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HINTERLANDS SKIRMISH CAMPAIGNS IN THE MORTAL REALMS thousands sacrificed across With which our cities were forged artew thas been our unshakable faith in Sigmar that lays the foundations of civilisation and brings order to these lands once more. And yet, feel nev before have we faced peril 0 great, never before have we stood so close fo the brink of chaos. ed my words for these are the dar ‘of times that appro There are whispers to the south. ‘Those of change, those of bloodshed, those of fear. There is a new threat {growing and this fine it lies not beyond ‘our borders but with Traders bring word of cities fallen to disorder and anarchy, of insidious cults that grow like vile cancers in the once frec cities and poison the minds of those who forget the sacrifices we made in the Season of War ‘They speak of dark magics abound, of strangers with twisted visages and of an ancient and terrible name not heard in this realm since the Age of Chao They speak of Tzeentc Thave sent out my agents to reach you. Each takes a diforent route to Azyrheim for I doubt all will arvive.T hhave trusted to them each a shard of Realmstone for my instinct tells me this rock of arcane power lies at the heart of the dangers we face, With it you must bring word of our plight and aid our call with haste, else all we have fought for will be east to May Sigmar guide us al from Hanniver Gd Archmancer of Deepdal st Council in Azyrheim. “CONTENTS INTRODUCTION........ 2 | BATTLEPLANS 1.7 | REALM MASTER The Leat aver a atrtien. a HINTERLANDS ieee cay neoa RNs. SKIRMISH CAMPAIGN .. 3 Breakthrough 9 % Skirmish Rules 3 | Convergence ° | (THE CURSE OF BRYOR Commas eats 0020S | WARBAND GHYUL.. Dnderdog Gambits é | ROSTERS DESGans So " BY SAM JAMES THIS IS NOT AN OFFICIAL GAMES WORKSHOP PUBLICATION. es Workshop and is 100% unofficial. The content within isa fan project andl res are my own. Art has been sourced from the Internet, Please get in touch if nything you would ike to be removed. ‘The content ofthis book isin no way afliated muadefor personal ue. Allthe photographs of ‘You can follow me on twitter @ _devianttactics ‘Thanks for reading! Sam (aka “bottle”) ray yh HINTERLANDS SKIRMISH CAMPAIGNS IN THE MORTAL REALMS Welcome to the Hinterlands, adventurer, here you'll finda guide to playing exciting skirmish campaigns in the Mortal Realms. There are two types of campaigns to be found within; tl 1 basic Skirmish Campaign where players each control a warband of a dozen models or so, and the Realm Master Campaign in which each player controls a single Hero and they must work together to overcome the challenges the Realm Master sets for them. Read on to find out more! This book expands upon the Warhammer Age of Sigmar rules sheet and accompanying General's Handbook to support skirmish battles and campaigns. ‘These games differ from a standard game of Age of Sigmar because rather than taking the role of general to avast army you instead led but a handful of troops on daring mission. Here, each model will be much more valuble in the heat of battle and you will come to give them names and watch them grow with experience and skills from game-to-game, ‘This allows you to explore the Mortal Realms in new and exciting ways and once you have a few games under your belt, you!ll find everything you need in here to really bring your campaigns to life. THE HINTERLANDS SKIRMISH CAMPAIGN The first section of this book outlines the rules needed to play skirmish battles and ‘campaigns. The rules are designed to make as few changes to the Age of Sigmar rules sheet as possible. Once you have played a few games you will ind a surprising depth tothem It does not take much preparation to start 4 campaign with your friends, especially if youare already veteran gamers with Age ‘of Sigmar -and wiat’s beter, this campaign makes the perfect excuse to put together a new collection of Citadel Miniatures from outside your existing armies as your Warband need never be more than 15 models! REALM MASTER CAMPAIGNS ‘The second section in this book focuses on Realm Master campaigns, nacrative based. ‘campaigns where half a dozen players can take part in each battle and work together asa team, (One player takes the role ofthe Realm Master who is akin toa Games Master from a roleplaying game. Ths player creates the narrative and battleplans the other players take part in as well as controls the adversaries they fae in bate A Realm Master campaign can take alittle ‘more preparation but the rewards are even greater. The best