1-4
14+
60+ Minutes
The goal of the game is to be the first player to earn 3 Renown Points. Players can achieve this by either completing empire missions, slaying fearsome monsters or constructing majestic Dragon Towers. Each victory and strategic build brings you closer to triumph, but beware—your opponents are just as determined to claim glory! Will you rise to fame through battle or craftsmanship? The choice is yours.
The adventure begins with each player crafting their unique section of the game map! Each player receives a set of hex tiles: 5 Water, 5 Food, 5 Wood, 5 Empty, 4 Rock, and 2 Mana. You can arrange your tiles in any shape or pattern you like, but there are a few important rules to follow:
Use All Your Tiles: Every hex tile must be placed.
Ensure Continuity: All hexes must form a continuous layout, ensuring that monsters or troops can move freely across the map without encountering isolated areas.
With the map complete, it’s time to populate it with monsters! Each Empty tile features a number or mark corresponding to the roll of a six-sided die (1d6). To place a monster:
Roll a 1d6.
Choose one of the Empty tiles that matches the rolled number.
Place a monster on that tile.
Once the monsters have been placed, players will establish their starting outposts. Each player has 4 outposts to place, taking turns to position one outpost at a time.
Rules for Starting Outposts:
Outposts must be placed adjacent to a Water tile or another of your outposts.
Outposts cannot be placed on Water tiles.
Tip for Strategy: While not mandatory, it’s recommended to place your 4 starting outposts near the 4 different resource types—Food, Wood, Rock, and Mana. This approach can help you balance your resource production and give you an edge as the game unfolds.
At the beginning of the game, each player starts with 1 unit of each resource: Food, Wood, Rock, and Mana.
Gather Resources
Commerce & Trade
Troops Movement & Attack
Monsters Movement
Each turn begins with resource gathering. The active player will choose whatever reseource they want, then roll a four-sided die (1d4). The result dictates which resource is gathered by all other players:
1: Food
2: Wood
3: Rock
4: Mana
Players collect resources based on the number of outposts they have on tiles of the indicated resource type. For example, if the die roll is 2 (Wood) and a player has 2 outposts on Wood tiles, they collect 2 units of Wood.
After gathering resources, the active player enters the Commerce and Trade phase. This is where players can build, upgrade, and trade to strengthen their position.
During this phase, the active player can:
Build outposts: Spend resources to construct new outposts on eligible tiles.
Upgrade outposts to Dragon Towers: Use resources to transform an outpost into a powerful Dragon Tower, which also earns a Renown Point.
Train Troops: Spend resources to recruit and deploy troops.
The active player can trade resources in two ways:
With the Capital: Exchange resources with the central bank at an extra cost .
With Other Players: Negotiate and trade directly with opponents, fostering alliances—or rivalries!
During this phase, the active player can move their troops and potentially engage in combat with monsters.
Each troop has a set number of movement spaces they can use per turn.
The active player may choose to move each troop using all, some, or none of their available movement spaces—but troops cannot exceed their maximum movement limit.
Paragons are the only troops that can move on Water tiles, as they have the ability to fly. No other troop can move on water.
If a monster enters the range of a troop during movement, combat can be triggered.
Choose the Type of Attack: Each troop has multiple attack options. The active player selects the type of attack to use.
Determine Success or Failure: Roll a 1d10 to see if the attack succeeds. Each attack type has its own success threshold.
Calculate Damage: If the attack succeeds, roll the appropriate damage die (determined by the type of attack). The damage dealt depends on the chosen attack type and the result of the damage roll.
Combat is resolved immediately after it is triggered.
Regardless of whether the attack was successful or failed, the monster will always react to the attack.
Roll a 1d8: The active player rolls a 1d8 to determine how the monster will react.
Monster Behavior: Based on the roll, the monster will respond according to its specific behavior.
At the end of the player’s turn, the monsters will begin their movement.
Roll a 1d6: The active player rolls a 1d6 to determine the direction in which all monsters will move. Each number on the die corresponds to one of the six directions on the hex grid.
Move Monsters: All monsters on the map move one hex in the direction indicated by the die roll.
If a monster cannot move in the chosen direction, the direction will change clockwise until it finds an available tile to move to.
Monsters are unable to move on top of other monsters. If two or more monsters occupy the same hex or move to the same location, the movement will be resolved based on the turn order (the first player’s monsters move first, then the second player’s, and so on).
It is highly recommended that players keep track of their monsters’ positions and movements to ensure proper resolution during this phase. This will help avoid confusion and ensure that all monsters move accordingly.
The game concludes when a player successfully gathers 3 Renown Points. Whether through slaying monsters, completing missions or constructing Dragon Towers, the first player to reach this milestone is crowned the victor.