Time of Legends: Joan of Arc – Unleash Hell
Time of Legends: Joan of Arc – Unleash Hell Rulebook
Table of Contents
Table of Contents
Scenario: Corruption and Sham
August 1409
Players: 1-2
Rounds: 5
Unholy side: The Devil and the Corrupted Units.
Corruption and Sham is a Co-op scenario that can also be played as solo (see Variant: Playing Solo, below). At the beginning of the game, decide how you are going to play this scenario (Co-op or Solo) and the level of difficulty (Medium or Hard).
Victory Conditions
Players win the game if the Unholy army is destroyed before the end of the 5th round.
Players lose the game:
- If at the end of the 5th round the Unholy army is not destroyed.
- Depending on the difficulty, if a certain number of Unholy units are removed from the board (Medium: 2 units, Hard: 1 Unit).
Rewards
For each Corrupted Unit destroyed, players gain 1 [token icon].
Forces Shown on the Scenario Page
- Player 1: Hero (Level 2 - Holy), 2 Foot Knights, 4 Sergeants-at-arms, 4 Provincial Militia.
- Player 2: Mounted Hero (Level 2), 2 Mounted Knights, 2 War Hounds, 5 Provincial Militia.
- Archangel Gabriel: see Special Rule "The Archangel's Descent".
- Unholy side: The Devil (see The Devil, below).
Deployment
Do not create a Sky board.
Before the beginning of the game, place the tokens numbered 1 through 4 face down in the blue deployment areas. Place then the tokens numbered 5 through 8 in the red deployment areas.
Flip all face down tokens.
Each token represents a group of units, as shown in the Unit Chart (see Special Rule "Unit Chart"), which are played by each player separately. Player 1 controls the units deployed in the blue areas, while Player 2 controls units deployed in the red areas.
The Devil's deployment hexagon is the hex marked "The Devil's deployment hexagon" on the map.
Special Rules
Round Order
In this scenario, a round consists of the 6 following phases:
- Council Phase
- 1st Player turn
- 2nd Player turn
- The Devil's turn
- Corrupted Units turn
- Camp Phase
Demonic Behavior
In case of a gigantic attack, the Devil will always allocate its dice on the areas containing the most units, in the following order: Trample, Kill, Disrupted, Push. If multiple areas fulfill this criteria, players choose. Do not forget to roll 1 extra Gigantic dice due to the Devil's ability. The Devil always Follows up after his gigantic attack, if possible.
If the Devil's gigantic attack inflicts a Trample result, the Devil must Follow-up after combat if possible, and then perform a melee attack against the adjacent area containing the least enemy units. If multiple areas fulfill this criteria, the Devil will target that area following the Special Rule "Devil's Targets". If there are still multiple areas, players choose one of them.
If one of the Devil's attacks inflicts any Push result to enemy units, those units are Pushed following the Special Rule "Devil's Targets", and according to this template. First unit is pushed back to area 1. Continue pushing units clockwise (2, 3, etc.) according to the template. If more than 6 units are pushed back, start again from Area 1.
Push template (as printed): six numbered areas around a hexagon, 1 to 6 in clockwise order.
In this scenario, the Devil's behavior follows precise rules: he will first try to perform action A and if that is not possible he will perform Action B.
A) The Devil performs a gigantic attack against an adjacent hex containing 4 or more enemy units. If multiple hexes fulfill this criteria, the Devil will target the North-Westernmost hex.
B) The Devil targets the area in the Northmost hex on the board containing the least enemy units. In case of multiple areas that fulfill this criteria, the Devil will target that area following the Special Rule "Devil's Targets". If there are still multiple areas, players choose one of them. Place the Devil on a hex adjacent to the targeted area (if that hex contains any terrain elements, remove them from play before placing the Devil in the hex).
The Devil then performs a gigantic attack against an adjacent hex containing 4 or more enemy units. If no hex fulfills this criteria, the Devil performs a melee attack against the adjacent area containing the least enemy units. If multiple areas fulfill this criteria, the Devil will target the North-Westernmost hex.
Once per round, after the Devil has performed an action, roll the Doom dice:
- On a Rally result, the Devil performs a melee attack against the adjacent area containing the least enemy units. If multiple areas fulfill this criteria, the Devil will target that area following the Special Rule "Devil's Targets". If there are still multiple areas, players choose one of them.
- On a Death result, the Devil performs a gigantic attack against an adjacent hex containing the most enemy units. If multiple areas fulfill this criteria, the Devil will target the North-Westernmost hex.
