HeroCard Orc Wars
HeroCard Orc Wars Rulebook
Table of Contents
Table of Contents
Components
- 10 board tiles
- 3 Elf role cards
- 1 Action Card deck of 33 cards for the Paladin
- 1 Paladin figure
- 14 wound markers
- 1 Action Card deck for the Orc King
- 1 Orc King figure
- 5 Orc clan cards
- 21 Orc figures
- 25 bases
- 11 squad tokens
- 8 dirty trick cards
- 7 pig figures
- 5 treasure tokens
- 3 treasure reference cards
Setup
The game uses the HeroCard duel rules to resolve combat. You must therefore know these rules, which are found in the HeroCard Core Rules section of this file (and in the HeroCard Cyberspace game). If you do not know the duel rules well, play a training duel first.
Choosing a Scenario
The game contains five scenarios, and others will be published later on the official game website.
Before starting, choose a scenario and read its specific rules. The first scenario, called "The Prisoner", serves as an introduction to HeroCard Orc Wars and is recommended for a first game. The other scenarios are ranked by difficulty: Orc Camp is the simplest, followed by The Relics, then Bounty Hunter, and finally The Great Hunt, the most difficult. We recommend playing them in this order, from easiest to hardest.
Each scenario uses a map made of 6 or 7 of the 10 tiles included in the game. Place these tiles as shown on the scenario diagram, and place all the treasure markers, if any, as indicated by the scenario.
Choosing Your Side
The game box is designed for 2 players. With the Ranger and Sorcerer expansions, you can play with 4. One player chooses the Orcs, and the other players play the Elves.
The Orc player takes the 5 clan cards, the Orc figures and the bases. If the chosen scenario uses the Orc King, also take the 3 attribute cards and place them as indicated in the Core Rules. The Orc player then shuffles the Orc action deck and draws 7 cards. Finally, the Orc player places the squad tokens as indicated by the scenario.
Assembling the Orc Figures
(See the diagram on page 14 of the rulebook.)
- Step 1: Slide the front part of the base onto the inclined slots on the side pieces.
- Step 2: Slide the back part onto the remaining inclined slots.
- Step 3: Slide the figure part onto the straight slots.
The Orc Player
Like a standard hero, the Orc player has an Action deck of 30 cards. The Orc player also has 3 attribute cards to represent the Orc King. The King is used in some scenarios. You can also use the Orc King as a hero in other games in the range, or simply to fight a duel. In every scenario the Orc player deploys squads, which are similar to heroes but do not use the standard attribute cards; this is explained below.
Orc Figures
Instead of a single figure, the Orc player has 21 figures and 25 bases, into which the figures are inserted. Figures and bases are built from the plastic pieces taken from the pre-cut sprues. When the Orc player deploys an Orc, they first insert the chosen figure into a base.
There are 3 kinds of Orc figure and 5 kinds of base. Each figure type determines the kind of Orc deployed: red is the Brute, blue is the Tactician, and green is the Shaman. (Translator's note: the source document gives the Shaman's colour as green in this passage, but as yellow ("jaune") in the squad attribute section below. Both are transcribed as printed.) The base determines which clan the figure belongs to: Black Skull, Bruised Fist, Scorcher, Venom Claw or White Tusk. Each base is made of 4 parts, which you must assemble at the start of the game.
Orc Squads
Every figure with the same base belongs to the same clan. If figures of the same clan are adjacent, they form a squad.
A clan and a squad are not the same thing.
A clan may have several squads if it has several groups of adjacent figures.
The section on how squads play action cards is explained later.
Action cards played by a squad are placed to the right of the corresponding clan card (see the diagram on page 15, bottom).
Clan Cards
Each of the 5 clans has a matching clan card. The symbol on the clan card is the same as the one found on the bases of figures belonging to that clan. When the Orcs play a card, it is placed to the right of the clan card of the clan that is acting. This shows which card the clan has in play.
When the Orc King is the one playing, the cards are placed to the right of the matching attribute card, as for any hero. How the Orcs play their cards is explained later.
Squad Tokens
These 11 tokens represent Orcs on the board that are not yet active.
The Orc player may activate a token during the squad phase. Tokens are also activated if an Elf enters the same tile. Activation rules are explained in full below.
A squad token counts as a figure and cannot share its space with another game piece.
Dirty Tricks
Because playing the Orcs is harder than playing a standard hero, dirty trick cards have been added to even out the chances. The following table shows how many dirty trick cards you are entitled to, depending on your experience level when playing the Orcs.
| Experience level | Number of dirty trick cards |
|---|---|
| First time | 3 |
| Novice | 2 |
| Trained | 1 |
| Expert | 0 |
| True Orc* | 0* |
- First time: a player playing the scenario for the first time.
- Novice: the scenario has already been played by the player, but never won.
- Trained: the player has won the scenario at least once.
- Expert: a player who frequently wins this scenario.
- True Orc: a player who wins very often, whatever the scenario.
