L'Ordre de Veiel: Deckbuilding Tactique
L'Ordre de Veiel: Deckbuilding Tactique Rulebook
Table of Contents
Table of Contents
- Box Contents
- Join the Community
- Object of the Game
- Setup
- Hero Cards
- Building Your Starting Deck
- Enemy Cards
- Game Flow
- End of the Game
- Battlefield Cards
- Cards In Your Deck
- General Points
- Card Types
- The Effect Zone
- The Deck and the Discard Pile
- When Do You Target a Hero or an Enemy?
- Attack
- Death of an Enemy
- Defense
- Healing
- Movement
- Resolve the Effect, Then Discard the Card
- Discarding Is Not Playing
- Cards Are Resolved in the Order They Are Played
- You Cannot Resolve Part of a Card's Effects and Keep the Rest for Later
- Technical Note on Resolving a Card
- Glossary of Effects
- Tips to Improve Your Chances of Victory
- Expansions
- Acknowledgments
- Quick-Reference Summary Card
Box Contents
- 1 mat
- 428 cards, including:
- 93 base deck cards
- 90 hero cards and hero ability cards
- 40 boss cards and boss action cards
- 18 battlefield cards
- 37 enemies (Basic, Intermediate, Powerful)
- 150 reward cards
- 5 boards (Deck / Discard)
- 5 boards (Wounds / Exile)
- 1 black D4 and 1 black D6, for placing enemies
- 6 reward tokens
- 6 blue D6, for blocking
- 5 "turn played" tokens
- 8 red D8, for enemy life
- 8 yellow D6, for enemy wounds
Join the Community
Join our lively community on our official Discord. Ask your questions, share tips, and explore strategies with other enthusiasts. Enjoy our card creator and our free digital version. Your active participation can shape the game's future expansions. Together, let's enrich this adventure! Ready to join our ever-evolving universe?
Object of the Game
Players each control a hero with unique abilities. In this cooperative tactical deckbuilding game, 1 to 5 players face waves of formidable enemies. These enemies grow stronger as you reinforce your deck. Strike them down, and you'll earn a chance to face a ferocious boss in one final, epic battle.
Setup
- Place the mat at the center of the table.
- Make a pile of the Basic enemies and place it next to the mat. Do the same for the Intermediate enemies, the Powerful enemies, and the battlefields.
- The players choose the boss they want to face, then place the boss card and its 7 boss action cards next to the mat.
- Place the blue, red, yellow, and black dice near the mat.
- Each player takes a (Deck/Discard) board, a (Wound/Exile) board, and a "turn played" token.
- Each player chooses their hero and builds their deck (see the "Building Your Starting Deck" section, p.10).
- Each player shuffles their 13-card deck, places it on their player board in the Deck slot, then draws a hand of 5 cards.
- Make a pile for each color of Reward card (6 piles in total). Place the token of the matching color next to each pile. This will help you determine which face-down pile corresponds to which Reward color. If you are not playing with a full table, one or more colors may not be used by the heroes you have chosen. In that case, leave those piles in the box.
Hero Cards
A hero card contains:
- Its name
- The two colors allowed for building the deck (two slots)
- Its threat
- Its category
- The contents of the base deck for the start of the game
Building Your Starting Deck
Before continuing, let's build each player's starting deck:
- Each player takes the 10 base deck cards indicated on their hero card.
- Each player adds the Hero: Initiate card of their character to their deck. Set aside your hero's two other cards (Adept and Master); you will need them during the game.
- Each player chooses two Hero: Novice cards from among the three allowed colors, then adds them to their deck. As a reminder, a hero's allowed colors are the two colors shown on the hero card, as well as the colorless cards.
Note also that the Hero: Novice, Initiate, Adept, and Master cards have 1, 2, 3, and 4 stars respectively, to remind you of their increasing power.
Playing Solo
To play solo, take at least two heroes at the start of the game, then play them one after another.