- On a Delayed Rally result, activate all Corrupted Units (Special Rule "Corrupted Units Behavior"). If there are no Corrupted Units on the board, roll the Doom dice again.
- On a Disrupted result, inflict 1 non-preventable Kill, to 1 enemy Character adjacent to the Devil by targeting first the Mounted Hero, then the Hero and finally Archangel Gabriel. If no Characters are adjacent to the Devil upon resolving this effect, players choose one of their units to suffer that Kill.
Corrupted Units Behavior
The Corrupted Units are trying to reach the Unholy Rally Point in order to leave the board. Each Corrupted Unit will first try to perform action C and if that is not possible they will perform action D.
C) If Corrupted Units are in an area with Unholy Rally point, remove them from the board.
D) If Corrupted Units are not in the area with Unholy Rally Point, they perform a Movement action towards Unholy Rally Point following the shortest path. In multiple paths fulfill this criteria Corrupted Units follow the path without enemy units. If none or all multiple shortest paths fulfill this criteria, players choose. If their movement is prevented by the presence of enemy units in the area, the Corrupted Units will perform a melee attack against these units' area instead of their movement action.
Devilish Corruption
Each time the Devil Disrupts or Kills a player's unit, place that unit in the free or allied area adjacent to the Devil closest to the Unholy Rally Point. If multiple areas fulfill this criteria, players choose. This unit is now Corrupted, and belongs to the Unholy army.
Whenever a Corrupted Unit suffers a Kill or Disrupted result, it is immediately destroyed.
Soul Siphoning
For each Kill result inflicted by the Devil to a player's unit, remove 1 Wound from the Devil's unit board.
Desperate Measures
In this scenario, Upkeep doesn't need to be paid to keep Characters at their Level 2.
Anytime during Player's turn, spend 3 [token icon] to retrieve the Reroll Token.
The Archangel's Descent
Archangel Gabriel descends from Heaven to aid in the Devil's defeat.
- Medium difficulty: The Archangel Gabriel (Level 2) is deployed on any of the 2 Holy Rally Points at the beginning of the 3rd round.
- Hard difficulty: The Archangel Gabriel (Level 2) is deployed on any of the 2 Holy Rally Points at the beginning of the 4th round.
When playing with 2 players, both players can activate Archangel Gabriel as long as there is no Order to his area.
Archangel Gabriel card text (as printed): Bodyguard - Jump 2 - Terror 2. When attacking: If Gabriel rolls at least 1 [icon], he may perform a move action after the attack.
The Devil's Targets
In this scenario, the Devil will always prioritize its attack targets using the following chart:
- Mounted Hero,
- Hero,
- Mounted Knights,
- Foot Knights,
- Sergeants-at-arms,
- War Hounds,
- Provincial Militia,
- Archangel Gabriel.
Rivalry
Units from the two allied armies cannot be located in the same area in this scenario, and can only be activated by their owner.
Teamplay
Orders played by either player aren't removed from the board at the end of their turn. They are only removed from the board at the end of each round. Interrupt Orders can be played by players during their ally's turn.
Allied players place all earned [token icon] and [token icon] tokens in a common pool, that can be used by both players.
The Devil
Unit card text (as printed):
- Terror 2 - Targeting - Fireproof
- At any time, you may spend 2 [token icon] to gain 1 [token icon].
- Each time The Devil performs a gigantic attack, roll an extra [Gigantic die] and allocate each result to the area of your choice until all areas of the trampled hexagon have one result.
- Once per turn, you may spend 1 [token icon] and roll 1 [Gigantic die]: on a [icon] result, an enemy Troop of your choice moves into an adjacent allied area and becomes Unholy, under your control.
Unit Chart
| Token number | Units |
|---|---|
| 1 | 1 Foot Knights, 1 Sergeants-at-arms |
| 2 | 2 Sergeants-at-arms, 1 Provincial Militia |
| 3 | 1 Foot Knights, 1 Sergeants-at-arms, 1 Provincial Militia |
| 4 | Hero Level 2, 2 Provincial Militia |
| 5 | 2 War Hounds |
| 6 | 1 Mounted Knights, 2 Provincial Militia |
| 7 | Mounted Hero, 2 Provincial Militia |
| 8 | 1 Mounted Knights, 1 Provincial Militia |
Variant: Playing Solo
When you play this scenario with only 1 player, use all the Special Rules, except Teamplay and Rivalry.
A round consists of the 5 following phases:
- Council Phase
- Player's turn
- The Devil's turn
- Corrupted Units turn
- Camp Phase
At the beginning of each round, gain 1 Command Order per Character under your control.