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Scenarios(2P)

A Bridge Too Far(2P) - Author: Stephen Gerber

Backgorund: The Orcish Horde have fallen back into their barbaric

ways, cutting down the ancient forests of the night elves without

remorse. Seeking Vengence, the Night Elf Sentinels have relocated

their base near the Orcs, with only two small bridges seperating the

two camps.

Races: Night Elf Sentinels and Orcish Hoarde

Setup: The Board is set up as illustrated in teh setup diagram. Both

Players begin with 5 gold and 5 wood.

Special Rules: Gold Mines and Forests adjacent to towns do not

deplete. If you Roll a 3 when harvesting, ignore the depletion.

Playing: This scenario is played as a normal 2 player game of

warcraft.

Victory Conditions: A Player achieves Victory if they amass 12 VP or eliminate the Opposing Player.

A long long way(2P/3P) - Author: Angel Gabriel Olivo Díaz

Backgorund: Two enemies in a poor area. There is a rich area betwen them, but is protected by orcs.

Races: Humans vs Night Elves (vs Orcs)

Special Rules: If the cells ocupied by orcs are empty or are ocuppied only by workers, orcs units apear again in those areas

VARIANT: Orc defeated appear in the cells marked with an A

3 PLAYERS VARIANT: Orcs are controled for an human player. Orcs defeated don't appear again.

If using the expansion, there is an Orc Hero in the cell marked with a B

Playing: This is a long game for two players. When they reach the central area, the will probably have fully upgraded their army.

Victory Conditions: You win by gettiing 15 Victory Points (Note that you don't need to destroy the enemy town hall. You.'ll probably get

before the 15 Victory Points. with the areas controled and the Victory Cards

3 Player Variant: The Orc Player get 1 Victory Point for each casualtie. Ig he gets 18 Points, he wins.
Border Crossing(2P) - Author: Stephen Gerber

Backgorund: With the war dying down after the demon

Archamonde's defeat, the Human Lords have fallen back

into their decadent ways, and have set their sights on a

resource rich valley just between the Night Elf and their

borders. Sensing their intention. the night elves prepare

to reach the valley first and reap the rewards.

Races: Human Allience and Night Elf Sentinels

Special Tokens Required: 4 Wall Tokens

Setup: The Board is Set up as illustrated in the setup

diagram. Both Players begin with 5 gold and 5 wood. Both

Players begin with 3 Melee Units and 3 Workers in their

town space. 4 Wall Tokens are Placed on positions (A).

Playing: This Scenario is played as the standard 2 player Warcraft Game.

Victory Conditions: If a player begins his turn with 10 or more VP, he is Victorious. Alternatively, if he

eliminates the opposing player, then he is declared the winner.

Centre Field (2P) - Author: Stephen Gerber

Backgorund: In the

Frost Wastes to the North,

an ancient Elvern Gate

leads into the heart of the

Night Elvern empire.

Sensing this danger, the

Night Elvern Sentinels

have dared the bitter cold

to destroy the threat. To

the Undead fScourge

however, this is an

opportunity that cannot

be missed. On the eve

of battle, both armies

prepare to vie for control of the gate that will either save or destroy them.

Races: Undead Scourge and Night Elf Sentinels

Setup: The Board is set up as illustrated in the Setup diagram. Both Players begin with 5 Gold and 5 Wood. Both Players begin with 3

Workers and 3 Mellee Units in thier town space.

Special Rules: Gold Mines and Forests Adjacent to town spaces do not deplete.

Playing: This Scenario is played as a normal 2 Player game of Warcraft.


Victory Conditions: A Player achieves Victory if he amasses 10 VP or eliminate the opposing Player.
Corrupt or Cleanse (2P) - Author: Stephen Gerber

Backgorund: A plague has struck the heart of

the Human allience. All around Azaroth, the

people are being corrupted and enslaved by

the servents of the Burning Legion. The

humans see their dulful duty to put down

those who have been tainted while the Undead

Scourge seek to spread their plague further.

Either way, it doesn't look good for the

citizens, who will be 'Cleansed' or 'Corrupted'.

Races: Human Allience and Undead Scourge

Special Tokens Required: 8 Undead

Workers, 8 Human Workers, 2 Wall Tokens, 8

Orc Workers, 8 Night Elf Workers

Setup: The Board is set up as illustrated in the setup diagram. Both players begin with 5 gold and 5 wood. Place an Undead and Human

Worker in each of the 8 1 and 2 point objectives. Place a Wall Token at A and B .

Special Rules: Normal Human and Undead Workers cannot be moved or used and workers cannot be built. Every Deploy Phase, the Human

Player recieves a Night Elf Worker at Point B, which becomes his to move, harvest etc. The Undead Player recieves an Orc Worker at Point A

in the same mannor. Both Players cannot build or use their own workers, but must rely on tehirallies help.

If a unit lands on a square with a worker, remove only the enemy's worker.

Playing: This Scenario is played as a standard 2 Player Game of Warcraft.

Victory Conditions: A Player achieves Victory if he sucessfully removes all enemy Workers form the objectives. Note that only Human and

Undead workers count for this. Also, a player may achieve Victory if he eliminate the opposing Player.

Fast Blood(2P) - Author: Angel Gabriel Olivo Díaz

Backgorund: This is a short scenario, ideal for

teaching one friend how to play.

Races: Orcs vs Night Elves, but you can change

them easely

Special Rules: Forest and Gold mine never

become exausted

The cells with experience points are treated as

forest AND gold mine (If you have two workers,

in that cell, you can get gold and gold; gold and

lumber, or lumber and lumber.) and never get

exausted.

Setup: The victory point cards and the reforest

card (for the night elves) are useless. Remove them befor start playing
Victory Conditions: The only way to win is destroy the enemy town hall.
Haunted land (2P) - Author: Riccardo Coletta

Backgorund: Orcs and Humans discovered an incredible rich

land near them and decided to harvest resources from there, but

the land is Cursed and all workers leaved without unit protection

die and become undead. They discovered that all the curse is

dominated by an unholy altar. Who will gain the control of the

altar will gain the control of the land

Races: Human and Orcs (easy changable)

Special Tokens Required: 3 undead melee units.

Setup: Follow the diagram. Players starts with 3 melee units and

3 workers in the town space. Players starts with 3gold and 3

wood

Special Rules: Mines and Forrests cannot deplete. Se "playing"

for details on harvesting

Playing: The land is haunted becose of a cours that start from the

space marked "A" (The cursed altar)

During harvesting, when the players roll a "3" on the harvest dice, the player do not gain resource; all the workers in the space the player is

harvesting istantly die and become undead following this table: 1 worker => 1 melee unit at level 2; 2 workers => 1 level 2 melee unit + 1

level 2 range unit; 3 workers => 2 level 3 melee unit + 1 level 3 range unit. Resolve any battle immediately

Victory Conditions: Collecting 17 victory points/Destroy the opponent/Build an outpost in space marked "A" (The cursed altar) and

maintaining it for a FULL ROUND

Land Grab (2P) - Author: Stephen Gerber

Backgorund: With the defeat of Archomonde and the loss of

Azaroth, both the Orcish Horde and the Human Allience are

quick to carve out their terrority in Kalimdor, battling over the

limited resources available.

Races: Orcish Hoarde and Human Allience

Setup: The Board is set up as illustrated in the setup diagram.

Players begin with 5 gold and 5 wood each. Remove the Victory

Point Cards from the experience decks. Each player begins with

three workers and three mellee units in their town.

Special Rules: Gold Mines and Forests adjacent to towns do

not deplete. If you roll a three when harvesting in these spaces,

Ignore the depletion.

Playing: Play as a normal 2 Player game of Warcraft.

Victory Conditions: A Player achieves Victory if they amass

15 VP or eliminate the opposing team.


Mining Madness (2P) - Author: Stephen Gerber

Backgorund: With the exodus of Lorderon, and all the races focus on

the events that transpired on Kalimdor, the human homeland has grown

excessive in riches, natural resources overgrowing much of the unused

land. With the battle of Kalimdor over, all eyes have once again

turned to where the war originated. THe Human Allience attempts to

retake its lost land and wealth from the Burning Legion who have

overrun it.

