Ignite Solo Rulebook New Enemy

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RULEBOOK

A Game by Darren Terpstra


INTRODUCTION

T he Great War has been raging on longer than I can remember. Looking out across
the ravaged landscape, I see the scars of war mingled with the scars of the forbidden
magic. Race against race, we have fought … battling for supremacy … for survival. Table of Contents
But that survival instinct must now turn enemy into ally. Introduction ......................................................2
A strong and ancient magical force has been at work since the turning of the Box Contents .....................................................3
Setup ................................................................4
previous moon. Our eldest magicians were the first to feel the primeval magic.
Board Setup and Race Selection...........................4
Something deeply, prehistorically evil.
Game Difficulty ..........................................5
We began seeing strange signs from the north, strange colors in the distance, while Card Setup ........................................................6
the rest of our world was blanketed in the darkness of night. Large flocks of colorful Cards to Include/Exclude ...................................7
birds flew from the north, while carrion eaters flew toward it … as though called by Battle Card Changes ...........................................7
How to Win .......................................................8
something.
How to Play .......................................................9
The final sign was the arrival of the water minions, though calling them that is Standard Rounds ........................................9
to belittle them to our trivial level. They weren’t called by us, nor by one of the Player Phase ...............................................9
other races in this war. They emit the same archaic mystical force as the strange Enemy Phase .....................................................9
occurrence to the north, and unlike our elementary minions, these had solid forms, Enemy Movement and Attacking ................12
Destroying Minions ..................................16
able to hold weapons in their watery hands. There are even reports of these minions
The Boss Battle ........................................16
casting spells on their own, completely independent from their ruler.
Elder Dragon ...........................................16
This level of mastery is completely beyond our ability. Something completely Divine Favor Tokens.................................18
beyond our most basic understanding. Power, Apocalypse, and
Enemy Card Explanations .................................18
The races are gathering a special council under the banner of temporary truce. New Battle Card: Dragon Potion ........................19
We must stand together against this force, or there will be no survival for any of us.

2
BOX CONTENTS

1 D6 die

15 Power cards 7 Apocalypse cards 60 Round cards


1 D20 die
1 Dragon miniature

8 +1 HP tokens

8 +1 Speed / +2 Speed
tokens (double-sided)
1 Dragon Potion 10 Dragon Potion 1 Dragon Potion 5 Divine Favor
randomizer card battle cards divider card tokens

10 Clear token bases 40 Colored token bases

REQUIRED
Solo & Cooperative Play is an expansion that requires Ignite’s base
game and The Freeze expansion. It is not a stand-alone game. To play
this expansion, you must understand the rules of the base game and The
Freeze expansion, as this expansion builds off of their concepts and rules.

In this expansion, you and your friends all work together to survive waves
of enemy minions and defeat the final enemy boss. Or if you’re playing
by yourself, see if you can save Oshos on your own.

3
BOARD SETUP & RACE SELECTION

Top of board.

Enemy minions will


typically spawn from the
top village row.
Solo & Co-op
Player Board

The only pieces you


need to randomize are
the 16 tiles in the center
of the board. If you have
an Ignite expansion,
you may replace any of
these inner 16 tiles with
expansion tiles.

Place the Bazaar token


on the 2x2 section in the
center of the board.
Player units start anywhere
in the bottom village

Bottom of board.

Set up the board as you would for a normal 5-8 player game of Ignite, with 16 terrain tiles in the
middle surrounded by the village tiles, and the bazaar token placed in the center of the board.

Note: For solo and cooperative play, the side of the board with numbers is referred
! to as the “top” (this is where enemy minions spawn). The opposite side of the board
is referred to as the “bottom” (this is where players’ units start the game).

