Rules
Quick Reference
- 3x Wave counters
- 4x Life counters per team (4 Players)
- 5x Life counters per team (6 Players)
One Lane
- 5x Wave counters
- 6x Life counters per team (4-5 Players)
- 8x Life counters per team (6 Players)
Two Lanes
- 2x7 Wave counters
- 6x Life counters per team (6-8 Players)
- 7x Life counters per team (9-10 Players)
The game is split into rounds. Each round consists of four turns. After four turns the round ends.
On each Turn, all players:
- Play one card, then reveal (Simultaneously)
- Check the Initiative order
- Perform one action (In the Initiative order, from highest to lowest)
- Minion Battle
- Remove tokens, return markers
- Push the Lane (If Applicable)
- Retrieve cards
- Level Up (Mandatory!)
- Collect 1 Pity Coin (Unless leveled-up!)
- Push the Lane into opposing Throne.
- Win the “Last Push”.
- Opposing team spends their last remaining Life counter.
| Level* | Level Up Cost | Max card Tier** |
|---|---|---|
| 1 | - | - |
| 2 | 1 | II |
| 3 | 2 | II |
| 4 | 3 | II |
| 5 | 4 | III |
| 6 | 5 | III |
| 7 | 6 | III |
| 8 | 7 | IV |
* All heroes start the game at level 1. It costs 1 coin to go from level 1 to level 2 and 3 coins to go from level 1 to level 3.
** You must upgrade all your non-basic cards to Tier II before upgrading a Tier II card to Tier III.
Actions can be either secondary or primary. When you perform a primary action apply the card text (If you cannot apply a part of the card text, stop performing the action at that point).
Secondary: Move your hero up to the number of spaces equal to the number shown on the icon.
Primary: As above, plus apply the card text.
Fast travel (Replaces entire Movement action)
Jump quickly between adjacent Zones, as long as there are no interfering enemies. The card text is not applied when you Fast Travel.
Apply the card text. That’s it.
Attack enemy heroes and minions and collect coins when you defeat one. Apply the card text.
Clear (Replaces entire Attack action)
Remove any number of tokens adjacent to you
(Discard only!)
Secondary: Discard a card from your hand to defend when attacked. If you don’t have a card with high enough Defense value you are defeated.
Primary: Same as above, and, in addition, apply the card text.
Defense/Skill Icon
Cards with this icon can be used to perform either Defense or a Skill as a primary action. Apply the card text in both cases.
- “Before the attack” card text
- Calculate minion defense modifier
- Defender discard a card
- Defense action text, if applicable
- Calculate the Defense total.
- Check if the attack was successful
- “After the attack:” text on the Attack card
- Defense action ends.
- Attack action ends.
Do nothing this turn. Hold action has no icon and can be performed using any card.
Melee Minions
- +1 bonus Defense to adjacent friendly heroes.
- -1 Defense penalty to adjacent enemy heroes.
Enemy melee minions are worth 2 coins when defeated.
Ranged Minions
- -1 Defense penalty to all enemy heroes within a Range of 2 spaces.
Enemy ranged minions are worth 2 coins when defeated.
Heavy Minions
- +1 bonus Defense to adjacent friendly heroes.
- -1 Defense penalty to adjacent enemy heroes.
Enemy heavy minions are worth 4 coins when defeated.
As long as there are any friendly non-heavy minions in the Battle Zone the heavy minion is immune and cannot be affected by any action, including actions of friendly heroes.
When you are defeated:
- You are removed from the board.
- Resolve your unresolved card.
- Spend Life counters (When you spend the last Life counter, your team loses the game!).
- Cancel your Active effects.
- Return any markers you had.
When you defeat an enemy hero:
- Gain coins.
- Friendly heroes gain assist coins.
| Hero Level* | Coins for defeating | Lowest Card Tier | Assist coins / Life counters |
|---|---|---|---|
| 1 | 1 | I | 1 |
| 2 | 2 | I | 1 |
| 3 | 3 | I | 1 |
| 4 | 4 | II | 2 |
| 5 | 5 | II | 2 |
| 6 | 6 | II | 2 |
| 7 | 7 | III | 3 |
| 8 | 8 | III | 3 |
* All heroes start the game at level 1.