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2-4 players / age 14+ /duration 90-120 minutes

Introduction
Contents
1 Game board
1 Events board
5 Floating island boards
4 Player boards
20 Game summary cards in 5 languages
64 Command cards (16 starting cards, 16 era I, 16 era II, 16 era III)
4 Champion miniatures
32 Troop miniatures
16 Golem miniatures
3 Monster miniatures
4 Encounter tokens
16 Fortification tiles
29 Encounter cards
5 Attunement cards (Day on the front, Night on the back)
4 Champion cards
5 Region cards
3 Monster cards
1 Storm card
4 Energy tokens
4 Experience tokens
4 Glory tokens
4 Artefact tiles (charged side, discharged side)
5 Mirage tiles

Rules of the game

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Getting ready to play

1. Put the game board and events board in the center of the table. Place the 5 floating
islands at random in the spaces marked on the board. With 2 players, place one
Mirage tile on each island. Make sure each Mirage tile is placed on a different region
(Forest, River, Land of Mist, Crystal Field, Mountain). The 5 regions where the Mirage
tiles are placed can't be used by players for moving or deploying units for the entire
game. Shuffle the Monster cards, randomly place them face up in the spaces marked
(2).
Take the 3 matching Monster miniatures and place each one on its card.

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2. Shuffle the 5 Region cards and the Storm card to create an “Events Deck”, and place
it face down in the space marked (3) on the “Events” path.
3. Shuffle the Encounter deck and place it face up in the space marked (4) on the game
board.
4. Choose whether to play with all the Attunements on the Day side, the Night side, or
mixed. Place the Attunements in the space marked (5) on the game board, with the
chosen side up. N.B.: once you have chosen, the Attunements must be kept the
same side up for the whole game.
5. Shuffle the 16 Era I cards, 16 Era II cards and 16 Era III cards separately, and place
the three decks face down in the space marked (6) on the game board. The Era is
marked in the right top-hand corner of each card.
6. Take the 16 starting cards and divide by color. Deal 1 red, 1 yellow, 1 green and 1
blue card drawn randomly to each player. Put any extra cards from the starting Era
back in the box.
7. Shuffle the Champion cards and deal one to each player. Each player must keep
their Champion card in front of them facing up. Put any extra Champion cards back in
the box.
8. Each player must choose a colour and take the matching:
➢ Player board
Place it in front of you, next to your Champion card.

➢ 1 Energy token and 1 Experience token


Place these in the “0” space on your player board.
Keep track of Energy and Experience by moving the tokens on your player board.
You can't have more than “12” or less than “0” Energy or Experience Points (9).

➢ Glory token
Place it in the “0” space on the game board.
Keep track of your Glory Points by moving the token along the Glory Path on the
game board (10).

➢ Encounter token
Place it on the Champion card (11).

➢ Your units (space marked 12):


The empty space on your player board where your Guild banner is illustrated
is your recruited unit space.
• 1 Champion (the miniature corresponding to your Champion card)
Place it on the recruited unit space on your player board.
• 8 Troops
Place 2 on the recruited unit space on your player board, and
keep the others next to your board.
• 4 Golems
Place 1 on the recruited unit space on your player board, and
keep the others next to your board.
• 4 Fortifications

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Keep all 4 next to your player board.

➢ 13 Rings
Click these onto the base of your miniatures.

9. Shuffle and give each player an Artefact tile. Players must keep their Artefact tile in
front of them with the active side up. (13)
The Artefact tiles show the order of play : the player with the “1” Artefact tile goes
first , and the others follow according to the number on their tiles.

Expert players :
Skip steps 7. and 8. above.
After dealing the Artefact tiles, randomly choose 1 Champion card and 1 starting card
of each colour and place them face up on the table.
In order of play, take turns picking up a card from the table. Each time you take a
card, replace it with another of the same type, chosen at random, so there are always
exactly 1 Champion card and 1 starting card of each colour on the table. Continue
this way until everyone has exactly 1 Champion and 1 starting card of each colour
(blue, green, yellow, red).
Discard any leftover cards.

In the opposite order to play (i.e. from the last player to the first), choose an island without a
Champion and place your own Champion miniature in one of the island's three regions.
N.B.: In a 2-player game, you have to place your Champion on a region with a Mirage tile,
removing the tile from the game. In islands with a Mirage tile however the Champion can
activate a Special Travel by spending 2 Command Points and execute a Travel operation in
any region of adjacent islands. Place your Encounter token in the space marked on any
other island.

