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TABLE OF CONTENTS
Introduction 4
Play Overview and Setup 5
Playing the Game 7, 12-15
Master Cards 8-9
Minion Cards 10-11
Master Step 12-13
Player Step 14
Areas and Nearby Players 15-16
Minions 17
Hazards 17
Actions 18
Masteries 18
Master Discard Rule 19
Support and Focus Keywords 19
Adjusting Difficulty 20
Character Improvement 21
Treasure Cards 22-24
Character Points 24-25
Upgrading your Skills and Abilities 25-26
Additional Ways to Play 27
Card Notes 28-35
Skill and Ability Trees 36-39
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3
Read this book first! Once you have familiarized yourself
with the rules and are ready to play, the Adventure Book
will guide you through setup, special rules and how to win
each campaign encounter.
Contents
The Ruin of Thandar Campaign Deck box contains:
◆ This Rulebook
◆ The Adventure Book
◆ 8 Oversized Master cards
◆ 150 standard size game cards:
5 Elixir Treasure Cards
5 Mastery Cards
4 Cleric Treasure Cards
13 Setting Cards
4 Fighter Treasure Cards
9 Encounter 1 Cards
4 Ranger Treasure Cards
9 Encounter 2 Cards
4 Thief Treasure Cards
10 Encounter 3 Cards
4 Wizard Treasure cards
4 Relic Cards
6 Cleric Skill Cards
8 Cleric Ability Cards
6 Fighter Skill Cards
8 Fighter Ability Cards
6 Ranger Skill Cards
8 Ranger Ability Cards
6 Thief Skill Cards
8 Thief Ability Cards
6 Wizard Skill cards
8 Wizard Ability cards
5 Additional Health Cards
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4
Introduction
In this expansion there are three different cooperative
encounters. In each encounter, one to five players work
together, battling against the forces of evil (referred to as
“the Master”). Each player chooses one of the Hero Realms
Character Packs and will play as that character for all three
Encounters. After you complete each Encounter, you might
find Treasure cards and/or earn Character Points which
you can spend to buy new cards to improve your character.
Note: This rulebook only covers campaign play, and
assumes you already know how to play Hero Realms. If
you don’t, please read the rulebook in the Hero Realms
Deckbuilding Game.
Seating
After choosing their Character Packs, Players sit around
the table in any order they wish, keeping in mind a player
will only be able to assist players they are sitting next to
(aka “nearby” players).
The Master is not controlled by a player, and is
represented by an oversized card (the Adventure book
will specify which oversized card to use for the Master
on each encounter).
The Master has a virtual “seat,” and will be positioned
between two players at the table (or next to the one
player in a solo game). Remember, the Master takes
up a “seat”, so in a game with three or more players,
if the Master is between two players, those players
are not considered to be nearby each other.
(See Nearby Areas / Nearby Players on page 15.)
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5
Play Overview
Each player’s turn is divided into the Master Step and the
Player Step. First, the Master will flip cards from its deck
face up. Each card has a symbol in its upper-left corner that
activates one of the Master’s powers. Then the flipped
card will become a new Minion, Hazard, or Action for that
player to deal with.
After the Master is finished, the player will take a normal
Hero Realms turn, spending to acquire cards and
spending to fight the Master and its minions.
The Master’s deck also has Mastery cards, which will allow it to level up (once enough Mastery cards have been flipped). When the Master levels up, it turns over to its other side where it has even more devastating powers!
Keeping Score
Players should use pencil and paper or the health-tracking cards from their Character Pack. Track the Master’s Health using pencil and paper or health-tracking cards from the base game.
Player Setup
Each player chooses a character pack and picks a seat, shuffles their decks, sets their score cards to their starting health, and puts their ability/skill cards in front of them (in their inventory).
Note: Many of the ability cards that come in the Character
Packs (like the Thief’s Heist and Pick Pocket cards) have
been altered for Campaign play. Swap the ability cards that
came in your Character Pack with the new ability and skill
cards of the same name from this Campaign Deck.
