BIOME EXPANSION GOLDARKS AND THUNDER MOUNTAINS The ancients said that the strength of the Indomitable Dragon roared deep within the mountains erupting into the sky as lightning and thunder. 1 Rulebook 1x Double-sided Playmat TABLE OF CONTENTS Expansion Overview .............................................................. 1 Components.....................................................................1 How to use Biomes .................................................................. 1 Create your own scenario.......................................2 Biome Rules ................................................................................... 3 Goldarks............................................................................3 Thunder Mountains....................................................4 Biome Setup (Expedition Mode )................................ 5 COMPONENTS HOW TO USE BIOMES This expansion introduces two new biome combat boards, provided as a double-sided playmat, each featuring unique special rules. These biomes can be used in Expedition mode, Campaign mode, or custom scenarios with any monster from the Core Game or other expansions. Each biome features unique artwork and comes with special rules that create a distinct gameplay experience, reflecting the thematic environmental conditions of the battlefield. • Campaign Mode: Replace the standard board with the biome board that matches the monster’s element. Follow the Biome Rules on page 3 but use the terrain configuration provided in the scenario’s instructions in the Campaign Book. • Expedition Mode: Follow the Biome Rules on page 3 and use the setup configurations for the new scenarios included in this expansion (see page 6). EXPANSION OVERVIEW 2 CREATE YOUR OWN SCENARIO Each biome can be used with any monster in the game. To create your own custom scenario, simply choose a biome to set the scene, then select a monster, aggression level, and terrain setup of your choice. Keep in mind that some monsters require specific terrain for their mechanics to function properly. Below are the recommended restrictions for each monster. Note: When using the Awakened on a biome board, place the Ballista tokens at the four corners of the board as you would on the monster’s dedicated board. Even though the biome board does not show the Ballista slots, you may consider the corners as valid placement areas, following the standard Awakened rules. Xitheros Use at least 1 Water FEATHER Pazis No restrictions Nagarjas No restrictions Taraska No restrictions FIRE Vyraxen No restrictions Kharja No restrictions THUNDER Ozew No restrictions Jekoros Use at least 1 Water Zekalith No restrictions Zekath No restrictions ICE Sirkaaj Use 1 Ice terrain in each sector Mamuraak Use 1 Ice terrain in each sector METAL Hurom No restrictions Tarragua No restrictions CRYSTAL Felaxir No restrictions Morkraas No restrictions VENOM Hydar Use at least 1 Baethanis Reikal Use at least 1 Swamp HORN Toramat Use 1 Plateau and at least 1 Rock Dygorax No restrictions CORAL Korowon Use at least 2 Water Orouxen Use 1 Plateau and at least 2 Water The Awakened You can only play at aggression level 3; use Ballista tokens as normal (see note below) 3 Goldarks (Metal) Biome board BIOME RULES This section provides a detailed explanation of the rules for the biomes included in this expansion. GOLDARKS The Voice of the Awakened echoes through the mountain valleys, empowering both the monster and the hunters. During rounds 2, 5, 8, 9, and 10, whenever a player or the monster suffers damage, that damage is doubled. When you inflict a wound to the monster during these rounds, remove any excess damage. 4 Thunder Mountains (Thunder) Biome board The storm rages on, sparks flying across the battlefield. During their movement phase, a player suffers damage equal to the monster’s aggression level (minimum 1), unless they move by paying the stamina cost of their movement with a (i.e., a dodge card). While the round marker is on rounds 3, 4, 6, 7, 9, or 10 (as shown on the round track), the damage suffered from this effect is doubled. THUNDER MOUNTAINS BIOME SETUP EXPEDITION MODE 7 HUROM EXPEDITION 1 EXPEDITION 2 1x Plateau 2x Rock 1x Fog 2x Rock SPECIAL RULES Arkeum tokens: This scenario uses Arkeum tokens. Keep these tokens near the board and use them when instructed by card abilities during the game. Arkeum tokens are explained in detail on page 97 of the Core Game Rulebook Special attrition cards: Take Hurom’s special attrition cards and place them near the monster board. These cards are out of play until a card ability instructs you to interact with them. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook 8 8 EXPEDITION 1 EXPEDITION 2 TARRAGUA 1x Plateau 2x Rock 1x Fog 1x Plateau 1x Rock 2x Fog 9 EXPEDITION 1 EXPEDITION 2 JEKOROS 1x Baethanis 1x Cyricae 1x Rock 2x Water 1x Baethanis 1x Rock 2x Water SPECIAL RULES Charge track: Set the charge level to 0 by placing the corresponding marker in the space on the Charge track. The Charge track is explained in detail on page 95 of the Core Game Rulebook Special attrition cards: Remove all base attrition cards with an attrition value of 1 from the attrition deck, and add in Jekoros’ special attrition cards instead. Special attrition cards are explained in detail on page 98 of the Core Game Rulebook 10 OZEW EXPEDITION 1 EXPEDITION 2 1x Rock 1x Brush 1x Baethanis 1x Rock 1x Fog SPECIAL RULES Behavior deck setup: Leave Ozew’s Lightning behavior card out of the behavior deck. This card is considered to be out of play until a card ability instructs you to interact with it. Swarm deck setup (only if you play at level 2 or 3): Shuffle Ozew’s Swarm cards to form the swarm deck and place it near the monster board. This deck of cards is considered to be out of play until a card ability instructs you to interact with it. Swarm cards are explained in detail on page 97 of the Core Game Rulebook Rumble deck setup: Shuffle the Rumble cards to form the rumble deck and place it near the monster board. Rumble cards are special cards that are unique to Ozew They are explained in detail on page 96 of the Core Game Rulebook 11 ZEKATH ZEKALITH EXPEDITION 1 EXPEDITION 2 1x Cyricae 1x Rock 2x Water 1x Baethanis 1x Cyricae 1x Fog 1x Water SPECIAL RULES Special peril cards: Pulsating, Fear and Dissonance are special peril cards that are not connected with specific stances. These peril cards follow special rules, which are explained in detail on page 5 of the Nightmare Expansion Rules Vibration track: Set the vibration level to 0 by placing the corresponding marker in the space on the Vibration track. The Vibration track is explained in detail on page 5 of the Nightmare Expansion Rules SPECIAL RULES Special peril cards: Deception, Spark and Disturbance are special peril cards that are not connected with specific stances. These peril cards follow special rules, which are explained in detail on page 5 of the Nightmare Expansion Rules Vibration track: Set the vibration level to 0 by placing the corresponding marker on the space on the Vibration track. The Vibration track is explained in detail on page 5 of the Nightmare Expansion Rules. CREDITS BIOME EXPANSION Game Design: Tommaso Mondadori, Alberto Parisi Expansion Development: Tommaso Mondadori, Stefano Padovani, David Spada Rulebook and Playtest: Tommaso Mondadori, Stefano Padovani Art Direction: Tommaso Mondadori, Laura Valdinoci Narrative Design: Tommaso Mondadori, Laura Valdinoci New Artwork and Graphic Design: Daniel Comerci Graphic Layout: Elisa Amadori Production Management: Alberto Parisi, Tommaso Mondadori, Luca Ricci © 2025 Reggie s.r.l. - All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law.