partis itis perfect for new playersas they need only a couple of models to begin playing! AJARHAMM RBS EORS CH ERY HINTERLANDS SKIRMISH CAMPAIGNS IN THE MORTAL REALMS BY SAMJAMES The following 4 pages of rules are designed to allow you to take part in exciting skirmish battles and campaigns with your frien Your warband will grow in size and gain skills from battle to battle as you seek ‘fame and fortune, bitt tread carefully for your models can also gain lasting injuries! To use these 4 pages of rules you will require the Warhammer: Age of Sigmar rules and also the General’s Handbook. UNITS Units do not have to stay within 1” eoherency. Instead, models are set up individually and each is treated as its own separate unit. Collectively this is called your Warband, ‘You donot need to fulfil the minimum size of the Warscroll when choosing ‘models for your Warband. You can choose different weapon options for each model from the Warscroll when available, UPGRADES ‘One model from a Warscroll may take a Single upgrade for every 3 models from that Warscrol you have in total in your Warband Upgrades include champions, Standard Bearers, Musicians and any special ‘weaponry. For example: your Warband contained ten FREEGUILD GUARD. They could have a mix of swords, halberds, spears or miliita weapons ‘and three of them could take an upgrade STANDARD BEARERS & MUSICIANS ‘Theabilities of Standard Bearers and ‘Musicians apply to all models from the same Warscroll within 6” HINTS & TIPS It may take some common sense to decide which upgrades are, champions, standard bearers, ‘musicians or special weapons as the Warscroll will not explicitly say. Discuss with your friends ifyou find any odd cases. GENERAL ‘One model is chosen to be your general as normal. Ifplaying a campaign (see page 4) your general must be the same in every battle Command abilities are not used. THE BATTLEFIELD Battles in the Hinterlands should have a Jot more scenery than a normal game of Warhammer Age of Sigmar. A good guide 2-3 large pieces foreach 2 foot square and smal pecs seater terrain placed MYSTERIOUS LANDSCAPES Only D343 pieces of scenery are given rules from the Seenery Table or its Scenery Warscroll. Players each roll a dice before Set-Up with the winner choosing a scenery feature to be given rules and alternating thereafter. Ifplayers are using the Scenery Table to decide which rules a piece of terrain uses, the following modifications are made: Damned: Ifa player sacrifices a model to this terrain f ‘outlined in the Age thenall friendly mo of the terrain feature can add to hit rolls until the next hero phase. Inspiring: Each timea model within 3” of this terrain feature suffers a wound or mortal wound, roll a D6. 1f the result is a6 the wound is ignored. Any models that are within terrain feature in your hero phase cause fear until your next hero Phase. Add -I rend to any attacks made by models that cause fear. SCATTER TERRAIN ‘Small pieces of scenery such as walls, fences; rocks, barrels and bushesare ‘considered "scatter terrain’ and have the following rule: a. Barricade: fa model is within 1” ofa pice of cater eran, then reeves the benefits of cover aginst tacks made by eneny moles Hhafre on tether fit ‘THE RULE OF THREE Alongside the ‘Rules of One’, there isan ‘additional ‘Rule of Three’ Inany phase a single model may not attack ‘or use an ability against more than three ‘enemy models. DESIGNER'S NOTES. This rule is to prevent abilities like the Knight Azyros “The Light of Sigmar’ being too powerful BATTLESHOCK ‘The Battleshock rules are not used ina Hinterlands battle. Instead players are given the option to rout, (see below). ROUT Sometimes it may be advantageous to flee from battle to fight another day. At the start ofthe players turn they may choose torout. All remaining models are removed from play asf slain and the ‘game immediately ends, If playing campaign these models do not rollon te Injury table and sil earn D6 experience points for surviving (ee page 4 REINFORCEMENTS Any spells or abilities that either bring new models into battle or resurrect already slain models cannot be used. ‘This includes summoning spells and also abilities such as the ICON AND. STANDARD BEARER for SKELETON WARRIORS, Ihe only exception to this rule is the “Master of Necromancy’ COMMAND ‘TRAIT as discussed on page 5. RULES HINTERLANDS * CAMPAIGN RULES Out in the wilderness of the Hinterlands fame and fortune awaits. However, this is not a tale for the weak of heart. Here is a dangerous place and for as many Warbands who have returned to their