Joa - Apocalypse - Book - Eng

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Apocalypse

Minis Overview

Conquest War Famine Death

The Leviathan

Sabbat Witch 8 Mounted Wraith


8 Devourers The AntiChrist Mounted Skeletons 6 Gargoyles

15 Skeletons 2 Damned 6 Devotees

Judgement Ark of the Covenant Triumph Archangel Raphael The Lamb

4 Angel The Holly Relic 2 Angelic Heralds 6 Expiators 6 Repenters

2
3
John’s Apocalypse
The Apocalypse, also called the Book of Revelations, is the last book of the New Testament. It was written
after the Passion of Christ by a man named John, and it describes his prophetic visions (which aren’t too
clear). Being a mix of numbers, symbolic creatures, prophecies, slaughters, end of the world and of the
Savior’s final coming. The images and symbols created in this book are known to all, having heavily
influenced our culture.

The Seven and 666


The first thing people notice is the omnipresence of the number 7 in the Apocalypse: 7 archangels, 7 deadly
sins, the Beast’s 7 heads… This number is also important in the Bible. The most famous remains the
number 666, the number of the Beast that marks people having pledged their allegiance to Satan. This
number was interpreted at all times: during the religious wars, 666 was associated to Luther for the
Catholics, while it was associated with Pope Leon X for the protestants.

Mythical creatures
The number 7 can also describe a creature’s features, or an army’s forces. The Apocalypse’s bestiary is quite
heavy, with its most famous creatures being the 4 Horsemen of the Apocalypse, the Beast, the Antechrist
and the Lamb of God. These numerous creatures are depicted in great scenes of corruption, war and end of
the world. While John only wrote a few lines about them, they inspired writers, painters and sculptors,
from Domitian to the present. Each era reinterpreted them through significant works of art, and used them
for religious or political propaganda. If this book sustained the passing of time so well, it is thanks to its
complex nature: It is really hard to decipher, and holds a mystical, somewhat dreamlike aura, with its
horror imbued with hope (Good vanquishing Evil in the end). Generations of predicators and theologians
tried to unveil all the mysteries of the Apocalypse, mostly trying to determine when it would begin.

The Hundred Year War and the Apocalypse


During the Hundred Year War, people see signs of the Apocalypse everywhere: its 4 Horsemen lurk
in every corner, every backstreet, every battle… Through Famine, War, Death and Conquest, wrought
by either the Highwaymen, the war between French and English forces, the 2 popes constantly trying to
excommunicate each other, and mostly the black plague. While the war claims thousands of lives, the
plague claims millions. In this Chaos, who can save their souls from Evil ?

4
Evil is everywhere
The chaos is so widespread that wolves start attacking people, famished by their poor harvest, going as far
as inside Paris’ streets. Legends about werewolves start to spread, leading to people with too much hair
being executed. Even the nobles aren’t safe, as the ones that don’t strictly follow the catholic etiquette are
seen as the Antechrist. Witches are also reached by this chaos, fueling bonfires all over France. Of course,
judgemental mistakes are made, the most famous being Joan of Arc’s. Her judgement was revoked by her
King years later, and she ended up being deemed a Saint.

Living the Apocalypse


In Joan of Arc, in order to win an Apocalypse campaign, choose with your opponent which scenarios you
will compete on. The one who wins the most battles is deemed the winner.
If you want to follow the chronological order of battles depicted in the game, here is a list of battles
implicated (some may be from other expansions):

1. Joan of Arc in the city of angels (Core box)


2. The 4 Horsemen of the Apocalypse (Apocalypse)
3. Saint Michael and the Dragon (Legendary Dragon)
4. The Child (Reliquary)
5. The mark of the Beast (Apocalypse)
6. The Leviathan (Apocalypse)
7. The Sabbat (Apocalypse)
8. The Armageddon (Apocalypse)

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2
The four Horsemen of the Apocalypse
« Then I saw the Lamb open one of the seven seals, and I heard one of the four living creatures call out, as with a voice of thunder, ‘Come!’
I looked, and there was a white horse! Its rider had a bow; a crown was given to him, and he came out conquering and to conquer. When he
opened the second seal, I heard the second living creature call out, ‘Come!’* And out came another horse, bright red; its rider was permitted to
take peace from the earth, so that people would slaughter one another; and he was given a great sword. When he opened the third seal, I heard
the third living creature call out, ‘Come!’ I looked, and there was a black horse! Its rider held a pair of scales in his hand, and I heard what
seemed to be a voice in the midst of the four living creatures saying, ‘A quart of wheat for a day’s pay, and three quarts of barley for a day’s
pay, but do not damage the olive oil and the wine!’When he opened the fourth seal, I heard the voice of the fourth living creature call out, ‘Come!’
I looked and there was a pale green horse! Its rider’s name was Death, and Hades followed with him; they were given authority over a fourth
of the earth, to kill with sword, Famine, and pestilence, and by the wild animals of the earth. — New Testament, Revelation chap. 6, 1-8,

The 4 Horsemen of the Apocalypse are the opening act of the beginning of the end of the world. They appear when the Lamb, symbol of Jesus
Christ’s resurrection, opens the first 4 seals. Their deadly cavalcade only leaves corpses and desolation in its trail. Conquest, Death, War and
Famine reap souls with swords, sickness, starvation and arrows.On the continent, nothing stops them: cities, villages… Everything is devastated.
Hands covered in blood, they want more. So they ride North, looking for more souls and desolation.While celebrating Saint Patrick’s day, the
Irish people see cavaliers, covered with crimson foam, rising from the seas and making their way towards them…

7 Rounds Legend
M
1 4 2
Famine Death War Conquest
5 5 6 6

Mounted Specters Pestiférés Mounted skeletons Damned

Survival Terror 1 - Haste 2 Retaliation - Parry - Slayer Charge - Jump 2 - Haste 2


At the beginning of its activation, When attacking, for each enemy unit
Immortal - Charge - Dodge When attacking: Cancel 1 from
if Famine is adjacent to an enemy destroyed: gain 1 .
Support - Terreur 2 When attacking: Charge - Tough - Mass defence roll.
unit, steal 1 from its owner. Gain 1 extra if the unit is Holy. Retaliation - Charge - Jump 2
When the Mounted Specters move or
into a new hex, they can move When activating Death, if you spend 1 : En défense : When defending:
When attacking, if you spend 1 : When defending:
Famine may perform an into any area of this hex. remove 1 from an allied
Annulez 1 . cancel 1
3 extra attack.
2 1 4 Unholy Character.
22 6 2 3 5 3 2
Cancel 1 .

