Scenary
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Scenary

Каждое Великое Древо Кельда проживая свой жизненный цикл, проходит через этап становления Аэнтом-Стражем. В течение сотен лет они без устали обходят лесные рощи, безжалостно расправляясь с нежеланными гостями леса. После этого, найдя подходящее место, они оседают, пуская корни в землю и вырастая до Великих Древ.

Scenary Structure

This chapter describes 14 classic game Scenarios available for the game. Players choose together a scenary for the game or choose a scenary randomly with special tableю Along with the release of new game Miniatures and Factions, the game will also introduce players to new Scenarios.

Each Scenario has list with its own structure.

Deployment Scheme

Example Of Scenario Deployment Scheme

Deployment Scheme shows:

Type of battlefield that is recommended for the Scenario. If desired, players can replace it with another one. Choosing the battlefield in the scenario is a recommendation, but not a obligatory rule.

Player Deployment zones. Which Hexons do the players place their Miniatures on in "Step III:    Deployment"

Deploy of all the Objects necessary for the Scenario on the battlefield: Volume Landscape and Flat Terrain, Markers.

List of Objects

Volume Landscape

An element that is a multiple of a Hexon, displayed as a tile or Minature of the Landscape.

Ethereal Vortex

"Ethereal Vortex" tile. The number in the center indicates the "Supply of Ether", the red arrow indicates the orientation.

Scenario Markers

A double-sided tile the size of a Hex. On one side of the Marker is an image of the Tornscape symbol, while on the reverse is one of the four Domains.

Targets and Victory Points

Conditions for getting Victory Points (or VP) are described in the lower half of the Scenary List. Player with more victory points is considered the winner of the game. If both players scored an equal number of points, then the result of the game is a draw.

Number of Turns

Each scenario is limited to number of game Turns. On the Scenary List, the number of game Moves is displayed as an image of a sealing wax seal with a roman numeral applied to it.

Script Markers

Depending on the conditions of the Scenario, players use one of the two sides of the Marker as the front on the battlefield. There are two types of Scenary Markers that Miniatures contact with.

Portable Marker

A miniature that performs the action of Take, selecting a Marker as a target, removes it from the battlefield. The player marks the presence of a Miniature Marker, either by placing it on the Miniature Card, or by placing it under the Miniature that carries the Marker.

Portable Markers most often represent objects like artifacts and relics of the past, scattered in all Torn.

Linked Marker

Miniature that performs the action of Take by selecting a Marker as a target becomes linked with it. The marker remains on the battlefield and follows the rules.:

Marker always occupies an adjacent Hex with an linked Miniature; When moving or ejection, the player moves the Marker, placing it in any adjacent Hex with an associated Miniature.

Linked Markers most often imply either heavy objects or characters that need to be accompanied.

Marker Rules

Miniature cannot be in the same Hex as the Marker. He is either ejected out if possible, or the Miniature cannot occupy the Hex occupied by him if ejection is not possible.


Important! Infantry Miniatures can eject Portable Markers.

One Miniature cannot hold more than one Marker, unless the Scenary conditions or the properties of the Miniature say otherwise.

If a Miniature with a Portable Marker is died, then the Marker occupies the Hex of the deceased Miniature.

Prisoner Marker

Miniature markers of "Prisoners"

Often, "Linked Markers" have indicators of Defence and the Number of Wounds. This markers are called "Prisoners", and they can be displayed with special Miniatures. All Prisoners have the keyword Living and are considered Infantry Miniatures. Unless otherwise specified in the scenary, all Prisoners have the following rules:

By taking a Prisoner with the Take action, the player can place it in any free adjacent hex from the Miniature that took it.

Prisoner cannot become the original target of the God Cards, but can still be affected by a card that did not choose him as the target of the effect. For scenarios that take away VP for killing a prisoner marker, the Miniature whose ranged attack caused the death of the Prisoner is considered to have killed the marker.

