RulesPal
Chat
Rulebook
Kingdom Rush: Elemental Uprising – More Than Shadows Expansion thumbnail

Kingdom Rush: Elemental Uprising – More Than Shadows Expansion

Expansion for Kingdom Rush: Elemental Uprising

Kingdom Rush: Elemental Uprising – More Than Shadows Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • New Heroes
  • Phoenix
    • Ability 1: Immolation
    • Ability 2: Circle of Fire
    • Ability 3: Live Embers
    • Ability 4: Purification
  • Faustus
    • Ability 1: Liquid Fire
    • Ability 2: Weakening
    • Ability 3: Draconic Lance
    • Ability 4: Draconic Rage
  • Dark Challenge
    • Setup
    • Moving Darkness Elementals
    • Effects of Darkness Elementals
    • Interacting with Darkness Elementals
  • Scenario 1: The Shadow Spreads
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • New Enemies: Darkness Elementals
  • Scenario 2: The Sky Is Falling on Our Heads!
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • New Enemies: Gnoll Catapults
  • Scenario 3: Resurrection in Progress, Do Not Disturb
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • Hero Challenge: Phoenix
  • Scenario 4: Father Gul'Thak
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • New Enemies: Gul'Thak
      • Setup
      • Attacking Gul'Thak
  • Scenario 5: Cumulus Nimbus
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • New Enemies: Blue Blowers
  • Scenario 6: Faustus the Magic Dragon
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • Water
      • Hero Challenge: Faustus
  • Scenario 7: A Shadow on the Board
    • Iron Challenge
    • Victory Condition
    • Heroes
    • Towers
    • 1. Spawn Pile Preparation
      • Hordes
    • 2. Board Setup
      • Starting Towers by Player Count
    • 3. New Rules
      • New Enemies: Umbra
      • Setup
      • Attacking Umbra
  • Events
    • Scenario 1 Events
    • Scenario 2 Events
    • Scenario 3 Events
    • Scenario 5 Events
    • Scenario 6 Events
    • Scenario 7 Events

Components

  • 1 Phoenix miniature
  • 1 Faustus miniature
  • 2 Hero boards
  • 2 Hero cards
  • 8 Special ability tiles for Phoenix and Faustus (including the "Weakening" tile)
  • 9 Umbra boss cards
  • 1 Umbra miniature
  • 7 Gul'Thak boss cards
  • 1 Gul'Thak miniature
  • 4 Darkness elemental miniatures
  • 7 Elemental Rift cards
  • 2 Hero inserts
  • 5 Dark Challenge mode cards
  • 7 Level reference cards
  • 6 Gnoll Catapult horde cards
  • 6 Blue Blower horde cards
  • 4 Darkness turn modifiers
  • 27 Dark Challenge stickers
  • 2 Phoenix turn modifiers
  • 35 Damage tiles
  • 4 Special tiles – Ember Egg and Dragonnet
  • 4 Black Clouds

New Heroes

This expansion includes 2 new heroes: Phoenix and Faustus. Both have a unique ability, flight, which has several consequences for the game.

A hero with the flight icon (wing) in place of the attack icon (brown fist):

  • cannot attack a horde by covering it, so it does not inflict damage on enemies by itself. To avoid forgetting, place its figure (round base) as often as possible on empty spaces of the horde or on Damage tiles.
  • does not prevent hordes from moving, does not suffer any damage when a horde it is on moves, and does not retreat when a horde tries to enter its location (slide it under this hero).
  • can enter all spaces of the board, even those inaccessible to other heroes (e.g. Water tiles). EXCEPT a space occupied by a boss figure.
  • can activate Flowers and Environment tiles and attack the Darkness elementals (see p. 5).
  • can be the target of special attacks from champions or enemies (orange burst icon).

For all other aspects, treat Phoenix and Faustus as any other hero.

You can use Phoenix and Faustus in all scenarios of this box (except 3 and 6, as specified), in other expansions, or in the base game, as you would with any other hero.

Phoenix

Phoenix's unique ability is immortality: each time it loses its last heart, it is reborn from the flames! Of course, it will not need to be resurrected often, since flight keeps it out of reach of most sources of damage.

When Phoenix loses its last heart, leave its figure on the board. At the start of its next activation, inflict [fire tile icon] + [magic damage tile icons] on each horde under or adjacent to it. It recovers all its abilities and hearts, then its activation ends.

Ability 1: Immolation

This ability inflicts a lot of damage, but it also wounds Phoenix. It can be used to activate its resurrection!

