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Mysthea: Solo Mode Expansion

Expansion for Mysthea

Mysthea: Solo Mode Expansion Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
  • General Rules and New Concepts
  • Setup
  • Gameplay
    • Phase 1 - Beginning of an Era
    • Phase 2 - During an Era
    • Phase 3 - End of an Era
      • Region Cards
      • Storm Cards
      • Monster Cards
  • Battle Procedure
  • Maliath's Actions
    • Deploy Units
    • Move Champion
    • Develop Command Cards
    • Gain a Command Card
  • Maliath's Cards
    • Power Cards Overview
      • Power of Heroism (Blue)
      • Power of War (Red)
      • Power of Determination (Yellow)
      • Power of Preparation (Green)
    • Destiny Cards Overview
      • #CS007 (Crystal) and #CS008 (Sphere)
      • #CS009 (Volcano)
      • #CS010 (Altar) and #CS011 (Tree)
  • Ending the Game
  • Maliath in a 2-Player Game
    • Setup
    • General Rules
    • Starting a Battle
    • Fighting Monsters
    • Game End
  • Corrupted Champions
  • Adjusting the Difficulty
    • Making it Easier
    • Advanced Powers
    • Challenge Cards

Components

  • 6 Battle Cards
  • 5 Destiny Cards
  • 4 Corrupted Champion Cards
  • 7 Monster Reference Cards
  • 4 Power Cards
  • 6 Challenge Cards
  • Double-sided components (the Power Cards have an A side and a B side, see Setup and Advanced Powers)
  • Upgrade Tokens, Wound Counters and Inclination Markers (taken from player color bases, see General Rules and New Concepts)
  • Golems and Troops for Maliath (8 Golems and 16 Troops, all without bases, see Setup)

Introduction

Maliath is a simulated opponent, allowing you to play Mysthea solo or even to add a third player to a 2-player game. Each turn, Maliath will act based on her Command Cards and her custom Destiny Cards, reacting to the changing value of Regions and fighting you for control over the Islands and for harvesting the monsters' powers.

Some mechanisms are abstracted for ease of running Maliath:

  • Instead of scoring Attunement Cards, Maliath uses Inclination markers to deny you the ability to attune yourself to certain Islands.
  • Maliath can weaken monsters: this is tracked by Wound counters placed on the monster, providing you with competition in the fight for the majority rewards for slaying a monster.
  • Instead of playing ongoing Command Cards, Maliath improves her own actions, as tracked by Upgrade tokens.
  • Maliath does not track, collect, or spend Experience or Energy. Her limitations are built into the simple procedures you will have to resolve to operate her as your opponent.
  • Instead of bidding in Battle, Maliath uses a simple Battle deck to make choices when facing you in battle.

When operating Maliath, you will never have to make a decision "as if playing against yourself."

As you learn the cards Maliath uses, you will be able to partially predict her next move, thus giving you the same experience as playing against a competent opponent in a multiplayer game would.

General Rules and New Concepts

  • "You" refers to the lone human player. "Maliath," or "it," refers to the solo opponent.

  • All rules of the core game apply unless specified otherwise. Rules applying to human players also apply to Maliath in situations where not specified otherwise.

  • Maliath does not use a player color. Her units are without bases. For her Glory token, use any color other than your own. When evaluating Regions, ignore Regions with Mirage tokens, as described in the core rules.

  • The Corrupted Champion Cards each have a multicolored band along the bottom. This band shows the color priority when Maliath is required to choose a Command Card. The leftmost color is referred to as the preferred color. (The second leftmost is the "next preferred color," etc.)

  • Some rules will refer to Wound Counters, Inclination markers, and Upgrade Tokens. Take the bases matching the color of Maliath's Glory token; they will be referred to as Upgrade Tokens. Pick another, unused player color, and take its bases. These will be used for both Wound Counters (when placed on Monsters) and Inclination markers (when placed on Attunement Cards).

  • Maliath does not use effects or abilities shown on Command Cards.

  • When Maliath gains Command Cards, they are tucked under the matching color's Power Card, so that only their Command Points are visible.

  • When gaining the first, third, or fifth card of the same color (not including the four starting cards), immediately place an Upgrade token below the respective Power Card.

