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The Edge: Dawnfall – Plastic Bosses Expansion

Expansion for The Edge: Dawnfall

The Edge: Dawnfall – Plastic Bosses Expansion Rulebook

Table of Contents

Table of Contents

  • Boss Expansion AI
    • Setup
    • Gameplay
    • Glossary
    • Bosses, Mechanics, Tokens
      • Bullgrim
      • Ish
      • War Golem
      • Uulsot the Keeper
      • Metalgorger
      • Destiny Titan
    • Scenarios
      • War Golem – Scenario 1: Besieged
      • War Golem – Scenario 2: The Greater Power
      • Ish – Scenario 1: Not for the Weak Minded
      • Ish – Scenario 2: Retribution
      • Bullgrim – Scenario 1: Upgrade
      • Bullgrim – Scenario 2: Red Rag for the Bull
      • Metalgorger – Scenario 1: Common Enemy
      • Metalgorger – Scenario 2: Tough Hull
      • Uulsot – Scenario 1: Death From Above
      • Uulsot – Scenario 2: Hold Your Breath
      • Destiny Titan – Scenario 1: Annihilation
  • Boss Expansion PvP
    • General Description
    • Bosses Tokens
    • Special Rules
    • Changes to Game Setup
    • Chapter: War Golem
    • Demons: Ish
      • Detailed Rules: Ish
    • Dvergar: Bullgrim
      • Detailed Rules: Bullgrim
    • Faceless: Metalgorger
      • Detailed Rules: Metalgorger

Boss Expansion AI

Setup

Set up the game according to your basic faction rules, taking into account the following modifications:

  1. Board – Prepare and deploy 10 generic small tokens (added to each basic faction).

  2. Crystal and Charges – Set aside 10 Crystals and 8 Charge tokens – this is the neutral pile available during the game.

  3. Choose Factions – Choose faction and gather up all faction-specific components: Squad deck, Action card deck, one Banner, one Help card, one Shrine Token, one Faction Sheet, all faction-specific tokens, and finally – all models.

  4. Plant Your Banners & Choose Squads & Prepare Action Decks – Place the faction Banner on the board, then proceed to choose and prepare 5 Squads. Place models on each Squad card, in the amount specified by the card. Last step is to prepare a deck – choose up to 20 Action cards from all cards of your faction.

  5. Create the Boss Action Deck – Choose which Boss to fight and take all its action cards. Create a Boss Action deck according to the following steps.

    • A\ If the BOSS has a BOTTOM card, take it. If the BOSS has a TOP card, put it aside, and instead take a random card from the remaining ones.
    • B\ Place the card chosen in step A\ as the first card in the Boss Action deck.
    • C\ Take one random card from the remaining Action cards, and place on top of the deck.
    • D\ If the BOSS has a TOP card, take it. Otherwise, take one random card from the remaining Action cards.

[Diagram omitted: board image with the Boss placement Spaces numbered I–VI.]

Gameplay

Combat with a Boss is divided into rounds. Each round consists of three phases:

  • Player Activation Phase
  • Boss Activation Phase
  • Defeat Phase

Player Activation Phase – In this phase, the player decides to be either active or passive, according to the standard rules. After the player has finished taking his turn, proceed to the Boss Activation Phase.

Boss Activation Phase – Boss's Activation always starts with a passive Harvest action and removing all negative effects. Afterwards, proceed to resolve all actions visible on the boss's action card, top to bottom. Combat with the Boss is resolved according to the standard Combat rules. If a Boss receives wounds exceeding his current Endurance, ignore any extra wounds (these wounds are not carried over to the following phase of the game).

Defeat Phase – After all Boss's actions are resolved, if the boss has no Endurance tokens left on his topmost Action card, remove the topmost Action card. Now the card beneath becomes the topmost card. Player replaces the Endurance tokens up to the amount shown on the new card. It is also possible that new Boss actions will become visible (as they were previously covered by the top card). Player is awarded Victory Points for the removed Boss Action card as in normal game.

