RulesPal
Chat
Rulebook
Runar thumbnail

Runar

Runar Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Overview
    • Game Icons
    • The Runar Campaigns
      • Single Games
  • Key Concepts
    • Game Objective
    • Player, Turn Player and Leader
    • Depository
    • Heroes
      • Hero Card
      • Position Tokens and Hero Bases
    • Models and Battlefield
      • Models
      • Adjacency
      • Distance Measuring
      • Moving and Placing
      • Obstacles
  • Game Setup
    • Assembling the Warband
      • Choosing your Heroes
      • Advanced Heroes Selection
      • Filling Out the Campaign Sheet
    • Selecting the Scenario Card
    • Setting up the Game Board and Destiny Board
    • Setting up the Nemesis Board
    • Setting up the Player Area
    • Setting up the Battlefield
      • 2-Player Battlefield
    • Placing Heroes
  • Game Flow
    • The Turn
    • 1. Start of Turn Phase
    • 2. Tactical Phase
      • COORDINATE [Instinct Cube]/[Wild Cube]
      • CHARGE [Agility Cube]/[Wild Cube]
      • FORTIFY [Wild Cube]
      • BUILD 2 [Action Cube (any)]
      • EQUIP (free)
      • STORE (free)
      • Managing the Actions Deck
      • What you can look at
    • 3. Actions Phase
  • Advanced Rules
    • Actions, Reactions, Action Cubes and Skills
      • Actions ([Action (any)] [Wild Action] [Strength Action] [Agility Action] [Instinct Action])
      • Reactions ([Reaction (any)] [Wild Reaction] [Strength Reaction] [Agility Reaction] [Instinct Reaction])
      • Declaring Actions
      • Hybrid Actions and Reactions
      • Personal Pool
    • [Agility Cube] Agility Cube Actions
      • MOVEMENT ([Agility Action])
      • PUSH ([Agility Action])
      • CHASE ([Agility Reaction])
  • End of the Game
    • Campaign Advancements
      • End-of-Campaign Benefits
    • Evolving the Warband
      • Evolving the [Nemesis] Nemesis
  • Nemesis and Enemies
    • [Nemesis] Nemesis and the Nemesis Board
    • [Enemy Model] Enemies
      • Enemy Cards
      • Enemy Tokens
      • Enemy Activation and Movement
      • Enemy Rank and Enemies Pool
      • [Enemy Model] Enemy [Action (any)] Actions and [Reaction (any)] Reactions
        • ABSORB ([Action (any)])
        • REVEAL ([Action (any)])
        • ASSAULT ([Reaction (any)])
      • Defeating an [Enemy Model] Enemy
  • Solo Play
    • Assembling the Warband
    • Defeated Heroes
    • Winning the Solo Campaign
    • Playing the Solo Campaign
    • Solo Game Setup
    • Solo Game Special Rules

Game Components

  • Game Board (Battlefield)
  • 2 Destiny Boards
  • Nemesis Board
  • 4 Player Boards
  • 4 Statues (each made of a Statue Base, Statue Body, Statue Head and Statue Flame)
  • 13 Obstacles (4 Cairn, 4 Menhir, 4 Crate, 1 Runar)
  • Action Cubes: 24 Instinct Cubes, 24 Agility Cubes, 24 Strength Cubes, 24 Wild Cubes
  • 1 First Player Token
  • 4 Clan Tokens
  • 4 Point Tokens
  • 1 Nemesis Token
  • 12 Position Tokens
  • 8 Shard Tokens
  • 36 Defense Tokens
  • 8 Danger Tokens
  • 20 Debris Tokens
  • 6 Enemy Tokens
  • 15 Trophy Tokens
  • 3 Enemy Cards
  • 18 Enemy Action Cards (6 cards per Enemy)
  • 120 Hero Action Cards (10 cards per Hero)
  • 20 Inspiration Cards
  • 24 Advantage Cards
  • 36 Destiny Cards
  • 18 Event Cards
  • 6 Doom Cards
  • 20 Treasure Cards (Mark and Equipment)
  • 9 Artifact Cards

Game Overview

In Runar, clans represented by Viking groups of three heroes battle to retrieve precious runic shards while traveling across inhospitable frozen lands and attempting to please the Asgardian gods. As the battle rages, menacing creatures from Yggdrasill's other kingdoms appear to thwart them. Only the most powerful and cunning Vikings will be able to wield the power of the legendary runic gem, the Runar!

Game Icons

Runar uses icons to represent objects and concepts in the game. This legend collects all of the game's icons with an indication of what they represent; use it as a reference when reading the rules and elements that make up the game. In this transcription each icon appears as its legend name in square brackets.

  • [Action Cube (any)], [Wild Cube], [Strength Cube], [Agility Cube], [Instinct Cube]
  • [Action (any)], [Reaction (any)], [Wild Action], [Wild Reaction], [Strength Action], [Strength Reaction], [Agility Action], [Agility Reaction], [Instinct Action], [Instinct Reaction], [Mixed Action Cubes], [Mixed Reaction Cubes]
  • [Action Card], [Destiny Card], [Event Card], [Doom Card], [Advantage Card], [Inspiration Card], [Enemy Card], [Item Card]
  • [Shard (any color)], [Blue Shard], [Yellow Shard]
  • [Runar], [Damage], [Direct Damage], [Damage (any)], [Memory], [Inflicted Damage Deck], [Speed], [Health], [Power]
  • [Hero], [Ally Hero], [Rival Hero], [Model], [Ally Model], [Rival Model], [Enemy Model], [Nemesis]
  • [Defense Token], [Node], [Danger Token], [Victory Point], [Trophy Token], [Statue], [Obstacle], [Cairn], [Menhir], [Crate]
  • [Number of Players]

The best way to learn the game for the first time is to familiarize yourself with the following topics in the correct order by reading the chapters of this rulebook as follows:

  • Game Overview: Overview of the game and presentation of the two campaigns contained in this box.
  • Key Concepts: Some basic information about game components to keep in mind at all times.
  • Game Setup: Setup instructions.
  • Game Flow: The rules of the game turns.
  • Advanced Rules: The complete rules of the game.
  • End of the game: The rules for determining the winner and improving your Heroes.
  • Nemesis and Enemies: The rules to use the Nemesis A.I.
  • Solo Play: The rules to play solo.

The Runar Campaigns

The most engaging way for players to take on Runar is to participate in a campaign.

There are two campaigns in this box: The Destroyers' Campaign, indicated with letter A, and the Conquerors' Campaign, indicated with letter B. Each campaign is made up of five Scenarios; Each Scenario has specific rules described in the corresponding Scenario Cards (see page 15). The main difference between the two campaigns is the presence of the [Nemesis] Nemesis and its Enemy Models as opponents of all players in campaign B.

It is recommended to play the Destroyers' Campaign (A) as the first Campaign; then once familiar with the game mechanics, playing the Conquerors' Campaign (B) will allow players to appreciate the full game in its entirety.

During a campaign, each Scenario must be played in order from the first (1A or 1B) to the fifth (5A or 5B). Experienced players are free to create their own campaigns by playing any combination of five Scenarios as they prefer.

  • Destroyers' Campaign: 1A Icy Island, 2A Treasures of the Gods, 3A Sacred Statues, 4A Exhaustion, 5A Destruction of the Runar.
  • Conquerors' Campaign: 1B Frost Domain, 2B Attack of the Giants, 3B Fields of Fury, 4B The Pack, 5B Runar Conquest.

Single Games

This rulebook indicates how to play a Runar campaign, nevertheless it is possible to play a single game of Runar by choosing one of the available Scenario Cards without following indications and rules referring to the Campaign.

Key Concepts

This chapter contains some key concepts to keep in mind at all times while playing the game.

Game Objective

Victory

The objective is to be the player with the most [Victory Point] Victory Points at the end of the game.

Whenever a player gains 1 [Victory Point] they advance their Point Token one square on the Destiny Board.

Players can gain [Victory Point] in the following ways:

  • Collecting Yellow Shard Tokens or Blue Shard Tokens.
  • Inflicting Damage ([Damage] [Direct Damage] [Damage (any)]) and knocking out Rival Models.
  • Building the Flame part of the Statue in their Territory.
  • Meeting the Requirements of Mission Cards and/or Event Cards.

Players have to manage the Actions and Reactions available to their Heroes in order to gain the most Victory Points and be the winner!

Player, Turn Player and Leader

The game refers to players with different terms, which refer to one or more participants who are in a specific situation at a specific time in the game.

  • Player: Refers to a player participating in the game.
  • Turn Player: Refers to the player who is playing the current Turn.
  • First Player: Refers to the player with the first Player Token.
  • Leader: Refers to the player(s) who has the most [Victory Point].
  • Number of Players: The symbol [Number of Players] indicates the number of players in the game.

Depository

When the game instructs you to take something from the Depository or to place something in it, it is referring to the game box.

Heroes

Hero Card

Each Runar Hero is unique, with distinguishing characteristics featured on their Hero Card. When choosing a Hero for their Warband, players should take the Heroes' Skills and characteristics into account.

Each Hero Card shows the following information (letters refer to the labelled example card, Hrafn):

  • a. Name: The name of the Hero.
  • b. Rank: Each Hero has an Explorer Rank profile (light blue banner) that shows the characteristics they have at the start of the campaign, as well as a Legend Rank profile (red banner) that they access as they progress through the campaign.
  • c. Speed: The number of Movement Points (see p. 27) the Hero gets each time they perform a Movement Action.
  • d. Defense: The number of Defense Tokens the Hero can have and does have at the beginning of the game; one for each [Defense Token] indicated in this area of the card.
  • e. Feat: Legend Rank Heroes have a Feat, a powerful passive skill whose Effect is always active.
  • f. Skill ([Damage] [Health] [Power] [Speed] icons): Special Effects available to the Hero, which can be activated by the Skill Symbols on their Action Cards (see page 29).
  • g. Action Cube Availability: The sum of the Action Cubes (see page 27) that a Hero provides for the Warband with their Action Cards.
  • h. Skill Symbol Availability: The sum of the Skill Symbols that a Hero provides for the Warband with their Action Cards.
  • i. Personal Pool: The space where Action Cubes that can only be spent by this Hero are placed (see page 27).

Example Hero Card (Hrafn, Legend Rank): Feat - "Whenever he performs Switch, the [Hero] who becomes Active gains an [Action Cube (any)]." Skills - "Strength of the Forefathers: a [Hero] (this one included) in their same Zone or in a Zone orthogonally adjacent to them gains 2 [Defense Token] and 2 [Action Cube (any)]." and "Spiritual Healing: choose a [Hero]. Add 1 [Action Card] of the chosen [Hero] to your Hand, taking it from a Damage Area or an [Inflicted Damage Deck]."

Position Tokens and Hero Bases

Position Tokens are used during the Warband creation process and for Hero placement on the Battlefield.

Each Warband has three Hero Bases at its disposal, with one to three [Node] symbols, as well as three Position Tokens with the same number of [Node].

Placing a specific token on a Hero Card and clipping a Hero Base with the same color and number of [Node] to that Hero's Model shows all players that a specific Model is matched to a specific Hero Card.

Models and Battlefield

The game is played on a board that forms the Battlefield. The Battlefield is divided into Territories, which correspond to the number of players in the game (4 in the figure). The Territories marked in the corner with a specific Clan Token (see p. 20) are considered owned by the matching color player.

A Territory is composed of 4 Zones, each containing 9 Nodes.

The rules will refer to free and occupied Nodes. A Node is considered free as long as it does not have Models or Obstacles on it (see below), otherwise it is considered occupied.

A Model cannot enter an occupied Node, and no new tokens can be placed on it until it becomes free; a Model can still move through a Node occupied by an Ally Model, but it cannot end its movement on it.

