Multiplayer card game or Solo rules.
Each player controls a small town in a fantasy setting.
Every turn players build structures and hire heroes to defend their town.
Some cards are used to send monsters and disasters to destroy your opponent’s towns.
The deck has 75 cards.
These will have to be constructed before play is possible.
Six sided dice (D6) are needed.
Roll high on 1D6 to determine turn order.
Players start with a hand of 7 cards.
Each player starts with 30 gold.
Each player starts with 1 guard token.
Each players town starts with a castle with 4 walls, and an income = 3 gold.
Gold can be used to substitute for any other commodity on a one to one basis.
Have the most defenders and structures at the end of the game.
Each defender and structure is worth 1 victory point.
The game ends when the last card is drawn from the deck.
In a multiplayer game, the game ends if all but one player’s town is destroyed.
Players take turns.
Each turn has 6 phases:
1. Draw Phase
2. Upkeep Phase
3. Production Phase
4. Build Phase
5. Attack Phase
6. Heal Phase
THE GOLDEN RULE
In all situations, Gold can be used to substitute for any other commodity on a one
to one basis.
You may have to pay an upkeep of 1 magic. You can substitute 1 gold instead.
Draw one card.
Max hand size = 7.
Discard excess cards.
Pay 7 magic to draw an extra card.
If you bought the card discard it if it is a disaster
or attack card.
All defenders have an upkeep = 1 food or weapon.
Heroes have an additional upkeep of 1 magic.
Some buildings have an upkeep in their card description.
If the upkeep is not paid the card is discarded.
Collect revenue from all structures and defenders that produce revenue.
Revenue comes in different forms: Gold, food, magic, etc.
Keep tract of each form of revenue.
Put structures and defenders into play by paying their cost.
Defenders must be paid for in food and/or weapons.
Magical defenders can also be paid for with magic.
Structures must be paid for in wood or stone.
Magical structures can also be paid for with magic.
Artifacts must be paid for in magic.
Players cannot play attack cards until turn 3.
Attack cards include Disasters & Monsters.
Play one Attack card on the opponent to your left.
If you have more than one attack card, you may play the additional
card on the next player, and so on.
Resolve disasters according to the card text.
Resolution of battles with monsters may take several segments.
The monster and all defenders attack once during the segment.
Attack order is determined by each cards initiative.
Initiative = 10 attacks before Init = 9, and so on.
All cards of the same initiative level attack simultaneously.
An attacking card rolls a number of six sided dice equal to its Attack Dice (AD).
Each roll of 1 causes the other side to lose 1 hit.
The attacker decides where hits are inflicted.
Each card has a number of hits.
If this hit total is reduced to 0 the unit is destroyed.
The monster will keep attacking until destroyed.
If the monster destroys all the defenders, the monster is discarded and the
defender must discard 1D6 structures.
If there are no structures left, then castle walls are destroyed.
If all a players castle walls are destroyed, the player is eliminated.
Some units have Spells. Roll on the spell table at the beginning of
each segment to see what spell the unit can cast.
All surviving defenders recover all lost hits.
Walls may be rebuilt for 3 stone or wood each.
Defender & Structure cards destroyed this turn may be put back
in your hand for 2 magic each.
Summoned minions are destroyed.
Destroyed guard tokens are returned to play for free.
THE GUARD TOKEN
Each player starts the game with one.
The guard is a non-hero defender.
The guard has initiative = 2, Attack Dice =2, and Hits = 2.
The guard has no upkeep.
STRUCTURE CARD LIST
Card Name: Cost Notes:
Farm 2 Revenue = 2 food
Brewery 8 Revenue = 5 food
Bakery 4 Revenue = 3 food
Butcher 6 Revenue = 4 food
Market Place 4 Convert 2 of any commodity into 1 gold
Temple 8 Maximum hand size = +1
Guild Hall 10 Pay 5 gold to draw 1 card
Tavern 6 Revenue = 1 gold per 3 defenders (round up)
Inn 8 Revenue = 2 gold, Upkeep = 1 food
Wizards Tower 10 Revenue = 3 magic; Magical Heroes cost 3 less
Library 8 Revenue = 2 magic
Alchemists Shop 4 Revenue = 1 magic
Herbalist 4 Revenue = 1 magic
Barracks 6 Upkeep = 1 Food; Nonhero defenders cost 2 less
Armorer 8 Revenue = 3 weapons
Shield Smith 6 Revenue = 2 weapons
Fletcher 6 Revenue = 1 weapon; Missile units cost 3 less
Blacksmith 4 Revenue = 1 weapon
Defensive Wall 3
Guard House 6 Gain another Guard Token
Moat 8 Attacker is - 1 AD
Catapult 8 Initiative = 10, Attack Dice = 2
Ballista 6 Initiative = 8, Attack Dice = 3
Bombard 10 Initiative = 12, Attack Dice = 4
Stables 6 Rev = 1 gold, Upkeep = 1 food
Quarry 8 Revenue = 3 stone
Mason 6 Revenue = 2 stone
Woodmill 8 Revenue = 3 wood
Logging Camp 6 Revenue = 2 wood
Mine 8 Revenue = 2 gold
If you have a tavern nonmagical Heroes cost 2 less.