4
THE BOARD

Whoever went to bed earliest the previous night gets to choose their GAME DIFFICULTY
race first. When a player chooses their race, that player takes the
miniature(s) of that race. These miniatures are that player’s units.
The player(s) also take the number of divine
The number of miniatures each player takes depends on the favor tokens equal to the difficulty they’re
number of players: playing at (for a regular game, the players
have 3 divine favor tokens total, not each).
• 1 player: 3 miniatures
• 2 players: 2 miniatures per player Easy Mode:
• 3-8 players: 1 miniature per player • The player(s) start the game with 5 divine favor tokens.
Race selection continues counter-clockwise around the table until • Each player gets 8 free turns to begin the game.
everyone has chosen a race. Then, starting with the last player to • Enemies don’t upgrade to level 2.
choose their race and continuing clockwise, each player places
their unit(s) on the board. Units can be placed anywhere in the Sensible Mode:
bottom village. • The player(s) start the game with 4 divine favor tokens.
• Each player gets 5 free turns to begin the game.
Note: Players do not place miniatures in colored
! bases, as you are all one team working together. Regular Mode:
• The player(s) start the game with 3 divine favor tokens.
• Each player gets 3 free turns to begin the game.

Hard Mode:
• The player(s) start the game with 2 divine favor tokens.
4 3
Expert Mode:
• The player(s) start the game with 1 divine favor token.
• Level 2 minions get +1 movement (in addition to what
5 their “upgraded” card says).
2
Insanity Mode:
• The player(s) start the game with 0 divine favor tokens.
• Level 2 minions get +2 movement (in addition to what
their “upgraded” card says).
6 1

Race Selection

Starting Area Selection and Play Order

5
CARD SETUP

Each player starts with the normal starting hand (5 March cards, Select the set of Round cards that match the number of players (the
4 Dagger cards, 3 Old Wooden Shield cards) and draws 6 cards player count symbol is shown on the bottom-right corner of the
when play begins (unless their race ability says otherwise). card backs). Place these face-down in a stack, with “1” on the top.
Make sure these cards are in order, ascending from 1 to 20.
Shuffle and place the Power cards face-down in a stack. Do the
same for the Apocalypse cards.

Card Number

Player Count
Place the 8 Enemy cards with their Level 1 side face-up. Players
should be able to see all 8 Enemy cards at once.
Choose 16 battle decks to form the market. Most battle decks
can be selected for the market, but there are certain cards that
Movement Health shouldn’t be used when playing solo or cooperatively.

Remember to follow the normal guidelines for market selection,


ensuring you have:

• Cards costing a variety of amounts.


• Enough cards that allow movement. Aim for at least 2
+1 movement cards, otherwise it becomes difficult to move
around the board.
• Prerequisite cards. (For example, if you have arrows in play,
+2 Level but no bows, the arrows are useless.)

6
CARD SETUP

Arrow Triple Sheath Flail Adrenaline Fire Arrow Conditioning

Weapon Dealer Metal Shield Ice Wall Ring Blade Long Bow Large Quiver
Battle Cards to Exclude
from the Market:
Change of Heart Pickpocket
Curse Plagued Rats
Diplomacy Raiders of the North
Lightning Bolt Ring of Fire Unicorn Quick Hands
Disarm Rooted
Earthquake Sabotage
Suggested First Game Market Gladiator Net Stealth Tactics
Hexing Trading Up
Hydro Trapsmith
There are changes to some battle cards when playing the cooperative or solo mode. Necromancer Vine Pull
Daggers – A dagger attack will only do ½ damage to any enemy. Any ½ damage is Kneecapped Warhammer
lost at the beginning of the enemy’s turn. Kraken Water Minion
Healing cards (example: Medicine, Healing Spell) – Players may heal each other Monopoly
with healing cards at a range of 1.
Battle Cards to Include to
Global effects – When cards affect all players other than the current player, these
Make the Game Easier:
cards will affect the other allied players as well as the enemies.
Adrenaline Magic Potion Bomb
Example: Massive Blizzard will affect all allied players as well as the enemies.
Arrow Storm Morale Boost
War machines (example: Ballista, Catapult) – Players may “share” their war Crystal Shard Possess
machines (after they are built), but for a player to use or move a war machine, that
Divine Shield Quick Hands
player must be adjacent to it. War machines belonging to players get placed in
clear bases rather than a colored base. Enemies cannot take control of players’ Ice Wall Quick Shot
war machines. Lightning Bolt Ring of Fire

7
HOW TO WIN

The win condition for solo and cooperative play is to survive the first
19 rounds of play and defeat the boss revealed in the 20th round.

