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Demigods Evolution

Demigods Evolution Rulebook

Table of Contents

Table of Contents

  • Component List
  • Achieving Victory
  • Legend
  • Battlefield
    • Assemble the Battlefield
    • Place Obstacles
  • Heroes
    • Hero Card
    • Hero Selection
    • Hero Formation
    • Divine Power
    • Morale
    • Class Traits
    • Base Attack
    • Skills
  • Demigods
    • Demigod Cards
    • Demigod Items
  • Minions
  • Movement
  • Attacking
    • Attack Dice
  • Buffs & Debuffs
  • Playing the Game
    • First Round
    • Demigod Phase
    • Hero Phase
    • Preparation Phase
  • Summary

Component List

  • 1 Rulebook – A tome of knowledge containing strategy, tactics, and a very comprehensive component list.
  • 19 Resin Miniatures – This box contains 19 resin miniatures to physically represent specific Demigods, heroes, and minions on the battlefield.
    • 2 Demigods
    • 9 Heroes
    • 8 Minions
  • 2 Demigod Cards – Each Demigod has its own card with item slots that allow customization before every battle.
  • 8 Hero Cards – Every hero in Demigods Evolution is unique. Hero cards are used to create formations and track hero statistics and skills during play.
  • 36 Demigod Item Cards – These cards are selected prior to the start of the game to populate the slots on the Demigod's card. There are three types of item cards: Weapons, Accessories and Armor. Each slot on a Demigod's card has at least one symbol identifying which item type may be placed there.
    • 12 Weapons
    • 12 Accessories
    • 12 Armor
  • 6 Battlefield Tiles – Battlefield tiles are used to construct the map on which the game will be played. The tiles are double-sided, allowing for the creation of either the Arena of the God of War or a modular battlefield known as the Dungeon.
  • 27 Obstacles – The various obstacles provided can be used to create diversity and unpredictability on the battlefield.

Achieving Victory

Demigods Evolution sets the sons and daughters of the God of War against each other in a battle to take their father's place. The game can be played with either two or four players, the latter consisting of teams of two. The more players in a game, the more time declaring the victor may take. The victory condition you select from below will determine what your Demigod must accomplish to become the next God of War.

Slayer – A player or team wins by slaying all opposing heroes. In a 2-player game, each player will select one Demigod and three to six heroes, while in a 4-player game each player selects one Demigod and three to four heroes. Note that in a Slayer game, when a player loses all of their heroes, their Demigod leaves the battlefield in shame. In addition, if a Demigod falls, their heroes will scatter from the battle even if an ally Demigod remains. In short, killing a Demigod may not be the easiest path to victory, but it is the most direct.

Tactics – A 2-player duel between rival Demigods, the first player to earn enough tactical points is declared the victor. Each hero grants a predetermined number of tactical points to their opponent upon death based on their class as shown in the diagram below on the right. Each player may select four to six heroes, making sure not to exceed the maximum number of tactical points per team. The number of tactical points needed for victory and the maximum allowed for team creation are available in the table below on the left. Killing a Demigod in a game of Tactics does not grant tactical points, but it does greatly impact your opponent's odds of success.

Heroes per PlayerMaximum Tactical Points per TeamTactical Points Required for Winning
4 or 5106
6138

Tactical points granted by each hero upon death, by class:

TankWarriorArcherRogueMage
43221

Advanced Tactics – Follow the same rules listed under Tactics above, except each player also fields four minions. Minions enhance the importance of control of the battlefield as whenever your minion exits the game board on your opponent's side, you score one tactical point. Additional information about minions can be found on page 20.

It is possible to field a team of heroes worth fewer than the tactical points required to win a particular game. If that is the case, the opposing player's tactical points needed for victory are equal to the tactical point total of the other player's team (for example, if a player fields three mages and a rogue, his opponent only needs five tactical points to win).

Legend

Action Points – Action Points (AP) are used for moving, rotating, attacking, performing skills, and using items.

Initiative – Initiative determines the activation order of heroes for each round. The hero with the highest initiative will activate first.

Attack – The amount of damage an attack, skill, or Demigod item inflicts. The color of the symbol determines the type of attack. An illustration of attack types can be found on the bottom of page 14.

Wounds – Wounds are the amount of damage a Demigod or hero has received. If a character receives wounds equal to or greater than their health, they are killed and removed from the battlefield.

Physical Defense – Each point of physical defense negates one point of incoming slashing, piercing, or bludgeoning damage per attack.

Magical Defense – Each point of magical defense negates one point of incoming arcane, fire, or ice damage per attack.

Pure Damage – Skills and items with this symbol ignore an opponent's physical and magical defense when calculating damage.

Doesn't End Turn – A skill or item with this symbol does not end a character's turn and they may spend the remainder of their AP.

Buff – Skills or items with this icon bestow positive effects on the target.

Debuff – Skills or items with this icon bestow negative effects on the target.

Range – The maximum range a skill or item can be used. A range of 1 signifies it must be used in melee range while an ( ) signifies the skill must be used on the caster or is a passive skill. A skill with a range of ( ) may target any field on the board, depending on the skill description.

Morale – A hero's morale is passively added to (or in the case of negative morale, subtracted from) their total damage and physical/magical defense.

Dice – At least one die is always rolled with each attack or damaging skill/item. If multiple dice are rolled, the first die on the card determines the attack type.

Divine Power – There are three types of divine power: rage, focus, and mana. A hero's divine power is determined by their class. Rage is red, focus is yellow, and mana is blue.

Battlefield

The battlefield is where Demigods and their chosen heroes will fight to prove their supremacy. In the end, there can only be one God of War.

Assemble the Battlefield

Assemble the game board using the battlefield tiles of your choice. There are two battlefields you may choose from to play the game:

Arena of the God of War – Surrounded by pitfalls, the God of War's personal arena is large but unforgiving. Tactical maneuvering will be vital as there is nowhere to run. Use the six game board tiles as shown on the right to create the battlefield. Note that when entering the arena at the beginning of the game, Demigods and heroes will enter one field further in (in other words, do not begin the match on a pitfall field).

The Dungeon – Deep in the underbelly of a forgotten kingdom, the Dungeon extends miles in every direction, twisting outward like the roots of an ancient tree. The Dungeon is a modular battlefield that can be created and adjusted to meet the needs of a particular match. Smaller (or faster) games can be played on two game board tiles, while larger games can use all six tiles.

On the right is an example of a Dungeon battlefield with randomly placed obstacles. Obstacles add difficulty and tactical depth to the game while also allowing particular heroes and items to shine.

[Diagram: numbered placement of the six battlefield tiles (1 to 6) for the Dungeon, shown on page 8.]