Models

The game uses the term Models ([Model] [Ally Model] [Rival Model]) to refer to any type of miniature on the Battlefield, Hero ([Hero] [Ally Hero] [Rival Hero]) to refer to a miniature belonging to a Warband, and Enemy to refer to Enemy miniatures belonging to the Nemesis.

A player considers as an ally all Heroes of their own Warband and as a rival all the other models.

The Nemesis consider as an ally any Enemy and as a rival all the other Models.

Models are represented by these symbols: [Model] Model, [Ally Model] Ally Model, [Rival Model] Rival Model, [Hero] Hero, [Ally Hero] Ally Hero, [Rival Hero] Rival Hero, [Enemy Model] Enemy.

Adjacency

A Node is considered adjacent to all neighboring nodes, even diagonally.

Game elements (Models, Obstacles, tokens or other) that are in two adjacent Nodes are considered adjacent.

Battlefield elements such as Zones and Territories are considered adjacent to all neighboring elements of the same type.

Distance Measuring

To measure the distance between two game elements, count from Node to Node, counting 1 when proceeding orthogonally and 2 when proceeding diagonally. When measuring a distance, it is not possible to count through Nodes where an Obstacle is located. Nodes occupied by any game element, other than Obstacles, can be counted as described previously.

Moving and Placing

Moving something means moving it a certain number of Nodes across the Battlefield, from adjacent Node to adjacent Node.

Placing something in the game implies removing it from its current location and placing it directly on a board slot, in a deck, or on a specific Node.

Obstacles

Obstacles are objects that occupy Nodes. Heroes cannot pass through these Nodes, and no token can be placed or moved on them. In addition, Nodes occupied by an Obstacle cannot be used to measure distance.

The outer limits of Battlefield, as well as areas of Battlefield of the 3-player game board without Nodes are considered Obstacles.

Obstacles are represented by these symbols: [Obstacle] any Obstacle, [Cairn] Cairn, [Menhir] Menhir, [Crate] Crate, [Statue] Statue.

See page 36 for complete rules on Obstacles.

Player Board

Each Player Board is composed as follows:

  • a. [Action Card] Actions Deck Slot
  • b. Turn [Action Card] Action Card Slot
  • c. [Memory] Memory Slot
  • d. Actions Pool
  • e. Damage Areas
  • f. [Inflicted Damage Deck] Inflicted Damage Deck Slot
  • g. Treasury Slot
  • h. Shard Slots

Destiny Board

The Destiny Board keeps track of the [Victory Point] Victory Points gained by each player, while also containing the [Destiny Card] Destiny Cards Deck and [Event Card] Event Cards, which are used to help the game progress.

  • a. [Victory Point] Victory Points Track
  • b. Destiny Discards Slot
  • c. Destiny Deck Slot
  • d. Danger Pool
  • e. Events Track
  • f. [Event Card] Event Cards Slots
  • g. Mission Card Slots
  • h. Access Indicator
  • i. Enemy Token Slots
  • l. Number of Players

Nemesis Board

The Nemesis Board represents an opponent playing against all players using the [Enemy Model] Enemy Models. This board is used to organize the [Nemesis] Nemesis game components when used in the game, see page 40.

Scenario Cards

Scenario Cards describe the events and situations that led to the Vikings' current clash. These cards add specific rules and objectives to each game. In a Campaign, players play through five progressive Scenarios, leading to a final showdown that determines the champion among them. Each Scenario Card is identified by a code consisting of a number that indicates the order in which the Scenarios are to be played, and a letter that indicates the Campaign in which the Scenario is included.

A Scenario Card is structured as follows:

  • a. Scenario Code
  • b. Scenario Name
  • c. Scenario with the [Nemesis] Nemesis and [Enemy Model] Enemies
  • d. Introduction text
  • e. Scenario [Mission Card] Mission Cards
  • f. Scenario [Event Card] Event Cards for 2, 3 and 4 players
  • g. [Enemy Card] Enemy Cards and their Enemy Slots (three slot symbols) on the Nemesis Board
  • h. Additional Setup
  • i. Scenario Rules / Scenario Actions

The use of each section of a Scenario Card is described in the following chapters.

Mission Cards

Two [Mission Card] Mission Cards determined by the Scenario Card are used in each game. These cards are visible from the start of the game and will allow players who meet their requirements to gain [Victory Point] Victory Points at the End of the Game.

  • a. Mission Name
  • b. Requirement

Example (Murderer): "The player (or players) with the most [Trophy Token] gains 2 [Victory Point]. The player (or players) with the fewest [Trophy Token] loses 1 [Victory Point]."

Destiny Cards, Event Cards and Doom Cards

These cards have the same image on the back and are drawn from a single deck: the Destiny Deck. Until a card is revealed, the term "[Destiny Card] Destiny Card" is used regardless of the actual card type, see page 24.

  • a. Zone Indicator
  • b. Node and Shard Color Indicator
  • c. Enemy Slot Indicator (Nemesis Board)
  • d. Event Effect
  • e. Event Mission
  • f. Doom Effect

Game Setup

Assembling the Warband

Before starting a new Runar campaign or a single game, players must assemble their own Warband.

Skip the directions of this chapter if you are about to play a campaign game that is not the first of the campaign.

Each player chooses one of the following Clans: Bear (Red), Walrus (Blue), Deer (Yellow), Boar (Green).

Each player receives the game components associated with the chosen Clan, distinguished by a clan symbol and color:

  • a. 1 Player Board
  • b. 3 Hero Bases
  • c. 4 [Statue] Statue parts (Base, Body, Head and Flame)
  • d. 1 Point Token
  • e. 1 Clan Token

Choosing your Heroes

Each player must choose three [Hero] Heroes to form a Warband who will represent their Clan during the campaign. Once chosen, the Heroes cannot be changed for the duration of the campaign.

If you are playing for the first time, we recommend configuring the Warband according to the canonical Clans of the Runar universe, as indicated below:

  • Bear Clan Warband: Hrafn, Feima, Halvard
  • Walrus Clan Warband: Helga, Erik, Ebbe
  • Boar Clan Warband: Bjorn, Frida, Arne
  • Deer Clan Warband: Gunnhild, Orvar, Brandr

Alternatively, use the Advanced Heroes Selection rules below.

For each [Ally Hero] Ally Hero, all players take the associated game components:

  • a. 1 Hero Card
  • b. 1 Hero Model
  • c. 10 Hero [Action Card] Action Cards

Once a player has chosen their Ally Hero, they clip their Models to the Hero Bases of their color (see page 11).

Advanced Heroes Selection

Before the first campaign game or a single game, players must choose the three [Ally Hero] Ally Heroes who will form their Warband. To do so, follow these steps:

  • A. Take all available [Item Card] Treasure Cards, shuffle them and create a deck.
  • B. Randomly deal one Treasure Card to each player.
  • C. Each player reveals the card obtained. The one with the card with the lowest number is the first to choose a [Hero] Hero from those available. The players go on, following the numbers shown on each player's Treasure Cards from lowest to highest until everyone has chosen a Hero.
  • D. Repeat step C in reverse order.
  • E. Repeat step C.

Filling Out the Campaign Sheet

Before starting a Campaign, all participating players must fill out the Campaign Sheet.

This is a document that players can use to keep track of the game progress and the development of Heroes during a Campaign; there is no need to fill out the Campaign Sheet to play a single game of Runar.

For the entire duration of the Campaign, each player is associated with the clan symbol and color shown on their Player Board.

The Campaign Sheet displays the following information:

  • a. Clan information area: Shows the composition of the Warband
  • b. Player and Hero name slot: The slot to write the name of the player, and of each Hero whose Model is attached to the Colored Ring featuring the same number and color of [Node].
  • c. Legend Rank: Indicates that the Hero listed on the left has obtained the Legend Rank.
  • d. Treasure Cards: Indicates the codes of the Treasure Cards (see page 35) obtained by the player during the Campaign.
  • e. Scenario Card code: The slot to write down the code of the Scenario Card (see page 15) used for each of the five Campaign games starting from the top and continuing downwards.
  • f. Clan Ranking and Campaign Points: The slot to indicate the place in rankings and the Campaign Points at the end of each game (see page 38).
  • g. Total Campaign Points: The slot to indicate the total Campaign Points obtained in the first four games by each player.
  • h. Nemesis Ranking and Doom Indicators: The slot to indicate the Nemesis' place in the ranking. Below it is the Doom Indicator ([Doom Card]) which, when necessary, is blacked out (see page 39).
  • i. Campaign Winner: The slot to indicate the Campaign winner after the fifth game.

Once each player has assembled their Warband, fill in the a, b and c points of the Campaign Sheet; the other Campaign Sheet points will be addressed in the rules as the Campaign progresses.

Selecting the Scenario Card

Select the Scenario Card to use for the game. If you are going to play a Campaign Game, select the Scenario Card of the Campaign with the lowest number code that has not yet been played; if you are going to play a single game, select any of the available Scenario Cards.

Read the Introduction text aloud.

Setting up the Game Board and Destiny Board

Place the board in the center of the table by folding the side with 4 Territories in half (so that only 2 are showing) for 2-player games, using the side with 3 Territories for 3-player games, and the side with 4 Territories for 4-player games. Make sure the sides of the board with the arrows are facing the sides of the table where the players will sit.

Depending on the number of players in the game, place the corresponding Destiny Board next to a side of the game board without any arrows, then proceed as follows:

  1. Place the Point Token of each player (and the [Nemesis] Nemesis, if included in the scenario) on slot 0 of the [Victory Point] Victory Point tracker so as to show the side without the "+20."
  2. The Scenario Card indicates two [Mission Card] Mission Cards, take them and place them facing up in the Mission Card Slots of the Destiny Board.
  3. The Scenario Card indicates [Event Card] Event Cards based on the number of players in the game. Put the others back in the game box, they will not be used. If you are playing a Campaign in which the [Nemesis] Nemesis is present, consult the Campaign Sheet and check whether any Event Cards should be replaced by [Doom Card] Doom Cards (see page 33). Show all players the Event Cards taken (not the Doom Cards), they can read them before the next step of the setup.
  4. Shuffle all the [Destiny Card] Destiny Cards into a single deck, then proceed as follows, depending on the number of players:
    • Shuffle the [Event Card] Event Cards and combine them into a single deck. Create the Destiny Deck based on the players in the game, as shown below:
      • 2 Players: Divide the Destiny Deck into 4 decks of 3 cards each (24 cards will be left over).
      • 3 Players: Divide the Destiny Deck into 6 decks of 3 cards each (18 cards will be left over).
      • 4 Players: Divide the Destiny Deck into 8 decks of 3 cards each (12 cards will be left over).
    • On top of each of these decks, place an [Event Card] Event Card taken in the previous step.
    • Shuffle each of these decks individually. Then form a single deck by placing the decks you just created on top of each other, without shuffling them together and keeping the cards face down. This will be the Destiny Deck for the game; place it in the corresponding slot on the Destiny Board.

Example: assembling the Destiny Deck for 2 players: four decks of 3 Destiny Cards, each topped by one Event Card, stacked on top of each other.

Setting up the Nemesis Board

If the [Nemesis] Nemesis is participating in the game (in which case there is a [Enemy Model] symbol on the top right corner of the Scenario Card), place the Nemesis Board on one side of the game board and proceed as follows:

  • a. Place the Enemy Cards indicated on the Scenario Card on the corresponding slots of the board (three slot symbols).
  • b. Take the [Action Card] Enemy Action Cards of all the Enemies whose Enemy Card is on the Nemesis Board and shuffle them to form a single Enemy Actions Deck. Place it on the corresponding slot on the Nemesis Board.
  • c. Depending on the number of players participating in the game, place the indicated number of each Enemy Model in the Enemies Pool of the Nemesis Board.

