Frequently Asked Questions

general

Attack Modifiers
Rulings:
  • Attack modifiers are only added to initial base DMG and never to the bonus DMG. For example, a spell says ‘2 DMG + 3 undefendable DMG if the target has burn’ If this attack spell also has any attack modifiers, such as +INT, this attack modifier would be added to the initial 2 DMG, but not to the 3 undefendable DMG assuming the target has burn.
  • Attack modifiers are only added to initial HP gained and never to any bonus HP. For example, a spell says ‘2 DMG + you gain 3 HP’ If this attack spell also has any attack modifiers, such as +INT, this attack modifier would be added to the initial 2 DMG, but not to the 3 HP gained. See page 12 of the rulebook titled Attack Modifiers.
  • Attack modifier DMG is added to both halves of a split spell if there is spell DMG present. For example, the Huntress’s Double Shot spell reads 2 DMG + STR / 2 DMG + STR.
Casting Spells On Another Players Turn

Rulings:

  • A player may cast a spell on an opponents turn, if able, even if their turn order token is flipped to the red X side.
  • When casting spells on another players turn, players must still abide by the 1 spell per turn rule, unless otherwise stated.
Death

See page 11 of the rulebook on character Death

Zero Health Points Rulings:

  • If a player with the Darkness condition has 8 HP and attacks and defeats an enemy, they would receive 8 undefendable DMG. Both the death trigger of the hero and the DMG from Darkness would occur simultaneously. If this defeats all players, the battle results in a draw.
  • In the instance of multiple death triggers all happening at once, they are resolved based on the existing turn order, with higher placed tokens getting their death triggers first.
Resetting its CD die

Rulings:

  • A player temporarily removes the CD die from the spell that is being reset. That spell is then cast, and the CD die is placed back on the spell with it’s maximum CD value.
  • If an effect increases the value of CD die placed on spells, this would also come into effect when ‘Resetting its CD die’. For example, the Enchantress’s Cursed Path ability.
Spare Turn Order Tokens
  • They are not needed in game, but we recommend keeping them as spares.

The Collectors Edition box contains both punchboards for the Fire&Ice edition and the Earth&Water edition. Each punchboard had turn order tokens for the heroes and the ally cards. Meaning, there will be a few duplicates in the Collectors Edition, mainly the 4 ally card heroes, the Warrior, Witch Doctor, Paladin & Musketeer.

Targeting

Rulings:

  • Bosses & Trash Mobs target ALL available enemies’ with AOE spells that target multiple enemies.
  • When casting single target spells, Trash Mobs target the enemy with the highest stat that they share in common, excluding HP. Example, Goblin Bomber stats: 1 STR | 7 INT | 2 AGI | 6 DEF & 20 HP. Since we exclude HP, the highest stat the Goblin Bomber has is 7 INT, meaning that this Trash Mob would target the enemy with the highest INT value. If there is a tie between enemies with the highest INT stat, the one with the lowest HP will be the target.
  • When casting single target spells, Bosses target the party leader if able.
Turn Order – AGI Ties

See page 11 of the rulebook on Turn Order.

Rulings:

  • When a turn order token is placed it cannot be changed until an AGI roll happens.
  • AGI rolls occur when players on opposite teams have the same AGI, referred to as an AGI tie. A roll happens each time an AGI value is matched. For example, Player A wins the die roll and places 1st, player B 2nd. During player A’s token upkeep their AGI drops due to a buff being removed, Player B would then move in front on the turn order card. During the Main Phase of Player A’s turn, they increase their AGI back to the same value it was at the start of their turn. Since AGI values have changed and then returned back to a matched value, another AGI tie has occurred. Players A & B would once again roll a D6.
  • If 2 players on opposite teams have an AGI tie, a dice roll occurs. Highest roll wins. The winner of the die roll may choose to place their turn order token before or after the opposition.
  • If 2 or more players on the same team have an AGI tie, they may choose amongst themselves who places their turn order token before and after.
  • If 3 or more players on opposite teams have an AGI tie, a dice roll occurs. No choosing is permitted, whoever wins the die roll places 1st, whoever comes second will place 2nd and so forth. Example, player ABC all roll. A gets 1, B gets 2, and C gets 3. Player C will place 1st, player B will place 2nd and player A will place last. By 1st,2nd,3rd, we are referring to the winners of the die roll, not the turn order card itself, since other players may have more AGI.
  • An AGI roll occurs immediately whenever an AGI tie occurs. After the turn order tokens are placed, it remains that way until AGI values change again. By a new AGI tie, we mean a new instance. For example, player A & B are on the same team and have the same AGI values. Player A decides to place 1st on the turn order card and Player B 2nd. The turn order will remain this way each round until Player A or B change their AGI values.
You may now cast an attack / support spell

