Sequence of Play
- Draw Up
- Begin Endgame Quest if Standard Quest is complete
- Discard and Draw
- Trade
- Play Cards
- Move Cavalier
- Quest Upkeep
- Move Monsters
- Draw 2 New Monsters
Rule Improvement Options
Base game:
- All for One! = Play one Archer, Knight, and Swordsman to slay one monster anywhere in that color
- Heroic Powers = Hero cards can hit monsters in the castle ring
- Desperate Times Call for Desperate Measures = Instead of Draw Up, may replace entire hand
The Wizard's Tower:
- Death Benefit = If Wizard's Tower is destroyed, hand size increases by 1
- Flaming Tar = If a monster has tar and flame, add 1 more flame
- Goblin Cavalry Hobble = When damaged, Goblin Cavalry only moves 1 space per turn
The Dark Titan:
- Burning the Midnight Oil = Boiling Oil does +1 damage to monsters on fire
- Slippery Slope = Boiling Oil may be played in the Castle OR Swordsman ring
- Sigh of Relief = When Agranok is destroyed, all players draw one card
Engines of War:
- Hammer of Light destroys encampments
- Mystical Manufacturing can rebuild the Keep and the Wizard's Tower
- Teleport can be used to move field equipment
Crowns and Quests:
- Characters keep their abilities when their towers are destroyed
Community:
- Play with larger hand of cards (8-10) and ALL monster tokens
- When playing a hit card, damage all applicable monsters
- Omit some/all monster effect tokens
- Attack elite monsters as normal monsters (no die roll w/ hit cards)
- Discard instead of banish
- Draw a card when you defeat a monster
- No limit to # cards traded or discarded/redrawn
General Information
Card Decks
- Draw Up can draw from Castle or Resource
- Discard and Draw from any deck
- Wizard deck unavailable when Wizard's Tower is destroyed (until rebuilt)
Fire
- Can be extinguished by discarding one Brick or Mortar Castle card
- 3 flames destroy a structure
- Catapult and Ballista cannot be built on burning Keep
- When monsters destroy burning castle structure, monsters get all flame tokens from structure
- Monsters take no damage when destroying burning structures
- Monster on fire takes damage when it moves
- "Breathe fire" puts flame on Castle structure, not monsters
Flying Monsters
- Cannot be hit by Swordsmen or Knights
- Can be hit by Archers in any ring
- Not affected by pits or spring traps
Siege Engines
- Crewed by 2 orcs
- Orcs take no damage until engine is destroyed