DRAGON NOIR (BLACK DRAGON): VOLUME 2 - THE CHALLENGE (L'EPREUVE)

Version 2.1: 01/01
SCENARIOS PUBLISHED WITH THE GAME "THE CHALLENGE"

Contents
1.	Introduction
2.	Scenario 1: First contact
3.	Scenario 2: The Krobs Attack
4.	Scenario 3: The Mauve Orb
5.	Scenario 4: Alkiram's Lair
6.	Scenario 5: The Cursed Maze
7.	Scenario 6: The Challenge (campaign game)
8.	Scenario 7: Solitaire Game
9.	Solitaire Scenario Game Aid Chart

1.	INTRODUCTION

The seven scenarios proposed here follow a chronological order. The first five cover the separate stages of the long descent into the kingdom of Alkiram, queen of the Krobs. The two final scenarios are campaign scenarios, one for two or more players, the other solitaire. To help you choose between them, we have indicated at the beginning of each scenario its degree of difficulty and the average length of a game.

If there are several players on each side, they divide up the forces in a sensible way: on the side of the Adventurers, for example, one would take the exiled Rebels, another the Orks and a third the Elves, Goblins and Trolls. On the side of the Krobs one would take the Queen, the Guard and the Slayers, another the Hunters and a third the Warriors.

[Translator's note: There is no mention of the Dwarves throughout these scenarios, other than Khuzun who is held prisoner and even he seems to exist solely as an object to be found. There seems no reason why the Dwarves (whose counters are included), including Khuzun once he has been rescued, should not be available as Adventurers alongside the Elves, Goblins and Trolls.]

Entry of characters onto the map:  Characters who enter the map during a scenario start by spending movement points on the first hex encountered. They move normally, but are bound by the limitations caused by the nature of the terrain being crossed. The half-hexes on the edge of the game board can be used: they count as if they were complete hexes.

Exit of characters from the map:  Any character that voluntarily exits the map cannot return until after the end of the scenario. A character who must retreat following missile-fire or combat, and who would be forced to exit the map during the retreat, will instead stay in the original hex and receive one wound.

Krob reinforcements:  In scenarios 2 to 7 the Krobs receive reinforcements every three game turns. These reinforcements are from the regular spawning of the Queen who is able in this way to regulate the number and type of Krobs. The formula applied when choosing reinforcements is set out in the following table:

 Queen's Guard: 7 points	 Warrior:    2 points	
 Slayer:        4 points	 Hunter:     1 point	

In scenarios 2 to 5 the Krobs player receives 10 points of reinforcements every third turn, which can be allocated in any way the player chooses. The reinforcement units enter the game in the manner specified in each scenario (It should be noted that the Adventurers cannot block the arrival of Krob reinforcements by occupying the half-hexes of entry in the tunnels on the edge of the map.). Points not spent are lost. The Krob units that arrive as reinforcements are already adults (i.e. the "baby" side of the counter is not used).
In the campaign scenarios 6 and 7 the Krobs player receives between 10 and 25 points every third turn. The Krob reinforcement units are placed next to the Queen: they appear as babies. The "baby Krob" side is used here. It is not until three turns later that the baby Krobs become adults: the counters are then turned over at the beginning of the new spawning phase.

Practical advice: To count the turns use the Game Turn marker and the ten lower sections of the transparent inner box cover. Each new turn advance the marker one section.

Handicapping games:  If the players have unequal strength, you can add or subtract 5 points plus or minus to the starting forces of the Krobs for each new game (the spawning will stay the same). In that way you will be able to achieve a progressive re-balancing of the game, making the end of each game more and more difficult, or adjusting between players of different levels of experience.

The following supplementary scenario has also been published for Volume 2:
•	Casus Belli #75: Retour à la lumière du soleil (Return to the Light of the Sun)

2.	Scenario 1: FIRST CONTACT (Premier Contact)

Difficulty level: Easy.			Average time: 1 hour

Map layout:	The Wights' Bridge map.  

Adventurers enter from tunnels on side Y of the bridge, Krobs on side X.

Setting the scene:  After a tiring march of over twelve hours since leaving the surface, a group of adventurers sent to scout ahead approached a partially demolished bridge. From the middle of the bridge six pairs of faceted eyes watched them. Alkiram had decided to move into action!

"What do these newcomers want in the depths of the earth?" she asked herself. There was no alternative but to send a few Slayers to find out ...  On the other side, the Adventurers have no choice. Cost what it may, they must succeed in taking control of the bridge, which is the only way forward for the many troops following and in particular for all the warriors in armour.

The sides:  
The Adventurers - Konrad, Godiva, Lucifer, 2 Elite Orks (14-9), 2 Wardogs, 7 Goblins and 2 Elves (14-8); 
The Krobs - 3 Slayers (any), 3 Warriors and 16 Hunters.

Starting positions and Sequence of action:  The 3 Slayers and the 3 Warriors are placed on the 6 first entirely grey hexes of the bridge on the Krobs' side (side X). The Adventurers start the game by entering all the characters from one of the 5 tunnels shown on the diagram (side Y but not through N14).

