Alignment: armies and alliances

Each fighter belongs to an army and each army to an alliance. The armies are represented by these totems:


The Cards
Each Aarklash Warpack fighter comes with one to five cards, which contain all the information needed to play. Reserved Action: action or series of actions reserved to the fighter illustrated on the card. Combo Symbol Status and number of cards: The symbol gives the status of the fighter (soldier or hero). Soldier: A warpack may include the same kind of soldier several times. Heroes: Each hero is unique within a warpack. Different warpacks may, however, deploy identical heroes. The number of symbols indicates the number of cards associated with the fighter. Each of the fighter’s cards are differentiated by the marker beside one of the symbols. Fighter Alignment: represents the army and the alliance which the fighter belongs to.

The Lion

The Griffin

The Ram

The Scorpion

The Wolf

The alliances are represented by these colors:

The Ways of Light

The Meanders of Darkness

The Paths of Destiny

The Actions
The actions on a card are resolved from left to right. BAM: The fighter strikes an enemy. The targeted fighter permanently looses one card per BAM received and must discard it from his hand. If the opponent does not have enough of the fighter’s cards in his hand or does not wish to discard, the figure of the fighter is removed from the battlefield. A fighter can not inflict a BAM if he is not touching the enemy figure, unless the SHOOT symbol precedes the BAM. BLOCK: The fighter avoids one strike. Each BLOCK absorbs one BAM. Any remaining BLOCK(s) are lost. The actions that start with a BLOCK are played in reaction to a BAM(s) and can not be played without the opponent’s prior BAM. You may play a BLOCK against any card with a BAM. If the number of BAMs are greater than the number of BLOCKs, the actions following the BLOCK(s) are resolved nevertheless. MOVE: The fighter moves. The number of symbols indicates the maximum distance, expressed in card lengths, the fighter can be moved. The movement is measured from the edge of the fighter’s base and can follow curves. It is possible to move through one’s own fighters, but not the opponent’s. SHOOT: The fighter shoots (projectile, spell, etc.). The number of symbols indicates the maximum distance, expressed in card lengths, which can separate the shooter from the target. Miniatures, friend or foe, are never an obstacle between the shooter and its target.

Name of the fighter

Skull Paladin

Combo Symbol Alignment for the team action: indicates the army or the alliance allowed to use the team action.

Team Action: An action or series of actions that can be used by any member of the warpack (including the fighter himself). The fighter must fill in the conditions of use indicated in the circle on the left or by all if there is no condition (empty circle).

© RACKHAM EntERtAinMEnt SAS, 2010.

All other symbols including BLOCKs are ignored. the player can play a third combo card. so long as he still has cards in hand. Recruiting a hero allows the hiring of up to three soldiers. The Combos The heroes of Aarklash are capable of delivering devastating. looks at the card at the bottom of his deck and adds all the BAMs (reserved action and team action). A combo may only include one single copy of each card. Each hero has a card with a combo symbol ( or ) on its upper corner. The player can play all of the fighters from his warpack in a turn. The cards are resolved one at a time. This value does not change until the end of the game. 2 . These cards only count as one card played during the fighter’s activation. Whoever has the most BAMs starts playing. If this second card also has a combo symbol in its upper portion. when his turn comes. 4 . The value of a warpack is equal to the total number of cards of all of its fighters. Deployment Valeden ar The players deploy their warpacks each in turn. with the same symbol of the same color in the lower corner.The hand of cards All players build their hand of cards: they draw two cards..Activate a fighter. the fighter inflicts this on one enemy in base contact with him.Activate another fighter. 20 10. Compose your warpack The players agree on the value of their warpacks and choose their fighters. plus one card per fighter in their warpack at the beginning of the game. The warpacks are deployed so that each of their fighters is at least 3 card lengths away from any fighter of an enemy warpack. even if some fighters are eliminated. 3 . All players who have played this turn must pick cards to restore their hand to the amount they started with. When playing this card with the corresponding hero. Warning: Combos can only be used with cards of the same army. 20 Knight End of the Game © RACKH AM EntER tAinMEn t SAS . powerful blows.. The game ends when a player has eliminated all of his opponents’ miniatures. The player adds up all the BAMs (those of the reserved action and those of the team action!) that appear on all cards of the combo. . The heroes of Aarklash lead their people into battle. back to Step 1. A player may very well pass his turn if he wishes and not activate any fighters. © RACKH Example of a 3-card combo totalling 5 BAMs AM EntER tAinMEn t SAS. Cards played in reaction (BLOCK) do not count in this total. Each fighter of a warpack is positioned within one card length from another fighter of his warpack. a player may follow up with a card of a member of his army. Recommended WaRpack Values Type Initiation Fast Standard Expert Value (cards) 8 10 15 20 Duration (min) 15 20 30 40 1 . It is now the turn of the next player! © RACKH AM EntER tAinMEn t SAS. 2010. in order. You may play up to three cards per fighter. 10. The player picks a fighter of his warpack that he has not yet played this turn.Refresh the hand of cards.Play up to three cards. Hey! No hero . Who starts the game? Each player shuffles his cards. No soldiers! Valkyrie BETA A game round A player takes the following actions.

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