homelands rich, tenfold their number have perished out in the cold wilderness... WARBAND RECRUITMENT To play a campaign each player must reeruita Warband using gold coins. Playors begin with 150 gold coins from which they can choose any models from a single Grand Alliance to be part oftheir Warband, ‘To calculate a model's cost, take the units points cost from the General's Handbook Pitched Battle Profile and dive it bythe minimum size of the unit, For example a single LIBERATOR would cost 20 gold coins and a MOONCLAN GROT would cost 6 gold coins ‘Your Warband cannot exceed 15 models in total HEROES ‘Models that contain the HERO keyword cost half their points value in gold coins, however you are limited on how many heroes your Warband can have. No more than half your Warband may be HEROES. MEROES begin the campaign with half their wounds rounded up. RESTRICTIONS ‘The following models cannot be included in your Warband: Any wiodels with the Battlefield Role ‘Behemoth. ‘Any models with the Batilefield Role “Arillery’. Any ‘Named Characters’ Warserall Battlions also cannot be included, DESIGNER'S NOTES. ‘The Warband restrictions were chosen from the Battlefield Roles to allow the ‘odd MONSTER and WAR MACHINE Which is neither a Behemoth or Artillery (such as the KHORGORATH or the GYROCOPTER) to be taken. D6 Injury Critical Injury: The model's Wounds characteristic is permanently reduced by D3. [tit falls to zero the model is killed and it is removed from your Warband 2 Major Injury: Roll D6: 1-3=-1 Save, 4-6= -1 Movement 3 Minor Injury: One randomly selected weapon suffers 1 to hit 4 Slow Recovery: The model must sit out ofthe next battle 5 Pall Recovery: May fight as normal in the following battle 6 Miraculous Full Recovery: May fight as normal in the following battle and also earns 206 experience JURY LEVELING UP Models sain during a battle can receive | Models begin the campaign with 0 crippling injuries or even be killed ‘etpericoce poland eireag ‘outright. At the end of the game roll on the chart above for each slain model. parce ‘each time they gain a level Ifthe player's generalis killed they must | Make sure you keep a note oftheir total choose another model to be the experience points from game to games seneral atthe stat ofthe next battle ‘There isa space provided on the Warband. Roster todo so, RETIRING FIGHTERS Models with the HERO Keyword are Some models may gain such crippling already renowned champions and will injuries that the player wishes to retire the | start. a campaign with 30 experience mode from the Warband (for example if their movement is reduced t0 0°) Boat A player can retire any models after a After totaling the experience points battle and immediately regains hal the | earned from a battle, consult the table ‘model's value in gold coins (rounding up). | below to see if model has gained a level. EXPERIENCE ExpPoints Level Models gain experience and grow stronger | | 0.9 ° over time. Models can earn experience after each battle as follows: wos ie 20.29 2 = Survives (not killed) (+ D6 exp) ~ Fach enemy model slain (+ 5 exp) 208) a ~ Each enemy HERO slain (+ 10 exp) 40-49 4 Each enemy MONSTER slain (+15 exp) ach enemy waR MACHINE slain C15 exp) | | 506% Eanes 70-89 ‘ These experience points do not stack ifa slain enemy mode! fulills multiple. For ee 7 example a model slain with both the HERO. | | 110-129 8 and MONSTER keywords awards 15 Fane 5 experience points not 30 150% 10- Mighty Hero 4, ia ADVANCEMENT’ TABLE | Bach time a model gains a level the player can rollon the Advancement Table for them. 2D6 Advancement 2 +D3 Wounds 3 +1 Save 45° +1Move 6-8 Weapon Skill* (Roll D6: 1-3 = +1 to hit, 4.6 = +1 to wound) 41 Wound Weapon Finesse* (Roll Dé: 1-3= -1 Rend, 4.6= +1 Damage) 12 +D3 Wounds “Apply to one weapon of choice. ORDER COMMAND TRAITS Ifyour Warband owes its allegiance to ORDER you may pick one Command Trait for your general from the following: Legendary Fighter: Ad 1 tothe numberof attacks your general makes wth one melee weapon each combat phase. Reckless: You can re-roll run and charge rolls for your general and all friendly ORDER models within 6” of your general. Bo CHAOS COMMAND TRAITS Ifyour Warband owes its allegiance to CHAOS you may pick one Command Trait for your general from the following: Spiteful Destroyer: Add 1 to the wound rolls made for the general's melee weapons. Lord of War: Pick D3 friendly CHAOS models within 6” of your general inthe hero phase, Add I to the hit rolls for those models until your next hero phase. WIZARD ADVANCEMENT Ifa model with the