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porwr a GREEN MENACE by Jake Thornton The Elves wait motionless in their disciplined ranks as their lord speaks of the task ahead, His eloquent words are inspiring, yet there is a grimness in their eyes that was not there before. Their comrades have been slain by the Orcs, and to reclaim the stolen heritage that lies in the tombs of long-dead Dwarfs they must demonstrate the unmatched prowess of Elven battle skills in merciless combat against the green savages. Preparing to Play “The Models. Game Overview. Setting up a Game. Playing the Game . Turn Sequence Tokens . Playing Tokens - Actions. Follow On Actions « Facing . Movement . Adjacent Fighting Minimum Dice Armour. Resolving Attacks Damage Table splting Fight Breaking OF fe An Dame Pe 1 ' 2 2 3 3 a 4 4 ‘4 4 5 5 6 6 6 6 7 8 hes. 9 9 Shooting. Can You See Your Tone Shooting and Damage Special Rules . Great Ax Green Rage. Marksman. . Nimble Shield Bash. .. ‘Stealthy Scenarios... .e-se+e++ Cantrol of a Tie. ‘Treasure... - Cave-lns.. ++ Moving Off the Board, . Scenario 7: We'll Be Back Scenario 10: Mind Your Head Scenario 11: No Mercy Scenario 12: The Green Tide. Game Values. Preparing to Play Before you play for the first time you will need to carefully push the card pieces from their frames and assemble some of the models. if you are an experienced modeller then these models should pose no problems for you. If you have not assembled miniatures before then you wll be happy to know that these kits are simple to put together, Firstly, ead Scenario 1 and look at the plastic sprues (the frames that hold the model parts) to decide which pieces you need. Only take off the bits as you need them, This helps you to avoid losing any Of the smaller pieces. Gently twist off each piece, taking care not to break the model itself. An even better option would be to use a pair of clippers stich as the ones in the Mantic Tool Set (which also includes some Undead models). Once you have taken off all the parts for the model you are building then you need to assemble them, Some of the models have pegs on one part and holes on the ‘other so that they will clip together. These are the easiest models to assemble and will allow you to play the first scenario. OF course, you'll eventually want to assemble the rest of the models too. You can stick these together with a small blab of adhesive putty (such as Blu-Tack, Elmer's Tack or Buddies) for a temporary assembly, and use plastic glue or superglue for a permanent bond. Always be sure to follow the safety instructions on all your tools and glues. The Models The plastic models in this game represent ‘a number of different types of fighter. The Elves have Spearmen, Bowmen and the incredibly stealthy Sabre-toothed Pussycat. ‘The Ores have Ax and Greatax Warriors (Orcs like simple names). There are two Greatax Warriors in the game. These are the models with the two-handed axes. The six Ore Ax Warriors are distinguishable as the ones that cary shields, The plastic sprues include a variety of optionai heads, arms and so on to assemble your models in a number of different ways, so you might want to experiment a little before finally gluing them together. Dwarf King’s Hold - Green Menace ‘© Copyright Mantic Games, 2011 All rights in the design, tet, grapes and other material in this pubication and its selection or arangement is cepright of Monte Entertainment Ld, or has been granted for use by other third partes. his includes images, tet raphics corporate logos and emblems. Reproduction i prohibited. | SR IMERIRXFRNH| Pre Fe bee Game Overview Dwarf King’s Hold ~ Green Menace is a two-player game where one player takes the part of the brutal Ores, and the other controls the noble Elves. The game is set in the echoing tunnels of an abandoned Dwarf Hold, where the Elves seek treasures Jong lost by their ancestors in the wars against the Dwarfs, whilst the Orcs seek any plunder they can carry and take the ‘opportunity to break a few Eif heads. There are six scenarios to choose from, and each uses the tiles provided with this game to make a different board. in each scenario you control a number of models, representing your warriors, which you move across the board and use to fight ‘your opponent's models to achieve the scenario’s objective. Different scenarios have different ways of winning, so you will need all your skill and cunning to adapt your tacties to each new challenge. In the abandoned halls ofthe Dwarf King's Hold there are many treasures to be found. For some, lke the Orcs, these ancient artefacts represent nothing more than an easy source of loot. For others, such as the Elves, there isa significance far beyond mere plunder. The Elves have foughit the Dwarfs many times in the last few thousand years, and even in periods ‘of peace the battles of previous ‘generations cast their shadow. Many Elven families have lost precious artefacts along with their fallen heroes. In battle, both sides lay claim to the armours and weapons of fallen foes, and each returns to their own lands laden with trophies. With the Dwarf King's Hold fying undefended, the Elves see their chance to recover items that they believe are siglufaly theirs. Each side has its strengths and weaknesses that combine to form a unique style of play. By swapping sides and trying each scenario ftom both perspectives, you can gain a better understanding of how both forces work, Setting up a Game Follow these simple steps: * Decide who will play the Elves and who will play the Ores. *# Choose a scenario to play (see pages 13-21), + Set up the tiles, models and counters as shown on the scenario’s map. The player controlfing each model decides which