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Welcome to Aughmoore...
In the beginning, the primal energies of the Spindly shadows descended from the rafters. The Dwarves sought the majestic wisdom of the
races fueled the inner spark of Aughmoore. In Cold steel gleamed in stained-glass painted timeless mountains, and mined their valuable ore,
return, it provided a plentiful bounty that, for moonlight throughout the hall as assassins cut hastily constructing enormous stone fortresses to
a time, even satisfied the blood-crazed Orcs. through the crowd toward the paranoid leader. exile all those not of the Heaven-Blood.
With prosperity came complacency, and the
The Elves had grown tired of the arrogant As the races continued to turn their backs on
aura of a once vigorous struggle for survival
humans—of all races. Their scheming one another, the seeds of disquiet spread like
weakened. As it waned, Aughmoore was able
was accompanied by small coups across disease in their hearts. Their hatred, their feuds,
to provide less and less.
Aughmoore. As more assassination plots and the unwavering raw energies of their dedication
After centuries of feeding her sprawling economic betrayals were revealed, it became and passion reignited Aughmoore’s inner flame.
children, she became fallow. Crops no longer clear that each of the races had been preparing Fueled by their fury, Aughmoore returned
leaped from the tilled mounds of fertile soil, for complete independence for quite some time. bounty and prosperity to its inhabitants. The
veins of ore hardened to the pickaxe, and the The world had declared war on itself. plague of barrenness had ceased, but the allure
very spark of magic and life began to retreat of power and revenge ensued.
The Orcs, secretly disciplining a league
into the dark crevices of the earth. Aughmoore
of armed forces, cut weapon tradelines Today, terror and destruction are the norm.
was cast into shadow and sickness.
immediately, arming only themselves with their Fizzling spell slinging has turned to hailing
As anxiety peaked, the races began to turn legendary steel. Their armies began marching comets and shattering earthquakes, brief
away from one another. Scarcity strained the in every cardinal direction with standing skirmishes to violent massacres, and trade
delicate bonds of trade, marketplaces became orders to eviscerate those who now lacked the to extortion and subterfuge. Armies of all
hives of petty theft, Resources were harvested to advantage of their superior metallurgy. colors and creeds now march, sail, and fly
desolation, and territorial disputes escalated. over the scarred surface of the world. No stone
The Elves created pacts in the darkened alleys
will remain unturned, no enemy left alive,
During this harrowing time, it was Laelithar, the of the enemy cities they had infiltrated, trading
no element unplundered, and no territory
Human paladin, who first grew distrustful and bottles of fine wine and ancient mystical relics
unclaimed.
turned his back on the other races, preferring to for information on their next target.
help and shelter only his own kind. Under the The future of Aughmoore will be forever altered
The Humans rallied their masses, conducting
flickering glow of the Great Hall’s sconces, he by the events to come. The only question that
public prayer and calling the earth to flourish and
announced the Isolation Concordat, though as remains is: who will be left in the past?
provide for the brave men and women. Under
he spoke, those old allies whom he renounced
their holy sky, Humanity met their enemies not
were executing their vile plots against him.
with trickery but with iron force and sheer hubris.
Game Components
Check out our other games at
GamelynGames.com Faction Components:

• 4 Capital City Boards (1 per Faction)


© 2018 Gamelyn Games, LLC all rights reserved. No part of this product may be
• 80 Miniatures (20 per Faction)
reproduced without specific permission. Heroes of Land, Air & Sea, HLAS, Gamelyn
Games, and the HLAS logo are trademarks of Gamelyn Games, LLC. • 12 Hero Cards (3 per Faction)

• 32 Constructs (One-Time Assembly Required):


Credits
✴ 12 Capital Cities (3 stackable levels per player)
Game Design: Scott Almes
Illustration: Adam P. McIver, Ian Rosenthaler ✴ 12 Towers (3 per Faction)

Product and Game Development: Michael Coe ✴ 4 Sea Vessels (1 per Faction)
Graphic and Construct Design: Benjamin Shulman
✴ 4 Air Vessels (with 4 plastic stands, 1 per player)
Miniatures Design: Chad Hoverter
• 12 Faction Tokens (3 per Faction)
Lore Writing: Jacob M. Burton, Dylan D. Phillips,
Michael Coe
Other Components:
Editing: Richard A. Edwards, Dylan D. Phillips
• 1 Game Board (Map)

• 28 Tactic Cards (7 Cards for each player)


Playtesters: Nathan Hatfield, Beth Almes, Dan Lamoureaux, Hannah Hiller, Alyssa & Joe Lombardo, Ray & • 60 Spell Cards
Jess Kovacs, Charlie Bink, Jason Washburn, Roger Hicks, Randal Lloyd, Andrew Spindler, Ian Stedman
• 8 Solo Enemy Cards
Special Thanks: The Almes Family, Brittany Coe, Richard Ham, Elizabeth Kimbell, Jonathan Cox,
Roy Cannaday, Donald Dennis, Wesley Tomlin, Marty Connell, Jeremy Salinas, Jonathan H. Liu, Dan • 94 Exploration Tokens (70 Land, 24 Sea)
Yarrington, Jeremiah Isley, Adam Clark
• 15 Resource Tokens (5 Ore, 5 Mana, 5 Food)

• 1 First Player Token


Game Overview • 1 Quick Reference Sheet
Heroes of Land, Air & Sea is a 4X-style board game that tells the epic tale of Aughmoore’s many
conflicts: Orcs vs. Humans, Dwarves vs. Elves, battling kingdoms, and the heroic individuals who
turn the tides of war.
Players control one of these four Factions, competing to expand their small kingdom of a single Assembling Constructs
Warrior and two Serfs into new territory. From there, players must explore the territory around
them, expand their work force, fortify their army, and build up their Capital City — all through Before setting up your first game, punch out all of the
careful action selection, exploitation, war, and Resource management. Construct pieces and assemble them. You may refer
As players reach milestones through building, recruiting, or war, they gain access to many to the Construct Assembly Guide for detailed assembly
advantages and Victory Points. Achieving one of four “X-Objectives” will end the game: eXplore, instructions. Constructs are made to be assembled
eXpand, eXploit, or eXterminate. once and never disassembled.
Finding this balance in exploration, kingdom growth, territory exploitation, and war is crucial.
After one of the X-Objectives have been met, the game is over and players total their Victory Points,
crowning one of them as the most supreme Faction of Aughmoore!

2
Other Components:
Component Overview 0
FREE
Fight

Tactic Cards: Each player has a hand of 7 Tactic


Back: Front:
Faction Components: A Faction consists of a Capital City Board, a supply of No bonus effect.
Cards (marked “X of 7”) to be used during Battle.
Units, Hero Cards, several types of Constructs, and several Tokens: 2 of 7
0

Recruit Build

Capital Actions:
Research/ Scribe Tax
Courtyard
March March

Command Actions:
Sail Fly Cast

Capital City Board: Placed directly in front of each player. Summon 1


Spell Cards: Gained each round, and by taking the
Back:
Follow: Use 1 Serf to follow another player’s Capital Action. Muster: Use 1 Serf to make a second Command Action. Humans

Front:
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

Research Action (see Researching for Spells pg. 8). Spells


/ L.R. Away

It contains the information needed for gameplay, an Action


Requires 1 Serf
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
• Always considered as *2 Towers in
adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spire


Capital Lv. 3
Each Plains Region you If you have 2 Serfs If the Galleon
Heroes cost 2 fewer The Air Ship
control at the end of in a Plains Region, Battles a lone Serf
Resources of your is + when
the game is worth an that Region also or Warrior, that
* choice to Recruit. Battling Vessels.
3 3 additional (Max 6). collects . Unit instantly dies.
CAST
When in a Sea Region,
Capital Lv. 2 Warriors may When you Research, the Galleon may start
occupy Plains
Regions’ Worker
you may pay Towers built in a Battle with Units in The Air Ship
Take 1 Serf from

can be used by Casting them (see Cast a Spell pg. 10).


to draw 1 extra a Plains Region an adjacent Region, gain collects 2 Resources
Spaces and collect will cost - . + for that Battle of its Region’s type.
Spell Card (up to 3
your supply and place

Bar, and an an area to track a player's Resources.


2 2 * as if they were Serfs. extra Spell Cards).
(this includes attacking
Land Units from a Sea Region).

Capital Lv. 1 Warriors gain + You may always Tax When an army Serfs in your
it in any Region.
The Galleon
if Battling in a (even if Tax is covered) containing Serfs Courtyard are
* collects if in
1 1 Plains Region. instead of another
Capital Action.
enters a Plains
Region, gain .
a Sea Region.
considered adjacent
to the Air Ship.
• Enemy Spells and Abilities from outside
have no effect in your Capital City.

Buildings / Each

+ 1 Serf * add Serfs’


from each
building:
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spire:
Serf Warrior Paladin Mage Swashbuckler Galleon Air Ship
x1
x2
Scribed Spell
Status:
Ready

Prep

Exhausted

Build
Player may Follow

Units: 20 Miniatures for each Faction kept in a supply. These Solo Action Cards: Used in the Solo Play Variant to
CAPITAL CITY TRACK

Back: Front:
The Enemy pays to
advance its Capital City’s
token 1 Level.

This Action fails if:

consist of 3 Heroes, 5 Warriors, and 12 Serfs. dictate the actions of the Solo Enemy (see Solo Play
The Enemy does not have
enough to advance its
Capital City Level,
or it is maxed.
Attack
First Strike 1 Defend
Charge

Back: Front: Variant rules pg. 14).


Paladin

Hero Cards: Each Hero has a corresponding Hero Card that


Requires Cathedral:

Human Hero Unit

Paladin
Gain if the Paladin
wins a Battle and at least
1 Serf is in his army.
From boyhood, Laelithar dreamed of

lists their special abilities. Resource Tokens: Used to track Ore, Mana, and Food
one day bringing peace to Aughmoore.
He devoted himself to this cause, driving
his ascent in the Luminous Cathedral + if at least 1 Serf
to the Order of the Paladins. When he is in his army.
realized there would be no peace for his
noble race, though it was with a heavy
heart, he drew a hard line between the 2
Humans and the other Factions. + if at least 1 Serf
Laelithar Laelithar is in his army.

amounts on each player's Resource Track.


Action: Score: Faction Tokens: Two kinds–1 Score Token (square) for Back: Front:
tracking Victory Points, and 2 Action Tokens (shield) for Exploration Tokens: Placed face-down onto
marking a chosen action during Action Selection. unexplored Land and Sea Regions on the map (except
Capital City Regions) and then flipped and resolved
Constructs:
when Units first enter a Region containing one. There
Capital City Levels: 3 stackable structural Constructs that are 2 kinds of Exploration Tokens: Land and Sea.
represent a Faction’s Capital City location and level. The
Capital City is considered a "Structure." First Player Token: A Token that is given to
the first player each round to perform the first
Towers: 3 structural Constructs that can be built by a Faction on
Back: action, and will pass to the next player at the
a Land Region. Towers are considered "Structures," NOT Units. Front:
Sea: Land Exploration Tokens X70
Exploration Token Overview

X 3
Unstable Ground: The ground beneath your feet rumbles and the
earth suddenly splits open, knocking you backward off your feet.
You must immediately move all Land Units in this Region into an
adjacent Region of your choice (this may result in a Battle). Discard
end of the round.
The 4 "X-Objectives" Action Selection Overview
Bonus Resources: Another traveler has been here recently and this token after use.
5

Sea Vessel: A movable vessel Construct that can carry Units


X dropped a small rucksack. Immediately gain 1 Resource of each type
ea.
shown. This may include gaining multiple Resources. Discard the Village: The denizens of this quaint village are kind and would surely
X 4 token after use. shower a leader like you with glory. The player that controls this Region ✴ eXplore – All Land Exploration Tokens in the game have been revealed.
Capital Actions: Can be “Followed” by other players using a Serf.
4
ea. at the end of the game gains . Keep this token in its Region.
X ✴ eXpand – All of a player's Serfs and Warriors are in play.
Entanglement: Bramble and briar come alive and twist around your
body faster than you have strength to cut it away. For Land Units to
Wandering Knight: At a secluded tavern, a war-weary deserter Recruit Recruit Units: Pay Resources to Recruit 1 new Serf (or 2 for
wistfully recounts tales of many great battles across Aughmoore. ✴ eXploit – All 3 of a player's Towers are in play. ), Warrior, Hero, or a Vessel. To Recruit a Hero or a Vessel,
leave this Region, you must pay per Unit. Keep this token in its
3
A mere token would likely coerce him back into the fray. You may
Region. If two Entanglements occupy the same Region then remove ✴ eXterminate – A player has destroyed another player’s Capital City. the required building must be built on the Capital City Board.
4
X immediately pay to place 1 Warrior from your supply into this
one from the game.
X Region. If this Region cannot hold any more Units, place the Warrior

Quick Reference Sheet: A quick reference of


Farm: You notice the exposed ribs of a neglected laborer and wonder into your Courtyard. Discard this token after use.
Build: Pay Resources to do 1 of the following:

Playing a Round
if tossing him a morsel may persuade him to leave this farm and join Build
your army. You may immediately pay to place 1 Serf from your ✴ Build a new building on the Capital City Board
Sea Exploration Tokens 24
4
X
supply into this Region. If this Region cannot hold any more Units, ( + 1 Serf).
X place the Serf into your Courtyard. Discard this token after use.
Bonus Resources: A small abandoned boat knocks against your Each round has 3 phases performed in order: ✴ Upgrade the Capital City to the Next Level.

into Sea Regions. A Sea Vessel is considered a "Unit."


vessel. Glancing overboard, you see the crew has left something behind.
Fort: The walls of this abandoned stronghold are scorched and ✴ Build a Tower in a Region with a Serf that you control.
Immediately gain 1 Resource of each of the 2 types shown. Discard 1. Action Selection – Starting with the first player, each player selects and
battered from battles long ago but perhaps you will find victory here. X
ea.
2 the token after use. performs one action. This process of everyone selecting actions will be done
4
+ when defending this Region. Keep this token in its Region.
twice, so each player has used both of their Action Tokens. Research
X Island Traders: Through the mist ahead, you make out a tiny island. Research a Spell: Choose from 2 separate options:
As you sail along its shore, members of an indigenous tribe beckon you
with valuable commodities at their feet. When you end your Sail here 2. Collection – All players simultaneously collect Resources based on the ✴ Conjure Spells – draw 3 Spell Cards and choose which
Mines: A small band of rogue Kobolds snore by the opening of a vast
(including when it is revealed), you may exchange any number of Regions they control and draw 1 Spell Card into to their Spell Library. spells to keep in the Spell Library.
4
and cavernous mine, leaving its riches unguarded. Immediatey gain
any 3 Resources of your choice. Discard this token after use. X Resources within your own supply at a 1:1 ratio. Keep this token in ✴ Scribe a Spell – take 1 Spell Card in your Spell Library
4
its Region.

gameplay and the effects of Exploration Tokens.


3. Round End – All players remove Action Tokens and Serfs from Action and permanently place it face up in a Scribed Spell Slot.
X Slots, placing them back into their Courtyards. Roatate any Scribed Spells that
Monster: Some unnatural beast, baring yellow fangs, ambushes you, Mystical Storm: A thunderclap erupts and the once still waters churn
around your creaking vessel. Immediately move your Sea Vessel to have been cast 90°. The First Player Token is then passed clockwise to the
leaving you bewildered and uncertain whether to fight or flee. If your Tax
next player, and the next round begins. Tax for Resources: Gain 1 type of Resource, the amount
4
army has at least Natural Strength, defeat this Monster and gain any Shore Region of your choice (this may result in a Battle). Discard
X the token after use. of which is labeled in the Tax Track. Afterward, move each
. If it does not, your army must move to your Capital City or to
X 4 the Region of a Tower you control. Discard this token after use. Pirates: A cannon blast from a distant ship prepares you to be
Resource Token up 1 slot, the highest moving to the lowest.