The loss condition, however, changes depending on how many


players are playing.

# of Players Loss Condition


1 if all 3 player units are defeated

2 if 4 player units are defeated

3 if 3 player units are defeated

4 if 2 player units are defeated

5 if 3 player units are defeated

6 if 2 player units are defeated

7 if 3 player units are defeated

8 if 2 player units are defeated

Note: If all of a player’s units are defeated but the loss


condition has not yet occurred, that player respawns
1 of their units at the bottom-left corner of the board at
! the beginning of the next Player Phase. If that space is
occupied, it will spawn in the next available space to
the right. The unit respawns with full health.

8
HOW TO PLAY

Before beginning round 1, in player turn order, take the number 2. Resolve Round card.
of “free” player turns specified by the difficulty mode chosen (for a. Draw the Round card. This will show which enemies might
a regular game, each player gets 3 free turns). This means players spawn this turn. Each group of enemies is associated with a
get to play cards for their action or honor for the specified number specific color which represents what type of enemy it is. The
of turns, before beginning round 1. details of the enemy types are shown on the 8 Enemy cards.
Standard Rounds
The first 19 rounds follow these steps: Note: The silhouette’s color shows what type of
minion is spawned if that number is rolled. The
Player Phase
Players take their turns.
! silhouette’s shape shows the type of attack the
minion uses. This tells players what cards they can
use to block that minion’s attack.
Enemy Phase
1. Draw 1 Power card.
2. Resolve Round card.
a. Draw Round card.
b. Roll for enemy selection.
c. Draw any additional Power or Apocalypse card(s).
d. Roll and place enemies.
Melee Attack Melee Attack Arrow Attack
3. Enemies move and attack.

Player Phase
Players take their turns.
Players will, in turn order, take actions using the 6 cards they drew
at the end of their last turn. These turns follow the same rules as Spell Attack Special
a normal game of Ignite. Whoever placed their miniatures on the
board first will take the first turn every round of the game. Play
then proceeds clockwise until all players have taken a turn.

Enemy Phase
1. Draw 1 Power card.
Discard all Power and Apocalypse cards from the
previous Enemy Phase, and draw 1 new Power
card. These have various negative effects that stay
in effect until the next Enemy Phase. If the Power
card you drew has a shuffle icon on it, shuffle
the discarded, current, and unused Power cards
together at the beginning of the next Enemy Phase.

9
HOW TO PLAY

b. Roll the D6 die. The result will show you which group of c. Draw Power or Apocalypse cards for each card symbol on the
enemies will spawn this turn. selected group of your Round card (if any).

Draw this card no


matter what is rolled
Spawn Type

Draw
Apocalypse

Note: Designate the type of enemy by placing a Note: If there is a card symbol at the top of the
! water minion standee in the corresponding colored
token base. ! Round card, you will draw that card no matter
what number is rolled. This means that sometimes
you will draw multiple cards during this step.

*Tool Tip: Because this minion Note: These cards do not replace the original
is in the red base, it’s the fire Power card drawn previously this round. All
arrow enemy type, detailed on drawn cards are active until the next Enemy
the red Enemy card. ! Phase. If there’s a shuffle icon on any card drawn,
you don’t shuffle until the beginning of the next
Enemy Phase.

! Note: If multiple minion types are shown on a


Round card, they spawn in order from left to right.
Note: If you can’t fulfill the selected group due to
insufficient bases of that color, place as many units
! as you can and then replace the remaining with
the unit type listed on the next level down the card
(moving back to the top if on the bottom level).