Place Obstacles

Obstacles are optional gameplay elements that add peril and strategy to a battlefield. There are eight types of obstacles in the game, the rules for which are detailed below. Some obstacles apply debuffs or other damage types to a Demigod or hero that moves or is pushed onto a field containing them. Debuffs are explained on page 25.

There are no specific rules for obstacle placement. It's up to players to decide how they want to customize their battlefields.

  • Boulder – Boulders block line of sight and Demigods and heroes can't move or be moved onto a field containing a boulder.
  • Pitfall – Demigods and heroes occupying a field with a pitfall cannot attack and receive three additional damage when attacked. To exit, they must either wait for the end of the round or spend all of their action points to move to an adjacent field. If all adjacent fields are blocked or otherwise unavailable, the figure may be placed on the closest unoccupied field.
  • Spike Pit – Spike pits act exactly the same as pitfalls except any Demigod or hero that moves or is moved into a spike pit also receives five wounds.
  • High Ground – Entering high ground requires an additional action point and attacking from high ground grants two extra damage. If a Demigod or hero is pushed from high ground, they receive four pure damage in addition to the damage caused by the action or attack that pushed them (if applicable).
  • Magma – Entering a magma field adds one wound and applies the Burn debuff.
  • Portal – Entering a portal field instantly transports the Demigod or hero to another portal without need for additional action points. If there are more than two portals on the battlefield, the player may choose which field to transport to. A portal field occupied by another Demigod or hero cannot be selected.
  • Flash Freeze – Flash freeze fields add three wounds and apply the Freeze debuff to any character that moves or is moved there.
  • Ascending Stone – Each Demigod has its own Ascending Stone. Like boulders, Ascending Stones block line of sight and characters may not move or be moved onto them. However, a Demigod can move onto their own Ascending Stone, allowing them to rotate in any direction and move one field all at no AP cost. A Demigod cannot end their turn on an Ascending Stone.

Heroes

Demigods Evolution includes unique heroes from four different races. Each hero has two versions, found on either side of their character card. Each version is distinguished with slightly different skillsets and, in some cases, statistics. Heroes belong to one of five classes: tank, warrior, archer, rogue, or mage. Each class has its own strengths and weaknesses and weighing those along with individual hero skills and statistics is important for creating a well-balanced team.

Hero Card

  1. Action Points – Used to perform actions and determines a character's mobility.
  2. Health – Total number of wounds needed to kill a Demigod or hero.
  3. Calling – A unique designation for each Demigod and hero.
  4. Initiative – Used to determine the activation order of heroes for each round.
  5. Class – Determines movement, class traits, and divine power.
  6. Base Attack – The amount of damage a hero inflicts when performing a base attack. The background color identifies the attack type. An illustration of attack types can be found on the bottom of page 14.
  7. Physical Defense – Determines the amount of damage reduction when attacked by slashing, bludgeoning, or piercing attack types.
  8. Magical Defense – Determines the amount of damage reduction when attacked by fire, ice, or arcane attack types.
  9. Race – The hero's race is identified by the background color of the class trait section. Blue for humans, green for elves, red for orcs, and gold for dwarves.
  10. Class Traits – Special passive bonuses and disadvantages exclusive to each class.

Hero Selection

The heroes of Argalla each can provide unique strengths to the Demigods and disputes over selection should be expected. If players cannot agree on who may play a particular hero, one of the following selection methods can be used. In 4-player games each team should select their heroes together and then decide which players will field individual heroes after. Keep in mind, no player should have more than three heroes with the same divine power (in other words, no more than three warriors/tanks, rogues/archers, or mages per player).

Chieftain – The youngest player (or team with the youngest player) chooses one hero. The other player or team then selects two heroes. The original player/team selects two heroes and so on until one player or team has reached the agreed upon hero total. The other player or team will then select one final hero (done correctly, both players/teams will finish with the same number of heroes). See the diagram below for an example.

A viable strategy with Chieftain is to counter your opponent's selections. If they are attempting to form a team with heroes of the same race, select any key members of that race you can to counter them. Disrupting your opponents racial/attack links by keeping a close eye on hero initiative could be the difference between victory and defeat.

[Diagram: Chieftain selection order between Player/Team 1 and Player/Team 2, page 11.]

Divine Mirror – Divide the hero cards into three stacks by divine power: you should have a stack for all tanks and warriors (rage), all archers and rogues (focus), and all mages (mana). Shuffle each stack and then distribute the cards equally to each player or team. Remaining cards are returned to the box.

Divine Mirror is a great way to quickly select heroes and ensure each team has equal access to heroes with different types of divine power. In the example to the right, each player has created a balanced team of one rage user, two focus users and two mana users.

[Diagram: Divine Mirror example teams for Player/Team 1 and Player/Team 2, page 11.]

Free Pick – Players are free to choose their heroes regardless of other player selections. Disputes can be resolved by a coin flip or by rolling the Demigod dice.

Hero Formation

After hero selection is finished, each player places their hero cards in a row on the table according to their initiative, from highest to lowest (left to right). If two or more heroes have the same initiative, the player is free to determine their order. Hero card formation can be very important as heroes of the same race or attack type will receive bonuses when placed together. Be wary, however, as the bonuses are lost if one of the linked heroes is slain.

Racial links – Heroes sharing the same race are granted one morale when placed adjacent to one another. If three heroes of the same race are placed in a row, the middle hero receives morale bonuses from both sides. Place a racial link token between each linked set of heroes as a reminder of the morale bonus.

Attack links – Placing heroes of the same attack type next to each other allows both heroes to reroll one die when attacking. This reroll is not mandatory. If the second roll is performed, the new result must be used. If three heroes of the same attack type are placed in a row, the middle hero may reroll one die twice or reroll two dice per attack. Place an attack link token between each linked set of heroes as a reminder of the reroll bonus. Note that a hero's attack type is determined by their base attack, not any of their skills.

[Diagram: example hero formations showing racial and attack links, page 12. The example notes that by swapping the Assassin with the Ogre, the player linked the Ogre with Black Wolf, another orc, giving both one additional morale; and that the player also linked the Gunner with the Assassin, who both use the piercing attack type, granting them each the option to reroll one die per attack.]

Divine Power

There are three types of divine power: rage, focus, and mana. A hero's divine power is determined by their class, but regardless of type only six divine power can be stored by a hero at any given time. Each hero uses one divine die with the color corresponding with their divine power to track their current total. The die should be placed on or near each hero card for easy reference.

Rage is used by warriors and tanks. Rage heroes begin the game with one rage and gain one additional rage each time they are attacked by an opposing character or attack an opposing character with their base attack. Damage does not have to be received or dealt for rage to be gained. Certain events may also increase rage, such as rolling the Enrage effect with an attack die.

