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Prizes Every participant who plays at least one game of WARMACHINE & HORDES during this event will receive one Holden the Fateless Card and one Holden the Hollow One Card. In addition, every player who pl ays at least three games of WARMACHINE & HORDES and/or The Spider Ball will receive one Heretic Coin of Fate. The Holden cards are the two versions of Holden featured in the Crossroads of Courage nale event at Lock & Load 2017. Only one of these versions survived the event and will be released in the future as an ocial model for WARMACHINE & HORDES. During the Grymkin Release Event, however, players can try out both versions: the version that will be, and the version that never will be. Using Holden in this event is not required. Players can add either version of Holden to any of their army lists, but they cannot include both versions in the same army list. The Heretic Coin of Fate is the nal coin from the Crossroads league and is also a great memento of this Grymkin Release Event. For players who have collected only this coin, it makes a great in-game token to represent any momentous ability, such as a feat. For players who collect all ve coins, it will complete their full Deer set: the murder of crows. All ve coins can be turned face down and shued to randomly determine which Deer a Grymkin player will play, or they can be used as a variety of other in-game tokens, such as coin tokens.
Event Rules Overview In this event, players are welcome to play games of WARMACHINE & HORDES using either of the special scenarios on the following pages and their choice of Holden cards, and/or games of The Spider Ball. There are no round pairings or timers. Any player who sets up to play at least one game of WARMACHINE & HORDES during the event receives both Holden cards as a participation prize. Any player who plays at least three games of WARMACHINE & HORDES and/or The Spider Ball, in any combination, receives The Heretic Coin of Fate.
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©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, War Room, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.
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SCENARIO 1
INTO THE UNKNOWN As the veil between worlds thins, Zevanna Agha employs dark rituals to ensure the arrival of the Wicked Harvest. At the height of these sinister rites, reality itself is torn apart as the Deers and their grymkin nally set foot on Caen. Any disruption of these rituals brings certain doom to nearby soldiers, as those caught in the portal’s shifting maw are engulfed and vanish into the unknowable darkness of oblivion.
Special Rules
Place a 5 AOE template centered in the middle of the table. This AOE represents the Urcaen Rift and remains in play for the duration of the game. The Rift blocks LOS and cannot leave the table.
A model that enters the Rift or that is contacted by the Rift during its deviation is immediately removed from play. Additionally, any terrain that is contacted by the Rift during its deviation is immediately removed from the table.
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Place six to eight pieces of terrain on the table. No terrain feature can be placed within 3 of another terrain feature, with the exception of trench templates.
Starting on the rst player’s second turn, at the start of each turn the Urcaen Rift shifts through reality uncontrollably. The active player deviates the Rift d6 in a direction determined by the deviation template. Direction 4 on the deviation template should point toward the rear edge of the rst player’s deployment zone. ˝
Victory Conditions
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This scenario uses standard deployment zones (7 for rst player, 10 for second player).
A player wins if he has the only warcaster(s) or warlock(s) remaining in play.
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©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, War Room, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.
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SCENARIO 2
THE WICKED HUNT The sacred duty of all soldiers is to ensure the safety of th eir brothers and sisters in arms. These bonds are crucial when soldiers are trappe d behind enemy lines, as loyalty is often all that safeguards comrades and keeps them on the right side of the divide between life and death. Only the most cold-blooded murderers would use this vulnerability against them, turning a unit’s greatest virtue into the nal tool of its own destruction.
Before the game begins, randomly determine which player will play as the Lost and which will play as the Hunter. Instead of normal army building rules, players build their armies as follows: • The Lost player ’s army consists of a single small- or medium-based non-warcaster/non-warlock unit. This unit can include attachments but cannot exceed 20 points. • The Hunter’s army consists of up to ve small- or medium based solos and cannot exceed 20 points. All models in this scenario lose Advance Deployment Deployment, Ambush, and Incorporeal .
