Hero Realms: Ancestry
Hero Realms: Ancestry Rulebook
Table of Contents
Table of Contents
Setup
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When playing a non-human race, get that race's four cards.
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Place the Ancestry card and your ancestral skill or ability card into play in front of you. Modify your starting health as indicated on your Ancestry card.
Neither of these cards ever go to your discard pile or personal deck.
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Add the other two cards to your starting deck.
When adding a card with the text "Replaces: Gold", remove one Gold card from your starting deck.
Ability Cards
- Abilities marked with the grey ability icon (like those on Crush You!, Battle Rage, and Hammer Strike) may only be used during their owner's turn.
- You "sacrifice" these cards (move them to the Sacrifice Pile) to gain the stated effect.
- When Battle Rage is used, for the remainder of the turn, it's owner may spend any amount of Gold as if it was Combat. They may do this as many times as they wish (as long as they have gold available). Gold not spent this way may be used to acquire cards as normal.
Elven Grace
In the first edition Hero Realms Character Packs, we used the card type "Ability" on the cards Bless, Shoulder Bash, Track, Pick Pocket, and Channel. In the Ruin of Thandar, we changed their card type to "Skill". Elven Grace affects these cards, regardless of which version you use.
Elven Wisdom
Skill cards like Elven Wisdom may only be used during their owner's turn.
To use Elven Wisdom and gain its effect, you must pay two gold and expend the card.
Just like champion cards, Elven Wisdom prepares at the end of its owner's turn, allowing it to be used again on that player's next turn.
When you use Elven Wisdom, choose which card to discard (if any). You only get to draw a card from the effect if you discard a card.
Hide
The Hide card works automatically when it's owner's health would go below 1. This can happen at any time, regardless of whose turn it is.