Rulings:

  • The chosen spell must not have a CD die on it.
  • You must abide by all spell casting restrictions, such as Paralysed, Confused etc…
  • All spells are considered support spells unless marked with a melee 🗡️ or ranged 🏹 icon, in which case they are attack spells. Rulebook page 18, title Attack & Support rows.

scenario

Boss Quick Reference Sheets
Escort Quests

Rulings:

  • When an escort quest is failed (the escorted ally dies), the player with that quest removes the ally card from their ability tab and discards the quest card. When returning back to the Shire hex with no quest cards, any player may take 2 quest cards from the deck at random, keeping 1 and discarding the other.
Fighter Snail – Slime Spell

Rulings:

  • For that players next attack, allies become enemy targets, allowing a player to target and attack an ally. See below the updated spell.

Unwanted Loot Items

They should be placed in the backpack token if there is space (max capacity 8) since unwanted Loot Items can be traded with the wandering merchant. However, should the backpack be full or the items not wanted, excess Loot Items may be placed into a discard pile.

Heroes

Alchemist

Assassin

Bard

 

Berserker

Blood Mage

Cleric

Dragon Knight

Druid

Engineer

Huntress

Illusionist

Musketeer

Paladin

Runesmith

Scholar

Shaman

War Drummer

Warlock

Warrior

Witch Doctor

Conditions

Advantage

Rulings:

  • The extra 50% DMG from Advantage is always calculated after an opponent defends against the attack if able.
  • If an opponent has Protection (50% less DMG) do not calculation Advantage nor Protection, they cancel one another out. Rulebook page 20.
Bleed

Rulings:

    • Bleed is defined as a DOT condition, which is always placed for a 3 turn duration.
    • The DMG dealt from conditions comes from the condition itself and not the player casting the spell.
    • DMG is NOT suffered during the Token Upkeep when a player removes the token.
    • If an opponent has protection (50% less DMG) they do not receive any DMG from Bleed. The opponent with protection will protect 50% of the DMG, 0.5 (rounded up to 1), meaning they receive 0 DMG while protected.
Burn

Rulings:

    • Burn is defined as a DOT condition, which is always placed for a 3 turn duration.
    • The DMG dealt from conditions comes from the condition itself and not the player casting the spell.
    • DMG is NOT suffered during the Token Upkeep when a player removes the token.
    • If an opponent has protection (50% less DMG) they do not receive any DMG from Burn. The opponent with protection will protect 50% of the DMG, 0.5 (rounded up to 1), meaning they receive 0 DMG while protected.
Can’t be Healed

Rulings:

    • Gaining HP is not the same as recovering HP. Recovering HP will be explained in our Light & Shadow instalment.
Can’t be Targeted

Rulings:

    • A target is the use of the word ‘Target’ or the use of red/green stick figures.
Confused

Rulings:

    • Casting a spell requires placing a CD die on the spell and abiding by it’s casting restrictions (if any).
    • Activating a spell does not place a CD die and ignores casting restrictions.
    • All spells are considered support spells unless marked with a melee 🗡️ or ranged 🏹 icon, in which case they are attack spells. Rulebook page 18, title Attack & Support rows.
Counter-attack

Rulings:

