RulesPal
Chat
Rulebook
The Edge: Dawnfall – Stretch Goals thumbnail

The Edge: Dawnfall – Stretch Goals

Expansion for The Edge: Dawnfall

The Edge: Dawnfall – Stretch Goals Rulebook

Table of Contents

Table of Contents

  • Alternative Banners
    • Alternative Chapter Banner
    • Alternative Dvergar Banner
    • Alternative Demon Banner
    • Alternative Faceless Banner
    • Alternative Reborn Banner
    • Alternative Rha-Zack Banner
    • Alternative Darkness Banner
  • Alternative Shrines
    • Alternative Chapter Shrine: Sanctuary
    • Alternative Demon Shrine: Altar of Conquest
    • Alternative Dvergar Shrine: Factory
    • Alternative Faceless Shrine: Incubation Chamber
    • Alternative Reborn Shrine: Sapping Briar
    • Alternative Rha-Zack Shrine: Voltaic Capacitor
    • Alternative Darkness Shrine: Shadow Vortex
  • Tournament Mode
  • Cavalry
    • Cavalry Components
    • Cavalry Setup
    • Deploy Models Changes
    • Cavalry Enhancement Card
    • Deployment Card and Deploying Cavalry
    • Chapter Cavalry
    • Demons Cavalry
    • Dvergar Cavalry
    • Faceless Cavalry
    • Reborn Cavalry
    • Rha-Zack Cavalry
  • World Eater Campaign
    • Campaign Setup
    • Campaign Map Modifications
    • Starting Units and Decks
    • Hero Token
    • Time Track
    • Saving Campaign Progress
    • Scenario 1: First Contact
      • Preparation
      • Setup
      • Special Rules
      • Objectives
      • Forces

Alternative Banners

With the Alternative Banner cards, the factions have now access to two different Banner cards, each with its own set of powers.

During step 6 of the Game Setup, each player chooses one of their faction's Banner cards and puts the other back in the box.

Alternative Chapter Banner

When the Angel of Death deals a Wound, flip the Banner card to deal 1 additional Wound.

OR

Restore 1 Endurance token to 1 Squad with at least 1 model ⬡⬡ with the Chapter Shrine.

Flip this card after use.

Restore – the Squad cannot have more Endurance tokens than its starting Endurance value. You may not use this Action to prevent a killed model from dying (it's too late for that).

Alternative Dvergar Banner

During your Active turn, before any die roll, you may choose to roll the Red die instead.

OR

Remove 1 Endurance token from the Dvergar Shrine to refresh 1 Crystal.

Flip this card after use.

You can use the Banner instead of paying 1 Crystal for a Red Die.

Remove an Endurance token – you must remove 1 Endurance token and you cannot remove more to refresh more Crystals.

Alternative Demon Banner

Choose 1 enemy model within Range 1 of the Son of Khyber. Check that model for Hit. Effect: Put a FIRE token on that model.

OR

Perform Combat with 1 Demon model against all enemies ⬡⬡ with it.

Flip this card after use.

The first effect only puts a Fire token. No Wounds are dealt.

Perform Combat – you may choose which enemies ⬡⬡ you want to initiate Combat with. You may forfeit any remaining Combats after completing each full Combat Sequence.

Alternative Faceless Banner

When you play an Evolve card, you may bring back all dead models from the Squad you are Evolving and place them in any empty hexes of the board map (without Pushing).

OR

Change Mode with one of your Squad cards for free.

Flip this card after use.

Bring back – you return all models of this Squad to the board. This is a powerful ability which allows Faceless to never stay dead for long. Think of it as if their every Evolve card was also a Resurrect Action. When bringing back models, you don't get to restore any Endurance tokens, so take care to protect your freshly reacquired troops! Your opponent can still gain Victory Points for killing them again!

Change Mode – you can Change Mode of your Squads only. You cannot use an Evolve card for free in this way.

Alternative Reborn Banner

Place 1 new Thicket within Range 2 of an Oracle or Reborn Shrine.

OR

Choose one of your Squads with any model ⬡⬡ with a Thicket. Remove that Thicket and add 2 Charges to any 1 Enhancement of that Squad.

Flip this card after use.

Thickets have to be placed on empty hexes, no Pushing allowed.

You can Charge only 1 Enhancement of 1 Squad this way.

Alternative Rha-Zack Banner

When you play a card during your Active Turn, you may play both upper and lower Action. You pay only for the most expensive Action.

Flip this card after use.

You can choose the order of these Actions. E.g. you use Shoot action, so you pay 2 Crystals. First you might wish to move Shrine next to your target and then Shoot at it.

Alternative Darkness Banner

Spend 5 Dark Points from your pool to Flip this Banner card.

All the information about the Banner provided on the Darkness Faction Sheet and on page 8 in the Stretch Goal Rulebook apply to the Alternative Banner as well (except for the numbers). Note that the Abyssal Empress from Alternative Banner is able to move. In such case the player needs to take her off the Darkness Shrine.

Alternative Shrines

Alternative Shrines give players an option to choose 1 of the 2 Shrines available for their Faction. Now, each Faction has 2 different Shrines, with their 2-sided tokens and 2 cards with description.

During Setup, in Step 5, players choose 1 of the 2 of their Shrines – they use the chosen side of Shrine token and take the appropriate card with description. Put the other card back in the box.

Alternative Chapter Shrine: Sanctuary

During Setup, place 3 BLESSING tokens on the Sanctuary.

During your Passive turn, you may spend 1 BLESSING token to bring back a dead model and place it ⬡⬡ with the Sanctuary.

Alternative Demon Shrine: Altar of Conquest

Each time an enemy model ⬡⬡ with this Shrine is killed, gain 1 additional VP and add 1 Temporary Crystal to your Pool.

This Shrine counts as a Crystal Source during the Harvest of any player.

Alternative Dvergar Shrine: Factory

You can remove 1 Endurance token from the Factory in order to pay the cost of the Red die or a Reroll.

Alternative Faceless Shrine: Incubation Chamber

During the Faceless Passive turn, you may Sacrifice any 1 of your models ⬡⬡ with this Shrine to Evolve or Change Mode with any 1 of your Squads on the board, anywhere on the board.

Note: part of this card's text is covered by the Endurance token artwork in the leaflet. The wording above is taken from the PDF's text layer; the clause ending "anywhere" should be checked against a physical card.

Alternative Reborn Shrine: Sapping Briar

Every time an enemy model ⬡⬡ with the Reborn Shrine is Wounded, restore the same number of Endurance tokens to a Reborn Squad ⬡⬡ with the Reborn Shrine.

Treat all rules on Action cards referring to Thornhearth Wood as referring to Reborn Shrine instead.

Alternative Rha-Zack Shrine: Voltaic Capacitor

During your Active turn, this Shrine may Push other models when repositioning. For each enemy model Pushed this way, you may add 1 Charge to 1 of your attached Enhancements.

Alternative Darkness Shrine: Shadow Vortex

When any enemy model ⬡⬡ with Shadow Vortex Moves or is Pushed away from the Shadow Vortex, place a Dark Point anywhere ⬡⬡ with the Shadow Vortex.

Tournament Mode

In Edge 1.6 we have added an additional set of elements (4 additional Crystal Sources, 16 additional Endurance tokens, 1 additional Victory Point marker) enabling two simultaneously 1 vs 1 player games to be played. From now on 4 players can play two 1 vs 1 games on two tables at the same time!

Cavalry

Cavalry is a new type of Squad. Cavalry Squads may be chosen as one of your Squads during step 7 of the Game Setup, but they are not deployed on the board during step 13. Instead, they will enter play at your command, in a most spectacular way, often swinging the balance back in your favor.

Cavalry Components

  • Anathema tokens [x6]
  • Barrier tokens [x3]

Cavalry Setup

During Game Setup, Cavalry cards are placed in the Squad slots as any standard Squad.

However, their models are not placed on the board during the Deployment step (13) and remain on their Squad card. To get them on the board, the player will have to use the Cavalry Deployment card.