Famine 4 Mounted Death 4 Plague 4 Mounted 2 Damned


Unholy Spectres Bearers War Skeletons Conquest
Skeletons

When defending:
Cancel 1 .

If at least one another Skeletons unit is in


the same area:

+1

4 Skeletons
See Special rule
Foot Knights Provincial Militia Peasants Bowmen Sergeants-at-arms Penitents Flagellants Angel Priest

Retaliation Cohesion When attacking : Retaliation Tough Support - Tough Prayer - Jump 2 - Carrier Prayer -Heal

The Priest can perform a Heal action


When defending: Instead of performing an action with Once per turn, if you spend 1 : on allied Holy Characters located in
the Peasants, you can remove a Fire +1 against
token located in the Peasants’ area or an adjacent area or in the
Cancel 1 . At start of the game, gain 1
in an area adjacent to the Peasants. same area as him.
receive 1 Stakes.
1 2

Holy 1 Foot Knights 4 Provincial 4 Peasants 4 Archers 4 Sergeants in 2 Penitents 2 Flagellants 1 Angel St Patrick
Militia arms See Special rule

Merchant Girl Citizen Blacksmith Farmer Executioner Jacques le Troubadour Léo the Innkeeper Soothsayer Apothecary

Reroll Terror 1 Terror 2 - Heal Heal


When attacking, if the Inquisitor is in Once per turn,
Once per turn: Once per turn: the same area or in an adjacent area: if you spend 3 , search for the Once per turn,
Peasants in the same area as the When defending, if Jacques is in the Once per Round, you may designate one
Blacksmith gain Retaliation and card of your choice in the Legend if you discard one Legend card:
gain 1 «Good Place» Inn or an area adjacent Character in the same hex as Léo the
gain 1 Deck. Shuffle the deck afterwards.

Civilans to the Inn: Innkeeper. This Character’s command Gain 1 or 1


range gains one extra hex until the end of
+1 When attacking, if you spend 1
reroll 1 .
: cancel all this Round. When defending, gain 1 .
or draw one Legend card.

Merchant Citizen Blacksmith Farmer Executionner Jack Leo Soothsayer Apothecary


Girl

6
Merchant Girl
Apothecary

Blacksmith

Executioner

Jack

Leo

Soothsayer
Citizen

Peasant
A4A

5B 17B
1B

16B 15A
13A
A4A

A6A

A4A

2A

4A

18B
A4A

7
Victory Conditions SAINT PATRICK (USING THE BISHOP’S MINIATURE)
If 2 Civilians use «Prayer» at the same time while
inside the church, Saint Patrick is summoned. Place
The Unholy army can earn victory point Tokens Saint Patrick in any allied or neutral area.
through these methods: Attacks cannot be launched from an area containing
• Civilian destroyed: 1 victory point Token Saint Patrick. If an area containing Saint Patrick is
• Human unit from the Holy army disrupted or attacked, all «Killed» and «Disrupted» results suffered
destroyed at the end of the 6th round: 1 victory by the defending units become «Push» results.
point Token Saint Patrick can be activated by the Holy army.
When activated, he can force a unit from the Unholy
If the Unholy army gathers 20 victory point Tokens, army in an adjacent area to suffer a «Push» result
they win the game. without being able to defend.
If the Unholy army doesn’t win by the end of the 7th
round, the Holy army wins the game. ANGEL
If 1 Civilian uses «Prayer» while inside the church, an
Reward Angel is summoned. Place the Angel in any allied
or neutral area. If the Angel disrupts or destroys a
unit from the Unholy army, it has to throw the Doom
• 1 for each destroyed (or should be destroyed) Dice and follow its results in order to be redeployed
Infantery unit. in its starting pentacle’s area. The Angel can only be
summoned once.
• 2 for each destroyed (or should be
destroyed) Cavalery unit. CEMETERY
If 1 of the 4 Horsemen of the Apocalypse is in an area
3 for each destroyed (or should be containing a cemetery, it can summon 1 Skeletons
destroyed)Character. unit in said area at the cost of an action.
There can only be 4 units summoned this way at
Special Rules once on the board.

CIVILIANS
Holy Player set up his army first. The Holy army controls Civilians like any of their other
units. If a unit from the Unholy army moves into an
HOLY UNITS’ DEPLOYMENT AND RALLY POINT area containing a Civilian, the Civilian is destroyed.
The Holy army places their units in any area that All Civilians can use «Prayer» while in the church.
doesn’t contain the cemetery, except the pentacles
and the inside of buildings. There can’t be more than
2 units in the same area. All buildings, aside from Intrigue Cards
the church, serve as the Holy army’s rally points.
Intrigue Cards can be activated using either XP or
UNHOLY UNITS’ DEPLOYMENT AND RALLY POINT Intrigue Tokens in this scenario.
At the beginning of each round, choose a Horseman
and its troops. Deploy them in a pentacle area that
wasn’t already used for this purpose.

PENTACLE
A unit from the Unholy army does not go to the
infirmary after being disrupted or destroyed. At the
beginning of the camp phase, deploy it in its starting
pentacle’s area. The Holy army still gains XP for the
destroyed / disrupted unit. Units from the Holy army
and Civilians can’t move into a pentacle’s area.

CHURCH
Only Civilians can move into the church.
Units cannot attack from inside the church, and
Civilians cannot be attacked while inside the church.

CALVARY / ALTAR
Unholy army units cannot enter an area containing
a calvary. They can still attack these areas.

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2
The Mark of the Beast
Then I saw a second beast, coming out of the earth. It had two horns like a lamb, but it spoke like a dragon.
Because of the signs it was given power to perform, it deceived the inhabitants of the earth. It also forced all people, great
and small, rich and poor, free and slave, to receive a mark on their right hands or on their foreheads, so that they could
not buy or sell unless they had the mark, which is the name of the beast or the number of its name. That number is
666.
-Revelation 13

After the slaughter perpetrated by the horsemen of the apocalypse, the survivors bury their dead, gathering and praying for
their salvation. Their respite is short-lived, however, since at this moment, the antichrist comes into play followed by his
animal companion: the Beast! Between the two of them, they raise an army recognizable by the number tattooed on their
skin. These men and women are convinced to follow them, either by force or wickedness. Few stand up before them, and
they end up inside the Beast’s belly and its 666 meters long guts.
Only a few Saints come down to Earth to attempt to discourage mankind from getting branded by Evil.