Card text: Phoenix loses 1 heart.

Ability 2: Circle of Fire

This passive ability does not allow a direct attack, but it unlocks the 2 Circle of Fire modifiers. They can be bought during phase 6 (Buy towers and modifiers). Each of them inflicts 1 additional damage tile and turns ALL attacks of this tower into [fire icon]. (Unlike the basic Raw Damage modifier, which affects only the base attack and does not stack with the others.)

Ability 3: Live Embers

An extremely powerful attack that requires the [ember tile icon] tile. You cannot use it if this tile is already on a horde.

Ability 4: Purification

Card text: These tiles must be placed on at least 2 different hordes.

Phoenix inflicts a total of 3 magic damage tiles 2x1, provided it can target at least 2 different hordes.

Faustus

Faustus does not use its standard Damage tiles, except with its special abilities. Its basic attack inflicts no standard damage: instead, Faustus places Dragonnet tiles on the hordes adjacent to it. At the start, only the two 3-space Dragonnets are available. If they are already in play, it can redistribute them on other adjacent hordes with its basic action. These large Dragonnets must always be placed on different hordes.

Faustus also has the Teleportation Rune ability. At the start of its activation, it can move a horde on or adjacent to its space to an empty space on the path, or swap its position with another horde on the path. This ability can only be used on a standard horde (green / yellow / red), never on a Champion, a Boss or a special horde.

Faustus cannot move a horde on which a figure is standing.

Ability 1: Liquid Fire

Inflict 1 magic damage tile 2x2 on the horde on your space, then 4 magic damage tiles 1x1 on adjacent hordes.

Ability 2: Weakening

Card text: Move Faustus up to 2 spaces. During this round, cancel all abilities other than [icon] of the horde on which Faustus is located.

Faustus moves up to 2 spaces and, for this round, disables all special abilities (except [icon]) of the horde on which it is located. This ability may not seem very powerful, but it proves useful when all the Dragonnets are already placed and you do not want to redistribute them.

Ability 3: Draconic Lance

Card text: This attack ignores [icon].

Inflict 1 raw damage tile 2x1 on the horde on your space, then 1 raw damage tile 2x1 on an adjacent horde (ignoring [icon] for both). This attack is the only one in the game able to inflict Damage tiles on a tough enemy.

Ability 4: Draconic Rage

Card text: You can now use all 3 Dragonnets. Can be placed on the same horde as another Dragonnet.

This passive ability unlocks the small Dragonnet [icon]. It can be placed on the same horde as a large Dragonnet, or alone on a horde.

Dark Challenge

This expansion introduces the Dark Challenge, and all scenarios use it.

This special challenge can also be played with each scenario of Kingdom Rush: Elemental Uprising (but it is not compatible with Kingdom Rush: Rift in Time). You can combine it with the Iron Challenge and the Heroic challenges. The box contains 27 stickers [sticker icon] to place on the Kingdom Rush: Elemental Uprising kingdom map, to mark each scenario of the base game and the expansions won with the Dark Challenge.

This challenge uses the 5 Dark Challenge cards and up to 4 Darkness Elemental figures.

Setup

Before playing, shuffle the 5 Dark Challenge cards and place them near the board.

Depending on the number of players, place the Darkness Elementals on the following spaces:

  • 1–2 players: Place one Darkness Elemental on the first Path space adjacent to Spawn pile 1, and another Elemental on the Infantry barracks in the tower reserve.
  • 3 players: In addition, place a third Elemental on the first Path space adjacent to Spawn pile 2.
  • 4 players: In addition, place the fourth Elemental on the Wizard tower, in the tower reserve.

Reminder: arrange the tower reserve as shown on p. 6 of the Kingdom Rush: Elemental Uprising rulebook.

Moving Darkness Elementals

Just before phase 4 (Advance the hordes), resolve the following steps for each Darkness Elemental in play.

  1. Draw a card from the Darkness Elemental deck.
  2. Align the purple line of the card with the board exit and the bottom line of the tower reserve, then resolve the movements listed for each Darkness Elemental, from top to bottom. All directions use the purple line as the reference point.
  3. If a Darkness Elemental enters a space occupied by a boss or another Elemental, it advances to the next free space in the same direction. If an Elemental reaches the edge of the board, instead of stopping, it teleports to the opposite edge and finishes its movement along the same row or column.
  4. There can never be more than one Darkness Elemental on a given space (whether on the board or in the tower reserve).

