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SOLO PLAY MODE


INDEX
Components 1
Winning Conditions 2
Enemy Decks 2
Enemy Elements 3
Enemy Battlefield 3
Game Setup 4
Gameplay 5
Special Cards Rules 6

COMPONENTS

1 Corruptor Card 4 Construct Cards 3 Attribute Tokens 8 Life Tokens 7 “+1 /+1 ” Tokens
WINNING CONDITIONS
The player has two ways to achieve victory:

Resist until the enemy is not able to deploy any more


Destroy the Corruptor and Nodes
Acolytes because its deck has no more cards.

Losing conditions remain the same as the standard game.

ENEMY DECKS
When you use a Faction as your enemy in the Solo Mode, arrange it according to the following configurations:

THANNEN ANTAR GANTO


2x Paladin of Corhannen 2x Fearless Slayer 2x Master of Symmetry
2x Silver Raptor 2x Sisterhood Matriarch 2x Foresighted Elder
2x Juggernaut of the Cliff 2x Enraged Corruptor 2x Foresighted Guardian
2x Storm Precursors 2x Ruthless Trader 2x Hermit Landscaper
2x Unfledged Elite 2x Untangled Sellsword 2x Visionary Reclaimer
2x Wing of Biral 2x Sisterhood Novice 2x Dogged Infiltrator
2x Feather Initiate 2x Inscrutable Queens 2x Vengeful Root-Eater
2x Prismatic Serpent 2x Fervent Speaker 2x Son of the Flood

KRAS MOLRAN WUL


2x Swarm Recruiter 2x Mocking Hunter 2x Cursed Enforcer
2x Eruption Catalyzer 2x Shadow of the Valley 2x Seeker of the Collectors
2x Outburst Runner 2x Hoarder of the Den 2x Tamer of the Masks
2x Blistering Rider 2x Roar of the Peaks 2x Ice Inquirer
2x Oblivious Wrecker 2x Elusive Scrapper 2x Legions of Alithman
2x Merciless Chieftain 2x Whisper of the Peaks 2x Glacier Warlord
2x Progeny of Fayius 2x Resolute Shaman 2x Breeze of Tal Duun
2x Anthem of Fayius 2x Pilgrim of the Gorge 2x Inexorable Recruiter

An enemy deck consists of 16 Acolyte cards and it is arranged following these rules:

No Ritual cards are used

ALWAYS use all Acolytes with the Reaper attribute

Fill the missing spots with Acolytes which have Attack value greater than or equal to its
Health value.

In addition, the enemy will have a pile of 4 Construct cards beside the deck and a Corruptor
card placed outside the battlefield.

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ENEMY ELEMENTS
Attribute Tokens

There are three kind of Attribute Tokens: +1 , Zealous and Reaper.

Constructs
Constructs are considered special units cards with their own values of Attack and Health.

Constructs can hold “+1 /+1 ” Tokens and Life tokens.

All constructs have VEIL attribute.

Corruptor
The Corruptor is a special unit card and the main foe of the player. To achieve victory in
the Solo Mode game one of your two conditions is to defeat the Corruptor.

It’s a unit with 2 and 2 and it begins the game with the three Attribute Token placed on
it (+1 , Zealous and Reaper, in this order).

The Corruptor has VEIL attribute.

Nodes
The Nodes are special cards and their destruction is one of the two conditions to win the Solo Mode game.

In order to represent Nodes, take three of the unused cards from the deck you are fighting against and put them
face down on the areas where you would usually place your enemy’s Sanctuaries.

ENEMY BATTLEFIELD
The Enemy battlefield has only one row, at the same time those units count both as attacking and defending units.

