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©2016 by Test YMG.

“Him have pretty helmet before I bash him.”

–Dru’ahn the Gross, Ogre Chieftain

The harsh borderlands of Tangräth is home to fierce monsters and grim mercenaries.  Half-Orcs, rejected by both heritages, mix with Wildmen, whose restless poverty makes them ideal mercenaries.  Both must fear rampaging Ogre tribes and sorcerers who flee here far from civilization to practice their arcane experiments.  And all must fear fiery death from the true lords of Tangräth:  the Red Dragons.

Monsters and Mercenaries is different from most factions in that it can be fielded as its own army or its units can be used as mercenaries in other factions.  Half-Orcs are durable and tough, while Wildmen are lighter and more plentiful.  Both have mediocre courage, but with Spoils can be enticed by promises of gold and plunder.  

 

Mages such as Elementalists can rain fire and lightning on your enemies while Healer Mages can keep your units alive and fighting.  Monsters include the barely controllable Hill Giant and the completely uncontrollable Hydra, which gets stronger as the enemy tries to kill it.  

 

And of course, you can bathe your enemies in dragon’s fire with the Red Dragon and the Ancient Red Dragon.

Monsters and Mercenaries is a faction for players who want to open new possibilities with the factions they already possess, or for those who want to play epic battles with mythic monsters.

Starter Deck

Basic Rulebook

Command Cards (30)

Reference Cards (2)

Half-Orc Sword (3)

Half-Orc Spear (2)

Wildmen Archers (2)

Wildmen Sword (3)

Wild Horse Archers (2)

Ogres (2)

Healer Mages (1)

Elementalist (1)

Hill Giant (1)

Reinforcement Deck

Advanced Rulebook

Half-Orc Sword (4)

Half-Orc Spear (4)

Wildmen Archers (3)

Wildmen Sword (6)

Wildmen Horse Archers (3)

Ogres (5)

Healer Mages (3)

Elementalist (3)

Earth Elemental (3)

Red Dragon (3)

Ancient Red Dragon (2)

Hydra (3)

Hill Giant (3)

More factions