Effects of Darkness Elementals

  1. Players can neither buy nor upgrade to or from a tower on which a Darkness Elemental is located.
  2. A flower immediately wilts if a Darkness Elemental enters its space.
  3. Hordes jump over Darkness Elementals located on a Path space.
  4. When a Darkness Elemental enters a space containing a horde, it inflicts [damage icon] on it. The horde cannot be attacked while the Elemental remains there.
  5. A Darkness Elemental on a horde moves with it along the path.
  6. Players cannot place a tower on a construction site where a Darkness Elemental is located.
  7. Towers occupied by a Darkness Elemental are not taken back in hand during phase 5 (Recover Tower and Hero cards).

Interacting with Darkness Elementals

When a Darkness Elemental enters a space containing a hero, that hero must retreat. When a hero enters a space occupied by a Darkness Elemental, the Elemental is not destroyed: it is moved to an adjacent space containing no figure. The effects above apply to the new space (including the additional damage the Elemental inflicts when it enters a space with a horde). If no adjacent space is available, the hero is not allowed to enter the Elemental's space.

You cannot do anything against Darkness Elementals in the tower reserve. Plan your purchases and upgrades carefully!

Scenario 1: The Shadow Spreads

Hold fast, soldiers! The enemy approaches, mark my words, but the greatest threat lies elsewhere. The mist thickens and turns to shadow. No soldier of the kingdom has faced it until now. Let us make sure no future soldier has to. Destroy them once and for all! For glory! For our citizens!

Iron Challenge

Players start the game with no modifier and no gold coin. Modifiers gained by other means are not allowed. You do not gain gold coins by destroying a horde.

Victory Condition

Start with [heart] x 5.

You win the game if no enemy remains on the board at the end of the 7th round.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted (the 7th round ends).

Heroes

All heroes are available. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
02x Yellow
11x Green
22x Green, 2x Yellow
31x Red
42x Yellow, 1x Red
52x Yellow
61x Yellow, 1x Red
72x Yellow, 3x Red
SEvent A, B, C

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The four Spawn piles are numbered 1 to 4. The top of each pile is marked "Top of the pile" and the bottom "Bottom of the pile". The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: Horde 2 (Green), Horde 0 (Yellow), Horde 6 (Red), Event B, Horde 7 (Red)
  • Pile 2: Horde 2 (Yellow), Horde 0 (Yellow), Horde 3 (Red), Horde 7 (Red), Event C
  • Pile 3: Horde 5 (Yellow), Event A, Horde 4 (Yellow), Horde 4 (Yellow)
  • Pile 4: Horde 7 (Yellow), Horde 7 (Yellow), Horde 6 (Yellow), Horde 7 (Red), Horde 2 (Green), Horde 4 (Red)

Transcriber's note on the source: the printed wave table lists 20 Horde cards (waves 0 to 7), while the pile diagram on the same page shows 17 Horde cards plus Events A, B and C. The differences are in wave 1 (1 Green, not shown in the piles), wave 2 (1 Yellow more in the table than in the piles) and wave 5 (1 Yellow more in the table than in the piles). The text above is transcribed as printed; the discrepancy is in the official layout.

2. Board Setup

The board is built from the tiles shown on the page, with the four Spawn entry points marked 1 to 4 around the edges. The spaces are labelled A2, A6, A8, A10, A11 and A12.

Treasure: 3x [crystal icon], 2x [gold coin icon].

Starting Towers by Player Count

The page shows the board layout for each player count. The towers placed at the start are:

  • 1 player: 1x Mage Tower, 1x Archer Tower, 1x Dwarven Bombard, 1x Militia Barracks.
  • 2 players: 1x Mage Tower, 1x Archer Tower, 2x Dwarven Bombard, 1x Militia Barracks.
  • 3 players: 1x Archer Tower, 1x Dwarven Bombard, 1x Militia Barracks.
  • 4 players: 1x Archer Tower, 1x Dwarven Bombard.

3. New Rules

New Enemies: Darkness Elementals

Add the Dark Challenge rules to each scenario of this expansion (whatever the difficulty level). See the Dark Challenge section above.

Scenario 2: The Sky Is Falling on Our Heads!

Those who lost their homes, their harvests or their lives will be avenged! The gnoll catapults blacken the stone sky: we will darken it with spells and arrows! Destroy their machines and show these creatures the power of human courage! Fire at will!

Iron Challenge

You win if no horde remains in play at the end of the round during which you destroy the third catapult. Otherwise, you lose the game.

Victory Condition

Start with [heart] x 5.

You win the game as soon as 4 catapults are destroyed.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted.

