MK Rulebook ENG Searchable-Mar2012
MK Rulebook ENG Searchable-Mar2012
MK Rulebook ENG Searchable-Mar2012
Table of Contents
T
RULEBOOK
Game Flow ......................................................................................................1
Game Setup for the Full Game ..................................................................3
One Round of the Game (Day or Night) ................................................4
Basic Game Concepts ..................................................................................4
A Players Turn ................................................................................................5
Movement .......................................................................................................6
Interacting with Locals ................................................................................7
Combat with Enemies..................................................................................7
End of the Turn ...............................................................................................9
Wounds and Healing .................................................................................10
Player versus Player Combat ...................................................................10
Cooperative City Assault ..........................................................................11
SCENARIO BOOK
General Principles .......................................................................................12
Variants ..........................................................................................................13
Scenario List ..................................................................................................15
Advanced
Action deck
City cards and
City gures
Spell deck
Spaces for
Advanced
Action oer
Repu
tation
Fame track
track
Wound pile
Spaces for
Spell oer
Tile deck
Spaces for
Common Skill
oer
Elite Unit
deck
Artifact deck
Regular Unit
deck
Round
Order
Source
Move costs
Day/Night board
Spaces for
Unit oer
Unused Night
Tactics
Site Description
and Scoring
cards
Space to display
Advanced Action cards
later (for Monasteries)
Mana die
Bank
Map
Mana
tokens
Tiles revealed
at start
Displayed Day
Tactics
2
Unit oer. Reveal as many cards from the Regular (silver) Unit
deck as there are actual players plus 2. Later, there may also
be some Advanced Action cards in the Unit oer (one for each
monastery on the map).
Round Order tokens. Each player puts his Round Order token
here, with the player who picked his Hero rst being at the top.
Day/Night board. At the start of the game, put it day side up.
At the start of a new round, it gets ipped, so Day and Night
alternate.
The left part of this board depicts the Move costs of various
terrains.
The right part is the Source. Roll as many mana dice as there
are actual players plus 2, and place them there. At least half
of the dice have to show basic colors (red, blue, white or
green). If not, keep rerolling all the black and gold dice until
this is true.
Displayed Day Tactics. Display the Day Tactic cards in an
easily accessible place.
Unused Tactics. Put the Night Tactic cards here now. You do
not need to shue them.
card.TThis
Thihis card
ccaard
r represents
rep
epreese
sent
n s your
nt
yyoour character. In its lower part
Hero card.
is the Inventory, in which you store crystals gained during the
game.
Pile of Level tokens. Stack the ve octagonal Level tokens in a
face up pile, sorted by numbers, so the one marked 1-2 is at the
top, while 9-10 is at the bottom. The current token shows your
Armor of 2 and Hand limit of 5 for levels 1-2. Put the sixth blank
Level token shield side up in your Unit area as a Command
token.
Unit Area. Here you place your recruited Units. Each Unit needs
its own Command token. You currently have one Command
token, so you can only have one Unit. When advancing to an
Shield tokens. Use one on the Fame track and another on the
Reputation track. The rest are used to mark your successes on
the map. The supply should be endless (if you run out of them,
use a substitute).
Pile of Skill tokens. Each player has 10 Skill tokens in his color.
Randomize them and put them in a face down pile.
Gained Skills. An area where Skill tokens gained during Level
up will be put.
Skill Description card. All Skill tokens belonging to your Hero
are described here.
Play Area. Each player should have some reasonable space in
front of him, where he can play cards during his turn.
Gained
Skills
Hero card
Pile of Level
tokens
Play Area
Shield
tokens
Inventory
Command
token
Deed deck
Hero
ero gure
Unit area
Discard pile
(face up)
Pile of Skill
tokens
Skill
Description
card
Players hand
1. Rounds are either Day or Night. Players take their turns within
a Round.
2. Prepare the Round (skip this step for the rst Round of the
game, as it was completed during setup):
a. Flip the Day/Night Board If it was Day, ip the board to
Night; if Night, ip to Day.
b. Reset the Source Reroll all mana dice in the Source,
following the conditions outlined in the Game Setup
section.
c. Create a new Unit oer.
Take all Unit cards currently in the oer and put them on
the bottom of their corresponding decks.
If there are some Advanced Action cards in the Unit oer,
put them to the bottom of the Advanced Action deck.
Deal new Unit cards into the Unit oer equal to the
number of actual players plus 2.
If no Core tile has been revealed, deal Regular (silver
back) Units only.
If at least one Core tile has been revealed, alternate
dealing Elite (gold) and Regular Units. (Elite, Regular,
Elite, etc.)
If there are any monasteries on the map, add one
Advanced Action card to the Unit oer for each
monastery that has not been burned.
d. Refresh the Advanced Action oer Remove the lowest
DEED CARDS
USING UNITS
1. Units are separated into two decks, Regular (silver card back)
and Elite (gold card back). The card back does not impact game
play once Units are in the game.
2. At the start of the game, players control no Units. Units gained
(recruited) during the game are displayed in front of the player
in the Unit area at all times (they will never be in a players hand,
Deed deck or discard pile).
3. Each Unit in your Unit area has an assigned Command token.
You cannot have more Units than Command tokens in your
Unit area.
a. Units with Command tokens above them are considered to
be Ready.
b. Units with Command tokens on them are considered to be
Spent.
c. Units with a Wound card across them are considered to be
Wounded.
4. Newly recruited Units are always Ready and not Wounded.
a. If you want to gain a new Unit but all of your Command
tokens are occupied, you must disband one of your Units.
Remove a disbanded Unit from the game. The newly
recruited Unit is Ready and not Wounded, regardless of the
state of disbanded Unit.
5. A Unit that is Ready and not Wounded may be activated for
one of its abilities.
a. To activate a Unit, put its Command token on it the Unit is
no longer Ready, it is spent until the end of the Round.
b. Then choose one of the abilities displayed on the Unit card
and apply its eect. You may combine it with the eects of
other Deed cards, Skills and Units.
To choose an ability with a mana symbol in front of it,
you have to pay mana of the corresponding color rst.
6. Whenever an eect allows you to Ready a Unit, you may
move the Command token above that Unit. The Unit is now
Ready and can be activated again.
