RulesPal
Chat
Rulebook
Defenders of the Realm: Companions and Catacombs thumbnail

Defenders of the Realm: Companions and Catacombs

Expansion for Defenders of the Realm

Defenders of the Realm: Companions and Catacombs Rulebook

Table of Contents

Table of Contents

  • Components
  • Dungeon Run Example
  • Treasure Rooms
  • Hero Death in a Dungeon
  • Setup
  • Companions
    • Recruit Action
    • Companion Rules
  • Events
    • Warlord
    • Giant Spiders
    • Troll Renegade
  • Dungeon
    • Dungeon Rules
  • Companion Cards
    • Event Cards
      • Warlords
      • Betrayal
      • Troll Renegades
      • Thieves
      • Land Ablaze
      • Inside Information
      • Patriotism
      • Infiltrating Spies
      • Heavy Casualties
      • Giant Spiders
      • Empty Inn
      • Dungeon

Components

  • A. Dungeon Tokens (4)
  • B. Dungeon Marker Tokens (4)
  • C. Giant Spider Tokens (6)
  • D. Troll Renegade Tokens (6)
  • E. Warlord Tokens (10)
  • F. Companion Deck (39 cards)
    • A. 15 Event cards
    • B. 24 Companion cards
  • G. Dungeon Rooms Deck (31 cards)
  • H. Treasure Rooms Deck (10 cards)
  • I. Relic deck (8 cards)

Dungeon Run Example

The Player decides to explore the Ruins of Amaraks Keep, which holds the relics the Harp of the Gods and the Magic Armor. The Player spends 4 of their Actions to enter the Dungeon. Then, the Player draws a Treasure Room card; it is the "Undead Dragon" with an Exploration Goal of 6! The Player then reveals Dungeon Room cards one at a time, defeating each encounter before moving on to the next one! After reaching an Exploration total of 6, the player has earned the chance to fight the Undead Dragon. With just enough luck and the aid of their Companions, the Player is able to defeat the Dragon and earn the Reward of their choice of one of the two Treasures housed within the Dungeon!

The example shows the Dungeon Room cards Spike Trap (Exploration 1), Stone Bridge (2), Magic Pool (0), Trapped Door (1) and Endless Corridors (2), and the Treasure Room card Undead Dragon (Exploration Goal 6).

Treasure Rooms

Once a Dungeon is entered, the player shuffles the Treasure Room cards (both the Treasure Room deck and its discard pile) and draws 1 Treasure Room card. The Hero must explore Dungeon Rooms until they reach the Exploration Goal shown at the top of the card.

  1. EXPLORATION GOAL: Each Dungeon Room has an Exploration Number shown at the top left of the card. The Hero must continue to explore Dungeon Rooms until the total equals to or exceeds the Exploration Goal.
  2. TREASURE ROOM ENCOUNTER: If the Hero defeats the Treasure Room, they gain the Reward as instructed by the room and the Dungeon Token. If Failed, suffer the Penalty listed - See Hero Death in a Dungeon (below). If the Reward is taken, remove the Dungeon token from the board.
  3. REWARD: Identifies which of the Treasures on the Dungeon token may be gained once the Treasure Room encounter is defeated.

Hero Death in a Dungeon

If a Hero dies in the Dungeon, the following occurs:

  1. Any Quest items the hero possessed now becomes part of that Dungeon and may be gathered by any Hero that defeats the Treasure Room in the future. All other cards, including any Companions he might have recruited are discarded. Place a Dungeon Marker token matching the Dungeon token on the Treasure Room card as a reminder which Dungeon the Treasure Room is associated with.
  2. The player starts a new Hero in Monarch City, drawing 2 new Hero Cards and a new Quest card.
  3. The new hero may reclaim 1 previously used Special Hero card (purple) and add it to the 2 new Hero cards to form the starting hand for the new hero.

Setup

Follow the instructions below to add the Companions & Catacombs expansion to any game of Defenders of the Realm.

The following rules are used with this expansion. All other Defenders of the Realm rules remain unchanged.