During her first turn the Krobs player enters the Hunters from the tunnels on side X which may include hexes D17-E16 and K17-L16. Slayers and Warriors can move normally.

Special rules:  All the rules concerning Gharvs apply normally during this scenario [see Section 4.5 of this translation].

Victory conditions:  
To win, one or the other side must take control of the bridge for two whole game turns. In other words, if there are no enemy characters on one of the grey bridge hexes for two consecutive turns.

3.	Scenario 2: THE KROBS ATTACK (Les Krobs Attaquent)

Difficulty level: Quite easy.			Average time: 2 hours

Map layout:	Y The Wights' Bridge X|X The Maze Y|Y The Jails X.

Adventurers enter from tunnels on side Y of the bridge, Krobs from any other top and bottom map edges.

Setting the scene:  Alkiram has realised the danger that threatens her realm. These invaders are not like any that she has encountered before. They fight well, very well even. And they have the air of ... Determination! Yes that's it. They are looking for something or someone. But what? ... 

"Enough daydreaming!" exclaimed the Queen of the Krobs. "Valim, call Migam and Tiom. I want them to get rid of those two-legged cockroaches bringing their law into our home!"  

Meanwhile, as the Krobs' retaliation is being organised, the group of Adventurers explores still deeper into the underground tunnels. But where is Khuzun?

The sides:  
The Adventurers - Any 15 characters including one spellcaster with 50 EPs [but see advice section below proposing 120 EPs];  
The Krobs - 30 points at the start and 6 spiderwebs. Later: 10 spawning points every 3 turns.

Starting positions and Sequence of action:  The Krobs player starts by spending the 30 points at her disposal by choosing her units (see points formula). Using the placement map on the back of the Game Aid Card, the Krobs player divides her forces between the ten entry points along the map edges in any way that she likes. Once the counters are allocated to a particular entrance they cannot be changed to another entrance. The player then places the 6 spiderwebs on the Maze and Jails maps. She also places the 8 "Khuzun?" markers on the 8 jails without revealing the place where Khuzun can be found.

The Adventurer player then places 5 characters of his choice on the grey bridge hexes. Then he starts the game by entering all the other characters from one of the 5 tunnels shown on the diagram (from side Y but not from N14). The characters on the bridge can also move. When her turn starts the Krobs player can enter all or part of the counters allocated to each entrance. She continues in the same way in each subsequent game turn.

Every 3 game turns the Krobs player can either enter reinforcements onto the game board through one of the 10 tunnels, or place the reinforcements secretly onto the placement map, in the same manner as at the start of the game. The Krobs counters that arrive as reinforcements are already adults (the "baby" side is not used).

Special rule: Khuzun, the dwarf prisoner:  Each time that an adventurer reaches the hex in front of the entrance to a jail, he may turn over the "Khuzun?" marker to see if the prisoner is in there. If he is, the player must break down the door of the cell to let Khuzun out.

Roll the die: 1, 2 or 3		The door is forced open.

Modifier: -1 on the die per 5 attack strength points of the character who tries to force the door (e.g. Konrad [strength 20] = -4 on the die [and Godiva with strength 14 would be -2]). 

If you have weak shoulders you can always get a spellcaster to demolish the wall. A character cannot break down the door of the cell if he is adjacent to a living Krob. The dogs can locate Khuzun's cell (they know his smell) but cannot break down the door.

Victory conditions:  
To win, the Adventurers must succeed in freeing the dwarf Khuzun. If the Krobs manage to stop them, then they win the game.

Game Aid for Dragon Noir 2: Advice on Scenario 2 “The Krobs Attack”

Issue 6 of Claymore magazine has a short article by Carl Pincemin which offers specific advice on this scenario and additionally offers some advice which is of value not only to this scenario but also of more general use:

After several attempts, most players agree that it is impossible for the Adventurer player to win this scenario.

To regain the value of this scenario we propose a simple modification to the rules on starting the game. The spellcaster should have 120 Energy Points for magic instead of the 50 stated in the scenario set-up.

Some reminders and general advice

•	The Adventurer player must remember that spells can only be cast on the same map as the spellcaster.

•	The Adventurer: Use your magical energy points carefully. Creating new tunnels, making spirits appear, fireballs, as well as a few demolished walls, can give you victory if played at the right moment.

•	The Friend of the Krobs: If you use the Guards, watch out for the arrival of the spellcaster onto the same map. Ensure protection of the Guards against the appearance of spirits behind them by placing Hunters to guard their backs. In this way you will be able to keep them alive for a longer time. Above all do not forget placement of the spiderwebs.

4.	Scenario 3: THE MAUVE ORB (L'Orbe Mauve)

Difficulty level: Moderate.	Average time: 2 hours 30 / 3 hours.

Map layout:  		X The Maze   Y|Y The Jails     X 
			X The Island   Y|Y The Swamp X.

Adventurers enter from the top of the Maze and Jails maps and leave by the bottom of the other two maps; the Krobs enter from side X of any map edge.

Setting the scene:  Deep in thought, Alkiram did not continue to ask herself any further questions. This whole expedition to save a ghastly dwarf, and an inedible one to boot? Without a doubt these two-legged sneakers are very strange...

