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Legacy of Thracks: The Awakening

Legacy of Thracks: The Awakening Rulebook

Table of Contents

Table of Contents

  • Components
    • Basic Game Components
    • Shadow Mode Components
    • Solo Game Components
    • Icons Used in the Game
  • Setup
  • Goal of the Game
  • End of the Game
  • Overview of a Game Turn
    • Production Phase
    • Action Phase
  • Heroes, Lost Souls and Moving
    • Lost Souls
    • Heroes
    • Hit Points (HP)
  • Location Actions
    • Location List
  • Roads
  • Action Cards
  • Battle
    • General Rules of Battle
    • Duel
    • Siege
  • An Example Game Turn
  • Outer Dimension & Entering Dimara
    • Magical Barriers
  • How to Enter Dimara
  • Completing Magical Barriers
  • Example of a Typical Last Day (Round)
  • Victory and Victory Points
  • Clan Mode
    • Additional Game Components
    • Setup Modifications
  • Village Advantage
  • Clan Battle
  • Clan Hero Skill Tree
  • Shadow Mode
    • Shadow Mode Summary
    • Victory Points
    • Setup Modification
    • Shadow Player
      • Metamorphosis
      • Shadow Module
    • Shadow Power
    • Darkness Cards
    • Sources of Darkness
    • Sacrificial Altar
    • Curse Tokens
    • Black Magic
  • Solo Mode
    • Setup
    • Solo Flow of the Game
    • Solo Goal of the Game
  • Event Card Actions
    • Step 1 - Increase the Shadow Power
    • Step 2 - Increase the Shadow's Victory Points
    • Step 3 - Move the Shadow Hero
    • Step 4 & 5
    • Event 1
    • Event 2
    • Solo Battle
    • Arwel's Help
  • Cooperative Mode
    • Cooperative Components
    • Cooperative Setup
    • Cooperative Flow of the Game
    • Rule Changes
    • Cooperative Goal of the Game

Components

Basic Game Components

  • 4 double-sided character sheets (Clan and Shadow mode)
  • 4 Heroes (1 per player) + 4 plastic bases: Adrienne (Mage), Gimdro (Engineer), Hector (Warrior), and Mortred (Shadow)
  • 3 Lost Souls (common figures)
  • 40 roads (10 per player)
  • 80 player tokens (20 per player)
  • 40 flags (10 per player)
  • 46 crystals (23 green, 14 yellow, 12 red, 6 purple)
  • 30 relics
  • 34 Quest cards
  • 8 Bonus cards
  • 24 Battle cards
  • 10 Village advantage cards
  • 15 Action cards (15 Warrior clan, 15 Mage clan, 15 Engineer clan)

Shadow Mode Components

  • 7 darkness cards
  • 1 Shadow help sheet
  • 1 Shadow board extension
  • 12 double-sided curse tokens

Solo Game Components

  • 36 Solo event cards
  • 3 Solo chance cards
  • 1 Solo sheet

Icons Used in the Game

  • Gold
  • Mana
  • (Hero's) Hit point
  • Glory Point
  • Relic
  • Crystal
  • Hero
  • Lost Soul
  • Victory point

Setup

The game board has 2 different sides. Here the "A" side is presented but you can use the "B" side too, however "B" side is recommended only if you are already familiar with the game.

  1. Place the game board on the center of the table.

  2. Place a player help sheet next to every player.

  3. Remove all clan mode cards (marked with an hourglass symbol) from the Quest and Bonus card decks.

  4. Place the Quest, Battle, Action and Bonus card decks next to the game board.

    • Action cards: in the Basic game mode, shuffle all Clan card types together into one deck (Warrior, Mage, Engineer).
  5. Select randomly 6 Village advantage cards and place them face up next to the game board. Put the rest back in the box, you won't need it later.

  6. Randomly deal each player 1 Battle card, 1 Action card, and 1 Quest card (in the Basic mode players can receive different types of Action cards).

  7. Place the day (turn) marker on the Day 1 space (on the left-hand side of the game board).

  8. Place 1 Lost Soul on each of the 3 Temple locations (in case of A board) or in case of B board place 1 Lost Soul on each of the 3 Tunnel locations.

  9. Place 1 crystal on each Mine location according to its color (green crystals on green Mine locations, etc.).

  10. Place 1 relic on each Relic location.

  11. Place the following on the market (near the center of the game board):

    • 3 green crystals
    • 2 yellow crystals
    • 1 red crystal

Goal of the Game

Each Player's goal is to enter Dimara first with your Hero. This is possible by going through on all magical barriers. Once the first player enters Dimara, this triggers the final round of the game. If nobody else could enter Dimara that player wins who entered Dimara.

If multiple Hero entered Dimara victory points will be calculated only among the players who could enter Dimara.

If nobody entered Dimara in the available time victory points will be calculated and the player with the most VP win.

End of the Game

The game ends:

  1. at the end of the final day (round) of the game (being the 9th day, in a normal length game)

or

  1. if a Hero enters Dimara (i.e. the Hero steps onto the last magical barrier – see below), that round is the last round (so if the starting player entered Dimara other players have their last turn).

Overview of a Game Turn

Each player turn has 2 phases: Production phase and Action phase.

Production Phase

  1. Advance the day: if it is the starting player's turn, place the day marker on the next day (in the case of the first round of the game, the marker is placed on day 1).

  2. Gather resources

    • Gold: the player receives 6 gold and 2 additional gold for every Castle they own at the start of their turn – it is tracked on the resource sheet. A player can have a maximum of 10 gold.
    • Mana: The player receives 2 mana.
      • Each player can have a maximum of 10 mana.
      • A player cannot receive any more mana while they currently have 10 mana (i.e. they must spend some mana before they can acquire more).
  3. Production: The player rolls the production die. Based on the result, items (crystals and relics) can be produced in the world.

    • If the player rolls:
      • (blank die face): nothing is produced
      • (die face with a 1): nothing is produced, but the player may choose to roll again (only once)
      • yellow crystal die face: yellow crystals and 2 relics are produced
      • red and purple crystal die face: red and purple crystals and 2 relics are produced
      • green crystal die face: green crystals and 1 relic are produced
    • Instead of rolling the die the player may pay 3 gold and set the die as they wish. Produce items according to this.

Action Phase

The player may perform any number of actions 1-10 below. Except as otherwise specified, actions may be performed multiple times and in any order as long as they can pay the associated costs, if applicable:

  1. Move their Hero and/or one or more Lost Soul from their current location to another location.
  2. Perform a location action (but only after moving their Hero or a Lost Soul onto that location during the same turn, and only after paying that location's action cost).
  3. Buy an Action card for 2 gold.
  4. Activate an Action card (whether instant or non-instant).
  5. Play a Bonus card.
  6. Complete a Magical barrier by paying 5 Relics.
  7. If the player moves their Hero to a location where another Hero is standing: perform a Battle.

Actions 8-10 below can be performed at any time, whether in or outside the Action phase, including during an opponent's turn:

  1. Complete a Quest card (if the player meets the required conditions).
  2. Complete a Magical barrier by completing a Quest card or reaching 4, 7 or 10 Glory points.
  3. Activate an instant Action card.

Each of these actions is detailed later. Any gold/mana cost associated with an action is paid into the supply.

At the end of the player's turn, the next player's (moving clockwise) turn starts.

Heroes, Lost Souls and Moving

The map contains different locations connected by routes. Heroes and Lost Souls can be moved along these routes from location to location. Movement can only end on a location and not part-way along a route. When a Hero or a Lost Soul moves onto a location, the player can perform actions according to the location type by paying the associated cost. Performing any location action is optional. A location can simply be crossed or stepped on without performing an associated location action.