The Endurance tokens of a Cavalry Squad may not be spent to pay for Actions unless their models are deployed on the board.

Each player may choose to field their Cavalry Squad or not.

Deploy Models Changes

Players take turns setting up one of their Squads. The Positioning player places Squad first. Players take turns until there are no more models left to deploy. If only one of the players picked Cavalry Squad as one of their Squads, they wait for the other player to finish Deploy step before resolving Dispersal step.

Cavalry Enhancement Card

This special Enhancement can only be used by a Cavalry Squad. It is attached to the Cavalry Squad at the start of the game, with 1 Charge token. It cannot be discarded or moved to any other Squad. A Cavalry Enhancement may not be Charged unless the Cavalry Squad is deployed on the board. A Cavalry Squad may not receive any other Enhancement unless their models are deployed on the board.

Enhancements cards with a Passive Action (with a "—" cost) become active as soon as the Cavalry Squad is deployed.

Deployment Card and Deploying Cavalry

Deployment cards are a new type of Action card. When you choose to field a Cavalry Squad during Game Setup, place your Deployment card below the Cavalry Squad card, next to the Enhancement card.

Deployment cards are additional Action cards, with an Upper and a Lower Action. Like other Action cards, they have Crystal cost that must be paid in order to use them.

When used, a Deployment card allows the player to place their Cavalry models according to the rules of the chosen Action. Once the Squad is deployed, the card is removed. A Cavalry Squad is always deployed in Basic Mode, unless the Deployment Action used says otherwise. Deploying a Cavalry Squad on the Board does not count as an activating a Squad, meaning you can activate a Cavalry Squad that was just deployed.

When placed on the board, Cavalry models are NOT subject to the normal deployment restriction (See Game Setup, page 17), but must follow the rules indicated on the chosen Action of their Deployment card.

Deployment card doesn't count against 25 cards deck limit.

Note: the card-face stat numbers of the Cavalry Squad cards (Basic Mode and other modes) are not transcribed here.

Chapter Cavalry

Holy Riders – squad cards in Basic Mode and Charge Mode.

Combat / Dying Breath (x3)

  • Combat – Combat with all models in 1 Chapter Squad.
  • Dying Breath – Choose 1 Holy Rider model and perform Combat with it. In Combat, this model gains +2 to INI, ATT and DEF. This model deals 1 additional Wound when Wounding. If the Holy Rider was in Charge Mode, it gains +3 to INI, ATT and DEF instead. After Combat, kill this Holy Rider model.
  • Dying Breath – the killed Holy Rider awards the opponent Victory Points as normal.

Reinforcements / Winged Charge (Deployment card, x1)

  • Reinforcements – Place the Holy Riders Squad in any 1 Space on the board's edge.
  • Winged Charge – Place your Holy Riders in any 1 Space on the board. You can Push any model, except with a Crystal Source. Check each Pushed model for Hit. Effect: 1 Wound.
  • Winged Charge – when placing your Holy Riders, you can Push any models, except those with a Crystal Source. Both Holy Riders must be placed ⬡⬡ within the same Space.

Inspire / Trample (x3)

  • Inspire – Add +1 to ATT and INI for each Chapter model ⬡⬡ (for this Combat only).
  • Trample – Move your Holy Rider model. Choose 1 enemy model on any Space crossed by the Holy Rider, except the last. Check that model for Hit. Effect: 1 Wound.
  • Inspire – when you play this card in Combat, only Chapter models ⬡⬡ with the target are counted.
  • Trample – you can only choose a model on a Space crossed by the Holy Rider, excluding its final, destination Space.

Haste / Gallop (x1, Setup: Attach & Charge by 1)

  • Haste – Double this Squad MOV value for this Move Action.
  • Gallop – You can Push any model regardless of their base size. You cannot Push a model with a Crystal Source or end this Move with a Crystal Source.
  • Gallop – you can Push any model regardless of its base size. Other rules for Pushing apply normally.

Demons Cavalry

Succubus – squad cards in Basic Mode and Illusions Mode.

Dark Power / Apparitions (x3)

  • Dark Power – Exchange 1 Demon Endurance token for 2 Temporary Crystals.
  • Apparitions – When enemy has declared Combat against a Succubus ⬡⬡, Teleport this Succubus away.
  • Apparitions – may be played before the enemy Attack roll. The enemy's Combat Action is considered "spent" and they cannot pick a new target.

Charging / Soul Steal (x3)

  • Charging – Charge all of your attached Enhancements by 1 Charge.
  • Soul Steal – Choose 1 enemy model ⬡⬡ with any Succubus and 1 of your models within Range 1 of this Succubus. Move your chosen model ⬡⬡ with the chosen enemy model and perform Combat with it.
  • Soul Steal – first, target an enemy model ⬡⬡ with the Succubus. Then, one of your models within Range 1 moves ⬡⬡ with the targeted enemy and performs a Combat Action.

Cantrip / Appearance (Deployment card, x1)

  • Cantrip – Place the Succubus Squad in Illusions Mode ⬡⬡ with any 1 chosen enemy model.
  • Appearance – Place the Succubus Squad in Basic Mode anywhere on the board.
  • Appearance – Succubus models don't have to be placed ⬡⬡ with each other. They can be placed ⬡⬡ with enemy models, Crystal Sources or Shrines. They are placed with their Squad card in Basic Mode.

Trickery / Venomous Kiss (x1, Setup: Attach & Charge by 1)

  • Trickery – Change Mode of the Succubus Squad.
  • Venomous Kiss – Enemy models ⬡⬡ with any Succubus have -1 INI and DEF. If the Succubus Squad is in Illusions Mode, enemy models ⬡⬡ have -1 to all Attributes instead.
  • Trickery – you can Change Mode even without activating the Succubus Squad. Venomous Kiss – if model Attributes drop below 0, they count as 0.

Dvergar Cavalry

Drillers – squad cards in Basic Mode and Drill Mode.

Emerge / Subterran Strike (Deployment card, x1)

  • Emerge – Place the Drillers ⬡⬡ with each other on any hexes on the board.
  • Subterran Strike – Place the Drillers in any hexes on the board in any Mode. You can Push any model regardless of their base size.
  • Emerge – when placing the Drillers, you can Push enemy models. Subterran Strike – you can Push models with a larger base size.

Overheat / Puncture (x1, Setup: Attach & Charge by 1)

  • Overheat – One Driller model gain +2 to an ATT roll. (1 use per payment).
  • Puncture – Only in Drill Mode. When you Attack models with a base of 3 hexes or larger, the Driller deals 1 additional Wound when Wounding.
  • Overheat – you may play this Action immediately after you roll, improving your result. Puncture – you have to deal a Wound in order to deal extra Wounds.

Refresh Crystals / Crystal Breaker (x3)

  • Refresh Crystals – Discard 1 card to refresh the Dvergar Crystal Pool.
  • Crystal Breaker – Only in Drill Mode. Destroy 1 Dvergar Crystal. You may remove from the board 1 Crystal Source ⬡⬡ with a Driller model to add 2 Crystals to the Dvergar Depleted Crystal Pool.
  • Refresh Crystals – discarding 1 card is a mandatory cost. Crystal Breaker – you remove a Crystal from your Crystal Pool or Depleted Pool. You must remove a Crystal Source to gain those 2 Crystals.

Crystal Repairs / Dynamite (x3)

  • Crystal Repairs – Destroy any number of Crystals from the Dvergar Crystal Pool to restore the same number of Endurance tokens of 1 chosen Squad.
  • Dynamite – Choose 1 Crystal Source within Range 1 of a Driller model. Check each model (yours or enemy's) ⬡⬡ with it for Hit. Effect: 1 Wound.
  • Crystal Repairs – remove Crystals from your Crystal Pool. You may restore Endurance tokens only up to their starting value and only to 1 Squad. Dynamite – it affects all models (enemy and yours).

Faceless Cavalry

Anathema – squad cards in Basic Mode and Abomination Mode.

Abomination Mode – in Abomination Mode, the Anathema have stat values of X, where X is number of ANATHEMA tokens on its Squad card.

