How to Play

  1. Place the cards with the highlighted borders (see below) on the battle field
  2. Prepare and shuffle your 30-cards deck
  3. In each turn you will draw a card and roll the dice for energy.
  4. In any order and as many times as your roll and cards will allow you, do the following:
    1. Play a card from your hand
    2. Use an artefact
    3. Use any special ability of a card you have in play
    4. Use a warrior, or hero to engage in combat

Player 2

Token

These help keep track of damage sustained by Heroes, Warriors, Weapons and Advisors. You have tokens in denominations
1, 2, 5, 10 and 20

Dice

You have three 4 sided dice. Before starting a game, use the dice to determine order of play. Each turn, after drawing a card, roll the three dice to receive Energy.

Combat
Your Warrior or Hero can attack an opposing Warrior, Hero, or Adviser, who is exposed by their Formation.
The base Attack Damage of each card is shown in red. Determine the AD of the attacker by considering any bonuses or reductions from Spells, Advisers, Formation position or other cards.
Place this value of damage tokens on the target.
Similarly, determine the AD of the defender (the target chosen by the attacker). Formation position does not affect the defender’s AD.
Place this value of damage tokens on the attacker.
After each combat, assess ALL cards on the battlefield. Any that have sustained damage equal to or greater than their Health Points (HP) are discarded. The base HP of each card is shown in green. Remember to consider bonuses and reductions to HP too.
Warrior
Warriors can attack once each turn after the turn that they are placed on the battlefield. They may target other Warriors, Heroes, or Advisors.
The number of Warriors you can have in battle is determined by your Formation. You can discard a Warrior to vacate a position in your Formation, if you have not yet used it to attack on that turn.
Spell
These cards perform actions that can modify the battle, providing additional strengths to your army, or weaknesses to your opponent's army.
Deceits, a special class of Spells, must be played face down, and cost 4 Energy. They are turned over to take effect when the condition to trigger them is met.
Some Spells have an instruction to discard them after use. These must be put in the graveyard once used. Those without this instruction may remain in play until removed by your opponent or yourself.
You may discard any of your Spell cards during your turn.
Weapon
This is placed on your Hero and allows him to attack, dealing the Attack damage displayed on it.
Each Weapon also protects the hero from damage during combat until it is destroyed.
Your Hero can only have one Weapon equipped at any time, unless otherwise specified.
You may discard your Weapon at any point if you’ve not yet used it to attack on that turn.
Graveyard
Place discarded cards into this pile. They cannot be used for the remainder of the game.
Should your opponent’s card end up in your graveyard during the course of the game, ensure that the card in question is immediately returned to your opponent by placing it in their graveyard.
Formation
These cards dictate the arrangement of your Hero and Warriors on the battlefield. You must always have only one Formation.
The glowing button in a Formation card indicates the position of your Hero. The other buttons represent Warriors’ positions.
You may leave positions in your Formation vacant if you have not summoned enough Warriors to fill them. When playing a new Formation, place the previous one into your hand.
Formations protect some Warriors and the Hero from attacks. Each row protects the row behind it, but if it is less than half full, the Warriors or Hero in the rear row can be attacked.
Formations affect your AD while attacking. The front row of a formation is unaffected. Positions that are further back incur a -1 penalty for each row that separates them from the enemy. Hero is NOT affected by this penalty. This does not affect Warriors’ AD while defending.
You may change Formation at any time during your turn.
Artefact
These cards may be placed adjacent to your Hero, giving additional abilities.
They may have an Energy cost to invoking them again in subsequent turns, to use these abilities.
Your Hero can only have one Artefact equipped at any time. You may discard your Artefact at any point, if you have not yet invoked its abilities on that turn.
Hero
Your Hero starts the game with 40 Health Points (HP).
To win, you must reduce your opponent’s Hero’s HP to 0, while ensuring your own Hero’s HP remains above 0.
Your Hero can attack once each turn, if equipped with a Weapon.
Advisor
These cards are placed next to your Hero and occupy the same Formation position. They improve the performance of your Warriors or Hero.
Your Hero can only have one Adviser at any time. You may discard your Adviser at any point during your turn.
Deck
The 6 highlighted pre-cast cards are not part of the deck. You can build your deck using any of the cards you have, with some constraints.
Card’s which specify a Hero in their type (eg. Arjuna’s Weapon) can only be used by that Hero. You can only have 2 copies of any card in your Deck.
If you’ve used all 30 cards in your deck, you cannot draw any more cards.
Astra
These allow you to target single or multiple enemies with damage or other effects.
Astras can only be used when your Hero is equipped with a Bow Weapon, and must be discarded after one use.
Weapons do not protect a Hero from Astra damage. Evaluate and resolve the damage sustained by ALL cards, after an Astra is played.
Hand
When starting, draw 6 cards from your Deck into your Hand. At the start of each turn, draw one card.
To play a card from your hand, you must pay the Energy cost of the card, indicated in blue on its top left hand corner. You may play as many cards as your Energy for the turn permits, or none at all.
If you run out of cards in your Hand and Deck (other than Formation cards), and your Hero is not equipped with a Weapon, he can attack with his bare hands. While attacking bare handed, your Hero can deal 2 Attack Damage (AD) in exchange for 1 HP.