Lost Souls

The Lost Souls are common figures, meaning any player can move them during their turn. The Lost Souls can step onto any location (nothing blocks them) but they cannot perform a location action on a location where an opponent's Hero is standing.

The cost to move a Lost Soul between two adjacent locations is always 1 mana regardless of the route distance between those locations (i.e. the cost of moving a Lost Soul is calculated per location, not by the distance of the locations).

Heroes

A player can only move their own Hero, not an opponent's Hero. The cost to move a Hero between two locations is X gold, where X is the distance between those locations less the number of that player's own roads (see later) on the route. The distance between connected locations is measured by the number of dashed lines that make up the route between them.

Example: Here, the distance between the Village location (left) and the Relic location is 2, so a player can pay 2 gold to move their Hero between these locations. A player would only have to pay 1 mana to move a Lost Soul between these locations, even though the distance between them is 2.

A Hero can't be moved through a location if:

  • there is another Hero standing on that location. A battle begins as soon as a Hero steps onto a location occupied by another Hero, which must be resolved before the first Hero can use that location action or continue to move.
  • If that location is another player's Capital. In this case a battle begins (see later at the siege type of battle).
  • It is a hostile Fortress or Castle (i.e. previously captured by another player). The player moving their Hero onto the Fortress or Castle must immediately attempt to capture it before they can move their Hero any further.

Hit Points (HP)

Heroes start each game with 5 HP. A Hero's HP can never be greater than 5 and can never go below 1 (i.e. Heroes can't die).

  • Certain location actions cost HP.
  • A player's Hero can't perform an action which would decrease the Hero's HP below 1. For example, capturing a Castle with a siege action costs 2 HP, so a Hero must have at least 3 HP to perform that action.
  • A player's Hero can't initiate a battle or perform any location action while the Hero has only 1 HP, even if that action has no HP cost. For example, a Hero with 1 HP can't collect a relic or attack an enemy Hero. The only exception to this rule is the healing action, which can be performed while the Hero is on a Healing Well, in his own Capital, or on the Source of Life.
  • If something happens to a Hero which would decrease their HP below 1 (e.g. losing a battle) the Hero's HP is reduced to (or remains at) 1.
  • A player can heal their Hero's HP by:
    • 2 if the Hero starts the turn here on the Source of Life location;
    • to maximum (5) on a Healing Well location;
    • to maximum on their own Capital.

Location Actions

Heroes and Lost Souls can perform actions on a location when they are standing on the location and they stepped onto the location during that turn. That is, a Hero or Lost Soul can't perform an action on the location on which they start their turn, unless they move off that location and then back onto it (paying the associated movement cost).

A location has 3 basic attributes:

  • who (Heroes and/or Lost Souls) can perform the associated location action(s)
  • the cost of the location action
  • whether or not the location can be captured

Who can perform the location action:

  • Under each location there is either a Lost Soul icon (blue), a Hero icon (red), or no icon.
    • If a location is marked with a Lost Soul icon, only Lost Souls can perform the associated location action on that location.
    • If a location is marked with a Hero icon, only Heroes can perform the associated location action(s) on that location.
    • If a location is not marked with a Hero icon or a Lost Soul icon, both Heroes and Lost Souls can perform the associated location action(s) on that location.
  • Performing an action on a location is generally optional. Heroes and Lost Souls can step onto, or move through, most locations without performing a location action. The exceptions are Fortresses and Castles which have been captured by an opponent, which will block the movement of any Hero (other than that opponent's Hero). Another player's Hero must capture such a Fortress or Castle themselves before that player can move their Hero through it.

Cost of the location action: Performing an action on a location can be free or can have a cost (gold or HP or mana). The cost to perform a location action is shown under the location. If there is no icon shown then there is no cost to perform a location action on that location.

Only Heroes have HP, so if a location action costs HP then the cost applies only when a Hero performs the action. A Lost Soul can perform the location action for free. For example, a Portal has a location action cost of 1HP. This cost is payable each time a Hero uses a Portal, but a Lost Soul may use a portal for free.

Capturable locations: There are 3 locations (Village, Castle, and Fortress) where the location action is to capture the location. These locations are identified by a flag. If a player captures a location, they put their player token on the captured location (and, if the location had already been captured by another player, remove the other player's token). A player cannot capture a location they already hold.

If a location is marked with a white flag, it means any player can go through on it without capturing. On the other hand already captured locations with red flags block other Heroes' movement so they must capture it before moving to the next location (if the location belongs to nobody then any player can go through on it).

Example: the location action for a Village shown here can be performed by both Heroes and Lost Souls (because there is no Hero or Lost Soul icon). That action is to capture the Village (because it has a flag) and the action costs 2 gold (because there is a gold icon).

Location List

Below is a list of the locations in the game and the special actions which can be performed when a Hero and/or a Lost Soul steps on them.

Capitals: Heroes are healed in their own Capital. When a Hero enters their Capital, the Hero's HP is immediately restored to its maximum (5). Relics and crystal are stored in Capitals.

Also, every Castle currently held by a player at the start of their turn increases the player's gold income by 2 in the Production Phase of their turn.

Example: A player holds 2 captured Castles when they start their turn, so they get 6+2+2= 10 gold.

Castle: A Castle can be captured in 2 ways:

  • Direct siege, or
  • by using a Tunnel (another location type – see below).

Direct siege: A player can capture a Castle by moving their Hero to the Castle normally and paying the location cost of 2HP.

Note: This location action requires the Hero to have a minimum of 3HP, since a Hero cannot perform an action that would decrease their HP below 1.

When a Hero steps onto a Castle, the player can capture it for a cost of 2 HP. If the Castle is held by an opponent then the player must pay this cost and capture the Castle; otherwise, the Hero cannot move onto the Castle. A Lost Soul cannot be used to capture a Castle this way.

When a player captures a Castle they receive 1 action card.

Tunnel: Heroes and Lost Souls can use Tunnels to move to or capture a Castle but only if the Castle has already been captured. Using a Tunnel costs 2 mana or 2 HP. You can choose if you use the Tunnel with your Hero, but if a Lost Soul uses the Tunnel the cost is 2 mana.

When a Hero or a Lost Soul steps on a Tunnel and pay the cost they can move the Hero or the Lost Soul directly from the Tunnel to any captured Castle (i.e. a Castle that currently has a player token on it). If the castle is held by that player, nothing else happens and the player continues their turn as normal. If the Castle is held by an opponent, it is automatically captured by that player without having to pay the usual 2HP cost for capturing a Castle.

Temple

  • Heroes and Lost Souls can buy quest cards at a Temple:
    • pay 2 gold to draw 1 quest card, OR
    • pay 3 gold to draw 2 quest cards, then choose one to keep and discard the other (put it on the discard pile next to the quest card deck).

Fortress

  • When a Hero steps onto a Fortress, the player can capture it for a cost of 1 HP. If the Fortress is held by an opponent then the player must pay this cost and capture the Fortress; otherwise, the Hero cannot move onto the Fortress. A Lost Soul cannot be used to capture a Fortress.
  • When a player captures a Fortress, they receive 1 glory point.

Example: If the Warrior player moves their Hero to the Fortress as shown, they must capture it, as follows:

  • pay the 1 HP cost;
  • place a red (Warrior) player token on the location;
  • increase their Glory by 1.

Relic

  • When a Hero steps on a Relic location, the relic (if any) on the Relic location can be placed on the player's Capital. There is no cost associated with this location action.

Mine

  • When a Lost Soul steps onto a Mine location, the crystal (if any) on the Mine location can be placed on the player's Capital. There is no cost associated with this location action.