Meanwhile, the Adventurers have not reached the end of their labours. Khuzun had been found half-unconscious at the back of his cell. Godiva made him drink slowly with small sips.  "I had the Orb in the middle of the ruins" he managed to say with a groan. "There was water ... lots of water. Then I was wounded... made prisoner... then locked up here..." Exhausted by his efforts, Khuzun fainted again.
"They haven't had him imprisoned for long" declared Konrad, "otherwise he would have been dead before being brought here". "Very true", said Black Fox, "The place he described must therefore be somewhere nearby. Let us spread out in several groups and start searching".

A little later, a few caves away, Migam burst into the Queen's lair. Alkiram flashed a thunderous look, but controlled her anger when she saw the blood on the legs of her guard. "They were looking for a magic object. One of our hunters, left for dead, heard them talking among themselves" declared Migam.

"Where are they?" demanded Alkiram, brusquely. "They are retracing their steps. They do not appear to have found anything yet" replied the guard. "Follow them closely and bring me whatever it is that they are looking for" ordered the Queen. "And don’t let them escape this time!" she added in a shout.

Turning round, Migam left quickly. After slowly calming down the traces of excitement in her mind, Alkiram settled down to think.

The sides:  
The Adventurers - Any 20 characters including 1 spellcaster with 100 EPs;  
The Krobs - 40 points at the start + 10 points every 3 turns.

Starting positions and Sequence of action:  Place a boat on the Dark Island map, following the instructions on the back of the Game Aid Chart. Then mix up two "Orbe?" markers, including the one with the Orb shown in colour on the back, without looking at them. Place them, still without looking at their backs, in the following manner: one on one of the ruined building hexes on the Dark Island map, and the other on one of the ruined tower hexes on the Haunted Swamp map.

The Krobs player chooses the composition of her forces using the usual formula. The Adventurer player starts the game by entering his characters onto the Jails and Maze maps through the tunnels indicated. The Krobs player then enters all of her units via side X of the Maze, Jails, Island and Swamp maps. In the same manner as in Scenario 2, she receives 10 points of reinforcements every 3 turns. The reinforcement counters enter immediately through the same tunnels used in turn 1.

Special rules:  In order to turn over an "Orbe?" marker, an Adventurer must be in the same hex as the marker and not be adjacent to a Krob in a position to attack. If he finds the Orb successfully, the Adventurer player places the Orb marker under the counter of the Adventurer who discovered it, and subsequently moves them together. An Adventurer can give the Orb to another Adventurer. To do this they must be in adjacent hexes that connect to one another. Neither of the Adventurers may be adjacent to a Krob in a position to attack.

Once the Orb has been discovered, a Krob can grab it if it succeeds in stunning or killing the Adventurer who is carrying it, and it is not adjacent to an Adventurer in a position to attack at the moment that it makes the grab. In the latter situation the transfer is impossible. The Adventurer player can try to recover the Orb using the same rules. The Orb marker is always placed under the character that is carrying it.

Victory conditions:  
If the Adventurer player succeeds in having at least one of his characters, carrying the Mauve Orb, leave by one of the four indicated exit tunnels, he wins the game. 

To win, the Krobs player has two possibilities: eliminate all the Adventurers on the map without one succeeding in leaving with the Orb, or seize the Orb from the Adventurers and leave the map with it by one of the tunnels through which they had entered.

5.	Scenario 4: ALKIRAM'S LAIR (L'Antre d'Alkiram)

Difficulty level: Moderate / difficult.	
Average time: 3 - 4 hours.

Map layout:  		X The Maze  Y|Y The Jails       X|X The Bridge Y  
			X The Island  Y|Y The Swamp X|X The Pit        Y.

The Adventurers exit from side Y of the Bridge and Pit maps. The diagram shows the connections through the deep dungeons.

Setting the scene:  After the bloody battle in the swamps and the heavy tribute paid to the Gharvs, the two sides dressed their wounds. On the side of the Krobs tension is high. Their losses had been severe, and all had appreciated the depth of determination of their opponents.  This time Alkiram knew that she would have to risk her own skin if she wanted to save her kingdom. Despite their fear and their exhaustion, the troop of Adventurers is driven from now on by the passion to destroy their enemies; they had the Mauve Orb, the magical stone that would permit them to speak with dragons! Only one obstacle remained on their route: Alkiram, Queen of the Krobs. But, on an island where they had set up camp, the Adventurers discovered by chance a secret passage when lifting a very old trapdoor. Where could it lead?

The sides: 
The Adventurers - Any 25 characters including the 2 spellcasters with 75 EPs each; 
The Krobs - At the start Alkiram + 50 points and 8 spiderwebs. Later: 10 points every 3 turns.

Starting positions and Sequence of action:  Three Deep Dungeon markers are placed in the following manner:
- The first is placed in the hex in the centre of the ruined tower in the middle of the Swamp (hex F8).
- The second is placed on hex D6 on the Maze map.
- The third is placed in one of the cells on the Jails map. To determine which one, roll the die: the number obtained is that of the cell (re-roll the die if 9 or 0 are rolled).