When all players have placed their Champions and Encounter tokens, the first Era
can begin!

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Play
The game is divided into 3 Eras. The rules below apply to all Eras.
Each Era is divided into three phases.

Phase 1. Beginning of the Era


- Take the Era I (at the beginning of the first Era), Era II (at the beginning of the second
Era) or Era III (at the beginning of the third Era) deck and place it face down in the
Upgrades Area of the game board. If you are playing the second or third Era, put any
cards left over in the Upgrades Area from the previous Era back in the box.
Turn over the first 3 cards of the Era deck and place them face up in the spaces
marked.

- Take the first Monster miniature from the top and place it on the island shown on the
corresponding Monster card, then shuffle the Monster card into the Events deck.
Lastly, turn the Events deck face up so that the card previously on the bottom is
visible.

- All wounded Champions go back to normal along with their Strength and special
abilities: put the Champion card with the active side facing up (see Wounded
Champion).
(Skip this step at the beginning of Era I).

- Remove all your Fortifications from the islands, and place them next to your own
board.
(Skip this step at the beginning of Era I).

- Take back from your pile all your played cards.


(Skip this step at the beginning of Era I).

- New order of play: Order the players by their Glory Points, where the player with the
most Glory Points is the first player. Give the first player the “1” Artefact tile, and
respectively, the second player the “2” Artefact tile, and so on.
If two players have the same Points, the player with the lowest value Artefact tile in
the previous Era goes first.
(Skip this step at the beginning of Era I).

E.g.: in the first Era, the player order is red, yellow, blue.

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At the beginning of the second Era, the yellow player has the most Glory Points, so they take
Artefact tile “1”. The red and blue players have the same Glory Points, but since the red
player had a lower Artefact tile in the previous Era, they take Artefact tile “2”.

- Turn your Artefact tiles charged side up. The Energy value on the tile shows how
many Energy Points you receive.

Phase 2. During the Era

In this phase, players take turns, from the first to the last, until the End of the Era.

Events
At the beginning of each round, the first player places the top card of the Events deck in the
first free space of the Events path.

When a card is placed in the space “6” of the Events path, all players who have their Artefact
tile discharged side up must turn it charged side up.

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Flow of the game
In your turn, you must do one of the following normal actions.
- Act
- Develop
- Meditate
You can also do one of the following special actions:
- Activate an Accessory
- Start a Battle
- Move an Island (and perform an Attunement)
- Face an Encounter

In turn order, you must do one of the normal actions; special actions are optional.
If you do choose to do a special action, you can do it either before or after the normal action,
but never during.

Normal Actions

Act

Play one of the cards in your hand and place it in your discard pile.

Each card shows:

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A. Command Points
B. Colour
C. Icon associated with the colour of the card
D. Image
E. Effect
F. Era
G. Cost in Energy Points to place the card on your player board.

After playing a card, you can do one or both of the following options, in whatever order
you prefer .
- Spend the Command Points on the card
- Spend the same amount of Energy as the Command Points shown, in order to
perform the effect on the card (yellow and red cards) or to place it on your player
board (green and blue cards).

Spending Command Points


You can spend the Command Points to execute the following operations.

- Gain Energy:
Spend 1 Command Point for 1 Energy Point.

- Recruit units:
Spend 1 Command Point and move 1 Troop from beside your player board to
the recruited unit space on your player board.

Spend 2 Command Points and move 1 Golem from beside your player board
to the recruited unit space on your player board.

- Deploy units:
Spend 1 Command Point to move 1 Troop from the recruited unit space on
your player board and Deploy it in the region where your Champion is.

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Spend 2 Command Points to move 1 Golem from the recruited unit space on
your player board and Deploy it in the region where your Champion is.

- Travel
Spend 1 Command Point to move 1 unit from one region to another on the
same island, or to an island directly adjacent to your starting island, but only
to a region of the same type where you started.

The units travel in different ways:


Fortifications can't travel.
Troops and Golems can only travel once in each turn.
Champions can travel more than once.

