A glossary of game terms and events.
For a full color complete list of all game terms, download the manual here, and visit Section E: Encyclopedia Tkannica, on page 29.)
– A character’s attempt to effect change, either in another character or in a battle dynamic. Can be an Attack or Special Action (e.g. use of psionic skill, healing, fortification).
– Each Ally has a certain quantity of Actions per Turn.
– Each Action has a cost, measured in points (Action Cost, or A.C.)
– Action Cost is spent whether or not the Action is successful.
– “Action” is also the term used for the points that comprise an Action Cost. For example, “Midnight has 3 Actions per Turn;” or “Boleslaw’s Gravity Well costs 2 Actions.”
– The quantity of points that are required to complete an Action, such as an attack or a healing.
– For example, the Action Cost of Boleslaw’s Gravity Well is 2. Since he has 3 Actions per turn, he can perform Gravity Well and another Action that has an Action Cost of 1.
– The points (“Actions”) that comprise an Ally’s capacity per turn or the cost of an Action are sometimes referred to as Action Points.
– Any space directly next to the Tower or Token in question; diagonals do not apply. Tokens have exactly
4 adjacent spaces (1 up, down, left, and right); Towers have exactly 8 (2 up, down, left, and right).
– A group term that includes all Heroes and Hirables. The terms “Hero”, “Hireable”, and “Ally” are
always used with intention for their respective group: Heroes, Hireables, or ether/both, respectively.
– The powerful creations of the Armory Dwarves with the aid of the Armory Gnomes. There is one card
in play each game, the top one of the deck. This card is a powerful force that will make or break the
safety of the Kingdom. It is this stack of weapons that the Monsters and their Bosses are coming for.
– May only be purchased between Waves.
– The moment an Armory Card is purchased, immediately replace the Armory Card Border space with a
new randomly selected Armory Card …the gnomes are always at work, and the King never rests!
– You may have only 1 Armory in hand at a time, and can never sell it. If you have 1 in hand, you must
use it before you can purchase another.
– May be held to be played any time, even in the middle of a Monster’s turn, unless otherwise indicated on
– Armory Card cost varies by game length. During a 5 Wave game Armory Cards cost: 1,000 Gold;
during a 7 Wave game Armory Cards cost: 1,200 Gold.
– Occasionally listed under Hitroll. These actions hit automatically, and no roll to hit is or can be made.
As no roll is made, there can be no Critical Failures or Critical Hits. All rules for Range apply normally.
– Overpowered, strong, awesome, and usually funny. Each has their own special rules indicated in on
their Boss Statistics Card.
General Rules for all Bosses:
– They are Unstoppable (including by Valcor’s Personal Phalanx), and Immune to Insta- kill, Destruction,
Removal, & Stun.
– Slow effects are always at – 1 effectiveness to a min of Move Rate of 3.
– Bosses never “bump back” if landing on another Monster; they will remain where they land, stacking
with any other characters in that space.
– If they have 2 attacks, roll them each separately, and vs. separate Targets if indicated.
– Bosses won’t enter the Armory to be killed by Armory Dwarves and Gnomes. Rather, they’ll sit on the
final space on the Castle Border piece and attack turn by turn until one or the other is defeated.
– Listed as “CO” on Monster Tokens in place of their Hitroll.
– They never attack Allies, instead focusing on getting to the castle.
– Usually deal heavier damage that other Monster’s of their level.
– On all Siege Equipment and on certain other high speed monsters.
– Come in 4 values: 50g, 100g, 150g, and 250g, with an average draw value of 100g.
– Usually spent during the “Spend the Gold!” Between Wave phase, but Reinforcement Cards may be
purchased in an emergency mid battle.
– Left over Coin at the end of the Between Waves phase must always be exchanged for 100gs (and a max
of a single 50g, if necessary), then the deck is shuffled.
– Are always shared by all players as a team, even gold gained by sold equipment.
– The consequence of a successful attack.