    For example, if Maliath gains a Green and a Red Command Card as a result of a Develop action, this would result in an Upgrade token being placed beneath both the Green and the Red Power Card (as these are the first and third matching-color Command Cards gained, respectively).

  • Some rules will refer to the highest-valued region(s). The value of the Region is determined by the corresponding Region Card's position on the Event board, with yet-unrevealed Regions considered to have the highest value. Unrevealed Regions have equal value; unless instructed otherwise, select amongst them randomly.

Setup

Perform the setup for a 2-player game with the following changes:

Put the Game Board and Events Board in the center of the table.

2a. After placing the Monster Cards on the Events Board, place the corresponding Monster Reference Cards under each monster so that when the Monster Card is added to the Event Deck, the reference card will become visible.

Follow steps 3 and 4 of the core setup.

  1. After deciding on whether to use the Day side or Night side of the Attunement Cards, place them in a random order on their designated spaces of the main board. (Unlike in the core game, their positions matter, so you will disregard the preprinted icons on the board.) Then, place an Inclination marker on the topmost Attunement Card.

Skip steps 6 and 7 of the core setup for now.

  1. Shuffle the Champion Cards and randomly give one to yourself and one to Maliath. Keep the Champion Cards face up near the player area. Place the remaining cards back into the box. Then take the two matching minis and place them on their matching cards.

8A. Replace the Champion Card dealt to Maliath with the matching Corrupted Champion Card and place it near her Power Cards. We recommend organizing the Power Cards to show the same preference order as the colours on the bottom of the Corrupted Champion Card during step 10A.

Follow step 9 of the core setup.

  1. Take the Artefact showing "II," and return all other Artefacts to the box.

10A. Create an area near the main board for Maliath. Place the following items in the area:

a. 4 differently colored Power Cards in a row with the "A" side facing up. Leave plenty of space to the side of these for additional cards, as this is where Maliath will be playing her cards each turn.

b. 8 Golems and 16 Troops, all without bases.

c. The Battle deck with all 6 cards shuffled together face down. This is the deck it uses to determine combat reactions.

d. Place a supply of each of the following nearby: - Wound counters, used to show ongoing damage inflicted upon a Monster. - Upgrade tokens, used to indicate bonuses that Maliath uses when resolving a Power. - Inclination marker, used to show which Attunement Cards Maliath is competing with you for.

e. Place Maliath's Glory token on the "0" space on the main board.

f. Give Maliath the "III" Artefact.

Follow step 6 of the core setup.

  1. Proceed with step 7 of the core setup with the following changes: Take the 20 Starting Command Cards, divide them by color and deal one card of each color to both yourself and to Maliath.

  2. Determine Maliath's starting Region: Find the yellow card in Maliath's four starting Command Cards, and use the Region shown on it to determine what Region type she wants to start her Champion on. Starting with the topmost Attunement card and proceeding downwards, check each corresponding Island, to see if it has the matching region (excluding ones with Mirage tokens). Place Maliath's Champion on the first legal Island/Region combination.

  3. Build Maliath's Action deck: Shuffle Maliath's four starting Command Cards and all five of her Destiny cards together to form Maliath's Action deck (9 cards). This deck will be used to determine what Maliath does on her turn.

Start the game with you as the first player.

Gameplay

The game is divided into 3 Eras, each of which is divided into three phases:

  • Phase 1 - Beginning of an Era
  • Phase 2 - During an Era
  • Phase 3 - End of an Era

Phase 1 - Beginning of an Era

The "Beginning of an Era" is performed the same way as in the core rules, but in Eras II and III, also do the following before doing the steps outlined in the core rules:

  1. Remove all the Inclination markers still on the Attunement Cards. Gather and shuffle all the Attunement Cards, and randomly place one card on each of the card spaces (disregarding the icons on the board, same way as you did during step 5 of setup). Place one of Maliath's Inclination markers on the topmost Attunement Card.

  2. Update Maliath's Action deck. This allows Maliath to perform more powerful turns in the coming Era.

    • At the beginning of Era II, determine the most preferred color's Power Card that has at least one Command Card tucked underneath it. Take the card with the most Command Points, and shuffle that card together with the nine cards of Maliath's Action deck. This permanently increases the Action deck to a total of ten cards. The Command Card color that is added to Maliath's Action deck will be important in the beginning of Era III, so make sure to take note of it as needed.

