preview rulebook
Preview - Not Final
preview rulebook
A GAME BY
GORKA MATA - VÍCTOR FERNÁNDEZ - SERGI SOLÉ
1
COMPONENT LIST.....................................
GAME SETUP............................................
GAME SEQUENCE......................................
THE SETUP PHASE ...................................
3
4
5
5
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EVENTS
THE MESSENGER’S TURN
ENEMY SPAWNING
HEROES PHASE ........................................
6
OBTAIN RESOURCES AT THE CITADEL
SU M MA RY O F THE G AM E
ATTACK FROM THE WALLS
REPAIR A DAMAGED BUILDING
USE THE CATAPULT
The hordes of the Abyss loom over the Citadel of Modhelm!
EXCHANGE RESOURCE CARDS WITH ANOTHER HERO
B-SIEGED is a cooperative game for 1 to 6 players whose heroes will have to endure the siege of the abyssal
troops while protecting the Messenger tasked with retrieving the Grand Ritual of Salled which is Modhelm’s
only hope against the Abyss.
ABYSS PHASE ..........................................
8
TACTICS
ATTACK
MARCH
END OF SEASON PHASE ................................
9
CONSUME RATIONS
DETERMINE ENEMIES
RENEW RESOURCES
A STREET GUIDE TO MODHELM.................. 10
RESOURCE CARDS .................................. 12
USING RESOURCE CARDS
SORCERY CARDS
MARKET CARDS
TAVERN CARDS
ARMORY CARDS
MASSIVE ATTACKS
HEROES.................................................. 14
SPECIAL ABILITIES
INCREASING STRENGTH
RESURRECTION
THE HEROES
THE HORDES OF THE ABYSS..................... 16
KROHNS
GARGOHS
MÖLENS
DISRUPTION : THE AVATAR OF THE ABYSS
ANNEX 1 - SPECIAL ABILITIES.................... 19
2
VI CTORY ! O R DE F E AT...
The players win the game as a team if the Messenger manages to leave the board, return to the Citadel
before the end of round 12, and there is at least one hero alive at the end of the round the Messenger
returns.
On the other hand, the Abyss will claim victory for itself if any of the following conditions are met:
• the Messenger has not returned to the Citdel by the end of round 12
• an Assault unit or an Avatar reaches the Citadel
• the second Messenger dies
• all heroes are dead at the same time
• there are five or more Destroyed buildings in the Citadel
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COMPONENT LIST
5 red dice
6 hero dashboards
A pair of plastic
connectors
1 Catapult tile
1 yellow die
120 Resource
cards
1 catapult die
1 Spawn die
48 Enemy cards
48 Special Ability tokens
1 Citadel Board
30 Event cards
4 Compass cards
1 Messenger token
4 double-sided Enemy Fields
32 Krohns (24
standard and 8
elite)
24 Gargohs (16
standard and 8
elite)
1 Avatar of the Abyss
token (plus plastic
stand)
18 Divine Grace
tokens
8 Mölen
8 Morale tokens
8 Gold tokens
8 Food tokens
6 heroes
8 Damaged/Destroyed
Building tokens
8 Reinforced tokens
4 Cursed Ground tokens
1 Vinculum token
1 Seasons Sheet
1 Card Sheet
6 hero bases
1 First Hero token
1 Time token
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G AME SETUP
Before starting your first game of B-SIEGED, carefully punch out all board tiles and tokens from the
cardboard frames. Then, attach the Avatar of the Abyss token to its plastic stand and attach the
Catapult token to the center of the Citadel tile using the plastic connectors.
In B-SIEGED, the game board is composed of several tiles. The Citadel tile always goes in the center.
Follow these steps to prepare the game:
Assemble the tiles and boards as shown in the image. To decide which side of the two-sided
Enemy Field tiles goes face up, players must take into account the number of Spawning Points
on each tile and the number of participating heroes. For a standard difficulty game, it is
recommended to have one Spawning Point per hero.
Put aside the following components: Compass cards, Cursed Ground tokens, Damaged/
Demolished Building tokens, Special Ability tokens, Reinforced tokens and the Vinculum token.
Note: The Special Ability tokens must be sorted into four piles, with their names facedown,
according to their Level (1-4).
Choose an Enemy Field. Draw 3 cards from the Enemies deck one at a time and place one on
each of the three Spawning slots. Repeat this process for the other three Enemy Fields.
Draw from each Resource Pool deck as many cards as heroes will play and place them
facedown on the “Season Resources” slots section of the Card Sheet.
Place the Time token on the first round of Spring on the Seasons Sheet.
Optional: More experienced players may decide to play using Enemy Fields with more
Spawning Points than heroes.
Each player picks one or two heroes, depending on the number of players and takes the
corresponding figure(s). The table below shows the suggested number of heroes according to
the number of players. Players with two heroes must choose in which order their heroes will
act during the Heroes phase.
Example: In a 4-hero game, the four Enemy Field tiles will be placed with the 1 Spawning
Point side face up. In a 6-hero game, two of the Enemy Fields would be placed with the
2-Spawning Point side face up.
Take 1 Morale token, 1 Gold token and 1 Food token per Hero. In each Hero dashboard, place
the Morale, Gold and Ration tokens on the following values of the corresponding tracks:
Morale: 5
Food: 3
Gold: 1
Rotate the Catapult so that it faces North (N).
Divide the 120 Resource cards into four decks according to their class (Armory, Market,
Tavern and Sorcery) and shuffle them. Then, place the decks facedown on the corresponding
slots in the “Resource Pool” section of the Card Board.
Build a deck with the 30 Event cards, shuffle them and place the deck facedown on the
“Event” slot of the Card Board.
Build a deck with the 48 Enemy cards, shuffle them and place the deck facedown on the
“Enemies” slot of the Card Board.
Decide to which hero you wish to assign the First Hero token. The chosen hero will be the first
hero during the first round of Spring.
# of players
1
Suggested # of Heroes
4
2
4
(2 heroes each)
3
4
5
6
6
4
5
6
(2 heroes each)
THE GOLDEN RULE
If the effect of a card or game component contradicts the rules presented in this Rulebook, that
effect has precedence.
4
G AME SEQUENCE
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A game of B-SIEGED is made up of four Seasons, and each Season comprises three rounds. The
passing of time is tracked in the Seasons Sheet.
THE SEASONS SHEET
The Seasons Sheet is used to keep track of the round and Season being played, and is divided
in four sections, one per Season. Each circle represents a round. The rounds in which the End of
Season phase must be played are also marked.
ROUNDS
Each round is made up of 3 phases, plus an extra phase which takes place at the end of the third
round of a Season:
The Setup phase
The Heroes phase
The Enemies phase
2) THE MESSENGER’S TURN
(End of Season phase)
Important: During the third round of a Season, you will have to follow the steps of the End of
Season phase immediately after the Enemies phase is over.
In the first game round, players decide the Enemy Field through which the Messenger will travel
towards the Outskirts, and place its token on Zone 1 of that Enemy Field.
During this step, the Messenger must advance one Zone provided there are no enemy units neither
in the Zone he is currently on nor in the Zone he must advance to. The Messenger does not advance
the round in which he enters the game. If at the beginning of the Enemies Phase there is at least one
enemy unit in the Zone where the Messenger is, the enemy unit attacks the Messenger, killing him.
The enemy units in that Zone do not take any other attack or march actions during that round.
THE SETUP PHASE
This Phase is divided in 3 steps:
Note: If the Messenger hasn’t managed to escape the Enemy Field by the end of round 7, he won’t
have sufficient time to return to the Citadel by the end of round 12 and the game will be lost.
Events
The Messenger’s turn
The Messenger’s journey is made up of two stretches: departure and return.