If you have a stable mounted units cost 3 less.
NONHERO DEFENDER CARD LIST
Card Name: Cost Init AD Hits Notes:
Swordsmen 7 2 3 2
Shieldmen 6 1 2 3
Halberdiers 9 3 4 2
Archers 8 6 1 1 Missile
Crossbowmen 9 5 3 1 Missile
Handgunners 8 4 3 1 Missile
Longbowmen 10 7 2 1 Missile
Light Horsemen 7 3 2 2 Mounted
Medium Cavalry 9 3 3 3 Mounted
Knights 11 3 4 4 Mounted
HERO DEFENDER CARD LIST
Card Name: Cost Init AD Hits Notes:
Cavalier 15 5 5 4 Mounted
Ranger 14 8 4 2 Mounted; Missile
Nobleman 13 3 3 2 Revenue = 1 Gold
Warrior 13 4 6 3
Wizard 16 5 2 1 Magic, Spells
Druid 19 6 3 2 Magic, Spells
Priest 14 4 1 1 Magic, Spells
ARTIFACT CARD LIST
Card Name: Cost Init AD Hits
Magic Sword 7 +2 +4 +1
Magic Armor 5 +1 +1 +3
Magic Bow 7 +5 +2 +0
Attach artifacts to nonmagic Heroes.
ATTACK CARD LIST: MONSTERS
Card Name: Init AD Hits Notes:
Goblin Horde 1 1 4
Dragon 5 7 5
Giant 4 6 6
Ogres 2 4 5
Orc Army 3 3 5
Trolls 1 3 5
Demons 3 5 6 Spells
Djinn 7 4 4 Spells
Sorcerer 5 2 2 Spells
Necromancer 4 3 3 Spells
Bandits 5 2 3
Barbarians 3 4 6
Warlord 5 5 5
Nomads 5 3 3
ATTACK CARD LIST: DISASTERS
Card Name: Notes:
Earthquake Roll 1D6 for every structure. On a roll of 1 it is destroyed
Plague Roll 1D6 for every defender. On a roll of 1 it is destroyed
Blizzard Opponent produces no food next turn
Draught Opponent produces no food next turn
Magical Vortex Opponent discards 1D6 cards from his hand.
Thieves Any Opponent loses 2D6 gold from his treasury.
Assassin Kill one of any opponent’s heroes
Spies Look at any opponent’s hand; Draw 1 card
Prosperity You gain 2D6 Gold.
Caravan You gain 2D6 Gold.
War You may attack any opponent with one or more of your defenders
1D6 Spell Name Notes:
1 Elemental Blast Init +5 AD + 3 this segment
2 Ensorcell Target enemy unit has AD = 0 this segment
3 Defense Hits +3 for 2 segments
4 Heal Friendly units gain back 3 hits
5 Summon Minion has: Init = 3, Attack = 4, and Hits = 2
6 Death AD + 7 this segment
Do not draw extra cards.
You are the target of all attack cards.
Resolve attack cards the turn they are drawn.
You win if you get through the deck.
Paper & pencil required.
You have to write down what units you own.
The game is over after 5 Monster attacks.
Instead of drawing cards roll on the following table:
1D10 Event Notes
1-4 Construction Roll on the Structure table. You may build the indicated structure.
5 Recruit Hero Roll on the Hero Table. You may hire the indicated hero
6-7 Recruit Troops Roll on the Troop Table. You may hire the indicated troop
8 Disaster Roll on the Disaster Table.
9 Monster Roll on the Monster Table. The indicated monster attacks.
13-15 Market Place
19-21 Guild Hall
28-30 Wizards Tower
34-36 Alchemists Shop
46-48 Shield Smith
55-57 Defensive Wall
58-60 Guard House
85-87 Logging Camp
91-00 Pick one
8 Light Horsemen
9 Medium Cavalry
8 Magic Sword
9 Magic Armor
0 Magic Bow
01-07 Goblin Horde
29-35 Orc Army
99-00 Same as last time
ATTACK CARD LIST: DISASTERS
5 Magical Vortex
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