Age of Towers: To The Rescue
Age of Towers: To The Rescue Rulebook
Table of Contents
Table of Contents
Swamp Walkers
Setup
The setup is similar to the base game setup with the following exceptions:
- Shuffle the new quest cards (except the Building cards) and the “Hero for Rent” cards into the quest deck.
- Shuffle the new event cards (except the “Dragon” and Mercenary cards) into the event deck.
- Add the new towers and their upgrades to the tower and upgrade supplies.
- Add the new crystals to the crystal supply.
When playing with 5 players, use 12 towers and upgrades of each type.
When playing with 6 players (with the expansion “The Winx”), use 14 towers and upgrades of each type.
Clarifications
To shorten the road, remove the road tile that is closest to the opponent's city, but only if:
- there are no monsters and no bosses on that road space; and
- there are no isolated buildings (that is, buildings not adjacent to a road tile) after that road tile is removed.
Dragon - Mini-Boss
Setup
The setup is similar to the base game setup with the following exceptions:
- Add the “Dragon” event card and a trophy to the other event cards and trophies.
- If the Dragon trophy is chosen (or drawn at random), shuffle the “Dragon” event card together with the top 5 cards of the event deck, and place the dragon board next to the boss board, with 1 boss marker for each player placed next to space 1. Each player takes 1 Dragon boss token and places it next to their mine.
Clarifications
The Dragon counts as a boss, except that catching it does not end the game.
The player who first catches the Dragon takes the trophy, unless another player catches the Dragon during the same round.
Example: Balfurion (green) and Emma (red) are the first players to catch the Dragon, but they do it in the same round, so nobody takes the trophy. In the next round, Charles (blue) is the only player to catch the Dragon. He takes the trophy, even though he is the third player to have caught the Dragon.
Mercenaries
Setup
The setup is similar to the base game setup with the following exceptions:
- Shuffle the Mercenary event cards into the event deck.
- Place the Mercenary miniatures next to the tower supply.
Dusk
When you play a Mercenary event card, each player takes part in a blind auction:
- Each player must secretly bid by placing some crystals in a closed fist. When all players are ready, they extend their hands and reveal their bids at the same time.
- The player with the highest bid gets the Mercenary. That player returns their crystals to the supply, and the other players keep the crystals they bid.
- The player who won the auction then places the event card in front of them as a reminder of their action, and places the Mercenary miniature in a permitted location (a city, a road space, etc.) as indicated on the event card.
Clarifications
If two or more players make an equal bid for the highest bid, and that bid consists of at least 1 crystal, each player who made the equal bid takes part in a second auction. If there is still a tie, nobody wins the auction: all players keep the crystals they bid, and nobody gets the Mercenary (it does not enter play).
Taking Control of a Mercenary
A player may try to take control of a Mercenary that is already in play by offering 1 or more crystals to the player who owns that Mercenary. That player may refuse the offer by returning that number of crystals plus one to the supply. Otherwise, they must take the offered crystals and, in exchange, give the event card and the Mercenary miniature to the player making the offer.
The player who now owns the Mercenary must place it immediately and apply its effect.
Players cannot try to take control of a Mercenary in the same Dusk phase in which that Mercenary entered play.
Creature Power
Flying
When a flying creature moves, it chooses the shortest path to the city, regardless of roads. A creature cannot enter a space that has no road tile. If several paths are possible, the attacked player chooses which path the creature takes.
Example: The Dragon in the left picture moves 2 spaces. It can follow path No. 1 or path No. 2. The Dragon in the right picture can only follow path No. 3, because it cannot enter the empty space (No. 4).
Trophies
When you build a tower, take the token matching the colour of that tower. When all 5 tokens have been taken, the player who has the most tokens of that colour takes the trophy. In case of a tie, nobody takes the trophy.
Buildings
A Building is a structure. When you play a quest card with a building, place the corresponding building on an available space of your road (or on an opponent's road, if necessary).
Setup
The setup is similar to the base game setup with the following exceptions:
- Shuffle the Building quest cards into the quest deck.
- Place the Building miniatures next to the tower supply.
Thorny Bush
The rules for the Thorny Bush are not printed as text in this document. The only content under this heading is a picture of the Thorny Bush card, whose text is not legible at the resolution of the source. The card's own text governs it; no rules have been added here.