Boss Card – Boss Action cards have the following Attributes: Initiative [1], Attack [2], Defence [3] and Endurance [4]. Remaining part of the cards describes actions the Boss will be taking during his turn [5]. A Boss has no Movement Attribute – when Moving around, he is unrestricted by Range. Action text in the dark space of the card should be visible only if a card is at the very top of the Boss Action deck.

Target – Target indicates which model (or models, if Boss's current attack affects multiple) will become Boss's current focus. If, at any given moment, several models are tied for Target conditions, player decides which models will be targeted by the Boss.

Example: if the Boss card states "Target an enemy model with the lowest INI", and there are currently two Squads with 0 Initiative, player chooses which model from any of these Squads will become a target.

Range is always counted according to the Standard rules. This means, Range 1 Attack may affect Targets in all Spaces adjacent to the one with the Boss, Range 2 means all Spaces adjacent to the Boss, and all Spaces adjacent to them – and so on.

CAUTION: If, at any moment in the game, no models meet the Target conditions, the model closest to the Boss will become the targeted instead.

Combat – Unless otherwise stated Boss will always roll yellow die.

Action – Actions affect only Targets. While resolving them, player always applies their rules to the last selected Target (or targets). Keep in mind that in some cases, the Target will be defined by the topmost card, while the action itself will be visible on an uncovered part of the card beneath it.

Crystal Source – Boss will contest Crystal Source according to standard game rules.

Generic Tokens – A Boss can use small generic tokens from the available pile of 10. If at any moment none of them are available, consider the Boss's power to be spent. Once enough tokens are returned to the neutral pile, it is again possible to use them.

Move, Push, Back Off – A Boss always moves towards his Target along the shortest possible path, avoiding all auto-wound traps. Boss's Move action always ends engaged with the enemy. If possible, the Boss will NOT end his movement engaged with the player's Shrine.

While moving, a Boss can Push any unit (Pushing a unit will not end Boss's movement), but the player decides on the direction of the Push. A Boss can finish his Move standing on a Crystal Source. A Boss can never occupy more than three Spaces at once. If a card makes the Boss Back Off from its Target, the player Moves the Boss model away by the specified number of Spaces, as far away from the Target as possible.

Player's Decisions – If card text or a skill refers to several possible Targets, player always picks the final Target.

Example: Bullgrim puts a Quarry Token on a Space with a Target enemy. There is a limit of 1 such token per Space, and there's already one within the Space of the Target. The player reads the alternative rule: "or the closest Space w/o Quarry Token". All Spaces around the Target model are valid, therefore it is up to the player to choose where the token will go.

Example 2: Boss Targets a closest enemy. There are three models within the Range 2. Player chooses which model will be attacked by the Boss. Keep in mind that the specific position of the model within its Space does not count! The Range is always counted in the full Spaces only!

Victory Conditions – The player wins when the last Boss card is discarded. The player loses when he runs out of Victory Points, when Boss destroys all of their units, or when they run out of action cards.

Difficulty Levels – All rules above show a game with a normal difficulty level. Variants below can make the game easier or harder – for beginners or for advanced players.

  • Easy Setting: Starting Crystals: 2. Number of Boss Action cards: 2.
  • Hard Setting: Starting Crystals: 0. Number of Boss Action cards: 3.

Glossary

  • Target – a main focus of the Boss, defined by its Action card. If at any moment a Boss has no valid Target, the closest player's model will be Targeted instead.
  • Action – action described on the Boss Action card.
  • At the End of the Stage – such actions are resolved only once, when the card is being discarded in the Defeat Phase.
  • Passive – this action is ongoing, and its rule apply both to the Boss and player's Phases.
  • Jump – Boss jumps towards the enemy. During the jump, a Boss model is removed from the board and then placed engaged with the Target. If possible, the Boss model base should NOT come into contact with a Shrine, as a result of the Jump. If possible, the Boss also won't land on any Spaces dealing auto-wounds. Boss may Push models on its final Space.
  • Take Off – Remove the Boss model from the board. After the model has been removed this way, it can only be targeted by ranged attacks (Range 2 or more).
  • Land – Boss is placed engaged with the current Target, avoiding contact with a Shrine, if possible. When Landing, the Boss will also avoid any Spaces dealing auto-wounds.