Phototaxis / Chrysalis (Deployment card, x1)

  • Phototaxis – Place the Anathema ⬡⬡ with any Crystal Source.
  • Chrysalis – Place the Anathema anywhere on the board, in any Mode. You can Push. The Anathema starts with 2 ANATHEMA tokens.
  • Chrysalis – the Anathema start with 2 ANATHEMA tokens. The Anathema can Push when placed on the board.

Rapid Mutation / Abomination (x1)

  • Rapid Mutation – At the beginning of your Active turn you may Change Mode of the Anathema Squad card.
  • Abomination – Only in Basic Mode. At the end of your Active turn, the Anathema gets +1 ANATHEMA token.
  • Rapid Mutation – you can Change Mode without activating the Anathema Squad. You can Change Mode again normally during this Squad's Activation. Abomination – at the end of any Faceless Active turn, if the Anathema is on the board in Basic Mode, add 1 ANATHEMA token on its Squad card.

Note: the Abomination card says "At the end of your Active turn" while its explanation says "at the end of any Faceless Active turn". Both are kept as printed.

Reroll / Whack (x3)

  • Reroll – Reroll any 1 Faceless roll.
  • Whack – Only in Basic Mode. Choose 1 enemy model ⬡⬡ with the Anathema and Move it by 1 Space. Check chosen model for Hit. Add the number of ANATHEMA tokens to the roll. Effect: 1 Wound.
  • Whack – You can Push when moving the chosen model.

Autophagy / Tentacles (x3)

  • Autophagy – Sacrifice 1 Faceless model. Any 1 Faceless Squad with models ⬡⬡ with the Sacrificed model may restore up to 2 of its Endurance tokens.
  • Tentacles – Teleport X models (yours or enemy) within Range X and with a base smaller than 3 hexes ⬡⬡ with the Anathema. They cannot Push. X = Number of ANATHEMA tokens.
  • Tentacles – the number of ANATHEMA tokens on the Squad card determines the maximum number of Teleported models and the Range of the Action. Chosen models within Range are Teleported ⬡⬡ with the Anathema. Cost of this Action is 1 Crystal per Teleported model.

Reborn Cavalry

Forest Wraith – squad cards in Basic Mode and Wraith Mode.

Symbiosis / Manifestation (Deployment card, x1)

  • Symbiosis – Place the Forest Wraith ⬡⬡ with the Reborn Shrine and place 1 Thicket ⬡⬡ with the Forest Wraith.
  • Manifestation – Place the Forest Wraith in Wraith Mode in any empty hexes on the board and perform a Backstab with it. Until the end of this turn, the Forest Wraith gains +1 ATT for each Thicket connected to the Shrine ⬡⬡ with it.
  • Manifestation – when deploying the Forest Wraith, only count Thickets ⬡⬡ with it.

Photosynthesis / Forest Elemental (x3)

  • Photosynthesis – Charge all Enhancements of all Reborn Squads ⬡⬡ with any Thicket by 2 Charges.
  • Forest Elemental – Remove up to 3 Thickets from anywhere on the board. Place up to the same number of Thickets ⬡⬡ with the Forest Wraith.
  • Forest Elemental – you can place less Thickets than the number you removed.

Herbs / Spikes Explosion (x3)

  • Herbs – Restore 1 Endurance token to any Reborn model ⬡⬡ with any Thicket.
  • Spikes Explosion – Deal 1 Wound to the Forest Wraith. Check all models ⬡⬡ with the Forest Wraith for Hit. Effect: 1 Wound.
  • Spikes Explosion – you may kill your Forest Wraith that way, but it will give Victory Points to your opponent as if they had killed it.

Additional Wound / Thornbeast (x1)

  • Additional Wound – When the Forest Wraith is ⬡⬡ with the Reborn Shrine, it deals 1 additional Wound when Wounding.
  • Thornbeast – When the Forest Wraith kills a model, you may place a Thicket ⬡⬡ with the killed model.
  • Additional Wound – the enemy don't have to be ⬡⬡ with the Reborn Shrine to suffer the additional Wound. Thornbeast – Thicket may be placed only in empty hexes. If the Thicket cannot be placed, ignore this effect.

Rha-Zack Cavalry

Jumpsuit – squad cards in Basic Mode and Jump Mode.

Charge / Gravitron Punch (x3)

  • Charge – Charge all of your Enhancements by 1 Charge.
  • Gravitron Punch – Backstab 1 chosen enemy model ⬡⬡ with the Jumpsuit. Then, Move the chosen model by 3 Spaces. You can Push.
  • Gravitron Punch – first, perform the Backstab and then, regardless of the result, move the chosen model, following normal movement rules (you can Push).

Energy Cloud / Barrier (x3)

  • Energy Cloud – Reposition the Rha-Zack Shrine to any empty Space.
  • Barrier – Place 3 BARRIER tokens on 3 empty Spaces within Range 3 of the Jumpsuit. No model may enter these Spaces, unless it pays 1 Crystal. You may remove these tokens at any moment during your Active Turn.
  • Barrier – a model may move through a Space with a BARRIER token only by paying 1 Crystal. BARRIER tokens cannot be Pushed. The Rha-Zack player can remove the tokens anytime during their Active turn.

Temporary Setback / Lightning Strike (x1, Setup: Attach & Charge by 1)

  • Temporary Setback – When Wounded, you may lose VP instead of Endurance tokens.
  • Lightning Strike – Only in Jump Mode. You may Move (Range 3, ignoring Obstacles). You may Push any model, regardless of its base size. Check all Pushed models for Hit. Effect: 1 Wound. (Once per turn)
  • Temporary Setback – the player cannot lose VP below 0. If VP moves to 0, the player plays their turn to the end. Lightning Strike – it affects all Pushed models (enemy and yours).

Descend / From the Skies (Deployment card, x1)

  • Descend – Place the Jumpsuit in any empty hexes.
  • From the Skies – Place the Jumpsuit in any empty hexes. Check all models (yours and enemy) ⬡⬡ with Jumpsuit for Hit. Effect: 1 Wound.
  • From the Skies – it affects all models (enemy and yours).

The Darkness cards printed on page 12 (Prime Shadow) belong to the Prime Shadow entry and are not transcribed here.

World Eater Campaign

PVP campaign. Two players each choose a Faction and play a linked series of Scenarios on the World Eater campaign map. The narrative prologue, the faction story passages and the Script text are flavour and are omitted here, except where a Script carries a rule (sticker placement, Military Power, Scenario choice). Those rules are transcribed where they occur.

Campaign Setup

IMPORTANT! Please note that some campaign rules overwrite the standard guidelines for a Player vs Player game. Any exceptions are specified in the appropriate Scenarios. If a Scenario does not mention a certain aspect of the battle (such as player order, unit deployment, or starting Crystal Pool), it always means this aspect remains unchanged and plays out according to the standard rules found in the Rulebook. The same goes for the "Setup" section of each Scenario – it only contains unusual elements and non-standard placements that overwrite the regular battle setup procedure.

  • In this campaign players choose one Faction each and will play their Faction for the entire campaign. Two players cannot choose the same Faction.
  • Use basic Banners and Shrines while playing this campaign.
  • This campaign uses the World Eater campaign map. The Faction tracks on the campaign map are Military Power tracks, representing the number of soldiers, intelligence and supplies for each side. Put markers on slot 4 of both players' tracks.
  • Both markers can never be higher than 10 or lower than 0.
  • Whenever the Scenario asks you to do something outside of the standard battle turn sequence (e.g., read Scripts), do it in the order in which it is written.

Campaign Map Modifications

  • Sometimes a Script asks you to leave a sticker on a certain slot of the campaign map. These stickers may represent anything from razed settlements to strange powers unleashed due to your actions.
  • To keep the campaign map intact, you're never asked to remove any stickers from it. Instead, whenever Scenario requires you to disable any sticker, place a yellow Canceled sticker on top of it so that the number of the original sticker remains visible.
  • After you finish the campaign, leave all stickers on the map to mark permanent changes in the world of The Edge: Dawnfall. This may lead to unexpected results in further campaigns and let you discover parts of the story you might not have reached otherwise.
  • If you lose or abandon the campaign, disable all of its stickers and try again. If you run out of stickers, you may download and print them yourself, or use a simplified Save Sheet instead.