Use the side that says “Campaign” skill or ability under
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6
the card’s title. (The other side is used for non-campaign,
player-vs-player games. See page 27 for more info.)
Each player draws a hand of five cards before the game starts.
Inventory
In addition to their deck, discard pile, and play area, each
player has an inventory. This is where you place cards that
you have access to, but don’t go into your deck, hand, or
discard pile (like your skill and ability cards).
Setting up the Master
Set up the Market and Fire Gems just like in the base game.
The Master has its own deck. Cards with this symbol
in
the bottom left corner are part of this deck. That symbol will have a number or letter on the icon to indicate what type of card it is: “S” (for Setting cards), “M” (for Mastery cards), “1”, “2”, or “3” (for Encounter 1, 2 or 3 cards).
If you are playing with less than five players, you will need
to randomly remove some of the setting cards (“S”) from
the Master’s deck. (If you have 5 players, skip this step.)
◆
4 players: Remove 3 setting cards.
◆
3 players: Remove 6 setting cards.
◆
2 players: Remove 9 setting cards.
◆
1 player: Remove 12 setting cards.
Mastery cards will be distributed somewhat-evenly
throughout the Master’s deck. This is accomplished
as follows:
◆
Shuffle together the remaining “S” cards and this
encounter’s numbered cards (“1”, “2”, or “3” depending
on which encounter you are playing).
◆
Deal these cards out into five even piles (with any
remaining cards added to the middle pile).
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7
For example, if playing the first encounter with five players,
you would shuffle the thirteen “S” cards together with the
nine “1” cards. These 22 cards would be dealt into five piles
with 4 cards each, then remaining 2 cards would be added
to the middle pile (bring that pile up to six cards).
◆
Shuffle one Mastery card into each pile.
◆
Stack the piles on top of each other (WITHOUT
shuffling), keeping the middle pile in the middle
of the stack to form the Master’s deck.
Set the Master’s oversized card (with the Level 1 side
facing up) next to the Master’s Deck. (For the first
encounter, the Master is Enthralled Regulars.) The Master’s
starting Health is listed under its name.
Playing the Game
The players must work together to vanquish the Master!
Play starts with the player to the left of the Master and
proceeds clockwise.
Turn Sequence:
Each player’s turn is made up of two Steps:
the Master Step and the Player Step, in that order.
Note: Cards will occasionally refer to the “active player.”
Throughout both the Master Step and the Player Step of a
players turn, that player is the “active player.”
Using the example on page 16, the Thief would go first,
then the Ranger, and so on.
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CARD ANATOMY
MASTER
Card Level
Begin with the “1” side of the Master card.
Mastery Cards Needed
Once this Master has three Masteries attached,
discard them and flip the Master to its Level 2 side.
Abilities
Depending on the card(s) flipped, the Master will
gain combat and/or health, and will cause other
bad things to happen to the heroes. Unless it says
otherwise, the ability is done to the active player
or to their champions.
Favored Ability
When you flip a card with a white symbol, the
Master gets each of their “favored” abilities.
In this case, the red one. Favored abilities are
indicated with spikes around a symbol.
Card Name
Below the name is the Master’s Starting Health.
(50 in this case)
Cards To Play
At the start of the Master’s Step, play this
many cards from their deck.
Campaign Icon
The Ruin of Thandar campaign cards
each have a demon’s head. The character inside
the icon indicates if it is a setting card (S),
a mastery card (M), or an encounter card
(1 for the first, 2 for the second, etc.)
---
Enthralled Regulars
Master • Starting Health: 50
1 Stun your highest champion.
2 Discard a card.
3
2
9
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CARD ANATOMY
MINION
Campaign Icon
The Ruin of Thandar campaign cards each have
a demon’s head. The character inside the icon
indicates if it is a setting card (S), a mastery card
(M), or an encounter card (1 for the first,
2 for the second, etc.)