Races: Human Allience

Setup: The Board is set up as illustrated in the setup diagram. Both

Players begin the game with 5 gold and 5 wood. Both players start with

3 workers and 3 mellee units on their town spaces.

Playing: The Game is played as a standard 2 player game of Warcraft.

Victory Conditions: There are a number of ways to achieve victory and are as follows:

Amass 50 resource Tokens/Earn 15 VP/Eliminate Opposing Player

Nordrassil, The World Tree - Revisited Old School (2P-4P) - Author: Stephen Gerber

(Orc and Human have players have a short Life Span)

Special Tokens Required: 4 Wall tokens, 1 Nordrassil World Tree Token

Setup: The Board is set up as illustrated in the setup diagram. Place a

wall token on each point marked A and the world tree at the

point ,marked B. Remove all 12 VP cards and add them to the night elf

Experience Deck (Making it 30 cards Long). The Night Elves, Humans

and Orcs form one team while the Undead Forms a second side. All

players begin the game with 3 Mellee units and three workers in their

town space.

Playing: Playing Humans, Orcs and NIght Elves: These teams play as a

normal game of warcraft would permit with the exception of the Night

Elf player, who may never draw emperience cards in battle. At the end of

every second turn, the Night ELf Player instead draws a card and places

it down in a pile. This represents Furion's progress with his enchantment.

This give a max of 60 rounds before Victory is achieved.

Playing Undead: The Undead Play as normal with the following

exceptions:

1) All buildings in their town space have already been fully built, and all of their units are fully upgraded.

2) If the Undead Player destroys a Town Space, he automatically places one of his outposts there, which is considered a second town Space,

following all of the extra's mentioned in 1.

Victory Conditions: The allied forces win if the Night Elf draws the last card form the experience deck. The Undead Player achieves Victory
if he destroys all opposing Player's Towns or end his turn with a unit on B.
Once Upon a Time(2P) - Author: biso

Backgorund: - PROLOGUE -There was a time were Humans

and NEs fight each other. This is a example of that old days

Races: Human, Night Elf

Setup: The board is set up as illustrated in setup diagram. Players

begin with 5 gold and 5 wood. Each player starts with 3 workers

on their town space and with 3 melee units as illustrated

Victory Conditions: The players win by eliminating the other

player

Outpost Madness (2P) - Author: Mike Zebrowski

Races: Orcs, Undead

Setup: Pieces are placed as shown on the map. Each player

begins with 10 gold and 10 wood.

Special Rules: An outpost can be destroyed by its owning player

during the Build Phase. This nets the owning player 1 gold and 1

wood.

Victory Conditions: The first player to score 20 Victory Points at

the end of a Turn wins.

Spy Vs. Spy (2P) - Author: Maurizio 'RaistlinMajere'

Races: Humans and Night Elves

Special Tokens required: 1 Orcs Melee Unit, 1 Undead Melee

Unit and the two triangular special tokens (see the diagram).

The Orc Unit is used like a Human Spy and the Undead Unit is

used like an Elvish Spy. The 2 triangular special tokens represent

each a building named 'Runed Conclave' (see 'Special Rules for

the Spies').

Setup: The boardgame is setup as illustrated in the setup diagram

(see the .jpg).

Players begin with 4 Gold and 4 Wood each. Place the two special

tokens

as illustrated.Starting Units: Each player starts with 3 Melee

Units, 2 Workers and his own Spy: all these are placed
in his Town space.

Special Rules:

- Resources are unlimited (mines and forests never depletes);

- normal Upgrade is not available;

- Victory Points are not considered in the game;

- Experience Cards are not utilized;

- each player may produce a maximum of 8 Melee Units, 4 Ranged Units and 3 Flying Units;

- Depletion Counters are used like 'Influence Coins' (see 'Influence Rules').

Special Rules for the Spies:

- The two Spies are the starring of the game. Each player controls a Spy (the Human player controls the red

one and the Night Elf player controls the purple one).

- Spies cannot participate in combat;

- Spies ignore the stacking limit;

- Spies cannot die;

- Spies may move only 1 space in any direction;

- if AT THE END OF A TURN enemy units occupy the same space of a Spy, that Spy is removed from the

game and repositioned by his controller on the Town space or Outpost of the Spy controller, at his choice;

- the two Spies can stay on the same space, they don't interact each other;

- the hexagon in the center of the map represent 'The Shrine'. Spies in the Shrine space are protected: only Spies

can stop on the Shrine space. Combat units are not allowed to stop on the Shrine (although they can pass

through it);

- if a Spy enters a 'Runed Conclave' building, immediately that Spy's controller gets an Influence Coin (see

'Influence Rules'). NOTE: an Influence Coin can be gained in this manner only once in the game.

Influence Rules: Each player starts with 5 Influence Coins (use Depletion Tokens to represent them).

During the game each player can ANYTIME (not during a battle) spend ONE Influence Coin (and ONLY ONE AT A TIME, priority goes to

the player playing the turn and the Influence-actions stacks) to:

- transform all enemy units present in any target place (hexagon) on the map into own units. This can be done

only if that player's Spy is present in that place (hexagon);

- move INSTANTLY up to 8 own units (also the Spy if desired);

- remove from the game the opponent's Spy and place it on any Town space/Outpost that opponent controls;

- neutralize an Influence-action performed by the opponent (Upgrade CAN NOT be neutralized, see below).

Each player can spend TWO Influence Coins AT THE START OF HIS TURN to Upgrade all his units to the Second

Level. NOTE: each player can only perform ONE upgrade during the entire game, so units will never Upgrade over the Level 2.

Victory Conditions: The game immediately ends when one of the two Spies ENTERS the enemy Town place.

The controller of that Spy is the winner of the game.


The dragon mountain (2P) - Author: Riccardo Coletta

Races: Night elf, undead

Special Tokens Required: 2 human flying unit, 2 orcs flying unit, 6 orc melee unit

Setup: Follow the diagram. Players starts with 3 melee unit and 3 workers in town space. Players

starts with 4 gold and 4 wood

Special Rules: Human flying unit are blue dragon: strenght 5,Orc flying unit are red dragon.

Strenght 5, area attack ability

In case of battle opponet guide the dragons and the hard skin cause all the casualities causedby

range unit to be reduced by 1. Orc melee unit are level 3

Playing: Dragons :In case of battle against the dragons the player gain one victory point for each 2

dragon killed in a single battle due to the skin captured. If at the end of the turn a player have one or

more unit in one of the space marked "A" due to the eggs captured

Orc outposts: If during the spend step, a player have one or more units in an orc outpost, the player can hire one or more orcs mercenary at the

cost of 5 golds per unit. When an orc die it go back to the orc outpost. If in any moment an orc unit stay in a space without any player unit the

orc unit disband and go back to the outpost. Orc mercenary unit count as players unit for the pourpose of staking rule

Victory Conditions: Collecting 15 victory points/Destroying the enemy

The Rear Guard (2P/3P) - Author: Herm

Races: Night Elf, Human, and Orc

Special Tokens Required: 4 Wall tokens

Setup: Note that the Orcs begin with 2 outposts, 4

melee units, and 6 workers. Night Elves and Humans

begin with the normal 3 worker/3 melee units. All

players start with 5 gold and 5 wood.

Special Rules: 1. Remove all VP cards from the decks

2. Orcs begin with 2 outposts, 4 Melee Units, and 6

workers (setup per map) 3. Orcs may puchase and

build walls.

a. Walls cost 2 gold and 2 wood to construct.

b. A wall is purchased during the spend phase, and

placed during the deploy phase. c. A worker unit must be in the hex to construct a wall. d. The worker chosen to build the wall may not

perform any other action until the wall is complete. e. A wall may be placed on any edge of the hex containing the worker unit who is building

the wall.