The Adventurer player places two large bridges where he wishes to link the island to a beach hex or wooden jetty. He then places all of his characters on the Island map, at least 3 movement points from the half-hexes on the edge of the map. The Mauve Orb must be placed under one of the characters.

The Krobs player then places all of her characters anywhere she chooses on the Bridge and Pit maps. She also places 2 Gharvs in the pit, at least 2 hexes away from the Deep Dungeon exit hex.

The Adventurer player starts the game. The Krob reinforcements arriving every three turns must be placed adjacent to the Queen or enter from any tunnel, except the tunnels on side Y of the Bridge and Pit maps.

Special rules:  The Gharvs in the pit are prisoners (the stairways are too steep for them to escape). Before each player's turn they will attack any character in the pit. The challenge rules also apply here (see table on Game Aid chart - section 5.1.2 of this translation). The rules concerning the carrying of the Orb (see Scenario 3) and the Deep Dungeons (see section 5.3) are applied in this scenario.

During the first two game turns the rule concerning appearance of Gharvs is not applied on the Island map. The Adventurers have in fact diverted them by throwing some Krob corpses into the water...

Victory conditions:  
To win the Adventurer player must succeed in exiting the majority of his characters through the Y edges of the Pit and Bridge maps, taking the Mauve Orb with them. The Krobs player must stop a majority of the Adventurers from leaving, and try to grab the Orb. The winner is the one who achieves the most points from the following formula:

-	For the Krobs each Adventurer killed counts 3 points.

-	For the Adventurer exiting the Orb gives 20 points, each Guard killed counts 5 points and the death of the Queen counts 12.

N.B. Each Adventurer who leaves by any other map edge than that indicated is counted as killed.

Automatic defeat: If the Adventurer player does not succeed in exiting with the Orb he has lost. If the Queen and all her Guards are killed, the Krobs player loses.

6.	Scenario 5: THE CURSED MAZE (Le Labyrinthe Maudit)

Difficulty level: Quite easy.			Average time: 1 hour 30

Map layout:  		X The Bridge Y|Y The Island X
			X The Pit        Y|Y The Maze  X

Adventurers enter from tunnels on side X of the bridge, and must exit from one of the Maze map edges (side X or bottom of map).

Setting the scene:  Queen Alkiram is dead, murdered from behind in a cowardly fashion, after having fought for many hours. Migam and Tiom confronted one another in a savage duel, and finally Migam triumphed. All the Krobs are excited! A new Queen, a new Queen! But the new Queen is very weak! Quick, bring her something to eat!... 

What are our valiant Adventurers doing during this time? They are wandering about looking for the one tunnel that leads to the main continent of ArKo Iriss. But our heroes must hurry if they do not want to finish up in the desperately empty larder of Migam!

The sides: 
The Adventurers - Any 15 characters including 1 spellcaster with 60 EPs, and of course the Orb; 
The Krobs - The Queen Migam + 30 points + 6 spiderwebs. Later: 7 points every 3 turns.

Starting positions and Sequence of action:  The Krobs player places her characters on the Pit map, at least 3 hexes away from the edge of the map. Place the four exit markers (with a picture of the sun and ?) at random on the half-hexes of the tunnel exits shown (i.e. the four off-map tunnel exits on the Maze map). She may inspect the back of the four markers without letting the Adventurer player see, and then replace them on the map.

The Adventurer player starts the game by entering his characters from the tunnels on side X of the Bridge map. He places the Orb counter under one of them. The Krobs' reinforcements are placed every 3 turns on one or two of the Queen's hexes, and they can move immediately.

Special rules: The rules concerning transport of the Orb (see Scenario 3) and the Deep Dungeons are applied in this scenario.

Each body of a dead Adventurer taken to the Queen to feed her adds 5 extra points to the next spawning phase. To carry a dead Adventurer to the Queen a Krob must be adjacent to the body without an unstunned living Adventurer next to it. The Krobs drag the corpse after them, using half of their usual speed (rounding up). Any combat during the transporting forces the Krob to let go.

When one of the Adventurer player's characters reaches one of the "Sun?" markers on the edge of the map, he can turn it over. If the sun is on the back, that is the way out!

Victory conditions:  
If the Adventurer player succeeds in exiting through the correct tunnel at least 2 characters with the Orb, he wins the game. If this is not achieved, the Krobs player is declared to be the winner.

7.	Scenario 6: THE CHALLENGE (L’Epreuve)

Difficulty level: Difficult		Average time: 6-7 hours

Map layout:

	Y Bridge 1 X|X Maze 1  Y|Y  Jails     X|X Bridge 2 Y|Y Island 2 X
		          |X Island 1 Y|Y Swamp X|X The Pit   Y|Y Maze 2  X 

The Adventurers enter from 3 tunnels on side Y and two on the lower mapedge of the first Bridge map, and exit through one of the tunnels on side X or the lower mapedge of the second Maze map. The Krobs enter through all the other mapedges.