* True Orcs also have a restricted deployment phase, as explained below in the squad phase, reinforcement section.
The Elf Players
Choosing a Role
During setup, the Elf players choose their Roles from the 3 offered: Paladin, Ranger and Sorcerer. Each Role is associated with the hero of the same name. These Roles only apply in Orc Wars and in this game only. However, you may play a Role with any character from any HeroCard game; for example, you can play the Paladin with the Cosmic Cult hero from HeroCard Galaxy. That character takes on the Paladin role and fights the Orcs. The Roles grant the powers printed on the Role cards.
Each Elf places their 3 attribute cards, shuffles their Action deck and draws 7 cards, as described in the Core Rules (see the Cyberspace game for this part of the rules).
Once the Orc player has placed the squad tokens, the Elf players place their figures on an entrance. An entrance is a half-hexagon on the edge of the board that contains no trees and no walls. Some scenarios have additional placement rules; apply them.
The Turn
As in the Core Rules, each player's turn consists of 4 phases. However, the Orc player plays an extra phase called the squad phase, which takes place between the clear phase and the action phase.
Discard Phase
Discard as many cards from your hand as you wish, as in the normal duel rules.
Draw Phase
In a 2-player game, this phase works as in the normal duel rules.
With 3 or 4 players, the Orc player may draw cards whenever the Elf players draw cards during their draw phase. This ability is called the bonus draw, and it takes place at the same time as the Elf player's draw phase.
Bonus Draw (Orc Player)
The bonus depends on the number of Elf players:
- 1 Elf player: no additional bonus cards.
- 2 Elf players: 1 additional bonus card.
- 3 Elf players: 2 additional bonus cards.
The number of bonus cards does not depend on how many players are still alive. It depends on the number of Elf players present at the start of the game. The Orc player still cannot exceed the maximum hand of 7 cards when making this bonus draw.
The Orc player always draws normally during the draw phase.
The Orc player must always show the number of cards they hold if an Elf player asks.
Clear Phase
As in the normal duel rules, the Elf players clear the top 3 cards of each of their attribute stacks.
The Orc player clears the top 3 cards of each attribute stack belonging to an active clan (that is, a clan that has figures on the board). If there are several active clans, the Orc player may clear 3 cards for each clan.
See the example on page 17 of the rulebook, at the bottom.
The Orc King works exactly like the Elf players: he clears his cards in addition to those cleared for each clan.
Squad Phase
This phase takes place between the clear phase and the action phase and concerns only the Orc player. During this phase the Orc player chooses one of 2 options: reinforce their clans, or activate a squad token.
Activating a Squad Token
If you decide to activate a squad token, choose one token, and only one, from those you have on the board. If you no longer have squad tokens on the board, you cannot choose this option.
Turn the squad token over and replace it with a number of Orc figures equal to the number printed on it. All the figures you place must belong to the same clan (the same base colour). If you do not have enough bases of a clan, you must make do with what you have in reserve, or choose another clan.
The figures you place in the bases may be any combination of Brute (red), Tactician (blue) or Shaman (yellow).
One of the figures must be placed exactly on the space the squad token occupied. The other figures must be adjacent to the first figure placed. (If this is not possible, place the additional figures as close as possible to the figure already in place.)
You now have an active Orc squad.
There is another way to activate a squad token (see the movement rules later on): each time an Elf enters a tile containing a squad token, that token is activated. Use the same procedure as above.
Reinforcement
If you do not activate a squad token, you may reinforce your troops.
Reinforcement consists of bringing new Orc figures onto the board.
The number of figures you may add depends on the number of Elf players:
- If there is 1 Elf player, you may add 1 Orc figure.
- If there are 2 Elf players, you may add 2 Orc figures.
- If there are 3 Elf players, you may add 3 Orc figures.
The number of figures to add depends only on the number of players present at the start of the game.
Example: at the start of the game there are 3 Elf players. Even if an Elf player is eliminated during the game, the Orc player may still add 3 figures during their squad phase.
However, if the Orc player is considered a True Orc, their reinforcement is limited to the number of Elf players still alive (1 Orc for 1 living Elf, 2 Orcs for 2 living Elves).
You may use any figure (Shaman, Brute, Tactician) from any clan (White Tusk, Venom Claw, etc.).
The only requirement is that figures of that clan are already on the board.
Example: if there is no Venom Claw figure already in play, you cannot bring in as reinforcement a figure with a Venom Claw base.
If you have a figure of the Venom Claw clan and a figure of the White Tusk clan already on the board, and you have 2 reinforcements available, you may add one figure of each clan, or two figures of a single clan.
You are limited by the number of bases available for each clan: you cannot have more than 5 active figures on the board for one clan. That is why there are only 5 bases available for each clan.
Reinforcement figures must be placed on an entrance space.
An entrance is a half-hexagon on the edge of the board that contains no wall and no tree.