Your First Game
For your first game, to speed up setup, here are a few heroes you can choose along with Hero: Novice cards that complement their abilities well:
- Barbarian with "Breach the Line" (Red) and "All or Nothing" (Red)
- Healer with "Aegis" (Yellow) and "Purifying Halo" (Yellow)
- Pyromancer with "Telekinesis" (Blue) and "Celestial Step" (Yellow)
- Assassin with "Ambidexterity" (Green) and "Point-Blank Shot" (Green)
- Knight with "Violent Block" (Purple) and "Good Constitution" (Purple)
Enemy Cards
An enemy card contains:
- The enemy's name
- Its category
- Its subcategory (Basic, Intermediate, Powerful, or Boss)
- The range of its attack, referred to as "the zone" in card effects
- Its effect
- The number of lives the enemy has, and the number of wounds needed to make it lose a life. These values vary depending on the number of heroes
- A reminder of whether its attack hits one or several heroes
The Vitality of Enemies
The number of lives and the number of wounds needed to make an enemy lose a life change depending on the number of heroes. You can learn more about defeating them in the "Cards In Your Deck – Attack" section (p.20).
The Effect Zone
Nearly all enemy cards have a zone (or range); here are its rules:
- The black square represents the enemy.
- The white squares represent the spaces where the enemy's effect can act when its turn comes.
- They are called "the zone" in card effects.
- The zone is always shown facing right but rotated orthogonally in the 4 directions.
- The infinity symbol indicates that the zone extends across the entire game board.
- All effects can pass through enemies and heroes. There is no concept of line-of-sight blocking.
Game Flow
A game is a sequence of 4 encounters interspersed with phases of reinforcing your card decks.
Setting Up an Encounter
The heroes place their hero card wherever they like on the board.
Draw as many enemies as indicated by the difficulty level (see below), then place them on the board by rolling the black D4 ▲ (for the row number) and the black D6 ■ (for the column number) for each enemy. If the dice indicate a space already occupied by an enemy or a hero, re-roll the dice.
Place a red D8 (number of lives) and a yellow D6 (number of wounds needed to lose a life) on each enemy, taking the number of heroes into account (see the "Enemy Cards" section, p.11).
Once all enemies are placed, combat can begin, starting with the heroes' turn.
Easy Difficulty
| Encounter | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Basic | 2 | 1 | 1 | |
| Intermediate | 3 | 1 | ||
| Powerful | 2 | |||
| Boss | 1 |
Normal Difficulty
| Encounter | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Basic | 1 | |||
| Intermediate | 1 | 4 | 2 | 2 |
| Powerful | 2 | |||
| Boss | 1 |
Hard Difficulty
| Encounter | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Basic | 1 | 1 | ||
| Intermediate | 2 | 4 | 1 | |
| Powerful | 4 | 1 | ||
| Boss | 1 |
Extreme Difficulty
| Encounter | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Basic | 2 | 2 | 1 | 1 |
| Intermediate | 2 | 4 | 1 | 1 |
| Powerful | 4 | 2 | ||
| Boss | 1 |
If you are still alive, you're free to face two bosses at the same time.
Variable Difficulty
Some of you have been playing card games for decades, while others are beginning their adventure in the world of card games with this very game. Our players' skill levels vary widely, so we encourage you to create your own difficulty level to enjoy the best possible gaming experience.
Heroes' Turn
Heroes play their turns in whatever order they wish. They may discuss strategy as much as they like.
However, once a hero begins their turn, they must play it in full. The other heroes cannot play cards, unless a card's effect explicitly states otherwise.
A Hero's Turn
During their turn, a hero may perform the following 2 actions as many times as they wish, as long as they have cards in hand:
- Play and resolve the effect of a card from their hand, then place it in the discard pile (see the "Cards In Your Deck" section, p.18).
- Not play the effect of a card and place it in the discard pile from their hand. If the hero wishes, they may then perform 1 movement.
When a hero has no more cards in hand, or no longer wishes to play or discard, they end their turn. They are allowed to keep cards for the next turn.
They draw cards until they have 5 in hand (or more if an effect allows it), and flip their "turn played" token face-down to remember that they have played their turn.
Enemies' Turn
Resolve the enemies' turn by scanning the board as though reading a book — that is, starting at the top left of the board and moving down to the bottom right. To resolve an enemy's turn, simply read the text on its card.
Above all, keep in mind that for any effect an enemy triggers, if you have any doubt about how to determine, for example, the distribution of damage, use threat to settle the matter.