keyword WIZARD rolls ‘an 11 on the Advancement Table the Player may choose instead to increase the ‘number of spells it can attempt to cast and tunbind by one. MIGHTY HEROES ‘Once a model reaches level 10 they do not aadvanceany further. However, you may ‘ish to continue counting the total experience earned by this legendary ‘warrior (for bragging rights, of course) ALLEGIANCE ABILITIES “The Allegiance Abilities as outlined in the Generat’s Handbook are not used. Instead each Warband general may choose a ‘uniqile COMMAND TRAIT depending, ‘upon the Grand Alliance it owes allegiance to. ‘Mhereare two Command Traits to choose from for each allegiance. When you first steate your Warband, a Command Trait must be picked for your general and cannot be changed thereafter. Ifyour general isilled, you can picka new Command Trait for the model chosen to replace them, et ee DESTRUCTION COMMAND TRAITS. If your Warband owes its allegiance to DESTRUCTION you may pick one Command ‘Trait for your general from the following: Wild Fury: Once the general suffers a wound you can add | to both the hit and vwound rll for your general Rampaging Destroyer: Roll a D6 for each model in your Warband within 6” of the general, Each model can move a number of inches equal to the dice roll. DEATH COMMAND TRAITS If your Warband owes its allegiance to DEATH you may pick one Command Trait for your general from the following: Death Incamate: In your hero phase pick an enemy model within 3” of your general andra 336, nt the re is equal or exceeds the enemy model's Bravery, suffers D3 mortal wounds ‘Master of Necromancy: This Command Trait can only be chosen if your general is a WIZARD. If 50, your general knows the Summon Undead Minions spllin addition to any others: SUMMON UNDEAD MINIONS ‘This spell hasa casting value of 6. If successfully cast, you can set up D3 models from those in your Warband which have been slain i they are from eligible warscrolls (see bow): the modelsare set up within 18" ofthe caster and more than 9” away from the ‘enemy. These models cannot move in the following movement phase. ‘The models are no longer treated as sfain atthe end of battle, unless they are removed asa casualty once more. However, enemy models still earn experience each time they slay the model. Models summoned together need to be from the same warscroll. Models from the following warscrolls are eligible for this spell -CRYPT GHOULS = SKELETON WARRIORS -GRAVE GUARD. “ZOMBIES: - SKELETON ARCHERS | More often than not battles are uneven irs. However, cunning leaders will do ‘can to mitigate the odds when ie find themselves outnumbered by the “enemy. Favours can be bought, allies mustered ‘and traps placed within the shadows. The notoriety ofa Warband can often be its doynjall as others plot against them. THE UNDERDOG Before playing a battle it is important to | determine ether Warband isthe underdog as they will gain benefits to be d during the battle. { up the total cost in gold coins for fof the Warbands and compare the ‘This score is known as your ‘Us Rating’ and there is space on your Warband Roster to add this for quick reference. ‘fone Warband’s total cost is less than the other itis the underdog. GAMBITS below. Ifthe other Warband is worth double the cost in gold coins the ‘underdog may roll twice on the table below. ‘The Gambits rolled for on the ablebelow will only apply for this battle and cannot be saved for future batles. A Betrayed Promise: Whatever plans were made, ‘whoever's aid you sought, it has not come to fruition, ‘Met only by the howling wind, you are alone this fight. Insider Secrets: You have learned of the enemy’s plans and have the chance to seize the initiative. After set-up is complete, you can make a bonus move with D3 models as if they were moving in the movement phase Minor Benefactor : You have been given an enchanted, trinket or perhaps an invocation of blessing. Nominate a ‘model during set-up and choose from the following: 1. You ca re-roll al ofthe fated hit rolls ade by this ‘model in one combat phase 2. You can reroll the failed wound rolls mae by this ‘model in one combat phase 5 You cam re-rll all the filed save rolls made by this ‘model in one combat phase Hidden Agent: You have tasked one in your Warband to remain in the shadows and strike at acritical moment. During set-up you can nominate one model to be your hidden agent, Instead of setting up the model, place it to ‘one side, At the start of any of your combat phases you can reveal the hidden agent; set the model up within 3" of an enemy model. This model can pile-in and attack as normal Powerful Benefactor: A great ally has aided you in this, battle. Choose from the following: 1. Nominate one model in your Warband to carry a Quick Silver Potion. You ca use the potion once per battle atthe start ‘of «combat phase, This model attack in the combat phase ‘Before any other models, and before the player whose turn is taking place picks a unit to attack with, 2. Nominate one model in your Warhand to camy a 7 ‘of Protection. During dhe batleeacs time tis model sufers a wound or mortal wound, roll a dice. I he result isa 4 or higher, the wound is ignored. 