7 Rounds Legend
M
1 4 2

1
The Beast Terror 2 The Antichrist

At any time, you may spend


2 to gain 1 .

When The Beast performs a


melee attack, he can attack
up to 3 adjacent areas.
Per Unit Per area
in targeted in targeted Each time The Beast destroys
area Hexagon a building, gain 1 .

Unholy At the beginning of the game, receive


2 Fire tokens. When The Beast Big - Prayer - Terror 2 - Tough

14 performs a direct shooting Attack, you


may put a Fire token in the target area.
Units in The Antichrist ’s area gain
+1

Once per turn, if you spend 1 :


Désignate an enemy Trooop and roll :
If you roll , place this Troop inder

3
your control in the Antechrist’s
area.
2 4

The Beast The Antichrist

Peasants Crossbowmen Sergeants-at-arms ChevPeatlitieeNrosbM ontés


lesse Mounted Bowmen

Cohesion Retaliation Charge Haste 2

When attacking: Durant une charge, vous pouvez


Instead of performing an action with relancer 1 si les Chevaliers se
the Peasants, you can remove a Fire sont déplacés sur une zone de At the beginning or end of their
reroll once each result. activation, Mounted Bowmen
token located in the Peasants’ area or plaine ou de champs.
in an area adjacent to the Peasants. may be replaced by Bowmen.
En attaque :

Holy
4 Peasants 4 2 Sergeants 3 Gentry 1 Mounted
Crossbowmen at arms Mounted Archers
Knights

Citizen Blacksmith Farmer Soothsayer Apothecary Jacques le Troubadour Léo the Innkeeper

Reroll Heal Terror 1 Terror 2 - Heal


Once per turn,
Once per turn: if you spend 3 , search for the Once per turn,
Peasants in the same area as the card of your choice in the Legend
When defending, if Jacques is in the Once per Round, you may designate one
Blacksmith gain Retaliation and if you discard one Legend card: «Good Place» Inn or an area adjacent Character in the same hex as Léo the
gain 1 Deck. Shuffle the deck afterwards. Innkeeper. This Character’s command
Gain 1 or 1 to the Inn:

Civilians
range gains one extra hex until the end of
+1 When defending, gain 1 .
or draw one Legend card. cancel all this Round.

Citizen Blacksmith Farmer Soothsayer Apothecary Jacques Leo


See Special rule

10
Apothecary

Peasant

Citizen

Blacksmith
Jack

Soothsayer

Leo

16B

11B A1A
2A

13A
18B

A1A
1B

5B A1A
10B
17B
15A

4A 3B A1A

11
Victory Conditions
SCORCHED EARTH
The Unholy army can earn victory points through When a holy unit is attacked while
these methods: in a scorched earth area, all “blank”
• Civilian branded with the mark of the Beast: 1 results it suffers become “disrupted”
victory point results.
• Human holy unit transformed into an unholy
creature: 1 victory point
CORRUPTING HUMANKIND
If the Unholy army gathers 14 victory points at any Plague Bearers Mounted Specters Gargoyles Devourers

point during the game, they win the game.


If the Unholy army doesn’t win by the end of the 7th
A03 - Terre Brulée

round, the Holy army wins the game. Support - Terror 2 Immortal - Charge - Dodge Haste 2 Carrier

When defending: When the Mounted Specters move When attacking: When performing a direct shooting

Reward
into a new hex, they can move attack, if you spend 1 :
Cancel 1 . into any area of this hex.

A04 - Pentagramme - Flying Demons


Portail
As soon as a human unit is disrupted or
• 1 for each destroyed Infantery unit. destroyed by the Beast or the Antichrist,
it gets corrupted.
• 2 for each destroyed Cavalery unit. Discard the unit and replace it with an
Jump 2 - Immortal

When attacking:

unholy unit (to the extent of available


3 for each destroyed Character. stock).
• Infantry: Plague Bearers
• Cavalry: Mounted specters
Special Rules • Civilian: Gargoyle, Devourer or Flying
Demons, at your discretion. It is deployed
in a cave area, chosen by the unholy side.
The Holy army deploys their units first.
THE SAINTS
HOLY UNITS’ DEPLOYMENT AND RALLY POINT They cannot be attacked. The unholy units cannot go
The Holy army places their units in any area except the in their area, but they can attack it. Only the holy side
caves and the inside of buildings. There can’t be more can activate the Saints.
than 2 units in the same area. All buildings serve as
the Holy army’s rally points. SAINT SEBASTIAN – PATRON SAINT OF BOWMEN
AND SOLDIERS
UNHOLY UNITS’ DEPLOYMENT AND RALLY POINT Executioner

At the beginning of the game, the Unholy side chooses If a holy unit attacks with Saint
in which cave to place their 2 miniatures. Sebastian in its area, all its “blank”
All caves serve as rally points for the Unholy side. When attacking, if the Inquisitor is in
results become “push” results.
the same area or in an adjacent area:

When attacking, if you spend 1 :

3 - Terre Brulée TERRAIN CORRUPTION reroll 1 .

The Antichrist and the Beast can transform the hex


they are currently in into a pentacle, lava or scorched SAINT PASCAL - EXPERT ON TRANSUBSTANTIATION
earth hex (if there are enough hexes available), at Priest

the cost of an action. A lava hex cannot replace a hex When Saint Pascal is activated, he
4 - Pentagramme -
tail holding a terrain element. can transform 1 Activation order into 1
Prayer - Heal
Reactivation order.
PENTACLE The Priest can perform a Heal
action on allied Holy Characters only
located in an adjacent area
or in the same area as him.

An unholy unit activated on a pentacle 1 2

can move to another pentacle instead


of an adjacent area. SAINT BLANDINA - DID NOT DENY HER FAITH
DURING HER MARTYRDOM
LAVA Merchant Girl

A holy unit cannot move into a lava Hexes containing Saint Blandina and
hex. If a holy unit is located in a hex units in its area cannot be corrupted.
when it is corrupted, said unit must
move one hex. Once per turn:

gain 1

5 - Cratere / Lave

12
Angels
At the beginning of each of their turn, the holy side deploy the angel associated to a Saint in the same area as the Saint.
• 1 Angel for Saint Blandina
• 1 Angelic Herald for Saint Paschal
• 1 Destructive angel for Saint Sebastian
Each Saint is only allowed to have one of their angels deployed at the same time. If there is no space in the area to deploy the
angel, it will be deployed the next round.

CIVILIANS
The holy side can activate Civilians as if they were their units. If an unholy unit moves into the same area as a Civilian, this Civilian
is immediately destroyed.

