Game Modes Combat Roles Assembling your Team Customizing

Game Modes Combat Roles Assembling your Team Customizing
up to 2
Benefit: You may strike 2
once or 1 target twice.
7 damage per hit + effect
8 squares
hit is
Effect:  The last target
Exposed (ends when used).
Arena: the Contest is played in turns. A Turn is the moment you
activate your Combatant. During your turn, you may perform,
in any order:
PvE - Cooperative:
Mission: face terrible villains and
challenges to achieve the quest objective.
Boss Battle: confront a deadly foe, able
to fight an entire team of heroes.
- Missions and Boss Battles can be played individually
(as single matches) or continuously, in an Epic Campaign.
- Check the Quest Guide and Campaign Tome for more
information on PvE Quests.
all enemies in
a straight line
Benefit: You may move up
4 squares before striking.
17 damage per hit + effect
Rapid Fire
8 squares
up to 3
13 damage per hit
hit is
Effect:  The first target
The Contest: two teams of heroes
fight until one team is fully eliminated.
8 squares
the target
PvP - Competitive:
12 damage + effect
Effect:  You may move
1 square.
Perfect Hunt
• 1 Prime Action: Perform an Attack or Heroic Action;
• 1 Move Action: Move your Combatant through the
Game Modes
1 enemy
8 squares
Benefit: Gain a +2 bonus
your roll and ignore all Helpful
Conditions on the target.
This is a summary of the rules, for quick reference. To read all
rules in detail, see the Rulebook.
Explosive Arrow
Twin Shot
Niary the Hunt
Welcome, hero! Are you ready to enter the Arena and experience epic battles?
least 5 squares away (on your
Trigger: Hit a target from at
Effect: Target takes 4 damage.
first hit of your turn).
1. Heropad: Shows a hero’s Stats, Attacks and Passive Power.
2. Attack Card: Shows detailed information about an attack
and helps keeping track of its Effects.
3. Figure: Indicates a hero’s current position on the Battlegrid.
4. Hero Token: Shows a hero’s current HP on the HP Track.
Then, each team grabs 1 Team Token, 2 Heroic Action Cards
and 1 Twenty-sided die.
1. Team Token: Tracks heroes' Turn Order and availability of
Special Attacks for each Team.
2. Heroic Action Cards:
•At the start of the match, each team secretly chooses 2
heroic actions. Each may be performed only once in the
•All Team Token's rules about Special attacks apply to
Heroic Actions. So, you cannot perform one when your
Team Token is on the "No Special" side.
3. Die: Roll it for each Strike of an attack to determine whether
it hits or not.
Combat Roles
Seven Combat Roles indicate a hero’s main function in combat.
Savage strikers who deal huge
amounts of damage.
Nimble combatants who benefit
from allies and disable enemies.
Powerful defenders who taunt
enemies and protect allies.
Reliable supporters who heal
and boost allies.
Deadly strikers who excel
at ranged combat.
Resourceful combatants who
disable and attack multiple
Resilient combatants who fight
back enemies and withstand lots
of damage.
Assembling your Team
• PvP: Each team chooses 3 or 4 heroes.
• PvE: Choose 4 heroes to assemble one team.
Each hero in a team must have a different Combat Role.
After choosing, grab each hero’s Herokit.
Customizing and Learning
For introductory matches, the advanced rules of Reaction
Attack, Sidestep, Mob and Focus may be ignored. In this manner,
the Condition Hastened is ignored.
Once you become more familiar with the game, try the advanced
rules. They will greatly enhance the game experience and
positioning strategies.
There are also Magical Items, optional features that make the
game even more dynamic. Their rules are found in the Rulebook.
Magical Items:
Artifacts: Mystical objects that enhance
a hero’s versatility and powers.
Scrolls: Spells that make the game
unpredictable and allow bluffing
Starting a PvP match
Heroes can be placed anywhere on their team's half. Teams take
turns deploying heroes, until all are placed.
Any scenario may be created using the Tiles. You may also use the
preset scenario found on the back side of the board.
Turns will follow the order in which Heroes were placed. To track
it, arrange your team's Heropads, from left to right, as you deploy
Heroes. The other team must do the same on the other side of
the table.
Placing the Tiles
Turn Order
Setting the Arena
The Turn Order corresponds to the order in which heroes were
deployed (and Heropads arranged). It is tracked using the Team
At the start of the match, teams must put their Team Token on
their leftmost Heropad (belonging to the first Hero to act for
them). At the end of the hero´s turn, move it to the right (next
hero to act).
walls and closed doors.
statues, chests, levers and orbs. lava, altars, teleports and ruins.