Starting Units and Decks

Each Faction has its own starting deck of 10 Action cards. Before each battle, after you read the Forces section, add any 5 Action cards to this deck. It will become your Action deck for the duration of this particular Scenario. This will allow you to prepare an Action deck to perfectly match your forces and play style.

  • Demons starting deck: Faith [x1], Horde [x1], Infection [x1], Infernal Power [x1], Mist [x2], Resurrection [x2], Rush [x1], Shadowzone [x1]
  • Chapter starting deck: Bash [x2], Guard [x1], Leap [x2], Overwatch [x1], Shoot [x2], Tactic [x1], Trap [x1]
  • Rha-Zack starting deck: Drill [x1], Jump [x1], Lightning [x1], Minelayer [x1], Ray [x1], Self-Repair [x1], Shock [x1], Shoot [x2], Time Jump [x1]
  • Dvergar starting deck: Chained Weapon [x1], Deflect [x2], Detonation [x1], Energize [x1], Marked for Death [x1], Protection [x1], Radiostation [x1], Risky Tactics [x2]
  • Reborn starting deck: Burrow [x1], Call of the Wilds [x1], Crawling Jungle [x1], Dragging [x2], Overgrow [x1], Seed [x2], Underground Strike [x1], Weakening [x1]
  • Faceless starting deck: Back to Source [x2], Bladespit [x2], Chosen Victim [x1], Hell [x1], Lurch [x2], Swarm [x2]

IMPORTANT! Unlike in standard games, campaign battles do not end when players run out of Action cards. If that happens, simply shuffle all your discarded cards and use them as your new deck.

Hero Token

In some Scenarios, you need to use a Hero Token, represented by your Faction's Victory Point token.

Time Track

Many battles in the campaign use the Time Track. Use the separate Time Track board, found in the Darkness expansion. The Time Track usually shows the end of the battle and all special events that happen during the encounter. Before a Scenario begins, place a Time Marker on slot 1 of the track, and then set up any Turn Markers listed in the Scenario on their corresponding slots. They will help you remember when an event triggers.

Please note that you increase the Time Track only after BOTH players have taken their turns.

Saving Campaign Progress

Although the campaign battles are mostly shorter than regular matches, the full campaign can still take many hours to complete. If you or your opponent wish to stop mid-game, simply take note of the current Scenario number and the status of both campaign tracks.

Then, simply fold and stow the game until you are ready to return. All of your Scenario choices are remembered thanks to a system of stickers that you put on the campaign map as the game progresses.

Scenario 1: First Contact

Introduction omitted (flavour).

Preparation

Demons player chooses:

  • Hedgehog takes more units with him. Read Script 15.
  • Hedgehog orders soldiers to fortify the crash site. Read Script 12.

Chapter player chooses:

  • Maybe some of the troops should go to Rations and New Beginning to recruit other border patrol members? Read Script 10.
  • There's no time to lose! Memento needs help, and the activity of other Factions is unsettling. Read Script 19.

Rha-Zack player chooses:

  • Send a query to the Stream to learn more about the signals from OB-A06. Read Script 17.
  • Send a query to the Stream to get the analysis of the battleground and enemy forces. Read Script 11.

Dvergar player chooses:

  • The enemies are inferior to Dvergar! Roe decides to send some troops away to find and secure nearby gas sources. Read Script 13.
  • Roe thinks that securing the artifact has the highest priority. They still have enough resources left. Read Script 18.

Reborn player chooses:

  • The Oracle sends some of her force north to help in the fight against the Evolutionists. Read Script 14.
  • The Oracle is confident that the Ancient Guard left in the settlement will manage to push the attacking army off. She is taking the whole army with her and presses into the wastes. Read Script 20.

Faceless player chooses:

  • A challenge before us! We rush into battle, confident that our fury and hunger will destroy our enemies! Read Script 16.
  • Some bodies remember that the more we are the stronger we are. Those bodies stop and feast in order to prepare for war. Read Script 21.

Setup

Set the battle according to the standard rules (pages 4-6 of the Rulebook) with the following exceptions:

  • Players do not set up their Shrines and do not use their Banners in this Scenario.
  • Players deploy only a part of their armies (more in the Forces section).
  • If you are asked to attach an Enhancement card before battle, use one that is not in your deck for this mission if possible. Do it before adding additional cards to your Action deck if possible.
  • Players do not give additional Crystals to their opponent for using Elite Squads.

Special Rules

  • Use the Time Track to count completed turns of the battle. Mark turns III and VI on the track.
  • Turn III: The rest of the forces arrive. Players deploy the second part of their armies using the standard rules. The battle continues.
  • Turn VI: Place sticker W06, "Prolonged Clash", on the corresponding slot of the campaign map. The battle continues.
  • Players do not earn Victory Points and the VP track remains unused.

Objectives

  • Both players have the same objective: kill 4 enemy models. Or, if the enemy sacrificed his models and there are fewer than 4 remaining, kill all enemy models instead. Track killed models with your Victory Point tokens.
  • Both players have the same reward: place your Faction's sticker on slot S1 of the campaign map. Gain 1 Military Power. Read Script 22.
  • Both players have the same Achievement condition: lose a model with a Hero token (more in the Forces section).

Forces

Demons forces

  • First part of the army:
    • Hedgehog (Bloodsmith Squad with only one model, a Hero token on the Squad card. It starts with the Infernal Rites Enhancement attached to its Squad card. Place 1 Charge token on it.)
    • 1 Dark Scholar Squad (partial Squad with two models)
  • Second part of the army:
    • The last model of the Dark Scholar Squad (it is added to the Squad already on the board, you can deploy them not in ⬡⬡ with the rest of the Squad's models)
    • 1 Gorehound
    • Second Dark Scholar Squad
  • Achievement: Read Script 7.

Chapter forces

  • First part of the army:
    • Jehl, Hunter of Fyrhome (Ranger Squad with only one model and a Hero token on its Squad card. It starts with the Firing Position Enhancement attached to its Squad card. Place 1 Charge token on it.)
    • 1 Pilgrim Squad (partial Squad with two models)
  • Second part of the army:
    • 1 Holy Knight
    • Two models of the Pilgrim Squad (they are added to the Squad already on the board, you can deploy them not in ⬡⬡ with the rest of the Squad's models)
  • Achievement: Read Script 25.

Rha-Zack forces

  • First part of the army:
    • RB-16S (Stream Guard Squad with one model and a Hero token on its Squad card. It starts with the Power Swords Enhancement attached to its Squad card. Place 1 Charge token on it.)
    • 1 Storm Bringer Squad (partial Squad with one model)
  • Second part of the army:
    • 1 Storm Bringer model (it is added to the Squad already on the board, you can deploy them not in ⬡⬡ with the rest of the Squad's models)
    • 1 Source Blade Squad (partial Squad with one model; if a Source Blade Squad was already present, add this model to their Squad)
  • Achievement: Read Script 29.

Dvergar forces

  • First part of the army:
    • Roe (Unbroken Squad with only one model and a Hero token on its Squad card. It starts with the Exoskeleton Enhancement attached to its Squad card. Place 1 Passive token on it, but don't place any Charge tokens.)
    • 1 Enkindled Squad (partial Squad with two models and only 1 Endurance token)
  • Second part of the army:
    • Second Unbroken Squad
    • 1 Gyrobot Squad (partial Squad with one model)
  • Achievement: Read Script 2.

Reborn forces

  • First part of the army:
    • Oracle (Oracle of Wrath Squad with only two Endurance tokens and a Hero token on its Squad card)
    • 1 Treemaid Squad (partial Squad with two models)
  • Second part of the army:
    • 1 Wyrm Squad
    • 1 Ancient Guard Squad (partial Squad with 1 model)
  • Achievement: Read Script 30.

Faceless forces

Place sticker W12, "Evolution", in the player's section on the campaign map.

