Professional Documents
Culture Documents
Setting Up
There are a few more steps to follow when setting up for a game of HSU.
In addition to building a map either free form or from a scenario, players
will need to do the following:
Build a Denizens Deck – This is easy, just take all of your Utgar army
cards and place them in a stack nearby. Whenever a player is asked to draw
from this deck he will close his eyes and pick a random card from the middle
of the deck, and then reshuffle.
Place wandering monster tokens- Place a wandering monster token face down,
as close to the centre of each room on the map as possible.
Players take turns placing doors- Each player may place three doors on
the map anywhere in a hallway or at the end of a hallway. No door may be
placed in or adjacent to a player’s entrance hall.
Draft a team- Players each draft 200 -250 points of forces from the
remaining cards for dungeons numbering 6-8 rooms/caverns. Larger dungeons
will have more caverns and so add 50 points for every 2 caverns in excess
of 8. Dragons and other units that have a height of 9 or more may not be
drafted. Once drafted, place your team on one of the entrance areas. Your
opponent places his figures on the opposite entrance area that is a
matching colour on the scenario map. I suggest that players play forces
from opposing Generals if at all possible for theme. Otherwise, just
consider your team to be mercenaries.
Prepare order markers- In HSU there may be times when opposing players
may both have order markers on the same unit card. Players should mark
their order markers so that they do not get their order markers mixed up.
Doors- Doors are found in various areas of the underground. Players place
the doors at the beginning of the game and all doors begin the game closed.
A closed door blocks movement and LOS. To open or close a door, costs an
adjacent figure 2 movement points. Engaged units that wish to open a door
will be subject to a passing swipe unless they have the disengage ability.
Doors represent a pathway into a tunnel, and may not be flown or leaped
over. All doors have a height of 8, and any figure taller than 8 may not
pass through a door.
Caverns/ Rooms- Large open areas in the map are considered cavernous rooms.
Figures in a cavern may use fly ability if they have it and may maneuver
to high ground etc. just like they were above ground.
Tunnels- Tunnels connect areas of the underground and prevent flying due
to the cramped space. Most tunnels are just one or two spaces wide, and
are represented on the map by sand hexes.
Drop ability- The Drop ability that is employed by the Airborne Elite is
not used in HSU.
Summon Ability- The summon ability requires the summoning figure to have
LOS to the summoned figure.
Bonding- In order to activate the bonded unit, at least one figure in the
squad must have LOS to the bonded hero.
Glyphs
Players take turns placing glyphs. Glyphs are placed randomly face down
on any cavern space chosen by the players but may not be placed in the
cavern adjacent to their entrance zone. No cavern may have more than one
glyph. Continue placing glyphs until there are no more glyphs or until
all caverns have one glyph. Glyphs remain face down until a non-denizen
figure moves onto it. Figures may carry some glyphs around and can drop
them in an adjacent space at any time. When a hero figure is destroyed
or the last figure in a squad is destroyed, any Glyph that was being carried
is placed on the last space occupied by the figure. Glyphs that have been
dropped by a figure may be moved onto by denizens, and are then discarded.
Glyphs work just a little differently in the underground:
Glyph of Astrid- A hero or squad that lands on this glyph has found a
powerful artifact. Place the glyph on the figures card. All figures
belonging to that card receive the +1 attack. If all the figures belonging
to this card are destroyed, place the glyph in the spaced once occupied
by the last figure destroyed.
Glyph of Gerda- A hero or squad that lands on this glyph has found a
powerful artifact. Place the glyph on the figures card. All figures
belonging to that card receive the +1 Defense. If all the figures belonging
to this card are destroyed, place the glyph in the spaced once occupied
by the last figure destroyed.
Glyph of Valda- A hero or squad that lands on this glyph has found a
powerful artifact. Place the glyph on the figures card. All figures
belonging to that card receive the +2 move. If all the figures belonging
to this card are destroyed, place the glyph in the spaced once occupied
by the last figure destroyed.
Glyph of Dagmar- A hero or squad that lands on this glyph has found a
powerful artifact. Place the glyph on the figures card. The player
controlling this card receives a +8 to initiative. If all the figures
belonging to this card are destroyed, place the glyph in the spaced once
occupied by the last figure destroyed.
Glyph of Ivor- A hero or squad that lands on this glyph has found a powerful
artifact. Place the glyph on the figures card. All figures belonging to
that card receive the +4 to range if they had a range greater than 4. If
all the figures belonging to this card are destroyed, place the glyph in
the spaced once occupied by the last figure destroyed.
Glyph of Kelda- The figures have stumbled upon a healing wellspring. Only
figures with one or more Wound Markers may stop on this Glyph. When one
of your figures stops here, remove all Wound Markers from its Army Card,
and discard this glyph.
Glyph of Erland -When one of your figures stops here, you may “summon”
any other figure (yours or your opponent’s) in LOS, by moving it to a
space adjacent to the figure on the Glyph. The summoned figure does not
receive a leaving engagement roll if it was engaged. Note: If there is
no empty adjacent space, you can’t use the Summon power. This glyph stays
in play on the spot it was revealed.
Glyph of Brandar- A figure, who moves onto a Glyph of Brandar, has sprung
a trap. Roll one red attack die. If you roll a skull the figure receives
one automatic wound marker. Discard the glyph after the trap is sprung.
Placing orders- Players each roll a d20. The highest roller places an order
marker on any card that he controls or any active denizen card or on any
unrevealed wandering monster token that does not already have an order
marker on it. The players alternate placing orders until all orders have
been placed. A player may not place orders on a Denizen card if the figures
for that card are on the same cavern or tunnel area as the player’s own
forces UNLESS there are opposing figures in LOS of the denizen figures.
Roll initiative- Players roll to see who goes first. The highest roller
begins by revealing his 1st order marker, and activating that card or
wandering monster token. Players alternate until all order markers have
been revealed.
Activating a Hero or Squad- When you activate a card, use all the normal
rules for Heroscape, with the added rules in this document. During an
activation if any figure moves to a space that allows LOS to an unrevealed
wandering monster token, momentarily pause your activation and allow your
opponent to place the wandering monsters as described above.
Play continues until there are no longer any hero figures left on the map
and only denizens. Remember that the goal is to get as many figures off
your opponent’s entrance with as much loot as possible. Once play is over,
the side who made it off their opponent’s entrance carrying the most
glyphs wins the game. If both players have the same amount of glyphs then
add up the point value of the surviving figures. The player with the most
points worth of surviving figures wins. As you will see it is possible
that no player is victorious as the caverns can be quite treacherous. Never
fear there are heroes throughout time who may rise again for the challenge.