Armory

  • When a Hero or a Lost Soul steps onto an Armory location, the player can purchase a battle card for 2 gold or, in the case of a Hero only, 1HP.
  • Only one battle card per turn can be purchased at a given Armory location.

Village

  • When a Hero or a Lost Soul steps onto a Village, the player can capture the Village for 2 gold. Upon capturing a Village, the player can take a Village advantage card of their choice from:
    • if the Village was held by an opponent, that opponent, or
    • if the Village was not held by an opponent, the Village advantage card deck.

A Village advantage card has 2 available bonuses:

  • A) (upper part): The first bonus is unconditional and stays in effect until the player loses the card. Build 1 road at the end of your turn. Pay 2 gold for build an additional one.
  • B) (bottom part): The second bonus requires the player to currently hold the minimum number of conquered Villages indicated on the card. This bonus applies only during each turn where the player meets that requirement, and otherwise stays in effect until the player loses the card. (The clan icon has effect only in clan mode and is ignored in the basic mode.) You can move x/2 roads at the beginning of your turn, where x= your Villages.

Portal

  • When a Hero or a Lost Soul steps onto a Portal, the player can move the Hero or the Lost Soul directly to another Portal or their own Capital.
  • For Heroes, the cost of using a Portal is 1 HP. Using a Portal is free for Lost Souls.

Market

  • When a Hero or a Lost Soul steps onto the market, the player can exchange items (crystals and relics) between the market and their own Capital. For each item moved from their Capital to the market, the player may move 1 item from the market to their Capital. This action is free and there is no limit to the number of items that can be exchanged, provided that the exchange rate must be 1:1.
  • In addition to exchanging items, a player can sell unused cards (all types except Village advantage cards) at the market. For each card sold, the player receives 1 gold from the supply. A player can sell a maximum of 3 cards each day.
  • Remember, in order for a player to perform a location action during their turn, their Hero or a Lost Soul must step onto that location during that turn. So, if a player starts their turn with their Hero or a Lost Soul standing on the market, they need to move the Hero or Lost Soul to a neighboring location and then back to the Market (paying the associated movement cost) before they can rely on that Hero or Lost Soul to use the market to exchange items or sell cards.
  • When the current day space (left-hand side of the game board) is marked with a Market icon then, at the beginning of that day (round), restore the starting market content by removing all current items from the market and replacing them with the following items:
    • 3 green crystals
    • 2 yellow crystals
    • 1 red crystal
    • 3 relics

Healing Well

  • When a Hero steps onto a Healing Well their HP is immediately restored to 5.

Source of Life

  • When a Hero steps onto this location:
    • The player immediately receives 1 Bonus card. For 2 gold the player can buy another Bonus card, but only 1 card can be kept (put the other card back in to the deck and shuffle it).
    • If a player starts their turn with their Hero on this location the Hero receives 2 HP and you can choose between receiving 2 mana or 2 gold.
  • Note: Bonus cards can help a Hero to reach Dimara, so it is usually worthwhile for players to keep a bonus card to use during their last game turn.

Frozen Island

  • This location currently has no role and is planned to be used in a future expansion.

Roads

Some village advantage cards may allow players to build roads. A road can be built on any route between 2 locations except a red route. The maximum number of roads that can be built on a single route is equal to the distance of the route. A player cannot move, remove or build over an opponent's road.

A player can have maximum of 10 roads built at any time. If a player who already has 10 roads would build another road, they may move one of their current roads to another route if they wish.

The cost for a player to move their Hero along a route is reduced by 1 gold (to a minimum cost of 0 gold) for each of that player's roads on the route.

Transit fee: A player receives 1 gold from the supply each time an opponent moves their Hero along a road built by that player.

Example: The Warrior player (red) may move their Hero for free (0 gold) between the Village and the bottom Fortress (instead of paying 1 gold). The cost of the Warrior player moving their Hero between the Village and the upper Fortress is 1 gold instead of 2 gold, since there is 1 road and a distance of 2. If an opponent moved their Hero between the Village and the upper Fortress then they would pay 2 gold (as normal) and the Warrior player would receive 1 gold from the supply.

Action Cards

The cards shown above are the action cards, which are shuffled together in one deck in the basic game. (In clan mode, each clan player has their own separate deck.)

A player can purchase action cards at any time during their turn (this is not considered a location action) for 2 gold each. There is no limit to the number of action cards a player can purchase during their turn.

An action card can be activated as soon as it is purchased, should the player wish. There is no activation cost.

A player cannot activate an action card outside of their turn unless it is an instant action card, which can be used at any time during the game. Instant action cards are marked with a lightning bolt icon at the top left-hand corner.

Battle

Battle begins automatically in either of the following scenarios:

  • Duel: a Hero steps onto a location occupied by another Hero (and this location is not a Capital).
  • Siege: a Hero steps onto (attacks) an opponent's Capital, and no other Hero is standing on that Capital.

The player with the highest combat power (CP) wins the battle. In the case of a tie in CP, the attacking player wins.

The players must not conceal the number of battle cards they have. At the beginning of the battle, each of the players involved (i.e. the attacker and the defender) selects secretly their battle cards to use in the battle.

The maximum number of battle cards that can be used depends on the Hero's actual HP:

  • 1-2 HP: max 1 card
  • 3-4 HP: max 2 cards
  • 5 HP: max 3 cards

After selecting their battle cards, the players reveal them to one another by laying them face up. It is not mandatory for a player to select any cards for battle. Every battle card has at least two parts:

  • combat power (0-3)
  • a blessing

Some battle cards also have a clan modifier. This is only used in Clan mode, detailed later.

Each player's final combat power is determined as follows:

  • Sum of the CP shown on that player's battle cards + number of Fortresses held by that player.

Note: In Clan mode each Hero has different default combat powers and location modifiers. These are not used in Basic mode.

After the battle (regardless of who won) each player may choose a single blessing from their revealed battle cards and apply its effect. To use the blessing is not mandatory. First the winner's blessing has the effect, after that the loser's.

Hint: Sometimes it is worth attacking an opponent even when the attacking player knows they will lose, simply to obtain a blessing.

General Rules of Battle

  • The attacking player (i.e. the player who moves onto the location on which the battle occurs) cannot perform a location action on that location until after the battle (example: a player's Hero steps onto a Healing Well occupied by another Hero, those Heroes do battle, and then the player can use the location to restore their Hero to maximum HP).
  • Each Hero and each Capital can be attacked only once during a player's turn. A player cannot move their Hero onto a location occupied by an opponent's Hero they have already attacked that turn, or onto an opponent's Capital they have already attacked that turn.
  • In a battle, the maximum number of battle cards a player can use = their Hero's current HP/2 (rounded up). So, the lower the HP of a player's Hero when battle commences, the lower that player's potential combat power.

Battle card parts (as shown on the example card): clan modifier (top, used only in Clan mode), combat power (the large number), and blessing (bottom, e.g. "Receive 3 gold").

Duel

A Duel is a battle between Heroes on a non-Capital location.

The only exception is if a Hero steps onto their own Capital while it is occupied by an opponent's Hero, an instant Duel occurs where the player who owns the Capital automatically wins. No battle cards are played, no combat power calculation and no blessing is received by either player, but otherwise players receive rewards and incur penalties as normal.

The winner (of a Duel):

  • steals 1 item of their choice (if any are available) from the defeated player's Capital;
  • receives 1 glory point;
  • steals 1 gold from the defeated player (if the defeated player has no gold then the winner takes 1 gold from the supply instead);
  • places the defeated Hero on a neighboring location of the winner's choice (excluding another player's Capital, a Castle or Fortress currently held by another player, or a location on which another Hero is situated).