– Measured in points.
– Accumulated Damage is what will ultimately cause a character to die or need healing before s/he can continue play.
– Same unit of measurement as a Hit Point and Healing. So, if weapon inflicts 1 Damage on a Hero, that Hero has one less Hit Point. S/he requires one point of Healing to be brought back to full health.
– Example: Felicity’s Crystal Staff attack deals 2 points of Damage to a foe.
– Defeated, dead, destroyed, out of Hit Points, or otherwise vanquished.
– A defeated character’s Token may be removed from the board.
– Exception: Defeated Hero Tokens remain on the board and take up valuable space.
– A version of Insta- Kill that works against Siege Equipment, but not against anything else.
– A destroyed target is defeated immediately, regardless of the # of HP remaining.
– Equipment cannot be worn or sold until it is unlocked.
– Each hero can possess and wear a max of 2 pieces of Equipment at a time.
– Grants indicated bonus; most are passive, though some add a new Attack or Special Option.
– Specific rules stated on Equipment Cards override general rules where there is contradiction.
– Equipment can only be unlocked, bought, swapped, equipped, or sold between Waves.
– Only Players with unlocked Equipment can swap; only unlocked Equipment can be swapped or sold;
swapping equipment is always 1 for 1; no Player can be forced to swap Equipment that he controls.
– New equipment cannot be bought until at least 1 Player has unlocked both of his starting pieces of
equipment. This equipment is less expensive as the gnomes have invested the income from your first
purchases, and since you never know what they’re going to hand over next, it’s a fair trade.
– Extra equipment belongs to the Armory, and is available for any Player to swap with.
– Listed as “F” on Monster Tokens near their Movement Rate.
– Cannot be Tanked normally.
– Cannot be targeted by Melee attacks. Not immune to Melee, only can’t normally be targeted by them.
– Can stack 1 high on top of ground Monsters.
– Follow usual bump back rules when dealing with other flying creatures.
– A restoration of Hit Points after Damage has been received.
– So, if a character has 12 Hit Points and takes 3 points of Damage, then 3 points of Healing will allow that character to be “healed to full” (a.k.a. healed to full Hit Points/health).
– Each Hero has a Healing Rate, which is the quantity of Hit Points that will be restored between turns.
– Hireables and Foes who sustain full damage (receive as many points of Damage as his/her Hit Points) are out, defeated.
– Heroes who sustain full damage do not die like Foes. They will be out for the rest of that Turn, and must return the next Turn with as many Hit Points as his/her Healing Rate provides.
– A unit that measures one’s capacity to receive a beating; health, as it were.
– Same unit of measurement as points of Damage or Healing. So, if a character has 12 Hit Points and takes 3 points of Damage, s/he needs 3 points of Healing to be “healed to full” (a.k.a. healed to full Hit Points/health).
– The number to which a dice roll is added to ascertain whether or not an Action is successful.
– The higher the Hitroll # an Action has, the more likely it is for that Action to be successful.
– For example, Cyrus’ Dual Wield attack has a Hitroll of 7. Cyrus’ player would roll a D-20, add the outcome # to the Hitroll, and then compare the total against the Defense # of the opponent. If the total is greater than the Defense #, then the Action is successful.
– If the Heroes are the strong bones of the defensive structure, the Hireables are the Muscles that keep
things working and fill in the gaps. They come in 5 varieties: Foot Soldiers (specialized for Melee and
Tanking), Archers (specialized for long range *plink plink* damage), Clerics (specialized for healing and
Blessing), Sorcerers (specialized for Supernatural Damage and Special effects), Psionicists (specialized
for utility and unique Special Actions).
– Must be assigned to a Tower and must remain on, or within 2 spaces, of one.
– Are under the control of a specific Player each Wave. Each turn, that Player chooses the order in which
his/her Team members take their actions. Once any Ally begins taking actions, s/he must finish all of
them before the next Ally on the same team may begin.