Example: The "Zombie" loses a life and two heroes are adjacent to its position. The heroes must split 3 damage between them. The hero with the highest threat takes 2 damage, and the other hero takes 1 damage.
An Enemy Attacks
All enemy effects that interact with heroes are considered attacks, even if they don't inflict damage as such. Making a hero discard a card is an attack, for example.
An enemy is not allowed to attack a hero. If, as a result of some effect, an enemy is not allowed to attack a hero, it ignores that hero and targets another one. However, it is not allowed to pass through that hero, and must go around it if needed. Even an attack that does not directly target the hero cannot hit it.
Enemies do not pass through anyone. An enemy cannot pass through other enemies or through heroes.
Important detail concerning threat. If two heroes have the same threat, the hero with the most sword symbols is the priority target.
If the Enemy Targets a Single Hero in Its Effect
Simply put, enemies with this symbol are lazy. They will always try to move as little as possible in order to attack a hero.
If the enemy can attack without moving, it attacks the hero with the greatest threat among those within attack range.
Otherwise, the enemy must move in order to attack a hero. It will make as few movements as possible in order to be able to attack its target. Two cases are then possible:
- If there is a hero closer than all the others, it moves toward that hero and attacks.
- If several heroes are at an equal distance from the enemy, that is, separated by the same number of movements needed to attack them, it targets the hero with the greatest threat.
If, no matter what, even by moving, the enemy cannot attack any hero, it moves toward the closest hero.
Advanced rule: When an enemy wishes to move toward a space and several paths of equal distance are possible, it always favors crossing rows first, then crossing columns. This means enemy movement is entirely deterministic, and you can anticipate enemies' future behavior.
If the Enemy Targets Several Heroes in Its Effect
Unlike the previous enemies, these are not lazy. The enemy tries to hit as many heroes as possible and moves accordingly.
If several groups of heroes of equivalent size are reachable (including a single hero), the enemy targets the group of heroes with the greatest combined threat.
An Enemy Inflicts Damage on a Hero
When an enemy inflicts damage on a hero:
- If the hero has any block (see Defense, p.20), each point of block absorbs one point of damage taken.
- If there is more damage than block, or if the hero has no block at all, the hero takes a wound for each unblocked point of damage.
When a hero takes 1 wound, they place the top card of their deck into their wounds. This card is placed face up.
If their deck is empty, they reconstitute their deck using their discard pile, so they can continue to take wounds. If both their discard pile and deck are empty, they discard cards of their choice from their hand into their wounds.
Sometimes enemies inflict additional effects along with damage. Unless stated otherwise, heroes suffer these effects even if they block all of the damage.
Death of a Hero
At the end of their turn, if a hero must draw their 5 cards and there are no longer enough cards in either their deck or their discard pile to form a full hand, the hero discards the cards in their hand and dies. They remain on the battlefield, but no longer count as an obstacle.
A dead hero cannot be targeted by enemy effects or by allies' effects, unless the effect specifically states otherwise (such as the Stone of Resurrection – colorless Reward).
If a dead hero can once again form a full hand at the start of their turn, they draw their cards and then play their turn normally. They only come back to life when they begin their turn, not as soon as they receive healing.
Advanced rule: Draw effects cannot kill a hero, even if they can no longer draw. Only the end-of-turn draw counts.
As noted above, a hero only dies if they cannot draw their cards at the end of their turn. So a hero with only 3 cards in hand, with no deck or discard pile, and thus on the brink of death, can play their turn without issue and will only die at the end of it. Likewise, if another hero plays before them, it is possible to heal them before they die.
Adrenaline: Cleansing Your Deck
When a hero takes damage, they remove cards from their deck to place into their wounds. Over the long run, by skillfully combining healing and damage taken, you can cleanse your deck by removing your weakest cards. In short, the closer you come to death, the more powerful you become.
An Enemy Summons Other Enemies
As soon as an enemy summons other enemies, re-roll the black dice to determine the space where they appear. If an enemy dies, its summons die as well. Summoned enemies play their turn as soon as they appear.
An Enemy Has a Passive Effect
If an enemy has a passive effect, it remains active until the enemy is eliminated.