The prisoner cannot become the original target of the God Cards, but can still be affected by a card that did not choose him as the target of the effect. For example: Area Attack (Torquemade), Chain Attack (Magister of the Tower of Air), Fatal Ending (Flamethrower). For scenarios that take away VP for killing a prisoner marker, the Miniature whose ranged attack caused the death of the Prisoner is considered to have killed the marker. For example: Area attack from a Torquemade is lost by the player controlling the Torquemade. Chain Attack from the Master of the Tower of Air - VP loses to the player controlling the Master, Fatal Ending from the Flamethrower - VP loses to the player controlling the Flamethrower.

A Prisoner can take damage from a Ranged attack in a group of miniatures if he stands next to the target of the attack. For scenarios that take away VP for killing a prisoner marker, the Miniature whose ranged attack caused the death of the Prisoner is considered to have killed marker.

Prisoner does not receive effects from dangerous elements of the landscape (Fiery Earth, Ruinous Swamp, Ethereal Vortex) and from maps of Ether Wonders.

Prisoner cannot receive Conditions Token.

Prisoner can be displaced by Miniatures which can eject Infantry Miniatures (for example, any Large Miniatures). They are ejected by general Ejection rules. If a Marker already linked with the Miniature is ejected or pushed, the player controlling the Miniature places the Marker in any other Hex adjacent to the Miniature.

Depending on which side of the Marker is implied in the Scenary, they are designated as:

Common Marker

Torgvar's Marker/p>

Otraax's Marker

Rouna's Marker

Noctis marker

Reserves

In some situations of the player's Miniatures go into Reserve. In this case, they are not on the battlefield and can enter it later. When it in Reserves, Miniatures cannot become the target of Divine intervention cards, abilities, and effects.

Going into Reserve

Miniature can be added to the Reserve in the following cases:

During Step 3: Deployment. In this case, it is mean that the Miniature was placed in Reserve on the first Turn.

A Miniature can be Reserved if an effect or ability prescribes it.

When it gets into the Reserve, the Miniature becomes activated.

Exit from the Reserve

Miniatures in Reserve are activated in "Phase 4: Activating Miniatures" in the same way as the Miniatures on the battlefield. When it is the Player's turn to activate a Miniature, he can select an inactive Miniature both on the battlefield and in Reserve.

If player select a Miniature in the Reserve for activation, he must try to place it within his Deployment Zone by following rules:

A miniature cannot be deploy in a Hex or Hexon occupied by other Miniatures or a Volume Landscape./p>

If there is no one Hex or Hexon in which the Miniature can be deployed, its activation ends.

If all the Hexes or Hexons in which the Miniature can be deployed are occupied by a Dangerous Landscape, the Player can choose whether to deploy the Miniature or not. If    Player want to keep the miniature in Reserve, its activation ends.

If there is a Hex or Hexon in which a Miniature can be placed, and it is not occupied by Dangerous Terrain, the Player must place the Miniature in one of these Hexes or Hexons.

After deploy Miniature moves to "Step 2: Ethereal Vortex Effects" and then goes all the other activation steps, while having 1 less Time Marker for this activation.

Random Scenario

At the request of the players, the scenario for the game can be chosen randomly. To do this, shuffle the Deck of Ethereal Wonders and draw one card from it, then check the table below.:

Important! Despite the fact that each of the Scenarios need a certain type of battlefield, players can change it at will in order to gain new gaming experiences and impressions.

Victory Points

Counting Losses

Among the various conditions for receiving VP, one of the most popular scenarios is that the opponent has lost more Miniatures than you. Let's analyze this condition below.

At the end of the game, both players calculate the total value of the Miniatures lost during the game, regardless of who or what caused their deaths. Player who loses less (in terms of the total value in game points) gets the Victory Points described in the scenario.

A miniature that has less than half of its wounds at the end of the game adds half of its value, rounded down, to the amount of lost Miniatures.

For example: The Succubus of Vices has a wounds parameter of 6, the cost is 15. If the miniature has 2 wounds left at the end of the game (less than half), it adds +14 points to the amount of lost miniatures. If the miniature has 3 wounds or more left at the end of the game, it does not count when calculating losses.

A Miniature that is summoned (as a result of a God Card, action, or effect) and is killed adds its value to the amount of lost Miniatures. If it has less than half of its wounds reserve, it also adds half of its value rounded down.

