Battle Arena Show
Battle Arena Show Rulebook
Table of Contents
Table of Contents
Game Components
- 6 miniatures (heroes)
- 12 minions for each team (24 in total)
- 2 bases
- 4 turrets
- 1 game board
- 2 dice
- 6 HP counters
- 6 MP counters
- 1 team token
- 50 credits
- 75 bonus cards
- 96 item cards
Lights, Camera, Action!
Objective
Battle Arena Show is a board game where two teams battle head to head. Each team is formed by three heroes, which are managed by the players. Heroes are helped by minions, which are robotic creatures programmed to attack the enemy turrets and base. In order to defend your team's structures, the enemy minions must be destroyed.
Each team has a base and the objective of the game is to destroy the enemy base. The first team that does this is declared the winner.
Bonus cards provide benefits to players that have them in their possession. They can only be used once, and they provide advantages in certain situations which may arise in the game.
Heroes can use Item cards to their advantage as long as the card is in their inventory. Item cards can be purchased from the store for credits, the official currency of the Battle Arena Show.
Cooperate with your team-mates and have no pity on your opponents in order to achieve the victory!
Basic Concepts
In this section, we will briefly review some of the basic concepts which will be described in greater detail in the subsequent sections of this rulebook.
The goal of Battle Arena Show is to destroy the enemy base while ensuring that our own base is protected from attack. To support defensive efforts, each team has two turrets that impede the enemy from passing and launching attacks to the base.
The heroes are the most important components of the game. They are the characters controlled by the players. On a given turn, the heroes are able to move across the game board by using movement points and perform the actions described on their cards. These actions may be attacking, healing, etc.
Throughout gameplay, the heroes will enter into combat by launching attacks on enemy heroes, minions or structures. Each hero has an attack value that determines the skill of the hero to hit a target. All elements of the game that can be attacked, both characters as well as structures, have a defense value that determines the difficulty they will have on their attackers to impact them and a health value, which represents the number of points of damage they can tolerate.
Game Set-Up
- Lay the game board on a table.
- Place each team's base and turrets on the game board.
- Position the fountain in the center of the game board.
- Separate the bonus cards into 3 different piles, corresponding to killer, tank, and wizard bonuses. Shuffle each pile well, and place it so that it can be reached by all players. Remember to leave room for a discard pile for each of the 3 groups.
- Shuffle the item cards and place the top 6 cards face up on the table. Be sure that all the players can reach the item cards and the pile. This will be The Store. Leave room for a discard pile.
- Place all the credits in a pile which all the players can reach. This will be The Bank.
- Distribute yourselves into two teams, and choose the base that will correspond to each team.
- Select twelve minions for each team, and place them in the area that is reserved for them. The minions should match your team's color.
- Choose 3 heroes for each team. Each team should have a killer hero, a tank hero, and a wizard. The heroes can either be distributed at random or selected by the players.
- Sit yourselves around the table so that the team mates may be adjacent to the other.
- Select an inventory card for each one, and place your hero's profile card on top of the inventory card with the basic profile face up. In the lower left corner of the character card is the icon of role. The advanced mode is the one with a + symbol on the icon role and the basic mode which does not.
- Place the health token on the health bar of the inventory card at the number designated by the health value shown in the hero's card.
- Place the mana token on the mana bar of the inventory card at the number designated by the mana value shown in the hero's card.
- Take 3 credit coins for each hero.
- Roll the dice to determine which team plays first. The team that rolls the highest value will start the first round.
Game Board
The game board represents the set where the televised game of the Battle Arena Show is recorded. This stage recreates an arena where 2 teams of warriors compete to destroy the enemy base. The board consists of the following elements:
- Squares: are the smallest divisions of the game board.
- Cell: are larger subdivisions of the game board. Each of these consists of several squares.
- Hindering squares: There are some squares (indicated on the board by an electric blue color) that are worth double movement points in order move over them. The heroes must spend two movement points to cross one of these squares. A hero cannot enter into a hindering square if he does not have at least 2 remaining movement points. The 2 movement points are counted when the hero enters the square, but not when he exits.
- Example: if a hero enters one of these squares and ends his movement on it, he will spend 2 movement points to enter it. In the following turn, if he continues moving, he will use 1 movement point when he exits the square and goes to a regular square or 2 if he goes to a new hindering square.