End of the Enemies' Turn
At the end of the enemies' turn, all block on heroes and enemies is removed, unless an effect states otherwise. Then the enemies heal all wounds (yellow die), but not their lives. All heroes flip their "turn played" token to indicate that they can play a turn again.
End of an Encounter
As soon as a hero defeats the last enemy, they finish their turn, and the encounter ends immediately. Then the heroes discard their hand, all effects with a duration automatically end, and all block disappears. The heroes are removed from the board. The heroes now reinforce.
Reinforcing
The heroes now heal and/or collect Rewards.
Each hero performs three reinforcement phases during which they may perform the following actions:
- They reveal 3 Reward cards: 1 colorless card and one card of each of their hero's colors.
Then the hero may choose between:
- Taking one of these 3 cards and placing it in their discard pile.
- Healing 4 of their wounds and taking none of the three revealed cards.
- They discard the cards not chosen, then, if a Reward pile is empty, shuffle the discard pile again to reconstitute the pile.
Once the sharing of Rewards is complete:
- If you have just finished the 1st encounter, the heroes add their Hero: Adept card to their discard pile, then move on to the 2nd encounter.
- If you have just finished the 2nd encounter, the heroes add their Hero: Master card to their discard pile, then move on to the 3rd encounter.
- If you have just finished the 3rd encounter, move on to the 4th.
Finally, shuffle your deck and discard pile together again. Be careful not to shuffle in either your remaining wounds or your exile.
Facing the Boss
During the 4th encounter, the heroes face the boss. First, the boss is placed on the board the same way as other enemies, using the dice.
Bosses work differently from other enemies:
- Their card notes a passive effect that the heroes must take into account during the encounter.
- Each boss comes with a deck of 7 Action cards that determines its behavior when it must act. As with cards played by heroes, if an Action card has a duration effect, the card will not return to the discard pile until the effect ends. If the Action card pile is empty, shuffle it again.
The Boss Loses a Life
Resolve its passive effect first, if it must trigger at that moment, then draw an Action card and play it immediately, even if a hero's turn is in progress. The hero will resume their turn normally once this Action is resolved.
If the boss loses several lives from a single attack card, after resolving the attack card, resolve this case as though it had lost its lives one at a time (its passive, the Action card, its passive, the Action card…).
The Boss Plays Its Turn
Draw a first Action card and play it, then do the same with a second Action card.
The Boss Dies
If the boss was losing one or more lives from a single attack and it was to die, do not play any Action card and do not resolve its passive.
End of the Game
If all heroes die during an encounter, they lose the game.
If the heroes emerge victorious from their battle against the boss, they win the game.
Putting the Box Away After the Game
At the end of the game, it is recommended to group the cards by category and subcategory. A well-organized box will make setting up your next game easier.
Battlefield Cards
Battlefields represent the location of the encounter. If you are experienced players and want to increase the difficulty, draw a battlefield card at the start of each new encounter, read it aloud, then place it on the board in the slot provided.
Cards played by heroes take priority over battlefields' passive effects.
For example:
Cards In Your Deck
General Points
The cards in your deck contain:
- A name
- Its type or types
- Its color
- A reminder of its color for our colorblind friends. This is written only if the card is not colorless. Colorless cards are not considered colored.
- Its category
- The range of the effect, named the zone
- Its effect
Example: The "Excellent Form" card keeps the Attack type even if playing it only gains you block.
Card Types
If a card has several types, it is considered as having all of them at the same time. If a card has several possible choices within its effect and several matching types, the card's types do not depend on the choice made.
Here are a few of these effects (the list is not exhaustive):
- Draw cards
- Reveal cards
- Search for the next cards of a specific type
- Search for a card by name or of your choice
- Take wounds
If, out of necessity, you shuffle your discard pile while you still have a few cards left in your deck, place the newly shuffled discard pile beneath the remainder of the deck.
The Effect Zone
All cards you play have a zone (or range); here are its rules:
- The black square represents the hero playing the card.
- The white squares represent the spaces where the effect can act. They are called "the zone" in card effects.
- The zone is always shown facing right but can be rotated orthogonally in the 4 directions (see example).