  1. PLACE A STARTING DUNGEON: Roll a die and place a random Dungeon Token based on the chart below.
  2. CARDS: Shuffle the Companion and Event cards to form the Companion Deck. Shuffle the Treasure Room cards to form the Treasure Room deck. Shuffle the Dungeon Room cards to form the Dungeon Deck.
  3. TOKENS: Place all of the tokens (Dungeons E, Dungeon Markers A, Giant Spider C, Troll B, and Warlord D) near the board for easy access during play.
RollStarting Dungeon
1Ancient Ruins
2Serpent Swamp
3Unicorn Forest
4Wyvern Forest
5Dark Woods
6Dragon's Teeth Range

NOTE: The Land Ablaze Event card is only used when playing with the Dragon Expansion.

Companions

Recruit Action

Players may now seek Companions to help defend the Realm. This new Recruit Action may only be performed at an Inn. In order to do so the player must meet the following criteria:

  • Each Hero may have 1 Companion accompany them. For each successful Quest they have completed, they may have 1 additional Companion.
  • To Recruit, the Hero must spend 1 Action, announce they are Recruiting a Companion and perform the following steps:
    1. The player chooses a number between 1 and 6, and draws that many cards from the Companion Deck. The more cards drawn, the more possible Companions (FB) available to Recruit, but the more likely Event cards may be drawn.
    2. The player now flips over the number of Companion cards equal to the number the player chose. Any Events (FA) are resolved when drawn (see Events) and then any remaining Companions (FB) are eligible to be Recruited.
    3. To Recruit a Companion (FB), the player must discard the number and color of Hero Cards indicated in the upper left corner of the Companion card (FB).
      • YELLOW COMPANIONS: The Yellow cards are considered Wild. Any color card may be discarded to Recruit a Yellow Companion, however all cards discarded must be of the same color.
      • PURPLE COMPANIONS: These are very powerful Companions, and as such, Special cards must be placed back into the box and out of the game to recruit a Purple Companion.
    4. Companions not recruited and all Events create a discard pile that is not reshuffled until instructed to do so by a card.

NOTE: Only 1 Companion may be Recruited each time a Hero visits an Inn unless otherwise stated by an Event card.

Companion Rules

  1. COMPANION LIMITS: A Hero may have 1 Companion + 1 for each Successful Quest completed with one exception. Each Hero may only have 1 Companion of each color. At no time may a Hero gain a Companion of the same color as one already in their party.
  2. DEATH OF A HERO - COMPANIONS: In the event that a Hero is slain, all their Companions are returned to the Companion deck and the deck shuffled.
  3. DISCARDING A COMPANION: Once a Hero takes a Companion into their party, that Companion may not be discarded unless the Companion card states that it can be discarded. Companions sign on for the long haul when recruited.

Events

The following section provides additional information on select Event cards and their effect on the game.

Warlord

When a Warlord card is revealed add a Warlord token based on the following game conditions:

  • Placement of a Warlord token depends on the War Status:
    • IN THE EARLY WAR: Add a Warlord to any location that has 3 Minions.
    • IN THE MID AND LATE WAR: Add a Warlord to any location that has 2 or 3 Minions, not to exceed Warlord tokens provided, starting with locations nearest Monarch City and working outward.
  • WARLORD MINION BONUS: The Warlord does not count as a Minion, it grants a +1 to the To Hit Number of all Minions in the Warlord's location.
  • REMOVING A WARLORD: The Warlords cannot be attacked. When all Minions in their location are defeated, the Warlord token is removed from the board.

Giant Spiders

When a Giant Spider Event is revealed, draw Darkness Spreads cards until revealing one with 2 locations. Ignore all other information on the card, and place a Giant Spider token on each location.

  • GIANT SPIDERS TOKENS: Giant Spiders count as a Minion and may be attacked with other minions on the location. You need a 4+ to slay a Giant Spider.
  • WEBS: Heroes must spend an extra Action to enter a Location with a Giant Spider, regardless of how the Hero enters (by Foot, Horse, Eagle, Gate or Teleport) as they become entwined in massive webs.
  • FLIGHT OVER GIANT SPIDER AREA: Heroes flying over a location with a Giant Spider, either by Eagle card travel or if they are the Eagle Rider, are not affected by Giant Spider Webs.
  • If adding a Giant Spider to a location that already has 3 Minions, the location Taints and the Minions on that location overrun to each adjacent location. Place the Giant Spider on any of the overrun locations.

