Wildlands: Map Pack 2 – The Fall of the Dark House
Wildlands: Map Pack 2 – The Fall of the Dark House Rulebook
Table of Contents
Table of Contents
Components
- Rulesheet
- 2 Double-sided boards
The Mansion
The Mansion stands at once as a testament to the wealth of a bygone dynasty, and as a reminder that even the greatest houses eventually fall.
A Board in Two Halves
To play on the Mansion map, place the two boards included in this expansion as pictured, leaving a small gap between them. These function as separate maps, but they are connected by three different stairways.
Stair spaces are indicated by the outline of their core. For the purposes of movement and area attacks, each stair space counts as adjacent to the stair space with the matching outline. Matching stair spaces do not have line of sight to one another.
The outlines of the cores on these spaces indicate they are stair spaces.
Cores with Two Numbers
Some spaces on the board have two numbers in their core. That means that up to two characters or shards can start the game on those spaces. If this would result in a tie for first player, randomise between the tied players.
Two-Player Only
The Crypt map and the Maze map can be used with two players only. During setup, find and remove map cards 26 to 42.
The Hedge Maze
Once the centrepiece of a magnificent estate, some of the hedgerows surrounding the cobbled paths have given way to cruel thorns.
Thorns
Some spaces are separated by thorns, as indicated by a dashed line. Spaces separated by thorns do not have line of sight, but they are considered adjacent to one another. Characters can move through thorns – but must do so at a cost.
When a character moves between two spaces connected by thorns, that character takes one damage. You can play a card with cover to prevent that damage, even if the space your character is on does not have cover. If your character is knocked out because of moving through thorns, give it to the opposing player – it counts as a point for them.
The dashed line indicates that there are thorns between two spaces. To move through them, you will need to spend a card with cover or take one damage.
The Crypt
Nobody has set foot in these catacombs for centuries. Those who search through the crumbling stonework may discover ancient magic that is best left undisturbed…
Curses
There are five tomb spaces on the board, each indicated by the outline of its core. During setup, place a shard belonging to an unused faction on each tomb space. These are curses.
If a character moves onto or is revealed on a space with a curse, that character is cursed. Take the shard and place it on the character card, and then draw an action card. If you already have seven cards in your hand, do not draw a card.
Whenever a character gains a curse, every other character with a curse takes one damage for each curse on their character card. If your character is knocked out because of a curse, give it to the opposing player – it counts as a point for them.
The outline of the core on space 12/13 indicates that it is a tomb space.