Sequence of Play
Player Turn
Each player performs two of the following actions plus any number of free actions:
- Move your hero up to 3 areas on the board. Cannot move through occupied or mountain areas.
- Attack -- add up your attack strength and roll that many attack dice to attack any monster in range
- Prepare -- draw 1 card from event deck. Can only hold 4, but can discard at any time.
- Focus -- Add 1 mana to an ability or equipment
- Mend -- Remove 2 damage from hero. If in Grimheim, can remove from equipment also, up to 5 damage total
- Practice -- Add 1 experience to player board
Free Actions:
- Use Equipment (some take damage up to durability value)
- Use Ability (some require mana)
- Play Event cards (any number) from your hand
- Share Gold with adjacent hero (give or take)
End of Turn:
- Reset action markers to empty spots
- Upgrade if you have enough experience (you, a current skill, or gain a new skill)
- Add mana to all cards that have Mana Generation
- Draw 1 Event card if you can. If not, may discard one to make room (optional)
- Optional: May bury top equipment and/or ability card
Monster Turn
1. Move the Time Marker one step. Players win if Freyja's Well remains after last turn.
2. Optional: Roll monster die
3. Monsters Move, starting with ones closest to Grimheim.
- If time marker shows skull, all monsters charge (+1 area on move step)
- Goblins move 2 normally; 3 if charging
- Never move if adjacent to heroes or if next area is blocked
- Always move toward Grimheim
- Straight path to road, then follow road.
- If monster can't attack after move, but CAN attack after charging, it charges automatically
- If monster is not adjacent to hero, it moves normally
- If monster enters Grimheim, remove monster and 1 building. If boss, remove 3.
- Bosses swap places with other monsters in their way
4. Monsters Attack
- All monsters attack if possible, in any order, once per turn
5. Reinforcements
- If time marker shows reinforcement, each player draws 1 monster card and places monsters
If can't place all monsters due to occupation, population, etc:
Bury card and draw again
A hero can only use one monster event card per turn. If he/she draws more, bury them.
General Information
"Spend an action" on quest = place action marker on it but do not gain its normal effect
Can have any number of equipment cards but only 1 main weapon. Replacing it = placing new card over it
If a card lets you perform an action, it is a free action
Attacking:
- Range 1 by default
- For heroes' attacks, add up attack strength and roll that many dice
- Use red damage dice to track damage to monsters
- When monster defeated, gain XP and return monster to supply
- When hero defeated:
- Return to Grimheim
- Remove two buildings
- Restore health to 5 damage
Terrain rules:
- Heroes cannot enter mountains except Troll Caves.
- No one can enter lake spaces except the Nailfare.
- Forest areas provide cover. Hits with circle do not hit.
- Roads guide monsters; have no other effect.
- Grimheim is considered to be a single area. Cannot attack or be attacked in Grimheim.
Sidekicks: Choose a second character to be your main character's sidekick
- Does not use player board or Event deck
- Can only Move, Attack, and Mend (any two per turn)
- Has starting equipment and ability only
- Resources earned go to the main characters
- When knocked out, does not remove town pieces
- Does not perform End of Turn steps