Kingdom Rush: Rift in Time – Vez'nan vs. Moloch
Kingdom Rush: Rift in Time – Vez'nan vs. Moloch Rulebook
Table of Contents
Table of Contents
Introduction
Deep in the planes of Pandaemonium, the great horned demon, Moloch, reigns supreme from atop his throne of torment. Much to his demonic delight, Moloch captured the archmage Vez'nan's soul. Hoping to gain an ally against the Time Mages, you prepare for an arduous descent into the nether realms. If you promise to save his soul, Vez'nan will join you in the fight. The enemy of your enemy is supposed to be your friend, after all!
Contents
- 1 Moloch Miniature
- 6 Moloch Action Cards
- 4 Moloch Life Cards
- 1 Moloch Reference Card
- 6 Horde Cards
- 1 Cerberus Horde Card
- 2 Cerberus Spawn Stack Cards
- 5 Fire Tokens
- 1 Hero Tray
- 1 Lord Blackburn Reference Card
- 4 Fiery Blackburn Life Cards
- 1 Hero Card
- 2 Vez'nan Reference Cards
- 4 Vez'nan Ability Tiles
- 1 Vez'nan Hero Board
- 1 Vez'nan Miniature
- 19 Vez'nan Damage Tiles
Portal Storm Contents
- 1 Moloch Portal Storm Life Card
- 1 Strike Card
- 1 Moloch Portal Storm Reference Card
Eruption (Strike card): Place the Cerberus […]de card on the […]om of the Spawn […]at goes with the first Pathbreaker card that was removed this game.
Moloch Portal Storm Reference Card: Before Moloch Moves: If no Damage tiles were placed on Moloch this turn, place a Fire token on a Building Site adjacent to him. […] tokens are remo[ved …] Moloch is de[…]
Note on the scan: the printed text of the Eruption Strike card and of the Moloch Portal Storm Reference Card is partly covered by the card's number badge and by the adjoining label in the scanned booklet. Each […] marks words that are covered and not legible in the scan; they are not reproduced, and no words have been supplied for them. The legible words are transcribed as printed.
New Hero – Vez'nan
This expansion includes one new Hero. While it's true that Vez'nan is one of the most annoying inhabitants of the realm, he is also one of the most powerful - he makes a better friend than an enemy. Vez'nan is a spellcaster without peer, able to unleash powerful blasts of eldritch force and summon demons to do his bidding.
Except for the 4th scenario (which states you cannot use Vez'nan) you may use Vez'nan as a Hero in any of the scenarios in this expansion, other expansions, or the base game as you would any other Hero.
Special Abilities
Vez'nan uses unique Damage tiles for his Special abilities. Each has an image of a broken Crystal on them. When a Horde that has 1 or more of Vez'nan's unique Damage tiles on it is destroyed, place any Crystal that would have been earned onto Vez'nan's Hero board instead of into the team's Crystal supply. Crystals on Vez'nan's board may not be spent by the team or by Vez'nan's player. When Vez'nan Rests, in addition to the normal effects of resting, move all of the Crystals on Vez'nan's Hero board into the team's Crystal supply.
Note: When one of Vez'nan's unique Damage tiles, which show a broken Crystal icon, is already on a Horde Tray, Vez'nan cannot use that ability again, even if it is face up. These unique Damage tiles cannot be replaced by another tile with the same shape!
Basic Attack Vez'nan's basic attack is a ranged, magic attack that places three 1x1 Damage tiles. He may choose to lose 1 Heart to place two freely rotating 2x1 Damage tiles and one 1x1 Damage tile instead. (Icon text: You may take 1 Damage to place instead.)
Magic Shackles Place the 2x2 Magical Shackles Damage tile on a Horde Tray in range. That Horde does not activate during Phase 4: Advance Hordes trays in the turn in which the Magic Shackles Damage tile was placed. This attack deals True Damage which ignores both Magical and Physical defences. (Icon text: The Horde with Magic Shackles on it does not activate this turn.)