13
2 The Leviathan
People worshipped the dragon because he-had13 given
Février
authority
1428, Sainte
to the beast,
Catherine
and they
de Fierbois
also worshipped
- the beast and asked, “Who is
like the beast? Who can wage war against it?” It opened its mouth to blaspheme God, and to slander his name and his dwelling
place and those who live in heaven.It was given power to wage war against God’s holy people and to conquer them. And it was
given authority over every tribe, people, language and nation. All inhabitants of the earth will worship the beast—all whose
names have not been written in the Lamb’s book of life, the Lamb who was slain from the creation of the world. “If anyone is to
go into captivity, into captivity they will go. If anyone is to be killed with the sword, with the sword they will be killed.” This
calls for patient endurance and faithfulness on the part of God’s people. - Revelation 13
The Beast sends the Leviathan to destroy all the Saints it was not able to corrupt. Seeking refuge on the Mountains of Zion near
the Lamb, the Saints are waiting for the angels who will save them by taking them to Heaven.

7 Rounds Legend
M
1 4 2
Devourers Mounted Specters Mounted Knights Damned
The Leviathan Terror 2
Each time The Leviathan attacks an
area containing a terrain element or a
bulding, said element takes 1 damage.
Each time The Leviathan performs
a Trample, you can spend 1
to reroll up to 3 .
Per area
in targeted Carrier Immortal - Charge - Dodge Charge Retaliation - Charge - Jump 2
Hexagon
Units Disrupted by The Leviathan are
put on its board instead of in the When performing a direct shooting When the Mounted Specters move During a Charge, you may When defending:
attack, if you spend 1 : re-roll 1 if the Mounted
Infirmary. During the Camp phase, these into a new hex, they can move

Unholy units are Destroyed on a result. into any area of this hex. Knights moved through
plain or field area.
Cancel 1 .

16 Any other result is applied normally.

4 Devourers 4 mounted 4 Mounted 2 Damned


Wraiths Knights Horsemen
The Leviathan
Gargoyles Flying Demons Heretic expiators Heretic repenters Plague Bearers Voracious Demons Ghosts

Haste 2 Jump 2 - Immortal Engineer - Prayer - Ruthless Charge - Haste 2 - Tough Support - Terror 2 Immortal
When defending against Once per turn, if you spend 1 :
When defending: one unit in the same area a melee attack:
When attacking: When attacking: as Heretic expiators may reroll one dice. Upon Follow-up after combat, the When defending: Ghosts gain Haste 2 and can move
Heretic repenters may perform an through enemy area (but not stop into it).
When defending: extra attack. Cancel 1 . Inflicts
Ghosts are not affected by terrain
to the attacker
modifiers.

2 Gargoyles 2 Flying 2 Heretic 2 Heretic 4 Plague 2 Voracious 2 Ghosts


Demons Expiators Repentants Bearers Demons

Mounted Joan of Arc Archangel Raphael The Griffn Triumph Halberdiers Pavisiers Devotees Flagellants
4

Retaliation Engineer - Rally Support - Tough


When defending: one unit in the
same area as the Pavisiers may
+1 against reroll 1 dice.

Holy Haste 2 - Prayer - Rally

Once per turn, when Joan of Arc is activated:


Prayer - Survival - Transport Big - Jump 2 - Feint - Slayer - Charge

When defending:
Big - Haste 2 - Jump 2 - Charge
When attacking, Triumph cancel
gain 1 and play this Order in any allied When attacking: Retaliation.
area.
.
When Joan of Arc is activated : When attacking or defending:

3
roll the Doom dice and Rally one allied
unit if you roll a .
Units in Raphael’s area
gain Charge. The Griffin may perform a Charge
Transform all blank results into any
result of your choice. 4 Halberdiers 2 Pavisiers 2 Devotees 1 Flagellant
4
from a sky hex.
3 2 4 22 6 Triumph can only command
the Unicorn.
3 1

Mounted Joan Archangel Griffin Triumph


of Arch (Level 2) Raphael
Foot Knights Penitents Hérétics Culverine Citizen Blacksmith
The Lamb of God 2 Handed Weapons

Tough Cohesion Targeting


When attacking if the Heretics inflict at When attacking : Once per turn: Peasants in the same area as the
+1 against Once per turn, if you spend 1 : least 1 to a level 2 Character, this
Character is downgraded to Level 1. Blacksmith gain Retaliation and
gain 1
gain 1

Civilians +1
When defending :
Prayer - Rally

When defending:
Gain 1 result in the Lamb of God’s
area and all adjacent areas.

Once per turn, if you spend 1 : 6 Foot Knight 1 Penitents 1 Heretics 1 Culverine Citizen Blacksmith
2 with Axe
Rally a Troop.
4 3
Farmer Soothsayer Apothecary

The Lamb Angel


7 Angel
See Special rule

Reroll Heal
Once per turn,
if you spend 3 , search for the Once per turn,
Prayer - Jump 2 - Carrier card of your choice in the Legend if you discard one Legend card:
Deck. Shuffle the deck afterwards. Gain 1 or 1
or draw one Legend card.
When defending, gain 1 .
+1 against

Farmer Soothsayer Apothecary

14
Soothsayer

Peasant

Apothecary

Deployment area
​​the Unholy army
Lamb of God

Merchant Girl

Blacksmith Citizen
A3A

7A
9A
A3A
17A

13B
A5A

2A
8B
A3A
12B
11B

A2A
A5A
3B
10B
16A

1A

6A 4A
A5A

A2A
14B
18A

15A

5A

15
Victory Conditions Fight to the death
There are no rally points for either army during this
scenario. A disrupted unit is immediately destroyed.
The Unholy army can earn victory point Tokens through these
methods: ANGELS
• Saint still in game / destroyed at the end of the 7th At the beginning of each of the Holy army’s turns, one
round: 111 victory point Tokens Destructive angel (if miniature available) is deployed
• The Lamb of God destroyed: 111 victory point Tokens in every area containing a Saint (if there is enough
• Archangel destroyed: 111 victory point Tokens room). If there is not enough room in the area, or no
• The Mountain of Zion (hex 10B) occupied at least once available miniature, the angel doesn’t get deployed.
by an unholy unit at the end of a round: 111 victory point
Tokens SAINTS
The Civilians are all defunct Saints during this
If the Unholy army gathers 666 victory point Tokens, they win scenario. Lie them down on their back. An angel,
the game. archangel or griffon can pick up a Saint while in its
If the Unholy army doesn’t win by the end of the 7th round, area. Only one Saint can be carried at a time. The
the Holy army wins the game. carrier loses one defence dice while carrying a Saint.
Once the carrier moves into a sky hex, the Saint is
Reward saved. Remove its miniature from play.
If a unit from the unholy army moves into the same
area as a Saint, the Saint is immediately destroyed.
• 1 for each destroyed Infantery unit.

