1. The document outlines the phases of a wave in a board game including the event, income, market, build, prep, and onslaught phases.
2. It describes deployment rules for heroes, mercenaries, and units. Heroes can only be deployed after or before minions and each faction can have up to 2 heroes.
3. The onslaught phase involves unit movement, spire attacks, exploration of landmarks, and attacks. Units must move closer to their faction marker each turn. When only one faction has units left, their heroes enter campfire mode.
1. The document outlines the phases of a wave in a board game including the event, income, market, build, prep, and onslaught phases.
2. It describes deployment rules for heroes, mercenaries, and units. Heroes can only be deployed after or before minions and each faction can have up to 2 heroes.
3. The onslaught phase involves unit movement, spire attacks, exploration of landmarks, and attacks. Units must move closer to their faction marker each turn. When only one faction has units left, their heroes enter campfire mode.
1. The document outlines the phases of a wave in a board game including the event, income, market, build, prep, and onslaught phases.
2. It describes deployment rules for heroes, mercenaries, and units. Heroes can only be deployed after or before minions and each faction can have up to 2 heroes.
3. The onslaught phase involves unit movement, spire attacks, exploration of landmarks, and attacks. Units must move closer to their faction marker each turn. When only one faction has units left, their heroes enter campfire mode.
1. The document outlines the phases of a wave in a board game including the event, income, market, build, prep, and onslaught phases.
2. It describes deployment rules for heroes, mercenaries, and units. Heroes can only be deployed after or before minions and each faction can have up to 2 heroes.
3. The onslaught phase involves unit movement, spire attacks, exploration of landmarks, and attacks. Units must move closer to their faction marker each turn. When only one faction has units left, their heroes enter campfire mode.
The document outlines the rules and phases of a fantasy strategy board game, including different phases in a wave and various unit abilities and talents.
The phases of a wave include: Income, Market, Build, Prep, and Onslaught phases.
During the build phase players can construct or upgrade spires, place earthscapes, or advance their fortress by paying source.
Phases of a Wave o Hero deployment
Cannot group with minions. Can only deploy after or
o Each opposing unit survives the attack, it will retaliate only once per turn, and only if the attacking unit is within before minions deployment. its range. 1. Event Phase (skipped in Wave 1) Wave 1- Each faction has a hero with no CP cost. This is o Fortress gate can retaliate multiple times per turn at First player designation passes to the left the only hero you may select for deployment. unlimited range, dealing 1 damage to each unit that Discard resolved cards & removed limited build option pegs Each faction may have no more than 2 heroes deployed. attacks it. Draw and read event card Equipment- one per hero. Equipped only at the o Spires do not retaliate. Dealing 1+ damage to a spire deployment. Cannot be removed after. removes only 1 attack or range upgrade. You may not 2. Income Phase o Merc Deployment- does not cost any CP to deploy remove more than 1 upgrade, no matter how much Gain Source damage you deal Repair defeated fortress gates Prepare units into a deployment stack o Landmark minions do not move or attack, but they will Units will deploy from top down. retaliate. 3. Market Phase (Turn Order) o Defeated minions and spires are returned to their Make one purchase from the market 6. Onslaught Phase (Turn Order) barracks & Defeated mercs, heroes, and landmark minions are removed from play. Start of your turn 4. Build Phase (Turn Order) Onslaught phase continues until all faction minions o Limited build option- before your unite moves, you may Take Build actions or pass for the wave. construct or upgrade a spire (max. 2) in play have been defeated. o Construct a spire Movement Campfire Mode: At the end of turn in which only one o Upgrade a spire o A minion must utilize its full movement. If your hero faction has units in play, that faction’s heroes go into Range & Attack – Pay Source equal to the # of blocks the movement- you minion moves into the hero’s campfire mode for the remainder of the wave and are upgrades on the spire (including this one). hex forcing the hero to swap positions. inactive. Heroes do not take turns and cannot be interacted Fortification – 2 Source o Minion must end its movement on a hex that is closer to with in any way. The faction’s minions continue to act as Each spire has 1 range by default. its mark than the hex it started on. normal until they are defeated. Always add or remove upgrades from the bottom. o Minion movement must always begin with your leading Source and CP per Wave & Terrain Traversal o Earthscape (place an earthscape previously purchased