Mysterious Wizard Tower: Atop his tower, a shriveled old wizard


boarded. The scurvy fiends will demand something of value or else
they’ll have your blood. When you enter this Region you must pay Game Map Overview Command Actions: Can be "Mustered" by the active player to
babbles incoherently, his sanity lost to living in isolation, but his wisdom . If you pay, gain and move the Pirates to any unoccupied immediately perform a second Command Action using a Serf.
3

Air Vessel: A movable vessel Construct that can carry Units


may yet prove useful. When your army ends movement here (including Sea Region of your choice. If you cannot pay, you must lose 1 Unit Plains Mountain Graticule Capital City Resource Regions:
X
4 when this token is revealed), you may pay to perform a free from the Sea Vessel (if the Vessel is empty then lose the Vessel) and Region Region Region
X then move the Pirates as above. Keep this token in its Region, the
Shore March
March an Army: Move 1 to 5 Units in a single Land Region,
Research Action (cannot be followed). Keep this token in its Region. If Region
Mountains
two Towers occupy the same Region then remove one from the game. Region it is moved to until it is moved again. into another Land Region.
yield Ore

Portal: Swirling light rips through the air before you, revealing some Sea Monster: The sea parts as a serpent raises his enormous scaly
Forest Sail a Sea Vessel: Move a Sea Vessel and its occupants. Sea
distant land. Each Region with a Portal is considered adjacent. Keep neck out of the surf and eyes your vessel. If your army has at least Forests
3
Region
Vessels can only Sail to Sea Regions or Dock on a Shore Region.
5
Sail
this token in its Region. If two Portals occupy the same Region then Natural Strength, defeat this Sea Monster and gain . If it does not, yield Mana
X
X remove one from the game. your army must move to the Shore Region of your Capital City or of ✴ Shores separate Land and Sea Regions
a Tower you control. Discard this token after use. Worker
Space Plains ✴ Sea Regions are separated by Ferry Routes

Air:
Rogue: A hooded figure approaches from the darkness and offers to yield Food
spy on your foe for a price. His shifty demeanor convinces you it would Stranded Fisherman: Fear in his eyes, the fisherman reaches a Desert

4
withered arm out for help from his rapidly sinking skiff. If your Sea Region Fly an Air Vessel: Move an Air Vessel and its occupants.
4
be unwise to refuse him. Immediately pay to look at 1 Spell
X Vessel has room for 1 occupant, you may place 1 Serf from your Fly
X Card from a player’s Spell Library. If you don’t pay, lose 1 Unit in this Swamp Swamp, Desert, and Air Vessels can move through all types of Regions but
supply into your Sea Vessel. Discard this token after use. Region Capital City Regions

over Land or Sea Regions. An Air Vessel is considered a "Unit."


Region. Discard the token after use. cannot end movement on a Sea Region.
yield NO Resources and
are not Resource Regions.
Sea
Region Cast a Spell: Pay to cast a Spell Card from your Spell
Cast Library OR Scribed Spell Slot. If the Spell is cast from your
Ferry
Route Spell Library, discard it after use.
Note: Regions, other than Capital City Regions, can
only contain a maximum of 5 Units of a single Faction. If a Scribed Spell is cast, rotate it 180° to show it is "Exhausted"
Capital City Regions do not have a Unit maximum. and not usable until after the end of the next round.

Game Board: Placed in the center of the play area. Choose a side based on your number of players (Note: Playing with more than 4 players requires the Order
& Chaos Expansion). It consists of the following:
Player Count: Marks how many players Plains Mountains Graticule Capital City
Region Region Region
should be playing when using this side Shore
of the board. Region

• Continents- clusters of 10 adjacent


Land Regions.
• Sea Regions- 13 total Sea Regions. Forest
Region
• Shores- connect Land to Sea Regions
where Sea Vessels may dock.
Worker
• Ferry Routes- separate Sea Regions Space
and connect continents so Land Desert
Units may cross. Region
• Graticules- numbers/letters that mark Swamp
a continuation of a Ferry Route. Region

Score Track: Marks the current


Victory Points of each Faction and is Sea
used for end game scoring as well. Region
Ferry
Tax Track: Resources offered Route
Note: Regions, other than Capital City Regions, can
when taking the Tax Action only contain a maximum of 5 Units of a single Faction.
(see Tax for Resources pg. 8). Capital City Regions do not have a Unit maximum.

3
Game Setup 4. Take 3 Resource Tokens (1 Ore, 1 Mana, 1 Food), which have not yet been used, and
while cupped in a player’s hand, drop tokens out one at a time. The first token to fall,
is placed on the “4" space of the Tax Track (bottom left of the Game Board), the second
1. Place the Game Board in the center of the table. For a 1-4 player game, use the side on the “3,” and the final on the “2.” This determines the starting Tax Track values.
of the board with the “1-4” in the upper-left corner. The reverse side of the board with
the "5-6" requires the Order & Chaos Expansion. 5. Give the youngest player the First Player Token, or choose who starts the game using
2. Each player selects a Faction and collects its Faction Components: any other method. You can also download our Heroes of Land, Air & Sea mobile app
which provides a randomizer for selecting the starting player.
A. Place the Capital City (C.C.) Board in each player's area.
6. Players next decide on which Continents to place their Capital Cities. Starting with
B. Collect the 20 Units and 8 Constructs (3 C.C. Levels, 3 Towers, and 2 Vessels): the player to the right of the first player (with the First Player Token) and going
counterclockwise, players place their Lv. 1 C.C. Construct in a Capital City Region on
i. Place the Units and Vessels below the C.C. Board under, or near, their
a Continent adjacent to another player's Continent, except for the first player to choose,
corresponding slots. This is considered a player's "supply."
who may choose any Continent to start on.
ii. Place the Towers and C.C. Levels to the left of the board near their
corresponding slots. Note: there is only 1 C.C. Region per Continent and therefore each player will have their
own Continent to start. Once all players have chosen where their C.C. will go, the game
iii. From the supply, place 2 Serfs and 1 Warrior into the Courtyard at the top of
is ready to begin.
the C.C. Board.
C. Place the 3 Hero Cards near the right side of the C.C. Board. Leave enough room to place 7. Shuffle the Exploration Tokens face-down, and then place them face-down onto
future Spell Cards in the 3 slots designated for Scribed Spells (see Scribe a Spell pg. 8). Regions on the Map:

D. Place the 2 Action Tokens into the Courtyard at the top of the C.C. Board. A. Land Regions, except for where a player's Capital City is present, receive 1 (brown)
Land Exploration Token, except for Swamp Regions, which receive 2 Land
E. Place 3 Resource Tokens (1 Ore, 1 Mana, and 1 Food) onto the "2" space of the Exploration Tokens.
Resource Track (note the Watermark images of the Resource types). B. Sea Regions receives 1 (blue) Sea Exploration Token, except for the center Sea Region
(with the image of the Octopus, and if playing with the expansion, the second center Sea
F. Collect a complete set of 7 Tactic Cards (each listed "X of 7").
Region with the image of a Sea Serpent), which receives 2 Sea Exploration Tokens.
G. Place the Score Token off the board next to (but not on) the “1" space on the Score C. Any unused Exploration Tokens are returned to the box without being revealed.
Track, designating a starting score of "zero."
Note: In 1-2 player games, 1 of the 4 continents, chosen by the player(s), will not be used and is
3. Shuffle the Spell Cards and place the deck face-down near the top of the Game not accessible by players. No Exploration Tokens should be placed on this continent. Regardless
Board. Also designate an area for a face-down Discard Pile nearby. Then, deal 1 Spell of player count, all Sea Regions are accessible and should receive Exploration Tokens.
Card to each player to be placed in their "hand," also referred to as a player's "Spell
Library." Always keep cards in your Spell Library secret from other players. In 1-2 player games, use 3 Continents. In 3-4 player games, use all 4 Continents.
In 5-6 player games (using the Order & Chaos Expansion), use all 6 Continents.

Capital City Board Overview At the top of the C.C. Board is the Courtyard and an Action Bar that includes 9
Action Slots split into 2 types of actions: Capital Actions and Command Actions.
Each Capital City Board represents the Capital City of a Faction. The These represent the game actions that a player may perform using Action Tokens
board has 2 sides: a Multiplayer side and a Solo Enemy side. An example of and Serfs (from the Courtyard).
the Multiplayer side is shown here. It includes:
Resource Track:
Towers: lists the game information Recruit Capital Build Research/ Scribe Tax
Courtyard
March Command
March Sail Fly Cast The numbered spaces on the
for Towers to be built and used. Action Slots Courtyard
Capital Actions:
Follow: Use 1 Serf to follow another player’s Capital Action. Action Slots
Command Actions:
Muster: Use 1 Serf to make a second Command Action. Humans track represent the amount
of each Resource a player has,
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away

Capital City Levels: represents the current marked by Resource Tokens.


Requires 1 Serf
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.

level of a Faction’s C.C. (always starting at


• Always considered as *2 Towers in

No one Resource type can


adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spire


Capital Lv. 3

Lv. 1). The necessary game information


Each Plains Region you If you have 2 Serfs If the Galleon
Heroes cost 2 fewer The Air Ship

ever exceed "10."


control at the end of in a Plains Region, Battles a lone Serf
Resources of your is + when
the game is worth an that Region also or Warrior, that
* choice to Recruit. Battling Vessels.
3 3 additional (Max 6). collects . Unit instantly dies.

needed for each future level to be built is Capital Lv. 2 Warriors may When you Research,
When in a Sea Region,
the Galleon may start

included on the C.C. Board.


occupy Plains you may pay Towers built in a Battle with Units in The Air Ship

Scribed Spells:
Regions’ Worker to draw 1 extra a Plains Region an adjacent Region, gain collects 2 Resources
Spaces and collect Spell Card (up to 3 will cost - . + for that Battle of its Region’s type.
2 2 * as if they were Serfs. extra Spell Cards).
(this includes attacking
Land Units from a Sea Region).

Buildings and Abilities: lists the Faction’s Capital Lv. 1

1 1 *
Warriors gain +
if Battling in a
Plains Region.
You may always Tax
(even if Tax is covered)
instead of another
When an army
containing Serfs
enters a Plains
The Galleon
collects if in
a Sea Region.
Serfs in your
Courtyard are
considered adjacent
Slots for Spell Cards to
be “permanently scribed”
Region, gain .

Buildings that can be built. Buildings grant


• Enemy Spells and Abilities from outside
Capital Action. to the Air Ship.
have no effect in your Capital City.

Buildings / Each

unique abilities and, as the level of the C.C. + 1 Serf * add Serfs’
from each
building:
during a Research Action
increases, more abilities become available.
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spire:
Serf
x1
Warrior Paladin Mage Swashbuckler Galleon Air Ship
and which may be Cast
without discarding.
x2
Scribed Spell

Units and Vessels: lists the Faction’s Units


Status:
Ready

Note: The Courtyard is considered the Capital


Prep

and Vessels (Vessels are also considered


Exhausted

City Region. Units in the Courtyard are also in


Units). These are available to be recruited. the Capital City Region and vice versa.

4
Scribed Spell
x2
x1

Griffin Barge Marauder Priestess Cannoneer Warrior Serf


Requires Air Spire: Requires Sea Dock: Requires Meadhall: Requires Monastery: Requires Blacksmith:
building:
from each + 1 Serf
* add Serfs’

/ Each Buildings
have no effect in your Capital City.
• Enemy Spells and Abilities from outside
Region, gain .
Mountains Region. are aboard.
enters a Mountains costs – .
Mountains Region.
* 1 1
collects if in a + if 2 Units when Battling in a
containing Serfs All Build Actions
The Griffin The Barge is Warriors gain + Capital Lv. 1
When an army

Uvelin Goldborn Retreat at no cost. Action Bar are + . when defending. as if they were Serfs. * 2 2
fortitude of her Dwarven soldiers. Courtyard and
life-force, she enhances the strength and all other Units may when defending. Continent gain + Spaces and collect
cantrips in harnessing this sanguine Griffin in a Battle, Serfs in the Regions on the Regions’ Worker
in all Dwarven blood. By directing her
The Barge is +
If you lose the the Capital City, adjacent Land occupy Mountains
investigates the celestial perfection held Capital Lv. 2
Mountain Monastery, she worships and When Defending Towers and Warriors may
people. Like many others in the Golden

Game Area:
on fanning the internal fires of her
Uvelin Goldborn has focused her studies 3 3

Game Setup
also collects . additional (Max 6). your own at no cost. *
if a Hero is aboard. or Capital Cities.
Region, that Region replace it with one of
Priestess The Griffin has + when Battling Towers
in a Mountains
of the game is worth an
you control at the end you may instantly
The Barge is + Each Montains Region If you destroy a Tower,
If you have 2 Serfs
Capital Lv. 3
Air Spire Sea Dock Meadhall Monastery Blacksmith
Requires Monastery:
adjacent to your Capital City. 2-player game
• Always considered as *2 Towers in
• Collects 2 Resources from its Region.
• Max 1* of your Towers per Continent.

Requires 1 Serf
Tugsy Wararm / L.R. Away
wing or sail of any adversarial craft.
explosions can easily dismantle the per Land Region away at end of game. •

(Setup for 1-4 players )


the Dwarven mountains, and their Exploration Token on the Continent. Tower
with refined brimstone mined from • Reveal (do not resolve) each adjacent
The molten shells he fires are filled Dwarves Muster: Use 1 Serf to make a second Command Action. Follow: Use 1 Serf to follow another player’s Capital Action.
the Mighty Dwarven Kingdom.
smote the hordes who stood against Command Actions: Capital Actions:

Spell Card Deck


hulking hurricane of firepower. Tugsy
A walking cannon, a mobile mortar, a
Cast Fly Sail March March Tax Build Recruit
Cannoneer Courtyard
Research/ Scribe

Requires Blacksmith:

1 Land Exploration Token 1 Sea Exploration Token Discard


in every Land Region, except in every Sea Region Area
Capital City and Swamp Regions
1 3

Commander Leena
7A 7B

Pharom
Arryn
Hollow have never been more dangerous

Arryn’s intellect burns with the sparkling

enemies should never underestimate her


to live a life of fluid grace and propriety,

of obscurity and fear, and few that meet

leadership, he takes great satisfaction in


easily. Noble Elven women are expected

of armor and the faintly ringing song of

him live to tell of their encounter. Hired


coordination under her leadership, and
Leena was not afforded her elite title so

herself to these outmoded expectations.

fire of the ancient Sun Stag from which

elemental might. Her serene demeanor

by the Elves to cut down their enemies’


her power is born. Though she appears

sorcery of the land, but death comes to


Commander

as a result the forests surrounding The

his blades are his only disturbances to


the air. He exists in the quiet shadows
sound for that matter. The soft shuffle
Pharom does not speak, or make any
but she was not interested in limiting

those who desecrate the purity of the


keeps her in tune with the mystical
poised and collected at all times,
Elven armies move in beautiful

Sorceress

Assassin
Requires Shadow Guild:
Requires Mana Tower:

this newly assigned duty.


Requires Garrison:

Sun Stag’s Domain.


for outsiders.
• Enemy Spells and Abilities from outside

• Always considered as
• Collects 2 Resources from its Region.
• Max 1* of your Towers per Continent.

2 Land Exploration
have no effect in your Capital City.

adjacent to your Capital City.

Tower
Buildings

Capital Lv. 1

Capital Lv. 2

Capital Lv. 3

Follow: Use 1 Serf to follow another player’s Capital Action.

Recruit
Serf

1 1

2 2

3 3
x2
x1

Tokens in all
Requires 1 Serf

• Reveal (do not resolve) each adjacent


/ L.R. Away
+ 1 Serf

Exploration Token on the Continent.


per Land Region away at end of game.

Prep
Scribed Spell
Capital Actions:
Warrior

Exhausted
Status:
Build

Ready
Swamp Regions
*

*
/ Each

2-player game
*2 Towers in
* add
building:
from each

Elves
Serfs’

Research/ Scribe
Requires Barracks:
Chieftain

Warriors may March

(once per Battle, required

instantly change it into


in a Battle, you may
an available Hero.
+

If a Warrior wins
Your Warriors

Building needed)

Barracks
are all + .
Battle.

with the Phoenix, you

If you lose the Phoenix

instantly recruited into


may steal a random
Spell Card from the
to start a

Phoenix in Battle,

If you win a Battle

in Battle, it may be
Cast

your Capital City


If you lose the

enemy’s hand.
Tax

.
Air Spire

Requires Air Spire:


by paying

Phoenix
Muster: Use 1 Serf to make a second Command Action.

gain
Fly
Each Continent at the
worth
Shaman
Requires Blood Tent:

are revealed, you may

at least 1 Unit on it.


