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Defenders of the Realm: Global Effects Cards

Expansion for Defenders of the Realm

Defenders of the Realm: Global Effects Cards Rulebook

Table of Contents

Table of Contents

  • Good Global Effects
    • A Light in Darkness
    • Battle Luck
    • Blessed Blades
    • Calm Before the Storm
    • Elf Archers Patrol
    • Fresh Mounts
    • Fresh Supplies
    • Help from Woodland Ents
    • Lesser Demons
    • Local Raiders
    • Local Support
    • No Reserves
    • Organized Retreat
    • Quests of the Council
    • Ship Transports
    • Spell of Restoration
    • The Healing Touch
    • Visions of Amarak
    • War Council
  • Bad Global Effects
    • Assault on Monarch City
    • Corruption Spreads
    • Enemy Elite Troops
    • Gates Drained
    • Harsh Winter
    • Heavy Rain
    • Inns Closed
    • Magic Armor
    • Major Assault
    • Mana Drain
    • Political Bickering
    • Poor Morale

Good Global Effects

A Light in Darkness

Immediate Effect: All Heroes are completely healed (to full Life Tokens).

Ongoing Effect: All Heroes may re-roll 1 die each turn (on Quests or Combat).

Card footer: Draw another Darkness Spreads Card.

Battle Luck

Immediate Effect: Players gain 1 re-roll of all failed dice versus minions in combat. Does not apply to combat with Generals.

Card footer: Draw another Darkness Spreads Card.

Blessed Blades

Immediate Effect: All Wound Boxes for all Generals except Sapphire are considered red, delaying Healing for 1 round.

Card footer: Draw another Darkness Spreads Card.

Calm Before the Storm

Immediate Effect: Only 1 minion is placed in each location on the Darkness Spreads Card regardless of how many minions appear on the card. Does not reduce minions added to the Generals when moving.

Card footer: Draw another Darkness Spreads Card.

Elf Archers Patrol

Immediate Effect: If any Orc Patrol Darkness Spreads Cards are drawn, do not place any Orcs. The General Movement still occurs.

Card footer: Draw another Darkness Spreads Card.

Fresh Mounts

Immediate Effect: When you discard a Hero Card for movement immediately draw 1 Hero Card to replace it.

Card footer: Draw another Darkness Spreads Card.

Fresh Supplies

Immediate Effect: All Heroes draw 1 extra Hero Card when ending their turn on a location with a Treasure Chest.

Card footer: Draw another Darkness Spreads Card.

Help from Woodland Ents

Immediate Effect: Remove 1 minion from each Green Location.

Ongoing Effect: All Heroes gain 1 Extra Hero Card at the end of their turn if in a Green Location.

Card footer: Draw another Darkness Spreads Card.

Lesser Demons

Immediate Effect: Demon minions do not Taint the Land when a 3rd Demon minion is placed. They Taint the Land when a 4th minion would be placed, like all other minion races.

Card footer: Draw another Darkness Spreads Card.

Local Raiders

Immediate Effect: At the end of each turn the active player may remove 1 minion from any location.

Card footer: Draw another Darkness Spreads Card.

Local Support

Immediate Effect: Draw 1 extra card when using the Rumors at the Inn action.

Card footer: Draw another Darkness Spreads Card.

No Reserves

Immediate Effect: Place only 1 minion on a location. The Heroes place a minion of their choice on this card. That minion race will be limited to only 1 minion placed on locations while this effect is active.

Card footer: Draw another Darkness Spreads Card.

Organized Retreat

Immediate Effect: Heroes do not suffer wounds or lost cards when losing to a General.

Card footer: Draw another Darkness Spreads Card.

Quests of the Council

Immediate Effect: Move all Heroes to Monarch City. Deal each Hero 2 Quest Cards. The Heroes keep any 2 Quests and discard the other(s).

Printed on card: Discard after Immediate Effect is complete.

Card footer: Draw another Darkness Spreads Card.

Ship Transports

Immediate Effect: For 1 action Heroes may move from any one location touching the Seas to any other location touching the Seas.

Card footer: Draw another Darkness Spreads Card.

Spell of Restoration

Immediate Effect: Special Cards played as combat dice go into the discard pile to be re-shuffled when the Hero Card Deck is re-shuffled.

Card footer: Draw another Darkness Spreads Card.

The Healing Touch

Immediate Effect: Healing Land Actions receive a +1 modifier to each die rolled.

Card footer: Draw another Darkness Spreads Card.

Visions of Amarak

Immediate Effect: Remove 1 Tainted Crystal.

Ongoing Effect: Prevent 1 General from moving.

Partly hidden in the photograph, the final line of the card reads "…of Amarak is used to stop 1 General". Its opening words are not legible and are not transcribed.

