Rite
Rite Rulebook
Table of Contents
Table of Contents
Components
- 106 map tiles
- 89 unit tokens
- 18 fire tokens
- 18 rock tokens
- 77 wooden markers
- 20 unique power cards
- 15 unique unit cards
- 5 unique oversized commander cards
- 4 objective cards
- 5 faction sheets
- overview sheet
- rulebook
- six-sided white die
Victory
How each faction achieves its victory is described in the faction overview pages (Humans, Goblins, Undead, Chaos, Primals below). As soon as one of the victory conditions is met, the game immediately ends.
Concepts
Reading this rulebook, you will come across the following concepts:
- Active player: the player whose turn it is.
- Closest enemy unit: the closest enemy unit is the enemy unit with the shortest possible path in between.
- Friendly: a unit is considered friendly if it is controlled by the same player.
- Range: range 1 means adjacent. (Image 1: the tiles adjacent to the Knight are within range 1 of the Knight; those and the tiles one further out are within range 2.)
- Inaccessible tiles: some tiles are inaccessible, meaning units cannot be summoned on these tiles or move on these tiles. The inaccessible tiles are the Firelord tile and the Earth- and Fire Elemental tiles. A tile is also inaccessible if a rock or unit occupies it. Tiles containing a fire token are accessible.
- Reserve: units not on the board or on cards are considered to be in a player's reserve.
- Unit: a unit has a unit card (except for the Firefly) and a unit token. The Firelord and the Earth- and Fire Elemental are not considered units. Rock tokens and fire tokens are not considered units.
Set-Up
Setting up the game can be done as shown in image 2, following the steps on this page.
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Place the overview sheet on the side and place the yellow marker on the '1' (the round marker). Place the white die, the rock tokens and six Firefly unit tokens next to the overview sheet.
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All players choose a faction. There should always be at least two players playing Humans, Goblins or Undead.
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All players take their faction's unit cards, power cards, unit tokens, wooden markers, tiles and faction sheet and place all of these in front of them. The Goblin player also takes his fire tokens and places them in front of him. The Primal player takes the consumed units card and the Chaos player takes the controlled units card corresponding with the amount of players and they place these cards in front of them. All non-Chaos players give a wooden marker of their faction to the Chaos player.
Do not build the game board yet, this is the last step of the set-up.
The power cards should be face down, showing only the numbers: 5, 10, 15 and 20. All players place a wooden marker on the 1 of the Round Energy track and on the 0 of each other energy track on the faction sheet. There should be no markers on the consumed units card and there should be no markers on the controlled units card.
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Place a coloured token from each player on the turn order track on top of the overview sheet in the following order: Humans (blue) - Goblins (red) - Undead (black) - Chaos (pink) - Primals (green).
Now players have to choose how to create the game board. There are 3 options:
- Pre-made: create a pre-made game board (see Set-Up: Pre-Made, advised for new players).
- Random: create a random game board (see Set-Up: Random).
- Player-made: create a player-made game board, where players make tactical decisions when placing the tiles (see Set-Up: Player Made, advised for advanced players).
To create a balanced game board, always follow these three rules:
- Objective tiles must always be adjacent to at least 4 other accessible tiles that are not fog tiles.
- Earth Elementals, Fire Elementals and the Firelord may never be adjacent to each other.
- Summoning tiles must always be placed in the outermost circle.
Note: the set-up instructions tell the players to use certain tiles. If (experienced) players prefer to use another combination of tiles, this is fine. If your group doesn't like the random effects of the game, you can decide to remove the Fireflies, Earth Elementals, Fire Elementals and/or the Firelord. If your group likes to play with fewer summoning tiles or with fewer special tiles, feel free to remove some of those. Maybe your group wants to build a pre-made game map that is not a hexagram, but a completely different shape. Maybe your group likes a faster start, where each player is allowed to start with some units already present on the map. Be as creative as you like.
Set-Up: Pre-Made
If players choose to play with a pre-made map, they can lay down one of the maps shown in this section (images 3-8: two players Humans and Goblins; three players Humans, Goblins and Undead; three players Humans, Goblins and Chaos; four players Humans, Goblins, Undead and Chaos; four players Humans, Goblins, Chaos and Primals; five players).
Players are allowed to rotate the Earth- and Fire Elemental tiles as they see fit. It is advised to place two objective tiles with a basic backside underneath the Firelord and underneath each Earth- and Fire Elemental to indicate these are inaccessible tiles.
The table below shows how many of each tile should be used on each of the maps. The factions are indicated by H (Humans), G (Goblins), U (Undead), C (Chaos) and P (Primals). In the 2-player game, the 3-player game with Chaos or the 4-player game with Chaos, Humans or Goblins can be replaced with Undead. In the 3- or 4-player game with Chaos, Chaos can be replaced with Primals.
| Tile | 2 players HG | 3 players HGU | 3 players HGC | 4 players HGUC | 4 players HGCP | 5 players HGUCP |
|---|---|---|---|---|---|---|
| Basic | 6 | 6 | 14 | 27 | 34 | 18 |
| Firelord | 1 | 1 | 1 | 1 | 1 | 1 |
| Firefly | 6 | 6 | 6 | 6 | 6 | 6 |
| Earth Elemental | 2 | 3 |
(S.T. = summoning tile.)