Eg:
The red player plays a 5 Command Points card. Then spends 1 Command Point to
recruit a Troop, 1 Command Point to deploy the recruited Troop where their
Champion is. Then the player decides to Travel with the Champion twice and Travel
with 1 Golem one time.

When you spend Command Points, you can execute the same operation more than once, or
execute several different operations. You can execute operations in any order. You can
decide not to spend all the Command Points shown on the card played, but any unused
Command Points will be lost and can't be used later.

Types of Cards and Effects

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You can spend the same amount of Energy as the Command Points shown on the card
played in order to have an effect.

There are 4 types of card:

Tactical : if you spend the same amount of Energy Points as the Command Points on
your card, you will immediately gain various types of advantages, in order to catch your
enemies unawares.

Objective: if you spend the same amount of Energy Points as the Command Points
on your card, you will immediately get Glory Points according to specific criteria.

Accessories : if you spend the same amount of Energy Points as the Command
Points on your card, place the card on the “Accessory” space on your player board. From
now on this card will remain in play and you can activate its effect as a special action.
You can have a maximum of 3 Accessory cards on your player board.
You can discard an Accessory card to your pile at any time to make room for another one.

Development : if you spend the same amount of Energy Points


as the Command Points on your card, place the card on the Upgrades Area on your player
board. From now on this card will remain in play and its effect will remain valid. You can have
a maximum of 5 Development cards on your player board: one for your Champion; one for
your Troops; one for your Golems; one for your Fortifications; and one for the cards you play.
You can discard a Development card to your pile at any time to make room for a different
Development card on your player board.

Develop
You can only do this action if you have at least 1 Energy Point.

Observe the 3 cards facing up in the Upgrades Area and choose to:
- Turn over the top card in the Era deck and place it next to the other 3 already facing
up
or
- Place the 3 cards currently facing up on the bottom of the Era deck in any order and
replace them with the top 3 cards in the deck.

Then spend 1, 3 or 5 Energy Points to get 1, 2 or 3 cards of your choice from the ones you
turned over, and add them to your hand.

Lastly, turn over as many cards from the Era deck as you need to replace the 3 cards facing
up in the Upgrades Area.

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The player whose turn it is decides to Develop. The player chooses to turn up a fourth card,
then buy 2 by spending 3 Energy Points; lastly, they turn over 1 card so there are 3 cards
available again.

NB: if players do this too often, the deck could run out before the end of the Era! In this case,
no new cards can be turned over, but you can still buy any cards left facing up.

Meditate
Receive 3 Energy Points.

Then check all your units deployed on the islands.


For each region that has at least one of your units you'll get the bonus for that region, in the
following order:

Forest: 1 Energy Point

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River: 1 Glory Point
Fog: 1 Experience Point
Crystal: 1 Command Point to spend recruiting/deploying units. (You can spend 2 Command
Points received from two different Crystal regions to recruit or deploy a Golem.)
Mountain: Deploy 1 Fortification in a region where you have at least one unit.

The red player decides to meditate, and receives: 3 + 2 Energy Points, and places 1
Fortification in one of the three regions where they have units.

SPECIAL ACTIONS

Activate an Accessory
Use the effect of one of the Accessory cards in play on your player board.
You can only use the effect once per turn.

Start a Battle
Turn your Artefact tile discharged side up.
If your Artefact tile is already discharged side up, you can't Start a Battle.

Choose a region where you have at least one unit and where there is at least one enemy
unit.

All players who have at least one unit in the region chosen must put their hands under the
table at the same time and secretly choose to:
- not react: put your empty hand palm down on the table
- react: choose a card from your hand, hide it in your palm on the table

When everyone is ready, reveal your choices:


- if you chose not to react, you don't do anything
- if you choose to react, you show the card hidden in your palm

In Battle, the colour of the card chosen corresponds to a reaction .

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You can't use the effect or the Command Points on a card played as a reaction.

In turn order, each player performs the reaction associated with the colour of the card
chosen.

RETREAT: receive as many Travel operations as the Command Points on the yellow card
chosen. You can only retreat units that are in the region where the Battle is taking place.
Normal Travel rules apply (Golems and Troops can only Travel 1 region, Champions can
Travel more than once, Fortifications can't Travel).

DEFENCE: receive as many Glory Points as the Command Points on the blue card chosen,
plus the number of your units in the region chosen.

SACRIFICE: receive as many Energy Points as the Command Points on the green card
chosen, plus the number of your units in the region chosen.