– Can move from 1 Tower to another valid Tower if they can make the entire trip in 1 turn. Assigning to a
Tower is a passive action (zero A.C.), and can be done once within 2 spaces of it (this immediately uses
one hosting slot).
– Can be upgraded! They will gain Level 2 and 3 Bonuses when the indicated cost on their Hireable Stat Card
is paid. Hireables gain various Stat bonuses by leveling up; if stat says “V” for “Varies”, it upgrades by
level. The upgraded number is listed next to the new level’s cost. Upon leveling up, if the Hireable has
any damage on him/her, s/he will heal their Heal Rate again upon leveling. Hireables can only be
upgraded between waves during the “Spend the Gold!” step. Hireable may be upgraded twice in a row,
and this will result in a net two additional healings, but each level must be paid for before the next can be
– Upgraded Hirables can still use their lower level powers. This is especially useful for Clerics,
Psionicists, and Sorcerers.
– Control of Hireables may only be changed between Waves during the Reposition Allies Step.
– There are only so many of each Hireable allowed during the course of a game. 4 Foot Soldiers, 4
Archers, 2 Sorcerers, 2 Psionicists, and 2 Clerics. If a Hireable is defeated, they are removed from the
board, and s/he does not revive between waves.
– Even though Hirable Tokens each have their own name, from our Kickstarter Backers, each Hirable has
a track of Level 1, 2, & 3, that all represent the same person leveling up, and simply being renamed. A
common practice when promoting important people to even more important positions.
– Defeated Hireables cannot be replaced. When any given Hirable is defeated you must remove all levels
of him/her (a Level 1, 2, and 3 version) from the game; so use caution when sacrificing Hireables in tough
– Listed as “Im” on Monster Tokens in their Damage Resistances.
– Completely immune to all damage, resulting in 0 damage always.
– Also immune to all effects caused by an attack of a type they are immune to.
– Example: Ember the Ranger fires a Head Shot Attack at a Wind Drake. Rolling a natural 20, she deals 4
damage, and Insta- kills it. …except that Wind Drakes are Immune to Ranged attacks; resulting in no
damage, and no Insta- kill. Do not bother attacking a creature with an attack they’re immune to, as there
can be no good that comes from it.
– Cannot target creatures that are immune to your attacks in order to fulfill Thematic Rules.
– Shorthand for Instantly Killed.
– The target of an Insta- Kill is defeated immediately, regardless of the # of HP remaining.
– Since only the living can be killed, Siege Equipment are immune to these attacks.
– Defeated Heroes are really only KO’d for the time being. Heroes always return to a playable, battle
ready, state between Waves during the healing step.
– KO’d Heroes cannot be revived during combat with healing, they must wait till the Wave is over.
– A type of AOE attack. They always go in a straight line, never on diagonals, and hit every thing between
the character using it, and the final space in range.
– Hand-to-hand combat
– A category of attacks, weapons, or characters that does damage in close range
– The topmost Attack Option on the Hero Stat Card is referred to as their Primary Attack. Some Heroes
have only 1 Attack Option, in trade for more Special Actions, some have 2 and 2, or 3 and 1; regardless,
the first Attack Option is always the “Primary Attack”.
– Hirables do not have “Primary Attacks”
– Listed as “+” on Monster Tokens near their
– This means that they will be pushed by other Monsters
behind them. If another ground Monster comes up behind them they will be pushed along by that
Monster for that Monster’s entire movement.
– Exception: If the Pushable foe and pushing Monster are assigned to different color Path Arrows, then
they will push it, until they detour onto their own color.
– It is possible for a single Ppushable foe to be pushed by multiple Monsters in 1 turn.
– They will always take their own movement turn normally according to the Monster Turn Priority Rules.
– Ranged: A category of attacks, weapons, or characters that does damage over a distance
Removal / Removed from the Board/Map/Game
– Does not count as being Destroyed or Insta- killed and therefore bypasses immunities to such.
