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As war rages across Terrinoth, heroes come forth in search of fame and fortune. These men
and women grant your units powerful new abilities but beware! They make valuable
hostages should they be captured...
Setup
- Take the heroes and their cards and add them to the draft pool. At the start of the
"Muster Armies" step, these heroes can be purchased just like neutral units.
- Heroes aren't deployed like regular units. After the "Reveal Deployment Cards" step and
starting with the first player, heroes are attached to eligible units. Heroes can attach to
any friendly unit that: 1) Isn't a Legend and 2) Doesn't already have a hero.
- The Muster Value of the first two heroes purchased is 4, any after that are 3.
Attached Heroes
- A hero moves with the unit he is attached to.
- A unit with an attached hero gains whatever special abilities are listed on the Hero Card.
- A hero does not increase the health of the unit he or she is attached to and is never
removed from the unit when it takes damage. If the unit a hero was attached to is
eliminated, the hero is now unattached and vulnerable to being captured.
- A unit may only be attached to one hero.
Unattached Heroes
- It's possible for a hero to wind up being in a hex alone. For example, a unit with an
attached hero might be eliminated by a ranged attack or Lore card.
- Unattached heroes may be ordered like any other unit and have a movement of 2.
- An unattached hero may enter a hex with a friendly eligible unit, or vice versa. Doing so
attaches the hero to that unit. Remember, a unit can only have one attached hero.
- A unit cannot enter a hex with an unattached friendly hero or vice versa if they already
have an attached hero.
A unit of Citadel Guards with Lord Hawthorne attacks a Blood Laurel of Bloodwood is now unattached and vulnerable!
Harvester with Laurel of Bloodwood, rolling 2 cleaves. The Citadel Guards advance (or use Pursue) to enter the hex and
Only 1 damage is applied, eliminating the Blood Harvester. capture her.
Capturing Heroes • ••
- If a unit with an attached hero is eliminated by an adjacent attacker who choses to
advance, that hero is captured. The hero's owner flips her Hero Card over and gives it to
the other player. That card is now worth 1 Victory Point to the capturing player.
- A unit may otherwise enter a hex containing an enemy unattached hero and capture
him.
- The captured hero is placed with the enemy unit and moves with it, but isn't considered
to be attached or increase the health of the unit.
- A unit can only hold 1 captured hero.
- A unit cannot enter a hex to capture an unattached hero if they already hold a captured
hero.
Rescuing Heroes
- A friendly unit can rescue a captured hero by moving into the same hex and attaching to
the hero. Note that the unit must be eligible to do so. Legends and units that already have
an attached hero cannot rescue a captured hero.
- If a friendly unit eliminates a unit with a captured hero but cannot enter the hex, the hero
is still considered captured.
- If a unit with both a captured hero and an attached hero is eliminated the captured hero is
still considered captured and will move with the now unattached hero.
- When a captured hero is rescued, flip his hero card over and return it to the owner. The
other player has lost that 1 Victory Point.
Heroic Skills
- Many heroes have abilities that are triggered by rolling Heroic results. A unit with an
attached hero can only commit one result to these abilities.
Lord Hawthorne's Citadel Guards roll 2 cleaves again,
eliminating the Grotesques but they can't advance and free
Elder Mok since they already have an attached hero.
The Uthuk player will be able to order Jonas the Kind on their
turn to move him and their valuable captive.
Corbin
Bounty Hunting: When this unit causes
an enemy unit to retreat, gain 1 lore.
When this unit eliminates an enemy Jonas the Kind
unit, gain 2 lore. Unexpected Skills: You may change
this die to any other result.
If either happens when attacking a unit
occupying a Victory Banner, gain 1
additional lore.
Laurel of Bloodwood
Pathfinding: This unit may move
through hexes occupied by units.
When moving, this unit ignores all
terrain movement restrictions but
can't occupy impassable terrain.
When attacking, this unit ignores all
terrain combat restrictions.
Master Thorn
Nanok of the Blade Teleport: Instead of advancing, you
Assault: When attacked, you may stun may pay 0/1/2 lore to move 1/2/3 hexes.
this unit to cancel all die results and
cause the attacker to suffer 1 damage You may move through hexes
and 1 retreat. occupied by units and ignore terrain
movement restrictions for this move.
Lord Hawthorne
Red Scorpion Reach: Cause 1 damage to the
Flurry of Blades: Cause 1 damage and target or an enemy unit adjacent to
bleed the target unit. the target.
Zyla
Transfix: When attacked, you may
ignore one , or result.