  • First part of the army:
    • 1 Bladebreeder Squad with only one model (place a Hero token on its Squad card. Place an additional Endurance token on this Squad. This Squad starts in Joined mode.)
    • 1 Berserker Squad
  • Second part of the army:
    • Second Berserker Squad
    • 1 Fleshripper Squad (partial Squad with 1 model)
  • Achievement: Read Script 5.

Scenario 2: Battle in Memento's Ruins

Introduction narrative omitted (flavour). The rule lines in it are kept.

  • If a player chose the Demons Faction and sticker W06, "Prolonged Clash", is on the campaign map, the Demons player reads Script 1.
  • If sticker W03, "Analysis", is on the campaign map, the Rha-Zack player reads Script 4.

Setup

Set the battle according to the standard rules (pages 4-6 of the Rulebook) with the following exceptions:

  • This is only a reminder, but both players have access to their Shrines and Banners.
  • During this Scenario, a player whose Faction sticker is in slot S1 on the campaign map, places Debris on the Battlefield after placing Crystal Sources, using the same deployment rules as a Crystal Source. Debris is represented by Shadowgate Token. This player will also be a Countering player.
  • Put three Goal tokens (represented by small Campaign tokens) on Debris. Models can't be deployed in ⬡⬡ with Debris.
  • If you are asked to attach an Enhancement card before battle, use one that is not in your deck for this mission if possible. Do it before adding additional cards to your Action deck.
  • Players do not give additional Crystals to their opponent for using Elite Squads.

Special Rules

  • During passive turns players can get Goal tokens in the same way they harvest Crystals from Crystal Sources. Their models must be in ⬡⬡ with an uncontested Debris token. They don't get any Crystals from it. If any player gets two Goal tokens, remove Debris from the board. Goal tokens can't be gained in any way during Active turns.

Objectives

  • Both players have the same objective: Win through Victory Points or kill all enemies.
  • Both players have the same reward: Place your Faction's sticker on slot S2 on the campaign map. Gain 1 Military Power. Read Script 3.
  • Both players have the same special objective: Gain two Goal tokens from Debris. It is possible to lose this Scenario, but still achieve the special objective.
  • Both players have the same special reward: Place sticker W18, "Pulsating Crystal", in their player's section on the campaign map.

Forces

Demons forces

  • Hedgehog (Bloodsmith Squad with only one model, a Hero token on the Squad card. It starts with the Infernal Rites Enhancement attached to its Squad card. Place 1 Charge token on it.) If sticker W07, "Wounded Hedgehog", is in play don't place the Enhancement card.
  • 2 Gorehounds
  • 1 Master of Elements

Chapter forces

  • Jehl, Hunter of Fyrhome (Ranger Squad with only one model and a Hero token on its Squad card. It starts with the Firing Position Enhancement attached to its Squad card. Place 1 Charge token on it.) If sticker W08, "Wounded Jehl", is in play don't place the Enhancement card.
  • 2 Holy Knights
  • 1 Pilgrim Squad (partial Squad with only 2 models)

Rha-Zack forces

  • RB-16S (Stream Guard Squad with one model and a Hero token on its Squad card. It starts with the Power Swords Enhancement attached to its Squad card. Place 1 Charge token on it.) If sticker W09, "Damaged RB-16S", is in play don't place the Enhancement card.
  • 1 Source Blade Squad (partial Squad with 2 models)
  • 1 Storm Bringers Squad
  • 1 Stream Surfers Squad (partial Squad with 1 model)

Dvergar forces

  • Roe (Unbroken Squad with only one model and a Hero token on its Squad card. It starts with the Exoskeleton Enhancement attached to its Squad card. Place 1 Passive token on it, don't place any Charge tokens.)
  • 1 Unbroken Squad
  • 1 Enkindled (partial Squad with 2 models)
  • Achievement: Roe is killed. Read Script 2.

Reborn forces

  • Oracle (Oracle of Wrath Squad with only two Endurance tokens and a Hero token on its Squad card). If sticker W11, "Wounded Oracle", is in play put a Paralysis token on her base. It works as described on Reborn Faction Sheet.
  • 1 Blight Steed
  • 1 Wyrm Squad

Faceless forces

  • If sticker W12, "Evolution", is in the player's section on the campaign map, place sticker W15, "Rapid Evolution", on it. If not, place sticker W12, "Evolution", in the player's section on the campaign map.
  • Bladebreeder Squad with only one model (place a Hero token on a model. Place an additional Endurance token on this Squad. This Squad starts in Joined Mode.) If sticker W15, "Rapid Evolution", is in the player's section on the campaign map, this Squad starts in Evolved Mode instead.
  • 1 Harvester
  • 1 Berserker Squad
  • Achievement: Bladebreeder is killed. Read Script 5.

Scenario 3: East Wastelands Campaign

During this Scenario you will need to place the campaign map before you. After reading the introduction you will make decisions that will have an impact on this and the following Scenarios.

Introduction narrative omitted (flavour). The rule lines in it are kept.

  • Demons: Place a Faction Victory Point token on slot 9, "Demons camp", on the campaign map.
  • Chapter: Place a Faction Victory Point token the slot 1, "Fort Hope", on the campaign map.
    • If sticker W02, "Recruitment", is on the campaign map, gain 2 Military Power.
  • Rha-Zack: Place a Faction Victory Point token on slot 7, "Rha-Zack outpost", on the campaign map.
  • Dvergar: Place a Faction Victory Point token on slot 4, "Shadowgate", on the campaign map.
    • If sticker W04, "Gas Vein", is on the campaign map, gain 2 Military Power.
  • Reborn: Place a Faction Victory Point token on slot 2, "New Beginning", on the campaign map.
    • If sticker W05, "Reinforcements", is on the campaign map, gain 2 Military Power.
  • Faceless: Place a Faction Victory Point token the slot 6, "Crystal crater", on the campaign map.

Setup

The locations you control (you have your Faction Victory Point token on them) will give you various bonuses during this and future Scenarios. Here is the list of locations and bonuses they grant:

  • 1, Fort Hope – at the end of this Scenario, this location grants 2 additional points of Military Power.
  • 2, New Beginning – this location will grant you 1 Victory Point at the beginning of each battle.
  • 3, Memento – before each Dispersal you can perform a free mulligan.
  • 4, Shadowgate – before each Dispersal you can place a Speed token (represented by a Dark Point token) on one Squad. It will raise its Movement Attribute by 1.
  • 5, Rations – before each battle starts you can place 1 additional Endurance token on a Squad. The enemy won't get additional Victory Points for killing those models.
  • 6, Crystal crater – before each battle add 1 Crystal to your Depleted Pool.
  • 7, Rha-Zack outpost – before each Dispersal you can make a Move action with one model.
  • 8, Lake – this location will grant you a Crystal bonus in the last Scenario.
  • 9, Demons camp – this location will allow you to redeploy your Shrine just before Dispersal in each battle. It can be placed in ⬡⬡ with models, but still needs to be placed at least 2 spaces from Crystal Sources and enemy Shrine.
  • 10, Stony hill – this location will grant an Endurance bonus in the last Scenario.

Now read part 3-1.

Part 3-1 – Start Reading Here

In this Scenario, neutral Factions will be represented by Charge tokens. In this step, ignore Factions chosen by players.

  • Demons: Place a Charge token on location 9.
  • Chapter: Place a Charge token on location 1.
  • Rha-Zack: Place a Charge token on location 7.
  • Dvergar: Place a Charge token on location 4.
  • Reborn: Place a Charge token on location 2.
  • Faceless: Place a Charge token on location 6.

The faction story paragraphs that introduce each of these lines are omitted (flavour).

Now read part 3-2.

Part 3-2

Your armies control one of the locations on the eastern wastelands. Other Factions are also approaching. You need to act carefully. Your troops, scouts and resources are limited – they are represented by your Military Power.

Locations on the campaign map are connected with dotted lines. When you decide which location you want to conquer, remember that this area must be connected to one of the locations you already control.