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GAME SETUP
The Solo Mode has only three lanes.
This means that only 3 enemy units can be SOLO MODE CONSCRIPT CORRUPTOR
in the battlefield at the same time. ENEMY DECK PILE CARD

Shuffle your deck and arrange other game


assets as described in the standard game
rulebook. In the Solo Mode we have 3
lanes instead of 4, so choose 3 of your 4
Sanctuaries and put the last one back into
the box. Place your Sanctuaries in the order
you prefer.
NODES
Choose one of the arranged Solo Mode
enemy deck.
Shuffle it and place it on the table.
Alongside the Solo Mode enemy deck place
the Construct cards face down and, next to
it, the Corruptor card face up.

The Constructs cards form the Constructs


Pile.

Place the 3 Nodes in the areas where the


enemy Sanctuaries would be usually placed.

Place the three Attribute Tokens on the


Corruptor in this order:
+1
Zealous
Reaper

Pick the first Construct card from the


Construct Pile and deploy it in the central
lane in front of the central Node. Put on it as
many Life tokens as described by the card.

Each Node starts with Life tokens on it


depending on the difficulty you choose to
play.

Easy:

Normal:

SANCTUARY CARD SANCTUARY CARD SANCTUARY CARD

Difficult:

CHAMPION PLAYER’S DISCARD


DECK
CARD HAND OF CARDS PILE

4
GAMEPLAY

Attributes and Abilities of Enemy Units


Ignore ALL attributes and abilities of enemy units except for VEIL, ZEALOUS, and REAPER
attributes.

Just like in the standard game, the enemy and the player take turns alternately in order to
achieve victory. The enemy always plays first.

Enemy Turn Structure


The enemy turn takes place as following:

1 - BEGINNING OF THE TURN PHASE


At the beginning of the turn DEPLOY two Acolytes from the top of the deck on the first two
free spaces on its battlefield, from left to right (ignore any Summoning Cost). If there is
only ONE free space, deploy just one Acolyte. If there are NO free spaces, no Acolytes are
deployed and a card from the top of the PLAYER’S deck is removed, face down, from the
game (put that card back into the box).
As usually, enemy units enter the battlefield exhausted if they don’t have the ZEALOUS
attribute.

2 - ATTACK PHASE
ALL active units in the enemy battlefield perform an attack towards the player’s Sanctuaries.
The Attack follows the rules explained in the standard game rulebook.

3 - END OF THE TURN PHASE


All enemy units become active and all partial damages are canceled.

Player’s Turn Structure


The player turn structure is the same as the standard game. In their very first turn, they
receive 3 Essences instead of 2.

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SPECIAL CARDS RULES
Corruptor
Each time an enemy Acolyte is destroyed and the Corruptor is outside the battlefield,
immediately deploy the Corruptor where that Acolyte was placed.

When the Corruptor enters the battlefield it keeps the Attribute Tokens on it and obtains the
corresponding bonus while it is in the battlefield.
In any moment (enemy or player turn) when a Corruptor is destroyed follow the next actions
without interruption:

Pick the leftmore Attribute Token on the Corruptor and place it on the Node of its lane
(if there isn’t a Node on that lane, remove the Attribute Token from the game).

Place a “+1 /+1 ” Token on EVERY Construct already in the battlefield.

Remove the Corruptor from the battlefield and place it next to the Construct pile.

Deploy a Construct (at no cost) from its Pile on the battlefield where the Corruptor was
placed.

If the Corruptor leaves the battlefield while it has no more Attribute Tokens on it, it is
defeated and removed from the game (put it back into the box).

Constructs
When a Construct enters the battlefield, place as much Life Tokens as it's described by
the card.
If the damage dealt is equal or higher than the health points of the Construct it is considered
destroyed.
When a Construct is destroyed for any reason (during an attack, for example), remove a Life
Token and leave the Construct in the battlefield. When a Construct is destroyed and it has
no more Life tokens on it, remove it from the game.

Nodes
As long as it stays in play, the Node provides the bonus of the Attribute Token placed on it
to any enemy unit in its lane.
Each time a Node is attacked while defenceless remove a Life Token and leave the Node
in the battlefield. When a Node is attacked and it has no more Life tokens on it, remove it
from the game.

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