The defeated player (of a Duel):

  • randomly draws 1 new battle card from the supply;
  • loses 1 gold to the winner (if the defeated player has any gold);
  • loses 1 item on their Capital to the winner (if any; the item is chosen by the winner);
  • reduces their Hero's HP by 1 (unless the Hero's HP is already at 1);
  • may, after the winner has moved the defeated player's Hero to a neighboring location, pay 2 gold or 2 mana to place their Hero on their own Capital.

Siege

A siege occurs when a Hero attacks an opponent's Capital. A siege is only possible if there is no other Hero on that Capital. So a player can't attack a Capital if there is any other Hero. Every Capital has a basic 3 CP.

The winner (of a siege):

  • receives 1 glory point;
  • steals 1 gold from the defeated player (if the defeated player has no gold, the winner takes 1 gold from the supply instead);
  • if the attacker is the winner, they steal up to 2+X items of their choice (if any are available) from the defeated player's Capital, where X is the amount of the attacking Hero's HP that the attacking player optionally chooses to spend (if they spend no HP, they just steal up to 2 items).
  • If the owner of the Capital wins that player can steal only 1 item from the other player (like in the Duel).

The defeated player (of a siege):

  • randomly draws 1 new battle card from the supply;
  • loses 1 gold to the winner (if the defeated player has any gold).

An Example Game Turn

The example below shows one player's turn, with the resulting resources after each action. The map and location numbers refer to the example board state on the page.

No.ActionCurrent resources
1Rolls the production die10 gold, 1 HP, 2 mana, 3 glory, 4 relics
2Based on the production die result, places a green crystal on each empty green mine
3The preceding player places one relic on a relic location of their choice
4Places their influence token on a location
5Moves a Lost Soul from a mine to a village for 1 mana10 gold, 1 HP, 1 mana, 3 glory, 4 relics
6Moves the same Lost Soul from that village to a green mine for 1 mana, then takes the green crystal and places it on their Capital10 gold, 1 HP, 0 mana, 3 glory, 4 relics
7Moves their Hero to the Source of Life for 1 gold, chooses not to buy a bonus card9 gold, 1 HP, 0 mana, 3 glory, 4 relics

Outer Dimension & Entering Dimara

The players' goal is to enter Dimara while preventing other players from doing so. Dimara is in the outer dimension, on the upper left part of the game board.

There are many portals on the game board, through which Heroes can move to the Nordic Portal. This is the first part of the journey through the outer dimension. From right to left in the image above:

  • step 1: Nordic Portal
  • step 2: Magical path – costs 3 gold to enter
  • step 3: Magical barriers

(Board diagram labels: moving direction; Magical barriers; Magical path; Nordic portal; "1 column is 1 magical barrier".)

Magical Barriers

(Magical barrier card diagram labels: top background line color = difficulty level; color of the given magical barrier; the gold cost of moving a Hero onto the given magical barrier; the hit point cost of moving a Hero onto the given magical barrier; space for player tokens – whenever a player completes a magical barrier, they place one of their player tokens here.)

How to Enter Dimara

When their Hero steps onto a Portal location, a player may pay the action cost of 1 HP to move their Hero to any other Portal. If the player chooses to move their Hero to the Nordic Portal, their Hero enters the Outer Dimension. The player can then pay 3 gold to move their Hero through the Magical Path, which leads to the magical barriers protecting Dimara.

To reach Dimara, the Hero must step onto each magical barrier one by one. The number of magical barriers depends on the chosen game length. When the Hero steps onto a magical barrier, the player must pay the gold and HP cost of the given barrier if it is not completed. The player may continue to move their Hero from barrier to barrier until they cannot afford to pay the next barrier cost. When a player steps on the last barrier, their Hero enters Dimara.

Players can only ever have a maximum of 10 gold and their Hero can only ever have a maximum of 5 HP. The total cost in gold and HP to complete all magical barriers and reach Dimara is always much more than can be paid in a single turn*, so a player must complete at least some of the magical barriers before they enter the outer dimension (see below).

*Important: when a player sends their Hero to the Nordic Portal in the Outer Dimension, that day is the last turn in which the player can move their Hero. If the player cannot step on the last magical barrier with their Hero within their actual turn, their Hero can no longer reach Dimara. On subsequent turns the player can only move Lost Souls. Players should plan very carefully before sending their Hero to the Nordic Portal.

Completing Magical Barriers

Each time a player completes a magical barrier, they place one of their player tokens on it. When a player moves their Hero onto a magical barrier marked by one of their player tokens, the player does not have to pay the cost of the barrier.

There are 3 ways in which players can complete magical barriers before sending their Heroes to the Outer Dimension.

  1. Collect relics (5) When a player has collected 5 or more relics in their Capital, they may return 5 relics to the supply to complete any magical barrier which is marked with the relic icon. The Player then places one of their player tokens on that barrier. A player may use this method to complete a magical barrier only during their own turn.

    Note: It is not mandatory for a player to complete a magical barrier once they have collected 5 or more relics. However, relics can be stolen by other players in battle...

  2. Receive glory points (4-7-10) Glory points can be received by a player in 2 ways:

    • if the player's Hero wins a battle against an opponent's Hero, or
    • if the player captures a Fortress.

    Each time a player receives a glory point, they move the glory point marker forward one space on their glory point track.

    A player can complete a Magical barrier of their choice each time they receive their fourth, seventh or tenth glory point. If you have 10 glory points you can't increase your glory further.

  3. Complete quests A player can buy a quest card as a location action each time they move their Hero or a Lost Soul to a Temple.

    Quest cards have 2 important parts:

    • Required crystals
    • Condition (e.g. "Have at least 3 Relics")

A quest is completed when the condition on the quest card is fulfilled and the player has the required number and color(s) of crystals on their Capital. Purple crystals are the most precious crystals because each one can be used in place of a crystal of any other color. A player is not required to use any particular crystal on their Capital (such as a purple crystal) towards completing a quest – they save that crystal and wait until they have another crystal that they wish to use instead.

A quest can be completed at any time, including during another players' turn. When a player completes a quest, the crystals used to complete the quest are returned to the supply and the player can then complete any one magical barrier sharing the color of any crystal used to complete the quest. The white-colored magical barrier can be completed this way regardless of which color crystals were used to complete the quest.

Example:

  • When a player completes a quest using 1 green crystal and 1 red crystal, they can complete a green, red or white magical barrier (but not a yellow or purple barrier).
  • When a player completes a quest using 1 purple crystal, the player can complete a magical barrier of any color (the player is not limited by the color(s) of the crystal(s) shown on the completed quest card when selecting a barrier to complete).

Summary:

  • a white magical barrier can be completed this way regardless of the color(s) of crystal(s) used to complete the quest
  • any magical barrier, regardless of its color, can be completed this way by using at least one purple crystal to complete the quest
  • a purple magical barrier can be completed this way only by using at least one purple crystal to complete the quest

Example of a Typical Last Day (Round)

  1. The Engineer Hero is standing on a Village, next to a Portal. First, the Engineer player needs to move the Hero to the Portal. This costs 1 gold. Then the player needs to use the Portal to send the Hero to the Nordic Portal in the Outer Dimension, which costs 1 HP.

  2. Next, the player must pay 3 gold to move the Hero through the Magical Path to reach the Magical barriers. So far, the player has paid 4 gold and 1 HP this turn.

    In this example the game is set to normal length, so there are 7 active Magical barriers. During the game the Engineer player completed 4 of them, which are marked with their green tokens on the bottom row.