direction it faces at the start of the game. ‘© Each player takes their own set of twenty tokens and shuffles them face down to form a Reserve pit. ‘+ Each player draws the number of tokens specified in the scenario from their Reserve to form their Token Pool. ‘© Each player may discard their ini starting Token Poo! if they so choose, and replace it with a new starting Token Pool drawn from their Reserve. This option fs only available once at the start of the scenario and, if chosen, the player must keep their second Token Pool. Discarded tokens are placed in the Discard pile. ® Before playing, be aware of special rules that may apply to the scenario. * Start the game. Playing the Game Turn Sequence The Ore player always takes the first tum, After that, players alternate. During his tum, a player can spend any number of tokens to activate models. When a player has finished his turn, play passes to his opponent. A tum consists of ‘a number of steps carried out in the following order: 1) Spend a token to activate one or ‘more models, resolving the Actions one at a time if the token represents two ‘or more Actions. Repeat this step until you choose to stop or have run out of tokens or models to spend Actions on. 2) Make any Follow On Actions. 3) Discard any unwanted tokens. 4) Replenish your Token Poo! from your supply (up to the maximum given in the scenario). Tokens Each side has a set of twenty tokens to draw from, These sets are different for each side, but are based on the same types. Tokens will either have a number of Actions on them (1 to 3 per token) or allow a Follow On Action, ‘The Elf player's token set is made up of 5 x 2 Actions, 13 x 1 Action, and 2 x Follow On Actions. ‘The Ore player’s token set is made up of 4x 1 Action, 5 x 2 Actions, 4 x 3 Actions, and 7 x Follow On Actions. During a game, tokens will either be in the Reserve pile (a face-down supply of tokens waiting to be drawn), in a player's Token Pool (the tokens a player can play immediately in his turn) or in the Discard pile (containing used or ciscarded tokens). At the start of the game, each player takes their own set of twenty tokens and shuffles them into a Reserve. This can be done by shufMing them together face down on the table to one side of the board, or alternatively you could place them in a cup and draw from that. All that matters is that you draw the tokens at random and avoid mixing up the two sets of tokens. At the start of a game, each player draws the number of tokens specified in the scenario from their Resene to form their ‘Token Pool. Each player has a one-off opportunity at the start of the game to discard their starting Token Pool and draw ‘a new one. If they do this then they must use the second Token Poc! they draw, Daring the game, when it comes to a player's tum they must play at least one token (of any type) from their Token Pool, and can play as many more as they want to and have models to act with. Any tokens that are used are placed in the Discard pile. in addition, 2 player can choose to discard tokens he doesn't want. Place these in the Discard pile too. At the end of his turn a prayer draws as ‘many tokens as he needs to fill up his Token Poo! up to the maximum allowed by the scenario. If you need to draw more tokens and your Reserve is emply then shu‘fle up the Discard pile to form a new Reserve pile. & or AXP, - fk - Playing Tokens Whei it comes to your tur, tok at the Coker in gout Token Pool Fst you must play any Action tokens you want to. Often you will not have enough to act with all of your models, so plan carefully. Depending on what i in your Token Pook ‘you may then have the option of spending Follow On Action tokens. Once you have spent a Fallow On Aeton ina tum, the only further tokens you may spend that tum are other Follow Ons. Note that a model does nothing unless you spend an Action (or Follow On Action) token on it. Actions These tokens are spent to move and fight with your models. Each of your models can have only one Action speni on it in each tum, Spend these {okens one at a time, resolving each completely before moving on to the next. Inthe case of a token with more than one Action on it, spend the Actions one at a time, resolving each Action ‘completely before moving an to the next. Each Action allows a single model ta move {up to its maximum Move value - see Game Values on the back cover) and then fight (if it ends its movement adjacent to an enemy model in its front arc) or shoot {it the modct has the Marksman special rule and is not adjacent to any enemy models). Follow On Actions Follow On Actions are both better and worse than normal Actions. They are better because you can play as many as you like fon one mode, regardless of whether that ‘mode! has already had an Action spent on it or not. They are worse because they only allow that model to either move or fight ~ not both, Apart from this they work exactly like Action tokens. ‘Once you have spent a Follow On Action token, you may not spend any more ‘Action tokens in that turn. However, you may continue to play additional Follow On Action tokens, Facing Each model has a front and rear arc (see Diagram A). A model can only attack a target ints font ae. ‘A model that has had an Action spent on it, or is using a Follow On Action to move (not fight), can change the di facing at any point during its movement {including before it moves) and as many times as it likes in a turn. Hf a model has not had an Action spent an it, or is not using a Follow On Action to move, then it cannot change facing. Movement Unless specifically mentioned otherwise, a model can only move if it has an Action {or Follow On Action) spent on it. A model can move one square