Player 1

Tokens

  1. These help keep track of damage sustained by Heroes, Warriors, Weapons and Advisors.
  2. You have tokens in denominations 1, 2, 5, 10 and 20

Dice

  1. You have three 4 sided dice.
  2. Before starting a game, use the dice to determine order of play.
  3. Each turn, after drawing a card, roll the three dice to receive Energy.

Combat

  1. Your Warrior or Hero can attack an opposing Warrior, Hero, or Adviser, who is exposed by their Formation.
  2. The base Attack Damage of each card is shown in red. Determine the AD of the attacker by considering any bonuses or reductions from Spells, Advisers, Formation position or other cards.
  3. Place this value of damage tokens on the target.
  4. Similarly, determine the AD of the defender (the target chosen by the attacker). Formation position does not affect the defender’s AD.
  5. Place this value of damage tokens on the attacker.
  6. After each combat, assess ALL cards on the battlefield. Any that have sustained damage equal to or greater than their Health Points (HP) are discarded. The base HP of each card is shown in green. Remember to consider bonuses and reductions to HP too.

Warior

  1. Warriors can attack once each turn after the turn that they are placed on the battlefield.
  2. They may target other Warriors, Heroes, or Advisors.
  3. The number of Warriors you can have in battle is determined by your Formation. You can discard a Warrior to vacate a position in your Formation, if you have not yet used it to attack on that turn.

Spell

  1. These cards perform actions that can modify the battle, providing additional strengths to your army, or weaknesses to your opponent's army.
  2. Deceits, a special class of Spells, must be played face down, and cost 4 Energy. They are turned over to take effect when the condition to trigger them is met.
  3. Some Spells have an instruction to discard them after use. These must be put in the graveyard once used. Those without this instruction may remain in play until removed by your opponent or yourself.
  4. You may discard any of your Spell cards during your turn.

Formation

  1. These cards dictate the arrangement of your Hero and Warriors on the battlefield.
  2. You must always have only one Formation.
  3. The glowing button in a Formation card indicates the position of your Hero. The other buttons represent Warriors’ positions.
  4. You may leave positions in your Formation vacant if you have not summoned enough Warriors to fill them.
  5. When playing a new Formation, place the previous one into your hand.
  6. Formations protect some Warriors and the Hero from attacks. Each row protects the row behind it, but if it is less than half full, the Warriors or Hero in the rear row can be attacked.
  7. Formations affect your AD while attacking. The front row of a formation is unaffected. Positions that are further back incur a -1 penalty for each row that separates them from the enemy. Hero is NOT affected by this penalty. This does not affect Warriors’ AD while defending.
  8. You may change Formation at any time during your turn.

Weapon

  1. This is placed on your Hero and allows him to attack, dealing the Attack damage displayed on it.
  2. Each Weapon also protects the hero from damage during combat until it is destroyed.
  3. Your Hero can only have one Weapon equipped at any time, unless otherwise specified.
  4. You may discard your Weapon at any point if you’ve not yet used it to attack on that turn.

Artefact

  1. These cards may be placed adjacent to your Hero, giving additional abilities.
  2. They may have an Energy cost to invoking them again in subsequent turns, to use these abilities.
  3. Your Hero can only have one Artefact equipped at any time.
  4. You may discard your Artefact at any point, if you have not yet invoked its abilities on that turn.

Hero

  1. Your Hero starts the game with 40 Health Points (HP).
  2. To win, you must reduce your opponent’s Hero’s HP to 0, while ensuring your own Hero’s HP remains above 0.
  3. Your Hero can attack once each turn, if equipped with a Weapon.

Advisor

  1. These cards are placed next to your Hero and occupy the same Formation position. They improve the performance of your Warriors or Hero.
  2. Your Hero can only have one Adviser at any time.
  3. You may discard your Adviser at any point during your turn.

Graveyard

  1. Place discarded cards into this pile. They cannot be used for the remainder of the game.
  2. Should your opponent’s card end up in your graveyard during the course of the game, ensure that the card in question is immediately returned to your opponent by placing it in their graveyard.

Deck

  1. The 6 highlighted pre-cast cards are not part of the deck.
  2. You can build your deck using any of the cards you have, with some constraints.
  3. Card’s which specify a Hero in their type (eg. Arjuna’s Weapon) can only be used by that Hero.
  4. You can only have 2 copies of any card in your Deck.
  5. If you’ve used all 30 cards in your deck, you cannot draw any more cards.

Hand

  1. When starting, draw 6 cards from your Deck into your Hand. At the start of each turn, draw one card.
  2. To play a card from your hand, you must pay the Energy cost of the card, indicated in blue on its top left hand corner.
  3. You may play as many cards as your Energy for the turn permits, or none at all.
  4. If you run out of cards in your Hand and Deck (other than Formation cards), and your Hero is not equipped with a Weapon, he can attack with his bare hands. While attacking bare handed, your Hero can deal 2 Attack Damage (AD) in exchange for 1 HP.

Astra

  1. These allow you to target single or multiple enemies with damage or other effects.
  2. Astras can only be used when your Hero is equipped with a Bow Weapon, and must be discarded after one use.
  3. Weapons do not protect a Hero from Astra damage.
  4. Evaluate and resolve the damage sustained by ALL cards, after an Astra is played.