Heroes

All heroes are available. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
01x Yellow, 2x Green
12x Green
22x Yellow
32x Red
41x Green, 1x Yellow
51x Red
61x Green, 1x Red
71x Yellow, 2x Red
Gnoll Catapult wave2x G1, 2x G2
SEvent A

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The three Spawn piles are numbered 1 to 3. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: G2 (Gnoll Catapult, with gold coin icon), 1 (Green), 5 (Red), Event A, 1 (Green), 3 (Red, bottom of the pile)
  • Pile 2: 3 (Red), G1 (Gnoll Catapult, with gold coin icon), 8 (Red), 0 (Green), G1 (Gnoll Catapult, with gold coin icon)
  • Pile 3: 6 (Green), 7 (Red), G2 (Gnoll Catapult, with gold coin icon), 0 (Green), 7 (Red), 6 (Red)

Transcriber's note on the source: the printed wave table and the pile diagram on this page do not match in their numbering. The table lists waves 0 to 7 and a Gnoll Catapult wave, while the piles carry card numbers 0 to 8 (including an 8 that the table does not name), and some colours and counts differ from the table (for example, no card numbered 2 or 4 appears in the piles). The text above is transcribed as printed; the discrepancy is in the official layout.

2. Board Setup

The board is built from the tiles shown on the page (spaces A5, A8, A12, A15, B2, B6 and B11). Spawn entry points are marked 1 to 3.

For this scenario, take 4 "!" tokens and place them next to the exit.

Treasure: 3x [crystal icon], 3x [gold coin icon].

Starting Towers by Player Count

At the start of the game, place a Gnoll Catapult on the white construction site, for every player count.

  • 1 player: 1x Mage Tower, 1x Archer Tower, 1x Dwarven Artillery, 1x Infantry Barracks.
  • 2 players: 1x Mage Tower, 1x Archer Tower, 1x Sharpshooter Tower, 1x Militia Barracks, 1x Infantry Barracks, 1x Dwarven Bombard.
  • 3 players: 1x Mage Tower, 1x Archer Tower, 1x Infantry Barracks.
  • 4 players: 1x Archer Tower, 1x Militia Barracks.

3. New Rules

New Enemies: Gnoll Catapults

When a horde with this icon appears, place it on a construction site adjacent to its spawn point, at the players' choice. Gnoll Catapults are never placed on Path spaces, and they never move.

After the hordes move, inflict 1 damage on a hero or on the kingdom for each horde with a Catapult icon.

For this scenario, each time you destroy a Gnoll Catapult horde, flip 1 "!" token onto its other side. You win the game if all the tokens are on their other side at the end of a round.

Scenario 3: Resurrection in Progress, Do Not Disturb

They say these creatures are reborn from their ashes, not from the dead. Keep that in mind! Our Phoenix is in the middle of its resurrection. Protect the lava pools to give it the right conditions. Once revived, it will be a precious ally. Get moving!

Iron Challenge

Replace all G1 hordes with G2 hordes, during setup and during events. The kingdom has only 1 heart instead of 5.

Victory Condition

Start with [heart] x 5 (see the Iron Challenge above for this scenario's change).

You win the game if you survive by protecting Phoenix until the end of the 6th round.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted.

Heroes

All heroes are available except Phoenix. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
13x Green, 1x Yellow
21x Green, 1x Yellow, 1x Red
32x Green, 1x Red
41x Yellow
61x Green, 1x Red
71x Yellow
82x Yellow, 1x Red
91x Green
SEvents A, B
Gnoll Catapult wave3x G1

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The four Spawn piles are numbered 1 to 4. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: 2, Event A, 4, 6, 2 (bottom of the pile)
  • Pile 2: 3, 8, 8, 3
  • Pile 3: 1, 6, 9, Event B, 7
  • Pile 4: 1, 3, 2, 1, 8

Transcriber's note on the source: as on the previous pages, the wave table and the pile diagram do not match in numbering. The table has no wave 0 or 5; the piles carry card numbers (such as 2, 4, 8 and 9) that do not map one-to-one onto the table's wave colours. The text is transcribed as printed; the discrepancy is in the official layout.

2. Board Setup

Place Phoenix on the Path, next to Spawn pile 2. No horde appears from this pile while Phoenix is on this space.

This scenario does not use an Exit (see the Phoenix rules below for details). The board is built from the tiles shown on the page (spaces A1, A3, A4, A9, A10 and A11). Spawn entry points are marked 1 to 4.

Treasure: 4x [crystal icon], 4x [gold coin icon].

Do not place any gem on the volcano.

