A map for two armies of 200-350 points or 400-600 points depending on start zones used.
1 x Swarm of the Marro
1 x Ticalla Jungle
Start Zones: 14 Hex, 16 Hex and 24 Hex start zones are outlined in the build instructions. The base 14 Hexes are outlined in yellow and blue for each opponent. Expansions of 2 hexes to 16 hexes total are marked in purple. Further expansions of 8 hexes to 24 hexes total are marked in cyan.
Treasure Glyphs: 2 Treasure Glyph placements are indicated with the Unknown Glyph markers. Treasure glyphs should be placed power side down at the start of the game, and remain face down until activated.
Scenario Treasure Glyph Trap:
Quicksand! - On a Trap roll of 1-5, the Hero attempting to pick up the Treasure Glyph finds themselves slowly sinking into the earth. The Hero is trapped, and cannot move from their current spaces until a friendly figure occupies an adjacent space. While trapped the Hero's abilities to attack and defend are not affected, but they may not attempt to pick up or activate a Treasure Glyph.
At the end of each round, if a Hero is still trapped due to Quicksand!, you must roll the 20-sided die. If you roll a 3 or higher, the affected Hero remains trapped. If you roll a 1 or 2, the affected Hero and all Treasure Glyphs on that Hero's Army Card and on any space they occupy are destroyed.