Some scenarios contain rules that may restrict reinforcement (see, for example, the scenario The Great Hunt).
Action Phase
Each Elf player has one action phase per turn. During their action phase, each Elf player may take actions (one and only one Exclusive action, and as many Fast or Restricted actions as they can or wish to), move, and pick up treasures.
When it is the Orc player's turn, each active clan (a clan that has figures on the board) has its own action phase. In scenarios where the Orc King is present, the King also has his own action phase.
During each action phase, the clan or the Orc King may move and take actions (one and only one Exclusive action, since each clan may take one Exclusive action, and as many Fast or Restricted actions as it can or wishes). As the Orc player, you must complete one action phase fully before moving on to the next.
If you wish to refresh your hand (see the duel rules), you may not take any action phase.
Playing Action Cards
The Elves and the Orc King, when available, play their cards exactly as in the Core Rules, using the 3 attribute cards corresponding to each hero.
Shamans, Tacticians and Brutes play their cards as squads.
An Orc squad is roughly equivalent to a hero.
Clans and Squads
All active Orcs with the same base belong to the same clan. Although a clan may have several squads, it is entitled to only one action phase and only one Exclusive action, regardless of the number of squads.
Squad Attributes
Squad attributes are based on the composition of the squad. Each member of the clan contributes:
- Each Brute (red) counts for 4 points of Body.
- Each Tactician (blue) counts for 4 points of Mind.
- Each Shaman (yellow) counts for 4 points of attribute X.
- If there are several Orcs of the same type, their values are added together. For example, the White Tusk clan has 2 Brutes and 1 Tactician, so it has 8 in Body and 4 in Mind.
Although a card played counts as points spent for the whole clan, a squad may only play cards that it can pay for.
Example: the White Tusk clan is made up of 3 Brutes, 1 Shaman and 1 Tactician. The clan therefore has a total of points to spend:
- 12 in B
- 4 in M
- 4 in X
This clan is made up of 2 squads.
- Squad 1 contains 2 Brutes and 1 Tactician.
- Squad 2 contains 1 Brute and 1 Shaman.
Squad 1 cannot play cards from attribute X, and it may play up to 8 points of action cards in attribute B and up to 4 points of action cards in attribute M.
Multiple Squads
Although it is more advantageous for a clan to keep its units grouped together, a clan may have several groups of figures. Each group is called a squad.
When a squad plays a card, its effect applies only to that clan, but the cost is paid by the clan.
Example: in the case above, squad 1 plays a defence card to resist an attack; only squad 1 defends. If squad 2 is attacked later in the turn, it must play its own defence cards, without however exceeding the total attribute value available to the clan.
Playing a Card for a Clan
The Orc player plays their cards by placing them to the right of the corresponding clan card, whatever attribute is used (see the example on page 17 of the rulebook).
Resolving Attacks
Attacks and defences are played exactly as in the normal duel rules.
The attacker begins the sequence by playing a basic attack action card on a target it can reach. Normally targets are adjacent to the attacker; however, the Sorcerer has abilities that allow it to attack at range. This ability is described on the Role card. The defender continues the sequence by playing its defence cards, and so on.
Attackers and defenders may be an Orc squad, an Elf, or the Orc King.
Only the participants in the combat may take part; allies cannot play cards to help.
The result of an attack depends on the target. If an Elf suffers a successful attack, place a wound marker on the Role card. When the wound line is full, the Elf is killed. Remove the figure from the board; the player controlling the figure is eliminated from the game.
ATTENTION: AN ELF CAN TAKE ONLY ONE WOUND PER TURN.
If the target is a squad, normally the Orc figure adjacent to the attacker is killed. The Sorcerer and the Paladin have abilities that allow them to kill several Orcs with a single attack; refer to their Role card.
If the Orc King suffers a wound, he is killed; remove his figure from the game.
Movement
Each Elf and each Orc (including the Orc King) may move during their action phase. Movement may take place either before or after an attack.
A movement consists of moving a figure up to 3 spaces on the board. Movement cannot be interrupted by an action. The Ranger is the exception: see its special ability on its Role card; it may move, attack and move again.
No figure may cross or occupy a space containing a tree, a wall, or another figure (a squad token cannot be crossed). Orcs cannot cross underbrush spaces; Elves, however, may cross them or stand in them.
All figures may cross or stand on a space containing a treasure token.
Moving Several Squads
If an Orc clan is divided into several squads, all the squads must move at the same time. If one squad moves and takes an action before the other squads of its side have moved, the other squads can no longer move.
Playing Dirty Tricks
Dirty tricks are played like normal actions. Some are Fast, others are Restricted, and one may only be played during the squad phase.
Each card specifies its effect and when it may be played.
Picking Up Treasures
Five treasure tokens are included in the game. Each treasure token has a chest drawing on one face and a drawing of the item on the other. Each treasure gives an advantage to the Elf holding it; refer to the treasure summary card.