Note: there are only 18 double sided basic tiles in the game box. There is a basic tile on the other side of almost each non-basic tile. The basic side of these tiles should be used if players need more than 18 basic tiles. Be sure to place these tiles with the basic side up when creating the game board.
Set-Up: Random
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Take the tiles out of the box that are used in the pre-made set-up (see Set-Up: Pre-Made).
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Take out one objective tile with a basic backside for each objective tile. So in a 2-player game with Humans and Goblins you take out 4 shrine tiles with a basic backside and 4 fire beacon tiles with a basic backside on top of the other 37 tiles.
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Place the Firelord tile on the centre of the table.
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Use the objective tiles with a basic backside and lay aside the double-sided objective tiles.
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Lay aside all summoning tiles (they are used to create the last ring).
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Flip the remaining tiles until they all show the basic tile.
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Randomly place all tiles (except the ones laid aside and the ones in the box) ring by ring until there are X rings around the Firelord, flipping the tiles as they are placed and replacing objective tiles with the double-sided objective tiles as they are revealed (inactivate side up). Where X is the amount of players (up to a maximum of 4 rings).
During this step, follow the three basic rules (see Set-Up). If a tile is ever placed in contradiction with these rules, place the tile back, shuffle and take another. If this is not possible, swap two tiles in agreement with all players, so that it is possible to follow the three basic rules.
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Shuffle the summoning tiles laid aside with the remaining tiles (all with the basic side up) and create the last ring randomly, again flipping tiles as they are placed and replacing objective tiles with the double-sided objective tiles as they are revealed.
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Place two objective tiles with a basic backside underneath the Firelord and underneath each Earth- and Fire Elemental to indicate these are inaccessible tiles.
Set-Up: Player Made
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Take exactly those tiles out of the box that are used in the pre-made set-up (see Set-Up: Pre-Made). The rest of the tiles should remain inside the box.
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Give each player the tiles belonging to his faction (summoning-, objective- and special tiles). Chaos and Primals do not have objective tiles.
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Place the Firelord tile on the centre of the table.
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In a 2- or 3-player game, each player gives two objective tiles (if possible) and two summoning tiles to each other player. In a 4- or 5-player game, each player gives one objective tile (if possible) and one summoning tile to each other player.
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If one player has more tiles than another, give double-sided basic tiles to the player with fewer tiles, until all players have the same amount of tiles.
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Take the Firefly, Earth Elemental and Fire Elemental tiles, flip them (basic side up) and divide them equally randomly. In a 3-player game with Chaos or Primals and in a 4-player game with Chaos and Primals, add two double-sided basic tiles to the volcano tiles and then divide all 12 tiles equally at random. In a 5-player game, add 3 double-sided basic tiles to the volcano tiles and then divide all 15 tiles equally at random.
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Divide any remaining double-sided basic tiles in order of the turn track. So first give a double-sided basic tile to the Human player, then give a double-sided basic tile to the Goblin player, etc. Repeat this process until all tiles are divided.
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All the tiles should be visible to all the players during the whole set-up.
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Players now place the tiles one by one (with the correct side up). The Human player places the first tile, the Goblin player places the second tile and so on, following turn order. Players first create the innermost ring of six tiles around the Firelord. Then they create the second ring and so on until all the tiles are placed.
During this step, follow the three basic rules (see Set-Up). If a player is forced to place a tile in opposition to these rules, he places it and then the player to his right swaps it with any basic tile already present on the board (following the rules in Set-Up).
Turn
The turn order track on the overview sheet indicates the turn order from left to right. Each turn, a player takes exactly one action that requires energy or he must pass.
A player cannot take more than one action that requires energy on the same turn. To spend energy, a player can use the energy in his round energy pool and/or his reserve energy pool. To spend energy, a player simply moves the wooden marker on the round- or reserve energy track to the left equal to the amount of energy he wishes to spend (image 9: e.g. the Goblin player could move the wooden markers on his round energy track and his reserve energy track to 0 to summon a Sorcerer (3-cost unit) on a summoning tile. He may not spend his faction energy).
All possible actions are described below.
ACTION - Summon a unit. Each player can summon three different non-commander units. Each unit has a different cost (1, 2 or 3 energy), indicated on the unit card and on the unit token. To summon a unit, a player spends energy equal to its cost and places it on a summoning tile of his faction. The Primal player may summon only Hatchlings. A player can only summon units from his reserve. Units cannot be summoned on inaccessible tiles. Some game effects allow players to summon units on other tiles than their summoning tiles.