• 2 for each destroyed Cavalery unit.


Intrigue Cards
3 for each destroyed Character or Big Creature.
Intrigue cards can be activated using XP and/or with
Intrigue Tokens (at the players’ choice).
Special Rules
HOLY UNITS’ DEPLOYMENT AND RALLY POINT
The holy army places their human units in hill or mountain
areas. The Lamb of God is placed in 10B.
The holy army finally places their non human units in any
forest areas of their choice.
Take 5 sky hexes and randomly create the sky board from them.

UNHOLY UNITS’ DEPLOYMENT AND RALLY POINT


The unholy army then places their units wherever they want in
their starting area.

LAVA
If a unit from the Unholy army suffers a
«Push» result while adjacent to a lava hex, it’s
automatically destroyed.
A unit from the Holy army (except angels)
cannot move into a lava area.
A05 - Cratere / Lave

SCORCHED EARTH
When a holy unit is attacked while in a
A06 - Cimetiere
scorched earth area, all “blank” results it
suffers become “disrupted” results.

MASS DEATH
Any unit from the unholy army can use the
«Smell death» action while in a mass grave
area. This action lets them remove 1 Wound.

16
17
2
The Armageddon
Then they gathered together to the place that in Hebrew is called Armageddon.
I saw heaven standing open and there before me was a white horse, whose rider is called Faithful and True. His eyes are like blazing fire, and
on his head are many crowns. He is dressed in a robe dipped in blood, and his name is the Word of God. The armies of heaven were following
him, riding on white horses and dressed in fine linen, white and clean. Coming out of his mouth is a sharp sword. On his robe and on his thigh
he has this name written: King of kings and lord of lords.
And I saw an angel standing in the sun, who cried in a loud voice to all the birds flying in mid-air: « “Come, gather together for the great supper
of God, so that you may eat the flesh of kings, generals, and the mighty, of horses and their riders, and the flesh of all people, free and slave,
great and small.” Then I saw the beast and the kings of the earth and their armies gathered together to wage war. The beast was captured, and
with it the antichrist. The two of them were thrown alive into the fiery lake of burning sulphur; the rest were killed with the sword coming out
of the mouth of the rider on the horse, and all the birds gorged themselves on their flesh.
-Revelation 16 and 19

This is the final battle between Good and Evil, the end of the Apocalypse. Standing against the hillside of Armageddon, the holy army is waiting
for the assault of the unholy forces wanting to overwhelm them. Harangued by the antichrist, the legions of demons and humans bearing the mark
rush the angels. They are assisted by the Leviathan and the Beast, attempting to extinguish the last spark of light and justice from this world.
The Holy forces call upon their relics and their faith to hold and win. The balance will tip several times during this epic massacre.

8 Rounds Legend
M
2 4 2
The Beast Terror 2 The Leviathan Terror 2
At any time, you may spend Each time The Leviathan attacks an
2 to gain 1 . area containing a terrain element or a
bulding, said element takes 1 damage.
When The Beast performs a
Each time The Leviathan performs
melee attack, he can attack a Trample, you can spend 1
up to 3 adjacent areas. to reroll up to 3 .
Per Unit Per area Per area
in targeted in targeted Each time The Beast destroys in targeted
Hexagon a building, gain 1 . Hexagon
Units Disrupted by The Leviathan are
area
put on its board instead of in the
Infirmary. During the Camp phase, these
At the beginning of the game, receive units are Destroyed on a result.
16
2 Fire tokens. When The Beast
14 performs a direct shooting Attack, you
may put a Fire token in the target area.
Any other result is applied normally.

The beast The Leviathan


The Great Reaper Conquest Famine War Death L’Antéchrist Sabbat Witch
6 5 6 5

Joueur du Mal

Retaliation - Immortal
Charge - Jump 2 - Haste 2 Survival Retaliation - Parry - Slayer Terror 1 - Haste 2 Grand - Prière - Terreur 2 - Immortel Prayer - Jump 2 - Ruthless - Targeting
Each time a unit in the Great Reaper ‘s
At the beginning of its activation, When attacking, for each enemy unit Les unités dans la même zone que
area destroys an enemy unit, When attacking: Cancel 1 from
if Famine is adjacent to an enemy destroyed: gain 1 . L’Antéchrist gagnent +1 Gain 1 if at least 1 enemy unit
gain 1 or 1 . defence roll. When attacking:
unit, steal 1 from its owner. Gain 1 extra if the unit is Holy. is destroyed during your turn.
Once during Camp phase, if you or Dépensez et lancez : Sur un ,
spend 1 : Destroy a Troop. When attacking, if you spend 1 : When activating Death, if you spend 1 : une unité ennemie dans une zone Units in the Sabbat Witch’s area
remove 1 from an allied adjacente devient alliée et se gain Ruthless.
4
Famine may perform an déplace dans la zone de
3 2 5 3 2 3 extra attack.
2 1 6 2 3 4 Unholy Character.
22 3 L’ Antéchrist.
2 4 3

The Great Reaper Conquest Famine War Death The Antichrist Sabbat Witch
The Cocatrix

Gargoyles Devourers Mounted skeletons Mounted Specters Chevaliers Montés

Grand - Targeting - Terror 1 Haste 2 Carrier Charge - Tough - Mass Immortal - Charge - Dodge Charge

When defending: When attacking: When performing a direct shooting When the Mounted Specters move Durant une Charge, vous pouvez
attack, if you spend 1 : When defending: into a new hex, they can move
or relancer 1 si ces Chevaliers se
cancel 1 into any area of this hex. sont déplacés sur une zone de
plaine ou de champs.

At the start of the Round,


5 gain 1 .