Enemy Spawning
During departure, the Messenger’s path is: Zone 1 > Zone 2 > Zone 3 > Outskirts (leaves the board)
The round after the Messenger leaves the board, draw one Compass card at random. The card will
indicate the Enemy Field on whose Zone 3 the Messenger will reappear to start the return stretch.
If there are any enemy units on that Zone 3, the Messenger cannot reappear during that round, and
players will have to wait until the next one (no new Compass card is drawn though).
1) EVENTS
Advance the Time token to the next square of the Seasons Sheet. Then, discard the active Event
card from the Cards Sheet, if there is one. Finally, draw a card from the Events deck and place it on
the “Active Event” slot. Note: do not advance the Time token or draw an Event card if this is the
first round of the game.
Optional: Before starting the game, players may customize the Events deck by picking only low or
high Value Event cards to decrease or increase difficulty. In any case, the Events deck must contain
at least 12 cards.
EVENT CARD
A
B
C
A
B
C
D
D
During return, the Messenger’s path is: Zone 3 > Zone 2 > Zone 1 > The Citadel
The round in which the Messenger returns, spawn 1 Elite Krohn and 1 Standard Krohn in his Zone
3. Those are his pursuing enemies. From now on, as long as the Messenger is alive, Spawn 1 Elite
Krohn and 1 Standard Krohn in that Zone 3. These pursuing Krohns are added in addition to the
normal Spawn in that Zone 3.
When the returning Messenger begins the round on Zone 1, he does not move to the Citadel in
the Setup Phase normally, but rather, he moves to the Citadel at the end of the Enemies Phase,
ending the game with victory for the players.
NAME OF THE EVENT
If the Messenger dies, all heroes lose 1 point of Morale.
EFFECT OF THE EVENT
If during the departure stretch the Messenger manages to leave the Enemy Field, all heroes
earn 2 Morale points.
DURATION
The effect of an Event card may last one
round or persist until the end of the Season.
In the latter case, leave the card on the Card
Board instead of discarding it when a new
Event is drawn.
VALUE
This number (1-10) determines the potency
of the effect. The higher the Value, the more
powerful the effect.
WHO’S NEXT?
If the Messenger meets an untimely demise, players have a chance to send another daring
volunteer. During “The Messenger’s turn” step of the following round, if the Messenger died
during the departure stretch, place the Messenger’s token on Zone 1 of an Enemy Field in
which there are no enemy units. If there are enemy units on all Zones 1, you won’t be able to
place the Messenger’s token, and players will have to wait for the next round. If the Messenger
died during the return stretch, draw a Compass card at random and place the token on Zone 3
of the corresponding Enemy Field as long as there are no enemy units on that Zone. Otherwise,
you will have to wait until the next round. The new Messenger does not advance the round when
he reenters the game.
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3) ENEMY SPAWNING
STANDARD AND ELITE UNITS
Choose a Enemy Field. Make a Summoning roll with the Spawn die for each Spawning Point
on Zone 3. The symbol rolled will match that of one of the symbols next to the three slots. Check
the card on that tile. It will tell you the type and amount of enemy units that will spawn in Zone 3
depending on the Season. Then, if there are two Spawning Points, make a second roll. Then, place
the required figures on Zone 3. Repeat these steps for the other three Enemy Fields.
Example: It is Summer. On the Summoning Board adjacent to the Western Enemy Field there
is a Mölen card on the yellow tile, a Krohn card on the red slot and a Gargoh card on the purple
slot. The players make a Summoning roll and get a “purple” result. Players consult the season
symbols of the Enemy card on the purple tile (the Gargoh). Under the Summer icon there is
a “5”. Thus, they must place 5 Gargoh miniatures (4 standard and 1 elite) on Zone 3 of the
Western Enemy Board.
The number below a Season’s icon in an Enemy card indicates the number of enemy units of
that type that appear in that Season. If an Enemy card features the “Standard” and “Elite” words
below the unit’s name, one of the enemy units spawned will always be an “elite unit.” Thus, a “3”
under the Autumn icon in a Krohn card means players must place 1 elite Krohn miniature and 2
standard Krohn miniatures in Zone 3 of the Enemy Field if it is Autumn.
HEROES PHASE
During this phase, each hero has 3 actions that they must perform consecutively when their turn
comes. The hero taking actions at a given time is the active hero.
The first hero performs all their actions during their turn. Then, if the player with the First Hero token
controls two heroes, his or her second hero becomes the active hero and performs their actions.
Next, it will be the turn of the hero (or heroes) belonging to the player to the left of the player who
controls the first hero, and so forth.
Once all heroes have performed their actions, the player who has the First Hero token assigns the
token to his or her other hero (if he or she controls two) or passes it to the player to their left.
Example: Peter controls the Sorcerer and the Smuggler; Natalie, to his left, the Archer and
the Blacksmith; and Charles, to her left, the Mercenary and the Paladin. Each player’s heroes
act in that order. During game setup, players decide to assign the First Hero token to Charles’
Mercenary, who becomes the first hero of the first round of Spring. Thus, the heroes will act in
the following order: Mercenary, Paladin, Sorcerer, Smuggler, Archeress and Blacksmith. At the
end of the Heroes phase, Charles will assign the First Hero token to the Paladin, his other hero,
which will become the first hero for the second round of Spring. The order will then be: Paladin,
Sorcerer, Smuggler, Archeress, Blacksmith and Mercenary. For the third round of Spring, the
First Hero token will pass to the player to Charles’ left (Peter), and hence the order will be:
Sorcerer, Smuggler, Archeress, Backsmith, Mercenary and Paladin.
ACTIONS
RUNNING OUT OF MINIATURES
During their turn, the active hero can perform 3 of the following actions:
If during the Enemy Spawning step you need to place an enemy unit on the board, but there are
no miniatures left of that type, you’ll need to follow the replacement procedure: First place all
of the figures required by the spawn card that might be available. Then, no matter the number
of figures that were missing, you will add extra miniatures according to the chart below. If any
number of Krohn were missing, place 1 Standard Gargoh and 1 Elite Gargoh. If any Gargohs
were missing, place 1 Mölen. If any Mölens were missing, place 2 Standard Krohn and 1 Elite
Krohn. When executing a replacement, if you’re missing any figures, follow the chart to use the
next set of replacements.
Example: A spawn card calls for 4
Krohn. 1 Standard Krohn and 1 Elite Krohn
are placed, but the remaining 2 Standard
Krohn are missing. Even though there are
still some Elite Krohns left in the reserve,
a replacement procedure will need to be
made. 3 Gargohs should be placed in the
zone. 2 Standard Gargohs are placed, but
there are no Elite Gargohs left. Another
replacement needs to take place, so a
Mölen is placed in the Zone.
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Obtain resources at the Citadel
Attack from the walls
Use the Catapult
Exchange Resource cards with another hero
Repair a damaged building
In addition, the active hero may use as many stored Resource cards as they want. This is not
considered an action except in the case of cards with a highlighted Class icon (e.g.,
). Check the
details in the “USING RESOURCE CARDS” section.
OBTAIN RESOURCES AT THE CITADEL
In order to obtain a resource or use the capacity of a building, the player places the miniature of the
active hero on the building and spends an action. A hero may not use the same building two times
in a row during their turn. There may not be more than one miniature on the same building at any
given time.
Note: Whenever there is a hero miniature on a building, that building is considered to be protected.
Example: The Smuggler wouldn’t mind visiting the Palace as she could use some Gold, so
the player decides to spend an action, places the miniature on the Palace and makes the
corresponding roll. Unfortunately, she only gets 1 Gold piece. Her player would like to make
another roll, but a hero cannot spend two actions in a row at the same building. Thus, the player
spends the Smuggler’s second action to pay a visit to the Armory and draw and Armory card.
Finally, the player uses the hero’s third action to return to the Palace and try her luck again.
