would spawn in an occupied space (containing another enemy, a unit, lava, scorched earth, or an immovable object), the enemy instead spawns in the next available space to the right. If you reach the right side of the board, the next enemy is placed on the same row, starting at the left side. If a row is ever completely full, go down to the next row.
Note: Enemies can spawn on a space containing a small item.
Note: You can choose to roll both the D6 and the D20 dice at the same time, as long as you do not begin placing the minions until all additional Power and Apocalypse cards have been drawn.
Enemy Movement and Attacking
3. All enemies move and attack.
The Enemy cards specify the types of enemy minions the players will be fighting. This includes their movement and attacking ability.
All enemies follow these rules for movement and attack:
Rule 1: Fast enemies (those with additional movement) move/attack first, then enemies with normal movement move, then enemies with war machines move.
Note: Within each enemy speed type (fast, normal, war-machine-carrying), enemies farther "down" on the board move first (those closest to the bottom of the board). If there are multiple on the same row, the one farthest to the right moves first.
(The movement and attacking ability table lists Fast, Normal and War machine as the speed types, with icons for each attack type.)
Note: In this expansion, water minions can move through other water minions as long as the final destination is unoccupied (doesn't contain a unit, minion, or immovable object). If a minion is ever "penned in" and is unable to utilize its full movement, move it as close to the nearest player unit as possible.
Rule 2: Each enemy will always move, then attack. An enemy minion will never attack and then move.
Note: If no movement is required to attack, enemies will not move.
Rule 3: An enemy with the ability to damage or affect a unit at the end of its movement will always attack (even if this means it will damage itself or other enemies).
Note: A lightning minion will attack a unit in the forest at range 1, even though this means destroying itself as well.
Rule 4: Enemies always move toward the nearest unit it can damage/affect.
Example: A regular arrow minion (black, level 1) will not move toward a unit in a forest, even if it's the closest, because it would not be able to attack that unit even if reached. Instead it will move toward the next closest "targetable" unit. However, a fire arrow minion (red) will move toward a unit in a forest (if it's the closest) because it can attack units in the forest.
Note: If there are no units for an enemy to damage/affect (example: all units are hiding in the forest), a regular arrow minion (black, level 1) will still move toward the nearest unit, even though it can't attack it.
Note: If two units are equal distance away, the player(s) get to decide which unit the enemy moves toward.
Note: Multiple enemies can target (move toward and attack) the same unit.
Rule 5: Enemies will take the shortest path to get to their target. Enemies will move in a straight line toward the target until they reach the diagonal line leading to the target. They will then follow that diagonal line.
Note: If the enemy cannot stay on the diagonal line, it'd rather go to the farthest vertical space (toward the top or bottom of the board) as opposed to the farthest horizontal space (toward the left or right side of the board).
Rule 6: If the fastest path to the target is obstructed (example: lava, snow, immovable object), enemies will take the shortest path around the obstacle to reach the target. This takes a couple of steps:
- Figure out which way around the obstacle is fastest. If it's a tie, always go clockwise.
- Find the "pivot space" (the space near the obstacle where the enemy will change directions in order to pass the obstacle) and follow the diagonal line leading to that space.
Note: If the shortest path to the target becomes obstructed by a barrier (too many enemies in the way or a barrier created by the player), the unit will alter its course to match the new shortest path. It may also change targets if a different unit is now closer.
Rule 7: Enemies will stop at the maximum distance away from a unit at which they can still do damage.
Example: A regular arrow minion will stop its movement as soon as it's within range of the target unit. If the target unit is within a forest, a fire arrow minion will follow the line to the unit, but it will stop as soon as it's within range of setting the forest on fire.
Note: Enemies will never back away from a unit that is in range in order to maximize distance.
Note: If there are only "non-targetable" units available for attack, the enemy will move to the maximum range away from the closest unit and stop there. It will wait there (as long as the unit stays in range) until a unit becomes "targetable" and will then begin moving toward and attacking that unit.
Rule 8: If an enemy has the opportunity to attack 2 different units, it will choose the attack that causes the most damage. If the damage dealt would be equal, the player(s) may decide which unit is attacked.
Note: This only happens when both units are within attack range at the same time.
Example: A lightning minion (blue, level 1) would attack a group of two adjacent units instead of another single unit within range (because the first attack would damage both adjacent units).
Example: A fire arrow minion (red) would attack a forest within attack range with 2 units inside instead of a single unit within attack range (because the forest attack would damage 2 units).
Rule 9: Enemies avoid snow spaces whenever possible, taking a longer path requiring more movement to reach a unit. Enemies will only enter a snow space if it is necessary to reach the target unit; in that case it will take the path requiring the least movement to get the unit in range, even though it includes snow. It takes an enemy 2 movement to move into each snow space.
