Reign of terror - Single Player Rules Version 3

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Reign of terror - Single Player Rules Version 3 Game Overview Story From deep in the bowels of the Mines of Taas to the human kingdom of Hathaway, the Curse of the Undead is spreading across Green Valley like the vilest of plagues, wiping out all life in its path. Employing his army of shades to drain their life energy, Xeon the Undead Shadow Dragon has destroyed thousands of worlds throughout the millennia, and the world of Karth is next in his path of destruction. A chance meeting between Llythwain, autistic son of an elf Ranger and Killian, an undead shade has altered the familiar pattern of events, sowing the seeds of a monumental clash between the living and the dead, between good and evil, between the Allegiance and the Shard and Xeon s ferocious undead army. The Undead Curse threatens Green Valley! The human necromancers are to blame! With the utterance of those words by the Elven Lords, the Allegiance pact between humans, elves, dwarves, gnomes, and barbarians weakens, just as that of the Shard races grows in strength. By uniting the ogres, goblins, spiders, orcs, kobolds and hill giants under one banner, Xeon has awakened ancient hatred between the two mighty factions and the Shard is ready for war. A group of heroes, a human, gnome, and two dwarves led by an elf mage must gather the strength and courage to unlock the secret of the Undead Curse, but their time is running out. Introduction Heroes of Karth: Deathmatch Reign of Terror is a fantasy deck-building single player card game with lore based on the Heroes of Karth book series. When you play a match it feels like you become part of the epic struggle to save the world of Karth. In Reign of Terror you and your opponent are either part of the Allegiance (Elf) or the Shard (Goblin) faction fighting against Xeon. Use one of the 12 balanced starter decks to begin playing with a strong deck-build. Advanced players can build their own decks to suit their own particular strategy. Choose 2 hero cards to lead your unit cards! Arm yourself with spell and treasure cards!! Hire and position your cards onto the Battlefield and fight a death match, with victory coming to the player with the best strategy or most luck! Rules Objective This rulebook will teach you how to play Deathmatch in a single player mode. Play Time & Target Audience This game takes between 45-90 mins to play. This game is suited for ages 12 and up and can be played with one player. Object of the Game Accumulate 40 unspent Gold Coins or kill Xeon the Undead Dragon! Page 1

Component List Minimum Requirements In order to play a single player game, a player will require 2 complete decks and 14 red dice to manage hit points of unit cards. Gold coins, 2 blue and 2 black 10-sided dice or a pencil and paper are also required to manage Gold, Spiritual Energy and Kill Points. Our FREE app is also available for both Android and ios. Each Starter Deck comes with 45 cards and 16 terrain cards. Depending on the Starter Deck you may also have token cards. Starter Decks To play Heroes of Karth: Deathmatch 12 Starter Decks are currently available. These decks do not require any deck-building. One unique part of the game is that all decks will have the same balanced 100 gold value, so Starter Decks and custom-built decks all start with the same strength! Each Starter Deck is distinguished by a different colored shape on the bottom right of all cards. For example, in the Deluxe Edition you can easily distinguish the Elf Warrior Deck (green circle) from the Goblin Necromancer Deck (purple square). Starter decks all contain 45 cards plus a certain amount of token cards depending on the deck composition. TIP: Check out www.heroesofkarth.com for more info on all our different Starter Decks and other products! Allegiance and Shard Cards Tweak or build your decks with Shard or Allegiance Cards. Each pack comes with 18 different cards with over 200 to choose from. Page 2