for each point of ‘Movement it has ~ see Game Values on the back cover, For example, an Elf Bowman has Movement 8, so can move eight squares. Move the model one square at a time, A model can move into any empty adjacent square. Facing is irrelevant for movement, Other than the exception detailed below, a model may niot move into a square that is already occupied by anything else, + A model can move into (and stop fon} a square containing a Treasure counter. The only time a model cannot move into an adjacent empty square is if it has to move diagonally and the space is too narrow (see Diagram B). If a model moves into a square adjacent to an enemy model then it ends its ‘movement immediately. Counters of any sort do not count as models for this rule. ‘Adjacent’ Throughout these rules, whenever the text reads ‘adjacent’ it always means diagonally as well a5 orthogonally (across shared sides of a square ~ up and down, left and right). This means that a model standing in the middle of a large room (away from any walls) would have eight adjacent ‘squares (see Diagram C), The model at square A wants to move to square B. This is possible as long as he model could Jegally move to one or other jor both) of the squares marked X. If both of the squares marked X are blocked, then square B's also blocked. ‘Note that this restriction apples to all ypes of ‘movement, not just normal Actions. For ‘example, it also apples to movement into rear ares caused by shield bashes, All cight shaded squares are considered to be adjacent to this model. ORTH Se eh Fighting being outnumbered by any amount of While itis activoted, a model can attack enemy, nat one dice per enemy model an enemy model in an adjacent square to its front facing, even diagonally. A model Minimum Dice & Armour can never attack an enemy in its rear Each model must roll a minimum of facing. A model does not have to attack if 2 dice. If a model is reduced to 2 dice by the owning player does not want to. Each modifiers, then any further modifiers fight is between a single model on one reduce the model's Armour value instead side and one or more models on the other. of the number of dice thrown, Ifa fight has more than one model on both sides then it meeds to be spit (see Armour cannot be reduced to less than 1. Splitting Fights on pages 7-8). Once a model has been reduced to 2 dice and 1 Armour it cannot get any worse and To resolve an attack, start by working out any extra penalties are ignored. hhow many dice each model has and what their effective Armour is. Each model For example, an injured and outnumbered starts with its basic number of dice and EI Spearman that is attacked from behind Armour a listed in the section on Game should lose 3 die. He starts on 4 dice and Values (refer to the back cover). so can only lose 2 from that, reducing him to 2 dice, The remaining 1 dice penalty is Ie then loses 1 dice iit ist subtracted from his Armour, reducing that to 2. If he attempts to Break Off, he will ecuteurrbered. suffer an additional penalty from a model # Injured, raking a Free Strike, reducing him to the ‘minimum possible (against the attack from psp ty de in is reer are his rear arc]: 2 dice and 1 Armour. ‘= Attacked by a Free Strike (page 9). Resolving Attacks Note that these modifiers are cumulative. Both players roll all of their dice at once For example, a mode! that is both and sort them out in numerical order, ‘outnumbered and injured fights at -2 dice. highest to lowest. Pair up the attacker's ‘Also note that you only lose 1 dice for and defender’s dice: highest attack dice Damage Table Damaged Mode! is 1 Damage 2 Damage 24 Damage Any Eo Pusyet Dodge" injred © Dodge Dead ‘Any injured Bi or Pussycat Dodge” Dead Dead Any Orc not in Green Rage Green Rage Green Rage Green Rage Any Ore in Green Rage Dead Dead Dead * An Elf or Sabre-toothed Pussycat that cannot dodge suffers an additional injury. An Ef or Sabre-toothed Pussycat dies if they suffer a total of two injuries. See pages 11-12 forthe full rules for dodging {it's part of the Nimble special rule). with highest defence dice, second highest with second highest, and so on. if the attacker has more dice than the defender, then each extra, unopposed dice is resolved as if the defender had rolled a 1 against it For each pair of dice where the attacker has rolled higher than the defender, compare the result scored on the attacker's dice to the defender's Armour. If this result is higher than the defender's Armour then that dice has caused a point of damage. Total up the damage inflicted and apply the result, Refer to the Damage Table on the opposite page for the effect. When a ‘model is injured or goes into the green rage, place the appropriate marker tundemeath it as a reminder of its condition, Although it fs very rare, itis just possible that you could run out of all the Injured counters during a game, If a model gets an Injured result when all nine Injured counters are in play, the model is killed instead of injured. Only the attacker can cause damage in a fight. No matter how badly you roll, you can't be hurt on your own Action (unless you are Breaking Off from a fight - see page @ Splitting Fights A Tight normally consists of one modet on each side, but sometimes several models from both sides meet up to battle over an important junction or for control of a room. When this happens you need to split up the fight to see who is fighting whom, A fight needs to be split if there are more than two models from each side in a Ruck. ‘A Ruck is defined as a group of models standing in a linked series of adjacent squares (see Diagram D). This diagram shows how to split the fight from Diagram D. There is only one legal way to