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Fool's Gold

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Fool's Gold is a solo and cooperative scenario where players must face an ambush while trying to protect an ancient gold artifact. Survive the onslaught of bandits and secure the treasure!

"Through forest deep where sunbeams gleam, You rode beside a golden dream. A relic bright of ancient gold, A prize of worth untold.

The road grew narrow, dark, and still, Beneath the shadow of the hill. No bird would sing, no wind would sigh, Only silence filled the sky.

Then from the brush and from the trees, Came bandits moving with the breeze. Their crossbows drawn, their daggers bare, With greedy eyes and hungry stare.

"For gold!" they cried. "The prize is ours!" And sprang from out the woodland bowers. You sought for treasure, rich and grand, Now fight to keep it in your hand."

Game Feature Value
Game Mode Solo or Coop
Difficulty Easy
Number of Players 1 ~ 3
Time Requirement 20 ~ 40 min

🎯 Battle Objectives

  • ⭐ Bandit Slaying: Defeat all Bandits on the Battle Map.
  • ⭐⭐ Nobody Left: No Hero is Defeated, all Bandits are Defeated.
  • ⭐⭐⭐ Treasure Keeper: The Treasure Keeper Hero suffers no Damage, all Bandits are Defeated.
  • 💀 Fail the Mission: The Golden Artifact is Stolen (The Treasure Keeper Hero is Defeated).

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📜 Scenario Preparation

  • Pick a team of 4 Heroes and their miniatures.
  • Prepare the Enemy miniatures: 2x Bandit Archer, 2x Bandit Swordsman.
  • Place the Scenario Battle Map in the center of the play area.
  • Place your Heroes on any Initial Position on the Battle Map. Designate one of them as the Treasure Keeper; it holds the Golden Artifact Token (any spare token works).
  • Prepare your Wound tokens and HEX Counters.

The enemies take the first Turn.

⚖ Scenario Rules

  • The Treasure Keeper must always hold the Golden Artifact Token.
  • The Treasure Keeper can only move 1 space per Movement action, regardless of its Movement profile.
  • If the Treasure Keeper is defeated, the scenario ends immediately in failure.

💀 Enemies and Activation Table

Enemies use the enemy profile rules. They make physical attacks; defend against them with your Defense.

Enemy Move ATK DEF SP ATK SP DEF VIT
Bandit Swordsman 2 2 1 0 1 2
Bandit Archer 2 2 1 0 1 1

On the Enemy Turn, roll 1D6 and perform the listed action.

Roll Activation & Action
1 The Bandit Swordsman closest to a hero: Engage 2, then a Light Attack (melee).
2 The Bandit Archer closest to a hero: Distance 2 (keep 3 away), then a Light Attack, Range 3.
3 All Bandit Swordsmen, each: Engage 2, then a Light Attack (melee).
4 All Bandit Archers, each: Distance 2 (keep 3 away), then a Light Attack, Range 3.
5 All Bandits, each acts as in its rows above (Swordsmen Engage + melee, Archers kite + Range 3).
6 The Bandit nearest the Treasure Keeper: it moves up to its Move toward the Treasure Keeper, then makes its attack against it if able.

Actions:

Light Attack: Make a standard Attack on the target with the enemy's ATK pool.