Players can build a custom battlefield, in any way they please, or
follow the competitive procedure below:
• Each team grabs 4 tiles.
• Both Teams roll a die. The winner (highest number) starts by
Follow this pattern on every hero's turn. When there is no
Heropad to the right, return the Team Token to the first hero.
Teams alternate turns, following each team’s Turn Order. On PvP
Mode, heroes of the same Team never take consecutive turns.
See the examples:
placing a tile anywhere in the Battlegrid.
• The teams take turns until all tiles have been placed. Tiles
cannot be placed adjacently.
After a Hero dies, teams keep alternating, following each team’s
Turn Order independently. For example, if B dies:
Choosing the Heroes
Hero selection follows the same pattern: the winner of the die
roll chooses first and the teams take turns choosing their heroes.
The restrictions are:
• Teams must have 3 or 4 heroes.
• Both Teams must start with the same number of heroes.
• Only one hero of each Combat Role may be in a team.
Reading a Quest
A summary of the background, your foes and goals.
After the heroes have been chosen, teams grab their Herokits
(see page 1) and place their Hero Tokens on the HP Track,
accordingly to their Hit Points Stat.
It indicates the quest objectives, and how many Experience
Points (XP) each is worth. Accomplishing the Primary Objective
ends the quest.
Hero Tokens have white and black borders, to distinguish Teams
on the HP Track.
Describes the scenario’s special features, rooms, villains, tiles and
• Events: During the quest, some specific actions will trigger
Events (new enemies, opening of doors, etc).
Shows stats and attacks of the mission's enemies. If it is a Boss,
check its pad and attack cards.
Components Box
Shows all game pieces used in the match.
Quest Map
Indicates the initial position of tiles and foes (starters and future
spawns alike). Icons with a white border indicate foes on the grid
when the quest starts. Each event will have a distinct border color,
detailed on the instructions.
Deploying the Heroes
Both Teams roll a die. The winner chooses a half of the Battlegrid
(numeric coordinates) and places a hero on one of its squares.
This hero will be the first to take a turn.
The Foes
Round is a PvE concept, not used in PvP mode.
There are four generic categories of foes to represent all villains
and bosses you will encounter in missions:
• Sentinel: Melee villains encountered in quests;
• Sniper: Ranged counterpart of Sentinels;
• Warlord: Powerful, unique enemies;
• Boss: The most dreadful foes to be confronted.
Foes' Actions
• Foes' actions are guided by the Evil
Power cards (villains), or Boss Spell
cards (Boss).
• Foes always move the shortest safe
distance to reach their target (meaning
they won't step on lava or incite
Reaction Attacks unnecessarily).
• If a foe cannot attack a target after moving, its Prime Action
is spent with an extra Move Action, to try to get adjacent (or
as close as possible) to the target.
• Villains always make the best available attack.
• If more than one course of action is within the rules, players
decide which will happen.
Villain Kit: Villain Card, Villain Figure and Villain Token.
Evil Power and Boss Spells
• At the start of the Match, shuffle all Evil Power (or Boss Spell)
Dragon Kit: Dragonpad, Attack Cards, Dragon Figure and
Dragon Tokens.
cards and put them face down.
• Draw one card every round, at the start of the first foe's turn
(only draw Evil Power if there are foes on the grid). If all cards
have been used, reshuffle them and continue drawing.
• Evil power cards feature specific commands, or the Basic
Basic Strategy
Attack the nearest hero.
2 If there is a tie, attack the one with the lowest HP among them.
If the tie remains, players decide which hero gets attacked.
Fate Cards
• Some Quests have Events or situations that
use these cards.
• Draw a card at random to determine the
Starting a PvE Match
event or situation and then discard it.
Campaign Mode
• Choose a Mission or Boss Battle from the Quest Guide;
• Follow the Quest Guide's instructions to prepare the Battlegrid.
The game also features a Campaign Mode, in which players
gain Experience Points to purchase Level UP cards, Scrolls and
Artifacts. See Quest Guide and Campaign Tome.
Grab the required components, place tiles and villains.
• Deploy the heroes: Place heroes in any square with stairs (up
to one hero per square).
• Place tokens according to each combatant's Hit Point Stat.
Some quests also use other tokens (statue, doors, timer, etc).
Turn Order
• Round is a set of all Heroes' and Villains' turns. Heroes always
start the Round. After all Heroes have taken turns, all foes take
theirs. This concludes a Round.
• In each round, heroes and foes can take their turns in any
order chosen by the Player(s), provided that each combatant
acts once, and only once, per round.
Reading a Heropad
Combat Role Icon and Color.
• There are 7 different Roles. Each Role has specific Stats
and Passive Power.