4. The Gold and Forest spaces on board pieces C-2 and C-10 do not deplete. Treat any 3 rolls as a 2 here.

Playing: The Night Elves and Humans have united their armies to make an assult on the main Orcish encampment. Farseer Thrall has decided

to shift his people to a more readily defendable area in the mountains. The Orcish Rear Guard have been given orders to hold off the

advancing Alliance forces until the main body of the Horde can be safely evacuated.

Victory Conditions: The Alliance wins if they can overrun the Orc base (on M-3) within 20 turns. The Orcs win if they can hold off the
advancing armies for 20 turns.
The Spirits of Ashenvale(2P) - Author: The tainted one13

Background: The noble warcheif Thrall has instructed Grom Hellscream of

the Hellscream clan to build an outpost in the depths of Kalimdor. Grom

reasons that in order to build his base he will need a lot of lumber. Unknown to

him however are the ancient spirits of the woods of Kalimdor, who may not

take kindly to their sacred grove being destroyed...

Races: Orc and Night Elf

Setup: Orcs starting with 5 workers and the Night elves starting with 3, and

with a guarded outpost.

Playing: Goldmines next to town spaces do not deplete, and the forest next to

the night elf player doesn't deplete

If a night elf outpost is destroyed, the Orc player collects 10 lumber from the

stockpile,the orc player plays first

The orcs win if either they have 50 lumber, or alternatively if every forest except the one next to the night elf town depletes. Alternatively

they win if they are the last player remaining/The Night elves win if they are the last remaining player.

The treasure valley (2P) - Author: Riccardo Coletta

Background: Orcs and Humans discovered a

very rich valley in the Night Elf land, but the

most rich part of the valley is full of undead

controlled by an unseen master. Night Elf offered

some little help to Orcs and Humans and offered

the free use of the valley resource to the

commander of the army that will free the land

from the undead

Races: Orcs and Humans (easy changable)

Special Tokens Required: 3 undead melee units,

3 undead flying units, 2 undead range units, 1

night elf outpost

Setup: Set up like shown on the diagram. Each player starts with 3 workers and 3 melee units in his town space. Each players starts with 4

gold and 4 wood

Special Rules: Undead melee and flying units are considere all upgraded to second level, undead range units are fully upgraded

Undead units in battle are played by the player BEFORE the attacker (player on the right of the attacker

Playing: Whenever a forrest or a mine next to a city become partially depleted can be "repaired" if a player have a worker in it for a FULL

ROUND without harvesting, removing the partial deplete token. Mines and forrest TOTALLY DEPLETED cannot be used any more nor

rebuilded in anyway (as basic rule)

Before the beginning of the turn if one of the spaces marked "A" or "B" are without any player unit, all the destroyed undead come back to

play in the same place as the setup


Victory Conditions: The night elf outpost is a "Shop". During the Harvest step, if a player have a worker in the outpost, the player can by
wood tokens at a price of 3 gold tokens for each wood tokens and 1 gold tokens at the price of 2 wood tokens

Victory point card can be selled at the price of 3 gold or 2 wood

Victory Conditions: Destroy the opponent/Buld an outpost in the space marked "B"

Tomb Raider (2P) - Author: Stephen Gerber

Races: Orcish Horde and the Night Elf Sentinels.

Special Tokens Required: Two Human Worker Tokens

Setup: The Board is set up as illustrated in the Setup diagram. Place a human

Worker on the two raiding camps as illustrated in the diagram.

Special Rules: Forests and Goldmines adjacent to town spaces do not deplete.

Playing: An ancient tomb has been uncovered and the Orcs rush to claim its

contents. The Night Elves, not wanting the savage Orcs defiling thier Tomb,

must reach it first. However, traps and puzzles litter the ancient complex and

both forces have pulled out. Behind a mountain ridge lies two raider camps who

know of the structures secrets and so the race has begun to 'acquire' one of the

raiders and reach the tomb before the other.

When a flying unit lands on one of the camps, they 'aquire' one of its populance,

who will then become apart of that unit. If the flying unit makes contact with another friendly unit, the raider may be passed onto them. If a

unit carrying a raider is killed, then the player must goe back to the camp to pick up another.

Victory Conditions: A player achieves Victory if he brings one of the Raiders to the tomb and ends his turn with at least one unit present.

Tomb Raider II (2P) - Author: Stephen Gerber

Races: Orcish Horde and Night Elf

Sentinels

Special Tokens Required: 18

Depletion Tokens. 2 Captive Tokens,

1 Orc Outpost, 1 Night Elf Outpost, 1

Special Flying Unit Token.

Setup: The Board is set up as

illustrated in the setup diagram. Place

a semi-depleted token on each spot

marked A. On B place the Night Elf

and Orc Captive Tokens (Doesn't

matter which way). On C, Place the

Special Flying Unit Token. Place the Outposts where illustrated.

Special Rules: Treat the Outposts as the Races Town Spaces.

During the Harvest Phase, roll the harvest dice once for Gold and Once for Wood. This is the amount that race recieves in shipments from

the outside world.

When mellee or ranged unit lands on a semi-depletion token, roll the harvest Die to see what happens.

On a 1: The Unit has found a hidden cache of treasure. That player may roll the harvest dice and recieve that much Wood AND Gold.
On a 2: The Unit's Stumbling around has woken the Dead. Immediately roll the Harvest Die and place that many Undead Mellee Units on

that space. Roll the Harvest Die once more to determine thier level.

On a 3: The path collapses betheath the Units feet and the walls close in. A series of deadly traps have been sprung. Roll the Harvest Die and

allocate that many wounds to any Units on that space or in the flanks. The first wound must be allocated to the one who set the trap. Further

wound may be allocated by that player to any unit, including enemy.

Once the even has occured, flip the semi-depletion token upside down so that it is fully depleted, Do not roll on that space again.

Playing: Both the Night Elves and the Orcish Horde have entered the ancient tomb from different pathways. An Artifact stands in the centre

of the complex but is barred by two solid gates. Two leavers open these gates.

A Player must have a unit present at both levers to unlock the artifact. The first player to have a unit on the special flying token retrieves the

artifact. Note that if one is already present on it than that unit gets the artifact. That unit must then escape to its outpost. If killed, place a

marker to represent the artifact. The next unit to make contact with it picks it and must travel to its outpost.

Victory Conditions: Victory is achieved if a player takes the artifact back to his outpost or destroys the other player.

Too Close for Comfort(2P) - Author: Jay Leone

Background: The few resources remaining in this land are well guarded

by their inhabitants. Now the question you must answer is whether you

bathe yourself in wealth early, or inherit your rightful

spoils through conquering your foe.

Special Tokens Required: Place C10 on Letter A. Place C2 on Letter B.

Place C15 and C16 on Letter C. Place a Lumber Token on Letter D.

Setup: Resources: 1) Adjacent to towns = 20 2) Woods in the Middle

= 15 Lumber 3) Letter C = 15 Gold 4) Letter D = 20 Gold, 25

Lumber.

Playing: Standard rules. Each worker harvests 2 resources. Any worker

who harvests from D may choose Gold or Lumber, not both. Harvesting

from D gives 3 resources.

Victory Conditions: - 14 Victory Points/Eliminate Opponent's Town.

Trudging through the Ashes(2P) - Author: The_tainted_one13

Background:The acolytes of the undead cult of the damned are

to be trained, the Scourge having ravaged the plains of

Lordaeron. The noble humans, unwilling to allow their

homeland to be destroyed, have sworn to prevent this from

happening

Races: Undead and Human

Setup: Place two workers and 3 melee units on each town

space. Place human workers as shown

Shuffle out victory points from both decks and the speed up

cards from the Undead deck.

Playing: Humans start with 5 gold and lumber, while the


Undead start with 7 Playing undead - If a human worker dies, place an undead worker on that square immediately. Undead may not train

workers. Note humans may train workers if they have enough in their reserves

Playing humans - peasants not starting in the Town hall may not move at any point, even if their resourse runs out,and are not affected by

town portal

The Undead win if they have killed all the peasants starting outside the human town hall

Two Rivers version 1.1(2P) - Author: Jay Leone

Background: Separated from your enemy by two narrow bridges,

you might find some arial assistance useful in fending off attacks or

making a raiding party.