Dark Pact This attack allows Vez'nan to place the 2x2 Dark Pact Damage tile and an additional 1x1 Damage tile on a Horde Tray in range. This attack deals True Damage which ignores both Magical and Physical defences. This ability does not exhaust after use. (Icon text: Do not exhaust this ability.)
Arcane Nova When Vez'nan performs this ability, place the 2x2 Arcane Nova Damage tile on a target Horde Tray in range. Also place a 1x1 Damage tile on each Horde tray adjacent to the initial target. This attack deals True Damage which ignores both Magical and Physical defences. (Icon text: Put a Damage tile on each Horde adjacent to the target Horde.)
Soul Burn When Vez'nan uses this ability, pick any enemy ability. This ability allows Vez'nan to put up to five 1x1 Soul Burn Damage tiles on any individual enemies with that ability anywhere on the board. This ability has no range limit and deals True Damage which ignores both Magical and Physical defences. (Icon text: Choose an enemy ability. Put a Damage tile on up to five different enemies that have that ability.)
Special Mechanisms
This expansion includes three Special mechanisms: Fire tokens, Hordes with Infernal Combustion, and the Cerberus Horde card.
Fire tokens are only placed on Building Sites, not on the Path. There can be no more than one Fire token on a Building Site. There are only five Fire tokens in the game. If you need to place more Fire tokens than there are in the supply, you choose which Fire tokens to place. No Fire tokens are placed if the supply is empty.
When a Fire token is placed on a Building Site, destroy all Towers on that Building Site. These Towers are returned to the supply. If a Hero is on a Building Site when a Fire token is placed on it, they lose 1 Heart and must retreat (move into an adjacent space that does not have a Horde, Boss, Fire token, or Tower on it).
Heroes can move through a Building Site, with a Fire token on but cannot end their movement there. Towers cannot be built on a Building Site containing a Fire token.
Whenever a Boss's Life card is destroyed, return all Fire tokens that are on Building Sites to the supply.
IMPORTANT: If a Fire token is placed so that any single player has 2 or more Building Sites with Fire tokens on them, the player with the most usable Building Sites may elect to give that player one of their Building Sites. To do this, change the color of one of their Building Sites to the color of the player who needs it.
Demons which explode in fire when defeated have Infernal Combustion. The Infernal Combustion icon cannot be covered by Heroes, Soldiers, or Damage tiles and does not need to be covered in order to destroy Hordes that have it.
When a Horde card with any number of Infernal Combustion icons is destroyed, all Heroes and Soldiers adjacent to the destroyed card suffer 1 damage.
Because this effect deals damage during Phase 3, the order in which Hordes are destroyed will matter. It is up to the players to decide in which order Hordes are destroyed, so choose wisely when Hordes with Infernal Combustion are in play!
Cerberus
Cerberus is a special Horde card that enters play through several different special rules. If a scenario includes Cerberus, unless it begins the game in play, place the Cerberus Horde card nearby. It can be brought into play by either a retaliation effect on a Boss, or by a Wave C Horde card effect.
It features a massive 3x3 enemy that has Dead-eye, Speed, Deadly, and Infernal Combustion. The Dead-eye and Speed abilities work as explained in the rule book. You can eliminate his Dead-eye and Speed abilities by covering them. The whole 3x3 area is Deadly, as per the normal rules for Deadly.
Boss Rules
Portals are not used in this expansion. Instead, scenarios 1, 2, and 3 use a Boss miniature and the Boss rules. Those rules are summarized here for easy reference. Each scenario describes how these rules are modified. Scenario 4 is Vez'nan's Quest, and its special rules and win condition are described on page 21.
Boss Miniatures
- Heroes cannot enter the same space as a Boss miniature.
- If a Boss miniature moves into a space that a Hero is in, that Hero is forced to Retreat (they must move to an adjacent unoccupied space, or return to their Hero board) and they suffer 1 damage.