The map has been designed in a way that allows the scenario to be played with the maps provided in the box. The maps required twice are in fact used at the beginning and end of the campaign. It is thus very unlikely that they would have to be used at the same time. If, for ease of use, you want to have all the maps set up, supplementary maps are sold in pairs (at approximately 30FF for two maps). [The Island is paired with The Maze, The Bridge with The Pit.]

Setting the scene: 
This scenario allows the playing of the five preceding scenarios as a campaign. Some parts of the story are slightly modified. Note for example that, unlike in Scenario 3, once freed Khuzun shows the exact hiding-place of the Orb. Players who have previously played the scenarios of The Exile (Dragon Noir Volume 1) as a campaign, and who now wish to continue, can do so under the conditions explained below.

The sides: 
1	Campaign DN2:
The Adventurers – All; 
The Krobs – Alkiram + 60 points at the beginning. Later: 10 spawning points every three turns until Turn 10, then 15 points until Turn 20, 20 points until Turn 30, and 25 points after that.

2	Campaign DN1 + DN2: Shaman or Zacharie must be alive, otherwise the Adventurers have no chance against the fierce Krobs! The winner of Scenario 7 of DN1 takes the Adventurers, the loser takes the Krobs.

The Adventurers – All the Rebels still alive at the end of Scenario 7 of “The Exile”; Black Fox, Shaman, Zed, Sarah and Gotmar if they are still alive; all the remaining Orks, Goblins, Trolls and Elves, whether or not they were alive at the end of DN1. Consider that their losses were replaced by new recruits, which obviously could not happen in the case of the Rebels or other main characters. [Note that the Dwarves have inexplicably been excluded, although counters are provided for them. All save Khuzun should also be available.] 

Shaman and/or Zacharie should each add a further 200 Energy Points (EPs) to those carried forward; this is partly as a consequence of the rest taken before the new expedition, and partly due to the experience gained in the course of the campaign which caused their rise to level 2 of magic (see the rules on magic). Some of these points can be used immediately to revive some dead characters, notably the other spellcaster if only one had survived. A revived spellcaster only receives 100 EPs and stays at level 1. The unused EPs are kept and reserved for the needs of the campaign which is starting and which will be tough! (Note! Characters not revived before the start of the campaign are permanently dead…)

The Krobs – Alkiram + 45 points at the start. Spawning procedure: the same as for the campaign above. 

Starting positions and Sequence of action: 
The two boats are placed one per Island map using the procedure explained on the Game Aid Chart. Then the three “Orbe?” markers are placed without looking at their backs in the centre of the Island 1, Island 2 (*) and Swamp maps on one of the paved hexes in the middle of the ruins. The Krobs player places in the same way the 8 “Khuzun?” markers (see Scenario 2) and the 4 “Sun?” markers (see Scenario 5), and the 2 Gharvs in the pit (see Scenario 4). 

(*): If you do not have a second Island map, place the “Orbe?” marker face down on the edge of the Jails map. If the Adventurer player succeeds in freeing Khuzun he will examine the marker for future use.

The Adventurer player then divides his characters into five groups.
-	Group 1: This is the advance guard. It is made up of any 15 characters. The group enters the board on the first turn through one of the 5 tunnels on side Y of the Bridge 1 map as shown on the map layout.
-	Groups 2, 3 and 4: These form the main part of the troop, and are each composed of any 15 characters. They enter respectively on turns 3, 4 and 5 through one of the tunnels shown.
-	Group 5: This is the rearguard. It is composed of 12 characters. This group enters on turn 7 through one of the tunnels indicated.

[The numbers would need to be adjusted proportionately for players continuing the campaign from The Exile in DN1.]

The Krobs player places Queen Alkiram on the Pit map and chooses the composition of her forces following the usual formula. She places the units on the Strategic Plan and/or directly onto the tactical maps, with the exception of the Bridge 1 map (which is the entry map for the Adventurers). She also receives 10 spiderwebs, which may be placed anywhere she wishes during the campaign on maps that the Adventurers have not yet entered.

Krob reinforcements:  
Every 3 game turns the Queen spawns 10-25 points of extra forces, depending on the number of turns elapsed (see above). Thus on Turn 3, just before starting her turn, the Krobs player places the new counters – which are only babies for the moment – at one or two hexes distant from the Queen.

The baby Krobs can move immediately. They will not become adults until 3 turns later, at the time of the next spawning. So on Turn 6, before starting her turn, the Krobs player changes all her “Baby” counters into adult counters (on the same hex), and places the new babies around the Queen. Proceed in the same manner in turns 9, 12, 15, etc. until the end of the campaign.

The Krobs player can never possess forces greater than those supplied in the game, which is 60 units including the Queen. On the other hand, she can replace her losses by re-using eliminated counters. Note: She has no right to choose eliminated Guards and Slayers until all the others have been brought into play. If the Queen of the Krobs dies, she is replaced immediately by the Queen’s Guard with the highest attack strength. This Guard does not change form and starts to spawn 3 turns later with 7 points per spawning. The remaining rules are applied normally.

