Scenario Figures (roll d20 to decide who chooses pre-set army):
Army A: Shaolin Monks x2 (light blue sz) +390
Army B: Wolves of Badru x2 (yellow sz) +390
Neutral: Venoc Warlord (sz pictured), Venoc Vipers x4
Note:
The Venoc Warlord starts the game as a statue and cannot be attacked.
The Venoc Vipers do not start the game on the board.
Goal:
Control the Brandar Treasure Glyphs and destroy the Venoc Warlord.
Points:
1 point for each Brandar Treasure Glyph you control at the end of 6 rounds.
2 points for destroying the Venoc Warlord.
The game ends and all unearned points are split at the end of 6 rounds.
Special Rules:
1) The Brandar Treasure Glyphs cannot be picked-up or carried, only controlled. When stepped on roll the d20 to see if the trap is triggered.
1-5 the figure is thrown into a water space adjacent to the pillar it was on and your opponent may place one squad on Venoc Vipers on any water spaces.
6+ flip the glyph to power side up, and keep hold of it in order to score end game points.
2) At the beginning of round four (4) the Venoc Warlord is revived and can now be attacked. Also, at this time each player gets a Venoc Viper card and may place ONE order marker on them per round.
3) For each wound inflicted on the Venoc Warlord your opponent may place one squad of Venoc Vipers on any water spaces.
4) The Venoc Vipers can recycle after being destroyed.
5) The Glyph of Brandar grants the Swimming ability to the army that controls it (do not have to stop in water).
Clarifications:
1) The Venoc Vipers are always enemy figures unless activated by one of your order markers.
2) The Venoc Warlord is never activated via order marker and only rolls defense dice when necessary.
3) When the Venoc Warlord is revived in round 4 the Venoc Vipers receive all benefits granted by his special abilities.