- When a Boss miniature moves, if it would move into a space with a Horde, it jumps over that space.
- When a Horde would move into a space with a Boss miniature, it jumps over that space.
A Boss miniature's movement cannot be stopped by Soldiers. When a Boss miniature moves, if there are Soldiers on its Life card, first return those Soldiers to the supply, then move the Boss.
Fighting Bosses
Boss figures are hard to defeat.
- Heroes and Spells cannot affect Bosses. Heroes cannot stand on the Boss's Life card, and if a Hero ability or attack would place Damage tiles on a Boss, those tiles are not placed. Likewise for Spells.
- When a Tower attacks a Boss, the Damage tiles are placed onto the top card of the Boss's Life deck. To damage the Boss, the Boss's graphic on the Life card must be fully covered.
- All Tower attacks targeting a Boss count as having Free Manipulation.
Note on the scan: the icon in the last bullet is a round symbol that is not named in this scenario book's text. The name "Free Manipulation" is taken from the base game's scenario booklet, which prints the same rule for Tower attacks against Bosses.
Damaging Bosses
During Phase 3: Destroy Horde trays, check the top card of the Boss Life deck; if the graphic depicting the Boss is fully covered, the Boss is damaged. Remove the top card from the Life deck and flip it over. On the back it will describe the Boss's retaliation effect. This is resolved as if it were an Action card. Once you perform all retaliation effects, return the card to the game box.
Activating Bosses
Boss miniatures activate during Phase 4: Advance Horde trays as if they were a Horde tray. When it is time for a Boss miniature to activate, follow the steps described on that Boss's reference card. To perform an action, draw the top card of the Boss deck and perform the effects on the card.
The Boss reference card icons, with their printed text:
- Fire icon: Place a Fire token on each Building Site in the spaces indicated in the diagram.
- Heart crossed out: All Heroes adjacent to the Boss's miniature lose 1 Heart.
- Soldier crossed out: All Soldiers adjacent to the Boss's miniature are removed from play.
- Burning Tower icon: Destroy the highest level Tower adjacent to Moloch. Destroyed Towers are returned to the supply.
Scenario 1: Blackburn's Back!
Heroes: Heroes may choose their special abilities from those with the following icon on the back: one yellow Hero icon / two yellow Hero icons.
Spells: When the team picks Spells, choose from those with up to two Power icons: one blue Power icon / two blue Power icons.
Towers: Use the level 1, 2, 3, 4A, and 4B Towers.
Hordes:
| Wave 0 | Wave 1 | Wave 4 |
|---|---|---|
| 1x Green | 4x Green | |
| 2x Yellow | ||
| 2x Red | 2x Red |
| Wave 5 | Wave M |
|---|---|
| 1x Green | |
| 4x Yellow | 2x Yellow |
| 2x Red |
You will also need the Fire tokens, Cerberus card, Ghost deck (from the base game), Lord Blackburn's miniature (from the base game) and the Fiery Lord Blackburn Life cards. You will not need Lord Blackburn's Action deck or Life cards from the base game. The Cerberus Horde is not part of the Spawn stacks, but you will need it because Lord Blackburn has a retaliation effect that summons it.
Path Tiles: B9, A7, B4, B5, A6.
Spawn Stacks
Using the gathered Horde cards, prepare the Spawn stacks as shown below. The stacks are shown as diagrams in the scanned book; each row is listed here from top to bottom with its Wave number and the Horde colour shown on it. Rows marked "with a second enemy icon" show a second enemy symbol beside the main one.
- Spawn Stack 1: Wave 0 (Red); Wave 5 (Red, with a second enemy icon); Wave 1 (Green); Wave M (Yellow); Wave M (Yellow); Wave 5 (Red, with a second enemy icon); Wave 4 (Yellow); Wave 1 (Red).
- Spawn Stack 2: Wave 5 (Yellow, with a second enemy icon); Wave M (Green); Wave 5 (Yellow, with a second enemy icon); Wave 0 (Red); Wave 1 (Green); Wave 5 (Yellow, with a second enemy icon); Wave 4 (Yellow); Wave 1 (Red).
