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LOAD HOUSE RULES VER 1.

1) A slain hero will be placed on its hero card and his "slain" token will be
Required components placed in the following manner:
1vs1: 10 reaction markers (5 for each player)
2vs2: 12 reaction markers (3 for each player) 1. if he already activated this round, he already have his slain marker
3vs3: 12 reaction markers (2 for each player) on his single "X" on him, flip the "slain" marker to its double "X"
6 beaten path activation markers. side.
A way to track the VP (up to 9) 2. If he did not activate yet, place the "slain" marker to its single "X"
Recommended 2 D10 dice or generic markers side.
3. Clarification: The idea is that a slain hero will only lose his next
Goal of the game: reach 9 Victory points: activation, so if he already activated, he will lose the activation in
Every building destroyed awards 3 VP the next round, and if he hasn't activated yet, he will lose the
Every slain hero (doesn't matter why) awards 1 VP current round activation.

Change summary: 2) A slain hero loses only half of his coins (instead of all the coins like in
• Heroes alternate activations the normal game)
• Beaten paths are activated as one of the alternated activations by the
players (so each player will have 8 activations max each round, 5 for
heroes and 3 for the beaten paths) Reactions:
• Heroes death is less painful money wise.
• Game ends after reaching a set number of VP.
1) Each hero starts a round with a reaction marker on his hero board.
• New Reaction mechanic.
2) A hero can use the reaction marker by flipping it after each space
moved during a enemy hero movement action or at the beginning of
Phases changes each of the enemy hero general action activation during the opponent
turn for one of three things:
1) At the beginning of the round, refresh all equipment, replenish mana and
flip all reaction markers to their active side, give each hero 1 gold and 1. Activate the signature attack, which must attack the active hero
heal each hero on the board for 1 damage. Every hero on a spawn point space.
heals additional 2 health (so 3 total health). 2. Activate a skill, if that skill is offensive it must target the active
2) Spawn minions as per the normal rules, when you buy a special minion hero space.
for 3 gold, you may choose to upgrade an existing minion on the board 3. activate an item, if the item is offensive it must target the active
instead of adding the special minion on the spawn point. You may still hero space.
have only one special minion per space and may not buy more than 2 4. During the reaction, your movement is considered to be 0 for the
special minions as per the normal rules) NOTE: The special minion you duration of the action (so no teleporting around ☺ ).
get for free must be placed in a spawn point. 5. The reaction action is not a normal activation; you cannot buy items
3) The chaos still goes first in turn order. or upgrade your weapon during this activation.
4) All the chaos towers activate, then the Atlantis towers. 6. A reaction cannot be reacted upon by another hero.
5) Chaos chooses one of his inactivated heroes or one of his inactivated 7. Multiple reactions to a hero action are allowed (so you could wait
beaten paths to activate. for a hero to enter range, and then react with two heroes at once)
6) If a hero is Activated, he gets to play normally (up to 3 moves, 2
general actions), after the activation, place the "Slain" marker on the
hero on its single X side to mark it was activated. (relax, he is not dead) Status effects caused by reactions
7) If a beaten path is chosen, mark it in some way (we simply know that if immobilize stop your movement, but will be removed at the
there are no creeps on the spawn point, the path was activated, there end of your turn.
are corner cases, but it is easy to remember) , make a move with all Blind will affect your entire current activation, and will be
the creeps on the path and then attack with all the creeps, as per the removed at the end of your activation (thus will not affect
normal rules. your reaction if that comes after your hero finished the
8) After the chaos player activated, the Atlantis player gets to activate a activation in which he was blinded).
hero or a beaten path. Knockdown will affect your current activation if you have an
9) Steps 5-8 repeats until all heroes and all beaten paths have been action to lose, if not, it will affect your next activation.
activated, if a one side has more heroes than the other side, the side
with less heroes will simply have less activations while the other side
will have consecutive activations.
10) At the end of the round, remove all "slain" markers with single
Items:
"X" from all heroes, and then flip all "slain" marker with its double "X"
side to it's single "X" side. Items and signature weapon upgrades can only be bought at the end of the
heroes' activation.

Slaying heroes Teleport scroll errata: increase cost to 5, can be used to teleport to a
spawn point and a tower. Using the teleport scroll doesn't count as an
action, and thus can be performed before the movement portion of a hero
activation without allowing the opponent to use reaction.
LOAD HOUSE RULES VER 1.1

The dagger that attack friendlies errata– if used to kill friendly hero, will
deny the opposing team the 1VP for the slain hero.

Optional rules (didn't tested, just ideas):


mana

1) Instead of normal mana rules, the player gets only 4 mana and All
heroes gets one mana the same phase they get the coins on their
card.
2) When using skills, a hero can pay for the skill using his personal mana
pool and/or the general mana pool.
3) Mana on heroes can be accumulated, a hero can hold up to 5 mana max.
4) When a hero suffers an effect that will affect mana, it now means to
his personal mana pool, so mana potion will add a marker to the hero, if
he is at MAX mana, it will be added to the general pool. The spirit
creeps will steal mana from the hero first, and if he has no mana, from
the general supply.

Multiply items:

A hero can have 1 item per icon appearing on his character card, one item
per icon. He can still use each item only once.

Heroes ganging up:

A Hero can share space with 1 other friendly hero. (max 2 in one space)

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