A miniature that appears on the battlefield as a result of a Transformation (as a result of a God Card, action, or effect) that has been killed adds its value to the amount of lost Miniatures. If it has less than half of its wounds, it also adds half of its value rounded down.

If the Miniature has the ability to transform when losing the last unit of wounds (for example, "Kellantra with Lindwurm") The calculation of the "half of your wouns" parameter is as follows: The player adds up the number of lives of both versions of the Miniature, and then divides the number by two to determine the value that will be considered "half" for this Miniature.

In the Kellantra example, we get: 12+4=16. As a result, the Kellantra (the total cost is 72) has, like other Miniatures, three counting statuses.:

I. The larger version of Kellantra has 4 or more wounds - it does not count when calculating losses.

II. The larger version has 3 or fewer wounds/or has transformed - adds +36 points to the amount of lost Miniatures.

III. The miniature of Kellantra is dead. Adds +72 points to the amount of lost Miniatures.

A miniature that is not on the playing field at the end of the game (did not come out of an ambush, went "underground", etc.) is considered completely killed.

If one of the players has lost all his Miniatures, his opponent automatically fulfills the condition of the scenario "The opponent has lost more miniatures than you" and receives VP specified in the scenario without the need to calculate losses.

In addition, if one of the two players has lost all his Miniatures, then this turn will be last for the game. The Miniatures that are still not activated in this turn play out their activations, after which "Phase V: Movement of Ethereal Vortices" begins, followed by "Phase VI: End of Turn".    After that players count VP.

Miniature-target

Some Scenarios need players to note one or more of their Miniatures as targets. Target must be placed on the playing field at the Deployment Step at the beginning of the game.

Counting VP

Some Scenarios can take away players' VP, but    number of Victory Points never cannot fall below zero when the final score is calculated.

Game Scenarios

1 Сounter-fight

An old gravel path winds through the middle of a rocky wasteland, overgrown in places with patchy grass. Between several large rocks, a oscillation and tremor of the air can be seen – Ethereal Vortexes are waiting for an inattentive traveler, who can easily ruin him. Your squad is ready to risk exploring them for the sake of precious Crystals, but the same can be said about the warriors of a foreign kingdom visible on the other side of the cliffs.

There are no special rules in this Scenario. Deploy the Landscape Elements according to the diagram above and start the game.

+3 VP: The opponent has lost more Miniatures than you by total value of the lost Miniatures.

+2 VP: The opponent has lost the Leader.

+2 VP: Your Leader has survived.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

2 The Lost Relic

A half-overgrown trail led your party to a row of cliffs rising in the middle of a rocky, sparsely grassed wasteland. The earth here is scorched, and Ethereal Vortexes of Instability manifest themselves across the rocks, so dense that they are even visible to the ordinary eye. Somewhere among them is a precious Relic, for which you were sent here – and now the fighters will have to survive not only a collision with anomalies, but also a battle with the enemy.

Before starting the Scenario, shuffle the four Scenario Markers (one for each Domain) so that players only see the "Common Marker" side of all four Markers, and place them next to the battlefield.

As soon as, as a result of the explore, the Ethereal Vortex (of those that have been on the battlefield since the beginning of the game) loses the last unit of Ether and is removed from the battlefield, the player puts a random Marker of the Scenario from the previously shuffled ones, the "Common Marker" side, into any Hex of the Hexon that occupied the Ethereal Vortex.

With each Ethereal Vortex that melts into the air, an opportunity opens up to explore one of the repositories of the past. Judging by the old map, there should still be an invaluable relic in one of them.…

Marker can be opened by Take. When performing the Take an Object action, flip the Marker over. If the reverse side of the Marker shows any symbol other than the "Torgvar Marker", remove the Marker from the battlefield.

Inside the old chest lay only a pile of long-decayed remains of an unknown device. It's not him, we need to keep looking!

If the Marker is a "Torgvar's Marker", it becomes a Portable Marker. A Miniature becomes the Marker's carrier, which opens the Marker by Taking an Object.

With each step, the target was getting closer. With each step, the target was getting closer. Finally, under a fragment of an old slab, a hollow cube, carved from stone and untouched for thousands of years, appeared, inside which lay a treasured relic.…

To determine which Relic the explorer to find, roll the Condition Dice and check the table below.