Special rules:  
The Adventure player only has the right to turn over the “Orbe?” markers in 2 specific situations:

-	A spellcaster on a map where there is an “Orbe?” marker (or on an adjacent map) succeeds in casting a “Detection” or “Detection and Locate” spell. With “Detection” he will only learn whether or not the Orb is on the map. With “Detection and Locate” he will also learn, if the Orb is on the map, the exact place where it is hidden, which will allow him to go and find it. The Adventurer player can then secretly look at the back of the “Orbe?” marker in question (and that one only). He then replaces it.

-	After having rescued the dwarf Khuzun, the Adventurer player learns the exact place where the Mauve Orb can be found. He can then immediately turn over, one by one, all of the “Orbe?” markers without letting the Krobs player see. He replaces them in the same locations as he goes.

The special rules concerning carrying the Orb (see Scenario 3), the “Sun?” markers (see Scenario 5), the Deep Dungeons (see rules in section 5.3) and the Gharvs in the pit (see Scenario 4), are all applied in this scenario.

[Although not mentioned directly, once Khuzun is rescued he joins the group of Adventurers that rescued him. He is wounded and should be represented by a wounded counter unless and until one of the spellcasters decides to heal him.]

Strategic movement:  
This rule strengthens the realism of the Campaign Scenario since the Adventurer player does not see the Krob forces until they appear on the same maps as the Adventurers. This does, however, require the Krobs player to manage her movements on two levels – the tactical level on the normal maps and the strategic level every three turns on the Strategic Plan (“Plan General”).

At the start of the game, the Krobs player secretly places all of her forces on the Strategic Plan provided for that purpose (for ease of use [and protecting it from the view of the other player] it is best to cover the Plan with the game box). She divides the counters between the different sections of the Plan which correspond either with a tactical map or with two tunnel entrances. She cannot place the starting counters on the Bridge 1 map. 

Later, every three game-turns, at the same time as spawning:

-	The baby counters are placed on the same map as the Queen, either on tactical level or strategic level at the choice of the player.

-	The Krobs player can move all the counters on the Strategic Plan, subject to the following restrictions:

 Type of counter	 Strategic movement permitted	
Queen, and all wounded Krobs	No strategic movement	
Guards and Warriors	1 map	
Slayers, and Baby Guards and Warriors	1 or 2 maps	
Hunters, and Baby Slayers and Hunters	1, 2 or 3 maps	

Movement from map to map on the Strategic Plan must be made through common edges. All diagonal movement is prohibited. Wounded Krobs and the Queen cannot move at strategic level.

The Queen’s Guards and the Warriors cannot cross the Swamp map on the Strategic Plan because of the special characteristics of the terrain. They can, however, try to cross the map at tactical level (good luck!). [This refers (again) to movement problems across marsh terrain, yet no rules are supplied to deal with this matter. Players are recommended to use the optional rules in the ‘Dragon Noir Supplement’.] 

Important: As soon as an Adventurer appears on a map, it cannot be used any longer for strategic movement. In other words, the strategic moves of the Krobs cannot be made unless they are on maps that they control completely.

Transfer of counters from the Strategic Plan to the tactical maps:  
This is done in two ways:

1.	As soon as an Adventurer moves onto the threshold of a new map (a half-hex on the edge of that map), the Krobs player must take all of the counters which are on the small map section corresponding to that map on the Strategic Plan, and place them onto the tactical map concerned. The counters must be placed at least five hexes distant from the edge through which the Adventurer is entering the map (X, Y or arrows).

2.	In each of her turns the Krobs player may take counters from map sections of the Strategic Plan and place them onto the corresponding tactical maps, including on the half-hexes at the edge of the map. The counters that appear in this way can move immediately with the others. Counters placed on a tunnel entrance section can enter by either of the two relevant tunnel entrances. They start their movement through the half-hexes at the edge of the map.

Note: This transfer from the Strategic Plan to the tactical level can be carried out just after strategic movement. Example: On Turn 6 a Hunter moves three sections on the Strategic Plan then appears on the tactical map where he must stop. He will then move again on the tactical map at the same time as all the other counters who are there. This is explained by the fact that strategic movement occurs over the three preceding turns. Strategic movement by the Hunter on Turn 6 thus corresponds to what he had been doing on the Strategic Plan during Turns 3, 4 and 5.

Transfer of counters from the tactical maps to the Strategic Plan: 
This can be done every three game-turns (Turns 3, 6, 9, etc.), in either of two ways:

1.	When the Adventurer player has no characters on a tactical map, the Krobs player may, if she wishes, remove all or some of the Krobs counters on that map, and place them onto the Strategic Plan.

2.	The Krobs player can choose to have certain counters leave the game board through one of the lateral tunnels. She then repositions those counters onto the Strategic Plan in the section corresponding to the exit tunnel chosen.

These two options allow the Krobs player to move her units secretly to new locations every three turns. It is important to note that the counters repositioned in this way on the Strategic Plan cannot immediately make a strategic move. They must wait for the next strategic movement turn, which will be three turns later. The counters could, however, be replaced onto a tactical map in the following turn if [they had been moved to a tactical map section and] an Adventurer attempts to enter that particular tactical map (see rules section above on transfer of counters from the Strategic Plan to the tactical maps).