Hit Points (HP): Indicates how much damage a hero can endure.
• Each Hero Token is placed on the HP Track according
to this Stat.
• Damage taken reduces a hero’s HP by the same amount,
per match.
Special" side. Your team may not make Special Attacks until
the Team Token is flipped again.
• After the next hero on your team performs a Prime Action,
flip your Team Token to the "Special Ready" side. Now your
team can make Special Attacks again.
• The range of a Basic Attack is indicated by the icon next
to the damage value:
1 square (Melee Attack);
Some Special Attacks are Interrupt Attacks
8 squares (Ranged Attack).
attack, before any Benefits happen or the die is rolled.
1 enemy
• Interrupt Attacks are resolved before the target’s attack.
Deals damage equal to Basic Attack stat
Miss: Does not deal residual damage.
D efense: The minimum roll required on a die to hit the hero.
ovement: Indicates how many Movement Points a hero can
spend in a Move Action.
A Move Action is used to Move
or Sidestep.
• For each Movement Point spent, a
hero’s figure may leave the square
it currently occupies and enter an
adjacent one.
• Heroes' figures can be moved
orthogonally or diagonally, in any
• You don't need to spend all your
points on your Move Action, but
you lose all unused points (you
can't Move, Attack and then Move
Sidestep (Advanced Rules)
A hero may spend a full Move Action
to move only 1 square (orthogonally
or diagonally). While Sidestepping,
a hero does not incite Reaction
Attacks (by leaving a square adjacent
to enemies). Sidestep allows you to
swap positions with an ally, if one
occupies your landing square.
• Interrupt Attacks are used during the target’s turn;
• They must be announced when the target declares its
Basic Attack
8 squares
Special Attacks: A hero's finest and deadliest resource.
• Each hero's Special Attack may be performed only once
• After making a Special Attack, flip your Team Token to "No
B asic Attack: Indicates the damage a hero deals when using a
Prime Action to make a Basic Attack.
1 square
• A Prime Action may be spent making a Primary Attack.
This attack can be repeated many times in a match.
while Healing effects may increase it. Update the position
of the Hero Token accordingly.
• A hero is alive while having 1 HP or more. If HP drops
below 1, the hero is Dead.
Primary Attacks: A hero's main resource in combat.
P assive Power: A special ability that distinguishes Roles, making
Heroes excel in combat in different ways.
• Upon meeting certain conditions (Trigger), an Effect is
• The trigger is verified when the target is chosen.
Niary the Hunter
Twin Shot
up to 2
Benefit: You may strike 2
once or 1 target twice.
7 damage per hit + effect
Effect:  The last targe
t hit is
Exposed (ends when used
8 squares
8 squares
8 squares
1 enemy
Benefit: Gain a +2 bonus
your roll and ignore all Help
Conditions on the target.
12 damage + effect
Effect:  You may move
the target
1 square.
Perfect Hunt
Explosive Arrow
Rapid Fire
all enemies in
a straight line
Benefit: You may move up
4 squares before striking.
17 damage per hit + effec
8 squares
13 damage per hit
up to 3
Effect:  The first targe
t hit is
Name and Combat Role.
Movement Restrictions:
• Diagonal movement is not allowed through the corners
of squares occupied by barriers (walls), but it is allowed
through Obstacles and other Combatants.
• A hero cannot finish a Move Action in a square occupied
by Barriers, Obstacles or other Combatants.
• A hero cannot move through squares occupied by enemies,
Barriers or Obstacles, but can move freely through
squares occupied by allies and terrains.
Trigger: Hit a target from at
least 5 squares away (on your
first hit of your turn).
Effect: Target takes 4 dam
Making an Attack
• Some Attacks have multiple Strikes. They may attack
• Choose an attack from your Heropad.
• Select a suitable target within range.
• Roll a die and compare the result
T arget
: indicates how many and which combatants may be
targeted by this attack.
multiple enemies or the same enemy more than once.
• The die must be rolled once for each Strike.
to the target’s Defense stat.
-- Hit: If the die result is equal
or higher, the attack is a Hit
and applies damage and all
Effects described on it.
-- Miss: If the die result is lower,
the attack misses and deals Residual Damage. See F .
-- Critical Hit: If the die result is 20, the attack is a Critical
Hit. See below:
Critical Hit Effect
• They are part of the attack, but they are not Effects.
: indicates what happens if the attack hits.
• First, the attack deals the amount of damage described.
Then, Effects are applied in the order listed.
• If the damage reduces the target’s HP below 1, the target is
considered Dead only after the Effects are applied.