Bosses, Mechanics, Tokens

Each Boss's narrative flavour text is omitted; only its mechanics are transcribed.

Bullgrim

Quarry Tokens – Quarry Tokens are placed by Bullgrim while his TOP card remains on top of his deck. Quarry Tokens have various properties in the later Phases, depending on the remaining cards in the Boss deck. Limit: 10 tokens on board, one token per Space. Tokens can't be moved or removed. Tokens can be placed on Spaces with Crystal Source or Shrine. Bullgrim ignores Quarry tokens when Moving.

Ish

Control Tokens – at the start of each of her Boss Activation Phases, Ish has the player place a Control Token on a chosen Squad (models from this Squad must be present on the board). Limit: 3 tokens per Squad card. If the last model from Squad under Ish's Control is killed, the tokens are returned to the reserve.

War Golem

Shield Tokens – each Shield Token on War Golem Action deck gives +1 Defense to the Golem. Shield Tokens stack, increasing Golem's Defense each round. Shield Tokens can't be removed in any way. War Golem starts the game with no tokens on his card.

Uulsot the Keeper

Toxic Tokens – during the game, the Uulsot places Toxic Tokens on the board. Limit 10 tokens on board, one per Space. Enemies in Range 1 of Toxic Token always get -4 Defense.

Caution: During setup, Uulsot is not deployed to the map. His model is placed outside the board instead.

For example, if a model's base Defense is 2, and the player adds 3 Defense using his Action card, the final Defense value will equal 2+3-4=1.

Metalgorger

Slash Tokens – each time a model deals at least 1 Wound to the Metalgorger (either using Combat or an Action card), place the Slash Token on the unit's Squad card. If the last model of a Squad with any Slash Tokens is killed, return these tokens to the neutral pile.

Destiny Titan

The Titan does not use any extra tokens. Instead, his cards have an "At the end of the stage" ability. Resolve these Actions only once, when the topmost Boss card is being discarded.

Scenarios

War Golem – Scenario 1: Besieged

Setup: During deployment phase, deploy the War Golem first, then deploy units. Units can be placed Base to Base with the War Golem.

Special Rules: At the start of each turn the War Golem receives 2 shield tokens instead of one.

Game Ends: The War Golem is defeated.

War Golem – Scenario 2: The Greater Power

Setup: Setup according to the standard rules. The War Golem starts with 10 shield tokens. Place the VP marker on the middle space of the Victory Points track.

Special Rules:

  • The player can't earn or spend Victory Points in this battle and the VP Track is used as a part of a special mechanic.
  • Shield tokens increase the War Golem's initiative and defense. Each turn, the VP marker moves one space to the Golem's side.

Game Ends: The VP marker reaches the last space of the victory track or the War Golem is defeated. If at least one player unit is still on the board, the player wins.

Ish – Scenario 1: Not for the Weak Minded

Setup: Setup according to the standard rules.

Special Rules: Squad with two control tokens on it cannot attack Ish using the Combat action or Action cards.

Game Ends: According to the standard rules.

Ish – Scenario 2: Retribution

Setup: Setup according to the standard rules. Player starts with 2 additional Crystals.

Special Rules: Each time Ish deals Wounds, deal 1 more.

Game Ends: According to the standard rules.

Bullgrim – Scenario 1: Upgrade

Setup: According to the standard rules. Player starts with 2 additional Crystals.

Special Rules: During the game, after the TOP CARD of the Boss Action deck is discarded, Quarry tokens gain the abilities of ALL Boss Action cards in stack. From now on, Bullgrim's Quarry tokens will permanently use all Action cards in stack (instead of using only the topmost card of the stack). Quarry tokens don't lose the abilities of defeated Boss Action cards.

Game Ends: The player does not lose the game automatically when he reaches zero on the Victory Point track. The player wins the game when Bullgrim is killed.

Bullgrim – Scenario 2: Red Rag for the Bull

Setup: Setup According to the standard rules. Place large Campaign token on one Squad card. This is special "Provocation Squad".

Special Rules: While resolving his first Boss Action card (TOP CARD) Bullgrim will always target closest unit of the Provocation Squad.