minion. The leading minion is the minion that is closest to from the market). You may immediately construct a its mark. Wave 1 Wave 2 Wave 3 Wave 4 spire as long as you are eligible (location, influence, and o Hero can use some, all, or none of their movement. Must Source 5 7 9 11 Source cost). move before or after minions movement CP 5 7 9 11 o Advance your fortress (paying the Source cost) o A hero can return to the fortress to recover to full health The phase continues until all players have passed. and is placed besides your barracks. May be deployed again in a future wave without paying CP cost. 5. Prep Phase Spires fire In turn order, declare your mark. Give your opponent o Opposing Spires use an attack dice to damage. Units do your faction mark chip to set beside their fortress. not retaliate against Spires. Select units using CP o Each spire may fire only once per turn. o Grouped minions o Spires cannot attack landmarks, units belonging to non- The top minion is the active minion. Active minion’s active players, spires, or fortress gates. terrain allowance is still valid. Exploration Lowest movement stat at the top o Explore any landmark that is adjacent to one or more of Health equal to the active monster’s health your units -> secretly look at your landmark(s) -> reveal Extra damage health to the top grouped unit does not or keep facedown. carry over to the next unit. Attack Merc minions can group with your minions o Minions must attack a valid target. Heroes may optionally do so. Leveling up (defeat a unit, spire, or gate) Victory Condition Fortress Gate Pillaging Receive upgrade chips Game ends immediately upon the defeat of a faction’s fortress When you defeat a fortress gate and the game does not end o Place an attack or fortification upgrade chip beneath gate, if only one faction’s fortress gate remains. A fortress (because more than one fortress gate still has health), you their unit chip. gate is considered defeated if it loses its last health. immediately pillage the defeated faction’s fortress. Increase o Fortification upgrade effectively acts as an extra health your Source by the amount of Source the defeated faction has If multiple fortress gates are still intact at the end of four chip and is removed first, in place of a health chip. (up to your Source capacity) and reduce their Source to 0. waves, the game ends and players will compare fortress power Promotion to determine a winner. o When leveling up a hero on its basic side at its maximum Repairing your Gate upgrade capacity, the hero is promoted. Flip the unit Fortress power= Gate health + # of fortress advancements. During the next wave’s Income Phase, you must repair your token to the other side with a star. Immediate lose any gate after receiving your Source income. Restore it to exactly 3 upgrade chips on it. Tie breaker #1 = Most gate health health by removing fortress advancement, gaining 1 gate Tie breaker #2 = Most remaining Source health for each scarified advancement. If you can’t afford 3 Tie breaker #3 = Most spires advancement to scarified, you must spend repair by spending 2 Tie breaker #4 = You are too competitive!! How about playing Source for each health. It may not be repaired higher than 3. another round? Master Talent List Capture (M/F) when this unit defeats a minion, capture that minion from its faction (place beside your Evasive (M) When attacked by a unit with the talent # Range, reduce the damage dealt to 1. Leech (M) When this unit attacks or retaliates, it may recover health up to the amount of damage dealt. F = Faction / L = Landmark/ M = Merc fortress). Its faction may not return the minion to its Exposure (F) Treat this chip as a path hex. When a non- Lookout # (M) At the start of your turn, you may look at barracks until it deals damage to your fortress gate. griege unit moves onto this hex, it is dealt 1 damage. If any landmark within # hexes of this spire. This is not # Elfin (F) You may place # elfinkaze on top of this unit or Challenge (F) Heroes within 3 hexes of this unit may an opposing unit is defeated by Exposure, the griege considered exploring. spire at the start of each Onslaught Phase (if available). attack only this unit. gain the reward. Magic-Like Missile (M) Once per turn before or after this # Range (M/F) May attack and retaliate from up to # hexes Channel (M/F) Gain 2 Source each time this unit is Fair Fight (L) This unit’s attack stat is equal to that of the unit’s movement, you may spend 2 Source to deal 1 away. May also attack units with the talent ‘Flying.’ attacked. unit it is attacking or retaliating against. damage to a unit up to 3 hexes away. # Roost (F) Elfinkaze may perch (end their movement) on Collapsible (F) This chip does not prevent an earthscape Fountain (L) Once revealed, all adjacent units may Matter Distortion (F) Before or after this unit’s top of this unit or spire, with # becoming their from being placed on this hex. If an earthscape is recover 2 health at the start of each new round. movement, you may acquire the top earthscape from movement stat. Elfinkaze perched here do not prevent placed here, return this chip to its barracks. Discard this landmark at the end of the current wave. the market and place it so that it covers part of the isle this unit or spire from remaining active. Connected (F) Add +1 to this spire’s upgrade capacity for Flying (M/F) This talent is ignored if this unit is grouped. this unit occupies (ignoring influence restrictions but Air Defense (M/F) May attack units with the talent Flying. each other spire with Connected in play (up to a total This unit can only be attacked by spires with the talent following all other earthscaping rules). Flip this unit to Anarchy (M) Before this unit’s movement each turn, roll capacity of 5). Air Defense and units with the talents # Range or its promoted side (removing all upgrades). the D6. On a 5 or 6, it abandons you (discard this unit). Consume (F) Before or after this unit’s movement, it may Flying. Another unit may move onto this unit’s hex, Mining (F) At the end of the wave, you may return this Anti-Heirs (M) This unit cannot be deployed by the heir “eat” an adjacent hero with 2 or less health (defeating forcing this unit to trade places with it. If the trade spire to your barracks to gain 6 Source. Cannot be faction. it). Flip this unit (removing any upgrade chips). would place this unit on a fortress gate hex, it is constructed during the Onslaught Phase. Assault (M/ F) When attacking a spire, remove the bottom Cover (F) This spire can only be damaged by adjacent instead placed on the closest valid hex of your choice. Naroran Rift (F) Usable only by naroran units. Treat this upgrade before applying damage. units and spires. When a taproot is adjacent to this Fury Kick (F) When attacking a minion, this unit trades spire as a path hex. Moving onto it instantly teleports a Assimilate (F) The Source reward from all other units spire, any attack on the taproot is reduced to 1 places with it prior to applying damage. The damage unit to another chip with the talent Naroran Rift or defeated within 2 hexes of this unit is gained by you, damage. from this attack is dealt to all opposing units adjacent Riftwalk (unless there are none). Teleporting does not regardless of how they are defeated. Creep (F) At the start of each of your turns during the to this unit (only the original target will retaliate). count as part of a unit’s movement. Naroran units Onslaught Phase, this spire may move onto an Glidebomb (F) Before or after this unit’s movement, it using the talent Riftwalk may teleport themselves to Assist (M) This unit may gain an upgrade chip (adhering to adjacent non-path hex. may defeat itself in order to deal 2 damage to all Naroran Rifts as well. Minions may use Naroran Rift upgrade restrictions) when an adjacent friendly unit Crush (F) During its movement, this unit may move onto a adjacent units, fortress gates, and spires (removing 1 during their movement as long as they make progress defeats an opposing unit or spire. hex occupied by an opposing unit with less health than upgrade). towards their mark. A spire with Naroran Rift that is Armored (F) When this unit is attacked, reduce the damage it, dealing 2 damage to the opposing unit and forcing it Healing (M/F) At the start of your turn, this unit may occupied by a unit is still active. Teleporting to an dealt by 1. to trade places with this unit. If the trade would place recover 1 health. occupied Naroran Rift or Riftwalk chip defeats any Awaken (L) When revealed, also reveal all non-anomaly unit(s) occupying it. *Defeating grouped units this way landmarks. Then, discard this landmark. the opposing unit on a fortress gate hex, it is instead Hero’s Quest (L) Exploring hero must reveal this landmark placed on the closest valid hex of your choice. and choose one of the following: 1) Return this hero to grants the reward for the top unit only. Back to the Future (M) Once per wave at the end of your Overload (L) On your turn, if you have a unit adjacent to Cumbersome (L) When a hero reveals this item or is your fortress and gain 4 Source. Place this landmark turn during the Onslaught Phase, this unit may take this landmark, you may spend 6 Source to discard it adjacent to it after movement, the hero may pick it up. facedown again. 2) Defeat this hero and discard this another turn. and gain its reward. The hero carrying this item has a movement stat of 2 landmark, gaining 2 relics and 6 Source. Battle Hardened (M) When this unit is attacked by a spire, Pacify (F) Instead of attacking, this unit may discard an and is restricted to moving on path hexes. Riftwalk Hunter (M/F) This unit deals +1 damage when attacking a reduce the damage dealt by 2. adjacent landmark minion to gain 3 Source. may be used, but other talents, advancements, or landmark. Builder (F) Before or after this unit’s movement, you may Peaceful (F) Can only be damaged by merc units and merc relics that move or teleport units may not be used on Immolate (F) If defeated by a faction unit or spire, steal construct a dispatch platform on an adjacent Source spires. Another unit may move onto this