Improvement: More open sides to prevent bottleneck stalemates.

Setup: Set all resources to 15. A's have 20 gold.

Victory Conditions: - 10 victory points.

- Eliminate opponent's Home Town.

Undead vs Night Elf(2P) - Author: Dragonfly

Races: Undead, Night Elf

Special Tokens Required: Flying unit

token,Night Elf token

Setup: Each player starts with 5 gold and

5 wood, 3 workers and 1 melee unit

Special Rules: Player that steps on the

token A gets 1 flying unit for free and

token is removed from the board. Player

that steps on the token B gets one

building for free and the token is removed

from the board. Player that steps on the

token C can transport his/hers units from

the town centar to the token (rules for

stockpileing do not apply).

Playing: Classic rules apply.Game is played without victory point cards.


Victory Conditions: Get 16 victory points
Volcanic Crater(2P) - Author: Francisco Colmenares

Backgorund: Within an old volcanic cater lies a valley rich in resources. Two races

set up their bases on opposite sides of the massive volcanic crater. Only two

entrances lie at either side of the valley, and only two points are low enough for

flyers to go forth within. He who controls the valley controls the region's wealth.

Setup: As per the normal setup rules for a two-player match. Notice that when

choosing a race to play the tile to be used must be placed with the side where the

town is not in a corner but on the side.

Playing: The map can be used with the normal game or the expansion and be used

with any optionals desired. Empty spaces within the map represent completely

impassable mountains, even to flyers.

Victory Conditions: The first player to score 13 Victory points at the end of any

turn is declared the winner/Eliminating the opponent's town.

War Games I (2P) - Author: Stephen Gerber

Backgorund: In a clever ploy to rid thier lands of the

Burning Legion, the Night Elf Sentinels have set up the

war games between the Orcs and Humans, promising

Honor and riches to the victor. THe first competition

is a race through enemy terrority, passing a cultist

temple and then into a necromancers camp, where they

will retrieve their batton before ending at an ancient

tree. Whatever the outcome, the true victors will be

the Night Elves.

Races: Human Allience and Orcish Hoarde

Special Tokens Required: 2 Orc Outposts, 2 Human

Outposts, 1 Necromancer Token, 1 Temple Token, 2

Captive Tokens, 1 Nordrassil Token, 4 Wall Tokens

Setup: Both Players Begin with 5 Wood and 5 Gold. Each Player Begins with 3 Workers and 3 Mellee Units in their town Space. Place a

Necromancer Temple at A. Place a wall Token on each B. Place an Orc and Human Captive Token at each C. Place a Necromancer on D. At

E place the Nordressil. Place half Constructed Outposts where illustrated.

Special Rules: Gold Mines and Forests adjacent to twon spaces do not deplete. Enemy town spaces cannot be occupied or destroyed. A

Players Outpost (Checkpoint) is completed automatically when a unit lands on that space. Special Tokens cannot be destroyed. The Undead

Units are a neutral army and will not move, nor recieve any expeience cards. They will attack any enemy that lands in its space and Undead

Flanks will count. When a Battle occurs the opposing player controls the undead.If Both Players enter a battle with the undead, the undead

will not participate until only one player remains.

Victory Conditions: A Player achieves Victory if he has completed all checkpoints and sucessfully moves a unit onto his captive token,

retrieving a Batton and then moves it to the Nordressil token. If the unit with the batton is killed before, the player must retrieve a new batton
from the captive token.
War Games II (2P) - Author: Stephen Gerber

Races: Human Allience and the Orcish Horde

Special Tokens Required: 4 Wall tokens, 2 Necromancer Tokens, 2 Temple

Tokens, 2 Captive Tokens, 1 Nordrassil token, 2 Undead Outposts, 1 Human

mellee unit Building, 1 Orc Mellee Unit Building, 1 ranged special token, 1

flying special token.

Setup: The Board is set up as illustrated in the setup diagram. Place a Wall

Token on all the spot's marked A. Place the Necromancer Tokens on B. Place

the Human and Orc Captive Tokens on C. Place the Necromancer Temple

Tokens on D. At E, Place the special Flying Unit Token while at F, place the

special ranged unit token. On H, place the Nordrassil Token. Place an Undead

Outpost on the Undead and Night Elf Town Spaces. Place a Human Mellee

Building over the Human Town and an Orc mellee building over the orc town. Place 3 Human Mellee Units on their town space and three Orc

mellee units over the orc town space. Place the Undead where displayed on the map. Take out the Victory Point cards out of the experience

Deck. Also remove the Human Call to arms and the Orc Ensnare from their respective decks. Each player begins with 3 Gold and 3 wood.

Special Rules: The Town Interfaces are not required in this game, and thier town space has been replaced by a mellee unit building. There is

no purchasing of buildings, workers or any other units other than the mellee unit. There is no harvest phase.

All units are considered to be upgraded to level 2, but cannot go any further. This includes the Undead player.

The Human and Orc Players can attack each other but cannot occupy each other's town spaces.

The Undead Units are a neutral army and will not move, nor recieve any expeience cards. They will attack any enemy that lands in its space

and Undead Flanks will count. When a Battle occurs the opposing player controls the undead.If Both Players enter a battle with the undead,

the undead will not participate until only one player remains.

During the spend Phase, a player may purchase as many mellee uinits as he wishes, although stacking limits still count when deploying.

If at the end of a turn a player has any mellee units on either the ranged or flying special tokens, it may be replaced by a ranged or flying unit

(depending on which), upgraded to level two.

Playing: The Night Elves have set out the second War Games to futher cleanse their land of the Undead Scourge, using the Orcs and Humans

as unwitting Pawns. They have set out four tasks for each side to comple before returning to the Nordrassil. The four Tasks are as follows:

1) Slay the Necromancers as they are meeting by removing the guards.


2) Save a comrade from the Undead guards.

3) Cleanse a defiled Temple by destroying those worshipping in it.

4) Destroy the source of the Scourge in this area by removing thier Outposts.

For objectives 1,3,4 upon completion of each, a player recieves 2 gold and 2 wood. For completing objective 2, a player places 2 Mellee

units (If he has any spare) where the captive token was.

Each Player must achieve all of these before reaching Nordrassil, but can only do each objective only once. Hence they cannot stop another

player by doing the same one twice.

Other than these changes, the scenario is played as normal.

Victory Conditions: A player achieves victory if he achieves all 4 tasks set out by the Night Elves and has at least one unit on the Nordrassil
world tree.
War Games III (2P) - Author: Stephen Gerber

Races: Human Allience and Orcish Horde

Special Tokens Required: 1 Human Outpost and 1 Orc Outpost

Setup: The Board is set up as illustrated in the setup diagram. Each player

begins with 5 gold and 5 wood. Each player has 3 mellee units and 3 workers

on thier town space. Place an Orc Oupost over the Undead town space and a

Human Outpost over the Night Elf town space.

Option 2: You can swap the outposts around for some real fun, having the

human outpost on the Undead town space and the Orc outpost over the Night

Elf town Space.

Special Rules: There are no Special Rules for this Scenario. If there is a lack

of resources, then Forests and Mines adjacent to town spaces only, do not

deplete.

Playing: Having removed the scourge of their lands, the Night Elves are now set to get their Human and Orc Pawns to destroy one another,

the Victor too weaken to defend themselves when the Night Elf army strikes. This games is played as a normal 2 player Scenario of Warcraft.

Victory Conditions: A player achieves Victory is he annihilates every last enemy including town Space, Units, workers and outposts.
Non Scenarios

Hidden Valley(3P) - Author: Oyoryel

Playing: Play as normal. This map is intended for a slow build-up leading to a

confrontation in the centre.

3 Player Basic Map1(3P)- Author: Jacob Larsen

Setup: Give each player 4 gold & 4 lumber. Every player starts with 2 melee units,

1 archer and 3 workers.