Setting up the Player Area

Each player must sit at the table so that they are in front of an arrow. If a campaign game other than the first is about to be played, the players must sit at the table in the reverse ranking order from the last game played (the lowest-ranked player will play first, the second-lowest-ranked player second and so on); see the Campaign Sheet.

Each player sets up their playing area as follows:

  • a. They place their Player Board in front of them.
  • b. They place the Hero Cards of their [Ally Hero] Ally Heroes on the table, with, on each of them the Position Token with the same number of [Node] as the Hero Base attached to the Hero Model represented on the Hero Card. They then place a [Defense Token] Shield Token on each space on the Hero Cards that show the symbol [Defense Token].

If you are playing a single game, all the Hero Cards can either display the Legend Rank or the Explorer Rank, players should agree on this aspect of the Setup. If you are setting up the first game of a Campaign, all the Hero Cards must show the Explorer Rank; otherwise, consult the Campaign Sheet to check the [Hero] Heroes' Ranks.

  • c. They take the [Ally Hero] Ally Hero [Action Card] Action Cards of their [Hero] Heroes (10 each) and shuffle them together forming an [Action Card] Action Deck, then they place it in the corresponding slot on their Player Board. They draw 6 [Action Card], then choose 3 [Action Card] to keep in their Hand and place the other 3 [Action Card], in any order, at the bottom of their [Action Card] Actions Deck.
  • d. They place their Clan Token on the corresponding slot of the Game Board to indicate that the corresponding Territory is their Territory.
  • e. They keep their Hero Models and [Statue] Statue parts at hand, which will be used later during the game Setup or during the game.

Setting up the Battlefield

Take all the Layout Cards, draw one randomly or choose one by mutual agreement. See the corresponding side of the selected card depending on the [Number of Players] Number of Players participating in the game.

The indicator at the top right corner of the card shows the estimated duration of the game based on the layout.

To set up the Battlefield, refer to the symbols on the selected Layout Card in the following order:

  • [Statue] Statue Base symbol: Place the Base of the [Statue] Statue in the indicated [Node] Nodes.
  • [Obstacle] Obstacle symbols (purple, brown, red): Place any [Obstacle] Obstacle in the indicated [Node]. The First Player must choose a type of [Obstacle] Obstacle (from those available) and a color (purple, brown or red). Then place the chosen [Obstacle] Obstacle on each [Node] indicated by the chosen color. Repeat for each color.
  • [Action Cube (any)] Action Cube symbol: Place an [Action Cube (any)] Action Cube of the indicated color on the indicated [Node].
  • [Danger Token] Danger Token symbol: Place a [Danger Token] Danger Token on the indicated [Node].
  • [Shard (any color)] Shard symbol: Place a [Shard (any color)] Shard Token of the indicated color ([Blue Shard]/[Yellow Shard]) on the indicated [Node]; if there is already a [Danger Token] Danger Token in the [Node], place the Shard Token above it.
  • [Enemy Model] Enemy symbol: Ignore this symbol if the [Nemesis] Nemesis is not in play. Place an [Enemy Model] Enemy Model indicated by the Enemy Card in the slot of the Nemesis Board on the indicated [Node].

2-Player Battlefield

When playing a 2-player game, fold the Game Board so that only 2 Territories are revealed. Set up the Battlefield using only the left side of the selected Layout Card.

Placing Heroes

Once the Battlefield is ready, it's time to place the [Hero] Heroes on it.

Each player takes their Position Tokens while keeping them face down. Each player can look at the side of their Position Tokens showing one to three [Node].

Follow these points to place the Position Tokens on the Battlefield:

  • The player playing last (the one to the right of the player with the First Player Token) places one of their face-down Position Tokens on one of the [Node] Nodes that contain an [Action Cube (any)] Action Cube and that are part of their Territory. They then take the [Action Cube (any)] Action Cube on that [Node] and place it in the Action Pool of their Player Board. The player to their right does the same, proceeding this way until each player has placed a Position Token.
  • Repeat the previous step, but the Position Token must be placed on one of the [Node] that is not part of the player's Territory.
  • Repeat the previous step, but this time the Position Token must be placed on one of the [Node] indicated that is still free.
  • Turn all the Position Tokens over so that they all show the side with the [Node] symbols. Swap each Position Token of your color with the Hero Model clipped to the Hero Base with the same number of [Node]. Place the Position Token, keeping the [Node] symbols visible, on the corresponding Hero Card.

Start of the Game

Before starting the game, perform these steps in order:

  • Refer to the Scenario Card, if it includes the Additional Setup, perform it as indicated.
  • If present, read the instructions of the Scenario Rules, Scenario Tactics and Scenario Actions on the Scenario Card.
  • The game starts. Beginning with the First Player, turns are taken in clockwise order. If this is the fifth game of a Campaign, players must spend their [Trophy Token] Campaign Points (see page 38) before the first game Turn.

Game Flow

The Turn

At the beginning of the game, the First Player takes their Turn. After completing all the Phases, the next player takes their Turn, going clockwise until the End of the Game. Each Turn is divided into the Phases described below.

  1. Start of Turn Phase
  2. Tactical Phase (Tactics and their costs: Coordinate [Instinct Cube]/[Wild Cube]; Charge [Agility Cube]/[Wild Cube]; Fortify [Wild Cube]; Build 2 [Action Cube (any)]; Equip, free)
  3. Actions Phase (Strength Cube: [Strength Action] Collect, Attack, Trigger; Agility Cube: [Agility Action] Movement, Push, Chase; Instinct Cube: [Instinct Action] Collect, Defense, Aggression; Wild Cube: Copy, Switch, Collect; Skill Symbols)
  4. Support Phase
  5. Destiny Phase
  6. Nemesis Phase
  7. End of Turn Phase

1. Start of Turn Phase

The Turn player must resolve, in the order they prefer, all the Effects that activate at the start of the Turn.

2. Tactical Phase

The Turn player can spend [Action Cube (any)] Action Cubes from their Pools (Actions Pool or [Ally Hero] Ally Heroes' Personal Pools) to perform the Tactics listed below. If the [Action Cube (any)] Action Cubes in the Tactic's description are separated by a "/" the player can choose which of those Action Cubes to spend. Unless otherwise specified in the description, each Tactic can be used an unlimited number of times.

COORDINATE [Instinct Cube]/[Wild Cube]

The player draws three cards from their [Action Card] Actions Deck, each one can be drawn from the top or the bottom of the pile. If the player has more than three [Action Card] Action Cards in their Hand after drawing, they discard cards until they have 3 [Action Card], placing the discarded cards at the bottom of their Actions Deck in their preferred order.

CHARGE [Agility Cube]/[Wild Cube]

The player chooses one of their [Ally Hero] Ally Heroes that is not adjacent to any [Rival Model] Rival Model and is in a Zone that contains no [Rival Model] Rival Models nor [Shard (any color)] Shard Tokens. They place that Ally Hero on a free [Node] Node of a Zone orthogonally adjacent to the one they are in. If the [Agility Cube]/[Wild Cube] cube is spent from an Ally Hero's Personal Pool, only that Ally Hero gains the benefits of this Tactic.

FORTIFY [Wild Cube]

The player chooses one of their [Ally Hero] Ally Heroes who has fewer [Defense Token] Defense Tokens than the [Defense Token] symbols on their Hero Card; that Hero gains a [Defense Token] Defense Token. If the [Wild Cube] Cube is spent from an Ally Hero's Personal Pool, that Ally Hero gets the Defense Token.

BUILD 2 [Action Cube (any)]

The player adds a part to the [Statue] Statue on their Territory in the following order: Body, Head, Flame. This Tactic can be used only once per Turn.

EQUIP (free)

The player equips one of their [Ally Hero] Ally Heroes with a face-up [Item Card] Treasure Card from their Treasury that was not placed there during the current Turn. If the Ally Hero receiving the Treasure Card already has one equipped, place that card face-up in the Treasury.

STORE (free)

The player may place the [Item Card] Treasure Card equipped by one of their [Ally Hero] Ally Heroes in the Treasury.

Managing the Actions Deck

The [Action Card] Actions Deck is the main deck from which a player draws the [Action Card] Actions Cards of their [Ally Hero] Ally Heroes. When a player is to draw from their Actions Deck but there are not enough cards in it, they draw all the cards in it, then take all the cards in the [Memory] Memory, shuffle them and form a new deck to draw the cards they could not draw before.

What you can look at

During the game you can look at:

  • The [Action Card] Action Cards in your Hand.
  • The Turn Action Card.
  • The [Action Card] Action Cards in each player's [Memory] Memory, without changing the order of the cards.
  • The [Action Card] Action Cards in each player's Damage Areas.
  • The [Action Card] Action Cards in all of each player's [Inflicted Damage Deck] Inflicted Damage Decks.
  • If required by a game Effect, you can search for cards from the bottom of your [Action Card] Action Deck by looking at the backs of the cards.

Note: When an [Action Card] Action Card is placed in a Damage Area or in an [Inflicted Damage Deck] Inflicted Damage Deck, it must always be revealed.

3. Actions Phase

Action Cards

  • a. Action Area
  • b. Support Area

3.1 Playing an Action Card

The Turn player chooses an [Action Card] Action Card from their Hand by playing it in the Turn Action Card Slot. This card is the Turn Action Card, and the [Ally Hero] Ally Hero featured on it is the Active Hero for the current Turn.

The player adds the [Action Cube (any)] Action Cubes indicated in the Card's Action Area to their Action Pool. If the Action Pool cannot hold all of the [Action Cube (any)] obtained from the [Action Card] Action Card, the player can choose to discard some of the cubes in it to make room for the new [Action Cube (any)]; otherwise, they are lost.

3.2 Performing Actions

The Turn Player can spend their [Action Cube (any)] Action Cubes to perform [Action (any)] Actions with their Active [Hero] Hero. Additionally, if there is a Skill Symbol ([Damage] [Health] [Power] [Speed] icons) printed on the Turn [Action Card] Action Card, the Active Hero has a single use of the corresponding Skill.

Actions are described in detail on page 27.

Please note that a Hero can perform an [Action (any)] Action in different ways, the most common is spending an [Action Cube (any)] Action Cube. Resolving the Effect of a Skill, a [Item Card] Treasure Card, or a Feat may allow a Hero to perform an [Action (any)] Action.

[Action Cube (any)] Action Cubes that are not spent on this phase remain available on the Player Board for the next Turns.

Skill Symbols that are not spent in this phase are lost.

When the Turn Player has no more [Action Cube (any)] Action Cubes in their Pools or when they choose not to perform any more [Action (any)] Actions, the Action Phase ends.

4. Support Phase

The Turn Action Card is rotated 90 degrees and placed in the [Memory] Memory. After doing so, the player gains the Action Cubes indicated in the Support Area on the Action Card and places them in their Action Pool. If an Action Card is placed in the Memory by any effect of the game other than the one just described, the player does not gain the Action Cubes indicated in the Support Area.

At this point, draw [Action Card] Action Cards from your deck until you have 3 cards in Hand.

5. Destiny Phase

Check if there are any [Shard (any color)] Shard Tokens on the current Turn player's Player Board and follow the instructions in the corresponding paragraph; you can determine precisely how many Shard Tokens should be present on the Battlefield at that moment by checking the leftmost slot on the Destiny Board not covered by an [Event Card] Event Card.

No Shard Tokens

If there are no [Shard (any color)] Shard Tokens on the Turn player's Player Board, they proceed as follows:

They draw and reveal the first card of the Destiny Deck and...