Serf in the Battle into

Courtyard
pay

end of the game is

Command Actions:
Before Tactic Cards

In a Battle, every

Blood Tent
grants you + .
enemy’s army
Serf in your
a Warrior.

If you lose the Corsair

into your Capital City


.

in Battle, it may be
instantly recruited
to change 1

if in
if you have

a Sea Region.
Sea Dock

The Corsair
The Corsair is +

Requires Sea Dock:


Sail

by paying

Corsair
collects
Berserker
Requires Pit Arena:

A lone Serf is +
If you win a Battle
Serf in your army,
gain

when defending.
when attacking.

March
are worth +

March
with at least 1

Pit Arena
Every 2 Serfs

immediately

Shadow Guild

Requires Shadow Guild:


substituted for 1

containing Serfs
of another type

When an army

enters a Forest
and

Your Heroes
Muster: Use 1 Serf to make a second Command Action.

of Resource.
are all + .

may be

Region, gain
6

Assassin
Lv. 1 Capital City
.

March
March

2 Sea Exploration
Command Actions:
Sail Action on a Shore Region,

to Battle, gain 2 Resources


it may move 1 Land Region if
it results in a Battle. After the
Requires Sea Dock:

Tactic Cards are revealed.


War Croc

When the War Croc ends a


Shore Region it came from.
Battle it must return to the

War Croc’s lv. 1 ability


of your choice before

The War Croc


When using the

attacking in a
Land Region.

is + when

Sea Dock

Tokens in Center

(Max 6).
Each Forest Region you

You may draw Spell


the game is worth an
control at the end of
Mana Tower
Sail

Cards and Scribe

Requires Mana Tower:


Research Action.
when taking the
to 2 Spells with
Courtyard

1 Cast Action.
May cast up

Sorceress
additional
Fly
Dragon
Requires Air Spire:

with the Dragon, ‘Eat’

wins a Battle, gain


When the Dragon
before Tactic Cards
(kill) 1 enemy Serf

If Dragon Eats,
When attacking

Air Spire
Unit killed.
are revealed.

for each enemy

it is + .

as if they were Serfs.


Follow: Use 1 Serf to follow another player’s Capital Action.

Spaces and collect


Continent) are + .
Towers (on the same

Regions’ Worker

when Battling in
a Forest Region.
adjacent to your

Warriors may
occupy Forest
Garrison

Warriors gain +
Land Regions

Commander
Warriors in
Tax
Cast

Requires Garrison:
Capital Actions:
Research/ Scribe

per Land Region away at end of game.


2G
Orcs

• Reveal (do not resolve) each adjacent

from each
Exploration Token on the Continent.

Serfs’

building:
2-player game
*2 Towers in

* add
/ Each
• Enemy Spells and Abilities from outside

Warrior
have no effect in your Capital City.
Scribed Spell

• Collects 2 Resources from its Region.


Exhausted

• Max 1* of your Towers per Continent.


Build
Status:

*
Ready

Requires 1 Serf
/ L.R. Away

adjacent to your Capital City.


Prep

+ 1 Serf
Capital Lv. 2
Capital Lv. 3

Capital Lv. 1
3 3

2 2

1 1
• Always considered as

Buildings

Serf
Recruit

x1
x2
Tower
4 Score Tokens
off the board
Requires Pit Arena:

Requires Blood Tent:

Requires Barracks:
meeting this ferocious demon.
many enemies in constant dread of one day
separated and sold into labor camps, has left
her rage. Her mission to avenge her family,
floor of the Arena are a grim reminder of
strategy, and the piles of corpses on the sand
and unpredictable behavior thwarts all
even the most steely warriors. Her volatile
her Orc clan but her battle cry unnerves
Umog's name is unpronounceable outside

minions as a bloodlust for battle.


energy which he channels into his
rotting remnants provides a vile
anguish that lingers with these
Unholy Grimoire. The pain and
magic on and keeps them in his
captives he practices his blood
into the tongues of the poor
Gurlag etches his dark symbols

walls of his enemies.


other can still clearly target the castle
have cost him one good eye, but the
death. His climb to leadership may
the earth to beat his first Noble to
forged from a tree stump he tore from
titan. He carries a battering ram
him, walks with the strength of a
Kor’Gak, like his ancestors before
Berserker

Shaman

Cheiftan

on a starting
score of "zero"
Kor’Gak
Gurlag
Umog

3 Resource Tokens
on the Tax Track
4

5
2 Serfs, 1 Warrior, and 2 Action Tokens First Player Token
2 Player Area: A in Courtyard
D Ret
reat
Requires Cathedral:
0 Fig
ht
Courtyard
Scribed
FRE
Recruit Build Research/ Scribe Tax March March Sail Fly Cast Paladin E

Capital Actions: Command Actions:


Spell From boyhood, Laelithar dreamed of
one day bringing peace to Aughmoore. CANN

Area
Mov
Humans
He devoted himself to this cause, driving e OT W
Follow: Use 1 Serf to follow another player’s Capital Action. Muster: Use 1 Serf to make a second Command Action. his ascent in the Luminous Cathedral Capi ALL of yo IN
to the Order of the Paladins. When he
tal Ci ur U
ty nits
• Reveal (do not resolve) each adjacent
a To or to a to yo
Tower Exploration Token on the Continent. realized there would be no peace for his
noble race, though it was with a heavy
wer
you Region w ur
-2

2
1 of 7 cont
• per Land Region away at end of game.
heart, he drew a hard line between the No VP
rol. ith
Humans and the other Factions. Consc loss if op
/ L.R. Away Laelithar

Fir
ripts po
or Fir nent rev No
Requires 1 Serf st Str eals bon
ike us eff

st
2 of ect.
• Max 1* of your Towers per Continent. 7

St
• Collects 2 Resources from its Region.

rik
• Always considered as *2 Towers in
adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spire

Ca
3o
7 Tactic

e
Requires University:

f7

nce
Capital Lv. 3

ls C
Each Plains Region you If you have 2 Serfs If the Galleon

aga
Heroes cost 2 fewer

on
The Air Ship
in a Plains Region, Battles a lone Serf
Scribed
control at the end of

Cards

inst Region.

scr into the


Resources of your is + when
Mage

4 of 7

Cannot
Units, Towers,

and
iptsfrom ANY Region on the same
that Region also

You may move Units from adjacent Regions,

*
the game is worth an or Warrior, that

Sie resultIf inyoua do


F
choice to Recruit.

2 1*
* Battling Vessels.
3 3

.
additional (Max 6). collects . Unit instantly dies.

ge.
Spell As Headmaster of Aughmoore’s most

battle. Pay

Conscripts
prestigious University of Magic, Prince

+
and C.C.

player having more than 5 Units in a


Area
When in a Sea Region, Orn's many Noble pupils afforded him

against Barricade.
Capital Lv. 2 Warriors may

not move any Units, lose


When you Research,

against Siege.
a Nobility of his own. First to develop

*per
the Galleon may start
occupy Plains Towers built in The Air Ship spells of luxury, Orn's reputation

5 of
you may pay a Battle with Units in

Unit moved
grew with the Royal Families. His

per Unit moved.


Regions’ Worker a Plains Region an adjacent Region, gain collects 2 Resources

7
to draw 1 extra incantations alone are known to spring

Levels in
Spaces and collect will cost - . + for that Battle of its Region’s type.

+
an entire crop to bloom. But, his real

CaContinent,
Spell Card (up to 3
2 2 * power lies in his manipulation of the

nnot
as if they were Serfs. extra Spell Cards).
(this includes attacking
dark magic of war. Prince Orn
Land Units from a Sea Region).

Cance
agains

be us
.
3
Supply

5
6

ed if
of
Capital Lv. 1 When an army Serfs in your

ls Re
t
You may always Tax

7
Warriors gain +

First
The Galleon

your
if Battling in a (even if Tax is covered) containing Serfs Courtyard are

treat.
* collects if in
1 1

army
+

Cha
enters a Plains

Strike DEFE your


Plains Region. instead of another considered adjacent
a Sea Region.

2
Region, gain .

is on
to the Air Ship.

+ .
Capital Action. Requires Tavern:

ag

an Serfs. C ly
• Enemy Spells and Abilities from outside

ain
7 of

no

rge
have no effect in your Capital City.
7

tb
st

ag

eu
Ch
2

ain
Scribed

sed
N
Buildings

ar
/ Each

st

DE
+

Swashbuckler

if
ge

Sie

R
+

E
agai

ON
ge
agai nst

a
Spell
* add
Cha

LY
Serfs’

rm
nst rge. +
+ 1 Serf
C

y is
from each agai apital

3
Spell Card
This legendary duo met on the Isle of Yelan,

on
C
building:
nst Can
AT Tow ities.

ly
where Mabel's treacherous crew left her

Area
TAC not

Se
ers.
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spire: KER be
wounded to die. She found a capuchin monkey

rfs
used
ON

.
Serf
if yo
with a damaged limb of her own trapped
Warrior Paladin Mage Swashbuckler Galleon Air Ship
LY

Ba
ur
under a fallen palm tree. Nursing her back
arm

in Spell
y is
to health, Mabel named her after the only

rr
only
Se
x1 person she could trust: herself. She named her rfs.

ica
Mabe. With their combined wits, they escaped
x2

C
their island prison, and have since been the

de
Scribed Spell most daring pair on the open sea. Mabel & Mabe

Library
Status:
Ready

Prep
4
Exhausted
Sie
ge

3 Hero Cards
3 Resource
Hero and Vessel Units in Supply Tokens on
"2 space"

5
Capital Actions:
Follow: Use 1 Serf to follow another player’s Capital Ac
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away

Game Objective Phase 1-Action Selection


Requires 1 Serf
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
*2 Towers in
Every round, players are exploring, building their Capital City, casting Spells, On their turn, players place an Action Token on 1 unused action on the Action • Always considered as
adjacent to your Capital City. 2-player game

and Battling to gain Victory Points ( ). After one player achieves any one of Bar. There are 2 categories of Actions: Cathedr
Capital Lv. 3
the 4 “X-Objectives,” then players finish the current round as normal and play Research/
one additional full round which will be the final round (see End of Game, • Capital Actions – Actions that Recruit Build Scribe Tax Heroes cost 2
Resources of
pg.13). These "X-Objectives" are: can be “Followed” by other choice to Rec
players using Serfs (see Following 3 3 *
✴ eXplore – All Land Exploration Tokens in the game have been revealed. Capital Actions, pg. 8).
Capital Lv. 2 Warriors m
✴ eXpand – All of a player's Serfs and Warriors are in play.
• Command Actions – Actions occupy Pla
Regions’ Wo
✴ eXploit – All 3 of a player's Towers are in play. that, when selected, allow the March Sail Fly Cast Spaces and co
✴ eXterminate – A player has destroyed another player's Capital City. player to "Muster," using a Serf to 2 2 * as if they were
immediately perform a second
Courtyard
Once the end of the game has been triggered, it cannot be undone, even if the end Command Action (see Mustering Recruit Build Capital
Research/ Scribe Lv. 1Tax Warriors gainM
game conditions are no longer met. After the final round ends, the game is over. a Command Action, pg. 10). * if Battling i

Players total their Victory Points, from Buildings, Towers, certain Units, Scribed Capital Actions:
1 1 Plains Regio
Enemy Spells
Follow: Use 1 Serf to follow• another and
player’s Abilities
Capital from outside
Action.

Capital Actions:
Spells, occupied Regions, and any other end game bonuses (see pg. 13). The player have no effect in your Capital City.
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
with the most Victory Points is crowned the supreme Faction of Aughmoore. •
Buildings
per Land Region away at end of game. / Each
/ L.R. Away
* add Serfs’
The 4 Action Slots on the left side
Requires 1 Serf
of the Action Bar are as follows:
• Max 1* of your Towers per Continent.
+ 1 Serf from each
building:

Recruit Units
Playing a Round
• Collects 2 Resources from its Region.
*2 Towers in
Requires Cathedral
• Always considered as
SerfCathedral
Warrior University
Paladin
2-player game
Recruit adjacent to your Capital City.

Capital
Pay Resources to recruit Lv. 3 Unit. The cost
1 new x1 If y
Each Plains Region you
Each round has 3 Phases, performed in order: to recruit is listed in the banner next to the Heroes
x2 cost 2 fewer
Resources of your control at the end of in
Unit at the bottom of the C.C. Board. * choice to Recruit.
the game is worth an th

1. Action Selection - Starting with the first player 3 3 additional (Max 6).

For example, a Warrior costs 2 Food to recruit.


(with the First Player Token), and then going Capital Lv. 2 Warriors may When you Research,
clockwise in turn, each player selects and After paying the cost, the Unit is placed in the Courtyard.Regions’ occupy Plains
Worker
you may pay T
to draw 1 extra a
performs one action. The player places one of Courtyard
Only 1 Unit can be recruited with this Action each time Spaces and collect Spell Card (up to 3 w
*
it is taken. The exception is with Serfs:2 3 Food 2 may
Recruit Build Research/ Scribe Tax March March Sail Fly as if they were
Cast Serfs.
their Action Tokens onto an open Action Slot be spent extra Spell Cards).

at the top of their Capital City Board. Once an Capital Actions: to recruit 2 Serfs. Each Warrior inCapital playCommand
isLv.worth
1 at the Warriors gain +
Actions: You may always Tax W
action is selected, the player cannot perform end
Follow: Use 1 Serf to follow another player’s Capital of the game.
Action. Muster: Use 1 Serf to make a second Command Action.
* in a Humans
if Battling Courtyard (even if Tax is covered) co

that action again for the rest of the round unless Tower
• Reveal (do not resolve) each adjacent
Exploration Token on the Continent.
Recruit 1 1Build Research/ Scribe TaxPlains Region. instead ofMarch
another
Capital Action.
March e
Re
• per Land Region away at end of game. • Enemy Spells and Abilities from outside
granted by a Spell or ability. This process of Capital Actions:
have no effect in your Capital City.
Com
/ L.R. Away Recruiting Heroes and Buildings
Vessels:
selecting an action will be done twice, so each Requires 1 Serf
Follow: Use 1 Serf to follow another player’s Capital Action.
/ Each
• Reveal (do not resolve) each adjacent
Muster: Use 1 Serf

Tower
player will use both of their Action Tokens.
Exploration Token on the Continent.
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region. Players can recruit Heroes and Vessels if+ 1certain
Serf * from each
Buildings are built in the
• add Serfs’
per Land Region away at end of game.

• Always considered as *2 Towers in


/ L.R. Away building:
adjacent to your Capital City. 2-player game
Capital City (see Build, next page). Requires 1 Serf Requires Cathedral: Requires University: Requ
Cathedral University Tavern Sea Dock Air Spire
2. Collection - Once all players have completed Capital Lv. 3 Serf
• Max 1* of your
Warrior
Towers per Continent.
• Collects 2 Resources from its Region.
Paladin Mage Swa
the Action Selection Phase, they simultaneously For example, Region you the IfPaladin,
to recruit thex1Cathedral
you have 2 Serfs If the Galleon
• Always considered as *2 Towers in
Heroes cost 2 fewer Each Plains adjacent to your Capital City. The Air Ship
2-player game
in a Plains Region, x2 Battles a lone Serf
2 Orethat Cathedral is + when University Tavern
control at the end of
collect Resources based on Regions they control must be built,
Resources of your
choice to Recruit.
and
the game only
is worth an then can
that 3Capital
Region Food
also Lv.and
3 or Warrior,
* Battling Vessels.
(see Collection, pg. 13) and also draw 1 Spell 3 3 be paid toadditional
recruit him, (Max 6).
addingcollects
him to .
the Courtyard.
Unit instantly dies. Heroes cost 2 fewer
Resources of your
Each Plains Region you
control at the end of
If you have 2 Serfs
in a Plains Region, B

Card into to their Spell Library. A player can Each Hero in play is worth at the end
3 3 of the
When *in a game.
Sea Region, choice to Recruit.
the game is worth an
additional (Max 6).
that Region also
collects .
Capital Lv. 2 Warriors may When you Research, the Galleon may start
U

only have 1 Spell Card in their Spell Library per occupy Plains
Regions’ Worker
you may pay Towers built in a Battle with Units in The Air Ship
may2 Resources
W
to draw 1 extra Capital Lv. 2an adjacent Region, gain
a Plains Region collects
Warriors When you Research,
level of their C.C. Heroes' Abilities
th
Spaces and collect Spell Card (up to 3 will cost - . + for that Battle occupy Plains
of its Region’s type.you may pay Towers built in a

2 2 * as if they were Serfs. extra Spell Cards).


