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By Order of the Queen

By Order of the Queen Rulebook

Table of Contents

Table of Contents

  • Box Contents
  • Overview
    • The players lose if:
  • Set Up
    • (1) Event Cards
    • (2) Monster Cards
    • All Other Cards
    • Tokens
    • Follow the instructions on the King's Funeral Event Card
    • (12) Each Player
    • (13) Begin Play
  • Player Turns
    • 1. Action
    • Questing
    • Fulfill the Queen's Order
    • Completing Location Cards
    • Location Card Example
    • Additional Location Card notes
    • Action (continued)
      • Fight Against the Horde
      • Fight Against the Nemesis
    • Combat Examples
    • Using Item Cards
    • Using Queen's Favor Tokens
  • Rules Reference
    • Card Anatomy
    • Card Anatomy (continued)
    • Rules Clarifications
  • Additional Components
    • Graveyard Sideboard
  • Optional Rules
    • Expanded Variable Difficulty
      • Easier Difficulty
      • Harder Difficulty
  • The Guilds of Tessandor
  • Enemies of Tessandor
  • Quick Reference
    • Turn Sequence
    • Attributes
    • Tokens
    • Guild Icons
    • Reward & Penalty Icons

Box Contents

  • 64 Hero Cards
  • 49 Item Cards
  • 52 Monster Cards (44 Monsters & 8 Nemesis Prompt Cards)
  • 21 Event Cards
  • 100 Location Cards
  • 8 Nemesis Cards
  • 12 Queen's Orders
  • 24 Quest Cards
  • 94 Tokens
  • 8 Guild Cards
  • Game Board
  • Graveyard Sideboard
  • 10 Dice

Overview

In By Order of the Queen, you and your fellow players are leaders of the most prestigious guilds of the Kingdom of Tessandor. You must work together to fulfill the Queen's Orders before the Kingdom falls.

By Order of the Queen is a cooperative game for 2-4 players. The players will win or lose together. Your goal is to complete 3 Queen's Orders.

The players lose if:

  • You are required to remove a Villager Token and there are no Villager Tokens left on the board. (i.e. The Kingdom has no citizens)
  • You are required to remove a Region Token and there are no Region Tokens left on the board. (i.e. The Queen loses the confidence of the regions)
  • You are required to Retire a Hero and there are no Hero Cards in the Hero Deck or discard pile. (i.e. No one is left to defend the Kingdom)

Set Up

Place the game board, tokens, and dice so that they are within reach of all players.

Place the Graveyard Sideboard next to the game board. Used Items, Defeated Monsters, and Retired Heroes will go here.

(Numbers in parentheses refer to the numbered markers on the setup diagram.)

(1) Event Cards

Select the King's Funeral Event Card that corresponds to the number of players. Return the other two King's Funeral Event Cards back to the game box.

The three King's Funeral cards (each marked with its player count):

PlayersRewardThreat Increase: The Growing EnemyRegion ConfidenceThe Garden SanctuaryEffect
2Gain an Event Item+2+2+2Draw 3 Monsters immediately. Retire 12 Heroes immediately.
3Gain an Event Item+2+2+1Draw 3 Monsters immediately. Retire 6 Heroes immediately.
4Gain an Event Item+2+2+0Draw 3 Monsters immediately.

Shuffle all other Event Cards and place the deck on the game board. Place the King's Funeral Event Card face up in the Event discard pile.

(2) Monster Cards

Set aside all Nemesis Prompt Cards (they have the same size and back as regular Monster Cards, but do not have any Dice Icons). The large Nemesis Cards will be used during the game when instructed.

Divide the remaining Monster Cards into three face down piles, as equal in size as you can. Select two of these piles and shuffle one random Nemesis Prompt Card into each pile. Stack these piles to form the Monster Deck, with the pile without a Nemesis Prompt Card on top. Return the remaining Nemesis Prompt Cards to the game box.

Note: Remove these four difficult Monster cards for your first game: Jorant Wolves, Koblin King, Vulpen Tactician, Vemen Seer.