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THE CITADEL
The Citadel is divided into four Quarters: the North Quarter, the East Quarter, the South Quarter and the West Quarter. Each Quarter comprises a
side of the wall and two buildings. Heroes may use any building spending an action no matter where they are. The number printed next to each
building serves as a reminder of the resource a hero obtains when rolling on the Smuggling Table (See “The Smuggler’s Hideout”.)
At the center of the Citadel lies the Catapult. The Catapult does not belong to any Quarter. A hero can access the Catapult from anywhere in
the Citadel to orient it and/or shoot with it.
A
NORTH QUARTER
(Wall + Tavern + Smuggler’s hideout)
B
EAST QUARTER
(Wall + Barn + Armory)
C
SOUTH QUARTER
(Wall + Market + Sanctuary)
D
WEST QUARTER
(Wall + Palace + Sorcery tower)
E
CATAPULT
ATTACK FROM THE WALLS
Heroes must annihilate the abyssal hordes attacking from the Citadel’s walls. Each Quarter has a
side of the wall. Thus, the “Western wall” is the side of the wall belonging to the West Quarter.
As opposed to buildings, more than one hero can occupy the same side of the wall, and heroes may
spend one or more consecutive actions to attack.
When attacking from the wall, a hero earns 1 Morale point for each attack action he or she performs
in which at least one enemy unit is destroyed or at least one Vinculum point is removed from the
Avatar.
Note: Armory cards with the “Massive Attack” trait may affect more than one enemy unit (even in
different Zones) with a single action. These cards grant the hero as many Morale points as the printed
icon indicates. The rules for Massive Attack cards can be found in the “Massive Attacks” paragraph
of the “USING RESOURCE CARDS” section, below.
In order to perform an attack action from a side of the wall against the adjacent Enemy Field, a player
places their active hero on that side and makes an attack roll.
Example: Last round, the Archeress ended her turn at the Tavern (North Quarter). When her
turn comes again during the current round, her player decides he wants to attack twice in a
row from the wall, so he can place the Archeress on any side of the wall and spend two actions
to perform two attack rolls. Both rolls can be made from the same side of the wall or one from
different sides of the wall. Thus, the player could place the Archeress on the Southern wall and
attack twice from there, or once from that side and then from either the Eastern, Western or
Northern wall.
All heroes can attack without needing any weapon or card stored in their hero sheet. By
default, heroes roll one red attack die (unless a Starting Ability allows them to roll more, such as
the Paladin’s Refined Swordmanship) so they will end up fetching Armory cards rather sooner than
later. All Armory cards with the
icon allow making attacks only against the adjacent Enemy Field,
unless the text of the card states otherwise.
In order to hit an enemy unit, the player makes an attack roll for their active hero with one or more
red dice (the number of dice will vary depending on their Special Abilities and Resource cards.) The
required base target number depends on the Zone the player is attacking:
Zone 1: Base target number: 4+ (hits with 4, 5 or 6).
Zone 2: Base target number: 5+ (hits with 5 or 6).
Zone 3: Base target number: 6 (hits with 6).
However, dexterity and proficiency are not enough: the hero also has to inflict damage! Each hero has
a base Strength value
(e.g., the Archeress has Strength 1 and the Mercenary has Strength 2.)
This value can increase by using certain Resource cards and Special Abilities which grant Strength
bonuses. A hero’s total Strength equals the sum of their Strength value plus all Strength bonuses
used.
If an enemy unit’s Resistance
is higher than the hero’s total Strength, the enemy ignores the
attack. If the hero’s total Strength is equal to or greater than the enemy’s Resistance, that enemy is
destroyed.
Example: The Archeress (Morale 5, Strength 1) performs an attack against a standard Krohn
(Resistance 1) and an elite Krohn (Resistance 2) in Zone 2. The heroine is equipped with the
Armory card “Bow of the Grey Guard” (+1 Strength bonus), so the player rolls the two red attack
dice granted by the Bow and scores 5 and 6, two successes. The Archeress hits both enemy
units and destroys them. The player moves the Morale token from 5 to 6 on the Morale track.
REPAIR A DAMAGED BUILDING
Some enemy attacks and card effects may damage or destroy buildings. Whenever an attack or
effect damages a building place a Damaged/Destroyed Building token on it with the “Damaged” side
face up. Until it is repaired, a damaged building cannot be used.
If a damaged building gets another hit, the building is destroyed. Flip the Damaged/Destroyed
building token so that the “Destroyed” side is face up. A destroyed building cannot be used and it
can only be repaired by means of Resource cards or Special Abilities.
The active hero may spend an action and 2 Gold pieces to repair a damaged building. Put the hero
on the building and remove the Damaged/Destroyed Building token. Then, the hero earns 2 Morale
points. If the player wants and the hero has available actions, the hero may spend an action to use
the building.
DEFENDING BUILDINGS
When a hero is on a building, that building is protected. If the building receives a hit (such as
a Mölen attack) the hero takes the hit and the building is not damaged (or destroyed if it was
damaged already).
Some Resource cards allow players to place a Reinforced token on a building. When a building
with one or more of these tokens receives a hit, you may discard one token to cancel one hit.
If a building has a Reinforced token and is protected by a hero, the player decides whether to
discard the token or to have the hero take the hit.
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USE THE CATAPULT
ENEMIES PHASE
At the very center of the Citadel stands the Catapult, a fearsome mechanical weapon capable of
wrecking havoc among the enemy lines. To use this destructive device one must have some skills,
but also aim correctly!
During the Enemies phase, each enemy unit must perform a single action: attack or march. If an
enemy unit manages to advance from a Zone 1 to the Citadel, Modhelm will be laid waste to!
A hero can use the Catapult to attack enemy units in Zone 3 of the Enemy Field the Catapult is
oriented towards. There can only be one hero on the Catapult, and they can perform two types of
actions: orient and shoot.
Orient the Catapult: If the Catapult is not facing the Enemy Field you want to attack, the hero
on the Catapult must spend an action to orient it during their turn. Roll the Catapult die. If you
get a
, the Catapult gets stuck and will not be oriented. The action is spent anyway.
Shoot the Catapult: Roll the Catapult die. The number you get is the number of enemy units
destroyed. If the attacked unit is an Avatar, the number is the amount of Vinculum points it
loses. A
or
result counts as “miss”.
When a hero shoots against a Zone 3 with two Spawning Points, the player must choose which
point he or she is attacking before rolling the die. If a hero shoots the Catapult and the Messenger is
on the chosen Zone 3 (or chosen Spawning Point, if there are two), much caution is required: a roll
result higher than the number of enemies on that Zone 3 or Spawning Point will kill the Messenger!
Catapult attacks have a fixed Strength value of 4, independent of the hero’s own Strength.
Successful Catapult attacks only grant 1 Morale point to the hero who shot, regardless of how many
enemies were destroyed (as long as at least one enemy was destroyed).
Example: The Catapult is currently aiming West. The player decides the Blacksmith will shoot
against Zone 3 of the Western Enemy Field. This is a risky maneuver since the Messenger is
there, alongside 1 Gargoh and 1 Krohn. The player rolls the die nevertheless and scores a 2. The
two enemy units are destroyed, and the Messenger survives! The Blacksmith’s player moves
the Morale token from 3 to 4 on the Morale track.
ENEMY FIELDS
The Enemy Fields are the four big double-sided boards adjacent to the Citadel piece. They are
split into two areas: the Summoning Board and the Enemy Field itself. Each Enemy Field is
divided in three Zones, labeled Z3, Z2 and Z1. Zone 3 may have one or two Spawning Points
. If there are two, Zone 3 will appear split in two sections. Enemy units are always spawned
in Zone 3.
At the right side of each Zone there is a space reserved for placing Resource cards with the
“Tactics” icon
.