split this fight. Elves 2 and 4 must fight Orc B because they are not in contact with any other ‘enemy. EIF2 must fight Ore A because Ore A must be involved in a fight. E1° Y must fight Ore C for the same reason. TE IMERIRX EMMY, aa ee a When you choose how to split this Ruck, FIC 1 ‘must fight Ore A and EI 2 must fight Orc 8. This has to happen because Elf 1 and Ef 2 have no other possible opponents, and as they are adjacent to an enemy model In their rom are, they must be allocated an opponent when the Fight is spi This leaves EI 3, who could fight cither Ore A or (Ore B. The Ore and E1f player wil split this fight very differently (as they are allowed to. Remember also that a player may split a Ruck differently for each Action. ‘The Ore player can allocate E13 t0 fight Ore B when he spends an action on Ore A, and allocate E13 against Ore A when he spends an action on Orc B. This means that the Orcs only fight one-on-one which isto their advantage. The EIf player. on the other hand, is best served ‘by ganging up on his opponents. In the situation here he can allocate FIP 3 to fight Ore A when he attacks with EI 1, and when Ef 2 fights Ore B then EIf 3 will 1 back him up. In each case + oe © the Ore being attacked 47x Pr ee wi sete xd gn penalty for being The following rules must be followed when splitting fights in a Ruck: * Every model in the Ruck that has an enemy model in its front are must be allocated an opponent, even if neither model is currently spending an Action. © Models that are adjacent to an enemy model may be left without an opponent only if they do not have one in their front are, However, they may be allocated as an opponent of an enemy model (and thus be involved in a fight anyway) if one is facing them. * Fights must be split as evenly as possible, so a Ruck containing two models from each side must be split into two one-to-one fights if at all possible. A two versus three Ruck must break down into a one-to-one fight and a one-to-two fight iF possible, and so on. Note that only the active model actually rolls to attack, Fights are split purely to allocate combatants and work out outnumbering. Breaking Off ‘A model that starts its tum adjacent to an enemy model may attempt to Break Off from it. This és only possible as long as the first square the mode! moves into fs not adjacent to any enemy models. After moving in to this square, the moving model can move where it likes within the normal rules, stopping immediately if it subsequently moves adjacent to any enemy model. ‘When the controling player states that he is trying to Break Off with a model, before hhe moves it, his opponent gets a Free Strike against the moving model with each of his own models that can attack it (sce below). If the moving mode! survives the Free Strike(s) then it may continue its movement as normal. Free Strikes A Free Strike is an attack that takes place out of the normal sequence of play It does not cost a token to activate. The ‘An Example Fight Imagine that an EIf Wanior s fighting an (Ore Ax Warrior in a one-to-one battle with tno other modifiers, The Elf has 4 dice and 3 ‘Armour. The Orc has 4 dice and 4 Armour. 1 the Elf's tum and the model has an Action token spent on it Jn the movement part of the Action, the EI could Break OFF from combat or could ‘change his facing. Let's imagine that he's happy where he is and move straight on to the fight itself. The Elf player rll all his dice and gets 6, 3, 2, 2. The Ore player rolls for his Warior and gets 5, 4,2, 1. Paling up these dice we get the following: E] J] C) Ci ‘The {otal result s 1 damage on the Orc Warr Looking at the Damage Table we find that this puts him into 2 Green Rage. The Elf wins and beats the Ore’s Armour, causing 1 damage. The Ore wins and blocks the atiack.1t suffers no damage. A draw, The defender wins ‘and blocks the attack. The Ore suffers no damage. The Bf wins, but doesnt ‘beat the Ors Armour. He ‘causes no damage. player conducting the Free Strike chooses hhow to split the fight. Otter than that, resolve the combat normally and in an order chosen by the attacker. As long as the moving model survives the attacks and remains in play it may continue its movement after al eligible models have made their Free Strikes. I survives a Free Strike even if it sustains an Injured marker in the process. During the Ore player's tum, ane of his Ax Warriors attacks an FIT in a one-to-one battle vith no modifies. Let's say that beth players get the some result on their cice rolls as in the previous example. The results would be: F] Me Elf wins and blocks 3] the attack. He surfers no damage. The Ore wins and beats the ElFs Armour, causing 1 damage. A draw. The defender wins and blocks the atack. The Ei suffers ro damage. The Elf wins and blocks the attack. He suffers no damage. ‘The tolal result is 1 damage on the EF Wario, I the nimble Elf can dodge out of the way then he will do so. However, if there is no clear space to dodge into then the Ef wall suffer an injury and an Injured marker willbe placed undemeath the model to show this IF the Elf suffers a second injury he will di a IMEIRXEMMH io Shooting Elf Bowmen are as heavily armoured as their spear-carrying brethren, but are armed with an elegant bow instead of a spear. The grimy tunnels of the Dwarf King’s Hold are not the best place for archery as the ceilings are generally too low and the corridors too winding. However, the Elves are not ones to abandon their ancient battle skis so easily, and can use their archery to good advantage, even here. Models with the Marksman special rule can attack their enemies at a distance. ‘After a Marksman model has moved it may fight as normal if itis adjacent to an enemy model. IF