Troll Renegade

When the Troll Renegade card is revealed, add 1 Troll token to the Mountains of Mist and then reveal a Hero card also placing a Troll token on the location of that card. If a Special card is drawn, place a Troll token in Monarch City.

  • TROLL TOKENS: Trolls count as a Minion on the location. Trolls may not be attacked during Combat with other minions at the same location, but require a separate Attack action by a Hero.
  • To attack a Troll, spend 1 Action and roll 3 Dice. Doubles successfully defeats a Troll. Each Attack that the Troll is not defeated, the attacking Hero suffers 1 wound (the wound may be blocked by Armor).
  • TROLL SLAYERS: The Dwarf, Barbarian, Paladin and Adventurer are natural Troll Slayers. Therefore, may re-roll any number of dice on their Attack on a Troll, one time.
  • If adding a Troll to a location that already has 3 Minions, the location Taints and the Minions on that location overrun to each adjacent location. The Troll may be placed on any of the overrun locations.

Dungeon

When the Dungeon Event is revealed, place a Dungeon token (A) on the board by rolling a die and placing it per instructions in Setup. A Hero on a location with a Dungeon token may enter it by spending 4 Actions on the same turn.

NOTE: If rolling a location that already has a Dungeon token, place a Taint crystal on the location and roll again for a new location. If rolling the same location on the re-roll, do not place an additional Taint Crystal, but simply roll again until getting a location without a Dungeon token.

Dungeon Rules

  1. EXPLORING THE DUNGEON: The Dungeon Room cards are revealed and resolved one card at a time. The entire dungeon will be resolved on a single Hero turn.
  2. LEAVING THE DUNGEON: The player may leave the Dungeon at the end of any card, but if they chose to Advance, the Hero must encounter the next card. If the player decides to leave the Dungeon, discard all revealed Dungeon cards and Treasure Room card to be shuffled back into the respective Dungeon and Treasure Room decks. If left without gaining the Treasure, the Dungeon Token remains on the board.
  3. DUNGEON ROOMS: Each Dungeon Room has an Exploration Number (0, 1, or 2) which, once completed, counts toward the Exploration Goal of a Treasure Room card.
  4. MINIONS ESCAPING THE DUNGEON: Any time Minions are not defeated in a Dungeon encounter, after they inflict wounds or other penalties as listed on their card, the minions will escape to the realm if their race is active and placed on any location that matches their color. Therefore, if Orcs are active in the battle for the Realm and the Hero encounters Orcs in the Dungeon and fails to kill 1 or more in a battle, after suffering the wounds from the remaining Orcs, the surviving Orcs are placed on any Green location of the Board.
  5. QUEST CARD: If the Hero succeeds in defeating the Treasure Room Encounter and gains the Reward, they also take the Treasure Room card to be counted as a Quest completed for fame when Recruiting Companions and establishing the Champion of the Realm.

Companion Cards

The card text below is transcribed from the card faces in the community images. Each card's flavour line is printed in italics. The Companion deck holds 15 Event cards and 24 Companion cards. Card backs were not available. The cost icon on each Companion card is not legible in the images and is not transcribed.

Event Cards

Warlords

The Dark Lord's elite rally the forces of Darkness.

Place 1 Warlord token on each location with 3 Minions. Warlords do not count as minions but increase number needed to hit any Minions in that location by 1.

Betrayal

Influenced by the Darkness, a companion betrays.

Roll a die; On a roll of 1-3, one of your Companions betrays you. Suffer 1 wound and discard 1 of your Companions at random. On a roll of 4+, all of your Companions remain loyal.

Shuffle the Companion Cards.

Troll Renegades

The ground shakes as they approach.

Place a Troll token on Mountains of Mist, then reveal a Hero card and place a Troll token on the location of the Hero card. If the Hero card is a Special card, place the Troll token in Monarch City.