Understanding the Cards The Cards There are 5 different card types: Barracks, Spellbook, Treasury, Token and Terrain. Barracks cards consist of all units, animals and mercenaries. Players will need many units to build a successful strategy. Mercenary and animal cards have a silver banner and text under the name to show that they are different from regular units. Spell cards can be used at any time during a player s turn. Some spells also allow use during an opponent s turn (like the healing potion or counter spell cards). TIP: Spell cards make great counter cards and can sway a battle to a player s advantage. NOTE: Heroes, Lords and Chieftains all have the golden coffer ability (an additional gold per turn when on the Battlefield) and are easily identifiable by the gold emblem on the upper left of the card. Income cards and items are part of the Treasury cards. To acquire extra gold during a turn, playing a treasury card is a quick way to gather the income necessary to hire more units or reach the 40 gold win condition. RULE: Items like magic bows or swords can be equiped to a card (maximum of one item per unit unless they have dual wield). Dual wield allows 2 items on 1 unit. Token cards are required as support for units on the Battlefield as enhancements to their abilities, such as poison and undead. RULE: Token cards with a value of zero can be re-used and cards with a value of 1 or more get discarded after use. Each deck comes with 16 terrain cards. A single player Battlefield will only use the 5 spawner cards (1 row of 5) for each side. No other terrain is used in single player mode. In other game modes many different terrain cards are available for players to tweak their deck-build to better fit their playing style. Each terrain card has its own unique Battlefield contribution: The Grassland has no special attributes. The Water ends movement (undead are not affected by water). The Forest ends movement, blocks line of sight and blocks attacks (rangers, hunters and druids are not affected by the movement and attack penalty). The Spawner is where all hired units need to start and is a win condition if all are captured. The Treasure is an extra gold coin draw when movement is ended on it. The Lesser Mana Pool is a space that reduces the cost of the first ability used by 2 SE (when movement is ended on it). The Teleporter provides movement to another unoccupied teleporter without using an additional movement. Page 3

Understanding the Cards Key Concepts Goblin symbol --> <-- Class There are 4 classes: Warrior, Rogue, Caster and Archer. Before playing Heroes of Karth: Deathmatch the Reign of Terror, there are a few key concepts every player should understand: Radius: The spaces immediately surrounding any card. Adjacent: The spaces within the radius lying above, below, left and right of any card. Heroes, Lords and Chieftains: Powerful cards with the Golden Coffer ability, giving an extra gold draw each turn. The gold symbol on the left of the card distinguishes this card type from the rest. Health (HP): The total life points of a unit. To track the health of units or heroes, record the total amount of damage each unit has taken using a 10-sided red die placed on each card. Attack Damage (DMG): The damage from a unit before using any other abilities. The icon behind the damage number is the damage type: physical damage (sword symbol), magic damage (fireball symbol), poison damage (poison symbol). Resistances (MR/AR/PR): MR is the magic damage reduction from an attack, AR is the physical damage reduction from an attack, and PR is the poison damage reduction Key Symbols on Cards # - Physical damage AR reduces this DMG type. ] - Magical damage MR reduces this DMG type. @ - Poison damage PR reduces this DMG type. % - A passive skill that happens automatically } - A bonus action (Only useable on your turn). { - A bonus action (Also useable on your opponent s turn). ^3 - The cost in SE. ^x - The cost in SE per use (e.g. 1 SE per 2 HPs healed). = - The symbol to search the deck for a card type.! - Indicates that the specified action has a different range than the class range of the card. Hit Points --> Hire Cost --> <-- Level & Spiritual Energy (blue crystal in middle) <-- purple square Elf symbol --> Movement--> Attack Damage--> Kill Points --> Value/Bounty --> <-- Magic Resist <-- Physical Resist <-- Poison Resist <-- Abilities <-- green circle Neutral symbol--> <-- card type Value --> NOTE: If a card costs gold to play it would have the gold coin above the value. The trap card is an example of a spell token that has a cost. Page 4 <-- Description The description of spells and items generally are enough to help understand what the card does.