All Other Cards

Shuffle all other cards by type and place the decks on the game board:

  • (3) Each type of Location Card: Emerald Valley, Ironstone Crags, Obsidian Wastes, Silver Coast
  • (4) Quest Cards
  • (5) Queen's Orders
  • (6) Hero Cards
  • (7) Item Cards

Note: Item cards with this back (the alternate Item card back) are set aside until needed and not shuffled into the Item deck.

Tokens

  • (8) Place the Moon Phase Token on the first moon phase (Quarter Moon) on the board.
  • (9) Place 15 Villager Tokens and 11 Region Tokens on the board.

Follow the instructions on the King's Funeral Event Card

  • (10) Add Threat Tokens to each Threat Pool.
  • (11) Draw and place Monster Cards into play.

In some cases, Retire Heroes (remove Hero Cards from the deck).

(12) Each Player

Deal every player one random Guild Card. Each Guild Card will provide a starting Item for that Guild.

Deal seven Hero Cards to each player to form their initial hands.

If you are playing a 3 or 4 player game, give each player a Queen's Favor Token.

(13) Begin Play

Draw the top card from the Queen's Order Deck and put it into play.

Determine a first player randomly and have them start their first turn.

Player Turns

Each player turn is divided into three steps:

  1. Action
  2. End of Turn
  3. Event Phase - once every four player turns

1. Action

On a player's turn you may take 1 of 4 actions:

  • Questing
  • Fulfill the Queen's Order
  • Fight Against the Horde
  • Fight Against the Nemesis

Questing

Complete the following steps in order:

  1. If you do not have a quest, draw and read two Quest Cards. Keep one, placing it next to your Guild Card. Place the other on the bottom of the Quest Deck.

  2. Assemble a team of up to four Heroes from your hand. Place them in front of you, trying to match Ability Icons from the back of the Location Card you are about to draw.

  3. Draw a Location Card that is listed on the Quest Card and complete that Location Card (See below).

    Successful and failed Tests will result in the player gaining rewards or suffering penalties as shown on the Location Card. (Refer to p.20).

  4. Place the completed Location Card next to your Quest Card to show your progress.

  5. Skip to the End of Turn step.

Fulfill the Queen's Order

If the Queen's Seal is NOT on the Queen's Order, and/or there isn't a Nemesis in play, complete the following steps in order:

  1. Assemble a team of up to four Heroes from your hand. Place them in front of you, trying to match Ability Icons from the back of the Location Card you are about to draw.

  2. Draw the Location Card shown on the Queen's Order and complete the Location Card (See below).

    Successes during the Tests taken on this action will add a Success Token to the Queen's Order instead of giving their normal Location Card rewards. Penalties work as normal. (Refer to p.20).

  3. Return the Location Card to the game box.

  4. Resolve a Test against the Attribute shown on the Queen's Order. Add a Success Token to the Queen's Order if successful. If the Test failed, there is no Penalty.

  5. Place the Queen's Seal over the Queen's Order.

  6. Skip to the End of Turn step.

Completing Location Cards

Complete the following steps in order:

  1. Read the top section's text out loud.
  2. Resolve a Test against the Attribute shown in the center background of the top section.
    • For Ability Tests, Roll a number of dice equal to the number of the required Ability Icons amongst your team of Heroes (Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma).
    • For Combat Tests, Roll a number of dice equal to the number of unique Class Icons amongst your team of Heroes (Healing, Melee, Ranged, Shield).
    • For Class Tests, count the number of the required Class Icons you have amongst your team of Heroes, then double that number and add 1. Roll that number of dice.
    • If any die rolled a 5 or a 6, the Test was successful. Otherwise, the Test failed.
    • Gain the Reward (on the left side of the section) if successful. Suffer the Penalty (on the right side of the section) if failed.
  3. Depending on the result of the top section's Test:
    • If successful, read the text from the middle section out loud and resolve the Test as above.
    • If failed, read the text from the bottom section out loud and resolve the Test as above.
  4. No matter the resolution of this second Test, you have now completed the Location Card.

