Orcs & Goblins

## Goblins

**Goblin**

**Goblin Boss**

**SPECIAL RULES:** Champion Monster.

**Goblin Big Boss**

**SPECIAL RULES:** Character Monster.

**Goblin Warboss**

**SPECIAL RULES:** Character Monster.

**Goblin Shaman**

**SPECIAL RULES:** Character Monster.

**MAGIC:** A Goblin Shaman may take up to two cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Goblin Great Shaman**

**SPECIAL RULES:** Character Monster.

**MAGIC:** A Goblin Great Shaman may take up to four cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Nasty Skulker**

**SPECIAL RULES:** Ambush, Armour Piercing, Two Attacks.

**Surprise!:** The first attack the Nasty Skulker makes during the game gains the 'Killing Blow' ability.

### Forest Goblins

**Forest Goblin**

**SPECIAL RULES:** Poisoned Attacks.

**Forest Goblin Boss**

**SPECIAL RULES:** Champion Monster, Poisoned Attacks.

**Forest Goblin Big Boss**

**SPECIAL RULES:** Character Monster, Poisoned Attacks.

**Forest Goblin Warboss**

**SPECIAL RULES:** Character Monster, Poisoned Attacks.

**Forest Goblin Shaman**

**SPECIAL RULES:** Character Monster, Poisoned Attacks.

**MAGIC:** A Forest Goblin Shaman may take up to two cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Forest Goblin Great Shaman**

**SPECIAL RULES:** Character Monster, Poisoned Attacks.

**MAGIC:** A Forest Goblin Great Shaman may take up to four cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

### Night Goblins

**Night Goblin**

**SPECIAL RULES:** Hatred (Dwarfs).

**Night Goblin Boss**

**SPECIAL RULES:** Champion Monster, Hatred (Dwarfs).

**Night Goblin Big Boss**

**SPECIAL RULES:** Character Monster, Hatred (Dwarfs).

**Night Goblin Warboss**

**SPECIAL RULES:** Character Monster, Hatred (Dwarfs).

**Night Goblin Shaman**

**SPECIAL RULES:** Character Monster, Hatred (Dwarfs).

**Magic Mushrooms:** Instead of making an attack or casting a spell, the Night Goblin Shaman may choose to eat a Magic Mushroom. Roll a standard die, on a roll of 2, 3 or 4 there is no effect, on a roll of 5 or 6 the Shaman may reclaim one discarded spell card, on a roll of 1 however the Shaman loses 1 Body Point.

**MAGIC:** A Night Goblin Shaman may take up to two cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Night Goblin Great Shaman**

**SPECIAL RULES:** Character Monster, Hatred (Dwarfs).

**Magic Mushrooms:** Instead of making an attack or casting a spell, the Night Goblin Great Shaman may choose to eat a Magic Mushroom. Roll a standard die, on a roll of 2, 3 or 4 there is no effect, on a roll of 5 or 6 the Shaman may reclaim one discarded spell card, on a roll of 1 however the Shaman loses 1 Body Point.

**MAGIC:** A Night Goblin Great Shaman may take up to four cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Night Goblin Netter**

**SPECIAL RULES:** Hatred (Dwarfs).

**Entangle:** Night Goblin Netters use throw nets to entangle foes. The Netter may attempt to entangle any one figure in the same room or passage. Roll one standard die, on a roll of 1 to 3 the net has missed, on a roll of 4 to 6 that figure has become entangled. A figure that is entangled cannot move and must roll 1 less Attack Die (To a minimum of 1) until they free themselves. A figure must spend their entire turn to free themselves, they cannot free themselves while adjacent to a hostile figure.

**Night Goblin Fanatic**

**SPECIAL RULES:** Armour Piercing, Mindless.

**Force of Destruction:**The Night Goblin Fanatic swing a ball and chain round and round in a whirlwind of bone-shattering death. When the Evil Wizard first chooses to move the Fanatic they first must choose a direction, either a straight horizontal, vertical or diagonal line and than roll two red dice. The Fanatic must be moved the total number of squares rolled on the dice, passing through any figure (friend or foe) in their path.

If this move takes the Fanatic into a wall, piece of furniture or any other impassable obstacle, roll a single combat die. On a roll of a Skull the Fanatic splatters themselves against the obstacle and is removed from the board, on roll of a Shield\* the Fanatic bounces off the obstacle and continues the rest of its move in the way it came.

On every future turn the Evil Wizard MUST declare a new direction and roll to move the Fanatic, they never stop moving until they are dead. If a double 1 on the red dice, it instead removed from the board as it throttles itself with its chain (or some other gruesome side-effect).

Any figure that is adjacent (including diagonally) to the Fanatic at the beginning or end of the move, or is passed adjacently or through each receive a 5 combat die, *Armour Piercing* attack. Any figure that moves adjacent (including diagonally) to the Fanatic on their own turn also take an immediate 5 combat die, *Armour Piercing* attack, before they can resolve the remainder of their turn, except if the Fanatic has yet to move at all during the game.