Rules

  • You have access to one Block token (represented by an Endurance token) and one Attack token (represented by a Faction token).
  • A Block token can be placed only on a Route, represented by dotted lines on the map. The Block token blocks this Route (those locations are not connected for this turn).
  • An Attack token can be placed on a location that you want to conquer – it can be placed only on a location connected to one of the locations you control (with your Victory Point token).
  • You must spend Military Power to attack a location:
    • without any tokens – 1 Military Power
    • with a Charge token – 2 Military Power
    • with an enemy Victory Point token – 0 Military Power, but it will trigger a battle as described below.
  • Players can place their Attack tokens on the same location – they both need to pay first and then they set up a battle using the basic rules – they have access to Shrines, Banners and all Squads and cards. They can also use bonuses from controlled locations. The winning player conquers the territory.
  • Players make actions in this order: Demons, Chapter, Rha-Zack, Dvergar, Reborn, Faceless.

Turn

  • Both players place their Block tokens.
  • Both players place their Attack tokens. They may pass this move.
  • If at any moment a player does not control any locations, they can pay 2 Military Power to place their Attack token on any location.
  • Resolve battles (if needed).
  • Both players place their Faction Victory Point tokens on conquered locations.
  • Both players remove their Attack and Block tokens.
  • Perform 4 turns and read part 3-3. Use the Time Track to track these turns.

Part 3-3

  • Remove any remaining Charge tokens from the map.
  • Replace Victory Point tokens with Faction stickers.
  • Play Scenario 4.

Scenario 4: Crater Skirmish

Introduction narrative omitted (flavour). The rule lines in the faction paragraphs are kept.

Demons

  • If sticker W07, "Wounded Hedgehog", is on the campaign map, deactivate it.
  • If sticker W17, "The First Part", is in the Demons player's section on the campaign map, read Script 23.

Chapter

  • If sticker W08, "Wounded Jehl", is on the campaign map, deactivate it.
  • If sticker W17, "The First Part", is in the Chapter player's section on the campaign map, read Script 8.

Rha-Zack

  • If sticker W09, "Damaged RB-16S", is on the campaign map, deactivate it.
  • If sticker W17, "The First Part", is in the Rha-Zack player's section on the campaign map, read Script 26.

Dvergar

  • If sticker W17, "The First Part", is in the Dvergar player's section on the campaign map, read Script 31.

Reborn

  • If sticker W11, "Wounded Oracle", is on the campaign map, deactivate it.
  • If sticker W17, "The First Part", is in the Reborn player's section on the campaign map, read Script 38.

Faceless

  • If sticker W17, "The first part", is in the Faceless player's section on the campaign map, read Script 42.

Setup

Set the battle according to the standard rules (pages 4-6 of the Rulebook) with the following exceptions:

  • If sticker W18, "Pulsating Crystal", is in a player's section on the campaign map, that player can deactivate it to instantly gain 3 Temporary Crystals (they work in the same way as those described on Demons Faction Sheet). But this Crystal might be useful later...
  • The player whose Faction sticker is on slot S2 on the campaign map is a Countering player. The other is a Positioning player.
  • During step 12 of the Game Setup, the Positioning player deploys all of the Crystal Sources, and then the Crash Place (represented by a Shadowgate token with a Goal token on it; the Goal token is represented by a Small Campaign token).
  • The Positioning player deploys 1 Large Rough Terrain (represented by a Large Campaign token) and 2 Small Rough Terrain pieces (represented by Small Campaign tokens). Then, the Countering player deploys 3 Small Rough Terrain pieces. Rough Terrains can't be deployed in ⬡⬡ with Crystal Sources and Shrines.
  • If you are asked to attach an Enhancement card before battle, use one that is not in your deck for this mission if possible. Do it before adding additional cards to your Action deck.
  • Players do not give additional Crystals to their opponent for using Elite Squads.

Special Rules

  • If any model enters a Space with Large Rough Terrain, it receives 1 Wound.
  • If a model with a base of 1 hex enters a Hex with Small Rough Terrain, it receives 1 Wound.
  • Any player can try to get the artifact when one of their models is in ⬡⬡ with the Crash Place. During their passive turn this player rolls a red die. If the result is 4+, the player gains the Goal token. It represents the artifact and is placed at the model's base.
  • The player who gets the Goal token immediately gains 3 Victory Points (it's not important if the player gains it from the Crash Place or from the enemy.)
  • Any player can try to reclaim the Goal token – if they manage to Wound an enemy model with a Goal token in a combat sequence, he automatically takes the Goal token and places it on his model.
  • If the model carrying the Goal token is killed outside a Combat sequence, the token is put on one of the hexes occupied by the killed model. The owner of the killed model places the Goal token. To pick it up, any model has to stand on it (and picking it up gives 3 Victory Points.)
  • Use the Time Track to count completed turns of the battle. Mark turns III and VI on the track.
  • Turn III: Read Script 27.
  • Turn VI: Read Script 33.

Objectives

  • Both players have the same objective: Win the game through Victory Points or kill all enemy models.
  • Both players have the same reward: Gain 1 Military Power. Then, read Script 41.

Forces

Demons forces

  • Hedgehog (Bloodsmith Squad with only one model, a Hero token on the Squad card. It starts with the Infernal Rites Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 1 Gorehound
  • 1 Master of Elements

Chapter forces

  • Jehl, Hunter of Fyrhome (Ranger Squad with only one model and a Hero token on its Squad card. It starts with the Firing Position Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 2 Holy Knights

Rha-Zack forces

  • RB-16S (Stream Guard Squad with one model and a Hero token on its Squad card. It starts with the Power Swords Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 1 Stormbringer Squad
  • 1 Stream Guard

Dvergar forces

  • Roe (Unbroken Squad with only one model and a Hero token on its Squad card. It starts with the Exoskeleton Enhancement attached to its Squad card. Place 1 Passive token on it, but don't place any Charge tokens.)
  • 1 Enkindled Squad
  • Achievement: If the Roe is killed, read Script 2.

Reborn forces

  • Oracle (Oracle of Wrath Squad with only two Endurance tokens and a Hero token on its Squad card)
  • 1 Wyrm Squad
  • 1 Warbeast Squad

Faceless forces

  • Bladebreeder Squad with only one model (Place a Hero token on the model. Place an additional Endurance token on this Squad. This Squad starts in Joined mode.) If sticker W12, "Evolution", is in the player's section on the campaign map, this Squad starts in Evolved Mode instead. If sticker W15, "Rapid Evolution", is in play this Squad starts in Evolved Mode with another additional Endurance token.
  • 2 Berserker partial Squads with 2 models each

Scenario 5: Battle for Heart

Introduction narrative omitted (flavour).

Setup

Set the battle according to the standard rules (pages 4-6 of the Rulebook) with the following exceptions:

  • If sticker W18, "Pulsating Crystal", is in the Reborn player's section on the campaign map, read Script 34.
  • If sticker W18, "Pulsating Crystal", is in the Faceless player's section on the campaign map, read Script 37.
  • If sticker W16, "Darkness Embrace", is in the Dvergar player's section on the campaign map, read Script 47.
  • If sticker W17, "The First Part" or W19, "The Second Part" (or both of them), AND W18, "Pulsating Crystal", are in a player's section on the campaign map, the player with those stickers reads Script 39.
  • Players add 10 cards to their decks, instead of 5.
  • Players may pay (as many times as they are able):
    • 2 Military Power, to build their whole Action decks (containing 20 cards of their choice).
    • 1 Military Power, to add 1 temporary Crystal to the Crystal starting pool (use the Demons Faction tokens).
    • 1 Military Power, to deploy 1 model outside the standard rules (e.g. in ⬡⬡ with a Crystal Source, not in ⬡⬡ with other models from its Squad etc.).

Remember: If you haven't conquered many locations on the map during Scenario 3, it would be wise to have some Military Power at the end of this Scenario.