Location Card Example

During a Quest Action, Paige selected four Heroes from her hand (Griswold Gremaine, Atook, Grynn Burrowfist, Stewart Hoppyr) and then drew the Emerald Valley Location Card "Unending Growth" (top section: a Charisma Ability Test; middle section on success; bottom section on failure).

After reading the top section's text, she gathers two dice (one for each Hero with Charisma) to Resolve a Charisma Ability Test, rolling a 2 and a 4.

This fails the test, incurring the penalty of adding a Threat Token to the Confidence of the Regions Threat Pool.

Because she failed the Test, she skips to the bottom section of the Location card. After reading the text, she will Resolve a Healing Class Test.

She has one Hero with Healing, so she will roll three dice (The number of Healing Classes doubled, plus one die, for three total).

She rolls a 2, 5, and a 6. She receives the reward of gaining a Queen's Favor Token. She then places the completed Emerald Valley card next to her Quest Card and proceeds to the End of Turn Step.

Additional Location Card notes

  • Refer to the Quick Reference (p.20) on the back of this Rulebook for the specific rewards and penalties shown on each card.
  • The Event Reward Icon will provide the reward shown on the current Event Card.
  • Rewards, such as Item Cards and Queen's Favor Tokens, are always given to the player that is resolving the Test(s).
  • If instructed to add a Success Token to a Monster in play and that defeats the Monster, that player will gain the Monster as a Trophy.
  • Penalties that add Threat Tokens add one Threat Token to the appropriate Threat Pool.
  • If instructed to draw a Monster Card and it is a Nemesis Prompt Card, set it aside until the Event Phase.
  • Each Threat Pool can have a maximum of six Threat Tokens. Any excess is not added.
  • Retiring a Hero will retire a Hero from the party the player assembled at the beginning of the action.
  • Retired Hero Cards are placed on the Graveyard Sideboard.
  • Recovering a Hero brings back a random Hero that has been previously Retired. Place this Hero Card in the Hero Discard pile.

Action (continued)

Fight Against the Horde

Complete the following steps in order:

  1. Assemble a team of up to four Heroes from your hand. Place them in front of you, trying to create a diverse party with one of each Hero Class (Healing, Melee, Ranged, Shield.)
  2. Make a Combat Test against the Monster Cards in play. (i.e. For each unique class in your party, roll one die.)
  3. For each die rolled, place one Success Token on any Monster's Dice Icon if the number rolled is equal to or greater than the icon's number.
  4. Any Monster Cards that now have all of their Dice Icons covered are now defeated. Defeated Monster Cards will be taken by the player as Monster Trophies. Return any Success Tokens on these defeated Monster Cards to the token pile.
  5. If any Monster Cards remain in play, Retire one Hero from your party. Retired Hero Cards are placed on the Graveyard Sideboard.
  6. Skip to the End of Turn step.

Fight Against the Nemesis

Only available when a Nemesis Card is in play.

Complete the following steps in order:

  1. Assemble a team of up to four Heroes from your hand. Place them in front of you, trying to create a diverse party with one of each Hero Class (Healing, Melee, Ranged, Shield.)
  2. Make a Combat Test against the Nemesis. (i.e. For each unique Class in your party, roll one die.)
  3. For each die rolled, place one Success Token on the Nemesis Card if the number rolled is equal to or greater than the Die Icons shown on the Nemesis Card.
  4. Any dice that roll a 1 will retire a Hero from your party. Retired Hero Cards are placed on the Graveyard Sideboard.
  5. If there are Success Tokens equal to the number of Die Icons shown on the Nemesis Card it is immediately defeated. As a reward, remove two Threat Tokens from each Threat Pool.
  6. Skip to the End of Turn step.

Combat Examples

For both of the examples below, assume that Moxie selected four Heroes from her hand (Gilbert Bonde, Baldric Boomrock, Vanlamir Lumaris, Lula Rubrick).

Fight Against the Horde: The Monsters in play are the Koblin Conscript (one Dice Icon), Coast Lurkling (one Dice Icon) and Shadow Lurker (three Dice Icons). Moxie has three unique classes in her Hero party, so she rolls three dice. She rolls a 3, 3, and a 5.