Victory conditions:  
The Adventurer player obtains a decisive victory if he succeeds in finding the Mauve Orb and exiting at least 12 characters with the Orb through the tunnel leading to the main continent of ArKo Iriss. He characters may be wounded, but it is essential that among them will be at least one spellcaster and one of the following characters: Konrad, Godiva, Black Fox, Sarah or Gotmar. He obtains a partial victory if he succeeds in exiting less than 12 characters under the same conditions as above.

The Krobs player achieves a total victory if she succeeds in stopping all of the Adventurers from leaving by the tunnel leading to the continent. She achieves a partial victory if less than 12 Adventurers manage to leave without the Orb.

Any other result is a draw.

8.	Scenario 7: SOLITAIRE GAME (Jeu en Solitaire)

General introduction: 
The solitaire scenario is based on Scenario 6, with the difference that the player takes the Adventurers while the Krobs operate in an automatic fashion based on the special table below.

The sides:
The Adventurers - Any 50 characters, including the two spellcasters with 200 EPs each;
The Krobs – Alkiram + 60 points at the start. Later 10 spawning points every three turns until Turn 10, 15 points until Turn 20, 20 points until Turn 30, and 25 points after that.

Starting positions and Sequence of action: 
The “Orbe?”, “Khuzun?” and “Sun?” markers are placed without the player knowing what is on the back of the markers.

For the starting composition of the Krobs, their movement attacks and spawning, refer to the tables below. The tables are presented in a logical order of use.

Victory conditions: 
To win you must succeed in exiting the challenge alive, and with the Mauve Orb of course! In addition you must try to beat the records set by your friends or the best player on your club. Two titles are awarded:

-	The title of Knight of the Order of the Black Dragon for whoever succeeds in exiting the largest number of characters;

-	The much sought-after title of Krob Killer Number 1 for whoever succeeds in killing the most Krobs, and exiting at least one character with the Orb.

Optional rules: 
If you lose or win this scenario several times in succession, do not hesitate to apply the rules from the section on handicapping games (see section 1 above). You can easily vary the game board using the Automatic Map Generator Table (*): you will thus obtain a shaking-up of the tactics and strategies that you will need to use. Good luck!

[(*) The Automatic Map Generator Table is not in fact supplied with the game, but a substitute can easily be created by giving a number to each underground map (including the two from DN1 gives a total of 8 different maps) and rolling the die. The new map is the one that matches the number on the die. If the number matches the map that you are leaving, you can either treat that as an impassable dead-end, or re-roll. Similarly rolls of 9 or 10 may be treated as dead-ends, or extra maps in your possession may be given those numbers, or the die can be re-rolled.] 

9.	SOLITAIRE SCENARIO GAME AID CHART

Adventurers: Starting groups

Choose 50 Adventurers including 2 spellcasters with 200 EPs each, and a maximum of 6 archers. Divide them into 4 groups:

-	A group of 12 who enter on the first game turn;
-	A group of 15 who enter on the 3rd turn;
-	A group of 15 who enter on the 4th turn;
-	A group of 8 who enter on the 6th turn.

ADVENTURERS’ TURN

Who is blocking the tunnels?: 

When an Adventurer arrives 3 hexes from an unexplored map, roll the die to determine whether and which Krobs bar his passage forward. Re-roll the die to see if they are on a spiderweb.

Note: If one or more Krobs required by the die roll are not available from the reserve, fill the requirement from the type of which there is the largest number in the Reserve. Do not choose baby Krobs unless there are no more adults available of any of the types.

 Die roll	Krobs barring the tunnel	
	 Tunnel of one hex in width	Tunnel of two hexes in width	
0	No Krobs	No Krobs	
1	1 Hunter	1 Hunter + 1 Warrior	
2	1 Hunter	1 Hunter + 1 Slayer	
3	1 Hunter	2 Warriors	
4	1 Warrior	2 Warriors	
5	1 Warrior	1 Warrior + 1 Slayer	
6	1 Warrior	1 Warrior + 1 Slayer	
7	1 Slayer	2 Slayers	
8	1 Slayer	1 Queen’s Guard	
9	1 Guard (behind the tunnel); 
re-roll the die if this is impossible	1 Queen’s Guard	
Spider
Webs	Krobs on a spiderweb?	Krobs on two spiderwebs?	
	Roll again: 1-4: yes;  5-10: no	Roll again: 1-2: yes;  3-10: no	

How many Krobs on each map?

If, at the end of the Adventurer’s turn, there are at least 2 Adventurers on an unexplored map (the half-hexes are excluded in this case), roll the die to determine the number of Krobs that can be found there. This number is additional to the Krobs who are blocking access to the map.

Die roll	Number of Krobs	
1, 2 or 3	5 Krobs	
4, 5 or 6	7 Krobs	
7 or 8	10 Krobs	
9 or 10	12 Krobs	

Take 3 counters from the type with the largest number, then 2 from the next, and then 1 from each of the two remaining types (if there are any). If the full number has not been reached, start again. The number of Krobs taken in this way must not exceed 50% of the Reserve. If necessary the number shown on the die must be reduced. Baby Krobs cannot be selected unless there are no more available adults in any of the types.

