Professional Documents
Culture Documents
Backgorund: The Orcish Horde have fallen back into their barbaric
ways, cutting down the ancient forests of the night elves without
their base near the Orcs, with only two small bridges seperating the
two camps.
warcraft.
Victory Conditions: A Player achieves Victory if they amass 12 VP or eliminate the Opposing Player.
Backgorund: Two enemies in a poor area. There is a rich area betwen them, but is protected by orcs.
Special Rules: If the cells ocupied by orcs are empty or are ocuppied only by workers, orcs units apear again in those areas
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
resource rich valley just between the Night Elf and their
Victory Conditions: If a player begins his turn with 10 or more VP, he is Victorious. Alternatively, if he
Backgorund: In the
however, this is an
prepare to vie for control of the gate that will either save or destroy them.
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
Special Rules: Gold Mines and Forests Adjacent to town spaces do not deplete.
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.
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.
them easely
become exausted
in that cell, you can get gold and gold; gold and
exausted.
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
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
Setup: Follow the diagram. Players starts with 3 melee units and
wood
Playing: The land is haunted becose of a cours that start from the
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
Azaroth, both the Orcish Horde and the Human Allience are
Players begin with 5 gold and 5 wood each. Remove the Victory
Point Cards from the experience decks. Each player begins with
Backgorund: With the exodus of Lorderon, and all the races focus on
the events that transpired on Kalimdor, the human homeland has grown
land. With the battle of Kalimdor over, all eyes have once again
retake its lost land and wealth from the Burning Legion who have
overrun it.
Players begin the game with 5 gold and 5 wood. Both players start with
Victory Conditions: There are a number of ways to achieve victory and are as follows:
Nordrassil, The World Tree - Revisited Old School (2P-4P) - Author: Stephen Gerber
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
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
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,
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
and NEs fight each other. This is a example of that old days
begin with 5 gold and 5 wood. Each player starts with 3 workers
player
during the Build Phase. This nets the owning player 1 gold and 1
wood.
Unit and the two triangular special tokens (see the diagram).
The Orc Unit is used like a Human Spy and the Undead Unit is
the Spies').
Players begin with 4 Gold and 4 Wood each. Place the two special
tokens
Units, 2 Workers and his own Spy: all these are placed
in his Town space.
Special Rules:
- 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').
- 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).
- 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
- 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.
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
Special Rules: Human flying unit are blue dragon: strenght 5,Orc flying unit are red dragon.
In case of battle opponet guide the dragons and the hard skin cause all the casualities causedby
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
build walls.
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
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
Setup: Orcs starting with 5 workers and the Night elves starting with 3, and
Playing: Goldmines next to town spaces do not deplete, and the forest next to
If a night elf outpost is destroyed, the Orc player collects 10 lumber from the
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.
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
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
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
Victory Conditions: Destroy the opponent/Buld an outpost in the space marked "B"
Setup: The Board is set up as illustrated in the Setup diagram. Place a human
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
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.
Sentinels
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
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
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.
Background: The few resources remaining in this land are well guarded
by their inhabitants. Now the question you must answer is whether you
Lumber.
who harvests from D may choose Gold or Lumber, not both. Harvesting
happening
Shuffle out victory points from both decks and the speed up
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
you might find some arial assistance useful in fending off attacks or
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
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
Victory Conditions: The first player to score 13 Victory points at the end of any
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
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
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
mellee unit Building, 1 Orc Mellee Unit Building, 1 ranged special token, 1
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
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:
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
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
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
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
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
Playing: Play as normal. This map is intended for a slow build-up leading to a
Setup: Give each player 4 gold & 4 lumber. Every player starts with 2 melee units,
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
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.
Setup: Follow the diagram. Place in space marked "A" a wall token
3 melee unit and 3 workers in his town space. Each player starts with 3
hall
cards.
Orcs and humans are not allowed to move into night elves
Orcs and human can not upgrade their units to level 3, just
level 2.
enemy town hall/Orcs and Humans win when all the forest
are exausted
few mines and forrest remain usable, but not for so much.
all the land or the altar of power. But the Night elf will not
space is UNPASSABLE
Night elf melee and flying units are 2nd level. Range units
Night elf battles are played by the player before the attacker
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
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.
Or get 20 points.
Setup: Experience Cards and Reforest Card are useless. Remove them before game.
Special Rules: Experience cells are considered gold mines AND forest and are
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
Backgorund: A very
powerful necromancer.
used by the
necromancer to create
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.
Special Tokens Required: The 3 wall bits included with the regular game (not for alternate map). Four of each type of undead unit (melee,
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
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
they wish.
slow game.
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
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
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.
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
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
• 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
• 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
• 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
• 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
Note that the elvish Town and outposts can never enter the Temple, nor can there be built outposts in the Temple.
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!
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.
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
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
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
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
Special Rules: Gold Mines and Forests adjacent to towns do not deplete. If you
opposing team.
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
Setup: Each player starts with 3 melee units and 3 workers in his town
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
A worker can use an entire harvest phase to open back a collapsed mine,
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
after the prolonged war with the burning legion. Each of the
pleantiful in resources and land. That gate has been found and
Token
All players begin with 5 gold and 5 wood. All Players begin
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
Victory Conditions: A player achieves Victory if they successfully build an outpost on the new island or alternatively, eliminate all other
players.
Races: The Night Elves & the Human Alliance vs. the Orcish Horde & the Undead
Scourge
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
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)
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.
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
Setup: Follow the diagram. Each player starts with 3 melee unit and 3 workers in the town
Special Rules: Gold mines and forest near the city never deplete
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
Mines and forest are houted, ghost appear from nowhere, workers die and come back as zombie.
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
2) Two workers become one melee unit and one range unit
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.
Any time a player roll a 3 during gold harvesting, all the workers in the mine immediately die and no gold are
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
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
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
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
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"
9) Mercenary Camp