it is not adjacent to an ‘enemy model then it may choose to shoot an enemy it can see. Note that there is never a choice: you will either be adjacent when you can only fight, or non-adjacent when you can only shoot. Can You See Your Target? In a normal fight you are standing toe-to- toe with your enemy, so there is no doubt that you can see them. However, with archery you may be dozens of yards away, and your enemy may be running off, tying to duck down a distant tunnel, Can you see him well enough to take the shot? Draw an imaginary line between the shooting model and the target model to see if anything blocks the shooter's view and stops the shot, Start this line in the centre of the square where the shooting model is standing, and end it in the centre Of the square the target is on. If this line goes outside the board area, or crosses any part of a square containing any model apart from a Sabre-toothed Pussycat, then the shot is blocked. ‘You may not shoot at an enemy model adjacent to one of your own models. Shooting and Damage Once you have checked that the target can bbe seen, the attacker rolls for his marksmanship, while the target rolls to avoid damage. This isthe same process as a normal fight, but with different modifiers, Note that the shooter's number of dice can be reduced below 2, and if itis reduced to zero or less, the shot is impossible. To resolve an attack, start by working out how many dice each mode! has and what their effective Armour is. Each model starts with its basic number of dice and Diagram G ‘The Elf Bowman can see the squotes marked Y, but nat the squares marked X. If a model was standing in square Z then it would obscure the view to square Y beyond it using the same logic 28 moving across diagonals fe. iF both sides are blocked then so fs the diagonal Armour as listed in the section on Game Values (refer to the back cover). Following the imaginary line between marksman and target, count the number of tiles the shot hhas to travel over. More distant targets are harder to hit, so the marksman loses 1 dice for each tile you count after the one he is on, In addition: ‘© An injured marksmar loses 1 dice. © The target loses 1 dice attacked by a model in its rear are, Both marksman and target roll their dice and work out the result using the rules for Resolving Attacks on pages 6-7. Special Rules The special rules for Orcs, Elves, and Sabre-toothed Pussycats are described below. Greatax Greatax Warriors wield fearsome axes that are sharp enough to slice through armour with ease. When working out a combat involving a Greatax Wartior, count its ‘opponent's Armour as 2 lower than it would otherwise be. Remember that the imum value for Armour is 1. Green Rage Ores are dangerous enough when relatively calm, but when they are hurt they become even more terrifying opponents. ‘The first time an Ore is damaged, regardless of how much damage the attack might have caused, he will go into the Green Rage. A model with the Green Rage gains the following benefits immediately: 41 dice © +2 Movement However, models in this state are in such an insane fury that they are vulnerable to a skilled warrior who can fight his way past the flailing weapons to land a solid biow, Any damage inflicted on a model suffering from the Green Rage will kil it Marksman ‘The model carries a ranged weapon and may use the shooting rules on page 10 to attack enemies at a distance, Nimble Elves are famed for their uid grace and dexterity, and this serves them well on the battlefield. If a Nimble model suffers damage from an attack, then he might be allowed to dodge out of he way instead of being injured (see the Damage table on page 6). IF the Damage table gives @ Dodge result, then the model is immediately moved one square away from the attacker. This movement is free and does not count towards the mode's normal movement (so if the model decides to use this move to make a Break Off move it will not count a his first squate of movement, and he may move a further 8 squares as normal). However, a dodge is only allowable if itis made into a square that is not adjacent to the enemy model that actualy rolled the attack (see the diagrams below). A dodge may be made into a square that ts adjacent to another enemy model even if & FEE er PABST An a Diagram H The Ellis attacked by Ore | and outnumbered by Ore 2 1f Ore 1 makes an attack during its ‘vn Action that gives a dodge result forthe EN then the IF may dodge into any of the squares labeled ¥ o 2, but not X asi is adjacent 10 the attacking model. 1 Ore 1 makes an attack as a Fre Strike in response tothe EI’ making a Break Off move and that attack gives a dodge result for the Elf then the Ef may dodge into any of {he squares labelled ¥, but not X or Z as they are adjacent to an enemy model and this is not allowed for Break Offs. this model counts as oistnumbering the Nimble model. I the model is making a Break Off attack and must resolve the effects of several attacks before it moves, then you must roll all of the attacks before you dodge the ‘model away. In this circumstance. ifthe model suffers several dodge results, you should ignore all except the first When dodging from Free Strikes caused by a Break OFT move you must dodge into a square that is not adjacent to any enemy models at al Shield Bash Etves are too slight to use their shields as weapons, but Ores are more than happy to use their shields to smash foes aside. Instead of making a normal attack, a model with the Shield Bash rate can choose an enemy and push it back into one of its own tear arc squares. There must be an empty square available for the target model to move into. The attacker does not move. The target keeps the same