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Kingdom Defenders

Kingdom Defenders Rulebook

Table of Contents

Table of Contents

  • Summary
  • Components
    • Player components
  • Game Setup
    • The Difficulty System
    • 1. Adjustment of the Difficulty
    • 2. Board Setup
    • 3. Players Setup
  • How to Play
  • 1. New Game Round
  • 2. Favor of the King
  • 3. Placing the Discs
    • Placement Order and Rules
    • Rule of the Wall
  • 4.1 Activating Area A
  • 4.2 Activating Area B
    • Activation Order
    • Activating Deeds
    • Activating Buildings
    • Activating Adventures
    • Increasing Level
  • 4.3 Activating Area "C"
  • 4.4 Movement of the Horde
    • Situation of Victory!
    • Situation of Defeat?
    • The Siege
    • New Horde
  • 4.5 Activating Area D
  • 5. Maintenance
    • End of the Round
  • End of the Game
  • Rules for 2 Players
  • Variants of Game
    • Family Variant
    • Extreme Variant
  • Achievements
  • Iconography
  • Credits
  • Effects of Characters and Buildings
    • Building Tiles
    • Character Tiles

Summary

Kingdom Defenders takes place over 6 rounds, composed by game phases.

In each round, we proceed in the same way: The players place their discs in the spaces in the 4 areas which compose the board (Areas "A", "B", "C" and "D").

Then the discs placed in the spaces are activated, starting with Area A and ending with Area D. The discs that are in each area will be activated by each player, thus executing the allowed action: activating buildings, completing adventures, making use of characters, claiming deeds, helping in the defeat of the horde and changing the turn order.

The game may end for 2 reasons:

  1. When round 6 ends.
  2. If the Grugog Horde destroys the city.

When the game ends, the player with the most Fame Points wins.

Components

  • Game board
  • 11 Character tiles
  • 13 Building tiles
  • 18 Deed tiles
  • 18 Reward tiles
  • 8 Fate cards
  • 34 Adventure cards
  • 10 Horde cards
  • 3 Special Horde cards (double-sided)
  • 1 Wall tile
  • 1 Round Counter
  • 1 Horde Advance Counter
  • 4 dice
  • 1 Grey disc (for the E13 Building tile)
  • 45 coins
  • 30 weapon resources
  • 30 spell resources
  • 30 loot resources

These last four types of components are unlimited, if they run out, replace them in some way.

Player components

  • 44 discs, 11 of each color
  • 4 pawns, 1 of each color (they indicate the turn order)
  • 4 tiles of "60/120" Fame, 1 of each color
  • 4 player screens, 1 of each color
  • 4 Hero tiles, 1 of each color

Game Setup

The Difficulty System

Before setting up the game, you must understand how the difficulty system works.

Kingdom Defenders implements a system with which you can customize the difficulty of the games and adapt it to the players' experience.

This difficulty depends on 2 elements: Character and Building tiles.

In each tile, you will find an icon that indicates a different difficulty. There are three types of tiles depending on the number of icons illustrated:

  • STANDARD game: Use these tiles in the first games or with beginners. The difficulty level is optimal for all kinds of players.
  • ADVANCED game: add these tiles after 2 or 3 standard games to fully understand its impact on the game. Author's advice: Introduce one or two of these tiles together with the standard set to scale the difficulty step by step.
  • EXPERT game: add these tiles when you consider yourselves true experts in the game or if you enjoy a high dose of interaction and chaos.

Establish what degree of difficulty you want to introduce. The more Characters and Buildings have, the more advanced and complex the game will be. The ideal option is to start with the standard game, and when you know how to play, add advanced and expert difficulty tiles.

Note: The difficulty ranges from 8 (standard game) to 20 (the highest possible combination).

Author's advice: It does not mean that the game is more boring if you choose a lower difficulty. Kingdom Defenders always provides us with exciting games. Start with the standard game to know about the strategic options in it as much as possible. Starting the game with higher difficulties can make the game experience confusing.

1. Adjustment of the Difficulty

Now that you know the difficulty system, let's start with the first step of the game setup. We are going to place the Character and Building tiles.

Important: Each tile has a printed reference code. This is useful to distinguish them and mention them in the rules. The Characters are identified as "P1", "P2", "P3" etc. While the Buildings are called "E1", "E2", "E3" etc. They are detailed in the annex to these rules.

STEP 1. Take the Character and Building tiles according to the chosen starting difficulty for the game. The rest of the tiles are removed from the game.

STEP 2. Shuffle the Characters and randomly place 3 of these tiles in the respective board spaces. Remove the remaining Characters (if any) from the game.

Explanation: There is already an illustrated Character ("P1") on the board. Do not put any tiles on it.

Exception: If the Character "P11" comes into play, it is placed on the space with its own icon. The tile itself indicates it in its lower right part as a reminder. In STANDARD games, the tile "P11" is not used.

STEP 3. Shuffle the chosen Building tiles and place 5 randomly and face down in the respective spaces of the board.

Now turn and reveal the first tile (the one on the left). Do not look at the others! They will be revealed during the game.

Remove the remaining Buildings from the game (if any).

Note: There are already 5 illustrated Buildings on the board. Do not put any tiles on them.

As you can verify, 3 Character and 5 Building tiles are placed in every game. All the unused tiles are removed from the game.

RESTRICTION: Prevent more than 2 attack tiles from appearing in the game. No matter which combination of Characters or Buildings appear, replace it with any other tile that does not include the attack icon. The Character printed on the board ("P1") does not count for this restriction, even if it displays the aforementioned icon. The attack tiles are "P10", "P11", "P12", "E16" and "E17". They are not used in STANDARD games.

2. Board Setup

Once the difficulty of the game has been assigned, we proceed to the board setup.

STEP 1. GAME ROUND: Place the Round Counter on the space "1" of the Round Indicator on the board.

STEP 2. DEEDS: Separate the Deed tiles into 2 piles, those marked with "I" (Pile I) and those marked with "II" (Pile "II"). Shuffle both piles separately, place pile "I" on pile "II". Place the created pile on one side of the board and fill in the 3 Deed spaces of the board with the tiles face up.

STEP 3. ADVENTURES: Shuffle the Adventure cards deck and place it face up in the board space indicated with a compass. Fill in the empty spaces with cards from the deck following the arrows on the board, these are the available Adventures, including the top card of the deck. Therefore there are 5 available cards.

STEP 4. REWARDS: Mix the Reward tiles with the illustration of the chest face up and leave them next to the board creating the Rewards reserve. Now reveal 2 of them and place them with the side that shows the Reward in the 2 spaces on the board.

Note: Nothing is placed on the chest illustrated on the board. Therefore you should only place 2 Rewards face up in the 2 lower spaces.

STEP 5. HORDE: Depending on the number of players, prepare the Horde cards deck as indicated in the top left of each card:

  • Horde for 2 players games (remove it if it is a 3 or 4 players game).
  • Horde for 3 players games (remove it if it is a 2 or 4 players game).
  • Horde for 2 or 3 players games (remove it if it is a 4 players game).
  • Horde for 4 players games (remove it if it is a 2 or 3 players game).

Now move and leave the special Horde card on a side of the board. It is identified by an hourglass in the upper left and by a red border. There is 1 card of this type for each range of players (totally 3 cards). This card also shows Hordes on its 2 sides and has no back.