She decides to assign the 3 to the Koblin Conscript and the 5 to the Coast Lurkling and the other 3 on the Shadow Lurker, placing Success Tokens over the die roll needed.

The two Monsters with Success Tokens over all of their Dice Icons are discarded. Because there are still Monsters in play (the Shadow Lurker in this case), she will Retire one Hero of her choice.

Fight Against the Nemesis: The Nemesis (The Worm) is in play, preventing any player from fulfilling the Queen's Order. Moxie has three unique classes in her Hero party, so she rolls three dice. She rolls a 1, 3, and a 6.

She places 2 Success Tokens on The Worm for the 3 and the 6. Since she rolled a 1, she will retire one Hero of her choice.

Using Item Cards

  • When Resolving a Test, you may use any number of Item Cards that offer the appropriate Attribute.
  • To use an Item, discard the Card and add one die to your roll before you roll.
  • Item Cards with a Combat Icon can be used during Fighting Actions and on Location Card Tests.
  • If an Item Card has multiple Ability/Class Icons, you may only use one icon per Test.
  • Some Item Cards have no Attribute but tell you when they can be used.
  • The starting Item Card for your Guild is never discarded.

Using Queen's Favor Tokens

  • After any Test, including during Fighting Actions, a player may discard a Queen's Favor Token to reroll one die.
  • A player may only use a Queen's Favor if it is their turn, but they may use more than one in a turn.
  • A die may only ever be rerolled once.

2. End of Turn

Complete the following steps in order:

  1. Discard the remaining Heroes from your party. Check their Guild icons as you discard them. You gain the bonus shown on your Guild Card if you discard at least the number of Heroes shown that have your Guild Icon.
  2. If you have a Quest and have collected the required Location Cards listed on the Quest, you have completed your Quest:
    • Return the Quest Card and the Location Cards back to the game box.
    • Gain the reward shown on the Quest Card.
  3. Draw back up to a hand of seven Hero Cards. If the Hero Deck is empty, shuffle the Hero Discard pile to make a new Hero Deck.
  4. Move the Moon Phase Token one step forward along the Moon Phase track.
    • If the Moon Phase Token is on the full moon (4th position), return it to the quarter moon (1st position) and then immediately move to the Event Phase.
    • If the Event Phase didn't occur, the next player clockwise begins their Player Turn.
    • Note: this means the Event Phase will only occur once every four Player Turns.

3. Event Phase - once every four player turns

Complete the following steps in order:

  1. Nemesis Ability: If a Nemesis Card is in play, its "During the Event Phase" Ability activates now.
  2. Remove Villagers: For each Monster Card in play, remove one Villager Token.
  3. Spawn Monsters: Based on the number of Threat Tokens in the Growing Enemy Threat Pool, draw Monster Cards and put them into play.
    • If there are six Monster Cards already in play, discard any additional Monster Cards and remove one Villager Token for each.
    • It is unlikely, but if there are no Monster Cards in the Monster Deck, reshuffle the Monster Cards that were previously discarded to form a new Monster Deck.
  4. Spawn Nemesis: If a Nemesis Prompt Card is drawn during the Spawn Monsters step or during a player's turn in this round, then complete the following steps in order:
    • Retrieve the large Nemesis Card that corresponds to the Nemesis Prompt Card and place it over the Queen's Order (The Queen's Order action can not be taken while there is a Nemesis in play).
    • If the Nemesis has a "when drawn" effect, resolve that effect now.
    • Return the Nemesis Prompt Card back to the game box.
  5. Remove Regions: Based on the number of Threat Tokens in the Confidence of the Regions Threat Pool, remove Region Tokens. If there are no Threat Tokens, one player gains a Queen's Favor Token.
  6. Retire Hero Cards: Based on the number of Threat Tokens in the Garden Sanctuary Threat Pool, Retire Hero Cards from the top of the Hero Deck. If there are no Threat Tokens, one player gains an Item Card.

Rules Reference

Card Anatomy

Hero Card: 1. Hero Name; 2. Hero Title; 3. Guild Association; 4. Class; 5. Abilities; 6. Card Number.