Special Mechanisms: Lord Blackburn
Boss Rules: Lord Blackburn follows the normal Boss rules with one exception: he does not use an Action deck, and so when he activates he does not draw an action card, he only moves.
Blackburn's Life Deck: Blackburn has 4 new Life cards included in this expansion (do not use any of his cards from the base game). These have an image of Lord Blackburn on the front with a grid overlay, and text and icons on the back. On the front there is a number in the bottom left corner. To prepare the Life deck, turn the cards so the image of Lord Blackburn is face up, then stack them in order so that the card numbered "1" is on top, "2" is below that, "3" below that, and "4" is the bottom card.
Winning (Scenario 1)
You win by defeating Lord Blackburn. When the last card in his Life deck is destroyed, you win at the end of that round.
Note: Blackburn's second retaliation spawns the Cerberus Horde in the space behind him. If, at the time this retaliation occurs, that space is occupied by a Horde, Cerberus is spawned in the closest empty space behind Blackburn. If there are no empty spaces behind Lord Blackburn, Cerberus does not spawn. Lord Blackburn will still not move this turn, even if Cerberus does not spawn.
Map Setup
The Map Setup for each player count is printed as a diagram on pages 10 and 11 of the scan. The diagram is not reproduced in text. The player-count box beside each diagram gives these components: Crystals (blue gem icon), then the blue-banner component, then the red-banner component. The banners are printed as icons and their names are too small to read reliably in the scan.
- 1 Player: 8 Crystals, 3 blue-banner components, 2 red-banner components.
- 2 Players: 5 Crystals, 3 blue-banner components, 2 red-banner components.
- 3 Players: 1 Crystal, 2 blue-banner components, 1 red-banner component.
- 4 Players: 3 Crystals, 3 blue-banner components, 1 red-banner component.
Scenario 2: Heck Fire & Brimstone
Heroes: Heroes may choose their special abilities from those with the following icon on the back: one yellow Hero icon / two yellow Hero icons.
Spells: When the team picks Spells, choose from those with up to two Power icons: one blue Power icon / two blue Power icons.
Towers: Use the level 1, 2, 3, 4A, and 4B Towers.
Hordes:
| Wave 1 | Wave 2 | Wave M |
|---|---|---|
| 4x Green | 2x Green | 2x Green |
| 4x Yellow | 2x Yellow | 2x Yellow |
| 4x Red | 2x Red | 2x Red |
You will also need the Fire tokens, Moloch's miniature, and Moloch's Life deck. You do not use Moloch's Action deck in this scenario.
Path Tiles: B6, A7, A9, B10, B8, B12, A13, A11.
Spawn Stacks
Using the gathered Horde cards, prepare the Spawn stacks as shown below. The stacks are shown as diagrams in the scanned book; each row is listed here from top to bottom with its Wave number and the Horde colour shown on it.
- Spawn Stack 1: Wave M (Green); Wave 2 (Green); Wave 2 (Red); Wave 1 (Yellow); Wave 1 (Yellow); Wave M (Red); Wave 1 (Red).
- Spawn Stack 2: Wave 1 (Yellow); Wave 2 (Green); Wave M (Yellow); Wave 1 (Red); Wave 1 (Yellow); Wave 1 (Red); Wave 2 (Red).
- Spawn Stack 3: Wave 1 (Green); Wave M (Green); Wave 2 (Yellow); Wave 1 (Red); Wave 2 (Yellow); Wave M (Yellow); Wave M (Red).
Special Mechanisms: Moloch
Boss Rules: Moloch does not use his Action deck in this scenario.
Moloch's Life Deck: Moloch has 4 Life cards included in this expansion. These have an image of Moloch on the front with a grid overlay, and text and icons on the back. On the front there is a number in the bottom left corner. To prepare the Life deck, turn the cards so the image of Moloch is face up, then stack them in order so that the card numbered "1" is on top, "2" is below that, "3" below that, and "4" is the bottom card.
