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Ascension Tactics: Inferno

Ascension Tactics: Inferno Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
    • Starting Decks
    • Always Available Cards
    • Quests and Special Cards (New in Inferno)
    • Card Backs and Frames
    • Battlefield
    • Gateways
    • Champions
    • Center Row
  • Initial Layout
  • Champions
  • Heroes
  • Constructs
  • Quests
  • Fallen Champions in the Center Deck
  • Gameplay
    • Turn Order
    • Personal Deck and Discard Pile
    • Playing Cards from Your Hand
    • Constructs
    • Quests (New in Inferno)
    • Acquiring Cards from the Center Row
    • Acquiring Always Available Cards
    • Ambush
    • Banishing
    • Replenishing the Center Deck
  • Commanding Champions
    • Move Action
    • Attack Action
    • Damage and Defeated Champions
    • Giant Rats (New in Inferno)
  • Ranged Attacks
    • Line of Sight Example
  • Stands
  • End of Turn
  • Keywords
    • Ambush
    • Allegiance (Enlightened / Lifebound / Mechana / Void / Fallen)
    • Double Attack
    • Ranged
    • Strikeback
    • Area Attack
    • Slay
    • Reach (New in Inferno)
    • Transform (New in Inferno)
    • Minions (New in Inferno)
    • Immobilize (New in Inferno)
    • Research (New in Inferno)
  • Terrain Types
    • Standard Hex
    • Portal
    • Shrine
    • Forest
    • Tainted Land
    • Enchanted Land
    • Beacon
  • Special Tokens
    • Treasure
    • Absorbed Souls (New in Inferno)
    • Web (New in Inferno)
    • Objectives
  • Treasure
  • Game Variants
    • Champion Drafting (page 24)
    • 2 vs. 2 (page 25)
    • Free-for-All (page 25)
    • Campaign (page 37)
  • Champion Drafting
    • Draft Procedure
  • 2 vs. 2
    • Setup
    • Joint Turns
  • Free-for-All (3 or 4 Players)
  • Campaign
    • Player Champions
    • Setup
    • In Search of Glory
    • Unwavering Resolve
    • Joint Turns
    • Schemes
    • Villain Turn
    • Commanding Villain Champions
    • Special Rules for Villain Champions
    • Surge
    • Villain Rats
    • Victory
    • Campaign Difficulty
  • Card Clarifications
    • Heroes and Constructs
    • Champions
    • Villain Champions and Schemes
  • Glossary

Components

  • 318 cards:
    • 116 Center Deck cards
    • 40 starting cards (32 Apprentices and 8 Militia)
    • 30 always available cards (15 Mystics and 15 Heavy Infantry)
    • 1 Giant Rat
    • 1 Devil Rat
    • 1 Research
    • 23 starting Champions (blue back)
    • 10 special Champions (blue-and-white back)
    • 4 Gateways (double-sided)
    • 32 Schemes (red back)
    • 35 Villain Champions (double-sided)
    • 25 Quests
  • 57 Champion standees
  • 32 standee bases (8 of each color)
  • 64 terrain tiles
  • 40 Honor tokens (20 of each kind)
  • 26 Treasure tokens
  • 20 absorbed soul tokens
  • 24 other tokens
  • Game board
  • Treasure bag
  • Rule and Scenario Book

Setup

Setup and the basic game rules are described for the standard 2-player scenario. Ascension Tactics: Inferno can also be played solo, with three, or with four players. The differences for those variants, as well as the other optional rules, are described on page 23.

Starting Decks

Each player takes 10 cards with a white border (8 Apprentices and 2 Militia), shuffles them, and places them face down in front of themselves — this is their starting deck.

At the start of the scenario, each player draws 5 cards from their deck into their hand (the other 5 remain in the deck).

Always Available Cards

Separate the cards with a gray border into three piles: Heavy Infantry, Mystics, and the Giant Rat. Place these piles face up on the table — the cards in them are always available to any player to acquire or command.

Quests and Special Cards (New in Inferno)

Place the Research card face up on the table. Shuffle the Quest cards to form a deck and place it face down next to the Research card.

Also place the stack of special Champion cards (with a blue-and-white back) and the Devil Rat card on the table — they are needed for the effects of some cards.

Card Backs and Frames

  • Starting cards — black back, white border
  • Always available cards — black back, gray border
  • Center Deck cards — black back, black border
  • Quests — black back, no border
  • Starting Champions — blue back, black border
  • Special Champions — blue-and-white back, black border
  • Schemes — red back, black border

Battlefield

Choose a scenario (page 27) and, following its diagram, prepare the battlefield by placing the terrain tokens on it. Then shuffle all Treasure tokens and place one token face down in each hex marked with a Treasure symbol in the scenario. Put the remaining Treasure tokens into the bag. After that, place any other special tokens required by the scenario. Also read the scenario's special features: its special rules, setup changes, and recommended Champions.

Tip: For your first game, the scenario "Love Lives Forever" on page 29 is recommended. Its component layout is printed directly on the game board, on one of its sides.

Gateways

Randomly determine the first player. They place the Player 1 Gateway card in front of themselves, and the other player takes the Player 2 Gateway card. The Gateway determines your player color and lets you gain 2 Power once per turn. Other players' Gateways cannot be interacted with (for example, they cannot be destroyed).

The Gateways of the 2nd and later players have enhanced effects. For example, the Player 2 Gateway additionally provides 2 Power on that player's first turn.

Champions

Each player takes the Champion figures indicated in the scenario, along with their cards, and places them in front of themselves — this is their Champion pool. These Champions can be deployed onto the battlefield, where they will fight enemies and fulfill the scenario's objectives.

After you have played several scenarios and are comfortable with the game, you are encouraged to choose your own Champions for your pool instead of the ones recommended by the scenario. To do this, use the optional rule "Champion Drafting" on page 24.

Center Row

Form the Center Deck by shuffling all its cards (with a black back and border) and place it face down next to the battlefield. Reveal and lay out 6 cards from it face up — this is the Center Row. From here, players will acquire new cards for their personal decks.

Initial Layout

The starting layout places, around the battlefield:

  • The always available cards (Heavy Infantry, Mystics, Giant Rat) and the Center Row, near the Center Deck.
  • The special Champions stack and the Quest deck (next to the Research card).
  • The Treasure bag and the Champion pool.
  • Each player's Gateway card, starting deck, hand, and discard pile.

Player 1's starting cards are placed on one side and Player 2's on the other.

Champions

Champions are the mighty warriors you will send into battle. They are represented by figures that move around the battlefield and by cards that describe their abilities and attributes.

On your turn you can use Power to command your unexhausted Champions. A commanded Champion can move and attack. After completing its command, the Champion becomes exhausted and its card is turned sideways.