(this includes attacking Regions’ Worker to draw 1 extra a Plains Region an
Land Units from a Sea Region). Spaces and collect
* Paladin
Spell Card (up to 3 will cost - .
Each Hero comes with 3 unique 2 2 as noted on
abilities, as if they were Serfs. extra Spell
Human Hero Cards).
Unit
(

3. Round End - After the Collection Phase, all


Land
Capital Lv. 1 Warriors gain + You may always Tax When an army Serfs in your
in a Hero Card. The Galleon
their Each ability is Capital
aligned
Serfs Lv. 1 with ,
Gain if the Paladin
containing Courtyard wins
areYou
players remove Action Tokens and Serfs from * if Battling (even if Tax is covered) collects if in Warriors gain + a Battle and at Tax
may always least When an army
1 1 , and instead
Plains Region. ,Capital
which of another
are enters a Plains
unlocked by
Region, gain 1 upgrading a Sea
* your
Region.
considered
if Battling in a adjacent
1 Serf is in his
(even if Tax army.
is covered) containing Serfs
c
the Action Bar, placing them back into their • Enemy Spells and Abilities from outside
Action. . 1 to the Air Ship.
Plains Region. instead of another enters a Plains
have no effect in your Capital City. current Capital City Level (see •Build – Abilities
Enemy Spells and Upgradefrom outside + Capital Action.
if at least 1 Serf Region, gain .
Courtyards. Rotate 90° any Scribed Spells that have no effect in your Capital City. is in his army.
Buildings / Each Capital, pg. 7). 2
have been cast. The First Player Token then Courtyard * add Serfs’
Buildings / Each
+ if at least 1 Serf
* add Serfs’
rotates clockwise to the next player,
Recruit Build and theScribe
Research/ Tax
+ 1 Serf from each
building:
March Note:MarchIn the Sail
event thatFlyabilities Castconflict with the
+ 1 Serf from each Laelithar
building:
is in his army.

next round begins (see Round End, pg. 13). game's rules,
Requires Cathedral:
the abilitiesRequires
Requires University:
alwaysTavern:
takes
Serf
precedence.
Requires Sea Dock: Requires Cathedral:
Requires Air Spire: Requires University: Requires Tavern: Req

Serf Warrior Paladin Mage Actions: Swashbuckler Warrior Paladin


Galleon Air Ship Mage Swashbuckler Ga
Capital Actions: Command
Humans
6
x1
Follow: Use 1 Serf to follow another player’s Capital Action. x1 Muster: Use 1 Serf to make a second Command Action.
x2
• Reveal (do not resolve) each adjacent x2
Tower Exploration Token on the Continent.
Scribed Spell
• per Land Region away at end of game. Status:
Ready
/ L.R. Away
Prep
Requires 1 Serf
Exhausted
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
Capital Actions:
Follow: Use 1 Serf to follow another player’s Capital Action.
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away
Requires 1 Serf

Phase 1-Action Selection, Capital Actions


• Max 1* of your Towers per Continent.

Placing Vessels on the Map:


• Collects 2 Resources from its Region.
• Always considered as *2 Towers in
adjacent to your Capital City. 2-player game

Cathedral
Capital Lv. 3
When Recruited or Built (see below), Vessels are placed on the Map, Heroes cost 2 fewer

not into the Courtyard: Upgrade the Capital City to the Next Level: 3 3 *
Resources of your
choice to Recruit.

Sea Vessel
• Sea Vessels must start docked on the on Shore Region Pay the Resources listed in the next level’s banner on Capital Lv. 2 Warriors may

Shore of your Capital City Region, the C.C. Board. To signify the new level, stack the next occupy Plains
Regions’ Worker

smaller C.C. Construct from the supply on top of the


Spaces and collect
2 2 *
which is the border between the Land as if they were Serfs.

Region and its adjacent Sea Region. existing C.C. Construct. Capital Lv. 1 Warriors gain +
if Battling in a
1 1 *
Note: docked Sea Vessels are For example, with a Capital City Lv. I, a player pays 4 • Enemy Spells and Abilities from outside
Plains Region.

considered to be in the Land Region Ore, 4 Mana, and 4 Food to upgrade their C.C. to Lv.
have no effect in your Capital City.

Courtyard Buildings / Each


NOT the Sea Region. Air Vessel in II, then placing the second C.C. Construct on top of their + 1 Serf * add Serfs’
from each
Recruit Build Research/ Scribe Tax March March Sail Fly
Capital CityRegion Capital on the board. building:

• Air Vessels start fully in the Capital Serf Lv.


Warrior 2
Requires Cathedral:

Paladin
City Region. C.C.
CapitalUpgraded Actions:Capitals unlock new abilities with Buildings Command x1
x2
Actions:
Follow: Use 1 Serf to follow and
another player’s Capital
Heroes Action.
as listed on Muster:
the C.C. Board and Hero Cards. Use 1 Serf to make a second Command Action.
• Reveal (do not resolve) each adjacent
Tower Exploration Token on theItContinent.
also increases the C.C.'s Strength ( ), the numbers of
Boarding Vessels: • per Land Region away at end of game.
Towers and Spell Cards a player can have and Scribe, and
Units may be exchanged freely between the / L.R. Away
Requires 1 Serf the the Capital City is worth at endgame.
Vessel and the Land Region it occupies or whose Lv. 1 C.C.
• Max 1* of your Towers per Continent.
Shore it is docked with (in the case of Sea Vessels). • Collects 2 Resources from its Region.
*2 Towers in
Build a Tower:
• Always considered as
That includes boarding from the Courtyard into adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spi


the Vessel if it is in the Capital City Region. Each Capital Lv. 3 A player may build a Tower in a Land Region
Vessel has a maximum capacity of 2 Units, where they have
Heroes cost a Each Plains Region you
Serf present.
2 fewer The cost of
If you have 2 Serfs If the Galleon
The Air Sh
Courtyard
as listed on the C.C. Board. Vessels cannot be Resources of your control at the end of in a Plains Region, Battles a lone Serf
is + wh
building a Cast
Tower
choice is 1 Ore for
to Recruit. EACH
the game Land
is worth an Region
that Region also or Warrior, that
Unit1instantly dies.
Build
boarded whileTax March March Sail Fly
3 in3a Vessel * away from the Capital Cityadditional
Battling Ves
Research/ Scribe
moving. Maximum of 2 Units (Max 6).
the target Region is.collects .
Capital Actions: Build Command
Capital Lv. 2Actions:
This distance should be the minimum number of
Warriors may you Research,
When in a Sea Region,

se 1 Serf to follow anotherBuild player’s Capital Action. Muster: Use 1 Serf to make a second Command Land Regions
Action. occupyit Plains
would take When
Humans ayou
Unit to March there
may pay Towers built in
the Galleon may start
2 The Air Sh
Pay Resources to: (see CommandRegions’Action
Worker - March, pg. 9). a Plains Region
a Battle with Units in
an adjacent Region, gain collects 2 Res
Reveal (do not resolve) each adjacent to draw 1 extra
will cost - .
Exploration Token on the Continent. + for that Battle
Spaces and collect of its Region’s
per Land Region away at end of game. ✴ Build a Vessel in the C.C. Region (required Building needed). * Spell Card (up to 3

L.R. Away Building a Vessel is the same as Recruiting a Vessel, except 2 a2Build as if they were Serfs. extra Spell Cards).
When a Tower is built, reveal, but do not resolve,
(this includes attacking
Land Units from a Sea Region).

equires 1 Serf
Action is used (see the rules for Vessels above). Capital Lv. 1
all the face-down Land Exploration Tokens in theWhen an army
You may always Tax Serfs in yo
Warriors gain + The Galleon
wers per Continent.
✴ Build a new Building on the C.C. Board Land Regions adjacent
if Battling in a to the Tower
(even if Taxthat
is are on thecontaining Serfs
covered) 3
collects if in
Courtyard
ces from its Region.
1 1 * instead of another enters a Plains considered ad
d as *2 Towers in
2-player game same Continent
Plains as the
Region. Tower. The tokens are resolved
Region, gain .
a Sea Region.
to the Air S
apital City. Capital Action.
✴ Upgrade theUniversity
Cathedral Capital City to the Next Level • Enemy
Tavern SeainDock
your Capital City. when
Spells and Abilities from outside
Air Spire Unit enters those Regions.
another
Lv. 3
have no effect Costs:
✴ Build a Tower
Each Plains Region you If you have 2 Serfs Buildings
If the Galleon / Each
4
Heroes cost 2 fewer The Air Ship
control at the end of in a Plains Region, Battles a lone Serf
Resources of your
that Region also Unlike
* add is + when
Serfs’ when building a Building, the Serf is not
* Build a New Building:
the game is worth an
choice to Recruit. or Warrior,
+ 1 Serfthat from each
Battling Vessels.
required to stay in that Region; they are treated as
3 additional (Max 6). collects . Unit instantly dies. building:
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spir
Pay 3 Ore and then move a Serf from the Courtyard, placing it onto When a normal Unit.
Serf Warrior
in a Sea Region, Paladin Mage Swashbuckler Galleon Air Ship
Lv. 2 the Worker
Warriors may
Space underneath Whentheyou Research, This indicates that it is the Galleon may start
Building.
occupy Plains you may pay Towers built in x1 with Units in
a Battle
For The
example,
Air Ship this player has a Serf in this Mountains Region and is building a
built, andRegions’
now the player has access
Worker to drawto its abilities listed
1 extra a Plainsabove
Region as wellan adjacent
x2 Region, gain Tower.
collects 2They count the Land Regions away from their C.C. and it comes to 4
Resources
as the Hero
Spaces Vessel,
orand picturedSpell
collect below,
Card now
(up to being will cost -to recruit
available . + for that Battle of its Region’s type.
*
3 Regions (Ferry Routes make Land Regions adjacent, see Ferry Routes, pg. 9). The
2 (or buildasin
if they were Serfs.
the case of Vessels)extra Spell Cards).
during a future action.
(this includes attacking
Land Units from a Sea Region).
player pays 4 Ore and places a Tower into this Region.Then reveals the face-down
For example, paying 3 Ore and using a SerfTax to build the SeaanDock
army will Exploration Tokens in all adjacent Land Regions on the same Continent.
Lv. 1 Warriors gain + You may always When
The Galleon
Serfs in your
allow a player to recruit a Sea Vessel
(even if in
Tax is the future,
covered) as well as
containingunlock
Serfs the Courtyard are
* if Battling in a collects if in Aconsidered
player with a Lv.1 Capital City may only build 1 Tower. As the C.C. is upgraded,
1 Sea Dock’s Plains
abilities.
Region. instead of another
Capital Action.
enters a Plains
Region, gain .
a Sea Region.
moreto the
adjacent
Air Ship.may be built, 1 additional Tower per Level (listed on the C.C. Board).
Towers
d Abilities from outside
Each Building unlocks new abilities as the Capital upgrades. The
n your Capital City.
Players are also limited to building only 1 of their own Towers on 1 continent
gs / EachSerf used to build the Building MUST stay on this Worker (in 2-player games, a player may have 2 Towers on 1 Continent). Multiple Factions’
Space for the remainder of the game and cannot be used in Towers may occupy the same continent. A Tower may never be built in a Capital
+ 1 Serf * add Serfs’
anyeach
from other action, nor can it be destroyed or sacrificed. Each
building: City Region with a Capital City Construct. Towers have a Natural Strength of
completed Building is worthRequiresatUniversity:
the end of theRequires
gameTavern:
and each
Requires Cathedral: Requires Sea Dock: and may
Requires not move (unless an ability allows it). They are each worth
Air Spire: per Land
Warrior Serf occupying
Paladin a building Worker
MageSpace still offers its when
Swashbuckler Galleon Air Ship
Region away from that player's C.C. at the end of the game.
defending a Battle in your Capital City Region (see Battling, pg. 11).

7 Scribed Spell
Status:
Ready

Prep

Exhausted
Phase 1-Action Selection, Capital Actions Tax Tax for Resources Gain the
Select the Tax Action to gain one type of listed
amount of
Research/ Resource, the amount of which is labeled 1 Resource:
Scribe
Research or Scribe Spells in the Tax Track located in the bottom left
of the Game Board.
Researching allows players to build an arsenal of powerful Mana
Spells. Select the Research Action to choose from 2 separate options:
The player chooses one of the 3 Resources and immediately
gains the amount listed on the slot that the Resource’s
1. Conjure Spells – draw 3 Spell Cards from the Token is in. The slots are labeled “4,” “3,” and “2.”
Spell Deck. Then choose which cards to keep in the
For example, a player takes a Tax Action to gain 4 Mana,
player’s Spell Library (a hand of Spell Cards) and NewDraw 3
Spell Cards After Taxing,
since the Mana Token is in the “4 slot.” cycle the Resources
which to discard. Note that there is a Spell Library Recall 2
Recall
2

Hand Limit based on the player's C.C. Level. Summon 1


CAST
After Taxing is complete (including Followed Actions), the Resource Tokens
When finished Researching, discard Spells (from advance; the token in “slot 2” moves to “3,” the “3” to the “4,” and the “4”
Move any
to your Units back
Courage 1 CAST paying
Capital
City,
per Uni
(must mov t
Move any Units back e at least

Add any
1 Unit).
to your Capital City,

those you drew and/or from those already in your then cycles back to the beginning “2” slot.
CAST paying per Unit
(must move at least 1 Unit).

Spell Cards
Take 1 Serf from
your supply and place
it in any Region.

Spell Library) until the number of Spells in your in Library


CAST

Replace one of
your Warriors with
a Hero from the supply.

Spell Library is equal to your current Hand Limit.