  3. First, the Hero steps on the right-most magical barrier (green), which is free (instead of costing 1 gold and 1 HP) because the player completed this barrier earlier in the game.

  4. Then the Hero moves to the left, stepping on the second barrier (yellow) for free as well because this was also completed.

  5. The third barrier (also yellow) the Hero steps on costs 1 gold and 1 HP, as this was not previously completed.

  6. The fourth barrier (red) is free.

  7. The fifth barrier (green) costs 2 gold and 1 HP.

  8. The sixth barrier (yellow) costs 1 gold and 1 HP.

  9. Finally, the Hero steps onto the last barrier (green) for free, at which point the Hero has entered Dimara. This means that the current day is the last day of the game. If no other player's Hero enters Dimara during that day, the Engineer player wins. If another player's Hero enters Dimara that day, those two players tally their VP to determine the winner (being the player with the most VP).

To summarize, in their last turn the Engineer player paid:

  • Gold: 1 (moving from the Village to the Portal) +3 (moving through the Magical Path) +4 (1+2+1, cost to complete remaining barriers) = 8 gold
  • HP: 1 (cost to use the Portal on the map) + 3 (1+1+1, cost to complete remaining barriers) = 4 HP (the player can only pay this cost if their Hero begins the turn with full (5) HP)

Victory and Victory Points

If:

  • only one Hero enters Dimara, that player wins;
  • multiple Heroes enter Dimara then the winner is the player among them with the most victory points (VP);
  • no Heroes enter Dimara then the winner is the player with the most VP.

If there is a tie when counting VP, the tied players have saved the world together!

A player's VP are tallied as followed:

  • Each road built by that player: 1 VP
  • Each item in the player's Capital at the end of the game: 1 VP (3 VP for each purple crystal)
  • Each captured location (Castle, Fortress or Village) held by the player at the end of the game: 1 VP
  • Each point of mana the player has remaining at the end of the game: 1 VP
  • Sum of the VP awarded for each magical barrier completed by the player: X VP
  • VP corresponding to the position of the player's Hero on the magical barriers (if applicable): X VP

Clan Mode

In the clan mode there are some differences compared to the basic mode:

  • Players have their own action card deck (except the Shadow player).
  • Every Hero has a "skill tree". Each time a player performs their special action they receive a development point which allows them to further improve their Hero's abilities.
  • The Heroes all have different basic combat powers and different battle card and location modifiers to use during battle.
  • 2nd ability of the Village advantage card can be used instantly by the clan defined on the cards.

Additional Game Components

  • 4 double-sided character sheets (1 per player). These show the attributes of each Hero (combat power, location modifier and special skills). Players can choose freely which side they want to play with.

Setup Modifications

Action cards

  • Each clan player has their own action card deck according to their chosen clan (the Shadow player has no action card deck, that player can buy action cards after developing the proper skill).
  • Warrior action cards, Mage action cards, Engineer action cards.
  1. Place each action card deck next to the applicable clan player.
  2. Place the character sheets in front of the players.

Capitals

  • Place each Hero on his own Capital: Warrior Capital, Mage Capital, Engineer Capital, Shadows Capital.

Village Advantage

The second bonus is active if the player controls the shown clan. In this example you can move roads if you have at least 2 Villages or you control the Engineer Hero.

(Village advantage card shows: A) "Build 1 road at the end of your turn. Pay 2 gold for build an additional one." B) "You can move x/2 roads at the beginning of your turn, where x= your Villages.")

Clan Battle

Each Hero has a different basic combat power (CP) as follows:

  • Mortred (Shadow): 5
  • Hector (Warrior): 4
  • Adrienne (Mage): 3
  • Gimdro (Engineer): 2

Location modifier: Each Hero has at least one special location where he / she has increased combat power. This is shown on the bottom left corner of the character sheet. If the Hero battles while on that location, he / she gets the following additional combat power:

  • Warrior: Fortress +2 CP
  • Mage: Relic location +2 CP
  • Engineer: Village +3 CP
  • Shadow: Armory +2 CP and Village +1 CP

Clan modifier: Battle cards may have a clan modifier in their upper left corner. This extra combat power adds to the card's basic value if the card is used by the player whose clan is shown on the card.

Final combat power = Character basic CP + no. of owned Fortresses* + location modifier + sum of values of Battle cards used + sum of applicable clan modifiers on Battle cards used.

  • Important: In case of the Engineer Hero, use the number of owned Villages instead of Fortresses.

Example: The Mage Hero has 2 Fortresses. She battles on a Relic location and uses only the Battle card shown here, giving her 3 (basic) + 2 (Fortresses) +2 (location modifier: Relic) + 1 (Battle card value) + 1 (Battle card clan modifier) = 9 combat power.

Clan Hero Skill Tree

Each clan Hero has his own special action type. When that action is performed by the clan player on his turn then the Hero receives 1 development point. The player may use that point to place one skill marker of their choice on the next level of either the Hero line (left) or the clan line (right). These two lines are independent from each other, so they can be developed in parallel.

The clan player's special action can be performed by various means, but not by using the market. For example, the Mage player's special action is "Receive a relic". This can be done a number of ways, including by picking up a Relic on a Relic location, by successfully attacking another Hero and then stealing one Relic item from that Hero, or by using an action card. However, receiving a relic from the Market through a Market action will not count as using the special action, and the player will not receive a development point for doing so.

In each round, a clan player can receive a maximum of 1 development point. When a player reaches a particular skill level on their Hero line or their clan line, they receive the ability (if any) that corresponds to that skill level.

Shadow Mode

Shadow Mode Summary

One player will control Mortred, the leader of the Shadow race. The other players will each control the Hero of one of the Warrior, Mage and Engineer clans. They will be the "clan players".

It is recommended that the clan players work together against the Shadow player, whose power grows as time passes. Ultimately, though, clan mode is still competitive, so be careful who you trust!

The main differences compared to the clan game are as follows:

  1. In clan mode the Shadow player starts the game. After the Shadow player, the next player is who put the least sacrifice. In case of draw the Shadow player decides.
  2. The Shadow player's goal is to prevent all clan players' Heroes from reaching Dimara. He receives a large amount of victory points if no Hero has reached Dimara by the end of game. He has the highest basic combat power and own special skills which they can use to slow the clan Heroes' progress.
  3. Clan Heroes can (and should) make sacrifices together to slow down the Shadow player.

Victory Points

If no clan Hero has reached Dimara by the end of the game the Shadow player receives VPs as follows:

  • in Rush mode: 50 VP
  • in Normal mode: 60 VP
  • in Epic mode: 75 VP

Setup Modification

  1. Place the Shadow extension module to the left side of the game board and put a black token on the 0 Shadow power.
  2. Place Mortred character sheets in front of the Shadow players (flip the original character sheet).
  3. Place the darkness card deck next to the Shadow player.
  4. Add the shadow mode cards (these cards have an hourglass icon on them) to the appropriate card deck (in Quest and Bonus card decks).
  5. Place the curse tokens in the common supply next to the board.
  6. Place the Shadow help sheet next to the Shadow player. Here the player can track the already developed clan skills which can be used by Metamorphosis.

Shadow Player

Overview:

  • The Shadow player's goal is to prevent the clan Heroes from entering Dimara before the end of the game.
  • Using relics and crystals he can activate Sources of Darkness, which will trigger negative effects on all clan players.
  • Over time, and through certain actions, the Shadow player increases his Shadow power. If the Shadow power reaches a certain level he receives a Darkness card, which also triggers a strong negative effect on all clan players.
  • With the Metamorphosis ability the Shadow player can "copy" a clan on each turn.
  • With the Black Magic ability he can do various special actions.