Rule 10: Enemies will not move onto terrain spaces that would damage them. However, they will move onto exploding objects and other delayed effects, not comprehending the danger.
Example: An enemy will not move onto lava or scorched earth as it knows the terrain is dangerous. However, an enemy will move onto a space containing (or adjacent to) a magic potion bomb even though the bomb explosion will destroy it.
Note: Acid pools have no effect on enemies. Enemies freely move onto and through acid pool spaces.
Rule 11: At the beginning of round 11, all existing enemies are upgraded to level 2. Any enemies spawned in round 11 and the following rounds are level 2. This upgrade often changes their attack range and type.
Note: At the beginning of round 11, flip all Enemy cards, so their level 2 side is showing.
Note: For Expert and Insanity Modes, remember to place the +1 or +2 speed tokens on the upgraded enemy cards to remind you of their increased speed.
Note: For Easy mode, all enemies remain on level 1 and will never upgrade to level 2. Place the No Upgrade token next to the Round cards as a reminder.
Destroying Minions
Enemy minions are defeated after taking 1 damage (when playing with 1-4 players) or 2 damage (when playing with 5-8 players). If playing with 5-8 players, place a +1 HP token on each Enemy card (excluding the Elder Dragon), reminding players that they are more difficult to kill.
Note: When a minion takes 1 damage, place a dagger clip on the minion to signify that he has 1 damage already.
Note: Enemies (minions or the boss) do not take an additional damage when in the village. However, players' units still do.
(The Health diagram shows the minion health values as icons.)
The Boss Battle
On Round 20 the boss appears on the battlefield. This round is a cycle that continues, over and over again, until either the loss condition is met (enough player units die) or the win condition is met (the boss is defeated).
The Player Phase continues as normal, with players taking their turns.
Begin the Enemy Phase by drawing 1 Power card, then flip over the Round 20 card, revealing which boss appears. Spawn the boss and any other enemy minions. Then the boss and all minions move and attack.
Note: This expansion contains only the Elder Dragon boss. Other bosses may be released in later expansions.
Elder Dragon
Roll the D20 die as normal to see where to begin putting enemy minions. Place 1 minion of each color in the following order. If you don't have a minion of a specific color, replace it with a minion of the next color to make up the difference.
- Black
- White
- Yellow
- Orange
- Red
- Purple
- Blue
- Green
Place the elder dragon miniature on the board on the space in front of (typically on the row below) where you started placing enemy minions.
Note: For each subsequent Enemy Phase, 1 minion of each color is placed following the normal placement rules.
Note: When placing the elder dragon or a catapult, "in front" typically refers to the adjacent space below the unit. If Ambush Left is in effect, then it refers to the adjacent space to the right of the unit. If Ambush Right is in effect, then it refers to the adjacent space to the left of the unit.
The elder dragon moves first, before any enemy minions move. He takes 3 actions each turn; each action is either an attack or a movement. Each turn he must sacrifice the 3 enemy minions closest to the bottom of the board in order to take his actions.
Note: If there are multiple minions on the same row, he'll sacrifice the one farthest to the right.
Note: The elder dragon will never sacrifice a war-machine-carrying minion.
Elder Dragon Actions:
-
Attack. Range: 1-3. Damage: 1. The elder dragon will attack if a player unit is in range. His attacks are "Fire" type so he will attack a forest space if the forest contains a unit.
-
Move. Movement: 1-3. If there are no player units in range, the elder dragon will move toward the nearest unit. Each movement takes 1 action and can move him a maximum of 3 spaces. He always moves the maximum amount of spaces until he gets to his maximum attackable distance (Range: 3).
The elder dragon follows all of the regular enemy movement and attack rules except for the following:
-
Once the boss has spawned, it always moves first, before any enemy minions.
-
He will move after attacking if he has killed the target unit and still has actions available.
-
The fastest path to a unit is almost never obstructed as he is a flying enemy type.
a. This means he can fly over units, minions, immovable objects, snow, passable terrain, and lava.
b. The only space that needs to be unoccupied is the space where he lands (ends his movement on). He can use multiple movement actions in a row without having to land in between each. If his would-be landing space is ever occupied (containing a unit, minion, or immovable object) or contains lava or passable terrain, he instead lands on the available space that is nearest the target and within his allotted movement.
-
He does not avoid snow spaces as they have no effect on him.
-
He never upgrades.
-
He never gets +1 HP, +1 speed, or +2 speed tokens.
Once the elder dragon has taken his 3 actions, the enemy minions move and attack, following the normal rules. This ends the first cycle of Round 20, and players begin another cycle of the Player Phase and Enemy Phase (drawing a new Power card and spawning new minions but no new boss). Play continues until the loss or win condition is met.