In addition to the Champions you start the game with (blue back), you can acquire new Champions from the Center Row (black back) by paying their acquire cost. Some Champion effects can also transform them into a stronger version or summon other special Champions (blue-and-white back).

A Champion card shows:

  • Name
  • Type — the faction the Champion belongs to. There are 5 factions in the game: Enlightened, Lifebound, Mechana, Void, and Fallen.
  • Command cost — the amount of Power required to command the Champion.
  • Strength — the damage dealt by the Champion's attacks.
  • Abilities — the Champion's special abilities.
  • Defense — the amount of damage required to defeat the Champion.
  • Allegiance — an ability that applies if you have played (or later play) another card of the listed faction this turn.

Heroes

Heroes are allies who do not fight on the battlefield directly, but support your Champions. You begin the game with 10 Hero cards and can acquire new ones from the Center Row by spending Runes to pay their cost.

On your turn you can play any number of Heroes from your hand. When you play a Hero, its effect is applied. At the end of the turn, all played Heroes go to your discard pile.

A Hero card shows:

  • Name
  • Type — the faction (Enlightened, Lifebound, Mechana, Void, or Fallen).
  • Cost — the amount of Runes required to acquire the card.
  • Effect — the effect applied when the card is played.
  • Rarity — the number of copies of the card in the Center Deck.

Constructs

Constructs are weapons, equipment, and magical artifacts used to strengthen your Champions. You can acquire Constructs from the Center Row by spending Runes to pay their cost.

On your turn you can play any number of Constructs from your hand. When you play a Construct, you equip it to one of your Champions, and that Champion gains the enhancements listed on it: increases to Strength, Defense, and other effects. A Champion can be equipped with any number of Constructs. However, if the Champion is defeated, all of its Constructs go to your discard pile.

A Construct card shows:

  • Name
  • Type — the faction (Enlightened, Lifebound, Mechana, Void, or Fallen).
  • Cost — the amount of Runes required to acquire the card.
  • Effect — the effect applied when the card is played or a constant effect while it is equipped.
  • Strength increase — the amount added to the equipped Champion.
  • Defense increase — the amount added to the equipped Champion.

Quests

Quests are objectives whose completion rewards you with enhancements for your Champions. You can acquire them by taking a Research action on your turn, spending 3 Runes, or through card effects.

On your turn you can play any number of Quests from your hand. When you play a Quest, you draw 1 card. When you fulfill the objective of a Quest played this turn, you may complete it by attaching it to one of your Champions — that Champion gains the enhancements and abilities listed on it. At the end of the turn, all played but uncompleted Quests go to your discard pile.

Any number of Quests can be attached to a Champion, and they remain attached even if the Champion is defeated.

A Quest card shows:

  • Type — the faction (Enlightened, Lifebound, Mechana, Void, or Fallen).
  • Name
  • Objective — the condition that, once fulfilled, lets you attach the Quest to a Champion.
  • Reward — the enhancements and abilities gained by the Champion the Quest is attached to.

Fallen Champions in the Center Deck

You can acquire Fallen Champions from the Center Row by spending Power to pay their cost. Otherwise, all the same rules that apply to other Champions apply to them.

Gameplay

Card effects and scenario special rules take priority over the basic rules described here and are applied in spite of them if there is a conflict.

If an effect cannot be fully carried out, carry it out as far as possible. If several effects must be resolved at the same time, the player whose turn it is chooses the order in which they resolve.

Turn Order

Players take turns. On your turn, perform any number of actions in any order (actions may be repeated):

  • Play a card from your hand to apply its effects.
  • Acquire a Hero or Construct card from the Center Row: pay its cost and place it in your discard pile.
  • Acquire a Champion from the Center Row: pay its acquire cost and add its card and figure to your pool.
  • Command one of your unexhausted Champions: pay its command cost, perform its actions, and exhaust it.
  • Spend 3 Runes to take a Research action: look at the top 2 cards of the Quest deck and place one of them in your discard pile and the other on the bottom of the Quest deck.

When you have finished performing actions, end your turn:

  1. Place all played Hero cards, all uncompleted Quests, and all cards remaining in your hand into your discard pile. All unspent Power and Runes are lost.
  2. Draw 5 cards from your deck into your hand.
  3. Turn all of your exhausted Champion cards upright — they are no longer exhausted.
  4. Gain Honor for controlling Shrines.

When any player fulfills the scenario's victory condition (in "Love Lives Forever," collecting 30 Honor), the game ends immediately and that player wins.

Personal Deck and Discard Pile

Each player has their own personal deck and discard pile. If you need to draw a card, draw the top card of your deck. If you need to discard a card, place it face up in your discard pile.

If you need to draw or reveal a card from your deck but none remain, first shuffle your discard pile and place it face down on the table — this is your new deck. Then continue drawing as normal. Note that played Heroes and uncompleted Quests are not put into the discard pile until you choose to end your turn. So if you need to replenish your deck in the middle of your turn, they will not be shuffled into it.

Playing Cards from Your Hand

You may play cards from your hand — this costs no resources. When you play a Hero, place it in front of yourself and apply its effect (the rules for playing Quests and Constructs are described below). If an effect requires you to make a choice, it must be made immediately. If playing a card causes any effects to trigger, they resolve after the effects of the played card have resolved.

Power and Runes you gain may be used at any point during the turn. However, at the end of the turn all unspent Power and Runes are lost.

Played Heroes and uncompleted Quests remain in front of you until the end of the turn, after which they are placed into the discard pile along with all cards remaining in your hand.

If the effect of a played card enhances a Champion, that enhancement lasts until the end of the current turn, unless stated otherwise.

Constructs

When you play a Construct, equip it to one of your Champions. The Champion's Strength and Defense increase by the enhancements from the Constructs equipped to it. A Construct may also grant other enhancements to the equipped Champion, as stated in its effect. These enhancements apply for as long as the Construct remains equipped. In addition to permanent enhancements, Constructs may have ordinary effects that resolve only when they are played.

Place equipped Constructs under the Champion's card so that only the bottom of the Construct is visible — it shows the enhancements and reminders of other effects. A Champion may be equipped with several Constructs. You may equip Champions both on and off the battlefield, as well as exhausted Champions. The phrase "equipped Champion" in a Construct's effect refers only to the Champion equipped with that Construct. Your equipped Constructs are considered to be under your control.

If an effect destroys one of your Constructs, place it in your discard pile — your Champion is no longer equipped with it. If your Champion is defeated, all Constructs equipped to it are destroyed and placed in your discard pile.

