Subterranean Map Sections

About 1/4 of all starter sets and deluxe sets will come with map Sections that have some Cave Wall terrains on them. This means that the Map Section is underground. Treat these Map Sections normally, unless they are combined with Map Sections that do not have Cave Wall terrains on them.

If you are using a combination of underground Map Sections and normal Map Sections, you must assemble the map accordingly. To do so, you may not attach underground Map Sections to normal Map Sections. Instead, build 2 side-by-side maps with one being composed of all the underground Map Sections. Then, continuing in turn order, place a coin on any 2 Location markers on the underground map, and a matching coin on any 2 Location markers on the normal map. Players may instantly travel between matching coins without spending any Movement Points. By doing so, you can simulate movement between the above ground map and the underground map. When these Location Markers are discovered, there is no need to define them, since they are already defined as Cave Mouths. You will have to flip for guards however, since the entrance to the underworld is usually guarded.


When only one player is left with any Army Stacks or Towns, that player has won the game.


Team Play

The most common rules variation is team play. To play a team game, divide the players into equal teams. Play the game normally, but when only one team still has towns or Army Stacks, that team is the winner. Players on a team may not attack each other, but may visit each other’s towns to learn spells and/or buy Units and Artifacts. Spells learned and items bought at an ally’s town must still come from a player’s own hand or Adventure Stack. Artifacts in a Hero’s inventory may be traded with an allied Hero whose Army Stack occupies the same space on the map.

Different Starting Forces

If all players agree before the game, you may begin with different starting units. You can agree that all players start with more, or fewer units, of whatever level you decide on. However, the total number of units each player starts with must be equal in each level. So, you may decide that all players start with 6 Level 1 Units, 4 Level 2 Units, 2 Level 3 Units, and 1 Level 4 unit if you wish, but all players must start with that same mix of units. Additionally, you may agree to start with more than one Hero. This is a good idea for games involving 10 or more Map Sections.

Pre-Developed Heroes

Upon mutual agreement, the players may decide to start their Heroes off at a level higher than level 1. To do so, each player places the agreed upon number of Primary and Secondary Skill Cards in their starting Heroes Inventory. Such Heroes may also begin with certain spells or artifacts. The rule of thumb is that a Spell Casting Hero will start with 1 spell of each level he has the Magic Skill to cast. For instance, if you start your Hero with Advanced Death Magic, he would get 1 Level 1 Death Spell, and 1 Level 2 Death Spell. Artifacts must be similarly balanced. If players agree to start with Artifacts, they must start with the same number of Artifacts of the “Treasure” type, and the same number of any other type (Chaos, Death, Life, Might, Nature, or Order).


Shortly after this game’s release, we will begin posting Campaigns on our website. Campaigns will call for particular starting forces, and have different objectives for a series of related games. Heroes surviving one game in a Campaign will start the next one with all their accrued spells, skills, and artifacts. For more information on Campaigns, visit

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