Some scenarios require placing treasure tokens on the map. If you move your Elf hero onto a space containing a treasure token, you may pick it up. This is a Restricted action.
Orcs cannot take treasures, but they may stand on them to prevent Elves from picking them up.
When you pick up a treasure, turn the token over to see which treasure it is, and place the token on your Role card. Each treasure has a function described on the treasure summary card. If an Elf dies while carrying one or more treasure tokens, they are left at the place where the Elf died.
Using a Treasure
Some treasures may be used every turn, while others may be used only once per game. When a treasure that can only be used once is used, turn it over on the Role card to show that it can no longer be used.
A turned-over treasure still counts as a treasure found (in some scenarios, finding treasures is the goal of the game).
Exchanging or Leaving a Treasure
Elves exchange and leave their treasures during their action phase. An Elf may use its Exclusive action to give a treasure it holds to another Elf. It may also spend its Exclusive action to take a treasure from another player, if that player agrees.
Finally, an Elf may take a Restricted action to drop its treasure. If you take this action, place the treasure token on the space where your figure stands.
Winning the Game
Each scenario describes the victory conditions for the Elves and for the Orcs. The side that first achieves its objective wins.
HeroCard Core Rules
Game Overview
In HeroCard, each player takes on the identity of a character, called a Hero, and uses his or her Action Deck to battle against other Heroes. Heroes come from a variety of genres: you might play a Japanese samurai, a starship commander, a cyberspace hacker, or one of many other Heroes. Each Hero and associated Action Deck is unique – and you can even mix and match cards to further customize your own Hero and deck!
HeroCard takes only a few minutes to learn and is easy to play. Your HeroCard Action Deck contains everything you need to face other Heroes in battle.
Game Materials
Your HeroCard deck contains three Attribute Cards, which represent the capabilities of the Hero you are playing. In addition, your deck has a variety of Action Cards, which you use to attack, block, and strategize as your Hero. Each card describes how you can use it, so game play proceeds smoothly and quickly.
Game Setup
Each player picks a Hero. A Hero includes three Attribute Cards, which correspond to that Hero's strengths and weaknesses, and a twenty- to thirty-card Action Deck representing what that Hero can do in battle.
To set up your play area, lay out your cards as shown to the right: Place your three Attribute Cards in a column, with the Body (B) card at the top, the Mind (M) card in the middle, and the Attribute X (X) card at the bottom. (Don't worry, we'll explain the B, M and X Attributes and how to use them below.)
As you play your Action Cards, you'll place them face up to the right of the Attribute Cards in piles called Attribute Stacks. When you start the game, this area is empty, since you have not yet played any Action Cards.
Place your Action Deck to the left of your play area. When you discard cards during game play, put them in a face-up Discard Stack near your Action Deck.
Dueling Overview
As your Hero, your goal is to attack your opponent in duels and overcome his or her defenses. You must also defend yourself your opponent(s)' attacks.
Your attacks and defenses are limited by your Attributes. Each Hero has Body (B), Mind (M) and Attribute X (X) Attribute scores. What is the Attribute X? It's an Attribute that changes depending on the genre of your Hero. If you're playing a Cyberspace hacker, it represents Gene X; if you're taking on the Galaxy as a starship commander, it stands for Xenoscience. Check your rules to see which Attribute X your Hero has.
You attack and defend by playing Action Cards. Each Action Card has an associated Action Cost in Body, Mind or Attribute X. The combined Action Cost of the cards you play must be equal to or less than your Hero's corresponding Attribute score. Once you "spend" Attributes in this way, they remain expended until it's your turn again. You must use strategy and creativity to launch successful attacks while still leaving yourself enough free Attributes to defend when it's your opponent's turn!
You win a duel by mounting an attack that is stronger than the defenses your opponent can muster.
Taking a Turn
Four Phases of a Turn
There are four phases to every turn. Complete the phases in the following order:
- Discard: Discard unwanted cards from your hand.
- Draw: Draw up to three cards.
- Clear: Remove up to three cards from your Attribute Stacks.
- Action: Attack, and otherwise affect the game by playing Action Cards.
Discarding
Begin your turn by discarding as many cards from your hand as you wish. Place your discarded cards face up on your Discard Stack.
Drawing
Next, draw up to three cards from the top of your Action Deck, adding them to your hand. You may never hold more than seven cards in your hand at any time.
Note: If your Action Deck runs out of cards, shuffle your Discard Stack, place it face down in your draw area, and continue drawing Action Cards from the top.
Clearing
As you play Action Cards, you place them next to your Attribute Cards in Attribute Stacks. You'll place each Action Card to the right of the Attribute Card with which it corresponds, on top of any cards you previously played using that Attribute and arranged so that the Action Cost of each card remains visible. For example, if an Action Card costs 5 Body to play, you'll place it to the right of your Body (B) Attribute Card, on top of any previously-played cards that cost Body.