Quests (New in Inferno)

On your turn you may spend 3 Runes to take a Research action. Some effects may also allow you to take a Research action. When you take a Research action, look at the top 2 cards of the Quest deck and place one of them in your discard pile and the other on the bottom of the Quest deck.

When you play a Quest card, draw 1 card from your deck. Quests have factions and count for effects that require playing cards of a specific faction (for example, Allegiance).

When you fulfill the objective listed on a Quest you played this turn and that is in front of you, you may complete it by attaching it to one of your Champions. The Champion gains the enhancements and abilities listed in the "Reward" section of the Quest card attached to it.

Any number of Quests may be attached to a Champion. You may attach Quests to Champions both on and off the battlefield, as well as to exhausted Champions. An attached Quest cannot be destroyed and remains attached to the Champion even when it is defeated.

Played Quests whose objectives were not fulfilled are placed in your discard pile at the end of the turn.

Example: After playing the Quest "Blessing of the Wind," you draw 1 card. Then, later in the same turn, you play another Enlightened card, thereby fulfilling that Quest's condition. You attach "Blessing of the Wind" to your Champion — Kehmep, the Storm Shaman. For the rest of the game, Kehmep has the ability "Allegiance (Enlightened): This Champion has +2 Strength."

Acquiring Cards from the Center Row

To acquire a Hero or Construct card, spend Runes equal to the acquire cost of the chosen card (shown in the upper-right corner) and place it in your discard pile.

To acquire a Fallen Champion card, spend Power equal to the acquire cost of the chosen Champion (shown in the upper-right corner) and place its card and corresponding figure in your pool (this does not count as playing a card). You may command it, including during the same turn. The number of Champions in your pool is unlimited.

When a card leaves the Center Row, immediately reveal a new one from the top of the Center Deck to replace it. This happens before any other effects resolve (for example, the Ambush of the acquired card). There must always be 6 cards face up in the Center Row.

Acquiring Always Available Cards

You may acquire Mystic and Heavy Infantry cards from their piles (if any remain) using the same rules as for cards from the Center Row. If an effect instructs you to acquire a card without specifying from where, you may acquire it either from the Center Row or from the always available cards.

Ambush

Some cards have an "Ambush" effect — it is listed above their ordinary effect. When you acquire such a card from the Center Row (and replenish the Center Row), you may resolve the Ambush effect of the acquired card. This effect does not resolve when a card with Ambush is played, nor when a Champion whose card has an Ambush effect is commanded.

Banishing

Some effects let you banish cards, removing them from the game.

When you banish an Apprentice or Militia, return it to the box. When you banish a Mystic or Heavy Infantry, return it to its pile. When you banish a Quest, place it on the bottom of the Quest deck. Place all other banished cards in a separate pile — they will form a new Center Deck if the current one runs out.

Cards in the banished pile are face up and any player may look at them.

If an effect lets you banish a card from your hand or discard pile, you cannot banish a card played this turn that way (because it is no longer in your hand but is not yet in your discard pile). However, the game also has effects that let you banish cards played this turn that are in front of a player.

Tip: Banish your weak cards, such as Apprentices or Militia — that way you will draw your stronger cards more often.

Replenishing the Center Deck

If the Center Deck runs out of cards, shuffle the banished pile and place it face down on the table — this is the new Center Deck. The Center Deck must not contain Apprentices, Militia, Mystics, or Heavy Infantry — when banished, they are not placed in the banished pile.

Commanding Champions

You may command your unexhausted Champions. To do so, you must spend Power equal to the command cost of the chosen Champion (shown at the bottom of the card).

If you command a Champion that is off the battlefield, it is first deployed onto the battlefield — place its figure in an empty hex with a Portal belonging to the player who owns that Champion (page 20).

A commanded Champion may perform a move action and an attack action in any order. Either action may be skipped. The Champion may perform its actions regardless of whether it was already on the battlefield or was just deployed onto it by this same command.

If an ability triggers "when you command a Champion," its effect resolves before the move and attack actions.

Once you command a Champion, you must finish all of that Champion's actions before you may perform any other actions (playing and acquiring cards, commanding other Champions, and so on). However, you may use your Treasure tokens at any time, even in the middle of resolving a command (page 22).

When a Champion finishes resolving a command, turn its card sideways — it is now exhausted and can no longer be commanded. At the end of your turn, turn all of your turned Champion cards upright — they are no longer exhausted. Even if an effect lets you command a Champion for free, the Champion still becomes exhausted after resolving the command.

If a Champion's command cost would be reduced below 0 Power by an effect, it becomes 0.

Move Action

When moving, a Champion receives a number of movement points equal to its Speed. The base Speed of all Champions is 3, but it can be modified by effects.

You may spend 1 movement point to move the Champion into an adjacent hex. Some hexes have special terrain types that may increase the number of movement points required to move into them, or block movement entirely.

Champions cannot end their movement in a hex occupied by another Champion. They also cannot move through hexes occupied by enemy Champions, but they may move through hexes occupied by allied Champions.

Movement must be fully completed before you begin another action. You cannot spend part of your movement, attack, and then spend the rest. At the end of the movement, unspent movement points are lost.

Attack Action

A Champion may attack an enemy in an adjacent hex and deal damage equal to its Strength to it. The attacked Champion does not deal damage back.

Damage and Defeated Champions

Champions on the battlefield can be dealt damage as a result of an attack or card effects. Damage dealt remains on Champions until the end of the turn, after which it is lost. If the damage dealt to a Champion equals or exceeds its Defense, that Champion is defeated.

If your Champion is defeated, remove its figure from the battlefield, destroy all Constructs equipped to it (placing them in your discard pile), and turn its card sideways — it becomes exhausted. Later it may be deployed onto the battlefield again using the normal rules. Exhausted Champions are only turned upright at the end of your turn, so if your Champion was defeated during an opponent's turn, it will remain exhausted throughout your next turn.

If an effect that increased a Champion's Defense stops applying (for example, a Construct equipped to it was destroyed), and the damage it received this turn now exceeds its current Defense, the Champion is immediately defeated.

Champions off the battlefield cannot be dealt damage and cannot be defeated. If an effect instructs you to deal damage to a Champion or defeat one, it must be a Champion on the battlefield. When a Champion leaves the battlefield, all damage on it is lost.

Tip: To defeat a strong enemy Champion, you can attack it with several different Champions. But remember that you must deal the required amount of damage within a single turn, or all of it is lost.

Giant Rats (New in Inferno)

Giant Rats are special Champions. They cannot be acquired into your pool; instead, you can immediately command them using the normal rules. You may have up to 4 Giant Rats on the battlefield at the same time. The Giant Rats' attributes are shown on the card that lies on the table. Their command cost is 1 Power, they have 1 Strength and 1 Defense, and they have −1 Speed (that is, they receive only 2 movement points when moving).

