OT1: Raiding Othkurik’s Throne
MASTER GAME—Raiding Othkurik’s Throne (2 Players)
Required Sets: 1 Battle for the Underdark™ Master Set
Ambushes have plagued the northern pass in recent months. With them come whispers of drow assassins in the night, pillaging the wealth of travelers and leaving behind nothing but bones and blood. Among the areas raided was a key strategic post of the allied generals. Maps of their strongholds in the Underdark were stolen.
You have been sent to investigate a cavern to the north, believed to be the raiders’ base of operations, and recover the maps at any cost.
As you step into the cavern, the damp moss-covered walls seem to come alive, shaking in a low rumble as if drawing breath. You light your torches, and by their glow you see the den of a black dragon just beyond a shadowy lagoon. The dragon’s scaly chest rises and falls as it breathes, and vile plumes of acidic smoke rise from its nostrils. Your torchlight also reflects off piles of golden treasure, but you have no time to examine them—a horde of the dragon’s minions approach to defend their master and his den of greed.
With your backs to the cavern mouth, you ready yourselves for battle and pray that the dragon is not a light sleeper.
Player 1’s Goal: Player 1 has two ways to achieve victory.
Before Othkurik Awakes: Player 1 must destroy all Player 2’s figures, or have one of his or her figures exit the cavern with the Brandar’s Chest Treasure Glyph.
After Othkurik Awakes: Player 1 must destroy Othkurik, or have one of his or her figures exit the cavern with the Brandar’s Chest Treasure Glyph.
Player 2’s Goal: Player 2 must destroy Player 1’s figures.
Setup: Choose one of the following two options.
Master Set Only: Player 1 starts with Ana Karithon, Darrak Ambershard, Tandros Kreel, and Erevan Sunshadow. Player 2 starts with 1 Squad of Deepwyrm Drow, Pelloth, and 1 Feral Troll.
Master Set and Expansion Sets: Player 1 drafts or brings a pre-made 400-point Army. Player 2 drafts or brings a pre-made 300-point Army. Neither Army can include Othkurik.
Whichever setup option you choose, place Othkurik where shown. Player 1 starts in the blue starting zone. Player 2 starts in the red starting zone.
Online Exclusive Game Scenarios
ROUND MARKER TRACK
Randomly choose two Treasure Glyphs and the Brandar’s Chest Treasure Glyph, mix them up, and place them symbol-side up where shown.
Exiting the Cavern: A figure in Player 1’s Army that is carrying the Brandar’s Chest Treasure Glyph can exit the cavern (and win) by ending its turn on one of the 5 grass spaces in its starting zone.
Othkurik: Othkurik starts the game asleep. He is on the battlefield but not under anyone’s control, and he cannot be targeted or affected by any attacks. Any figure adjacent to Othkurik can move away from him without taking any leaving engagement attacks. If Othkurik has not awoken (see “Treasure Glyph Trap” below) by the end of Round 4, Player 2 gains control of Othkurik.
Hands Off: Player 2’s figures (including Othkurik, if under his or her control) cannot attempt to pick up any symbol-side up Treasure Glyphs.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1–5, the figure attempting to pick up the Treasure Glyph receives 1 wound and, if Othkurik is not yet awake, the trap wakes Othkurik. Do not reveal the Treasure Glyph. Player 2 now gains control of Othkurik, but he or she cannot place order markers on him until the beginning of the next round.
Victory: Player 2 wins when all of Player 1’s figures have been destroyed.
Player 1 wins when one of his or her figures carrying Brandar’s Chest Treasure Glyph ends its turn on a grass space in its starting zone, or when Othkurik has been destroyed. Player 1 also wins by destroying all of Player 2’s figures before Othkurik awakes.
If neither player has won by the end of Round 10, the player with the most points on the battlefield wins (see “Scoring” on page 13 in the Battle for the Underdark Master Game).
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