Metamorphosis

Each day, the Shadow player "copies" a clan, which means that on his turn:

  • he can buy action cards from that clan's deck;
  • he can use the developed skills of that clan;
  • he can use that clan's Battle card clan modifier.

At the beginning of the game the Shadow player chooses the clan they want to copy on the first day. On each subsequent day they copy the next clan in the order shown on the Shadow player's character sheet.

Note: only those clans in play can be copied.

Shadow Module

The Shadow module has 3 parts:

  1. Shadow power
  2. Sacrificial altar
  3. Sources of Darkness

Shadow Power

The Shadow power increases:

  • by 2 at the beginning of each Shadow player turn;
  • by 1 each time a clan player develops a new skill;
  • optionally: when the Shadow player collects 5 relics or has 4, 7 or 10 glory points, he can choose to increase the Shadow power by 2 (or instead receive 2 chosen items in his Capital);
  • optionally: when a magical barrier is completed for the first time (so the first clan player marker is put on it) the Shadow player can choose to increase the Shadow power by 1 (or instead receive 1 item, which is immediately placed on a Source of Darkness);
  • optionally: by 1 when a magical barrier is completed for the first time by any clan player (or instead receive 1 item, which must immediately be placed on one of the Sources of Darkness).

When the Shadow power reaches 7 or 8 (even during a clan player's turn) the Shadow player must immediately choose one of the following:

  • A) The Shadow power is reset to 0 and the Shadow player receives 1 darkness card, or
  • B) nothing happens, and the Shadow power remains at its current value (and can subsequently be increased further, as normal).

When the Shadow power reaches (or exceeds) 9, it is immediately reset to 0, and the Shadow player receives 1 darkness card and 1 glory point, while each clan player loses 1 glory point. If a clan player has exactly 4, 7 or 10 glory points when the Shadow power reaches (or exceeds) 9, the Shadow player can remove one of that clan player's markers from a completed magical barrier (making it incomplete for that player). This does not prevent the clan player from later completing the same (or another) magical barrier, as normal.

Darkness Cards

The Shadow player can receive a darkness card when he collects enough Shadow power. Darkness cards can be activated during his turn. A darkness card has a strong negative effect on all clan players.

Sources of Darkness

If the Shadow hero is standing on his Village (which must first be captured), he can place items from his Capital on the Sources of Darkness.

A Source of Darkness is active when all of the required items have been placed on it.

The crystal colors must match with the defined color. The order in which those items are placed does not matter.

You need 2 Crystals and 1 Relic to activate the Source of Immobility. 1 Crystal and 1 Relic have already been placed on it. When a second crystal (which must be green) is placed on it, it becomes active.

When a source is active, it has a negative effect on all Clan players (but not on the Shadow player).

Sacrificial Altar

Clan players can sacrifice gold/mana/items to decrease the Shadow power or remove an item from the Sources of Darkness.

Clan players can sacrifice 1 gold/mana/item to put 1 sacrificial token on the sacrificial altar. Once a certain number of sacrificial tokens are collected on the altar, the last player to place one of those tokens can choose to:

  • do nothing, and allow clan players to continue increasing the number of collected sacrificial tokens (up to the applicable token limit), or
  • 'burn' all sacrificial tokens to decrease the Shadow power and/or remove item(s) from the Sources of Darkness, up to a combined total of 'X' (explained below).

Candles: how many Shadow power/Sources of Darkness item can be removed

  • number of collected sacrificial token
  • Skulls: number of Clan Heroes in play

The skulls, candles and numbers depicted on the sacrificial altar inform the clan players when they can (or must) trigger sacrificial effects and by what amount, as explained in the image above.

In the table below, 'X' represents the combined total of:

  • the permitted reduction in Shadow power, and/or
  • the number of items that can be removed from the Sources of darkness.
Number of clan playersNumber of collected sacrificial tokens: 1st level2nd level3rd level (token limit)
36911
2468
1234
X=123

Note: When the number of sacrificial tokens on the sacrificial altar reaches the 3rd level (the token limit), the clan player who placed the last token on the altar must burn (remove) the tokens.

Example: There are 3 clan players. One of those clan players chooses to sacrifice one mana on their turn, placing a sacrificial token on the sacrificial altar. This brings the number of collected sacrificial tokens to 9. At this point, they choose to either:

  • do nothing, allowing the clan players to collect more sacrificial tokens to reach the 3rd level (11 sacrificial tokens), which is more efficient, or

  • burn the sacrificial tokens (by removing all tokens from the altar) to:

    • decrease the Shadow power by 2, or
    • remove 2 items from the Sources of Darkness, or
    • decrease the Shadow power by 1 AND remove 1 item from the Sources of Darkness.

Note: A Source of Darkness becomes inactive if clan players remove any item from that Source of Darkness.

Curse Tokens

When a clan player burns the sacrifices the player with the least sacrifice receives a curse token. In case of tie the Shadow player chooses who will receive the curse token, except if all clan players made the same amount of sacrifice.

Example:

  1. There are 9 sacrificial points in the altar. Each clan players made 3 sacrifices. No one receives a curse token.
  2. There are 9 sacrificial points in the altar. 5 of them belong to the Engineer player, and 2-2 to the Warrior and Mage players. Shadow player gives a curse token to the Warrior or the Mage player.

When sacrifices are burned the player with the most sacrifices (there can't be tie!) can discard a curse token. Besides that, a curse token can be discarded anytime for 5 gold.

A player cannot enter Dimara with more than 2 curse tokens.

If nobody could enter Dimara and VPs are calculated a player with more than 2 curse tokens cannot win.

Black Magic

If the Shadow Player is on a Village controlled by him during his turn, he can do the following actions:

  • sacrifice 1 item and receive 1 Battle card;
  • remove sacrificial tokens from the sacrificial altar by paying 2 gold / token. For example, the Shadow player might choose to pay 4 gold to remove 2 sacrificial tokens;
  • place any items on the Sources of Darkness.

Solo Mode

This section contains the rules of the Solo game mode and its differences from the Shadow game mode. The Solo game mode is based on the Shadow game mode, so it assumes you are already familiar with the Clan and Shadow game mode rules.

In the Solo game mode you will control one of the clan Heroes, while the movement and actions of the Shadow Hero are simulated by event cards. Your goal is to reach Dimara before the game ends and have more victory points (VP) than the Shadow has.

Setup

Setup is based on the Shadow game mode, with some differences:

  1. Place Arwel's help sheet in front of you.
  2. Set the Shadow's VP to 0.
  3. Shuffle the Event card deck and place it to the side.
  4. Place the 3 Chance cards next to each other, starting with black then the green-yellow and finally the red-purple card; these three cards form the chance track.
  5. Only 1 Lost Soul is in play; place it in your Capital.
  6. Aside from your chosen Hero, only the Shadow Hero is in play. Place the Shadow Hero on the Source of Life location.
  7. Place 1 green, 1 yellow and 1 red crystal and 2 relics on the Shadow Hero's capital.
    • these numbers and types of items in the Shadow Hero's capital must remain constant – if you take one of them then replace it from the supply.
  8. Do not use the influence tokens, as they are not required in the Solo game mode.
  9. Remove the following non-solo compatible cards from their decks:
    • Quest cards: Emergence, Dusk;
    • Action cards: Engineer: Trap; Mage: Illusion;
    • Darkness card: Dawn of the Darkness.

Solo Flow of the Game

Draw events: Draw 3 event cards from the Event deck and put the 1st card face-up on the black chance card, the 2nd card face-down on the green-yellow chance card, and the 3rd card face-down on the red-purple chance card. The color of each event card is determined by the color of the chance card on which it sits.