You may command a new Giant Rat by deploying it onto the battlefield using the normal rules, or command a Giant Rat already on the battlefield. A commanded Giant Rat, like any other Champion, can move and attack. Each Giant Rat can be commanded only once per turn.

Giant Rats are minions — they cannot be equipped with Constructs, Quests cannot be attached to them, and tokens cannot be placed on their cards. But temporary enhancements and other effects that affect Champions still apply to them.

If an effect instructs you to choose a Champion that will receive an enhancement until the end of the turn (for example, "Choose a Champion. It has +1 Strength"), you may choose your Giant Rat that has not yet been deployed. The enhancement received will apply to your next Giant Rat deployed onto the battlefield this turn.

Ranged Attacks

Champions with Ranged can attack enemies not only adjacent to them, but up to 3 hexes away. To do so, the enemy must be within the attacker's line of sight.

An enemy is within your Champion's line of sight if the shortest path from your Champion to the enemy does not pass through another enemy or blocking terrain (such as a Forest). Allied Champions do not block line of sight.

Line of sight is not blocked if the enemy and/or the attacking Champion are themselves in blocking terrain, as long as there is no other hex with blocking terrain between them. In other words, if the line of sight begins and/or ends in a hex with blocking terrain, this does not affect line of sight. Line of sight is blocked only if blocking terrain lies between the starting and ending hexes.

Some Champion effects may check whether a target is "within ranged reach." This condition is met if the target is up to 3 hexes from that Champion and within its line of sight (regardless of whether the Champion has Ranged).

Line of Sight Example

The Champion in the center — Dread Asp (A) — has Ranged. Aria Redforge to its left is its ally. All the other Champions, marked in blue, are its enemies.

Dread Asp can attack the Knowledge Keeper (B), because it is in an adjacent hex. But it cannot attack the Canonist Templar (C), because it is not within its line of sight: the shortest path to it passes through the Knowledge Keeper, an enemy Champion.

Dread Asp can attack the Yik Tribe War Priest (D): an allied Champion and a Shrine do not block line of sight.

Dread Asp cannot attack the Seer of the Stream of Time (E): the shortest path to it passes through a Forest — blocking terrain.

Dread Asp can attack the Insatiable Gorph (E): the Forest it is in does not block line of sight, because it is at the end of the line — the line of sight does not pass through it.

Stands

When a Champion is on the battlefield, a stand of your color must be attached to its figure. You cannot deploy new Champions (including minions) onto the battlefield if you have no free stands of your color remaining.

End of Turn

When you can no longer or do not wish to perform actions, your turn ends. Place all played Hero cards and uncompleted Quests in front of you, as well as the cards remaining in your hand, into your discard pile. All unspent Power and Runes are lost.

Draw 5 cards from your deck (shuffle your discard pile if your deck runs out of cards and you still need to draw).

Turn all of your exhausted Champions upright — they are no longer exhausted.

Gain Honor if you have fulfilled the conditions for it listed in the scenario. Most often you gain Honor for controlling Shrines at the end of your turn (page 20), but scenarios sometimes provide additional ways to gain Honor. If the victory condition has not yet been fulfilled (in the scenario "Love Lives Forever," collecting 30 Honor), the turn passes to the next player.

When you gain Honor, take Honor tokens. White tokens are 1 Honor, red tokens are 5 Honor.

Keywords

Ambush

This effect may be resolved immediately when you acquire a card that has it. It does not resolve when the card is played.

Cards with Ambush have a slightly different frame from other cards, so that they stand out more in the Center Row.

Allegiance (Enlightened / Lifebound / Mechana / Void / Fallen)

This effect applies if you have played another card of the listed faction this turn.

If you have already played a card of the listed faction this turn, the Allegiance effect applies immediately. Otherwise, the Allegiance effect may apply later in the same turn, after you play the next card of the listed faction (and resolve its effects). The Allegiance effect applies once, even if you played several cards of the matching faction this turn.

Double Attack

When a Champion with this ability is commanded, it may perform 2 attack actions instead of one.

The move action may be performed before those attacks, after them, or between them. You may attack different enemies or the same one. Any number of attack actions may be skipped. More than one copy of this ability on a Champion has no additional effect.

Ranged

A Champion with this ability can attack an enemy up to 3 hexes away if that enemy is within its line of sight. More than one copy of this ability on a Champion has no additional effect.

An enemy is within your Champion's line of sight if the shortest path from your Champion to the enemy does not pass through another enemy or blocking terrain (such as a Forest). Ranged attacks are described in more detail on page 16.

Strikeback

When a Champion with this ability is attacked, it deals damage equal to its Strength to the Champion attacking it. This damage is dealt simultaneously with the attack's damage — Strikeback resolves even if the attacked Champion is defeated by the attack.

If a Champion was attacked from a non-adjacent hex (by Ranged or Reach), it can Strikeback only if it could itself have attacked the attacker (for example, it must have Ranged and the attacker must be up to 3 hexes away and within its line of sight).

Dealing Strikeback damage is not an attack action — it does not trigger another Strikeback or Slay. Strikeback can trigger multiple times per turn if the Champion is attacked multiple times (for example, by Double Attack or by different enemies). More than one copy of this ability on a Champion has no additional effect.

Area Attack

When a Champion with this ability attacks, it deals damage to all enemies it could attack. Usually that means all enemies in adjacent hexes. Or, if the Champion also has Ranged, all enemies within its line of sight and up to 3 hexes away.

An Area Attack counts as one attack, and all damage is dealt simultaneously. If several attacked enemies have Strikeback, it applies simultaneously. You cannot choose not to deal damage to any enemy within the area of an Area Attack. More than one copy of this ability on a Champion has no additional effect.

Slay

The effect of this ability resolves when a Champion with it attacks an enemy and the enemy is defeated as a result.

The effect applies only if the enemy was defeated as a result of your Champion's attack action — defeating an enemy with Strikeback or other effects does not trigger a Slay effect. This effect can apply multiple times per turn if the Champion defeats several enemies. If the attacking Champion is defeated together with the enemy (for example, as a result of Strikeback), the attacker's Slay effect still applies.

Constructs and Quests that grant a Champion Slay have a Slay symbol at the bottom of the card as a reminder.

Reach (New in Inferno)

A Champion with this ability can attack an enemy up to 2 hexes away (regardless of whether the enemy is within line of sight).

More than one copy of this ability on a Champion has no additional effect. If your Champion has both Reach and Ranged, when attacking you must choose which of these abilities you will use.