Shuffle the created Horde deck (keep the special Horde apart) and place it in the corresponding space on the board. Do not reveal any cards yet.

Finally, place the Horde Advance Counter on the Horde deck and the Wall tile in the space on the board which shows the destroyed Wall. This tile should show the A-side.

STEP 6. FAVOR OF THE KING: Place the 4 dice on the towers illustrated on the board. The placement order does not matter.

STEP 7. GAME RESERVE: Create the Game Reserve on one side of the board with the following elements: coins, weapons, spells, loots, the grey disc, the level tiles and the 60/120 Fame tiles.

The grey disc is used with the building "E13" tile. It is not used in standard games.

3. Players Setup

Get ready to play a brave hero:

STEP 1. PLAYER PIECES: Each player chooses a color and receives 1 screen, 1 pawn of the chosen color, 11 wooden discs and 1 Hero tile, on which they place their discs, in front of their screen (for all to see). The components of the unused colors are removed from the game.

Now each player places 2 of their discs in the game reserve. Then each player must keep 9 discs.

Important: The 2 discs set aside in the game reserve are only used in games where the "E8" building tile is in play.

STEP 2. TURN ORDER: One (any) of the players picks up one of each player's pawns and places them, randomly, on the turn order on the board. With 3 players, the space "4" is not used, and with "2" players, do not use spaces "3" and "4".

STEP 3. INITIAL FAME: Each player places a disc in the Fame Indicator on the board depending on the established turn order: The first and the second player on "20", the third one on "21", and the fourth one on "22".

STEP 4. INITIAL LEVEL: Each player places 1 disc in the first space of the Force Level Indicator and another one in the Magic one, located in the lower part of the board. The discs are piled regardless of the order.

STEP 5. FATE CARDS: The initial player shuffles the Fate cards and deals 2 cards to each player (without looking at them).

Each player looks and chooses 1 of the 2 received cards and keeps it behind his or her screen. The discarded card is removed from the game without rivals seeing it. These cards are kept in secret throughout the whole game.

Players secretly take the resources indicated in the upper left of the card and keep them behind their screen.

ABOUT THE DISCS... After the setup, each player must have on their Hero tile 6 discs in total.

ABOUT THE PLAYER SCREENS... They hide the Resources, the Adventure cards and the obtained Rewards from the rest of the players. The discs and Level tiles acquired during the game must be visible for the rest of the players.

ABOUT THE HERO TILES... The player discs are placed on it for all to see. This information must not be hidden.

YOU ARE READY TO START THE ADVENTURE NOW!

How to Play

A game of Kingdom Defenders is divided into 6 game Rounds, indicated in the left column of the board. The players must obtain resources to be able to complete Adventures, claim Deeds and help in the defeat of the fearsome Horde that marches towards the city.

Completing Adventures gives succulent benefits, but you must be able to help each other, if you do not want to see how Sandstorm is devastated.

Each Round is divided in the following Game Phases, and are always executed in the same order:

  1. New game Round.
  2. Favor of the King.
  3. Placing the Discs.
  4. Activating different board areas:
    • 4.1 Activating Area A.
    • 4.2 Activating Area B.
    • 4.3 Activating Area C.
    • 4.4 Movement of the Horde.
    • 4.5 Activating Area D.
  5. Maintenance.

These Phases are shown in the column illustrated on the right side of the board. During the course of the game, it is convenient to use any marker to indicate the stage in which you are.

In the following sections we will explain how to proceed in each Phase.

ABOUT FAME POINTS: When a player passes the space "60" of the Fame indicator, they place the tile "60" of their color in front of their screen and continue scoring from the space "1". If you pass the space "60" again, flip the marker to the "120" side.

1. New Game Round

IMPORTANT: This phase is ignored in the first round.

Move the Round counter one space down. Then proceed with the next game Phase.

If the Round counter advances to rounds "2", "4", "5" and "6" the following events are activated:

ROUND 2. The Horde is activated. Execute the following action immediately: Flip and reveal the first card of the Horde deck (leave it on the deck). Now place the Horde advance Counter in the corresponding space on the path illustrated on the board (just below the Horde deck). Each card shows a variable speed "1", "2" or "3" on its right side. This value indicates the rounds remaining for the Horde to besiege the city.

ROUND 4. The special Horde "4". Do you remember the special Horde card that you left aside in the game setup? It could come into play during this round. Do not do anything now, since it is activated in a subsequent game Phase, the "Horde Movement".

ROUND 5. The special Horde "5". Proceed the same way as in round "4". Do not do anything at the moment, you will understand everything when you read the "Horde Movement" Phase.

Explanation of special Hordes: These cards have 2 sides, one for round "4" and one for round "5". They have a double function, hence, they are called special hordes.

ROUND 6. End of the game. At the end of the "Horde Movement" Phase in round "6", the game ends. Proceed with the "End of the Game".

Remember: Look carefully at the round Indicator on the board, each round has an illustrated reminder of what you should take into account in that round.

2. Favor of the King

IMPORTANT: This phase is ignored in the first round.

The player with the least Fame Points chooses and throws as many dice as the number of players in the game. If there are less than 4 players, that player decides which die is excluded from the throw.

Then he or she chooses one of the results and gets the benefit indicated in the die. Finally, the die is returned to one of the illustrated "towers" (central part of the board), thus indicating that it cannot be chosen any more.

The next player who has fewer Fame Points chooses between the remaining dice and does the same, obtaining the indicated benefit and returning the die to the corresponding "tower". In this way, each time there will be less results to choose from, and each player will choose a different die.

When all the players have chosen a result, they proceed with the next game Phase.

TIES: The worst positioned player in the turn order will have a preference (position "4" is the worst), the King always helps the weakest.

There are 4 dice, each one focused on a different field: Force, Magic, Healing and Wealth. What the players obtain according to the result they choose:

Force die:

  • Take a weapon resource (grey) from the reserve.
  • Take 2 weapon resources (grey) from the reserve.
  • Gain a Force Level.

Wealth die:

  • Take a loot resource (golden) from the reserve.
  • Take a coin from the reserve.
  • You do not gain anything. Better luck next time!

Magic die:

  • Take a spell resource (purple) from the reserve.
  • Take 2 spell resources (purple) from the reserve.
  • Gain a Magic Level.

Healing die:

  • Heals 1 wound.
  • Heals 2 wounds.
  • You do not gain anything. Better luck next time!

3. Placing the Discs

NOTE: The game starts with this Phase, since Phases "1" and "2" are ignored in Round "1".

Following the turn order (indicated in the central part of the board), the players place discs on the different golden Spaces on the board (the grey and purple spaces are ignored, since they have another function). The placed discs are activated in the following game Phases, thus granting the appropriate benefits or actions. Therefore this phase is for planning, so think carefully where you place the discs, because after that, you cannot change their position.

Each space indicates in its inside a requirement that must be complied with compulsorily in order to be able to occupy it. Requirement types include:

  • Place 1 disc.
  • Place 2 discs.
  • Place 1 disc and place 1 coin in the reserve.
  • Place 1 disc and go back one space in the Fame Indicator.

