Defenders of the Realm: Legends Deck
Defenders of the Realm: Legends Deck Rulebook
Table of Contents
Table of Contents
Legends Cards
The Queen's Champions
- When fighting Troops on or adjacent to Monarch City, you add +1 to each Die rolled.
Additionally, if Minions move into Monarch City, you must move directly to Monarch City with your actions to defend the Queen as long as Minions are present.
Lone Wolf
-
When fighting alone (no other Hero present at the location), you add 1 Die to each attack you make against Minions, and 2 Dice against Generals.
-
When participating in a Group Attack, you roll 2 less Dice than your cards provide.
Friends of the Eagle Riders
When starting your turn in a Blue Location, you may spend Your First Action of your turn to move as if flying by Eagle (up to 4 Spaces).
Reckless
-
When you enter a location with 2 or more minions, you must attack and may not leave on the same turn while minions remain. You may leave at the start of your next turn even if minions remain on the location.
-
Each time you defeat 2 or more minions at a location and none remain, draw 1 Hero card.
Roustabout
-
When you end your turn in an Inn, gain 2 extra Hero cards in your Evening Phase.
-
When you start your turn in an Inn, you lose 1 Action for your Day Phase recovering from your night of Revelry.
Horse Whisper
When you travel by Horse, you may move 1 extra Location (3 spaces rather than 2).
Night Fighters
If Minions appear at your location during the Night Phase of any Hero's turn, you may choose to immediately attack these minions as a free action.
If you choose to attack and then fail to defeat all of these Minions, suffer 1 unblockable Wound regardless of the number of Minions remaining.
Hobbit Friends
Whenever you are performing a Heal the Land Action, you may spend 1 Extra Action token to summon your Hobbit friends to help. If doing so, you gain 2 extra Dice for the Heal the Land Dice Roll.
Veteran Adventurer
-
You may trade your Quest with the Quest of 1 other Hero on your location, if that Hero agrees.
-
If one or more additional Heroes are on the location you are Questing, you may add 1 die to any Quest Roll.
Scavenger
In the Evening Phase, you may discard 1 of your Hero Cards and draw a replacement Hero Card.
Elf Friends
When ending your turn on a Green Location, you gain 1 Additional Action on your next Turn.
Brotherhood of Trackers
You may enter 1 Blue Location each turn without spending an Action to move there.
You must have at least 1 Action remaining to use this skill.
Orc Hatred
Gain 1 extra die in each battle with Orc Minions.
May not move from a location while Orcs remain on it.
Brotherhood of Heroes
When ending your turn on the same location as 1 or more Heroes, you draw 1 Extra Hero card in the Evening Phase.
Gypsy Trader
Once per turn, you may spend 1 Action on any location with a Treasure Chest or in an Inn to discard 1 Hero Card from your hand and Draw 1 new Hero Card from the Deck.
Berserker
You may suffer 1 unblockable wound to re-roll all failed dice against Minions.
OR
You may suffer D6 unblockable wounds to re-roll all dice against Generals.
(Exhaust when used each turn and reset at the start of your next turn.)