ASR3 -2: Crazy Troll
Ana Karithon Tandros Kreel
4 Darrak Ambershard
MASTER GAME—Crazy Troll (2 Players)
Required Sets: 1 Battle for the Underdark™ Master Set
Guttural wails echo maddeningly through the underground cavern. The heroes of Toril and the Deepwyrm drow race toward the head- splitting sound.
As they burst upon the source of the noise, the warriors find an awful sight. A feral troll screams and thrashes at the air around it, its huge eyes rolling in their sockets.
Pelloth, the leader of the drow, shouts to be heard above the cries of the troll. “The brute must have found the artifact. Do you see what trying to understand its power does to a dull mind? Go, recover the artifact. The topsiders must not be allowed to possess it!”
Player 1’s Goal: Player 1 must end a round with one of his or her Heroes carrying the Brandar’s Chest Treasure Glyph.
Player 2’s Goal: Player 2 must end a round with Pelloth carrying the Brandar’s Chest Treasure Glyph. Player 2 also wins by destroying all of Player 1’s figures.
Setup: Place figures where shown. Randomly choose three Treasure Glyphs and the Brandar’s Chest Treasure Glyph, mix them up, and place them symbol-side up in a pile beside the board. Take the top Treasure Glyph off the pile and place it symbol-side up where shown.
Player 1 starts with Ana Karithon, Darrak Ambershard, Tandros Kreel, and Erevan Sunshadow. Player 2 starts with Pelloth and 1 Squad of Deepwyrm Drow. At the start of the game, neither player controls the Feral Troll. Place the Feral Troll’s Army Card within reach of both players.
Online Exclusive Game Scenarios
2 Deepwyrm Drow
ROUND MARKER TRACK
Crazy Troll: The Feral Troll has gone mad trying to understand what the artifact does. Because of that, treat it as a Neutral figure.
Neutral Figure: Both players may place order markers on a Neutral figure’s Army Card. Order markers should be placed to either side of the Neutral figure’s Army Card so they are not accidentally revealed as the figure changes hands throughout the game.
When an order marker is revealed for a Neutral figure, that player controls that figure for the duration of its turn. After that turn, the figure becomes Neutral and is not controlled by either player. While the figure is Neutral, all players treat it as an opponent’s figure. A Neutral figure cannot attempt to pick up or activate any Treasure Glyphs, but like all figures, it can stand on a Treasure Glyph.
Local Insight: For every order marker on the Feral Troll’s Army Card at the beginning of a round, add 1 to Player 2’s initiative roll.
Reinforcements: Each time a Deepwyrm Drow figure is destroyed, place it back on one of the three spaces in its starting location.
Treasure Glyph Trap: Roll the 20-sided die. If you roll a 1–5, do not reveal the Treasure Glyph. Instead, remove the figure from the space containing the Treasure Glyph and place it back on its starting location. The figure will not take any leaving engagement attacks. If you roll a 6 or higher, turn the Treasure Glyph power-side up and place it on that Hero’s Army Card. If the Hero was able to pick up the Treasure Glyph, at the end of that Hero’s turn, place the next Treasure Glyph from the pile symbol-side up on the space that Hero occupies.
Victory: Player 2 wins when all of Player 1’s figures have been destroyed. Either player wins if, at the end of a round, one of their Heroes is carrying the Brandar’s Chest Treasure Glyph.
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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