The Calyptoad battle will the players moving around the largest of the maps dodging the tadpoles and chasing down Calyptoad itself. This mutant will often leap into the air and land in random spaces as the tadpoles relentlessly come after the closest player to them. On the map are a few special rules for this battle. Just like all battles, the center of attention are the Ichor tokens. Ichor will wash up onto random lily pads every round, or sometimes be scooped up by tadpoles. Players will want to pick up these tokens as it gives them the ability to gain AP or HP. The map is huge so using that AP for some extra movement to stay away from tadpoles can be a real game changer. You can also spend Ichor tokens to gain some HP, which may be needed as you can be attacked by multiple tadpoles and Calyptoad in a round, ouch!
Calyptoad's board has space for the events, the tadpole attack card and a reserve for tadpoles. You can see while battling a level 1 Calyptoad, as long as there are to tadpoles on the board the players are inspired and gain +1 movement! At level 2 things begin to change, you lose the extra movement and now must be mindful of what direction you attack Calyptoad in as it will move in the opposite direction. This will make for interesting strategies as it may move towards some tadpoles, leave a player open to more attacks if they try to move next to the mutant. At level 3 it is the same as level 2 with the added issue of weak spots. Now if your player is not standing in specific areas you will roll less attack dice, so many decisions to make here!
Tadpoles will level up as well as other cards. A level one is a very basic "target the closest player, move 1 space, attack." the higher level will start removing the Ichor tokens from the players, stifling their ability to gain extra AP and HP.
When it comes to attacks, Calyptoad is no slouch. It will often target random players, sending it to random spaces on the map making it hard to pin down it's movement patterns. As it levels up, more devastating attacks will be added to the deck. The players will have to be mindful of how much AP they are using in a round, saving some for their DODGE ability so they don't get annihilated by cards like Triple Jump!
This battle can be really tough, but the saving grace this time around is the Event cards. Not all of them are going to help you but there are some pretty great ones that can really turn the tides of battle. Strange flowers give the players a chance to gain some extra HP by standing in a specific zone. Feeling Buff lets all players roll some extra attack dice. Swim The Marsh essentially give you infinite movement. And Lunch Time is a fun where you get to kill tadpoles without event using your attack action, and in the process maybe gain some HP.