Special spaces: There are 2 types of spaces that can only be occupied in games with a specific number of players: a space available in 3 and 4 players games, and a space available only in 4 players games.

How many discs are placed in these special spaces? The number of discs to be placed is the same as that indicated by the spaces they accompany. For example, look at Building "E4" illustrated on the board, 2 discs must be placed in both spaces. Look at Area "C" (top left of the board), a disc must be placed in each space. When in doubt, look at the spaces next to them.

Spaces located under each Character: They are empty because they have variable requirements. Each Character indicates in their lower left the necessary requirement to place a disc in its corresponding space. For example, the "P12" Character tile shows a requirement which consists of placing 1 disc and moving back the Fame Counter 1 space.

Placement Order and Rules

The first player in the turn order begins occupying a space on the board that is available (empty). The second player continues to occupy another available space, followed by the next player who does the same. When the last player has placed a disc, the cycle is repeated, starting again with the first player. This sequence continues until all the players have placed their discs, and have passed or cannot place more discs.

When a player "passes", they will not be able to place more discs in this phase.

When all the players have passed or placed all their discs, they proceed to the next game phase.

When placing discs, the following rules must be considered:

  • If you cannot comply with the requirements demanded by the space, you cannot occupy it.
  • It cannot be placed on another player's disc/s.
  • Each player can only occupy one space in each Area of the board, but they will be able to occupy spaces on different Buildings and Adventure cards.

That is, each player can only occupy one of the 4 spaces in Area A, one of the 2 spaces in Area B.1, one of the 4 spaces in Area C and one of the 2 spaces in Area D. In Areas B.2 and B.3, there are several Buildings (10) and Adventures (5). Each player may occupy one space in each Building and in each Adventure.

Wait! Before explaining the next game phase, you should learn the most important rule in disc placement. Let's see it...

Rule of the Wall

The board is divided into two different parts, the Wall is responsible for separating them. In the lower part, we can observe the City, while at the top we can see the Kingdom.

During this game phase, you have to keep this rule in mind: If a player occupies a space in the Kingdom, he or she cannot occupy any spaces in the City when placing the following discs. That is, if you cross the Wall, you will not be able to return to the City to place discs.

And the 2 spaces in the Wall (Area D)? You can always occupy the spaces in the Wall, it does not matter if you have already been in the Kingdom or not. Consider it a neutral area.

Note: Therefore, you can occupy a space in the Wall (Area D) and later occupy a space in the City if none of your discs are located in the Kingdom.

IMPORTANT, THE FIRST GAME ROUND... The spaces in Area C cannot be occupied, since they will not be enabled until Round "2". In the same way, if the Character "P4" or the Buildings "E14" and "E16" are at play, they will not activate their actions, since they affect the aforementioned area.

4.1 Activating Area A

Once the discs are located, we proceed to the activation of the different Areas on the board. There are 4 different Areas that are distinguished by the letters "A", "B", "C" and "D". Start by activating Area "A", Characters.

IMPORTANT: If there are no discs in this Area, proceed to the next game Phase, Activating Area "B".

Players receive the help from powerful and influential Characters. Character tiles are activated in the order indicated under each Character, regardless of the turn order of the players.

Oops! They have their own turn order, they seem to be pretty powerful allies. Starting with Character "1", followed by Character "2" and ending with Character "3", you must verify if any player has a disc in the corresponding space. If so, the mentioned player performs the action allowed by the Character and recovers his or her disc. Then, you must check if the next Character has another player's disc. After checking Character "3" we proceed to the next game Phase, Activating Area "B". Logically if a Character does not have any discs, its activation is ignored.

And the Character illustrated on the "P1" board? He has no activation order since his action is Passive.

PASSIVE Actions: All the Characters that have a Passive action ignore activation in this Phase. This icon, when illustrated in a Character, indicates Passive Action. The passive characters are: "P1", "P2", "P7" and "P9".

Details to keep in mind about Characters:

  • The actions of the Characters are detailed in the annex that accompanies these rules.
  • In each game there are 3 different Characters.
  • Discs placed in passive action Characters are recovered at the end of the round (Maintenance Phase).
  • The Character illustrated on the board ("P1") will NOT be useful in all games.

Remember: Each player can only occupy one space in Area "A" in each round. Therefore, you can never use more than one Character per game round.

Example of activation of Area "A": 1. Check Character "1": The yellow player recovers his or her disc and executes the action of the Character. 2. Check Character "2": As there is no disc, it is ignored. 3. Finally the blue player performs the action of the Character "3" and recovers his or her disc. 4. The red player does NOT activate nor recover his or her disc since the Character has a Passive Action (indicated by the hourglass). The disc remains in the space to indicate which player gets the effect.

4.2 Activating Area B

After activating the Characters, proceed with the most important and complex Phase: You will obtain Resources, face dangerous Adventures, gain Fame, find Ancient Relics and complete Deeds. Are you ready for a challenge of such proportions? Sure you are!

Area "B" occupies most of the board, and if you look closely, you will see that it is repeated 3 times, but do not be scared. Think that those 3 parts are a single Area called "B" as a whole. The reason why it is marked 3 times on the board is due to the fact that each part works differently, that is, they have different characteristics. You will see it is easier than it seems.

The 3 parts of Area B are called: Deeds, Buildings and Adventures.

Activation Order

Proceed following the turn order indicated in the center of the board (the city gates).

The player in position "1" of the turn order activates all the spaces in Area "B" in which they have discs of their color, in the order they want. When finished, the next player (position "2" in the turn order) does the same and so on. This phase ends when all the players have activated and recovered their discs.

Activating Area "B" consists of the following steps:

  1. The player declares to the rest of the players what space is going to be activated.
  2. Performs the action that activates that space.
  3. Recovers the disc/s occupying it and places it/them in front of their player screen, on their Hero tile.
  4. Activates another space by repeating the process. If you have no more discs to recover in Area "B", your turn ends.

The next player then proceeds in the same way.

Important: A player may decide not to activate one or more of their discs. Then they recover them without obtaining anything. In the case of not activating Adventure cards, you will lose 2 Fame Points (you will see it later).

Example: In this example, players activate Area "B" in this order: yellow, green, blue and red.

And the rule of the Wall? This rule only applies in the Phase of discs placement, so the order in which you activate your discs can be any, regardless of whether you cross the Wall or not. You can activate an Adventure card, followed by a Building and then activate again another Adventure card. Managing the activation order in this Phase is key in Kingdom Defenders.

As we said at the beginning, Deeds, Buildings and Adventures have a different way of being activated. We will explain them one by one.

Activating Deeds

The player points to one of the available Deed tiles on the board. There may be a maximum of 3. Then they show their rivals that he or she has the type and total amount of goods indicated on the tile: for that purpose, he or she takes them momentarily from his or her player screen, shows them and puts them back behind his or her screen. You have completed a Deed!

If you do not have the goods required by any of the available tiles, you will recover your disc without success.

The goods required by the deeds can be:

  • Showing Resources: Get them in Buildings and by completing Adventures.
  • Showing Ancient Relics: Get them when completing Adventures and getting Rewards (chests).
  • Showing Adventure Cards: The cards are acquired by successfully completing each adventure.

Example: This Deed requires that the player has 6 resources: 2 weapons, 2 spells, 1 loot and 1 coin. If you show these goods to the other players, you will have successfully completed the Deed.