  • If they draw an [Event Card] Event Card, they place it face up in the Event Slot farthest to the left of the Destiny Board that is not already covered by an [Event Card] Event Card, and they discard the [Shard (any color)] Shard Token of their choice from the Battlefield to the Depository. If there is an Enemy Token in the corresponding slot above the Event Slot, they place it on their Player Board. If the [Event Card] Event Card shows an Instant Effect (see page 33), it must be applied, then the player's Destiny Phase ends.
  • If they draw a [Destiny Card] Destiny Card and there are no [Danger Token] Danger Tokens in the Danger Pool, they discard it face up in the Destiny Discards, and their Destiny Phase ends.
  • If they draw a [Destiny Card] Destiny Card and there is at least one [Danger Token] Danger Token in the Danger Pool, they align the card (see Aligning a Destiny Card box); the player must take one [Danger Token] Danger Token from the Danger Pool and place it on one of the indicated [Node] Nodes (they must choose a Node not occupied by [Hero] Heroes or [Obstacle] Obstacles. If they cannot, they do not place any Danger Tokens), then they discard the [Destiny Card] Destiny Card face up in the Destiny Discards and their Destiny Phase ends.

At Least One Shard Token

If there is at least one [Shard (any color)] Shard Token on the Turn player's Player Board, they proceed as follows:

  • A. They draw and reveal the first card of the Destiny Deck and...
    • If they draw an [Event Card] Event Card, they place it face up in the Event Slot farthest to the left of the Destiny Board that is not already covered by an [Event Card] Event Card, then they discard a [Shard (any color)] Shard Token from their Player Board to the Depository. If there is an Enemy Token in the corresponding slot above the Event Slot, they place it on their Player Board. If the [Event Card] Event Card shows an Instant Effect (see page 33), it must be applied. If any [Shard (any color)] Shard Tokens are still present on the current Turn player's Player Board, they repeat step A, otherwise, their Destiny Phase ends.
    • If they draw a [Destiny Card] Destiny Card, they align the card (see Aligning a Destiny Card box) and continue from point B.
  • B. The player must choose one of the indicated [Node] Nodes and place a [Shard (any color)] Shard Token from their Player Board on it (the [Destiny Card] Destiny Card indicates the color of the Shard Token to be placed: [Blue Shard] or [Yellow Shard], according to the color of the indicated Node). The player cannot choose a [Node] Node occupied by a [Model] Model or an [Obstacle] Obstacle, a Node where a [Shard (any color)] Shard Token is already present, or a Node in a Territory in which an [Ally Hero] Allied Hero is present. If no Node can be chosen to place the Shard Token, the player may choose a Node in a Territory that contains Allied Heroes. If still no Node can be chosen to place the Shard Token, the player discards the [Destiny Card] Destiny Card by placing it face up in the Destiny Discards and repeats point A; otherwise, they continue from point C.
  • C. If there is at least one [Danger Token] Danger Token in the Danger Pool on the Destiny Board, the player places one of them on the same [Node] Node on which they just placed the [Shard (any color)] Shard Token. Whether the [Danger Token] Danger Token has been placed or not, continue from .

If any [Shard (any color)] Shard Tokens are still present on the current Turn player's Player Board, they repeat step A, otherwise, their Destiny Phase ends.

Aligning a Destiny Card

Usually, when a player draws a [Destiny Card] Destiny Card, they must align that card to their Territory. To do so, the player places the card with the arrow aligned with the directional arrow on the edge of their Territory; the [Destiny Card] Destiny Card indicates one [Node] Node in each of the Battlefield Territories.

In the example, the Deer clan player draws a Destiny Card and aligns the arrow on the card with that of its Territory. By consulting the diagram with four squares at the top of the card, the player identifies a specific Zone of each of the Battlefield Territories. Then, by consulting the second diagram, they identify a specific [Node] Node in each of the four Zones. They may choose one of these [Node] Nodes to place any [Danger Token] Danger Tokens or [Shard (any color)] Shard Tokens; in the case of the Shard Token, the Destiny Card requires a yellow one to be placed due to the color of the indicated [Node] Node.

6. Nemesis Phase

If the [Nemesis] Nemesis is not participating in the game, skip this Phase.

In this phase, two steps must be resolved in order; the Enemy Activation Step and the Enemy Regeneration Step.

See page 40 for detailed rules on the [Nemesis] Nemesis and [Enemy Model] Enemy Activation.

6.1 Enemy Activation Step

If there are no Enemy Models on the Battlefield, skip this step.

Check the Enemy Actions Deck. If there is at least one Model of the [Enemy Model] Enemy represented on the topmost card on the deck on the Battlefield, the Turn player chooses one of those Models.

If there are no Models of the [Enemy Model] Enemy represented on the topmost card on the deck in the Battlefield, the Turn player reveals Enemy Action Cards from the deck until one of these two situations occurs:

  1. A card showing the Respawn Effect is revealed, and there are no Enemy Models represented on that card on the Battlefield: The player applies the Respawn Effect, then they apply the Activation Effect of the Enemy listed below it. If the Enemy Model is not available because it is on a Player Board, replace that Enemy on the Player Board with an Enemy Token, and use its Model to apply the Respawn Effect.
  2. The topmost card on the deck shows an Enemy with at least one Model on the Battlefield and no card with an applicable Respawn Effect has been revealed: The player reveals the topmost card of the deck and reads it aloud, then they apply its Activation Effect.

Whenever it is necessary to consult the topmost card of the Enemy Action Deck when the deck has no more cards, shuffle all the [Action Card] Enemy Action Cards already revealed and form the deck again.

6.2 Enemy Regeneration Step

Check if there are any [Enemy Model] Enemy Models or Enemy Tokens on the Turn player's Player Board; you can precisely determine the minimum number of [Enemy Model] Enemy Models that should be present on the Battlefield at the end of this step by checking the leftmost slot on the Destiny Board not covered by an Event Card.

If there is at least one [Enemy Model] Enemy Model/Token on the Turn player's Player Board, proceed as follows:

  • A. The player takes the topmost [Destiny Card] Destiny Card from the Destiny Discards and aligns it (see Aligning a Destiny Card box), then they place an [Enemy Model] Enemy Model on one of the indicated [Node] Nodes. The type of Model must be the one whose Enemy Card is placed in the slot of the Nemesis Board with the same symbol at the bottom of the [Destiny Card] Destiny Card (three slot symbols); if no Model is available for the indicated [Enemy Model] Enemy, they place the Model of one of the other available [Enemy Model] Enemies of their choice; if no [Enemy Model] Enemy Model is available, no Models are placed and the player continues from point B. If all indicated [Node] Nodes are occupied, the player places the consulted [Destiny Card] Destiny Card in the Depository and repeats point A; otherwise, they continue from point B.
  • B. The player discards one of the Enemy Model/Tokens on their Player Board into the Enemies Pool of the Nemesis Board.
  • C. If there are still Enemy Models/Tokens on the Turn player's Player Board, repeat point A.

7. End of Turn Phase

In this Phase, the Turn player must resolve, in the order they prefer, all the Effects that activate at the end of the Turn. The current player's Turn then ends and the next player's Turn begins.

Advanced Rules

Actions, Reactions, Action Cubes and Skills

[Action Cube (any)] Action Cubes in the Action Pool or Personal Pools can be spent by the Active Hero to perform one of the [Action (any)] Actions or [Reaction (any)] Reactions associated with them.

When an Action Cube is spent, it is discarded into the common pool on the side of the table.

There is no limit to the number of Actions or Reactions that can be performed; each Action or Reaction may be performed more than once per Turn.

Actions ([Action (any)] [Wild Action] [Strength Action] [Agility Action] [Instinct Action])

Actions can be used exclusively by the Active Hero during the controlling player's Turn.

Reactions ([Reaction (any)] [Wild Reaction] [Strength Reaction] [Agility Reaction] [Instinct Reaction])

Reactions can be used anytime (even during the Turn of opposing players), provided certain conditions are met, but cannot be used by Heroes during the Action Phase of their controlling player. If more than one [Model] Model wants to perform a Reaction at the same time, they can resolve their Reactions starting from the Turn Player and following Turn order. Each player chooses in which order to perform the Reaction of their Heroes. The Reactions of [Enemy Model] Enemies are resolved last.

Declaring Actions

When the Turn Player declares an [Action (any)] Action, they must first indicate the [Ally Hero] Ally Hero that is about to perform that Action, before spending or using the game element that provides said Action.

After the Action and the Ally Hero are declared, but before the Action is performed, any opposing player and the [Nemesis] Nemesis have the option of declaring [Reaction (any)] Reactions if conditions are met. The Reactions are resolved before the declared Action is taken.

Hybrid Actions and Reactions

Some Actions or Reactions have a multicolored icon ([Mixed Action Cubes] / [Mixed Reaction Cubes]) before their name. This means that the Actions or Reactions can be performed by spending an [Action Cube (any)] Action Cube of one of the colors shown in the icon.

Personal Pool

Certain Skills or Effects assign [Action Cube (any)] Action Cubes to a specific [Hero] Hero. These cubes are to be placed in the Personal Pool of the Hero who obtained them. Action Cubes in a Personal Pool of a Hero Card are available only to the Hero featured on that card. A Hero may have a maximum of three Action Cubes in their Personal Pool.

[Agility Cube] Agility Cube Actions

MOVEMENT ([Agility Action])

The [Model] Model gets a number of Movement Points equal to the [Speed] Speed value indicated on their Hero Card. They may spend one point to move into a free [Node] Node orthogonally adjacent to the one they are in, or two points to move into a free [Node] Node diagonally adjacent to the one they are in. A [Model] Model may pass through a [Node] Node occupied by an [Ally Model] Ally Model, but they may not end their movement on it. If the two [Node] Nodes that are orthogonally adjacent to both the starting and ending [Node] Nodes are occupied by [Rival Model] Rival Models or [Obstacle] Obstacles, this diagonal movement cannot be performed.

The [Model] Model may spend all or a part of the available Movement Points. When they spend a new [Action Cube (any)] Action Cube, the unspent Movement Points are lost.

PUSH ([Agility Action])

The [Model] Model performing this [Action (any)] Action targets an adjacent [Model] Model and moves it one [Node] Node in a straight line and away from themselves.

If the target cannot be moved into the [Node] Node they are supposed to reach, the [Model] Model performing this Action inflicts [Damage] Damage on them (see page 30); this can occur for the following reasons:

  • A. The [Node] they are supposed to reach is occupied.
  • B. They are being moved diagonally and the [Node] orthogonally adjacent to the starting and finishing [Node] are occupied by [Rival Model] Rival Models or [Obstacle] Obstacles.

CHASE ([Agility Reaction])

A [Hero] Hero can perform this [Reaction (any)] Reaction when a [Rival Hero] Rival Hero ends a [Agility Action] Movement Action during which they leave a [Node] Node adjacent to them. The [Hero] Hero can move, retracing all or part of the same movement of the [Rival Hero] Rival Hero (if possible), and can move up to the maximum of their [Speed] Speed value.

[Strength Cube] Strength Cube Actions

COLLECT ([Strength Action])

The [Hero] Hero performing this [Action (any)] Action collects a [Blue Shard] Blue Shard Token that is in the same [Node] Node as them or in an adjacent [Node] not occupied by a [Rival Model] Rival Model. The player places the collected [Blue Shard] on a Shard slot on their Player Board. If all Shard slots on the Player Board are occupied, the [Blue Shard] is not collected and remains on the Battlefield. If the [Blue Shard] is collected, the player controlling the [Hero] Hero who performed this [Action (any)] Action gains 1 [Victory Point].

ATTACK ([Strength Action])

The Model using this Action targets an adjacent [Rival Model] Rival Model, who suffers [Damage] Damage (see page 30).

TRIGGER ([Strength Action])

The [Model] Model performing this [Action (any)] Action targets an adjacent [Danger Token] Danger Token and moves it one [Node] Node in a straight line, moving the target away from themselves. If the target cannot be moved into the [Node] it is supposed to reach, it must not be moved; this can occur for the following reasons:

  • Another [Danger Token] Danger Token is already present in the [Node] it is supposed to reach.
  • The [Node] it is supposed to reach is occupied by an [Obstacle] Obstacle.