Card footer: Draw another Darkness Spreads Card.

War Council

Immediate Effect: Heroes in Monarch City may, for 1 action, discard up to 3 cards and redraw the same number.

Card footer: Draw another Darkness Spreads Card.

Bad Global Effects

Assault on Monarch City

Immediate Effect: If the Monarch City Darkness Spreads Card is drawn, an equal number of minions are placed into Monarch City, matching the number of minions surrounding it. Special: Re-shuffle all Darkness Spreads Cards when this event activates.

Card footer: Draw another Darkness Spreads Card.

Corruption Spreads

Immediate Effect: Each time a Tainted Crystal is added to a location, a 2nd Tainted Crystal is added with it unless the players collectively discard 5 Hero Cards.

Card footer: Draw another Darkness Spreads Card.

Enemy Elite Troops

Immediate Effect: No Skill or Item Combat Bonuses can be used while this card is active. This includes Hero Combat Skill Bonuses and Quest Item Bonuses. This does not include bonuses gained by discarding Hero cards, like the Wizard's Fireball Spell.

Card footer: Draw another Darkness Spreads Card.

Gates Drained

Immediate Effect: Magic Gates may not be used.

Ongoing Effect: No new Magic Gates may be built while this card is in play.

Card footer: Draw another Darkness Spreads Card.

Harsh Winter

Immediate Effect: Draw 1 Hero Card per turn. The Heroes gain only 1 card at the end of their turns rather than the usual 2.

Card footer: Draw another Darkness Spreads Card.

Heavy Rain

Immediate Effect: No Horse Travel is allowed. While Heavy Rain is in effect, players may not discard Hero Cards to use Horse Movement, and Heroes with Horse or Unicorn Movement may only move 1 space per action.

Card footer: Draw another Darkness Spreads Card.

Inns Closed

Immediate Effect: The Inns are Closed!

Ongoing Effect: While this card is active, Heroes may not Heal at the Inns, or take Rumors actions at the Inns.

Card footer: Draw another Darkness Spreads Card.

Magic Armor

Immediate Effect: Each General has +1 to their wound level. Place 1 Hero Token on each to act as the Armor. The first wound done to a General removes this token, after which damage is done as normal.

Card footer: Draw another Darkness Spreads Card.

Major Assault

Immediate Effect: Overruns chain. While this effect is active, Overruns into locations with 3 minions create another overrun.

Card footer: Draw another Darkness Spreads Card.

Mana Drain

Immediate Effect: No Magic can be used while Mana Drain is Active. This includes any skill or item that states Spell or Magic, including Teleporting by the Wizard, Shape-shifting by the Sorceress, fireballs, etc... Does not effect Magic Gates.

Card footer: Draw another Darkness Spreads Card.

Political Bickering

Immediate Effect: Special Cards may only be played by a player on their turn.

Card footer: Draw another Darkness Spreads Card.

Poor Morale

Immediate Effect: No Special Cards may be gained. Any Special Cards that are drawn at the end of the Heroes' turn, or turned up with a Rumors at the Inn action, go to the discard pile and another card(s) is drawn. When this event ends, re-shuffle the Hero Card Deck.

Card footer: Draw another Darkness Spreads Card.

Spies & Henchmen

Immediate Effect: -1 Die to Quest Rolls. All Quest Rolls granting 1 or more dice lose 1 die to the interference of spies and henchmen.

Card footer: Draw another Darkness Spreads Card.

Stolen Battle Plans

Immediate Effect: Heroes may not team up to attack Generals. This effect may be voided if the Heroes discard 4 Special (Purple) Hero Cards.

Card footer: Draw another Darkness Spreads Card.

Strong Command

Immediate Effect: Place 3 minions with the next General that moves. Ignore the number of minions on the Darkness Spreads Card attached to the General, and instead add 3 minions when the General moves.

Card footer: Draw another Darkness Spreads Card.

Troll Guards

Immediate Effect: A 4+ is required to wound Gorgutt the Orc General. Orc minions remain 3+ to defeat.

Card footer: Draw another Darkness Spreads Card.

Undead Surge

Immediate Effect: Each time 1 Undead (1 and only 1) is added to a location, a 2nd Undead is added with it. Additionally, ending a turn on a location with Undead minions does 2 additional wounds from Fear (3 total).

Card footer: Draw another Darkness Spreads Card.

Visions of Monarch City

Immediate Effect: Monarch City Moves a General to its next location. While this event is active, if a General has a move into Monarch City as its movement on a Darkness Spreads Card, the General moves to its next location.

Card footer: Draw another Darkness Spreads Card.

Spies & Henchmen
  • Stolen Battle Plans
  • Strong Command
  • Troll Guards
  • Undead Surge
  • Visions of Monarch City