7. Banner Artifacts can be assigned to a Unit at any time during
your turn. Put the Banner card partially under the Unit card you
4
USING SKILLS
1. Skills are represented by Skill tokens. Each character has his
own set of Skill tokens.
2. At the start of the game, players have no Skill tokens available
to them. Each time a Hero reaches an even-numbered Fame
level, they gain one Skill token.
a. Players put the Skill tokens they gain during the game face
up in front of them.
b. Players may gain Skill tokens of their own character, but
also Skill tokens of other characters in the game. If they do,
they can use them the same way as their own once a Skill
is in the game, it does not matter to which character set it
belongs.
3. The use and eect of each Skill is depicted by icons on its token.
They are described in detail on the Skill Description card of
the corresponding character.
4. Skills are of three basic types:
a. Skill tokens with this symbol can be used only once a
Round, on your turn (except the Motivation skill, which can
also be used during other players turns). If you use such
a Skill, ip the token face down until the start of the next
Round.
Skill tokens with this symbol can be used once a
b.
Round, but their eect persists until the start of your
next turn. These Skills will aect other players during their
turns while they are active. When using this type of Skill,
USING MANA
1. There are four basic colors of mana in the game (red, blue,
white and green). The mana can be in two forms:
a. Pure mana. This is represented by a mana die or by a mana
token in a players play area. When gained, it has to be used
before the end of the players turn, or it disappears.
b. Crystals. These are represented by a mana token in the
players Inventory (on his Hero card). Up to three tokens of
each basic color can be stored there.
A crystal can be turned into pure mana at any moment of
a players turn. Pure mana cannot be turned into crystals
unless an eect says so.
2. There are two special colors (gold and black) that can be in pure
form only (there are no gold and black crystals).
a. During Day Rounds, gold mana can be used as mana of
any basic color (for all purposes, it is considered exactly the
same as using mana of the desired color). Black mana can
never be used during the Day.
b. During Night Rounds, black mana can be used to power
some eects. Gold mana can never be used at Night.
3. The Source represents pure mana present in the world. Each
turn, a player may take one mana die from the Source and use it
as mana of the color shown on the die.
a. Reroll any dice taken from the Source this way at the end of
1. Some Tactic cards, Skill tokens and the village Description card
oer you options that are labeled as before your turn or on
another players turn.
a. For game purposes both of these are the same. You can play
them while others are playing, or just before your turn.
Note: You can use eects playable on another players turn
before your rst turn, even if you are the rst player to play
this Round.
b. These eects usually allow you to draw cards from your
Deed deck. The following conditions (whether the draw
deck is empty, whether you have cards in your hand) are
checked after these actions are completed.
2. If your Deed deck is empty at the start of your turn, and if the
End of the Round has not been announced yet, you may forfeit
your turn and announce the End of the Round. If you do, each
other player takes one more turn, and then the Round is over.
a. You may only announce End of the Round if your Deed deck
is empty at the start of your turn.
b. You must announce End of the Round if your Deed deck is
empty and you have no cards in your hand at the start of
your turn.
c. If you have cards in your hand, but your Deed deck is empty,
it is up to you whether to announce End of the Round, or
whether to play your turn.
d. If you have no cards in your hand and Deed deck, but the
End of the Round has already been announced by another
player, you must forfeit your turn.
3. If you forfeit your turn, your turn ends immediately; you cannot
even use the benets of a map space you occupy (mines or
magical glade).
4. If you do not forfeit your turn, you have two options: playing a
Regular turn, or Resting.
a. In both cases, you have to play or discard at least one
card during or at the end of your turn (except if your hand
EFFECTS
1. Deed cards, Units, Skill tokens and some Tactic cards provide a
variety of eects that may be used on a given turn.
a. Many eects are described with shortcuts like Move X (gain
X Move points) or Heal X (gain X Healing points). These
terms are explained in the rules.
b. Other eects might allow you to modify the rules for the
turn, or to gain something you wouldnt normally be able to
gain. For these types of eects, follow the text on the card.
If the eect modies some values or rules, the change
always lasts until the end of the current turn (unless
stated otherwise).
2. If you do not understand an eect or the interaction of two or
more eects in combination, check the game website for FAQs.
GAIN EFFECTS
DISCARDING AND
THROWING AWAY
1. If an eect tells you to discard a card, put the discarded card
into your discard pile. You may never discard a Wound card,
unless the eect explicitly allows it.
2. If an eect tells you to throw away a card then:
a. If it is a Wound, put it back in the Wound pile.
b. Otherwise, remove it from the game (return it to the box).
REVERTING
is empty but there are still cards in your Deed deck at the
beginning of your turn).
5. Playing a Regular turn has two voluntary parts: movement,
and action.
a. First, you may (but do not have to) move. You may reveal
new map tiles during movement. See the Movement
section later.
b. Your movement may result in a mandatory action:
If you ended your movement on a space occupied by
another player, you must initiate Player vs. Player
combat.
If you entered (i.e. assaulted) a fortied site (keep, mage
tower, city), you must ght all garrisoned enemies.
If your movement ended because you were attacked by
rampaging enemies, you must ght these enemies.
c. If there are no mandatory actions, you may choose to
perform one (and only one) of the following voluntary
actions:
At inhabited sites (village, monastery, keep, mage
tower, city) you may interact with the locals. See the
Interaction with Locals section later.
At adventure sites (ruins, dungeon, tomb, monster den,
spawning grounds) you may decide to explore them.
This will usually lead to combat.
If there are rampaging enemies (orc marauders,
draconum) in one or more adjacent spaces, you can
decide to challenge one or more of them in combat.
If in a monastery, you may decide to burn it. This leads
to combat.
If none of the above actions are available, or if you do not
want to take any of these actions, you can do nothing.
d. You may do only one action each turn (mandatory or
voluntary). If you want to move and/or reveal new tiles,
his Inuence points on whatever the site oers. See the Site
Description card, or the corresponding City card for options.
a. A Player can recruit a Unit from the Unit oer, as long as
one of the Unit types (icons in the upper left of the Unit
card) matches the site (icon in the upper right corner of the
Description card). The Inuence cost is stated in the upper
left corner of the Unit card.
