Defenders of the Realm: The Hero's Calling
Defenders of the Realm: The Hero's Calling Rulebook
Table of Contents
Table of Contents
Setup
- Remove all Purple Hero cards from the Hero deck, unless using the Companions and Catacombs expansion.
- Remove all All is Quiet cards from the Darkness Spreads deck.
- Replace the War Status placard from the base game with the new War Status card from The Hero's Calling expansion.
- Place the War Status Token on top of the first box - Early War (Level 1). As the Heroes defeat Enemy Generals, the War progresses to the next level/phase.
- Do not assign a Slayer after defeating a General.
- If for any reason the War Status gets moved back a stage, All unlocked levels are still retained.
Setup Cont.
- Deal 3 Hero cards, instead of 2, to each player at the start of the game.
- Draw 3 Hero cards, instead of 2, when listening for Rumors at the Inn.
- Each player is given both a Player Reference card and a Cover Card. The back of the Cover Cards have Sample Heroes that beginner players can follow when constructing Heroes (pg. 5 and 6).
Tainted Rose Mini-Expansion
As an option, the Tainted Rose Mini-Expansion can be added to the game. To implement it, please read the back of the Tainted Rose Card for the rules and setup.
Transcriber note: the Tainted Rose Card's rules and setup text is not reproduced here. The source set provides only the page directing players to that card, and the Tainted Rose Card itself was not among the supplied card images.
Constructing a Hero
Heroes in The Hero's Calling are constructed by combining 3 ability cards - one of each type:
- Combat
- Control
- Movement
Each ability begins on Level 1. Place the ability cards so that only the Level 1 abilities are shown. The Hero's Calling card is then placed over the top ability card to cover the Level 2 and Level 3 abilities as shown below.
Heroes Cont.
These ability cards can be selected at random, or by following the Sample Heroes on the back of the Cover Cards.
If selecting the Raven, Voidwalker, or Wolf take the token shown on the ability card.
All Heroes have 5 Life Tokens / Actions per turn. If choosing an ability with a Pet (Raven, Voidwalker, or Wolf), split these 5 Actions between the Pet and the Hero.
As the Heroes defeat Enemy Generals, all Heroes advance to the corresponding level with all of their abilities.
Select any miniature that best suits the character created.
Hero Actions
Movement
- Movement by Foot: Move 1 space to an adjacent location (connected by a road).
- Movement by Horse: Move up to 2 locations away (connected by roads) by discarding a Hero Card with a Horse Icon.
- Movement by Eagle: Move up to 4 locations away (connected by roads) by discarding a Hero Card with an Eagle Icon.
- Movement by Magic Gate: There are two ways to move by Magic Gate:
- Discard a Hero card with a Magic Gate Icon and move to the location on the card or any Magic Gate on the board.
- When there are multiple Magic Gates on the board you may move between other Magic Gates for 1 Action without discarding a Hero card.
- Build a Magic Gate: A Hero may discard a card matching their location to build a Magic Gate. Place a Magic Gate token on that location.
All Actions require the use of 1 life token unless otherwise noted.
Rumors, Healing, Combat
- Rumors at the Inn: A Hero may spend up to 2 Actions at the Inn to listen for rumors. Declare a color and draw 2 Hero cards for each Action spent (If playing with The Hero's Calling Expansion, Draw 3). Keep all Hero cards that match the declared color, as well as any Purple (Special) cards drawn.
- Heal the Land: If a Hero is on a tainted location, discard a Hero Card matching the location color and roll 2 dice. If you roll a 5+, the Hero removes one Tainted Crystal from that location. (Remove 1 Crystal per Action)
- Healing Wounds: Heroes may heal themselves; When healing in Monarch City or at an Inn, heal all life tokens. Otherwise, heal only 2 life tokens.
- Engage Minions in Combat: Roll a die for each Minion on the Hero's location. The dice should match their target's color.
- Attack an Enemy General: A Hero may engage an Enemy General in Combat if they are on the same location and there are no Minions present. Every Hero on that location may attack by playing any number of Hero Cards bearing the General's portrait. Each Hero rolls a die for each die on the played Hero cards. (See General Combat in the rules)
All Actions require the use of 1 life token unless otherwise noted.
War Status
The War Status card is used in place of the base game's War Status placard (see Setup). Advance 1 space for each General defeated.
- Early War (Level I, Hero Level): Each player draws 1 Darkness Spreads card at the end of their turn, placing minions and moving Generals as noted.
- Early Mid War (Level II, Hero Level): Each player draws 2 Darkness Spreads cards at the end of their turn. The 1st card is used to place minions and move a General, and the 2nd card is used for General movement only.
- Late Mid War (Level III, Hero Level): Each player draws 2 Darkness Spreads cards at the end of their turn, placing minions and moving Generals as noted.
- Late War (Level III, Hero Level): Each player draws 3 Darkness Spreads cards at the end of their turn. The first 2 cards are used to place minions and move Generals, and the 3rd card is used for General movement only.
Transcriber note: the card as printed marks both Late Mid War and Late War with Hero Level III; this is transcribed as printed.