During your Clear phase, you may remove up to three cards from your Attribute Stacks and place them in your Discard Stack. When clearing cards from a given stack, you must always begin with the top (i.e., most recently-played) card in that stack.
Note: If you take the first turn in the game, you won't need to clear, since you haven't played any cards yet.
If you have more than three cards in your Attribute Stacks, you won't be able to clear them all. The Attribute points for any uncleared cards remain spent, but the cards themselves have no further effect on the game. They simply tie up your Attribute points until you're able to clear them.
Some Action Cards allow you to clear cards at times other than during your clear phase. If the cleared card is part of a current attack or block, the attack or block value is reduced by the appropriate amount. If the cleared card has an immediate effect, the effect remains even though the card is removed from play (unless otherwise specified by the clearing card).
Taking Actions
Now you can play Action Cards. When playing Action Cards, observe the following rules:
Action Cost: Each Action Card has an associated Action Cost in Body (B), Mind (M) or Attribute X (X). The combined Action Cost of all the cards you have in play must be equal to or less than your Hero's corresponding Attribute score. These Attribute points remain expended until you clear some or all of your in-play cards on your next turn.
Action Type: Each Action Card has an Action Type listed on it, which determines when you can play the card. There are three Action Types: Fast, Restricted, and Exclusive:
- Fast: You can play as many Fast actions as you have free Attribute points for on any player's turn, during the Action Phase.
- Restricted: You can play as many Restricted actions as you have free Attribute points for, but only on your own turn during your Action Phase.
- Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.
Playing Sets: You can play your Action Cards one at a time, but you can also play cards simultaneously, as a set. Once you have played a card or card set, you must allow your opponent to respond (he or she may play cards or pass) before playing more cards. Either approach can be the best choice, depending on the situation: playing a set prevents your opponent from interfering with your action (for example, he or she might play a card that forces you to discard cards in your hand), but playing cards singly allows you to conserve cards. For details on which cards can be played together as sets, see the "Attacking" and "Blocking" sections, below.
Refreshing your Hand
Instead of taking an Action Phase, you can refresh your hand. To refresh, discard all of the cards in your hand and draw the same number of cards from your Action Deck. When you refresh, you forego your Action Phase completely: you can not play any cards or take any other Actions of any kind.
Attacking
On your turn, you attempt to mount a successful attack against your opponent. You can play Base Attacks, Attack Modifiers (Attack Mods) and Special Attacks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.
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Base Attacks (Fast or Restricted): On your Action Phase, you can play one Base Attack. A Base Attack is generally an Exclusive action, so you can only play one Base Attack per turn, and only on your own turn (note that there are some cards that allow you to play more than one Base Attack per turn). You must also have enough available Attribute points to play the card. Each Base Attack card shows a numeric value representing the strength of the attack.
Example: The Action Card "Attack from Above" lists Attack 4. This is a 4-point attack.
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Attack Mods (Fast): On your Action Phase, you can play as many Attack Mods as your available Attribute points allow. Attack Mods add points to the strength of a Base Attack, and they can only be played in conjunction with a Base Attack. Each Attack Mod card shows a numeric value representing the number of points it adds to a Base Attack.
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Special Attacks (Fast or Restricted): On your Action Phase, you can also play Special Attacks. Special Attacks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play Special Attacks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card.
Example: The Action Card "Forfeiture" states, "Target discards one block card." The opponent on whom you play this must discard one block card (any kind of block card, whether Base Block, Block Mod or Special Block) from their hand.
The Attack Sequence: When you play a Base Attack, you begin what's called an Attack Sequence. An Attack Sequence includes your Base Attack and any other attack cards, block cards, and other cards you and your opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Normally, you can only play one Base Attack per Action Phase, so there is only one Attack Sequence per Action Phase. However, there are cards that allow you to play more than one Base Attack per Action Phase. Playing a new Base Attack starts a new Attack Sequence. It is important to note that Base Attacks and Attack Mods only apply to the Attack Sequence in which they are played. Once an Attack Sequence ends, these cards have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play).
Example: The Action Card "Stone Falls through Water" lists Attack Mod +5. Played in conjunction with "Attack from Above", this card adds 5 points to value of the attack, for a total of 9 points.
Playing Sets: You can play your Base Attack first and then play Attack Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Attack and one or more Attack Mods simultaneously, as a set. You can only play a Base Attack and Attack Mods in a set of attacks; you cannot include Special Attacks or any other Action Cards in such a set. Also remember that you must always play an Attack Mod at the same time as, or after, a Base Attack during a given Attack Sequence. An Attack Mod cannot stand alone.
To Attack: Select the Base Attack and any Attack Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top. This begins the Attack Sequence.
Announce to your opponent the total value of the attack you are making.
Your opponent may choose to defend by playing Base Blocks and Block Modifiers. He or she will attempt to block a number of points equal to or more than the value of your attack. Your opponent may also use other Action Cards as appropriate to prevent your attack from succeeding.