ACTION - Move a unit. A player can move a unit X tiles for X energy. Units cannot move to an inaccessible tile: the Firelord-, Fire Elemental- or Earth Elemental tile or a tile already containing another unit or rock. A tile containing a fire token is considered an accessible tile. A unit can move through friendly units, but not through enemy units. When moving a unit (with this action, a power or a unit ability), the entire movement must be possible. (Image 11 example: the Primal player cannot move his Rex to a tile adjacent to the Necromancer, because there is no possible path to do so. When it moves on the fog tile, it is flipped and it is no longer under control of the Primal player. The tile containing a rock and the Earth Elemental tile are inaccessible tiles. When it moves to the tile adjacent to the Knight, it cannot move any further, since units adjacent to a Knight are affected by the Knight's Taunt ability.)
ACTION - Defeat a unit. A player can defeat an enemy unit adjacent to one of his own units by spending an amount of energy equal to the enemy unit's cost + 1 energy for every unit of the same enemy adjacent to it (called backup) - 1 energy for every unit of the active player's faction adjacent to it (called surround). The attacking unit does not contribute to surround. A player can choose to defeat one of his own units, in this case he ignores backup and surround. A defeated unit is placed back in the reserve. (Image 12 example: the Goblin Sorcerer can defeat the Human Knight by spending 1 (its cost) + 1 (backup from the Light Bringer) - 1 (surround from the Fire Bringer) = 1 energy.)
ACTION - Remove a rock. A player can remove a rock token for 1 energy when he has at least 1 friendly unit adjacent to the rock token.
ACTION - Ability. A player can spend energy to use one of the active abilities of one of his units present on the board. Abilities that require energy are: Fly (Humans), Fireball (Goblins), Breathe Fire (Goblins), Just a Thought (Chaos) and Join (Chaos).
ACTION - Power. There is one power that requires energy to play: Puppet (Chaos).
ACTION - Pass. A player can pass by moving his wooden marker from the turn track to the left most empty circle of the pass track. Once a player has passed he can no longer take turns. This means he cannot perform actions and he cannot use his powers. Passive abilities will continue to trigger.
On top of taking one action that requires energy or passing, a player can also use his powers (see Powers) and perform ANY NUMBER of actions that cost no energy.
Note: Players are advised to use their round energy before using their reserve energy. Round energy is refreshed every round, whereas reserve energy can stack up (up to a maximum of 10) to be used in a later round.
Abilities
In this game every unit (except for the Firefly) has an ability. There are two types of abilities: active abilities and passive abilities.
Active abilities require energy and therefore an action. The active abilities are indicated on a player's faction sheet at the turn overview. Active abilities are indicated with an (A) on the unit card and on the faction overview pages.
Passive abilities do not require energy and are therefore not considered actions. Examples of passive abilities are: Barrier (Human Cleric), Rise Again (Necromancer) or Breaker of Rocks (Ultimatosaur).
End of the Round
When all players have passed, the round ends. Follow the steps below before starting a new round.
- Human player activates shrines: If the Human player has a friendly Cleric or an Angel on a shrine tile and there are at least three friendly units adjacent to the same shrine tile, the shrine tile is activated (flip it).
- Move markers from pass track to turn order track: Move all wooden markers from the pass track to the turn order track. They remain in the same order.
- Move round marker: Move the round marker one space to the right. If it is on 10, leave it there.
- Gain round energy: All players place the wooden marker on the round energy track on the same number as is indicated by the round track.
- Gain faction energy: All players gain faction energy that is gained at the end of a round from Light Bringers, Fire Bringers, Death Bringers, Chaos Bringers and activated shrine tiles.
- Convert faction energy to reserve energy: All players move their faction energy to their reserve energy. This is indicated by moving the wooden marker on the faction energy track to 0 and by moving the wooden marker on the reserve energy track up by the same amount (up to a maximum of 10). Faction energy always goes back to 0. Even if a part of it cannot be converted to reserve energy. In the example given in image 9, the Goblin player would move the wooden marker on his faction energy to 0 and the wooden marker on his reserve energy to 5.
- Unlock Powers: Players unlock their power cards (see Powers).
- Chaos scores controlled units points: If Chaos is in play, Chaos scores controlled units points (see Chaos - Objective).
- Volcano: The first player in turn order rolls the white die and applies the result (see Volcano, the overview sheet and the tile overview).
Image 13 (overview sheet): in the example it is round 3. The Undead player has passed and will go first next round. The turn order of the remaining players is Humans, Goblins, Chaos and Primals.
The overview sheet also summarises the volcano roll. Roll the white die and apply the result (X):
- Firefly X: defeat, summon or move + defeat.
- Earth Elementals: defeat and place rock on side X or shatter rock on side X and defeat all adjacent units.
- Fire Elementals: defeat all units in a straight line originating from side X, in range Y. Where Y is equal to the current round.
- Firelord: defeat all units in range X / 2 of the Firelord (rounded down).
Volcano
At the end of a round, step 9 is the volcano. To determine what the effect of the volcano is, the first player rolls the white die and applies the result as described below, following the same order.
Firefly units
Defeat the unit on the Firefly tile that corresponds with the rolled number. If there is no unit present, summon a Firefly on this tile.
