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The Inner Region
The Inner Region has been transformed by the Cataclysm,
and though its flames have been replaced by a chilling cold,
it proves no less dangerous to those who would explore its
icy wastes.
All movement and encounter rules for the Inner Region
provided in the base game rulebook still apply when playing
with the Cataclysm board. Rules for spaces which have
changed are provided below.
Plain of Peril
A character must end his movement on the Plain of Peril.
During his turn, if there are any other characters on the Plain
of Peril, he cannot encounter the space, but must instead
attack 1 of the characters in battle. The winner must take
1 life as his reward.
Lich
Where Death once stood a terrible Lich now dwells,
demanding the life essence of anyone attempting to pass.
A character here must roll 1 die and lose life equal to the
result. He may reduce the loss of life by 1 for each Follower he
chooses to discard.
Frozen Spire
No one knows what became of the vampires that once lived
in the spire, but now their tower emanates an unnatural cold
that will freeze even the bravest hero. A character here must
roll 1 die and either lose life equal to the result or stay on the
space and encounter it again during his next turn.
Mutant’s Den
While the Werewolf has long departed its lair, another
dreadful monster now resides in this den. A character here
must fight the Mutant in battle. Three dice are rolled to
determine the Mutant’s Strength each time it is encountered.
A character cannot move on until he defeats the Mutant.
Pits
The Pits are now the home to a vicious Snowbeast that will
try to pull down and devour anyone who tries to cross over
the Pits. A character here must fight the Snowbeast in battle.
The Snowbeast’s Strength is equal to the Strength of the
character fighting it, including any bonuses. A character
cannot move on until he defeats the Snowbeast.
Crown of Command
The Crown of Command’s use in stopping the Cataclysm has
left it forever altered; while it has grown more powerful, it has
also grown more dangerous and erratic.
When using the Cataclysm board, the default victory condition
is listed on “The Eternal Crown” Alternative Ending card.
Other Rules
This section clarifies rules regarding new cards and special
abilities featured in The Cataclysm expansion.
Terrain Cards
In the aftermath of the great Cataclysm, much of civilisation
was destroyed and the land changed forever; now the world is
being rebuilt, and wild places can quickly become bastions of
civilisation.
Certain game effects instruct
players to place 1 Terrain card on
a space of the game board. While
a Terrain card is on a space, the
text and name of that space is
ignored and the text and name of
the Terrain card is used instead.
If an effect refers to a space that
is no longer on the board because
that space contains a Terrain card, that effect is ignored. For
example, if the Portal of Power space contains a “Monastery”
Terrain card and a “3” is rolled at the Crypt, the effect of
moving to the Portal of Power is ignored. Terrain cards can only
be removed by effects that specifically remove Terrain cards.
Players cannot place Terrain cards on spaces in the Inner
Region. If an effect instructs a player to place a Terrain card
where he cannot, he ignores that effect.
If an effect causes a player to place 1 Terrain card on a space and
there are no cards of the required type left in the Terrain deck, he
must choose a Terrain card of that type on the board and move
it to that space. If a player places a Terrain card on a space
that already contains a Terrain card, he removes the original
Terrain card from that space and returns it to the Terrain deck.
If a player places a new character on the game board, he
ignores any Terrain cards when placing that character.
Terrain Cards and Movement
If the Sentinel space contains a Terrain card, characters may
cross freely from the Outer Region to the Middle Region; they
do not have to defeat the Sentinel. Likewise, if the Portal of
Power space contains a Terrain card, characters may cross
freely from the Middle Region to the Inner Region; they do
not have to pick or force the lock, nor are they stopped by the
Warlock if they have an uncompleted Warlock Quest.
Terrain Cards and Denizens
If a Terrain card is placed on a space with any Denizen cards,
then all Denizens on that space are discarded.
If there are any Denizen cards on a space with a Terrain card
and the Terrain card is removed from that space, then all
Denizens on that space are discarded.
Terrain Card
Based on Alignment
If you are good, gain 1 fate. If you are evil, lose 1 life.
If you are neutral, you may pay 1 gold to gain 1 fate.
Monastery
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