Card Game. Fantasy conquest made simple.
There are 2 decks, the Territory deck, and the Battle deck.
The Territory deck has 15 cards.
There are 5 types of territories: Castles, Mountains, Towers, Forests, and Swamps.
The Territory deck has 3 cards of each.
The Battle Deck has 60 cards.
There are 4 types of Battle cards: Heroes, Minions, Artifacts, and Spells.
The Battle Deck has one of each of the cards listed in the Card Lists under
these four headings.
Control all of the territory cards.
Each player gets 4 territory cards dealt randomly from the territory deck.
After setup the territory deck is no longer used.
All players draw a card from the battle deck. The player who draws
the highest BV or AV score goes first. The next highest goes second, and
so on. Redraw in case of ties.
Each player starts with 7 cards.
Players take turns. Each turn has 2 phases:
1. Draw Phase
2. Attack Phase
Draw 3 cards.
You may have a maximum of 7 cards in your hand.
If you ever have more than 7 cards at the end of a phase, discard the excess cards.
If the deck runs out, shuffle the discard and continue play.
If you have a hero in your hand you may attack.
If you don't want to attack you may skip this phase.
If you want to attack, pick one of your opponents territories to be the
target of your attack.
Play one of your heroes face up on the table.
You may also play one artifact card.
You may also play one or more Minion cards whose territory matches that
of the attacking hero.
For example: A barbarian may have a Giant as a minion, but not a vampire.
You may also play one or two spell cards if allowed.
Each hero has a spell level of 0, 1, or 2. This is the number of
spells the hero may cast during the battle.
Add up the AV (Attack Value) of the Hero plus the BV (Battle Value) of all
his minion, spell, and artifact cards. This is the "Total Attack Score."
The Defender may play a Hero.
The Defender may play one artifact card, only if he played a hero.
The Defender may also give his hero spells according to the heroes spell level.
The Defender may play Minion cards that match his heroes territory and the
territory that is being attacked.
The Defender may play Minion cards that match his territory that is being
attacked even if he does not play a hero.
Attacker and Defender may continue playing cards until they both pass.
Add up the Defenders BVs and DV (Defense Value) to get a "Total Defense Score."
Compare the total scores of the attacker and the defender.
If the Attackers Score is higher, he gets to keep the territory card, and draws 2 cards.
If the Defenders Score is equal or higher he keeps his territory card and draws 3 cards.
All cards played during the battle on both sides are discarded.
TERRITORY CARD LIST
HERO CARD LIST
Name Territory AV DV Spells Special
Knight Castle 1 5 0 Castle Minions get +1BV
Priest Castle 1 1 2 Negate one opposing spell
Cleric Castle 1 3 1 +3 BV versus Swamp Minions
Barbarian Mountain 6 3 0 Cannot use Artifacts
Warrior Mountain 4 4 0
Shaman Mountain 3 1 1 Mountain Minions get +1BV
Druid Forest 1 3 1 Forest Minions get +1BV
Ranger Forest 2 4 0 +3 BV when battle at Forest
Enchantress Forest 1 1 1 Charm opposing Minion
Wizard Tower 1 1 3
Sorcerer Tower 3 1 1 Summon any Minion
Rogue Tower 3 3 0 Steal one card from opponent
Warlock Swamp 1 3 1 +3 BV versus Forest Minions
Necromancer Swamp 1 1 2 Swamp Minions get +1BV
Lich Swamp 3 1 1 +3 BV when battle at Swamp
Notes: The Rouge steals one random card from his opponents hand when played.
The Enchantress takes control of one opposing minion before totals are compared.
The Priest can negate one spell cast by opponent during the battle.
The Sorcerer may use one non-tower minion.
MINION CARD LIST
Name Territory BV Special
Peasants Castle 1 +1 BV if Defending Castle
Archers Castle 2 +1 BV if Defending
Pikemen Castle 3 +1 BV if Defending, -1 BV if Attacking
Griffins Castle 4
Archangel Castle 5 +1 BV versus Swamp Minions & Heroes
Goblins Mountain 1 Discard a card to get +1 BV
Orcs Mountain 2 +1 BV if Attacking
Ogres Mountain 3
Trolls Mountain 4
Giant Mountain 5 +1 BV if Defending Mountain
Pixies Forest 1 Hero gets +1 Spell Level
Elves Forest 2 Hero gets +1 Spell Level
Dwarves Forest 3 +1 BV versus Mountain Minions
Unicorns Forest 4 Hero gets +1 Spell Level
Dragon Forest 5 Opponent must discard one random card
Gnomes Tower 1 +1 BV if Defending Tower
Myrmidons Tower 2
Golems Tower 3 Negate one of opponents spells
Djinn Tower 4 Hero gets +1 Spell Level
Demon Tower 5 +1 BV if Attacking
Skeletons Swamp 1
Zombies Swamp 2
Swarm Swamp 3 Destroy level 1 Minion
Wraiths Swamp 4 +1 BV at Swamp
Vampire Swamp 5 +1 BV versus Castle Minions
Notes: When played the swarm destroys one opposing minion of BV=1
ARTIFACT CARD LIST
Name BV Notes
Rune Staff 5 Draw one card when played
Celestial Sword 4 AV +1
Titans Armor 3 DV +1
Spell Shield 2 Negate one of opponents spells during battle
Ring of the Magi 1 Hero gets +1 Spell Level
SPELL CARD LIST
Name BV Effect
Bless 0 All of your minions get +1 BV
Cone of Cold 2 Opponent must discard one random card.
Lightning Bolt 3 Destroy opponents Artifact.
Fireball 3 All of your opponents Minions are -1 BV
Illusions X X = 1+ Casters spell level
Petrification 0 Destroy one of opponents Minions.
Charm 0 Take control of one of opponents Minions.
Cataclysm 0 Destroy all Minions in battle so far.
Scrye 0 Look at opponents hand.
Fortune 0 Draw 3 cards.
Summon 0 During battle use any Minion card in your hand.
Wall of Fire 0 Your opponent may not attack you on his turn.
Fly 0 You may make a second attack this turn.
Notes: Play Fly after your first attack, if you have a second hero ready.
Play Wall of Fire at the beginning of your opponents attack phase.
Play Scrye and fortune at any time.
For a short game, let the winner be the player with the most territories
when the deck runs out.