(required Building needed)

For example, a player with a Lv. 1 C.C. and 1 card in their Spell Library Following a Capital Action
takes the Research Action. They draw 3 Spell Cards and compare them with
the Spell Card they already have in their library. They choose to replace that When a player selects a Capital Action, other
card with one of the new Spell Cards drawn, discarding the other 3 face-down players may choose to “Follow” the same action.
to the discard pile. To Follow, the player must have that Action
Slot open and have an available Serf in their
2. Scribe a Spell – take 1 Spell Card in your Spell Library and permanently Courtyard. Move a Serf from the Courtyard
place it face-up in a Scribed Spell Slot on the right side of the C.C. Board. and place it in that Action Slot. That player
Scribed Spells cannot be discarded at any time. Players may have only as may perform the selected action, even though Recruit Build Research/ Scribe Tax
many scribed Spells as the level of their Capital City. A Lv. 2 C.C. allows a it is not their turn. Only Capital Actions, not Following another
player to have 2 total Scribed Spells. Players may only Scribe Spell Cards Command Actions, may be followed. Capital
player's Build ActionActions:
labeled "CAST." They may never Scribe Spell Cards labeled "COMBAT" or Follow: Use 1 Serf to follow another player’s Capital Action
"INTERRUPT." Each Scribed Spell is worth at the end of the game. Tower this
Serfs in the Action Bar cannot be used for any other Actions round,
• Reveal (do not resolve) each adjacent
Exploration Token on the Continent.
• per Land Region away at end of game.
For example a player with a Lv. 1 C.C. and 1 Spell Card in their Spell Library cannot be targeted or sacrificed in Battle and cannot be the target
/ L.R. Away
of any
takes a Research Action. They scribe their Spell Card, placing it into the Lv. Spells, but they do offer their Strength value if the Capital City is 1attacked.
Requires Serf

1 Scribed Spell Slot. • Max 1* of your Towers per Continent.


• Collects 2 Resources from its Region.
Serfs must remain in their Action Slots until the end• Always
of the round.
considered as This fills
*2 Towers in
2-player game
adjacent to your Capital City.
The cards you choose are kept in your Spell Library or Scribed Spell Slots to be that Action Slot for the remainder of the round and that action may not be Cathedral
Cast in later actions (see Command Action – Cast, pg. 10). Scribed Spell Cards taken again, neither by following with another Serf nor Capital
by taking Lv. 3 a traditional
are NOT discarded when they are Cast, nor can a player willingly discard one. action with a Faction Token. Heroes cost 2 few
Resources of you
When the Spell Deck runs out, shuffle the discard pile and form a new deck. choice to Recruit
*
Note: To keep the game moving smoothly, it is important for3any3players that are
following to do so simultaneously. In the rare event that a conflict arises, resolve
Capital Lv. 2 Warriors may
Spell Card Types the actions in player order, starting with the active player. occupy Plains
Regions’ Worker
There are 3 types of Spell Cards which are labeled on the card: Spaces and collec
2 2 * as if they were Ser
CAST COMBAT INTERRUPT
Require you to select May only be Cast May be used Capital Lv. 1 Warriors gain +
if Battling in a
the Command Action: during a Battle (see immediately 1 1 * Plains Region.
Cast to use (see Battling, Pg. 11). Cannot after an enemy player • Enemy Spells and Abilities from outside
have no effect in your Capital City.
Casting a Spell, pg. 10). be Scribed. Combat has Cast a Spell.
These Spell Cards are spells may not be copied Cannot be Scribed. Buildings / Each

the only Spells that with a Copy Spell card + 1 Serf * add Serfs’
from each
may be Scribed. by a player not involved building:
Requires Cathedral:
in the current Battle. Serf Warrior Paladin

8 x1
x2
Command Actions: Ending a March in a Desert
The 5 Action Slots on the right side of the C.C. Board are as follows:
Units cannot pass through a Desert Region in a single March Action,
March March a Unit or an Army even if they have sufficient Speed to do so. They must end their March
upon entering and may move out with a subsequent March Action.
Move 1 to 5 Units from a single Land Region, called an “army,”
into another Land Region. An army can consist of any number Ferry Routes and Graticules:
or combination of Units, from a single Serf to multiple Serfs,
Warriors, and Heroes. Regions have a limit of 5 Units per Continents are connected by Ferry Routes, which link Land Regions A
Faction after Marching, but not when an army is moving through a Region. together and separate Sea Regions. Two Regions connected by a
Ferry Route are considered adjacent, and this is the only way for
The number of Regions a Unit may move in a March Land Units to travel across Sea Regions without a Vessel.
is called its Speed ( ) and is listed next to its picture
on the C.C. Board. The army can only move as many Graticules are the letters or numbers marked on the outside of the
Regions as allowed by the lowest-Speed Unit. map that have matching pairs directly opposite from each other.
Attached to Ferry Routes, these are considered connected and
For example, an army containing 2 Warriors with “wrap-around” to the opposite side of the map.
and a Paladin with may only move 1 Region For example, this army uses to March north using the “A” Ferry A
because of the Paladin’s low Speed. Route into the southern continent’s Region on the opposite side of the map.
Note: There are 2 March Action Slots, so this Action may be performed twice.
It can even be performed twice during the same round by Mustering (see pg.
10), even by the same army. Sail Sail a Sea Vessel
Using its Speed, the Sea Vessel may only sail into Shore and Sea
Regions. Shore Regions are any Land Regions that border the Sea:
Marching into Battle:
Armies must stop a March when they enter a Region • Docked Sea Vessels must use to first sail from Shore to Sea. A docked Sea
with an opponent’s Units, Vessels, Tower or Capital City. Vessel may move into any Sea Region adjacent to that shore. Sea Vessels cannot
This ends a March Action, and it immediately results in move from one shore to another without first moving into a Sea Region.
a Battle between the two players (see Battling, pg. 11). • Use to sail to adjacent Sea Regions separated by Ferry Routes.
• Use to sail from a Sea Region to dock onto a Shore.

Towers are Adjacent to the Capital: • Sea Regions on directly opposite sides of the board, between 2 Ferry Routes
with at least 1 matching Graticule, are considered adjacent.
Each player's C.C. Region, and their Units in the When a vessel is “docked” on a Shore, the Vessel is placed halfway between
Courtyard, are always considered to be adjacent both the Land and Sea Region. Land Units on the Shore may freely board and
to all Regions with the player’s Towers. 1 exit the docked Vessel, however a Sea Vessel may not march with an army. Sea
C.C. is always
Note: Towers are not adjacent to other Towers. adjacent to Vessels do not require Units aboard to sail.
a Tower 2
Exploring Sea Regions:
Reveal Both
Exploring Land Regions: Exploration If the Sail ENDS in a Sea Region that has a face-down Exploration Token, it is
Tokens in
Swamp: immediately revealed and then resolved (see the Reference Sheet for outcomes). In
If the army ENDS its March in a Land Region the Central Sea Region, 2 Exploration Tokens are revealed and resolved one at a
that has a face-down Exploration Token, it is time. Do not reveal the second token until the first is resolving. Sea Vessels may Sail
immediately revealed and then resolved (see through “unexplored” Sea Regions without revealing their Exploration Tokens.
the Reference Sheet for outcomes). In a Swamp
Region, 2 Exploration Tokens are revealed and
Ending a Sail in the Central Sea Regions
resolved one at a time. Do not reveal the second Like armies Marching through a Desert Region, Sea
token until the first is resolving. Armies may Vessels cannot Sail through the Central Sea Region in a
March through “unexplored” Regions without single Sail Action. They must end their Sail upon entering
revealing their Exploration Tokens. First: Second:
Farmers Rogue and may move out with a subsequent Sail Action.

9
Capital Actions: Command Actions:
Follow: Use 1 Serf to follow another player’s Capital Action. Muster: Use 1 Serf to make a second Command Action. Humans
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away

Phase 1-Action Selection, Command Actions Requires 1 Serf

Mana VP earned
Cast a Spell
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
• Always considered as *2 Towers in Cast Cost
adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spire Summon 1


Capital Lv. 3 Reveal 1 Spell Card from your Spell
Fly
Fly an Air Vessel Heroes cost 2 fewer Each Plains Region you If you have 2 Serfs
Library (hand of
in a Plains Region,
If the Galleon
Spell Cards) ORThe select 1
Air Ship
control at the end of Battles a lone Serf
Resources of your is + when
Using its Speed, an Air Vessel: 3 3 * choice to Recruit.
the game is worth an
additional (Max 6).
Scribed Spell. Then
that Region also
collects .
or pay
Warrior, the
that
Unit instantly dies.
cost of Mana
Battling Vessels.
Spell
( ) listed in the upper left corner, and Type
CAST

Capital Lv. 2 Warriors may When you Research, perform the action listed on the card.
When in a Sea Region,
the Galleon may start
Take 1 Serf from
your supply and place
occupy Plains Towers built in The Air Ship it in any Region.
• May Fly through adjacent Land Regions, as if it Regions’ Worker
you may pay
to draw 1 extra a Plains Region
a Battle with Units in
an adjacent Region, gain collects 2 Resources
were marching (including between Towers and *
Spaces and collect Casting immediately gains the(thisVictory
Spell Card (up to 3 will cost - . Points ( ) + for that Battle of its Region’s type.

the Capital City). 2 2 as if they were Serfs. extra Spell Cards).


listed in the upper right of the
includes attacking
card for the player that
Land Units from a Sea Region).
Effect
1 cast the When an armyScore Token). A card Cast
TaxSpell (advance from
• May not use Ferry Routes. Capital Lv. 1 Warriors gain + You may always
containing Serfs
The Galleon
Serfs in your
Courtyard are
* if Battling in a your Spell
(even if Tax is covered)
Library is discarded.collects if in
1 end
• May Fly through Sea Regions, but may not 1 Plains Region.Recruit instead of another
Build
Courtyard
enters a Plains
Research/ Scribe

Capital Action.
Tax
Region, gain
considered adjacent
March
.
March a Sea Region.
Sail Fly Cast
to the Air Ship.
• Enemy Spells and Abilities from outside
flight in a Sea Region. Capital Actions: Command Actions:
2
have no effect in your Capital City.
Only Spells labeled "CAST" may be used in a CastHumans
Follow: Use 1 Serf to follow another player’s Capital Action. Action. “COMBAT” Spells
Muster: Use 1 Serf to make a second Command Action.

Buildings
• Reveal (do not resolve) each adjacent

/ Each Tower
• May Fly into a Sea Region to Battle a Sea Vessel, may only be used in Battles, and “INTERRUPT” Spells can be used any time an
Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away

but if it survives it has only to return to + 1 Serf * from each add Serfs’ Requires 1 Serf
enemy casts a Spell. Unless stated otherwise, Capital City Regions and Units
• Max 1* of your Towers per Continent.

3Requires Cathedral: Capital Lv. 3


building: • Collects 2 Resources from its Region.

a friendly or unoccupied Land Region. If it Requiresinside cannot beTavern:


affected byRequires
enemy Sea Dock Spells. However,
Requires Air Spire: while in a Battle within a
• Always considered as *2 Towers in

University: Sea Dock:


2-player game
adjacent to your Capital City.
Cathedral
Requires
University Tavern Air Spire

cannot do this, the Air Vessel is destroyed.Serf Warrior Paladin Mage Region, CombatGalleon
Capital CitySwashbuckler
Heroes cost 2 fewer
Resources of your
Spells may be used.
Each Plains Region you
control at the end of
Air Ship
If you have 2 Serfs
in a Plains Region,
If the Galleon
Battles a lone Serf
The Air Ship
is + when
the game is worth an that Region also or Warrior, that
x1 3 3 * choice to Recruit. Battling Vessels.

• May pass through unexplored Land Regions,


additional (Max 6). collects . Unit instantly dies.

and also may end its flight to explore Regions


x2
4 Capital Lv. 2
Casting Scribed Spells
Warriors may
occupy Plains
When you Research,
you may pay Towers built in
When in a Sea Region,
the Galleon may start
a Battle with Units in The Air Ship
Scribed Spell
Status:
Regions’ Worker to draw 1 extra a Plains Region an adjacent Region, gain collects 2 Resources

1
Ready
will cost - . + for that Battle

with Land Exploration Tokens. However, if


Spaces and collect Spell Card (up to 3 of its Region’s type.
2 2 * as if they were Serfs. extra Spell Cards).
(this includes attacking

Flying over
Prep
A Spell in a Scribed Spell Slot may be used
Land Units from a Sea Region).

there are no Units aboard the vessel and the 2 Sea Regions Capital Lv. 1 Warriors gain + You may always Tax When an army
The Galleon
Serfs in your Scavenge 1Exhausted
instead of one from the Library, and only when
if Battling in a (even if Tax is covered) containing Serfs Courtyard are
* collects if in
and ending flight 1 1
enters a Plains considered adjacent
token’s outcome requires the player to lose a
Plains Region. instead of another a Sea Region.
Capital Action. Region, gain . to the Air Ship.
• Enemy Spells and Abilities from outside

in a Land Region have no effect in your Capital City.


it is pointing upward in the “Ready” position (1).
“Unit,” the player must lose the Air Vessel. Buildings / Each
* add Serfs’
+ 1 Serf from each CAST

• May not explore Sea Regions.


building:

After casting,Mage
rotate the ScribedGalleon
Spell Card
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spire: Collect 4 Resources
of your choice in any
Serf Warrior Paladin Swashbuckler Air Ship combination.
"Ready" to
• MUST stop in a Region with enemy Units or Structures to Battle.
x1
x2 upside down (top pointing down) to designate Scribed Spell
be Cast
it as "Exhausted" (2).
Status:

2
Ready

• May Fly through a Desert Region WITHOUT stopping.


Prep

Exhausted
combination.
of your choice in any

During the Round End Phase, all Scribed Spell


Collect 4 Resources

Like the Sea Vessel, the Air Vessel may carry passenger Units which can freely CAST

Cards that are not "Ready" rotate once 90° "Exhausted"


board and exit the vessel if sharing the same Region but not in the middle of a Flipped upside
counter-clockwise. "Preparing" Spell Cards (3)
Fly Action. Air Vessels do not require Units aboard it to fly. down
will rotate so that the top is facing up (these 1 Scavenge

Spells are now "Ready" to be Cast again during


Note: Air Vessels may not move using a March Action.
the following round). Then "Exhausted" Spell 3
Cards will rotate so that the top is facing to

of your choice in any


"Preparing"

Collect 4 Resources
Flying Through the Central Sea

combination.

Scavenge
the right. These Spells are now "Preparing" and to be Cast

CAST
Again
The Central Sea Region counts as 2 Regions will be unavailable to Cast during the following

1
when flying, so it requires to fly an Air round. They will rotate again to "Ready" during
Vessel through it. the next Round End Phase.

Mustering a Command Action


After a player selects a Command Action and resolves it, they may immediately “Muster”
a second Command Action by placing 1 Serf from their Courtyard into an open Action
Slot. Only Command Actions may be Mustered. Fully
Courtyard
resolve each action in the order
Recruit Build Research/ Scribe Tax Taking
Marcha March Sail Fly Mustering
Cast a
they are taken. For example, you could March, then Muster and cast a Spell. Or even March March Action Cast Action
twice (with the same or different armies) using a Muster to use both March Actions.
Capital Actions: Command Actions:
Follow: Use 1 Serf to follow another player’s Capital Action. Muster: Use 1 Serf to make a second Command Action. Humans

10
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

/ L.R. Away
Requires 1 Serf
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
Battling: Phase 1-Action Selection, Battling

When an army or Vessel moves into a Region with enemy Units or Structures, its
movement ends and a Battle occurs. One player’s army will be victorious and allowed to Select a Tactic Card to Play:
remain in the Region, but the other army must leave and possibly lose Units. The player
who initiates the Battle, called the attacker, immediately gains (advance the Score After totaling the Strength of their armies, both players gather their hand of 7 Tactic
Token). Cards, and each secretly selects one card to play which adds a bonus to their army’s
Strength. In the event that one or both players have no Units or Structures remaining in
Note: a player who uses an ability to move enemy Units into a Region with their own Units the Region due to spells or abilities, the Battle ends and no Tactic Cards are played. The
is still initiating the Battle and considered the attacker. amount of added is listed in the upper left of the card, as well as any bonus or
effects listed below if against a specific card chosen by the enemy.
Total Each Army’s Strength: Note: The Conscripts Tactic Card may change the composition of the Armies, which
may change the ability bonuses of the Heroes, Vessels, and Structures. Win or lose,
Both players total the Strength ( ) of all the Units, Vessels, and Structures in the each player must pay the cost of the Tactic Card, and each player gains the listed
Battle: on the Tactic Card they played. If both players played Conscripts, the defender
1. The “Natural Strength” is the value as listed beside the Unit's picture on the resolves it first, then the attacker.
Capital City Board, or its card, before bonuses are considered.
When players select a Tactic Card, they must factor in these two rules:
For example, a Paladin has a Natural Strength of .
• The player MUST be able to afford the cost of the Tactic Card, as noted on the
2. Next add in all ability bonuses of Heroes, Vessels, and Structures that increase upper left of the card, and MUST Spend the appropriate Resources AND/OR
Strength. Defenders apply their abilities first, then the attacker. Sacrifice Units (see below).