For recruiting, see the Basic Concepts Using Units
section.
You can use a newly recruited Unit immediately (but you
cannot use an Inuence eect of that Unit to pay its own
cost).
b. Healing points can be bought at villages for 3 Inuence
points and at monasteries for 2 Inuence points (see the
Description card of these sites). See the Wounds and
Healing section.
c. As described on the monastery Site Description card,
a player can learn a new Advanced Action there for 6
Inuence points. The Advanced Action card must be from
the Unit oer (not from the Advanced Action oer) and is
put on top of his Deed deck. The oer is not replenished
until the start of the next Round.
d. A player can learn new Spells from the Spell oer at a
mage tower. To gain a Spell, the player must pay 7 Inuence
points as well as one mana of the same color as the Spell
he wishes to acquire. A newly gained Spell is put on top of
the players Deed deck and the Spell oer is replenished.
Attacks you have not used during the rst phase) to attempt
to eliminate enemies.
4. During each phase a player can play corresponding cards, use
Skills, and activate Units. Track the eects played in each phase
in a separate columns.
5. Unless a restrictive eect is otherwise stated, you may play
additional combat eects (that aect your Units, enemies,
or combat rules) during any of these phases. Unless stated
otherwise, that eect persists until the end of the turn.
a. Any non-Attack/Block eect from a red card, or a Unit
to activate
a
ability that costs red mana to
has no eect on
enemies with Fire resistance .
b. Any non-Attack/Block eect from a blue card, or a Unit
to activate has no eect on
ability that costs blue manaa to
enemies with Ice resistance .
6. Players can play any number of special eects during any
combat phase. However, no healing eects may be played
during combat.
3.
4.
5.
6.
BLOCK PHASE
1. After performing any Ranged and Siege Attacks, the Block
phase begins. In this phase, all enemies that have not been
eliminated get to attack, but players have the chance to actively
counter the attack of one or more enemies by using blocks. A
Blocked enemy deals no damage in the Assign Damage phase.
2. For each enemy with the Summon icon, draw a brown
enemy token and add it to the enemy group now.
a. For both the Block Phase and Damage Assigning Phase, the
summoned monster replaces the summoning enemy.
b. As long as the summoned monster is present, no eect
can target the enemy that summoned it. The summoned
monster can be targeted normally.
3. Choose a single attacking enemy to block.
4. Play any number of Blocks of any elemental type Fire, Ice,
Cold Fire, or physical.
5.
6.
7.
8.
9.
a. Play cards that provide Block from your hand (you can
power them with any available mana), use Block Skills, or
activate any Units with Block abilities. Stack these eects
together in a column to help keep track of your total.
b. Any card (except for a Wound) can be played sideways to
the column as Block 1. Sideways cards are always physical
Block, never a block of an elemental type.
Determine the total Block value of all played eects.
a. Against elemental attacks, only certain Blocks are fully
ecient:
ypp of Block is ecient against a physical
Any type
attack .
Only Ice or Cold Fire Blocks are ecient against Fire
Attacks .
Only Fire or Cold Fire Blocks are ecient against Ice
Attacks .
oldd Fire Blocks are ecient against Cold Fire
Only Cold
Attacks .
b. Inecient Blocks are reduced by half. When totaling the
nal Block value, total the values of all inecient Blocks,
divide by two (round down) and then add the full values of
all ecient Blocks.
The Block is successful if the total value equals or exceeds the
attack value of the chosen enemy.
a. If the enemy has the Swift ability , its Attack value is
doubled for the purpose of blocking.
A successfully blocked enemy token is set aside. Its attack
was stopped and it will do no damage during the next phase
of combat. However, it is not eliminated yet. You will have a
chance to eliminate it in the Melee Attack phase.
a. If a summoned monster is successfully blocked, discard it to
the corresponding discard pile (but gain no Fame).
If your Block total is lower than the Attack value of the enemy
you are attempting to block, it has no eect. You cannot lower
the Attack value by playing Blocks you either block it fully, or
it goes through at the full strength.
a. Sometimes a blocking card will have eects other than
adding to your Block total. Unless stated otherwise, these
eects apply whether or not the block was successful.
You may block any number of attacking enemies during this
phase. Any enemies you wish to block are resolved individually;
you cannot block multiple enemies at once.
ATTACK PHASE
1. The Attack phase works the same way as the Ranged and
Siege Attack phase, except:
COMBAT OUTCOMES
1. Combat ends after the Attack phase. You might defeat none,
one or more enemies during the combat.
a. If you were assaulting a city, put one of your Shield tokens
on the City card for each enemy you defeated. Put the
Shields in a row, so you can determine in which order they
were put there later.
2. If you defeated all enemies at the site, depending on the site:
a. If you defeated one or more rampaging enemies, remove
their tokens from the board: the icon on the space has no
meaning now, treat it as an empty space. You do not mark
the space with a Shield token, but you do gain Reputation
(+1 for each orc marauders, +2 for each draconum).
b. If you defeated all enemies on an adventure site, mark the
space with a Shield token. At the end of your turn, you can
claim the reward indicated on the Site Description card. Do
not pick your reward before the end of your turn; you
1. You can complete your turn while the next player starts theirs.
The rst thing you should do is reroll and return any mana
dice you used to the Source.
2. Forced withdrawal: You must end your turn on a safe space
(see paragraph 7d in Movement section, pg. 7).
a. If you are not on a safe space, you must backtrack your move
until you arrive at a safe space.
b. For each space you move while backtracking, add a Wound
to your hand.
3. Clear up your play Area:
a. Return all mana tokens, used or unused, from your play area
to the bank.
b. Put all cards played this turn into your discard pile (except
those that were thrown away remove them from the
game, or, in the case of Wounds, put them back on top of the
Wound pile).
4. Use the benets of your space:
a. If you end your turn on a magical glade, you may throw
away one Wound card from your hand or discard pile. Units
cannot be Healed this way.
b. If you end your turn on a crystal mine, you gain a crystal
of the mines color to your Inventory (unless you have
3 crystals of that color already in which case you get
nothing).