Transform (New in Inferno)

When an effect instructs you to transform a Champion into another, find the new Champion card in the special Champions stack and replace the transformed Champion's card with it. Also replace the Champion's figure with the one matching the new card. Attributes of the Champion not shown on the card remain unchanged (its location, exhaustion state, damage received this turn, temporary enhancements, equipped Constructs, attached Quests, tokens on its card, and so on).

Minions (New in Inferno)

Champions that are minions cannot be equipped with Constructs, Quests cannot be attached to them, and tokens cannot be placed on their cards.

Some effects can deploy special minions onto the battlefield — cards with their attributes can be found in the special Champions stack.

Immobilize (New in Inferno)

When a Champion with this ability is commanded, it cannot perform a move action. However, a Champion with this ability can still be moved by card effects.

Research (New in Inferno)

When an effect lets you take a Research action, you do not need to spend 3 Runes as you would to take a Research action as an action.

When you take a Research action, look at the top 2 cards of the Quest deck and place one of them in your discard pile and the other on the bottom of the Quest deck.

Terrain Types

A terrain type is a characteristic of a hex on the battlefield. It can affect Champion movement or have other special effects.

The placement of hexes with different terrain types varies by scenario. Before the game begins, terrain tokens are placed on top of the battlefield's standard hexes, as indicated in the setup for the chosen scenario.

Some effects can also place or move terrain tokens, changing the terrain types of hexes during the game. When resolving such an effect, you may place a terrain token only on top of a standard hex that does not already have a terrain token on it (if this is impossible, the effect is ignored).

Standard Hex

Has no special effects. Terrain tokens may be placed on such hexes — in that case the hex's terrain type changes to the one shown on the token.

Portal

Each player has a Portal of their color on the battlefield (some scenarios may have more than one). When a player commands a Champion that is not yet on the battlefield, that Champion's figure is placed in an empty hex with that player's Portal.

Champions cannot end their movement in an enemy's Portal hex and cannot be placed there by any means. Your own Portals do not affect your Champions' movement in any way.

Shrine

At the end of a player's turn, that player gains 2 Honor for each Shrine they control. The player with the greatest total number of Champions in the hexes adjacent to a Shrine and in the Shrine hex itself controls that Shrine. If several players have an equal number of Champions there, no one controls the Shrine.

Shrines do not affect Champion movement in any way. There are two kinds of Shrine tokens in the game — use the token with the other image as a reminder when a scenario's conditions change the rules for that Shrine.

Forest

A Forest slows Champion movement. To move into a Forest hex (from any other hex, including another Forest), a Champion must spend 1 additional movement point. Moving out of a Forest hex does not by itself increase the movement cost.

A Forest blocks line of sight (page 16): you cannot make a Ranged attack against an enemy whose shortest path is blocked by a Forest hex.

Tainted Land

A Champion is dealt 5 damage each time it moves into a Tainted Land hex. This damage accumulates: after moving through 2 Tainted Land hexes, a Champion will receive 10 damage. In addition, at the start of each turn, all Champions in Tainted Land hexes are dealt another 5 damage. Damage from Tainted Land, like any other damage, is lost at the end of each turn.

In the campaign, Villain Champions ignore the negative effects of Tainted Land hexes.

Enchanted Land

The effects of Enchanted Land can vary and are described in the scenarios that use this terrain type. As a rule, Enchanted Land has positive effects on Champions standing on it, or serves as an impassable barrier.

Beacon

Most often, at the start of the game there are no tokens on Beacons — they are inactive and controlled by no player. When you move your Champion into a Beacon hex, place a Beacon token of your color in it — it is now under your control. If an enemy's Beacon token was already there, remove it — that player loses control of the Beacon. To gain control of a Beacon you do not have to end your movement in the Beacon hex — simply moving through it is enough.

Beacon effects can vary and are described in the scenarios that use them. As a rule, they grant enhancements to the player who controls a certain number of Beacons. Beacons do not affect Champion movement in any way.

Special Tokens

Special tokens may be placed in battlefield hexes or on Champion cards. The terrain type rules of the hex where a special token is placed continue to apply in addition to the special token's effect.

Treasure

Treasures are placed on the battlefield before the game. Your Champions can collect them. Some effects also let you take Treasures from the bag. The Treasure rules are described in more detail below.

Absorbed Souls (New in Inferno)

Absorbed souls are placed on Champion cards. A Champion has +1 Strength and +1 Defense for each such token on its card. A Champion may have any number of absorbed souls, and they remain on its card even if it is defeated, but they can be removed by some effects.

Web (New in Inferno)

When the Venomous Widow's Slay triggers, you place a web on the battlefield. You will be able to deploy the Venomous Widow onto the battlefield in a hex with a web token instead of a Portal hex.

If the Venomous Widow is a Villain Champion, then instead, when it is commanded, the web is placed in hexes with players' Champions, restricting their movement.

Objectives

There are four types of objectives: (red), (blue), (green), and (yellow). They are used to direct the Villains' actions in the campaign.

Treasure

Treasures are placed during setup face down in hexes marked with a Treasure symbol. The remaining Treasures are placed in the bag.

If your Champion ends its movement in a hex with a Treasure token, or is deployed onto the battlefield in such a hex, take that token for yourself.

You may look at the face of your own Treasure tokens, but do not show them to other players. If an effect instructs you to gain a Treasure, take a random Treasure token from the bag for yourself. If an effect instructs you to reveal a Treasure, reveal it from the bag, then discard it unless stated otherwise. If the bag runs out of Treasures, put all Treasures from the discard pile into it.

You may use your Treasures at any time, including during an opponent's turn. To use a Treasure, reveal it to all players and choose one of your Champions. The Treasure token is discarded, and the chosen Champion gains the enhancements listed on it until the end of the turn (Strength, Defense, and others). In addition, a Treasure may have a "+ absorbed soul" effect — it means you must place an absorbed soul token on the chosen Champion's card (it will remain on it even after the end of the turn).

Game Variants

Ascension Tactics: Inferno can be played not only in the "1 vs. 1" duel format, but also with other player counts: from 1 to 4. Each scenario states which game variants are available for it. In addition, the optional "Champion Drafting" variant can be used with any scenario.

Champion Drafting (page 24)

A variant that gives you more control over your starting Champion pool — choose Champions by drafting instead of receiving the ones predetermined by the scenario. This variant can be combined with any scenario not part of the campaign, and with any other game variant.

2 vs. 2 (page 25)

A variant for four players: split into two teams of two players and take your turns jointly with your ally.

Free-for-All (page 25)

A variant for three or four players: everyone fights for themselves — there will be only one winner!

Campaign (page 37)

A variant for 1–4 players: over several consecutive scenarios, you will face a team of Villains controlled by a deck of Scheme cards.

