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The following sections will help you get grounded on the general terminology and concepts of the game.
These are six-sided dice used to mark which Units have attempted, succeeded or failed to perform their Unit Action(s).
The model scale is 28mm. Minis should be mounted on round or oval bases (32mm to 140mm). Though this is optional, it is highly recommended. All Mythicos Minis models are supplied with round or oval bases.
Measurements are always done in inches. Measuring can take place at any time and is always made by measuring from the closest Mini in a Unit to the closest Mini in the Unit being measured to.
Each side plays the game with one Force.
Each Force is composed of multiple Units. Each Unit is composed of a single or multiple miniatures (Minis).
There are 6 Unit Types in the game.
Unless noted otherwise, the Game is played for six full turns.
Game Cards can be used as a game-playing aid:
A Mini's base size helps measure things like movement and shooting-related Unit Actions. We use standard base sizes for all Minis.
"Within" means any part of one or more Minis' bases are touching a certain area. "Wholly Within" means all Minis in a Unit or the entirety of a single Mini, must be inside a designated area (such as a Landscape area for example).
If a re-roll is allowed by any rule, then you must re-roll all of the dice involved with the particular re-rollable dice roll. No dice roll can ever be re-rolled more than once.
These are the two main alignments which are at the core of the Mythic Earth game background (the lore) and its play style. Before the battle commences, randomly choosing Everliving or Everchanging alignment is a key "Balance of The Way" play-style-driver in games of Mythic Earth. Not knowing which of the two alignments a Force may be fighting for in any particular game of Mythic Earth means that most players will endeavor to build more balanced Forces, which would be more flexible and better able to compete and adapt to unpredictable battle conditions. Depending on a Force's randomly chosen alignment a Force will have access to different, (and specific to each alignment); Primary and Secondary Scenarios, Magic Spells, and Blessings of The Way.
Before the game begins, players randomly choose one of the two The Way alignments. One player will then play the game under the banner of the Everliving, while the other will represent the Everchanging. At no time can both players represent the same alignment, so, for example, two Everliving aligned Forces could not face each other in the same game. This choice gives the opposing Forces access to the alignment-specific Devotions to The Way (secondary scenarios), Magic Spells and Blessings of The Way (Blessings of The Way are precisely what the name implies; they are rewards from the gods and demigods who rule the Everliving and the Everchanging).
Victory is achieved by accomplishing specific battle objectives outlined in the primary Balance of The Way scenarios and the Devotions to The Way secondary scenarios and gaining Victory Points (VPs). Please note that the primary Balance of The Way scenarios are NOT alignment-specific.
A collection of six-sided (D6) and ten-sided (D10) dice, a measuring device such as a measuring tape, a few smaller D6 dice or colored pegs to keep track of Brave Status Markers, and a Mythic Earth Force.
The following section examines Units in detail.
Unit Competencies are the Data Points that specify how adept a Unit is at performing Actions during the game. Each Unit Data Point will have a specific value(s) assigned to it.
Some Units in the game have Data Points which differ because one or more individual Minis within the Unit have lower or higher Data Points. When required to perform any Data Point Test (i.e., a test that compares a die roll to the Unit's related Data Point), always use the highest Data Point in the Unit.
Aside from a Unit's Competencies, a Unit Data Card will list other Game-related Data Points. Together with the Unit Competencies, they provide all the elements that make each Unit a unique fighting force in Mythic Earth games.
Unit Options are specific to each Unit. These can be a range of weapon choices, additional benefits for a Heroic Figure, etc.
This details how many Unit Activation Dice the Unit has available. Each Unit Activation Die allows a Unit to perform two “Single-Action” Unit Actions or one “Double-Action” Unit Action.
Talents are unique abilities a Unit is blessed with, granting certain in-game benefits or advantages. No Unit Talents or their details are listed in this Core Rules document. Instead, these can be found in each Unit's Data Card and Force Roster.