Starting Towers by Player Count

  • 1 player: 1x Mage Tower, 1x Sharpshooter Tower, 1x Militia Barracks, 1x Dwarven Artillery.
  • 2 players: 1x Adept Tower, 1x Archer Tower, 1x Sharpshooter Tower, 1x Militia Barracks, 1x Dwarven Artillery.
  • 3 players: 1x Mage Tower, 1x Sharpshooter Tower, 1x Dwarven Bombard.
  • 4 players: 1x Archer Tower, 1x Dwarven Bombard.

3. New Rules

Hero Challenge: Phoenix

The Phoenix hero challenge is quite different from the others. You have no control over Phoenix, which does not move and does not attack. In this scenario your goal is to protect it until it is reborn!

This scenario does not use an Exit tile. Hordes advance toward Phoenix. If they enter its space, it is as if they arrived in the kingdom. Heroes can enter the board only through a space adjacent to Spawn pile 2 (including Phoenix's own space).

To win, you must survive until the 6th round (when all the Spawn piles are exhausted).

Scenario 4: Father Gul'Thak

Have you ever sat with an elderly person listening to a story that goes on for two hours? Quadruple that experience. Gul'Thak arrives on his giant boar with endless stories! Preserve the kingdom from deadly boredom and destroy the orc chief before his bad narrative habits take root in future generations.

Iron Challenge

Remove all level 1 towers from the reserve. Darkness Elementals do not enter these spaces, and you cannot buy level 1 towers. When you upgrade a tower to level 1, remove it from the game. You can only buy level 2 towers (3 diamonds) from the reserve.

Victory Condition

Start with [heart] x 5.

You win the game as soon as Gul'Thak is destroyed.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted.

Heroes

All heroes are available. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
01x Red
12x Green, 1x Yellow, 1x Red
21x Green, 2x Yellow, 2x Red
31x Yellow
51x Green, 1x Yellow
61x Green, 1x Yellow
72x Green
81x Green, 2x Red
91x Yellow
Gnoll Catapult wave2x G1
Gul'Thak wave2x Gul'Thak Life cards, 5x Gul'Thak Action cards

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The three Spawn piles are numbered 1 to 3. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: 3, 5, 8, 2, 2, 8 (bottom of the pile)
  • Pile 2: 3, 6, 2, 9, 1, 1 (bottom of the pile)
  • Pile 3: 6, 7, 7, 2, 8, 9 (bottom of the pile)

Transcriber's note: the pile contents were read from the page at lower resolution for Pile 1 and at higher resolution for Piles 2 and 3; check Pile 1 against the printed page if a discrepancy matters.

2. Board Setup

The board is built from the tiles shown on the page (spaces A1, A6, A9, A11, A12, A13 and B7). Spawn entry points are marked 1 to 3.

Treasure: 3x [crystal icon], 2x [gold coin icon].

Starting Towers by Player Count

  • 1 player: 1x Adept Tower, 1x Infantry Barracks, 1x Sharpshooter Tower, 1x Dwarven Bombard.
  • 2 players: 1x Adept Tower, 1x Infantry Barracks, 1x Militia Barracks, 1x Sharpshooter Tower, 1x Dwarven Bombard.
  • 3 players: 1x Mage Tower, 1x Infantry Barracks, 1x Sharpshooter Tower.
  • 4 players: 1x Militia Barracks, 1x Archer Tower.

3. New Rules

New Enemies: Gul'Thak

In this scenario you will face a boss: Gul'Thak, represented by a figure on the board. Gul'Thak moves and attacks differently from ordinary enemies.

To win, you must survive until the 6th round (when all the Spawn piles are exhausted).

Setup

Before starting, take the 2 Gul'Thak Life cards (numbered in the bottom-right corner) and stack them face up, in order: card no. 2 underneath and card no. 1 on top. Place this Life pile near the board.

The 5 other Gul'Thak cards (without a number) are the Action cards. Shuffle them and place them within reach: they form Gul'Thak's Action deck.

Attacking Gul'Thak

When you want to attack Gul'Thak, you must target its figure. However, Damage tiles are placed on the card on top of its Life pile, and you must cover all the spaces that represent Gul'Thak to defeat this card. When this is done, remove all the Damage tiles during phase 3 (Destroy the hordes), apply the instructions on the back of the card, then remove it from the game.

Gul'Thak must be destroyed with towers and flowers; no pawn or figure can be placed on the card. It is therefore impossible to attack it in melee, and hero figures do not inflict raw damage merely by their presence.