A Shield of Living Metal

Bearer gets +1 +1 on Defense Rolls.

Made of an unknown alloy, this shield always fits on your hand and feels warm to the touch.

The Bloodstone

At the beginning of Activation, the bearer heals 2 wounds.

Looking like a piece of amber with an unnaturally regular shape, this stone radiates pleasant warmth.

Wings of Heavenly Paths

Bearer gains +3 Hex (+1 Hex if Large) Movement and Flight - Level 2.

Sphere of Confusion

Bearer cannot be the target of Ranged Attacks from a distance of 3 Hexons or more.

Ring of Four

At the beginning of Activation, the player receives 1 token of Faith from any Domain.

This simple-looking ring is capable of igniting the flame of true faith in the wearer.

Blade of Evil Fate

Bearer gains +1 Melee Attack

This old but surprisingly sharp sword is made of black metal and has an extraordinary balance.

+4 VP: Own the Relic (minature of the player is the bearer of the Token)

+2 VP: Have more Ether Crystals. If both players have an equal number, then they both get +1 VP each.

+1 VP: The opponent has lost the Leader.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

3 Rescue

An unexpected blow from an enemy unit took you by surprise, and some of the soldiers were captured. After many hours of tracking, you found the field camp where you left your comrades. They are connected, but they would not dare to escape anyway because of the abundance of Ethereal Vortexes that can be seen around. Soon, the enemy himself appeared from hiding, who lured you here to fight.

Place the three Markers of the "Common Marker" Scenario on the battlefield according to the scheme. These Markers are considered Prisoners and, at the request of the players, can be displayed as Miniatures of "Prisoners".

Defense and number of Captives' Wounds

+2 VP: For each Prisoner under the player's control. Control mean a Miniature linked with the Prisoner.

+2 VP: Control more Prisoners.

-2 VP: For every Prisoner killed by the player.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

4 Blood and Flame

A prolonged expedition has brought your party to a rocky, ash-covered area. The earth is red-hot and cracked, and here and there through the gaps in it you can see the red glow of lava. Everyone is very tired, and morale has noticeably dropped, but your Lieutenant, like the Sergeant loyal to the kingdom, is ordered to move forward - towards the Ethereal vortices of Instability.

Before starting the game, each player assigns one of his Miniatures, worth at least 20 Game Points and not being a Leader, as a Lieutenant target. Each player then assigns one of his Miniatures, worth at least 10 Game Points and not being a Leader or a Lieutenant, as a Sergeant target. Information about the appointment of a Lieutenant and a Sergeant is open, and players announce their choice before starting the game. The Lieutenant, Sergeant, and allies within 1 Hexon of them do not pass the Panic Test when a Leader is lost.

+1 VP: The opponent has lost more Miniatures than you by total value of the lost Miniatures.

+3 VP: The opponent has lost the Leader.

+2 VP: The opponent has lost a Lieutenant.

+1 VP: The opponent has lost a Sergeant.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

5 Cursed Artifact

The scorched earth here crunches underfoot, and the air burns my lungs with every breath I take. You constantly have to make sure not to fall into the lava. Several Ethereal Vortexes are familiar for this kind of outing, but there is something much more valuable hidden between them. An artifact of bygone eras, as powerful as it is dangerous, but your commander decided to take the risk – just like the commander of the enemy squad that appeared in the distance.

Before starting the Scenario, shuffle the four Scenario Markers (one for each Domain) so that players only see the "Common Marker" side of all four Markers. Place one of them with the side of the "Common Marker" facing up on the battlefield. Set aside the rest without turning over.

I can see him, the thick vapors of Ether obscure his outlines, but I clearly feel his evil will. Be careful!/p>

Marker is a Portable Marker. As soon as the Marker becomes the target of the action for the first time in the game, Take an Object, turn it over and until the end of the game it is considered a Cursed Artifact, the properties of which depend on the image on its reverse side.

To much bones and bodies that had not yet decomposed, littering the ground around a small stone pedestal, indicated that this place was cursed, and the evil will of the ancient relic, even after millennia, continues to affect the unfortunate who were not lucky enough to be nearby.