For example, the Paladin’s ability “+ if at least 1 Serf is in his army” makes the • Some Tactic Cards may only be played by an attacking or defending player, and some
may not be played if there are only Serfs in the army and no Structures.
Paladin since his army has Serfs.
Note: If a player cannot pay the cost and meet the requirements then their card is
3. Cast 1 Combat Spell to add to an army, decrease from an enemy army, or
ignored and considered a . A player may NOT choose to not pay the cost of their
destroy enemy Units. The defending player always casts a Combat Spell first. Once
selected Tactic Card and ignore it if they can afford to pay the cost, in Resources and/
defender does so or announces that they are not casting, the attacking player may then
or in Units. If a Tactic Card or other ability cancels your Tactic Card, you do not have
cast a Combat Spell. The defender may not cast a Combat Spell after the attacker has,
to pay the resource cost, nor do you gain its VP (positive or negative).
however Interrupt Spells may still be cast. 2 First Strike

In this example, players simultaneously reveal Tactic Cards: 5 Charge

For example, the attacking player casts Rage which says "Before Tactic Cards are
chosen, gain ." • The Human army with reveals the First Strike Tactic and pays 4
Cancels Conscripts.
+ against Siege.
Cannot be used if your army is only Serfs.

3 of 7
2
Mana to use it, so their final total is and the player gains .
Cancels Retreat.
+ against First Strike.

1 Magic
Rage Arrow
1 5 of 7
3

COMBAT ed
Cannot be

before Tact
Scrib

cking,
When Atta ds are
ic Car
chosen, gain
.
VS. COM
Cannot BAT
be Scrib

Before Tac
tic
are chosen Cards
,
Warrior kill 1
or Serf.
ed
• The Orc army with reveals the Charge Tactic Card and must pay 6 Mana to use
it even though they only have 4 Mana. They intend to sacrifice 1 Warrior ( ) to
pay the difference (see Sacrificing Units in Battle below). Since the enemy played First
Strike, the Orcs receive a bonus, and their final total is and the player gains .

In this example, the attacking Human army is in the Plains Region: With the higher strength (15 vs. 12), the Orc army is victorious, but now that the Battle is
• has a Natural Strength of : 1 Paladin, 1 Warrior, and 2 Serfs. resolved the Orc army must lose a Warrior to finish paying the cost of their Tactic Card.
• + from bonuses from the Paladin's ability and the Cathedral’s ability ("Warriors
are + if Battling in the Plains Region").
• + from casting the Combat Spell “Rage." Sacrificing Units in Battle:
The total Strength of the Human army is now: Players may choose to sacrifice one or more Units (not including
Vessels) to help pay for the cost of a Tactic Card (even if they have
The defending Orc army: enough resources to pay for the Tactic Card without sacrificing). The
• has a Natural Strength of : 2 Warriors. Natural Strength of the Unit sacrificed can go toward paying the cost
• + in bonuses from the Blood Tent’s ability (“Every Serf in your enemy's army grants of the Tactic Card. The Strength values of Sacrificed Units are still
+ ”) and the Barracks’ ability (“Your Warriors are + ”) counted toward the army's total Strength. Lay Units on their sides
• The Orc player casts "Magic Arrow" ("Destroy 1 Warrior or Serf ") instantly destroying to signify that they are being sacrificed. After the Battle resolution
the Human Warrior. begins but before Damage is assigned, Sacrificed Units are removed
from play, considered destroyed in battle, and returned to their owner's
• The total Strength of the Orc army is now: supply. Only Units (except for Vessels) may be sacrificed. Neither Sacrificed Unit
Since the Human army loses its Warrior to Magic Arrow, its total is now: Vessels nor Structures may be sacrificed. laid on its side

11
Phase 1-Action Selection, Battling Battling a Capital City:

To achieve the “eXterminate Objective,” players may Battle an enemy’s Capital


Resolving the Battle: City. To total the Capital City’s Natural Strength:
The army with the highest value wins, with ties going to the defender: • Add listed for the Capital City’s current Level only.
• The winning army remains in the Region and loses no Units, except for • Add from any Units in the Courtyard and Action Bar along with their
Sacrificed Units (if any) to pay for their Tactic Card. bonuses.
• The losing army: • Add of any Vessels in or docked on the Shore of the Capital City Region.
• takes “Damage” and must lose Units and/or Structures whose Natural
• Add of any Serfs in any completed Buildings' Worker Spaces.
Strength totals at least half of the the losing army's Natural Strength
(rounded up). Natural Strength of the loser's army is calculated AFTER • Towers are considered adjacent to the Capital City so any armies in Regions with
removing any Sacrificed Units. Damage is deducted from each Unit, Vessel, your Towers may be moved into the Battle using the Conscripts Tactic Card.
or Tower's own Natural Strength, and the losing player may choose which • Note: Your Capital City can hold any number of Units and is not subject to the
Units are lost. Any Tower MUST be lost first since it may not remain in the
normal limit of 5 Units per Faction.
Region with enemy Units and may not be moved to your Capital City.
• Damage must be assigned completely to one Tower, Unit, or Vessel before the
rest of the damage is assigned to remaining Units or Vessels. Courtyard
Recruit Build Research/ Scribe Tax March March Sail Fly Cast

• If a Structure, Unit, or Vessel takes any damage at all, even 1, it is destroyed.


Capital Actions: Command Actions:
Follow: Use 1 Serf to follow another player’s Capital Action. Muster: Use 1 Serf to make a second Command Action. Humans
• Reveal (do not resolve) each adjacent
Tower Exploration Token on the Continent.
• per Land Region away at end of game.

Destroyed Units are returned to the supply.


/ L.R. Away
Requires 1 Serf
• Max 1* of your Towers per Continent.
• Collects 2 Resources from its Region.
• Always considered as *2 Towers in
adjacent to your Capital City. 2-player game

Cathedral University Tavern Sea Dock Air Spire


Capital Lv. 3
Each Plains Region you If you have 2 Serfs If the Galleon

• Any remaining Units must be returned to that player's Capital City or a


Heroes cost 2 fewer The Air Ship
control at the end of in a Plains Region, Battles a lone Serf
Resources of your is + when
the game is worth an that Region also or Warrior, that
* choice to Recruit. Battling Vessels.
3 3 additional (Max 6). collects . Unit instantly dies.

Region containing a Tower they control.


When in a Sea Region,
Capital Lv. 2 Warriors may When you Research, the Galleon may start
occupy Plains you may pay Towers built in a Battle with Units in The Air Ship

3 Damage =
Regions’ Worker to draw 1 extra a Plains Region an adjacent Region, gain collects 2 Resources
Spaces and collect Spell Card (up to 3 will cost - . + for that Battle of its Region’s type.
2 2 * as if they were Serfs. extra Spell Cards).
(this includes attacking
Land Units from a Sea Region).

In the example, the winning Orc army remains in the Region,


Capital Lv. 1 Warriors gain + You may always Tax When an army
The Galleon
Serfs in your
if Battling in a (even if Tax is covered) containing Serfs Courtyard are
* collects if in
1 1 Plains Region. instead of another
Capital Action.
enters a Plains
Region, gain .
a Sea Region.
considered adjacent
to the Air Ship.
• Enemy Spells and Abilities from outside
have no effect in your Capital City.

after losing their sacrificed Warrior. The losing Human army


Buildings / Each

+ 1 Serf * add Serfs’


from each
building:
Requires Cathedral: Requires University: Requires Tavern: Requires Sea Dock: Requires Air Spire:

suffers damage equal to half its Natural Strength of (1


Serf Warrior Paladin Mage Swashbuckler Galleon Air Ship

3
x1
x2
Scribed Spell
Status:

Paladin and 2 Serfs), so it takes Damage. The Human


Ready

Prep

Exhausted

player decides to lose the Paladin, because his 4 Natural


Strength more than covers the 3 Damage dealt. The Paladin is For example, this Capital City is Lv. 3, so it naturally has . There are 3 Serfs, 1
returned to the player's supply and can be recruited again on a Warrior, and a Paladin (has a bonus ability) in the Courtyard and Action Bar, so
Return
future Recruit Action. The remaining 2 Serfs must be returned together with bonuses they have . A Sea Vessel docked on the Shore Region has .
to their Capital City or a Region in which that player controls The 3 Serfs on Buildings' Worker Spaces together have . Therefore added togehter,
a Tower. the total Strength of the Capital City before Tactic Cards are chosen is .

If a player's Capital City is destroyed, that player is immediately eliminated from


Battling with Towers: the game. They do not participate in end game scoring and their total score is 0.
Remove all their Units, Vessels, and Structures from the Game Board.
Armies may Battle in Regions with Towers, which have a Natural
Strength of (counts toward your army's Natural Strength
for purposes of Battle and determining Damage). Towers are
also considered adjacent to the Capital City’s Courtyard, so a The player who destroys the Capital City gains in
defending player may use the Conscripts Tactic to move Units addition to points from starting the Battle, their Tactic
from their Courtyard into the Battle. If the defending player loses Card, and Combat Spell (if any).
the Battle, the Tower MUST take damage first before all other
Units or Vessels in the army. Towers are then “destroyed” and Note: Abilities and Spells performed by enemy players cannot affect the Capital
returned to the supply. A destroyed Tower may be built again on City from OUTSIDE, but during a Battle INSIDE the Capital City Region,
a future Build Action. abilities can take effect. For example, an enemy player cannot cast "Earthquake"
and cause another player to lose Units from their Capital City. But, if they were
Battling with Vessels: in a Battle with the Capital City, they could cast "Fireball," causing a loss of Units
there. Spells and Abilities, even during a Battle in the Capital City, cannot remove
Vessels Battle from either air or sea. They may Battle without passengers aboard, Serfs from the Action Bar or Building Spaces, nor can those Units be Sacrificed to
but if carrying passengers be sure to add both the of the Vessel and any Units pay for Tactic Cards.
aboard together. Sea Vessels Battle Land Units in the Land Region whose Shore it
docks on.

12
Phase 2-Collection End Game
After all players have performed two actions, completing the Action Selection The end of the game is triggered if any of the four “X-Objectives” is achieved.
Phase, then players simultaneously: Once one is achieved during a game round, finish the current round and then
play one additional full round, which will be the final (in a 1-2 player game, if
1. Collect Resources – gain Resources from controlled Regions. A Region is a player triggers the end through eXterminate, the game immediately ends). The
controlled by the player having at least 1 Unit or Structure there. Certain end of the game cannot be "un-triggered," even if conditions for the X-Objective
“Resource Regions” yield a single type of Resource: are no longer met. After the final round, players total up their final Victory
Points. The X-Objectives are as follows:

✴ eXplore – All Land Exploration Tokens in the game have been revealed.
Swamp, Desert, and ✴ eXpand – All of a player's Serfs and Warriors are in play.
Capital City Regions
✴ eXploit – All 3 of a player's Towers are in play.
Mountains Forests Plains yield NO Resources and
yield Ore yield Mana yield Food are not Resource Regions. ✴ eXterminate – A player has destroyed another player's Capital City.

Each controlled Resource Region yields 1 Resource of its kind. In addition,

Final Scoring
Resource Regions also contain “Worker Spaces” where 1 Serf may be
placed to collect 1 additional Resource from that Region. If a Tower is in a
Resource Region, it collects 2 additional Resources.
Players total their final scores. In addition to their current scores from casting
For example, this player collects: Spells, Battling, and certain Exploration Tokens, players now advance their
Score Tokens:
• 2 Ore (1 controlled Mountains,
with 1 Working Serf) • for each recruited Unit and Vessel in the game (not in the supply) as listed
on the Capital City Board.
• 4 Mana (2 controlled Forests, one
with 2 Working Serfs and one • for each completed Building.
with 1 Warrior)
• for each built Tower ( per Land Region away from the C.C.).
• 6 Food (2 controlled Plains, one
with 1 Working Serf and one with • for the final Capital Level as listed on the C.C. Board (no if at Lv. 1).
1 Working Serf and a Tower)
• for each Scribed Spell.

• for each Land and Sea Region you control at the end of the game (not
2. Draw a Spell Card – Each player draws 1 Spell
including your Capital City or Shores). A Region is controlled if a Unit or
Card from the Spell Deck and adds it to their
Structure is present in that Region.
Spell Library. Then if any player has more
Spell Cards than allowed by their Spell Library • Bonus from Buildings abilities as listed on the C.C. Board.
Hand Limit (equal to their Capital City Level),
they choose a Spell Card to discard face-down. • Bonus from certain Exploration Tokens in controlled Regions.
Remember that Scribed Spells do not count In the event of a tie, the tied player with the highest total resources wins the
against your Spell Library Hand Limit. Draw a
game (based on the sum of all 3 resource types). If the game is still tied, enjoy
Spell Card
the shared victory.

Phase 3-Round End


After Collection, all players return Serfs and the Action Tokens in their Action Read Winning Faction Lore
Bar back to their Capital City’s Courtyard. Rotate any Scribed Spells: After determining a winner, the winning player reads
• "Preparing" (sideways) 90° counter-clockwise to "Ready." their Faction’s Victory Lore aloud (see Faction
• "Exhausted" (upside down) 90° counter-clockwise to "Preparing." Lore, pg. 18-19).
Then pass the First Player Marker to next the
clockwise player, and then start the next round.

13
Place a Serf in this Immediately kill Steal 1 of your
HEROES’ Hero’s Region (If copied, player 1 Unit outside of the opponent’s Resources
Enemy Heroes start here and SPELL chooses which Hero casts). Capital City (your choice). (your choice).
return when they are killed. BOOK
Humans
Capital City Track SOLO ENEMY
Humans always
gain 1 Resource
START when moving into
a Resource Region.

1 2 3 Triggers Endgame

Player Spells and Abilities After Collection, Humans


Humans gain Gain each time a
from outside the Capital City Human armies are + When Taxing, Humans gain 2 of the Resource Recruiting for
have no effect in the Capital each time they collect Human army enters
in Plains Regions. gain +1 of each Resource. they have the least of Humans costs no .
City Region. an Exploration Token. (if tied, collect both). a Plains Region.

Solo Play Variant


Tower per Land Region
Airship Galley Warrior Serf

Action Selection Phase - Enemy Draws Cards


away at endgame

/ L.R. Away
Requires 1 Serf
• Always considered as
adjacent to C.C.
• Collects 2 Resources
from its Region.
• Collects adjacent Land
Exploration Tokens.

Draw the topmost Solo Enemy Card and Collected


Exploration
Tokens
Paladin Mage Swashbuckler

In this variant, you go head-to-head with an A.I.-controlled assign it to the leftmost Hero Slot at the
bottom of the Capital City Board. That action
Faction, called the Enemy. The Enemy controls 3 armies,
The Paladin is + if at least The Mage always gains 2 Resources The Swashbuckler Builds/Recruits
1 Serf is in his army. when entering Resource Regions. the Galley at no cost.

will be performed by that Hero. The Enemy


for each
Exploration Token
collected in game.

each led by one of its powerful Heroes. These Heroes each


ENEMY ACTION CARD ENEMY ACTION CARD ENEMY ACTION CARD
Build

does not have a normal Action Bar like you


Player may Follow

have powerful abilities, and will offer you a serious challenge!


CAPITAL CITY TRACK

The Enemy pays to

do, so the Solo Enemy Cards and the Hero’s


advance its Capital City’s
token 1 Level.

This Action fails if:


The Enemy does not have

card slots act as the Enemy's actions.


enough to advance its
Capital City Level,
or it is maxed.
Attack
1 Defend

Components and Setup Changes


First Strike Charge

If the Enemy is able to perform the listed action by meeting its requirements,
Capital City Board: they MUST do so. However, if they cannot because of insufficent Resources or
Recru Build Tax Attack Resea
it
Player Player Player Player Player
rch
may Follow may Follow may Follow may NOT may Follow
Follow

8 Solo Action Cards


The Enem This Enem
a Unit. y pays CAPITAL The
The priori Resources CITY Enemy army y Hero
The Enem
ty order of it TRACK
to Recru colle move upcasts and
Theof Recru Reso urce equathects each
neare to this Enem itsy pays
Air VesselEnem l to theirst type to attac y and
1

Solo Enemy Side


yitingvalue playe
the
Seaadva nce its pays
is: less k Hero
s on than orcurre r Spell armyBook
that ,isearni ’s spell in
2
Vessel to the Tax
Warrior token Capital City’ Stren Chart.equant

lacking a necessary requirement, it is considered a “Failed Action.” Instead that


3
gth. l to its ng its
4
1 Leve s Gain Natu .
for battl ral
The new Serf
Unit l.
the Enem is placed
This
in
This Enem This ing.
This Actio
there, y Hero. IfThe the Actio
Regio y Hero Actio
nnwith then move There are nThe n fails
t beyplacedfails if: fails if:
it is placed it canno Enem
in the
Capita does not nearb s. no playe Enem y does if:
The Enemy This Action enou gh y, or the enourgh armiesto not have
to Recru does not have Capi
fails if: to adva have
l City.
nearby playe cast the
it a Unit, enoughtal City
nce its are too r armies spell.
or
Units in there are or it ResourcesLevel, strong.
Attack Attathe supply noislongermaxed.
Attack Attack Attack
ck .
6 1 2 3 4

Hero performs a Move Action (see next page).