At the left side of each Zone there is a series of icons. These indicate the actions different
enemy units on that Zone must perform during the Enemies phase as well as the base target
number heroes must score with their attack rolls to hit enemy units in that Zone (some cards
and Abilities may lower those numbers.)
The stars
,
The cross-hairs
Zone.
The arrow
in that Zone.
,
represent the type of enemy unit.
state the enemy unit must attack if it began the Enemies phase in that
states the enemy unit must advance one Zone if it started the Enemies phase
ASSIGNING DAMAGE
If there are different types of enemy units in one Zone, successful hits must be assigned
following this order: Avatar, Heavy units (Mölens), Support units (Gargohs) and Assault units
(Krohns). If there are both standard and elite units of the same type, hits are first assigned to
standard units and then to the elite units of the same type. This targeting priority works for
attacks made from the walls and attacks made with the catapult.
EXCHANGE RESOURCE CARDS WITH ANOTHER HERO
A hero may give Resource cards stored in their hero sheet to another hero and/or receive Resource
cards another hero has stored by spending one action.
8
Example: In Zone 2, Support units
must attack, and Assault units
must advance.
The number “5” is the base minimum result (base target number) heroes must score in their
attack rolls to hit enemies in this Zone.
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This phase is made up of 3 steps:
1) TACTICS
Resource cards with the
icon placed on the Enemy Fields are triggered in the order chosen
by the players. Once their effects are resolved, they are discarded. See “Using Resource cards”,
below.
2) ATTACK
Choose an Enemy Field. Starting with enemy units in Zone 1, each unit performs an attack against
the corresponding adjacent Quarter (only if the unit is in the Zone from which that type of unit
must attack, as indicated by the icons printed on the Enemy Field.) Then, units in Zone 2 attack,
and, finally, units in Zone 3.
Example: The Mercenary (Morale 5) and the Sorcerer (Morale 2) are both on the Northern wall.
In Zone 1 of the Northern Enemy Field there are 3 standard Krohns and 1 elite Krohn. Krohns are
Assault units, and thus their attacks only affect heroes on the wall. During the Enemies phase,
Krohns attack one after the other, for a total of 5 hits. If all 5 hits were assigned to the Mercenary,
he would lose all his Morale and die, so the already weakened Sorcerer must take one hit.
Furthermore, the 2 hits dealt by the elite Krohn must be assigned to one hero, so the Sorcerer
will not resist them. The only way both heroes can survive is to assign the 2 hits from the elite
Krohn and 2 hits from 2 standard Krohns to the Mercenary and the hit from the remaining
standard Krohn to the Sorcerer. The heroes have managed to escape death by the skin of their
teeth and now each of them has only 1 Morale point left.
As opposed to hero attacks, enemy unit attacks hit automatically.
Once all enemy units in the chosen Enemy Field able to attack have attacked, enemy units in the
Enemy Field to the left make their attacks, and so forth until all enemy units in all Enemy Fields
which must and can attack have done so.
The attacks the different types of enemy units perform affect heroes and buildings differently. See
“The Hordes of the Abyss” section to get more information.
In general:
a hero loses 1 Morale point per hit received
a building becomes damaged if it gets hit. If it was already damaged, it is destroyed.
STANDING YOUR GROUND
Enemy units attack one by one and hit automatically, so dividing damage among target heroes
is crucial to avoid losses. If there is more than one hero in a Quarter affected by an attack,
players decide how hits are split among the heroes.
3) MARCH
Choose an Enemy Field. Starting with enemy units in Zone 1, each unit that has not yet attacked
this turn advances (as indicated by the icons printed on the Enemy Field). Then, units in Zone 2
advance, and, finally, units in Zone 3.
The only units which may advance from Zone 1 to the Citadel are Assault units (Krohns) and the
Avatar. If during the Enemies phase there is an Assault unit on a Zone 1 and there are no heroes
on the adjacent side of the wall, the Krohn advances during its turn and goes over the wall. The
Avatar also follows this rule, but it advances even if there are heroes on the adjacent wall. If an
Assault unit or the Avatar reaches the Citadel the players lose the game!
If this is the third round of a Season, proceed to the End of Season phase. Otherwise, the
current round ends and a new one begins with the Setup phase.
END OF SEASON PHASE
At the end of the third round of a Season players must perform three additional steps. In the case
of the round in which the Messenger arrives at the Citadel or the third round of Winter, only the
“Consume Food” step is necessary.
1) CONSUME FOOD
Every hero must pay 2 Food. If a hero cannot pay the necessary amount of Food, they die.
2) DETERMINE ENEMIES
Remove the three Enemy cards from each Summoning Board and replace them with three new
Enemy cards drawn from the Enemies deck.
3) RENEW RESOURCES
Discard from the game any Resource cards left on the “Season Resources” section and draw as
many cards from each of the Resource Pool decks as heroes are in play, placing them facedown
on the corresponding slots of the “Resources” section. If there are no cards left of a given class,
shuffle the discarded cards of that class to build a new Resource Pool deck from which to draw.
9
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A STREET GUID E TO MOD H E L M
Before the siege, Modhelm was a reasonably calm and remarkably prosperous city, a small but shiny pearl of the Elmidair Empire, famous for its well-attended Market Fairs and its steel craftsmanship,
always properly supplied thanks to two great commercial routes (and a myriad of secret pathways through which more “exotic” merchandise traveled and still travel.) Even now, in the midst of war, locals
may obtain most of what they need at Modhelm’s landmark establishments. At least while the walls hold.
THE NORTH QUARTER
THE SMUGGLER’S HIDEOUT
THE TAVERN
Even though the Tavern may be dangerous occasionally, the Silver Militia manages to keep the peace.
That is not the case with the Smuggler’s Hideout. Everybody knows where it is, but only a precious few
When times are desperate, more than a few souls abandon their faith on the gods and leave it at have the guts to even come near it. Yet, much to the chagrin of the most honest citizens, it cannot be
the bottom of a bottle. Damiana’s Tavern is a meeting point for Modhelm’s locals, a place where denied that the The Mask and her minions manage to put their hands on all sorts of goods, legal and
one can drink a tasty pint of ale...or discreetly deal with mercenaries and assassins who would illegal alike, which one would not find anywhere else.
sell their services for a handful of coins. But be warned: it wouldn’t be that odd to end up with a
Luck will determine what resource a hero obtains when they dare visit the Hideout.
dagger stabbed on one’s back.
Tavern cards help you destroy
enemies and hinder their advance via
all sorts of traps and unlikely allies of
dubious moral quality.
Spend an action to place the
active hero on The Tavern and
draw one Tavern Resource card.
Spend an action to put the active hero on The Smuggler’s Hideout and make a roll with a red die.
Check the Smuggling Table to find out what the hero gets:
Draw a Tavern Resource card
Roll a yellow die and earn that number of Gold pieces
Draw a Sorcery Resource card
Draw a Market Resource card
Draw an Armory Resource card
Roll a yellow die and earn that
number of Food
Note: Any Armory, Market,
Sorcery or Tavern card a
player obtains when rolling
in the Smuggling Table
must be drawn from the
corresponding
Resource
Pool
decks, not from the Season
Resources decks as usual.
THE EAST QUARTER
THE BARN
During a siege, food gets ever more and more
scarce, and at some inevitable point rationing
becomes a painful necessity. Modhelm’s
farmers and cattle breeders have agreed to
store most of the food in the barn so that
all citizens may access their rations in an
organized fashion.
Visiting this building is the safest way
to obtain Rations.
Spend an action to place
the active hero on the Barn
and roll the yellow die. The
number rolled is the amount
of Food the hero earns.
10
THE ARMORY
Modhelm’s forged steel has enjoyed a well-deserved
fame across the kingdom for generations, and
no one makes the steel sing as well as Lugh
Anvilcrusher. That’s what Lugh says, at least.