If you successfully complete a Deed, recover your disc and remove the completed Deed tile from the game. The space left by the tile is not replaced with a new one (this is done at the end of the round).

As a prize, the player acquires a Reward tile and saves it behind their screen. There are 3 possible Rewards to choose from, each one granting a different bonus:

  • Gain a random Reward from the Rewards reserve. As a bonus, you obtain 1 coin.
  • Gain this Reward (if any). Do not replenish the space left. As a bonus, roll the red dice.
  • Gain this Reward (if any). Do not replenish the space left. As a bonus, roll the yellow dice.

The Reward tiles hide in their interior Ancient Relics, and together with the Adventures, they are the only way to get these powerful artifacts that grant Fame points at the end of the game.

Note: Reward tiles are hidden behind the player's screen.

The "ORB" Relic, a great help to complete Deeds. During the game, players acquire Ancient Relics. Players who get Orbs can use them to complete Deeds in an easier way. They are very powerful artifacts! Let's see how they work.

When showing all the players the goods demanded by a Deed, you can show 1 Orb instead of one of the required goods. When doing this, the player must leave the used Orb out of the screen for the rest of the game, to remember that Orb has already been spent for that purpose. Therefore, each Orb is a kind of wildcard. The more Orbs you have, the easier it will be for you to complete Deeds.

Note: You can use more than one Orb when completing a Deed.

Remember: The goods demanded by Deeds are not delivered to the general reserve, they must only be shown to the rest of the players.

Activating Buildings

The player points to the Building in which they have a disc/s and perform the action allowed by that Building. Finally, they recover their disc/s and place it for all to see in front of their player screen.

The actions of the buildings are explained in the Effects of Characters and Buildings annex to this rules. Buildings are the main way to get resources to complete Adventures and defeat the Grugog Horde.

ABOUT THE BUILDINGS... In each game there are 5 variable Building tiles. At the end of each round, one of the face down building tiles is revealed. At the beginning of Round "5" all the Buildings will be available (10 in total). It is not permitted to look at the tiles that have not yet been revealed.

Activating Adventures

The player points to an Adventure card in which they have a disc/s. Then you must deliver to the reserve the resources indicated on the upper left side of the card. If you cannot deliver the total of the indicated resources, recover your disc/s (without delivering any resources) and lose 2 Fame points immediately.

The resources needed to complete Adventures are:

  • You need Weapons to overcome the Adventure. Deliver the indicated weapons to the reserve.
  • You need Spells to overcome the Adventure. Deliver the spells indicated to the reserve.
  • Choose the type of resource to deliver, Weapon or Spell.
  • You suffer Wounds for overcoming the Adventure. Advance in the Wound Indicator on the board.

WOUNDS. It is an intangible resource, it is counted in the Wound Indicator (bottom of the board). When a player suffers Wounds, the indicated number of Wounds advances in the indicator. For that purpose, use one of your discs as a Wound Counter. This disc will indicate the number of Wounds that the player has at all times. Only ONE DISC is used for this purpose. The player recovers that disc when Wounds are reduced to the value "0". As you can see, wounds decrease in 1 the number of discs at your disposal. You must watch the health of your hero.

In addition, the player cannot have more than 4 Wounds, so it may be the case that he cannot "pay" the necessary Wounds, and therefore fail in the activation of an Adventure (thus losing 2 Fame Points).

HEALING WOUNDS: Potions are the way to move back spaces in the Wound Indicator.

Example: In this example, the GREEN player has no Wounds, but he just suffered 3. Take a disc from your reserve and place it in the space "3" of the Wound Indicator. If you get 3 Potions you can recover your disc. Otherwise, now you can only complete Adventures that require a maximum of 1 Wound since you cannot move beyond the space "4". Then get one Potion, so you move your disc back to the space "2". Now you can suffer up to 2 more Wounds.

Note: If the player does not have discs in the reserve at the moment of suffering Wounds, and still has no Wounds, they must use one of the discs they have in a space on the board (without activating its corresponding action). Before activating any Adventure card, make sure you have a disc in your personal reserve to use it as a Wound.

If the player delivers the indicated resources... You have completed the Adventure successfully! Follow the following steps:

  1. Recover the disc/s on the card.
  2. Gain the indicated goods immediately (explained below).
  3. Gain the Ancient Relics illustrated in the card. For this purpose, the player keeps the card behind their screen. These Relics will be scored at the end of the game, in the same way they can be used to complete Deeds.

Ancient Relics: There are 5 different types of relics, see the "End of the Game" section for how they give Fame.

The goods that the player gains immediately can be:

  • You have found a treasure chamber. Take 1 Coin from the reserve.
  • You have found valuable objects and materials. Take 1 Loot from the reserve.
  • Your heroic deeds are discussed in the city, you gain Fame. Advance the Fame Point Counter the indicated number.
  • Increase your Strength level with the experience. Advance one space to the left in the Strength Level Indicator of the board (see below).
  • Increase your Magic level with the experience. Advance one space to the right in the Magic Level Indicator of the board (see below).

Example of successful activation of an Adventure: 1. The green player declares that he will activate the Adventure card. He must consume the indicated goods: 2 Wounds, 1 weapon resource, 1 spell resource, and 1 resource of your choice between weapon or spell. 2. Advances 2 spaces in the Wounds indicator and delivers the resources to the reserve. 3. You have completed the Adventure. Advance 5 spaces in the Fame indicator. Receive 1 coin from the reserve and advance 1 space to the left in the Strength indicator. 4. Recover the discs and receive the Adventure card that will be kept behind your screen. You have achieved the illustrated Ancient Relic.

Example of failed activation of an Adventure: 1. The green player declares that he or she will activate the Adventure card. You must consume the indicated goods: 2 Wounds, 1 weapon resource, 1 spell resource, and 1 resource of your choice between weapon or spell. 2. Currently, the player has 3 Wounds, as you cannot have more than 4 Wounds, you cannot advance the 2 spaces required by the card. And although you have the rest of the required resources, you cannot activate and complete the Adventure successfully. 3. Recover your discs and return them to your personal reserve, finally lose 2 Fame points for not being able to complete the adventure. You have failed.

Increasing Level

Your hero will become more powerful as he or she gains Strength and Magic. At the bottom of the board is the Strength Level Indicator (left) and the Magic one (right). Each player has a disc of their color to advance in each power field. Strength moves to the left and Magic moves to the right.

When a player's disc reaches certain spaces, they gain the following benefits:

Strength Level Indicator:

  1. Fame multiplier for the Ancient Relic "Legendary Weapon" (see End of the Game).
  2. Gain a Weapon resource immediately.
  3. Gain a Level "+1" (grey) tile immediately and put it in front of your screen, for all players to see.
  4. Go back one space in the Wounds indicator. If you do not have any Wounds, you do not gain anything.
  5. Flip your Level tile (grey) to the "+2" side.

Magic Level Indicator:

  1. Fame multiplier for the Ancient Relic "Arcane Tome" (see End of the Game).
  2. Gain a Spell resource immediately.
  3. Gain a Level "+1" (purple) tile immediately and put it in front of your screen, for all players to see.
  4. Go back one space in the Wounds indicator. If you do not have any Wounds, you do not gain anything.
  5. Flip your Level tile (purple) to the "+2" side.

