Spawn (Keyword)

Spawning is a major aspect of the game and may affect the outcome on each Scenario played.

When you start a new Encounter, enemies are spawned onto the board. Draw one Spawn Card for each hero plus one Spawn Card for each large sized tile in the Encounter (see image below for example).

When drawing a Spawn Card, you will spawn the enemies that are listed next to the current Experience Tier your party is in. The party’s Experience Tier is based on the hero who has the highest XP level (Refer back to “Tier Spawn” on page 7 for more information).

The first Spawn Card drawn spawns enemies on the closest Spawn Point to the heroes. Enemies continue spawning on the next spawn point in a continuous clockwise rotation, one Spawn Card per Spawn Point. If a Spawn Card lists more than one enemy type for that Experience Tier, place the models onto the spawn point in the order listed. You may need to reveal more Spawn Cards than there are Spawn Points in the Encounter. In this case, continue to spawn enemies in a clockwise rotation until you have spawned enough enemies for the Encounter.

Each space in a tile can hold four normal sized models (i.e. Grunts, Archers, and Casters), two Brute models, or one Mega-Brute/Boss model. For example, one space can hold four grunts, two grunts and one brute, or two brutes. If the space you are spawning on is considered full, you will then spawn enemies on a CLOSE space to the Spawn Point.

A CLOSE space is any space next to the current space not including diagonals. If there are multiple options for which CLOSE space to spawn the enemies on, the players will decide which close space the enemy will spawn on.

The one exception to full spaces is with Brute and Mega-Brute/Boss models. If a Brute or Mega-Brute needs to spawn into a full space, it will push other models out of the way into adjacent spaces to make enough room for the Brute or Mega-Brute to enter. If there are multiple choices of where models get pushed to, then it is left to the players to decide which CLOSE space the models are moved to. Players also get to decide which models are moved by the Brute or Mega-Brute.

If there are four heroes and one large tile, you draw five Spawn Cards for the encounter. You spawn the first cards worth of enemies at the closest spawn to the heroes starting point, i.e. SPAWN 1. Then, going in a continuous clockwise rotation starting at “12 o’clock”, you spawn next at the spawn point directly above the previous spawn at SPAWN 2. You then follow the clocks rotation to SPAWN 3, then SPAWN 4, ending at the first spawn point for SPAWN 5.The heroes are still in Tier 1 of the XP tracker. The next Spawn Card drawn calls for two Archers to spawn on a currently full space. The players will select a CLOSE space in which to spawn those enemies.
## Experience Tier Spawn

The first hero to access a new Experience Tier causes enough of a racket to draw the attention of enemy reinforcements and spawn new enemies.

The number next to the Tier Spawn symbol indicates how many Spawn Cards are flipped. One Spawn Card for Tier 2, two Spawn Cards for Tier 3, three Spawns Cards for Tier 4, and one Mega-Brute is spawned if you reach Tier 5. The enemies spawned from the Experience Tier Spawn will spawn at the nearest Spawn Point to the hero that reached that tier. The next Spawn Card’s worth of enemies will spawn at the next clockwise Spawn Point. If multiple spawn points are the same distance from that hero, players get to decide which of the tied Spawn Points the enemies spawn at. You may NOT split one Spawn Card’s worth of enemies on multiple Spawn Points.

Tier Spawn