      In the unlikely case of no cards tucked under any of the Power Cards at this point, take the two cards with the most Command Points visible in the Development area. Add the most preferred one (more Command Points if same color) to her Action deck, and tuck the other one beneath its matching colored Power Card.

    • At the beginning of Era III, repeat the procedure explained in the previous step, but ignore the color that was added in the beginning of Era II. Additionally, replace any Command Cards in her Action deck with a card with more Command Points of the same type tucked under a Power Card (and tuck the card removed from the Action deck under the respective Power Card instead).

      Essentially, by the start of the rounds in Era III, the Action deck should contain 6 Command Cards: the card with the most Command Points it has of each color plus the card with the second-most Command Points of the two colors selected by the above procedure in Eras II and III.

  3. Shuffle all cards of Maliath's Action deck together (including the ones in the play area, for a total of 10 cards in Era II and 11 cards in Era III), and place them face down to form a new Action deck.

    Note that you're the first player in each Era and that you receive the same "II" Artefact tile each round, regardless of Maliath's Glory Points.

Phase 2 - During an Era

You play your turn as normal, with the following exception:

Perform an Attunement: You may not take an Attunement Card with two Inclination markers on it (icon on the left). If you take an Attunement Card that has exactly one Inclination marker on it, you only score half of the printed Glory condition. Afterward, return the Inclination marker from the card back to the supply.

Maliath's Turn: Resolve the following procedure whenever it's Maliath's turn to act:

  1. Flip the top card of Maliath's Action deck face up.

  2. If the card is a Destiny Card:

    a. Resolve the action(s) shown on it (see pages 40-43).

    b. If this is the first Destiny Card resolved this Era, simply place this card face up in the play area.

    c. Otherwise, place it over the Destiny Cards already in the play area (forming a straight column), so that the arrow on the newly placed Destiny Card lines up with one of the Island icons on the previously placed one.

    Then, place an Inclination marker on the Attunement Card corresponding to the new icon highlighted by the arrow. If the Attunement Card already has two Inclination markers, place the marker on the next Attunement card down the column (returning to the top if needing advance beyond the bottommost one).

  3. If the card is a Command Card: Resolve the action(s) shown on the matching colored Power Card (see pages 33-39). Note that the Command Points on the card can be relevant for some actions. Then, place the Command Card face down in the play area (separate from the row of Destiny Cards). This card does not affect the row of Destiny Cards or the Attunement Cards.

Phase 3 - End of an Era

At the end of the Era, Maliath immediately scores 8 Glory Points for each Attunement Card with two Inclination markers on it.

Then, resolve the Event Cards, proceeding in ascending order as described in the core rules.

Region Cards

Both you and Maliath score Glory Points for controlling Regions as described in the core rules. If tied, you alone score the points.

Storm Cards

Resolve as described in the core rules.

Monster Cards

The Monster is defeated if your contribution to the Strength in battle is equal to or greater than the Monster's remaining Hit Points (including if its remaining Hit Points is zero or fewer). If the Monster is defeated:

  1. Calculate your reward:

    a. If your Strength exceeds the Monster's total Strength (i.e., you would have defeated the Monster by yourself): you gain the Gold reward.

    b. Otherwise, if your Strength exceeds the Hit Point reduction (i.e., you contributed more): you gain the Silver reward.

    c. Otherwise, if your Strength is at least one (i.e., you contributed or tied), you gain the Bronze reward.

  2. Calculate Maliath's reward:

    a. If the Hit Point reduction exceeds the Monster's total Strength (i.e., Maliath would have killed the Monster by herself): Maliath gains the Gold reward. Exception: If you already gained Gold, Maliath gains the Silver reward instead.

    b. Otherwise, if your Strength is equal to or less than the Hit Point reduction (i.e., Maliath contributed more or tied): Maliath gains the Silver reward.

    c. Otherwise, if the Hit Point reduction is at least one (i.e., Maliath contributed): Maliath gains the Bronze reward.

