Fantasy Card Game for 2 or more players.
Each player controls a Magical Kingdom at war with all the others.
Players share a common deck.
The deck has 3 types of cards mixed in:
Strongholds, Hordes, and Mighty Magics.
These represent gains in territory.
The card will have a Name, Force Value, Notes, and Recruitment Cost.
Players can only defend with Strongholds.
Strongholds are used to secure victory.
These represent creatures, armies, monsters, heroes, and mages at your disposal.
The card will have a Name, Force Value, and Recruitment Cost.
Players can attack and defend with Hordes.
These cards will have a Name, Recruitment Cost, and special instructions.
The first player to begin his turn with 15 or more Force worth of Strongholds wins.
Players take turns.
Each turn is divided into 4 phases:
1. Draw Phase
2. Resource Phase
3. Recruit Phase
4. Attack Phase
The active player may discard any number of cards from his hand.
The active player then fills his hand to 5 cards.
If the deck runs out, shuffle the discard and draw from it.
The Active player draws 5 random counters from the Resource Pile.
These represent resources gathered from the players Kingdom.
The pile has 5 markers for each of the 12 resource types.
RESOURCE PILE COUNTER LIST
Each card has a recruitment cost.
These are paid for with the resources gathered in resource phase.
Strongholds and Hordes are played face up on the Table.
Mighty Magics follow the directions on the card text.
If the active player cannot use all of his resources, the remainder are
passed to the player on his left.
That player may recruit cards if he can. If he has any left, the resources are
passed to the left again.
The Gold Resource can substitute for any other resource.
Some Strongholds have the "convert" ability.
This allows you to use sme types of Resources as if they were other
specific resources for purposes of recruitment.
The active player may attack with some or all of his Hordes.
Pick an opponent’s Stronghold to be the target of the attack.
The opponent may defend with some, all, or none of his Hordes.
The attacker adds up the Force of all of his attacking Hordes.
The defender adds up the Force of all of his defending Hordes, and the target Stronghold.
Both sides take casualties with a total force value equal to or greater than
the opponent’s total Force value.
The defender must lose his defending Hordes before his Stronghold.
Destroyed cards are discarded.
STRONGHOLD CARD LIST
Name: Force: Recruitment Cost: Notes:
Dwarven Mines 4 2Stone 1Metal 1Law Convert Stone into Metal
Obsidian Citadel 4 2Law 2Stone Law Hordes get Force +1
Imperial Fortress 4 2Stone 1Men 1Law Men Hordes get Force +1
City of Brass 4 2Metal 1Men 1Chaos Increase Hand size 1 card
City of Thieves 3 1Men 1Chaos 1Stone Convert Men into Chaos
Elven Treehold 3 2Wood 1Magic Wood Hordes get Force +1
Wizards Tower 3 2Magic 1Stone Convert Men into Magic
Temple of Evil 3 2Death 1Stone Death Hordes get Force +1
Coral City 3 2Water 1Stone Water Hordes get Force +1
Sky City 3 2Air 1Magic Air Hordes get Force +1
Giants Playground 3 2Stone 1Chaos Chaos Hordes get Force +1
Astral Gateway 3 2Magic 1Metal Convert Law into Magic
Volcanic Shrine 3 2Fire 1Stone Convert Fire into Metal
Cloud Castle 3 1Air 1Magic 1Stone Convert Chaos into Air
Great Labyrinth 3 2Chaos 1Stone Convert Stone into Chaos
Ruins of Morkar 3 1Death 1Chaos 1Stone Convert Stone into Death
Coastal Towns 3 2Water 1Men You may redraw Water resources
Dragons Lair 2 1Stone 1Metal Convert Chaos into Gold
Stone Keep 2 2Stone Stone Hordes get Force +1
Druids Grove 2 1Magic 1Wood Convert Magic into Wood
Pallisade 2 2Wood Defending Hordes get Force +1
Barrow Mounds 2 2Death Convert Men into Death
Cross Worlds Bazaar 2 2Magic Draw 1 extra Resource per turn
HORDE CARD LIST
Name: Force: Recruitment Cost:
Knights 3 1 Metal 1 Men 1 Law
White Wizards 4 2 Magic 1 Men 1 Law
Centaurs 3 1 Men 1 Wood 1 Chaos
Undead 2 1 Men 1 Death
Dwarves 3 2 Metal 1 Law
Elves 3 2 Magic 1 Wood
Orcs 2 1 Metal 1 Chaos
Demons 4 1 Magic 1 Fire 1 Death 1 Chaos
Rangers 2 1 Wood 1 Men
Warriors 2 1 Men 1 Law
Dragons 4 1 Fire 1 Air 1 Magic 1 Chaos
Ships 2 1 Water 1 Wood
Giants 4 2 Chaos 2 Stone
Hero 4 1 Men 1 Law 1 Chaos 1 Magic
Pirates 2 1 Men 1 Water
Djinn 4 2 Magic 1 Chaos 1 Air
Efreeti 4 2 Magic 2 Fire
Ogres 3 2 Chaos 1 Stone
Sorcerer 4 1 Men 1 Chaos 1 Magic 1 Fire
Goblins 2 1 Chaos 1 Magic
Faeries 2 1 Wood 1 Magic
Hawkmen 2 1 Men 1 Air
Barbarians 2 1 Men 1 Chaos
MIGHTY MAGIC CARD LIST
Name: Recruit Cost: Special Instructions:
Earthquake 2 Stone Destroy 1 Stronghold with a Stone cost
Tidal Wave 2 Water Destroy 1 Card with a Water cost
Hurricane 2 Air Destroy 1 Card with an Air cost
Extinguish 2 Water Destroy 1 Card with a Fire cost
Cast Out 2 Law Destroy 1 Card with a Death cost
Death Spell 2 Death Destroy 1 Card with a Men cost
Tempest 2 Magic Destroy 1 Card with a Magic cost
Control 2 Magic 2Law Gain Control of target Horde
Enchant 3 Magic 1Law Gain Control of target Stronghold
Sign of Chaos 2 Magic 2Chaos Gain Control of target Card w/a Chaos cost
Fey Magic 2 Magic 2Wood Gain Control of target Card w/a Wood cost
Sirens Call 2 Magic 2Water Gain Control of target Card w/a Water cost
Divination 1 Law Look at next 10 cards in the deck
Blessing 2 Law Attach to Horde. It gains Force +2
Demonic Aid 2 Death Attach to Horde. It gains Force +2
Sacrifice 2 Chaos Attach to Horde. It gains Force +2
Stone Walls 2 Stone Attach to Stronghold. It gains Force +2
Change Fate 1 Magic 1Chaos Discard your hand and draw 5 cards
Change Destiny 1 Magic Reroll your remaining Resources
Alchemy 1 Magic Gain 2 Gold
Prosperity 2 Law Draw 3 cards or make 4 more resource rolls
Curse 2 Death Opponent makes only 4 Resource rolls on his next turn
Mana Vortex 1 Magic 1Chaos All opponents must discard their hands
Great Summons 1 Magic 1Law Automatically Recruit any 1 horde in your hand
Notes: Unless attached, spells are discarded as soon as they are played.
OPTIONAL RULES FOR ATTACK PHASE (For shorter Games)
If the attacker has a higher Force total than the defender, he
gains control of the target stronghold.
Both sides lose one participating Horde of their owners choice.
If there were no defending hordes, no attacking hordes are lost.