Focus is used by rogues and archers. Focus heroes begin the game with three focus. Whenever a focus hero is attacked, regardless of whether or not they take damage, their focus is reduced by one. Focus is replenished by two at the end of each round.

Mana is used by mages who begin the game with six mana each. Mana is replenished by one at the end of each round.

Summary of divine power gain:

  • Tanks and warriors gain 1 rage whenever they attack or are attacked by an opposing character. They start the game with one rage.
  • Archers and rogues lose 1 focus whenever they are attacked by an opposing character. They begin the game with three focus and gain 2 focus every round.
  • Mages start the game with six mana and gain 1 mana every round.

Morale

A hero's morale can range from -3 to +3. A hero's morale total is passively added to (or in the case of negative morale, subtracted from) their total damage and physical/magical defense. Heroes default at zero morale unless they have one or more Racial Links established during setup. Many skills and items temporarily alter morale, however, even if the total morale surpasses +3 or -3, the excess is not counted.

Class Traits

The class traits listed below are passive abilities shared by all heroes of that class. Not all traits are beneficial to the class they belong to. Being able to exploit the advantages and disadvantages of each class is an important step toward victory. Note there are specific heroes that do not have each class trait or can use certain skills to negate them.

  • Fortress – Has no weak spot (does not receive additional damage when attacked from behind).
  • Deflect – Has two additional magical/physical defense from frontal attacks.
  • Fatality – Receives two additional rage when killing an opposing character.
  • Retaliation – After being attacked from melee range, this hero automatically makes a free base attack against their attacker, rotating to face them if needed. This hero does not gain rage from retaliation.
  • Archery – Suffers a four-damage penalty when an opposing figure is in melee range. Also suffers a two-damage penalty when their target is four or more fields away.
  • Marksmen – Rolling a critical strike adds six damage to the attack instead of four.
  • Backstab – Adds an additional three damage when attacking a character's weak spot (for a total damage boost of five).
  • Evasion – Receives two less damage from physical ranged attacks.
  • Silence – Cannot use skills if an opposing figure is adjacent to this hero.
  • Backfire – When attacking a target in melee range, this hero suffers two wounds if the attack succeeds.

Base Attack

All heroes have a default attack they may use for action points without the need of divine power. A hero's class determines how many action points are required as well as the range of the base attack (see below). Once it is determined a hero has line of sight and is in range of their target, the player will roll one die based on the hero's attack type and add the result to their damage value (as well as adding and subtracting any applicable modifiers). The die can add various effects to the attack depending on the attack type (see page 24 for further information).

Attack types (the color of the base attack and of the attack die):

  • Slashing
  • Bludgeoning
  • Piercing
  • Arcane
  • Fire
  • Ice

Base attack cost and range by class:

ClassTankWarriorRogueMageArcher
Action Point Cost11123
Maximum Range11156

Skills

Skills are active or passive special abilities each hero can perform. Some are advanced combat maneuvers far superior to their base attack while others are more defensive in nature, providing aid to their allies or weakening their foes. A reference of the various icons and symbols used for skills can be found on page 7.

  1. Active Skills – Can be performed for a certain amount of divine power and action points. Most active skills end a hero's turn unless otherwise noted (such as the Fortify skill on the card to the right). Many skills require line of sight to the intended target to use, but some can affect the entire battlefield.
  2. Passive Skills – Always in effect without need of activation or fear of being disabled (such as the Master Armor skill from the card on the right). Passive skills can be easily identified as they will have no divine power or action point cost, nor will they have a damage value.

Example skills from the Blacksmith card (page 15):

  • Armor Break – This skill requires 3 action points and 5 rage to perform. It has a range of 1, so the Blacksmith's target must be in melee range. Armor Break has pure damage, so it ignores its target's defense when calculating damage. It also applies a debuff, lowering the target's physical defense by 5 after the attack is resolved. The player will roll one yellow (bludgeoning) attack die and add the result to the skill's 6 damage.
  • Fortify – This skill also requires the Blacksmith's target be in melee range, but it is not an attack. It requires 2 action points and 2 rage to perform and applies a buff of +5 physical defense to an allied hero. This skill has the free action symbol, so using it will not end the Blacksmith's turn.
  • Master Armor – This is a passive skill. It has no cost and its range is irrelevant. Whenever the Blacksmith defends against a physical attack, he rolls a green attack die. If he rolls a Critical, he ignores the attack. Even if the Blacksmith ignores the attack, he will still gain 1 rage for being attacked.

Demigods

Your Demigod is the commander of your squad of heroes. They are the dominant beings on Argalla and their access to ancient relics and magical weapons allow them to prepare for almost any contingency. This power is not without its constraints, however, as the God of War himself has placed special restrictions on his offspring's participation on the battlefield.

The God of War's edict is clear: His progeny must adhere to the following rules or never take his place.

Demigods…

  • Cannot attack one another. Area of effect damage from other Demigods is ignored.
  • May not be healed or otherwise gain health through the actions of a hero.
  • Always move before heroes and their initiative is determined by rolling the Demigod dice.
  • Are not affected by morale.
  • Have diminished buff and debuff potency. All buffs and debuffs caused by a Demigod (with the exception of Bleed, Freeze and Burn) last for only one turn. In addition, all buffs and debuffs cast on a Demigod last only one turn.

Demigods share many of the same statistics as heroes such as health, action points, and physical and magical defense. It's recommended you review heroes first as much of the information applies to Demigods but is not repeated here.

Demigod Cards

The Demigod card is laid out as follows (numbered as in the rulebook, page 17):

  1. Special Abilities – Both of a Demigod's special abilities may be activated once per turn (if applicable) at no cost before the use of action points. A reference of the various icons and symbols used for abilities can be found on page 7.
  2. Primary Item – The Demigod's signature item can be used every turn for the cost of one action point. Using the primary item always ends the Demigod's turn.
  3. Equipment Slots – Slots to equip items and customize your Demigod for each battle.

The equipment slot symbols are Primary Item, Weapon, Armor, and Accessory.

Players may choose their Demigod by shuffling the Demigod character cards and selecting at random, or by simple agreement akin to the Free Pick option.

Demigod Items

Each Demigod has three equipment slots players can use to cater to their playstyle. Items are divided into three types: Weapons, Armor and Accessories. Demigods may have a slot for each type of item or multiple slots of the same type. The Protector, for example, has a slot with all three item symbols on it, signifying he may select any item for that particular slot. Regardless of the number of item types available, only one item can be equipped per slot.