facing and is not damaged. A mode! cannot be pushed off the board. Stealthy Like most cats, the Sabre-toothed Pussycat jis able to move with elegance and stealth, slipping through the many shadows of the Hold’s tunnels almost unseen and turning up in the most unexpected of places. When an action is spent on it, a Stealthy model may move as many squares as it likes. In all other respects, the normal rules for movement apply (for example, stopping when you move adjacent to an enemy model, the rules for Break Offs, and so on). Scenarios There are six scenarios included in this game. Each includes a map showing the set-up for the tiles and any models or counters that start on the board. You wil also find information concerning the size of Token Pools available to each side, and how to win the game. W's a good idea to play through the scenarios in order, as they start simple and gradually use more of the rules as they go. This way you will have a good understanding of the basics by the time ‘you come to the more challenging scenarios. When you have played through 2 scenario, you may want to swap sides and try it again to see how well you do. You may be surprised how different a scenario feels from the other side. ‘Atso, keep an eye on our website at www.manticgames.com for extra scenarios and other free expansions for the Dwarf King’s Hold series of games, Control of a Tile Sometimes the rules refer to a player needing to ‘control’ a tile to do something; for example, finding treasure or fulfilling a scenario’s victory conditions. The way in which a tile is controlled is the same for each scenario. A tile can either be controlled by one of the players, or it can be contested (with neither player in contro). A tile is contested as long as there are models, from both sides on it. If at any point there are models from both sides on a controlfed tile then it becomes contested. A player controls a tile if he is the only one with models on it. Once a player controls a tle, he remains in control of it even if he subsequently moves all his models away. If a model moves onto an empty tile under enemy control, it takes control of that tile. ‘Treasure In some scenarios you wil need to set up ‘one or more Treasure counters. There are 8 Treasure counters: 5 of value 1, 1 of value 2 and 2 worthless ones. When Treasure counters ate used in a scenario they will cither te Open or Hidden, See the scenario set-up rule for which applies in each case, Treasure counters are always placed face down on the board, and you cannct look at a Treasure counter until a model carrying it has moved off the board. As soon as a model does escape with a Treasure counter then you should turn it face up so both players can see. Note that a Sabre-toothed Pussycat cannot carry Treasure counters. Treasure ony counts towards winning a scenario once you have got it safely off the board. If only models from one side remain on the board, then that player immediately gets all Treasure counters remaining on the board. Generally, this ‘means the game ends at this point. Open Treasure counters ate placed in a specific square on the bosrd as defined on the scenario map. If a model moves onto a square containing a Treasure counter then hhe may pick it up. If'@ model picks up a ‘Treasure counter then his movernent for that Action ends immediately. A model may carry up to two Treasure counters. Place them under the model's base to & Oramwn, oa Gat show that they have been picked up. A ‘model cannot choose to drop a Treasure ‘counter once he has picked it up. A model that dies will leave the Treasure counter(s) im the square where it fell. Carying a Treasure counter does not affect movement or combat and is not affected by injuries. Hidden Treasure counters are placed on a tile to show that they are somewhere on that tile. They cannot be picked up by moving over them as they are not obvious as Open ones are. To pick up a Hidden ‘Treasure counter, a model must search for it and have room to carry it when he finds it. A model can find the Hidden Treasure counter in the tile he is on by having an Action (not a Follow On Action) spent on hhim to do so whilst he controls the tile, He cannot move or fight during a turn in which he searches for treasure. Ifthe model fuifis all these criteria, he is automatically successful in discovering any Hidden Treasure counter in the tile. Immediately place the Treasure counter under the base of the model that found it. Cave-ins Some scenarios are set in dangerous and unstable areas of the Hold, If this is the case then the scenario map will show the positions for any Weak Spot and Cave-in markers. The Cave-in marker always begins the game on top of a Weak Spot marker. ‘After each player has completed their tum, both players roll 1 dice and compare the results. What happens depends on whether the results are the same or different. If the numbers are different (it doesn’t matter who rolled higher) subtract the Tower from the higher and move the Cave-In marker that number of spaces clockwise around the Weak Spots. For example, if the Eif player rolled a 4 and the Ore player rolled a 2 the difference is 2 so the Cave-In marker moves two tiles clockwise. When ‘moving the marker, only count tiles that are marked as Weak Spots and have not yet collapsed. IF both players roll the same number then that tile caves in, Immediately remove that tile along with any models and counters (except the Cave-in marker) that were on it. These are destroyed. In addition, any other tiles that can no longer trace an unbroken route to an exit point are also removed along with any models and counters that are on them, The Cave-in marker moves a number of spaces equal to the