If there is a Firefly present, it moves onto the closest non-commander enemy unit, defeating both the enemy unit and the Firefly. If there are multiple closest targets, it defeats the unit of the player that is first in turn order. If multiple closest targets belong to the same player that is first in turn order, the Firefly defeats a unit of that player's choice.
Fire tokens count as inaccessible tiles for Firefly units!
Firefly units can be defeated for 2 energy. They are considered enemy units to players and can be affected by abilities and powers. However, Firefly units cannot be affected by Chaos powers and abilities. Firefly units are considered friendly to the Volcano and are not affected by any volcanic effects. However, a rock token can be placed on a Firefly tile (not containing a Firefly unit token), which makes it impossible for a Firefly to be summoned. Firefly units are affected by surround and give each other backup.
Earth Elementals
Defeat the unit on the side of the Earth Elemental that corresponds with the rolled number on the white die. Then place a rock token on top of that tile. This rock token cannot be placed if the unit is not defeated. If a rock token is already present, defeat all units adjacent to the rock token and then remove the rock token.
Rock tokens
The tile beneath the rock token still has the same effect (if it had any), but the tile is now inaccessible, until the rock token is removed. Players can remove a rock token for 1 energy when they have at least one friendly unit adjacent to the rock token. This is not considered a defeat. No surround bonus is applied.
Fire Elementals
Defeat all units in range Y, in a straight line originating from the side of the Fire Elemental that corresponds with the rolled number on the white die. Where Y is equal to the current round.
Firelord
Defeat all units in range X divided by 2 of the Firelord, where X is the number indicated by the white die (rounded down).
Commanders
Each faction can summon a mighty commander by performing a 'Rite of Summoning'. How to perform a 'Rite of Summoning' is explained in the faction overview pages and on each faction sheet. A commander can only be summoned if the tile on which he would be summoned is accessible (with the exception of Ultimatosaur, see Primals).
The cost to defeat a commander is 10 energy. Once a commander is defeated, it is placed back in the game box. It cannot be summoned again. Ultimatosaur is an exception. If Ultimatosaur is defeated, he is placed back in the Primal player's reserve. Another Rex can then evolve into Ultimatosaur.
Commanders cannot be defeated by volcanic effects.
Commanders are not affected by certain abilities or powers (see faction overview pages):
- Commanders cannot be defeated by: Sign of the Dragon (Goblins), Breathe Fire (Goblins), Death's Presence (Undead) or a fire token placed with Lasting Flames (Goblins).
- The Chaos player cannot take control of enemy commanders and the Steal Identity ability cannot be used to target a commander. However, with the Total Control power, the Chaos player can take actions with enemy commanders.
- Surprise Attack (Primals) and Group Hunt (Primals) do not reduce the cost to defeat a commander.
Powers
At the start of the game all power cards are face down. At the end of a round (step 7), if a player has a total of 5 energy or more in his round energy pool plus his reserve energy pool, he may flip the power card with a 5 on its back face up. He can use the first slot to activate the power written on the card anytime during one of his turns. Once a slot is used, place a wooden marker on the slot to indicate this (image 15: a face up 5-energy power card (Undead); the 5-slot is used and cannot be used again).
Powers require no energy to use, except for Chaos his Puppet power. If a player has a total of 10 energy or more in his round energy pool plus his reserve energy pool, he may flip the power card with a 10 on its back face up. Additionally, he may now use the 10-slot of his first power. Once he has 15 energy, flip the next power card face up and so on.
Power cards on which the text starts with Round are placed next to the overview sheet once activated, to indicate that they are active. The player who activated this power takes it back at the end of a round (step 10).
Each player can perform a Rite of Power to immediately unlock all his powers / turn all power cards face up. How to perform a Rite of Power is explained in the faction overview pages and on the faction overview sheets.
Each power can only be used once per turn.
General Rules
- A player cannot have more than 10 energy of each kind.
- A player cannot place a token on the board if it is not in his reserve. If no such token is in the reserve, a player cannot place it on the board.
- There can never be two units on the same tile.
- If multiple game effects trigger simultaneously, the active player chooses in which order these game effects trigger.
- If there is no active player, the first player in turn order chooses in which order these game effects trigger.
- Each faction has its own units with different costs and abilities. When playing the game for the first time, it is recommended that players explain the ability of a unit when summoned for the first time and explain each power as it unlocks.
- Players might want to make use of a turn timer. Feel free to make your own house rules for this.
Humans
Objective
If a friendly Cleric or an Angel is on a shrine tile and there are at least three friendly units adjacent to the same shrine tile, the shrine tile is activated (flip it). When all shrine tiles are activated, the Human player wins the game.
Faction energy
The Human player gains one faction energy at the end of the round (step 5) for each friendly unit on or adjacent to an activated shrine tile.
Rite of Summoning
If the Human player has 4 Light Bringers adjacent to an activated shrine tile, place Angel on the activated shrine tile.
Rite of Power
If the Human player has an Angel on a shrine tile and a Light Bringer on each other shrine tile, he immediately gains access to all Human powers.
Banner tile
Friendly units on- or adjacent to a banner tile receive +1 backup from the banner tile.