Activating Gul'Thak

Gul'Thak acts at the start of phase 4 (Advance the hordes), before the other hordes move. Its activation takes place in 3 steps.

  1. He rambles! Apply the effects of each card in Gul'Thak's discard pile, from top to bottom.
  2. He invents! Draw the first card of Gul'Thak's Action deck, apply its effects, then remove it from play. If you cannot draw a card, the long, convoluted story of Gul'Thak is over. It was so boring that the defenders of the kingdom give up and surrender (you lose the game).
  3. He looks for an audience! Move Gul'Thak 1 space.

Scenario 5: Cumulus Nimbus

The heavy clouds covering the sky mean two things: the Leviathan is no more, and its faithful now wander without purpose. The Blue Blowers, responsible for the storm, prepare to lead their final battle in the name of their god. Shorten this battle, for we are not at the end of our troubles!

Iron Challenge

Replace the yellow MTS horde of pile 3 with a red MTS horde. Replace the green MTS hordes of this pile with yellow MTS hordes.

Victory Condition

Start with [heart] x 5.

You win the game if you survive until the resolution of Event B.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted.

Heroes

All heroes are available. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
11x Green, 2x Red
23x Red
41x Green
51x Yellow
61x Green, 2x Yellow
71x Yellow, 1x Red
81x Yellow, 1x Red
91x Green
SEvents A, B, C
MTS2x Green, 1x Yellow, 1x Red

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The three Spawn piles are numbered 1 to 3. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: 5, 8, Event A, 1, 8, 7, 4, Event B (bottom of the pile)
  • Pile 2: 2, 6, 6, 6, 7, 2, 2
  • Pile 3: MTS, MTS, 9, MTS, Event C, MTS

2. Board Setup

The board is built from the tiles shown on the page (spaces B3, B4, B5, B6 and B12). Spawn entry points are marked 1 to 3.

Treasure: 3x [crystal icon], 2x [gold coin icon].

Starting Towers by Player Count

  • 1 player: 1x Mage Tower, 1x Sharpshooter Tower, 1x Infantry Barracks, 2x Dwarven Bombard.
  • 2 players: 1x Mage Tower, 1x Sharpshooter Tower, 1x Militia Barracks, 1x Infantry Barracks, 2x Dwarven Bombard.
  • 3 players: 1x Archer Tower, 1x Infantry Barracks, 1x Sharpshooter Tower.
  • 4 players: 1x Infantry Barracks, 1x Dwarven Bombard.

3. New Rules

New Enemies: Blue Blowers

After the hordes move, place a black cloud on a horde adjacent to the Blue Blower. A horde with a black cloud cannot be the target of any attack, and it cannot be covered by a hero. Darkness Elementals that enter a horde with a black cloud do not inflict any damage on it, and they cannot be moved by a hero.

Before advancing a horde with a black cloud, remove the cloud.

Scenario 6: Faustus the Magic Dragon

The enemy has invaded our river and cut off our supplies. If we want to keep fighting, we must recover our trade route. Summon Faustus, the dragon! We need aerial support to relocate our troops, for the enemy surrounds us.

Iron Challenge

The first three Faustus bonuses (p. 17) can only be used once. To remember this, place a marker near the points 2B, 3A and 4C on the scenario reference card after triggering these abilities. You can still cross bodies of water with Faustus's help.

Victory Condition

Start with [heart] x 5.

You win the game if you survive to the end of the round during which all the Spawn piles are exhausted and no horde remains on the Path.

You lose immediately if the kingdom loses its last heart.

Heroes

All heroes are available except Faustus. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
02x Green, 1x Yellow
12x Red
21x Red
41x Red
51x Yellow
62x Red
72x Yellow, 1x Red
81x Green
SEvents A, B, C; 2x C1
Gnoll Catapult wave2x G1
MTS1x Green, 2x Yellow

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The four Spawn piles are numbered 1 to 4. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: 5, 6, C1, 0, 0, 6 (bottom of the pile)
  • Pile 2: 7, 7, Event A, 7, Event C
  • Pile 3: G1, 1, Event B
  • Pile 4: MTS, 2, MTS, MTS, 4, 8

Transcriber's note: the pile contents were read from the page at lower resolution; check Pile 1 and Pile 4 against the printed page if a discrepancy matters.

2. Board Setup

The board is built from the tiles shown on the page (spaces A3, A6, A8, A10, A11, A12, A14, B7, B9 and B13). Spawn entry points are marked 1 to 4. Place the Exit tile as shown.

Treasure: 3x [crystal icon], 2x [gold coin icon].