It takes 3 damage to kill the elder dragon. Once he is killed the players immediately win. He has no defensive abilities. He is immune to pure fire spells as well as forest fire damage.
Divine Favor Tokens
During rounds 1-20, a player can use a divine favor token to either:
- Discard a drawn Power or Apocalypse card and draw another (if either the discarded card or the new card has a shuffle icon, then shuffle the discarded, current, and unused Power cards together before the next Enemy Phase).
- Reroll a die until a different result is rolled.
You must do this immediately after the card draw or die roll. You can do this multiple times, using a divine favor token each time.
Power, Apocalypse, and Enemy Card Explanations
Power Cards
- Hardened: Enemies disregard all negative terrain effects (lava and passable terrain).
- If an enemy ends its turn on lava or scorched earth, it keeps the hardened ability until it leaves the lava pool (set of orthogonally connected lava spaces) or scorched earth area.
- This effect only lasts for 1 turn.
- Ambush Left: Enemies come from the left side.
- When you roll for where to place units, #1 is the top left corner of the board. Then you count down the left side of the board until you reach the number rolled (which is where the first enemy is placed). Additional units are placed farther down the board either adjacently (if an even number was rolled) or staggered, skipping 1 space between each enemy (if an odd number was rolled).
- If 19 or 20 is rolled, you place the units in the bazaar as normal, with the additional units placed to the right.
- Ambush Right: Enemies come from the right side of the board.
- When you roll for where to place units, #1 is the top right corner of the board. Then you count down the right side of the board until you reach the number rolled (which is where the first enemy is placed). Additional units are placed farther down the board either adjacently (if an even number was rolled) or staggered, skipping 1 space between each enemy (if an odd number was rolled).
- If 19 or 20 is rolled, you place the units in the bazaar as normal, with the additional units placed to the right.
Catapult
Place a catapult in front of (typically on the row below) the last unit placed. Enemy catapults take the same colored token base as the enemy unit it belongs with.
- The catapult's range is 2-7 and it deals 3 damage. The enemy catapult follows normal war machine rules (with the exception that it's immediately built). The catapult and the enemy controlling it follow the normal war machine options for movement (Follow, Push, Roll, Switch).
- The enemy controlling the catapult can move only 2 spaces each turn and loses any previous weapon/ability associated with its enemy type. If the catapult is destroyed rather than the enemy, the enemy regains its former weapon/ability.
- The catapult will target the closest targetable unit.
- On the turn a catapult is placed, the catapult will move but not attack. Every subsequent Enemy Phase it will attack only once.
- Extra movement and range provided by Power cards or Expert/Insanity Mode do not affect war-machine-carrying enemies.
- The catapult disappears if you destroy the unit pushing it.
- If a minion is ever separated from its catapult, the catapult disappears and the minion reverts back to its original color/type.
Note: Power Cards which increase speed or range do not affect war machine units.
Enemy Cards
- Bazaar Guardian: Bazaar guardian minions (orange, level 1) are always placed either in the top-left or top-right corner of the bazaar. If the number rolled was odd, they'll be placed beginning at the top-left corner; if even, the top-right. On the turn these minions are placed, they cannot move or attack. Also, on the turn they are placed, units may not use the bazaar for either buying or selling.
- Hexing: A hexing minion doesn't deal damage with its attack. Instead the target unit's player gains a Hex card. The hexing carries through all orthogonally adjacent player units connected to the target unit. A player can gain multiple Hex cards if that player has multiple units orthogonally connected to the target unit (1 Hex card per unit).
- Magical Fire: Magical fire minions (orange, level 2) move toward the closest corner of the bazaar instead of moving toward the nearest player unit. If a magical fire minion is able to get adjacent to the bazaar, it will burn down the entire bazaar, inflicting 1 damage on any units inside. Once the bazaar is destroyed, magical fire minions will follow normal movement rules (moving toward the nearest unit). Their attack changes to a ring of fire, damaging any units in a 5x5 grid (with the magical fire minion in the center). This is a fire attack and will cause forest fires.
Note: All fire attacks made by the magical fire minion (both burning down the bazaar, the 5x5 grid, and any subsequent forest fires) will only damage player units. Enemy minions are not affected.
New Battle Card
The A New Enemy expansion includes a bonus battle card that you can use to implement your new dragon miniature in normal (competitive) games of Ignite.
Dragon Potion: Choose 1 of your units to become a dragon for your turn. Discard a card to either move (Movement: 2) or attack (Range: 1-2, Damage: 1, fire type). You may discard multiple cards for multiple effects. Dragon attacks are fire attacks, and they can be blocked by a shield (or evaded). Dragons cannot move or operate war machines.
Note: Don't play with the Dragon Potion battle deck in solo or cooperative play.