Note: There are spots on each of Moloch's Life cards that can only be attacked by Soldiers. (The spots are marked with a Soldier icon in the scan.)
Winning (Scenario 2)
You win by defeating Moloch. When the last card in his Life deck is destroyed, you win at the end of that round.
Map Setup
The Map Setup for each player count is printed as a diagram on pages 14 and 15 of the scan. The diagram is not reproduced in text. The player-count box beside each diagram gives these components: Crystals (blue gem icon), then the blue-banner component, then the red-banner component. The banners are printed as icons and their names are too small to read reliably in the scan.
Scenario 2 Map Setup note: Moloch does not use an Action deck in this scenario. When it is time for him to activate, he just moves forward one space.
- 1 Player: 7 Crystals, 3 blue-banner components, 2 red-banner components.
- 2 Players: 5 Crystals, 3 blue-banner components, 2 red-banner components.
- 3 Players: 1 Crystal, 2 blue-banner components, 1 red-banner component.
- 4 Players: 3 Crystals, 3 blue-banner components, 1 red-banner component.
Scenario 3: Highway to Heck
Heroes: Heroes may choose their special abilities from those with the following icon on the back: one yellow Hero icon / two yellow Hero icons.
Spells: When the team picks Spells, choose from those with up to two Power icons: one blue Power icon / two blue Power icons.
Towers: Use the level 1, 2, 3, 4A, and 4B Towers.
Hordes:
| Wave 1 | Wave 2 | Wave 3 | Wave M | Wave C |
|---|---|---|---|---|
| 2x Green | 2x Green | 2x Green | 2x Green | |
| 3x Yellow | 2x Yellow | 2x Yellow | 2x Yellow | 2x C |
| 2x Red | 2x Red | 1x Red | 2x Red |
You will also need the Fire tokens, Moloch's miniature, Moloch's Life deck, Moloch's Action deck and the Cerberus Horde card.
Path Tiles: A6, A3, B8, A7, and two 1x1 tiles.
Spawn Stacks
Using the gathered Horde cards, prepare the Spawn stacks as shown below. The stacks are shown as diagrams in the scanned book; each row is listed here from top to bottom with its Wave number (or C card) and the colour shown on it.
- Spawn Stack 1: Wave M (Green); Wave 2 (Yellow); Wave 3 (Green); Wave 3 (Yellow); Wave 2 (Red); Wave M (Yellow); Wave 1 (Yellow).
- Spawn Stack 2: Wave M (Green); Wave 2 (Green); C (grey, no icon legible in the scan); Wave 3 (Green); Wave M (Red); Wave M (Red); Wave 1 (Yellow); Wave 3 (Red).
- Spawn Stack 3: Wave 1 (Yellow); Wave 2 (Yellow); Wave 3 (Yellow); Wave 2 (Red); C (grey, no icon legible in the scan); Wave M (Yellow); Wave 1 (Red); Wave 1 (Red).
Note on the scan: the two C cards appear in the diagram as grey rows with no legible icon. Which of the two C cards depicts the Cerberus icon is set out in the "Spawning Cerberus" rule below, and the diagram is not used to decide it.
Special Mechanisms: Moloch and Cerberus
Moloch's Life Deck: Moloch has 4 Life cards included in this expansion. These have an image of Moloch on the front with a grid overlay, and text and icons on the back. On the front there is a number in the bottom left corner. To prepare the Life deck, turn the cards so the image of Moloch is face up, then stack them in order so that the card numbered "1" is on top, "2" is below that, "3" below that, and "4" is the bottom card.
Note: There are spots on each of Moloch's Life cards that can only be attacked by Soldiers. (The spots are marked with a Soldier icon in the scan.)
Moloch's Action Deck: Shuffle Moloch's 6 Action cards and place them face down near Moloch's Life deck.
