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Defenders of the Realm: Minions Expansion – Demons thumbnail

Defenders of the Realm: Minions Expansion – Demons

Expansion for Defenders of the Realm

Defenders of the Realm: Minions Expansion – Demons Rulebook

Table of Contents

Table of Contents

  • Components and Setup
  • Demon Minions
    • Gluttons (Demon minion, basic)
    • Blood Demon (Demon minion, basic)
  • Tainted Crystals

Components and Setup

The Demon expansion adds Demon minions and Tainted Crystals to the base game. Demons are the Red minions, as in the base game.

  • Demon reserve: 25 Basic Minions, OR 20 Advanced Minions and 5 Elite Minions.
  • Tainted Crystals: 12 Tainted Crystals.

Note: Demons cause land to Taint when a 3rd Demon minion is added to a location, as described in the base rules. The base game's Tainted Crystal and loss rules also apply.

Demon Minions

Gluttons (Demon minion, basic)

To hit: 4+

Corruption: When there are 3 demons of any kind together, add 1 Tainted Crystal to their Location.

Strength of Decay: Increase the To Hit Number of all Demons at a Tainted Location by +1 per Tainted Crystal to a maximum of 6.

Setup: At the start of the game, 20 of these go into the reserve.

Blood Demon (Demon minion, basic)

To hit: 4+

Flaming Soul Sword: When a Blood Demon is present, the Hero is Corrupted every time a 1 or 2 is rolled on a die. For each Corruption, discard 1 Red card or suffer 2 Wounds.

Setup: At the start of the game, 5 of these go into the reserve.

Tainted Crystals

Setup: 12 Tainted Crystals.

Loss condition: When the 12th Tainted Crystal is placed on the board, unless prevented, the Players lose the game. (Also stated in the base rulebook under Winning (or Losing) the Game.)