After your opponent plays Blocks, Block Mods or other Special Blocks, you can continue your attack by playing more Action Cards, up to your Attribute limits. Your opponent can continue to defend, and other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.
If your total attack value is higher than your opponent's total block value, your attack succeeds! If your opponent's block value equals or exceeds your attack value, your attack fails.
Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.
Blocking
On your opponent's turn, he or she can attempt to mount an attack against you, as above. You can defend by playing Base Blocks, Block Modifiers (Block Mods) and Special Blocks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.
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Base Blocks (Fast): On your opponent's Action Phase, he or she can attack you with a Base Attack plus Attack Mods. You can respond by playing one or more Base Blocks. Unlike Base Attacks, you can play as many Base Blocks as your available Attribute points allow, adding the value of the Base Blocks together. Each Base Block card shows a numeric value representing the strength of the block.
Example 1: The Action Card "Unbroken Defense" lists Block 9. This is a 9-point block.
Example 2: The Action Card "Efficient Block" lists Block 4. This is a 4-point block. Provided you have available Attribute points, you can play this card in conjunction with "Unbroken Defense." Together, these two Base Blocks equal a 13-point block.
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Block Mods (Fast): In response to your opponent's attacks, you can also play as many Block Mods as your available Attribute points allow. Similar to Attack Mods, Block Mods add points to the value of a Base Block, and can only be played in conjunction with one or more Base Blocks. Each Block Mod card shows a numeric value representing the number of points of it adds to the Base Block.
Example: The Action Card "Cross Block" lists Block Mod +5. Played in conjunction with "Unbroken Defense", this card adds 5 points to value of the block, for a total of 14 points.
Example 2: "Cross Block" (5-point Block Mod) played in conjunction with "Unbroken Defense" (9-point Base Block) and "Efficient Block" (4-point Base Block), equals total block value of 18 points.
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Special Blocks (Fast): In response to your opponent's attacks, you can also play Special Blocks. Special Blocks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play as many Special Blocks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card. (Note that Special Blocks are generally Fast Action Types, so you aren't limited to playing them only in response to an attack – you can play them at other times too.)
Example: The Action Card "Distracting Smile" states, "Target discards two attack cards from their hand." The opponent on whom you play this card must discard two attack cards (any kind of attack card, whether Base Attack, Attack Mod or Special Attack) from their hand.
The Attack Sequence: When your opponent plays a Base Attack against you, an Attack Sequence begins. The Attack Sequence includes the Base Attack and any other attack cards, block cards, and other cards you and opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Remember that Base Blocks and Block Mods only apply to the Attack Sequence in which they are played. If your opponent uses a special card to play a new Base Attack during the same Action Phase, a new Attack Sequence begins. Any Base Blocks and Block Mods you previously played have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play). You must play new Base Blocks and Block Mods to defend against the attack.
Playing Sets: You can play your Base Block(s) first and then play Block Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Block(s) and one or more Block Mods simultaneously, as a set. You can only play Base Blocks and Block Mods in a set of blocks; you cannot include Special Blocks or any other Action Cards in such a set. Like an Attack Mod, you must always play a Block Mod at the same time as, or after, a Base Block during a given Attack Sequence. A Block Mod cannot stand alone.
To Block: You opponent begins the Attack Sequence by playing a Base Attack and any Attack Mods. To block, select the Base Block(s) and any Block Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Also make sure the total value of the block equals or exceeds your opponent's attack value – otherwise the attack succeeds and your opponent earns a Victory Point. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top.
Announce to your opponent the total value of the block you are making.
Your opponent may then choose to increase the attack by playing additional Attack Mods, Special Attacks, or other Action Cards as appropriate. You can continue to defend by playing more Action Cards, up to your Attribute limits. Other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.
If your total block value equals or exceeds your opponent's total attack value, the attack fails. However, if your opponent's attack value is greater than your block value, the attack succeeds.
Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.
Finishing a Turn
An Attack Sequence is finished when the player whose turn it is confirms that all players pass and opponents determine the success or failure of the attack. Play then proceeds to the left.
In some cases, the attacker may launch multiple Attack Sequences in the same Action Phase (remember that some special cards allow more than one Base Attack per Action Phase). A given Attack Sequence must complete as above before a new one is launched. Each new Attack Sequence proceeds and completes as above. When all Attack Sequences are complete, play proceeds to the left.
Contradictory Rules
If the text on a card contradicts the game rules in this booklet, the card text overrules the game rules.
Creating Your Own Decks
Building Customized Heroes
Each HeroCard deck represents a full Hero, ready to be pitted in duels against other Heroes. Each includes three Attribute Cards and about thirty corresponding Action Cards. You can create your own Heroes and Action Decks as well. Here's how:
- Combine different Attribute Cards from different Heroes. Your custom Hero must always have three Attribute Cards: one Body (B), one Mind (M) and one Attribute X (X) card.
- Combine different Action Cards from different Action Decks. Your custom Action Deck must always have at least 20 Action Cards, and may contain no more than six copies of the same card.