Every Force must include one (and no more than one) Mini with the “General” designation. Generals will also always be Heroic Figures. Generals may be on foot or mounted. They can even be mounted on Behemoths. Aside from the General Mini, no other Unit is mandated to be included in a Force. Forces can be composed of any combination of Units available to them. Please Note that some Units may be limited in number by their specific Force Roster. For example, Behemoths are limited to only one per Force.
Heroic Figure is a Unit Classification and not a Talent. Being a Heroic Figure does not provide any specific benefits, but it is often used in some scenarios as a criterion to achieve objectives and score Victory Points.
The following section outlines game-related mechanics and rules, such as Building and Using a Unit Activation Dice Pool and activating Units by using the Unit Activation Dice in the pool. This section also covers Brave Tests, Movement, Shooting, Hand-To-Hand Fights, and Magic.
In Mythic Earth, as with all warfare, success on the battlefield is dictated by how a Force performs during the battle. In our game, a Force achieves victory through a combination of great generalship, as expressed through the Actions of the Force's various Units. This fundamental aspect of the game is managed by utilizing Unit Activation Dice to determine Player and Unit initiative order and control the activity of individual Units. When successfully assigned a Unit Activation Die, Units can perform Unit Actions. This process is covered in detail in the “Playing the Game” section (see page 45).
There are two main types of Unit Actions: Single- and Double-Unit Actions. This rulebook includes the 14 Single-Action and Double-Action Unit Actions available to Units.
Certain Units, such as some Behemoths or Heroic Figures, may have access to multiple Unit Activation Dice. As per above, each Unit Activation Die allows a single Unit to execute up to two “Single-Action” Unit Actions or one “Double Action” Unit Action. When a Unit with multiple Unit Activation Dice can be assigned a Unit Activation Die, it receives one Die per opportunity. It must wait until the next chance to be assigned another Unit Activation Die.
If a Unit has no Unit Brave Status Markers assigned to it, it will perform whatever allowed Unit Actions the player wants it to perform without taking a Test. Upon a player's turn to activate one of his Units, put a Unit Activation Die (six-sided die, 1D6) from the Unit Activation Dice Pool next to the Unit to indicate that the Unit will attempt to perform a Unit Action(s). If the Unit does have Unit Brave Status Markers assigned to it, follow the steps below to see if it can perform Unit Action(s).
For a Unit with Unit Brave Status Markers assigned to it to successfully perform an Action(s) when given a chance during the game, a Unit Activation Test will be required. The Test will be attempted by rolling one ten-sided die (1D10) and comparing the result to the modified value of the Unit's Highest Brave Data Point.
A Unit's ability to perform Unit Actions during the battle depends on how they fare physically and psychologically throughout the game. As a Unit suffers adverse effects during a game (casualties from close combat, for example), it gains Unit Brave Status Markers; therefore, Unit Brave Status Markers help in keeping track of how the Unit is doing and what negative modifiers may impact a Unit's Brave Test attempts later in the game. Unit Brave Status Markers can be any individual marker, peg, or chip, which gets added next to a Unit to keep track of how many negative modifiers it may have, which will then be applied to any Brave Data Point-based Test the Unit may need to take. This can also be tracked using six-sided (D6s) or ten-sided dice (D10s), with each pip on the die counting as a negative modifier of one (-1) to the Unit's highest Brave Data Point when a Unit is asked to take a Brave Test for example.
Remember, before assigning a Unit Activation Die to a Unit, check to see if it has any Unit Brave Status Markers assigned to it.
If at any time a Unit collects 150% or more (rounding up) than its highest Brave Data Point in Unit Brave Status Markers, then the Unit is automatically Destroyed. No Brave Test is taken, the Unit is unable to recover its morale and is removed from the table. Example: An Aztec High Priest and his Unit gather 12 Unit Brave Status Markers. The Unit would be automatically Destroyed as his base Brave Data Point is 8 and 150% of 8 is 12. Remove the Unit and all its Unit Activation Dice from the battlefield and the game.
Pass. If the die roll is equal to or lower than the highest modified Unit Brave Data Point (the base number as per above), then the Test is Passed, and the following results apply:
Fail. If the result exceeds the highest modified Unit Brave Data Point, then the Test is failed, and the following results apply:
Specific Unit Actions may require the Unit to take a Competency Data Point-based Test during the game.
