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Volkare's Return - Rules
Volkare's Return is a cooperative game run in three stages. In the first, the heroes have to build up power as they and Volkare search for the lone city at the bottom of the tile stack. In the second, Volkare will make for the city as soon as it is encountered, heading for it at a bee-line. In the third, the heroes will have hopefully taken over the city and can use it as a base to fend Volkare's mighty army off.
General Details
- The map is limited to four columns, with Volkare's camp as one of the starting tiles. In terms of the map, the players have a little more space to explore to the bottom-right.
- Time limit is standard - three days, three nights.
- 12 countryside tiles, 2 placed at the start.
- 4 core tiles.
- 1 city tile, at level 16.
- Volkare's army is at level 32, giving him a lot of units.
- Volkare has a deck of 38 cards - a standard 16 card deck, plus the four competitive spells, plus 18 wounds.
- The first four unit offer slots are Indecisive, marked with a mana crystal. Units in these slots may join Volkare as the game goes on.
- Players always pick Tactics first, then Volkare will choose a random one from those remaining.
General Co-Op Rules
- Players may not end their turn on the same space as another player. They may move into Volkare, but this is considered an attack on a site and their turn will end after the attack.
- Players may move into keeps owned by another player, but they will only earn bonus hand size based on how many keeps they control. They may buy units as normal.
- The city has no limit on the number of players allowed in it.
- If a player attacks the city or Volkare - or if Volkare attacks a player - and there are other players also adjacent to the battle, they may give up their next turn to spend appropriate move points and join in the assault. This is treated as a full turn, including any levelups that occur, but players may only move into the battle. The source is not rerolled until everyone has had their turn in this way.
- If fighting the city, players agree how many tokens they will take on, and they are distributed randomly. (e.g. 'I'll take three, you take two'.)
- If fighting Volkare, players agree how many normal (green/grey) and how many elite (red/white) tokens they'll take on. Same deal, except you don't get to pick exact colours. Note that Volkare also adds his own attack - rolled randomly - to every player's battle.
- All tokens must be accounted for.
Phase 1 - Search for the City
- Players take their turns in order, revealing tiles and taking actions as normal.
- On Volkare's turn, he takes a card from his deck.
- If it is a wound, he rests for the turn, and rolls one die. If he rolls a colour matching an indecisive Unit Offer, and the unit in that slot has not been bought, it is thrown away and Volkare gains an extra keep token.
- If it is an action of a colour other than red, he moves in that direction as noted on his card. Volkare automatically reveals tiles and ignores all terrain or tokens. If he is up against the edge of the map, he moves as close as he can to the direction chosen. If Volkare moves into a player in this way, they are attacked.
- If it is a spell of a colour other than red, he moves twice in that direction, using the same rules.
- If it is a red action, he attacks a Mage Knight adjacent to him if present, prioritzing by highest Fame.
- If it is a red spell, he attacks a Mage Knight within two spaces if present, again prioritizing by highest Fame.
- In all cases, if he drew a colour and there is an appropriate die in the source, it is rerolled, prioritizing gold during the day.
- If Volkare attacks a player, they may either stand and fight - against the entire army - or take a number of wounds based on the round number: 2 during the first day or night, 3 during the second, 4 during the third.
Second Phase - The Race for the City
- Once the city is revealed, Volkare moves towards the city if he draws any colour whatsoever - he no longer looks for people to attack on a red. He always takes a path that brings him closer to the city, even if tiles in the way are unrevealed.
Third Phase - Battle for the City
- When Volkare is next to the City and has to move (i.e. draws a non-wound card), he assaults the city.
- If the city is not yet conquered by the players, the city grants him entrance. The players lose.
- If the city has been conquered but no player is present, Volkare destroys the walls and begins to plunder the city. Interaction can no longer be performed there, and the city offers no bonus hand size. If he does this twice, the city is annihiliated and the players lose.
- If there are players to defend it, they resolve a battle with Volkare's army.
- If the players do not kill a combined total of four enemies, Volkare has not been fended off - the players lose.
- If they do manage to kill a combined total of four enemies, Volkare moves one space away from the city.
- If Volkare's army is completely destroyed, the players win.