- The infinity symbol indicates that the zone extends across the entire game board. Effects with this range ignore all obstacles.
- All effects can pass through enemies and heroes. There is no concept of line-of-sight blocking.
- If a card has several effects, like "Purifying Halo," the zone of each effect can be rotated differently.
- The hero playing the card, represented by the black square, can also be the target of a card's effect when it targets one or more heroes (see "To a Hero," p.25).
- A hero can never target themselves with a card when the black square is crossed out with a white cross.
The Deck and the Discard Pile
At any time during the game, if a hero must resolve some effect on their deck but their deck no longer contains enough cards, or not the necessary card, they shuffle their discard pile to reconstitute their deck.
If a card has an effect affecting "all enemies in the zone" or "all heroes in the zone," it is not considered as targeting the (or their) target.
Likewise, effects that are triggered by an outside element or a third-party action do not target the (or their) target.
When Do You Target a Hero or an Enemy?
Sometimes you will be forbidden, by some effect, from targeting a hero or an enemy. Likewise, some effects only trigger when the entity affected by the effect is targeted.
All effects targeting one or more heroes or enemies specifically chosen by the player playing the card are considered as "targeting the (or their) target." If you do not choose your targets specifically as part of the effect, then it does not target those entities.
Attack
Reminder: use the red dice and the yellow dice to track each enemy's current lives and wounds.
When you inflict damage on an enemy, it takes wounds. Each point of damage reduces the yellow die by 1.
If the yellow die would reach 0, the enemy immediately loses a life. Its red die then decreases by 1, and the yellow die returns to the starting value shown on the enemy's card.
When an enemy loses its last life, it dies. You may then remove it from the board.
As a reminder, enemies' wounds heal automatically at the end of the enemies' turn. However, their lives do not regenerate.
Death of an Enemy
When an enemy dies, remove it from the board. If a pile of enemies is empty, shuffle all the enemies again.
Example: With 2 heroes, the Basic enemy "Rat Swarm" must take 2 wounds to lose a life, and has 3 lives. You must therefore inflict a total of 6 damage to eliminate it.
A hero uses 3 "Strike" cards on this enemy, inflicting 3 damage. This makes it lose a life, and one further wound is pending.
Another hero uses 2 "Strike" cards. The enemy loses another life, and another wound is pending.
The heroes end their turn.
At the end of the enemies' turn, enemy wounds heal. The "Rat Swarm" heals its wound but does not recover its lost lives. It therefore has only one life left.
On the next turn, a hero uses 2 more "Strike" cards to finally finish off the enemy.
It's important to note that when an enemy loses a life, excess damage is counted toward the following life (or lives).
In our example above, you need to inflict 2 damage to the "Rat Swarm" to make it lose a life. If a hero plays a card inflicting 3 damage, the "Rat Swarm" loses a life after taking 2 damage, then takes the remaining damage on its next life.
Defense
"Defense" cards let you gain block.
Block lets you reduce the damage you take, whether inflicted by enemies or any other source (see the "An Enemy Inflicts Damage on a Hero" section, p.15). Use the blue dice to track your current block. There is no maximum limit to the block a hero can gain in a turn. As a reminder, block disappears at the end of the enemies' turn, unless a card's effect states otherwise.
Healing
When a hero heals a wound, they retrieve a card of their choice from their wound pile and place it on top of their discard pile.
Here are two typical examples of resolving healing:
- A hero has 1 wound and I heal them for 2. They heal their only wound, and the other point of healing is lost.
- A hero has 2 wounds and I heal them for 2. They heal both wounds and cannot choose to heal only one.
Movement
When you perform a movement, you move one space orthogonally on the board.
It is impossible to pass through enemies. However, you may pass through your allies.
Unless the effect states otherwise, you are never required to perform the movements granted by a card. Likewise, you may perform only some of the movements if you wish.
Cards such as runes placed on the board are not obstacles unless their effect states otherwise.
Resolve the Effect, Then Discard the Card
When you play a card, you must resolve its effect AND THEN place it in the discard pile. A played card is only placed in the discard pile once its effect has been fully resolved.