  • The player controlling location 8 on the campaign map gets 1 additional Crystal.
  • The player controlling location 10 on the campaign map, gets 2 additional Endurance tokens. He must place them on two different Squads. It can take those Squads' Endurance above their starting value.
  • Before deployment of Shrines, the Positioning player places the World Eater Heart model on a space at least 3 spaces from the edges of the board.
  • Shrines, Crystal Sources and models can't be deployed in Range 1 of the World Eater Heart.
  • Prepare the World Eater Heart card and place its respective amount of Endurance tokens on top.
  • After deploying Crystal Sources, each player (starting with the Positioning Player) deploys 1 Darkness Tentacle (represented by a Totem model).
  • If you are asked to attach an Enhancement card before battle, use one that is not in your deck for this mission. Do it before adding additional cards to your Action deck.
  • Players do not give additional Crystals to their opponent for using Elite Squads.

Special Rules

  • At the end of any player's Passive turn, all models in ⬡⬡ with Darkness Tentacles receive 1 Wound.
  • Darkness Tentacles can be Pushed in the same way as models with a 1-hex base.
  • If sticker W17, "The first part", is in any player's section on the campaign map, it can be deactivated at any moment to block activation of the World Eater Heart and deal it 1 Wound.
  • If sticker W19, "The Second Part", is in any player's section on the campaign map, it can be deactivated to activate the World Eater Heart instead of one of this player's models, and make Movement and Combat actions.
  • If sticker W18, "Pulsating Crystal", is in a player's section on the campaign map, that player can deactivate it, to instantly gain 3 Temporary Crystals (they work in the same way as those described on Demons Faction Sheet).
  • Use the Time Track to count completed turns of the battle. The Time Track is used to determine when the World Eater Heart activates (described below).
  • World Eater Heart activation:
    • The World Eater Heart activates after every odd turn (so when the Time Marker moves on to space 2, 4 and so on). Then it targets:
      • The closest model. If there is a tie:
        • The model with the biggest base. If there is still a tie:
        • The model with the lowest Initiative. If there is still a tie:
        • The player with the less Victory Points chooses the target (in case of a tie, the player with more Military Power chooses; if there is still a tie, roll a die).
    • Then it moves in ⬡⬡ with the target (the player with fewer Victory Points moves it according to the rules above) and starts a combat sequence.
    • The World Eater may Push. The player with the less Victory Points performs the Push (in case of a tie, the player with more Military Power chooses; if there is still a tie, roll a die).

Objectives

  • Both players have the same objective: Win through Victory Points or kill all enemy models.
  • Special objectives can be only achieved when you read their descriptions in the Scripts section.

Forces

Demons forces

  • Hedgehog (Bloodsmith Squad with only one model, a Hero token on the Squad card. It starts with the Infernal Rites Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 1 Succubus Squad
  • 1 Son of Khyber
  • 1 Master of Elements
  • 1 Gorehound
  • Reward: Read Script 48.
  • Special reward: Read ENDING 7 instead.

Chapter forces

  • Jehl, Hunter of Fyrhome (Ranger Squad with only one model and a Hero token on its Squad card. It starts with the Firing Position Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 1 Holy Rider Squad
  • 1 Angel of Death
  • 1 Purge Doctor Squad
  • 1 Holy Knight
  • Reward: Read Script 48.
  • Special reward: Read ENDING 6 instead.

Rha-Zack forces

  • RB-16S (Stream Guard Squad with one model and a Hero token on its Squad card. It starts with the Power Swords Enhancement attached to its Squad card. Place 1 Charge token on it.)
  • 1 Jumpsuit
  • 1 Infinity Angel
  • 1 Source Blade Squad
  • 1 Storm Bringer Squad
  • Reward: Read Script 48.
  • Special reward: Read ENDING 8 instead.

Dvergar forces

  • Roe (Unbroken Squad with only one model and a Hero token on its Squad card. It starts with the Exoskeleton Enhancement attached to its Squad card. Place 1 Passive token on it, but don't place any Charge tokens.) If sticker W23, "Deceased Roe", is in the player's section on the campaign map, don't place the Enhancement card.
  • 1 Driller Squad
  • 1 Flamekeeper Squad
  • 1 Enkindled Squad
  • 1 Avenger
  • Reward: Read Script 48.
  • Special reward: Read Script 49 instead.

Reborn forces

  • Oracle (Oracle of Wrath Squad with only two Endurance tokens and a Hero token on its Squad card) – if sticker W21, "Oracle Reborn", is in play she starts with 4 Endurance tokens instead.
  • 1 Forest Wraith
  • 1 Ancient Guard Squad
  • 1 Wyrm Squad
  • 1 Blight Steed
  • Reward: Read Script 50.

Faceless forces

  • Bladebreeder Squad with only one model – only if sticker W22, "New Shatterer", is not on the campaign map. Place an additional Endurance token on this Squad. Place a Hero token on the model. This Squad starts in Joined mode. If sticker W12, "Evolution", is in the player's section on the campaign map, this Squad starts in Evolved Mode instead. If sticker W15, "Rapid Evolution", is in play this Squad starts in Evolved Mode with another additional Endurance token.
  • 1 Shatterer – only if sticker W22, "New Shatterer", is on the campaign map.
  • 1 Anathema
  • 1 Berserker Squad
  • 1 Harvester
  • 1 Fleshripper Squad
  • Reward: Read Script 51.

Scripts

Each Script is read when a Scenario, Reward or Special Reward sends you to it. The narrative paragraphs in each Script are flavour and are omitted; the rule lines are transcribed.

Script 1

  • If sticker W01, "Memento Fortifications", is on the campaign map, read Script 6. If not, continue the game preparation.

Script 2

  • If sticker W16, "Darkness Embrace", is in the player's section on the campaign map, immediately read Script 28.
  • If sticker W10, "Darkness Taint", is in the player's section on the campaign map, immediately read Script 40.
  • Place sticker W10, "Darkness Taint", in the player's section on the campaign map. The battle continues.

Script 3

  • If the Demons player lost, and sticker W13, "Surprise", is on the campaign map, read Script 9. If the Demons player won, read Script 32.
  • If sticker W06, "Prolonged Clash", is on the campaign map, read Script 24.
  • Else, read Script 35.

Script 4

  • At the beginning of the battle, you can take 1 Goal token from the Debris. Continue the game preparation.

Script 5

  • Deactivate sticker W12, "Evolution" (or W15, "Rapid Evolution"), in the player's section on the campaign map. The battle continues.

Script 6

  • Place sticker W13, "Surprise", in the player's section on the campaign map. Continue the game preparation.

Script 7

  • Place sticker W07, "Wounded Hedgehog", in the player's section on the campaign map. The battle continues.

Script 8

  • Continue the game preparation.

Script 9

  • The Demons player places sticker W17, "The First Part", in their section on the campaign map. The player that won the battle can sacrifice 2 Military Power to send a fast unit to reclaim this part. If the winning player does so, they place this sticker in his section instead. Play the next Scenario.

Script 10

  • Place sticker W02, "Recruitment", on the appropriate slot on the campaign map. Continue the game preparation.

Script 11

  • When deploying forces you gain an additional Source Blade Squad with only 1 model. Continue the game preparation.

Script 12

  • Place sticker W01, "Memento Fortifications", on the appropriate slot on the campaign map. Continue the game preparation.

Script 13

  • Place sticker W04, "Gas Vein", on the appropriate slot on the campaign map. Continue the game preparation.

Script 14

  • Place sticker W05, "Reinforcements", on the appropriate slot on the campaign map. Continue the game preparation.

Script 15

  • When deploying forces you gain an additional Gorehound Squad. Continue the game preparation.

Script 16

  • Before the first round (after Dispersal) you can make a Move and initiate Combat using the model with a Hero token on it. You can't play any Action cards. Continue the game preparation.

Script 17

  • Place sticker W03, "Analysis", on the appropriate slot on the campaign map. Continue the game preparation.

Script 18

  • When deploying forces you gain an additional Gyrobot Squad with only one model. Continue the game preparation.

Script 19

  • When deploying forces you gain an additional Holy Knight model during this Scenario. Continue the game preparation.

Script 20

  • When deploying forces you gain an additional Blight Steed Squad. Continue the game preparation.

Script 21

  • Increase your Military Power by 2. Continue the game preparation.

