Aaryglynn Fortress Master, Heroscape

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AARYGLYNN BATTLEFIELD
Required Sets: (2) Rise of the Valkyrie Master Sets and (2) Fortress of the
Archkyrie Sets.
Aaryglynn is a stronghold located at a crossroad that leads to a small wellspring
which seems to become more powerful with every new season. What was once a
welcoming place for weary travelers is now a hostile, heavily-guarded fortress.
So protective of its territory is Aaryglynn that it routinely dispatches an Army of
elite, battle-hardened warriors to expand its borders and annihilate all enemy
Armies that cross its path. While other castles look to form alliances with their
neighbors, Aaryglynn defiantly remains isolated, creating an increasing distrust
among all within reach of the powerful Aaryglynn Army. Those who would enjoy
the destruction of Aaryglynn know that it is wise to fear their Army, and to
whisper its name only in secret conversation.
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©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
Battlefields
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©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
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LEVEL
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LEVEL
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LEVEL
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©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
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ROUND
MARKER
TRACK
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Inner Wall Section
Outer Wall Section
1
MASTER GAME – The Battle for Aaryglynn
Required Sets:
(2) Rise of the Valkyrie Master Sets,
(2) Fortress of the Archkyrie Sets. (3 or 4 Players)
Four Players:
Player 1 drafts or brings a pre-made 900-point
Army. Players 2, 3, and 4 each draft or bring a pre-made
700-point Army. Player 1 starts in the Red Starting Zone,
including any open spaces under Wall Walk Spaces or
overhangs in the Inner Wall Section. Players 2, 3, and 4 start
in the Blue Starting Zone, including any open spaces under
Wall Walk Spaces in the Outer Wall Section. Players 2, 3, and
4 are considered friendly to each other.
2
A decoy force has lured Aaryglynn to send out an elite
battle-hardened Army. Now the surrounding territories can
converge on a less-powerful fortress defense. Despite this
large converging alliance, the allied Armies are wary of what
awaits them behind the fortress walls. The size and strength of
the Aaryglynn force is unknown. Although the allied Armies
have easily breached the outer walls, the battle for Aaryglynn
has only just begun.
3
Special Rules:
The Door in the Blue Starting Zone (Outer
Wall Section) starts in the open position and is controlled by
the player who occupies Door Space #4. The Door in the Red
Starting Zone (Inner Wall Section) is controlled by Player 1
and starts in the closed position.
4
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Player 1’s Goal:
Take back the Outer Wall Section of
Aaryglynn or destroy all of your opponents’ figures.
Players 2, 3, & 4’s Goal:
Take control of the Inner Wall
Section or destroy all of your opponent’s figures before the
end of the 12th round.
Victory:
Player 1 wins immediately if there are no opponents’
figures within the Outer Wall Section and the Inner Wall
Section. Player 1 may also win if all opponents’ figures are
destroyed.
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Setup:
Place the glyphs power-side up as shown. Place 5
wounds on the Inner Wall Door Card.
At the end of any round, Players 2, 3, and 4 win, if they have
more figures within the Inner Wall Section than Player 1. They
may also win if all of Player 1’s figures are destroyed.
8
Three Players:
Player 1 drafts or brings a pre-made
800-point Army. Players 2 and 3 each draft or bring a
pre-made 1000-point Army. Player 1 starts in the Red
Starting Zone, including any open spaces under Wall Walk
Spaces or overhangs in the Inner Wall Section. Players 2 and
3 start in the Blue Starting Zone, including any open spaces
under Wall Walk Spaces of the Outer Wall Section. Players 2
and 3 are considered friendly to each other.
If no player has achieved victory by the end of the 12th
round, the elite battle-hardened Aaryglynn Army returns to
defend their castle and destroys all the attacking armies.
Player 1 wins.
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©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
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Start spaces
under wallwalk
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ROUND
MARKER
TRACK
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Inner Wall Section
Outer Wall Section
1
MASTER GAME – Total Destruction at Aaryglynn
Required Sets:
(2) Rise of the Valkyrie Master Sets, (2)
Fortress of the Archkyrie Sets. (2, 3 or 4 Players)
Four Players:
Each player drafts or brings a pre-made
750-point Army. Player 1 starts in the Red Starting Zone.
Players 2 and 3 start in the Blue Starting Zone. Player 4 starts
in the Orange Starting Zone. Players 1 and 4 play as Team 1
are considered friendly to each other. Players 2 and 3 play as
Team 2 are considered friendly to each other.
2
The Door to the Inner Wall has been destroyed and the
wallwalks have been breached. Aaryglynn now stands at the
threshhold of defeat. The attacking Armies, sensing a victory,
charge headlong into the Inner Wall – oblivious to the return of
Aaryglynn’s Army of elite, battle-hardened warriors just beyond
the Outer Wall. In this battle, nothing but total destruction
awaits for one Army.
3
Special Rules:
The Door in the Blue Starting Zone (Outer
Wall) starts in the open position. No player controls the Door
at the start of the game. Place the Door‘s Army Card off to
the side of the battlefield until a player lands on Door Space
#4. Control of the Door then plays as normal.
4
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Goal:
Destroy all of your opponents’ figures within the Inner
Wall Section and Outer Wall Section of Aaryglynn.
Victory:
At the end of any round, a player/team wins if no
opponent’s figures are within the Outer Wall Section and the
Inner Wall Section of the battlefield.
Setup:
Place the Glyphs power-side up as shown. Remove the
Door in the Inner Wall Section.
6
If no player/team has achieved victory by the end of the 12th
round, each player/team counts the number of figures still
alive within the Inner and Outer Walls of the Castle. The
player/team with the most figures wins the game. If there is a
tie, the player(s)/team defending Aaryglynn wins the game.
Two Players:
Players 1 and 2 each draft or bring a pre-made
1500-point Army. Player 1 starts in the Red and Orange
Starting Zones and must place at least 700 points of figures in
the Orange Starting Zone. Player 2 starts in the Blue Starting
Zone.
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Three Players:
Players 1 and 3 each draft or bring pre-made
600-point armies and play as Team 1. Player 2 drafts or brings
a pre-made 1800-point Army and plays as Team 2. Player 1
starts in the Red Starting Zone. Player 2 starts in the Blue
Starting Zone. Player 3 starts in the Orange Starting Zone.
Players 1 and 3 are considered friendly to each other.
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©2007 Hasbro, Pawtucket, RI 02862. All Rights Reserved.
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