- Walls: Walls are areas on the game board that cannot be crossed and cannot be destroyed.
- Teleporters: each team has 2 teleporting zones (one on each side of the base) with 3 teleporters each where the minions will appear when they are invoked. Moreover, the heroes will be deployed on them at the beginning of the game and when they are revived. Teleporters can't be trampled by the heroes or minions of the opposing team.
- Bases: there are two bases, situated on different sides of the game board.
- Turret: Each team has two turrets, one on each of the lanes.
- The Fountain: The fountain can be seized by either team. If a team seizes it on each round, it will receive credits that may be distributed among its heroes. The fountain will be explained in greater detail later on.
Structures
The structures are the turrets, bases and the Fountain. They are elements that can be attacked but are not characters. Structures have 3 health points represented by 3 stacked pieces that form the structure itself. For each point of damage the structure receives, the upper piece shall be withdrawn. When the structure has no more pieces, it shall have been destroyed. In order to damage the structures, only the actions that have "Siege capacity" can be used. This concept will be explained in detail in the Actions section of the Heroes chapter.
Reference cards for all structures are included to easily consult the values of health, defense, shield and damage of each one.
Turrets
Each team has two defensive turrets. The turrets have an initial defense value of 17 points. For each health point that the turret loses, its defense is reduced in one point. The concept of defense will be explained in detail in the Combat chapter.
The turrets have a defensive shield that protects them from enemy attacks. This shield, similar to defense, will become weaker as the turret takes damage. When the turret has 3 health points, the shield will reduce by 2 points any damage received, when it has 2 health points the damage received will be reduced by 1 point, and when the turret has 1 health point, the damage received won't be reduced.
When the minions explode they cause 1 damage point to the turrets. The minions ignore both the turret defense and the shield so that when a minion arrives at the turret, it makes 1 point of damage to it regardless of the defense and the shield which it may have. We will later explain in detail how to attack the turrets, with both heroes as well as minions.
As we said before, the turrets are defensive structures and as such, they are fearsome foes. They have the ability of shooting lightning to the enemies that attack them. Each time a hero attacks a turret, he will receive 2 points of damage from the turret. This damage is of a neutral type. The turrets don't need make an attack dice roll to hit the hero. Also, keep in mind that the turret shoots the attacker before it determines his attack.
Example: if a hero has 2 points of health and decides to attack the turret, the turret could do 2 damage points before his attack was completed and he would die before damaging the turret. On the contrary, if the hero has 3 health points and attacks the turret, first of all he will receive 2 damage points from the turret, and he will remain with 1 health point and then can do the attack dice roll.
Each turret is surrounded by a danger area which protects it from the enemies. This area is made up of 8 squares that surround it. For each of these squares that the hero walks into it he will automatically receive two points of damage when entering it. This damage is of a neutral type.
There are two reasons why the turret will not attack a hero attacking it:
- If the attacker hero is outside the danger area of the turret and another hero of the same team as the attacker is inside the danger area, the turret will only attack the hero that is inside the danger area.
- If the tank hero and another hero of the same team are in the danger area and the other hero attacks the turret, the tank will receive the attack from the turret.
If a turret kills an enemy hero, the team owner of the turret will receive 3 credits that can be distributed among the heroes of the team.
If a team destroys a turret, it will receive 3 credits to distribute among the heroes of the team. In addition, it could evolve to one of its heroes. This concept will be explained in detail in the Heroes chapter.
Base
Each team has a base which must be defended from enemy attacks, since the first team that destroys the enemy base will be the winner. Each base is protected by two defensive turrets. While both turrets are up, the base shall be invulnerable, but to receive damage, at least one defensive turret must firstly be destroyed.
The bases have an initial defense value of 17 points. For each health point that the turret loses, its defense is reduced by one point. The concept of defense will be explained in detail in the Combat chapter. [Sic: the printed text says "the turret" in this paragraph.]
Unlike the turrets, the bases don't have a defensive shield so they don't reduce the received damage.
Minions could immolate in order to damage the bases the same way they do with the turrets.
Bases also shoot the heroes which attack them, but their destructive power decreases as suffering damage. When the base has 3 health points, it will do 3 points of damage with its attack, when it has 2 health points it will do 2 point of damage and when it has 1 health point, it will do 1 point of damage. This damage is of a neutral type. The manner of resolving this damage is the same as with the turrets.
