How to play
- The parties. Two players each lead a party of 24 heroes: 8 roles, with 3 heroes of each role. Each party sets 4 heroes aside, unseen. The other 20 heroes are the reserve, a shuffled pile. Gold has the north camp and Blue has the south camp.
- The deal. A random player goes first. Both players draw 4 heroes from their own reserve. A hand holds at most 8 heroes.
- The floor. The floor has 15 rooms in 5 rows and 3 columns, joined by 22 corridors. Each camp has corridors to the 3 rooms next to it. Two rooms, a3 and c3, are shrines.
- Your turn. Do one of two things. Draw 2 heroes, or 1 when your hand has 7 heroes or your reserve has 1 hero. Or put one hero from your hand in a room. Then the other player has a turn.
- Where a hero goes. A hero can go in an empty room, on your own hero, or on a rival hero that is weaker. A hero never goes on a hero of the same strength. A hero never goes on your own camp. You can put a hero on the rival camp.
- Connection. A hero must be connected to your camp. This means a chain of corridors from your camp, through rooms where your hero is on top. An empty room or a rival room breaks the chain. The room you aim at can be empty or rival. The game checks this when you place the hero. Later breaks remove nothing.
- Stacks. A hero put on an occupied room goes on top. Only the top hero counts. The heroes under it keep their place. If a trick removes the top hero, the hero under it counts again.
- Tricks. When a hero is placed, its trick acts once. Then the room acts, if it is a shrine. You draw 1 hero when your hand has fewer than 8 heroes and your reserve is not empty. A covered hero never acts again.
- Wings and relics. A wing is the space inside 4 rooms. Eight wings hold 12 relics in all. When you hold all 4 rooms around a wing, you seal the wing. Then you take its relics. You keep them to the end, even if you lose a room later. A trick can uncover a hero. This can seal a wing on your rival's turn.
- How to win. Put any hero on the rival camp with a connection to win immediately. Or hold 6 relics to win immediately. If a player cannot draw and has no legal place for a hero, the game ends. The player with more relics wins. With equal relics, the game is a draw.
The eight roles
| Role | Strength | Trick |
|---|---|---|
| Halfling | No strength | It can go on any rival hero. Any rival hero can go on it. No trick. |
| Bard | 1 | You draw immediately, as if you took the draw action. |
| Ranger | 2 | You can put one more hero from your hand now. |
| Fighter | 3 | You can send the rival top hero in a room next to it to its discard pile. |
| Rogue | 4 | It can go on any legal target without a chain from your camp. Storming the rival camp still needs a chain. |
| Wizard | 5 | A random hero from the rival hand goes to the rival discard pile. |
| Cleric | 6 | You draw 1 hero. |
| Paladin | 7 | The strongest hero. No trick. |
At the online table
- Tap a hero in your hand to lift it, then tap a lit room. Only the rooms where it can go are lit. Tap the hero again to return it.
- Tap Draw to draw heroes. When a Ranger or a Fighter asks, tap a lit hero or tap the button that skips the trick.
- Tap a room when you hold no hero to read its stack and its wings.
- On a keyboard, keys 1 to 8 pick a hero. The arrow keys move over the rooms. Enter places the hero. Space or R draws. S skips a trick. Esc returns the hero. M turns the sound off.
- Each turn has a timer. If the time ends, the table plays for you.
- A bot takes an empty seat. The game always marks it as a bot.
Questions
- Why can I not put this hero in that room?
- The room can be held by a hero that is as strong or stronger. Or no chain of your rooms reaches it. Only a lit room takes the hero you hold.
- What happens to a hero that is shoved?
- It goes to its owner's discard pile, face up. It never returns.
- Do I see the heroes my rival holds?
- No. You see how many heroes your rival holds. You never see which heroes. Every stack and every discard pile is open.
- How long is a game?
- About 15 minutes.
Why it is fair
A secret seed shuffles both reserves. You see the seed's fingerprint, a short code, when the game starts. You see the seed and the heroes set aside when the game ends. Then you can deal the game again and check it. Verify a game.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
We changed the material: names are used with new rules.