unit’s hex, the hero carrying this item. If the hero takes damage Source from that faction equal to this unit’s Source Well (ignoring influence restrictions), promote an forcing this unit to trade places with it. If the trade or is defeated, this item is dropped on the hero’s hex. reward (instead of rewarding it to that faction). If this adjacent dispatch platform to a siege tower (keeping would place this unit on a fortress gate hex, this unit is Degradation (M) After this spire attacks, remove the unit is adjacent to an opposing fortress gate at the end existing upgrades), or add an upgrade to an adjacent instead placed on the closest valid hex of your choice. bottom 2 upgrades from it. of its movement it explodes, defeating itself and spire (ignoring upgrade restrictions). This has no cost Dig (F) Before or after this unit’s movement, it may place dealing its current health in damage to all adjacent Poison (M) A successful attack or retaliation that would and is in addition to your two limited build options. If a Tunnel Access chip on an adjacent non-path hex. units, spires, and the fortress gate. remove health from a unit, instead removes half of its this unit is on its basic side, return it to your barracks. If Dodge (F) When damage from an attack or retaliation Impale (F) At the end of this unit’s movement, it deals 1 existing health (rounded down). it is promoted, flip it to its basic side. would defeat this unit, ignore the damage entirely and damage to all adjacent opposing units it was not Portable Gateport (L) Before or after its movement, a Burrow (F) May only be performed by an ungrouped unit. do not retaliate. Flip this unit to its basic side adjacent to prior to moving. hero may spend 1 Source to pick this item up from an After this unit’s movement, you may remove all of its (removing all upgrades and keeping current health). Improve (M) If this unit ends its movement adjacent to a adjacent hex or drop it on an adjacent non-path hex. health and place it on any adjacent non-path hex Engage (L) This landmark must be revealed when friendly spire, you may spend 2 Source to add any The talent on this item cannot be used while it is being (ignoring terrain type). While burrowed, this unit is explored. If a unit can attack this landmark during its upgrade to the spire (ignoring upgrade restrictions). carried. inactive. At the start of your next turn this unit flips over, recovers its full health and takes its turn normally. attack stage, it must do so. Incorporeal (M/F) Only adjacent units and spires may Call Minion (F) Once per wave before or after this unit’s Entropy (L/F) This unit detonates immediately if its health attack this unit. During movement, this unit may pass movement, you may spend 2 Source to teleport an is reduced to exactly 1, defeating itself and dealing 2 through opposing units (but cannot end its movement ungrouped friendly minion to a hex adjacent to this damage to all adjacent non-naroran units. on the same hex as another unit), stealing 1 Source unit (adhering to terrain restrictions). from the faction of each unit it passes through. Possess (F) Before or after this unit’s movement, it may Recruitable (L) The revealing faction may choose to Sourcefield (F) When this unit is attacked, you may spend Toxic Fumes (F) When this unit is defeated, it may place a convert an adjacent ungrouped opposing faction convert this minion, controlling it as if it were their Source equal to the amount of damage dealt in order toxic fumes chip on its hex. A hex may contain multiple minion by placing this unit underneath it. You now own. Place this minion on the closest valid path hex. to negate all of the damage. This unit still retaliates. toxic fumes. Return toxic fumes to your barracks at the control the opposing minion as if it were your own When this minion is defeated, no reward is granted. Source Link (L) The revealing faction may place a minion end of the wave. (and may move it if this unit hasn’t yet moved). When Recruiter (F) Before or after this unit’s movement, it may chip under this landmark to designate ownership. On Toxic Secretion (F) Anytime a non-griege unit moves onto damaged, remove health from the naroran unit. When convert an adjacent landmark minion to be under your your turn during the Onslaught Phase, you may replace a hex adjacent to this unit, it is dealt 1 damage all health is removed from the naroran unit, it is control. Place the minion on the closest path hex to the current minion chip with one of your own if you Transport (F) Must be grouped with exactly one minion defeated and opponent regains control of their this unit. It now takes its movement for the turn. have a unit adjacent to this landmark. The owner gains under it. The minion grouped under this unit may have minion. When this minion is defeated, no reward is granted. +5 Source during the Income Phase and +2 CP during a lower movement stat. Prepared (F) When this unit is retaliated against, reduce Relentless (L) When retaliating, this unit rolls a spire the Prep Phase. Unruly (F) Before this unit’s movement