, Distant
Place six to eight pieces of terrain on the table. No terrain feature can be placed within 3 of another terrain feature, with the exception of trench templates. ˝
Special Rules At the start of each turn (including the Lost player’s turns), the Hunter can reveal any number of his hidden models, in the order he chooses. Place each revealed model completely within 2 of the terrain feature in which it was hiding. When a model is revealed, it can immediately advance 3 and perform a basic attack. Models revealed during the Hunter ’s turn activate normally in addition to making the movement and attack resulting from being revealed. ˝
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Whenever a Lost model contacts a terrain feature, the Hunter player must tell the Lost player if the fallen comrade was in that terrain feature. When the fallen comrade is found, the Hunter can immediately reveal any number of his hidden models as described above.
Victory Conditions The Lost player wins if he has found the fallen comrade and begins his turn with one or more friendly models in contact with the Escape Route table edge. The Hunter player wins if no Lost models remain on the table.
The Lost is the rst player. Additionally, the Lost player chooses his table edge and deploys his unit completely within 12 of that table edge. The opposite table edge is his Escape Route. ˝
The Hunter does not deploy any models before the game starts. Instead, the Hunter secretly writes down which terrain feature each of his models is hiding in. The Hunter cannot have more than two models hiding in a single terrain feature. Finally, the Hunter also secretly writes down which terrain feature the Lost’s fallen comrade is hidden in (see below).
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©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, War Room, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.
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A SOCIAL DECEPTION GAME FOR 7–12 PLAYERS
Overview & Setup
Winning the Game
The Spider Ball is a social deception game designed for 7–12 players. All that is required to play is a stopwatch, the mask cards provided in this document, a table with plenty of seats, and a good blung face.
The game ends when any of the following occur:
Players take on the role of a party guest at a noble’s masquerade ball. Little does the noble know that Lord Longfellow and a few other grymkin are hidden among the partygoers, and they are lled with malicious intent. Before the game begins, build the mask card deck. The deck must contain a number of cards equal to the number of players. The deck must include one Lord Longfellow card, one Noble card, one Holden card, one Strangelight Investigator card, and one Grymkin Party Guest card, with the remaining cards being Normal Party Guest cards. Shue the mask card deck and deal one card face-down to each player. All players look at their own card before the game begins, keeping it secret from other players. A player’s card indicates which role that player will play during the party. Throughout the game, players must keep their mask card in their hands. They cannot hide the card in their pockets or coats, but should always keep their identity safe. Keeping the mask card close to your body is a great way to hide your true identity! (Peeking at other player’s cards is encouraged.) Designate one player as the timekeeper. Being the timekeeper has no eect on a player’s hidden role. The timekeeper tracks the time of each stage of the game.
• The Noble is killed. • The Noble escapes. • Lord Longfellow is killed. Multiple players can win when the game ends. If a player doesn’t win based on his role in the game, then he loses. Below are the win condition(s) and a brief descr iption of the special rules, if any, for each role: Lord Longfellow: Wins when the Noble is killed. Can secretly kill
one player each round during the Handshake Stage. The Noble: Wins if he escapes at the end of Round 3 or when Lord
Longfellow is killed. Can secretly protect one player each round during the Mingle Stage. Holden: Wins when Lord Longfellow is killed. Once per game,
can kill any player (even those protected by the Noble) during the Discussion Stage. Strangelight Investigator: Wins when either Lord Longfellow or
the Grymkin Party Guest is killed. Can secretly demand that one player show him his identity during the Mingle Stage. Grymkin Party Guest: Wins if Lord Longfellow wins. Normal Party Guest: Wins if not dead at the end of the game.
Mask Deck Setup Example (8 players)
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Three Normal Party Guests
Lord Longfell ow, The Noble , Holden, Strangelight Investigator, Grymkin Party Guest
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Playing the Game
Handshake Stage (30 seconds) – All players shake hands with all
The game is played in three rounds. Each round has three stages, as described below. If the Noble is still alive at the end of the third game round, he escapes The timekeeper tracks the time in each stage and lets the players know when to proceed to the next stage or round.
other players and then sit back down at the table. Players should be careful to not reveal any information or shout “I’m dead!” too soon in this round (see below). Just shake hands and sit down.