    Maliath receives Glory Points normally and resolves gaining a Command Card as explained under her regular actions. When resolving an Encounter, Maliath gains Glory Points equal to the amount shown on the visible side of the top Encounter Card plus 3, then you remove that card from play.

    When Maliath receives Experience or Energy, she receives the equivalent amount in Glory Points instead.

  3. Remove all Wound Counters from the Monster's Reference Card.

If the Monster is not defeated, you must remove all of your units from one Region where your units are present on the attacked Island, as described in the core rules. Maliath's units and her Champion are completely immune to the Monster's attack, and the Wound counters stay on the Monster's reference card.

Battle Procedure

Whenever a Battle is initiated between yourself and Maliath (by either you or Maliath), resolve the following way:

  1. You choose which, if any, card to play for a reaction.

  2. Reveal the top card from the Battle deck:

    • +1 Strength, Retreat All: Add 1 Strength to Maliath's total, and if she is defeated, her units retreat to an adjacent Region.

      When Retreating: Select the highest-valued Region on the same Island, preferring one Maliath does not control. If multiple options exist, select the one closer to the battle in the dominant direction.

    • +1 Strength, Defense: Add 1 Strength to Maliath's total. She gains 4 Glory Points plus 1 additional Glory Point for each of her units in the Battle Region.

    • +2 Strength, Defense: Add 2 Strength to Maliath's total. She gains 2 Glory plus 1 additional Glory Point for each of her units in the Battle Region.

    • +3 Strength: Add 3 Strength to Maliath's total.

    • Gain Card, Retreat All: Maliath gains the top card of the Command Card draw deck (if able). If defeated, her units retreat to an adjacent Region.

      When Retreating: Select the highest-valued Region on the same Island, preferring one she does not control. If multiple options exist, select the one closer to the battle in the dominant direction.

    • Gain 2 Cards: Maliath gains the top two cards of the Command Card draw deck (if able).

Maliath's Actions

The actions shown on the Destiny and Power Cards use a number of icons as shorthand for a procedure. The following section explains the icons found on multiple Destiny and Power Cards, while the section after that explains the cards themselves.

Deploy Units

IMPORTANT: Maliath is never required to construct units. Her Troops and Golems are always considered to be constructed and ready for deployment.

When an action instructs you to deploy one of Maliath's units, take the unit from Maliath's supply and place it into her Champion's current Region. If directed to deploy a Troop or Golem and Maliath does not have the required unit available (i.e., all units of that type are already deployed), that portion of the action is ignored.

When one of Maliath's units is killed in Battle, return it to Maliath's supply (ready to be deployed again).

Move Champion

Two versions of this action exist: Walk and Fly.

Walk: If Maliath controls all the Regions on the Island her Champion is present on, execute a Fly action instead.

If Maliath controls all the other Regions on her Champion's Island but not the one where it currently is, do not move her Champion.

If Maliath does not control one of the other two Regions OR there is only one other Region due to a Mirage Token and Maliath does not control it, move the Champion there.

If Maliath does not control either of the other two Regions, move the Champion in the dominant direction.

Fly: Find the next Island in the dominant direction that has the same Region that Maliath's Champion is currently present on, and move the Champion there to the matching Region.

NOTE: Unlike your movements, Maliath's Fly action may skip over other Islands.

Then, immediately move Maliath's Champion to the next Region in the dominant direction on that Island.

Develop Command Cards

  1. Turn over the top card of the Era Deck and place it next to the other three cards in the Development Area.

  2. Maliath takes one card from the Development Area:

    a. If the action shows the "Highest Value" icon, she takes the one with the most Command Points. Among tied ones, she takes the one in the most preferred color.

    b. If the action shows the "Champion's preference" icon, she takes the one in the most preferred color. If multiple cards of that color are present in the Development Area, she takes the one with the most Command Points.

    c. If two possible options share color and amount of Command Points (in either case), select one randomly.

  3. Maliath takes a second card from the Development Area: she takes the one with the most Command Points (among the remaining three cards). Among tied ones, she takes the most preferred colour one. If two possible options share color and amount of Command Points (in either case), select one randomly.

NOTE: The two cards she gains are each tucked under the corresponding Power Card, as explained under General Rules.