each turn, roll the damage dealt by 1. attack die. Continue to roll and tally the damage until a Spawn (F) At the start of your first turn during the forsaken die and apply the result to this unit. If Prowl (L) At the start of each round, the last player in turn miss or crit is rolled. At that point, stop rolling and Onslaught Phase, you may place a larva on an adjacent forsaken are the only faction minion type in play, the order must move the ancient traxxyr 2 hexes towards apply all damage (including damage from the crit, if path hex (if available). wave ends and forsaken stay in play. Cannot be the fortress gate of the player with the most Source. If applicable). Spire Shot (M/F) As part of this unit’s movement, it may grouped or use the talent Riftwalk. factions are tied for most Source, it moves toward the Riftwalk (L) Treat this landmark as a path hex. Moving move onto an adjacent friendly non-fortress spire. Unstable Rift (L) When revealed, this landmark is fortress gate of the tied player who acts earliest in turn onto it instantly teleports a unit to another landmark While on a spire, this unit gains +1 Range. The spire is removed from play and all units adjacent to it are order. After moving, the ancient traxxyr immediately with the talent Riftwalk (unless there are none). inactive while this unit is on top. defeated. The revealing player gains Source equal to attacks if adjacent to a fortress gate. *Cannot be put Teleporting does not count as part of a unit’s Splash (M/F) When attacking, this unit or spire may total health lost in this ritual. *Only count active unit’s under the control of a faction in any way. movement. Minions may use Riftwalk during their additionally deal 1 damage to all units adjacent to its health for grouped units. Quantum Dark (F) Before or after this unit’s movement, it movement, as long as they make progress towards target. Waterwalker (M) While this unit is on a water hex, spires may defeat itself in order to convert an adjacent their mark. Teleporting to an occupied Riftwalk Summon (F) May only be performed by an ungrouped cannot attack it. opposing spire with 2 or fewer upgrades into a naroran landmark defeats any unit(s) occupying it. *Defeating unit. Instead of moving, you may spend (X) Source to Wallop (F) Instead of attacking, this spire may deal 1 spire (replace the spire chip with a naroran spire chip grouped units this way grants the reward for the active create a war briar (3), vineherald (4), or treed (5). If damage to an adjacent unit, then place it up to 3 hexes from your barracks). unit only. performed by a taproot, the unit is summoned on its away from this spire on any valid hex. The unit may be Queen’s Blood (F) This unit does not have health of its Roost Roam (F) You may choose how much of this unit’s promoted side. Flip the taproot and group it under the fired upon by any new spires it is now in range of. own; rather, its health is bound to the fortress gate. movement to use, where it moves, and if it attacks. Its summoned unit in the same hex. If performed by a Once this talent is used, flip this spire to its reetall side When this unit leaves the fortress, it takes 5 of the movement stat is equal to the # Roost it most recently hero, unit is summoned on its basic side and placed on (keeping existing upgrades). gate’s health to act as its own (adjust the fortress perched on. If this unit does not start its turn on a the closest path hex to the hero. The summoned unit Weak Point (M) Instead of attacking, this unit may gate’s health accordingly). When it returns to the Roost, it must either perch on a Roost or use does not move this turn. remove the top two upgrades from an adjacent spire. fortress, its health is added back to the fortress gate Glidebomb/Save before of after its movement. While Summon Hero (L) Before or after movement, if your hero Yrtel’s Way (F) Before or after this unit’s movement, you (up to its maximum). perched, this unit is not considered grouped and is still is adjacent to this landmark, you may spend 3 Source may return an adjacent faction minion with equal or Quick Counter (F) When attacked by an adjacent unit, this active. If elfinkaze are the only faction minion type in to teleport another hero to a hex adjacent to this less health to its barracks (not considered defeated). unit applies damage from its retaliation first. It will play, the wave ends and elfinkaze are returned to your landmark (adhering to terrain restrictions). Flip this unit to its promoted side (removing any then take damage from the attack if the attacker is not barracks. Survival (M/F) At the end of your turn, if this unit did not upgrade chips). defeated. Save (F) Before or after this unit’s movement, it may move or attack, it may recover 1 health. Yrtel’s Will (F) Before or after this unit’s movement, you Quick Strike (F) This unit may attack prior to spires firing. defeat itself in order for an adjacent unit to recover up Stasis (F) Before or after this unit’s movement, you may may either discard an adjacent landmark minion to Rally (F) When this unit