Example item cards, as shown on page 18:

  • Tornado Staff (Weapon) – Active (A): Rotate enemy hero in any direction.
  • Commander's Armor (Armor) – Passive (P): Choose a hero during setup. That hero has a +2 stat buff (green banner) for the entire game. If the hero dies, 10 (red banner, debuff) applies to the wearer.
  • Swordmaster's Gauntlet (Accessory) – Passive (P): On Critical: Apply the Knockdown debuff if target is a hero.

[Icon note: the symbols on Commander's Armor and the 10-value line are pictograms with no text-layer equivalent; they are rendered here from the card image as a stat buff and a debuff by banner color, with the printed numbers. Consult page 18 for the icons.]

The item card key on page 18:

  • Active Ability (A) – Triggered by spending one action point and followed by placing the ability on a two-turn cooldown.
  • Passive Ability (P) – Effects always present without need of activation or fear of being disabled.
  • Range – The maximum range an item can be used. A range of 1 signifies it must be used in melee range while an ( ) signifies the item must be used on the caster or is a passive ability. An item with a range of ( ) may target any field on the board, depending on the item description.
  • Buffs and Debuffs – Abilities that provide temporary boons or afflictions. Buffs are represented by a green banner and debuffs by a red banner.
  • Stat Boosts – Modification to the base statistics of the Demigod when equipped. These passive bonuses are always active even if the item is on cooldown.

Items grant Demigods unique abilities separated into two categories: active and passive. Active abilities are generally the most powerful but passives are more reliable. Use item cards to customize a Demigod to your preferred playstyle.

Demigods don't use divine power to activate their items' special abilities. Instead, items require a two-turn cooldown before they can be used again. Remove one cooldown token from each item card at the end of the Demigod's turn unless the item was activated in that turn.

  • A – Active Abilities – Active abilities must be activated to take advantage of their power. Activation costs one action point and ends the Demigod's turn unless otherwise noted on the item card. After use, active abilities may not be activated again for two turns. Place two cooldown tokens on the item card to signify it is unavailable. At the end of the Demigod's next turn the first token will be removed. At the end of the turn after that, the last token will be removed and the ability will be accessible on the Demigod's following turn.
  • P – Passive Abilities – These abilities are always "on" and do not require activation nor can they be disabled. If an item card has both active and passive abilities, using the active ability does not place the passive ability on cooldown.

Example equipment on the Warlord (page 19):

  • Warlord's Scythe (Primary Item, A1) – Does not trigger Retaliation. The Warlord's special abilities are listed below the portrait on the card: Enraged (gives 1 rage to an allied tank or warrior) and Cleave (Passive: the Warlord's melee attacks strike all 3 fields in front of him).
  • Elemental Sword (A1) – Used as an active ability in the example on page 29.
  • Frost Staff (A5) – On Critical: Immobilize target.
  • Heavy Crossbow (A9) – Choose a field in melee range. Heavy Crossbow hits that field and every field after it in a straight line up to the maximum range.
  • Scroll of Damnation (A) – Banish a hero. Banished heroes cannot move, attack, or be attacked.

Players may select the items they wish, adhering to the type for each slot. Alternatively, players can choose to randomly select equipment to avoid disagreement. To randomly select equipment, separate the equipment cards into three stacks by type and shuffle each. Players will then draw three of each type of equipment. Once players select equipment for each of the three available slots, the remaining cards are returned to the box.

Minions

Only available when using the Advanced Tactics victory condition, minions add another layer of strategy to Demigods Evolution. Faithful servants of the Demigods, their sole purpose is to travel across the battlefield and exit the same side of the board the opposing Demigod entered. Doing so earns favor of the God of War and grants their Demigod one tactical point.

Each player begins the game with four minions. Minions are activated at the end of the Hero Phase, before the start of a new round. Players may enter two minions onto the battlefield in the first round and one minion every round after. Any minions already on the board may be activated in addition to the newly arriving one. Players move all applicable minions, when it is their turn to do so, in the same order their Demigods were activated in that round.

These characteristics apply to all minions:

  • Cannot attack.
  • Have only three available action points.
  • Have one health and no physical or magical defense.
  • Cannot rotate and may only move forward or left/right diagonal forward (see the movement diagram on the following page).
  • If a minion's path is blocked in all three directions, he may not move.

A minion's purpose is to serve. If destroyed, it returns to its player to enter the fray again. If a minion manages to reach any field on the opponent's side of the battlefield, it is removed from play and set next to the game board to show its owner has scored one tactical point. "Scoring" minions may not enter the battlefield for the rest of the game.

[Diagram examples, page 20: (1) This minion can reach the opponent's side of the game board by entering a pitfall, which will count as 1 tactical point for the player controlling it. (2) This minion must skip its turn as its movement is blocked by two opposing heroes and a pitfall. Minions can't enter pitfalls unless doing so would score a tactical point.]

Movement

Demigods, heroes, and minions use action points to move across the battlefield. Moving one field (a square on the board) or rotating 90 degrees on the character's current field costs one action point. Demigods and heroes can dedicate as many or as few of their available action points to movement. Movement can be performed at any time during a character's turn as long as he or she has action points available.

Characters may not move through fields occupied by another character. Each character moves differently on the battlefield depending on their class or type as seen in the diagram below.

Movement by character type (directions are relative to the way the character is facing):

  • Tank – Forward and backward.
  • Warrior – Forward, backward, left, and right.
  • Mage – Forward, left, and right.
  • Archer – Forward, forward-left diagonal, and forward-right diagonal.
  • Rogue – Forward, backward, left, right, and all four diagonals.
  • Minion – Forward, forward-left diagonal, and forward-right diagonal. Minions may not rotate.
  • Demigod – Forward, backward, left, right, and all four diagonals.

The diagram above shows movement based on the direction a character is facing. Rotating will allow classes with fewer movement options to reach a desired location on the battlefield. Minions may not rotate.

In the example on the right you can see the Pegasus Knight getting in position to strike Black Wolf. The Pegasus Knight first needs to get in melee range. Since she is a tank class hero, she can only move forward and backward.

The Pegasus Knight moves forward two fields, costing one action point per field. She then must rotate 90 degrees to the right for an additional action point and then another two fields forward for a total of five action points to reach Black Wolf.

Attacking

In order to perform an attack, the target must be within range and in clear line of sight to the attacker. Any resources required by the attack, including action points, divine power, or even health, are spent before the attack is made and are not refunded if the attack is unsuccessful regardless of the cause. There are six attack types divided into two categories: physical and magical. Physical attacks must exceed the defender's physical defense and magical attacks must exceed the defender's magical defense in order to inflict wounds.

  • Physical attack types – Slashing, Bludgeoning, and Piercing.
  • Magical attack types – Arcane, Fire, and Ice.