First Strike First Strike
DefeSiege
nd DefeCons Char
nd cripts Defend ge Defend Defend
Charge Charge Conscripts Barricade First Strike

3
After you have selected your Faction: 5 Paladin Mage Swashbuckler
2
If ever there is a single Solo Enemy Card in the deck, instead of drawing it take
Courtyard Summon Worker Energy Bolt Plunder
Place a Serf in this Immediately kill Steal 1 of your

1. Randomly select the Faction for the Solo Enemy.


HEROES’ Hero’s Region (If copied, player 1 Unit outside of the opponent’s Resources
Enemy Heroes start here and SPELL chooses which Hero casts). Capital City (your choice). (your choice).
return when they are killed. BOOK
Humans
Capital City Track SOLO ENEMY
Humans always
gain 1 Resource

that card and ALL cards in the discard pile (not cards in Hero Slots) and shuffle
START when moving into
a Resource Region.

1 2 3 Triggers Endgame

2. Gather that Faction’s components as if it were


Player Spells and Abilities After Collection, Humans
Humans gain Gain each time a
from outside the Capital City Human armies are + When Taxing, Humans gain 2 of the Resource Recruiting for
each time they collect

4
have no effect in the Capital gain +1 of each Resource. they have the least of Human army enters Humans costs no .
in Plains Regions.
City Region. an Exploration Token. (if tied, collect both). a Plains Region.

them together. Place them face-down to form a refreshed Solo Enemy deck.
Tower per Land Region
away at endgame Airship Galley Warrior Serf
/ L.R. Away
Requires 1 Serf
• Always considered as
adjacent to C.C.

a normal game. Flip the Enemy's C.C. Board to


• Collects 2 Resources
from its Region.
• Collects adjacent Land
Exploration Tokens.

Collected Paladin Mage Swashbuckler


Exploration
Tokens

the Solo Enemy side. The Enemy does not need for each
The Paladin is + if at least
1 Serf is in his army.
The Mage always gains 2 Resources
when entering Resource Regions.
The Swashbuckler Builds/Recruits
the Galley at no cost.

Collection Phase – Discard Cards


Exploration Token
collected in game.

Hero Cards, as the Enemy Hero abilities are


ENEMY ACTION CARD ENEMY ACTION CARD ENEMY ACTION CARD

6
listed on the Solo C.C. Board.
After the Enemy has drawn 3 cards and performed (or failed) 3 actions, it is
3. Place the 3 Hero Units into the Enemy's Courtyard. DO NOT place 2 Serfs time for the Collection Phase. The Enemy collects Resources just like a normal
or 1 Warrior into the Courtyard. player (see Collection, pg. 13). Then discard all 3 cards from the Hero Slots into a
4. Place all 3 Resource Tokens onto the "3" space of the Resource Track. face-up discard pile nearby.
5. Place 1 Action Token on the "Start" space of Capital City Track. The other
Action Token is removed from the game. Solo Action Cards –The Actions
6. Shuffle the Solo Action Cards into a deck and place it face-down next to
the Enemy C.C. Board. Listed at the top of the Solo Action Action Build
Movement
Direction
7. The Enemy DOES NOT require Spell Cards. Do not deal cards to it. Card is the type of action and Player may Follow

whether or not you may Follow CAPITAL CITY TRACK

8. All other Faction components are set up in the supply as normal. After you Directions
it. Also listed are the specifics and
The Enemy pays to
advance its Capital City’s

have placed your own Capital City, choose the Enemy's Capital City Region requirements for the action, and
token 1 Level.

Failed This Action fails if:


on an adjacent Continent. what constitutes a Failed Action. Action The Enemy does not have
enough to advance its
Capital City Level,
Note that abilities from the Heroes or it is maxed.
Battle &
Gameplay Overview or from the Capital City may alter
Attack
First Strike 1 Defend
Charge Tactic
the normal rules of these actions.
The game is played in a series of rounds as normal until one of the
"X-Objectives" is achieved, triggering the end of the game. Recruit: The Enemy pays Resources to recruit 1 Unit. Units are
recruited in priority order, meaning if they can not be recruited
Each game round, the Action Selection Phase goes as follows:
then move to the next Unit in order:
1. The Enemy draws a Solo Action Card, and performs that action with its 1
Air Vessel > 2
Sea Vessel > 3
Warrior > 4
Serf*
first Hero ( ).
*Serfs can only be recruited 1 at a time, not 2.
2. You perform your first action (the Enemy cannot Follow).
New Units are placed in the Region of the Hero who performed the action, and
3. The Enemy draws a card and performs that action with its second Hero ( ).
will now be part of that Hero's army. If a Unit cannot fit in that Region due to
4. You take your second action (the Enemy cannot Follow). the 5 Unit Limit a Region has, then it is placed in the Capital City. If the Hero is
5. The Enemy draws a card and performs that action with its third Hero ( ). in the Courtyard, place new Units there.

In this manner, you will perform 2 actions as normal, and the Enemy will This action will fail if the Enemy does not have the required Resources
perform 3. After all these actions are taken, the Collection Phase occurs, where available to recruit any Unit OR if no Units are available in the supply.
Resources are collected as normal, and after Resolution, a new round begins.

14
Solo Play Variant
Build: There are 2 different "Build" Solo Action Cards:

• Capital City Track: The Enemy upgrades its entire Capital City
by advancing an Action Token on a 6-space track, which marks its Attack: All Units in this Hero’s Region move up to 2 regions to
Capital City Level. The Enemy MUST pay the Ore amount listed Battle the player. The Enemy can move in any direction and that
on the next open space. If it reaches the end of the track, it triggers the end the compass is ignored except for breaking a tie between two
of the game. Increasing the Capital City Level grants more strength, VP, eligible targets of equal strength. However, they will only attack if
Constructs, and special abilities. the Natural Strength of the player's army is less than or equal to the
This action will fail if the Enemy does not have the required Resources available. Natural Strength of the Enemy Hero's army. If there are multiple
player armies within range, the Enemy will attack the weakest.
• Towers and Vessels: The Enemy pays Resources to build 1 feature. Units/ Ties for choosing the weakest army are broken by referring to the
Towers are built in priority order, meaning if they cannot be built then movement compass, and going clockwise, then Recruit choosing the first army it can
Player may Follow
move to the next Unit in order: reach. The Enemy also gains for starting Thea Enemy
Battle.pays Resources to Recruit

Tower > Air Vessel > Sea Vessel


a Unit. The priority order of Recruiting is:
1 2 3
This action will fail if there are no player armies within Air Vessel
2 Regions of the Hero,
1

Sea Vessel
2

Warrior3

or the armies are stronger than it. Serf 4

Towers are placed in the Region of the Hero who took the action. Just like a The new Unit is placed in the Region with
the Enemy Hero. If it cannot be placed

normal player, the Enemy may not build more Towers than its Capital City
there, it is placed in the Capital City.

Battling with a Solo Enemy


This Action fails if:
The Enemy does not have enough Resources
Level allows, and a Serf is required to be in the Region to build a Tower. to Recruit a Unit, or there are no longer
Units in the supply.

When the Enemy's Tower reveals all adjacent Exploration Tokens, those When Battling, you first choose your Attack
6 Defend

2 First Strike
First Strike Charge
tokens are collected and placed on the designated space on the Enemy's Tactic Card. Then, draw and reveal 1
Faction Board. Solo Action Card, noting the Strength
value listed at the bottom.
Vessels are placed in the Region of the Hero who took the action. In the case For example, if the
of a Sea Vessel, the Hero must be on a Shore Region. If it’s not on a Shore This value is added to the Enemy Enemy’s Tactic Card
Region, the Sea Vessel will be built in the Capital City instead. The Enemy army's total Strength. In addition, a is First Strike, it
Cancels Conscripts.
will try to fit as many Units in the Vessel as possible, prioritizing Heroes first, Tactic Card is listed, which is different would cancel your + against Siege.
Tactic Card if you
then Warriors, then Serfs. If the Hero is already in a Vessel, the new Vessel is depending on whether the Enemy chose Conscripts. 3 7
2 of

placed in the Capital City. is attacking or defending. This Tactic


Card DOES NOT add additional
This action will fail if the Enemy does not have the required Resources available.
Strength to the Enemy’s army nor does it grant VP (only the Solo Action Card
Research: Unlike you, the Enemy does not need to collect does), but it may change the result of your Tactic Card.
Spell Cards. It has 3 Spells already at its disposal, 1 for each
Hero. It will actually cast a Spell instead of taking a normal Note: If your Tactic Card cancels the Enemy's Tactic then the Solo Action Card's
added Strength is cancelled as well.
Research Action. The Enemy will gain the Victory Points
shown and the Spell will take effect.
If the Enemy loses a Battle, they lose Units like a normal player, but weak to strong:
Spells cast by the Enemy can still be interrupted by player Spells. If a Spell Serfs > Warriors > Air Vessel > Sea Vessel > Hero
is copied and turned against the Enemy, the player may make choices for Any surviving Units return to the Capital City Courtyard. In the event that a
the Enemy. Such as which Unit or Resources the Enemy loses. Hero is destroyed, it immediately respawns in the Courtyard.
This action will fail if the Enemy does not have the required Resources
available to cast a Spell. If a Spell is useless (such as a Spell that affects the Moving a Hero if an Action fails
area around a Hero, but there are no player Units around to be affected), If the Enemy’s chosen action fails, then that Hero and
the Spell is still cast and the Enemy gains the Victory Points. its army will move. The Hero and all Units in its Region
Recruit
will move in the direction based on the compass on the
Note: When a Research Action is taken, the player can follow it as if it was a
Player may Follow
normal Research Action. Action Card (orient the compass to match the one in the
top-left corner of the Game Board). The Enemy pays Resources to Recruit
a Unit. The priority order of Recruiting is:
Tax: Immediately collect the listed amount of Resources in The Hero's army moves in the designated direction, 1
Air Vessel
every slot on the Tax Track, and then after the player follows, if it can. If it cannot, it will circle clockwise until it finds 2
Sea Vessel
3
Warrior
if they do, cycle the Resource Tokens like normal. This a Region that it can move into. When using the arrow,4 Serf
action cannot fail, and this Hero will then move afterward. reference the center of the region and drawThe thenewline
Unit is placed in the Region with
from there. If in doubt, go clockwise. the Enemy Hero. If it cannot be placed
there, it is placed in the Capital City.
This Action fails if:

15
The Enemy does not have enough Resources
to Recruit a Unit, or there are no longer
Units in the supply.
Attack
First Strike 6 Defend
Charge
Solo Play Variant Moving on Ferry Routes
If the movement arrow is in the
Moving Continued... same direction as a Ferry Route,
then the Enemy army will move
A C along the Ferry Route. If the Ferry
Route has multiple branches, the
Enemy army will take the one that
does not use a Graticule, a letter or 2
number that wraps around the Map. 1

Moving Aboard Vessels


Heroes aboard Air and Sea Vessels move differently:
• the Vessel always moves .
B • a Vessel and its occupants move alone and not as part of a Land army.
A. The army moves to the West Region Any Units left behind remain in their Region.
B. The army moves to the South Region • the Vessel may still collect Exploration Tokens when passing through Regions.
C. The army cannot move into the Sea
Region, so the pointer rotates clockwise Enemy Air Vessels:
until it points to the Southeast Region • Will not move using Ferry Routes or Graticules.
• Can move through the center Sea Region, counting it as one Region, but MAY
NOT stop there.
• If their second movement would end in a Sea Region, they do not move there
and instead move into the next “clockwise” Land Region.
When the Hero moves:
• End movement immediately if entering a Region you control, which results in a Battle.
• Its army always moves .
Enemy Sea Vessels:
• The golden rule for deciding movement is that if the Unit cannot move
• Can use Graticules and wrap around the Map if they continue in the card's
properly in the direction of the arrow shown, continue moving the
compass direction.
direction clockwise until it points to a Region it can move into.
• Can Dock and Undock from Shores without using movement.
• If moving from a Capital City, it will take all available Units in the Courtyard
• Stop in a Sea Region with your Sea Vessel and then Battle.
without exceeding 5 Units. It will take as many available Warriors as possible,
however the army MUST have at least 1 Serf if possible. • After a second movement, will Dock at the Shore Regions pointed to by
the compass on the Card.
• If an empty Vessel is present in the Hero’s region, the Hero boards that
Vessel and then moves, taking 1 other Unit aboard if one is available • If ending movement in a Sea Region adjacent to Land Region(s) that you
(prioritizing Warriors over Serfs). control, the Enemy Sea Vessel will Dock on the Shore with the lowest Natural
Strength army and then Battle, even if not in the direction of the card and
• It CANNOT move back into its Capital City or into a Region with even if the player's army has a higher Natural Strength than the Enemy's army.
another of its Heroes (only 1 Enemy Faction Hero per Region).
• A
Paladin General Note on Mage
Sea Vessel Movement: Swashbuckler
Since the map is organic in nature,
• If the army moves into a Region that you control, it results in a Battle some movement paths may be difficult to determine.
(see Battling, on previous page). Courtyard Summon Worker Energy Bolt Plunder When in doubt, the
movement path Immediately
Place a Serf in this may bendkillclockwise to determine the direction.
Steal 1 of your
HEROES’ Hero’s Region (If copied, player 1 Unit outside of the opponent’s Resources
Enemy Heroes start here and SPELL chooses which Hero casts). Capital City (your choice). (your choice).
return when they are killed. BOOK
Collecting Exploration Tokens Moving and Gaining Resources Humans
Capital City Track SOLO ENEMY
If the Hero passes through or ends movement in a Region with Exploration The Enemy Hero collects 1 Resource of a Resource Region’s
Tokens, the tokens are immediately taken and placed in a pile on the labeled type when it enters that Region. If moving results in a Battle, Humans always
gain 1 Resource

section on the Enemy C.C. Board. START


The outcome listed on the Tokens do not it must be resolved first (and the Enemy must win) before when moving into
a Resource Region.

matter. The Enemy gains immediately for each Token collected. gaining the Resource. For the “Attack” Action Card and Air
Vessels, the Hero potentially could gain 2 Resources.
1 2 3
Triggers Endgame

Player Spells and Abilities


from outside the Capital City
have no effect in the Capital
Human armies are +
in Plains Regions.
Humans gain
each time they collect
16 When Taxing, Humans
gain +1 of each Resource.
After Collection, Humans
gain 2 of the Resource
they have the least of
Gain each time a
Human army enters
Recruiting for
Humans costs no .
City Region. an Exploration Token. (if tied, collect both). a Plains Region.