3. Nominate one WIZARD in your Warband, During the battle this WIZARD knows the SUMMON BALEWIND VORTEX, spel. Poison Blade : Into your hands has fallen a vial of one of the many toxins to be found across the Mortal Realms From the deadly poisons of Chaos to flasks of holy water blessed by Sigmarite priests, what you have is anathema to the enemy. During set-up secretly note down one model to carry the Poison Blade. Once per battle the Poison Blade can be used in any combat phase instead of attacking normally. ‘Choose an enemy model within 1°. That model immediately suffers D6 mortal wounds. Presented in this section are five unique battleplans for players to use ina Hinterlands campaign. Fach offers not only an interesting array of tactical chiallenges but also the narrative foundation of your campaign. Great stories of heroes and villains are waiting tobe told and as you play through the different battleplans your Warbaind will grow and evolve. All battles are presumed to be fought on a 4’ x4! board and with double the amount of terrain you would usually use fora game of Age of Sigmar. CHOOSING A BATTLEPLAN To choose a battleplan one player must olla Dé and consult the table opposite. Inte case of 26 the underdog can choose which battleplan to play (see page 6 for rules on the underdog). THE Insearch of an ancient artefact your Warband has earned of a scroll that tells “ofits whereabouts, ‘AS you close in on the location of the scroll you discover you are not the only Warband that seeks it. ‘THE SCROLL FRAGMENTS ‘The scroll is broken into five fragments ‘that are scattered across the battlefield, Before sides are chosen both players take ‘tan turns to place the fragments. Roll a 1D6 to decide who goes first. The scroll fragments must be placed within 6” ofthe centre line and cannot be placed within 6° of another. SET-UP “The players cach roll a D6 and the winner chooses a table edge, The players alternate seiting up models, one ata time starting with the winner ofthe dice roll. Models must be set up in their own territory (see map), more than 12" from enemy territory. ‘THE FIRST TURN ‘The player who finishes setting up first chooses who takes the first turn. Se BATTLEPLAN HINTERLANDS D6 BATTLEPLAN The Lost Artefact The Ritual ‘Assassinate Breakthrough Convergence The underdog may choose TT Oe OTHER BATTLEPLANS All battleplans found in Age of Sigmar ‘ean be used in a Hinterlands campaign il players are encouraged to incorporate their favourite battleplans into the campaign. The battleplans may require some tweaks to work with the skirmish game rules, you can see The tual and Breakthrough presented here for ideas on how to adapt them. LOST ARTEFACT PICKING UP SCROLL FRAGMENTS “Models can pick up scroll fragments if they move over them in any phase. The fragment is removed from the batiefield and the carrying model is noted down. ‘Models can carry any number of fragments. Ifa model carrying scroll fragments is slain the player must place all fragments back on the battlefield within 3” of the model. VICTORY ‘At the end of the fifth battleround count how many fragments each player is carrying. Ifone player carries more they are immediately declared the winner and. the game ends. Ifneither player has more continue playing and check at the end of teach subsequent battleround until a ‘winner can be declared CAMPAIGN OUTCOME ‘The winning player earns 25 + D6 gold coins. The losing player earns 10 +°2D6 gold coins. BATTLEPLANS Your Warband will face many perils and challenges across the Hinterlands of the Mortal Realms, from retrieving lost artefacts of power to stopping the deadly rituals of the enemy. Each will require a different tactical approach to secure victory and only the most cunning of leaders will be victorious in all. CAMPAIGN OUTCOMES Hinterlands battleplans all have campaign outcomes, These decide how ‘many gold coins each player earnsas well as providing extra bonuses for the winnet based on the