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When a player is killed, he must reveal his identity (as described in the stage descriptions below) and no longer participates in the game. A player who is killed cannot share any information—the dead can’t speak. Only the timekeeper participates in the game after being killed, and only by letting players know when to proceed during the game. Discussion Stage (60 seconds) – Players sit at the table and
talk. Players can make any claims they want and can reveal any information they want, but they cannot show their mask card and true identity to the other players unless a specic rule allows them to do so. Once per game and only during the Discussion Stage, Holden can reveal his mask card and identity, point at a player, and shout “BANG!” That player is killed and must immediately reveal his identity. Mingle Stage (90 seconds) – Players stand, mingle, and talk (and
Once per Handshake Stage, while Lord Longfellow is shaking hands with another player, he can tap that player twice on the wrist. This indicates that Lord Longfellow is killing that player during this Stage. The player who was tapped cannot reveal the identity of Lord Longfellow when this happens. Once all players sit down, the player who was killed by Lord Longfellow says “I’m dead!” and reveals his identity unless the Noble protected him during this round’s Mingle Stage. If protected, the player says nothing, but during the next Discus sion Stage he can say, “He is Lord Longfellow and he tried to kill me!” Of course, other players might chime in as well to try to obfuscate the truth. When the Handshake Stage ends, the next game round begins with the Discussion Stage. Tips and Tricks
If players don’t protect their mask cards well enough, peeking is encouraged. See what’s behind the mask!
possibly share information, true or false). During this stage, two players can agree to secretly show their mask card and identity to each other. Players can reveal to each other as many times as they like during the Mingle Stage.
The Grymkin players should try to get Holden to kill the Noble. It’s a great way to win on style points.
Once per Mingle Stage, if the Strangelight Investigator asks another player to secretly share identities and the other player declines, the Strangelight Investigator can proceed to reveal his identity to the other player (and should do so as secretly as possible) and the other player MUST reveal his identity in return to the Strangelight Investigator.
Remember that you can reveal your mask card to other players only when you are killed, when you do it secretly during the Mingle Stage, or if you are Holden and decide to shoot someone during the Discussion Stage.
Additionally, once per Mingle Stage, the Noble can tell another player “You’re safe” (and should do so as secretly as possible). If the Noble does this, the other player is protected and cannot be killed by Lord Longfellow—but can still be killed by Holden!
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Remember, the game lasts only three rounds, then the Noble escapes.
Once the game ends, check with everyone to see how many players won. It’s possible for multiple roles to win—in fact, Normal Party Guests win often! Lying is encouraged…it’s the only way to truly stay safe at this crazy Ball!
©2001–2017 Privateer Press, Inc. All Rights Reserved. Privateer Press®, Iron Kingdoms®, WARMACHINE®, Convergence of Cyriss®, Convergence, Cryx®, Cygnar®, Khador®, Protectorate of Menoth®, Protectorate, Retribution of Scyrah®, Retribution, warcaster®, warjack®, HORDES®, Circle Orboros®, Circle, Grymkin, Grymkin: The Wicked Harvest, Legion of Everblight®, Legion, Skorne®, Trollbloods®, Trollblood, warbeast, Steamroller, War Room, and all associated logos and slogans are trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal, non-commercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated therewith. Privateer Press reserves the right to remove this permission or revise contents herein at any time for any reason.
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MASK CARDS ®
PERMISSION IS HEREBY GRANTED TO COPY AND RETAIN THESE CARDS FOR PERS ONAL, NON-COMMERCIAL USE ONLY.
MASK CARDS ®
PERMISSION IS HEREBY GRANTED TO COPY AND RETAIN THESE CARDS FOR PERS ONAL, NON-COMMERCIAL USE ONLY.