Game Ends: According to the standard rules.

Metalgorger – Scenario 1: Common Enemy

Setup: Setup according to the standard rules. The player starts the game with 5 cards in hand – this is also their hand limit.

Special Rules: Each time a slash token is placed on a Squad card, that Squad loses one Endurance token. During the END STEP, the player can discard up to two cards, and draws up to a full hand of five cards. Any time the player's Action card deck is empty, reshuffle the discard pile to create a new deck.

Game Ends: According to the standard rules.

Metalgorger – Scenario 2: Tough Hull

Setup: Setup according to the standard rules.

Special Rules: Metalgorger is resistant to all attacks from non-adjacent units (only units Base to Base with Metalgorger can deal him damage).

Game Ends: According to the standard rules.

Uulsot – Scenario 1: Death From Above

Setup: Setup according to the standard rules. Player starts with 4 additional Crystals.

Special Rules:

  • After his top card is discarded, Uulsot does not land on the map. Before his Action, check his current Target using his Top card. Uulsot performs an Action: Land engaged with Target, and then resolves the rest of his Actions against their appropriate Targets. At the end of his activation, Uulsot performs Action: Take off.
  • During the game, the player does not resolve the top part of Uulsot's cards, where Action and Passive refer to Toxic tokens.

Game Ends: According to the standard rules.

Uulsot – Scenario 2: Hold Your Breath

Setup: Setup according to the standard rules. Uulsot does not use his Top card when his deck is created. Place Uulsot on the map according to the standard rules instead.

Special Rules: According to the standard rules.

Game Ends: According to the standard rules.

Destiny Titan – Scenario 1: Annihilation

Setup: According to the standard rules.

Special Rules: During the game, when Destiny Titan activates "At the End of Stage" action, Destiny Titan activate all of those Abilities from his Boss Action deck in sequence.

Game Ends: The player does not lose the game automatically when he reaches zero on the Victory Point track. The player wins the game when Destiny Titan is killed.

Destiny Titan – Scenario 2: Storm Is Raging

Setup:

  • The player can't earn or spend Victory Points in this battle and the VP Track is used as a part of a special mechanic.
  • Setup according to the standard rules. Place the VP marker on the middle space of the Victory Points track.

Special Rules: Destiny Titan resolves each action on his card twice (except for "At the end of stage" actions and targets). Each turn, the VP marker moves one space towards Destiny Titan's side.

Game Ends: The VP marker reaches the last space of the victory track or the Destiny Titan is defeated. If at least one player unit is still on the board, the player wins.

Boss Expansion PvP

The Boss Player versus Player Expansion is a new opportunity to fight with – and against these magnificent creatures of the Edge universe. In this new player vs. player mode both you and your opponent will lead their boss against each other. All of these imposing foes introduce their own, new special mechanics and unique threats for the opponent. The Boss Player versus Player Expansion includes a deck of 78 cards and 6 plastic miniatures.

General Description

Bosses are the most powerful unit in your force. They're giving you vast tactical opportunities and huge damage dealing potential, but be careful not to lose them.

This game mode is designed for 2 players only. Both players have to use their Bosses in this mode. There is no possibility of playing against a Boss without deploying your own Boss.

Bosses Tokens

The number of Bosses tokens for each Boss is shown below (and also on the Boss Squad card).

  • Discharge token [x6] – placed on the model.
  • Control token [x6] – placed on a Squad card.
  • Quarry token [x6] – placed on the board, takes up 1 hex.
  • Slash token [x6] – placed on a model.
  • Toxic token [x6] – placed on the board, takes up 1 hex.
  • Beacon [x1] – placed on the board, takes up 1 hex.

Special Rules

A Boss is treated like a normal Squad, counting towards the limit of 5 Squads per player.

Each Boss has its unique Enhancement card. This is additional card that doesn't count against the 25-card limit of your deck. No other Enhancement can be attached to a Boss Squad. Their special Enhancement card cannot be discarded or attached to another Squad in any way.

Every Boss uses their own special tokens, explained in their entries.

A Boss adds Crystals to your starting Crystal Pool.