LEVEL TILES. They provide with a discount to the resources that the player must deliver when completing Adventures. This discount applies to all Adventures and never runs out! For example: The player with this Level tile does not have to deliver 2 Weapon resources in ALL the Adventures that he or she tries to complete.

To sum up... Obtain resources by using Buildings. Consume them to complete Adventures and obtain Fame. Use resources and Ancient Relics to complete Deeds and get Reward tiles. Watch your hero's health (Wounds) or you will not be able to complete adventures. And increase the Levels (strength or magic) of your hero to complete Adventures more easily and obtain succulent benefits.

But do not cry victory too soon, because the Grugog Horde is approaching...

4.3 Activating Area "C"

IMPORTANT: This Phase is ignored in the first round, if a clueless player placed his disc, he recovers it without activating it.

Heroes supply their camps with Weapons and Spells to defeat the Grugog Horde.

This Area has a different activation order to the general turn order (similar to what happens with Area "A"). The spaces are activated from top to bottom. Until a disc is not fully activated, you cannot proceed with the next space.

When a space is activated, the corresponding player recovers the disc and executes the action. If a space lacks a disc, its activation is ignored. When the fourth space has been checked, we proceed with the next Game Phase.

Each Weapon or Spell contributed gives you 1 Fame Point immediately.

  • Activated in the first place. The player can contribute 1 resource to his or her camps.
  • Activated in the second place. The player can contribute 1 resource to his or her camps.
  • Activated in the third place. The player can contribute 1 or 2 resources to his or her camps.
  • Activated in the fourth place. The player can contribute 1, 2 or 3 resources to his or her camps.

The resources contributed by the players are placed on the squares of their same color, in the illustrated Camps on the board. There are 4 different camps, one per player.

In addition, each player has a limit when contributing resources, due to this, players must collaborate to add altogether the number and type of resources needed to defeat the Horde in play.

Each Hero has his or her Camps. The squares indicate the limit of resources that can be contributed. There are 5 squares to lodge resources, but beware, the fifth square is available only in 4-players games.

The resources that the players must contribute are indicated in the Horde card that is in play. From round "2", there will always be a Horde threatening to Siege the city. Players must place in their camps the exact amount and type indicated by the Horde card in play.

When activating Area "C", the following rules are applied:

  • Each player may have a maximum of 4 resources placed on the camps of their color. In games of 4 players, the maximum is 5.
  • The resources provided must correspond exactly to those indicated in the Horde card, both in type and quantity.
  • When it comes to see what resources are missing to be contributed, the resources placed in the camps of all the players are taken into account.
  • If all the resources required by the Horde card are already located, no more resources can be contributed.
  • For each resource contributed, the player gains 1 Fame Point immediately.
  • The resources provided are kept in the camps until a later phase indicates.
  • If a player, when activating their disc, does not contribute any resources, because they do not have them, because they cannot be placed anymore or for any other reason, they will lose 2 Fame Points immediately.
  • If you do not place a disc in this game area, you do not lose Fame, but be careful, because the advantages of cooperating are extremely beneficial. Do not let your rivals take all the glory.

Example of activation of Area "C": 1. The Horde card requires 6 weapon resources and 4 spell resources, totally 10 resources. 2. In the previous round, the players placed 4 weapons and 2 spells. Therefore, they require 2 spells and 2 weapons to defeat the Horde in play. 3. The yellow player starts and can provide with 1 resource of the necessary types. He decides to place 1 weapon in his camps. He gains 1 Fame Point immediately. Only 2 spells and 1 weapon are missing to defeat the Horde! 4. It's the blue player's turn. She places the missing weapon and gains 1 Fame Point. Now 2 spells are missing to beat the Horde. 5. It's the green player's turn, she can contribute up to 2 resources. She contributes the 2 missing spells and obtains 2 Fame. 6. It's the red player's turn. He cannot collaborate with any resources, since all the necessary ones to defeat the Horde have already been contributed. He recovers his disc and loses 2 Fame Points. The green player has ruined his strategy.

Once the spaces have been activated and the discs have been recovered, the next game phase starts.

4.4 Movement of the Horde

IMPORTANT: This phase is ignored in the first round.

In this phase the players do not take any action, but the Horde performs its game turn, which consists of checking if the current Horde is defeated or not. Therefore, there are 2 possible situations:

  • Situation of VICTORY! The resources that there are over the players' camps add up the total amount indicated in the Horde card in play.
  • Situation of DEFEAT? The resources that are on the players' camps DO NOT add up the total indicated in the Horde card in play.

You must verify which of the 2 situations is complied with and its activation is carried out. Let's see the 2 possible situations:

Situation of Victory!

The resources contributed by the players add up the total amount indicated in the Horde card in play. Congratulations! Your troops have destroyed the Horde thanks to the supply of weapons and spells.

The heroes are rewarded for their work. Follow the steps indicated on the bottom right of the Horde, in order and from top to bottom:

  1. Each player obtains as many Fame Points as resources there are on their camps.
  2. All the players who have at least 2 resources in their camps get: 1 coin or 1 loot.
  3. All players who have at least 3 resources in their camps get: an increase in their Level of Strength or Magic.
  4. The player who has the most resources in his camps gets a Reward tile from those available but does NOT receive the bonus coin or die. If several players tie in this respect, none of them get the Reward.

Situation of Defeat?

The resources contributed by the players DO NOT add up the total indicated in the Horde card in play. Attention! The Horde is marching towards the city. The Horde Advance Counter advances one space down the path. If the indicator reaches spaces "2" or "1", proceed with the activation of the next phase, Area "D". But if it reaches the Wall tile, the Horde has reached the city walls and performs a brutal Siege! Players are penalized (see "The Siege" below).

The Siege

Follow the steps indicated in the lower left part of the Horde, in order and from top to bottom:

  1. Each player loses as many Fame Points as indicated plus the resources that are on their camps. For example, if a player has 3 resources on his camps, he loses 12 points (-15 + 3 resources).
  2. All the players who have at least 3 resources in their camps get: An increase in their Level of Strength or Magic.
  3. The player who has the least resources on his camps receives an extra penalty: Chooses between suffering 1 Wound or delivering 1 loot to the reserve, and also loses 2 Fame points. If there are several players tied, this extra penalty is received by all those players.

The siege finishes by flipping the Wall tile. If it shows the A-side, flip it to the B-side, but if it already shows the B-side before being flipped, remove the Wall indicator from the board, as the Horde destroys and sweeps the city. The game ends immediately! (See "End of the Game".)

New Horde

Whether a Horde is defeated (Situation of Victory!) or a Siege takes place, a new Horde must be put into play. Proceed as follows:

  1. The resources located in the camps of each player are taken away and returned to the General Reserve.
  2. Remove the current Horde card from the game. Now reveal a new card* and place the Horde Advance Counter in the space of the road according to the speed indicated by the new Horde.
  3. Proceed to the activation of the next game Phase.