Gain a Command Card

Maliath gains the top card of the Command Card draw deck (if able). The gained card is tucked under the corresponding Power Card, as explained under General Rules. If the Command Card draw deck is empty, ignore this action.

Maliath's Cards

Power Cards Overview

Power of Heroism (Blue)

  1. Place a Wound counter on the visible Monster Reference Card with the most remaining Hit Points. In case of a tie, choose the one with the lower printed Strength.

  2. Place an Upgrade Token below the Power Card in the most preferred color, ignoring Power Cards that already have more Upgrade Tokens.

  3. Deploy a Troop on the Champion's current location.

  4. Resolve a Move Champion: Walk action.

  5. Gain a Command Card.

Upgrade Tokens on the Power of Heroism are converted into Bleeding and will be relevant during the End of the Era, when Monster attacks are resolved.

Power of War (Red)

  1. Find a Region where both you and Maliath have units and Maliath's strength is at least equal to yours.

    a. When calculating Maliath's strength, increase her strength (in Regions where she has units) by 1 for each Upgrade Token placed below the Power of War. This rule applies both in this step and during the Battle Procedure.

    b. If multiple such Regions exist, find the one where the difference between Maliath's strength and yours (in Maliath's favor) is the largest.

    c. If multiple Regions exist with the tied largest difference, choose the Region with the most of your units (not strength).

    d. If still tied, choose randomly.

  2. If a Region was selected, resolve a Battle there, as explained under "Battle Procedure."

  3. If no such Region was found, resolve the Power of Preparation (Green) instead.

Upgrade Tokens on the Power of War matter during the Power's resolution when determining where to Attack and during the Battle Procedure, regardless of whether you or Maliath started the Battle. These strength increases, however, do not matter for determining Region control or fighting Monsters.

Power of Determination (Yellow)

  1. Maliath gains Glory Points for each Command Point shown on the Command Card that triggered this Power.

    a. Each Upgrade Token below the Power of Determination increases this by 1.

    b. In Era II, double the Glory Points scored. In Era III, triple the Glory Points scored.

  2. Deploy a Troop on the Champion's current location.

  3. Resolve a Move Champion: Walk action.

  4. Gain a Command Card.

Upgrade Tokens on the Power of Determination matter during the Power's resolution, each counting as an additional Command Point, essentially scoring additional 1-3 Glory Point(s) each (depending on the Era).

Power of Preparation (Green)

  1. Maliath performs one or more Deploy actions, depending on the Command Points shown on the Command Card that triggered this Power.

    a. Her total Command Points is increased by 1 for each Upgrade Token below the Power of Preparation.

    b. While she has 2 or more unspent Command Points remaining (and has at least one Golem in her supply), she deploys a Golem, reducing her remaining Command Points by 2.

    c. Otherwise, as long as she has at least 1 unspent Command Point remaining (and has at least one Troop in her supply), she deploys a Troop, reducing her remaining Command Points by 1.

    d. Any still leftover Command Points are lost.

  2. Resolve a Move Champion: Walk action.

Upgrade tokens on the Power of Preparation matter during the Power's resolution, each counting as an additional 1 Command Point, essentially allowing more units to be Deployed.

Destiny Cards Overview

#CS007 (Crystal) and #CS008 (Sphere)

  1. Deploy a Golem (#CS007) or a Troop (#CS008), as indicated on the card.

  2. Move an Island:

    a. Move the Island that Maliath's Champion is on to the center.

    b. Find the Island's new position: choose the Island with the topmost Attunement Card, ignoring the card corresponding to the Island in the middle.

    c. Rotate the Islands in the dominant direction until the chosen Island space is available.

    d. Move Maliath's Champion's Island to the open Island space.

  3. Resolve a Move Champion: Fly action.

#CS009 (Volcano)

  1. Maliath gains Glory Points equal to the amount shown on the visible side of the top Encounter Card plus 3. Then, remove that card from play.

  2. Deploy a Troop on the Champion's current location.

  3. Resolve a Move Champion: Walk action (as explained above).

#CS010 (Altar) and #CS011 (Tree)

  1. Resolve a Develop Command Card action, using the priorities shown on the card (Champion's Preference on #CS010, Highest Value on #CS011).