Remember that not every Boss Squad card has 2 Modes.

Changes to Game Setup

  • During step 7, place the Boss unique Enhancement card, with 1 Charge token on it, next to the Boss Squad card.
  • During step 13, deploy the Boss as a normal Squad, following the standard rules.
  • During step 15, take additional Crystals from the Neutral pile and add them to your Pool. The quantity of additional Crystals varies from one Boss to the other. Look for the "Additional Crystals" entry in each Boss section.

Chapter: War Golem

Additional Crystals: 2

Tactical Guide:

  • DISCHARGE tokens give the War Golem a great advantage in battle. Try to use them as often as you can.
  • Wounds received by the War Golem lower its INI but increase its DEF. Try to find the right balance to face any situation on the battlefield.
  • Keep in mind that the War Golem can automatically succeed in its DEF roll against an enemy with a DISCHARGE token (see the Static Field card).

Taze (x4) – Remove a DISCHARGE token from 1 engaged enemy model to perform a Backstab with the War Golem against that model.

Static Field – Use right before a DEF roll. Remove a DISCHARGE token from 1 engaged enemy. The War Golem automatically wins this DEF roll. Restore 1 Endurance token to the War Golem.

Static Field – you cannot restore Endurance above its maximum value.

Recharge (x3) – Remove all DISCHARGE tokens from all enemy models on the board and refresh the same number of Crystals in the Chapter Crystal Pool.

Recharge – all tokens are discarded at once. You cannot spend Crystals until this Action is resolved.

Smash – Perform a Move Action, then a Combat Action with the War Golem. Remove all DISCHARGE tokens from the targeted enemy model. For each DISCHARGE token removed this way, the War Golem deals 1 additional Wound when wounding during this Combat.

Smash – the target can be a model without any DISCHARGE token.

Charging (x4) – Charge all your Enhancements by 1.

Steam Overload – Check all models within Range 1 for Hit. Effect: 1 Wound (all models) and 1 DISCHARGE token (enemy models).

Charge – All your Enhancements – all Enhancements attached to each of your Squads.

Steam Overload – Important: Steam Overload affect ALL models in Range, including your own! Your models do not get DISCHARGE tokens.

Heavy Armor (x1) – The War Golem gains +1 DEF and -1 INI for each lost Endurance token. Heavy Armor – subtract the number of Endurance tokens still possessed by the War Golem from its starting value (6). The result indicates the War Golem's DEF bonus and INI penalty.

Discharge (x1) – Put a DISCHARGE Token on 1 engaged enemy model. DISCHARGE token – see detailed rule below.

Demons: Ish

Additional Crystals: 2

Tactical Guide:

  • You don't have to Activate Ish to use her Enhancement, so try to put as many CONTROL tokens as possible on enemy Squads.
  • Ish is only an average fighter, but her high INI usually allows her to strike first. Use your Actions to boost her Attributes or lower her opponent's before entering Combat.
  • Try to use your opponent models against him.

Seduction (x1) – Each time Ish is Wounded by an enemy model, you may perform a Move, then a Combat with that model.

Seduction – immediately after Ish has been Wounded, you may perform first a Move, then a Combat with the model that Wounded her.

After one Combat sequence of the whole Squad you may Move this model and perform Combat with any models (including its own faction).

Even if Ish is killed you can still Move and Combat with an enemy model which have dealt this last Wound.

Neither player can play any Action card during the activated model's Combat. Your opponent chooses which die they want to roll for enemy models involved.

Control (x1) – Put a CONTROL token on an enemy Squad card (Range unlimited). (1 use per turn)

Control – see detailed rule below.

Frail (x3) – During this Combat, a chosen enemy model has -2 ATT for each CONTROL token on its Squad card.

Frail – affects only one enemy model. It is -2 ATT per each CONTROL token. May be played immediately after your DEF roll.

Mind Blast – Range 3. Check target for Hit. Add +1 to the roll for each CONTROL token on the target model Squad card. Effect: 1 Wound.

Move (x4) – with all models in 1 Demon Squad.