Tower per Land Region


Airship Galley Warrior Serf
Following a Solo Action Card 2 vs. 2 vs. 2: A B
Requires 5-6 Player
You may Follow a successful Solo Action as if it were Order & Chaos
a normal action (except for Attack). HOWEVER, Recruit Expansion
if the Enemy’s Action has failed, it may not be Player may Follow
Followed. The Enemy does not Follow your actions. C C
The Enemy pays Resources to Recruit
a Unit. The priority order of Recruiting is:
Solo Game End 1
Air Vessel
2
Sea Vessel
3
Warrior
The game’s end is triggered when either you or the Enemy has achieved 4
Serf
one of the B A
4 "X-Objectives," or if the Enemy has reached the end ofThetheir Capital City
new Unit is placed in theTrack.
Region with
the Enemy Hero. If it cannot be placed
The current round is then completed, and then one morethere, round is played
it is placed (if a City.
in the Capital
This Action fails if:
Capital City is destroyed then the game is automaticallyThe
over). Victory Points are
then totalled as normal, but note that the Enemy Heroesto do
Enemy does not have enough Resources
not grant points. 3 v. 3: A B
Recruit a Unit, or there are no longer
Units in the supply. Requires 5-6 Player

6
Attack Defend Order & Chaos
First Strike Charge
Expansion

Team Play Variant B A


In this epic variant, players gather in groups of 2 (or 3 with the Order
& Chaos Expansion) in a war of alliances! Their powerful Factions
have banded together in a campaign against their mortal enemies.
A B
Components and Setup
Gameplay Changes
Setup as you would for a normal game. Even as teams, players have their own Faction.
A team game is played primarily the same way as a standard game, but with the
following changes:
Player Seat Positions
• Players cannot attack their allies, and can peacefully share Units in the
The Team Play Variant must be played as a 2 vs. 2 game (with two teams of 2), or same Region. The allies can only have a collective total of 5 Units in a single
with the Order & Chaos Expansion as a 2 vs. 2 vs. 2 game (with three teams of Region. When this happens, both players will gain a Resource from that
2) or as a 3 vs. 3 game (with two teams of 3). Players should decide their alliances Region. However, Towers will only benefit the Faction that built it, and any
before starting the game. These alliances will be permanent and cannot be broken. Serf occupying a worker space only gains an additional Resource for the
Members of the same alliance should not sit next to each other, and their seats Faction it belongs to.
should be alternated. So, the seating order should look like this: • When a Tax Action is taken, you may also give Resources from your supply,
in any combination and at any time during the Tax Action, to an ally of your
2 vs. 2: choice before or after you gain Resources.
A • Ally Units in the same Region can move together, even if they belong to
a teammate. When moving, a player can take any friendly Units in that
Region with them, with their ally player's permission.
• If attacking with mixed Units, the active player chooses the Tactic Card and
must pay for it. If defending in a Regions with mixed Units, the players in the
B B team choose who will lead the Battle and select and pay for the Tactic Card.

End Game Scoring


When the end of the game is triggered, each team will combine the Victory Points
of all team players. Regions are only counted once per team, so if a Region is shared
A then it only counts for one of the players. The team with the highest total wins.

17
Faction Lore

Humans Orcs
A ll that is known for certain is that Humans, the youngest race, first
sailed to Aughmoore from far away. The specifics of their homeland
have been lost to time, but there are those who maintain that they are not
A fter her failed first attempt to preside over Aughmoore, the bloody
divinity Oghtaa schemed again to lay claim to the land. Opening
the ancient Battle wounds beset by Norellia, the goddess of the mystic
native to this world. Pointing to the design of their water and aircraft, the elves, Oghtaa bled from the heavens, coating the world in a thick crimson
few that have preserved the old ways claim the extraordinary vessels once rain for a single day and night. The Blood Rain soaked deep in the earth,
traveled amongst the stars. Regardless of its exact origin, Human civilization penetrating the very center of the world. From gore-sodden brimstone rose
has shown an unprecedented explosion in economic and cultural growth in the repugnant Orcs.
its new home.
It is the self-proclaimed right of the Orcs to rule over every last scrap of land
The originally nomadic Humans discovered an affinity for the open plains, touched by their mother’s precious lifeblood. The Orcs look with disdain
and their territories now delineate the far-reaching meadows of Aughmoore. upon the pitiful beings resting comfortably along their once undisputed
Families sit by firelight for hours contemplating the unobscured night sky as borders. Is it possible that they have forgotten the savage weight with
their children share their dreams of one day becoming a Paladin, a Human which Orcish steel carves through muscle and sinew? They will be made to
conduit of light and righteousness. Perhaps the spiritual connection they feel remember.
with the boundless heavens is indeed evidence that they once traversed the
interstellar beyond. The Orcs march forth, driven by honor and glory through the rigors of
battle. No worthy foe, neither foreign nor domestic, goes unchallenged. It
This history has become tiresome, though, to the many Humans who is said that Orcs do not cry when they are born, but instead herald their
now bathe in the luxuries of Mana. Goblets overflow in taverns with arrival with a blood-curdling shriek, which deepens with every vanquished
deep red wines artfully crafted from the finest combinations of sorcery rival. Perhaps it was the thunderous roar of the battle-hardened Orcish
and horticulture. Crops are as much conjured as they are cultivated, and warmongers that first commanded the attention of the Dragons. The two
the bounty is often lush and plenty enough to invoke impressions of an races, long separate, have found in each other a burning seed of violence.
agricultural empire in even the smallest settlements’ fields. Before the smoke
rising from sacked villages clouded Aughmoore’s skies, Human farmers ate Now in alliance, Orcish footsteps fall to the beat of dragon wings, forging a
like kings, and their royalty feasted like the Gods themselves. symphony that inspires greater terror than the very calamity of Hell’s open
maw. Those that do not flee will crumble under the indomitable force of the
War has fallen on Aughmoore, and the life of the king has been claimed Orc army, exterminated as is the fate of all decrepit pests. For those that do
by the murderous Elven Shadow Guild. With no named heir to the throne, flee, few shadows and crevices remain in which to hide from the reign of the
preparation for impending battle now falls to the people. As mysticism is Orcs’ thirsting blades. Soon, there will be no opponent nor territory in all of
retrofitted for war, citizens of the Human alliance have reclaimed the old Aughmoore that does not lie under the heavy boot of the blood-bred Orcs.
ways, harvesting their yield by sweat and stamina. Keepers of archaic naval
tradition and members of the religious order alike have been called upon If you win with the Orcs, read aloud:
to defend the development of mankind. They strengthen their bodies and
minds, ready to meet the contentious races that threaten their distinguished After many hard-fought Battles, the Orcs have shown no mercy to the
evolution with justice and swift, irrevocable retribution. inferior races and now they alone reign over Aughmoore. Bloody mud
covers the once tranquil plains and rancid steam rises from their steel
If you win with the Humans, read aloud: weapon refineries. Still, the Orcs hunger for war and look toward the sky,
with treachery in their hearts, at their own Dragon allies.
Glory and gluttony return for Aughmoore’s youngest race! Laelithar knew
he was wise to withdraw his aid from the other races before the wars began.
Now with control over all the farms and fields in the land, Humanity alone
eats and drinks bountifully, ignoring the famished moans of those that
remain of the other races, dying outside the Humans' high walls.

18
Faction Lore

Dwarves Elves
T he bloody divinity Oghtaa had coveted the land of Aughmoore once
before creating the Orcs. Immediately following the creation of the
elves by the fair Norellia, Oghtaa grew jealous. In haste, she drew ores from
A ughmoore had existed for some time before catching the eye of the
universe’s greater forces. It was the fair Norellia, an entity of pure
energy, who first examined this world. As she approached, she discovered
celestial bodies across the heavens to craft her mighty warriors. When she a mighty echo ringing from the forests. She curiously ventured deeper and
began to lower her creations to the land, Norellia took notice. Appalled at deeper into the dark woods until the sound was almost deafening. In a
the selfish motivations of her counterpart, Norellia lashed out in a furious clearing, bathed in a pool of dancing rays that penetrated the high canopy,
barrage of blades for twenty-two moons. The attack disrupted the spell that stood two impressive stags. One was made of incandescent light, the other of
cradled the Dwarves in their slow descent, and they began to fall. shadowy darkness, their antlers locked in an endless competition.

As the Dwarves tumbled toward the surface, unbridled by their defeated Norellia wept at the sight of the beautiful forces, doomed to destroy each
creator, they felt, for the first time, alone. A tremendous number perished in other over the course of eternity. In a moment of compassion, she sacrificed
the Great Fall. Those that survived turned to stern stoicism, which offered a fraction of her own power to fuse them. As the creatures became one, their
the only escape from profound sorrow and loneliness in the early years. figures turned upright and their antlers narrowed to the familiar pointed
This temperament, so characteristic of the lords of stone, ingrained itself ears of the mystical Elves.
permanently in their demeanor.
Born of both light and darkness, the Elves are creatures of disciplined study
Despair ultimately turned to introspection, and the Dwarves found divinity and wild frivolity. A piece of Norellia remains in them, and their spirits are
in themselves. The celestial ores inhabiting their veins had braced them in now intertwined with the fluid resonance of Aughmoore’s mystical forces.
impact, and became the focus of their spirituality. They spurned Oghtaa, and Even apprentice sorcerers are capable of incanting advanced spells with little
by doing so, severed her bond to Aughmoore. The Dwarves then looked to exertion, and strange phenomena are often thought to be amplifications of
the mountains, and found them to inspire a steadfastness that so captures the wicked tongues of Elves hidden away in wispy towers.
the resolve of The Fallen. Atop the highest peaks, the Dwarves found peace. Still preserved in the Elven spirit is the instinct to hunt, to stalk, to move
through the night as but an obscure shade and pounce upon unwitting
After a great era of tranquil isolation, the squabbling races grew tired of prey. Many great beasts have been tracked and slaughtered to sustain the
destroying each other and sought a new challenge in the Dwarves. Their encampments that weave through the treetops, but these abilities are equally
armies broke upon the stonework fortifications like waves, searching for fitted for war.
any flaw in the exceptional craftsmanship. They found none. Their threats
to overtake the sacred temples and towers of the stone ones proved to be As the younger races turned to the forests for sap and lumber to construct
empty. There is a secret, however. The Dwarves are quite outnumbered. It their superfluous edifices, the Elves trained to protect their birthplace. In their
is for this reason that they fight with such stalwart courage, making a single studies, they discovered a great and terrible power, the ability to persuade the
defender feel like a thousand, and showing all of Aughmoore that their flow of Mana from their enemies to their own forces. Through subtlety, might,
heavenly blood is not to be boiled. and elite magical prowess, the Elves have shown that those who threaten their
thicketed homelands place themselves in imminent danger.
If you win with the Dwarves, read aloud:
Repelling their foes with sheer might, the Dwarves rid Aughmoore of
If you win with the Elves, read aloud:
all but a few of the enemy races. But with the others gone, the Dwarves
become deeply aware of their small numbers and the great loneliness of A burst of searing light from the rarest and most powerful Elven spell has
before returns. Now they build a great tower reaching back toward the brought victory for the superior race. Now the High Elven Order must
creator they rejected, but Oghtaa does not easily forgive. convene to decide how to rebuild Aughmoore. Some Elders believe their
Mana should be used to restore the old ways of cooperation among the
races but others wish to seek out their creator, Norellia, and wage celestial
war against her nemesis, Oghtaa. The debate may last generations.

19
Glossary

Action Bar – Row of 9 Action Slots along the top Ferry Route – Dotted lines on the map which Resource Region – Land Regions which produce
of the C.C. Board. Players place Action Tokens connect Land Regions on different Continents Resources during the Collection Phase. Mountains
on these slots to perform these Actions OR place and also act as the borders separating adjacent produce Ore, Plains produce Food, and Forests
Serfs to Follow or Muster an Action (pg. 6): Sea Regions. Land Regions connected by a Ferry produce Mana. Other Regions produce nothing
Capital Actions – 4 Action Slots (Recruit, Route are considered adjacent so Units may and are not considered Resource Regions (pg. 13).
Build, Research, and Tax) selected by a move from one Land Region to another along a
Ferry Route without a Vessel. Some Ferry Routes Scribe – During a Research Action, a player may
player on their turn and can be Followed choose a "CAST" Spell from their Spell Library to
by other players using a Serf from their connect to Graticules, and Units may move
Scribe by placing it face-up in one of the three slots
Courtyard (pg. 6-8). along those Ferry Routes to Land Regions on the
to the right side of the C.C. Board. A player may only
opposite side of the board which are connected to
Command Actions – 5 Action Slots (March, have one Scribed Spell per Capital City Level, and
Ferry Routes with a matching Graticule (pg. 9).
March, Sail, Fly, and Cast) selected by a player once a Spell is Scribed, it may never be discarded.
on their turn, who may also choose to Muster Scribed Spells can be Cast using a Cast Action and are
to take a second Command Action, marking it Graticule – Letters or numbers along the
not discarded but are rotated upside-down to indicate
with a Serf from their Courtyard (pg. 9-10). outside edge of the map that mark where a Ferry
they are Exhausted. During the Round End, players
Route “wraps around” and continues. Land will rotate all of their Preparing and Exhausted Spells
Army – 1-5 Units from one Faction sharing Regions attached to Ferry Routes with matching
a Region. An army can March only as many 90° counter-clockwise (pgs. 8, 10, 13).
Graticules are considered adjacent. Sea Regions
Regions as allowed by its Unit with the lowest on opposite sides of the board between two Shore – Border shared between a Land Region and
Speed. Regions have a limit of 5 Units per Faction, Ferry Routes with matching Graticules are also an adjacent Sea Region. A Sea Vessel may dock on
except when an army is moving through a Region. considered adjacent (pg. 9). a Shore by placing it halfway on the Land Region
Note: Vessels may NOT move with an army as part and halfway on the Sea Region. Vessels docked on a
of a March Action (pg. 9). Hero – Each Faction has three Hero Units in the Shore are considered in the Land Region (pg. 9).
supply which may be recruited during a Recruit
Battle – When one Faction’s army enters a Region Speed ( ) – Number of Regions a Unit may
Action by paying the required Resources as listed
occupied by an enemy’s army, a Battle will occur. move using a March Action (or a Sail or Fly action
in the banner next to the Hero Unit at the bottom
Total each amy’s Strength, cast any Combat Spells, in the case of Vessels). If an army of more than one
of the C.C. Board. A Hero can only be recruited Unit Marches together, it may only move as many
and then each player reveals 1 Tactic Card. Each
player MUST pay the listed cost on the Tactic Card if the required Building has been built. Each Regions as allowed by its lowest-speed Unit. Units
in Resources or by Sacrificing Units from their Hero’s Strength and Speed are noted on the C.C. in a Vessel will move with the Vessel at the speed of
army. After the final Strength is totalled, the army Board and has a corresponding card which lists the Vessel. A Unit’s Speed can be found beside the
with the most Strength is the winner (in a tie, the three abilities marked I, II, and III. These abilities Unit’s image on the C.C. Board (pg. 9).
defending army wins). The losing army must leave correspond to the Faction’s current C.C. Level
that Region and will take Damage (pg. 11-12). and the higher-level abilities can be unlocked by Strength ( )– Both the attack value and the
upgrading to a higher C.C. Level. health amount that a Unit or Structure has during
Courtyard – Area on C.C. Board where unused a Battle. This can be modified with bonus abilities.
Action Tokens and Units inside the Capital Region Control – A Faction has control of a The Natural Strength of a Unit is the "unmodified"
Region may be placed. Units in the Courtyard Region if they have at least one Unit or Structure value listed on the Capital City Board (pg. 11).
are considered to be in that Faction’s C.C. in that Region. During the Collection Phase,
Units and Structures – Heroes, Warriors, Serfs,
Region and vice versa. Resource Regions a Faction controls produce. and Vessels are all considered Units. Towers and
During Final Scoring, each player receives 1VP Capital City Constructs are considered Structures.
Damage – After losing a Battle, the losing player for each Region they Control, not including their
must assign Damage equal to half their army’s Capital City Region (pg. 13). Vessel – Two types: Air and Sea. Each Vessel
Natural Strength (not including Sacrificed Units) to requires a specific Building to be built before the
Units in that army (rounded up). Each Unit may Resources – Three types: Ore ( ), Food ( ), Vessel can be Recruited or Built by paying the
be assigned Damage up to its individual Natural Mana ( ). Players collect these from Regions Resource cost listed in the banner beside the Vessel
Strength, and if a Unit is assigned even 1 Damage, they control and spend them to Recruit Units, Build on the C.C. Board. Each Vessel can carry 2 Units;
it is destroyed and returned to the player’s supply. Structures, Cast Spells, and pay for the cost of Tactic Vessels cannot carry other Vessels. Units in the
Any surviving Units from the losing army are Cards in Battles. same Region with a stationary Vessel may freely
returned to the Courtyard or a Region with a board it, moving into or out of that Vessel (pg. 9).
friendly Tower (pg. 12).

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