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Primal: The Awakening – Niz-Maraga and Sunset Plains thumbnail

Primal: The Awakening – Niz-Maraga and Sunset Plains

Expansion for Primal: The Awakening

Primal: The Awakening – Niz-Maraga and Sunset Plains Rulebook

Table of Contents

Table of Contents

  • Expansion Overview
    • Components
  • How to use Biomes
    • Create your own scenario
  • Biome Rules
    • Niz-Maraga
    • Sunset Plains
  • Biome Setup (Expedition Mode)
    • Toramat
    • Dygorax
    • Pazis
    • Nagarjas
    • Xitheros

Expansion Overview

This expansion introduces two new biome combat boards, provided as a double-sided playmat, each featuring unique special rules. These biomes can be used in Expedition mode, Campaign mode, or custom scenarios with any monster from the Core Game or other expansions.

Components

  • 1x Double-sided Playmat
  • Rulebook

How to use Biomes

Each biome features unique artwork and comes with special rules that create a distinct gameplay experience, reflecting the thematic environmental conditions of the battlefield.

  • Campaign Mode: Replace the standard board with the biome board that matches the monster's element. Follow the Biome Rules on page 3 but use the terrain configuration provided in the scenario's instructions in the Campaign Book.
  • Expedition Mode: Follow the Biome Rules on page 3 and use the setup configurations for the new scenarios included in this expansion (see page 6).

Create your own scenario

Each biome can be used with any monster in the game. To create your own custom scenario, simply choose a biome to set the scene, then select a monster, aggression level, and terrain setup of your choice.

Keep in mind that some monsters require specific terrain for their mechanics to function properly. Below are the recommended restrictions for each monster.

Thunder

  • Ozew: No restrictions
  • Jekoros: Use at least 1 Water
  • Zekath: No restrictions
  • Zekalith: No restrictions

Feather

  • Pazis: No restrictions
  • Nagarjas: No restrictions
  • Xitheros: Use at least 1 Water

Metal

  • Hurom: No restrictions
  • Tarragua: No restrictions

Crystal

  • Felaxir: No restrictions
  • Morkraas: No restrictions

Ice

  • Sirkaaj: Use 1 Ice terrain in each sector
  • Mamuraak: Use 1 Ice terrain in each sector

Fire

  • Vyraxen: No restrictions
  • Kharja: No restrictions
  • Taraska: No restrictions

Venom

  • Hydar: Use at least 1 Baethanis
  • Reikal: Use at least 1 Swamp
  • The Awakened: You can only play at aggression level 3; use Ballista tokens as normal (see note below)

Coral

  • Korowon: Use at least 2 Water
  • Orouxen: Use 1 Plateau and at least 2 Water

Horn

  • Toramat: Use 1 Plateau and at least 1 Rock
  • Dygorax: No restrictions

Note: When using the Awakened on a biome board, place the Ballista tokens at the four corners of the board as you would on the monster's dedicated board. Even though the biome board does not show the Ballista slots, you may consider the corners as valid placement areas, following the standard Awakened rules.

Biome Rules

This section provides a detailed explanation of the rules for the biomes included in this expansion.

Niz-Maraga

The jungle is a hostile and chaotic environment, forcing hunters to constantly adapt their intentions and move swiftly.

Next to each round on the combat board's round track, you can find one or two icons representing action card types. Each time during the game the round marker advances, all players must recycle a card from their hand matching the color shown for the current round. If a player cannot recycle a card of that color, they suffer damage equal to the monster's Aggression Level.

Note: If two color icons are shown (for example, a blue icon and a green icon), each player must recycle one card of each indicated color. If they cannot recycle both cards, they suffer damage as described above.

Round track (Niz-Maraga, Feather biome board), as printed: round 1 shows no icon; round 2 green; round 3 blue; round 4 yellow; round 5 red; round 6 blue and green; round 7 red and yellow; round 8 blue and green; round 9 red and yellow; round 10 blue and green.

Sunset Plains

Blinding sandstorms sweep across the battlefield, leaving hunters unable to rely on their skills.

On rounds 2, 5, and 8, all action cards played during that round are considered blank.

Note: When an action card is blank, it is treated as if it has no ability text (see the Core Game Rulebook, page 107). However, its effect based on color still applies (e.g., a blank maneuver card still removes 1 struggle).

Round track (Sunset Plains, Horn biome board), as printed: rounds 2, 5 and 8 are highlighted on the track.

Biome Setup (Expedition Mode)

Each scenario below lists its special rules, then the terrain to place for Expedition 1 and Expedition 2. Terrain is listed as printed on the scenario's map, by count and name.

Toramat

Special Rules

  • Behavior deck setup: Leave Toramat's Crashing Charge and Out of Control behavior cards out of the behavior deck. These cards are considered to be out of play until a card ability instructs you to interact with them.
  • Dust tokens: This scenario uses dust tokens. Keep these tokens near the board and use them when instructed by card abilities during the game. Dust tokens are explained in detail on page 95 of the Core Game Rulebook.
  • Special attrition cards: Remove two base attrition cards with an attrition value of 1 from the attrition deck, and add in Toramat's special attrition cards instead. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook.
  • Hardening track: Set the hardening level to 0 by placing the corresponding marker in the space on the Hardening track. The Hardening track is explained in detail on page 95 of the Core Game Rulebook.

Expedition 1: 2x Sand, 1x Plateau, 1x Rock

Expedition 2: 4x Sand, 1x Plateau, 1x Rock

Dygorax

Special Rules

  • Dust tokens: This scenario uses dust tokens. Keep these tokens near the board and use them when instructed by card abilities during the game. Dust tokens are explained in detail on page 95 of the Core Game Rulebook.
  • Hardening track: Set the hardening level to 0 by placing the corresponding marker in the space on the Hardening track. The Hardening track is explained in detail on page 95 of the Core Game Rulebook.

Expedition 1: 2x Sand, 2x Rock

Expedition 2: 4x Sand, 2x Wildmaw

Pazis

Special Rules

  • Paralyzing spores: Each player has a reserve of 4 Paralyzing Spore cards associated with their hunter (see the matching class icon on the card back). Keep those cards close at hand and use them when instructed by card abilities during the game. Paralyzing Spore cards are explained in detail on page 3 of the Feather Expansion Rules.
  • Special behavior deck setup: Leave Pazis' Aerial Evasion card out of the behavior deck. This card is considered to be out of play until a card ability instructs you to interact with it.

Expedition 1: 1x Jungle Brush, 1x Brush, 1x Synaerea

Expedition 2: 2x Jungle Brush, 2x Brush

Nagarjas

Expedition 1: 1x Jungle Brush, 1x Brush, 2x Synaerea

Expedition 2: 2x Water, 1x Jungle Brush, 2x Brush, 1x Synaerea

Xitheros

Special Rules

  • Bleeding cards: Each player has a Bleeding card that relates to their hunter (see the matching class icon on the card back). Keep this card close at hand and use it when instructed by card abilities during the game. Bleeding cards are explained in detail on page 3 of the Nightmare Expansion Rules.

Expedition 1: 2x Water, 1x Jungle Brush, 1x Brush

Expedition 2: 2x Water, 1x Jungle Brush, 1x Synaerea, 2x Wildmaw