10
HOW TO PLAY

d. Roll the D20 to see where enemies begin to spawn. If 1-18


is rolled, place the first new enemy on the top row space with
that number. The remaining enemies are always placed to the
right of the first one placed. If an even number was rolled, Illustrations needed (staggered and next to)
then all additional enemies are placed adjacent to each other
(in a line) after the first one. If an odd number was rolled, then
all additional enemies are placed staggered, each skipping 1
space between it and the last enemy placed. These additional
placements always go to the right.

If 19 or 20 is rolled, the enemies spawn in the bazaar. If 19 is


rolled, they are placed on the top-left corner of the bazaar. Each
additional enemy is staggered in placement to the right, each
skipping 1 space between it and the last enemy placed. If 20 is
rolled, the first enemy is placed on the top-right corner of the In this example the d6 is rolled
bazaar and each additional enemy is placed to the right, adjacent for 2 and the d20 is rolled for 4.
to the last. Spawning 2 fire arrow minions on
the 4th spot and next to each other
since the number was even.
! Note: If a 19 or 20 is rolled, the spawned enemies
may not move or attack this turn.

If an enemy would spawn in an occupied space (containing


another enemy, a unit, lava, scorched earth, or an immovable
object), the enemy instead spawns in the next available space to
the right. If you reach the right side of the board, the next enemy
is placed on the same row, starting at the left side. If a row is ever
completely full, go down to the next row.

Example of spawn for a roll of 19.


! Note: Enemies can spawn on a space containing a
small item.

Example of spawn for a roll of 20.

11
HOW TO PLAY

3. All enemies move and attack. All enemies follow these rules for movement and attack:

Enemy Movement and Attacking Rule 1: Fast enemies (those with additional movement) move/
attack first, then enemies with normal movement move, then
The Enemy cards specify the types of enemy minions the players enemies with war machines move.
will be fighting. This includes their movement and attacking
ability, including damage, range, and type (spell, projectile, or
melee). Note: Within each enemy speed type (fast, normal,
war-machine-carrying), enemies farther “down”
! on the board move first (those closest to the bottom
of the board). If there are multiple on the same
row, the one farthest to the right moves first.

Fast Normal War machine

Rule 2: Each enemy will always move, then attack. An enemy


minion will never attack and then move.

! Note: If no movement is required to attack,


enemies will not move.

Rule 3: An enemy with the ability to damage or affect a unit at


the end of its movement will always attack (even if this means it
will damage itself or other enemies).

Example: A lightning minion will attack a unit


! in the forest at range 1, even though this means
destroying itself as well.

12
HOW TO PLAY

Rule 4: Enemies always move toward the nearest unit it can


damage/affect. Correct
Path

Example: A regular arrow minion (black, level 1)


will not move toward a unit in a forest, even if it’s Wrong Path
the closest, because it would not be able to attack

! that unit even if reached. Instead it will move


toward the next closest “targetable” unit. However,
a fire arrow minion (red) will move toward a unit
in a forest (if it’s the closest) because it can attack
Rule 5 Example
units in the forest.
Rule 6: If the fastest path to the target is obstructed (lava,
snow, unit, minion, or immovable object), enemies will take the
Note: If there are no units for an enemy to shortest path around the obstacle to reach the target. This takes
damage/affect (example: all units are hiding in a couple of steps:
! the forest), a regular arrow minion (black, level
1) will still move toward the nearest unit, even 1) Figure out which way around the obstacle is fastest. If it’s
though it can’t attack it. a tie, always go clockwise.

Note: If two units are equal distance away, the 2) Find the “pivot space” (the space adjacent to the obstacle
! player(s) get to decide which unit the enemy
moves toward.
where the enemy will change directions in order to pass the
obstacle) and follow the diagonal line leading to that space.

Note: Two enemies can target (move toward and


! attack) the same unit.
Pivot
Space

Rule 5: Enemies will take the shortest path to get to their target.
Enemies will move in a straight line toward the target until they
reach the diagonal line leading to the target. They will then
Not the shortest path
follow that diagonal line.