5. Rewards from combat: If you won any rewards from a
combat, take them now. Pick your rewards in whatever order
you choose. If you won:
a. Crystals add them to your Inventory (unless you already
have 3 of that color then nothing happens). If you gained
any random crystals, roll a die for each reward to determine
which color you receive. If black is rolled, you gain 1 Fame
instead. If gold is rolled, you may choose the color.
can take a look at any token that was revealed earlier in the
game.
d. If you failed to defeat all the defenders of a fortied site,
you have to withdraw back to the space you were attacking
from. If it is not a safe place, Forced withdrawal rules apply
(see the End of the Turn section).
CITY ASSAULTS
1. City assaults work the same way as assaulting any other
fortied site, but in addition to the fortication, each city gives
a bonus to the defending Units. See the upper part of the
p
corresponding
City card:
In the White city, all defenders get +1 Armor.
a.
In the Blue city, all defenders get +2 Attack
if they have Ice Attack or Fire Attack, and
+1 Attack if they have Cold Fire Attack.
In the Red city, all defenders that have
c.
physical Attack gain the Brutal ability.
In the Green city, all defenders that have
d.
physical Attack gain the Poison ability.
2. If a city is conquered, its new leader must be determined.
a. The player with the most Shield tokens on the City card (or
the one with the rst Shield amongst the tied in case of tie)
becomes the City leader.
b. The leader takes the City card, including all the Shield
tokens, in front of him. Note when any player enters the city,
he puts his gure on the City card in front of that player, to
emphasize the fact he is visiting his city.
b.
1. A player can invoke Player vs. Player combat as his action for
the turn, if he meets the following conditions:
a. He entered a space containing another player and does not
want to or cannot continue moving.
b. The space is a not a portal or a city space (ghts between
players are not allowed on these spaces).
c. The End of the Round has not been announced yet, and the
end game condition has not been triggered.
Note: It is not allowed to enter a space occupied by another
player by a move that provokes a rampaging enemy to attack.
2. If Player vs. Player combat occurs, the attacking player is
referred to as the aggressor, and the defending player is
referred to as the defender. The defender gets a chance to
defend by either fully or partially playing their turn during the
aggressors turn. The defender cannot move or perform an
action (interaction or initiating another combat) during this
combat.
3. When attacked, the defender can use any eects normally
usable before his turn or in turns of other players (such as
plundering a village). Then, he has two options.
a. Fully Attend the Combat. A player may choose to take his
next turn in advance. If he does:
He ips his Round Order token down. As long as it is
face-down, he cannot be attacked again. When it
would be the defenders next turn, the token is ipped
back up but he skips the turn completely (he cannot
even announce End of the Round).
He may use a mana die from the Source.
He may use Skills that would normally be available on
his turn.
After combat, he may play special and healing cards and
eects, if he wishes.
Then, he follows all the usual end of turn steps (use of
mines or glade, Level up, drawing new cards, etc.)
b. Partially Attend the Combat. A player may choose to not
skip his next turn. In that case:
He does not ip down his Round Order token and is
subject to attack from other players. He will play his next
turn as normal.
He cannot use a mana die from the Source (unless some
eect states otherwise).
He cannot use his Skill tokens (except those useable in
turns of other players).
MELEE ATTACKS
1. The Melee Attack phase works similarly to the Ranged and
Siege Attack phase, with a few dierences:
a. The aggressor gets to start as the attacker instead of the
defender.
b. Any combination of Attack eects can be played, including
Ranged and Siege. Fortications are ignored in this phase.
COMBAT OUTCOME
1. If a player is forced to retreat, combat is over and the other
player is considered to be victorious and may gain some Fame.
a. If the victorious player is of a lower level than the one forced
to retreat, he gains 1 Fame plus 2 Fame for each level he is
lower.
b. If he is of the same level but lower Fame, he gains 1 Fame.
c. If he is of the same or higher Fame, he gains nothing.
2. If combat ended because neither player wanted to attack any
more, the combat is a draw and no one gets any Fame.
a. The aggressor must withdraw to the space he was
attacking from. If it is not a safe place, Forced withdrawal
rules apply (see the End of the Turn section).
SPECIAL COMBAT
EFFECTS
1. In regular combat, you may play various eects other than
Attacks and Blocks. Most of these can also be used when
ghting another player.
2. Eects that target enemies can target opponents Unwounded
Units. You may never target the enemy Hero with them.
a. If the eect is from a red card, or if it is a Unit ability activated
by red mana, it has no eect against Units with Fire
Resistance.
b. If the eect is from a blue card, or if it is a Unit ability
activated by blue mana, it has no eect against Units with
Ice Resistance.
11
This scenario book has three parts. First, there are some general principles that apply to all scenarios, or to a subcategory of scenarios (like cooperative scenarios). In the second part,
there are optional variant rules you can use for your game. The third part contains descriptions of the scenarios.
MAP SHAPE
In each scenario description, there is a recommended map shape
for the various number of players allowed in that scenario.
Wedge Map
This shape uses starting tile A. It is similar to the one in starting
scenario, with one extra rule:
Core (brown) tiles cannot be added to the coastline. (i.e. to the
leftmost and rightmost lane of tiles).
The map starts tight, but then opens relatively quickly, and soon it
can be wide. The extra rule prevents the Cities being too far from
one another.
This map is most suitable for 2 or 3 players. Because of its narrow
start, it is not recommended if the players are of dierent levels
of experience: With 3 players, an inexperienced player may get
blocked at the start. With 4 players, this risk gets even higher and
harder to avoid.
A fully open map uses starting tile B, and you deal three tiles
adjacent to it at the start. The coastline opens out in a much wider
angle here. However, it does not open forever the map can have
a maximum of 5 parallel columns of tiles. Imagine the coastline in
each direction breaks after you add two tiles to the starting tile.
See the picture.
A fully open map is suitable for a comfortable four player game.
For less players, it is a bit too vast, and there may not be enough
interaction in later phases of the game.
Dummy Player
12
1
2
Note 2: You have a slight control over the Dummy players deck
and crystals. It may be advantageous not to let him get crystals and
cards of the same color.
Note 3: The deck used for the Dummy player is the main reason
why all cooperative scenarios are up to three players only. If you
really wish to play a four player cooperative scenario, use some
replacement cards (like spades are green, hearts are red, diamonds
are white, and clubs are blue... etc.), or just colored pieces of paper
as a replacement for the Dummy players Deed deck and the cards
added to it during the game.