Here are two examples:
Trivial example: Aura of Power. This card, which lasts until the end of a hero's turn, will only be placed in the discard pile at the end of that hero's turn.
More complex example: Ambidexterity. For example, I play "Ambidexterity," which makes me discard 2 cards, then draw 3 cards, but I have no more cards in my deck. The mistake players often make is to place "Ambidexterity" in the discard pile along with the 2 other cards, then shuffle it in with the rest of the cards before drawing their 3 cards. You must NEVER do this; "Ambidexterity" must only be placed in your discard pile once its effect is fully resolved.
Discarding Is Not Playing
Discarding a card from your hand, in whatever way, never counts as "playing a card."
Cards Are Resolved in the Order They Are Played
If I play "Illitilde's Hand," the Assassin's Hero: Master card, then I play a "Strike" card, then I can trigger the effect of "Illitilde's Hand."
However, if I first play a "Strike" card and then "Illitilde's Hand," this Strike does not trigger the effect of "Illitilde's Hand."
For example, "Rogue's Adaptability" makes me draw a card and, even though I have block, I have no wound to heal. I draw the card "All or Nothing," which I decide to play afterward. I thereby take 1 damage and now have a wound. I cannot use the healing granted by "Rogue's Adaptability" since, when its effect was resolved, I had no wound.
You Cannot Resolve Part of a Card's Effects and Keep the Rest for Later
- Inflict damage on an enemy: Even if the enemy dies having taken only part of the damage, the effect is considered resolved.
- Heal a hero: If the hero does not have enough wounds to fully resolve the effect, the effect is considered resolved as soon as at least 1 wound has been healed.
- Gain block: The effect is considered resolved only if the hero gained exactly the number of block requested by the effect.
- Perform movements: Even if a hero performed no movement, the effect is considered resolved.
- Draw cards: Even if the hero cannot draw cards because their deck and discard pile are empty, the effect is considered resolved.
- Discard cards: The effect is considered resolved only if the hero discarded exactly the number of cards requested by the effect.
- Exile cards: The effect is considered resolved only if the hero exiled exactly the number of cards requested by the effect.
Technical Note on Resolving a Card
You must always resolve a card's effect in full. If an effect can be resolved, you are required to resolve it. If a card inflicts damage and makes you draw, you cannot decide to draw without inflicting the damage, nor to inflict the damage without drawing if you are able to.
If an effect is made up of several sub-effects, you must resolve them in the order of the text.
To be considered resolved, not all effects behave the same way:
Glossary of Effects
Text in Quotation Marks
These texts refer to the name of a card. Very often, it refers to the card itself, but sometimes it refers to another card, as in the example below.
Underlined Text
This text refers to the category, or even the subcategory, of a card.
Exiling a Card
When they must exile a card, the hero chooses a card from their wounds, a card from their hand, or the top card of their deck, then places it in their exile. The hero cannot choose not to exile a card.
Some "Yellow" card effects let you retrieve these exiled cards. When you retrieve a card from exile, choose whichever one you want. The card's effect will tell you where to place it.
Drawing a Card
When you must draw a card, take the top card of your deck and place it in your hand.
Discarding a Card
Discarding a card means taking a card from your hand and placing it in your discard pile. If you have no card to discard, the effect does not resolve.
The Game of a Hero
A card is considered to be in a hero's game when it is in their deck, hand, discard pile, wounds, or exile.
Remove from the Game
Some card effects require you to remove the card from the game. The card does not go to exile but is completely unrecoverable. Sometimes the effect states the condition for retrieving the card. When the card returns to your game, as with any other effect that ends, it is placed in the discard pile.
The Letter "X"
When an X appears in a text, it means the value is variable. If it does not depend on a condition stated in the text, then the value of X is chosen by the hero. However, you must choose a value for X that allows the card's effect to resolve. For example, in the case of a value of X letting you choose the number of cards you must discard, you must have enough cards in your hand to resolve the effect.
Sometimes X cannot be higher than a certain value. If it would need to be, X equals the stated maximum value. Sometimes X cannot be lower than a certain value. If it would need to be, X equals the stated minimum value.
"To a Hero"
When a card states that you perform an effect "to a hero," this can be yourself or another hero. When the effect can only be done to yourself, the effect's text will specify it. Likewise, if the effect cannot target you, the black square will be crossed out in the effect's zone.