Note: If the enemy cannot stay on the diagonal Rule 6 Example


line, it’d rather go to the farthest vertical space
! (toward the top or bottom of the board) as
opposed to the farthest horizontal space (toward
Note: If the shortest path to the target becomes
obstructed by a barrier (another enemy in the
the left or right side of the board).
! way or a barrier created by the player), the unit
will alter its course to match the new shortest
path. It may also change targets if a different
unit is now closer.

13
HOW TO PLAY

Rule 7: Enemies will stop at the maximum distance away from a Rule 8: If an enemy has the opportunity to attack 2 different
unit at which they can still do damage. units, it will choose the attack that causes the most damage. If
the damage dealt would be equal, the player(s) may decide which
Example: A regular arrow minion will stop its unit is attacked.
movement as soon as it’s within range of the target

!
unit. If the target unit is within a forest, a fire
arrow minion will follow the line to the unit, but it ! Note: This only happens when both units are
within attack range at the same time.
will stop as soon as it’s within range of setting the
forest on fire.
Example: A lightning minion (blue, level 1) would
attack a group of two adjacent units instead of
Attack
! another single unit within range (because the first
Range 2 attack would damage both adjacent units).

More Damage Less Damage

Rule 7 Example

Note: Enemies will never back away from a unit


! that is in range in order to maximize distance Rule 8 Example

Note: If there are only “non-targetable” units Example: A fire arrow minion (red) would
available for attack, the enemy will move to the attack a forest within attack range with 2 units
maximum range away from the closest unit and ! inside instead of a single unit within attack range
stop there. It will wait there (as long as the unit (because the forest attack would damage 2 units).
stays in range) until a unit becomes “targetable”
! and will then begin moving toward and attacking
that unit.

14
HOW TO PLAY

Rule 9: Enemies avoid snow spaces whenever possible, taking a Rule 10: Enemies will not move onto terrain spaces that would
longer path requiring more movement to reach a unit. Enemies destroy them. However, they will move onto exploding objects
will only enter a snow space if it is necessary to reach the and other delayed effects, not comprehending the danger.
target unit; in that case it will take the path requiring the least
movement to get the unit in range, even though it includes snow. Example: An enemy will not move onto lava
It takes an enemy 2 movement to move into each snow space. or scorched earth as it knows the terrain is
dangerous. However, an enemy will move onto
! a space containing (or adjacent to) a magic
potion bomb even though the bomb explosion will
destroy it.
Move around snow
Note: Acid pools have no effect on enemies.
! Enemies freely move onto and through acid pool
spaces.

Rule 9 Example Rule 11: At the beginning of round 11, all existing enemies are
upgraded to level 2. Any enemies spawned in round 11 and the
following rounds are level 2. This upgrade often changes their
Must enter snow to attack attack range and type.

Note: At the beginning of round 11, flip all Enemy


! cards, so their level 2 side is showing.

Note: For Expert and Insanity Modes, place the


! +1 or +2 speed tokens on the enemy cards to
remind you of their increased speed.
Rule 9 Example
Note: For Easy mode, all enemies remain on level
! 1 and will never upgrade to level 2

15
HOW TO PLAY

Destroying Minions The Boss Battle


Enemy minions are defeated after taking 1 damage (when On Round 20 the boss appears on the battlefield. This round is
playing with 1-4 players) or 2 damage (when playing with 5-8 a cycle that continues, over and over again, until either the loss
players). If playing with 5-8 players, place a +1 HP token on condition is met (enough player units die) or the win condition
each Enemy card, reminding players that they are more difficult is met (the boss is defeated).
to kill.
The Player Phase continues as normal, with players taking
their turns.
Health
Begin the Enemy Phase by drawing 1 Power card, then flip
over the Round 20 card, revealing which boss appears. Spawn
+1 the boss and any other enemy minions. Then the boss and all
minions move and attack.

Note: Continue repeating the Player Phase,


drawing a Power card, and resolving the Round 20
! Enemy Phase until the loss or win condition is met.
See details for the specific boss to understand what
happens during each subsequent Enemy Phase.