When taking a Competency-based Test, please add or subtract any additions or subtractions required by any in-game effects to the Unit's highest relevant Data Point. The resulting number is the base number to which one ten-sided die (1D10) roll will be compared.
Pass: If the resulting 1D10 die roll is equal to or lower than the relevant base Competency Unit Data Point (as per above) then the Test is Passed.
Fail: If the die roll result is higher than the relevant and base Competency Unit Data Point (as per above) of the Unit taking the Test, then it Fails the test, and the Unit cannot perform the desired Unit Action. It does not, however, lose the opportunity to perform some other Action. If that other Unit Action requires another or different Competency Test, it will need to take a new Test to see if it can perform the Unit Action.
Below is the complete list and a summary of the Actions Units can perform. The chapters that follow provide a full explanation of all the Actions below.
1. Move. (28) Single-Action.
2. Shoot. (30) Single-Action.
3. Magic Spell. Single-Action.
4. On Alert. Single-Action.
5. Countercharge for On Alert Units. (37) Single-Action.
6. Regroup. Single-Action.
7. Lay Low/Take Cover. Single-Action.
8. Capture/Claim. Single-Action.
9. Stop Fleeing. (24) Single-Action.
10. March. (28) Double-Action.
11. Focused Shot. (31) Double-Action.
12. Charge. (36) Double-Action.
13. Attack. (38) Double-Action.
14. Disengage. Double-Action.
Units may need to test their resolve to remain in the fight for various reasons, which will be noted in the following sections, but below are some reasons why a Unit will need to take a Brave Test:
As a reminder, Unit Brave Status Markers help track of how the Unit's resolve is faring during the battle. Unit Brave Status Markers are also negative modifiers applied to any Brave Data Point-based test the Unit may need to take.
All modifiers are cumulative and are added to or deducted from the highest Brave Data Point in the Unit and then compared to the result of the 1D10 roll:
Deduct one (-1) from the highest Unit Brave Data Point in the Unit for every Unit Brave Status Marker assigned to the Unit. This is now the base number used to determine whether the Test is Passed or Failed. Now, roll one ten-sided die (1D10) and compare the resulting number to the Unit's modified Brave Data Point.
Pass: If the die roll is equal to or lower than the highest modified Unit Brave Data Point, then the Test is passed, and the Unit will automatically remove one Unit Brave Status Marker from itself.
Fail: If the result is greater than the highest modified Unit Brave Data Point, then the Test is failed, and the Unit will Flee.
A Unit can attempt to stop fleeing via a “Stop Fleeing' Unit Action taken by itself or if ordered to do so by a nearby Heroic Figure (see below). The Unit can do so in any Game Turn, even in the same Game Turn in which the Unit started Fleeing, so long as it has not yet received a Unit Activation Die.
A Heroic Figure can perform a Stop Fleeing Action on behalf of another friendly Unit that is Fleeing and within 10” of it if the Heroic Figure has not yet received Unit Activation dice.
The Frozen rule is an essential aspect of the Mythic Earth game that may impact a Unit's ability to perform.
A Unit Unfreezes when:
A Frozen Unit can become Unfrozen if it passes a FREE (meaning no need to assign the Unit a Unit Activation Die) Brave Test during the Clean-up Phase of a Game Turn. It can then, for example, attempt to perform Unit Actions normally (by taking a Unit Activation Test if needed).
The following rules govern all Movement a Unit wishes to make when it performs any Unit Action requiring the Unit to move any number of inches. This may be a Move, March, Charge, or Fleeing Unit Action. If the Unit moves any distance, it will follow the Movement rules below.
Each unit has a Movement Data Point (its Movement rate).
Movement can be reduced depending on the landscape type the Unit is moving through. There are only three Landscape types, and of those, only two types of will negatively impact a Mini's Movement.
Units with the Unit Talent “Fly” in their Unit Data Card can Move over all Landscapes and Unit Types in the game.
