HEART OF THE WILD EXPANSION It is said the First Men could not comprehend the Voice of the Primordials. All they felt was the rhythm of a deep breath, or a pulse, as if the world itself were alive. Their chants, carried by drums, brought them closer to the heart of the wild. 1 DRUSK AND ZARAYA TABLE OF CONTENTS EXPANSION OVERVIEW Expansion Overview ............................................................ 1 Components................................................................... 2 New Rules ......................................................................................... 3 Pierce ( Zaraya ).............................................................. 3 Rhythm ( Drusk )..............................................................4 New Keywords............................................................... 6 New Triggering Icon................................................... 6 Hunter Decklists ........................................................................ 7 Important: The Feather, Ice and Venom Expansions are required to use the forge and weapon cards of their respective elements in the Campaign mode. The Heart of the Wild expansion introduces two new hunters: Drusk, The Wardrum and Zaraya, The Spear These characters can be played as an alternative to any of the base game characters, and in any game mode (you can find the preconstructed decklists for Drusk and Zaraya on pages 7 and 9). Note: The Primal: The Awakening base game is required to play this expansion. 2 Expansion Rules 28x Spear Weapon card Zaraya miniature Zaraya hunter board 2x Spear (Special set) 44x Zaraya Action card 6x Zaraya Mastery card 3x Zaraya Wound card 28x Wardrum Weapon card Drusk miniature Drusk hunter board 2x Wardrum (Special set) 44x Drusk Action card 6x Drusk Mastery card 2x Reference card 27x Forge card 3x Drusk Wound card 1x Pierce marker (Zaraya) 1x Rhythm marker (Drusk) 8x Debility card (Orouxen) 2x Bleeding card (Xitheros) 8x Paralyzing Spore card (Pazis) 6x Venom card (Hydar) 8x Venom card (Reikal) 2x Bleeding card (The Awakened) COMPONENTS 3 This section provides a detailed explanation for any special rules and new keywords specific to the new hunters, Drusk and Zaraya NEW RULES Zaraya can unleash devastating piercing attacks, which must be prepared by building up her pierce level over the course of the fight. The Pierce track (values 0-4) on your hunter board keeps track of your current pierce level. During the setup of the game, place the pierce marker on the space corresponding to an initial pierce level of 0. Then, during the game, increase your pierce level as follows: When you play (i.e., two consecutive maneuver cards), increase your pierce level by 1 (to a maximum of 4). Move the marker accordingly on the Pierce track to reflect your current level. PIERCE ( ZARAYA ) 3 3 Pierce Level: Example 1. Alice plays a (maneuver card) in her sequence. Note: Even if this card weren’t the first in her sequence, the example would work the same. 2. Alice plays another as the next card in her sequence. Since she has created a sequence (i.e., two consecutive maneuver cards) she increases her pierce level by 1. 3. Alice then plays a third consecutive , forming a second sequence (made up of the second and third cards played). For this reason, Alice increases her pierce level by 1 again, moving the pierce marker on her hunter board. 1 1 2 2 4 The inspiration bonus is a damage boost you can grant to an ally’s attack, based on your rhythm level. Calculate the bonus as follows: If your rhythm level is 2 , increase the damage the attack deals by 2 (i.e. two times your weapon level). If your rhythm level is 3 , increase the damage the attack deals by 6 (i.e. six times your weapon level). Note: If your rhythm level is 0 or 1, no inspiration bonus can be granted. INSPIRATION BONUS 6 5 6 5 35 7 Start: You may discard up to 4 cards from the top of your deck. Moltenshard gains +1 damage for each discarded this way until the end of this turn. : Increase the damage the attack deals by 2 for each other in your sequence. Drusk beats a war rhythm on his drum that boosts the damage of his allies’ attacks and becomes a powerful source of card draw for himself. When playing Drusk , the Rhythm track (values 0–3) on your hunter board tracks your rhythm level. During the setup of the game, place the rhythm marker on the space of your track corresponding to an initial rhythm level of 0. The rhythm level builds up as follows: When you discard a card from your hand matching the color of the topmost card in your discard pile , increase your rhythm level by 1 (to a maximum of 3). If your rhythm level is already at 3, draw 1 instead. Drusk can expend this built-up rhythm to empower his allies: When another player plays a (i.e., an attack card) in their sequence , you may grant an inspiration bonus based on your current rhythm level. If you do, reset your rhythm level to 0. RHYTHM (DRUSK) While playing Zaraya, you have the following Pierce ability : “ When you play a (i.e., an attack card), if your pierce level is 4, you may choose to deal your piercing damage instead of your base weapon damage. If you do, reset your pierce level to 0 after the attack.” Note: When using your piercing damage, apply any damage bonuses as normal. The piercing damage value simply replaces your base weapon damage for that attack. Zaraya ’s weapon cards feature a special piercing damage value, displayed near the standard weapon damage (see the example image). This value is used exclusively when resolving attacks through the Pierce ability, as explained above. PIERCING DAMAGE 5 Discard pile Discard pile 2 2 1 1 RHYTHM COMBO When you play a card with the Resonance trait in your sequence, resolve the effect of its text ability twice if the previous card in your sequence also has the Resonance trait. Special Restriction: You may include a maximum of 8 cards with Resonance in your deck. RESONATE (DRUSK) 1 1 There may be situations where you discard multiple cards from your hand ( e.g., when generating stamina to pay the cost of a card, when recycling multiple cards, etc. ). In those situations, if you discard multiple cards of the same color, treat them as if you were discarding them one at a time. This means you could increase your rhythm level multiple times, as shown in the example below. Discarding Multiple Cards: Rhythm Example #1 1. Alice discards the first (dodge card); nothing happens since the topmost card in her discard pile is (maneuver card). 2. She discards the second , increasing her rhythm level by 1, since the topmost card in her discard pile is now green. Discarding Multiple Cards: Rhythm Example #2 1. Bob discards the first (dodge card); since the topmost card in his discard pile is a , he increases his rhythm level by 1. 2. Then, he discards the second , increasing his rhythm level again. 2 2 6 Copy When you are instructed to copy the ability of a card, resolve that card’s ability as part of the copy effect. Guard When another player in your sector or in an adjacent one plays a (i.e., a defensive card), you may discard a card with the guard keyword from your hand to reduce the stamina cost of that to 0. This effect can be used only once per turn. Reclaim: [Condition] At any point during the game, when you meet the [Condition], you may search your discard pile for a card with the keyword Reclaim: [Condition] and add it to your hand. Note: This is a keyword ability that can only be triggered while a card with this keyword is in your discard pile. Example: During your turn, as a consequence of playing two consecutive attack cards in your sequence, you may search your discard pile for any cards with Reclaim: and add them to your hand. Recycle [Color] This is a keyword ability. When you are instructed to Recycle [Color] (e.g., Recycle or Recycle ), you may discard that exact number of cards of the indicated color from your hand to draw an equal number of cards. Example 1: Recycle – you may discard 1 maneuver card from your hand to draw 1. Example 2: Recycle – you may discard 2 maneuver cards from your hand to draw 2. Resonance This is a card trait with no standalone effect in the game, but it plays a key role in Drusk ’s Resonate ability, explained on page 5. NEW KEYWORDS : [Ability] (DRUSK) Some of Drusk ’s weapon cards feature the : [Ability] symbol. This indicates that the [Ability] triggers when your rhythm level reaches 3. NEW TRIGGERING ICON 7 Drusk is a one-of-a-kind hunter who transforms the battlefield through music in unprecedented ways. While he’s certainly not the first choice for players looking for high offensive capabilities, he truly excels as a support character, offering plenty of control, defense, and healing effects. Drusk boasts the highest draw potential of all hunters—but only when he fully leverages his Rhythm track, discarding cards in such a way to keep the flow, as each discard follows the beat of the previous one. The greater the rhythm he can build, the greater the boost he provides to the attacks of his fellow hunters. In addition, his Resonance ability cards have a unique feature: when played in sequence, they trigger