Queen's Orders: 1. Flavor Text; 2. Location Type; 3. Attribute Test; 4. Reward.

Quest Card: 1. Quest Name; 2. Flavor Text; 3. Location Card Requirements; 4. Additional Rules; 5. Reward.

Guild Card: 1. Guild Name; 2. Guild Symbol; 3. Discard Requirement; 4. Discard Reward; 5. Guild Icon.

Card Anatomy (continued)

Monster Card: 1. Monster Name; 2. Dice Requirement.

Large Nemesis Card: 1. Nemesis Name; 2. Dice Requirement and/or Rules Text.

Nemesis Prompt Card: 1. Nemesis Name; 2. Rules Text.

Item Card: 1. Item Name; 2. Attribute(s).

Guild Item Card: 1. Item Name; 2. Attribute(s); 3. Additional Rules; 4. Guild Icon.

King's Funeral Event Card: 1. Event Name; 2. Threat Pool Increases; 3. Additional Rules; 4. Event Reward; 5. Number of Players.

Event Card: 1. Event Name; 2. Threat Pool Increases; 3. Additional Rules; 4. Event Reward.

Location Card: 1. Location Name; 2. Attribute Test; 3. Success Reward; 4. Failure Penalty; 5. Common Ability Tests.

Rules Clarifications

Item Cards:

  • Players can only gain the Henchman Item Card starting card through the Hounds of Salvere Guild Card or by using the "We need all the help we can get" Variant in the Optional Rules section. If a player is awarded a Henchman but there are already 4 in play, that player will receive nothing.
  • There is no maximum to the number of Item Cards a player may have.

Nemesis Cards:

  • Note that if you draw a Nemesis Card during a player's turn, you set the Nemesis Card aside until the Event Phase when it would spawn normally. You do not draw a new Monster Card to replace the Nemesis Prompt Card.
  • If the Nemesis Prompt Card is drawn when there are already six Monsters in play, it is not discarded like a normal Monster Card. Set it aside until the Event Phase when it will spawn normally.
  • If a Nemesis has a "When Drawn" effect, it will only occur on the first turn it is put into play.
  • The Worm and The Crag Giant add two Threat Tokens to the Confidence of the Region Threat Pool during the Event Phase.
  • The Crag Giant can be negotiated with, so each Charisma Ability in your Hero Party will give a player additional dice during their combat roll. You could be rolling over eight dice with the perfect team and items!
  • The Commander can not be fought. The players must defeat every Monster that is in play, then he is immediately defeated.
  • The Mockatrice and The Doomsayer only force players to discard the appropriate Heroes once when drawn. When a player ends their turn, they will draw back up to seven Hero Cards as normal.
  • The Chimera has a variable penalty during the Event Phase. Depending on your roll, you will lose two or three Villager Tokens, or add two Threat Tokens to the Confidence of the Regions Threat Pool.
  • Note that when the players defeat a Nemesis, two Threat Tokens are removed from each Threat Pool as a reward.
  • When defeated, Nemesis Cards are not taken as Monster Trophies.
  • During the Event Phase, a Nemesis does not count as a Monster and so will not kill a villager, although you do suffer the normal Nemesis penalties as detailed in the Event Phase rules.

Queen's Orders:

  • When completing a Location Card while on a Queen's Order, a player does not receive the rewards. A successful Test will add a Success Token to the Queen's Order. Failing a Test will result in a penalty as normal.
  • If there are more than eight Success Tokens on the Queen's Order during the Event Phase, any excess tokens are discarded.

Quest Cards:

  • Quest Cards that give a bonus to Tests only give that bonus during Questing Actions.

Location Cards:

  • You put together the party of Heroes before you turn over the Location Card and read the front of the card. The back of every Location card shows the three Abilities that are most likely to be tested in that Location type.
  • All Location cards have no reward on the top section of the Location Card's text. If your Test is successful on the top section, you avoid the penalty of the top section and then move to the middle section for the second (and final) Test.