ATTACK: receive as many Strength Points as the Command Points on the red card chosen.
You can add this Strength to your total Strength in the region chosen, until the end of this
battle.

After everyone has performed their reaction, each player calculates their total Strength in the
region where the Battle was fought.

Unit Strengths :
1 Troop = 1 Strength Point
1 Golem = 2 Strength Points
1 Fortification = 2 Strength Points
1 Champion = 3 Strength Points. A wounded Champion = 1 Strength Point until the end of
the Era (see Wounded Champion).
You can receive more Strength by reacting with a red card, having blue Developments active
on your player board, from the effect of a Tactical card already played, or from your
Champion's ability.

In turn order, each player compares their own Strength to that of the person with the most
strength of all. Then you must remove the same number of your colour units from the battle
region as the difference in Strength Points between the strongest player and yourself. The
units removed must be replaced to your player board and can be deployed again in
the future.
The player with the most Strength Points of all receives 2 Glory Points for each enemy unit
removed, each Champion wounded, and each enemy unit that traveled to a different region
(using the “Retreat” reaction).

Wounded Champion : Champions are too powerful to be completely beaten; however, they
can be wounded. If a Champion has to be removed after a battle, leave it where it is and turn
its Champion card to one side. As long as a Champion is wounded, it is worth 1 Strength
Point instead of 3, and can't use its special ability.

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The effect of any Development card used on your Champion remains valid.
A wounded Champion automatically goes back to normal during Phase 1 of the next Era.

E.g.:
Order of play: blue, yellow, red, black.
The red player decides to start a Battle in this region. They turn their Artefact tile discharged
side up. All players choose whether to react or not, and then all the choices are revealed at
the same time. In turn order, each player performs their action:
the blue player has chosen a yellow card with 1 Command Point, so they move one of their
units (a Golem) to another region; their total Strength is therefore 3;
the yellow player has chosen a blue card with 4 Command Points, and therefore receives 4
Glory Points plus another 4 Glory Points for their units in the region; their total Strength is 6;
the red player has chosen a red card with 3 Command Points. They therefore have a total
Strength of 6;
the black player has chosen not to react; their total Strength is 5.

The highest Strength score is 6, so the blue player should remove 6-3=3 units; since they
don't have any other units in this region, they only remove their Fortification and their Troop.
The black player has to remove 6-5=1 unit. They have one golem and one Champion, and
decide to wound their Champion.
From now on, their Champion's Strength will be reduced from 3 to 1, and they won't be able
to use their special ability.

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Now that a total of three units (one Golem, one fortification, and one wounded Champion)
have been removed and one unit (one Golem) has retreated, the yellow and red players,
who are the strongest, receive 4x2=8 Glory Points each.

Discard the cards chosen to react in Battle to the piles of the respective players.

Move an island
Turn your Artefact tile discharged side up.
If your Artefact tile is already discharged side up, you can't Move an island.

Move the island where your Champion is to the centre of the game board.

Perform an Attunement
If available on the game board, you can take the Attunement card for the island you are
moving and place it on your player board. You will immediately receive the Glory Points
indicated in the Attunement (see Attunements).
You can only take one Attunement in each Era. However, you can always decide to Move an
island without claiming an Attunement.

Lastly, Move the island where your Champion is to another island's position, sliding the
second island and any other islands around so the circle is complete; this way, different
islands will be next to each other, and all the units in play will be able to Travel differently.

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E.g.: the blue player turns their Artefact tile discharged side up and Moves the island where
their Champion is to the centre of the game board. They haven't performed an Attunement in
this Era yet, so they decide to do so now. They take the Attunement associated with the
island they Moved, place it in front of their player board and receive the Glory Points
indicated; lastly, they decide where to Move the island, shifting the other islands to fit.

Face an Encounter
If your Champion is on the same island as your Encounter token, you can spend 1/2/3/4/5/6
Experience Points to face your first/second/third/fourth/fifth/sixth encounter respectively.

Each player can face a maximum of 6 Encounters.

After you have spent the necessary Experience Points, look at the card on top of the
Encounters deck. You will immediately receive the Glory Points indicated. Then, based on
the scene shown on the card, choose one of the options to the bottom left and right.

