4.0 Playing the Game

4.1 Managing Units

4.1.1 Units or heroes with a turn are played by following a specific order before the next card can take a turn: Movement -> Action -> Combat. In the example below, The Elf Gatherer moves to the mana pool and then completes its turn before the Champion starts its movement and uses its leap bonus action to jump over an additional space allowing it an attack.

4.1.2 The player must do everything with a single unit’s turn before managing the next available unit or hero's turn.

4.1.3 Starting the turn of another unit or hero results in the immediate termination of the previous card’s turn.

4.1.4 A player’s turn continues as long as there are still enough cards in the player's hand and gold available to hire more units or heroes. When a player has exhausted all desired options, the other player’s turn begins by gaining gold and drawing a card.


4.2 Movement

4.2.1 A unit or hero can move any number of spaces in a turn as they have MV points. It is not necessary to move all spaces every turn.

4.2.2 A unit or hero can move through their own units or heroes.

4.2.3 A unit or hero can use actions, items or spell cards to increase movement. The card below uses the ability "Indomitable Rush" to move an extra space while shoving a card out of its way.

4.2.4 A unit or hero cannot move to a space occupied by another unit or hero.

4.2.5 A unit or hero cannot move diagonally unless specified otherwise.

4.2.6 A unit or hero cannot move through enemy units or heroes.

4.2.7 A unit or hero cannot move onto or past a wall obstacle unless they are a rogue or can fly.

4.2.8 A unit or hero must spend an additional 1 MV point to be able to exit a web obstacle.

4.2.9 Flying creatures are not affected by web obstacles.

4.2.10 A unit or hero with only 1 MV that is on a space with a web obstacle is considered stuck and cannot move.

4.2.11 Some cards have abilities that allow them to jump over other cards.

4.2.12 Some cards have abilities that allow them to teleport to other locations on the battlefield.

4.2.13 Some cards have abilities that allow them to move other cards (like the "Push ability"). If the card that was moved still has a turn, it is allowed use of its full MV value.

4.2.14 Units or heroes with the hiding ability can move and then hide as long as no other action or combat is taken. Hiding is demonstrated by turning the card upside down.


4.3 Actions

4.3.1 An “action” is defined as using an ability listed on the card of a unit or hero.

4.3.2 All units, heroes, mercenaries and animals have abilities they can use during their turn.


4.3.3 Each unit or hero is allowed to use only 1 action and 1 bonus action each turn.

4.3.4 An action can be used during movement and combat, or on its own. If the action is not part of combat, the completion of the action indicates that the unit or hero has ended its turn and cannot engage in combat afterwards.

4.3.5 If the ability from a card has the bonus action symbol (hand with a plus in the center) the bonus action will not be considered as the main action.

4.3.6 Unless 0 SE is specified, the unit or hero must deduct the associated SE cost to perform the action every time it is completed.

4.3.7 Each unit or hero can only use actions if the player has enough SE.

4.3.8 A player with no SE left is still able to have its units perform a basic attack.

4.3.9 Some abilities either do damage or add to damage when used. Symbols have been placed next to the abilities so the type of attack is clear when calculating damage: physical damage (sword symbol), magic damage (fireball symbol), poison damage (skull symbol).


4.3.12 A card with an eye symbol placed next to the text indicates that the player can search their deck to find a specific card and add it to their hand.

4.3.13 The lemniscate (infinity) symbol next to the ability text indicates that this ability is always in effect.

4.3.14 A bow and arrow symbol indicates that this ability includes a range modifier.


4.4 Combat
4.4.1 Starting Combat Unless specified otherwise, combat can only be initiated during a player's turn. Unless specified otherwise, warriors and rogues are melee units with a range of 1 space. Unless specified otherwise, archers and casters always have a range of 3 spaces. A unit or hero cannot target a hidden or invisible unit. A unit or hero must have a line of sight (LoS) before it can attack any card. Line of sight (LoS) is determined by counting the range (moving around obstacles or enemies).


4.4.2 Tracking Hit Points (HP) and Spiritual Energy (SE) When using abilities or casting spells, the SE cost needs to be tracked using 2 blue 10-sided die. If a player has 10 SE and an ability costs 4 SE, adjust the blue die to indicate the SE used. The blue die are kept off to the side of the Battlefield. When taking damage, the Hit Point (HP) of the card needs to be tracked using red 10-sided die. If a unit has 20 HP and it takes 10 damage (DMG), add a die directly on the card to show the HP damage received.


4.4.3 Calculating Damage During combat a unit or hero always does a minimum of 1 DMG. When calculating damage incurred by a unit or hero during combat, always round up. Physical damage occurs from melee, ranged weapons and spike traps. Magic damage occurs from spells, totems and explosion traps.

 Poison damage occurs from base attacks by cards with the poison symbol and from abilities or spells that have poison damage. Total damage is calculated by adding the base damage and any bonus damage, then subtracting any resistances from the target card. Damage can also be calculated by adding the damage from an ability and any bonus damage, then subtracting any resistances from the targeted card. If a base damage amount is specified from an ability, the base damage cannot also be applied. Rogues using the Back Stab ability double the base damage.


4.4.4 Rules for Combat During combat, a unit or hero always hits a target that is in range. A rogue must be hidden to perform a back stab. Hidden or invisible units are affected by area of effect (AoE) damage. When determining the range of an attack, diagonal spaces are never counted. Unless stated otherwise, melee units must be adjacent (above, below, left, or right) to the target to initiate an attack. Unless stated otherwise, attacks cannot occur diagonally. Attacks can be nullified by using abilities such as parry or with special cards. Some units or heroes can stun opponents. Stunned opponents incur the base damage from the attacker. A stunned card is turned to face the attacker and is treated as if it was newly spawned on the opponent's turn. A unit or hero is killed by reducing its hit points to zero. Unless specified otherwise, dead units are placed in the cemetary and their kill points count towards the victory condition.