Possessed – Choose an enemy model within Range 3 with at least 1 CONTROL token on its Squad card. Perform a Move with that model, then a Combat against every model engaged with it. The Possessed model gains +1 ATT and MOV for each CONTROL token on its Squad card.

Possessed – you can choose the order of Combats and which models you want to attack. Neither player can play any Action card during the Possessed model's Combat. Your opponent chooses which die they want to roll for their models involved in Combat.

Teleport (x4) – Teleport 1 Demon model.

Punish the Weak – Choose 1 enemy Squad. For each CONTROL token on its Squad card, you may Backstab 1 model of this Squad (both with your models and enemy ones engaged).

Teleport – see detailed rule below.

Punish the Weak – your opponent chooses which die they want to roll for their models involved in Combat.

Detailed Rules: Ish

CONTROL Token – CONTROL tokens are used to measure Ish's influence on enemy models. They are only placed on enemy Squad cards. Remove all CONTROL tokens at the beginning of each of the target's Passive turns or when an Action card instructs you to do it.

Teleport – Place a model in a new position, ignoring any obstacles in its path, range unlimited. This is not a Move Action. You cannot Push.

Dvergar: Bullgrim

Attribute values for Bullgrim's two modes (Basic Mode and Rage Mode) are printed on the Boss Squad card and are not reproduced here. Can be shifted between modes only through its Enhancement card.

Additional Crystals: 2

Tactical Guide:

  • Bullgrim relies on Quarry tokens. Try to put as much as you can on the board.
  • Bullgrim can only Change Mode by using its Enhancement card, so switching it might require some planning.
  • Some cards require Bullgrim to be in Rage mode.
  • Keep in mind that the Rage Mode is not always the best option on the battlefield.

Enrage (x1) – At the start of your Active turn, if Bullgrim has 2 or less Endurance tokens remaining, you may Change Mode with its Squad card.

Enrage – this Action cannot be used to Change Mode with Bullgrim during your Passive turn.

Borer – Put a QUARRY token on any free hex without a QUARRY token.

Quarry token – see detailed rule below.

Defense (x4) – Gain +1 DEF during this Combat.

Defense – may be played immediately after your roll, improving its result.

Explosion – Choose a Space with a QUARRY token. Check for Hit every model in that Space (yours and enemy), then remove this QUARRY token. Effect: 1 Wound.

Explosion – there is no Range or Line of Fire requirements. Important: Explosion affects ALL models in the targeted Space, including your own!

Step (x4) – Move 1 Dvergar model.

Step – you can Push. Keep in mind that you can move only 1 model!

Lethal Shot – Choose a Space with a QUARRY token. During this turn, all models in this Space (yours and enemy) have a base DEF of 0.

Lethal Shot – affects models only during your turn. DEF still can be increased by other cards.

Tunnels (x3) – Reposition 1 chosen QUARRY token by 1 Space.

Stampede – Rage mode required. Line of Fire required. Choose an enemy model on a Space with a QUARRY token. Move engaged with the chosen model in a straight line, then perform Combat against it. If Bullgrim deals a Wound, it deals 1 additional Wound for each Space it has moved through.

Detailed Rules: Bullgrim

Quarry Token – They are only discarded when a card says so. They can be Pushed.

Reposition – Place a model in new position, ignoring any obstacles in its path, Range unlimited. This is not a Move Action. You cannot Push.

Faceless: Metalgorger

Attribute values for the Metalgorger's two modes (Basic Mode and Hunter Mode) are printed on the Boss Squad card and are not reproduced here.

Additional Crystals: 1

Tactical Guide:

  • You don't have to Activate the Metalgorger to use its Enhancement, so try to put as many SLASH tokens as possible on enemy Squads.
  • Try to change mode of the Metalgorger as soon as possible. It is the most powerful unit in your army.
  • Try to use Pounce to place as many SLASH tokens as you can.
  • Keep in mind that whenever the Metalgorger deals a Wound to an enemy model with a SLASH token, it deals an additional Wound!

Claws (x1) – Put a SLASH token on 1 engaged enemy model (once per turn).

Slashing – When Metalgorger deals a Wound, remove a SLASH token from wounded model to deal 1 additional Wound. Metalgorger cannot be Sacrificed.