To determine which Cursed Artifact you were lucky enough to find, and what properties it has, find the image corresponding to the icon shown on the Marker in the table below.

Cursed Horn of Behior

Bearer cannot perform the Run action while wearing the Artifact.

Belonging to some beast of the distant past, this horn does not seem too big, even though it has an unusual shape. However, after picking it up, the warrior feels an unbearable weight on his shoulders.

Black Stone of the Adh's Tower

Bearer does not use Defense Dice when making Defense Rolls.

Resembling a large lump of coal, this stone bears a vague resemblance to a grinning skull, which does not look like a human one. As if mocking the owner, he denies the very idea of protection from danger.

Dagger of Eternal Hunger

Bearer loses 1 Wound at the start of activation.

Anyone who is tempted to possess it will only harm themselves in the first place. The insatiable hunger of the blade constantly drains the life force from its master, causing him unbearable suffering.

Ring of Weakness

Bearer does not use Agility and Skill Dice when making any Attack Action.

It's hard to take your eyes off this dull and fragile-looking ring. The wearer focuses so much on his image that he is afraid to even hit the opponent with full force, so as not to damage the ring.

+4 VP: The marker is located in the opponent's Deployment Zone.

+3 VP: The marker is within 1 Hexon of the opponent's Deployment Zone.

+2 VP: The marker is located within 2 Hexons of the opponent's Deployment Zone.

+2 VP: Your Leader has survived.

+1 VP: For every two Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

6 Harvest of Otraax

The rocky valley, already full of fire and lava, is now illuminated by the crimson rays of a militant luminary.

Place the four Markers of the "Thorn Marker" Scenario on the battlefield like on the scheme. These Markers are Linked Markers. Markers noted in blue in the diagram belong to Player 1, and those marked in green to Player 2. If there is an allied Miniature in an adjacent Hex with the Marker, then at the player's request, at the time of receiving damage, all damage that the Marker should receive is received by the allied Miniature. Enemy Prisoners can be selected as the target of attacks from Miniatures, and allied ones as the target of their God Cards.

Defense and number of Prisoner's Wounds

+2 VP: For each Prisoner the opponent has lost.

+2 VP: The opponent has lost more Prisoners than you.

+1 VP: For each surviving Allied Prisoner.

+2 VP: The opponent has lost all the Miniatures.

Prisoners are not counted in determining the losses of all Miniatures.

7 Wild Hunt

Not only the already familiar Vortices will become an obstacle to him, but also the enemy squad that appears nearby. It seems one of their warriors is also marked with Ether – but it won't be long before we rejoice.

Before starting the game, each player assigns one of his Miniatures as a Target. Squad Leader or a Miniature worth less than 15 Game Points cannot be designated as a Target. Information about the Target is open, and players tell their choice before starting the game.

The Miniature Target cannot be targeted by enemy God Cards and is immune to any effects from enemy God Cards.

+3 VP: The opponent has lost his Miniature Target.

+2 VP: Your Miniature Target has survived.

+2 VP: The opponent has lost more Miniatures than you in terms of the total value of the lost Miniatures.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

8 Stones of the Ancients

This clearing, brightly flooded with light, is unlike the others. Among the trees and grasses, there are not only Ethereal Vortexes of Instability, but also four ancient Stone Artifacts, each of which is endowed with a particle of the power of one of the Primordial Ones. Your squad will become famous, and your native kingdom will be immensely grateful if you can pick them up and deliver them from this lost sanctuary. The enemy squad will have to rip the relics out of the dead hands of your warriors.

Place the four Scenario Markers on the battlefield like on the diagram. Markers are Portable Markers and can be picked up by the Take an Item action. Each Marker represents one of the Artifacts of ancient, which are called "Stones of the Ancients." Their properties are described below and depend on the image of the symbol on the front of the Marker.

The main target of the scenary is to control as many Markers as possible. As long as the player's Miniature carries the Marker, the player is considered to be in control of this Artifact.

Torgvar's Stone

Bearer receives Protection from Physical Damage - Level 2. +2 on Defence rolls from Physical Damage. Does not receive an effect marker from Physical Attacks.

"I am the purifier. A light that will dispel the darkness."

