Set Up:
Each player drafts or brings a 500 point army. Place the glyphs of Brandar where shown. Brandar glyphs may be used as a starting space if needed. Place two random glyphs symbol side up where shown.
Victory:
A player achieves victory by destroying all of the opponent’s figures
or by capturing the opponent's Glyph of Brandar. To capture this glyph,
a player must have an UN-ENGAGED figure standing on the glyph at the end of any turn.
Optional Rules:
All water tiles radiate a magical fog. Figures standing on a water tile can only be attacked by adjacent figures. Likewise, figures standing on a water tile can only attack adjacent figures.
All sand tiles are considered "sandstone" and provide a movement bonus.
Connected “sandstone” tiles are counted as half spaces when moving (two tiles = one move). Example, four consecutive sand tiles could be traversed by using only two moves. If moving across an odd number of “sandstone” tiles onto another terrain type, round up to the next even number. Example, three consecutive “sandstone” tiles would round to four and require two moves, five tiles would round to six and use three moves. Additionally, when moving out of water, the side of the sand tile is also a half move.