Expend Ability
Every minion will expend and generate effects for
the Master. In this case, it will gain 3 combat. Other
cards have effects which cause the active player
to do something. “Discard a card” means the player
(and not the Master) would discard a card.
Flavor Text
A little bit of story on the card.
Card Symbol
When the Master plays a card, it gets an ability
matching the color of this symbol.
In this case, the blue ability.
Card Name
Below the name is card’s type and subtype(s).
Defense
Just like other champions, minions
have a defense score. Deal this much
damage to it to stun it.
---
Ruinos Disciple
Minion Human Fanatic
The Necros believe demons are a
means to an end. The Ruinos believe
demons are a means to the end.
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The Master Step
1. The Master plays cards. The icon in the upper right of the oversized Master card tells you how many cards the Master plays. For example, in Encounter 1, Enthralled Regulars plays one card when Level 1, and two cards once they have advanced to Level 2 (see #2 below).
To play the Master’s card, do the following:
a. Flip over the top card of the Master’s deck. (If the Master tries to play a card while their deck is empty, shuffle their discard pile to make a new Master deck, then play its top card.)
b. The cards in the Master’s deck have symbols in their top left. Match that symbol to the symbol on the Master’s oversized card to see what bonus the Master gets this turn. If the symbol is white, it represents the Master’s favored ability, and the Master will use the symbol with four spikes around it instead. (Enthralled Regulars’ favored ability is Red at Level 1 and Blue at Level 2.)
c. Resolve each card as follows (save combat until #5 on the next page):
◆ For a hazard: put it in front of the active player (the player whose turn it is) and follow its instructions.
◆ For an event: do what it says, then put it in the Master’s discard pile.
◆ For a Mastery: attach it to (place it touching) the Master’s oversized card.
◆ For an Elite Minion, put it in the Master’s area (in front of the Master’s oversized card).
◆ For any other type of Minion, put it in front of the active player.
2. If the Master now has Mastery cards attached to it equal to or greater than the number of diamond symbols below its level icon, and it hasn’t yet flipped over to its
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Level 2 side, put the attached Mastery cards into the
Master’s discard pile and flip over the oversized
Master card to the side with 2 showing in the upper-left
hand corner. This is bad news for the good guys!
3. The Master uses each of its Minions in the active
player’s area. (Areas are explained on page 15.)
Follow the text on each Minion card to use it.
4. The Master uses each of its Minions in the Master’s
area. Minions in the Master’s area act on every player’s
turn, so stun them quickly if you can!
5. The Master uses all of the combat it generated on its
turn to perform a “villainous attack” against the
active player.
a. First, it attacks that player’s guards (if any), starting
with the highest defense guard it can stun, repeating
until the Master has no combat left or no guards left
to stun. (If one or more guards are tied for the highest
defense, the defending player chooses one to be
attacked first.)
b. Then, the Master spends its remaining combat to
defeat that player if possible. If the Master doesn’t
have enough combat to do this, it will instead attack
the highest defense champion it can stun that player
has in play. Repeat this process until it doesn’t have
enough combat remaining to stun any additional
champions, or until the active player has no champions
left to stun.
c. Finally, the Master spends its remaining combat to
attack that player.
6. Prepare all minions in the active player’s area and in
the Master’s area.
7. The Master’s step is complete. The active player now
begins the player step of their turn.
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Player Step
The player now takes their turn normally, as they would
in the base game, except that attacking and gaining health
now work slightly differently.
Attacking
Just like in the base game, you may use your combat
to make as many attacks as you wish, spending the
appropriate amount of combat on each attack. You may
use combat to attack enemy minions in front of you
(aka “in your area”).
If there are no prepared minions in your area, you may
also use combat to attack the Master, minions in front of
the Master, or minions in front of nearby players.
When attacking a minion, spend combat equal to its
to
stun it, just like an enemy champion in the base game.
Put stunned minions into the Master’s discard pile.
When attacking the Master, lower its health score by the
amount of combat you attacked it with (just like you
would with an opposing player in the base game).