Inscription on the Stone of Torgvar

Otraax's Stone

Bearer has three Time Markers for his Activation, but cannot perform any actions other than Step, Run, Melee Attack, and Concentration.

"I am the kindler. A rage that consumes the flesh."

Inscription on the Stone of Otraax

Rouna's Stone

Bearer receives Flight - Level 2, Ether Sense and Regeneration - Level 1.

"I am the giver. Wings that lift up the spirit."

Inscription on the Stone of Rouna

Noctis's Stone

If the bearer must die, roll 1 Defense Die. If successful, the Miniature does not die and remains with 1 Wound. This ability is triggered once per turn.

"I am a weaver. A thread that holds death back."

Inscription on the Stone of Noctis

+8 VP: Control four Artifacts

+6 VP: Control three Artifacts

+4 VP: Control two Artifacts

+2 VP: Control one Artifact

+1 VP: The opponent has lost more Miniatures than you by total value of the lost Miniatures.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

9 Exodus

No matter how beautiful the enchanted forest was, it was time to leave it, taking with them the collected Ether Crystals and other treasures. Alas, the enemy commander decided on a cunning move, detaining and capturing some of your soldiers. It would be dishonorable to abandon them, even without taking into account the loot they carried. Therefore, there is a battle ahead, where you will again have to avoid the dangers of Ethereal Vortexes and try to make it in time to prevent the enemy from finishing off the prisoners.

Place the three Markers of the "Common Marker" Scenario on the battlefield like on the scheme. These Markers are Prisoners and, at the request of the players, can be displayed as Miniatures of "Prisoners".

Defence and number of Prisoner's Wounds

+3 VP: For each Prisoner in your Deployment Area.

+2 VP: The opponent has lost the Leader.

-2 VP: For every Prisoner killed by the player.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

10 Gods Hear Us!

This dying swamp is overgrown with dense grass and shrouded in a misty haze. Vague shadows flicker among the dead trees now and then, and sometimes your warriors feel as if they hear someone whispering. However, despite the beauty and mystery of the surroundings, you have practical goals here – to extract Ether Crystals from the swirling clouds of mist around you. The charm of the moment was quickly shattered by the footsteps of the enemy squad emerging from the undergrowth.

Each time the last unit of Ether is removed from the Ethereal Vortex, the player puts the element of the landscape "Ethereal Vortex" not in the discard, but next to him, so that at the end of the Scenario it would be possible to calculate the Vortex removed by the player.

+3 VP: Have more Faith and Ether Tokens Each player calculates the sum of Faith and Ether tokens.

+1 VP: For each Vortex removed from the field that the player has at the end of the scenario, but no more than 3 VP.

+1 VP: Remove more Ethereal Vortexes; if the number is equal, both players receive +1 VP.

+3 VP: The opponent has lost more Miniatures than you of the total value of the lost Miniatures.

11 Into Arms of Death

Your squad followed the forest trails for a long time, until they found themselves on the edge of some kind of swamp. Warriors should tread carefully so as not to get bogged down in the swamps or inhale the Deadly Fog, which itself seems to be reaching out to meet them. Apart from a couple of Ethereal Vortexes and difficult terrain, a frightening silhouette of the Ethereal Undead emerged from the swamp, ready to devour anyone who disturbed its peace. However, it may be possible to put an enemy unit under these blows.

Place the marker of the "Noctis" Scenario like on diagram. This marker is considered a Miniature of the Ethereal Undead enemies to both players and, at the request of the players, can be displayed as a Miniature of a monster or zombie.

The Ethereal Undead has the parameters shown in the image and has no Actions other than those indicated. Ethereal Undead gain no effects when passing through Ethereal Vortexes, Fiery Earth, and Ruinous Swamp, and cause no effects.

Ethereal Undead do not take damage and ignore the effects of Mental Sources. Does not receive the "Panic" Marker.

At the end of each game Turn, the Ethereal Undead must move to the nearest Miniature of any player and make an Attack, if possible. If two Miniatures are at the same distance from the Ethereal Undead, then determine a random choice with an Initiative roll.

Action of the scenario takes place in the very heart of the zone of Ethereal Instability, which poses a mortal danger to the Miniatures involved in the scenario. With each turn of the game, the Deadly Fog Zone is getting closer.