Every time your Hero has gained a Skill token, also reveal one Skill
of the Dummy player, and put it into the Common Skill oer it
is available to you the next time you may gain a Skill token. If you
choose such a Skill from the Common Skill oer, you have to take
the lowest Advanced Action card, as with usual Level Up rules.
TEAM RULES
Some four player scenarios are played by two teams. Separate
the players into teams randomly or by agreement before Hero
selection.
The interactive Skills (the ones written in a dierent color on
the Skill Description card) ignore your fellow player.
However, the interactive Spells (the ones that aect other
players) do not ignore your fellow player. Magic does not
recognize friend from foe.
Allied players cannot trade crystals, Artifacts, Units etc. Mage
Knights are very individual, it is a wonder they cooperate at all.
Rules for cooperative city assault are recommended, but you
can also cooperate in other ways: You may agree who goes
which way, who needs which Tactic, who would like to take
which cards from the oers, who needs a particular color in the
Source etc. However, allied players should not say which cards
they have in their hand, nor help each other out on details when
playing their turn (how to play cards, use Units, pay mana etc.).
Each player is individually responsible for how he plays.
Allied players cannot share the same space at the end of the
turn (except for cities and the portal). If this would happen,
Forced withdrawal rules apply for the player who entered the
space later.
Allied players may not engage in Player vs. Player combat with
each other.
A player may enter an empty keep owned by his ally, and he can
recruit Units there. When in or adjacent to an allied keep, his
Hand limit is increased, but only for the keeps he owns himself.
That means, if close to an allied keep but he has no keeps of his
Variants are here to add even more variety to the game, and to
adjust it to your tastes. We recommend you follow these rules
when picking variants:
You should play your rst few games with the standard rules
only, to better understand the game.
Only use a variant rule if all players agree.
You should agree and clearly announce what scenario you are
playing and which variant rules apply BEFORE the start of the
game, i.e. even before Hero selection.
Do not pick too many variant rules at once, as you might easily
forget which rules apply and which do not.
If you realize that you like a variant rule so much you are always
using it, you may agree to consider it to be a standard rule, and
these points do not apply for it any more.
Even if your group has a set of variant rules you usually use,
you should abandon them temporarily when introducing new
players to the game. Play The First Reconnaissance scenario
without any variant rules. The new players will have lots to
digest even with the standard rules.
Any player who has not picked a Hero yet may disagree and
oer to sacrice 1 or more Fame points to get that Hero instead.
The player who originally picked the Hero must either match
the oer, or give up on this Hero.
If more players are interested, the next oer must be greater. It
goes in rounds, like an auction, except that the players earlier in
the selection order may just match the oer, they do not have to
increase.
Once no one wants to increase, the player who oered most (or
was earlier in selection order from the ones that oered most)
takes the Hero and loses the Fame. Others lose nothing and
continue following the same rules, with the next player (or the
However, after many games under your belt, you may notice that
limited amount of tiles cause some patterns to repeat in the game
from time to time. If you want, you may use this rule:
When revealing a new tile (at the start of the game, or during it),
it is rotated randomly. Add it to the map face down (so no one
can see how it is oriented), and then ip it by any axis (choose
the axis before seeing the tile content).
Note: The symbols in the corners still have to connect, although
now, circles can connect to stars, creating irregular shapes.
Thats the game story, and it makes the cities dierent not just by
their garrison and bonuses. If you want more variability, though,
you can do it a dierent way:
Whenever a city tile is revealed, draw a random City card,
and put the city of that color on the central space of the tile,
regardless of the space color.
Note: You may also use random cities in scenarios where a xed
city is dened (for example: Green city in the Druid Nights
scenario), as it is usually because of the city surroundings, not the
city color itself. In these cases, use the tile the scenario describes,
but when it is revealed, put a random city onto it.
MAP VARIABILITY
Map Shape and Number of Tiles
The map shapes and number of tiles for the scenarios are just
recommended settings. If you discover that you like some map
shapes better, if you want more or less interaction at the start of
the game or during it, or if you want more or less tiles to explore,
or even cities to conquer, feel free to choose dierent map shapes
and number of tiles.
Random Cities
The cities have a xed position. The White city is always by a lake
next to a keep, the Red city is in desert surrounded by dragons, etc.
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DAY
YTIME VARIABILITY
Each scenario goes Day, Night, Day, Night... You may change this if
you wish, just for variety.
Night Arrival
You may start with a Night round. Note this is more dicult: not
only it is harder to use mana and travel through forests, but you
also do not see who defends keeps and towers, and what dangers
lurk in the ruins.
If using this, we recommend you roll the mana dice until there is no
gold and no black at the start.
Darkness is Coming
You start with a Day round. At the end of the Round, roll two mana
dice. If any of them is black, night falls and it is Night until the end
of the game. If not, continue with another Day round, and roll
again at its end.
CITY LEVELS
The city levels for a given scenario are shown in the scenario
descriptions. Once you are experienced, you may increase the city
levels, especially when using rules for a cooperative city assault.
Soon, you will see that even a city of level 11 can be conquered by
a single player, if he has really strong cards and an army suitable
for a city assault.
Megapolis
If you nd out that even the highest level of cities is not enough of
a challenge for you, or if you just want to spice things up, you may
turn one of the cities into a Megapolis. Note: This can only be done
in scenarios with three or less cities.
Once you have agreed the levels of regular cities, also agree on
the level of a Megapolis: it can be any number from 2 to 24. It
does not have to be higher than 11.
The Megapolis should be always the last city revealed in the
game.
When a Megapolis is revealed, place its gure and take its City
card as usual. Then randomly choose one of the City cards not
used yet, and put it to the right of the rst City card. Also, take
the city gure of that color, and put it on the tile, one space right
from the rst city. The terrain (and, in the case of the Green
city, also the symbol) on the space covered by the city gure is
ignored.
Set the level of each city as half of the Megapolis level. If the
number is odd, round up for the city on the left, and round
down for the city on the right. (So, the level of the Megapolis is
the sum of the both city levels.) Draw garrison tokens for both
cities, and add them together as the Megapolis garrison (it does
not matter which was drawn for which city).
