Defenders of the Realm: Hero Expansion #2
Defenders of the Realm: Hero Expansion #2 Rulebook
Table of Contents
Table of Contents
Hero Character Cards
Druid
Heal Land: When on a Tainted location, spend 1 action and roll 2 dice. If you roll a 5+ on either die, the Druid may remove 1 Tainted Crystal. Note: No Hero Card is required.
Woodland Magic: When in a Green Location, may spend 1 action to summon woodland animals (bears, wolves, etc...) to attack minions (not a General) in any other Green Location. This attack is performed with a -1 modifier to each die rolled.
One with the Earth: When the Druid ends his turn in a Green Location, the Druid heals 1 wound and is hidden from enemies, he suffers no wounds from minions or Fear from Undead.
Elf Lord
Elven Magic: The Elf Lord is always the first player at the start of the game. Once each round, the Elf Lord may use the Re-roll Token to grant himself or another player a re-roll of 1 failed die. Refresh the Re-roll Token at the start of the Elf Lord's turn. Note: The Re-roll Token does not require an Action to use.
Secret Pathways: May move into any Green Location from an adjacent location without spending an action to do so. Note: Elf Lord may not use this skill when he has no actions remaining.
Swift Attack: On the first attack roll at a location, roll 1 die more than the number of enemy minions present (Elf Lord can choose the die color for the Swift Attack). Note: Elf Lord also gains 1 extra die for attacks against Generals.
Healer
Potent Remedies: Healer may spend 1 Action per turn to heal up to 3 wounds of any Heroes at her location – or remove 1 Poison Token. Note: The Healer may heal herself this way.
Healing Touch: When ending her turn on a location with other Heroes that are wounded, the other Heroes may immediately heal 1 wound.
Transfer Energy: May spend 1 action in a Tainted location with enemy minions present to roll 1 die for each minion there. Remove one Tainted Crystal from that location for each 5+ rolled.
Walk in the Light: Healer is not subject to a General's Combat Skills. Note: Healer is still subject to the penalties of losing a combat to a General and her skill will not prevent Sapphire from regenerating.
Monk
Spiritual Quest: The Monk starts the game with 2 quests and always has 2, drawing a new quest each time one is completed.
Flurry of Blows: All natural 6's rolled in combat count as 2 hits, even against the Generals. Note: Against Dragonkin Minions and Sapphire a 6 counts as only 1 hit.
Defensive Moves: Any time the Monk would lose life points to enemy minions, or by losing combat with a General, roll a number of dice equal to the wounds about to be suffered. Each 5+ rolled avoids 1 damage. Note: May not be used to prevent Fear damage.
Missing Content
The six new Global Effects cards for Hero Expansion #2 are not included. The Steam Workshop mod's Global Effects decks do not label any card as Hero Expansion #2, so none could be isolated from the available source. Card back and token rules were not in any reachable file.