Overview
Heroscape Master Set: Swarm of the Marro is a tactical miniatures combat game set in the world of Valhalla, where warriors from across time and space battle on 3D hex-based terrain. Players build customizable battlefields from interlocking terrain tiles, draft armies from a roster of unique heroes and squads, then take turns moving and attacking to destroy opposing forces. This Master Set 2 features the Marro alien swarm and their enemies. The game uses a secret order-planning system and dice-based combat.
Components
- Interlocking hex terrain tiles (rock, grass, sand, water, swamp, lava tiles at various heights)
- Painted miniature figures (Heroes and Squads including Marro warriors, human warriors, and others)
- Army Cards (one per Hero/Squad with Move, Range, Attack, Defense, Life stats, point value, special powers)
- 20-sided die (for initiative)
- Combat dice (skulls for attack, shields for defense)
- Order Markers (numbered 1, 2, 3 plus X decoy, per player)
- Round Marker
- Wound Markers
- Glyph tiles
- Battlefield & Game Scenario booklet
Setup
- Set up your battlefield: Choose a scenario from the booklet or create your own.
- Gather and place your army: Use one of three methods:
- Pre-Made Army: Use the scenario’s listed forces.
- Pre-Set Army: Choose from pre-built options.
- Drafting an Army: For 2 players: roll d20, highest drafts first by choosing 1 card. Then alternate choosing 2 cards each until both pass. For 3+ players: all roll d20, highest drafts first (1 card), then proceed left choosing 1 card each, reversing direction after reaching the end. Continue until all players pass. Total army point values must not exceed the agreed limit.
- Army Card Colorsi: In the Master Game, loyalties of good and evil warriors may become muddled — your Army can include cards of mixed colors.
- Place your entire Army in the starting zone (enemies on opposite starting zones). If more figures than spaces, teammates start in the same zone.
- Place Glyph tiles per scenario instructions.
Turn Structure
The game is played in rounds:
- Place Your Order Markers: Each player places numbered Order Markers (1, 2, 3) and the X decoy face-down on their Army Cards. This determines which figures act each turn. You may stack multiple markers on the same card.
- Roll for Initiative: All players roll the d20. Highest result goes first. Reroll ties.
- On Your Turn: Players take turns in initiative order. Each player takes 3 turns per round (revealing markers 1, 2, 3 in order).
- Move the Round Marker forward after all players have taken 3 turns.
On Each Turn:
- Reveal your Order Marker for the current turn number.
- Action 1: Move Figure(s) on the revealed Army Card (optional).
- Action 2: Attack with Figure(s) on the revealed Army Card (optional).
Actions
Movement
- Move each figure on the active Army Card up to its Move value in spaces.
- Moving up: Count the side of each level as a space. You cannot move up more levels than the figure’s Height number.
- Moving down: Don’t count sides going down, but risk falling damage.
- Water spaces: Must stop when entering a water space from any other space (exception: double-space figures can cross 1 water space between 2 non-water spaces without stopping).
- Swamp water: Unlike water, you may continue moving through swamp if movement remains.
- Moving from water/swamp to land: The “moving up” rule applies. Count sides going up.
- Passing through figures: You can move through spaces with friendly figures but cannot end on an occupied space. You cannot move through enemy figures.
- Double-space figures: Occupy 2 hex spaces. Always end on two same-level spaces. Can flip direction during movement.
- Overhangs: Terrain tiles above gaps. Figures can move onto or under overhangs. When moving up onto an overhang, count support tiles.
- Tight quarters: Narrow passages may limit movement. A figure cannot move onto a space it cannot physically fit.
- Keep the base on the space: Base must sit flat on its space. No overlapping between spaces.
Falling
- When a figure moves down a cliff equal to or higher than its height, it may get grounded (falling rules apply).
- Roll 1 attack die for each level fallen equal to or greater than the figure’s height. Skulls = wound markers.
- Extreme fall (20+ levels): Roll the d20. 1-18 = destroyed. 19-20 = survive without falling damage.
Engagement
- A figure is engaged when adjacent to an opponent’s figure.
- Engaged figures can only attack adjacent engaged enemies (with some exceptions from special powers).