*SPECIAL HORDES: Do you remember the special Horde card that you left aside? When a new Horde has to be revealed, the special Horde is put into play if you are in round "4" or "5". Proceed as follows:

  • Special Horde of Round "4": Remove the Horde deck from the game and place this card in the space intended for the Horde deck. The special Horde has 2 sides, make sure you put it on the side that shows the "Hourglass 4" icon.
  • Special Horde of Round "5": Remove the Horde deck from the game and place this card in the space intended for the Horde deck. If the removed Horde is the special Horde of round 4, simply flip that special Horde card. The important thing is that the special Horde shows the icon "Hourglass 5".

Example of activation of "Movement of the Horde" Phase: 1. The current Horde requires 15 resources to be defeated: 9 weapons and 6 spells. It can be observed that the resources contributed by the players in the camps do not add up to this total: there are 4 weapons and 4 spells, insufficient. Therefore proceed with the "Situation of Defeat?". 2. The Horde Advance Counter moves one space down. It reaches the space "1". The players still have one game round to defeat it. Proceed with the next game Phase. 3. If, in the next round, they do not provide sufficient resources, the Horde Advance Counter will move to the Wall tile. In that case, the players will be penalized as indicated in the lower left part of the card and, in addition, the Wall tile will be flipped. If it showed the "B" side before being flipped... It will trigger the end of the game! But it is not the case since it shows the "A" side. 4. If, on the other hand, the players manage to contribute the total number of resources in their camps before the Horde arrives at the Wall tile, the "Situation of Victory!" will proceed... In that case, the players will be rewarded with the bonuses indicated in the lower right part of the card. 5. If the Horde is defeated (4) or if the Horde Besieges the city (3), a new Horde card will have to be revealed and the resources from the camps will have to be removed. Finally, the Horde Advance Counter will be placed in the space indicated by the speed of the new Horde. 6. When revealing a new Horde in rounds "4" or "5", you have to place the special Horde card placed on the side of the board in the game setup. Remove the Horde deck from the game and place the special Horde card on the side that coincides with the current round. One side is for round "4" and the other side for round "5".

Quick reference for this phase: Situation of Victory! (resources in the Camps add up the total indicated by the Horde card) → Players receive the bonuses indicated on the right side, return the resources of the camps to the game reserve. Situation of Defeat? (resources do not add up) → the Horde advance Counter moves a space down the path. Has it reached the Wall tile? If NO, proceed with the next game phase. If YES, the city is under siege — players receive the penalties indicated on the left side; check what letter the Wall tile shows: if "A", flip the tile to show the letter "B"; if "B", the city is devastated and you proceed with the End of the Game. After a siege, check which game round you are in: Round 2 or 3 — remove the current Horde card from the game and flip the next card of the deck; Round 4 or 5 (Special Hordes) — remove the Horde deck from the game and place the Special Horde card by the side that shows the corresponding game round; Round 6 — you have saved the kingdom! Proceed with the End of the Game. In either case, set the Horde Advance Counter in the space of the path corresponding to the speed of the new Horde.

4.5 Activating Area D

The turn order is updated according to the spaces that the players have occupied and the discs are recovered:

  • The player places his pawn in the first position ("door 1").
  • The player places his pawn in the second position ("door 2").

All displaced pawns move to the right, they do not exchange position.

Note: The player placed first in the turn can place it in the Space "1" to maintain his or her position.

Example of activation of Area "D": 1. The blue player places his or her pawn on "door 1". 2. The yellow player places his or her pawn on "door 2". 3. Red and green players move their pawns to the right. 4. Blue and yellow players recover their discs.

5. Maintenance

The round ends with a Maintenance Phase. Follow the following steps in the order you want:

  • New Deeds tiles are placed in the empty spaces. If there were no empty spaces, nothing is done.
  • Players recover the discs they have in Passive Action characters.
  • New Reward tiles are placed in the empty spaces. If there were no empty spaces, nothing is done. Remember: Nothing is ever placed on top of the illustrated chest. It refers to the Reward reserve located on a side of the board.
  • The next Building tile is revealed (from top to bottom). In rounds "5" and "6", this step is ignored.
  • Remove from the game the Adventure cards that are on the spaces with an "X". Now move the remaining cards following the direction of the arrows, finally reveal new cards to occupy all possible empty spaces (following the direction of the arrows again).

For example: 1. There is 1 card in one of the "X", remove it from the game. 2. This card moves following the arrows, so it is placed in the last space. 3. The top card of the deck also moves following the arrows, ending in the penultimate space. 4. Reveal cards until they occupy the remaining spaces, that is, 2 more cards.

End of the Round

Another round is played by repeating all Phases in the same order. In round "6", the game ends. See "End of the Game" below.

End of the Game

At the end of the game, the players obtain Fame Points thanks to Ancient Relics, Loots and Destiny cards. The player who has the most Fame will become a Legend. If the Grugog Horde has succeeded in besieging Sandstorm, you must proceed to score immediately (without finishing the rest of the turns). The player who has the most Fame will be the winner, but he or she will not become the Kingdom Defender. Proceed to score as explained below.

Help: The end of the game is detailed behind the screens.

Before scoring, players must decide what Ancient Relic will represent each of the Orbs achieved. Therefore, they will be taken into account when scoring that Relic: an Orb becomes the Relic the player chooses.

Note: It does not matter if the Orb was used to get Deed tiles. It is also used in the final score!

Now you can proceed with the score as follows:

  • Each Loot that the players keeps contributes 1 Fame Point.
  • For each set of 1/2/3/4/5 different Runes you gain 1/4/8/12/18 Fame points. This reward counts as any Rune at the player's choice (wildcard).
  • By having 1/2/3/4/5/6 Trophies, you obtain 0/1/3/6/10/15 Fame points. Each Trophy that you have over "6", grants 1 point. That is to say, the most optimal is to have 6 Trophies.
  • Multiply the number of Legendary Weapons by the multiplier achieved in the Force Level Indicator. For example, if a player has exceeded the multiplier space "x2", then each Legendary Weapon grants 2 Fame Points.
  • Multiply the number of Arcane Tomes by the multiplier reached in the Magic Level Indicator (similar to the Legendary Weapons).
  • Loses as much Fame as Wounds the player has (position in the Wound Indicator). If they have no Wounds, they do not lose Fame.
  • Finally, each player scores his Destiny card. You will gain more or less Fame according to the amount you have of the illustrated goods. For example, if the player has 6 coins, he or she will obtain 5 Fame Points. Some Destiny cards grant 1 Fame Point for each indicated Relic, including the Orbs you use as that Relic. Others grant 1/2/4/6/8 points for having 1/2/3/4/5 Runes with different shapes (once only, not one for each set).

VICTOR! The player with the most Fame Points will be the winner. In case of a tie, whoever has the most Adventure cards wins. If the tie persists, the player with the most Loots wins. In the unlikely case of a new tie, the victory is shared.