Getting Started Organizing Your Play Area Two decks are needed to play in single player mode. You can use either Shard or Allegiance Cards, however, to be in line with the story, Shard Cards would be on Xeon s side against the Allegiance Cards. The player s deck is separated into four piles (Barracks, Treasury, Spellbook, and Token cards). The piles should be placed within easy reach just behind or to the side of the field of play. Token cards can be left face-up. Except for the token cards, each pile should be shuffled before starting. For Xeon, all the cards from his deck should be combined into one shuffled pile. For the terrain cards only the spawners are used with one empty row separating each side. With the extra terrain cards flip one and use it as Xeon. For the player,s set-up a terrain card can be used to help distinguish between your piles (spells can sit on top of a terrain card). During game play an area for the Discard Pile and Cemetery will become necessary for both the player and Xeon. Place cards that are no longer used face up in the Discard Pile. Cards that have been killed are placed in the Cemetery face up. Note: Use one of the extra terrain card as a marker showing Xeon. The dragon has 200 Hit Points. Every time that he takes damage, use the red dice to track the damage placing it on Xeon s card. Xeon also needs to track Kill Points for units he kills. If Xeon accumulates 25 kill points the game ends and you lose. Note: In single player mode kill points are only tracked by Xeon and SE and gold are only tracked by the player.. Xeon s Cards In single player mode you are battling against Xeon the Undead Dragon. On Xeon s turn he draws a card and can place a unit (at no cost) onto any one of the five spawners (only on empty spawners). To start the game, one unit should be placed on Xeon s spawners. If a non unit card is drawn, just keep drawing until a unit is available. That card is turned facing the player to show it does not get a turn right away. Any non unit cards drawn can be shuffled back into Xeons deck. Unlike the regular game, Xeon s units do not need to be hired. Also mercenaries and animals do NOT get an extra card draw and count as a unit. Each turn during play Xeon can draw one card. If it is a non unit card (spell card, token non unit, or treasure card), Xeon can draw a second card. Spell and token cards that have no use get discarded. Spells that are useful can be entered into play (for example the negate spell card would disallow spells being played for the player s coming turn). Treasure gold cards cards subtract gold directly against the player and items are placed on available units. Cards that cannot be played on the turn they are drawn are sent to the discard pile. Page 5

Player Starting Cards & Gold To start the game the player collects five gold and chooses five cards from the top of the Barracks, Spellbook and Treasury piles as a starting hand. Neither token nor terrain cards count as part of this card draw. A player decides what piles to choose from, but a good starting mix is three Barracks card, one Spellbook card and one Treasury card. *NOTE: If you pick a card you do not like for your starting hand you can choose to mulligan one card by shuffling it back into its appropriate deck pile and choosing another from the top of any deck pile. Xeon s Turn Once the cards are added to a player s hand regular sequence of play can start. The player starts first (see next page for instructions on a player s normal sequence of play). Once the player s turn ends the dragon gets a turn. Every turn any unit already on the field gets its base damage as an attack. The player can choose which unit takes the damage. If there are no player units to attack, Xeon adds 1 kill point for each attack (remember Xeon needs 25 kill points to win). Player units that are killed add to Xeon s kill tally based on the kill point value on each unit s card. Xeon also does 1 physical attack of 10 damage. Roll a ten sided dice to determine which spawner location gets attacked. If no unit is on the location then that attack is considered a miss. Every 50 damage the dragon receives, he does a dragon magic AoE attack for 20 physical damage (roll a dice to determine which terrain location is hit with an empty one resulting in a miss). Note: When determining which area is being attacked by Xeon, 1-2 is the first spawner, 3-4 the second, 5-6 the third, 7-8 the fourth and 9-10 the fifth spawner. Note: On the players turn any available units can attack enemy units gaining gold for units killed or the player can attack Xeon directly. Rule: When determining which area is being attacked by Xeon, if there is a healer enemy unit, regardless of where the roll determining hit or miss, a hit should always target the healer. RULE: New cards brought onto the field must be placed on a free spawner location. The unit is turned facing the dragon to show it is newly spawned. They do not get a turn right away but they can still be attacked. Next turn they get turned facing upright and can start to play. Page 6

Game Play Normal Sequence of Play for a Player 1 - Collect Gold, Cards & Spiritual Energy The player s turn starts with getting one gold and drawing one card from any of the Barracks, Spellbook or Treasury piles. All cards drawn during gameplay become part of the player s hand, and at any point during the game a hand may contain many cards. A player with no units on the Battlefield collects one gold coin by default. When units are in play however, units with the Golden Coffers ability add one additional gold coin to collect. Also, for every unit in play on the Battlefield, add the value of Spiritual Energy (SE) of each unit card (the blue crystal in the middle of the card) and add that amount to the total available Spiritual Energy. SE starts at zero but is accumulates throughout the game unless spent to attack or defend. 2 Turn Any Units That Are Facing the Dragon Newly spawned units face Xeon to indicate that they are unavailable for play on the turn they have been hired. At the start of their player s next turn these units are turned to face the player to indicate that they are now ready for addition to the battle. 3 - Hire Units or Manage Available Units Each card is given the opportunity to have a turn. Units can be hired or played in any order at any point in the turn. Players can summon as many units onto the Battlefield as required during any turn as long as the cards are held in the hand and the gold exists to pay for them (and available space is free - no stacking units on the same space). Animals and mercenaries get a card draw and play just like the normal game mode (played off to the side of the field of play). See page 11 for details on animals and mercenaries. 4 End Player s Turn A player s turn ends when there are no cards left to hire or move. Playing Cards on the Battlefield A player can continue hiring units as long as there is enough gold to pay for the units and enough free spaces to hire the unit onto the Battlefield. New units are turned to face the dragon to show it is newly spawned. These units do not get a turn right away but can still be attacked. Next turn they are turned to face the dragon and can be included in gameplay. <-- The player needs to hire units paying the cost from the gold coin value. Page 7