Although the Anvilcrusher brand guarantees
quality, all heroes will eventually end up
wielding the weapons forged at “The
Thundering Anvil”.
Armory cards include weapons of different
types: shields, armor, and massive attacks,
which will be essential to finish off the
toughest adversaries.
Spend an action to place the active
hero on The Armory and draw one
Armory Resource card.
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THE SOUTH QUARTER
THE SANCTUARY
Faith is at least as scarce as food, but the number of devoted (or
desperate) believers who flock to Isherida’s Sanctuary looking for solace
steadily grows day after day. The mendicant monks accept offerings
in exchange for food or access to the Library, and perform sacred
rites which appear to rival the perilous Magical Arts. In the last
weeks, the number of visitors has increased substantially after
the goddess herself revealed herself during a ceremony and
performed the greatest miracle of them all: resurrecting the
deceased. Or so rumors have it, anyway.
THE MARKET
Famous throughout the kingdom for its annual fairs, Modhelm’s market is now but a shadow
of its former self. Nevertheless, the hustle and bustle never seems to stop, projecting a false
sensation of daily routine during the few peaceful periods the town hardly gets. It’s worth
noting that a hero might leave a market stall empty-handed and with less Gold in their
pockets, if you know what I mean...
Heroes may visit the Market to obtain different goods, from Gold pieces and Food to
Resource cards. Many Market cards require the players to make rolls to obtain a random
amount of resources.
Spend an action to place the active hero on The Market
and draw one Market Resource card.
Spend an action to place the active hero
on The Sanctuary and:
Obtain a Food
Obtain a Divine Grace token
Learn a Special Ability or increase their Strength: Spend a variable amount of Food (as shown
in the hero sheet) to draw two Special Ability tokens of the corresponding Level and pick one
of them. The hero may choose to either learn that Special Ability or to obtain a permanent +1
Strength bonus by flipping and using the back of the token.
For more information, see “LEARNING SPECIAL ABILITIES” and “INCREASING STRENGTH” in the
“HEROES” section, below.
THE POWER OF FAITH
Faith in Isherida manifests quite dramatically in Modhelm. The heroes may call upon the goddess to help them in times of need.
The active hero may spend 1 Divine Grace token to get a +1 or -1 modifier to the result of an attack roll, a Food roll or a Gold roll
after making the roll. The hero may spend as many tokens as the player wants to alter the result of a roll.
THE WEST QUARTER
THE SORCERY TOWER
If there is one place Modhelm locals avoid like the plague
that would be the Sorcery Tower. According to the dustcovered historical records buried in the Sanctuary, this
twisted structure was erected by the mighty ArchConjurer Entinedes more than four hundred years
ago, and the Citadel of Modhelm actually developed
around it to guard its arcane secrets after its owner’s
mysterious demise.
Even though it’s been decades since a
sorcerer last visited Modhelm, the place
still hoards many spell scrolls and potions
which lure the most daring adventurers.
And yet there are those who
whisper the faint glow of candles
dances again through the rickety,
stained-glass windows...
Spend an action to place the
active hero on The Sorcery
Tower and draw one Sorcery
Resource card.
THE PALACE
What once stood as the Ambassador’s Palace has
been transformed into a great strongbox on
the Mayor’s orders. Both townspeople and
visitors deposit their Gold, as much or
as little the possess, to keep It safe
from thieves and other delinquents.
Strong spells and tough mercenaries
watch over the building at all times.
The Smuggler’s Guild is far from
happy with this municipal edict, since
the new mercenary company does
not bow to them, and for the time
being have proven impervious to
any tempting offers to look the
other way.
Spend an action to place the
active hero on the Palace
and roll the yellow die.
The number rolled is
the amount of Gold
pieces the hero
earns.
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Preview - Not Final
RESO URCE CA R D S
In B-SIEGED, players may benefit from a wide variety of resources by drawing cards from the Resources decks. The 120 Resource cards are divided in four classes (30 cards of each): Armory, Market,
Sorcery and Tavern.
RESOURCE CARD
A
A
B
C
NAME OF THE CARD
CARD EFFECT
This text describes the effect or effects of the card
EFFECT ICONS
These icons visually sum up the effects of the card.
CLASS ICON
Armory, Sorcery, Market and Tavern.
MORALE
Amount of Morale points the hero earns or loses after using the card.
COST
Amount of Gold pieces the hero must spend to use the card.
STRENGTH BONUS
The Strength bonus is added to the hero’s Strength value when the hero uses the card.
STRENGTH VALUE
Cards with this icon have their own Strength value which is used when the card is triggered.
This value does not affect (nor is affected by) the Strength value of the hero using the card.
B
“TACTICS” ICON
Cards with this icon are placed on Enemy Fields.
C
TYPE
The type of card (permanent, discard or instant) indicates when and how a
card is used and/or triggered.
TARGET ZONES
Zones highlighted in red are the Zones wich may be affected by that card’s
effects.
Resource cards also belong to one of three types:
Permanent:
These cards are not discarded after they are used.
A permanent card may be stored in the hero sheet if there is an empty slot of the adequate class and type.
Discard:
These cards are discarded after they are used.
There two variants of discard cards: red and orange. They may be stored in the hero sheet if there is an empty slot of the adequate class and color.
If a hero obtains a discard card and cannot store it in his or her hero sheet, the player must either use the card immediately, if able, or discard it with no effect.
If a hero obtains a discard card and cannot store it in his or her hero sheet and cannot use it immediately either, that card is discarded with no effect.
Instant:
An instant card must be used immediately when it is obtained. Then, it is discarded.
Note: During their turn, the active hero may discard any permanent and/or discard cards stored in the hero sheet without triggering their effect(s). This is not considered an action.
STOPPING THE ABYSS
Resource cards with the “Tactics” icon
are placed on the Enemy Fields during the Heroes phase, but their effects are not triggered until the Enemies phase. Players may place as many
cards as they want on the same Zone to provoke more devastating effects. Unless a card states otherwise,
cards only affect the Zone they are placed on.
If before the Enemies phase begins there are no enemies in a Zone in which
cards are placed, those cards are discarded with no effect.
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Preview - Not Final
USING RESOURCE CARDS
Players may obtain Resource cards in various ways during the game, and they draw them from the
Resources decks. If at any moment a player must draw a card and there are no cards in the required
Resource deck, that player does not draw any card.
Resource cards stored in a hero’s sheet may only be used during the Heroes phase, paying any Gold
cost, where applicable. Normally, the effects of a card are triggered as the card is used, but cards
with the “Tactics” icon
are used during the Heroes phase and triggered during the Enemies
phase.
The active hero may use as many Armory, Market, Sorcery and Tavern cards stored in their hero
sheet as they want during their turn. Using Resource cards is never considered an action unless
the Class icon of a card is highlighted (e.g.,
), in which case the card is always associated with
an action.
Discarding
In order to keep the play area organized, players should make room for four discard piles, one for
each class of Resource cards, in which they will put their discarded cards during the game.
SORCERY CARDS
The effects of Sorcery cards are as disparate as the Magic Schools of the Empire:
blasts, shields, gold...you name it. But calling upon the Great Arts may turn out to
be a dangerous prospect!
When using a Sorcery card which affects one or more Zones, the player may
choose the Zone or Zones of any Enemy Terrain or Terrains, unless the card limits
this choice.
MARKET CARDS
Market cards provide heroes with a wealth of basic resources, from Morale boosts
to additional Resource cards.
TAVERN CARDS
The effects of most Tavern cards focus on hindering enemy unit movement and
attacks, and some even allow players to destroy specific units.
When using a Tavern card which affects one or more Zones, the player may choose
the Zone or Zones of any Enemy Terrain or Terrains, unless the card limits this
choice.
