After many, many requests I have finally decided to create Cities of Adventure rules for the Big Box expansions... starting with the Frozen Wastes as its the newest of the lot. Let me know what you think as both compliments and critique are welcome.
Frozen Wastes
: These rules are intended to increase the story elements of the Frozen Wastes expansion, especially the effects of Sarscha the Vile's war on the cities of the north. As such, it does increase the overall difficulty of the expansion. To balance that, each city is also given a unique flavor with special benefits it can bestow upon the heroes during their quests.
Story Dice Rules:
Each time your hero ends his turn in town, roll one of the movement dice and consult the chart below for the specific city you entered. Each terrain type results in an event that effects your character during their visit to town. A player may resolve the events in any order they wish. (Note: If you don't wish to roll every time, consult the variant rules in the original Cities of Adventure variant posted under the files of the base game on Board Game Geek.)
Vrede:
The largest of the northern cities, Vrede has made its fortunes on the healing powers of its hot springs and the rich mineral wealth created by the great volcano known as Vultan the Forger Father. Unfortunately, this volcano has been getting more active of late, regularly spewing out noxious black smoke and even the occasional chunk of burning magma. Such activity threatens not only the livelihood of the city but the lives of its inhabitants.
River:
Dangerous Travel. Small streams of lava have begun spilling from the top of the volcano, slowing travel in the region. Players may not roll travel dice next turn and instead may only move one space in any direction.
Road:
Large Market: The volcano has attracted some of the finest Dwarf Smiths in the land who are eager to sell their goods at market. Unfortunately such quality does come with a price. Draw 3 market items in the market phase instead of two, but all items (not allies) cost an extra gold to purchase this turn.
Plains:
Veins of Silver: Your hero found a rich vein of minerals on their way to town and stopped long enough to mine off a little for sale in town. Gain 2 gold.
Hills:
Prospectors: You meet a miner in the bar who swears he seen some kind of metallic wreckage in the mountains nearby. Pass a Mind (20) check to determine the location of this wreckage from his directions. If successful, draw one Princess Clue Card for free. If you fail, the directions only confuse you further, discard one random Princess Clue Card.
Forest:
Under attack: The city is being attacked by minions of Sarscha the Vile when you arrive. Draw and resolve one blue adventure card. If this is an event simply resolve it, but do not draw another card. If this is a challenge card, you must defeat the monster or you will not be able to heal this turn or have a market phase. Gain experience and treasure from this monster as normal.
Mountain:
Hard Climb: The long climb into the mountains has left you and your allies exhausted. Your hero and each ally must take 2 fatigue prior to healing or having a market phase.
Swamp:
Volcanic Eruption: Vultan the Forge Father begins to erupt and the city is in chaos when you arrive. Your and your allies may heal as normal, but all the markets are closed so you cannot purchase any items or allies this turn. In addition place one heart symbol on Vrede's market space. If this is the third such hearth symbol placed, then Vrede has been destroyed by the eruption and may no longer be used or entered for the remainder of the game.
(to be continued)
Cities of Adventure: Frozen Waste Expansion
Iagart:
Generations ago these great stone walls were built by the giants, but now they do little more than shelter a petty ogre tyrant who calls himself the "Storm Lord". His great size and skill in battle has earned him the grudging respect of the Weik, but most of the cities inhabitants long for the quieter times before the Storm Lord took power.
River:
Port City: On your next turn you may sacrifice your normal movement to move to the city of Seragart.
Road:
Ready to Leave: All allies cost 1 less gold this turn (minimum of 1).
Plains:
Tribute: The Storm Lord demands that all travelers pay 1 gold to enter his city and gain the shelter of the walls. If you refuse to pay, your turns ends immediately and you may not heal or shop at the market.
Hills:
Bounty: The Storm Lord has placed a rich bounty on the wolves and monsters that prowl outside the walls. Gain 1 gold for each Forage card you have.