The [Danger Token] Danger Token may be moved to a [Node] occupied by a [Model] Model, in which case it will be triggered on that [Model] (see page 32). If the [Danger Token] Danger Token is in the same [Node] as an [Enemy Model] Enemy, the [Hero] Hero performing this [Action (any)] Action may choose not to move the [Danger Token] Danger Token. Instead, the [Danger Token] Danger Token will be triggered on the [Enemy Model] Enemy on the same [Node].

[Instinct Cube] Instinct Cube Actions

COLLECT ([Instinct Action])

The [Hero] Hero performing this [Action (any)] Action collects a [Yellow Shard] Yellow Shard Token that is in the same [Node] Node as them or in an adjacent [Node] not occupied by a [Rival Model] Rival Model. The player places the collected [Yellow Shard] on a Shard slot on their Player Board. If all Shard slots on the Player Board are occupied, the [Yellow Shard] is not collected and remains on the Battlefield. If the [Yellow Shard] is collected, the player controlling the [Hero] Hero who performed this [Action (any)] Action gains 1 [Victory Point].

DEFENSE ([Instinct Reaction])

A [Hero] Hero who has at least one [Defense Token] Defense Token and is the target of an [Strength Action] Attack or [Agility Action] Push Action may use this Reaction to cancel the Attack or Push Action that targets them. A Hero who does not have [Defense Token] Defense Tokens cannot use this Reaction.

AGGRESSION ([Instinct Reaction])

A [Hero] Hero can use this [Reaction (any)] Reaction when an adjacent [Rival Hero] Rival Hero declares that they will perform a [Strength Action]/[Instinct Action] Collect or [Agility Action] Movement Action. Before that [Action (any)] Action is performed, the [Hero] Hero inflicts [Damage] Damage to said [Rival Hero] Rival Hero.

Heroes' Skills

Heroes' Skills are resolved by spending a Skill Symbol from the Turn Action Card. Skills produce special [Action (any)] Actions with extraordinary effects and do not cost any [Action Cube (any)] Action Cube to be performed. Skills follow these rules:

  • Only the [Hero] Hero represented on the card showing the Skill Symbol can use it; to do so, they must be the Active Hero and the card must be the Turn Action Card.
  • When a Skill allows a given [Hero] Hero to gain [Action Cube (any)] Action Cubes, they must be placed in that [Hero] Hero's Personal Pool.
  • When a Skill allows an [Action (any)] Action to be performed in a Zone other than the one in which the [Hero] Hero using it is located, or on [Node] Nodes other than those indicated in the [Action (any)] Action's description (such as adjacent [Node] for the [Strength Action] Attack Action), the [Hero] Hero performing the [Action (any)] Action counts as being adjacent to its target; if necessary, the player indicates a specific [Node] adjacent to the target, even if occupied, where the [Hero] Hero is considered to be during the [Action (any)] Action's resolution.

Some Skills show the [Reaction (any)] symbol before their name. They cannot be activated as described above, but they are activated according to the description provided by their Effect.

[Wild Cube] Wild Cube Actions

COPY ([Wild Action]/[Wild Reaction])

The Hero may perform any [Action (any)] Action or [Reaction (any)] Reaction.

SWITCH ([Wild Action])

The Active Hero ends their activation, and another [Ally Hero] Ally Hero chosen by the Turn player becomes the Active Hero.

COLLECT ([Wild Action])

The [Hero] Hero performing this [Action (any)] Action collects a [Shard (any color)] Shard Token that is in the same [Node] Node as them or in an adjacent [Node] not occupied by a [Rival Model] Rival Model. The player places the collected [Shard (any color)] on a Shard slot on their Player Board. If all Shard slots on the Player Board are occupied, the [Shard (any color)] is not collected and remains on the Battlefield. If the [Shard (any color)] is collected, the player controlling the [Hero] Hero who performed this [Action (any)] Action gains 1 [Victory Point].

Damage

Models can suffer [Damage] Damage in a variety of ways, the most common of which are [Strength Action] Attack and [Agility Action] Push Actions, as well as [Danger Token] Danger Tokens (see page 32). Some [Damage] Damage, known as [Direct Damage] Direct Damage, is more dangerous than normal and cannot be avoided.

Damage

When a [Hero] Hero suffers [Damage] Damage, the player controlling it must choose to do one of the following:

  • Discard one [Defense Token] Defense Token belonging to the [Hero] Hero who suffered the [Damage] Damage. If they do so, the player (or [Nemesis] Nemesis) controlling the [Rival Model] Model who inflicted [Damage] Damage gains an [Advantage Card] Advantage Card (see page 34).
  • Give an [Action Card] Action Card belonging to the [Hero] Hero who suffered the [Damage] Damage to the player (or [Nemesis] Nemesis) controlling the [Rival Model] Model who inflicted [Damage] Damage. This [Action Card] Action Card must be given from the player's Hand or from the bottom of their [Action Card] Actions Deck; in this case the player goes through the cards in their Actions Deck from the bottom looking at the backs of the Action Cards until they find the first card showing the [Hero] Hero who has suffered [Damage] Damage. They give the card to their opponent and, if necessary, put the Action Deck back in place without shuffling it. If a [Hero] Hero suffers [Damage] Damage and the controlling player has no more cards for that [Hero] Hero in their Hand or their [Action Card] Actions Deck, the [Hero] Hero is KO (see KO Heroes).

During these steps, it is critical that opponents are unable to count how many Action Cards for the Hero who suffered the Damage remain in the owner's deck.

Direct Damage

When a [Hero] Hero suffers [Direct Damage] Direct Damage, it is exactly as if they had suffered [Damage] Damage, however the controlling player cannot choose to discard a [Defense Token] Defense Token.

Obtaining [Advantage Card] Advantage or [Action Card] Action Cards

Whenever a player or the [Nemesis] Nemesis obtains an [Action Card] Action Card of a [Rival Hero] Rival Hero or an [Advantage Card] Advantage Card for any other reason, they must perform the following steps in order:

  1. If the player obtained an [Action Card] Action Card, check if there is a Damage Area in their Player Board (or Nemesis Board) where there is at least one [Action Card] Action Card of the same [Hero]. In this case, the [Action Card] Action Card obtained must be placed in that Damage Area and the game resumes; otherwise...
  2. Check if there is at least one empty Damage Area in their Player Board (or Nemesis Board). In this case, the [Action Card] Action Card or [Advantage Card] Advantage Card obtained must be placed in an empty Damage Area and the game resumes; otherwise...
  3. The player takes the [Action Card] Action Card or [Advantage Card] Advantage Card obtained, together with one card ([Action Card] Action Card or [Advantage Card] Advantage Card) from the top of each of the two Damage Areas. They place all the [Action Card] Action Cards among these cards in their [Inflicted Damage Deck] Inflicted Damage Deck. They place all the [Advantage Card] Advantage Cards among these cards in their corresponding deck. Then the player gains 1 [Victory Point] and the game resumes.

KO [Hero] Heroes

When an [Ally Hero] Ally Hero is KO, do the following:

  • The [Ally Hero] Ally Hero's Model is removed from the Battlefield, all [Action Cube (any)] Action Cubes in their Personal Pool, their [Defense Token] Defense Tokens, their [Action Card] Action Cards in their owner's [Memory] Memory, and any Turn Action Cards are discarded in the Depository. If the KO [Ally Hero] Ally Hero was the Active Hero, the Turn Player's Action Phase ends immediately. The player does not obtain any cubes in the Support Phase since the Turn Action Card has been removed from play.
  • The [Item Card] Treasure Card belonging to that [Ally Hero] Ally Hero must be placed face up in the Treasury.
  • The player (or [Nemesis] Nemesis) controlling the [Rival Model] Model that inflicted the [Damage] Damage (if any) gains 1 [Victory Point], a [Trophy Token] Trophy Token and an [Advantage Card] Advantage Card.
  • If the player whose [Ally Hero] Ally Hero was defeated has at least one [Hero] Hero that is not KO, they draw an [Inspiration Card] Inspiration Card.
  • For the rest of the game, the owner of a KO [Ally Hero] Ally Hero may not recover that [Ally Hero] Ally Hero's [Action Card] Action Cards obtained by opponents, even if an Effect would allow them to do so.

A KO [Ally Hero] Ally Hero and their game components are not considered in the game; any game rule that takes [Hero] Heroes into account does not take KO [Hero] Heroes into account.

KO Heroes are not considered to be in game

Example 1: The Rally Mission (Event Card 17) requires that all of a player's [Hero] Heroes be in the same Territory at the end of the game. A player with a KO [Ally Hero] Ally Hero meets the Mission's requirement by having the only two [Hero] Heroes who are still in game in the same Territory.

Example 2: The Invasion Mission (Event Card 18) requires that all of a player's [Hero] Heroes be in the same opposing Territory. A player with two KO [Ally Hero] Ally Heroes meets the Mission's requirement by having their only [Ally Hero] Ally Hero still in game in an opposing Territory. If the Rally Mission from the previous example were also in play, having only one [Ally Hero] Ally Hero in the Battlefield would also satisfy the Mission's requirement, regardless of which Territory the [Ally Hero] Ally Hero is in.

(Card text shown: Rally: "If all of a player's [Hero] are in the same Territory, that player gains 1 [Victory Point]." Invasion: "If all of a player's [Hero] are in the same opposing Territory, that player gains 1 [Victory Point]." Faith: "If at the Start of Turn Phase of a player they have the Flame on their Statue, each [Hero] adds a [Wild Cube] (not [Action Cube (any)]) to their Personal Pool." Teamwork: "At the Start of Turn Phase of a player, each [Hero] adjacent to at least another [Hero] adds a [Wild Cube] to their Personal Pool.")

Danger Token

A [Danger Token] Danger Token indicates dangerous [Node] Nodes. A Danger Token can be triggered for various reasons, which are indicated below. When the Danger Token triggers, the [Hero] Hero who triggered it immediately suffers [Direct Damage] Direct Damage (see page 30). This Direct Damage counts as Neutral Damage or as Damage inflicted by a specific [Rival Model] Rival Model, as indicated below.

In the following cases, a Danger Token triggers on the [Model] Model, and the inflicted [Damage] counts as being inflicted by the active Ally Hero:

  • An [Ally Hero] Ally Hero moves or places a [Danger Token] Danger Token into the [Node] containing a [Rival Model] Rival Model for any reason.
  • An [Ally Hero] Ally Hero moves or places a [Rival Model] Rival Model in a [Node] containing a [Danger Token] Danger Token.
  • When an [Ally Hero] Ally Hero (not an [Enemy Model] Enemy) performs the [Strength Action] Trigger Action targeting a [Danger Token] Danger Token that is in the same [Node] of an [Enemy Model] Enemy, it can trigger on that Enemy (see page 28).

Note: [Danger Token] Danger Tokens do not trigger when an [Enemy Model] Enemy moves or places another [Enemy Model] Enemy in a [Node] containing a Danger Token, or moves or places a Danger Token in the [Node] occupied by an Enemy.

In the following cases a Danger Token triggers on the [Hero] Hero and the inflicted [Damage] is considered Neutral Damage:

  • An [Ally Hero] Ally Hero moves or place a [Danger Token] Danger Token into the [Node] containing an [Ally Hero] Ally Hero for any reason.
  • An [Ally Hero] Ally Hero enters (voluntarily) a [Node] containing a [Danger Token] Danger Token.
  • An [Ally Hero] Ally Hero collects a [Shard (any color)] Shard Token that is in the same [Node] as a [Danger Token] Danger Token (regardless of where they are when doing so).
  • An [Ally Hero] Ally Hero moves or places another [Ally Hero] Ally Hero in a [Node] containing a [Danger Token] Danger Token.