Slash Token – see detailed rule below.

Combat (x3) – with all models in 1 Faceless Squad.

Rip and Tear – The Metalgorger Backstabs each engaged enemy model with a SLASH token.

Rip and Tear – the Faceless player chooses the order of the Backstabs.

Move (x4) – with all models in 1 Faceless Squad.

Roar – Range 2. Move all enemy models with at least 1 SLASH token up to 1 Space.

Roar – there is no Line of Fire requirements. All moves are simultaneous. They can Push.

Reuse (x4) – Sacrifice 1 Faceless model to add 1 [figure icon] to Faceless Depleted Pool.

Sacrifice model – see detailed rule below.

Pounce – Choose a model with a SLASH token. Teleport Metalgorger to the same Space (Push allowed). Then, put SLASH token on each enemy model engaged with the Metalgorger.

Pounce – there is no Line of Fire nor Range requirements. The target model gains a second Slash Token.

Detailed Rules: Metalgorger

Slash Token – They are only discarded when a card says so.

Sacrifice Model – When you Sacrifice a model, it is killed and your opponent doesn't gain any VPs for his death. You can only Sacrifice your own models.

When Sacrificing a model, Endurance tokens are unaffected. Note that Sacrifice a model and Sacrifice a Wound/Endurance token are different things.

Reborn: Uulsot the Keeper

Attribute values for Uulsot are printed on the Boss Squad card and are not reproduced here.

Additional Crystals: 2

Tactical Guide:

  • If you are worried about losing Uulsot, use the Drake card to remove the Boss from the board.
  • When fighting enemies with higher Attributes, use TOXIC tokens to weaken them and strengthen Uulsot.

Fog (x4) – During this Combat, Uulsot gains +2 DEF for each Space with a TOXIC token within Range 1.

Fog – may be played immediately after your roll, improving its result.

Noxious Breath – Perform a Combat with a target enemy model. Remove any number of TOXIC tokens within Range 1 of the target. Gain +2 ATT for each removed TOXIC token during this Combat.

Noxious Breath – the TOXIC tokens must be removed before the Attack roll.

Sprout (x4) – Place 1 new Thicket engaged with one other Thicket or Thornheart Wood.

Sprout – may only be placed on empty hexes (no Pushing allowed).

Lunge – Play when Uulsot is on its Squad card to place it in any empty Space on the board. Check for Hit all enemy models on each Space with a TOXIC token. Effect: 1 Wound.

Lunge – you can Push. This Action only deals 1 Wound per enemy model, even if there is more than 1 TOXIC token within Range.

Nature's Traps (x1) – Put a TOXIC token on any chosen free hex within Range 1 of Uulsot.

Drake – Remove Uulsot from the board and place on its Squad card. When you activate its Squad, place it in any Space on the board (it can Push).

TOXIC token – see detailed rule below.

Drake – removing Uulsot is not an Activation.

Herbs (x3) – Restore 1 Endurance token to any Reborn model engaged with any Thicket.

Herbs – this Action restores only 1 Endurance token on 1 model.

Toxic Vapor – Reposition any number of TOXIC tokens by 1 Space.

Toxic Vapor – the Repositioning must be simultaneous.

Detailed Rules: Uulsot

TOXIC Token – They are only discarded when a card says so. They can be Pushed. Each enemy model in a Space with 1 or more TOXIC token gets -2 DEF (not cumulative).

Rha-Zack: Destiny Titan

Attribute values for the Destiny Titan are printed on the Boss Squad card and are not reproduced here.

Additional Crystals: 1

Tactical Guide:

  • Beacon can be used to prevent your opponent from Controlling Crystal Sources and gathering Crystals. Try to take a Passive turn before they do and then block them!
  • It's important to have a lot of Crystals in your Crystal Pool. Unused Crystals interact with the Destiny Titan's cards.
  • Positioning is crucial for dealing Wounds with the Destiny Titan. Plan your moves wisely.

Common Self (x3) – 1 Rha-Zack model may use INI, DEF or ATT of any other Rha-Zack Squad for 1 Combat or Attribute check.

Common Self – see detailed rule below.