Elder Dragon
Roll the D20 die as normal to see where to begin putting enemy
minions. Place 2 units of each color in the following order. If you
Note: Enemies (minions or the boss) do not don’t have enough units of a specific color, place extras of the
! take an additional damage when in the village.
However, players’ units still do.
next color to make up the difference.

1. Black 5. Red
2. White 6. Purple
3. Yellow 7. Blue
4. Orange 8. Green

Place the elder dragon miniature on the board 1 space “down”


from where you started placing the enemy minions.

Note: For each subsequent Enemy Phase, 2


! minions of each color are placed following the
normal placement rules.

16
HOW TO PLAY

The elder dragon moves first, before any enemy minions move. The elder dragon follows all of the regular enemy movement and
He takes 3 actions each turn; each action is either an attack or attack rules except for the following:
a movement. Each turn he must sacrifice the 3 enemy minions
closest to the bottom of the board in order to take his actions. 1) Once the boss has spawned, it always moves first, before any
enemy minions.

Note: If there are multiple minions on the same 2) He will move after attacking if he has killed the target unit
! row, he’ll sacrifice the one farthest to the right and still has actions available.

Note: The elder dragon will never sacrifice a war- 3) The fastest path to a unit is almost never obstructed as he is a
! machine-carrying minion. flying enemy type.

a. This means he can fly over units, minions, immovable


Elder Dragon Actions: objects, snow, passable terrain, and lava.
1) Attack
b. The only space that needs to be unoccupied is the space
Range: 1-3. Damage: 1. The elder dragon will attack if a player where he lands (ends his movement on). He can use
unit is in range. His attacks are “Fire” type so he will attack a multiple movement actions in a row without having to
forest space if the forest contains a unit. land in between each. If his would-be landing space is
ever occupied (containing a unit, minion, or immovable
2) Move object) or contains lava or passable terrain, he instead
lands on the available space that is nearest the target and
Movement: 1-3. If there are no player units in range, the elder
within his allotted movement.
dragon will move toward the nearest unit. Each movement
takes 1 action and can move him a maximum of 3 spaces. He 4) He does not avoid snow spaces as they have no effect
always moves the maximum amount of spaces until he gets to his on him.
maximum attackable distance (Range: 3).
5) He never upgrades.
It takes 3 damage to kill the elder dragon. Once he is killed the
players immediately win. He has no defensive abilities. He is
immune to pure fire spells as well as forest fire damage.

Once the elder dragon has taken his 3 actions, the enemy
minions move and attack, following the normal rules. This ends
the first cycle of Round 20, and players begin another cycle of
the Player Phase and Enemy Phase (spawning new minions but
no new boss). Play continues until the loss or win condition is
met.

17
HOW TO PLAY

Divine Favor Tokens


During rounds 1-20, a player can use a divine favor token to
either:

Ambush Right
Ambush Left
•Discard a drawn Power or Apocalypse card and draw another
(if either the discarded card or the new card has a shuffle icon,
then shuffle the discarded, current, and unused Power cards
together before the next Enemy Phase).

• Reroll a die until a different result is rolled.