You can fight in as many areas as you like while you have
enough
. For example, you could spend some to stun
the minions in your area, then some to stun the minions in the areas to your left and right, then deal the remaining damage to the Master or minions in their area.
Gaining Health
When you generate
you can give it to yourself, or you
can instead give it to a nearby player. Each time you gain health, all of it must go to one player (you can’t split it up), but if you gain more
later in the turn, you may give that
health to the same player or a different player.
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Notes: You can’t give health to a nearby player if you have
minions in your area (because you are busy fighting them).
Also, if an effect tells a specific player to gain health (like
the Cleric’s Bless skill), that player gains the health and
they can’t give it to another player.
Additional Rules
Areas
Each player, as well as the Master, has their own area.
While the player has any prepared minions in their area,
they cannot target or attack the Master. They also can not
target or attack minions outside of their area, give health
from health gaining effects to other players, target other
players, or target other areas.
However, if there are no prepared minions in their area,
they are free to fight in other areas. They can attack the
Master or minions in its area, and they can attack minions
in areas of nearby players.
Nearby Areas / Nearby Players
The players seated directly to your left and right are
“nearby.” In The Ruin of Thandar, the Master is nearby
to all players.
Provided there aren’t any prepared minions in your area,
you will be able to help nearby players by giving them
health with your health gain effects, attacking minions in
their area, and some additional ways that appear on cards
(like Twisting Bolt).
On the next page is an example for a four-player game:
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Remember, the Master takes up a “seat,” so in a game with
three or more players, if the Master is between two players,
they are not considered to be nearby each other. In this
example the Cleric is nearby the Wizard, but IS NOT
nearby the Thief. The Ranger is nearby both the Wizard
and the Thief.
Defeated Players
A player is defeated if their hero’s health is reduced to 0.
If this happens, put all of the Master’s cards in that player’s
area into the Master’s discard pile. The players who were
previously seated on the left and right of the defeated
player are now “nearby.” If all players are defeated,
the Master wins.
Player Victory
The Adventure Book specifies how players win each
encounter (usually reducing the Master’s health to 0).
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Settling Ties
If a card potentially affects multiple players, always start
with the active player first and then proceed clockwise.
For example, an effect says “Stun the highest champion
among all players.” If each player has a champion that’s tied for the highest
, the active player’s champion would
get stunned.
If there’s a tie within a player’s cards, that player settles
the tie. In the above example, if the active player had two
champions tied for the highest
that player would decide
which one gets stunned.
Minions
Minions are villains and monsters that work for the Master.
Minions = Champions
Minions are treated as champions for the purpose of all game effects. For instance, an ability which reads “stun a champion” can be used to stun a minion.
Guard Minions
Guard minions that are prepared protect non-guard minions. Players cannot target or attack a non-guard minion in an area that also has a prepared guard minion.
Similarly, prepared guard minions in the Master’s area
protect the Master from being attacked. But beware!
Prepared guard minions in the Master’s area also prevent
the Master from being targeted!
Hazard Cards
Hazard cards represent a persistent environmental
challenge. When the Master plays a hazard card on a
player’s turn, put it into that player’s area. Hazards have
special text that takes effect once they’re in play. A hazard
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card remains in a player’s area, continuing to affect that
player, until it is cleared. Each hazard card describes
how to clear it. When it is cleared, put it into the Master’s
discard pile.
Action Cards
Action cards represent something happening to the
players. When the Master plays an action card, follow
the instructions on the card and then put it into the
Master’s discard pile.
Mastery Cards
Mastery cards represent the Master gaining skill
and/or power.
When the Master plays a mastery card, attach it to (place it touching) the Master’s oversized card, then check to see if the Master gains a level (see #2 on page 12).
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Targeting
While there are any prepared minions in your area, you can only target things in your area. (You’re too busy fighting to look elsewhere.) But if there are no prepared minions in your area, you can target things in the Master’s area or in nearby areas.
If there is one or more prepared guards in the Master’s area, you can’t target the Master.
