Now that each player has his starting forces, flip all the Map Sections you will be using face down and mix them around. Play begins with the youngest player, and continues clockwise around the table. The first player takes 1 Map Section and flips it face up. The next player does the same, and attaches his Map Section to the previously placed section(s) in any way that the interlocking pieces will fit. Play proceeds in this manor until all the Map Sections are flipped up and attached.

Once the map is assembled, the next player draws 8 cards into his hand, and places 5 of them face down on the table in a stack that will be called his Adventure Stack. The remaining 3 cards will form the player’s hand. Cards in a player’s hand are used as money in the game. When you buy a unit, or spend money during the game, you will be instructed to discard cards from your hand. When you gain money from income, or finding treasure during the game, you will be instructed to draw cards into your hand.

The Adventure Stack is an extension of the player’s hand. Whenever you are allowed to play a card, you can play it either from your hand or from your Adventure Stack. The only difference between cards in your hand, and cards in your Adventure Stack is that cards in your hand can be discarded to spend money, while cards in your Adventure Stack cannot.

Now that you have established your hand and your Adventure Stack, place an Army Marker on your Army Stack and a matching one on the Map. Army Markers are the numbered circles with the horse heads on them. This marker must be placed on a space that is on the edge of the board, and cannot be placed in a space filled with any impassible terrain (water, volcanoes, lava, mountains, cave walls, etc – see the Map Key for terrains). When you place your initial Army Marker, keep in mind that your first order of business will be to reach a Town Space, so try to place your army in a good position to accomplish this goal.

Once you have placed your Army marker, play proceeds to the next player. When all players have established their hands and Adventure Stacks, and placed their Army Markers, setup is complete, and regular game turns begin with the next player.


On your regular game turns, you will perform all of the sequences listed below, in order, and end your turn. Then, play will proceed to the next player. These game turns will continue until a player meets the victory condition. See the Winning section for victory conditions. Below is a breakdown of the turn sequences:

1. Income Sequence

a. Draw 1 card for each Town under your control.

b. Draw cards as instructed by Skill Cards, Location Cards you control, and special bonuses your towns.

2. Purchase Sequence

a. Purchase units from your hand that are available in the Towns you control by discarding their card cost.

b. Place units purchased from your towns on the Map.

3. Movement Sequence

a. Split any of your armies into smaller armies as desired.

b. Move any or all armies you control.

i. Define Towns, Creature Dwellings, or Location Flags that fall within your Scouting Radius as you move.

ii. Claim Towns, Creature Dwellings, or Locations whose space you enter.
    Buy units from Creature Dwellings your army is visiting, once all guards are eliminated.

iii. Attack enemy Armies or Towns whose space you enter.

4. Cycling Out Sequence

a. Place 1 card from your hand into your Adventure Stack.

b. Draw 1 card into your hand.

Income Sequence

Town Income:
If you control any Towns, draw 1 card into your hand. This represents the income produced by that town for that turn. At the start of the game, you set aside a Town Card. This is called your Free Town Card. You do not control this town yet. See the Movement Sequence for instructions on how to place and take control of Free Town Card.

Mine Income:
If you control Location Cards that instruct you to do so, you may draw additional cards into your hand. For instance, an Alchemist Lab Location Card instructs you to draw 1 card into your hand on each Income Sequence. This represents the income produced by controlling the Alchemist Lab.

Additional Income:
Some towns can be developed to a level that allows you to draw extra income. Also, there are some units that pay taxes, and some skills your Heroes can learn that allow you to draw extra income as well. These cards are self-explanatory.

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