Adjacent
Spaces orthogonally touching the targeted space are considered adjacent. Diagonals do not count.
"Damage Taken" and "Wounds Taken"
Damage is considered taken whether it was blocked or not. Wounds, on the other hand, indicate that the damage was not blocked. Be careful, as some cards refer to wounds while others refer to damage. Pay close attention.
Colorless Cards
By definition, any card whose color is not specified is "colorless" and is therefore considered to have no color.
Passive
Some cards have the Passive keyword. Unless the text states otherwise, this effect is active, or can be triggered, wherever the card is in the hero's game.
Priming
During your turn, if you wish to play these cards, Priming cards must be played before any other card that does not carry the Priming keyword.
If several Priming cards are in your hand at the start of your turn, resolve them in whatever order you wish.
If you draw a Priming card after having resolved cards that do not carry this keyword, then you can only play that card on the next turn.
Substitution
When you take a wound, if you have a card with this keyword in your hand, you may place it into your wounds instead of taking the top card of your deck.
Draw a card for each card from your hand placed into the wound pile this way.
Tips to Improve Your Chances of Victory
Attack
When playing with several heroes, the first question you should ask yourself at the start of each turn is: "How much damage do you think you can do?" A team that coordinates well will make efficient use of every point of damage to reduce their enemies' lives.
Movement
Likewise, think actively about your movements before playing. If your "Barbarian" is far from an enemy, maybe one of your teammates can bring it closer to their target. Likewise, don't rush an enemy without thinking. Maybe an ally would like to give you a bonus before you move.
Healing
It is strongly advised to think before healing yourself. Leaving a few less useful cards in your wounds lets you keep only the best cards in your deck. The same goes for exile. However, be careful not to over-cleanse your deck.
Blocking
Well done! Your knight generated 12 block this turn! Before ending the heroes' turn, make sure the enemies will target them. Think carefully about your positioning!
Who Should Take the Damage?
Don't forget that all heroes have the same number of cards, and therefore the same number of life points. Taking damage lets you cleanse your deck, so don't let your designated tank take every attack throughout the game. You would end up with a hero on the brink of death every turn, while the other heroes would suffer from the cards still in their base deck.
Expansions
Deepen your L'Ordre de Veiel experience with the expansions. Each one offers new mechanics to enrich your strategy and face new challenges. Discover unique heroes, formidable enemies, and captivating abilities that multiply the game's length. Are you ready to turn every game into an unforgettable epic adventure?
Acknowledgments
We want to thank from the bottom of our hearts all the people who helped us make this project happen: Mémébut and Solenn for their voices, Getsuky, Isley, Duncann, Avanian86, combi13, tux1co, mirouf and the others for proofreading and testing, KiraDeus for TTS, ErbMos for his passion, 1Brainvs29bot for his relentlessness, Maco for his talent, Gaëtan for his herculean strength unloading the containers, BouillonKub for his selflessness, our parents for their unwavering support, and… okay… we realize we'll never manage to name you all, so let's do it all at once: we love you all and you know it. Warm hugs to everyone.
Quick-Reference Summary Card
The back cover repeats the four difficulty tables from the "Setting Up an Encounter" section (Easy, Normal, Hard, Extreme) alongside this turn-flow summary, for reference during play.
Heroes' turn begins In whatever order you wish, each hero plays their turn:
- A hero's turn begins — multiplied by the number of heroes: the hero plays until they no longer wish to play cards or until they have none left.
- A hero's turn ends
Heroes' turn ends. All heroes have played their turn. The enemies' turn begins:
Enemies' turn begins In the board's reading order, each enemy plays their turn:
- An enemy's turn begins — multiplied by the number of enemies: the enemy performs its turn following the text on its card and following the targeting rules.
- An enemy's turn ends
Enemies' turn ends. All enemies have played their turn. Unless an effect states otherwise:
- All block on heroes and enemies is removed.
- The enemies heal all wounds (yellow die), but not their lives.
- All heroes flip their "turn played" token to indicate that they can play a turn again.
Then it is once again the start of the heroes' turn.