Special situations:  No Guard or Warrior can be placed on the Island or Swamp maps. In addition, no Guards can be placed on the Maze map.

When an Adventurer arrives on the Pit map, half of the counters from each type of Krob in the reserve are placed on the map. If the number is odd, round upwards.

Important: When there are no more Adventurers on a map (excluding the half-hexes), the Krobs who were there are placed back into the Reserve.  The map in question is then treated afresh as if it were unexplored.

Positioning the Krobs 

Once the Krobs that will go on the map have been identified, roll the die again to determine their positions.

Die roll	 Disposition of the Krobs	
1 or 2	Krobs positioned alone	
3, 4, 5 or 6	Krobs positioned in twos	
7 or 8	Krobs positioned in threes	
9 or 10	Krobs positioned in a single, compact group	

Isolated Krobs are placed as a priority in narrow passageways and doorways. In twos they occupy passages that are two hexes wide. In threes they form a line in front of the tunnels and passages where this is possible. The first Krobs placed – as 1, 2, 3 or as a whole group depending on the die roll result – will be 3 hexes away from the Adventurers already on the map. If the Adventurers had penetrated the map through several tunnels, the Krobs will position themselves at 3 hexes from each of the invading groups. The single compact group may have to split up in such a case into 2, 3 or 4 groups depending on the situation.

Krob forces at the start

To determine the Krob forces at the start, roll the die and consult the table below. The Krob forces are placed in the Reserve waiting to enter the game.

Die roll	 Starting group composition	
1	28 Hunters + 16 Warriors	
2	28 Hunters + 8 Slayers	
3	28 Hunters + 12 Warriors + 2 Slayers	
4 or 5	20 Hunters + 10 Warriors + 5 Slayers	
6 or 7	21 Hunters + 8 Warriors + 4 Slayers + 1 Guard	
8	16 Hunters + 5 Warriors + 5 Slayers + 2 Guards	
9	25 Hunters + 7 Slayers + 1 Guard	
10	7 Warriors + 8 Slayers + 2 Guards 	

Spawning

At the moment of spawning, multiply the number of counters in the Reserve of each type by their respective costs: Hunters x1, Warriors x2, Slayers x4, and Guards x7. The Queen will spawn baby Krobs of the type that obtained the lowest total. In cases of equal scores, she will favour the type with the greatest strength. The baby Krobs are placed in the Reserve with the other Krobs, in the relevant holding box on the Solitaire Game Aid Chart. Do not forget to turn them over three turns later. 

THE KROBS’ TURN

Movement

At the beginning of the turn, roll the die for each map where Krobs are present, and apply the result to the counters concerned.

Krobs Action Table

Die roll	 Attitude of the Krobs on the map	
1	Krobs retreat 2 hexes	
2	Krobs do not move	
3	Krobs advance without attacking	
4, 5 or 6	Krobs advance, but only attack if the odds are 3:1 (2:1 if a Slayer is present)	
7, 8 or 9	Krobs attack to the death, except for babies	
10	Krobs attack to the death, including babies	

Die roll modifications for Krobs Action Table

Number of Krobs is equal or superior to the number of Adventurers	+ 1 to die	
Number of Krobs is double the number of Adventurers	+ 2 to die	
Number of Krobs is treble the number of Adventurers	+ 3 to die	
Map where the Queen is [In this scenario: ‘The Pit’]	+ 3 to die	
Map adjacent to that of the Queen	+ 1 to die	
Map with exit from underground [In this scenario: ‘The Maze 2’]	Automatic 10 result	

Basic rules of movement: A Krob will always advance towards the nearest Adventurer, but will not pass to another map (its attention stays focused on the map where it started). If two Adventurers are equidistant, it chooses on the basis of the rules of combat below.

Challenges: In line with the design intention, the Hunters and Warriors will try to infiltrate past the Adventurers. The Slayers and Guards will never try to infiltrate.

Combat

Principles to apply to Krob attacks:

-	Carry out combats in priority order: Queen /Guards /Slayers /Warriors /Hunters /Babies.

-	Attack in priority order: Characters carrying the Orb /Spellcasters /Archers /Dogs /Wounded characters.

-	Split the Slayers between different combats.

-	Look for the best odds.

Advance after combat: The Krobs do not advance after combat unless they continue to block the tunnel [or enemy movement forward] after their advance.

[The Game Aid Chart
The Solitaire Scenario Game Aid Chart contains four large holding boxes for Krobs reserves. On the back of this Chart is the Strategic Plan for Scenario 6, which is also stated to be for Scenario 7. In reality players of Scenario 7 only need the Strategic Plan to show how to lay out the maps for this scenario. After noting the map layout, the solitaire player will then only require the other side of the Chart, which is headed “Scenario Solo”.]

Translation history: Version 1.0 was completed by Bob Gingell in 1999; Version 2.0 dates from May 2000. Version 2.1 is the result of tidying up and simplification of some of the tables.
 
					[RDG DN2 Scenarios: version 2.1 January 2001]