(Image 16: inactivated shrine tile, activated shrine tile and banner tile. Image 17: the Angel can move from situation A to situation B for 2 energy because of the Fly ability. The Angel can take the Cleric and the Knight with him using the Protecting Wings ability, since there are two accessible tiles adjacent to the tile the Angel moves to.)
Units
| Unit | Cost | Amount | Ability |
|---|---|---|---|
| Knight | 1 | 8 | Taunt: Enemy player units adjacent to the Knight cannot activate abilities or take actions other than actions or abilities that defeat the Knight or take control of the Knight. |
| Light Bringer | 2 | 4 | Bring Light: At the end of the round (step 5), gain 1 faction energy. Can perform rites (see faction sheet). |
| Cleric | 3 | 2 | Barrier: Defeating the Cleric or an adjacent friendly unit costs +2 energy. |
| Angel (Commander) | - | 5 | Fly (A): Move to any tile by spending energy equal to half the range (rounded up). Protecting Wings: Move up to 2 adjacent friendly units with an Angel when moving as long as there are accessible tiles to do so. Divine Shield: Defeating an Angel or a friendly unit adjacent to an Angel costs +5 energy. |
Powers
| Power | Energy to Unlock | Effect |
|---|---|---|
| Rally | 5 | Choose a friendly unit or a banner tile. Move up to 2 friendly non-commander units to tiles that are adjacent to the chosen unit or tile. They must take the shortest possible path. |
| Pilgrimage | 10 | Choose a shrine tile or a tile adjacent to a shrine tile. Move a Light Bringer until he is on the chosen tile. He must take the shortest possible path. |
| Sacred Grounds | 15 | Round. Friendly units on- or adjacent to shrine tiles cannot be affected by volcanic effects or enemy actions, abilities or powers in any way. |
| Ascent | 20 | Replace all Light Bringers with Angels. |
Notes
- Taunt doesn't prevent passive abilities from triggering. For example: if a Necromancer (Undead) is adjacent to a Knight and a unit is defeated within range 3 of the Necromancer, the Undead player can still summon a Warrior using the Rise Again ability.
- If two Knights are adjacent to the same enemy unit, the enemy unit can still take an action or activate an ability to defeat- or take control of one of the two Knights.
- Only one Angel can be summoned through the Rite of Summoning. The rest of the Angels can only enter the board through the Ascent power.
- With the Fly ability the Angel can swap positions with an adjacent friendly unit.
- If the Sacred Grounds power is activate, friendly units can move onto fire tokens that are on- or adjacent to shrine tiles, removing the fire tokens without defeating the units.
Goblins
Objective
If a unit on a fire beacon tile is defeated by a Fireball, the Breathe Fire ability, a fire token or by the Sign of the Dragon power, the fire beacon tile is activated (flip it). When all fire beacon tiles are activated, the Goblin player wins the game.
Faction energy
The Goblin player gains one faction energy each time he defeats a unit and/or each time one of his units is defeated. If the Goblin player defeats one of his own units, he gains two faction energy: one for the defeated unit and one for defeating the unit.
Rite of Summoning
If the Goblin player has 4 Fire Bringers adjacent to an activated fire beacon tile, place Red Dragon Wyrmling on the activated fire beacon tile.
Rite of Power
If the Goblin player has Red Dragon Wyrmling on a fire beacon tile and a Fire Bringer on each other fire beacon tile, he immediately gains access to all Goblin powers.
Tunnel tile
For Goblin units, tunnel tiles are considered adjacent to each other when moving.
(Image 19: inactivated fire beacon tile, activated fire beacon tile and tunnel tile. Image 21: if the Goblin player chooses to use the Fireball ability of his Sorcerer to target the tile with the Knight, he can spend 2 (range) + 3 (cost of the unit + 2 because of the Barrier ability of the Cleric) = 5 energy. This will activate the fire beacon tile and will also defeat the Warrior (which also costs 1 to defeat) and the Goblin Fire Bringer (which costs 2 to defeat). If the Goblin player decides to spend a total of 6 energy, he will also defeat the Light Bringer and for a total of 7 energy he would also defeat the Cleric.)