number that both players rolled in the same manner as described above. For ‘example, if both players rolied a 3 then the marker would move 3 tiles. In this way the Cave-in marker will always be sitting con a Weak Spot. Moving off the Board Sometimes a scenario requires models to “move off the board’, usually to fulfil a vietory condition, A model can only move off the board at an area marked as an exit point on the scenario map. Moving off the board is simply a case of spending Movement points to move @ model up to the edge beside an exit point, and then spending one more Movernent point to move off. If this last point is spent Breaking Off from a fight then the ‘enemy modells) get their Free Strike(s) as normal and the moving model must survive these attacks in order to count as traving moved off. In addition, a Nimble model may dodge off the board if it suffers that result from an attack as Tong as the damage inflicted did not also include an injury that killed it, A model that moves off the board for any reason cannot return to play later. How could you have missed them? They ‘must have come ina different way. No time to worry about that now: if the Orcs get out first, they will doubtless return with more of their kind. Just as you will, as soon 2s you tell your kin that the rumours are true: the tombs are untouched. The plunder the ‘Dwarts stole from your ancestors les undisturbed. You must ensure that itis you and not the barbaric Orcs that recover it. Elf Token Pool: 4 Ore Token Pool: 3 The first player to get one of their models, with the secret knowiedge off the board wins the game. Special Rule: Secret Knowledge Both sides have a single model that starts next to their exit point, This model is coming to help, and has not seen the secrets of the ture 90 fre carimot wit by exiting the map. All other models on both sides have explored the depths and know the secrets of the tunnels, It this secret knowledge they must get out of the Hold. A Note On Scenario Numbers ‘You will notice that the six scenarios in this set begin with number 7. Don’t ‘worry - you aren't missing pages and this fsn't a mistake. As the Dwar? King’s Hoid series expands, scenario variations, expansions, altemative ‘endings and other extra bits will be added as magazine articles and free online downloads. In order to alfow scenarios to be referred to easily and with minimal margin for confusion, cach scenario in the whole Dwarf King’s Hold series has its own unique number. Scenarios 1-6 ate in Dwarf King’s Hold: Dead Rising. Scenarios 7-12 are included here and are the ‘ones you need to play Dwarf King’s Hold: Green Menace. Try Your Luck Well the Elves is sneaky alright, abit ike Goblins, but now they’s got to fight their way past you, and fightin is what Orcs do best! EIf Token Pool: 4 Ore Token Pool: 3 Treasure: Open The game ends when there are no more Treasure counters left on the board, or when one player’ total Treasure is more than his ‘opponent can possibly beat with the Treasure remaining. The player with the most Treasure wins. If both players have equal totals, the player with the value 2 Treasure counter wins the game, Tactical Thoughts: Stay Here: I'l Get Help Treasure is only safely yours once it has been removed from the board, but this ‘means depleting your own ranks as the ‘model that cartes it cannot return to battle. Balancing the nced (0 stay and fight with the desire to get Treasure safely in the bag is always tricky and forms ‘major concem for both sides throughout these scenarios. In some situations you can simply fight to the last and hope you are standing to collect the remaining Treasure when the last foe falls. However, if the tunnels are collapsing around you there may be nothing left to collect, so this doesn't always work. If your opponent gets only ‘one Treasure counter off you may be ‘unable to beat him, The fact that Treasure counters are hidden from both players until they are carried off the board adds to the tension and excitement of the scenario, and the presence of the value 2 and worthless Treasure counters mean that even a single counter can make a difference. Bold decisions and a litte luck are what are needed here, Don't be afraid to take risks and try new tactics. Fortune favours the brave! Ready, Steady... EIf Token Pool: 6 Ore Token Pool: 4 Treasure: Open The game ends when there are no more Treasure counters left on the board, or when one player's total Treasure is more than his opponent can posstbly beat wi the Treasure remaining. The player with the most Treasure wins. If both players have equal totals, the player with the vatue 2 ‘Treasure counter wins the game. ol Tactical Thoughts: Bring A Friend This scenario introduces the elite troops of both sides, and learning how best to use these models is important in gaining an ‘edge over your opponent. Note that the EIf Bowmen can do everything that the EIf Spearmen can as well as shoot, whereas the Greatax Warriors replace one skill with another (losing Shield Bash and gaining Greatax). This makes it easter to use the Bowmen as they can always stand in for 9 ‘Spearman. The Greatax Wartiors are very good at fighting, but can’t help if you need foes barged out of the way. Toe wits, though their aninral cunning should not be underestinated. Your speed may get you to the treasure rst, but can you keep it? a Sam << o Elf Token Pool: 3 Ore Token Poo! Treasure: Hidden The game ends when there are no mote ‘Treasure counters left on the board, or when one player's total Treasure is more than his opponent can possibly beat with the Treasure remaining. The player with the most Treasure wins. If both players hhave equal totals, the player with the value 2 Treasure counter