  • Perform your turn just like in the Basic game mode (receive resources, roll for production, move your Hero and the Lost Soul, perform location actions, etc.).
  • End your turn, resolving any cards with "at the end of your turn" effects.
  • Perform the Shadow Hero's turn, as follows:
    • event roll: roll the production die and match its color to the corresponding chance card, then activate the event card sitting on that chance card (see below)
      • Note: black has a 50% chance of activation, green-yellow has a 33% chance and red-purple has 17% chance – simply counts as black and cannot be re-rolled.
    • Where possible, move each non-activated card one space to the left on the chance track (i.e. from green-yellow to black, and from red-purple to green-yellow).
    • ensure that the event card located on the black chance card is face-up (all other non-activated event cards should remain face-down)
    • draw a new event card and place it face down on the now empty red-purple chance card.
  • End the Shadow Hero's turn by discarding the activated Event card.

Solo Goal of the Game

You win the game if:

  • you enter Dimara before the game ends and
  • you have more VP than the Shadow has.

Event Card Actions

When you activate an event card, remove that card from the chance track and resolve it as follows:

  1. increase the Shadow power by the specified value
  2. increase the Shadow VP by the specified value
  3. move the Shadow Hero as directed
  4. resolve Event 1 (if the Shadow Hero is within the specified range)
  5. resolve Event 2

Note: The Battle icons at the bottom of the event card are used only in battle. Otherwise, they are ignored.

(Event card example: Shadow power +3; Shadow VP +7; move the Shadow Hero to the location shown; Event 1 – "When your Hero or the Lost Souls move to a location within range: Pay 1 HP and 2 gold"; Event 2 – "Receive 3 curse tokens. You may pay 2 gold at any time to remove a curse token.")

Step 1 - Increase the Shadow Power

Increase the Shadow power by the corresponding value shown at the top left of the event card.

If that increase would result in the Shadow power reaching 9 (or greater) then reset the Shadow Power to 0 instead, and:

  • receive a curse token
  • draw and resolve a Darkness card

Step 2 - Increase the Shadow's Victory Points

Increase the Shadow's VP track by the corresponding value shown at the right of the event card.

Shadow's Victory Points (win conditions: enter Dimara in time and have more VP than below):

  • 00
  • 10, 20, 30
  • 40, 50, 60
  • 70, 80, 90

Step 3 - Move the Shadow Hero

Move the Shadow Hero as instructed on the Event card. There are 3 movement types that may be shown on an event card:

  • If the card shows a location icon: move the Shadow Hero to the closest location of that type to your Hero (including the location on which your Hero is standing).
    • Example: if the Shadow Hero must be moved to an Armory, and your Hero is standing on an Armory, then the Shadow Hero is placed next to your Hero and resolve a battle.
  • If there are multiple locations of the specified type the same distance away from your Hero, then you can choose which of those locations to move the Shadow Hero to.
  • If the card shows a green arrow and a green number: move the Shadow Hero that number of locations away from your Hero.
  • If the card shows a red arrow and a red number: Move the Shadow Hero that number of locations closer to your Hero.
    • When you calculate the Shadow Hero's movement distance, ignore Portal locations connected to other Portals.
  • If the movement instructions on an event card allow the Shadow Hero to be moved to at least two possible locations, you choose which of those locations to move the Shadow Hero to.

Example: In this example, the Shadow Hero must be moved a distance of 2 locations towards your Hero. You have the choice to move the Shadow Hero to either the Temple or the Village (via the Armory), as each of them are the same distance (2 locations) away from your Hero.

  • If the Shadow Hero is moved to a location which can be captured (Castle, Fortress, Village) then the Shadow Hero captures that location. If the location was held by you, you lose it. If one of your Villages is captured, you can choose which of your current Village advantage cards you discard. If the Shadow Hero captures a Village which is not held by you, randomly draw a Village card and place it on the Shadow Hero's capital (Shadow Hero doesn't have any advantage of it and you can take that card from the Shadow Hero later if you capture a Village he holds).
  • If the Shadow Hero moves to a Relic location containing a relic, he leaves the relic where it is.

Step 4 & 5

Some events are based on the Shadow Hero's range. As with movement distance, range is measured in the number of locations from the Shadow Hero's location.

Example: In the image below the Shadow Hero is standing on a Temple, with the ranges from that location shown in red.

Event 1

This event is triggered only if your Hero is within the specified range (on the image it's 2) of the Shadow Hero after the Shadow Hero's movement ends.

Example 1: Range 2 – "Can't perform location action on the locations within range"

On your next turn after activating this event card, you cannot perform any location actions (taking a relic, capturing a Village, healing, etc.) within 2 locations of the Shadow Hero. In the scenario shown in the above image, you could not perform a location action on any of the locations numbered 1 or 2.

Example 2: Range 3 – "The Shadow Hero attacks you"

If the distance between the Shadow and your Hero is 3 locations or fewer, move the Shadow Hero to your Hero's location and resolve a battle.

Note: if Event 1 states that the Shadow Hero captures one or more locations, the Shadow Hero does not move to any of those locations. Just place one of the Shadow Hero's player tokens on each location captured.

Event 2

Event 2 can be any of the followings:

  • Activate the Source of X: activate the specified Source of Darkness by putting each of the required items on it (if the Source of Control [sic] is active, randomly choose 1 card from your hand to discard)
  • Lose X completed Magical barriers: choose a completed Magical barrier and remove your player token from it (becomes incomplete).

Solo Battle

Battle occurs if:

  • you move your Hero to the Shadow Hero's location
  • the Shadow Hero moves to your Hero's location
  • an Event card is activated which triggers a battle because the Shadow Hero is within a specified range

Only 1 battle can occur triggered by an Event card. If the Shadow Hero moves to your Hero's location during "Step 3 – Movement of the Shadow Hero", a battle is immediately resolved. If Event 1 on the card would also trigger a battle, this particular event is ignored.

Calculating the Shadow Hero's combat power in battle

In case of a battle draw an Event card and the number at the right bottom on that Event card (see below) defines the number of Battle cards that the Shadow Hero uses in battle. The Shadow Hero doesn't have any basic combat power or a clan modifier and relies only on the combat power gained from the Battle cards.

Battle works as follows:

  • Choose which of your own Battle cards you want to use for the battle. (Don't forget the Battle card limit based on your Hero's HP!)
  • Draw an Event card (for determining the Shadow's combat power)
  • Draw Battle cards for the Shadow Hero as determined by the number shown at the bottom of the drawn Event card (for example based on the card shown in the previous image, you would draw 6 Battle cards) and tally the combat power of those cards. Ignore the 'blessing' section of the Battle cards for the Shadow Hero.
  • Resolve the battle based on the respective combat power
  • As in the Basic game mode, resolve the consequences of the battle. Item stealing/losing in the Solo game mode:
    • if you lose, choose an item (if any) on your Capital and return it to the supply
    • if you win, steal an item from the Shadow Hero's Capital (making sure to replace this item on from the supply).

Arwel's Help

Arwel is the clan Heroes' sister who entered Dimara and joined the Arindul. Find more details in the story.

During the game you can call for help from Arwel. Arwel's help sheet sets out different benefits you can trigger by paying gold or increasing the Shadow VP, as specified.

In most cases you are presented with an option to choose one type of cost or the other. For example, if you want to cancel the effect of the Event 1 (listed as benefit number 2 on Arwel's help sheet), you can either pay 3 gold or increase the Shadow VP by 4.

Some of these benefits can only be used at certain times, as stated.