Units
| Unit | Cost | Amount | Ability |
|---|---|---|---|
| Fighter | 1 | 8 | Slippery: Can move onto inaccessible tiles, as long as the movement ends on an accessible tile. |
| Fire Bringer | 2 | 4 | Bring Fire: At the end of the round (step 5), gain 1 faction energy. Can perform rites (see faction sheet). |
| Sorcerer | 3 | 2 | Fireball (A): For X + Y energy the Sorcerer can target a tile in range X. Defeat all units on this tile and adjacent tiles that cost Y or less to defeat. Ignore backup and surround. |
| Red Dragon Wyrmling (Commander) | - | 1 | Breathe Fire (A): Can pay X energy to target X consecutive tiles in a straight line originating from the Red Dragon Wyrmling. Defeat all non-commander units on these tiles. Rage: When the Red Dragon Wyrmling defeats a unit, he gains 1 rage on the rage track (right side). When you spend energy on an action with the Red Dragon Wyrmling, you may use this rage to add energy to that action. Intelligent: Can only be defeated if there are three units adjacent to him, which are controlled by the same player and are not adjacent to each other. |
Powers
| Power | Energy to Unlock | Effect |
|---|---|---|
| Lasting Flames | 5 | When you use Fireball, Breathe Fire or Sign of the Dragon, you can activate this power to place a fire token on each accessible tile in the targeted area before defeating the units. If a unit or rock enters a tile with a fire token, remove the fire token. In case of a non-commander unit, defeat the unit. |
| Reborn in Flames | 10 | If a Fire Bringer is defeated, place it on this card. You can activate this power to place any number of Fire Bringers from this card on accessible activated fire beacon tiles and replace any number of fire tokens with Fire Bringers from this card. |
| Frenzy | 15 | Round. This round, during each of your turns, you may take two actions that require energy instead of one. |
| Sign of the Dragon | 20 | Defeat all non-commander units in 2 straight lines of your choice. If a unit on a fire beacon tile is defeated this way, activate the fire beacon tile. |
Notes
- Units defeated by fire tokens are considered to be defeated by the Goblin player.
- The Goblin player may summon Fire Bringers on the Reborn in Flames card as if they were in his reserve.
- If a Fire Bringer is defeated while being controlled by the Chaos player, it is still placed on the Reborn in Flames card.
- The value for Y in the Sorcerer's Fireball ability can be 0. For instance to activate the Lasting Flames power.
- The Red Dragon Wyrmling can only use his gathered rage when the Goblin player spends at least 1 energy from his round energy or reserve energy to take an action with the Red Dragon Wyrmling.
Undead
Objective
If a friendly Necromancer or Death is on a rune tile when the Undead player defeats a non-Undead enemy unit, the rune tile is activated (flip it). When all rune tiles are activated, the Undead player wins the game. The Undead player can only activate one rune tile for every defeated enemy unit.
Faction energy
The Undead player gains one faction energy each time he places a Warrior on the board using the Necromancer, the boneyard tile or his powers.
Rite of Summoning
If the Undead player has 4 Death Bringers adjacent to an activated rune tile, place Death on the activated rune tile.
Rite of Power
If the Undead player has Death on a rune tile and a Death Bringer on each other rune tile, he immediately gains access to all Undead powers.
Boneyard tile
The Undead player can summon a Warrior on an accessible boneyard tile for one energy.
(Image 22: inactivated rune tile, activated rune tile and boneyard tile. Image 24: this Warrior can move to any of the shown tiles without spending energy.)
Units
| Unit | Cost | Amount | Ability |
|---|---|---|---|
| Warrior | 1 | 12 | Necromancer's Presence: Can move without spending energy while adjacent to- or on the same tile as a friendly Necromancer. |
| Death Bringer | 2 | 4 | Bring Death: At the end of the round (step 5), gain 1 faction energy. Can perform rites (see faction sheet). |
| Necromancer | 3 | 2 | Rise Again: If an enemy, non-Undead unit within range 3 of the Necromancer is defeated by any game effect, you may place a Warrior from your reserve on its tile. |
| Death (Commander) | - | 1 | Already Dead: Death cannot be defeated. Death's Presence: Once per round, you can defeat all enemy non-Undead, non-commander units adjacent to Death. Soul Reaper: If an enemy non-Undead unit is defeated by any game effect, place Death on its tile. If multiple enemy units are defeated at once, choose a tile. |
Powers
| Power | Energy to Unlock | Effect |
|---|---|---|
| Runes of Summoning | 5 | Place a Warrior on each accessible rune tile. |
| Undying | 10 | If a Death Bringer is defeated, place it on this card. You can activate this power to place any number of Death Bringers from this card on accessible rune tiles. |
| Runes of Power | 15 | Replace up to two Death Bringers on rune tiles with Necromancers from your reserve. |
| Those Who Came Before | 20 | Summon any number of units on accessible tiles without spending energy. |
Notes
- The Death unit card can be tapped to indicate that he used his Death's Presence ability. If the Undead player decides to do so, don't forget to untap it when the round ends.
- If a unit is defeated and the Undead player may place a Warrior or must move Death, then the Undead player chooses one of the two effects. The other is ignored.
- The Undead player may summon Death Bringers on the Undying card as if they were in his reserve.
- If a Death Bringer is defeated while controlled by the Chaos player, it is still placed on the Undying card.
- If a unit is defeated because the Earth Elemental places a rock, the Necromancer's Rise Again ability and Death's Soul Reaper ability are not triggered.
- If a Firefly defeats a unit (even if it's Undead), the Firefly is also defeated, triggering the Necromancer's Rise Again ability and Death's Soul Reaper ability.
Chaos
Objective
If the Chaos player successfully moves a unit of an enemy faction under his total control onto a summoning tile of the corresponding faction, the unit is removed at the end of the round (step 8). The Chaos player then gets controlled units points for that faction equal to the cost of the unit(s) removed this way (for example: a Cleric gives 3 controlled units points). Keep track of this on the appropriate objective card (image 25) with markers of the factions. What objective card to use is determined by the number of players:
- In a 3-player game, the Chaos player needs 6 controlled units points per enemy faction to win the game.