Spawning Cerberus: There are two C cards in the Spawn stacks. When the one that depicts the Cerberus icon is flipped face up, spawn the Cerberus Horde card in its place. When the one that has no icon is flipped face up, remove it from the game – no other new Horde card spawns at that Spawn point on that turn.
Winning (Scenario 3)
You win by defeating Moloch. When the last card in his Life stack is destroyed, you win at the end of that round.
Map Setup
The Map Setup for each player count is printed as a diagram on pages 18 and 19 of the scan. The diagram is not reproduced in text. The player-count box beside each diagram gives these components: Crystals (blue gem icon), then the blue-banner component, then the red-banner component. The banners are printed as icons and their names are too small to read reliably in the scan.
-
Place the Cerberus Horde card to the side. You will need it once it spawns.
-
Map tile note printed on the diagram: the 1x1 tile at the lower left of the map is used only in 1, 3, and 4 player set ups.
-
1 Player: 6 Crystals, 3 blue-banner components, 2 red-banner components.
-
2 Players: 5 Crystals, 3 blue-banner components, 2 red-banner components.
-
3 Players: 1 Crystal, 2 blue-banner components, 1 red-banner component.
-
4 Players: 3 Crystals, 3 blue-banner components, 1 red-banner component.
Scenario 4: Vez'nan's Quest
Heroes: Heroes may choose their special abilities from those with the following icon on the back: one yellow Hero icon / two yellow Hero icons. You cannot use Vez'nan.
Spells: When the team picks Spells, choose from those with up to two Power icons: one blue Power icon / two blue Power icons.
Towers: Use the level 1, 2, 3, 4A, and 4B Towers.
Hordes:
| Wave 1 | Wave 2 | Wave 3 | Wave 4 | Wave M |
|---|---|---|---|---|
| 2x Green | 2x Green | 2x Green | 1x Green | |
| 2x Yellow | 2x Yellow | 1x Yellow | 2x Yellow | 2x Yellow |
| 1x Red | 1x Red | 1x Red | 1x Red | 1x Red |
You will also need the Fire tokens and Cerberus Horde card. You will NOT NEED an Exit tile.
Path Tiles: A1, B9, B5, B11, A14, A12, A15, B12, and two 1x1 tiles.
Spawn Stacks
Using the gathered Horde cards, prepare the Spawn stacks as shown below. The stacks are shown as diagrams in the scanned book; each row is listed here from top to bottom with its Wave number and the colour shown on it.
- Spawn Stack 1: Wave 1 (Yellow); Wave 4 (Yellow); Wave M (Yellow); Wave 4 (Yellow).
- Spawn Stack 2: Wave 3 (Green); Wave 4 (Green); Wave 1 (Red).
- Spawn Stack 3: Wave 1 (Green); Wave M (Red); Wave 2 (Yellow); Wave 4 (Red); Wave 3 (Yellow).
- Spawn Stack 4: Wave 3 (Green); Wave 2 (Red); Wave M (Green); Wave 2 (Yellow); Wave 3 (Red); Wave M (Yellow).
Special Mechanisms: Protecting Vez'nan
Protecting Vez'nan: Vez'nan is not considered to be a Hero for the purposes of Spells or Hero Abilities.
There is no Kingdom or Exit in this scenario. Instead, Vez'nan's miniature will be placed at the edge of the Path at a Spawn point, his miniature acts as if it were the Exit.
Fire Tokens: Fire tokens are used to track Vez'nan's progress towards finding his soul, but otherwise have no other game effect in this scenario.
Winning and Losing: You win if Vez'nan finds his soul. He does this by extinguishing the 5 Fire tokens. Vez'nan will remove 1 Fire token per round (see below). When you remove the last Fire token, you win if the Vez'nan survives to the end of that round.
If Vez'nan loses all of his Hearts, you lose the game.