Champion Drafting

Each scenario lists recommended Champions. Players may begin playing with them in their pools right away. These Champions also match the story that the scenario presents.

However, instead, for greater strategic control and variety between games, players may choose their Champions for their pool before the game by drafting.

Draft Procedure

Shuffle the starting Champion cards (with a blue back) to form a Champion deck. Reveal 6 cards from it and lay them face up on the table.

The player who will take the last turn takes 1 of the revealed Champions and reveals a new one from the deck in its place. Then the next player does the same, in reverse turn order. This continues until all players have filled their Champion pool.

In a two-player game, each player's pool consists of 4 Champions. In a three- or four-player game, it consists of 3 Champions.

Set the Champion cards left over after the draft aside in the box. Each player takes the figures corresponding to the Champion cards they drafted.

Tip: It is a good idea to build your pool from Champions with different command costs, for greater tactical flexibility.

2 vs. 2

In this mode, four players split into teams of two.

Setup

Divide the players into two teams and determine which team will take the first turn. Each player on that team receives a Team 1 Gateway card, and each player on the other team receives a Team 2 Gateway card.

Champions are drafted into the players' pools (page 24). First the players of Team 2 each take 1 Champion from the row and reveal a new one in its place. Then the players of Team 1 do the same. This repeats until each team has 6 Champions. Then the players of each team distribute the drafted Champions among themselves so that each participant has 3 Champions.

Tip: It will be more convenient if the players of one team sit on the same side of the table — it makes it easier to share hidden information from cards and Treasure tokens.

Joint Turns

The players of one team take their turns simultaneously, performing the usual actions in any order. They may discuss their actions and show each other their cards and Treasure tokens.

Each player still has their own personal deck, hand, and discard pile. The resources a player gains — Power and Runes — are also separate and may be used only by that player. You cannot acquire a card from the row and give it to another player, and you cannot command another player's Champion. However, Treasure tokens are shared by the whole team, regardless of who gained them, and may be used by any of the players.

The team also has a shared Honor total. The team with the greatest total number of Champions in the hexes adjacent to a Shrine and in the Shrine hex itself controls that Shrine.

If the team fulfills the victory condition, all of its players win!

Free-for-All (3 or 4 Players)

In this mode, all participants fight against each other — only one of them will win!

You may use the recommended Champions for the players' pools, or distribute Champions by drafting (page 24).

As in a two-player game, participants take turns in the order determined by their Gateway cards. Every other player counts as your opponent, and their Champions as enemies.

Tip: Note that the Gateway cards of all players differ and provide different amounts of resources on a player's first turn.

Campaign

In this mode, 1 to 4 players play together against an enemy team of Villains across a campaign consisting of several scenarios of increasing difficulty. You take turns by the usual rules, alternating with the Villains. Their turn order is different from the usual one — they use a deck of Scheme cards to perform their actions. In addition to the basic rules, you will need to learn the campaign rules given below.

Player Champions

Before the campaign begins, each player chooses any Champions for their pool except Fallen Champions (in the campaign they side with the Villains). When playing solo, the pool must contain 4 Champions; when playing with two players, each participant has 3 Champions; and when playing with three or four players, each participant has 2 Champions. The chosen Champions will be in the players' starting pools in every scenario of the campaign.

Setup

Villain Champions have special cards instead of ordinary ones. They have no back; instead, they have two faces — one for each player count. For all Villain Champions, use the cards with a frame color that depends on the number of participants:

  • 1 player — black frame
  • 2 players — gray frame
  • 3 players — yellow frame
  • 4 players — red frame

Following the scenario's description, place the cards of the four Villain Champions participating in it on the table, place one objective token (red, blue, green, and yellow) on each of them, and place the second set of four different objective tokens on the battlefield. Objective tokens are used to direct Villain Champions and do not affect Champion movement or line of sight in any way.

Shuffle the Scheme cards together to form a deck and place it next to the battlefield. Then, if 3 or 4 players are playing, discard 4 cards from it (leave them in the Scheme deck's discard pile).

Remove all Fallen Champions from the Center Deck. The Villains do not receive a starting deck or a Gateway card. The players receive one shared Team 1 Gateway card. Players may deploy their Champions onto the battlefield through blue Portals, and the Villains through yellow ones. The players take the first turn.

In Search of Glory

At the start of each scenario, each player takes a Research action (looks at the top 2 cards of the Quest deck and places one of them in their discard pile and the other on the bottom of the Quest deck).

Unwavering Resolve

If your Champion is defeated, it does not become exhausted (all other rules apply as usual).

Joint Turns

When several players are playing, they take their turns simultaneously by the same rules as in the "2 vs. 2" variant (page 25). Each player may gain 2 Power once per turn by using the shared Gateway card.

Tip: Work together and discuss your strategy. Remember that you win or lose together, as a team.

Schemes

On their turn, the Villains do not perform actions by the usual rules — they do not gain or play cards, and they do not need Power to command Champions. Instead, they reveal 2 Scheme cards from the deck and resolve the effects listed on them.

The effect in the upper part of a Scheme card is always resolved first. Then, if the number of discarded Scheme cards equals or exceeds the Threat Level shown on the card, the additional effect in the lower part is resolved.

Both revealed Scheme cards are discarded only at the end of the Villains' turn.

If a Scheme card must be revealed but the deck has run out, the Villains win the game instantly.

Villain Turn

The Villains' turn proceeds as follows:

  1. Reveal 1 Scheme card from the deck and resolve its effects.
  2. Reveal another 1 Scheme card from the deck and resolve its effects.
  3. Place both revealed Scheme cards into the discard pile.
  4. Award the Villain team Honor for controlling Shrines.

Any decisions the Villains must make that are not covered by these rules are made by you on their behalf.

Commanding Villain Champions

Scheme cards include the effect "Command (red)" (and similar ones with other objective colors). It means that the Champion whose card has the indicated objective token on it is commanded. If such an effect lists several objective tokens, several Champions are commanded in the order in which they are listed in the effect. If the commanded Champion is not yet on the battlefield, it is first deployed onto it by the usual rules.

A commanded Villain Champion will first try to defeat a player's Champion, and after that try to advance closer to its objective. A Champion's objective is the hex containing the same objective token as the one on that Champion's card.

When a Villain Champion is commanded, follow this algorithm:

Can the commanded Champion defeat any of the players' Champions by performing a move action and/or an attack action?

If YES:

The Villain Champion attacks the player's Champion with the greatest Honor that it can defeat. If there are several suitable targets, you choose among them.

If the Villain Champion needs to move to make this attack, it first does so by the usual rules of the move action. If there are several possible ways to move, the one that leaves the Champion closer to its objective is chosen. If there are still several such options, you choose among them.