- In a 4-player game, the Chaos player needs 4 controlled units points per enemy faction to win the game.
- In a 5-player game, the Chaos player needs 3 controlled units points per enemy faction to win the game.
(Image 25: Chaos objective card in a 5-player game. In this example, the Chaos player has scored 2-, 1-, 3- and 0 controlled units points for respectively Humans, Goblins, Undead and Primals.)
Faction energy
The Chaos player gains one faction energy for each point of energy he spends on units of enemy factions.
Rite of Summoning
If the Chaos player has 4 Chaos Bringers on enemy summoning tiles, he places Hive Mind on any summoning tile.
Rite of Power
If the Chaos player has a Chaos Bringer or an enemy unit under his control on each of 6 tiles adjacent to Hive Mind, he immediately gains access to all Chaos powers.
Fog tile
When a non-Chaos, unflipped unit is on a fog tile at any moment, flip it. Chaos now controls this unit.
(Image 26: fog tile, unflipped Warrior and flipped Warrior.)
Units
| Unit | Cost | Amount | Ability |
|---|---|---|---|
| Thought | 1 | 8 | Just a Thought (A): Can remove Thought from the board to flip an adjacent enemy unit, spend any amount of energy to take an action with the enemy unit and then flip it back. |
| Chaos Bringer | 2 | 4 | Bring Chaos: At the end of the round (step 5), gain 1 faction energy. Can perform rites (see faction sheet). |
| Doppelganger | 3 | 2 | Steal Identity: Replace Doppelganger with an adjacent enemy unit and flip that unit. Place Doppelganger back in your reserve. |
| Hive Mind (Commander) | - | 1 | Change of Thought: If Hive Mind would be defeated, you may remove a Thought adjacent to Hive Mind instead. Join (A): Can spend X energy to flip an X-cost unit within range 3. Think: You can summon Thoughts adjacent to Hive Mind. |
Powers
| Power | Energy to Unlock | Effect |
|---|---|---|
| Puppet | 5 | Flip an enemy unit. Spend any amount of energy to take an action with the enemy unit, then flip it back. |
| Corrupt | 10 | Replace an enemy 2-cost unit with a Chaos Bringer. |
| Total Control | 15 | Round. This round, you may play as if you were each player, using your own energy. You cannot use enemy power cards. |
| Master of Puppets | 20 | Flip all enemy units. |
Notes
- Firefly units cannot be affected by Chaos powers or abilities.
- '...any amount of energy...' in the Just a Thought ability can be zero.
- If the Chaos player takes temporary control over an enemy unit using the Just a Thought ability or the Puppet power and he moves this unit onto a fog tile, the unit is still flipped back at the end of the Chaos player his turn. However, it then immediately becomes under total control of the Chaos player, as this is the effect of the fog tile.
- The Chaos player cannot take control of enemy commanders and the Steal Identity ability cannot be used to target a commander. However, with the Total Control power, the Chaos player can take actions with enemy commanders.
- If the Chaos player ever needs an enemy unit from an opponent, for example because he summons a unit of an enemy faction or evolves a Primal unit, he may take the corresponding unit from the reserve of that opponent.
- A Rex unit controlled by the Chaos player cannot evolve into Ultimatosaur.
- All abilities of enemy faction units trigger and can be used as usual by the Chaos player when the units are flipped.
- In case of Total Control, the Chaos player may literally do anything another player could do on his turn, except using his powers. This means the Chaos player can even do anything with enemy commanders, he can move Primal units that are on jungle tiles, he can affect Human units under the effect of Sacred Grounds, etc.
Primals
The Primal player can only summon Hatchlings.
Evolve
When a Primal unit defeats an enemy non-Primal unit of a cost equal to the Primal unit's own cost or higher, he immediately evolves: replace the Primal unit with a Primal unit that costs one energy more. If a Primal unit defeats an enemy non-Primal unit of a lower cost than his own cost, the enemy non-Primal unit is placed underneath the Primal unit. Once the combined cost of all enemy units underneath the Primal unit is equal to his own cost or exceeds his own cost, the Primal unit evolves and the units underneath the Primal unit are returned to the reserve.
Rex evolves into Ultimatosaur. A unit can only evolve if the higher cost unit is in the Primal player's reserve. A commander counts as a 10-cost unit.
Objective
Ultimatosaur has to defeat enemy units with a combined cost of 12 or one commander to win the game. For example: defeating a Necromancer (a 3-cost unit) gives 3 consumed units points. Track this on the consumed units card with a wooden marker. If Ultimatosaur is defeated, all progress on the consumed units card is lost: remove the marker from the card (see image 28: in the example, the Primal player has scored 5 consumed units points, for example because he defeated a 3-cost Cleric and a 2-cost Death Bringer with Ultimatosaur).