Balancing Customized Heroes
Each Attribute Card shows a hero point number in the bottom left corner of the card. When creating a custom Hero, add up the hero points on your three Attribute Cards. This is your hero point total. In general, the higher the hero point total, the more powerful the Hero.
For dueling to be fun for all players, Heroes must be similar in power. When using customized Heroes, all players in the game must agree to a maximum hero point total. No player may use a Hero that exceeds this limit. The standard limit for Heroes is 30 points.
Head-to-Head Duels
HeroCard Action Decks are designed for use with TableStar Games Board Games such as Galaxy, Cyberspace and many others. However, you can play head-to-head duels with your friends using just your HeroCard Action Decks. In head-to-head HeroCard, your goal is to win by earning the required number of Victory Points. You must earn three Victory Points in a two-player game, five in a three-player game, and seven in a four-player game.
Each time you successfully attack your opponent, you earn a Victory Point. A successful attack gains you only one Victory Point, so you must launch separate, successful attacks on separate turns to earn the required number of Victory Points. No matter how much the attack value exceeds the block value, a successful attack always gains only one Victory Point.
To play direct duels, randomly determine who starts. Shuffle your decks and draw seven cards. Begin play, with turns proceeding in a clockwise direction. On your turn, launch attacks against your opponent. On your opponent's turn, he or she does the same. Proceed through turns exactly as described above. Whoever earns the required Victory Points first, wins!
HeroCard Glossary
Action Card: A card you play from your Hero's Action Deck.
Action Cost: The number of Attribute points you must spend to play an Action Card.
Action Deck: The collection of Action Cards you may play as a particular Hero. An Action Deck may not contain fewer than 20 cards, nor more than 6 of the same card.
Action Type: The rule that governs when you can play an Action Card. There are three Action Types: Fast, Restricted and Exclusive.
Action Phase: Fourth phase of a turn, in which you may play Action Cards.
Active Card: A card played during the current Attack Sequence.
Active Player: The player whose turn it currently is.
Attack Card: Any Base Attack card, Attack Mod card, or Special Attack card.
Attack Mod: An attack card that increases the value of a Base Attack by a constant or variable amount.
Attack Sequence: An Attack Sequence begins when the active player plays a Base Attack and includes all attack cards, block cards, and other cards opponents play in the course of resolving the attack. The attack sequence ends when all players involved have passed.
Attack Value: A numerical value, shown on the face of each attack card, that represents the force of the attack. If you play multiple attack cards (e.g., a Base Attack plus one or more Attack Mods) within a single Attack Sequence, add their individual attack values to find the total current attack value.
Attribute Score: A numerical value, shown on the face of each Attribute Card, that represents the capabilities of the Hero you are playing. The three Attributes, Body (B), Mind (M) and X Attribute (X), correspond to that Hero's relative strengths and weaknesses in those areas.
Attribute Card: A card that shows a Hero's Attribute score in Body, Mind, or X Attribute. Each Hero has three Attribute Cards.
Attribute Stack: The cards you currently have in play that expend a given Attribute, placed to the right of that Attribute Card. The total Action Cost of the cards in a given Attribute Stack indicates how much of that Attribute is currently expended.
Base Attack: An attack card that initiates an attack sequence and has a constant or variable attack value.
Base Block: A block card that counteracts a constant or variable amount of attack value.
Block Card: Any Base Block card, Block Mod card, or Special Block card. Block cards counteract attack cards.
Block Mod: A block card that increases the value of a Base Bock by a constant or variable amount.
Block Value: A numerical value, shown on the face of each block card, that represents the force of the block. If you play multiple block cards (e.g., one or more Base Blocks plus Block Mods) within a single Block Sequence, add their individual block values to find the total current block value.
Clear Phase: Third phase of a turn, in which you may clear up to three in-play cards.
Clear: To place a card from your Attribute Stack into your discard stack. Usually, you clear during the clear phase of your turn. However, there are cards that allow you to clear during your action phase. Clearing a card in this way does not usually cancel the effect of the cleared card. However, clearing a card that affects the attack or block value of the current attack sequence does cancel the effect of the cleared card. There are cards that contradict these rules; this is noted in the text of the card.
Constant Value: A numerical value that does not change with the current state of the game. A card with a constant value has a number written on it, for example, "Attack 5" or "Block Mod +5."
Convert: To alter the effect of a card to a different effect, as if the text on the card had been changed.
Deploy: To place a card face-down onto the appropriate Attribute Stack. A deployed card immediately expends Attribute points, but does not take effect until you play it at a later time.
Discard Phase: First phase of a turn, in which you may discard as many cards as you like.
Discard Stack: The pile of cards onto which you place discarded cards face-up.
Discard: To place a card from your hand face up onto your discard stack.
Draw Phase: Second phase of a turn, in which you may draw up to three cards.
