Sequence of Play
- Draw and resolve Turn Cards one at a time until the Turn Deck is depleted.
- Then reshuffle the discard pile and add one card from the Horde Deck.
- If playing The Great Battle or The Dark War, add a new Caravan to its starting Region.
- Repeat each round.
Turn Card Types
Defender Card: Grants action points to the Hero with the matching color. That Hero takes their turn now, spending action points on actions. Once per turn, the active Hero may Sacrifice 1 HP to gain 1 extra action (used immediately).
All Defenders Card: Grants action points to be split among all Heroes however the players agree.
Enemy Card:
- Increase the Threat level in each Region shown on the card.
- If a Hero is present in an attacked Region, they may Defend - taking the Threat increase as HP damage instead of raising that region's Threat.
- If a Region's Threat would be raised but is already at maximum, that Region is destroyed:
- The second Region shown on the card does not receive its Threat increase.
- Instead, raise Capital City's Threat level by 1.
- Place the Enemy Card face-down on the destroyed Region to mark it. Heroes can still move there, but cannot use its ability.
- Discard the Enemy card after resolving.
Dire Enemy Card:
- Attacks only 1 Outer Region.
- A Hero in that Region may Defend by spending 2 HP. If they do, they gain an Artifact as a reward.
- If no Hero defends, raise that Region's Threat by 1 and trigger the effect printed on the Dire Enemy card.
Defender Actions
On your turn, spend action points on any of the following:
- Move: Move to an adjacent Region.
- Secure: Reduce an Outer Region's Threat by 1 (must be in that region).
- Use Ability: Activate your Hero's, the current Region's, or an Artifact's ability.
- Fight the Epic Foe: Reduce the Foe's HP by 1 (must be in the Foe's region).
- Prepare for Action: Gain 1 XP.
- Escort Caravans: Spend 1 XP per Caravan to move and bring Caravan(s) with you.
Once per turn, a Hero can Sacrifice 1 HP to gain 1 extra action to use immediately.
Health and Exhaustion
When a Defender's HP reaches 0, they are Exhausted:
- Cannot Secure, Fight, or Defend.
- Can still Move and use other abilities.
- If a Defender starts their turn in Capital City, they restore full HP.
End of Round
- When the Turn Deck is depleted, reshuffle the discard pile to form a new Turn Deck.
- Draw the top card of the Horde Deck and add it to the new Turn Deck.
- Begin the next round.
Revealing the Epic Foe
When the Horde Deck is empty, the Epic Foe is revealed:
- Place the Epic Foe card on its designated Region, covering the left side.
- Set the Foe's HP tracker to full health.
- Trigger the Foe's reveal effect, if applicable.
Heroes must travel to the Foe's Region and spend actions to Fight it (1 action = 1 damage). Defeat the Foe to win!
Key Reminders
- Exhausted Defenders (0 HP) cannot Secure, Fight, or Defend, but can still Move and use Abilities.
- A Defender starting their turn in Capital City fully restores their HP.
- Destroyed Regions still allow movement but their abilities are lost.
- If Capital City's Threat reaches maximum, the players lose immediately.
- The term "General" and "Epic Foe" are synonymous in regards to Defender and Artifact Abilities.