Forest:
Meet the Storm Lord: Stories of your heroics have reached the court of the great ogre who wishes to meet you in person. Roll 1D10. If you have experience tokens equal to or exceeding the number rolled, the Storm Lord is impressed by your look and names you his champion. You may treat the city as an adventure gem of any color for find legendary items at the start of your next turn. If you have less experience tokens than the number rolled the Storm Lord is unimpressed, muttering only, "Thought you'd be taller."
Mountain:
Under Siege: A large army of barbarians has surrounded the walls and is firing catapults at the city. All heroes and allies suffer 1 wound during the attack.
Swamp:
Imprisoned: The Storm Lord has decided to sell you out to Sarscha the Vile. You must pass a Hide Skill Check (16) or lose your next turn trapped in a crows cage hanging from the wall. Note: Hide is based on your Mind Characteristic. Fortunately, the ogre soon forgets his plan and you are able to escape on the following turn.
(to be continued)
Seragart:
This small "southern" village is the home to many viking raiders who sail south to plunder the rich cities on the coast. It is also the home of renegade orcs, escaped criminals and an army of drunken swords for hire. Needless to say, most heroes fit right in.
River:
Port City: On your next turn you may sacrifice your normal movement to move to the city of Iagart.
Road:
Old Friend: Upon entering the bar you recognize one of your old adventuring companions from days gone by. Hopefully he doesn't remember that you owe him money... If your hero currently has no allies he may randomly choose one ally from this city stack and take it for free. If your hero has only 1 ally, he may randomly choose one ally from this city stack and take it for half price. If your hero already has two allies or if there are no allies in the city stack, your hero is out of luck.
Plains:
Plunder: A longship has just returned to port loaded with stolen plunder and looking for quick sales. All items (not allies) are half price this turn.
Hills:
Bar Fight: After a hard night of drinking and fighting you wake with more bruises than when you came to town combined with a splitting headache. Your hero (but not allies) takes 1 wound and 3 fatigue.
Forest:
Locale Gossip: Listening to the stories of the sailors you learn the location of a legendary item. Gain 1 rumor token.
Mountain:
Blood Money: As you enter town your are warned that an old enemy has just come to port and is looking for trouble. Draw and resolve a yellow adventure card or you may not heal or shop at the market this turn. Gain experience and treasure as normal.
Swamp:
Blizzard: Travel by land next turn is not advised. If your hero leaves town next turn, your hero and his allies take one frost counter for each movement dice he chooses to roll.
(to be continued)
Weikgart:
This proud city was once the center for a thriving fur trade. Sadly for its residents it is also located in a poorly defensible position and his been the primary target for the armies of monsters moving south. Many have fled south, while those who remain are full of only bitterness and despair.
River:
Lose all hope: Your hero and his allies gain one fatigue and may not heal fatigue in town this turn.
Road:
Hard Road Ahead: Your allies are despaired and seek the solace of drink. Pay each ally you have 2 extra gold or discard them into this city's market stack. You may not hire back any ally you lose this turn.
Plains:
Black Omens: Randomly discard one Rumor Token.
Hills:
Slim Pickings: Randomly discard half the cards in the market stack (rounded down).
Forest:
Great Eagles: Just when all seems lost, three great eagles land in town and offer to take as many as they can to safety. On your next turn you may sacrifice your normal movement to move to any other city on the map.
Mountain:
Locale Hero: One of the surviving townspeople has actively resisted the invasion and made a name for himself as a hero of the people. Draw cards from the market stack until your draw an ally. Take this ally for free.
Swamp:
Nothing but Ruins: Place a heart symbol on this city and its market stack. It has been destroyed by the armies of monsters and may not be used for the rest of the game.
(to be continued)
Reijaka:
A small Onoit village remarkable for its fine ale and its hearty inhabitants who have not lost hope in these dark times. Its simple wooden huts are a welcome sight as are the warm fires and soft beds.
River:
A Welcome Sight: Heal all fatigue for free.