2 Gargoyles 4 Devourers 2 Sabbat 4 mounted 4 mounted


Cocatrix Witches Wraiths Knights
Flying Demons Heretic expiators Heretic repenters Plague Bearers Ghosts Skeletons Voracious Demons Damned

Jump 2 - Immortal Engineer - Prayer - Ruthless Charge - Haste 2 - Tough Support - Terror 2 Immortal When defending: Retaliation - Charge - Jump 2
Cancel 1 . When defending against
When defending: one unit in the same area Once per turn, if you spend 1 :
Upon Follow-up after combat, the When defending: Ghosts gain Haste 2 and can move a melee attack: When defending:
When attacking: as Heretic expiators may reroll one dice.
Heretic repenters may perform an through enemy area (but not stop into it). If at least one other Skeletons unit is in
When defending: extra attack. Cancel 1 . the same area: Inflicts Cancel 1 .
Ghosts are not affected by terrain
to the attacker
modifiers.
+1

2 Flying 2 Heretic 2 Heretic 4 Plague 2 Ghosts 2 Skeletons 2 Voracious 2 Damned


Demons Expiators Repentants Bearers Demons Horsemen

18
Mounted Joan of Arc The Holy Relic Judgement

ChAervmaelsieàr2smàaipnsied
Heavy
Foot Knights Halberdiers Sergeants-at-arms Sergeants-at-arms

Haste 2 - Prayer - Rally Reroll - Cohesion Tough - Bodyguard - Terror 2


Once per turn, when Joan of Arc is activated: Judgement can replace its attack Retaliation Retaliation Retaliation Retaliation - Cohesion
gain 1 and play this Order in any allied
When the Holy Relic is activated: dice by 1 .
area. Gain 1 or 1 . When attacking: When defending:
When Joan of Arc is activated : +1 contre
+1 against

Holy
roll the Doom dice and Rally one allied or Cancel 1 .
unit if you roll a . The Holy Relic counts as one valid
3 3 2 3
unit for Cohesion.
12 Judgement can only command
5 2 Angels and Archangels.
3 3

Mounted Joan The Holy Relic Judgement 8 Foot 6 Foot Knights 4 Halberdiers 4 Sergeants 4 Heavy
of Arch (Level 2) Knights - 2 Handed at arms Sergeants
Weapons at arms
Triumph The Lamb of God The Griffn

Bowmen Angel Pavisiers Standard Bearer Musician

Big - Haste 2 - Jump 2 - Charge Prayer - Rally Big - Jump 2 - Feint - Slayer - Charge

When attacking, Triumph cancel


When defending: When defending:
Retaliation.
Gain 1 result in the Lamb of God’s Prayer - Jump 2 - Carrier Rally - Dodge Terror 1
When attacking:
When attacking or defending: area and all adjacent areas.
When defending: one unit in the When defending: Cancel up to 2 . Ajoutez 1 supplémentaire au jet de défense
Transform all blank results into any same area as the Pavisiers may When defending:
ou d’attaque Cancel
d’unités up to
situées 2 la .
dans
result of your choice. Once per turn, if you spend 1 : The Griffin may perform a Charge Once during the Camp phase: même zone que le Musician.
+1 against reroll 1 dice.
4
from a sky hex. Once per Camp Phase:
6 2
Triumph can only command Rally a Troop. At start of the game, Une fois par Phase de Camp :
the Unicorn.
3 1 4 3 receive 1 Stakes.
3 1 3 1

Triumph The Lamb Griffin 10 Archers 4 Angel 2 Pavisiers 1 Standard 1 Musican


of God Bearers
Devotees Flagellants Penitents Hérétics Culverine

Refer to Special rule ArchAngels


Archangel Gabriel Archangel Raphael Engineer - Rally Support - Tough Tough Cohesion Targeting
4 4 When attacking if the Heretics inflict at When attacking :
Once per turn, if you spend 1 : least 1 to a level 2 Character, this
Character is downgraded to Level 1.
gain 1
When defending :

Angel

2 Devotees 1 Flagellants 1 Penitents 1 Heretics 1 Culverin

Bodyguard - Jump 2 Prayer - Survival - Transport


Prayer - Jump 2 - Carrier
When attacking: When attacking:
.
If Gabriel rolls at least 1 , he
Units in Raphael’s area +1 against
may perform a move action after
the attack. gain Charge.

6 1 1 4 22

Archangel Archangel 4 Angel


Gabriel Raphael

Refer to Special rule Ark of Covenant


Ark of the Covenant

Destructive Angel Angelic Herald

Prière - Terreur 3
Engineer Tough - Feint
At the start of your turn:
Once per turn, when the Angelic
spend 1 otherwise remove the Ark When attacking a terrain element: Herald is activated: move all
of the Covenant from the game.
other Angels one area.
3 2
3 1 2

Ark of 1 Destructive 1 Angelic


Covenant Angels Herald

19
Deployment area
​​the Unholy side

Deployment area
Human Holy side

Mont Sion

Deployment area
not Human Holy side
11B
8B

2A
7A

6A
17A
4A

9A
A6

A2

1A
A
A

A4
A2

A3
A

A
A

5A
18A

A3
A
A5

A5

A5
A

15A
12B

3B 14B
13B

16A
10B
A4

A4
A

A4
A

20
Victory Conditions GRAVEYARD
Squelettes When the Beast or the Antichrist
The Unholy army can earn victory point Tokens through these is in an area adjacent to an area
methods: containing a graveyard, they can
summon 1 Skeletons troop in said
• Ark of the Covenant destroyed: 111 victory point Tokens area at the cost of one action. They
En défense :
Les Squelettes annulent 1 .

Si une autre unité de Squelettes est dans

• Triumph destroyed: 111 victory point Tokens cannot summon more than 4 units
la même zone :

+1

• Sacred relic destroyed: 111 victory point Tokens this way throughout the game.
• Judgement disrupted: 111 victory point Tokens
• Lamb of God destroyed: 111 victory point Tokens FIGHT TO THE DEATH
• Archangel Raphael destroyed: 111 victory point Tokens There are no rally points for either army during
• Archangel Gabriel destroyed: 111 victory point Tokens this scenario. A disrupted unit is immediately
• The Mountain of Zion (hex 10B) occupied at least once destroyed.
by an unholy unit at the end of a round: 111 victory point
Tokens ARCHANGELS
The archangels and their herald angels come
If the Unholy army gathers 666 victory point Tokens, they win into play as soon as the unholy army reaches 111
the game. If the Unholy army doesn’t win by the end of the victory point Tokens. These units are deployed in
8th round, the Holy army wins the game. a pentacle area of the Holy army’s choosing.

Reward THE ARK OF THE COVENANT


The Ark of the Covenant comes into play with its
accompanying units as soon as the unholy army
• 1 for each destroyed Infantery unit. reaches 222 victory point Tokens. They choose a
pentacle area to arrive. These units are deployed
• 2 for each destroyed Cavalery unit. in a pentacle area of the Holy army’s choosing,
except the one which was chosen to deploy the
3 for each destroyed Character or Big Creature. Archangel.