3 Player Basic Map 2(3P)- Author: Carnivaldes

Setup:: E means space for grass with nothing


Oblong Forest(2 vs 2) - Author: Oyoryel

Bigger 4P Map(4P) - Author: Oyoryel


4 Player Basic Map1(4P)- Author: Underdog

4 Player Basic Map2 (4P)- Author: Underdog


Scenarios(3P,2v2,4P)

Behind Enemy Lines (3P) - Author: Stephen Gerber

Background: Heeding the Prophets words, the Orcish Horde and the Human

Allience have fled to Kalimdor to make their stand against the burning Legion.

The Night Elf Sentinels, seeing strangers invade their homeland have prepared

for war to reclaim their lost terrority by striking the heart of the enemy's

reinforcements, an ancient elvern gate.

Races: Orcish Hoarde, Human Allience and the Night Elf Sentinels

Special Tokens Required: Orc and Human Outpots, Three General Unit

Tokens.

Setup: The Board is set us as illustrated in the setup diagram. The Night Elf

Player begins with 5 wood and 5 Gold. Remove the VP cards from all

experience decks. The Night Elf Player begins with three workers and three

Melee units.

Special Rules: The Human and Orc Outposts are considered to be their towns for this scenario. The empty areas inside the board are

impassible by any unit. The Orcs and Humans form one team while the Night Elf player forms another.

Playing: Playing Orc and Human: During the harvest phase, the Orc and Human player both roll the resource die. On a 1, they place a Melee

unit on the Melee Token (A). On a 2, they place a Ranged unit on the Ranged token (B) and on a 3, they place a Flying Unit on the Flying

Token (C). The Orcs and Humans do not participate during the deploy and spend phase. All of their units are considered to be fully Upgraded.

Playing Night Elf: The Night Elf player's turn is played normally.

Victory Conditions: The Night Elf Player Wins by eliminating both the Human and Orc Outposts or by ending a turn with a unit on the Elf

Gate with no adjacent enemies. The Orks and Humans win if they total 12 VP or eliminate the Night Elf Player.

Fight for land (3P) - Author: Riccardo Coletta

Background: 3 races fight for the control of a rich valley.

Races: Human , Undead, Night Elf

Setup: Follow the diagram. Place in space marked "A" a wall token

(UNPASSABLE TERRAIN FOR ALL UNITS) . Each players starts with

3 melee unit and 3 workers in his town space. Each player starts with 3

wood and 3 gold.

Victory Conditions: Destroying both the enemy/Collecting 15 victory

points/Ending a turn with an outpost and 3 units in the middle of the

board (marked "B")


Lumber (3P) - Author: Angel Gabriel Olivo Díaz

Races: Humans & Orcs vs Night Elves

Special Tokens Required:Walls next to night elves town

hall

Special Rules: Night elves treat victorycards as reforest

cards.

Orcs and humans are not allowed to move into night elves

town hall (put walls), so it can not be destroyed.

Orcs and human can not upgrade their units to level 3, just

level 2.

Victory Conditions: Night elves win by destroying one

enemy town hall/Orcs and Humans win when all the forest

are exausted

The altar of power (3P) - Author: Riccardo Coletta

Backgorund: The resources of this land are exausted, only

few mines and forrest remain usable, but not for so much.

The only way to survive is leave the land or take control of

all the land or the altar of power. But the Night elf will not

leave their holy altar without a vicious fighting!

Races: Orcs, Undead, Humans

Special Tokens Required: 2 elf range units, 3 elf flying unit,

3 elf melee unit

Setup: As shown in diag ram. Each player starts with 3 wood

and 3 gold,Put a wall in the space signed with "A" . This

space is UNPASSABLE

Special Rules: Depleted tokens can be removed if a players

have a worker in the space for a FULL ROUND (starting

before the move step to the end of the spend step)

This is the only way to use again a depleted mine or forrest

Night elf melee and flying units are 2nd level. Range units

are 3rd level

Night elf battles are played by the player before the attacker

(on his right)

Playing: Play as basic rules except what explained in the "Special rule section"

Victory Conditions: Destroying both the enemy/Collecting 15 victory points/Ending a turn with an outpost and 2 units in the middle of the
board
The Great Battle (3P) - Author: Dragonfly

Races: Humans, Night Elfs, The Undead

Special Tokens Required: Night Elf token, Undead prisoner token

Setup: Players start with 4 wood, 4 gold , 3 workers and 1 melee unit

Special Rules: Player that steps on the token A gets 1 upgrade for free (the player

must have enough buildings) and the token is removed from the board.

Playing: Classic rules apply. Players have to remove "Fast" cards from their decks.

Victory Conditions: Undead: Rescue the prisoner (B) and get him to your

town/outpost.

Human: Build your outpost on space C.

Night Elf: Build your outpost on space D.

Note: Outpost must survive 2 rounds.

Or get 20 points.

Triangle of Death (3P) - Author: Angel Gabriel Olivo Díaz

Races: Orcs, Nitght Elves & Humans

Setup: Experience Cards and Reforest Card are useless. Remove them before game.

Special Rules: Experience cells are considered gold mines AND forest and are

ocupied by random monsters.

Cells marked with an A are ocupied by Undead Heroes.

Playing: Undead Heroes startas at level 1 If the Undead Heroes win a battle, they

upgrade a level. If a 3 level Undead Hero wins a battle, he recover all his hit points.

Undead Heroes get 2 cards each. This cards can't be exchanged with other undead

heroes cards.

Victory Conditions: Undead heroes must be defeated. You win by controlling the

three experience cells OR destroying one enemy town hall.

Waking the Undead (3P) - Author: Joss Ives

Backgorund: A very

short-term alliance was


made by the ocish

horde, the human

alliance and the night

elf sentinels to destroy

the threat of a very

powerful necromancer.

The powerful magic

used by the

necromancer to create

his undead armies was


so powerful that after his death, many of the created creatures were not destroyed. The three armies quickly realized that if they could seek out

these undead creatures who have no master, they could control these creatures themselves and use them in the battle against each other for

sole control of the valley in which they had recently defeated the powerful necromancer. Military dominance in this valley will be assured to

the army who first takes control of an undead melee unit, undead ranged unit and undead flying unit.

Races: Night Elf, Orc and Human

Special Tokens Required: The 3 wall bits included with the regular game (not for alternate map). Four of each type of undead unit (melee,

ranged and flying) and the undead's upgrade tiles.

Setup: The board is as illustrated in the setup diagram. There should be a wall placed at each of the hex intersections marked AA (Note: the

alternate map has no walls). Thereshould be a total of 12 undead units on the entire board, with one of each type of unit occupying the central

hex and the other 9 units occupying the hexes in groups of three as shown. These units should be placed on their sides to indicate that they are

currently inactive units. All resource hexes that are not adjacent to a race's town hex have complete depletion markers placed on them which

will not be removed during the game (including the 6 surrounding the central hex). These hexes are indicated by "D" on the map. Players start

with 5 gold, 5 wood and 3 experience cards. Each player begins with 3 melee units and 3

workers their Town. Note that workers cannot be killed and no more can be trained. Each player will

always have exactly 3 workers in play throughout the game.

Special Rules For Walls: Walls are treated exactly the same as in the Captives Scenario.

Special Rules For Waking the Undead: The four hexes on the board that begin with undead units are considered “waking” hexes. If at the

beginning of a player's harvest phase, that player is the only player that has active units in the "waking" hex, that player may try to wake one

undead unit. This process spans two of that player's turns. To “wake” and undead unit, the player declares that they are trying to wake the dead

on that hex. The player then places all his units (including undead under his control) on their side to indicate that they are "waking" the

undead. Each player can only be attempting to wake the dead in one hex at a time and cannot pillage (see special rules) in a hex where they

are trying to "wake" an undead unit. If this player moves any of his units onto or off of this hex, the ritual is disrupted and all his units in that

square are returned upright. If units in this hex participate in a battle, any surviving units can still be left on their side and the ritual considered

uninterrupted. At the beginning of a player's harvest phase, if a player has any units that are currently on their side because they are attempting

to "wake" the dead, that player can choose to successfully "wake" the undead unit they were attempting to "wake". That undead unit and all

units that player controls on that hex are immediately placed on that player's town interface and be deployed during that player's deployment

phase (this deployment can happen on the same turn in which the units were placed on the town interface). A player can only wake one of

each type of unit (melee, ranged and flying) during the game. You can occupy a hex with inactive ("unwaked") units of the type you have

already made active to try and pillagethe victory point hex for goods or to preventother players from waking that unit.