**\*Optional:** Treat White Shields as above, however if a Black Shield is rolled you could decide that the Fanatic smashes straight through the obstacle. Remove furniture from the board, replace closed doors with open doors and use a breached wall token (From the Wizards of Morcar expansion) if they hit a wall (figures may now pass through the wall). This obviously wont work with rooms that are marked as 'solid rock' or if this would have the Fanatic leave the board entirely, in which case they simply bounce off as normal.

**Night Goblin Squig Herder**

**SPECIAL RULES:** Armed with Squig Prodder (Spear), Hatred (Dwarves)

**Squig Herding:** While the Night Goblin Squig Hunter is in the same room or passage as any Cave Squig or Great Cave Squig, those monsters ignore the *Squigs Gone Wild!* rules and may move and attack as the Evil Wizard wishes. With the exception of Squigs that are being ridden, who are to angry, bouncing around to control.

**Night Goblin Squig Noiser**

**SPECIAL RULES:** Hatred (Dwarves)

**Obnoxious Racket:** The Night Goblin Squig Noisers make such a racket with their host of noise-making devices that spellcasters find it hard to concentrate on their magic. Whenever a figure casts a spell in the same room or passage as a Squig Noiser, roll a red die. On a 4, 5 or 6 the spell is cast as normal, on a roll of 2 or 3 the spellcaster loses concentration and cannot complete the spell this turn, on a roll of 1 the spellcaster is so distracted that they must immediately discard the spell for the rest of the game.

**Squig Herding:** While the Night Goblin Squig Noiser is in the same room or passage as any Cave Squig or Great Cave Squig, those monsters ignore the *Squigs Gone Wild!* rules and may move and attack as the Evil Wizard wishes. With the exception of Squigs that are being ridden, who are to angry, bouncing around to control.

**Night Goblin Squig Hopper**

**SPECIAL RULES:** ?

**Boiing!:** Rules text here!

## Orcs

**Orc**

**Orc Big 'Un**

**Orc Boss**

**SPECIAL RULES:** Champion Monster.

**Orc Big Boss**

**SPECIAL RULES:** Character Monster.

**Orc Warboss**

**SPECIAL RULES:** Character Monster.

**Orc Shaman**

**SPECIAL RULES:** Character Monster, Hatred (Dwarfs).

**MAGIC:** An Orc Shaman may take up to three cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Orc Great Shaman**

**SPECIAL RULES:** Character Monster.

**MAGIC:** An Orc Great Shaman may take up to five cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

### Black Orcs

**Black Orc**

**SPECIAL RULES:** Two Attacks.

**Black Orc Boss**

**SPECIAL RULES:** Champion Monster, Two Attacks.

**Black Orc Big Boss**

**SPECIAL RULES:** Character Monster, Two Attacks.

**Black Orc Warboss**

**SPECIAL RULES:** Character Monster, Two Attacks.

### Savage Orcs

**Savage Orc**

**SPECIAL RULES:** Frenzy, Ward.

**Savage Orc Big 'Un**

**SPECIAL RULES:** Frenzy, Ward.

**Savage Orc Boss**

**SPECIAL RULES:** Champion Monster, Frenzy, Ward.

**Savage Orc Big Boss**

**SPECIAL RULES:** Character Monster, Frenzy, Ward.

**Savage Orc Warboss**

**SPECIAL RULES:** Character Monster, Frenzy, Ward.

**Savage Orc Shaman**

**SPECIAL RULES:** Character Monster, Frenzy, Ward.

**Protective Totems:** Whenever the Savage Orc Shaman is in the same room or passage as other Savage Orcs (Including Big 'Uns, Bosses, Big Bosses and Warbosses) that figure may roll an extra combat die when defending (Savage Orc Shamans and Great Shamans already have this bonus shown in their profile, do not increase their number of defend dice further)). If there are ever more than one Savage Orc Shaman or Great Shaman in the same room or passage the bonus to other Savage Orcs is only one extra die, bonuses do not stack.

**MAGIC:** A Savage Orc Shaman may take up to three cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

**Savage Orc Great Shaman**

**SPECIAL RULES:** Character Monster, Frenzy, Ward.

**Protective Totems:** Whenever the Savage Orc Great Shaman is in the same room or passage as other Savage Orcs (Including Big 'Uns, Bosses, Big Bosses and Warbosses) that figure may roll an extra combat die when defending (Savage Orc Shamans and Great Shamans already have this bonus shown in their profile, do not increase their number of defend dice further). If there are ever more than one Savage Orc Shaman or Great Shaman in the same room or passage the bonus to other Savage Orcs is only one extra die, bonuses do not stack.

**MAGIC:** A Savage Orc Great Shaman may take up to five cards from the Chaos Spell deck or Orc Shaman Spell deck (From the Wizards of Morcar expansion).

## Snotlings

**Snotling**

**SPECIAL RULES:** Overwhelm.