The Fountain
As we have seen in the explanation of the game board elements, The Fountain is in the center. This is an element which both teams can dispute. The team that takes it will receive 2 credits when it's taken and 2 more credits at the start of each round while they maintain it. These credits can be distributed among the team's heroes as they wish.
To seize The Fountain, it must be destroyed in accordance with the same rules as those for attacking the turrets or the bases. The Fountain has a defense value of 15 points apart from the health points it has. Unlike the turrets, The Fountain does not attack the heroes. When The Fountain is destroyed by a team, it must be rebuilt and the team token, with the team's face up, must be placed over it. If the opponent team wants to pick it up, it shall destroy it with 3 damage points and at that moment the team token will be returned and The Fountain will belong to the new team.
Chapter II: Heroes
Roles
The heroes are the characters who will integrate each team and shall be controlled by the players to win the victory. Each hero has certain attributes and actions which make him unique.
Each hero has an associated card where you can see his role, name, illustration, attributes, health, mana and actions.
There are three roles:
- Tanks: they are defense heroes and are the best prepared to withstand the enemy attacks. They are usually provided with a greater health value, although the damage they produce with their attacks is not too high. In addition, their attacks are usually at short distance or melee. It is common for tanks to possess actions which allow them to heal their teammates.
- Killers: they are heroes with less health points than the tanks but better equipped to inflict physical damage to their enemies. They usually have ranged attacks that allow them to kill enemies at a distance. Often their actions are offensive and allow powerful attacks against their enemies. Normally, the damage they inflict is of a physical nature.
- Wizards: are heroes specialized in harming their enemies by means of magical arts. They often hold area attacks that damage multiple enemies at the same time. The damage they inflict is usually of a magical type.
Attributes
The attributes that each hero has are represented by numerical values and are as follows:
- Movement: is the maximum number of squares that a hero can move.
- Attack: is the value used to determine if a hero achieves hitting another during a combat.
- Defense: is the value that indicates the difficulty of being hit by an enemy attack.
- Health: is the value that indicates the health points of the hero. When the hero is damaged he loses health points, and when these reach zero the hero dies and must be revived.
- Mana: is the value which indicates the mana points of the hero. Mana is a type of magical energy that heroes use when carrying out some actions.
Actions
Each hero can perform one action per turn (see movement section), although some cards or items may allow these to increase that number. The hero can choose from several actions described in his card. The actions can be of the following types:
- Physical Action: some of these actions perform damage to the enemy heroes, in which case will be physical damage.
- Magic Action: some of these actions perform damage to the enemy heroes, in which case will be magic damage.
- Neutral Action: some of these actions perform damage to the enemy heroes, in which case will be neutral damage.
- Effect Action: The actions with this icon can only be used once per turn and the use of the action will not account for the total of the hero's actions. All these actions are considered free actions.
- Passive Action: these actions doesn't have an icon and give any permanent benefit to the hero. The player doesn't need to declare when he want to use the action because the effect is applied during all the play.
Free Action: some actions specify the text Free Action in its description. This means that this action will not account for the total of the hero's actions.
In the card we can see the following information for each action (from left to right and top to bottom):
- Action Type: the first icon we find is the action type.
- Name: is the name of the action.
- Capacity of siege: this icon appears to the right of the name and means that that action may be used to attack a structure such as a turret, the base or the Fountain.
- Range: the range is represented by an icon and a number. The number indicates the distance, measured by squares, of the target to use the action over it. This distance is measured the same as for the movement. In order that a hero may perform an action that affects one or more targets, he must have these in his line of vision. In order to determine whether there is a line of vision between two elements, an imaginary line must be drawn between the center of the square where the hero of the action is and the center of the square where the target is. If the line passes through a square of a wall, it will mean that there is no line of vision. If the text "Ignore walls" appears in the description of the action, it will mean that the action may take place even without line of vision. The structures and the characters do not block the line of vision. The icon indicates the type of range which may be:
- Normal: indicates that the action only affects one target. If more than one target is within the scope of the action, the player who performs the action will decide over which target he wants use the action.
- Area: indicates that the action affects all targets within range unless the description specified affects only a particular type.