STAKES
Special Rules If a unit loses battle against another unit
while being in an area protected by stakes, the
attacking unit cannot follow up after its attack.
NIGHT
The first 4 rounds of the game occur during the night.
During night-time, units from the Holy army cannot Intrigue Cards
shoot more than one area away from them.
Intrigue cards can be activated using XP and/or with
DAY Intrigue Tokens (at the players’ choice).
The last 4 rounds of the game occur during the night.
During day-time, units from the Unholy army cannot
shoot more than one area away from them.

LAVA
If a unit from the Unholy army suffers a
«Push» result while adjacent to a lava hex,
it’s automatically destroyed.
A unit from the Holy army (except angels)
/ Lave
cannot move into a lava area.

SCORCHED EARTH
re When a holy unit is attacked while in a
scorched earth area, all “blank” results it
suffers become “disrupted” results.

MASS GRAVE
Any unit from the unholy army can use
the «Smell death» action while in a mass
grave area. This action lets them remove
1 Wound.

21
2 vs 2
The Sabbat
June 7th, 1415, near Toulouse.

While the moon is covering the sun, a sorority of witches tries to realize their greatest plan: Giving birth to the demon
itself. The clergy, having heard of their scheme, forms a group of followers to try and thwart their plan, by burning the
unholy witches on the stake. Isn’t this seemingly random skirmish the perfect allegory for an eternal battle that goes way
beyond mere mortals?

8 Rounds Legend
M
2 4 2
John of Lancaster
The Witch Sabbat Witch 4

Devourers Voracious Demons

Retaliation

Dodge Prayer - Jump 2 - Ruthless - Targeting When you draw at least 1 : Carrier

Player 1 At the start of your turn: Gain 1 if at least 1 enemy unit


is destroyed during your turn.
Player 3 draw 1 .
When performing a direct shooting
attack, if you spend 1 :
When defending against
a melee attack:

Inflicts
When defending:
Draw 1 . to the attacker
Units in the Sabbat Witch’s area
gain Ruthless. 2 A 1
1 A
1 1 3
John Lancaster 4 Devourers 2 Voracious
The Witch Sabbat Witch Demons
Mounted Specters Skeletons Mounted skeletons Flying Demons Gargoyles

Immortal - Charge - Dodge When defending: Charge - Tough - Mass Jump 2 - Immortal Haste 2
Cancel 1 .
When the Mounted Specters move When attacking: When attacking:
into a new hex, they can move If at least one other Skeletons unit is in When defending:
into any area of this hex. the same area: cancel 1
+1

1 mounted 6 Skeletons 4 Skeleton 4 Flying 3 Gargoyles


Wraiths Knights Demons

The Inquisitor Archangel Raphael


4

Executioner Priest Angel Angelic Herald

Player 2 Prayer Prayer - Survival - Transport


At the start of your turn, roll 1
Steal 1 or 1
opponent player board.
:
from an When attacking, if the Inquisitor is in
the same area or in an adjacent area:
Prayer - Heal

The Priest can perform a Heal


Player 4 When attacking:
.
Prayer - Jump 2 - Carrier Tough - Feint

Once per turn, when the Angelic


action on allied Holy Characters only Herald is activated: move all
Spend 2 : Gain 1 located in an adjacent area Units in Raphael’s area +1 against
other Angels one area.
When attacking, if you spend 1 : or in the same area as him. gain Charge.
3 2
2 The Inquisitor can only command
The Executioner.
2 1
reroll 1 . 1 2
4 22

The Inquisitor Executionner Priest Archangel 3 Angel 2 Angelic


Raphael Heralds
Peasants Guide

1
Cohesion
When defending: Cancel 1 .
Instead of performing an action with
the Peasants, you can remove a Fire Once per turn, if you spend 2 :
token located in the Peasants’ area or Move all units located in the Guide’s area in
in an area adjacent to the Peasants. an adjacent area.

4 Peasants Wagon
Devotees Flagellants Penitents

Engineer - Rally Support - Tough Tough

Once per turn, if you spend 1 :

gain 1

3 Devotees 3 Flagellants 3 Penitents

22
Undeployed Miniatures :
1 Angel
Priest
Sabbat Witch
Mounted Specters
4 x flying demons

2x
Squeletons
Voracious demons
Devourers
John of Lancaster
Devourers 2 x Skeleton
2 x Gargoyles Knights
Witch
2 x Skeletons

Archangel Raphaël
Angel (Horn)
Penitents

23
Devouts
Executioner
Inquisitor
2 x Angels

Flagellants
2x Devouts
Penitents
Penitents Peasants
Devouts
Flagellants
Peasants

8B
Guide with wagon
19A A5
10A A
Flagellants
13A
4B

2 x Skeletons Peasants Voracious


20
A demons
Devourers
2 x Skeletons
2A Knights Devourers
Gargoyles

7B
14A
15B
24
Victory Conditions HOLY SIDE
Unholy side HARVESTING WOOD
The Unholy side is comprised of the Witch’s army and of John All units from the bishop’s army can harvest wood if
de Lancaster’s army. they are in an area containing at least 1 tree, at the
cost of an action. A tree is removed from the area and
Objective : the unit harvesting puts 1 Wood token on its base. A
The Unholy side wins the game if the Antechrist is given birth unit cannot hold more than 1 Wood token, or 3 for the
to (see «Birthing the Antechrist» special rule) (this immediately wagon. A unit entering an area can freely put its Wood
ends the game), or if a Voracious Demons, Flying Demons or token(s) in the area or on an allied unit’s base.
Witch is inside the church at the end of the 6th round.
ERECTING A BONFIRE
Holy side A bonfire can be erected in any plains, field or village
The Holy side is comprised of the Bishop’s army and of area. It occupies 1 space. To erect a bonfire, a player
Archangel Raphael’s army. must activate an area containing at least 3 Wood
tokens (either in the area or on unit bases). All units
Objective : present in the area upon its activation participate in
The Holy side wins the game if 1 of the witches is burned at the the construction of the bonfire, and thus can’t act
stake (see special rule «Capturing and burning witches») (this with this activation. The bonfire is then placed in the
immediately ends the game), or if Archangel Raphael is the activated area. It cannot be destroyed by any means.
only unit in the church at the end of the 6th round.
CAPTURING AND BURNING WITCHES
All units from the Holy side can use «Capture» during
Reward this scenario (see «Capture» special rule).
A captured witch can be burned at the stake if its
captor is activated while in a bonfire’s area.
• 1 for any destroyed unit. A burnt witch is immediately destroyed, disregarding
its remaining HP. Doing so immediately ends the
game.
Special Rules UNHOLY SIDE :
SETUP IMMORTAL WITCHES
Randomly determine whether the game starts during the day or Any «Killed» or «Disrupted» result suffered by a witch
at night. Shuffle all 4 «Cleared forest» tokens (Scenario tokens is cancelled out. Witches can only be destroyed by
numbered 1 to 4) and place them near the board. being burnt at the stake in this scenario.
A03 - Terre Brulée