Managing Each Unit The player must complete one unit s turn before managing the next available unit or hero s turn. Starting the turn of another unit or hero results in the immediate termination of the previous card s turn. Units can either attack or perform an action. In single player mode their is no movement or range. All units, heroes, mercenaries and animals have abilities they can use during their turn. Each unit is allowed to use only 1 action and 1 bonus action each turn. An action can be used during combat, or on its own. If the action is not part of combat, the completion of the action indicates that the unit or hero has ended its turn and cannot engage in combat afterwards. Each unit or hero can only use actions if the player has enough SE, as each action has an associated SE cost. If a player has no SE remaining, units may only perform basic attacks (an attack with no modifers). Abilities that add damage still allow the unit to attack (it just compounds to the damage or replaces it with the ability s attack). Some units have bonus abilities useable during the opponent s turn. These are specified by the two half circles symbol next to the ability description. During the opponent s turn, if a player has enough SE the unit can use the specified bonus action one time. In the example to the right, The card has an option of using Battle Cry (adding an additional 2 DMG). That unit can also attack with a basic attack with no modifers or choose to spend even more SE to do a Leaping Strike instead of a basic attack. Movement and Range In single player mode movement and range are not used and any card can reach and attack any unit or Xeon. Only AoE effects are relevant when determining damage that affects an area. Page 8

Combat A unit always hits the dragon or its units and does the base damage from the unit s card. Unless specified otherwise, combat can only be initiated during a player s turn. Some units or heroes can stun opponents. The dragon is immune to stun. When attacked by the dragon, if a unit loses all its hit points it dies and is added to the cemetery. Xeon gains the kill points from the card. At the time of the unit dying, the player losing the unit has the option to buy back any item the unit was holding (cost is the value of the item card). Kill points from a card --> Base damage --> Value from a card --> Calculating Damage During combat a unit or hero always hits and does their base damage. In the example tbelow, the Elf Lord went first using his Rally at no cost (the mana pool gave him 2 SE). The Elf Champion then used Leaping Strike. This allowed the Champion to attack the dragon for 8 (his base DMG) +2 (for the Rally) + 4 (for Leaping Strike) = 14 total damage against the dragon. -14 During the dragon s turn it first hits the champion (first target on left) for 10 damage -1 for the champions physical resist). The dragon s unit attacks and hits for 7 base damage bringing the champion to 10 damage and the Lord to 7 damage. The player separates the damage so no unit dies. TIP: If the Lord was not next to the Champion splash damage would not be in range of both cards! -14-10 TIP: Try and get a healer onto the board or at a minimum keep your units apart so damage is minimized. -7 Page 9

Tracking Damage and Resources In the example of combat, a red dice would be placed on the Champion to show the amount of damage it has taken. In this example the -10 on the Champion it shows he lost 10 Hit Points. There are potions and heal abilities to return HP back to normal (remove red dice when fully healed). Gold, Spiritual Energy (SE) and Kill Points are tracked using either pencil and paper, the FREE Heroes of Karth App or by using dice. Managing Necromancy and Undead Only units with the Control Undead ability can play undead token units when playing against Xeon. Undead token units on Xeon s side count as a regular unit and do not need to be controlled by a necromancer. Against Xeon, they are summoned onto the Battlefield within 2 spaces of the summoning unit. But they come with summoning sickness and are turned facing the dragon when they arrive. The Undead Curse spell also causes undead token units to be brought onto the Battlefield and when placed, any living unit that dies in its radius creates another undead token on the spot the living creature died. In single player mode there is no limit on the number of undead that can be controlled by one player. Invisible/Hidden Units For the player, if a unit just summoned has the hide ability, it can be placed on the Battlefield face down showing it is hidden. Xeon s units cannot hide. Units with the hiding ability can hide (or come onto the field hidden) as long as no other action or combat is taken. Hiding is demonstrated by turning the card face down. Hidden cards that are attacked by the dragon do not take damage for that turn and instead are revealed. Revealed units can no longer hide against the dragon! Hidden units still gain Spiritual Energy each turn. Hidden units that are heroes still benefit from the Golden Coffers extra gold gained each turn. Page 10