    • Activating a spell does not place a CD die and ignores casting restrictions.
    • The target of a Counter-attack does not have to be the attacking target.
    • Counter-attack can be triggered by a Counter-attack. However each player can only benefit once per turn from Counter-attack, stopping an infinite loop.
Darkness

Rulings:

    • All DMG from conditions is undefendable.
Disarm

Rulings:

    • Casting a spell requires placing a CD die on the spell and abiding by it’s casting restrictions (if any).
    • Activating a spell does not place a CD die and ignores casting restrictions.
Drenched

Rulings:

    • Drenched is defined as a DOT condition, which is always placed for a 3 turn duration.
    • The DMG dealt from conditions comes from the condition itself and not the player casting the spell.
    • DMG is NOT suffered during the Token Upkeep when a player removes the token.
    • If an opponent has protection (50% less DMG) they do not receive any DMG from Drenched. The opponent with protection will protect 50% of the DMG, 0.5 (rounded up to 1), meaning they receive 0 DMG while protected.
    • Heroes, Ally Cards & Bosses are defined as a player.
    • Trash Mobs & Pets are NOT defined as a player.
Energised

Rulings:

    • Numbers are always rounded up. Example: If a player would gain 3 HP, this would be increased by 1.5 (rounded to 2), making the total 5.
    • If an opponent has Wounded (50% less HP gained) do not calculation Energised nor Wounded, they cancel one another out. Rulebook page 20.
Flying

Rulings:

  • A target is the use of the word ‘Target’ or the use of red/green stick figures.
Frightened

Rulings:

    • Casting a spell requires placing a CD die on the spell and abiding by it’s casting restrictions (if any).
    • Activating a spell does not place a CD die and ignores casting restrictions.
Frozen

Rulings:

    • If a player receives Frozen during their own turn, they will not defrost during their End Phase, since the conditions of defrosting (Upkeeps and Phases must be skipped in order to defrost) have not been met.
Glowing

Rulings:

    • HP Regens trigger glowing.
Hex

Rulings:

    • Casting a spell requires placing a CD die on the spell and abiding by it’s casting restrictions (if any).
    • You can activate spells with a cooldown 4 (CD:4) or above when Hexed, since Hex only restricts the casting of a spell.
HP Regen

Rulings:

    • HP is NOT gained during the Token Upkeep when a player removes the token.
Immobilse

Rulings:

    • This condition does NOT have a token. Rulebook page 16.
    • Only activate spells can be immobilised. ‘Active’ spells are the ones present on a Hero Board, Spell Mastery or Ability Card attached to an ability tab. Players may NOT immobilise a spell from a card that is not attached to the ability tab, since those spells are not currently active.
    • Spells from Angel or Demon form overlay boards cannot be immobilised until a player has transformed into the corresponding form. However, Angel or Demon form spells on a spell mastery CAN be immobilised.
    • Spells with a CD value of N/A, such as the Illusionist’s Phantasmal Image spell can be immobilised.
    • A spells cooldown value can go above 6. Place 2 cooldown die on the spell to represent numbers above a 6.
Immune to DMG

Rulings:

    • Paying HP does NOT count as DMG, meaning the ‘Immune to DMG’ condition does not stop a player paying 4 HP when they have the ‘Knockback’ condition.
Knockback

Rulings:

    • Paying HP is not the same as DMG, meaning if a player has both ‘Knockback’ and ‘Immune to DMG’ conditions, they still must reduce their HP by a value of 4 if they wish to take a Main Phase action.
Lacerate

Rulings:

    • Lacerate is defined as a DOT condition, which is always placed for a 3 turn duration.
    • The DMG dealt from conditions comes from the condition itself and not the player casting the spell.
    • DMG is NOT suffered during the Token Upkeep when a player removes the token.
Paralysed

Rulings:

    • Casting a spell requires placing a CD die on the spell and abiding by it’s casting restrictions (if any).
    • Activating a spell does not place a CD die and ignores casting restrictions.
    • All spells are considered support spells unless marked with a melee 🗡️ or ranged 🏹 icon, in which case they are attack spells. Rulebook page 18, title Attack & Support rows.
Penetrate