  2. Deploy a Troop (#CS010) or a Golem (#CS011), as indicated on the card.

  3. Resolve a Move Champion: Fly action.

Ending the Game

The game ends as described in the core rules, after the end of the 3rd Era. You win if you have more Glory Points than Maliath.

Maliath in a 2-Player Game

It is possible to add Maliath to a 2-player game to create an experience akin to a 3-player game.

Setup

Set up the game as explained in the solo setup, with both players selecting a color of their own. Apply the following changes:

  1. Do not use Mirage Tokens.

  2. Randomly assign Artefact Tokens "II" and "IV" to one of the players each. Give Maliath's Combat deck to the player with the "II" Artefact.

  3. First, determine Maliath's starting location, then the player with the "IV" Artefact Token picks their starting location, and finally the player with the "II" Artefact Token picks theirs.

The player in control of Maliath's Combat deck is known as the Arbiter.

General Rules

Turn order in each Era proceeds with Artefact "II" -> Artefact "IV" -> Maliath -> etc.

In Eras II and III, the new order is determined only between the players, Maliath always comes last.

Ties between players are broken in favor of the player with the lower Artefact, while ties between a player and Maliath are always broken in favor of the player (note that Challenge Card #CS020 modifies this rule).

Starting a Battle

Battles started by Maliath: When Maliath must select a Region during the execution of Power of War (Red), ignore Regions controlled by the Arbiter.

During the Battle, the Arbiter draws two cards from Maliath's Combat deck (after selecting their own contribution if they're also participating in the battle) and chooses one of them to resolve, shuffling the other one back into the deck. After this Battle, give the other player Maliath's Combat deck, and thus they become the Arbiter.

Battles started by a player vs Maliath: If the Arbiter starts a battle where Maliath is involved, they immediately pass the Combat deck to the other player. The other player (the new Arbiter) draws two cards from Maliath's Combat deck (after selecting their own contribution if they're also participating in the battle) and chooses one of them to resolve, shuffling the other one back into the deck. After this Battle, the Combat deck stays with the (new) Arbiter.

If the other player starts a battle where Maliath is involved, the Arbiter draws two cards from Maliath's Combat deck (after selecting their own contribution if they're also participating in the battle) and chooses one of them to resolve, shuffling the other one back into the deck. After this Battle, give the other player (the one who started the battle) Maliath's Combat deck, thus they become the Arbiter.

Fighting Monsters

For the players, count contributions separately, based on their units. For Maliath, count her contribution based on the Hit Point reduction, as explained in the solo rules.

If the Monster is defeated, determine Maliath's reward by comparing it to the higher player contribution. The player who contributed more (the one with the lower-numbered Artefact, if tied) gains the reward, as explained in the solo rules. The other player (if they contributed) also gains a reward following the solo rules but receives the reward one level lower than they are eligible for (Gold -> Silver, Silver -> Bronze, Bronze -> nothing).

Example: Player 1, Player 2, and Maliath are fighting Utcoro the Swarmer. There is one wound counter on Utcoro which reduces its Hit Points by 3. Player 1 contributes 2 Strength and Player 2 contributes 7 Strength. Player 2's contribution is highest but still needed assistance from Maliath to defeat Utcoro, so Player 2 receives the Silver reward. Player 1 receives the Bronze award because they contributed at least 1 to the total Strength.

Game End

The player with the most Glory Points wins. If two players are tied, the one with the lower Artefact wins.

If a player is tied with Maliath, the player wins (unlike in the solo rules).

Corrupted Champions

Celethe: Maliath's rewards for fighting Monsters are doubled.

Sanya: After each Battle started by Maliath against you, and whenever Maliath scores an Encounter Card, she also resolves a Gain a Command Card action.

Leheir: During each Battle started by Maliath against you, she scores an additional 1 Glory Point for each unit killed or retreated (regardless of whose unit it is, including her own).

Telron: Maliath starts the game with an additional 12 Glory Points (thus starting the game with 12).

Anuth: Maliath's Strength is considered 2 higher when resolving the Power of War (Red). The first Monster activated has an additional 2 Hit Point reduction, which counts towards Maliath's contribution.