Shuffle the Companion Cards.

Thieves

The Inn is infiltrated by thieves in service of the Dark Lord.

The active Hero must discard a random Hero card.

Land Ablaze

The fires burn bright from over the ridgeline.

Reveal a Hero card until a card with a location. Place a Fire token on that location and discard the cards revealed.

Shuffle the Companion Cards.

Inside Information

Your search produces an unexpected rumor.

If you choose to not recruit any Companions, draw 3 Hero cards.

Patriotism

Young Heroes seek to serve in the defense of the Realm.

The cost of recruiting any Companions revealed this recruitment is considered wild.

May discard any Hero card to move 3 spaces by Flight.

Infiltrating Spies

The Dark Lord's Minions take all shapes to mingle among citizens of the Realm.

Place 2 Minions of your choice in Monarch City.

Heavy Casualties

Quality help is hard to find, Too many have fallen in the War.

All Companions revealed this recruitment cost an additional card of any color.

Giant Spiders

Terrifying eight-legged nightmares.

Reveal Darkness Spreads cards until a card with 2 locations is revealed. Place a Giant Spider token on these 2 locations. Discard any revealed Darkness Spreads cards.

Empty Inn

The tavern is unusually deserted.

Discard all drawn Companions this recruitment. They may not be recruited.

Shuffle the Companion Cards.

Dungeon

Roll a die and place a Dungeon token in:

  1. Ancient Ruins
  2. Serpent Swamp
  3. Unicorn Forest
  4. Wyvern Forest
  5. Dark Woods
  6. Dragon's Teeth Range

Enemy Scouts

Enemy scouts signal for more troops.

Place 4 Minions (1 of each type, each in different locations). Players choose the locations.

Bar Fight

The tavern erupts in a rowdy fight that you cannot avoid.

Suffer 1 wound.

The cost of recruiting a Companion is reduced by 1 card to a minimum of zero.

Darkness Spreads

The shadow reach of the Dark Lord spreads throughout the Realm.

Reveal a Darkness Spreads card and perform all of the actions on the card. This does not replace the normal Night Phase of Darkness Spreads.

Shuffle the Companion Cards.

Companion Cards

Karmata

Sorceress Apprentice. Channeling power to drain the energy of her foes.

Drain Energy: When defeating 3 Minions in a single Combat, gain 2 Actions to use next turn. Place Action tokens on this card when gained.

Dakk Wulfe

Veteran Horseman. Mounted on his trusty steed, Xana.

May move up to 3 locations away when discarding a Hero card for Horse Movement.

May discard Dakk Wulfe to remove all Minions from a single location up to 3 locations away.

Draco Helmfire

Dragon Hunter. A seasoned hunter of the Dragon and their kind.

Dragon Bounty: Whenever you defeat 2 or more Dragonkin Minions in a single Combat, draw 1 Hero card.

Lance: Add +1 to dice rolled in Combat against Dragonkin Minions and Agents.

Jake Drake

Adventuring Warrior. He has seen battle in all parts of the Realm.

May re-roll failed Combat dice, once per turn.

Add +1 to all Quest rolls.

Hardened: Add +1 to each die rolled in Dungeon Encounters.

Sir Crowsdell

Errant Knight. A valiant knight of the Realm.

May Move by Horse (up to 2 locations away) without discarding a Horse card, once per turn.

Add +1 to all Combat rolls. Discard Sir Crowsdell when using this ability in Combat with a General.

Captain Xeva

Elven Corsair. A rebellious, but valiant seafarer.

Booty: When ending a turn in a location with a Treasure Chest, draw 1 extra Hero cards.

Seaworthy: When using the Tainted Rose's Set Sail ability, you may always re-roll a result of 1 when moving the ship.

Princess Karollyn

Questing Royalty. Longing for adventure away from Monarch City.

Privelege: May re-roll all failed dice for any Action, once per turn.

Ignore the combat skills of Generals, except Varkolak.

Cyleene

Outcast Witch. Cyleene's ability is both a blessing and a curse.

Visions: Once per turn, may discard 1 Darkness Spreads card and draw a replacement. Each time this ability is used, the Hero suffers 1 wound.