defeats a unit or spire, heir to 4 health. place it on top of an adjacent ungrouped opposing gain 3 Source or remove all attack upgrades from an minions within 2 hexes of this unit may immediately be Secret Passage (L) This landmark may be attacked to faction minion. That minion becomes inactive, adjacent spire. Flip this unit to its basic side (removing promoted. remove its health chip. Once health is removed, any however any damage dealt to this unit is removed any upgrade chips). Ram (F) When attacking an adjacent spire, this unit may hero may move onto this landmark (ignoring terrain from the inactive minion’s health. This unit must move remove an attack upgrade from that spire (even if it is restrictions). Locate an unrevealed landmark on an off of the minion on the next turn in which it can make not the bottom upgrade). Also, retaliation from adjacent isle, and swap the two landmark chips (along progress (and may not use Stasis again that turn). opposing units cannot deal more than 2 damage to this with your hero). This swap does not count as part of Swindle (M) When this unit attacks or retaliates against unit. your hero’s movement. When your hero moves off this faction units, it does not deal damage. Instead, it steals Rooted (F) If adjacent to a spire, this unit may stay in landmark, replace 1 health under it. 1 Source from that faction for each health that would place instead of moving. It must move on the next turn Self-Destruct (F) At the start or end of your turn, this unit have been removed. in which it can make progress towards its mark. may defeat itself in order to deal 2 damage, plus an Tempered (F) Before this unit’s movement each turn, roll Raze (F) At the start of your turn, this spire may attack a additional 2 damage per upgrade on this unit, to all the forsaken die. You may apply the result to this unit spire or fortress gate within its range. Fortress adjacent opposing units and spires (removing 1 or reroll and apply the new result instead. If forsaken retaliation removes the bottom upgrade of this spire. upgrade). are the only faction minion type in play, the wave ends Reap (M) Once per wave when this unit is adjacent to a Source Aura (F) After this unit’s movement, it may deal 1 and forsaken stay in play. Cannot be grouped. Source Well (even if occupied), roll the D6 and gain the damage to all adjacent opposing units and spires. Toxic Secretion (L) Anytime a non-griege unit moves onto die result in Source. a hex adjacent to this unit, it is dealt 1 damage. Solo/ Co-op Campaign AI Talent Triggers Master List for Mining Does not trigger. Secret Passage AI units cannot attack or use this Naroran Rift Naroran units will use this talent if it landmark. Set up note: Solo and co-op campaign would result in greater progress being made than Self-Destruct Triggers after this unit’s attack, if doing o Landmark follow standard placement # Elfin Place an elfinkaze (on its Glidebomb side) on not using it, and if they have enough movement to so would defeat at least one adjacent opposing unit rules (ex- swamp landmark placed on the this unit or spire at start of Onslaught Phase, or step off of the chip after transporting. or spire. Place this unit in the barracks. Source Well closest to each fortress gate) when it becomes active. Overload AI units will not trigger. Sourcefield Does not trigger. o Market set up is normal (# of fortresses + Air Defense If this spire has multiple possible targets Pacify Triggers any turn in which this unit ends its Spawn Triggers on this faction’s first turn during the 1). of the same priority level, it will target a unit with movement adjacent to a landmark minion and does Onslaught Phase. Place larva on the adjacent path o Prep Phase- The list from left to right talent Flying, if possible. not have a faction unit or spire it can damage with hex that is closest to its mark. Assimilate Players may not gain Source rewards for an attack. should be stacked from top to bottom. Spire Shot Triggers if this unit is able to move onto a any defeats occurring within 2 hexes of this unit. Possess Triggers before or after this unit’s movement spire with its movement, and doing so would allow Units with an asterisk* should be Assist This unit will end its movement adjacent to a if it is adjacent to an ungrouped opposing minion. it to target a hero it would otherwise not be able to deployed on their promoted side. Units friendly unit if it is able to do so while making the Quantum Dark Triggers before or after this unit’s target. Unit will move off of spire on its next turn. with square brackets [] should be grouped most possible progress towards its mark. It starts movement if it is adjacent to an opposing spire Splash Triggers if this unit would be able to deal together. with an attack upgrade. with 2 or fewer upgrades. The spire will become a damage to at least one additional opposing unit. o AI do not gain or use Source. Builder Triggers the first time this unit is adjacent to a monolant if possible; otherwise it will become a Stasis Triggers before or after this unit’s movement if