If conquered, treat the Megapolis as one big city that has two
spaces. A player puts his gure onto the corresponding card
to mark which part he is in. He may move from one part to
another during movement (for the standard city Move cost
of 2), or leave it by entering a space adjacent to the part he is
currently in. Also, to challenge a rampaging enemy when in a
city, the player has to be on the space adjacent to that enemy.
No matter in which part of the city his Hero is, the player
may use purchase options of both cities during interaction.
During scoring, a Megapolis counts as only one city. Note:
Scoring does not take city level into account.
If you decide to play a scenario with two Megapolis, add a
random city to the rst revealed city tile. The other two cities
will go to the second city tile, even if it happens to be the color
you added to the rst Megapolis.
RAMPAGE!
This is a kind of side quest. You may add it to any scenario to spice
it up.
This kingdom is under heavy raids. Terrorized people are very
suspicious and do not trust anyone.
Your characters start with -2 Reputation (i.e. they have -1
penalty to interaction).
At the end of each Day, roll a mana die for each space where
a rampaging enemy was defeated. If a warm, living color was
rolled (red, green or gold), draw a new enemy to that space.
More Rampage!
For an even more extreme version of this variant:
Your characters start with -4 Reputation (i.e. they have -2
penalty to interaction).
At the end of each Day or Night, you roll a die for each defeated
rampaging enemy as above. However the rampaging enemy
token is added always, and if a warm (during Day) or cold
(during Night) color is rolled, you also add the brown one.
FRIENDLY GAME
If your group is not too competitive, or if both new players and
experienced ones are playing together, you may use one or more
of these rules.
No Interactive Spells
You may remove Spell cards that hinder other players those
numbered 17-20.
No Interactive Skills
Friendly Mana
You may remove Skills that aect other players those with this
icon (also note their description is in a dierent color on the Skill
Description card).
You may agree that during the Day, a player cannot use a gold die
as mana of certain color if there is an unused die of that color in the
Source. i.e. if there is a red die, you cannot use a gold die to power
a red card, you have to use the red one. Also, you cannot reroll or
reset a gold die during day, as long as there is another non-gold
die in the Source.
INTE
ERACTIVE COMBAT
In this variant, another player not only oversees your combat,
but he can also make some small decisions. The combat is less
predictable, and in some cases, it may become a true duel of wits.
This variant rule applies whenever a player starts a ght with
a single enemy (no matter whether it is a rampaging one, or a
monster in dungeon, or the only defender left in the city after
previous assaults etc.).
When this happens, the player who played before that player
takes a spare mana die and secretly selects a color on it. He
hides it with his hand, so the ghting player does not see the
color.
If it is white, the enemy has +1 to Armor in the Siege and
Ranged Attack phase.
MORE DECKBUILDING
If you feel you would like to have more chance to tune your deck
during the game, you may use one of the following variants. We do
not recommend them for your rst few games. Also, when using
these rules, your Heros strength rises faster, so you might want to
adjust the game diculty by increasing the city levels.
Note: If using one of these variants, and especially with 4 players,
or when cards that allow you to gain more Advanced Action
cards enter the game early, there is a chance you might run out
of Advanced Action cards. In that case, the monastery oer is
aected rst (do not deal cards there if there are none left). If there
are not enough cards to replenish the Advanced Action oer, just
use as many as you can. If there are none, the player who has to
take a card gets nothing.
Action Upgrades
This variant not only lets you tune your deck during the game, it
also gives a slight advantage to those that are behind.
At the end of each Night except the nal one (i.e. twice during
the standard 6-Round scenarios), reveal as many Advanced
Action cards as the number of players plus 1.
Then, players should examine their decks, and score their
strength. Use the rst three lines of the Achievements Scoring:
Two points for each Artifact or Spell.
FIRST RECONNAISSANCE
E
Special Rules
Scenario End
When a player reveals a city, all players (including him) have one
last turn. If the Round ends during this, the game ends immediately.
Scoring
Solo Variant
If you want to try your rst mission solo, play with 8 countryside
tiles (as in a 2-player game), but adjust the game length to four
rounds (2 days and 2 nights).
Use a Dummy player (see page 12), and special rules for Tactic
selection from the Solo Conquest mission (page 17). When
scoring, award no titles.
However, if you just want to become familiar with the mechanics,
you may also ignore the Dummy player in your rst game, and
enjoy the experience with one hero and no pressure.
FUL
LL CONQUEST
Players: 2 to 4
Type: Competitive
Length: Six rounds (3 days and 3 nights)
Purpose: Standard game scenario, in which you use all the
game features. Can be long, especially with 4 players or when
players are not experienced yet.
Your task is to nd and conquer all cities in three days and three
nights. Each of you will be on your own, and as usual, you want to
get as much Fame, knowledge and loot as possible. Luckily for you,
conquering cities is a great way to get Fame.
Scenario End
When all cities are conquered, all players (including the one who
conquered the last city) have one last turn. If the Round ends
during this, the game ends immediately.
Scoring
Variants
If experienced, you can increase the level of the cities. But beware
even with the suggested settings, this is a long scenario.
Team Game
If playing with four, you may decide to play this as a team game
(see the General Principles section).
In this case, you may either keep four cities in the game, or you may
decide to encourage cooperative city assaults by using only two
city tiles, and set the level of cities to 10, or higher. Or, you can use
two Megapolis instead (see the Variants section).
BLITZ CONQUEST
Players: 2 to 4
Type: Competitive
Length: Four rounds (2 days and 2 nights)
Purpose: Shorter scenario that shares most of the mechanics
with the standard game, but is faster.
Again, your task is to conquer all cities. You have only two days and
two nights this time, so you were imbued with extra power. And
again, whoever scores most Fame is the winner.
Special Rules
You start with 1 Fame. Whenever you cross a line on the Fame
track, you get 1 extra Fame.
You start with +2 Reputation (i.e. you have a bonus of +1 for
interaction right from the start).
There is one more die in the Source and one more Unit in the
oer than usual.
Scoring
You score Achievements and Cities (on both sides of Scoring card),
as with the standard Conquest scenario.
Variants
You can adjust the level of the cities according to your preferences.