Faction energy
The Primal player gains X faction energy when he defeats an enemy unit. Where X is the base cost of the defeated unit (1, 2 or 3). Defeating an enemy commander grants 10 faction energy.
Rite of Summoning
If Rex evolves into Ultimatosaur, one of the three tiles he occupies must be the tile the Rex occupied. When placing Ultimatosaur, he can be placed on rock tokens (removing them) and on non-commander enemy units (defeating them, immediately gaining points on the consumed units card).
Rite of Power
If the Primal player has 8 friendly units adjacent to Ultimatosaur, he immediately gains access to all Primal powers.
Jungle tile
A Primal unit on a jungle tile cannot be affected by volcanic effects or enemy actions, abilities or powers in any way.
Units
| Unit | Cost | Amount | Ability |
|---|---|---|---|
| Hatchling | 1 | 8 | Lonely Prey: Defeating an enemy unit that has no backup costs 1 less energy. |
| Raptor | 2 | 4 | Suprise Attack: If the Raptor started this turn on a jungle tile, he can defeat his first enemy non-commander unit without spending energy. |
| Rex | 3 | 2 | Roar: Once per turn, if Rex is adjacent to an enemy unit, you may move friendly non-commander units until they are adjacent to this enemy unit without spending energy. They must take the shortest possible path. |
| Ultimatosaur (Commander) | - | 1 | Grow: It takes 10 energy plus an amount of energy equal to the number indicated on the consumed units card to defeat Ultimatosaur. Breaker of Rocks: Can move onto rock tokens, removing them from the board. Charge: Once per round, Ultimatosaur may move until he is adjacent to the closest non-commander enemy unit without spending energy. It must take the shortest possible path. |
(The Primal unit table prints "Suprise Attack" for the Raptor ability; transcribed as printed.)
Powers
| Power | Energy to Unlock | Effect |
|---|---|---|
| Rush | 5 | Move a friendly unit any number of tiles in a straight line. |
| Alpha | 10 | Move any number of friendly units until they are adjacent to Ultimatosaur. They must take the shortest possible path. |
| Group Hunt | 15 | Round. This round, you can defeat surrounded non-commander enemy units without spending energy. |
| Inescapable Jaws | 20 | Take an unlimited amount of consecutive turns. |
Notes
- In order to move Ultimatosaur, for each energy spend, a player must rotate him in such a way that he remains on at least one of the three tiles he occupied before moving. He cannot move onto inaccessible tiles, except for rock tokens (as he has the Breaker of Rocks ability). When Ultimatosaur moves with the Rush power, he cannot move off the straight line.
- The Ultimatosaur unit card can be tapped to indicate that he used his Charge ability. If the Primal player decides to do so, don't forget to untap it when the round ends.
- The Charge ability of Ultimatosaur does not target Human units affected by the Sacred Grounds power.
- 'Surrounded' in the Group Hunt power refers to the surround effect when defeating a unit. If two Primal units are adjacent to one enemy unit, this enemy unit is considered 'surrounded'.
- If Rex would defeat a Death Bringer while the Undead player has his Undying power unlocked, the Death Bringer is first placed underneath Rex. Once Rex evolves, the Death Bringer is placed on the Undying power card instead of being returned to the reserve. The same is true for a Fire Bringer and the Reborn in Flames power.
- The combined cost of units underneath a Primal unit token can never be equal to- or exceed the cost of the Primal unit. If, for example, a Raptor (2-cost) would defeat a Light Bringer (2-cost), but he cannot evolve into a Rex (because there are no Rex unit tokens in the Primal player his reserve), the Light Bringer is not placed underneath the Raptor, but is returned to the reserve immediately.
Tiles
| Tile | Amount | Effect |
|---|---|---|
| Firefly | 6 | Defeat the unit on the Firefly tile that corresponds with the rolled number. If there is no unit present, summon a Firefly on this tile. If there is a Firefly present, it moves onto the closest non-commander enemy unit, defeating both the enemy unit and the Firefly. If there are multiple closest targets, it defeats the unit of the player that is first in turn order. If multiple closest targets belong to the same player that is first in turn order, the Firefly defeats a unit of that player's choice. Firefly units can be defeated for 2 energy. They are considered enemy units to players and can be affected by abilities and powers. However, Firefly units cannot be affected by Chaos powers and abilities. Firefly units are considered friendly to the Volcano and are not affected by any volcanic effects. However, a rock token can be placed on a Firefly tile (not containing a Firefly unit token), which makes it impossible for a Firefly to be summoned. Firefly units are affected by surround and give each other backup. |
| Earth Elemental | 3 | Inaccessible tile. If the volcano is activated, defeat the unit on the side of the Earth Elemental that corresponds with the rolled number on the white die. Then place a rock token on top of that tile. This rock token cannot be placed if the unit is not defeated. If a rock token is already present, defeat all units adjacent to the rock token and then remove the rock token. |
| Fire Elemental | 3 | Defeat all units within range Y, in a straight line originating from the side of the Fire Elemental that corresponds with the rolled number on the white die. Where Y is equal to the current round. |
| Firelord | 1 |