Keep the Heroes Out!: Guild Master's Revenge Expansion
Keep the Heroes Out!: Guild Master's Revenge Expansion Rulebook
Table of Contents
Table of Contents
Components
Components are listed with their counts as printed on the rulebook.
- Heroes: Mage (5), Warrior (5), Rogue (5), Archer (5)
- Hero Class Cards (10)
- Upgrade Cards (12)
- Loot Cards: Potion (4), Beast (4), Equipment (4), Scroll (4)
- Guild Cards: Scenarios (4)
Guild Master's Revenge Expansion
The Guild Master's Revenge expansion adds new elements to your game. You can choose to incorporate any of them in your game session based on your needs:
Hero's Token Upgrade
Replace the Hero tokens with the meeples in this expansion. The Heroes enter the dungeon Active (standing) and you should lie them down when you want to mark them as Exhausted.
Overhead Game Master
Use this mode when playing with children to ensure they will be both challenged enough and have fun. Select the Family Difficulty Level, avoid acquiring strong Upgrade cards, and during Wave 2, choose carefully the order of the Guild cards you play to deal less damage. Your goal is to let them win in a close match. So if you see they are getting too ahead or too behind, adjust your strategy accordingly.
Competitive Mode
You may play 1 against 1 or 1 against All in the Challenging Difficulty Level. Your goal as the Guild Master is to try your best to win by any means necessary, making as many combos while selecting the order of the Guild cards you play and the Upgrades you Acquire.
Nightmare Mode
The Automated Heroes can now purchase Upgrade Cards! When playing Scenario cards, an Automated Guildmaster will always acquire the most expensive Upgrade card they can pay for and place on their leftmost Hero with fewer upgrade cards. The Nightmare mode is played fully cooperatively, on Hardcore Difficulty Level.
Additional Setup
The Guild Master: Give the Hero meeples to a player: they will assume the role of the Guild Master to play against the Monsters! Now, choose any of the available scenarios on the Dungeon book to set up, give to the Guild Master all the Hero Class cards relevant to this scenario and then shuffle the Guild deck as usual. Finally, the Guild Master draws 5 Guild cards.
Upgrade Deck: Shuffle all the Upgrade cards together to create the Upgrade deck. Place it face down next to the dungeon and reveal the top 3 cards. Whenever a card is acquired, immediately reveal the top card from the deck and fill the empty spot.
New Loot Cards: Shuffle all new Loot cards along with the ones from the core game.
Playing as the Guild Master
During each Heroes Invasion phase, instead of randomly revealing the top card(s) of the Guild Deck, the Guild Master chooses and plays a number of cards from their hand based on the chosen Difficulty Level! Play each Guild card one at a time, then resolve all Active Heroes following their priorities as usual.
Rogues to Riches: If the Heroes plunder Treasure, the Guild Master collects the tokens to be spent in the future to Acquire Upgrade Cards. Keep these tokens in your Guild Hall.
Acquiring Upgrades: When the Guild Master plays a Scenario card from their hand, before resolving it, they can spend Treasure to Acquire an Upgrade card and permanently enhance one Hero of their choice! Discard back to the box an amount of Treasure of value equal or greater than what is shown on the Upgrade card you are Acquiring and then assign it to a Hero, giving it special abilities! There is no limit to the number of Upgrade cards you may assign to a Hero.
Example (from the rulebook): in this example, to acquire the Hare from the available Upgrades, the Guild Master plays a Scenario card and discards Treasure tokens of a total value of 5, then assigns the Upgrade card to their Warrior.
From then on, every time the Guild Master places a Warrior they will: Discard 2 Resources when summoned (their regular ability), and every time they charge they will also: get an extra Melee Attack (due to the Dog Upgrade) and Discard a Trap (due to the Hare Upgrade).
Renew the Upgrades / Loot: The Guild Master may choose, at any point of the Heroes Invasion, to Exhaust one of their Active Heroes to discard all cards from the available Upgrades or the Loot back to the bottom of their deck and reveal new ones. You may perform this Action more than once in a Heroes Invasion.
Example (from the rulebook): the Guild Master Exhausts one of their Active Heroes (ignoring priority) to discard all the available Upgrades back to the bottom of the Upgrades deck and reveal 3 new ones.
Cells: If for any reason, at any given moment, a Guild card is sent to the Cells it always comes from the top of the Guild Deck.
End Invasion: When every Guild card for this Wave was resolved, and all Heroes in the Dungeon are Exhausted, the Guild Master draws back to 5 cards. If the Guild deck runs out of cards during Wave 1, flip the Difficulty Level tile to Wave 2 and reshuffle the discard pile to create a new Guild Deck.
If, at any point of the game the Treasure with value 4 is plundered, then the Guild Master wins! If, at the end of a Heroes Invasion during Wave 2, there are no Guild cards in the Guild Master's hand to play, then the Monsters win!
Glossary
The Hero ability icons in this expansion are grouped by the three headings printed on the rulebook page.
- When Summoned: Every time this Hero is summoned, perform their Ability.
- When Charge: Every time this Hero Charges to a different room, perform their Ability.
- Permanent Bonus: Is always active.
| When Summoned | When Charge | Permanent Bonus |
|---|---|---|
| Discard one Resource / Discard 2 Resources. | Flip a Portal in the room to the incomplete side. | The Hero has 1 extra Health, so the Monsters need to deal one extra damage to remove this Hero from the dungeon. |
| Deal 1 damage to one Monster in an adjacent room, targeting Monsters closer to the Vault. | Discard 1 Trap from the room. | If summoned in the Cells, reactivate all imprisoned Heroes, breaking all Heroes out! |
| Perform one extra Melee Attack to a Monster. | Every time you exhaust to attack, if you remove a Monster from the dungeon this way, place another exhausted Skeleton in the same room. | Place an extra Slime in every room that already has at least one Exhausted Slime, Inspire those Slimes and all other Heroes in those rooms. |
Surprise Safety Inspection
"Do not touch the Massive Ooze Cube. Not only it will kill you, it will hurt the whole time you are dying!", our DAMN sign says! But despite our best efforts, there's always an idiot "trying to eat a piece of that Jelly". Now we are due a surprise safety inspection! It can happen any day now, so we better get ready!
Safety Inspection can be combined with any of the available Scenarios in the Dungeon Book. Set up the dungeon and apply the rules of the chosen Scenario plus the following:
Special Setup
The setup is slightly different based on the chosen Difficulty Level:
- Family: Shuffle the Safety Inspection cards, take 2 (without looking) and shuffle them along with the Hero and Scenario cards to create the Guild deck.
- Challenging: Shuffle the Safety Inspection cards, take 3 (without looking) and shuffle them along with the Hero and Scenario cards to create the Guild deck.
- Hardcore: Take all Safety Inspection cards and shuffle them along with the Hero and Scenario cards to create the Guild deck.
Special Rules
- Royal Armoury (Event): When the Weaponmaster card is revealed, a Monster has to discard an Equipment card from their hand, or all players discard 2 cards.
- Animal Control (Event): When the Beastmaster card is revealed, a Monster has to discard a Beast card from their hand, or send 2 Guild cards to the Cells.
- Ministry of Magic (Event): When the Sage card is revealed, a Monster has to discard a Scroll card from their hand, or draw and resolve 2 extra Guild cards.
- Health Inspection (Event): When the Alchemist card is revealed, a Monster has to discard a Potion card from their hand, or Reactivate all Heroes in the dungeon.