Script 22

  • Play the next Scenario.

Script 23

  • The battle continues.

Script 24

  • The player who won the battle can sacrifice 2 Military Power to send a fast unit to reclaim the artifact. If so, the player places sticker W17, "The First Part", in their section on the campaign map. Play the next Scenario.

Script 25

  • Place sticker W08, "Wounded Jehl", in the player's section on the campaign map. The battle continues.

Script 26

  • Continue the game preparation.

Script 27

  • Demons – prepare a Succubus Squad card and put the Appearance Cavalry card on it. Attach the Venomous Kiss Enhancement and put a Charge token on it. Shuffle one Apparitions card and one Soul Steal card into the Action deck.
  • Chapter – prepare a Holy Riders Squad card and put the Winged Charge Cavalry card on it. Attach the Gallop Enhancement and put a Charge token on it. Shuffle one Dying Breath card and one Trample card into the Action deck.
  • Rha-Zack – prepare the Jumpsuit Squad card and put the From the Skies Cavalry card on it. Attach the Lightning Strike Enhancement and put a Charge token on it. Shuffle one Barrier card and one Gravitron Punch card into the Action deck.
  • Dvergar – prepare the Drillers Squad card and put the Subterran Strike Cavalry card on it. Attach the Puncture Enhancement and put a Charge token on it. Shuffle one Crystal Breaker card and one Dynamite card into the Action deck.
  • Reborn – prepare the Forest Wraith card and put the Manifestation Cavalry card on it. Attach the Thorn Beast Enhancement and put a Charge token on it. Shuffle one Forest Elemental card and one Spikes Explosion card into the Action deck.
  • Faceless – prepare the Anathema Squad card and put the Chrysalis Cavalry card on it. Attach the Abomination Enhancement. Shuffle one Whack card and one Tentacles card into the Action deck.
  • From now on, players can use their cavalry. The battle continues.

Script 28

  • Deactivate sticker W16, "Darkness Embrace". Place sticker W20, "Darkness Power", in the player's section on the campaign map. The battle continues.

Script 29

  • Place sticker W09, "Damaged RB-16S", in the player's section on the campaign map. The battle continues.

Script 30

  • Place sticker W11, "Wounded Oracle", in the player's section on the campaign map. The battle continues.

Script 31

  • Continue the game preparation.

Script 32

  • The Demons player places sticker W17, "The First Part", in the player's section on the campaign map. Play the next Scenario.

Script 33

  • The battle ends. Continue to the next Scenario.

Script 34

  • Deactivate sticker W18, "Pulsating Crystal". Place sticker W21, "Oracle Reborn", in the player's section on the campaign map. Continue the game preparation.

Script 35

  • The player that won the battle places sticker W17, "The First Part", in their section on the campaign map. Play the next Scenario.

Script 36

  • You gain a special objective: Place 4 Crystals on the World Eater Heart card and win the Scenario. At the end of the Scenario you must have an active sticker W18, "Pulsating Crystal", in your section on the campaign map.
  • Every time you manage to deal a Wound to the World Eater Heart in the Combat sequence, you can place a Crystal from your Crystal Pool (it can be a Temporary Crystal) on its card instead of dealing the Wound.
  • Continue the game preparation.

Script 37

  • Deactivate sticker W18, "Pulsating Crystal" and W12, "Evolution" (or W15, "Rapid Evolution"). Place sticker W22, "New Shatterer", in the player's section on the campaign map.
  • Continue the game preparation.

Script 38

  • Continue the game preparation.

Script 39

  • If you are the Demons player, read Script 36.
  • If you are the Chapter player, read Script 43.
  • If you are the Rha-Zack player, read Script 44.
  • If you are the Dvergar player, read Script 45.

Script 40

  • Place sticker W16, "Darkness Embrace", in the player's section on the campaign map. The battle continues.

Script 41

  • The player who won the battle places sticker W19, "The Second Part", in their player's section on the campaign map.
  • Play the next Scenario.

Script 42

  • Continue the game preparation.

Script 43

  • You gain a special objective: When you win the battle, the World Eater Heart must be still alive and you must have sticker W18, "Pulsating Crystal", and at least one of the stickers W17, "The First Part", or W19, "The Second Part" active.
  • Continue the game preparation.

Script 44

  • You gain a special objective: Deactivate the World Eater Heart and win the battle. At the end of the Scenario sticker W18, "Pulsating Crystal", must be in your section on the campaign map.
  • To deactivate the World Eater Heart you need to deal it a Wound and then destroy 5 Crystals. Then remove the World Eater Heart model from the board.
  • Continue the game preparation.

Script 45

  • If sticker W20, "Darkness Power", is on the campaign map, immediately read Script 46.
  • You gain a special objective: Claim the World Eater Heart and win the battle.
  • To claim the World Eater Heart you have to deal it a Wound in the combat sequence, when it has 1 or fewer Endurance tokens. If you manage to deal a Wound, you claim the World Eater Heart. Remove its model from the board.
  • The battle continues.

Script 46

  • During this Scenario, Dvergar models can't receive Wounds from Darkness Tentacles.
  • You lose your objective – you can't win using normal conditions. You must win by achieving your special objective.
  • You gain a special objective: Destroy the World Eater Heart. It must be destroyed by a Dvergar player action. The battle will immediately end when the World Eater Heart is killed.
  • Continue the game preparation.

Script 47

  • Place sticker W23, "Deceased Roe", in the player's section on the campaign map.
  • Continue the game preparation.

Script 48

  • If your Military Power is higher than 2 or you control at least 3 locations on the campaign map, read ENDING 2. If not, read ENDING 1.

Script 49

  • If sticker W20, "Darkness Power", is in your player's section, read ENDING 9. If not, read ENDING 5.

Script 50

  • If your Military Power is higher than 3 or you control at least 3 locations on the campaign map, read ENDING 3. If not, read ENDING 1.

Script 51

  • If your Military Power is higher than 3 or you control at least 3 locations on the campaign map, read ENDING 4. If not, read ENDING 1.

Endings

The narrative paragraphs of each Ending are flavour and are omitted. The sticker placements and end-of-campaign lines are transcribed.

Ending 1

  • Place sticker W24-A, "Dark Wastelands", on slot W24 on the campaign map.
  • The campaign has ended. The players have lost.

Ending 2

  • Congratulations!
  • If you want to explore other endings, play again. Remember: you are fighting to reclaim parts of the World Eater, so focusing on this task can help you achieve them.

Ending 3

  • Place sticker W24-B, "Reborn Evolution", on slot W24 on the campaign map.
  • Congratulations!

Ending 4

  • Place sticker W24-C, "Self-awareness", on slot W24 on the campaign map.
  • Congratulations!

Ending 5

  • Place sticker W24-D, "Personal Device Revolution", on slot W24 on the campaign map.
  • Congratulations!

Ending 6

  • Place sticker W24-E, "World Eater" and Chapter Faction's Sticker, on slot W24 on the campaign map.
  • Congratulations!

Ending 7

  • Place sticker W24-E, "World Eater" and Demons Faction's Sticker, on slot W24 on the campaign map.
  • Congratulations!

Ending 8

  • Place sticker W24-F, "World Eater Analysis", on slot W24 on the campaign map.
  • Congratulations!

Ending 9

  • Place sticker W24-A, "Dark Wastelands", on slot W24 on the campaign map.
  • The campaign has ended. The players have lost.
  • Scenario 2: Battle in Memento's Ruins
    • Setup
    • Special Rules
    • Objectives
    • Forces
  • Scenario 3: East Wastelands Campaign
    • Setup
    • Part 3-1 – Start Reading Here
    • Part 3-2
    • Part 3-3
  • Scenario 4: Crater Skirmish
    • Setup
    • Special Rules
    • Objectives
    • Forces
  • Scenario 5: Battle for Heart
    • Setup
    • Special Rules
    • Objectives
    • Forces
  • Scripts
  • Endings
  • The World Eater Heart always uses the yellow die.
  • Killing the World Eater Heart gives 4 Victory Points.