Starting Towers by Player Count

  • 1 player: 1x Adept Tower, 1x Sharpshooter Tower, 1x Dwarven Artillery, 2x Infantry Barracks.
  • 2 players: 1x Adept Tower, 2x Sharpshooter Tower, 1x Dwarven Artillery, 2x Infantry Barracks.
  • 3 players: 1x Mage Tower, 1x Sharpshooter Tower, 1x Dwarven Bombard, 1x Infantry Barracks.
  • 4 players: 1x Mage Tower, 1x Archer Tower, 1x Infantry Barracks.

3. New Rules

Water

In this scenario, heroes cannot cross Water tiles by themselves. They can, however, cross them with Faustus's help.

Hero Challenge: Faustus

Faustus starts the game near the Exit and moves at the start of phase 2 (Play Tower and Hero cards). It can move up to 3 spaces. It cannot activate flowers. Faustus takes no damage, and it cannot prevent a horde from advancing, but it helps you by other means:

  • If you play a tower on the construction site where Faustus is, your hero heals 1 heart.
  • A horde on Faustus's space is not activated.
  • If you destroy a horde on Faustus's space, gain 1 additional gold coin.
  • If Faustus is on a Water space, heroes can cross it but cannot end their turn there.

Faustus has no specific objective: it simply helps you in your quest. You win if no horde remains on the Path at the end of the round in which all the Spawn piles are exhausted.

Scenario 7: A Shadow on the Board

My brothers, my sisters! The shadows are invading our kingdom, and this is no metaphor: Umbra, the embodiment of darkness, devours our lands little by little and reduces them to nothing. The Darkness Elementals are back. They have served Umbra from the start, not the Leviathan. We were wrong, and we failed to see the true threat, though it was right under our eyes. Although the battle is unequal, we will fight for the glory and freedom of the kingdom! Charge!

Iron Challenge

The effects of the Iron Challenge are described in the events.

Victory Condition

Start with [heart] x 5.

You win the game as soon as Umbra is destroyed.

You lose immediately if the kingdom loses its last heart, or if all the Spawn piles are exhausted.

Heroes

All heroes are available. You can use the abilities of heroes marked with the [one gold coin] or [two gold coins] icon. In a 1- or 2-player game, use 2 abilities per hero. In a 3- or 4-player game, use 1 ability per hero.

Towers

All towers are available. All tower modifiers are available.

1. Spawn Pile Preparation

Hordes

Prepare the Horde cards as indicated below.

WaveHorde cards
01x Green
11x Green
22x Green, 1x Yellow, 1x Red
31x Green, 2x Red
41x Green, 1x Yellow, 1x Red
51x Green
61x Green, 2x Yellow, 1x Red
71x Yellow, 2x Red
81x Green, 2x Red
91x Yellow, 1x Red
SEvents A, B, C
MTS1x Green

From the Horde cards you have prepared, build the Spawn piles as follows. The Event cards are described on pp. 20–23 of this booklet.

The four Spawn piles are numbered 1 to 4. The layout shown on the page, from top to bottom of each pile, is:

  • Pile 1: 1, 0, 6, 8, 2, Event C (bottom of the pile)
  • Pile 2: 3, 5, 7, 8, 8, 2, 7, 2
  • Pile 3: 4, 7, 9, 6, 4
  • Pile 4: MTS, 4, Event A, Event B, 6, 6, 9, 3

2. Board Setup

The board is built from the tiles shown on the page (spaces B3, B4, B5, B8, B10, B12 and B13). Spawn entry points are marked 1 to 4.

Treasure: 3x [crystal icon], 2x [gold coin icon].

Starting Towers by Player Count

  • 1 player: 1x Mage Tower, 2x Archer Tower, 1x Militia Barracks, 1x Dwarven Artillery.
  • 2 players: 2x Mage Tower, 1x Archer Tower, 1x Sharpshooter Tower, 1x Dwarven Artillery, 1x Infantry Barracks.
  • 3 players: 1x Mage Tower, 1x Sharpshooter Tower, 1x Dwarven Artillery.
  • 4 players: 1x Sharpshooter Tower, 1x Dwarven Bombard.

3. New Rules

New Enemies: Umbra

In this scenario you will face a boss: Umbra, represented by a figure on the board. Umbra moves and attacks differently from ordinary enemies.

Setup

Before starting, take the 4 Umbra Life cards (numbered in the bottom-right corner) and stack them face up, with card no. 4 at the bottom and card no. 1 on top. Place this Life pile near the board.