Draw: To take one card from the top of your Action Deck and place in your hand.
Exclusive Action: You may play only one Exclusive action per turn, only during your own Action Phase.
Fast Action: You may play as many Fast actions as you have free Attribute points for, during any player's Action Phase.
Hero: Your incarnation in the world of HeroCard, comprised of three Attribute Cards, a deck of 20 or more Action Cards, and in most games, one or more figurines.
In-Play Card: A card that you have played by placing it to the right of the appropriate Attribute.
Purge: To completely negate the effect of a card, as if it had never been played. You may only purge the last card played in the current Attack Sequence. If you purge an Exclusive action, it doesn't count as the target's Exclusive action for that turn.
Play: To place a card face-up on the top of its appropriate Attribute Stack; the card takes effect immediately.
Range: The distance between Heroes in a game. You must be in range of an opponent to target him or her with cards. In a basic HeroCard duel, all Heroes are in range of each other at all times. Other games have rules that govern whether a target is in range; these are described in the game's rule booklet.
Restricted Action: You may play as many Restricted actions as you have free Attribute points for, only during your own Action Phase.
Set: Multiple attack or block cards you play simultaneously. A set is either an attack set or a block set. An attack set may contain a base attack and/or attack mods. A block set may contain any combination of base blocks and/or block mods. Sets may only contain bases and mods. Special attacks and blocks, and cards that are neither attacks nor blocks, must always be played singly.
Special Attack: A card that assists an attack, but does not contribute directly to the numerical attack value.
Special Block: A card that assists a block, but does not contribute directly to the numerical block value.
Successful Attack: An attack whose total value exceeds the total block value played against it.
Twist: To turn a card sideways to indicate it's under a long-term effect. Long-term effects vary; the effect is described by the text of the twisting card.
Unwind: To turn a twisted card back to its normal orientation, indicating the removal of a long-term effect. The conditions required to unwind a twisted card are described by the twisting card.
Variable Value: A numerical value that changes with the current state of the game. The text of a card with a variable value describes the conditions that determine its value, for example, "Attack 0, plus the cost of all cards of selected Attribute in play by target."
Waste: To force an opponent to play a card that then has no effect on the game. The player places the card onto the appropriate Attribute Stack. The wasted card expends Attribute points, but has no other effect on the game. If player does not have enough Attribute points to play the card, her or she discards it instead.
Appendix: Race Through the Dark (Bonus Scenario)
Source note: this bonus scenario is transcribed from the official two-page scenario sheet "Herocard Orc Wars Scenario" (the prefetched PDF for this game). The sheet is image-only; the text below is transcribed from its page images, and the diagram is described in the key at the end.
The Elves have made a strike deep in the cave fortifications of the Orcs. Though successful, they must now escape from the vengeful Orcs before the hordes overwhelm them.
Scenario Set Up
An Elf arranges the dungeon according to the diagram. Orc randomizes the treasure tokens and one of the Elves picks three. Orc places these face down in the marked spaces, and returns the remaining two to the box without looking at them.
Meanwhile, the Orc selects his starting squad tokens. The number on the selected token should add up to the number of starting Orcs. This number depends on the number of starting Elves:
- 1 Elf (2-player): 5 Orcs
- 2 Elves (3-player): 9 Orcs
- 3 Elves (4-player): 13 Orcs
Each squad token is placed face down on the board, no more than one token per tile. Squad tokens may not be placed in any entrance space nor any space that straddles two tiles. Finally, place each Elf's figure in one of the entrance spaces marked blue on the diagram (only one Elf per space).
Scenario Special Rules
Orcs reinforce exactly as in the standard rules, barring one exception. The Orc may only reinforce "behind" the Elves. Each tile in the diagram is marked with a number. The Orc may only reinforce on a tile that contains an Elf, or whose number is lower than the highest-numbered tile that contains an Elf. The Orc may never place reinforcements in spaces marked red in the diagram.
The Elf to the left of the Orc player takes the first turn; turns proceed clockwise from there.
Victory Conditions
The Elves win if the last Elf on the map escapes from one of the spaces marked red in the diagram. Escape means moving onto an escape space, and then moving one more space to leave the map. An Elf cannot return once he has left the map. Elves may not escape from any space other than the red spaces. The Orc wins if the last Elf on the map is killed.
Diagram Key
The diagram is numbered 1 to 7 by tile, with the following labels:
- Skull markers 1-7: the numbered tiles used for the reinforcement rule.
- Treasures: three treasure locations, marked by arrows.
- Escape: the red spaces at the top of the board.
- Entrance: the blue entrance spaces at the bottom of the board.
- Reinforcement Number: "Orcs may only reinforce on the highest numbered tile that contains an Elf, or any lower numbered tile."
- Scenario Setup: Number of starting Orcs: 1 Elf, 5 Orcs; 2 Elves, 9 Orcs; 3 Elves, 13 Orcs. Each Elf starts on any entrance space marked blue on the diagram.