Additional rule to waking the undead in the central hex: when a player attempts to wake a unit in the

central hex (he can only wake one unit from this hex in a turn), he must havean undead unit under his control present in that hex with his

army. Simply put: to get an undead unit from the middle, a player needs to have a different type of undead unit with his army. Player's get to

choose which unit they“wake” from the center hex. The undead units count towards regular stacking limits of 3 units per hex.

Special Rules For Playing the Undead:Play of the undead units is very similar to the playof the Orc mercenaries in the Orcs For Sale

Scenario, except for they cannot die. If they are ever killed in a combat, successfully devoured or simply left unaccompanied by a player's

regular units, the undead unit is placed on that player's town interface and can be deployed as a regular unit during that player's next

deployment phase. This deployment can happen in the same turn that they were placed on the town interface. The upgrade tiles for the undead

are as follows throughout the entire scenario: the flyers are level 1, the ranged units are level 2 and the melee units are level 3.
Special Rules For Workers and Harvesting:Throughout the entire game, each player is limited to the 3 workers that he began the game

with. These workers cannot be permanently killed. If they are ever killed by being left unprotected in the same square as an enemy unit, they

are immediately placed on their owner's town interface and can be deployed in that player's next deployment phase (this deployment can

happen in the same turn that they were placed on the town interface). Goldmines and forests adjacent to towns do not deplete. The other

forests and goldmines beginthe game fully depleted (marked by "D" on the map) and can never supply resources during this game.

Special Rules For Pillaging: Victory point objective hexes: There are four different victory point objective hexes ("waking" hexes where the

undead units start) present in this scenario.If a player has any units present on one of these hexes during their Harvest phase and there are no

units controlled by another player present on this hex, this player may pillage this hex. He declares a resource (gold or wood), rolls the

resource production die and takes 1, 2 or 3 of that resource according to the roll. On rolls of 3x, depletion markers are still placed on that hex

the same way that a forest or gold mine would deplete. Once there is a complete depletion marker on this hex, it has been ransacked and can

no longer be pillaged for the rest of the game. No player can make more than one of these rolls per victory point objective hex per turn.

Special Card Rules:All races: The three victory point cards in each player's experience deck have their rules changed as follows. Following a

combat die roll, any player with units involved in the combat can play one or more victory point experience cards. Each card played changes

the number on one die up or down by one. The die is rotated to the face to reflect this change. Dice cannot be modified to read lower than one

or higher than six. Special effects caused by rolling specific numbers can be caused if the die is changed such that it reads that specific

number. Likewise, a special effect triggered by a roll can be eliminated by changing the number shown on the die from the specific number

that would trigger the special effect. Both players can play as many of victory point cards as they like to modify a die more than once. A

player can also use these cards to change value shown after the other player has one of their own cards to modify the value of the die.

Humans: The call to arms card rules are changed as follows. Play this card when an opposing player has decided to resolve a combat in the

Humans are the defender. The human player immediately takes any unit he controls from another hex on the board (or if all your units in this

battle are participating in this battle, a melee unit from your reserves) and places it on the battlefield. If this would violate the stacking limit,

place the unit in an adjacent square that is not occupied by your enemy's armies and in which the

unit is legally allowed to be. All original text for this card is ignored.

Night Elves: The renew card rules are changed as follows. Play renew at the beginning of a combat in which the player controlling the Night

Elves is the defender. All Night Elf units that are killed in the battlefield (not the flanks) in this battle are instead placed on the Night Elf town

interface and can be deployed as usual during that player's next deploy phase. All original text for this card is ignored.

The first player to wake three undead units (one of each type) is the winner. It is important to note that a player could wake the three types of

units without waking any of the units from the central hex. Since the waking of the undead units occurs at the end of a given turn (after all

players have completed the spend step), victory conditions are also checked at that time. If more than one player

satisfies the victory condition, the player who moved first that turn is the victor.
Dragon Island(2 vs 2) - Author: Oyoryel

Special Tokens Required: This scenario uses 2

creep tokens: 1 hatchling and 1 dragon

Setup: Place both the dragon creeps on the

central tile. Each player starts with 5 gold and 5

wood. If using heroes, place creeps as normal.

Every player starts with the normal starting units.

Special Rules: If a battle is started with the

dragons, you must fight both at the same time.

Anyone who beats them can plunder their hoard,

worth 10 gold. If they are beaten by allies

working together, they can split the 10 gold as

they wish.

Playing: This is a very resource-heavy map. It

probably enables you to fully upgrade your army,

but might take a long while to finish.

Victory Conditions: A team wins by obtaining

30 VP (the centre tile still counts as 3 VP) or by

eliminating one of their opponents, as normally.

Great Army(2 vs 2) - Author: Angel Gabriel Olivo Díaz

Background: Players have resources near their

town halls, so, they can construct a big army

without many problems, and then ... fight. Is a

slow game.

Races:Human & Orcs vs Elves & Undead

Victory Conditions: 15 Victory point per

group or destroying one enemy town hall.


Holy Temple (2vs2) - Author: NichZick

Backgorund: The scourge of famine and disease has caused meagre times in Azeroth and increased the influence of the Gods in the Holy

Temple. Due to their weakened position the four clans have consented to swearing a fatal oath to the Gods. In times of war the clans must

sacrifice own blood to gain the Gods’ approval to embark on crusades to seek dominion over the other clans. The wooing to the Gods is thus

not only a symbolic gesture but also a strategic necessity in the strife to claim power. Greedy merchants attempting to gratify on the spoils of

war have increased tension and hostility between the clans. The cursed oath has commenced an era of darkness in Azeroth…

Special Tokens Required: The tokens depicting the melee and the ranged units, the two Necromancer tokens and the two other undead

tokens. Lastly two of the wall tokens are used.The two wall tokens are placed between the two A's in each side of the board. A gold mine is

placed on each of the B's. On the C's the creeps are placed and on each F place a forest.

Setup: The board is set up as illustrated in the setup diagram. Players begin with 5 gold and 5 wood. Place all the special tokens as depicted in

the diagram. The game is played with the expansion pack using the rule options 2, 3, 4, 5, 6 and 7. The gold mines and forests directly

adjacent to the four home towns each contain 20 gold and 20 wood respectively. The other gold mines and forests contain a hidden number of

resources as described in the expansion rules set under option 6. The creeps are placed as depicted in the diagram. Note that there are spaces

containing victory points that are not guarded by creeps and that there are creeps on the board not guarding any victory point spaces. This is

all on purpose and makes the scenario special and exciting. The strong creep guarding the temple in the middle of the board must be a nasty

one, so before the game starts take out the 3 weakest 2-point melee creep tokens. These are not used in the game.

The orcish and undead player form a team and the elvish and human player form a team. Players do not get to pick a hero of own choice, but

the hero gets randomly assigned to the player.

Starting Units: Each player starts with 3 melee units, a hero unit and 3 workers in his town space.

Special Rules – The Shops: The tokens that depict the melee and the ranged units work as the two shops. Whenever you have one of your

units on one of these shops during the spend step, you may, in addition to your normal spend step action, buy up to three cards from your deck

of experience cards. This is done in the following way:

Once during your spend step you may spend one gold to look at the top three cards of your deck. If you do not wish to keep any of these cards

put them back in the bottom of your deck. If you wish to keep one or more of the cards pay as follows:
1 wood: Choose and keep one of the cards and lay the other two cards back in the bottom of your deck.
1 gold + 2 wood: Choose and keep two of the cards and lay the last card back in the bottom of your deck.

2 gold + 3 wood: Keep all of the three cards.