Scenario End
When all cities are conquered, all players (including the one who
conquered the last city) have one last turn. If the Round ends
during this, the game ends immediately.
FULL COOPERATION
Players: 2 or 3
Type: Cooperative
Length: Six rounds (3 days and 3 nights)
Purpose: Standard cooperative scenario the ultimate
challenge for those who want to beat the game together.
Your task is to conquer all cities. You have to work as a team, and
you will also be rewarded as a team, according to your weakest
link and best achievements.
Special Rules
Scenario End
When all cities are conquered, all players except the Dummy
player have one last turn.
Scoring
If you succeed in defeating all cities, you are all victorious. If not,
you have all failed. In both cases you may count your score, to see
how good you were.
You have one score as a team. As a base score, take the lowest
Fame of all players. Then apply standard Achievements scoring,
except:
In each category, you score only the player with highest score
(or most negative points in case of Greatest Beating).
No titles are awarded.
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Then score for your goal and for the time to reach it. See the other
side of the Scoring card:
Score 10 points for each city you conquered.
Score an additional 10 points if every player is a leader of at
least one city.
Score an additional 15 points if you conquered all cities.
If you nished the game one or more Rounds before the Round
limit, score 30 points for each such Round.
Score 1 point for each card in the Dummy players Deed deck
(that was not yet ipped this Round).
If the End of the Round was not announced yet in your last
Round, score an additional 5 points.
Variants
You may adjust the city levels to set up the right challenge for you.
In a 2 player game, the last city may also be a Megapolis see the
Variants section.
You may also agree on a scoring variant: for Achievements, only
the lowest score counts. This encourages balanced development
of all Heroes instead of specialization. (For the Greatest Beating
Achievement, the biggest penalty is scored again.)
BLIT
TZ COOPERATION
Players: 2 or 3
Type: Cooperative
Length: Four rounds (2 days and 2 nights)
Purpose: Shorter, cooperative scenario, that shares most of the
mechanics with the standard one, but is easier and faster.
Again, your task is to conquer all cities. You have only two days
and two nights this time, so you were imbued with special powers.
All the rules and setup conditions for Full Cooperation apply, with
these modications:
Special Rules
Variants
Countryside tiles: 7 or 8
Core city tiles: 2 or 3 (equal to number of players)
Core non-city tiles: 1 or 2 (one less than players)
Cities: In order in which they are revealed, the cities are of level
5 and 8 (2 players), or 5, 8, and 11 (3 players).
You start with 1 Fame. Whenever you cross a line on the Fame
track, you get 1 extra Fame.
You start with +2 Reputation (i.e. you have a bonus of +1 for
interaction right from the start).
There is one more die in the Source and one more Unit in the
oer than usual.
SOLO CONQUEST
Players: 1
Type: Solo
Length: Six rounds (3 days and 3 nights)
Purpose: Solitaire game. Also suitable for a player who wants to
understand the game before explaining it to others.
Yes, thats true you are alone now. But the Council still needs
these cities to be conquered. Good luck!
Setup
Scenario End
When all cities are conquered, you have one last turn (the Dummy
player does not).
You may adjust the city levels to set up the right challenge for you.
You may also use a Megapolis.
This is a standard solo mission. If you wish though, you may play
any other mission as solo, just use similar setup modications and
Special rules as this mission.
Scoring
If you succeed in defeating all cities, you are victorious. If not, you
have failed. In both cases you may count your score, to see how
good you were.
Take your Fame as the base. Then apply standard Achievements
scoring, except no titles are awarded.
Then score for your goal and for the time to reach it. See the other
side of the Scoring card:
Score 10 points for each city you conquered.
Score an additional 15 points, if you conquered all cities.
If you nished the game one or more Rounds before the limit,
score 30 points for each such Round.
Score 1 point for each card in the Dummy players Deed deck
(that was not yet ipped this Round).
If the End of the Round was not announced yet in your last
Round, score an additional 5 points.
MINES LIBERATION
Players: 2 to 4
Type: Competitive
Length: Four rounds (2 days and 2 nights)
Purpose: A shorter scenario similar to the standard one, but
with dierent goals. Fight in the tunnels!
Mines in this friendly kingdom are occupied by enemies! Without
a supply of crystals, Mages cannot serve the land. Go there and
regain them.
Special Rules
17
1
7
Scenario End
When all map tiles are revealed and all mines are liberated, all
players (including the one who conquered the last mine) have one
last turn. If the Round ends during this, the game ends immediately.
Scoring
DRU
UID NIGHTS
Players: 2 to 4
Type: Slightly competitive, or competitive
Length: Four rounds (2 days and 2 nights)
Purpose: A shorter scenario similar to the standard one, but
with dierent goals. How big a challenge dare you encounter?
Have you noticed the mysterious obelisks with engraved symbols
on the magical glades around this kingdom? Go and investigate!
Special Rules
Scenario End
Scoring
Variants
You may play a more competitive variant: only one (with 2 players)
or two (with 3 or 4 players) Shield tokens can be placed on each
glade. If a glade is already at its limit, choose and replace one from
another player.
With fewer players, you may also play an Epic, 3 days and 3 nights
version. Use all Countryside and Core non-city tiles. Remove the
Shields after the second Night, too. During the third Night, you
summon one brown and one red enemy for each magical glade
you have marked, and get three crystals for each pair summoned.
DUNGEON LORDS
Players: 2 to 4
Type: Competitive
Length: Five rounds (3 days and 2 nights)
Purpose: A shorter scenario similar to the standard one, but
with dierent goals. Lets go underground.
We thought we already controlled this land. We were wrong!
There is a vast system of underground tunnels under the kingdom.
We do not know who dug these tunnels and why, but we do not
care. Go, and seize control of them!
Special Rules
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Scenario End
When all map tiles are revealed and all dungeons and tombs are
conquered, all players (including the one who conquered last tomb
or dungeon) have one last turn. If the Round ends during this, the
game ends immediately.
Scoring
If you conquered all the dungeon and tombs, the mission was
successful.
In any case, apply standard Achievements scoring, except:
When scoring Adventures, also count the secret dungeons and
tombs. All dungeons and tombs give 4 points instead of 2.
