Locations:
Defining Locations: When your Army Stack comes within its Scouting Radius of a Location Space that has not been defined, you may define it. To do so, place a Location Card or an Artifact Card from your hand or your Adventure Stack face up on the table. If it is a Location Card, turn it sideways so that you can read “Unclaimed”. If it is an Artifact it does not matter how the card is turned. Place a Location Marker on top of the card and place the matching one on the Map in the Location Space you are defining. Your opponents will now “flip for guards” (see flipping for guards below). When your Army Stack enters the Location Space, they must defeat whatever guards are present before they can claim the Location or Artifact Card as their own. Unlike Creature Dwellings and Town Cards, Location Cards and Artifact Cards can only be claimed by Army Stacks containing at least one Hero. When Location Cards are claimed, turn it to its normal position to show that your have claimed it. When Artifacts are claimed, place the Artifact Card underneath the Hero Card that claimed it.

Conquering Enemy Locations: If a Location Space has already been defined, you may move an Army Stack containing a Hero into the space and claim it for yourself, so long as no enemy Army Stacks or Guards are present. If such enemies are present, you must defeat them in battle before you may claim the Location Card. When you do claim a Location Card, move it to your side of the table, and place your own Location Marker on the card, (and the matching one on the Map) to show the change of ownership. When you claim an Artifact, simply place it face-up directly under the Hero who claimed it.

Stolen Discovery: If your Army Stack comes within its scouting radius of an unclaimed Location Space, but you have no Location or Artifact Card in your hand or Adventure Stack, or for whatever reason, don’t chose to define it, your opponents have the opportunity to steal your discovery. Starting with the player to your left, and continuing around the table clockwise, each player will have the option of passing, or defining the Location with a Location or Artifact Card from their hand or Adventure Stack. Once placed, proceed as if the Location or Artifact Card was played by the player who discovered it.


Flipping for Guards:
When a Location, Creature Dwelling, or Town has been defined, usually you are instructed to Flip for Guards. In this process, the player who is defining the newly found space is called the Defining Player. This process is described below.

Determine the Guarding Player: Starting with the player to the left of the Defining Player, each player flips a card from his deck into his discard stack. This process continues until one of these flipped cards is a Unit Card. The player who first flips a Unit card is called the Guarding Player, and he places this Unit Card aside.

Establishing the Guard: The Guarding Player then flips 3 more cards from his deck into his discard stack. If any of them are Unit Cards that share the same alignment as the first Unit Card flipped, those Unit Cards are stacked under the first one. This stack is called a Guard Stack. Turn it sideways so that the Guarding Player can read the word “Protect” on the top card. This will show that it is a Guard Stack, not a Creature Dwelling.

Reinforcing the Guard: Next, the Guarding player has the option of adding any Unit Cards from his hand or Adventure Stack to the Guard Stack. All Unit Cards added in this way, however, must share the same alignment as the rest of the Guard Stack. Remember that this stack is not an Army Stack and does not belong to the Guarding Player. It is simply a stack of wandering monsters dedicated to fending off anyone who wishes to take control of the Location, Artifact, Town, or Creature Dwelling they are guarding. If the Guarding Player moves an Army Stack into that space to try to claim it, he must defeat the Guards to do so. In these cases, the Guarding Player must temporarily hand the Guard Stack to the 1st enemy player to his left until the battle is over to avoid playing both sides in the battle. If players other than the Guarding Player try to claim the space, the Guarding Player will control the Guards during the battle.


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