Unstable Force – Destroy 1 unused Crystal in your Crystal Pool. Perform a Backstab. Add +1 ATT for each 2 unused Crystals in your Crystal Pool. You deal additional Wound.

Unstable Force – the destroyed Crystal must come from your unused Crystal Pool. Return it to the Neutral pile. Counting Crystals in your Pool is done after the Attack roll.

Beacon (x1) – Place a BEACON token in any Space on the board. During your next Passive Turn, teleport the Destiny Titan to the Space with the BEACON token (it can Push). Remove the BEACON token.

Beacon – can only be placed in empty hexes. There is no Range nor Line of Fire requirements.

Teleport Beacon – see detailed rule below.

Reactor – At the end of your Active turn, if you have at least 2 unused Crystals in your Crystal Pool, Charge 1 chosen Enhancement by 1.

Reactor – you never Charge more than 1 Enhancement with 1 Charge.

Recall (x4) – Reposition the Rha-Zack Shrine to an empty Space engaged with either the Destiny Titan or the BEACON token. Refresh 1 Crystal.

Recall – there are no Range restrictions, but the Space has to be completely empty (it can't even contain tokens such as MINE or TRAP).

Tornado Strike – Check for Hit all models within Range 2 and in Line of Fire of the Destiny Titan. Add +1 to the roll for each unused Crystal in your Crystal Pool. Effect: 1 Wound.

Tornado Strike – counting Crystals in your Pool is done after the Check for Hit. Tornado Strike affects ALL models within Range 2 and Line of Fire, including your own!

Energy Cloud (x4) – Reposition the Rha-Zack Shrine to any empty Space.

Energy Cloud – there are no Range restrictions, but the Space has to be completely empty (it can't even contain tokens such as MINE or TRAP).

Defensive Matrix (x4) – Use after a DEF roll of the Destiny Titan. Add the number of unused Crystals in your Crystal Pool to the roll.

Defensive Matrix – May be played immediately after your DEF roll, improving its result. Counting Crystals in your Pool is done after the DEF roll.

Detailed Rules: Destiny Titan

Teleport Beacon – This token indicates the Space where the Destiny Titan will be placed after gathering Crystals during the Rha-Zack Passive turn. It can be Pushed. When placed, the Destiny Titan can also Push.

Common Self – When you play this Action, choose 1 of the 3 listed Attributes, select a target model and source Squad. Until the end of Combat, the target model uses the chosen Attribute value of the source Squad instead of its own.

  • May be used regardless of Range or Line of Fire.
  • INI may be modified only before an Initiative check, not after.
  • ATT or DEF may be modified only before a Combat roll, not after.
  • The model uses only the base, printed value of the source Squad's chosen Attribute. Any Attribute bonus received by source Squad is ignored.
  • Destiny Titan – Scenario 2: Storm Is Raging
  • Reborn: Uulsot the Keeper
    • Detailed Rules: Uulsot
  • Rha-Zack: Destiny Titan
    • Detailed Rules: Destiny Titan
  • E\ Place the card chosen in step D\ on top of the Boss Action deck.
  • F\ Make sure there are three cards in the Boss Action deck and all are face up and properly arranged.
  • G\ Boss Action deck should now look like in the example.
  • Important: Boss Action deck cards should be placed face up, in a cascade – upper part of a card should be covered by a card on top of it, lower part (below the chain) should remain visible.

  • Place Shrines & Crystal Sources & Models – Deploy a Shrine, two Crystal Sources. Then, deploy models according to the base game rules.

  • Victory Marker – Place a Victory Marker on the red space of the VP track.

  • Prepare Crystal Pools – Take one Crystal from the neutral pile and place it in Crystal Pool.

  • Action Cards – Shuffle the Action cards deck and draw 3 cards.

  • Distribute Endurance Tokens – Place a number of Endurance tokens indicated by the Boss's Endurance Value on its Squad card.

  • Boss Placement – Roll the Red die, check the diagram below, and place the Boss in the corresponding Space on the board. Make sure its base covers 1 Space. If there are player models in that Space, Push them according to the standard rules, deciding on the direction of the Push.