Mercenaries (Applies to Players Only) Unlike regular units that get hired and are immediately placed on the Battlefield, mercenaries are handled differently. A mercenary is initially played off to the side during a turn and there is no initial cost for them. When first played, turn them to face the opponent, signifying that they cannot be hired or used until next turn. The advantage of mercenaries is they get a card draw and they also get a turn right away once they are hired and spawned on the field. The disadvantage of mercenaries is they cost a bit more to hire them. When the mercenary is played off to the side the player gets to draw an extra card. Next turn it is turned facing the player and is available to be hired and brought onto the field. Mercenaries must be placed on a Spawner when hired. Mercenaries are threats waiting to come onto the field. But be wary, there is a spell card that can dismiss them! Animals (Applies to Players Only) Animals also play off to the side and have a card draw. But they do not cost gold when brought into play. They are called or summoned to the field by units with the Call Pet or Summon Pet ability. Instead of using the Spawners, animals are brought on to the field adjacent to the unit. There is a big difference between Summon Pet and Call Pet. Call Pet is weaker because the pet can only be called if there is a Pet available off to the side without summon sickness. With Summon Pet the unit has the option to select a pet from off to the side onto the field (and get a turn right away). If there is no pet available the player can search his Barracks for a pet and bring it directly onto the Battlefield adjacent to the unit with the summon ability. When summoning a pet directly from the Barracks, the pet does not get a turn right away and the animal would come on facing the opponent. Only one mercenary or animal may be played off to the side per turn. Frequently Asked Questions Heal Potion - This spell card can be played during the dragon s turn. If a card is already damaged, just add the new damage to it and then subtract the 10 from the potion s healing. As long as the unit still has HP leftover it is still alive. If the healing potion takes away all of the damage remove the red dice from the card. Comradery - This ability is passive and stays in effect as long as the unit is on the Battlefield. All class types specified (Either warrior, caster, rogue or archer) cost 1 gold less to hire. This effect does NOT stack. Earthshaker - This ability is more useful in other game modes. It causes everyone on the Battlefield except Bogg to take 5 physical damage (including allied units). If allied units die, the opponent profits from kills and bounty from any allied units that die. Page 11

Frequently Asked Questions Trading Places - This spell card can be played during your turn at any time. If you move and attack a card and then after that card s turn play this spell card, a new unit can take the attacking card s place and still have its turn! Poison Token cards - Poison damage is applied at the end of a player s turn and continues to poison the dragon each turn. Webs - Webs are not useful in a single player mode. Wall of Stone - Prevents 1 attack from the dragon in single player mode. Leaping Strike - This ability allows a unit to leap over a unit or a terrain and continue its movement or attack. The unit must be able to leap in order to use this ability. Moon Refresh - This ability heals everyone in a line of fire of the unit including itself. Lesser Spiked Trap - This spell is cast on the dragon and costs both gold and SE. When traps are used they get discarded and cannot be re-used. Go to www.heroesofkarth.com to learn about more special rule cases! Want to build your own deck? Our deck-building system uses gold value ratings for each card to ensure balanced deck composition. Go to www.heroesofkarth.com to learn more about our deck-building rules! Other Game Play Modes Try our multiplayer matches with up to 4 players. Visit www.heroesofkarth.com for more details on: 1 vs 1 (play against one opponent on a 6 x 5 Battlefield) 2 vs. 2 Co-op (play with a friend against two others on a 6 x 10 Battlefield). 3 Player Free-for-all (play a survivor match with a T-formation of 4x4 for each player where only one player can win the match). 4 Player Free-for-all (play a survivor match with a 8x8 battlefield where only one player can win the match). 2-4 Player Adventure Mode (Play up to 3 Players against the Dungeon Master using the dungeon terrain cards on a 6x8 Battlefield). Page 12