ARMORY CARDS
Armory cards include all sorts of weapons, protections and special attacks. Some
Armory cards are permanent
. If a permanent Armory card allows the hero to
roll two or more red dice in an attack roll, the hero earns one Morale point per each
attack action he or she performs in which at least one enemy unit is destroyed or a
Vinculum point is removed from the Avatar.
MASSIVE ATTACKS
Some discard Amory cards
such as “Avalanche!” affect several enemies, and even more than
one Zone. These cards feature the “Massive Attack” trait under their name. When using a Massive
Attack card, make an attack roll with as many red dice as the card indicates against each affected
Zone. If a Massive attack affects an Avatar, the creature loses one Vinculum point per each successful
hit. The Avatar loses one Vinculum point for each successful hit. Massive Attack cards do not confer
Strength bonuses. Each has its own Strength value.
When using these cards, the active hero earns Morale points equal to the Morale value
card.
on the
Players using Massive Attack cards against a Zone that contains the Messenger must be careful. If
after rolling the attack dice against that Zone all enemies are destroyed and there are any unassigned
hits left, the Messenger dies!
Example 1: The Blacksmith (Strength 1) is on the Northern wall. A dangerously growing horde
of enemies looms in Zone 2: 1 standard Krohn, 1 elite Krohn, 2 standard Gargohs and 2 elite
Gargohs. If the player were to attack without using any cards, he or she would roll a single red
die and would hit with a score of 5 or 6. If successful, a standard Gargoh (Resistance 1) would
be destroyed, since according to the damage assignment order it is the first enemy unit the
Blacksmith can destroy with his Strength value of 1.
However, the Blacksmith had saved the Armory card “Barrage!” for such a scenario. This is a
Massive Attack card which grants the attacker five red dice against enemies in Zone 2, and hits
with a score of 3 or more on the attack roll. The card also has a Strength value of 2, so it can
destroy elite units (Resistance 2.) The player spends an action and 1 Gold piece to roll the 5
dice, getting 3, 4, 4, 5 and 6. The five successes must be assigned to the enemies as explained
in the “ASSIGNING DAMAGE” text box. Accordingly, the first 2 hits destroy the 2 standard
Gargohs; the next 2 hits finish off the 2 elite Gargohs, and the remaining hit kills the standard
Krohn. Only the elite Krohn has survived the attack. The Blacksmith earns Morale points equal
to the printed value on the card (+1) and then the card is discarded.
Example 2: The Archeress (Strength 1) is on her own atop the Western wall, watching the
relentless march of the enemy. In Zone 1 there are 2 standard Krohns and 1 elite Krohn. In Zone
2, there are 2 standard Gargohs, 1 elite Gargoh and the Avatar of the Abyss (3 Vinculum points
remaining.) The Archeress has both the “Avalanche!” and “Barrage!” Armory cards stored in her
hero sheet. Her player considers using “Barrage!” to try and wipe out Zone 2, but the Avatar
of the Abyss has a Resistance value of 4, so “Barrage!” (Strength value 2) would not have any
effect on it even if it hit. “Avalanche!”, however, is a more powerful Massive Attack: besides
reducing the to-hit number to 3, it grants 5 attack dice against Zone 1 plus another 5 attack
dice against Zone 2, both with a Strength value of 4. The player decides to play “Avalanche!”
spending an action and paying the 4 Gold pieces it costs. For Zone 1, the results are 2, 4, 5, 5
and 6; that’s four successes, enough to destroy the three enemy units. For Zone 2, the results
are 3, 3, 4, 5 and 5; five successes! First, hits must be assigned to the Avatar until its vinculum
is broken (3 in this case.) The 2 remaining hits destroy the 2 standard Gargohs, since damage is
assigned first to standard units and then to elite units of the same type. After the attack, only the
elite Gargoh in Zone 2 remains. The Archeress earns Morale points equal to the printed value on
the card (+1) and then the card is discarded.
I CURSE THEE!
The Sorcery Resource card “Cursed Ground” follows some
special rules, since it remains in play for three rounds.
Instead of discarding it during the Enemies phase, place
a Cursed Ground token on the “1” square. At the end of
the next Enemies phase move the token to square “2”. At
the end of the third Enemies phase after “Cursed Ground”
entered play, move the token to square “3” and discard
“Cursed Ground”.
13
H ERO ES
Preview - Not Final
Heroes are the absolute stars in B-SIEGED. But despite their prowess and extraordinary gifts, heroes can die if they lose all their Morale or if they cannot pay 2 Food during the End of Season phase.
Nevertheless, the divine power of goddess Isherida resonates within the sacred walls of the Sanctuary, and she may return to life those valiant souls who stand against the hordes of Kor’aggam.
Each hero has one or more Starting Abilites, printed on their hero sheet, which they can use from the beginning of the game. Plus, they can learn Special Abilities and/or increase their Strength value.
HERO dashboard
STARTING ABILITY
This icon is a graphic representation of the hero’s unique Ability.
STRENGTH
This is the base Strength value of the hero.
GOLD TRACK
Gold pieces are used to pay the cost of some Resource cards or actions. A
hero cannot have more than 4 Gold pieces stored. Additional Gold pieces
earned are ignored.
FOOD TRACK
Food is vital for survival. If a hero does not have enough Food during the
End of Season phase, they die of starvation. A hero cannot have more than
6 Food stored. Additional Food earned is ignored.
DIVINE GRACE POOL
A hero can store up to 3 Divine Grace tokens.
SPECIAL ABILITY SLOTS
Heroes may learn up to four Special Abilities during play. The number at the
right on a Special Ability slot is the amount of Rations the hero must pay to
draw Special Abilities of that Level at the Sanctuary.
RESOURCE SLOTS
The hero may store one Resource card in each of these slots provided the card matches the class, type and color on the slot. Some slots allow the hero to store more than one class of Resource (e.g.,
Market/Sorcery), but they can store one card only. A hero can rearrange their stored cards as they want during their turn, as long as all cards end up in slots of the correct class, type and color. This
is not considered an action.
MORALE TRACK
Morale serves as a hero’s health. If a hero runs out of Morale, the hero dies and leaves play. A hero cannot have more than 10 Morale points. Additional Morale points earned are ignored.
LEARNING SPECIAL ABILITIES
14
RESURRECTION
Heroes may visit the Sanctuary and spend Rations to learn up to 4 Special Abilities. Special Abilities
are split into Levels, and they are drawn randomly in pairs: the hero may learn one Ability and the
other token is discarded. In order to draw Special Ability tokens of a given Level, there must be a
token on the previous Level slot of the hero dashboard (except for Level 1.) A hero can only learn one
Special Ability of a given Level (Starting Abilities do not count.)
A dead hero may resurrect if his or her controlling player wants to. At any moment during the Heroes
phase, the resurrected hero may be placed on The Sanctuary stripped of all Resource cards, Special
Ability tokens and Divine Grace tokens. The Morale, Food and Gold tracks are reset to the starting
values (5, 3 and 1 respectively). Then, the First Hero token is assigned to the resurrected hero.
A detailed description of all Special Abilities can be found in Annex 1.
When a hero is brought back from the dead, the dark forces fight against Isherida’s will. Make a
Summoning roll on every Enemy Field immediately after the hero resurrects.
Note: The effects of the different Starting Abilities and Special Abilities a hero has may stack. There
may be Special Ability tokens with the same name of the same Level or different Levels.
Note: A hero cannot resurrect if there is another hero on The Sanctuary.
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INCREASING STRENGTH
Instead of learning a new Special Ability, the hero may place the chosen Special Ability token with its name face down on the corresponding Level slot to get a permanent +1 Strength Bonus.