Hero Cards:

  • Discarded Heroes are sent to the Hero Discard pile on the game board. They will be return back to play once the Hero Deck runs out of cards and the discard pile is then reshuffled to make a new Hero Deck.
  • Retired Heroes are sent to the Graveyard Sideboard. These Heroes have given up adventuring and will not return unless they are Recovered through a Location Card reward or a Queen's Order reward.
  • Retired Heroes that are Recovered are sent to the Hero Discard pile and will return to play once the Hero Deck is reshuffled as above.

Threat Pools:

  • Threat Pools can never have more than six Threat Tokens in them. Any excess is lost.
  • During the Event Phase, after resolving each Threat Pool, the Threat Tokens stay on the board for the next turn.

Monster Cards:

  • Success Tokens placed on undefeated Monster Cards stay over the Die Icon, waiting for another player to add the final Success Token(s) to defeat it.

Additional Components

Bonus card: This is the 2 point Crown Card for JunKing, the publisher's first game, included in By Order of the Queen as a thank-you to fans.

Social media card: This is the Official By Order of the Queen social media card. If you win or lose a game, take a picture with this card and your game group and post it to social media.

Graveyard Sideboard

  • This Sideboard sits next to your game board, helping to organize the discarded Items, Monsters, and Retired Heroes.
  • Note that Discarded Heroes go to the Hero Discard pile on the game board, next to the Hero Deck.
  • In rare cases, you may run out of Monsters or Items during play. Shuffle the discard pile and place this new deck on the game board.
  • If during a game the players recover a Hero from a reward, randomly select one Hero from the Retired Heroes here and place it into the Hero Discard pile on the game board.

Optional Rules

Expanded Variable Difficulty

Game too easy? Or too difficult? Any mix of the following variants can be used to adjust the challenge level for your gaming group. By Order Of The Queen is meant to be challenging, but more importantly, it is also meant to be fun.

Easier Difficulty

  • We need all the help we can get. Each player starts the game with a Henchman Item Card.
  • For the Queen! Each player starts with an additional Queen's Favor Token.
  • The blacksmiths' gifts. Each player starts with an additional random Item Card from the Item Deck.
  • We have only one thing to fear... When creating the Monster deck, only split the deck into two piles, and add only one Nemesis to the pile on the bottom.
  • Our scouts achieved an early victory. After drawing the first three Monster Cards, discard one Monster Card of the players' choice.

Harder Difficulty

  • The enemy only sends their best. When creating the Monster deck, remove the Monster Cards that only require a 1 to be defeated.
  • Strong Enemy leadership. When creating the Monster deck, add the four "Monster Lieutenants" (Jorant Wolves, Koblin King, Vulpen Tactician, Vemen Seer) randomly into the piles before adding the Nemesis Prompt Cards.
  • Overwhelming terror. When creating the Monster deck, split the deck into four piles, and add one Nemesis Prompt Card to each of the three piles on the bottom of the deck.
  • Lost relics. Each player does not start with their Starting Guild Item.
  • It may already be too late. Remove two Villager Tokens and one Region Token at the beginning of the game.
  • There is no end to our troubles. Play without the rule where Threat Pools can only have a maximum of six Threat Tokens.
  • Cascading Threat. When a Threat Pool is at six Threat Tokens and another Threat is to be added, instead of discarding it, have the Threat Token go to the next Threat Pool below.
  • No Trust between the Guilds. During the Event Phase, the players are not allowed to give a Hero Card to the player to their left.
  • The Queen needs more time. At the beginning of the game, place the Queen's Seal on the Queen's Order.
  • Crossover into the Implands. Our Crossover Expansion includes Event Cards that completely replaces the Event deck with more difficult Events.

The Guilds of Tessandor

This section of the printed rulebook is background lore (not rules) describing the eight guilds: Semaphor Collegium, Hounds of Salvere, The Wild Skylancers, The Firemanes, The Oromanos Consortium, Whiteclaw Huntmasters, The Bridgewardens, and Eternal Pilgrims. It is omitted here as flavor text.

Enemies of Tessandor

This section of the printed rulebook is background lore (not rules) describing Koblin, Caveling, Lurkling, Vulpin, Vemen, Lurker, Jorant Wolf, The Worm, Hydra, Chimera, The Doomsayer, and Dragon. It is omitted here as flavor text.