o AI heroes gain an upgrade when they Source Well before or after moving. It will refractor. Place this unit in the barracks. it is adjacent to an ungrouped opposing minion. defeat a unit. construct a dispatch platform on that Source Well. Queen’s Blood If the griege have no fortress in play Summon Triggers immediately if this unit is reduced Burrow Triggers after this unit’s movement if it has for Echri to draw health from, she is considered to to exactly 1 health. Prep Phase will outline which less than full health. Place it on the adjacent non- Spire Attack Priority have a health stat of 5. unit to Summon. If the unit to be summoned is path hex that is closest to this unit’s mark. Ram When this unit attacks a spire, the attack unavailable, select the next available unit this list: 1. Opposing Hero it can defeat Call Minion Does not trigger. upgrade closest to the bottom of the spire is grizzled oak, ogregrowth, treed, vineherald, war 2. Opposing minion it can defeat Channel Does not trigger. removed if possible; otherwise it attacks as normal. briar. 3. Opposing hero it can damage Consume Triggers before or after this unit’s Retaliation reduction triggers any time this unit is Summon Hero Does not trigger. 4. Opposing minion it can damage movement if it is adjacent to an opposing hero with retaliated against. Survival This unit will use its movement if it is able to 2 health or less. Raze Triggers each turn. Spire’s priorities are: an make an attack after moving or if it is at full health. AI Unit Attack Priority Creep Does not trigger. opposing fortress gate > the opposing spire with Otherwise, it will forgo movement and attacking in 1. Opposing fortress gate Crush Triggers if this unit could move into an opposing the fewest upgrades. order to trigger this talent. 2. Opposing hero it can defeat unit’s hex while using its full movement and making Reap Triggers once per wave, the first time this unit is Swindle Source is lost by the faction of the unit 3. Opposing spire it can defeat as much progress as possible. adjacent to a Source Well. An opposing faction of receiving damage from this unit. 4. Opposing faction minion it can defeat Dig Does not trigger. the player’s choice must lose Source equal to half Tempered Re-roll the forsaken die if this unit rolls a (- Fountain If an AI unit is able to end its movement of the rolled result, rounded down. A) or (-M) on its first roll. 5. Opposing landmark minion it can defeat adjacent to this landmark while making the most Recruiter Triggers before or after this unit’s Toxic Fumes Triggers upon defeat unless there are 6. Opposing hero it can damage possible progress towards its mark, it will do so. movement if it is adjacent to a landmark minion. already 3 toxic fumes in play. 7. Opposing spire it can damage Glidebomb Triggers if this unit used Roost Roam to Riftwalk Units will use this talent if it would result in Wallop Triggers when this unit would attack a hero 8. Opposing faction minion it can damage move and is adjacent to an opposing unit after its greater progress being made than not using it, and that it could not defeat. The hero is placed in the 9. Opposing landmark minion it can movement. if it has enough movement to step off of the chip hex within 3 hexes of this spire that is as far from damage Immolate If this unit is defeated by a faction unit or after transporting. the grovetender’s fortress gate as possible. spire, the defeating faction loses Source equal to Roost Roam This unit will only move from its Roost if Waterwalker This unit will end its movement on a AI Movement this unit’s Source reward. Place this unit in the it is able to move adjacent to an opposing hero. If water hex if it is able to do so while making the o Use full movement to make as much barracks. this unit has multiple options of hexes to move most possible progress towards its mark Improve Triggers the first time this unit ends its into, it will choose a hex that is adjacent to as many Yrtel’s Way Triggers before or after this unit’s progress as possible. If an AI unit can use movement adjacent to a friendly spire, adding an opposing units as possible. When starting a turn off movement if it is adjacent to an opposing minion its full movement and make progress attack upgrade to it. a Roost, it will move adjacent to an opposing hero with less health. towards its mark, it must do so. Incorporeal This unit will pass through opposing units if possible or, if that option is unavailable the Yrtel’s Will Triggers before or after this unit’s o (Optional) Use any amount of movement if doing so allows it to make the most progress closest opposing unit or spire. movement if it is adjacent to an opposing spire to make a lateral move. possible. Opposing factions will lose 1 Source for Rooted Triggers before moving if this unit is adjacent with one or more attack upgrades, to remove each of their units that are passed through. to a spire and it would be able to make an attack them. Lookout # Does not trigger. this turn. Otherwise, this unit moves as normal. Matter Distortion Does not trigger.