THE HEROES
OSVITH, THE PALA DIN
Strength value: 1
Starting Abilities: Martial Mastery and Refined
Swordmanship
EILEEN, THE ARCHERESS
Strength value: 1
Starting Abilities: Falcon’s Sight and Precise Shot
KA DOR, THE SORCERER
LUGH, THE BLACKSMITH
MYRINIA, THE SMUGGLER
OROBOX, THE MERCENARY
Strength: 1
Starting Abilities: Legendary Armorer and Master
Armorer
Strength value: 1
Starting Ability: Web of Contacts
MY SATCHEL IS FULL!
If all Resource slots on the hero card have a card stored, the hero may not store any new cards. The
active hero may use, exchange or discard a card to free a slot.
If a hero obtains a card and all the slots of that class and type are full, it is possible to use (or
discard) one of the stored cards in that moment and leave an empty slot for the new card.
Strength: 1
Starting Ability: Archmastery
Strength: 2
Starting Ability: Intimidation
Example: The Archeress has a Market slot and a Market/Sorcery slot. In her Market slot she
has stored a Market card which grants a Food roll, and in her Market/Sorcery slot there is a
Market card that allows her to roll for Gold pieces. In one of her actions, the Archeress visits
the Sorcery Tower and draws a Sorcery card. At that moment, her player may decide to use
or discard one of the stored Market cards to rearrange the slots and store the Sorcery card in
the Market/Sorcery slot or use the Sorcery card just drawn and keep the two Market cards.
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T H E HORDES OF T H E A B YSS
Both sages and less studious folks throughout the Elmidair Empire have spent the past few centuries discussing about the nature of the Abyss, or Kor’aggam, as it is called in the obscure language of
wizards and warlocks. How was it created? What is it? Why does it provoke so much destruction? Unfortunately, these edifying scholarly conversations are but a luxury nowadays: all that matters is how
to close the portals and the Great Rift.
Travelling between cities is a feat only a few attempt, yet observations and stories shared by the few surviving pilgrims have allowed the people of Modhelm to distinguish between four kinds of abyssal
creatures.
All enemy units are spawned in Zone 3 of the four Enemy Fields during the Enemy Spawning step of the Setup phase. During the Enemies phase, they must either advance or attack, depending on the
icons printed on the Zone the units: (
).
Enemy cards
A
A
UNIT NAME
ENEMY TYPE
Assault, Support or Heavy
standARD
ELITE
STANDARD TROOP
Number of hits and resistance of standard troops of this unit.
ELITE TROOP
Number of hits and resistance of elite troops of this unit.
NUMBER OF ATTACKS
Number of automatic hits the unit inflicts when attacking.
RESISTANCE
The Strength of a card or a hero’s attack must be equal to or greater
than this value to destroy the enemy unit.
NUMBER OF UNITS SPAWNED EACH SEASON
If the card shows the illustration of another
unit instead of a number, one of those units is
spawned instead.
KROHNS
Krohns make the bulk of the abyssal armies. Fast and deadly, their mission is the most crucial to ensure the
victory of the Abyss: to conquer cities, putting everyone to the sword on their path to destruction.. These
monsters are the most similar to humans in both appearance and fighting techniques, for they wield rudimentary
but lethal swords made of a strange mineral. The most skilful Krohns even carry heavy stone shields, making
them formidable foes.
The Krohn is an Assault unit
and follows these rules:
Whenever Krohns are spawned in a Summoning roll, one will always be an elite Krohn, and the
rest standard Krohns.
A Krohn must advance one Zone each round until it reaches Zone 1.
A standard Krohn performs one attack and has Resistance 1.
An elite Krohn performs two attacks and has Resistance 2. Both hits must be assigned to the
same hero.
Once a Krohn is in a Zone 1, if there are heroes on the adjacent side of the wall, the Krohn must
attack. If there are no heroes, the Krohn must advance from Zone 1 to the Citadel (“Zone 0”). If this
happens, the players immediately lose the game!
Krohn attacks only hit heroes on the adjacent wall. Players must split the hits among the heroes
on that side of the wall.
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1ST ROUND
Spawn
SETUP
PHASE
2ND ROUND
Advance
ENEMIES
PHASE
3RD ROUND
Advance
ENEMIES
PHASE
Attack
ENEMIES
PHASE
GARGOHS
Gargohs are savage quadruped creatures which spit out potent lava bursts. They were created centuries ago by means of unknown magics in gigantic underground caves. Fortunately, these beasts rarely
ventured outside the depths of the mountains, and spent decades hibernating. Now, stoked by the will of the Abyss, packs of Gargohs have left their lairs to wreak havoc. Elite Gargohs are especially
fearsome enemies, for they serve as bizarre steeds to particularly small and clever Krohns able to coerce them into preying on their wretched victims.
The Gargoh is a Support unit
and follows these rules:
1ST ROUND
Whenever Gargohs are spawned in a Summoning roll, one will always be an elite
Gargoh, and the rest standard Gargohs.
2ND ROUND
A Gargoh must advance one Zone each round until it reaches Zone 2.
A standard Gargoh performs one attack and has Resistance 1.
An elite Gargoh performs two attacks and has Resistance 2.
Once a Gargoh is in a Zone 2, it must attack.
Gargoh attacks hit all heroes in the adjacent Quarter, i.e., the side of the wall
and the two buildings in that Quarter. Players must split the hits among all the
heroes in that Quarter. If there are no heroes in a Quarter, the attack has no effect
whatsoever.
Spawn
SETUP
PHASE
Advance
ENEMIES
PHASE
Attack
ENEMIES
PHASE
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MÖLENS
While Krohns and Gargohs pose a lethal challenge to the valiant souls who dare fight them in combat, Mölens are a threat to the entire Citadel.
These bulky beings of fire and granite were the first monsters the Royal Magicians confronted during the Battle for Mänhaler’s Cross. They
exhibited minimal intelligence, but now that they have learned to stay in the rearguard, Mölens are far more dangerous. Thanks to their colossal
strength, these creatures hurl huge projectiles made of magma and rock which obliterate buildings and heroes alike.
The Mölen is a Heavy unit
1ST ROUND
,and follows these rules:
A Mölen does not advance; it must attack from Zone 3.
A Mölen has Resistance 3.
Mölen attacks affect a whole Quarter and the Catapult. All heroes receive one hit and all buildings
in that Quarter not protected by a hero become damaged (or destroyed if they were already
damaged). The catapult itself is not affected by the Mölen attack.
Spawn
SETUP
PHASE
Attack
ENEMIES
PHASE
DISRUPTION: THE AVATAR OF THE ABYSS
A growing number of occult scholars are of the opinion that Kor’aggam, commonly referred to as “the Abyss”, is not just an abstract and chaotic force, nor a mere portal to perilous otherworldly realms.
Based on the more and more sophisticated behavior the abyssal hosts exhibit, erudites espouse that the Abyss is in fact a sentient entity; an ancient god perhaps, a fallen or banished deity with an actual
unspeakable agenda. Fortunately for the Elmidair Empire, the Abyss must rely on its troops, which are the instruments of its will in the physical realm.
Thus, despite the size of the abyssal armies, they can be defeated in the battlefield.
If while making the Summoning rolls you obtain the same color three times in a row, a Disruption occurs, through which
an Avatar joins the battle.
Draw a Compass card to determine the Enemy Field in which the Avatar appears (in
Zone 3). The Enemy Field which had the roll that caused the Disruption receives a
Spawn normally.
The Avatar is not considered a unit.
The Avatar must advance one Zone each round.
Once the Avatar is in a Zone 1 and its turn comes, it must advance to the Citadel,
destroying everything in its wake, no matter whether there are heroes on that side of the
wall or not. If this happens, the players immediately lose the game!