Turn Sequence (Scenario 4)
This scenario changes several of the normal rules of play. The changes are summarized below in the order that they affect the turn sequence:
Phase 1
Vez'nan's miniature will always be beside a Spawn point. Hordes do NOT spawn from the Spawn point that Vez'nan is standing on.
After spawning Hordes, remove 1 Fire token from beside the Spawn point Vez'nan is on. If there are now no Fire tokens by that Spawn point, move Vez'nan to the next Spawn point in ascending numerical order (so if you remove the last Fire token at Spawn point 1, then immediately move him to stand on Spawn point 2). After moving Vez'nan, do not change the orientation of any Horde trays which are already on the Path. Please note, though, that all new spawning Hordes will align to Vez'nan's new position. If there are no Fire tokens left, you win at the end of this round.
Phase 4
When Hordes activate, they activate as if Vez'nan's miniature was the Exit. That is, the Horde closest to Vez'nan activates first, and then the second closest to Vez'nan, and so on until each Horde has activated once. When Hordes move, they move towards Vez'nan.
Hordes escape if they move off of the Path edge Vez'nan's miniature is placed beside. When a Horde escapes, Vez'nan loses Hearts as the Kingdom would normally.
Vez'nan will still be damaged by Dead-eye Hordes if they end their activation adjacent to the Path edge that he is standing beside. Remember: you lose if Vez'nan runs out of Hearts!
Map Setup (Scenario 4)
The Map Setup for each player count is printed as a diagram on pages 23 and 24 of the scan. The diagram is not reproduced in text. The player-count box beside each diagram gives these components: Crystals (blue gem icon), then the blue-banner component, then the red-banner component.
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Place 2 Fire tokens beside Spawn point 1.
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Place 2 Fire tokens beside Spawn point 2.
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Place 1 Fire token beside Spawn point 3.
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Place the Cerberus Horde in a tray as shown in the set up diagram.
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Place Vez'nan's miniature beside Spawn point 1.
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1 Player: 3 Crystals, 3 blue-banner components, 2 red-banner components.
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2 Players: 5 Crystals, 3 blue-banner components, 2 red-banner components.
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3 Players: 1 Crystal, 2 blue-banner components, 1 red-banner component.
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4 Players: 3 Crystals, 3 blue-banner components, 1 red-banner component.
Moloch and Portal Storm
The Portal Storm section at the end of the base game scenario booklet is designed to provide re-playable scenarios that feature two randomly selected Bosses and a random Spawn stack. The components of this expansion can be incorporated into Portal Storm. The Eruption Strike card, and Moloch Portal Storm Life and Reference cards are specifically for this purpose. Their rules are described in detail below. The Wave M Horde cards can also be added to the Portal Storm set up by mixing them with the Hordes that match their letter group.
Wave M Cards
Wave M cards can be included in Portal Storm. When preparing Horde stacks for Portal Storm, if you want to have Wave M cards appear in the Spawn stacks, place them into the following groups:
- Group A – Wave M Green
- Group C – Wave M Red
- Group D – Wave M Yellow
Moloch
This expansion adds the Life and Reference cards you need to include Moloch in the base game's Portal Storm scenarios.
When Moloch activates, but before he moves, if no Damage tiles were placed on his Life card this turn, the team chooses one Building Site adjacent to Moloch and places a Fire token on it.
Fire tokens in Portal Storm have the same effect as they do in the scenarios in this expansion: if there is a Tower on the Building Site that the token is placed on, that Tower is returned to the supply, and while the Fire token remains on the Building Site you may not place Towers there.
When Moloch is defeated, remove all Fire tokens from play.
Strike Card – Eruption
At the beginning of the game you will have removed one of the three Pathbreaker cards, opening a Spawn point, and spawned a Wave 6 green Horde there instead.
When you draw Eruption, place the Cerberus Horde card on the bottom of the Spawn stack that corresponds with that Pathbreaker card. If the Spawn stack contains no cards, place the Cerberus Horde as the only card in that stack.
Cerberus will spawn from that Spawn stack as normal, during the course of the game.