• Effect: +5 damage (if the target is an ally, it regains +5 HP);
• The damage may be applied before or after the attack's Effects;
• This can only be applied once per attack.
Reading an Attack
Benefit or Drawback: Whenever an attack presents these features,
read and follow its instructions.
E ffect: Special features of attacks that change the circumstances
of combat in many ways.
• Instant: resolves completely during the attack.
• Temporary : lasts until the attacker takes its Turn again.
(some Effects end when used).
• Permanent: lasts until the affected Combatant dies. Temporary and Permanent Effects are tracked by placing the
Attack Card on the affected hero’s Heropad or the affected foe’s
Once the attack hits, regardless of whom effects target, they apply
automatically (they don't require new die rolls).
Some Effects apply Conditions, identified by a unique name and
highlighted in red or blue. See Player Aid and Rulebook.
iss: indicates what happens if the attack misses.
• If the attack has multiple Strikes, all of them must be
missed to apply Residual Damage.
Essential Terms on Attack Cards:
• You: hero making the attack.
• Combatant: any character on the Battlegrid.
• Enemies: any character from the opposing Team.
• Allies: all your Team's heroes, except the one attacking.
Range: indicates the maximum distance between a hero and its
target for the attack to be made. Measured orthogonally and/or
diagonally, in any combination.
Range 1 : Melee Attack.
The hero must be adjacent to the target.
Range 2 : Melee Attack.
Does not incite Reaction Attacks.
Range 8 : Ranged Attack.
Incites Reaction Attacks if the hero is adjacent to enemies.
Residual Damage
• Basic and Reaction Attack: not applicable;
• Primary Attack: 5 damage;
• Special Attack: 15 damage;
• This can’t lower the target’s HP below 1;
• It ignores any Effects on you and the targets (except
if they relate to Residual Damage specifically).
• It can be applied only once per attack, even if there
are multiple missed targets.
B order: Silver borders indicate Primary Attacks; Gold borders
indicate Special Attacks.
Your Turn
Reaction Attack
Starting your Turn
You may make a Reaction Attack if an enemy incites one. Any
Combatant incites Reaction Attacks by:
• Any Temporary Effects applied by you end. Take back the
Primary Attack Card tracking the Effect;
1. Making a Ranged Attack while adjacent to an enemy;
• Check if you are affected by any Effects or Circles (Tanks
2. Leaving a square adjacent to an enemy on its Move
Action (except for Sidestep).
and Bruisers Passive Powers);
• Check which side of your Team Token is up: Special
Ready or No Special.
During your turn, you may perform a Prime Action and a Move Action,
in any order:
Prime Action
Move Action
• Move
• Sidestep
Basic Attack
Primary Attack
Special Attack
Heroic Action
Extra Move Action
Reaction Attack
Interrupt: Used during the target’s turn.
1 square.
Finishing your Turn
• Flip the team Token to "Special Ready" if the hero didn´t
1 enemy inciting a Reaction Attack.
Deals damage equal to Basic Attack stat + effect
use Special Attack this turn.
• Place the Team token on the Heropad of the next hero to
Target loses 1 movement point for this turn.
Miss: Does not deal residual damage.
act, following the Turn Order;
-- PVP mode: The next hero is the one whose Heropad
is immediately to the right.
-- PVE mode: The Team chooses the next hero to act,
until all heroes have taken their turns.
• A Combatant may incite several Reactions per turn;
• Combatants can make only one Reaction Attack per turn;
• Combatants only incite Reaction Attacks on their own turns;
• Reaction Attacks resolve before the attack or movement
that incited them.
Check if there are Barriers fully blocking the way between the
target and yourself. If there are not, you have Vision and can
attack the target. Combatants must have visual contact to attack
and apply Effects.
Mobbed combatants are considered Exposed to attacks made
my mobbers.
A Mob happens when the following conditions are met:
In case it is not clear, trace imaginary straight lines between the
corners of the square your target occupies and the corners of your
own square. If at least one is not interrupted by Barriers, you
have Vision. Obstacles, Terrains and Combatants do not block
Vision. Edges and corners of squares occupied by Barriers are
considered blocked.
• Two or more allies are adjacent to the same enemy;
• These allies are not adjacent to each other;
• This enemy is not adjacent to one or more of its own allies.
For detailed examples, see the Rulebook.
Targets of your Ranged attacks are considered Exposed if you:
• Start your turn with no combatants (allies or enemies) within
3 squares of you;
• Forfeit your entire Move Action and Benefit-allowed moves
Next you will find some Advanced Rules that greatly impact the
game but can be suppressed in your introductory matches, until
you feel more familiar with the game.
(if any), which must be spent focusing.
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