Unlike enemy units proper, the Avatar can resist more than one hit. Due to its magical nighindestructible nature, the creature has a Vinculum rating instead which represents its bond to physical
reality. On the Summoning Boards there is a Vinculum track with scores from “10” to “1”. When a Disruption
takes place, put the Vinculum token on the “10” of the Board adjacent to the Enemy Field in which the Avatar
appeared. Each hit the Avatar receives reduces this value by 1. When the Vinculum falls below 1, the foul being
returns to the eldritch realm from whence it came...for a while.
Note: If a Disruption occurs while the Avatar is on the board, increase the Avatar’s Vinculum rating by 5 points (this
cannot exceed his maximum 10 Vinculum points).
The hero who destroys the Avatar earns 2 Morale points, in addition to any other points earned by the attack.
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AN NEX 1 - SPECI A L A B I L I T I ES
ALCHEMIST
You may double the effects of Sorcery
cards you play.
DEADLY STRIKE
You get a permanent +2 Strength
Bonus.
MERCENARY CAPTAIN
You may double the effects of Tavern
cards you play.
ARCHITECT
Spend a Repair building action
and pay 2 Gold pieces to remove a
Demolished Building token from a
building. You earn 3 Morale points
DIAMANTINE ARROW
Whenever you perform an attack
action from the wall against Zone 2,
roll two red dice.
PERFECT AIM
You hit with 4+ when attacking Zone 3.
ARCHER’S DISCIPLINE
You hit with 4+ when attacking Zone
2.
ARCHMASTERY
Whenever you spend an action to
draw a Resource card at the Sorcery
Tower, you may draw an additional
card.
BLESSED
At the beginning of your turn, you
earn a Divine Grace token (max. 3).
BLOODTHIRST
After you successfully perform an
action attack against Zone 1 in which
at least one enemy unit is destroyed
or at least one Vinculum point is
removed from the Avatar, you may
perform a free extra attack against
the same Zone 1 rolling one red die.
These extra attacks have a Strength
value of 3 and are not affected by
any other Starting Abilities, Special
Abilities, cards or bonuses.
EPIC VIGOR
Ignore up to 1 hit received each
round.
EYE OF ISHERIDA
Once per round, at the beginning of
your turn, you may put face up the
top card of any Resource deck or the
Events deck.
FALCON’S SIGHT
You hit with 5+ when attacking Zone
3.
FILCH
At the beginning of you turn, before
performing any action, you may draw
1 Market Resource card from the
corresponding Resource Pool deck.
GIANT’S STRENGTH
Whenever you perform an attack
action from the wall against Zone 1,
roll three red dice.
GIFTED AND SKILLED
You get an additional action each
round.
CHICANERY
Once per round, at the beginning of
your turn, you may draw a card from
any Season Resource deck.
HAMMER AND FORGE
Whenever you spend an action to
draw a card at the Armory, you may
draw an additional card.
COOK EXTRAORDINAIRE
Add 1 to the result of any roll you
make to earn Rations. The extra Food
may be given to another Hero.
INTIMIDATION
Whenever you spend an action to
draw a card at the Tavern, you may
draw an additional card.
COMMON TOUCH
At the beginning of you turn, before
performing any action, you may draw
1 Tavern Resource card from the
corresponding Resource Pool deck.
LEGENDARY ARMORER
Whenever you use a Massive Attack
Armory card, roll an additional red die
against each target Zone affected by
the card.
COWARDICE
During the last action you perform in
your turn, you may end on a space
in which there is another miniature
(even buildings or the Catapult) and
perform the action. If you end your
turn on a space in which there isn’t
another miniature, you lose 2 Morale
points.
Note: If a hero starts their turn sharing
a space with the hero with Cowardice
on a building or the Catapult, that
hero cannot use that building or the
Catapult and must spend their first
action somewhere else in the Citadel.
LEGENDARY VIGOR
Ignore up to 2 hits received each
round.
MARTIAL MASTERY
You hit with 3+ when attacking Zone
1.
MASTER ARMORER
You do not pay the costs to play
Armory cards.
MEDICAL KNOWLEDGE
Once per turn, you may recover 2
Morale points or restore 2 Morale
points to another hero.
PERSUASION
Add 1 to the result of any roll you
make to earn Gold. The extra Gold
may be given to another Hero.
PRECISE SHOT
You hit with 3+ when attacking Zone 2.
SUPERNATURAL VIGOR
Ignore up to 3 hits received each
round.
RAIN OF STEEL
Whenever you perform an attack
action from the wall against Zone 2,
roll an additional red die.
REFINED SWORDMANSHIP
Whenever you perform an attack
action from the wall against Zone 1,
roll an additional red die.
ROYAL ARTILLERYMAN
You get an additional action each
round to orient the Catapult or to
shoot the Catapult.
STOICISM
You do not pay Food during the End
of Season phase.
STORM OF STEEL
Whenever you perform an attack
action from the wall against Zone 3,
roll an additional red die.
STRATEGIST
You may store red discarded Tavern
cards in orange slots in which you can
store Market cards.
UNCONTROLLED WRATH
Whenever you perform an attack
action from the wall against Zone 1,
roll two red dice.
WARLOCK’S GRIMMOIRE
You can store red discarded Sorcery
cards in any slot in which you can
store Sorcery cards.
WEB OF CONTACTS
Once per round, at the beginning of
your turn, you may make a free roll in
the Smuggling Table as if you were at
the Smuggler’s Hideout.
Note: Any Special Abilities which reduce the target number
of attack rolls, increase Strength and/or allow the hero to roll
additional dice during attack rolls do not apply to “Massive
Attack” Armory cards unless the Ability specifically states so.
19
RO U N D SUMMA RY
Preview - Not Final
THE SETUP PHASE
THE ABYSS ATTACK
KROHNS
GARGOHS
MÖLEN
STANDARD TROOPS
STANDARD TROOPS
STANDARD TROOPS
EVENTS
-Advance Time token.
-Move the First player token from current first player to player on his left.
-Discard current Event.
-Reveal new event from Events deck.
THE MESSENGER’S TURN
- Move the Messenger to the next zone, if possible.
ENEMY SPAWNING
-Roll Spawn die for each Spawning point on Zone 3.
-Place required miniatures on Zone 3.
HEROES PHASE
Each hero can perform 3 of following actions :
-Obtain Citadel’s resources.
-Attack from the walls.
-Use the Catapult.
-Exchange resources cards with another hero.
-Repair damaged building.
THE ENEMIES PHASE
TACTICS
1
1
1
1
1
3
ELITE TROOPS
ELITE TROOPS
2
2
2
2
-Trigger the cards.
ATTACK
MARCH
END OF SEASON PHASE
CONSUME FOOD
-Each hero must pay 2 Food.
DETERMINE ENEMIES
RENEW RESOURCES
-Discard all enemy cards and replace with new.
Avatar of the Abyss > Mölen > Standard Gargoh > Elite Gargoh > Standard Krohn > Elite Krohn
-Discard all Resource remaining on Resource section.
-Draw from Resource pool deck as many cards as heroes in play.
CREDITS
Rules Writing & English Translation
Marino Santirso
Game Design
Gorka Mata
Víctor Fernández
Sergi Solé
Writing
Sean Craven
Eric Kelley
Art
Enrique Fernández
Sculpting
Bigchild Products and Design
20
TARGETING PREFERENCE
Producer
Guilherme Goulart
Publisher
David Preti
Second Gate Games would like to thank Jose Rey, Juanjo Peña (Kaburi),
Alberto Puertas (Firefly), and everyone who playtested B-Sieged.
© 2015 Second Gate Games, all rights reserved. B-Sieged and Second Gate
Games logo ​a re trademarks of Dracma 3D SL.
CoolMiniOrNot, and the CoolMiniOrNot​ ​logo are trademarks of CMON
Productions Limited. No part of this product may be reproduced without
specific permission.
Actual components may vary from those shown. Made in China.
THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF PERSONS 13
YEARS OF AGE OR YOUNGER.
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