State your choice and turn the card to discover the bonus. You can use all or part of the
bonus immediately, but any unused bonus will be lost, and you won't be able to use it later.

Move your Encounter token clockwise by the number of islands indicated.

Slide the Encounter card partly under your Champion card, so you can keep track of how
many Encounters you have faced during the game.

Encounters have 4 types of options:


Boot: the desire to move and explore
Treasure chest: the desire to collect and keep
Dialogue: the desire to talk and interpret
Axe: the desire to fight and attack

The player whose turn it is spends 4 Experience Points, because this is their fourth
Encounter.

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They receive 6 Glory Points and look at the picture. They could talk to those dark figures, or
explore the giant mushroom forest. They decide to explore the forest. They turn over the
card, read the bonus, and decide to spend 1 Energy Point to gain 3 Experience Points. They
then move their Encounter token clockwise by 3 islands from their current position. Lastly,
the player places the used Encounter card under their Champion card.

“ Premonition” variation
If you don't like the touch of unpredictability that Encounters add to the game, you
can agree at the beginning of the game to play with the following rule. When facing
an Encounter, instead of choosing what to do, turn the card over straight away and
then choose the bonus you prefer.

Phase 3. End of Era

When the fifth Region card is placed on the Events path, all the players take their turn and
then the current Era ends. N.B.: The Event deck has more than just Region cards, including
Monster and Storm cards. Regardless of how many Event cards are left in the deck, the Era
ends when the fifth Region card is placed on the Events Path.

Starting from the first space on the Events path and continuing in order, each Event card is
resolved.

Region card : for each region of the type indicated, the player controlling it receives the
number of Glory Points indicated on the Events path.

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Controlling a Region
Each region is controlled by the player who has the largest total Strength in that region when
the Strength of all their units in the region (plus any Developments) is added up.
If there is a tie, the player with the lowest Artefact tile controls the region.

E.g.: the first Event card is the Forest region. In the forest on the topmost island, the blue
player is stronger than the others, and therefore receives 2 Glory Points. In the forest on the
leftmost island, the blue player and the red player have the same Strength, but the blue
player has a lower Artefact tile, so the blue player receives 2 Glory Points. In the bottommost
forest, the black player is the only one present and therefore receives 2 Glory Points.

Storm card : all the monsters on the game board move one island clockwise.

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Monster card : the Monster indicated activates and attacks all the units on the island where it
is. Compare the Monster's Strength to the total Strength of all the units present.

- If the Monster's Strength is more than the total Strength of the players: in order of
play, all the players choose a region of the attacked island where their units are, and
remove them as if they had been beaten in battle. No one will receive Glory Points for
the units removed.

- If the Monster's Strength is equal to or less than the combined players' Strength: the
Monster will be defeated and the players receive the reward associated with the
Monsters (see Monsters).

The player with the most Strength on the island attacked will receive the “I” reward, the
second strongest player will receive the “II” reward and the third player will receive the “III”
reward. No other rewards will be assigned.
If there is a tie, the player with the lowest Artefact tile will take precedence.

After attacking, whether or not the monster is beaten, the Monster will move to the next
island in a clockwise direction.

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If the third Era is over, establish the winner (see END OF THE GAME); otherwise, start
Phase 1 of the next Era.

End of the Game

At the end of Phase 3 of the third Era, the game is over. The player with most Glory Points
wins. If there is a tie, the player with the lowest Artefact tile wins.

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Champions
Each Champion has a special ability.
You can decide at the beginning of the game whether to play with the special abilities or
ignore them. If a Champion is wounded, they won't be able to use their special ability until
the next Era.

Anuth : When you Start a Battle in the region where Anuth is, or if Anuth is on an island
attacked by a Monster, he receives 3 Strength Points until the end of the Battle or Monster
attack.

Celethe: When Celethe is on an island attacked by a Monster, if the Monster loses, the
player holding Celethe doubles their reward.

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Leheir : When you Start a Battle, Leheir gives you 1 extra Glory Point for each unit, including
your and enemy units, that is removed or retreats.

Telron : At the beginning of each Era, Telron gives you 4 extra Energy Points. If Telron is
wounded, you won't receive the 4 extra Energy Points at the beginning of the next Era.