Quick Reference

Turn Sequence

Each player turn is divided into three steps:

  1. Action
  2. End of Turn
  3. Event Phase - once every four player turns

Action: On a player's turn you may take 1 of 4 actions: Questing; Fulfill the Queen's Order; Fight Against the Horde; Fight Against the Nemesis.

Completing Location Cards:

  1. Read top section and resolve the Attribute Test.
  2. If the first Test was successful, read the middle section and resolve the Attribute Test.
  3. If the first Test failed, read the bottom section and resolve the Attribute Test.
  4. Gain the rewards or suffer the penalties based on the Tests.
  5. The Location Card is then completed and is either discarded (Queen's Order Action) or placed next to your Quest to show your progress (Questing Action).

End of Turn:

  1. Discard the remaining Heroes from your party.
  2. Check for Quest Completion.
  3. Draw back up to a hand of seven Hero Cards.
  4. Move the Event Token (Moon Phase Token) one step forward along the Moon Phase track.
  5. If the Moon Phase Token moves back to the quarter moon, move to the Event Phase, otherwise:
  6. The next player clockwise begins their turn.

Event Phase:

  1. Nemesis Ability.
  2. Remove Villagers.
  3. Spawn Monsters.
  4. Spawn Nemesis.
  5. Remove Regions.
  6. Remove Hero Cards.
  7. Queen's Order Advancement.
  8. Turn in Monster Trophies.
  9. Discard Current Event Card and draw a new Event Card.
  10. Every Player passes 1 Hero to the player to their left.
  11. At the end of the Event Phase, the next player clockwise begins their Player Turn.

Attributes

  • Classes: Melee, Healing, Ranged, Shield; Combat (the Combat icon)
  • Abilities: Strength, Dexterity, Constitution, Wisdom, Intelligence, Charisma

Tokens

Queen's Seal, Moon Phase, Queen's Favor, Region, Villager, Threat, Success.

Guild Icons

Eight Guild Icons (one per Guild) appear as wax-seal symbols; a Guild's icon is shown on its Guild Card and on Hero and Item Cards belonging to that Guild.

Reward & Penalty Icons

Success Rewards:

  • +1 Queen's Favor icon: Gain a Queen's Favor
  • +1 Item Card icon: Gain an Item Card
  • +1 Hero icon: Recover a Hero
  • Moon icon: Gain the Event Reward shown on the current Event Card
  • Success Token on a Monster icon: Add a Success to a Monster

Failure Penalties:

  • +1 Monster icon: Draw a Monster Card and put it into play
  • Villager icon: Remove a Villager
  • Crossed-out Hero icon: Retire a Hero from your party
  • Threat + Villager icon: Add a Threat to the Growing Enemy Threat Pool
  • Threat + Region icon: Add a Threat to the Confidence of the Regions Threat Pool
  • Threat + Hero icon: Add a Threat to the Garden Sanctuary Threat Pool
  • 2. End of Turn
  • 3. Event Phase - once every four player turns
  • Queen's Order Advancement: Complete the following steps in order:
    • If in play, remove the Queen's Seal from the Queen's Order.
    • If the Queen's Order has 8 or more Success Tokens, the players choose one of the rewards shown on the Queen's Order. Discard the Queen's Order, return the Success Tokens to the token pile and draw a New Queen's Order.
    • If the third Queen's Order is completed, the players win the game.
  • Turn in Monster Trophies: Players may discard four Monster Trophies to gain an Item Card and a Queen's Favor Token.
  • Draw a new Event Card: Complete the following steps in order:
    • Draw a new Event Card, placing it face up on top of the previous Event Card. This now becomes the current Event Card.
    • Add Threat Tokens to each Threat Pool as indicated. Each Threat Pool can have a maximum of 6 Threat Tokens. Any excess is not added.
    • Note any additional rules that may apply on the next player round.
  • Every Player passes one Hero Card to the player to their left.
  • Event Phase ends: The next player clockwise begins their Player Turn.