Rulings:

    • This condition does NOT have a token. Rulebook page 16.
    • Enemy defence is reduced by half and then rounded up if it’s a 0.5.
Poison

Rulings:

    • Poison is defined as a DOT condition, which is always placed for a 3 turn duration.
    • The DMG dealt from conditions comes from the condition itself and not the player casting the spell.
    • DMG is NOT suffered during the Token Upkeep when a player removes the token.
    • If an opponent has protection (50% less DMG) they do not receive any DMG from Drenched. The opponent with protection will protect 50% of the DMG, 0.5 (rounded up to 1), meaning they receive 0 DMG while protected.
    • The -1 AGI is semi-permanent whilst the Poison condition is active. It is recommended to place the -1 AGI buff in the Sp section of a Hero Board, in the Permanant buffs section. Rulebook page 14.
Protection

Rulings:

  • The 50% less DMG from Protection is always calculated after an attack has been defended against if able.
  • If an opponent has Advantage (50% more DMG) do not calculation Protection nor Advantage, they cancel one another out. Rulebook page 20.
  • DOT Conditions deal 0 DMG when a player has Protection. 1 DMG, reduced by 50% equals 0.5 rounded up to 1 DMG protected.
  • The 50% less DMG, is only from DMG received. Protection does not protect a player from spells or abilities that require a player to pay or lose X HP.
Sleep

Rulings:

  • Target player only skips their Main Phase if they enter into their Main Phase still with the Sleep condition. If it is removed at any point before the Main Phase, that player still receives their Main Phase.
Stun

Rulings:

Taunt

Rulings:

  • Taunt redirects the target for each player to the Taunting player.
  • If a player with Taunt also has the ‘Can’t be Targeted’ condition, then no targets can be selected.
  • If another ally has the ‘Can’t be Targeted’ condition, the player with Taunt still receives DMG on their behalf since the player with ‘Taunt’ overrides the ally target.
  • If multiple allies have the ‘Taunt’ condition at the same time and an enemy attacks, both players with taunt will receive DMG split equally. Example: enemy attacks for 12 DMG and there are 4 allies. Both allies with taunt will receive DMG for themselves and 1 other ally, taking 2 instances of DMG each. 2+2=4 allies. If there are an odd number of allies, 3 for example, the ally with the highest AGI value will receive the additional instance of DMG.
  • All DMG dealt from Taunt is classed as 1 instance of DMG. Example, 10 DMG announced and the player with Taunt has 6 DEF. That player will receive 4 DMG on behalf of all allies. If there are 3 allies, the example would be 12 DMG. This 12 DMG would be dealt as 1 instance of DMG, not 3 multiples of 4 DMG.
Wounded

Rulings:

    • Numbers are always rounded up. Example: If a player would gain 3 HP, this would be decreased by 1.5 (rounded to 2), making the total HP gained 2.
    • If an opponent has Energised (50% more HP gained) do not calculation Wounded nor Energised, they cancel one another out. Rulebook page 20.
    • When Wounded and gaining +1 HP from a Regen condition, the player still gains 1 HP.

pets

Death

Rulings:

  • Pets are not permitted to fight on after their controller has been defeated.
  • When a pet is defeated it goes through a card reset. All CD dice, shield values and tokens are removed.
  • If multiple pets are defeated at the same time, the death sequencing will be based on the current turn order at the time of death. Higher on the turn order, death triggers first.
Multiple Buffs & Conditions

See page 19 of the rulebook on Pet Cards

Rulings:

  • While pet cards can only hold 1 buff or condition, they can temporarily receive an infinite amount. These tokens are all placed on the pet card, but only one of each token (1 buff, 1 condition) will stay on the card. Example: a pet card is to receive burn & poison at the same time. Both conditions are temporarily placed on the pet card, receive 1 DMG for each. However, only 1 of these conditions can be kept on the card, with the enemy player deciding which one.
en_USEnglish
Scroll to Top