Line of Sight – Line of sight is an imaginary line between two figures. If this line crosses any other figure, then the active Demigod or hero does not have line of sight and must either move or select a different target. Certain obstacles block or otherwise impact line of sight (See page 9 for details on obstacles).

Demigods and heroes may only target figures in front of them, so line of sight must be drawn from the three numbered directions in the diagram below. The first fields in each of those directions are considered melee range. Melee range is explained in greater detail on the next page. It's important to note that those three arrows and the fields they cross are the only fields in line of sight. Any figure occupying a field between the arrows (such as the Blacksmith below) is not in line of sight.

[Diagram, page 22: three numbered line-of-sight arrows from a hero's front. Example: Black Wolf has clear line of sight of the Trapper and, with a base attack range of at least two, may perform an attack. Black Wolf cannot attack the Pegasus Knight because her line of sight is blocked by a friendly hero. Black Wolf cannot attack either the High Elder or the Blacksmith because they occupy fields outside of her line of sight.]

Linking Attack Types – If the hero cards of two or more friendly heroes of the same attack type are adjacent to each other, those heroes may reroll one die when attacking. Page 12 has more information on linking attack types.

Weak Spot – Attacking a Demigod or hero from behind adds two additional damage. A figure's weak spot is the exact opposite of their melee range and can be seen on the diagram on the next page.

Friendly Fire – Either by carelessness or ill intent it is possible to damage your own characters with your attacks. Be mindful of area of effect abilities that may harm you and your allies and please note that divine power is not affected by friendly fire (you cannot gain Rage nor lose Focus from friendly fire).

Damage Calculation: Attack + Dice Roll + Weak Spot + Attacker's Status Modifiers (Obstacles, Morale, Buffs, and Debuffs) - Defense of the Target (Including any Status Modifiers)

The worked example on page 23 uses the line of sight example from the previous page. Black Wolf makes a base attack against the Trapper. Black Wolf has an attack of 9 with the fire (magical) attack type. She rolls one fire die and gets a -1. Since Black Wolf is attacking the Trapper's weak spot, she will inflict 2 additional damage for a total of 10 damage. The Trapper has a magical defense of 2 to mitigate the attack. As there are no buffs, debuffs, or other modifiers in play, Black Wolf reduces the Trapper's health by 8.

Below is a diagram of the Weaponsmith to help illustrate the characteristics of each of the fields surrounding a figure. All eight of the numbered fields around the Weaponsmith (including the diagonals at 1, 3, 6, and 8) are considered adjacent. Any figure or obstacle in one of those fields is adjacent to the Weaponsmith as he is adjacent to them. The top three fields (1, 2, and 3) are the Weaponsmith's front and are often identified as "melee range." The melee range fields are where the Weaponsmith may make attacks against adjacent targets and also to determine line of sight for ranged attacks. Note that some skills or abilities may make mention of "frontal attacks". A frontal attack is determined by the defender's melee range as opposed to the attacker. Either the attacker is striking from the defender's melee range, or line of sight from the attacker to the defender includes the defender's melee range. The fields 4 and 5 are the Weaponsmith's sides while the bottom three fields (6, 7, and 8) are his back. All three back fields are considered "weak spots" and attacks from those directions will cause an additional two damage to the Weaponsmith.

[Diagram, page 23: numbered adjacent fields 1 to 8 around a figure. 1-2-3 are front (melee range), 4 and 5 are sides, 6-7-8 are back (weak spot).]

Attack Dice

Attack dice augment the various attacks performed by Demigods and heroes. Depending on the type of attack, the dice will grant a flat damage increase (or decrease) or one of the below effects.

  • Slashing – Physical damage caused by swinging a sharpened blade. Slashing dice have the following possible results: Enrage, Enrage, Critical, 2, 1, and -1.
  • Piercing – Sharp physical thrusts such as from spears or arrows. Piercing dice have the following possible results: Critical, Critical, 2, 1, -1, and -3.
  • Bludgeoning – The crushing blows of physical damage caused by maces and other heavy objects. Bludgeoning attack dice have the following possible results: Knockdown, Push, Critical, 2, 1, and -1.
  • Fire – Magical flames and searing heat from various sources. Fire dice have the following possible results: Burn, Failure, Critical, 2, 1, and -1.
  • Ice – The consequence of freezing blasts and other chilling magical damage. Ice attack dice have the following possible results: Freeze, Failure, Critical, 2, 1, and -1.
  • Arcane – Representing the magical damage of countless sources. Arcane dice have the following possible results: Pure Damage, Failure, Critical, 3, 2, and 1.

Attack die effects:

  • Enrage – Remove two wounds from the Demigod or hero making the attack. If rolled by a hero who uses rage as their divine power, the attack grants one additional rage instead.
  • Push – The target is moved one field away from the attacker in the same direction as the attack.
  • Critical Strike – Add four damage to the attack.
  • Pure Damage – The attack ignores the target's armor, including any buffs (or debuffs) that affect armor.
  • Knockdown – Applies the knockdown debuff to the target Demigod or hero. Characters suffering from knockdown immediately lose all of their action points and cannot perform any actions for the rest of the round. In addition, they receive three extra damage each time they are attacked. Characters suffering from knockdown have no weak spot. All knockdown debuffs are removed at the end of the round.
  • Failure – If failure is rolled by a hero who uses mana as their divine power, subtract two from their mana total in addition to the mana cost of the attack (if any). If the mana user does not have enough mana to cover the cost, the attack is nullified regardless of the damage total. For all other Demigods and heroes, rolling failure reduces the damage of the attack by two.
  • Burn – Adds the burn debuff, causing three wounds per round to the affected target.
  • Freeze – Adds the freeze debuff, lowering the total possible action points of the affected target by two.

[Diagram, page 24: icons for Enrage, Knockdown, Critical Strike, Burn, Push, Failure, Pure Damage and Freeze.]

Buffs & Debuffs

Many abilities and skills place temporary status effects on a Demigod or hero. Positive effects are known as buffs and negative effects are referred to as debuffs. The typical duration for both buffs and debuffs is two turns. Every buff and debuff has a token associated with it that can be placed on or below the Demigod or hero card as a reminder the character's status has changed. Most tokens are numbered with a "2" on one side and a "1" on the other so they can be flipped after the first turn and removed after the second.

  • Buffs – These tokens can be placed on or below the character card when a positive effect is applied to a Demigod or hero.
  • Debuffs – These tokens can be placed on or below the character card when a negative effect is applied to a Demigod or hero.