You must do this immediately after the card draw or die roll. You
can do this multiple times, using a divine favor token each time.
Ambush Right: Enemies come from the right side of the board
Power, Apocalypse, and Enemy • When you roll for where to place units, #1 is the top right
Card Explanations corner of the board. Then you count down the right side of
the board until you reach the number rolled (which is where
Power Cards the first enemy is placed). Additional units are placed farther
Hardened: Enemies disregard all negative terrain effects (lava down the board either adjacently (if an even number was
and passable terrain). rolled) or staggered, skipping 1 space between each enemy (if
an odd number was rolled).
• If an enemy ends its turn on lava or scorched earth, it keeps
the hardened ability until it leaves the lava pool (set of
orthogonally connected lava spaces) or scorched earth area. ! Note: Power Cards which increase speed or range
do not affect war machine units.
• This effect only lasts for 1 turn.
• If 19 or 20 is rolled, you place the units in the bazaar as
Ambush Left: Enemies come from the left side. normal, with the additional units placed to the right.
• When you roll for where to place units, #1 is the top left Apocalypse Cards
corner of the board. Then you count down the left side of
the board until you reach the number rolled (which is where Catapult: Place a catapult in front of (on the row below) the last
the first enemy is placed). Additional units are placed farther unit placed. Enemy catapults take the same colored token base
down the board either adjacently (if an even number was as the enemy unit it belongs with.
rolled) or staggered, skipping 1 space between each enemy (if • The catapult’s range is 2-7 and it deals 3 damage. The enemy
an odd number was rolled). catapult follows normal war machine rules (with the exception
• If 19 or 20 is rolled, you place the units in the bazaar as that it’s immediately built). The catapult and the enemy
normal, with the additional units placed to the right. controlling it follow the normal war machine options for
movement (Follow, Push, Roll, Switch).

18
HOW TO PLAY

Magical Fire: Magical fire minions (orange, level 2) move


Note: When placing a catapult, “in front” typically toward the closest corner of the bazaar instead of moving toward
refers to the adjacent space below the unit. If the nearest player unit. If a magical fire minion is able to get
Ambush Left is in effect, then it refers to the
! adjacent space to the right of the unit. If Ambush
adjacent to the bazaar, it will burn down the entire bazaar,
inflicting 1 damage on any units inside.
Right is in effect, then it refers to the adjacent space
to the left of the unit. Once the bazaar is destroyed, magical fire minions will follow
normal movement rules (moving toward the nearest unit). Their
• The enemy controlling the catapult can move only 2 spaces attack changes to a ring of fire, damaging any units in a 5x5 grid
each turn and loses any previous weapon/ability associated (with the magical fire minion in the center). This is a fire attack
with its enemy type. If the catapult is destroyed rather than the and will cause forest fires.
enemy, the enemy regains its former weapon/ability.
Note: All fire attacks made by the magical fire
• The catapult will target the closet unit.
minion (both burning down the bazaar, the 5x5
• On the turn a catapult is placed, the catapult will move but not ! grid, and any subsequent forest fires) will only
damage player units. Enemy minions are not
attack. Every subsequent Enemy Phase it will attack only once.
affected.
• Extra movement and range provided by Power cards or
Expert/Insanity Mode do not affect war-machine-carrying Note: If this spell is ever countered by a unit’s
enemies. mirror spell, all minions and other player units are
• The catapult disappears if you destroy the unit pushing it. ! damaged by the mirrored spell, which emanates
from the center of the unit using the Mirror Spell
Enemy Cards card.
Bazaar Guardian: Bazaar guardian minions (orange, level 1)
are always placed either in the top-left or top-right corner of the New Battle Card
bazaar. If the number rolled was odd, they’ll be placed beginning The Solo & Cooperative Play expansion includes a bonus battle
at the top-left corner; if even, the top-right. card that you can use in your normal games of Ignite. It also
allows you to implement your new dragon miniature in normal
On the turn these minions are placed, they cannot move or games of Ignite.
attack. Also, on the turn they are placed, units may not use the
bazaar for either buying or selling. Dragon Potion — Choose 1 of your units to become a dragon
for your turn. Discard a card to either move (Movement: 2) or
Hexing: A hexing minion doesn’t deal damage with its attack. attack (Range: 1-2, Damage: 1, fire type). You may discard
Instead the target unit’s player gains a Hex card. The hexing multiple cards for multiple effects. Dragon attacks are fire
carries through all orthogonally adjacent player units connected attacks, and they can be blocked by a shield (or evaded).
to the target unit. A player can gain multiple Hex cards if that Dragons cannot move or operate war machines.
player has multiple units orthogonally connected to the target
unit (1 Hex card per unit).
! Note: Don’t play with the Dragon Potion battle
deck in solo or cooperative play.

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