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MONSTERS

Boulron the Reaper : Strength 11 I: 9 Glory Points II: 4 Glory Points III: 2 Glory Points

Onygauros : Strength 13 I: 4 Command Points and 4 Glory Points II: 3 Command Points and
3 Glory Points III: 2 Command Points and 2 Glory Points

Caerulas : Strength 15 I: 5 Experience Points and 5 Glory Points II: 4 Experience Points and
4 Glory Points III: 3 Experience Points and 3 Glory Points

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Storm

All the monsters on the game board move one island clockwise.

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Attunements

When you attune to the illustrated anomaly, receive 3 Glory Points for each Development
card in play on your player board.

When you attune to the illustrated anomaly, receive 4 Glory Points for each Accessory card
in play on your player board.

When you attune to the illustrated anomaly, receive 4 Glory Points for each Encounter card
you have faced.

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When you attune to the illustrated anomaly, receive 2 Glory Points for each Experience you
currently have.

When you attune to the illustrated anomaly, receive 3 Glory Points for each region you
control.

When you attune to the illustrated anomaly, receive 1 Glory Point for each region where you
have at least one unit.

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When you attune to the illustrated anomaly, receive 2 Glory Points for each of your Troops
currently deployed.

When you attune to the illustrated anomaly, receive 3 Glory Points for each of your Golems
currently deployed.

When you attune to the illustrated anomaly, receive 2 Glory Points for each card in your
discard pile.

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When you attune to the illustrated anomaly, at the end of this Era, receive 8 Glory Points for
each Monster defeated (even if you didn't take part in the attack).

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Command Deck

X Era

Pay 2 Energy Points to


execute a Travel
operation with your
Champion in any region.
Your other units cannot
Travel. Discard 1 Tactic Card to Act.

Pay 2 Energy Points to


gain 2 Experience Points
and perform the Develop Discard 1 Objective Card to
action. Develop.

Pay 2 Energy Points to Discard 1 Accessory Card to


Act. Meditate.

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Pay 2 Energy Points to
Start a Battle in any
region with at least 1
Opponent and add 2 to
your Strength. It doesn't
matter if your Artefact tile
is turned discharged side Discard 1 Development Card
or charged side up (if it is to Recharge your Artefact and
charged side up, don't gain 4 Glory Points. You can
turn it discharged side also choose only one of the
up). two effects.

As long as this card is on your


player board, when you
Deploy a Fortification, you
Pay 2 Energy Points to may deploy it in any region
gain 3 Glory Points for (also in regions where you are
each Forest you control. not present).

Pay 2 Energy Points to As long as this card is on your


gain 3 Glory Points for player board, when you
each Land of Mist you Recruit 1 Troop, you may gain
control. 1 Experience Point.

As long as this card is on your


Pay 2 Energy Points to player board, when you
gain 3 Glory Points for Recruit 1 Golem, you may
each River you control. Deploy it at no cost.

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Pay 2 Energy Points to
gain 3 Glory Points for As long as this card is on your
each Mountain you player board, add 2 to the
control. Strength of your Champion.

I Era

Pay 1 Energy Point to Pay 0 Energy Points to gain 1


Recharge your Artefact. Energy Point.

Pay 1 Energy Point to


execute a Travel Pay 1 Energy Point to execute
operation with 1 Golem a Travel operation with your
to any region (also in Champion to any region (also
regions where you are in regions where you are not
not present). The Golem present). The Champion
cannot carry any unit. cannot carry any unit.

Pay 2 Energy Points to


choose any region and
remove 1 Fortification
from each Opponent Pay 1 Energy Point to gain 2
present in that region. Glory Points.

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Pay 3 Energy Points to
Recruit 1 Troop and 1
Golem. You can also Pay 1 Energy Point to Recruit
choose only one of two 1 Golem, or execute a Travel
effects. operation with 1 Golem.

As long as this card is on your


player board, when you
Pay 1 Energy Point to Deploy 1 Fortification, you
gain 3 Glory Points. may gain 1 Experience Point.

Pay 1 Energy Point and


remove from the game 1
Tactic Card to gain X
Command Points and X
Experience Points,
where X is equal to the As long as this card is on your
number of Command player board, when you
Points of the removed Deploy 1 Golem, you may
Tactic Card. gain 3 Glory Points.
As long as this card is on your
player board, when your
Champion Travels, you may
carry 1 of any unit. The carried
unit has to start in the same
region as your Champion.
Pay 2 Energy Points to (You cannot carry a unit that
gain 2 Glory Points for has already Traveled this turn.
each of your If your Champion Travels
Fortifications currently several times, you can carry a
deployed. different unit each time.)