Kolbor & Malabor: At the beginning of each Era, place an Inclination marker on the second topmost Attunement as well.

CR-2T1: At the end of each Era, Maliath receives 3 Glory Points for every second Region she controls.

Adjusting the Difficulty

Making it Easier

If you're struggling to win the game with the standard rules, use any of the following rule changes to make it easier:

  • You start with Artefact "III" (thus increasing your Energy income).
  • Maliath doesn't score for Attunements with two Inclination markers; however, you may still not perform them yourself.
  • Maliath does not score bonuses for defeating Monsters.
  • Maliath only has 10 Troops and 5 Golems in her supply.

Advanced Powers

If, however, you're steadily winning the game and looking for a greater challenge, flip Maliath's Power Cards to their B side during setup, which results in the following changes:

  • The Power of Heroism (Blue) performs a Develop Command Cards action (with Champion's Preference) instead of a Gain Command Card action.
  • The Power of Determination (Yellow) performs a Develop Command Cards action (with Highest Value) instead of a Gain Command Card action.
  • The Power of War (Red) is resolved twice.
  • On the Power of Preparation (Green) each Upgrade token counts as 2 Command Points for deploying units. Additionally, Maliath scores 3 Glory Points when resolving this Power.

Challenge Cards

If you are eager for an even deadlier Maliath, after setup, select (randomly or not) one or more Challenge Cards and apply the respective rule modification(s) to your game. The more Challenge Cards you add to the game, the tougher it becomes to overcome Maliath.

The Challenge Cards are identified by their icons and printed text only; they carry no printed names or numbers in this rulebook. They are listed below in the order they appear in the rulebook.

  1. At the beginning of the second and third Era, you do not receive an Energy income. If using Maliath in a 2-player game, the player with the "IV" Artefact receives 2 Energy, therefore both players receive 4 Energy fewer.

  2. You may not take an Attunement Card that has any Inclination marker on it.

  3. At the end of each Era, Maliath scores 4 Glory Points for each Attunement Card with exactly 1 Inclination marker on it.

  4. At the beginning of the second Era, place an Upgrade token below each of Maliath's Power Cards.

  5. When determining Region control, Maliath wins ties.

  6. At the beginning of the second Era, you must remove one of your Troops (if able). At the beginning of the third Era, you must remove one of your Golems (if able). If using Maliath in a 2-player game, this affects both players.

For example, if Maliath needs to select the highest-valued Region out of River, Mountain, and Forest, it would select Forest, as it is still in the deck (and therefore, unrevealed). If Forest is not available as a legal option, it would select Mountain, as it is higher valued than River.

  • Some rules will refer to the remaining Hit Points of a Monster. The Monster's Hit Points are equal to its Strength (printed on its card and its Reference Card) and are reduced by each Wound counter placed on its Reference Card. Each Wound counter is then multiplied by three plus the number of Upgrade Tokens (Bleeding) Maliath has beneath her Power of Heroism (Blue) Power Card.

    Example: a Monster with Strength 10 and 2 Wound counters, while Maliath has 1 Upgrade token (Bleeding) beneath her Power of Heroism (Blue) Power Card, has 10 - 2 x (3 + 1) = 2 Hit Points remaining.

    NOTE: Only Maliath can place Wound counters. See the section on Monster Cards to understand how the remaining Hit Points will affect the resolution.

  • Some rules will refer to the dominant direction. The dominant direction is determined by the arrow on the topmost Destiny Card in the play area. If there is no Destiny Card in the play area, the dominant direction defaults to clockwise.

    NOTE: The card currently being resolved is not in the play area.

  • Then, resolve your reaction (discarding your played card, if any), and calculate Strength for both yourself and Maliath. Increase Maliath's Strength by one for each Upgrade token below the Power of War (Red).

  • Remove units per Strength difference as explained in the core rules. If Maliath has more strength, she gains 2 Glory Points for each of your pieces removed, just like a player would. If Maliath's Champion is defeated, she retreats as if performing a Move Champion: Fly action but is never wounded.

  • Place the resolved Battle Card in the Battle Card discard pile. If there are now three cards in the discard pile, shuffle all three back into the Battle Deck.