Minis in a Unit comprised of three or more Minis must always remain within 1” of at least two other Minis in the same Unit. If the Unit is brought down to or started with only 2 Minis, then the Minis must be Within 1" of each other.
During the Game Turn's Clean-Up Phase, bring all Minis in a Unit into Unit Coherency. Do this before the start of every Game Turn.
Several factors will impact how successful a Unit is at hitting its target. When figuring out the base to Hit Number (see below), each applicable factor listed below must be considered for each Shooting attempt by a Unit. All modifiers are additions or subtractions to the D10 Dice rolled per Shooting attempt.
Some Units in the game may have a weapon that covers large areas of the battlefield with one shot. These are known as Overhead Shot weapons. An Overhead Shot is treated exactly as a regular Shoot Attack and follows all the shooting rules above, i.e., pick a target Unit and roll to hit, but follow a few additional rules.
The critical difference in using Overhead Shot weapons is how you treat a hit or miss. As noted above, a single Hit from an Overhead Shot can Hit multiple Minis in one go.
If it is a missed shot, you will use the steps below. The missed shot may not hit the intended target Unit but will deviate to a random spot on the battlefield. An Additional Die Roll Is Needed for An Overheard Shot That Misses Its Target. Follow the steps below if the Overhead Shoot Action die roll was not successful.
Note: Some Unit leaders may wear better armor than their fellow Unit members. In such cases, roll the Unit leader's Saves separately or at the same time but using a different die color. The leader's armor does not modify the Save Data point of his entire Unit and does not extend any special conditions or Talents from his armor to the rest of the Unit.
Destroyed Units and their Unit Activation Dice both get removed from the Game when the Unit is Destroyed.
When a Unit is successfully Hit by a Shoot Attack that brings it down below 50% of the number of Minis it started with, in a Game Turn (not from the number of Minis it started the Game with), then the Unit must take a Brave Test as soon as it reaches that level of casualties. Note that this can happen multiple times in the same Game Turn.
Pass: If the Unit passes the Brave Test, the Unit does not Flee. It removes a single Unit Brave Status Marker.
Fail: If the Unit fails the Brave Test, then the Unit Flees and gains an additional Unit Brave Status Marker.
Some ranged weapons may be able to use special ammunition. Below are the ones currently in use. As new Forces are added new Special Ammunitions may appear on Mythic Earth battlefields. In that case, we will add them to this section or on their Force rosters.
Units can perform Hand-To-Hand Unit Actions and engage in combat with the enemy after the Unit Charges, or Countercharges, or chooses to perform an Attack Unit Action.
When a Unit Charges, it performs a Hand-to-Hand Combat at the end of the Charge Unit Action and engages an enemy in a melee.
Hand-to-hand combats can involve multiple Units per side. Up to a maximum of two Units per side for any given combat.
The following modifiers are added to or subtracted from the Unit's Highest Fight Data Point and are compared to the ten-sided dice (1D10) rolled when attempting to Hit an enemy in Hand-to-Hand Combat:
For every successful melee Hit inflicted on a Unit by an enemy attacker, the defender can attempt a Save roll.
Save Data Points are negatively modified by the attacking weapon's Strength Data Point.
A Unit's Save Data Point is positively modified if the Minis in that Unit are equipped with any armor or are within or behind a Landscape Terrain Area.
Compare both Units' total Unit Brave Status Markers. The one with the highest number is the loser of that round of a charge-initiated Hand-to-Hand combat.
Unit losing a Hand-to-Hand Combat immediately takes a Brave Test.
Take a Brave Test for a Unit that loses in a Hand-to-Hand Combat.
Pass:
Fail:
If a Unit loses a Hand-To-Hand combat and Flees or is destroyed, the winning Unit will make a Free Move Unit Action in any direction it chooses. This free movement follows all of the rules for Movement (i.e., the Unit must stay 1” away from all other Units.)
Magic plays a vital role in all Mythic Earth games. Any Magic Spells, Magic Weapons, or any other magic-related Unit Options will be included in the Unit Data Point Card or Force Lists.