DAY/NIGHT CYCLE: DRAWING A PENTACLE


At the beginning of each war council phase, flip the Eclipse The witches can draw a pentacle on the ground if the
token: following conditions are met:
• Both Witches are present in the same area, which
A04 - Pentagramme -
Portail must be either a plains or field area.
All units from the Holy side gain 1 Yellow dice while • All other areas within their hex
defending this round. must be either allied or neutral.
• The area containing both Witches
must be activated, and 3 Legend
All units from the Unholy side gain 1 Yellow dice while Tokens must be spent.
defending this round. If the cemetery has been
discovered, a Skeletons unit is deployed in its area, under If these conditions are met, place a
the Witch’s army’s control. The Antechrist can only be given pentacle tile over the Witches’ current
birth to during the night. area. Place all units previously on said area onto the
pentacle. vIf the pentacle’s areas are full, the excess
REINFORCEMENTS: units are destroyed (excess units determined by their
If the number of Activation orders displayed on the current owner).
Round card is even, an angel unit is deployed on the sky hex
containing Archangel Raphael’s army’s rally point. The pentacle works as a rally point for John of
If the number of Activation orders displayed on the current Lancaster’s army.
Round card is odd, a flying demon unit is deployed on the cave
hex containing John of Lancaster’s army’s rally point.

25
BIRTHING THE ANTECHRIST
The Antechrist can be given birth to if the following
conditions are met:

• A Demon unit (Voracious demon, Flying demon or


Devourer) must be present in an area containing
a Witch.

• These units must be in either a Church, a Pentacle


or a Cemetery during the night.

Once these conditions are met, activate the area to


give birth to the Antechrist. If the area is either a
Pentacle or a Cemetery, a player must spend 1 XP in
addition to the activation in order to give birth to the
Antechrist. Doing so immediately ends the game.

ECLIPSE 
The witch’s army can flip the Eclipse Token during the
war council phase by spending 3 Legend Tokens.

OTHER RULES :
CLEARED FOREST (TOKENS)
When the last tree in an area is removed from the
board, draw a «Cleared forest» token at random:

1/ An old cemetery is uncovered


Place the Cemetery tile on the tree’s area, and place
all units present in the covered areas in adjacent areas
(of their owner’s choosing).
Place 2 Skeletons units under the witch’s army’s control
in any neutral or allied area of the Cemetery tile. The
Cemetery works as a rally point for the witch’s army.

2/ The tree was a sacred tree, freeing


a unicorn onto the battlefield
Deploy the Unicorn in the tree’s area, under Archangel
Raphael’s army’s control.

3/ Hell on Earth
Place the Lava tile on the tree’s area.
All units which are covered by the tile are destroyed (no
XP is awarded), except the witch, which is placed in an
area adjacent to the lava (of its owner’s choosing).
If a unit holding the witch captive is destroyed by the
lava, the witch is freed.
Only Demon units can enter this tile, which works as a
rally point for John of Lancaster’s army.
A unit being pushed into a lava area suffers 1 Red dice
of damage without the possibility of blocking, and
is then placed into an adjacent area (of its owner’s
choosing) ; Demons units aren’t affected by this effect.

4/ Ruins of an old church


Place the church’s ruins into the tree’s area, together
with the Sacred Relic. The Sacred Relic is under the
Bishop’s army’s control.

26
27
Credits
Game Designer : Pascal Bernard

Game Developers : Patrick Receveur & The Mythic Team

Historical Army Lists Developer : Hervé Caille

Artwork : Bayard Wu, Stefan Kopinski, Stéphane Gantiez,


Christophe Madura , Nicolas Jamme, David Demaret

Tile Artist : Charles “Carl Art” Salom

Sculptors : Arnaud Boudoiron, Irek Zielinski, Olivier Thill,


Grégory Clavilier

Studio Miniatures Painter : Sébastien Lavigne

Tour of Legends Contributors : Andy Cahard, Pierre-Alexandre Vigor,


Vincent Thierry Savidan, Ben & Peps, Romain Delavie, Mike Monnier,
Pascal Vanpée, Gaël Taché, Mathieu Giroux, Jérôme Petit,
Rodolphe Chambonnaud, Olivier Côte-Petit, Loïc Grimaud,
Nicolas Lamberti, Stéphane Gérard, Florian Rambur

Communication Manager : Az Drummond

US Press Manager : Jenny Bendel

Art Directors : Stéphane Gantiez, David Rakoto

Graphic Assistants : Julien Fenoglio, Jean-Luc Bernard,


Sandra Tessières, Laurent Lucchini, Louis Guillon, Arnaud Marchand,
Juliette Pompanon

Rules Editors : Pascal Bernard, Patrick Receveur, Julien Borne,


Yves Bernard, Jake Thornton, David Rakoto, Ben Clapperton,
Mark Brendan, Ben Hodgson, Paul Grogan, Anne Vétillard

Playtesters : Nael Evain, Matthieu Mignon, Chloé Cheillan,


Inès Jérôme Chouqi, Léa Lescuyer, Louis Guillon, Phillipe Villé,
Erwan Guellec, Pierre Soriot and over 2000 people during our Tour
of Legends!

Translators : Sylvain Broche, Anne Vétillard, Julien Fenoglio,


Jean-Luc Bernard, Erwan Guellec

Scenario/Campaign/Expansion Writers : Pascal Bernard,


Patrick Receveur, Ben & Peps, Inès Jérôme Chouqi, Romain Delavie,
Vincent-Thierry Savidan, Phillipe Villé

Flavour Texts : Romain d’Huissier, Jake Thornton, Elie Buglione,


Patrick Receveur

Miniature preproduction : Laurent Levi, Aurélien Diot

Production Manager : Erwann Le Torrivellec

Sculptors and Artists Supervisor : Stéphane Gantiez

Publishers : Benoit Vogt & Léonidas Vesperini

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