At the end of the 2nd and 3rd Turns.

All Miniatures within 1 Hexon of the long edges of the battlefield take 2 Damage (Poison Damage ) and the Marker is "Poisoned"..

At the end of Turns 4 and 5.

All Miniatures within 2 Hexons of the long edges of the battlefield take 2 Damage (Poison Damage ) and the Marker is "Poisoned". .

At the end of Turn 6.

All Miniatures within 3 Hexons of the long edges of the battlefield take 2 Damage (Poison Damage ) and the Marker is "Poisoned". .

+3 VP: The opponent has lost more Miniatures than you by total value of the lost Miniatures.

+2 VP: Killing Ethereal Undead. If an Ethereal Undead is killed, the player who dealt it more damage gets +2 VP; if the players dealt equal damage, then everyone gets +1 VP.

+2 VP: The opponent has lost the Leader.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP..

12 Source

Another stretch of swampy wasteland greeted your squad with moist earth, fog, and Ethereal Vortexes of Instability. But more importantly! – The ethereal currents here flow in a special order, concentrating in several well-marked Nodes. Your soldiers should take up positions near such important points, but unfortunately the enemy's squad is pursuing the same target. It will be necessary to find out who the Source will belong to by force of arms.

Place the four Common Scenario Markers on battlefield according to the scheme. The markers are not Portable or Linked. Miniatures can occupy the Hexes occupied by the Marker and move through them. Hexons marked with a Marker are considered Ether Nodes. At the end of the Scenario, if the player's Miniature occupies a Hexon marked with a Marker, then the player is considered to have captured this Ethereal Node. If the Miniatures of both players occupy this Hexon, then the player whose value of the Miniatures occupying the Hexon is greater is considered to have captured it. Vortices cannot move to the Etheric Nodes.

+1 VP: For each captured Ether Node.

+2 VP: Capture more Ether Nodes.

+3 VP: The opponent has lost more Miniatures than you in terms of the total value of the lost Miniatures.

+3 VP: The opponent has lost more Miniatures than you by total value of the lost Miniatures.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.

13 Domination

Place the three Common Scenario Markers on battlefield according to the scheme. The markers are not Portable or Linked. Miniatures can occupy Hexes occupied by these Markers. Ethereal Vortices cannot move to Hexons occupied by these Markers. At the start of game markers on the battlefield have a neutral status.

Markers can change their status to allied or enemy. Players mark the Marker's status change either with the side of the marker where the Domain (like to their faction) is displayed, or in any other way convenient to them (for example, with crystal markers). At the end of each turn, the marker changes its status to an allied one (from neutral or enemy for the player) if there are only allied miniatures in the Hex with the marker.

At the end of the second, fourth, and sixth turns, players receive Victory Points for each allied Marker.

+1 VP: For each allied Marker. Players get points at the end of turns 2, 4 and 6.

+1 VP: Have more Tokens of Faith and Ether. Each player calculates the sum of Faith and Ether tokens.

14 Sabotage

Place two pairs of Scenario Markers of two different domains on the battlefield according to the scheme. The markers are not Portable or Linked.

Miniatures can occupy Hexes occupied by these Markers. Ethereal Vortices cannot move to Hexons occupied by these Markers.

Markers marked in blue on the diagram are considered to belong to Player 1, and those marked in green are considered to belong to Player 2.

At the end of "Step III: Deployment", players select two allied Miniatures on the playing field that have the "Take" action, and give them one Portable "Ether Charge" Marker each (marked with the "Common Marker" scenario marker).

At the end of each turn, if there is one or more "Ether Charge" markers in the Hex with the Scenario marker, remove all markers from this Hexon. After that, roll 1 dice of states. All miniatures in this Hex get a Condition Marker with same value rolled on the status dice.

All miniatures in this Hexon and within 1 Hexon receive 2 Damage from it (the source of the damage same value rolled on the state dice).

+3 VP: For each lost Scenario Marker belonging to the opponent.

+1 VP: Play more God Cards.

+1 VP: For every three Ether Crystals the player has at the end of the scenario, but no more than 3 VP.