If the Villain Champion attacked without moving, it then performs its remaining move action, advancing closer to its objective. If it is already as close to its objective as possible, it simply finishes resolving the command.

If NO:

The Villain Champion moves toward its objective by the usual rules of the move action.

If the Villain Champion can stop in the hex with its objective, it does so. If that hex is occupied, it stops adjacent to it. If the Champion does not have enough movement points to reach the objective, it moves as close to it as it can by the shortest path. If there are several possible ways to move, you choose among them.

If, after moving, the Villain Champion can attack one of the players' Champions, it does so, targeting the Champion with the greatest Honor. Even if this attack does not defeat the player's Champion, it may help defeat it later, since damage remains on Champions until the end of the turn.

If, before moving, the Villain Champion is already in a Shrine hex containing its objective token, or adjacent to it, it does not move. Instead, the Villains immediately gain Honor for that Shrine (as much as they would gain for controlling it at the end of the turn), and the command of that Champion ends. This does not prevent the Villains from gaining Honor for controlling that Shrine again at the end of their turn by the usual rules.

Special Rules for Villain Champions

The same rules that apply to ordinary Champions apply to Villain Champions, with the changes listed below.

  • Villain Champions do not become exhausted: neither after resolving a command, nor after being defeated. They can always be commanded, including more than once per turn.
  • When you defeat a Villain Champion, immediately gain the amount of Honor shown at the bottom of its card.
  • Villain Champions cannot gain Treasures. When they move into a hex with a Treasure token, they ignore it, and it remains on the battlefield.
  • When a Villain Champion acquires a Construct from the Center Row (this can happen as a result of resolving some effect), its Ambush effect is ignored.
  • When a Construct equipped to a Villain Champion is destroyed (including when the Champion is defeated), banish it.
  • Some Villain Champion abilities begin with a Threat Level symbol. They apply only if the number of discarded Scheme cards equals or exceeds the indicated Threat Level.

Surge

A Villain Champion that is a boss has the "Surge" ability. Apply it when the keyword "Surge" appears in the effect of a Scheme card. Each scenario's description restates the effect of this ability with additional clarifications.

Tip: Study the "Surge" ability in advance so that you are ready for it.

Villain Rats

Some Scheme cards instruct you to deploy a Giant Rat or Devil Rat onto the battlefield in a specific hex (or an adjacent one). When resolving such an effect, place the rat's figure in the indicated hex, or, if it is occupied, in an adjacent hex (you choose which one). If all hexes adjacent to the indicated one are occupied, or the rat figures have run out, the effect is ignored. The Villains have no limit on the number of Giant Rats on the battlefield, and Villain rats do not require figure stands.

Villain rats use Champion cards different from the players' rats. When you defeat a Villain Giant Rat, immediately gain 1 Honor; a Devil Rat — 2 Honor.

Victory

The victory conditions are listed in each scenario. In addition, the Villains win if a Scheme card must be revealed but their deck has run out.

If you win, follow the instructions in the "Victory" section found at the end of each scenario. If the Villains win, try again, starting the scenario over.

Campaign Difficulty

You can make any campaign scenario harder by discarding several Scheme cards from the deck before the game begins (in addition to the 4 cards discarded when playing with three or four players), which causes the additional Scheme effects to trigger earlier. Choose one of three difficulty levels:

  • Normal — do not discard any Scheme cards.
  • Hard — discard 4 Scheme cards.
  • Nightmare — discard 8 Scheme cards (are you sure?).

Card Clarifications

Heroes and Constructs

Pasiphae's Mace / Pasiphae's Katana / Pasiphae's Saber / Pasiphae's Scimitar. These Constructs are Pasiphae Constructs.

Computing Node / Dream Conduit / Dream Merchant / Shadow Elemental. The Ambush effect of these cards applies to your Champions belonging to at least one of the listed factions.

Master Smith's Armor. If you play several Constructs in a turn, the equipped Champion has +1 Defense for each of them.

Magnetic Gloves. If a Treasure ends its movement in a hex with a Champion (or vice versa), the owner of the Champion gains that Treasure.

Flaw in the Universe. When you copy a Hero's effect, you apply it just as if you had played that Hero (the Ambush effect does not apply). A Hero's faction is not an effect — Flaw in the Universe does not copy it.

Champions

Aria Redforge. In the "Gates of War" scenario she always ignores the effects of the gates of war. In the "Stone Circle" scenario she can move into the sacred lands even if your Champion is already there.

Velsemops. This Champion occupies 3 battlefield hexes, each adjacent to the other (but only one stand of the player's color is used for its figure). Its Ambush effect cannot defeat an opponent's Champion that is in a Portal hex (because Velsemops could then not be deployed onto the battlefield). When you banish Velsemops, also banish the Quests attached to it.

Vyrak the First. The Forest he transforms into Living Land can move, attack, and interact with objects on the battlefield just like any other Champion. However, it can move only through standard hexes, because it is still a Forest (and several terrain tokens cannot occupy the same hex). If the Living Land is defeated, remove the Forest token it was from the battlefield.

Devil Rat. You cannot deploy a Devil Rat onto the battlefield unless some effect directly instructs you to.

Venomous Widow. If all web tokens are already on the battlefield and you need to place another, you may take any web token from the battlefield and place it.

Kehmep, the Storm Shaman. If the Eye of the Storm is defeated, it remains in your pool and can be deployed onto the battlefield by the usual rules. If Kehmep's ability triggers when you already have an Eye of the Storm in your pool, nothing happens.

Rat King. When commanding a Giant Rat, you may deploy a new Giant Rat onto the battlefield by the usual rules. You can command a Devil Rat only if it is already on the battlefield under your control.

Cursed One. Each of these Champions has the "Mental Link" ability, which grants a new ability to itself, to all your other Cursed Ones, and to your Kifis, the Gatekeeper.

Pack of Pug Demons. When starting the game with these Champions, or gaining them through Velsemops's ability, take 3 copies of the Pack of Pug Demons. Each of them is a separate Champion and has its own card and figure. The Pack of Pug Demons' Slay effect can deploy another of your Pack of Pug Demons that is currently off the battlefield (if you have one).

Knowledge Keeper. When a Treasure with an absorbed-soul-adding effect is placed on its card, add an absorbed soul to it. It can be removed from its card by some effect.

Villain Champions and Schemes

Hell on Earth. If the effect of a revealed Treasure adds absorbed souls to Villain Champions, they remain on them even after the start of their next turn.

Merciless Slaughter. The effect of this Scheme does not extend to Treasures lying on cards (for example, thanks to the Knowledge Keeper's effect).