The 5 other Umbra cards (without a number or spaces) are its Action cards. Shuffle them and place them within reach: they form the Umbra Action deck.

Attacking Umbra

When you want to attack Umbra, you must target its figure. However, Damage tiles are placed on the card on top of its Life pile, and you must cover all the spaces that represent Umbra to defeat this card. When this is done, remove all the Damage tiles during phase 3 (Destroy the hordes), apply the instructions on the back of the card, then remove it from play.

Umbra must be destroyed with towers and flowers; no pawn or figure can be placed on its card. It is therefore impossible to attack it in melee, and hero figures do not inflict raw damage merely by their presence.

Activating Umbra

Umbra acts at the start of phase 4 (Advance the hordes), before the other hordes move. Draw the first card of its Action deck and resolve its effect, then move Umbra 1 space and discard the Action card. If the Umbra Action deck is empty, shuffle the discard pile to form a new one.

Examples of Umbra Action effects shown on the page:

  • Inflict 1 damage on 1 hero adjacent to a Darkness Elemental.
  • Destroy 1 tower under or adjacent to a Darkness Elemental.
  • Umbra spaces marked with the [raw damage icon] must be covered by Raw Damage tiles.

To win the scenario, you must defeat Umbra 4 times (once for each of its Life cards). If it manages to leave the board, you lose the game.

Events

Event cards are triggered by the Spawn pile letters A, B and C. The text below is the printed text of each event, grouped by scenario.

Scenario 1 Events

Event A: The danger lurks in the shadows! Immediately draw a Darkness Elemental card and move the Elemental of your choice as indicated.

Event B: I have a bad feeling. All flowers wilt.

Event C: Let's finish them off for good, this time. If you have at least three level 4 towers, choose a modifier and apply it to a tower of your choice (respecting the modifier rules).

Scenario 2 Events

Event A: Will this madness never end?! Remove the cyclone.

Scenario 3 Events

Event A: It needs heat to hatch! Remove the lava pool and move Phoenix onto the indicated space. Place a G1 horde as illustrated. From now on, hordes appear from Spawn pile 2. Heroes can still enter the board only through a space adjacent to Spawn pile 2.

Event B: The egg is hatching! Protect Phoenix a little longer! Move Phoenix onto the indicated space. If a horde already occupies it, move that horde to the space where Phoenix was. Place a G1 horde as illustrated.

Scenario 5 Events

Event A: A storm rages! Spawn the next Horde card from this Spawn pile. Then add the cyclone next to this Spawn pile.

Event B: The calm before the storm. Remove the cyclone from the game. You must survive until the end of the round!

Event C: Our soldiers are exhausted and think only of going home! Can you master the enemy without them? At the end of this round, return all soldier towers to the reserve. Spawn another horde from this pile.

Scenario 6 Events

Event A: The gnolls send their mechanics to repair the broken catapults! If no Horde card is on the space marked with the blue token, spawn a G1 there. If a Horde card is there, remove all the Damage tiles from it.

Event B: Another blow from the gnoll mechanics! If no Horde card is on the space marked with the red "!" token, spawn a G2 there. If a Horde card is there, remove all the Damage tiles from it.

Event C: A gust from all the devils blows from nowhere! Remove all black clouds from the hordes that the Blue Blowers protect.

Scenario 7 Events

Event A: Devoured Land All heroes on the Path tile B5 are sent back to the kingdom. If a horde is on B5, it advances 1 space. Return the B5 tile, the flower, and the two construction sites of B5 to the box. Each owner of these sites can either a) upgrade a tower in their hand, or b) gain a level 2 tower for each site returned to the box.

In Iron Challenge mode, players get no compensation for losing construction sites.

Move Spawn pile 4 as illustrated.

Event B: A Glimmer of Hope All heroes on the Path tile B10 are sent back to the kingdom. Regrow all the flowers on the board.

In Iron Challenge mode, instead, gain 1 gold coin for each flower that is not currently wilted.

Event C: A Sinister Voracity All heroes on the Path tile B10 are sent back to the kingdom. If a horde is on B10, it advances 1 space. Return the B10 tile, the flower and the construction site of B10 to the box. The owner of this site can either a) upgrade a tower in their hand, or b) gain a level 2 tower.

Remove Spawn piles 1 and 3.

In Iron Challenge mode, the player gets no compensation for losing their construction site.

No Scenario 4 events are printed in this booklet.

  • Activating Gul'Thak
  • Activating Umbra
  • Umbra4x Umbra Life cards, 5x Umbra Action cards