In Mythic Earth, there are a variety of Magic User Units. We may use various terms for such Magic Users throughout the rules and Force rosters. Still, whether we refer to such a Unit or Mini as a wizard, sorceress, shaman, or mystic, they all follow the same rules for Casting and Dispelling Magic spells.
A Magic User can't Cast or Dispel spells if:
The following section goes through a step-by-step explanation of how the game is played, starting with the Phases of the game, followed by the Deployment, Game Turns 1-6, and Clean Up Phases.
Mythic Earth games are centered around the concept of “Maintaining the Sacred Balance, as mandated by the One.” In our worlds, some of the Ruling Children (humans) refer to this mandate and all its cultural, historical, and mythological aspects simply as The Way. The Way expresses itself in games of Mythic Earth as a simple game mechanic that allows for Forces to play under one of the two main Alignments, which are the cornerstone of the Mythic Earth mythos: The Everchanging and The Everliving. In Mythic Earth, players randomly choose one of the two Way alignments before starting a game. This random choice will give a Force access to Devotions to The Way (secondary scenarios), which are objective-driven scenarios that set additional parameters for each game within Mythic Earth. These secondary scenarios, along with the primary Balance of The Way scenarios (which are not alignment dependent), are tailored to be rich in the lore of the Mythic Earth worlds, such as Mythic Americas, and as a result, create a very cinematic gaming experience. This dual Balance-driven scenario approach, The Way, also introduces a strategic complexity to the game, making battles within Mythic Earth a very challenging and fun play experience. Your, The Way, random choice will also give Forces access to Blessings of The Way (rewards from the gods and demigods who rule the Everliving and the Everchanging), and a Force's Magic Users will also be able to choose Alignment Specific Spells.
Every Mythic Earth game is broken up into three phases.
Every Mythic Earth game is played for six full turns.
Every Mythic Earth game turn has three phases.
Once all Units on both sides have been assigned Unit Activation Dice and performed their Unit Actions then you are ready for the final phase of each Game Turn, the Clean Up Phase.
After the Clean Up Phase is complete, both players are again ready to begin the next Game Turn.
The following section outlines the Balance of The Way (Primary Scenarios) and Devotions to The Way (Secondary Scenarios). As mentioned in the previous sections of this book, Mythic Earth revolves around a series of game mechanics that are designed to deliver a game experience inspired by the core concept of the Mythic Earth Worlds-that of living in a Balance dictated by The One. A dual scenario-driven approach helps us also achieve balance on the tabletop.
To win a game of Mythic Earth you must also score Victory Points by completing Secondary Objective-based scenarios as opposed to simply killing the enemy. As mentioned before these Secondary scenarios are called Devotions to The Way. Devotions to The Way are randomly selected during the pre-battle Set Up Phase. Players pick one random Devotions to The Way card. Some of the Devotions to The Way scenarios will need to be kept secret by you, or you may need to reveal to your opponent what your Devotions of The Way objective is. Each Devotions to The Way scenario will make this clear for you. Finally, Devotions to The Way will be impacted by the original choice of Alignment you made before the battle began as some Devotions to The Way are only for those fighting for the banner of the Everliving and others for those who follow the Everchanging.
In many cases, tokens are used to represent certain objectives in the Devotions to The Way scenarios. Objective tokens can be any identifying item with a recommended size of a round, 32mm base.
The standard method to place an objective token is for the attempting Unit to take a Capture/Claim Unit Action. At the specific time detailed in the objective text, an objective token can then be placed anywhere touching that Unit. Unless otherwise noted, an objective token is placed anywhere touching the placing Unit. Objective tokens can also be removed by the opponent through the same process. The removing Unit must contact the objective token and then take a Capture/Claim Unit Action, the objective token is then removed. To remove an existing objective token, the unit must be touching the token at the time of the Capture/Claim Unit Action. If a unit is “carrying” an objective token and is somehow destroyed or is Fleeing, the objective token is placed in contact with the Unit before removing that unit from play or moving that Fleeing Unit. Any appropriate Unit can “pick up” the dropped objective token by moving to touch the objective token and then stopping the movement at the token and taking a Capture/Claim Unit Action. There may be other ways to place, remove, or take control of objective tokens specific to a Balance of The Way (primary scenario) or Devotions to The Way (secondary scenario) objective. In these instances, the rules of the specific Balance of The Way or Devotions to The Way scenario override the standard rules for placing/removing objective tokens.