All non-passive buffs and debuffs are always flipped or removed at the end of the Demigod's or hero's turn. Note that debuff tokens with the symbol such as Bleed and Burn don't represent temporary negative statistics but instead are a reminder to cause a certain number of wounds to the target every turn. This damage is not applied when the token is first placed on the character, but each time the token is flipped/removed.

Demigods are unique in that all buffs and debuffs inflicted upon them last only one turn. Tokens that normally would start on the "2" side for a hero instead begin on the "1" side and are removed at the end of the Demigod's next turn. The Bleed, Freeze, and Burn debuffs are the exception to this rule.

Global buffs and debuffs affect an entire team. They are flipped or removed during the Preparation Phase. Global buffs and debuffs are more powerful than their individual counterparts and cannot be removed by the effect of another skill or item. Global tokens should be placed on the affected player's side of the board while active.

Passive buffs and debuffs are identified by a "P" on their tokens. These are permanent effects that cannot be removed unless an ability or skill specifically says to do so (usually the same ability or skill that provided them). Passive buffs and debuffs are not flipped or removed at the end of a Demigod's or hero's turn.

After selecting your Demigod and heroes, you should collect the tokens that correspond with their items and skills so they are ready for use during play.

Several skills and abilities inflict the debuff Immobilize, which prevents the target from moving. The character may still rotate and perform any available actions as normal as long as they do not involve leaving their current field.

Playing the Game

Each game of Demigods Evolution is played in a series of rounds until the victor is determined. Each round consists of three stages: the Demigod Phase, the Hero Phase, and the Preparation Phase. The first round is played slightly differently, the most important distinction being entering the battlefield.

First Round

At the beginning of the game, players choose opposite sides of the board as their starting locations and Demigods and heroes enter the board one at time. Entering the board costs one action point. Simply place your figure on a field closest to the edge of your chosen starting location. Once on the board, heroes may take their turns as normal. Demigods, however, may not attack as there will be no heroes on the board when they enter and Demigods may not attack one another.

Demigods enter the battlefield first, their order determined by players rolling the Demigod dice. Heroes enter after all Demigods are on the board. Heroes enter the battlefield according to their initiative, the highest entering first.

If two or more players have heroes with the same initiative, the order should be determined by rolling the Demigod dice, except if the players are on the same team. Players fielding two or more heroes with the same initiative must use the formation order they established during setup (as shown on page 12), activating from left to right. After the heroes have finished their turns (and if you are using the Advanced Tactics victory condition), each player will select two minions to enter the board, using the same order the Demigods entered by.

One "You're Next!" token is given to each player at the beginning of the match. The "You're Next!" token is used to track which Demigod or hero activates next for that player and is placed on or below the character card after the previous character completes their turn.

Once all characters have entered the battlefield and taken their first turn, the next round will begin. Read the next two sections carefully for more detailed information on what actions Demigods and heroes may take during the first round and beyond.

Please note that if more than one player has a hero with the same initiative, Demigod dice are rolled every turn to determine activation order.

Example first round (page 27), from one player's perspective. It includes entering the battlefield and possible options during a Demigod's and hero's first turn.

  1. The player has won the Demigod dice roll so his Warlord enters the battlefield first. Since this is the Arena of the God of War, he enters one field in, skipping the pitfalls. The Warlord has an action point total of 4. Based on the Demigod's items, the player can choose to charge forward or hang back and wait for his opponents to come to him. The player chooses to be slightly cautious and uses 1 action point to enter the battlefield and another 2 to move for a total of 3 AP. Since there are no heroes on the board during the first round, the player cannot attack and chooses to end the Warlord's turn, sacrificing his final action point.
  2. After all the Demigods have taken their first turn, it's time for the Hero Phase. Heroes enter the board one at a time based on their initiative. The Knight's initiative of 9 is the highest in this game, so he enters the battlefield first. The Knight has a total of 7 action points at his disposal. Since he is a tank class hero and therefore able to withstand a lot of damage, the player chooses to be aggressive. He spends 1 AP to enter the battlefield and 4 more to move adjacent to his opponent's Demigod. Now in melee range of his enemy, he uses 1 action point to make a base attack against the Demigod. The Knight's remaining action point is forfeited.
  3. The player's opponent fields two heroes and it is now the player's turn to use his next hero, the Weaponsmith. The Weaponsmith is a warrior which means he is not as tough as a tank, but still must be on the frontline to be effective. The player chooses to have the Weaponsmith hang back for his first turn so he can charge in and punish any heroes that venture too close in the following round. He uses 1 AP to enter the battlefield and 3 more to move. The rest of his action points are forfeited.
  4. The player's opponent fields the remainder of his heroes and it is now time for the player's Black Wolf to join the battle. Black Wolf is a mage hero capable of great damage but dangerously fragile to physical attacks. The player wisely chooses to not only keep her behind the rest of her team, but directly behind the Weaponsmith so opposing heroes will have difficulty gaining line of sight. Black Wolf has 6 total AP, one of which the player uses for her to enter the battlefield. He uses the rest to cast her Wolf Form transformation skill and then perform Howl to reduce the initiative of his opponent's heroes during the next round.

[Diagram, page 27: a first-round board with the example figures and their entry positions 1 to 4.]

Demigod Phase

Players roll the Demigod dice every round to determine the order Demigods are activated. During this "turn" a Demigod will use their special abilities and spend action points to move and use items until either they run out of AP or perform an action that automatically ends their turn (such as most attacks).

Special Abilities – Demigods can use their active special abilities (listed below the portrait on their Demigod card) before spending any action points. Note that Demigods can't use their special abilities during the first round as there are no heroes on the battlefield.

Move – A Demigod can move one field in any direction without rotating at the cost of one action point per field. Rotating 90 degrees also costs one AP and is important even though a Demigod can move in any direction. Demigods still need to face their target to have line of sight for most attacks and abilities. A Demigod can move or rotate as many times as their action point total will allow.

Items – Demigods can use active abilities from items if they have at least one action point remaining, are in range, and have clear line of sight to their target, if applicable. Items with at least one cooldown token cannot be used. All active abilities have a cooldown of two turns except the Demigod's primary item (on the top right of their character card), which has no cooldown.

Once a Demigod has taken their turn, all buffs and debuffs are removed from their card as well as one cooldown token from every item that was not used this turn. The "You're Next!" token is then moved to the player's hero with the highest initiative. Below is an example of a typical Demigod's turn.

Example Demigod turn (pages 28-29).

  1. The Warlord begins his turn by activating his Enraged special ability to increase the Weaponsmith's rage by one. The fact that the Weaponsmith is not in the Warlord's line of sight is irrelevant as Enraged's range is global, able to target any allied tank or warrior on the battlefield.