Example of End of the Game: 1. The yellow player decides that her Orbs act as Arcane Tomes (purple books). Therefore she adds up a total of 8 Arcane Tomes. 2. The player has 4 resources of Loot type, and gets 4 Fame Points. 3. She has obtained 3 Ancestral Relics of Rune type. For having 2 with a different form, you get 4 Fame Points. The remaining Rune grants 1 Point of Fame. You have won a total of 5 Fame Points with the Runes. 4. For obtaining a Relic of Trophy type, you get 0 points. Oops! I should have got some more Trophies to score them. 5. Thanks to having exceeded the multiplier "x2" in your Magic Level Counter, you get each of your Arcane Tomes to give you 2 Points. You have 8 relics of this type (remember that the Orbs use them as Arcane Tomes), therefore you get 16 Fame Points (8x2). 6. Unfortunately, you finished the game with 2 Wounds, so you lose 2 Fame Points. 7. Finally, you score your Fate card. We can see that you obtain points for having Reward tiles. Score 4 points because you've got 4 Reward tiles (where we can observe 2 Orbs and 2 Arcane Tomes). If you had had one more tile, you would have gained 6 Fame Points. The player has advanced her Fame Counter a total of 27 extra spaces for her achievements during the game, it's not bad at all!

Rules for 2 Players

In 2 players games, the following changes are applied:

In the game setup...

  1. Place 2 Character tiles instead of the usual 3 tiles. The third space is not used.
  2. The Character illustrated on the board ("P1") is ignored, use any Character tile to cover it (with the back facing up to avoid confusions). Character and Building tiles "P10", "P11", "P12", "E16" and "E17" are removed from the game (attack actions).
  3. Create the Adventure deck with the cards that show 2 points on the top right part. The rest of the cards are removed from the game.
  4. The Adventure deck is placed in the third space of the board. Therefore, only 3 Adventure cards will be available, including the one at the top of the deck.
  5. Players put 1 disc in the reserve (instead of 2). In this way, they play the game with 1 more disc (totally 7).

During the game...

The Spaces restricted to 3 and 4 players cannot be used.

Variants of Game

Family Variant

With this variant the game is simplified.

  • Ignore all rules regarding the Grugog Horde: the Area "C" activation phase and the Movement of the Horde. It also removes all the Character and Building tiles that affect that area ("P4", "E14" and "E16").
  • The game ends at the end of round "5".
  • It is recommended to play it with the difficulty "Standard game", but it is not compulsory.

Extreme Variant

The Horde always appears in round "2", so the first round allows some preparation. With this variant the Horde will be present from the beginning!

In the game setup, reveal the first Horde card in the deck and place the Horde advance Counter according to the speed indicated by the card.

If this is your first game, this variant is not recommended.

Achievements

  • IMMACULATE. End the game without Wounds.
  • COLLECTOR. End the game with 1 Relic of each type.
  • FANATIC. Get 5 different Power Runes (all you can get).
  • EXPERTISE. Reach the maximum level of Strength or Magic.
  • HUNTER. End the game with 8 Relics of the Trophy type.
  • ADVENTURER. Successfully complete 3 Adventures in the same Round.
  • DEFENDER. Defeat 2 Hordes in 2 Rounds in a row.
  • POPULAR. Get 5 Victory Points in a Round thanks to the "P2" effect.
  • SUPREMACY. Win the game with an advantage of 20 Fame Points.
  • FAILED. The game ends with the victory of the Horde (the second successful siege).
  • FORTUNATE. End the game with 8 Loots.
  • LEGEND. Reach 120 Fame Points.

Iconography

The manual illustrates icons for: Weapon, Spell, Weapon or Spell, Loot, Coin; the Ancient Relics — Orb, Legendary Weapon, Arcane Tome; Wound, Potion, Increase in Magic, Increase in Strength, Trophy, Power Runes; Turn Order, Fame Point (gain it), Fame Point (lose it), Reward, Space, Disc, Difficulty; Passive Action or Round, Attack Action, Defense, Rival, Different, Character, Building, Deed; and Wall, Adventure, Victory, Defeat, Horde Speed, Camp.

Credits

Author's Acknowledgments: I want to thank the support of my family, friends and gamers who have crossed the path of Kingdom Defenders. Especially to the "Tochet" team for enduring the initial prototypes, to Cris, Javier Hidalgo and his blows, to the gamers of La Alcazaba de Juegos and especially to Raúl Megias for rescuing it from the drawer when I gave up. You have been so many that it is impossible for me to name you all, I apologize. Finally, I would like to mention Sergio and Nancy, for trusting in such a complex project, but above all, for making a dream come true. David Arenas for giving it life in such a spectacular way and Dossom Studio for their care in the graphic design. THANK YOU ALL.

  • Author: Germán Palomar Millán.
  • Illustrator: David Arenas.
  • Layout and Graphic Design: Dossom Studio y Germán Palomar.
  • Development and Rules: Germán Palomar y Sergio Vaquero.
  • Story and Setting: Sergio Vaquero.
  • Editors: Nancy Yao y Sergio Vaquero.

Effects of Characters and Buildings

Building Tiles

Buildings are the main means of obtaining Resources and healing Wounds. All the games are played with 5 basic Buildings (printed on the board) and 5 variable Buildings are added. The actions that are carried out in them are detailed below.

E1. ARMORY. 1 disc. Take one of these actions:

  • ACTION 1: Get 1 Weapon from the reserve.
  • ACTION 2: Deliver 1 Coin to the reserve and get 2 Weapons from the reserve.

E2. MAGIC STORE. 1 disc. Take one of these actions:

  • ACTION 1: Get 1 Spell from the reserve.
  • ACTION 2: Deliver 1 Coin to the reserve and get 2 Spells from the reserve.

E3. ARENA. 1 disc. Take one of these actions:

  • ACTION 1: Get 1 Coin from the reserve.
  • ACTION 2: Deliver 1 Weapon or Spell to the reserve and get 2 Coins from the reserve and 1 Fame Point.

E4. TAVERN. 2 discs. Take one of these actions:

  • ACTION 1: Heal 1 Wound.
  • ACTION 2: Deliver 1 Coin to the reserve and heal 2 Wounds.

E5. MARKET. 1 disc. Take one of these actions:

  • ACTION 1: Deliver 1 Loot to the reserve and get 2 Coins from the reserve.
  • ACTION 2: Deliver 1 Coin or 1 Loot to the reserve and heal 1 Wound.

E6. ALCHEMY WORKSHOP. 1 disc. Take one of these actions:

  • ACTION 1: Deliver 1 Weapon to the reserve and get 2 Spells from the reserve.
  • ACTION 2: Deliver 1 Spell to the reserve and get 2 Weapons from the reserve.

E7. ENHANCEMENT WORKSHOP. 1 disc. ACTION: Deliver 1 Weapon or Spell and 1 Loot to the reserve. Get 3 resources from your choice between Weapon or Spell from the reserve.

E8. AMULET SHOP. 1 disc. Take one of these actions:

  • ACTION 1: Deliver 2 Coins to the reserve and get 1 extra disc of your color (you set aside 2 in the game setup). This disc stays for the rest of the game. The player can have a maximum of 8 discs.
  • ACTION 2: Deliver 1 Coin to the reserve and increase a Level of Strength or Magic as explained in the Increasing Level section.

E9. MERCHANTS GUILD. 1 disc. Take one of these actions:

  • ACTION 1: Deliver 1 Loot to the reserve and get 2 Fame Points.
  • ACTION 2: Deliver 2 Loots to the reserve and get 4 Fame Points.

E10. BLACK MARKET. 1 disc. Take one of these actions:

  • ACTION 1: Get 1 Loot from the reserve.
  • ACTION 2: Deliver 1 Loot to the reserve and get 1 Weapon and 1 Spell from the reserve.