- Leaving engagement: When a figure moves away from an adjacent enemy, the enemy rolls 1 attack die. Each skull = 1 wound. Multiple enemies each get a leaving engagement attack.
- Height differences: If a figure on a higher level’s base is equal to or higher than the lower figure’s height, they are not adjacent (no engagement).
Attacking
- You may attack once per figure per turn.
- Range: The maximum number of spaces away you can attack. Range 1 = adjacent only.
- Line of Sight: Must have clear line from your figure’s Target Point (green dot) to the target’s Hit Zone (red area). Check by looking behind your figure at the target.
- Attack roll: Roll dice equal to your Army Card’s Attack value. Each skull = 1 hit.
- Defense roll: Defender rolls dice equal to Defense value. Each shield = 1 block.
- Wounds: Hits - Blocks = wounds. Place Wound Markers on the defender’s Army Card. When wounds = Life, the figure is destroyed.
- Height advantage: If attacker is higher than defender, attacker rolls extra dice based on height difference. If 10+ levels higher, roll 2 extra dice.
- Attacking around engaged figures: You may attack enemies even if other figures are engaged, but you must still have Line of Sight.
- Destroying a Common figure: If Army includes 2+ of the same Common Army Card and one card’s figures are all destroyed, place destroyed figure on another matching card. Fill up cards before destroying them.
Scoring / Victory Conditions
Victory conditions are determined by the scenario:
- Destroy all enemies: Most common win condition.
- Scenario objectives: Some scenarios have specific goals (control positions, survive turns, etc.).
- In a basic game, the last player (or team) with surviving figures wins.
Scoring (Optional)
Some game scenarios award victory points for controlling objectives or destroying enemy figures.
Special Rules & Edge Cases
- Glyphs: Magical enhancements on certain spaces. When a figure lands on a power-side-up Glyph, it activates:
- Permanent Glyphs: Stay in effect while figure is on the space (e.g., Glyph of Brandar = artifact).
- Temporary Glyphs: Activate once, then removed. Examples: Glyph of Ulaniva (+1 extra attack die for all unique figures), Glyph of Crexxor (+1 extra attack die for common figures), Glyph of Wannok (roll d20 at round end; 1-5 = 1 wound, 16-20 = choose opponent to take a wound), Glyph of Thorian (opponents’ adjacent figures must attack normally), Glyph of Proftaka (Pit Trap — figure cannot move), Glyph of Brandar (artifact), Glyph of Valveara (Negation — opposing figure stops here), Glyph of Erland (Disengage — move away without leaving attacks), Glyph of Gerda (Intercept Order — steal opponent’s random Order Marker).
- Special powers: Each figure’s Army Card lists unique abilities that can modify combat, movement, or other rules.
- Simultaneous special powers: If both players’ cards trigger at the same time, roll d20; the winner chooses which resolves first.
- Multiple Master Sets and Expansions: Can be combined. No player may have more than one of the same Unique Army Card. Unique heroes with the same name across sets cannot be in the same army.
- Marro Hive rules: Marro Stingers and other Marro have hive-related special powers for spawning or reinforcing.
- Flying and Overhangs: Figures with flying ignore terrain for movement, but may still engage.
- Special attacks: Some abilities work differently from normal attacks (not affected by shields, target multiple figures, etc.).
Player Reference
| Stat |
Meaning |
| Move |
Max spaces of movement per turn |
| Range |
Max spaces for ranged attack (1 = melee only) |
| Attack |
Number of attack dice (skulls = hits) |
| Defense |
Number of defense dice (shields = blocks) |
| Life |
Total wounds before destroyed |
| Height |
Max levels a figure can climb at once; also determines fall thresholds |
| Points |
Army drafting cost |
| Round Structure |
Steps |
| 1 |
Place Order Markers (1, 2, 3, X) on Army Cards |
| 2 |
Roll d20 for initiative |
| 3 |
Take 3 turns each (reveal marker → move → attack) |
| 4 |
Advance Round Marker |
Combat: Attack dice (skulls) vs. Defense dice (shields). Net skulls = wound markers.
Win: Destroy all enemy figures or achieve scenario objectives