- Cost: the cost is composed by an icon and a number. The icon indicates the type of resource that must be spent with the action. Possible icons are:
- Mana: this icon indicates that the hero must spend mana points to be used in the action.
The actions do not have to have all of these elements, but may contain just a few. Some actions do not have damage icons, so they are free and will not have any cost. These actions are known as passive and are characterized by the fact that the player does not need to declare them to take effect. Its effect is permanent throughout the game. [The printed text introduces a sample image of a passive action card here; the image is not reproduced.]
Evolution of Heroes
When a team kills an enemy hero or destroys an enemy turret, it can evolve one of its heroes. The card of the hero must be turned over so that the visible face is the one that appears with the + symbol beside the role icon.
The evolution of a hero usually improves some of his attributes, maximum health, maximum mana and/or actions. From the moment that a hero is evolved, his new profile will be used during the remainder of the game. When a hero is evolved, both his health and mana will be restored to the maximum values of a hero.
Hero Card Position
At the beginning of the game, the hero cards are placed horizontally. When they are in this position they are considered straightened. When a hero ends his turn or when he dies his card is placed vertically and is said that is rotated. This is done to easily know which heroes left to play.
Movement
Heroes can spend their movement points to move around the game board. They do not have to spend all their movement points, only as much as they want, or they can remain motionless in a turn if they wish. The movement of the heroes is measured by squares, and the motion values indicate the number of squares they can move. They can always move to an adjacent square. When a hero moves several squares, he will be considered to have walked over each one of the squares crossed. Heroes may walk over squares occupied by other heroes or minions, but will not in any way end their moves on a square occupied by another character.
The squares occupied by buildings or walls can never be walked on nor overpassed; they must be surrounded.
The movement of a hero may not be split; the hero must realize his movement at a time. He is not allowed to spend part of the movement points, then perform an action and spend the rest of the movement points in order to keep moving. However, if the hero wishes to make more than one action (because he uses a free action or has cards that allow it) he may use actions, then move, and then use more actions.
If the player doesn't move the hero he can perform one extra action.
To Lock
When two enemy heroes are in adjacent squares they are locked and can't move unless they pass a dice roll to break off. If one of the heroes wants to move, first he must throw 1D6, and if the roll is successful, he can move; otherwise, he can't move on this turn.
The values needed on the dice roll in order to break away depend on the role of the hero who is adjacent to the square of the hero who wants to move:
- Tank: 4 or greater value is needed on the dice roll.
- Killer: 3 or greater value is needed on the dice roll.
- Wizard: 3 or greater value is needed on the dice roll.
- Minion: the minions don't lock other characters and cannot be locked.
If a hero is adjacent to several enemy heroes, he will only have to exceed or equal the highest value required to move.
Example: if a hero is adjacent to a tank and a Wizard, by simply obtaining a value of 4 or more, he will break away from both enemies.
If during his movement a hero steps on a square occupied by an enemy, it will not be considered as locked, and will be able to continue his march. It will only be considered as locked when he begins his movement adjacent to another hero.
Resurrect a Hero
In the next round, in the phase of Resurrection, the heroes are placed in the teleporters to get back into play. If both teams have to resurrect heroes, first the team that does not have the initiative will deploy one of his heroes, and then the team that has the initiative will deploy one of theirs and so on until all heroes have been resurrected.
When a hero resurrects, all his health and mana points are restored.
Chapter III: Items
Credits
Credits are the currency utilized in Battle Arena Show. Heroes can use their credits to purchase item cards during their turn. During the game set-up, all the credits are placed in a pile, which represents the bank of Battle Arena Show. There are several ways that heroes can obtain credits:
- At the beginning of the game: Each hero receives 3 credits before starting the game.
- In Store phase: during the store phase every hero receives 1 credit.
- Eliminating minions: The bank gives +1 credit to a hero that eliminates a minion.
- Eliminating enemy heroes: When one hero destroys another, the victor receives +3 credits from the bank.
- Destroying turret: when a team destroys an enemy turret receives 3 credits from the bank that can distribute as their wish among heroes.
- When a turret kills a hero: when a turret kills a hero, the turret's owner team receives 3 credits that can distribute as their wish among heroes.
- The fountain: If a team overtakes the fountain, the team receives +2 credits that can be distributed among the heroes. For every round the team remains in control of the fountain, the team will earn +2 additional credits.