  2. Since the Warlord has only one active special ability, he now begins spending his action points. He uses half of his 4 AP to move adjacent to the Blacksmith and the Trapper. He chooses to attack with his Elemental Sword item which will use 1 action point but also end his turn so his remaining AP will be lost.

  3. Now that the Warlord is attacking, his passive special ability comes into play. Cleave allows him to strike all three fields in melee range with the Elemental Sword, hitting both the Blacksmith and the Trapper. The Elemental Sword has a damage value of 10 in addition to three attack dice: ice, fire, and slashing. The Warlord rolls all three dice and gets a Failure, Critical, and 1. As the Warlord is not a mana user, the Failure counts as -2 damage. The Critical offsets this by adding 4 damage and the 1 adds 1 more damage for a total of 3 additional damage from the attack dice. Since the Elemental Sword's first attack die is ice, the attack type is magical and the two heroes must use their magical defense to each mitigate the 13 damage.

    The Blacksmith's weak spot is exposed to the Warlord, so he must contend with 15 damage. His magical defense is a paltry 1, so he takes 14 wounds, dropping his health to 24. The Blacksmith is a warrior, however, so his retaliation class trait activates. He rotates to face the Warlord and makes a base attack of 8 bludgeoning (physical) damage which includes his bludgeoning dice roll of 2. The Warlord's physical defense of 2 means he takes 6 wounds, lowering his health to 44. The Blacksmith gains 1 rage from being attacked but none for his retaliation attack.

    The Trapper's magical defense is 2 and she is facing the Warlord, so she receives 11 wounds from the attack. Her health drops to 19 and she loses 1 focus.

    After the attack is resolved, two cooldown tokens are placed on the Elemental Sword item card and the Warlord's turn is finished. The player takes the "You're Next!" token and places it on their hero with the highest initiative.

During the Demigod Phase be sure to keep a few things in mind:

  • Use your active special abilities before you spend any action points.
  • In 2v2 matches any ability that allows you to target allied heroes allows you to assist your teammate's heroes as well as your own.
  • Always look for instances when your passive abilities apply.
  • In the Slayer victory condition losing your Demigod loses the entire game so be careful where you end your turn. Proper positioning can be the difference between victory and defeat.

Hero Phase

Once the last Demigod takes their turn it's time for the heroes to act. The hero with the highest initiative activates first, with ties settled by the Demigod dice. A hero's turn is similar to that of a Demigod, using action points to move and perform defensive and offense actions. Remember the death of a hero can disrupt a team's formation, both breaking and creating attack and racial links.

Initiative – The activation order of heroes is determined by their initiative, the highest going first. Heroes will activate in the order of the rolls, highest to lowest. If a player has two or more heroes with the same initiative as other players, only the left-most in his or her formation may be activated until each tiebreaking player has activated one of their heroes. Then any additional heroes with the same initiative may be activated (in order of the rolls, if more than one player has two or more heroes with the same initiative). If an initiative tie exists only between teammates, the players follow the same rules but may choose which player activates a hero first without rolling the Demigod dice.

The Trapper and the Weaponsmith are on opposing teams but have the same initiative. Their players each roll one Demigod die to settle the dispute. The Trapper's player rolls higher, so she may activate first.

There are some buffs and debuffs that can alter a hero's initiative. The hero will activate using the new value but it will not change the player's hero formation established at the beginning of the game.

Move – A hero can rotate 90 degrees or move one field in any direction allowed by their class, at the cost of one action point. A hero can move or rotate as many times as their AP total will allow.

Base Attack – If a hero has enough action points, is in range, and has clear line of sight to their target, he or she may make a base attack. Using a base attack ends the hero's turn.

Skills – Heroes may use any of their skills as long as they meet the action point/divine power requirements to do so, have line of sight, and are in range of their target (if applicable). Note that mages cannot use their skills if an opposing character is adjacent to them.

After a hero ends their turn, flip all non-passive buff and debuff tokens located on their character card. If any token began the turn on the side with a "1" on it, they are removed instead of flipped. Place a "You're Next!" token on your hero with the next highest initiative in your formation (or on your Demigod if all of your heroes have activated this round).

Minions are played at the end of the Hero Phase, if you are using the Advanced Tactics victory condition. One minion per player enters the board using the same order their masters took in the Demigod Phase. Any minions already on the board may also be activated.

Example Hero turns (pages 31-33).

  1. It's the Knight's turn to activate. In order to strike the Pegasus Knight, the Knight needs to be in melee range. As a tank, the Knight is limited to moving forward and backward. He moves two fields for 2 action points and rotates 90 degrees to the right for 1 more AP. Finally, he moves forward twice more for a total of 5 action points of his 7 AP total. The Knight is now in melee range of the Pegasus Knight.

    Since the Knight began the turn with 3 rage, he can use his 2 remaining AP to either make a base attack against the Pegasus Knight (forfeiting 1 AP) or use his Star Strike skill on her.

  2. The Knight makes a base attack against the Pegasus Knight. The Knight's base attack has a damage value of 6. He rolls one bludgeoning die and gets a 2 for a total damage of 8. The Pegasus Knight has 5 physical defense, lowering the number of wounds she receives to 3 and dropping her health to 35. She gains 1 rage for being attacked and the Knight gains 1 rage for attacking. Even though the Knight attacked the Pegasus Knight from behind, she is a tank and therefore has no weak spot, so no additional damage was added.

    Physical attacks are not very effective against tanks. Some attacks are able to penetrate even the strongest of defenses, however, such as the Knight's Star Strike skill. Below shows the difference a powerful skill can make over a simple base attack.

  3. The Knight spends 3 rage and 2 action points to attack the Pegasus Knight with his Star Strike skill. Star Strike has a damage of 6 with two attack dice: bludgeoning and piercing. The Knight rolls both and gets a 2 and a 3 for a total damage of 11. The Pegasus Knight's physical defense does not mitigate damage from the attack because Star Strike has the icon signifying it ignores the target's defense. The Pegasus Knight still gains 1 rage for being attacked, but she receives the full 11 wounds, dropping her health to 27.

Battlefield awareness is important to keeping your Demigod and heroes alive. What may seem like a strong turn now may prove fatal the following round. Moving to attack an opponent's weak spot will cause more damage but will it expose your hero to greater peril? The next example analyzes the consequences of reckless actions and the importance of considering all of your options.

Example (pages 32-33): Our Weaponsmith has 6 rage and 6 AP at the beginning of this turn. Let's evaluate some of the actions the Weaponsmith can take from his position on the map above.