Road:
Pack Mule: You are able to hire a mule to carry your supplies, greatly increasing the speed of your journey. Instead of rolling dice next turn you can choose to move anywhere within four spaces.
Plains:
Food of Plenty: Your hero and all his allies heal two extra wounds for free.
Hills:
Too Cold for Heroics: You may not hire allies from the market stack this turn.
Forest:
Simple Folk: You may not buy items from the market stack this turn.
Mountain:
The White Wizard: You meet a fellow traveler who knows much of the land and its people. He's also skilled at reading maps and deciphering forgotten languages which helps immensely as you pour over our gathered clues to the location of the princess. Gain 1 princess rumor card or two rumor tokens.
Swamp:
Captured: As you get closer to the city you realize it has been captured by minions loyal to Sorscha the Vile. Place a red adventure gem on this city. No hero may use the market or heal in this town until the gem has been cleared.
(to be continued)
Vaijak:
The largest of the Onoit villages, this town boasts a large number of warriors and a wooden barricade to defend itself from the monsters to the north. Sadly, the current troubles have made many of the Onoik inhabitants nervous and distrustful of strangers.
River:
A Welcome Sight: Heal all fatigue for free.
Road:
Strangers: All healing cost twice the normal price.
Plains:
Feast of Crows: A battle was recently fought outside the walls of the city and the plains are filled with the rotting bodies of the dead. After a short search you find a body that has not been looted and manage to recover 1 gold.
Hills:
Short on Supplies: Randomly discard half the cards in the market stack (rounded down).
Forest:
Huts on Fire: Much of the city is still burning from the recent attack and your hero must spend hours fighting the blaze before he can rest. Your hero and his allies each take 1 fatigue.
Mountain:
The White Wizard: You meet a fellow traveler who knows much of the land and its people. He's also skilled at reading maps and deciphering forgotten languages which helps immensely as you pour over our gathered clues to the location of the princess. Gain 1 princess rumor card or two rumor tokens.
Swamp:
Captured: As you get closer to the city you realize it has been captured by minions loyal to Sorscha the Vile. Place a red adventure gem on this city. No hero may use the market or heal in this town until the gem has been cleared.
(to be continued)
Ukrilu
The city of a thousand stones is sacred to the Onoik people as it has long served as a burial ground for their dead leaders. A large group of shamans is currently gathered in the city debating about what to do against Sarscha the Vile and her fearsome Ice Wyrm children. News of your hero's arrival spreads quickly.
River:
A Holy Place: Heal all wounds and fatigue for free.
Road:
Path of Destiny: You may move six spaces for free next turn instead of rolling any movement dice.
Plains:
Armed for Battle: Take one luckstone, one flare crystal and one snowshoes for free.
Hills:
Lost in the Myst: No matter how hard you try, you are never able to find the sacred city again. Your hero may not enter or use the city of Ukrilu for the remainder of the game.
Forest:
Evil Gathers: Place a Blue Adventure Gem in all five spaces of the Green Wood. If a space already has a gem, do not add another.
Mountain:
The White Wizard: You meet a fellow traveler who knows much of the land and its people. He's also skilled at reading maps and deciphering forgotten languages which helps immensely as you pour over our gathered clues to the location of the princess. Gain 1 princess rumor card or two rumor tokens.
Swamp:
Holy Weapon: Draw one random legendary item from the stack. If you can pay its gold cost, you may buy it. If you cannot afford it or do not want to buy it, place it back in the legendary item stack and then shuffle the pile.
** Thats it folks. The seven cities of the Frozen Waste board are now complete. Please use these rules or modify them to suite your needs. And above all, have fun.
Just a quick note to let people know that a more finished and edited version of these rules is posted on Boardgame Geek. With a little luck I might even get them made into a cool looking PDF someday. As for now... I'm hard at work on the making City of Adventure Rules for the the "Sands" expansion. And then onto the pirates.
Judd M. Jensen
Warbringer25