Items
The heroes can purchase item cards to increase their skill or acquire an advantage. The items are represented by the Item Cards. Each hero can have a maximum of three item cards in their inventory. The items give permanent benefits to a hero, and these benefits remain active as long as the card is kept in the inventory.
Each item card has the following components:
- Name: the name of the item in question.
- Illustration: a representative image of the item.
- Cost: the price in credits that the player must pay to purchase the item. You can see in the lower right corner of the screen of the card.
- Class: The classification of the item. You can see in the lower left corner of the card.
Effect
- Single: some effects have a name preceded by this symbol. This means that if the hero has in his inventory some cards which contain effects with the same name only one of these effects will be applied.
- Example: the item card shown grants a Single effect named "Speedy" and a normal effect which gives +1 physical damage point. If the hero had two of these cards in his inventory, then he would have +3 movement points (because Speedy is a Single effect) and +2 physical damage points.
The effect icons are:
- Attacking points: the effect grants additional attacking points.
- Defensive points: the effect grants additional defensive points.
- Movement points: the effect grants additional movement points.
- Health points: the effect grants additional health points.
- Mana points: the effect grants additional mana points.
- Physical damage (starburst icon): the effect increments the physical damage of the hero's actions.
- Physical damage (lightning icon): the effect increments the physical damage of the hero's actions. [The printed text describes this icon as physical damage; it is not further distinguished from the starburst icon.]
- Physical damage (diamond icon): the effect increments the physical damage of the hero's actions. [As above, the printed text gives the same description for this icon.]
- Magical damage: the effect increments the magical damage of the hero's actions.
- Additional physical actions: the effect grants additional physical actions.
- Additional magical actions: the effect grants additional magical actions.
Store
The way to get items is to buy in the store. The store is represented by the 6 item cards that were placed face up during the set-up of the game. Each hero, during the store phase, can buy all the item cards he wants as long as he can pay the cost of all of them. Heroes of the same team cannot share their credits among them.
An item is purchased by exchanging the credits for the item card, which is placed on an open space in the inventory. If the inventory is full, then one item card must be removed from the inventory to make room for the new card. When a player purchases an item from the store, it is replaced by the top card from the pile of item cards. This ensures that there are always 6 items face up in the store. When there are no item cards in the deck the discards pile must be shuffled for getting a new item cards pile.
A hero can pay 2 credits to restart the store. This involves removing the 6 cards in the store, place them in the discard pile and take out 6 new cards. This can be done even in the middle of equipment purchases.
Improving an Item
In this chapter we have explained what the class of an item is, but not for what is used. If a hero has in its inventory an item of a certain class, it may be replaced by one of the same class and higher price paying only the difference.
Example: Suppose that the hero has a sword (the class must be "Sword") that has a cost of 2 credits. You could replace it with another sword cost 5, paying only 3 credits.
The previous item must be discarded. You may not use more than one item of the same class to purchase one upper price.
Immediate Benefits
Some items give maximum life points or maximum mana points. When a hero buys one of these items will increase the maximum value points as indicating the item and also moves his life or mana many positions as the points that increase the item. These points will be applied when the item is placed on the inventory.
Example: Suppose that a hero has a value of maximum health 5 points and at this time he has left only 3 health points. He buys an item that gives him 1 extra point of maximum health (+ 1 HP). When he puts the card on his inventory, 1 point will be added (going to have 4 points). While the object still on inventory the hero will have 6 points maximum health.
If a hero discards a card from his inventory that gives maximum health or maximum mana points, should reduce this value. Once the value is reduced, if the marker is above the maximum value, you must move the marker to the new maximum value.
This rule (immediate benefits) does not apply the items that give extra bonus cards in hand, because the bonus cards are drawn in the activation phase of the hero.
Chapter IV: Combat
Bonus Cards
Unlike item cards, bonus cards remain hidden in each players hand until they are used.
There are three piles of bonus cards, one for each class of heroes. The Killers, Tanks, and Wizards all draw cards from their corresponding pile.
At the beginning of each turn, a player draws as many cards from the correct pile as needed to have the maximum allowable number of bonus cards. Initially, each hero can draw three bonus cards, although there are item cards that raise the maximum number of bonus cards a hero can have.