A. The Weaponsmith is close enough to be able to position himself behind the Trapper and make a base attack against her weak spot. He spends 3 action points to move three fields forward and 1 additional AP to rotate 90 degrees. Since the Weaponsmith is a warrior, he only needs 1 AP to perform a base attack. The Weaponsmith's base attack has a damage value of 7 and he rolls one slashing die. The roll result is a Critical, which adds 4 to the damage value of the attack in addition to the +2 from attacking the Trapper's weak spot for a total damage of 13. The Trapper's physical defense is only 1 so she receives 12 wounds, dropping her health to 18. The Trapper's focus is decreased by 1 while the Weaponsmith's rage remains the same as he is already maxed out at 6.

The Weaponsmith's attack was well-executed and dealt heavy damage to the Trapper. However, his back is now facing the Blacksmith, leaving himself open to an attack against his weak spot. Were there better options available for the Weaponsmith?

B. Instead of charging to attack the Trapper, the Weaponsmith decides to remain where he is. He performs his Sharpen skill on the Assassin, which will buff his ally's damage by 3 at the cost of 3 rage and 3 action points. Normally using an attack or skill ends a hero's turn, but Sharpen has the free-action symbol, signifying using it does not end the Weaponsmith's turn.

The Weaponsmith now has the option to move one field forward and attack the Trapper with a base attack or use a different skill, Bolt Shot, on the Blacksmith. The Weaponsmith chooses to attack the Blacksmith. He has clear line of sight, enough AP, and is in range to perform Bolt Shot, which has a damage value of 8 in addition to one piercing die. The Weaponsmith rolls a Critical to add 4 damage to the attack. The die roll also activates the On Critical effect of the skill, applying a debuff to the Blacksmith that lowers his attack by 3 for two turns. The Blacksmith has a physical defense of 3 to subtract from the 12 damage of the attack. The Blacksmith's Master Armor passive skill allows him to ignore a physical attack if he rolls a Critical on a piercing die, but he rolls a -3. The Blacksmith gains 1 rage from being attacked but he takes 9 wounds and his health drops to 29.

The Weaponsmith's turn ends after the attack but he and his team are now in a much better position. The Assassin will cause more damage on his next two turns while the Blacksmith will cause less. In addition, while the Weaponsmith inflicted less damage than he would have if he attacked the Trapper, his back is to the edge of the battlefield, protecting his weak spot from attack.

As the previous examples illustrate, there are often several options to consider each turn. Weigh every decision carefully and learn to plan ahead if you wish to become the next God of War.

Preparation Phase

After all Demigods, heroes, and minions have ended their turns, the round ends. Complete the following steps before beginning a new round:

  1. All mage heroes increase their available mana by one and all rogues and archers increase their available focus by two. Note that divine power cannot exceed six rage/focus/mana.
  2. Place a "You're Next!" token on or below your Demigod card.
  3. Demigods or heroes who are on fields with a pitfall or spike pit obstacle are placed on an adjacent available field.
  4. Any knockdown tokens are removed from afflicted Demigods and heroes.
  5. Flip or remove the tokens for each active global buff and debuff.

Play will continue round by round until a player or team meets the requirements established by the game's victory condition.

Summary

Game/Character Selection

  • Number of players: 2 or 4 (two teams of 2)
  • Victory condition: Slayer, Tactics, or Advanced Tactics
  • Choose a battlefield
  • Select obstacles (if desired)
  • Choose heroes: Chieftain, Divine Mirror, or Free Pick
  • Select Demigods
  • Choose Demigod items
  • Collect buff/debuff tokens for all selected characters and items

Board Setup

  • Assemble the battlefield
  • Place obstacles (if applicable)
  • Create hero formation and place divine dice next to each hero card
  • Place racial and attack links
  • Equip Demigods with items and place "You're Next!" token next to Demigod card
  • Place passive buffs on affected character cards
  • Place wound tokens and attack dice near the battlefield within reach of all players

First Round

  • Each player rolls one Demigod die.
  • Demigods enter the battlefield in the order determined by the Demigod dice. Demigods can only move in the first round.
  • Heroes enter the battlefield based on initiative and formation. If two or more heroes from different players have the same initiative, roll Demigod dice to determine the order. Heroes have no first-round restrictions.
  • If playing Advanced Tactics, minions enter the battlefield in the same order as the Demigods did.
  • After all Demigods, heroes, and minions have finished their turns, enter the Preparation Phase.

Demigod Phase

  • Each player rolls one Demigod die.
  • Demigods activate in the order determined by the Demigod dice. Demigods use all active special abilities first, then may move and use items.
  • At the end of each Demigod's turn, remove all non-passive buff and debuff tokens (excluding knockdown). Also remove one cooldown token from each item card that was not used this turn.

Hero Phase

  • Activate heroes in order according to their initiative, rolling Demigod dice if needed. Heroes may move, use skills, or make a base attack.
  • At the end of each hero's turn, flip or remove each non-passive buff and debuff token (excluding knockdown).

Preparation Phase

  • Mage heroes gain 1 mana and rogues/archers gain 2 focus. Divine power total cannot exceed 6.
  • Place "You're Next!" token on your Demigod.
  • Place Demigods and heroes on pitfall and snake pit fields on an available adjacent field. (Printed as "snake pit" in the Summary; the obstacle is the Spike Pit.)
  • Remove any knockdown tokens from character cards.
  • Flip or remove all non-passive global buffs and debuffs.
  • Repeat Demigod Phase, Hero Phase, and Preparation Phase until one of the players or teams meets the victory condition.
  • 3 Boulders
  • 3 Pitfalls
  • 3 Spike Pits
  • 3 High Ground
  • 3 Magma
  • 3 Portals
  • 3 Flash Freeze
  • 6 Ascending Stones
  • 22 Custom Dice – There are 22 custom dice in Demigods Evolution. Divine dice are colored yellow, blue, or red with sides numbered 1 through 6. Divine dice are not rolled and are instead used for tracking the amount of Divine Power each hero currently has. Demigod dice are white with the same sides as divine dice. They are rolled to determine Demigod turn order and resolve initiative ties. Attack dice come in a variety of colors and symbols and are rolled when taking actions including attacks and using various skills and abilities.
    • 12 Attack Dice
    • 2 Demigod Dice
    • 8 Divine Dice
  • 54 Buffs/Debuffs – Some dice, skills, abilities, and Demigod items can cause positive or negative effects on Demigods and heroes. Buff and debuff markers are used to keep track of both the recipient and duration of the effects.
    • 16 Buffs
    • 38 Debuffs
  • 130 Tokens – These small cardboard markers allow players to keep track of Demigod and hero health as well as play order and stat-modifying links.
    • 90 Wounds
    • 12 Cooldown
    • 4 You're Next!
    • 12 Racial Links
    • 12 Attack Links