Instead of the Greatest Adventurer title, Greatest Dungeon
Crawler title is awarded, and it is worth +5 points (+2 if shared).
CON
NQUER AND HOLD
Special Rules
Deal Regular (silver) Units only during the rst half of the game.
Deal both Regular and Elite Units during the second half (from
Round 3 in a four player game, or from Round 4 in a three
player game).
The Units that can be recruited in monasteries can also be
recruited in mage towers. The Units that can be recruited in
villages may also be recruited in keeps.
There is no reputation loss for assaulting keeps and towers in
this scenario.
The mage towers work dierently than normal, in this scenario
they work similar to keeps.
When you conquer a mage tower, you get no Spell. You can
still buy Spells there later.
When you conquer a mage tower, it becomes yours, like a
keep. Other players can assault it, like a keep: they ght a
randomly drawn fortied violet enemy, for half of the Fame,
rounded up.
If you start your turn in or next to your mage tower, you get
one gold mana (during Day) or black mana (during Night)
for every mage tower you control on the map.
When close to both to your keep and mage tower, you benet
from both!
During the second Day and Night, you draw two random gray
(for keeps) or violet (for mage tower) enemy tokens when
attacking a keep or tower owned by another player. The total
fame for defeating them is added together and then halved
(round up).
During the third Day and Night (in a 2 player game), the same
applies, except you draw three instead.
Team Rules
If playing with four, Team Rules apply (see the Variants section).
Especially note this rule (from the Variants section): A player
may enter a keep owned by his ally, and he can recruit Units
there. When in, or close to an allied keep, his Hand limit is also
increased, but only for the keeps he owns himself, if any.
The same applies to mage towers and extra mana.
The Winner
The scenario is played until end of the Round limit, or until one
side admits the other side has won. Each owned keep counts as
3 Victory points. Each owned mage tower counts as 2 Victory
points. The player or team who has the most points wins the
game. If tied (i.e. if some sites were left unconquered, as there are
25 points available in the game), no one is the winner.
Variants
For a more strategic game, you may reveal the game from the
very start (if you will not miss the thrill of exploring).
You can also play this scenario with 3 players, but it can suer
from the if two ght each other, the third one benets
syndrome. If you want to anyway, we recommend to play four
rounds only, as in a 4 player game.
ONE TO RETURN
Players: 2 to 4
Type: Very competitive
Length: Four rounds (2 days and 2 nights)
Purpose: A competitive scenario suitable for those who prefer
last man standing types of games over the end game scoring.
This is an ultimate test of your power. You are sent to an unknown
part of the kingdom and the portal closes after you go through it.
After two days and two nights, the portal opens again for a short
while. Only the hero who is at the portal at that moment can return
home.
MAGE
M
AGE K
KNIGHT
NIGHT B
BOARD
OARD G
GAME
AME
A GAME BY VLAADA CHVTIL
Special Rules
The Winner
Team Variant
If playing with four, you may play this scenario in teams. All the
Team Rules apply (see the General Principles section).
At the start of the game, each team chooses randomly (or by
decision, if you prefer) a Shield token of one of its members. This
player is the chosen one the one that has to return. His teammate
has to help him, especially by blocking the other team.
The opposing team should not know which player has been
chosen. Store both Shield tokens (one from each team) secretly in
a safe place.
At the end of the second Night, reveal these Shield tokens. If one
of them belongs to a player that currently stands on the portal, his
team has won the game. If no player stands on the portal, or if a
player whose Shield token was not chosen stands there, no one
has won the game.
Variants
You may play an Epic version that lasts 3 Days and 3 Nights. Add
one tile of each type to the game, and increase the level of cities
to 4.
Playtesters:
Play
Pl
ayyteestter
ers:s:s: Filip,
Fililipipp, Da
DDavid,
vivid,d,d Hanka,
Hannkaa, Milo,
Miloo, Aneken,
Mi
Aneeke
k nn,, Vtek,
Vtttek
ekk, Kreten,
Kretetenn, Fanda,
Kr
Fand
Fa
anddaa,, Michal,
Miccha
hal,l,, Flygon,
Flyyggoon,n Paul,
Pauul,l
Falco, Glee, Rumun, Mona, Ese, Yuyka, Ja, Bianco, Jirka Bauma, and many others from
Czech Republic, US and UK.
Special thanks to: Filip Murmak for enthusiasm and valuable help from the very rst
moment he learned the game to the moment it went to print. David Korejtko for many
hours of playtesting and balancing. Paul Grogan and his friends for endless days (and
nights) of rules proofreading and language corrections. Bryan Kinsella and Wilson Price
from WizKids for their help and valuable advice. WizKids and Czech Games Edition for their
support with extensive playtesting.
19
19
GAME
ONE ROUND
ONE TURN
Any turn:
Play any special and healing (if not in combat) eects.
Use up to one die from the Source.
End of the turn:
Return (and reroll) the mana dice used. Next player may
play now.
Do Forced withdrawal, if you are not on a safe place.
Discard played cards, return all mana except crystals.
Claim your combat rewards, and process Level ups, if any.
Discard any number of cards from your hand (at least one
if no cards were played this turn.).
Draw cards up to your (modied) Hand limit.
Offensive
Unit Resistances
Fire Attack Only Ice and Cold Fire Blocks are ecient when blocking
this (others are halved).
Ice Attack Only Fire and Cold Fire Blocks are ecient when blocking
this (others are halved).
Cold Fire Attack Only Cold Fire Blocks are ecient when blocking
this (others are halved).
Summon Attack At the start of the Block phase, draw a random
Brown token for this enemy. It replaces the enemy in the Block and Assign Damage phases, then it is discarded.
Swift To block this enemy, you need twice as much Block as its
Attack value.
Brutal If unblocked, it deals twice as much damage as its Attack
value.
Poison If a Unit gets Wounded because of an attack from an enemy
with Poison, it is given two Wound cards instead of one.
For each Wound a Hero takes into his hand from a Poisonous attack,
he also puts one Wound into his discard pile.
Paralyze If a Unit gets Wounded because of an attack from an enemy
with Paralyze, it is immediately destroyed (removed from the game).
If a Hero takes one or more Wounds into his hand from a Paralyzing attack, he must immediately discard any non-Wound cards from his hand.
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