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Defenders of the Realm: Winds of War

Expansion for Defenders of the Realm

Defenders of the Realm: Winds of War Rulebook

Table of Contents

Table of Contents

  • Winds of War

Winds of War

Players may choose to play with the Winds of War. In general, this makes the game more challenging for the Heroes.

Setup: Place the Winds of War Board near the General's cards. Shuffle the Winds of War cards and place them on the designated space on the board.

When Special Hero Cards are played for their Special Action (not dice to attack a General) they are placed on the Winds of War Board as a Played Special Card. Additionally, any Quiet Night Cards are also added to the board.

When 3 Cards appear on the board, a Winds of War card is triggered. Turn over the top Winds of War Card and either perform the Prevention required or activate the card's Action. Players collectively must decide what to do. Then discard the 3 Special Cards that triggered the event to the box—they are out of play.

Example Winds of War card, as printed in the rulebook: "Siege of the Capital" (flavour line: "The armies of the Dark Lord surrounded Monarch City...").

Action: Add 1 Minion (of matching color) to each Location surrounding Monarch City that has 1 or more Minions. If the Location is empty, add 2 Minions.

Prevention: Each Hero is moved to Monarch City and discards 2 random Hero Cards.