Card Flipping: In the original game system, we used no dice. Instead we used Action Numbers that were printed in the corners of all the cards. During testing we decided to switch to dice, but a few cards made it to press with references to “flipping a card to get an Action Number”. If you have such a rare card, simply roll a die rather than flipping a card. Since printing began, all such errors have been fixed, so be sure to keep your misprinted cards. They are rare now, and will never be printed again.

Arsenal Equipment: The term “Arsenal Equipment” found on some town cards, is interchangeable with the term “Artifact”.

University: In the Life Towns (Havens), when they are upgraded to level 4, you can buy skills. The text says you may “Buy Tactics, Life Magic, or Combat for 2 cards”. This means a hero in this town may purchase the Basic Level Only of these 3 primary skills.

3-Headed Attacks: The 3-headed attack of the Cerberi unit card allows them to attack up to 2 targets per turn. Some such cards (including the nature spell “Summon Cerberi” were misprinted to allow it to attack up to 3 stacks. The 3-headed attack of the Hydra however, really can attack up to 3 stacks per turn.

Titans: On the Titan cards, the prerequisite to buy them is labeled Crystal Mine. It should be Gem Mine.

Deck Size: Deck size given in this manual is for casual play. For Tournament Play, the deck size is 60 cards or 10 per tile played with, whichever the coordinator prefers.

Veteran's Guild: The Veteran's Guild can be used by each Hero once per game. If the Hero is killed, and bought again later, he may use it again, since he started at Level 1 again. If you are using the optional rule "Letting Dead Heroes Lie" a hero cannot use the Veteran's Guild more than once per game under any circumstances.

Multi-Attack Sac: Units that Sac to add their level to a friendly unit can only add to the attack against a target that it could have attacked on its own. Therefore, a Centaur supporting a Cyclopse could increase its attack score by the Centaur's level (1). Even though the Cyclopse can attack two stacks due to its Area of Effect special, the Centaur's bonus can only be applied to one of them, since the Centaur could only attack one of the two targets itself.

Buying Ships: Towns that are next to water automatically have Shipyards in them. So, if you control such a town, you may purchase a Ship Location Card during your Purchase Sequece, and place its marker in any water hex adjacent to the town. Ship cards cost 1 card to buy.

Underworld: In the rules section "Subterranean Map Sections" you are instructed to place your entrances to the underworld at the start of the game. Instead, you may choose (by mutual agreement, or by a tournament coordinator's edict) to define the entrances to the underworld like you would any other flag. Simply define any undefined flag that is within your scouting radius as the entrace to the underworld, and place the matching flag on the other map. Flip for guards normally. If you do this, then a maximum of 2 flags may be entrances to the underworld. However, if there is only 1 flag remaining on either the underworld map or the overworld map, then the remaining flag is automatically defined as the entrance.

Discarded Spells: Some spell cards (like Summon Boat) say to discard them under certain conditions. When a spell card instructs you to discard it, simply place it back in the Caster's inventory. The only time you would ever actually discard a spell card once it had been learned by a Hero is if the caster was killed and you were not playing with the "Letting Dead Heroes Lie" rule.

Cycling to Discard: When cycling out, you are instructed to place a card from your hand into your adventure stack, and draw one to replace it. However, instead of cycling to the Adventure Stack, you also have the option of discarding one card from your hand and drawing one card to replace it. This can be helpful in avoiding the possibility of running out of cards, and thus having no money to buy cards from your Adventure Stack in your purchase phase.

Mana Regeneration: Mana regenerates at the end of each turn. This is for ease of play, and essentially makes Mana costs irrelevent since battles rarely last long enough to allow anyone to run out. If you wish, and all players agree, you may keep track of how much mana a hero expends, and allow Mana to regenerate only when a Hero starts his turn in a town that teaches spells. If you choose to do this, one player should keep a sheet of paper to keep track of the Mana stats for all heroes in the game. Any player can look at the sheet at any time. While this is more true to the computer game, it does require pen-and-paper accounting, which is what we were trying to avoid in this rules system.

Retaliation Option: It has been observed that the aggressor has a great advantage in this game. This is true, and intentional. In order to control game length, we give the advantage to the aggressor to encourage people to make the initial attack. However, those not worried about game length may wish to use the following option:
Simultaneous Retaliation: Using this option, units killed by an attack are allowed to retaliate with the rest of their stack, even if all the units in the stack are killed. All the other retaliation rules still apply. In testing this worked well, except for a massive increase in game time.

Heroes of Might & Magic IV is © 2005 Ubisoft Entertainment. All Rights Reserved. Ubisoft,, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries.

Heroes IV: Collectible Card and Tile Game is © 2005 DG Associates. Game manual is presented on Age of Heroes with permission from DG Associates.

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