When a Devotions to The Way scenario is selected by a player, there is no obligation for the scenario to be shared with the opponent. As soon as the first victory point is scored for a Devotions to The Way scenario, the objective must be revealed.
Devotions to The Way scenarios always have a maximum of two victory points which can be scored by completing the listed objectives. In most cases, a single victory point is scored by completing a single objective. A player cannot complete the same objective a second time to gain a second victory point unless explicitly stated on the Devotions to The Way scenario.
A Center Line can always be created on the game table whether horizontally, vertically or diagonally based on the scenario. Once the Center Line has been determined, the half of the game table in which your opponent has deployed is the Opponent's Table Half.
There are instances of scoring points based on a Unit surviving until the game's end. Specifically, the Unit must be on the table at the end of the game and cannot be Fleeing.
If a friendly Unit is destroyed in battle, place a Death token at the site where the unit was destroyed. A friendly Humanoid-sized unit within 10" of any friendly Death token can declare a ritual to honor the dead and consume them. The friendly Unit takes a Capture/Claim Action to replace the Death token with a Ritual Objective token. At the end of the Game Turn, score 1 VP if the Ritual Objective token is in play. At the end of the Game, score 1 VP if two or more Ritual Objective tokens are in play.
Before the game begins, secretly select two pieces of Landscape wholly within your opponent's table half. These Landscape pieces might hold the lost Fountain of Youth. When a friendly Unit is partially or wholly within the selected Landscape feature, they must make a successful Brave Test at -2 BR to discover the objective, the Fountain of Youth. This Brave Test is outside the standard Unit Activation steps and does not ever receive negative modifiers for Unit Brave Status markers the Unit may have attached to it. If successful, the Fountain is discovered, and the other identified terrain piece is no longer eligible for discovery. If not successful, the Fountain is not in this selected Landscape, but instead must be in the other selected terrain piece which then no longer needs to be tested for. Any friendly Unit partially or fully within the objective Landscape can take a Capture/Claim Action to drink from the Fountain of Youth. Upon declaring the Capture/Claim Action, a friendly Unit scores 1 VP and places an Objective Token wholly within that Landscape piece. This Objective Token cannot be removed by opposing Units. At the end of the Game score 1 VP if there is a friendly Humanoid-Sized Unit within 6" of the Objective Token.
Before the game begins, secretly choose an enemy Humanoid-sized, Monster or Behemoth Unit. Score 1 VP at the end of a Game Turn if you have a friendly Unit within 2" of the secretly chosen Unit and there are no enemy Minis within 4" of the secretly chosen Unit. This objective can be completed multiple times. Max 2 VP.
Score 1 VP if you control a table quarter on the opponent's side of the battlefield. To control a table quarter, you must have more Units than your opponent wholly within the table quarter at the end of a Game Turn. At the end of the game score 1 VP if you control more table quarters than your opponent.
If a friendly Unit is the first to engage an enemy Unit in Hand-to-Hand Fight and that enemy Unit has a greater starting point value than the friendly Unit, score 1 VP. At the end of the game if the same friendly Unit is still alive and the same enemy Unit has been Destroyed or is Fleeing, score 1 VP.
At the beginning of the game, secretly choose one enemy Humanoid or Heroic Figure Unit. If the secretly chosen Unit is killed, announce this Devotion Card, place a Sacrifice Token in base contact with the Unit before removing that Unit, and claim 1 VP. Any Unit (friend or enemy) may pick up the Sacrifice Token by moving into base contact with it, or by moving through it. If the Unit carrying the Sacrifice Token is killed in a Hand-To-Hand Fight, then the winning Unit may immediately claim the Sacrifice Token. If the Unit carrying the Sacrifice Token Loses a Hand-To-Hand Fight and Flees, it immediately drops the Sacrifice Token (place in base contact with the Unit before it moves away from the melee). At the end of the game, if the Sacrifice Token is within 6" of the friendly deployment zone, gain 1 VP.
