Heroscape Master Set: Swarm of the Marro

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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

Setup

  1. Set up your battlefield: Choose a scenario from the booklet or create your own.
  2. 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.
  3. Army Card Colorsi: In the Master Game, loyalties of good and evil warriors may become muddled — your Army can include cards of mixed colors.
  4. Place your entire Army in the starting zone (enemies on opposite starting zones). If more figures than spaces, teammates start in the same zone.
  5. Place Glyph tiles per scenario instructions.

Turn Structure

The game is played in rounds:

  1. 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.
  2. Roll for Initiative: All players roll the d20. Highest result goes first. Reroll ties.
  3. On Your Turn: Players take turns in initiative order. Each player takes 3 turns per round (revealing markers 1, 2, 3 in order).
  4. Move the Round Marker forward after all players have taken 3 turns.

On Each Turn:

  1. Reveal your Order Marker for the current turn number.
  2. Action 1: Move Figure(s) on the revealed Army Card (optional).
  3. Action 2: Attack with Figure(s) on the revealed Army Card (optional).

Actions

Movement

Falling

Engagement

Attacking

Scoring / Victory Conditions

Victory conditions are determined by the scenario:

Scoring (Optional)

Some game scenarios award victory points for controlling objectives or destroying enemy figures.

Special Rules & Edge Cases

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