GUNPOWDER STUDIOS

Fantasy Board Games

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The Third Chronicle: Might of the Shadow Army

Along the borders of Dragon Reach the rangers are reporting that the advancing Shadow Army is far more powerful than first believed, its numbers swollen by foul creatures from across the lands, emboldened by its prophesy of victory. Fortunately, Dragon Reach holds many riches and unexpected allies that could still turn the tide in your favour. First, you must seek them out.

Rule change

Add 4 to the City and Realm attack values of each Shadow Army card.

Set up

Shadow Army Cards

Shuffle the following Shadow Army Cards and deal three face down (put the remaining two cards back in the box without looking at them):

  • Dark Angels of Chaos
  • Werewolves of the Forever Moon
  • Undead Legion
  • Fire Dragons of Far
  • Spiders of the Dead Forest

Shuffle the rest of the Shadow Army Cards, deal three and add them to the three cards already dealt. This is your Shadow Army deck for the game. Deal the Shadow Army Cards to each player as per the standard rules.

Witch Traders

Place the above magical items next to the board near Deathberry Hollow. You may buy these items from the witches for the price shown when you visit Deathberry Hollow. Only one of each item is available.

Story tokens

Remove the Wilderness cards and tokens from the game. Place the nine story tokens in a cup or bag. Whenever you enter a wilderness encounter space, remove the campfire token and replace it with a randomly drawn story token. Choose the side that matches one of the illustrations below and follow the instructions.

The Mystic Temple

The crumbling Mystic Temple is home to a djinni, (pronounced ‘jini’), a mischievous forest faerie who guards the temple and likes to steal an offertory from travellers who rest on its steps. You try to catch it before it magics away your possessions to please the spirits of the temple.

  • Roll 2 dice.
  • 2-5 – FAIL: You have been tricked. Either lose any five items you are carrying (tokens, money or resources) or advance the Shadow Army token on the Moonrise Track by 1.
  • 6-12 – SUCCESS: You capture the djinni. “Release me after the war,” it says, “and I will use the power of the temple spirits to weaken the Shadow Army. I am especially powerful against the fearsome Dark Angels of Chaos, who were responsible for the desecration of this temple.” You agree. Keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 2. If you play it against the Dark Angels of Chaos, reduce their attack strengths by 4. Discard the token after play.

The Magic Well

As you approach this stone well, it seems to emanate a magical energy. You hear the sound of high-pitched chattering and splashing coming from deep within the well. You call down to ask if help is needed, readying your rope. A faerie ascends the well. “We are fine, friend,” says the faerie. “We like to swim in the magical waters of this deep well. But your intentions are kind, and one kindness deserves another. May we offer you our service in your war against the Shadow Army?” You may choose any faerie as a companion. If you already have a faerie companion, choose which to keep and discard the remaining one.

The Caged Man

An unusual cage stands alone in a clearing. Locked inside is a man: half naked, dirty and dishevelled. You approach and speak to him. He tells you he has been cursed to walk under the full moon as a werewolf and has been locked in here by agents of the Shadow Army. He says he will help you defeat the enemy and his evil werewolf brethren if you release him. You have two choices: EITHER Release the man. Keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 2. If you play it against the Werewolves of the Forever Moon, reduce their attack strengths by 4. Discard the token after play. OR You choose not to trust him and you wait for nightfall. The full moon rises and all is quiet within the cage. As you lean in to look more closely, a claw strikes at you from between the bars. The wound is slight, but you now carry the werewolf’s curse in your own veins. You are immune to attack from the Werewolves of the Forever Moon, neither taking any damage nor rolling to defend against them.

The Cursed Graveyard

You discover an ancient graveyard, at the centre of which stands a large crypt. Seeking treasure, you enter the crypt and are assailed by a skeleton chieftain wearing a glowing amulet. The skeleton chieftain is too powerful to fight, and you must try to escape.

  • Roll 2 dice.
  • 2-6 FAIL. You are overcome by the skeleton chieftain but manage to escape from the crypt. Either lose all your money or advance the Shadow Army token on the Moonrise Track by 1.
  • 7-12 – SUCCESS. You dodge past the skeleton chieftain and rip the amulet from its neck. It collapses in a pile of bones and dust.
  • Keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 2. If you play it against the Undead Legion, reduce their attack strengths by 4. Discard the token after play.

The Guarded Tower

As you approach a large wooden tower, you surprise a wounded fire dragon that was resting atop the tower. It swoops down to attack you. You may either discard a magic item to distract the dragon and escape or attempt to parry the dragon’s strike before it flies away to continue its healing somewhere else. To fight the dragon:

  • Roll 2 dice: Remember, if you are riding a dragon then add +2 to this combat dice roll
  • 2-7 – FAIL. Add an additional Shadow Army Card to your Shadow Army deck.
  • 8-12 – SUCCESS. Either kill the dragon: keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 2. If you play it against the Fire Dragons of Far, reduce their attack scores by 6. Discard the token after play. Or you may spare the dragon and demand its allegiance: upgrade to your dragon meeple. You are now a Dragon Rider of Far and may add 1 to your movement score while you have this token. If you lose your dragon, discard the token.

Wild Horses

You find a herd of wild horses grazing in the wilderness. Either upgrade to a horse and gain 10 gold or upgrade all players to a horse.

The Ancient Oak

A group of villagers tells you that their much-loved ancient oak tree, the heart of their village over many generations, is being slowly killed by an infestation of monstrous spiders. The villagers plead with you to kill the spiders, telling you that the tree will repay you for saving its life. You agree to help them, and attack the spiders.

  • Roll 2 dice: Remember, if you are riding a dragon then add +2 to this combat dice roll
  • 2-6 – FAIL. You are overwhelmed by the spiders and forced to retreat. Either lose your mount or advance the Shadow Army token on the Moonrise Track by 1.
  • 7-12 – SUCCESS. You cleanse the tree of these vile horrors. The villagers rejoice and across the kingdom the trees of Dragon Reach will use root and branch to hinder and wound the Shadow Army as it marches across the realm. Keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 2. If you play it against the Spiders of the Dead Forest, reduce their attack strengths by 4. Discard the token after play.

The Hanged Witch

A renowned witch of Deathberry Hollow sways lifelessly in the wind, hanged by Shadow Army agents as a warning to the witches not to ally with the cities. You cut her down and decide to return her body to Deathberry Hollow. Add this token to your inventory. When you arrive at Deathberry Hollow, discard the token. The witches take their fallen sister from you and offer you one of these rewards in gratitude:

  • Take one magic item free of charge from the Witch Traders (if none remain, choose another option).
  • Keep this token and use it to ignore one one City Attack from a Shadow Army legion.
  • Look at the top two cards from the Shadow Army deck.

The Abandoned Mine

You hear the sound of fighting from a nearby disused mine and decide to take a closer look. As you peer into the entrance, a minotaur suddenly charges out and attacks you.

  • Roll 2 dice: Remember, if you are riding a dragon then add +2 to this combat dice roll
  • 2-6 – FAIL. Either lose all your money or all your resources or advance the Shadow Army token on the Moonrise Track by 1.
  • 7-12 – SUCCESS. You defeat the minotaur and rescue an elven ranger who was trapped in the mine by the creature. They give you valuable information about weaknesses within the advancing Shadow Army. Keep this token and play it to reduce the Realm and City attack strength of one Shadow Army Card by 4. Discard the token after play.