At the beginning of the game, secretly choose one piece of Landscape, no bigger than 8" in diameter, in the enemy Deployment Zone. A friendly Humanoid or Heroic Figure Unit touching or within the secretly chosen Landscape may perform a ritual to consecrate the ground. When a friendly Humanoid or Heroic Figure Unit is tasked with a Capture/Claim Action to perform the ritual, you gain 1 VP. At the end of the game, gain 1 VP if there is no enemy Unit within 6" of the Consecrated Landscape Area.
A Humanoid or Heroic Figure Unit may take a Capture/Claim Action to bury their dead. Announce this Devotion Card and place a Corpse Token in base contact with the Unit. The first time that a Corpse Token is placed within 6" of the enemy Deployment Zone, gain 1 VP. At the end of the game, if there are two or more Corpse Tokens within 6" of the enemy deployment zone, gain 1 VP.
If an enemy Unit is destroyed in battle, place a Death Token in base contact with the Unit before removing it from play. A friendly Humanoid Unit within 10" of any enemy Death Token can declare a ritual to consume the enemy dead and honor the Devourer King. The friendly Unit takes a Capture/Claim Action to replace the Death Token with a Ritual Objective Token. At the end of the turn, score 1 VP if the Ritual Objective Token is in play. At the end of the game, score 1 VP if two or more Ritual Objective Tokens are in play.
Before the game begins, secretly select two enemy Humanoid or Heroic Figure Units. These units might be carrying the Map to El Dorado. When a friendly Unit engages a selected enemy Unit, they must make a successful Brave Test at BR -2 to discover the objective, the Map of El Dorado. This Brave Test is outside the steps and does not include any Unit Brave Status Markers which may be attached to the Unit. If successful, the Map is discovered, and the other identified Unit is no longer eligible for searching. If not successful, the Map is not in this selected Unit but instead must be in the other selected Unit which no longer needs to be searched. If the enemy Unit with the Objective is then defeated in melee, the friendly winning Unit scores 1 VP and now controls the Objective Marker. Any Unit that defeats the Unit carrying the Objective Marker takes control of the Objective Marker. If a friendly unit controls the Objective Marker at the end of the game, score 1 VP.
Score 1 VP when a Humanoid or Heroic Figure Unit wounds the enemy General Mini. Score 1 VP If the enemy General is killed or is Fleeing at the end of the game.
Score 1 VP when a friendly Heroic Figure Unit engages an enemy Unit in Hand-to-Hand Fight on the opponent's table half. Score 1 VP when a friendly Heroic Figure takes a Capture/Claim Action to place an Objective Marker in the enemy's Deployment Zone.
A single friendly Unit with one or more Magic Levels that is within the enemy's table half may be given a Capture/Claim Action to invoke the power of the eldritch storm. Score 1 VP and cast one of this unit's eligible spells. At the end of the game, score 1 VP if the friendly Unit that invoked the eldritch storm is still alive.
Score 1 VP at end of any Turn if a friendly Objective Token is in the enemy Deployment Zone and no enemy Unit is within 3" of the token. Score 1 VP at the end of the Game if two or more friendly Objective Tokens are in the enemy Deployment Zone.
If a Humanoid Unit engages an enemy Heroic Figure Unit in a Hand-to-Hand Fight, it may choose to not attack and instead gains +2 Save (SV) for that round of combat to score 1 VP as that Unit taunts and challenges the enemy. If a friendly General challenges the enemy General as above, score 1 VP.
Each time a Humanoid Unit kills an enemy Monster, Behemoth, or Heroic Figure Unit, place a Trophy Token in base contact with the destroyed Unit before removing it. The first time a Trophy Token is placed, announce this Devotion Card and gain 1 VP. If the opponent has no Monster or Behemoth Unit, the “leader” model of all Humanoid Units is designated as potential trophies. At the end of the Game, if at least one, Non-Fleeing, Humanoid Unit is within 6" of a Trophy Token, gain 1 VP.