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Pay 3 Energy Points to
gain 1 Glory Point and 1 As long as this card is on your
Energy Point, for each of player board, when you play
your Golems currently an Accessory Card, you won't
deployed. have to spend its placing cost.

II Era

Pay 1 Energy Point to


draw up to 2 cards from
the top of the Command Pay 0 Energy Points to gain 1
Deck of the current Era Experience Point and 1 Glory
at no cost. Point.

Pay 2 Energy Points to


execute a Travel
operation with up to 2
Troops to any region
(also in regions where
you are not present).
The Troops cannot carry
any units.
The 2 Troops can Travel
to 2 different regions, Pay 1 Energy Point to Recruit
independently. or Deploy 1 Golem.

Pay 3 Energy Points to


choose any region and
remove 1 Troop for each
Opponent present from Pay 1 Energy Point to Recruit
the region. or Deploy 1 Troop.

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Pay 4 Energy Points to
choose a region and
execute a Travel
operation with all the
units from that region to
any other region (also in
a region where you are
not present). Units that
have already Traveled
this turn cannot Travel Pay 1 Energy Point to Deploy
again. 1 Fortification.

Pay 1 Energy Point and


remove from the game 1
Objective Card to gain X
Glory Points and X
Command Points, where As long as this card is on your
X is equal to the number player board, when you
of Command Points of Deploy 1 unit, you may Deploy
the removed Objective it in any region of the Island
Card. where your Champion is.

As long as this card is on your


player board, when you play a
Pay 2 Energy Points to Tactic Card, you won't have to
gain 5 Glory Points. spend its Energy cost.

As long as this card is on your


player board, when 1 Troop
Travels, it can carry another
unit to the same region. The
carried unit has to start in the
Pay 3 Energy Points to same region as your Troop.
gain 1 Glory Point for (You cannot carry a unit that
each of your Troops has already Traveled this
currently deployed. turn.)

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Pay 4 Energy Points to
gain 2 Glory Points for As long as this card is on your
each Island where you player board, add 1 to the
are with at least 1 unit. Strength of your Fortifications.

III Era

Pay 2 Energy Points to


choose any region and
remove 1 Golem from Pay 1 Energy Point to Deploy
each Opponent present 1 Golem or execute a Travel
in that region. operation with 1 Golem.

Pay 3 Energy Points to


choose a Monster. You
can only choose a
Monster whose card has
already been placed in
the Event Board during
this Era. The chosen Pay 1 Energy Point to Deploy
Monster attacks 1 Troop or execute a Travel
immediately. operation with 1 Troop.

Pay 4 Energy Points to


wound 1 Champion from
each Opponent present Pay 1 Experience Point to
in that region. gain 6 Glory Points.

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Pay 5 Energy Points to
Start a Battle in any
region with at least 1
Opponent and add 5 to
your Strength. (To
perform this effect, your Discard any 1 Card to gain
Artefact keeps the two times X Glory Points,
current state. The where X is equal to the
Artefact does not number of Command Points of
discharge.) the discarded Card.

Pay 1 Energy Point and As long as this card is on your


remove from the game 1 player board, when 1 Golem
Development Card to Travels, it can carry another
gain X Glory Points and unit to the same region. The
X Experience Points, carried unit has to start in the
where X is equal to the same region as your Golem.
number of Command (You cannot carry a unit that
Points of the removed has already Traveled this
Development Card. turn.)

As long as this card is on your


Pay 2 Energy Points and player board, when you play a
Discharge your Artefact Objective Card, you won't
to gain 13 Glory Points. have to spend its Energy cost.

As long as this card is on your


player board, when you
Pay 4 Energy Points to Deploy 1 Fortification, you
gain 9 Glory Points. may gain 4 Glory Points.

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Pay 5 Energy Points and
remove from the game 1
Development Card, 1
Accessory Card, 1
Objective Card and 1 As long as this card is on your
Tactic Card to gain 16 player board, add 1 to the
glory Points. Strength of your Troops.

All rights reserved by Tabula Games. Do not copy, cite, or distribute without permission from Tabula Games. Subject to changes

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