narrative of the battleplan, Each of the five battleplans presented here have unique campaign outcomes but if you wish to quickly adapt other Age of ‘Sigmar battleplans for your Hinterlands campaign you may wish to use the following generic campaign outcome: The winning player earns 25 + D6 gold coins Te losing player earns 10 + 2D6 {gold coins. The winner may also roll on the triumph table presented inthe Age of Sigmar rules. ‘he winning player can also attempt to find the ancient artefact, After the battle is. complete roll a D6. On the roll of a4 oF more the artefact has been discovered. ‘The artefact is randomly chosen from yout Grand Alliance Allegiance Abilities as shown in the General's Handbook on page 156. Ifyou roll a 1,2.or 3 the scroll fragments are insufficient to learn the location of the artefact but next time you win this battleplan you may add L to your dice result PLAYER B TERRITORY BATTLEPLA! ? THE RITUAL One ofthe Warbandsseckto perform a Ifthe winning payer was the Ritualist Be eiecent secretin [TERT OAL they earm the folowing tiumpht he Dark Gods to bring malevolent ‘The Ritualist must roll a dice in each of creatures into the Mortal Realms or an Blessed: You can change the result of a invocation of blessing 10 cleanse the land | theithero phases. The ritualis complete |) siete ice roll o the resul of your ofevil, The ritual must be stopped at all | when the cumulative total ofall ritual Choosing next battle oats by the rival Warband. rolls s 20 oF more. Ifthe winning player was the Disruptor THE WARBANDS DESTROYING THE ARTERACK | tie esnthetollowing tiumph For this battle one Warband must be the The Destroyer Ad 110 he Wounds Ritualist the other isthe Disruptor. Both | Tn the Disruptors hero phase, if any characterise oe model who shattered playerstolla D6and the winner may | modelsare within I" ofthe artefact they _ || the artefact forthe rt ofthe campaign choose. The Disruptor may choose the table side may attempt to destroy it. Rell a Ds. Ona roll ofa 4 or more the artefact has been THE ARTEFACT shattered. Before set-up the Artefact is placed in the Ritualist’s territory on the centre line VICTORY Within 1” of the board edge (see map). ‘The battle ends when ether the ritual i SET-UP complete or the artefacts destroyed. If the rituals completed the Ritualist wins Cee ee eee etig up rpodel | the baile. Ifthe artefact is destroyed the One at atime starting with the Ritualist, ‘Models must be set up in their own Disruptor wins the battle. territory (see map), more than 12” from ie esata CAMPAIGN OUTCOME THE FIRST TURN ‘The winning player earns 25 + D6 gold ‘The Disruptor may choose which player | coins. The losing player earns 10 + 2D6 takes the ist tur. ral When a Warband grows in powerits | ‘THE FIRST TURN If the winning player was the Assassin enemies often seck lo silence the leader. they earn the following triumph: In the shailows lurk blades ready to “The Prey may choose which player takes strike the moment the leader is caught off | the first turn Gritical Strike: Add 110 the Rend guard. erect ‘ofthe eapon that slew the eneral for the rest ofthe campaign. ‘The, lof one Warband has been RESERVES é ae marked as such a target and the other . Warband has been tasked to assassinate | 1 the Prey’shero phase the player may | 1+ ne winning player was the Prey they en sce if any groups in reserve enter the Ee battle. Rolla ‘D6 for each group in reserve, | ¢arn the following triumph: the result isa 3 or more the group ‘THE WARBANDS enlees the battle. Modes abr seniors ‘Thick Skin: Add 1 to. tape ps , within 1” of any board edge and must be || Wounde characteristic for the rest of the sous pe one Wpebind, ganic the atleast 3” away, rom any enemy aes campaign. ey ers hy may move and ight as noma this “Assassin. In the case ofa dra, roll a dice todecide, VICTORY SET-UP ‘During this batile the Prey cannot rout. If epyfetict voter ame wit | ePauegee copimterateen ‘Shof the centrepoint (see map). ‘The declared the winner. Otherwise from the Assassin then sets up their Warband end of tur five and onwards roll a Ds. within 6* of any table edge. (On the result ofa 4 or more the battle TePreythen spas he remaing ends and the Prey is declared the winner rmodels into three groups as evenly siz aie ‘and rolls as foreach. ifthe | CAMPAIGN OUTCOME Potthc caiee pant Poraaythes | The winning player cams 25+ Ds gold tee point. Eor any other e result the group is set up inresorve (see | ¢oims. The losing player earns 10 + 2D6 ‘gold coins. —- 8,

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