Note that you do not have to pay one gold to see the cards before buying them. If you wish to purchase cards without having seen them you

just pay the same prices as mentioned above.

Note that you can purchase maximum 3 cards in the shop during each spend step. This also applies if you have units on both shops.

In the beginning of the game both of the shops are guarded by creeps, which of course need to be slain in order to purchase cards in the shop.

Note that the elvish Town can never enter a shop. However, elvish outposts can enter the shops and outposts may be built on a shop.

Special Rules - Teleports: There are four teleports and they are coupled in pairs. The two Necromancer tokens and the two other undead

tokens work as teleports. If you at any time during your move step have units and/or workers on one of these teleport tokens, you may

instantly move these units and/or workers to the corresponding teleport token placed on the diagonal opposite board piece.

The use of the teleports is not complicated at all if you keep the following in mind:

• You can use the teleports as many times as you like during the move step as long as you pay one gold or one wood each time you wish

to teleport units standing on the teleport tokens.

• You can as a maximum teleport 3 units + 3 workers + a hero a time. If you wish and are able to teleport more units you must pay an

additional gold or wood to do so.

• It is possible to have units on a teleport token without using the teleport function. Keep in mind though that if you choose to use the

teleport all units and/or workers will be teleported.

• The teleport movement does not count against the units’ movement limitation. That is, if the unit is allowed to move after being

teleported it can do so (for example you can move a flying unit and a melee unit from an adjacent space into the teleport token, then spend the

one gold or wood to teleport the units to the corresponding teleport token and finally move the flying unit one space more. The melee unit of

course cannot move again).

• At the end of the move step you must not violate the stacking limit.

• You cannot use the teleport function if the teleport token is occupied by hostile units. If you choose to move into the enemy-occupied

teleport anyway battle is resolved as normal. If you win the battle the teleport cannot be used before your next move step.

Note that the elvish Town and outposts cannot be teleported. They may, however, enter a teleport space and outposts may be built in teleport

spaces.

Special Rules - The Temple of the Gods: The Temple in the middle of the board is the Temple of the Gods. The Temple is heavily guarded

by creeps. The game is all about getting into the Temple and sacrifice units to show your obedience to the Gods and thereby receive their

blessings. You are not able to win the game before you or your team mate have done so. The blessings of the Gods is achieved in the

following way:

Whenever a player from a team, who has not yet gained the blessings of the Gods, enters the space of the Temple he must fight every hostile

units or creeps guarding the temple. After slaying the hostile units a sacrifice must be made. If the temple was unguarded the player still needs

to make this sacrifice. The extent of the sacrifice depends on if the other team already has received the blessings of the Gods. If you are the

first player to achieve the blessings only one unit (or wound on a hero) placed in the Temple must be sacrificed to honor the Gods. Otherwise

two units or two wounds on a hero (or a combination of hero wounds and units) placed in the Temple must be sacrificed. If you are able to

make the sacrifice and, at the same time, still have a unit remaining in the temple after the sacrifice, you and your ally get the Gods’ blessings.

If not, sacrifice all your units (and workers) standing in the temple. Your team has not yet achieved the blessings of the Gods and there is

nothing to do for you and your team mate but to try again later.
When a player has received the blessings of the Gods then he and his team mate have the Gods blessings until the end of the game. This also

applies if the team mate who made the sacrifice in the temple is killed later on. After having received the Gods blessings you and your team

mate are free to leave the Temple and go out and attack your opponents home town without caring about the Wrath of the Gods (see below).

You can also try to win the game on victory points. Remember that the temple space is worth 4 victory points, so this space is the key to

winning the game on victory points (see the Victory Conditions).

Note that the elvish Town and outposts can never enter the Temple, nor can there be built outposts in the Temple.

Special Rules – Wrath of the Gods:

If a team is not yet blessed by the Gods and they choose to attack the home town of an opponent a battle is resolved as normal, but any

surviving attacking units in the opponents home town and in the flanks are killed by the Wrath of the Gods and no depletion token is placed in

the town. The defending team do not need the blessing of the Gods to call this Wrath of the Gods. It is in other words not wise to attack an

opponents home town if you have not got the consent from the Gods to attack. It is legal though, but one must face the consequences of such

an attack!

Note that outposts can still be attacked as normal.

Special Rules - Walls: Walls cannot be crossed by any kind of units, not even flying units. Furthermore units placed on one side of the wall

can not participate in a battle fought on the other side of the wall. It is only the edge on which the wall is placed that is affected by the wall.

Movement and flanking through other edges of the hexagonal space are not affected.

Special Rules - Experience points: Instead of using the hero’s experience points to upgrade your hero you can at any time redeem the

experience points to get resources. 1 experience point is worth 2 resources of your own choice (not necessarily of the same kind) and two

experience points are worth 4 resources (not necessarily of the same kind). You therefore still earn victory points when your hero is fully

upgraded.

Victory Conditions: You win if, at the end of any players turn, you and your ally control 23 or more victory points and have received the

blessings of the Gods. Alternately you win if you eliminate both of your opponents home towns while having the blessings of the Gods.

Resources ending(2vs2) - Author: Riccardo Coletta

Background: The land resources are going to finish very early due to the continual use that

the 4 races are making of it for the eternal war that divide them. The only way to survive is

to dominate the land or eliminate a part of the resource user. Two strange alliance grew up

from this critical situation. Orcs allied with Humans and Night elf with Undead!!!

Setup: Each player starts with 3 melee units and 3 workers in his town space. Each player

starts with 5 wood and 5gold

Special Rules: Gold mines and forrest are going to deplete very early, see "playing" for

more information

Playing: Orcs and human are a team, undead and elves are another

The land has been completely drained out of all his resources by the expansion of the 3

races. To rappresent this at the beginning of eachMovement step of every player, the player

have to chose a mine or a forrest on the board. That mine/forrest become one more step

depleted (like when you roll "3" on the harvest dice).

Mines and Forrest continue to deplete normally during workers harvesting


Victory Conditions: Collecting 30 victory point (team total)/Destroying one of the opponent players
Tale Of Good And Evil (2vs2) - Author: Stephen Gerber

Background: The Demon Manorath has once again ensnared the Orcish Horde

under the bloodlust. With the Orcish horde under the thrall of the Burning Legion,

Kalimdor knows no safety. In a Last effort, the remenents of the Human Allience

and the Night Elf Sentinels make thier stand. The outcome of this battle

determines the entire fate of Kalimdor.

Setup: The board is set as illustrated in the setup diagram. Players begin with 5

gold and 5 wood each. The Humans and Night Elves form one team while the Orcs

and Undead form another. Each player begins with three workers and three mellee

units in thier town.

Special Rules: Gold Mines and Forests adjacent to towns do not deplete. If you

roll a three when harvesting in these spaces ignore the depletion.

Playing: As a Normal 4-Player Game of Warcraft

Victory Conditions: A Team achieves victory if they amass 20 VP or eliminate the

opposing team.

Unstable gold (2vs2) - Author: Riccardo Coletta

Background: A great and very rich land is the goal of this battle. The land

is very rich of gold, but the terrain is very soft and unstable, making the

gold harvesting very dangerous for workers. If someone can dominate this

land (by weapon or economy), he can start build support for the mine walls

and start to collect lots of gold.

Setup: Each player starts with 3 melee units and 3 workers in his town

space. Each player starts with 3 wood and NOgold

Special Rules: Gold mines never deplete. See "Playing" for more
information on gold harvesting

Playing: Orcs and undead are a team, humans and elves are another

The terrain in th is land is very soft and unstable. Each time a player roll a

"3" when harvesting gold, the gold mine COLLAPSE, the dice result is

ignored, all the workers in that mine die and the mine is considered depleted

(put the depleted marker on it)

A worker can use an entire harvest phase to open back a collapsed mine,

removing depleted marker.

Victory Conditions: Collecting 20 victory point (at least 7 point each player)/Having 20 gold + 5 units each player at the end of the
movement step (of all players)
A Brave New World(4P) - Author: Stephen Gerber

Background: The Resources of Kalimdor run dangerously low

after the prolonged war with the burning legion. Each of the

races war machine has been exhausted and stretched beyond

their limits. Legend tells of a gate that leads to new plains,

pleantiful in resources and land. That gate has been found and

all alligences have been forsworn in a race to claim this new

land as thier own.