The player can discard the cards he wants from his hand before drawing, but cannot start playing them until he has finished drawing.
Each bonus card can be played in certain situations, which are explained on the face of each individual card.
Some bonus cards are associated with an action. Some cards, items or actions allow additional actions. When this occurs each action is considered independent of the rest, so if one of them has a bonus card effect, this effect does not continue in successive actions.
Combat Steps
Heroes are able to attack enemy heroes, minions, turrets, enemy base, and the fountain. The attacks never affect heroes belonging to the same team that attacking hero.
Each hero can complete one action per turn, unless he uses free actions, bonus or item card in the hero's inventory permits additional actions per turn. When a hero would like to attack, he must use follow the following steps:
- Declaring which objective or objectives is going to attack and what action described in his card.
- Determine if the target is within range.
- Declare if he is going to use one bonus card. He can use as many as he wants. The bonus cards can be used to attack any type of target.
- Ask his opponent if wants to use any bonus card/s to defend himself. In this combat phase both opponents can use all the bonus cards they want, as long as they have the text "Before rolling dice".
- Throw 2D6 and add his attack value. If he had been used items or bonus cards that modify his attack value should also be added.
- Compare the above result to the defense value of each target against which he launches attack. If the objectives have items or bonus cards had been used to modify their defense should be added too.
- Determine the result of the attack. If the result is less than the target's defense, the attack will not succeed and will have no effect on the objective. If the attack result is equal to or greater than the target's defense, it receives an impact of damage equal to the damage value indicated in the action used.
At this time, both players can use bonus cards in which is indicated "After throwing dice." The objective should subtract to his health as many points as damage he received. If this value reaches zero or less, the objective will be dead if he is a hero or minion, or have been destroyed in case of a turret, base or The Fountain. When a hero dies he should place his miniature off the board until resurrected. If a minion dies, his miniature is placed in the reserve of minion of his team.
How to Use Bonus Cards During Combat
Some bonus cards contain the text "Before rolling dice". These cards can be used during combat before rolling dice. The way to use them is:
- First the attacker declares whether he wants to use any card and, if so, use it by placing it face up on the table so that his opponent can see it. He can throw all the cards he wants at the same time.
- Next he should give his opponent the opportunity to throw the cards he wants. If the opponent uses a card, the attacker will have the opportunity to throw more cards and so on.
Once both opponents have had at least one opportunity to throw cards, at the time one of the two declare that uses no more cards his opponent can no longer use more and he proceed to rolling dice.
Kill an Enemy
When the health of a hero reaches 0, the hero must be removed from the game board and will be resurrected in the next round. If his card is straightened out should rotate it.
When a hero resurrects, his health and mana counters are reset to the maximum.
When a minion is eliminated or it is immolated against a turret or base, it is removed from the board and placed in the reserve of minion of his team.
When a turret is destroyed, it is removed from the game.
When The Fountain is destroyed, it is reconstructed and placed the team token of the team who destroyed it. From that moment The Fountain is considered to belong to team who destroyed it. If the other team wants to take it they must destroy it to place their token.
When a base is destroyed, the game ends giving the victory to the team that destroyed it.
Critical vs Fail
Whenever you obtain a double 6 in the dice roll will be considered that the attack was successful, regardless of the attack value of the attacker and defense value of the objective. This is called critical. When a critical is obtained in a combat action (that has a value of damage, even if it is zero), the attack will yield 1 point extra damage.
Whenever a double 1 is obtained in the dice roll is considered that the attack was unsuccessful, regardless of the attack value of the attacker and defense value of the objective. This is called fail. When a fail is obtained in a combat action that has a value of damage, even if it is zero, the attacker will suffer 1 point of damage.
Minions
Minions are robotic beings who help the team in its mission. Each team has 12 minions.
Each team has two teleporter areas, one on each side of the base. At the beginning of each round, the team that has the initiative should throw a dice. The value obtained on the dice is the number of minions that each team has to put into play.
Example: if the team gets a 3 on the die each team will take off 3 minions. A team may not take off all their minions in the same teleported area, but must distribute them equitably among the two areas, so they are half in each area. If the value is odd, the team may choose in which area put the last minion.
Continuing with the previous example, as we had to put 3 minions we should put 2 in an area and 1 in the other. We could not put all 3 in the same area.