Insatiable Gorph (Villain Champion). If it defeats a player's Champion but receives Strikeback damage sufficient to defeat itself, it becomes defeated. After that, an absorbed soul is placed on its card thanks to its Slay effect (but it remains off the battlefield until it is deployed again).

Pack of Pug Demons (Villain Champion). Several Champions that are a Pack of Pug Demons are represented by separate figures with a shared card. Each of them has the attributes shown on the card (equipped Constructs apply to all of them). The number of Pack of Pug Demons Champions depends on the current Threat Level: at the start of the scenario it is one Champion, upon reaching Threat Level 8 it is two Champions, and upon reaching Threat Level 16 it is three Champions.

Glossary

Attack — An action a commanded Champion can perform. The attacking Champion deals damage equal to its Strength to an enemy in an adjacent hex (page 14).

Area Attack — A Champion ability that causes its attack to deal damage to all enemies it could attack (page 18).

Void — A card faction. It does not affect the game by itself, but effects may refer to it.

Slay — A Champion ability whose effect resolves when that Champion attacks an enemy and the enemy is defeated as a result (page 19).

Deploy — To place a Champion that is off the battlefield into a battlefield hex. If a Champion off the battlefield is commanded, it is deployed onto the battlefield in a hex with its owner's Portal.

Gateway — A card placed in front of a player from the start of the game. It determines the player's color and turn order and provides 2 Power each turn. For the second and later players it has additional effects (page 3).

Surge — An effect shown on a boss card and in a campaign scenario, applied when a Scheme card effect instructs you to resolve it (page 41).

Hero — A card type. When you play a Hero card, place it in front of yourself and apply the effects listed on it. Played Heroes are placed in the discard pile at the end of your turn.

Ranged — A Champion ability that lets it attack enemies within line of sight up to 3 hexes away (page 16).

Double Attack — A Champion ability that lets it perform 2 attack actions when resolving a command (page 18).

Ranged Reach — Targets up to 3 hexes from a Champion and within its line of sight are within ranged reach (regardless of whether it has Ranged).

Lifebound — A card faction. It does not affect the game by itself, but effects may refer to it.

Quest — A card type. You can acquire Quests by taking Research actions. When you play a Quest, draw 1 card. When you fulfill the objective of a Quest played this turn, you may complete it by attaching it to your Champion — it gains the enhancements listed on it (page 12).

Occupied Hex — A battlefield hex with a Champion in it. Only one Champion can be in each hex.

Pool — The set of Champions belonging to a player. On your turn you may command unexhausted Champions in your pool. You may also add new Champions to your pool by acquiring their cards.

Ambush — An effect that may be applied when you acquire a card that has it (page 13).

Defense — The amount of damage required to defeat a Champion. Shown in the lower-right corner of the card.

Banish — To remove a card from the game. Banished Apprentices and Militia are returned to the box, Mystics and Heavy Infantry are returned to their piles, Quests are placed on the bottom of the deck, and other cards are placed in the banished pile (page 13).

Exhausted Champion — A Champion whose card is turned sideways. An exhausted Champion cannot be commanded. At the end of your turn all your Champions stop being exhausted — turn their cards upright.

Construct — A card type. When you play a Construct, equip it to one of your Champions. The equipped Champion gains the enhancements listed on the Construct card (page 11).

Control — The player with the most Champions in a Shrine hex and its adjacent hexes controls that Shrine (page 20). The player whose Champion last moved into a Beacon hex controls that Beacon (page 21). Your equipped Constructs are under your control.

Line of Sight — An enemy is within your Champion's line of sight if the shortest path from your Champion to the enemy does not pass through another enemy or blocking terrain (such as a Forest). Line of sight is required for ranged attacks (page 16).

Mechana — A card faction. It does not affect the game by itself, but effects may refer to it.

Power — The resource used to command Champions and to acquire Fallen Champion cards. All unspent Power is lost at the end of the turn.

Unexhausted Champion — A Champion whose card is not turned sideways. An unexhausted Champion can be commanded. At the end of your turn all your Champions become unexhausted.

Immobilize — When a Champion with this ability is commanded, it cannot perform a move action.

Strikeback — A Champion ability that lets it deal damage equal to its Strength to the Champion attacking it (page 18).

Fallen — A card faction. It does not affect the game by itself, but effects may refer to it.

Move — An action a commanded Champion can perform. A Champion can move up to a number of hexes equal to its Speed. Some terrain types impede movement (page 14).

Defeat — To remove a Champion's figure from the battlefield, destroy the Constructs equipped to it, and exhaust it. A Champion is defeated if the damage dealt to it equals or exceeds its Defense (page 15).

Absorbed Soul — A Champion has +1 Strength and +1 Defense for each absorbed soul token on its card. A Champion may have any number of absorbed souls, and they remain on its card even if it is defeated, but they can be removed by some effects.

Battlefield — The hexes of the game board that Champions move around on.

Acquire — To pay the acquire cost of a card in the Center Row or an always available card and, if it is a Hero or Construct, place it in your discard pile, or, if it is a Champion, add it to your pool (page 12).

Transform — To replace a Champion with a special Champion (page 19).

Allegiance — An effect applied if you have played, or will play, another card of the listed faction this turn (page 18).

Command — A commanded Champion may perform a move action and an attack action in any order. Only unexhausted Champions can be commanded (page 14).

Minion — Champions that are minions cannot be equipped with Constructs, Quests cannot be attached to them, and tokens cannot be placed on their cards (page 19).

Enlightened — A card faction. It does not affect the game by itself, but effects may refer to it.

Reach — A Champion with this ability can attack an enemy up to 2 hexes away (regardless of whether the enemy is within line of sight).

Runes — The resource used to acquire cards. All unspent Runes are lost at the end of the turn.

Empty Hex — A battlefield hex with no Champion in it.

Strength — The amount of damage dealt by a Champion's attacks. Shown in the lower-left corner of the card.

Speed — The number of movement points a Champion receives when performing a move action. The base Speed of all Champions is 3.

Honor — The measure used to determine the winner of the game. In most scenarios, the winner is the player who has collected a certain amount of Honor.

Treasure — A token with enhancements listed on it. A Treasure lying on the battlefield can be gained if your Champion ends its movement in its hex. A gained Treasure can be used once at any time in the game to strengthen one of your Champions (page 22).

Acquire Cost — The amount of Runes or Power that must be spent to acquire a card. Shown in the upper-right corner of the card.

Command Cost — The amount of Power that must be spent to command a Champion. Shown at the bottom of the card.

Destroy — To place a Construct in its owner's discard pile.

Champion — A figure that can be on the battlefield, and the associated card that lists the Champion's attributes.

Hex — A hexagonal segment of the battlefield.