When a Danger Token triggers, it must be removed from the Battlefield and placed in the Danger Pool on the Destiny Board; it will return to the Battlefield as described in the Destiny Phase (see page 24).

Neutral Damage

Whenever a [Hero] Hero suffers [Damage] Damage that is not the result of a [Rival Model] Rival Model's Actions or Skills and forces the controlling player to discard an [Action Card] Action Card from the Action Deck or Hand, that Damage is considered Neutral Damage. The most common cases of Neutral Damage are:

  • If the Active [Hero] Hero triggers a [Danger Token] Danger Token (moving into the [Node] Node it is in or collecting a [Shard (any color)] Shard Token from it).
  • If a [Hero] Hero has pushed a [Danger Token] Danger Token into the same [Node] Node as an [Ally Hero] Ally Hero with a [Strength Action] Trigger Action.
  • If a [Hero] Hero is pushed, moved or placed by an [Ally Hero] Ally Hero onto a [Node] Node containing a [Danger Token] Danger Token, or pushed with the result that they cannot reach an adjacent [Node] Node (for any reason, see the [Agility Action] Push Action, page 28).
  • Any instance in which a [Hero] Hero suffers damage that is not the result of a [Rival Hero] Rival Hero's Actions or Skills and forces the controlling player to discard an [Action Card] Action Card from the Action Deck or Hand.

When a [Hero] Hero suffers Neutral Damage, proceed as follows:

  • Their discarded [Action Card] Action Card is placed at the bottom of the [Memory] Memory of the player controlling that [Ally Hero] Ally Hero (it does not provide Support Area Action Cubes).
  • Each opponent player (and the [Nemesis] Nemesis) receives an [Advantage Card] Advantage Card.
  • If the [Hero] Hero is KO'd by Neutral Damage, all opponent players (and the [Nemesis] Nemesis) gain 1 [Victory Point] and draw an [Advantage Card] Advantage Card.

[Event Card] Event Cards and [Doom Card] Doom Cards

[Event Card] Event Cards and [Doom Card] Doom Cards have the same image on the back as the [Destiny Card] Destiny Cards, and are revealed from the top of the Destiny Deck during the Destiny Phase. During a game, until the card is revealed, the term "[Destiny Card] Destiny Card" is used regardless of whether that card is a Destiny Card, an Event Card or a Doom Card.

Revealed Event Cards

When revealed, each [Event Card] Event Card may show two of the following Effects:

  • Instant (a): Upon being revealed, this Effect, recognizable by the blue color of its box, immediately affects the game as stated and, once resolved, is no longer taken into account.
  • Enhancement (b): This Effect, recognizable by the white color of its box, is applied, if possible, in the Start of Turn Phase of each Turn for the entire duration of the game.
  • Mission (c): A Mission, recognizable by the orange color of its box, grants [Victory Point] to players who meet certain requirements during the End of Game point count.
  • Nemesis Power (d): This Effect instantly grants 1 [Victory Point] to the [Nemesis] Nemesis, it must only be applied if the Scenario Card in play shows the [Enemy Model] symbol.

[Event Card] Event Cards are numbered (e), and Scenario Cards will use these numbers to specify which ones to use during the game based on the selected Scenario.

Doom Cards

[Doom Card] Doom Cards are a type of [Event Card] Event Card used only during a Campaign. During step 3 of the setup, count how many Doom Indicators were crossed out on the Campaign Sheet during the previous Scenarios. For each crossed-out Doom Indicator, randomly select an [Event Card] Event Card whose identification number is marked in red on the Scenario Card, and replace it with a random [Doom Card] Doom Card.

When a [Doom Card] Doom Card is revealed, it is treated as if it were an [Event Card] Event Card, except for the following.

[Doom Card] Doom Card Effect: This Effect immediately affects the game when the Doom Card is revealed as stated on it, and is then no longer taken into account.

Event Slot Access: A player who has Access (see page 37) to the Event Slot where a [Doom Card] Doom Card is placed ignores its Effects which directly affect them.

[Advantage Card] Advantage Cards

[Advantage Card] Advantage Cards can be obtained in a variety of ways throughout the game, the most common of which is when inflicting [Damage] Damage on a [Rival Hero] Rival Hero and forcing them to discard a [Defense Token] Defense Token.

When a player obtains an Advantage Card, they follow the rules explained on page 30.

[Inspiration Card] Inspiration Cards

[Inspiration Card] Inspiration Cards can be obtained in a variety of ways throughout the game, the most common of which is when a player builds the Head of their [Statue] Statue (see page 37).

When a player gains one of these cards, they add it to their Hand. An [Inspiration Card] Inspiration Card is considered an [Action Card] Action Card; when played during the Action Phase the Turn player chooses one of their [Ally Hero] Ally Heroes to be the Active [Hero] Hero. Until the End of Turn, that [Hero] Hero will be treated as if it were printed on the [Inspiration Card] Inspiration Card.

If a player must give an [Action Card] Action Card to a rival player (e.g., because an [Ally Hero] Ally Hero takes [Damage] Damage), they can choose to discard an [Inspiration Card] Inspiration Card from their Hand to the Inspiration Cards Deck instead of giving the [Action Card] Action Card; if they do so, the rival player obtains an [Advantage Card] Advantage Card.

The Active [Hero] Hero can use the Inspiration Cards' Skill Symbol as one of their Action Symbols. If the Active [Hero] Hero changes due to a [Wild Action] Switch and the Inspiration Card's Skill Symbol has not yet been used, the new Active [Hero] Hero may use it as if it were one of their Skill Symbols.

When a player places an [Inspiration Card] Inspiration Card in the [Memory] Memory, after placing the [Action Cube (any)] Action Cubes indicated in the Support Area of the card to their Action Pool, they must place that card back into the Inspiration Cards Deck.

[Item Card] Treasure Cards

[Item Card] Treasure Cards represent equipment and gear that [Hero] Heroes can obtain in the game.

This is the information displayed on a Treasure Card:

  • a. Name: The name of the Treasure Card.
  • b. Effect: The Effect of the Treasure Card.
  • c. Type: The type of the Treasure Card (see below).
  • d. Treasure Code: The code to note on the Campaign Sheet to indicate that a player has the Treasure Card.

There are various types of Treasure Cards, with different functions and subtypes. This box contains Marks and Equipment that form the Treasure Cards Deck and the Artifacts, a subset of Treasure Cards that forms the Artifact Cards Deck.

Marks

Marks are signs of devotion to the gods that Vikings paint on their bodies before going into battle.

A Mark must be equipped by a [Hero] Hero before they can use it (see Equip Tactic, p. 23). A Hero with an equipped Mark can resolve its Effect.

The [Event Card] (hourglass) symbol in the Effect indicates that it can only be used once during the game. The Mark Treasure Card must be placed in the Treasury face down after use; it cannot be equipped until the next game, or until it is put back face up by another game Effect.

Equipment

Equipment is gear, weapons and armor that Vikings use to become more efficient in battle.

A piece of Equipment must be equipped by a [Hero] Hero before they can use it (see Equip Tactic, p. 23). A Hero with equipped Equipment can resolve its Effect.

Some Equipment gives the Hero who equips it access to a new [Action (any)] Action or [Reaction (any)] Reaction, that indicates the [Action Cube (any)] Action Cubes to be spent to perform it.

Artifacts

Artifacts are powerful magical objects granted by the gods to only the most deserving Vikings.

Artifact Cards are a subset of [Item Card] Treasure Cards that follow the same rules as Equipment (see above).

A player can only gain an Artifact Card by winning a game during a Campaign, or before the fifth game of a Campaign by spending their Campaign Points (see page 38).

[Obstacle] Obstacles and Obstacle Cards

[Obstacle] Obstacles are objects that occupy [Node] Nodes. [Hero] Heroes cannot pass through these [Node], and no tokens can be placed or moved on them. In addition, a [Node] occupied by an [Obstacle] Obstacle cannot be used to measure distance.

Obstacle Cards introduce special rules for each of the different Obstacles in the game. Using Obstacle Cards is optional, however it is best to introduce them into the game once the players are familiar with the rules.

The following information is given on an Obstacle Card:

  • a. Name and Symbol: The name of the [Obstacle] Obstacle to which the rules on the card refer (on the right) and the symbol representing it in the game (on the left).
  • b. Effect: The Effect of the [Obstacle] Obstacle.
  • c. [Health] Health: If any, shows the [Obstacle] Obstacle's resistance to [Damage] Damage.
  • d. [Speed] Movable: If present, it indicates that the [Obstacle] Obstacle can be moved with the [Agility Action] Push Action. An Obstacle may not be moved in this way on a [Node] containing any kind of token.

Example, Menhir (Health 2, Movable): "When the [Menhir] is destroyed, place 4 [Debris Token]. At the end of the game, after assigning the Missions' [Victory Point], each player with a [Menhir] in their Territory gains 1 [Victory Point]."

Example, Crate (Health 1, Movable): "When a [Hero] destroys a [Crate], the player who controls it turns it over and gains what it shows. If it shows 1 [Item Card], they draw [Item Card] from the corresponding deck until they reveal a Mark or an Equipment, they add it face up to their treasury, then they put the other eventually revealed [Item Card] into their deck." (The Debris Token's reverse side shows the result; in the example its other face shows an [Advantage Card] Advantage Card symbol.)

Obstacles with [Health] Health Value

[Obstacle] Obstacles with a [Health] value are considered [Rival Model] Rival Models by all other [Model] Models (including [Enemy Model] Enemies). These [Obstacle] Obstacles suffer [Damage] Damage as if they were [Enemy Model] Enemy Models (see page 42), and are destroyed if they suffer an amount of [Damage] equal to their [Health] Health value within a single Turn; all Damage suffered by an undestroyed [Obstacle] Obstacle is canceled at the end of the current Turn.

If an [Obstacle] Obstacle is destroyed, it is removed from the Battlefield. As indicated in their Obstacle Cards, some [Obstacle] Obstacles leave one or more [Debris Token] Debris Tokens (see the box below) on the Battlefield when they are destroyed. This Debris Token must be placed by the Turn player (even if the [Obstacle] Obstacle was destroyed by an [Enemy Model] Enemy). If the [Obstacle] Obstacle places a single Debris Token, it must be placed in the [Node] where the [Obstacle] Obstacle was located. If the Turn player places another Debris Token, in addition to the first one, the Turn player places it as they wish in the Nodes adjacent to the [Node] where the [Obstacle] Obstacle was located.

Debris Tokens

  • A Debris Token does not occupy the [Node] it is located in, and other tokens other than Debris Tokens (such as a [Danger Token] Danger Token or [Shard (any color)] Shard Token) may be placed in the same [Node].
  • A Debris Token cannot be moved within or removed from the Battlefield.
  • If a Debris Token is placed in a [Node] that has a [Model] in it, said [Model] suffers [Direct Damage] Direct Damage. This [Damage] counts as being inflicted by the Active [Hero] Hero.
  • If a [Hero] Hero wants to enter a [Node] in which a Debris Token is located, they must spend 1 additional Movement Point, otherwise they may not enter.

Movable Obstacles

Movable [Obstacle] Obstacles can be moved with the [Agility Action] Push Action, so they may suffer [Damage] as a result, as if they were a [Rival Model] Model (see [Agility Action] Push Action, page 28).

Statues

[Statue] Statues are special [Obstacle] Obstacles that represent votive structures that the players can build to gain advantages during the game or to complete Missions at the end of the game.

A Statue is composed of four distinct parts: The Base, the Body, the Head and the Flame. During setup, you will be shown where to place the Base Segment on the Battlefield.