wins the game. Tactical Thoughts: Did the Earth Move For You? With the roof caving in above them, the Ores have to be quick about grabbing what Treasure they can before itis lost. The Eves will probably be off with some before you can stop them, and so although the Orcs will have more Treasure counters in their possession, getting them off the board so they count towards Victory will be hotly contested. Judicious use of Shield Bash to clear a path may well be required. The Elves are in a position to be very ‘mean here, bottling Ores up in tunnels that may collapse if they cannot fight their way clear. In this way the Elves can Jet nature do some of the work for them. The Ores will obviously try to avoid this happening, but if they want to grab the treasure they cannot just run out, and there fs the ever-present question of how many Actions they have to spend. No Mercy The bulk of the Orc horde is elsewhere, ransacking a tomb of no worth to your noble cause. Your scouts further mislead them, drawing them off into the deepest and most dangerous parts of the Hold where litle of value lies and the tunnels are lable to collapse at any moment. In these rooms, however, le the three blades of Scaltherax. It has been two thousand years since they ‘were held by Elven hands, and you cannot afford to lose any of these priceless items. Your shame would be unbearable. You must do whatever is necessary to ensure that the Orcs die here and do not escape to bring back more of their kind or, gods Forbid, actually get away with one of the ‘Blades. You must not fil. EIF Token Pool: 3 Ore Token Pool: 3 Treasure: Open ‘The Ores win if they get any Treasure ‘counter off the board at either of the exit points shown, ‘The Elves win if they kill all the Ores, Special Rule: Priceless The Treasure counters used in this scenario should all be value 1. The Elves know fine well what is here and they are willing to die fighting to protect it. None of their ancestral heirlooms can be allowed to fall into the hands of the Ores. Tactical Thoughts: How Many Elves? The Ores are outnumbered more than tiwo-to-one here, and may find that their normal dominance in melee is challenged by simple weight of numbers alone. Without the Dwarfs to maintain them, the halls of the Dwarf King’s Hold are susceptible to damage fram earthquakes and other disasters. Some say the rock itself pines for the Dwarfs and this is why itis unstable, others claim that this instability is why the Dwarts are no longer present in the frstplace. In either case, the Eifand Ore wariors who brave the tunnels to seck their treasures must take their chances with rock falls and The Elves have the easier task here as they ‘only have to focus on killing all the Orcs. The Orc player has to concentrate on the actual task at hand rather than the enticing prospect of battering Eives, which can be quite hard. The Green Tide Tricksy Elves thought they could lose you, their way about. You would have kept him did they? Well they was wrong. t took a Jonger, but you broke him by mistake. Oh while to find everyone in the tunnels, well. Now all your Orcs have arrived and the ‘though it was easier once you caught one of Elves are going to find out what areal fight ‘the Elf scouts and made him blab. They is _is like. You anly hope there are enough ‘rubbish in a fight, but pretty good at findin’ Elves left to go round. BF Een Et WP PBF my Ene E -Bi Saniag Pom Ag -Ore Ar Wari ~ Trane (Hides) @) - Weak Pot oes ring Gy - Or Grease Weer (£) - Wek Tot fee Covel mathe) Elf Token Pool: 7 Orc Token Pool: 3 Treasure: Hidden The Elves win if they get a total of 5 or more Treasure off the board. ‘The Ores win if there are no Elves remaining on the board at any point before the Elves win. If the last EIf leaves the board canying a Treasure counter then the Elves win if it takes their total to 5 or more, otherwise itis an Ore victory. Special Rule: Noble Ranks ‘The Elves that start on the board are only the leading elements of a whole detachment. Start the game with all 20 Eves and one Sabre-toothed Pussycat to cone side of the board. The Elf player may choose which of these models he will place in each of the 8 spots marked on the map as starting positions for Elves. The remainder of these models will be available to use during the game as reinforcements. Elf reinforcements can be moved onto the board by spending an Action on them and | ‘Concept & Game Design: Joke Thomton of wn. quirkworthy.com ‘Box Caver Artwork: Jonas Springborg ‘Artwork: Roberto Cirillo, Phil Moss, Bob Naismith, Playtesting: Richard Baker, Alessio Cavatore, ‘Mat Gypels, Richard JefTery, Jae Neet, Dylan Owen, Bob Parham, Collette Polar, Ronnie Renton, Josh Roberts, Geof? Savory, Rich Turner Editing: Mark Brendan & Dylan Owen Layuut: Dylan Owen Box Design: Andy Wah Stet Kopinsi, Tears of Envy (inwy.tearsof emig.com) counting the first square of the board as their first square of movernent. They may enter the board at any of the points marked on the map. Note that unlike the Ores, the Elves do not ‘recycle’ dead models. They have a finite supply of reinforcements. Special Rule: Endless Ore models that die are ‘recycled’ and can come back on as reinforcements. This means that the Ores have an endless supply of warriors, and can be even more aggressive than usual. Orc reinforcements can be moved onto the board by spending an Action on them and counting the first square of the board as their first square of movement, They may enter the board at any of the points marked on the map. mantic www.manticgames.com Copyright © Mantic Entertainment Ltd. 2011 Produced by | River Horse (Europe) Ltd. (vewwriverhorse.cu)

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