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Under the sand

- Where do I go this time?
- Dont be so bitter, my daughter. You know your role is essential to the smooth running of the sheikhs.
- My role, like all other spies, informants or mercenaries that you Ambassadors send, is to clear the way for your beautiful interventions.
- Emissary, that's what you are. The one that fixes things so that they can be arranged.
- And where will your arrangement fixer go?
- If you don't mind, to Avalon. The rumors about the young prince Khelan's imprisonment by his mother worry me to no end. It suggests a church conspiracy, assisted by the Queen herself. She could be involved in the disappearance of the King 3 cycles ago.  A disappearance which in fact could be the escape of King Sander, who might have been seen at Complies.
- What rubbish! And you listen to this nonsense?
- Nonsense which now shakes the foundations of the Avalon Kingdom and could well trigger a civil war. It seems that all the peoples of Mornea are on the verge of tearing ... rubbish, yes, you're right, admitted the Sheikh, who else but you could reveal it? he added with playful eyes

“Here, even a lost game", she said, looking at the sea.
Despite her audacity, Assia did not want to risk crossing the Avalon borders alone. She had left too many traces in Brall and some there still remembered her. The Arzhel's jails definitely don't tempt her.
She must join a group of travelers, merchants or even mercenaries. It would be more discreet to go in a group and with a little luck, they would go up to KerKastel. She was there in her mind when she caught sight of a small man frantically digging in the sand.
- Can I help you? She asks, looking at the sand near her.
The man stares at her, then waves her away.
At bow range another did the same while their visibly armed companions watch.
- You should look under that little mound there, she says, approaching. They are also interested, I think, she says, pointing to a half dozen approaching Khaliman sailors.

A few blows and minutes later, Assia had found her traveling companions

Setting up the Battlefield

1) This scenario is intended to be played on a 24”x24” table. Each player chooses a side of the board, but there is no deployment area. Each player places one figure against the corner table on his side, as shown in the diagram.

2) On a sheet (or use the map download link), mark boxes in a 6x6 grid. Each box represents a 4-inch square area of the boardgame. Label the rows with numbers and the columns with letters, thus each box will have a number and a letter. Mark on the sheet, hidden from your opponent, 4 chests of different values (1 VP, 2 VP, 3 VP and 4 VP). Place at least two chests on the opposite half of the table, maximum of 1 chest per area.

3) The players must then place 6 scenery elements (recommendation about the size of a playing card) according to the following rules:
- Scenery elements cannot be placed less than 3 inches from objective or other scenery element, and outside opponent deployment area.
- The players alternate placing the scenery elements. Randomly determine which player places the first scenery element.

4) The players then place 3 Alchemical Component markers with the following constraints:
- The markers must placed on a scenery element, at least 4 inches away from any other marker.
- The players place 1 of their markers in their table half, and 1 in their opponent's half. The players place the Alchemical Component markers alternately, one at a time, starting with the player who not place in first scenery element. The remaining marker can be placed in his own half table or opposing half table.
- All components MUST be placed on the table.


Both players deploy their miniatures in their respective deployment areas. The players alternate deploying all the miniatures from one card at a time. The player with the most cards starts. If both players have the same number of cards, the loser of an opposed Mind roll deploys first.
Each friendly miniature is deployed so as to:
- Be less than 6 inches from one friendly miniature,
- Be more than 8 inches from all enemy miniatures already deployed.

Victory Conditions

1) Each player scores as many victory points as the value of the chests he discovered.
2) At the end of a round if a player has 6 VP or more, he wins. It two players have 6 VP or more, or if a player has lost all his miniatures, it's a draw.
3) Number of VP to win: 10.

Special Rules

Probe: at any time, a miniature can probe an area for 1 AP. Measure the figure's location relative to the board edges to find which area it is in. The opponent indicates whether or not there is a chest in that area. If there is a chest, it is considered discovered and the opponent reveals its value. Each chest can be discovered only once.
If a scenery element completely covers an area, your miniature must be in contact with the scenery element to probe the area.

Alchemist: When an alchemist is concentrating and does not discover a chest in his area, he can try to guess if a chest is located in an adjacent area. He can do this as many times as his concentration level (eg. 3 times if at concentrate 3), one box after another. The alchemist stops if he finds a chest in an area.

Download appendix 1 (plan-dunes-sans-emissaire-uk.pdf)