The board is divided into cells formed by several squares each. The cells can be distinguished because they are the sets of squares surrounded by white lines.
Minions always move one cell, i.e., a minion can be moved from the square on which it is up to the square the player wants from the next cell.
Minions always move towards the enemy turret of the line where they are, and if the turret has been destroyed will go towards the enemy base always on the same line. Never back down, provided that they possibly should move to the next cell and may only move to adjacent cells. In addition, all minions who are in a cell must move to the same destination cell.
When a minion comes to a cell in which there is a tower or enemy base, the minion is immolated and makes one point of damage to the turret or base. The minion is removed from the board and placed in the reserve of minions. Minions never attack anything other than a turret or an enemy base.
Minions are played per team, a team first and then the other. The order of play of the minions is as follows: the team that has the initiative rolls the dice, and places in the team teleporters as many minions as the value obtained in the dice roll, half on each area. Then moves his minions and if any of it reaches an enemy base or a turret, he makes one point of damage to the tower or base and the minion is immolated. Once the team that has the initiative has finished playing all minions, the opposing team performs the same process (except roll the dice, the value given that threw the other team is used) with the minions of his equipment. The appearance and movement of the minions did not have to make a single player. All players of the same team can work together to move the subjects and speed up the game as long as first move the team that has the initiative and then the other.
Heroes can attack the minions following the same procedure as for attacking other heroes. Defense value of the minions is 14 points and has one single point of health.
Chapter V: Round
The game is accomplished in several rounds which are divided into phases. There is no set number of rounds; when a team achieves the victory, the game will end.
Each round is divided into the following phases:
Phase 1: Initiative
In the first round, the team which has obtained the highest score on the dice roll during the setup of the game will be the team that will take the initiative. The team which has the initiative must take the initiative token.
In the following rounds, the team that has the initiative token must hand it over to the opposite team, and that team will have the initiative during that round.
Phase 2: Resurrection
If in the previous round any hero has been killed, he should be raised. This concept will be explained in the "Resurrection" section of the chapter on "Heroes". Furthermore, all turned hero cards must be straightened on this phase.
Phase 3: Store
At this stage both teams may buy items to equip their heroes. Firstly, the team that has the initiative may buy items, and when finished, the turn will be for the opposite team.
Before buying, the hero of each team receives a credit coin from the bank. In addition, if a team has The Fountain, it obtains two coins from the bank which it can distribute among its heroes.
Phase 4: Minions
The team that has the initiative must roll the dice, which is called the invocation roll. This value determines how many minions may play in each team. The team that has the initiative will be the first to deploy and move their minions, and then the opposite team will do the same.
The Combat chapter will explain in detail the deployment and movement of the minions.
Phase 5: Hero Activation
This phase is the largest and contains most of the strategy of the game. During this phase the teams activate their heroes alternatively. The team that has the initiative will activate one of their heroes and then the opposite team will activate one of theirs. Both teams will alternate until all heroes have been activated.
To activate a hero means playing with that hero, and once a hero is activated it will be the turn of that hero. Once a hero is activated, it is not possible to activate another until the turn of the active hero is finished. Each team can decide on the order in which their heroes may be activated, and this order can vary in each round. It could happen that a team has no more heroes to activate and the other team has more than one. This occurs when a team has suffered casualties in the actual round. In this event, the teams will alternate activating the heroes they normally have and when a team has no more heroes to activate, the other team will activate the rest of their heroes one by one.
The activation of a hero is composed by the following steps:
- Maintenance: the player must take bonus cards until he reaches the maximum amount of cards allowed in hand. However, he can increase the health or the mana (only one of them) of his hero by one point, always assuring that the maximum of any of them is not exceeded.
- Play: during this step the player can move the hero and/or use the actions described in the card of the hero. The movement and actions of the hero will be explained in detail in the Heroes chapter.
- Turn the card: the player must turn over the hero's card so that the other players may easily see which heroes have been activated and which have not.
After the activation of all heroes, the round ends and a new round must begin until one of the teams destroys the enemy base.
Repeating Rolls
Some cards or actions can provide the ability to repeat a dice roll. Whenever a player repeats a dice roll must accept the second result, unless the text of the card or action specifies otherwise.
Conflict of Rules
If a rule described in a card contradicts or conflicts with a rule of regulation, the rule of the card prevails.