Each player is the owner of their Statue parts in their Territory.

Using the Build Tactic, a player can build parts of their [Statue] Statue (see page 23) and obtain the bonus indicated above the Statue part they cover with the newly built part.

  • Body: When building the Body (covering the Base) the player obtains an [Advantage Card] Advantage Card (see page 34).
  • Head: When building the Head (covering the Body) the player obtains an [Inspiration Card] Inspiration Card (see page 34).
  • Flame: When building the Flame (covering the Head) the player obtains 1 [Victory Point].

Event Slot Access

The built parts of a [Statue] Statue indicate which Event Slots of the Destiny Board the player has Access to. Each Statue part (except for the Flame) has a Roman numeral on one of its sides (I, II, III). A player has access to all Event Slots placed to the left of the Access Indicator showing the higher number indicated on their Statue parts on the Battlefield, or the Flame if they have all the [Statue] Statue parts on the Battlefield.

For example, if a player's Statue is composed only of the Base (I), that player only has Access to the Event Cards to the left of the first Access Indicator I.

A player who has Access to an Event Slot takes advantage of any Effect on the [Event Card] Event Card in that slot, otherwise they ignore them (including the Mission Effect at the end of the game).

A player who has Access to an Event Slot also ignores the Effects of [Doom Card] Doom Cards.

Examples:

  • Bear: having built their [Statue] Statue up to the Body (II), the player has Access to the first four Event Slots of the Destiny Board.
  • Walrus: having built their [Statue] Statue up to the Flame, the player has Access to all the Event Slots on the Destiny Board.
  • Boar: not having built any parts of their [Statue] Statue, and only having the Base (I) on the Battlefield, they therefore have Access to the first two Event Slots on the Destiny Board.
  • Deer: having built their [Statue] Statue up to the Head (III), the player has Access to the first six Event Slots on the Destiny Board.

End of the Game

The game ends when the Turn of the First Player begins (before the Start of the Turn Phase) and all of the Event Slots on the Destiny Board are occupied by [Event Card] Event Cards.

When the game is over, perform the following End of the Game steps in order:

  • Each player places the [Action Card] Action Cards they have in their Hand on their [Action Card] Actions Deck.
  • Each player places on their [Inflicted Damage Deck] Inflicted Damage Deck the [Action Card] Action Cards they have on their Player Board's Damage Areas.
  • Starting leftmost and proceeding to the right, each player checks if they fulfill the requirements of the Effects of the Missions shown on the [Event Card] Event Cards in the Event slots to which they have Access thanks to their [Statue] Statue (see page 37), and obtains any [Victory Point] as indicated.
  • Starting with the top one, each player checks whether they meet the requirements of the Effects of the [Mission Card] Mission Cards on the Destiny Board, and obtains any [Victory Point] as indicated.

The player (or [Nemesis] Nemesis) with the most [Victory Point] wins.

If there is a tie, follow these points (in order, if the tie persists):

  • Whoever has the most cards in their [Inflicted Damage Deck] Inflicted Damage Deck wins; if tied with the [Nemesis] Nemesis, the Nemesis wins.
  • Whoever has the most remaining cards in their [Action Card] Actions Deck wins.
  • The [Nemesis] Nemesis wins, even if it did not participate in the game.

In a Campaign, the player (or the [Nemesis] Nemesis) who wins the fifth game is the winner of the Campaign.

Campaign Advancements

If the game that just ended was a campaign game, follow these paragraphs in this order.

In a Campaign game, once the winner has been declared based on the [Victory Point] gained, draw up a ranking. Mark the position of each player and the [Nemesis] Nemesis in the appropriate slots on the Campaign Sheet pertaining to the Scenario just played. If there is a tie for a rank position, use the points explained in the previous paragraph to settle ties for the same position. If the tie persists, the lowest-ranked player chooses the position for the tied players; if the lowest rank is tied, the first-ranked player chooses the position for the tied players.

Referring to the following table, note on the Campaign Sheet the [Trophy Token] Campaign Points obtained by each player according to their ranking. The Campaign Points will be spent by the players before the last game of the Campaign (the fifth).

  • 1st place: 4 Campaign Points
  • 2nd place: 3 Campaign Points
  • 3rd place: 2 Campaign Points
  • Other ranks: 1 Campaign Point

If the fourth game of the Campaign has just been played, each player adds up the [Trophy Token] Campaign Points earned up to that point, and notes the final total in the relevant space on the Campaign Sheet. If the [Nemesis] Nemesis is also participating in the Campaign, each player subtracts the following from their total: 1 Campaign Point for each time the Nemesis came second, and 2 Campaign Points for each time the Nemesis came first. The players will spend them at the start of the fifth game to obtain End-of-Campaign Benefits (see the box).

End-of-Campaign Benefits

Before the first Turn of the fifth game of a Campaign, each player, in Turn order, may spend the [Trophy Token] Campaign Points at their disposal to purchase the Benefits listed here.

Each Benefit indicates the number of times it can be purchased (max 1), or the maximum number of game items that can be purchased with that Benefit (max 1 for each [Hero] Hero).

  • 2 Campaign Points (max 1): Immediately perform a Build Tactic without paying its cost.
  • 2 Campaign Points (max 2 [Action Cube (any)]): Add 1 [Action Cube (any)], not [Wild Cube], to your Action Pool.
  • 4 Campaign Points (max 1 [Wild Cube]): Add 1 [Wild Cube] to your Action Pool.
  • 1 Campaign Point (max 1 [Action Cube (any)] for each [Ally Hero]): Add 1 [Action Cube (any)], not [Wild Cube], to the Personal Pool of an [Ally Hero] Ally Hero.
  • 3 Campaign Points (max 1 [Wild Cube] for each [Ally Hero]): Add 1 [Wild Cube] to the Personal Pool of an [Ally Hero] Ally Hero.
  • 5 Campaign Points (max 1 [Inspiration Card]): Add an Inspiration Card ([Inspiration Card]) to your Hand.
  • 6 Campaign Points (max 1 [Item Card]): Draw a random Artifact Card ([Item Card]) from the relevant deck and add it to your Treasury.

Evolving the Warband

Once the [Trophy Token] Campaign Points have been assigned, follow these steps to evolve each Warband participating in the Campaign:

  1. Each player selects, if they have any, one of their Explorer Rank Heroes; from that moment on, said Hero advances to Legend Rank for the rest of the Campaign. Make a note of this on the Campaign Sheet.
  2. If the Nemesis has won the game, skip this point. The first-ranked player draws two Artifact Cards from the relevant deck, chooses one of them, adds it to their Treasury and notes its Treasure Code (see page 35) in one of the spaces provided on the Campaign Sheet. They then place the card they did not choose in the relevant deck.
  3. Draw the same number of [Item Card] Treasure Cards as the [Number of Players] Number of Players who participated in the game, plus 1 more. Turn the cards face up and place them on the table. Starting with the lowest-ranked player and proceeding in reverse ranking order (without taking into account the [Nemesis] Nemesis), each player chooses one of the revealed Treasure Cards, adds it to their Treasury and notes its Treasure Code (see page 35) in one of the spaces provided on the Campaign Sheet. The Treasure Card remaining on the table is put back into the corresponding deck.

Evolving the [Nemesis] Nemesis

During a Campaign game in which the [Nemesis] Nemesis also participates, if it ranks last at the end of the game, or ranks last or second-last in games with 4 or more players, a Doom Indicator must be blacked out on the Campaign Sheet.

Nemesis and Enemies

[Nemesis] Nemesis and the Nemesis Board

The Nemesis is an opponent for all players who, using the Enemy Models at its disposal, will attempt to defeat the Heroes. If the chosen Scenario Card shows the [Enemy Model] symbol, the Nemesis is in play and [Enemy Model] Enemy Models will be used during the game.

In a single game, the [Nemesis] Nemesis gains [Victory Point] as a player and tries to win the game.

In a Campaign, the [Nemesis] Nemesis tries to win games to reduce the power of each Warband in the final battle. If it loses a game terribly, it will add [Doom Card] Doom Cards to subsequent games to torment the players (see page 33).

To use the Nemesis in a game, players must also use the Nemesis Board, which contains the following elements:

  • a. Enemy Card Slot (three slot symbols)
  • b. Enemy Action Cards Deck
  • c. Revealed [Action Card] Enemy Action Cards
  • d. Damage Areas
  • e. [Inflicted Damage Deck] Inflicted Damage Deck slot
  • f. [Enemy Model] Enemy Model Pool
  • g. Enemy Rank box

The Damage Areas and the [Inflicted Damage Deck] Inflicted Damage Slot on the Nemesis Board work exactly like those of the players; the [Nemesis] Nemesis earns [Action Card] Action Cards and [Advantage Card] Advantage Cards like a player, considering [Enemy Model] Enemy Models as [Ally Hero] Ally Heroes and all [Hero] Heroes as [Rival Hero] Rival Heroes.

[Enemy Model] Enemies

Enemy Cards

An [Enemy Card] Enemy Card lists the following information:

  • a. Enemy Name.
  • b. Enemy Rank: The Rank (three rank symbols) indicates the maximum number of Models of this [Enemy Model] Enemy that can be present on the Battlefield, depending on the number of players (see the Enemy Rank box).
  • c. [Power] Power: This value is used for the [Instinct Reaction] Assault Reaction of the [Enemy Model] Enemy (see p. 42).
  • d. [Health] Health: The number of [Damage] the [Enemy Model] Enemy can suffer before being defeated (see p. 42).
  • e. Reward: What the player gains when one of their Heroes defeats the Enemy.
  • f. [Enemy Card] Basic Activation: The Effect to be applied if indicated by one of this Enemy's Enemy Action Cards.

Example (Hofundr): Basic Activation: "he performs a [Agility Action] Movement Action with 6 Movement Points towards the closest [Shard (any color)], then he performs Absorb in the Zone he is in, then he performs Reveal."

Enemy Tokens

These tokens are placed on the Destiny Board during Setup. When a player has to place an [Event Card] Event Card on an Event Slot that contains an Enemy Token, they must place that token on their Player Board (see page 24).

Enemy Activation and Movement

When the Turn player activates an [Enemy Model] Enemy during the Enemy Activation Step (see page 26), proceed as follows:

  • If the Requirement (the text written in red) is met, they must apply the Primary Effect indicated on the [Action Card] Enemy Action Card they revealed.
  • If the Requirement is not met, they must apply the Effect of the Basic Activation, represented by the [Enemy Card] symbol, and described on the corresponding Enemy Card (see previous page).

Example Enemy Action Card: "There is a [Shard (any color)] in the Zone he is in: he performs Absorb in the Zone he is in, then he performs a [Agility Action] Push Action on each adjacent [Rival Model]. Otherwise: [Enemy Card]."

When the Turn player must move the chosen Enemy toward something (i.e., a [Shard (any color)] Shard Token, a [Danger Token] Danger Token, a specific [Node] Node), they must try to reach the Node the object is in, or, if that object is occupying the [Node] (i.e., is a [Model] Model or an [Obstacle] Obstacle), or if the Effect explicitly requires it, the player must try to reach a [Node] adjacent to it. If the [Enemy Model] Enemy Model is already in a [Node] they want to move toward (or adjacent to the occupied [Node]) at the start of their activation, the Turn Player can still move it, as long as at the end of the movement the condition indicated on the card is met. The player can spend the [Enemy Model] Enemy's movement points as they wish and move the Enemy Model as they choose, without needing to spend them all or as few as possible.

When an [Enemy Model] Enemy is moving, they consider the [Node] Nodes occupied by other [Model] Models to be free; nevertheless, they cannot stop on them.

When an [Enemy Model] Enemy moves onto or stops on a [Node] containing a [Danger Token] Danger Token, it is not triggered.