Torgg

Half-Troll Hermit. Found crouched under a bridge on the path to the Inn.

Add 2 dice to all Combat rolls including Combat against a General.

"His kind are not welcome here!" May not enter Monarch City or enter an Inn.

Stoneheart

Golem Guardian. The hills have eyes to see all.

Add 1 die to all Combat rolls including Combat against a General.

Shadow: When on a location with a General that moves, you may move with the General as well.

Celia Frost

Novice Druidess. Cleansing the Darkness from the Realm!

May spend 1 Action to perform a Heal the Land Action on a location with no Minions present without discarding a Hero card. Roll 2 dice and remove 1 Tainted Crystal on a roll of 5+.

Giddeon IV

Wandering Prince. Heavy is the head that wears the crown.

Draw 1 additional Hero card in the Evening Phase of each turn.

May discard Giddeon IV to retrieve 1 Special card from the box.

April Raven

Cunning Rogue. Stealth and slight of hand have their advantages.

Draw 2 additional Hero cards when taking a Rumors at the Inn Action.

Add 1 die to all Dungeon Encounters, Quests and Combat rolls.

Avena Lux

Amazon Warrior. May thine arrow be true.

Ranged Support: May re-roll any rolls of 1 in Combat with Minions or Generals.

Aya Thunderheart

Highlands Guide. North winds guide the way.

May move into Blue locations without spending an Action. (May not use this ability if Hero has no Actions remaining.)

Briggette

Seasoned Scout. Ride hard, ride fast.

May Move by Horse (up to 2 locations away) without discarding a Horse card, once per turn.

May attack Minions 1 space away as if they were in the same Location, but with a Combat modifier of -1 to each die.

Valhyrik

Questing Sellsword. A nomadic adventurer from Raven Forest.

Gain 1 Action token if starting your turn on a Green location.

Add 1 die to all Quest rolls.

Balikk

Wayward Wizard. Out of the Darkness comes a beacon of light.

Fireball: Prior to attack discard 1 Hero card matching the color of a Minion in Combat to slay Minions on a die result of 2+, regardless of type.

Sheena Dark

Seasoned Warrior. Many a foemen hewn by her blade.

Gain 1 Action, once per turn.

Suffer no wounds when ending turn in a location with Minions with the exception of wounds suffered from Fear from Undead.

Reyella the Bold

Wandering Barbarian. Traveling from distant lands in search of a new homestead.

Once per Combat, you may spend 1 Action prior to attack, to add +1 to all dice rolled in Combat against Minions.

Gareth Meerik

Veteran Warrior. A steadfast and loyal companion.

May re-roll failed Combat dice, once per turn.

May discard Gareth Meerik to avoid all wounds to Hero from a single source.

May discard Gareth Meerik to retrieve 1 Special card from the box.

Chumfoot

Gnome Guide. A gnome knows.

Add 1 die to all Quest rolls.

After resolving a Dungeon Room card, you may reveal the next Dungeon Room card before deciding to exit the Dungeon.

Nightfeather

Young Eagle Rider. Taking to the skies like a bird of prey.

May discard any Hero card to move 3 spaces by Flight.

May discard Nightfeather to take an additional turn prior to drawing a Darkness Spreads card.

Jax Steele

Traveling Bard. Spinning tales of triumph from tavern to tavern.

May re-roll failed Quest dice, once per turn.

When gaining a new Quest, draw 2 Quest cards and keep 1.

  • Enemy Scouts
  • Bar Fight
  • Darkness Spreads
  • Companion Cards
    • Karmata
    • Dakk Wulfe
    • Draco Helmfire
    • Jake Drake
    • Sir Crowsdell
    • Captain Xeva
    • Princess Karollyn
    • Cyleene
    • Torgg
    • Stoneheart
    • Celia Frost
    • Giddeon IV
    • April Raven
    • Avena Lux
    • Aya Thunderheart
    • Briggette
    • Valhyrik
    • Balikk
    • Sheena Dark
    • Reyella the Bold
    • Gareth Meerik
    • Chumfoot
    • Nightfeather
    • Jax Steele