their effect twice, becoming more powerful as the music continues to resonate. The preconstructed deck, built around the Thundering Drum mastery, takes advantage of crystal and/or horn equipment to maximize draw power, cycling rapidly through the deck to ensure you always have the right tools at hand. DRUSK - THE WARDRUM HUNTER DECKLISTS STARTER DECK Resounding Strike Sundering Impact Call of the Primordials Rhythmic Smash Hunting Pulse Awakened Fury War Chant Reverberum Defensive Pulse Sound Shield Echo of Resilience Exhausting Beat Rhythmic Insight Backbeat Crescendo Drums of Vengeance Invocation Hymn of Refuge Thundering Drum Echoing Strength Rhythmic Action Ghost Note Driving Rhythm Accented Blow Resonant Call 8 DECKLIST LEVEL 2 DECKLIST LEVEL 1 DECKLIST LEVEL 3 Resounding Strike Sundering Impact Call of the Primordials Awakened Fury Rhythmic Smash War Chant Voice of the Primordials Warbeat Sound Shield Reverberum Backbeat Crescendo Rhythmic Insight Drums of Vengeance Thundering Drum Echoing Strength Rhythmic Action Rousing Rhythm Driving Rhythm Accented Blow Resonant Call Resounding Strike Pulsebreaker Call of the Primordials Awakened Fury Rhythmic Smash War Chant Voice of the Primordials Warbeat Sound Shield Reverberum Backbeat Rhythmic Strike Rhythmic Insight Drums of Vengeance Thundering Drum Echoing Strength Rhythmic Action Rousing Rhythm Driving Rhythm Accented Blow Resonant Call Resounding Strike Pulsebreaker Call of the Primordials Awakened Fury Rhythmic Smash War Chant Voice of the Primordials Warbeat Sound Shield Destructive Resonance Backbeat Rhythmic Strike Indomitable March Drums of Vengeance Thundering Drum Echoing Strength Rhythmic Action Rousing Rhythm Driving Rhythm Accented Blow Resonant Call 9 Zaraya is an attack-oriented character with a wide range of abilities and diverse masteries, offering plenty of tactical options. Gifted with exceptional mobility, she can capitalize on her positioning for various effects and frequently retrieve offensive cards through her extensive use of Reclaim. However, her true specialty lies in delivering devastating attacks by maneuvering around the monster until she finds its weak spots. The spear serves not only as a deadly weapon for piercing attacks, but also as a tool to keep the monster at bay with Guard, giving her fellow hunters time to set up their defenses. The preconstructed deck is built around the Guardian mastery and strikes a fine balance between Guard and Reclaim abilities, along with tools to quickly advance her Pierce track. It’s an ideal deck for learning her unique playstyle, which may take some time to master. ZARAYA - THE SPEAR STARTER DECK Blinding Strike Backlash Flanking Dance Sentinel’s Lunge Waiting Strike Guardian’s Reach Defying Danger Striking Weakness Agile Step Regroup Focused Defense Vigilant Guard Graceful Stride Ward Escape Dodger’s Edge Precise Step Sudden Dash Guardian Guided Charge Flanking Strike Elusive Maneuver Long Reach Side Sweep Dashing Leap 10 DECKLIST LEVEL 2 DECKLIST LEVEL 1 DECKLIST LEVEL 3 Backlash Guardian’s Reach Sentinel’s Lunge Quick Strike Whirling Spear Defying Danger Vigilant Guard Focused Defense Regroup Sudden Dash Ward Dodger’s Edge Escape Graceful Stride Precise Step Guardian Long Reach Flanking Strike Side Sweep Guided Charge Guardian’s Reclaim Backlash Guardian’s Reach Sentinel’s Lunge Quick Strike Whirling Spear Defying Danger Vigilant Guard Focused Defense Regroup Sudden Dash Ward Dodger’s Edge Piercing Momentum Graceful Stride Precise Step Guardian Long Reach Flanking Strike Side Sweep Tactical Dance Guardian’s Reclaim Backlash Guardian’s Reach Sentinel’s Lunge Quick Strike Whirling Spear Defying Danger Vigilant Guard Focused Defense Regroup Sudden Dash Ward Dodger’s Edge Piercing Momentum Mastered Steps Precise Step Guardian Long Reach Flanking Strike Side Sweep Tactical Dance Guardian’s Reclaim CREDITS HEART OF THE WILD Game Design: Tommaso Mondadori, Alberto Parisi Expansion Development: Tommaso Mondadori, Stefano Padovani, David Spada Rulebook: Tommaso Mondadori, Stefano Padovani Playtest: Stefano Padovani, Francesco D’Alessio, Luca Giannini, Marco Scubogna, Alex Freddi, Alex Isabelle Art Direction: Tommaso Mondadori, Laura Valdinoci Narrative Design: Tommaso Mondadori, Laura Valdinoci New Artwork and Graphic Design: Daniel Comerci Graphic Layout: Elisa Amadori Sculpting: Andrea Di Natale Miniatures Consultant: Michael King Production Management: Alberto Parisi, Tommaso Mondadori, Luca Ricci © 2025 Reggie s.r.l. - All rights reserved. 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