E11. ACADEMY. 2 discs. ACTION: increase a Level of Strength or Magic as explained in the Increasing Level section.

E12. ARCANE TEMPLE. 1 disc. ACTION: Get as many Fame Points as Wounds indicate your Wounds counter.

E13. INN. 1 disc. This building cannot be the target of the action of the Spy ("P5") nor the Conspirator ("P13"). At the beginning of your turn for the activation of Area B, you must activate this Disc before any other. ACTION: Deliver 1 Coin to the reserve. Take the disc that you have placed in the Inn and the Grey disc from the reserve. Now place them on any empty Space on the board, except in Area A. You can place them together in a Space that requires 2 discs, or separated into 2 Spaces that require 1 disc. Now, proceed with the activation of Area B. Note: When you activate the Grey disc, return it to the reserve.

E14. ARSENAL. 1 disc. ACTION: Deliver 1 Coin to the reserve. Now, following the activation rules of Area C, locate up to 2 resources in the boxes of your Camps. Note: A player can place a disc in the "Arsenal", in Area C and in "P4" in the same round.

E15. HEALING ALTAR. 1 disc. Take one of these actions:

  • ACTION 1: Deliver 1 Loot to the reserve and heal 2 Wounds.
  • ACTION 2: Deliver 2 Loots to the reserve and heal all your Wounds.

E16. THIEVES GUILD. 1 disc. Take one of these attack actions:

  • ACTION 1: Take 1 resource from any Camp.
  • ACTION 2: Deliver 1 Coin to the reserve and take 2 resources from any Camp.
  • Note: The resources can be taken from the camps of the player himself.

E17. MAGIC PORTAL. 1 disc. Take this attack action: ACTION: Deliver 1 Spell to the reserve. Then choose any Adventure card, regardless of whether it has discs or not, or if they belong to the player or the rivals. Complete that Adventure following the usual rules. If the obtained card had a disc/s, that player recovers it and does not lose 2 Fame Points for not completing the Adventure.

E18. MERCENARIES GUILD. 1 disc. ACTION: Deliver 1 Coin to the reserve. Then choose 1 Adventure card where you have a disc/s or where there are no players present. Complete that Adventure following the usual rules but ignoring 1 Wound and 1 resource to your choice between Weapon and Spell when you deliver the resources.

Character Tiles

They take powerful actions and they have their own activation order. All the games are played with 1 basic Character (printed on the board) and 3 added variable Characters. The actions that are taken are detailed below.

P1. WIZARD. 1 disc and 1 coin to the reserve. PASSIVE ACTION: The action of the Character is activated right at the time when the disc is placed on him. ACTION: the player cannot be the target of any attack action. The attack tiles are "P10", "P11", "P12", "E16" and "E17". Note: using this character does not make sense if there are no attack Characters and Buildings in play.

P2. BARD. 1 disc. PASSIVE ACTION: The action of this Character is activated right at the time when the disc is placed on it. ACTION: Gain 1 Fame Point each time the player obtains Fame Points during the game round. Example: A player in the same round gains 5 points for completing an Adventure, 2 points for contributing 2 resources in their camps and 2 points for defeating the Horde. Totally he has scored 3 times during the game round, therefore the Bard has awarded him 3 Fame Points. Note: if the player loses Fame points, the Bard does not grant him or subtract him Fame.

P3. ADVENTURER. 1 disc. ACTION: complete a Deed tile following the rules related to the activation of "Area B, Deeds". That is, you must show the requested goods. Note: a player can use this Character and also have presence in the Deed Area to try to fulfill 2 Deeds in the same round.

P4. COMMANDER. 1 disc. Takes one of these actions:

  • ACTION 1: Place 1 resource of your reserve (Weapon or Spell) over one of the boxes of your Camps.
  • ACTION 2: Deliver 1 Coin to the reserve. After that, the player can then place up to 2 resources of his or her choice (Weapon and/or Spell) on his Camps.
  • Note: the rules corresponding to the Area C will be applied. You gain 1 Fame Point for a provided resource, but you do not lose 2 Fame points if you decide not to use the action of the Character.

P5. SPY. 1 disc. ACTION: Immediately execute the action of one of the Buildings in which any rival has a disc/s (NOT the active player), regardless of whether the Building requires 1 or 2 discs. You cannot execute the action of a Building where there is no disc. Restriction: You cannot use this action on the "E13" Building (Inn).

P6. MERCENARY. 1 disc. ACTION: Deliver 1 Loot and 1 Weapon or Spell to the reserve. Then you get 1 Reward tile from the available ones (without the associated bonus) or any Adventure card where there are no player disc/s. Note: In the case of obtaining an Adventure card, you do not receive Fame nor bonuses, you simply get the Ancestral Relics illustrated in its lower part.

P7. SORCERER. 1 disc. PASSIVE ACTION: The action of the Character is activated right at the time when the disc is placed on him. ACTION: Avoid all Wounds suffered in the Round. Exception: It does not protect against Wounds inflicted by the "P10" Character (Assassin).

P8. EMISSARY. 1 disc. ACTION: Place your pawn in the first position of the turn order. Then take the disc located on the "Emissary" and place it in any space on the board that is free and that its requirement is "1 disc". Restriction: You cannot relocate the disc in Area "A".

P9. GUARDIAN. 1 disc. PASSIVE ACTION: The action of the Character is activated right at the time when the disc is placed on him. ACTION: You can place discs as you wish between the "Kingdom" and the "City" in Phase 3, Placing the discs. That is, it ignores the Rule of the Wall.

P10. ASSASSIN. 1 disc. Take one of these attack actions:

  • ACTION 1: A rival player of your choice suffers 1 Wound.
  • ACTION 2: Deliver 1 Coin or 1 Loot to the reserve. A rival player of your choice suffers up to 2 Wounds.
  • Note: Injuries are inflicted following the rules explained in the Activating Adventures section.

P11. THIEF. 1 disc and -1 Fame Point. Important: In the game setup, it is compulsorily placed in the space "1" of Area "A". Take one of these attack actions:

  • ACTION 1: Choose a rival and 2 different resources from between Coin, Weapon, Spell and Loot. That rival gives you the 2 resources chosen from your personal reserve.
  • ACTION 2: Choose a rival and 1 different resource from between Coin, Weapon, Spell and Loot. That rival gives you the 1 resource chosen from your personal reserve. Then choose another rival and proceed in the same way but choosing a different resource to the one previously drawn.
  • Note: If the rival does not have the type of resource/s chosen, he raises his player screen to prove it.

P12. CONSPIRATOR. 1 disc and -1 Fame Point. Take one of these attack actions:

  • ACTION 1: Exchange positions of 2 player discs (any player). Except in the "E13" Building (Inn) and in the spaces in Area A. The same number of discs must be exchanged. That is, 1 disc per 1 disc, or 2 discs per 2 discs. The result of the exchange must respect the rules regarding the placement of discs.
  • ACTION 2: Deliver 2 coins to the general reserve. Now take the disc located on the "Conspirator" and replace it with the disc that a rival has in any space with requirement "1 disc". The replaced disc is returned to that player without being activated! A space in Area A cannot be replaced. The result of the replacement must respect the rules regarding the placement of discs.