Special Tokens Required: 4 Wall Tokens, 1 Flying Special

Token

Setup: The board is set up as illustrated in the setup diagram.

All players begin with 5 gold and 5 wood. All Players begin

with 3 Workers and 3 Melee units in their town spaces. Place

Wall Tokens on B and the Special Flying Token on A.

Special Rules: Gold Mines and Forests adjacent to towns do not deplete. If you roll a three when harvesting in these spaces, ignore the

depletion.

At the end of the movement phase, after all battles, if a sole player has any units at the elf gate, they are transported to the next island and are

placed on the special flying token. Stacking unit rules still apply.

Alternative Play: Disregard the second Island and Elfgate Properties (Teleportation), and Play a Blood Bath Scenario where the Victor is the

last one standing. In this game, No Resource will ever deplete.

Victory Conditions: A player achieves Victory if they successfully build an outpost on the new island or alternatively, eliminate all other

players.

The Eternal C onflict(4P) - Author: Underdog

Races: The Night Elves & the Human Alliance vs. the Orcish Horde & the Undead

Scourge

Special Tokens Required: Night Elves & Orc outposts

Setup: The board is set up a s illustrated in the setup diagram. The Human & the

Undead player begins with 5 gold & 5 wood and with 3 workers & 3 melee units. The

Orc & the Night Elves player begins with 2 melee units & 1 ranged unit.

Special Rules: The Night Elves & the orc outpost are considered to be their towns.

Night Elves & Orc: During the harvest phase, the orc & the Night Elves player both

roll the ressource dice. On a 1, they place a melee unit on their town. On a 2 they

place a ranged unit on their town and on a 3 they place a flying unit on their town. The

Orc & Night Elves player may under the spend phase without paying the cost upgrade

one unit one level and if they somehow have got hold on some ressources they may in

addition to this also train a melee unit.The Human & the Undead player's turn is played normally.

Victory Conditions: The Orc & Undead team wins by destroying the Human town or acquire 18 VP.
The Human & Night elves team wins by destroying the Undead town or acquire 18 VP.
The Demon(1v1vs2) - Author: Stephen Gerber

Special Tokens Required: Green cage

Setup: As the jpg image shows. Place a g reen cage-token on space A.Take out all of the

Victory cards and place them in a special pile (All of them in the same pile)

Special Rules: ---Prologue---

The Orcs and the Undead has finally found the perfect weapon, a demon with ultimate

powers. But the demon is in a Night Elves prison (in the middle of the map). So the Orcs

and the Undead is fighting each other and the Night Elves and the Human which the Night

Elves have asked for help. So there is 3 Teams in this game with 1-1-2 players on each.

Special Rules

- The ressource hexes closest to the Night Elves home and the human home will never run

out of ressources.

- The Humans and the Night Elves may only harvest ressource from the hexes closest to

them. - Every round the Night Elves player draw a card from the speciel VP-pile and lay down the card face up.

- The Orcs and the Undead draws a free card from the normal piles every round.

Playing: The order of player the first round is: Undead, Human, Orc, Night Elves.Next Round: Human, Orc, Night Elves, Undead and so on...

Victory Conditions: When either the orc or the Undead is controlling Green Cage spot at the end of a move-phase the player controlling the

spot wins. If the Night Elves player draw the last card in the vp-deck the Night elves & Humans wins.

Killing the great demon(4P. A single team) - Author: Riccardo Coletta

Background: Archimonde leave behind it a great and terrible demon with icredible strong

summon power. The four race fight together against this demon because its goal is to destroy

the entire world with a great sorcery. Can the four races kill the great demon before the spell

is completed? Try this scenario with different house rules and different timing

Special Tokens Required: 9 tokens to rapresent the lesser demons

Setup: Follow the diagram. Each player starts with 3 melee unit and 3 workers in the town

space. Each player starts with 4 wood and 4 golds.

Special Rules: Gold mines and forest near the city never deplete

4 players form a signle team against the great demon

Playing: The center of the board is occupied by the Great Demon. The great demon use 6

dice at strenght 6 with the ability "Area attack" and "First strike" (attack before any melee

unit, also before the slow poison") during the melee phase of the battle. The magical nature

of the demon is so high that each casuality recived in any phase is reduced by two. Player can choose flying unit as casulity when fighting the

Great demon. The great demon die when he recive the 15th casuality. The great demon never aid the lesser demons (see below) in battle.

At the beginning of each movement phase the player roll a dice. If the result is a "1" or a "2" the player have to place a lesser demon token in

one of the 3 space marked with "A", "B" and "C". Player has to place the lesser demon in the space that have less demon, in case of equal

number the player can choose. No more than 3 lesser demon can stay in the same space. A lesser demon use 3 dice at strenght 4 during the

melee phase. When a lesser demon group recive 3 casuality in a single battle remove one lesser demon token from the battle
Victory Conditions: The players win the game if they kill the greater demon before the 15th round
House Rule

These rules can be applied to any balanced map, sometimes more than one rule at a time

1) Cursed land. 3 players games. No Undead

Mines and forest are houted, ghost appear from nowhere, workers die and come back as zombie.

Mines and Forest cannot deplete

Any time a player roll a 3 during harvesting, the player do not gat any resource, all workers in the mine/forest

immediately die and in the space must be placed some unead unit following these rules

1) One workers becomes one melee unit

2) Two workers become one melee unit and one range unit

3) Trhee workers become 2 melee unit and 1 range unit

All undead unit are considere upgraded to level 2

The Night elf "Renew" card can be used to save the workers (do not die and undead unit do not come) when rolled

"3" during wood arvesting, but no wood are harvested in that turn in that forest

2) Unstable terrain

The terrain is too soft and the Mines collapse very often, killing the poor workers inside.

Gold Mines cannot deplete

Any time a player roll a 3 during gold harvesting, all the workers in the mine immediately die and no gold are

harvested with this dice

3) Resource rebuilding

Workers can renew the forest and escavate more down in mines to find new gold in this very rich land

Leaving a workers in a Mine/forest space for a full round without harvesting any resource from that space, the

player can trasforma a "Complete deplete" marker in a "Partial deplete marker" or can eliminate a "Partial deplete

marker"

Night elf "renew" card can be used with 2 forest with a single round

4) Earthquakes

This land is a sismic zone, where earthquakes happens day after day.

At the beginning of each turn the first player thorw a dice. If the result is a "1" there's an Earthquake. Every

building in costruction fall down and the worker die. Each player have to choose a building (in town or an outpost)

and that building will be destroyed. If there are units or workers in the outpost they die in the building crush

5) Shops

Players can build shop in addiction to normal buildings.


Any player can build an outpost and declare it as a shop. Unit cannot deploy on that outpost. If one or more
workers are in an outpost the player can buy during the harvesting phase up to 3 wood tokens at the price of 2 gold

token per wood token or can buy up to 3 gold token at the price of 2 wood tokens per 1 gold token

6) Bad weather

The land is permanently covered by storms, thunders, tornados, lightning.

At the beginning of a turn, the first player roll a dice. If the result is a "1", no unit can move do to the really bad

weather, workers can move by only 1 square. Speed card is unusable during these turns. These rule stay until the

end of the turn, so the first player neither the others can move freely

7) Wrath of gods

The gods are tired of mortal wars.

At the beginning of each battle roll a dice. If the result is a "1" the gods are really hungry for the mortal stupid

wars and a lightning fall from the sky killing one unit to each player in the battle. Each player choose and remove

the unit from the battle

8) Death land

The land is near its end, the mines collapse and the forest die.

At the beginning of each turn the fisrt player of that turn choose a gold mine or a forest not yet complete depleted.

If that space has not any deplete marker on it, place a "Partial depleted" marker on it; if there is a "Partial depleted"

marker, place a "Complete depleted" marker on it.

9) Mercenary Camp

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