– Monsters that are immune to Removal are also immune to Insta- kills and to being Destroyed.
– Can be bought at any time, even in the middle of a Wave, and even during the Foe’s turn.
– You may have up to 3 Reinforcement Cards at a time, and can never sell them. If you have 3 in hand,
you must use one before you can purchase another.
– May be held to be played at any time, even in the middle of a Monster’s turn, unless otherwise indicated
on the card.
– Heavy equipment designed to destroy the Castle by dealing heavy damage.
– Listed as “Siege” on Monster Tokens near their Hit Points. All of the following apply.
– Attack Priority: Castle Only.
– Immune to Instakill, Stun, and Bleed.
– Like Bosses, they won’t enter the Castle. Rather, they’ll sit on the final space on the Castle Border piece
and attack turn by turn until one or the other is defeated.
– Ranged Siege Equipment, if they are in range of the Castle Gate, after Upkeep, will uniquely skip their
Movement phase and go right to their Attack phase; they can still be pushed forward by Monsters behind
them; all too stupid to know better.
Diagram E- 1: Line Attacks
– Describes any action, weapon, character, or event that takes place via extra-physical forces, such as psionics or magic.
– Block; keep from moving forward.
– When an Ally tanks Foes, attacks on both sides must be taken. So, the Foes will attack the Ally who is tanking them and the Ally will attack the Foes s/he is tanking.
– See also “Untankable”
– Must sit on open ground, never on the path or a Border.
– Each Tower can host a maximum of 3 Allies at a time. Heroes do not need to be assigned during
Waves, but must be at the outset of each Wave. Even if a Hero is adjacent a Tower mid- Wave, no
hosting slot need be consumed, but if a Hero is on a Tower that always takes 1 hosting slot.
– Melee attacks can not reach onto or off of towers, regardless of its listed Range.
– Ranged attacks can always reach onto or off a tower, regardless of its listed Range.
– Supernatural attacks vary in their ability to reach onto or off of a Tower: Range 1, no; Range 2+ yes.
– The two Castle Gate Parapets count as mini Towers. They can host a max of 1 Ally each.
– Action Point Cost to Enter or Exit a Tower is 1. You may enter from any of the 8 directly adjacent
spaces to any of the 4 spaces on it (if 2 spaces away, 1 Movement Action to get to it, and 1 more Action
to enter); Exit from any of the 4 spaces on it to any of the 8 directly adjacent ground spaces.
– A Tower is considered “Valid” for new assignments if it has at least 1 empty hosting slot available.
– Towers do not block line of sight; your Allies are skilled enough to shoot over them without penalty.
– Allies with a Ranged Attack type gain +1 Range when on a Tower.
– The unit of game time in which a set of characters (Allies or Foes) all take their actions.
– So, in a Wave, there will be Foes’ Turn 1, followed by Heroes’ Turn 1, followed by Foes Turn 2, Heroes’ Turn 2, etc., until the Wave is over. All Allies (Heroes and Hireables) take actions during the Heroes’ Turn. (See Wave.) – – – – Activities such as Movement and strategy discussion between players take place between Turns.
– Listed as “UnS” on Monster Tokens near their Movement Rate. This means that they, as a general rule,
can not be Tanked by any means what- so- ever, including by Valcor’s Personal Phalanx.
– Listed as “U” on Monster Tokens near their Movement Rate. This means that they, as a general rule, can
not be Tanked. Valcor may use his Personal Phalanx to tank a single Untankable foe.
– The unit of game time that begins when a set of Foes enters the map and ends when all Foes from that set are obliterated. During each Wave, Foes and Allies take actions in sets called Turns. A Wave begins with Foes’ Turn 1.
– Activities such as Healing, Recruiting, and Purchasing Equipment take place between Waves.
– If Allies instead of Foes are defeated in a given Wave, that is a game-loss.
– The term “You” throughout these rules refers to the players as a single team.
– Generally awesome!