(Arwel's help sheet, as printed:)

  1. Use when you are attacked (before determining the number of battle cards):
    • the Shadow Hero will use 1 less battle card – cost: 1 gold / 2 VP
    • the Shadow Hero will use 2 less battle card – cost: 2 gold / 4 VP
    • no battle will be held – cost: 3 gold / 6 VP (put the Shadow Hero on a neighboring field)
  2. After activating an event: cancel the effect of the
    • event 1 – cost: 3 gold / 4 VP
    • event 2 – cost: 4 gold / 6 VP
    • event 1+2 – cost: 6 gold / 8 VP
  3. After activating an event: don't increase the Shadow's VP. Cost: Event card Shadow's VP/2 gold (rounded up).

Cooperative Mode

In the cooperative mode players as one team win or lose together. This variant is based on the Solo game mode, so it assumes you are already familiar with that.

The cooperative mode can be played as Basic mode (no special character sheets and players have a common Action card deck) or as a Clan mode.

Cooperative Components

  • Magical barrier extension
  • In case of 4 players one curse token represents the Shadow

Cooperative Setup

  • Put randomly one magical barrier extension on top of the magical barriers.

Cooperative Flow of the Game

Player round is the same as in the solo mode: play your turn and at the end of it activate one event card just like in the solo mode.

Rule Changes

  • player Heroes can't fight with each other, they can cross other player Heroes without triggering a battle
  • players can use each other's road as it would be their own road
  • player on the same locations can trade cards / items / gold / mana
  • during the event phase when the Shadow moves closer to a player, it chooses that player in the following order: Closest, Least HP, Players choice.
  • when a player pays 2 gold at the very beginning of their turn they can use another player's already developed character skills (pay the 2 gold after gaining the resources but before everything else and receive all "beginning of the turn" type bonuses from other character skills)
  • Completing Magical barriers and entering Dimara:
    • players don't complete magical barriers for themselves but for the whole team. The magical barrier extension shows how many tokens (how many times the given MB should be completed) is necessary to go through on it (by any players)

Cooperative Goal of the Game

Players win the game if ALL players can enter Dimara before the time runs out AND ALL players have more VP than the Shadow player.

  • 3 relics
  • Every player puts their player token on the resource sheet as follow:

    • Gold: 0
    • Mana: 0
    • Hero hit point: 5
    • Glory point: 0
  • Place the player flags, tokens, roads and the influence token next to each player.

  • Place the remaining relic, crystal and the production cube next to the board.

  • Place 1 magical barrier scheme on the magical barriers chart at the top left corner of the game board. Select the scheme difficulty level and then choose the scheme randomly from that difficulty level.

    There are 4 magical barrier scheme difficulty levels, each identified by a different color at the top line of the magical barrier schemes as follows:

    • easy: green
    • normal: yellow
    • hardcore: red
    • nightmare: black
  • Place a game length marker on the magical barriers based on the desired game length, as follows:

    • Rush mode (approx. 90 minutes): place the rush length marker so that it conceals magical barriers 6 to 10, and there are only 5 active barriers - in this mode the game has 6 days (rounds).
    • Normal mode (approx. 2-3 hours): place the normal length marker so that it conceals magical barriers 8-10, and there are only 7 active barriers - in this mode the game has 9 days (rounds).
    • Epic mode (approx. 4 hours): in this mode all 10 magical barriers are active so no length marker is required - in this mode the game has 12 days (rounds).
  • Place each Hero on his own Capital then each player chooses a Hero.

    Choose the starting player randomly. In the Basic game mode, this player will be the starting player for the whole game. Play moves to the left (clockwise).

  • Crystal production: if the player's production roll produces crystals, they must place a crystal of the applicable color on each empty Mine location of the corresponding color (i.e. each corresponding Mine location that does not currently have a crystal on it and no Lost Soul is standing there.)
  • Relic production: if the player's production roll produces one or two relics, the preceding player in the turn order – being the player to the right – places each relic on a separate empty Relic location (i.e. a Relic location that does not currently have a relic on it) of the preceding player's choice.
  • Only 1 item (crystal/relic) can be on each Mine location and each Relic location at a time.
  • Example: A player rolls the red and purple crystal die face.

    • Crystals: The player places a red crystal on each empty red Mine and the purple crystal on the solitary purple Mine, if also empty. In the image shown, the player can't place a red crystal on the circled red Mine 3 because there is already a crystal on it.
    • Relics:
      • The preceding player must place 2 relics (if possible) on separate empty Relic locations. If there are more empty Relic locations than there are relics to be placed, the preceding player can choose the Relic locations on which he wishes to place the relics.
      • If there are the same number of empty Relic locations as there are relics to be placed, the preceding player must place the relics on those locations.
      • If there is only one empty Relic location then the preceding player will only place one relic, even if two relics were produced, and must place it on that empty location.
      • If there are no empty relic locations then no relics are placed.
      • In the image shown, one of the Relic locations 1 already has a relic on it so the preceding player can't place another relic there. However, a relic can be placed on the other Relic location 2, since it is currently empty.
  • Influence token

    • Each player has their own influence token. The player may choose one of the following: place, leave, flip, move or remove their influence token.
      • place their influence token on any location, choosing which face to display (green or red);
      • leave their token where it is, optionally flipping it to the other face;
      • move their token from one location to any other, optionally flipping it to the other face; or
      • remove their token from the game board altogether.
    • Any player who moves their Hero onto a location with an influence token is affected by that token, even if the token doesn't belong to them. The cost for a player to move their Hero to a location with an influence token is increased by 2 gold if the red face is displayed and decreased by 1 gold if the green face is displayed.
    • Influence tokens can be stacked, so if a location has 4 influence tokens showing a combination of 3 red faces and 1 green face, moving a Hero to that location costs 5 (2+2+2-1) extra gold.
  • 8Moves their Hero to the Temple for free via their road
    9Moves their Hero to a village for 1 gold, chooses not to spend 2 gold to capture it (and therefore does not take a Village advantage card from the Engineer player)8 gold, 1 HP, 0 mana, 3 glory, 4 relics
    10Moves their Hero to a Healing Well for 1 gold (instead of 2, as their influence token there is showing the -1 gold face)7 gold, 1 HP, 0 mana, 3 glory, 4 relics
    11Restores all HP (5)7 gold, 5 HP, 0 mana, 3 glory, 4 relics
    12Moves their Hero to a Fortress for 2 gold5 gold, 5 HP, 0 mana, 3 glory, 4 relics
    13Captures the Fortress for 1 HP (placing a red player token on it), increasing their glory by 15 gold, 4 HP, 0 mana, 4 glory, 4 relics
    14Reaches 4 glory points and chooses to complete a magical barrier (placing a red player token on it)
    15Moves their Hero to a relic location for 2 gold, then takes the relic and places it on their Capital3 gold, 4 HP, 0 mana, 4 glory, 5 relics
    16Reaches 5 relics on their Capital and chooses to spend those to complete another magical barrier (one marked with the relic icon)3 gold, 4 HP, 0 mana, 4 glory, 0 relics
    17Moves their Hero to a Portal for 1 gold, where the Engineer Hero is standing, and commences a battle (duel)2 gold, 4 HP, 0 mana, 4 glory, 0 relics
    18Wins the battle, steals 1 item from the Engineer player, gains 1 gold and 1 glory point, and moves the Engineer Hero to an adjacent location3 gold, 4 HP, 0 mana, 5 glory, 0 relics
    19Buys an action card for 2 gold (this action is not tied to a location)1 gold, 4 HP, 0 mana, 5 glory, 0 relics
    20Has 1 gold and 0 mana, and decides to end their turn