Enemy Rank and Enemies Pool

The Enemy Rank represents the power level of the [Enemy Model] Enemy; the Ranks are Minion (one-diamond symbol), Trooper (two-diamond symbol) and Leader (three-diamond symbol).

It is best if a maximum of one Enemy Card with Leader Rank, and a maximum of two Enemy Cards with Trooper Rank are placed on the Nemesis Board in a game. One Enemy per Rank is included in this set; other Enemies can be found in the game expansions.

Depending on the [Number of Players] Number of Players participating in the game, a maximum number of [Enemy Model] Enemy Models of a given Rank may be present simultaneously in the Battlefield (see the Enemy Regeneration Step on page 26). Use the Enemies Pool area of the Nemesis Board to place the maximum number of each Enemy Model that could come into play during the game. Leave the others in the Depository, so that no mistakes are made during the game.

Number of PlayersMinionTrooperLeader
1421
2642 (1*)
3863 (1*)
4864 (1*)

*: Some Enemies with Leader Rank are represented by a unique Model, regardless of the number of players participating in the game; Enemy Cards of this type of Enemy must always be placed on Leader spaces on the Nemesis Board. If multiple Models of this type of Enemy are available (e.g., you own multiple copies of their expansion) players can choose to use them as normal Leader Rank [Enemy Model] Enemies.

[Enemy Model] Enemy [Action (any)] Actions and [Reaction (any)] Reactions

The Effects of [Action Card] Enemy Action Cards or [Enemy Card] Basic Activations allow [Enemy Model] Enemies to perform [Action (any)] Actions and [Reaction (any)] Reactions. Many of them are the same as those available to [Hero] Heroes, while others are only available to [Enemy Model] Enemies.

An [Enemy Model] Enemy does not need to spend [Action Cube (any)] Action Cubes to perform Actions or Reactions.

Enemy Reaction Timing: If several [Enemy Model] Enemies must perform a Reaction at the same time, the Turn player chooses the order in which the various Reactions are applied.

If one or more Enemies must perform a Reaction at the same time as one or more [Hero] Heroes, the Enemies perform their Reactions last.

ABSORB ([Action (any)])

The [Nemesis] Nemesis gains 1 [Victory Point] for each [Shard (any color)] Shard Token present on the target (one or more Nodes or Zones, a Territory, or the Battlefield) of this Action.

REVEAL ([Action (any)])

The Turn player draws and reveals the first card on the Destiny Deck and...

  • If they draw an [Event Card] Event Card, they place it face-up in the Event Slot farthest to the left of the Destiny Board that is not already covered by an [Event Card] Event Card. They then discard the [Shard (any color)] Shard Token of their choice from the Battlefield to the Depository. If there is an Enemy Token in the relevant slot above the Event Slot, they place it on their Player Board. If the [Event Card] Event Card has an Instant Effect (see page 33), it must be applied.
  • If they draw a [Destiny Card] Destiny Card, they discard it face-up in the Destiny Discards.
ASSAULT ([Reaction (any)])

An [Enemy Model] Enemy performs this [Reaction (any)] Reaction when one of the following situations occurs:

  • An adjacent [Hero] Hero declares that they will perform an [Strength Action] Attack or [Agility Action] Push Action targeting an [Enemy Model] Enemy (including the one performing the [Reaction (any)] Reaction).
  • An adjacent [Hero] Hero declares that they will perform a [Wild Action] Collect Action.

Before the [Hero] Hero's [Action (any)] Action is performed, add up the [Power] Power value of all the [Enemy Model] Enemies adjacent to them; if the sum is a number equal to or greater than the number of [Defense Token] Defense Tokens owned by the [Hero] Hero (the value 0 counts), the [Enemy Model] Enemies inflict [Damage] Damage on them. This [Damage] Damage is considered to be inflicted by one of the Enemies with the highest [Power] Power value, chosen by the player who controls the target [Hero] Hero from among those adjacent to them.

Defeating an [Enemy Model] Enemy

[Enemy Model] Enemies can be defeated by inflicting [Damage] Damage on them.

An [Enemy Model] Enemy is defeated if they suffer [Damage] equal to their [Health] Health value within a single Turn. When this occurs, their Model is removed from the Battlefield and placed on the Player Board of the player who controls the [Hero] Hero who inflicted the most recent [Damage] on it. Then, that player gains the Rewards indicated on the defeated Enemy's Card, which may be an [Advantage Card] Advantage Card, an [Inspiration Card] Inspiration Card, a [Trophy Token] Trophy Token, a [Victory Point] Victory Point, or a combination of them. If more than one Reward separated by a "/" symbol is shown on the Enemy Card, the player must choose which one they would like to gain.

If an [Enemy Model] Enemy suffers [Damage] but is not defeated at the end of the current Turn, all of the [Damage] they have suffered is annulled.

Solo Play

The rules of this chapter allow a player to face a Solo Campaign by confronting the [Nemesis] Nemesis in five consecutive games. With the same rules, it is possible to set up a single game to try out customized Warband conformations on the field, or to put the Warband you use in a normal Campaign to the test by experimenting with new tactics and trying out the [Item Card] Treasure Cards earned in the previous games.

Assembling the Warband

To start a Solo Campaign, choose six [Hero] Heroes from those available and mark their names on the Solo Campaign Sheet; these six Heroes will form the player's Horde. To play a single game, instead, simply choose three Heroes without needing to fill out the Solo Campaign Sheet.

Defeated Heroes

During a Solo Campaign game, [Hero] Heroes are in danger of being permanently defeated. A [Hero] Hero is considered Defeated when one of these two cases occurs:

  • KO: The [Hero] Hero becomes KO during the game.
  • Nemesis Victory: When the [Nemesis] Nemesis wins a game the player must choose one of their [Hero] Heroes that is not Defeated, they become Defeated.

When a [Hero] Hero becomes Defeated, it must be noted on the Solo Campaign Sheet by blacking out the space next to their name. A Defeated [Hero] Hero may no longer be used for the rest of the Solo Campaign.

Winning the Solo Campaign

To win the Solo Campaign, the player must reach the fifth game and win it; if this happens, the player wins the Solo Campaign, even if they have lost some of the previous games.

The [Nemesis] Nemesis wins the Solo Campaign if the fourth [Hero] Hero of the Horde is Defeated.

Playing the Solo Campaign

To play a Solo Campaign, the player must play five games using the rules described in Scenario Cards that show the [Enemy Model] symbol in the top right corner.

Once a Scenario Card has been chosen to be used in the game to be played, its code must be noted in the Solo Campaign Sheet, then the player can move on to the Game Setup.

Solo Game Setup

When performing Game Setup for a single game, follow the steps described on page 16, with the following differences:

  • Set up the Game Board and Destiny Board: Use the single-player Destiny Board.
  • Set up the Game Board and Destiny Board - Point 4: Create the Destiny Deck following the instructions for 2 players.
  • Set up the Player Area: If a Campaign game is going to be played, consult the Solo Campaign Sheet and choose three non-Defeated [Hero] Heroes. These are the Heroes that will participate in the game.
  • Set up the Battlefield: Set up the Battlefield using a single Territory of a Layout Card of your choice; the game takes place in that single Territory. Place the three [Hero] Heroes participating in the [Node] Nodes with an [Action Cube (any)] Action Cube on them, and place said Action Cubes on your Player Board. Place a Model of the [Enemy Model] Enemy indicated by the Enemy Card in the first slot of the Nemesis Board on the [Node] Nodes with a [Shard (any color)] Shard Token on them.

Solo Game Special Rules

The solo game follows the normal rules of the game, except for the following:

  • Destiny Phase: When an [Event Card] Event Card is drawn during this Phase, follow the normal rules but do not discard any [Shard (any color)] Shard Token from the Player Board or the Battlefield. When the [Destiny Card] Destiny Card Deck runs out it cannot be shuffled; the game continues leaving the [Shard (any color)] Shard Tokens on the Player Board.
  • End of the Game: At the end of the game the player does not gain [Victory Point] for the Mission Effects on the [Destiny Card] Destiny Cards and for the Effects indicated on the [Mission Card] Mission Cards.
  • Campaign Advancement: In a Solo Campaign, the player does not gain [Trophy Token] Campaign Points and does not spend them at the start of the fifth Campaign game.
  • Winning the Game: If at the end of the game the player has more [Victory Point] than the [Nemesis] Nemesis, they win the game, in any other case (including a tie) the Nemesis wins the game.
  • Player Board
  • Destiny Board
  • Nemesis Board
  • Scenario Cards
    • Mission Cards
    • Destiny Cards, Event Cards and Doom Cards
  • Start of the Game
    • Action Cards
    • 3.1 Playing an Action Card
    • 3.2 Performing Actions
  • 4. Support Phase
  • 5. Destiny Phase
    • No Shard Tokens
    • At Least One Shard Token
    • Aligning a Destiny Card
  • 6. Nemesis Phase
    • 6.1 Enemy Activation Step
    • 6.2 Enemy Regeneration Step
  • 7. End of Turn Phase
  • [Strength Cube] Strength Cube Actions
    • COLLECT ([Strength Action])
    • ATTACK ([Strength Action])
    • TRIGGER ([Strength Action])
  • [Instinct Cube] Instinct Cube Actions
    • COLLECT ([Instinct Action])
    • DEFENSE ([Instinct Reaction])
    • AGGRESSION ([Instinct Reaction])
  • Heroes' Skills
  • [Wild Cube] Wild Cube Actions
    • COPY ([Wild Action]/[Wild Reaction])
    • SWITCH ([Wild Action])
    • COLLECT ([Wild Action])
  • Damage
    • Damage
    • Direct Damage
  • Obtaining [Advantage Card] Advantage or [Action Card] Action Cards
  • KO [Hero] Heroes
    • KO Heroes are not considered to be in game
  • Danger Token
    • Neutral Damage
  • [Event Card] Event Cards and [Doom Card] Doom Cards
    • Revealed Event Cards
    • Doom Cards
  • [Advantage Card] Advantage Cards
  • [Inspiration Card] Inspiration Cards
  • [Item Card] Treasure Cards
    • Marks
    • Equipment
    • Artifacts
  • [Obstacle] Obstacles and Obstacle Cards
    • Obstacles with [Health] Health Value
    • Debris Tokens
    • Movable Obstacles
    • Statues
  • Event Slot Access
  • 5 Mission Cards
  • 3 Obstacle Cards
  • 12 Hero Cards
  • 8 Tutorial Cards
  • 4 Reference Sheets
  • 10 Scenario Cards
  • 10 Layout Cards
  • Tutorial booklet
  • Campaign Sheets (this page can be photocopied to obtain the Campaign Card, or the Campaign Card for Solo Play; the files can also be downloaded and printed by scanning the QR-Code on the page)
  • Models: 12 Hero Bases and the 12 Heroes (Hrafn, Feima, Halvard, Gunnhild, Helga, Erik, Ebbe, Orvar, Bjorn, Frida, Arne, Brandr), 4 Hofundr, 8 Hidlesvini, 6 Seggir
  • Place the leftover [Destiny Card] Destiny Cards to form a revealed deck in the relevant slot on the Destiny Board. This deck forms the Destiny Discards.
  • Place the [Advantage Card] Advantage Cards and the [Inspiration Card] Inspiration Cards so as to form two different decks and place them on one side of the table.
  • Place all the cubes supplied with the game on one side of the table so that they are within easy reach of all players.
  • If the Nemesis is present, place an Enemy Token in each circular slot of the Destiny Board with a +[Enemy Model] symbol in the Destiny Slot below it.
  • Give the First Player Token to the oldest player, or, if you are going to play another campaign game than the first one played, give the First Player Token to the player who ranked last in the previous game.
  • point D
  • D. The player discards the [Destiny Card] Destiny Card by placing it face up in the Destiny Discards.