Master Discard Rule
If the Master would discard a card, instead the active player looks at the top card of the Master’s deck and chooses to either keep it on top or to put it into the Master’s discard pile. This is a great way to prevent Elite minions or difficult hazards from coming into play!
Note: Some discard effects require you to be able to target the Master. If you can’t target the Master, you won’t be able to use those effects.
Support (keyword)
Some cards have the “Support” keyword. This means you can play the card or use the ability during a nearby player’s Main Phase.
Focus (keyword)
Some cards have the “Focus” keyword. This allows you to affect other areas even while there are minions in your area. So, even with minions in your area, you can use skills like Knock Back on minions in a nearby area or in the Master’s area. Note that Focus doesn’t let you skip past guards in those areas – you still cannot target a non-guard minion protected by a guard!
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Adjusting Difficulty
The Ruin of Thandar campaign is intended to be a difficult
challenge for veteran players of Hero Realms. We strongly
advise playing the game at Beginner difficulty if you
have not played many deckbuilding games before, or at
Intermediate difficulty if you have, and then working your
way up from there.
◆
Beginner: Same as Intermediate difficulty, plus, during
setup set the Mastery cards aside. When the Master’s
deck is shuffled for the first time (after playing all of the
cards), shuffle them into the Master’s deck.
◆
Intermediate: During each player’s first turn, skip the
Master Step. (This gives the players a head start.)
◆
Veteran: No additional rules. This is a difficult
challenge, though!
◆
Expert: During each player’s first turn, skip
the Player Step. (This gives the Master a head start.)
You can adjust the difficulty by skipping additional
Master or Player steps.
Each encounter can be beat, but some of them are
very tricky! We provide hints for each encounter at
http://HeroRealms.com/coop.
Alternate Game Modes
No One Left Behind: In this game mode, if any player
is defeated, the Encounter is automatically lost.
Sudden Death: In this game mode, you must win all
three Encounters within an Adventure without losing.
If you lose an Encounter, the Adventure is over.
You can play either or both in any difficulty.
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The Ultimate Challenge is to play using Expert difficulty, No One Left Behind, and Sudden Death. Good luck!
Character Improvement
After you complete each Encounter, you will earn rewards (as specified in the Adventure Book). You might earn a class treasure card that you add to your starting personal deck, or you might earn a Character Point which you spend to improve your character’s starting health, skill card, or ability card.
These improvements to your character are permanent.
At the end of each encounter, you return all of the market deck and fire gem cards you acquired that game. You will keep your class treasure cards, additional health cards, and improved skill and ability cards.
As you earn these new cards, write them down on your character record sheet (see page 35 of the Adventure Book) and you will have them at the start of future encounters.
Treasure Cards
When you successfully complete campaign encounters, sometimes you will find treasure cards. Treasure cards can be identified by the in their upper right-hand corner.
There are two types of treasure cards in The Ruin of Thandar campaign: Class Treasure and Elixirs. The Adventure Book specifies when you get each type of treasure.
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Class Treasure
The Ruin of Thandar campaign comes with four treasure cards for each character class. Each class treasure specifies which class it belongs to in the type line, under the treasure’s name.
When the rules say “you find a class treasure,” shuffle the available treasure cards belonging to your class, randomly draw one, and permanently add it to your Personal Deck.
Some treasure cards replace existing cards in your Personal Deck. (These cards will note this in their rules text.) In this case, permanently remove the replaced card from your Personal Deck.
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Elixirs
Elixirs are neutral treasures (they can be used by any
class). There are five elixirs. When you get an elixir as a
reward, shuffle all of the elixir cards together, and draw one
randomly.
On your next encounter, that elixir will start in play next to
your ability cards (in your “inventory”) and stays in play
until you use ( ) it or you win the encounter. If you lose
that Encounter, you get the elixir back for your next attempt
(even if you sacrificed it).
An elixir can only be used during your next encounter, so
use it or lose it! After you win that encounter, permanently
remove the elixir from your character’s inventory whether
you used it or not.
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Group Treasure
A group treasure is a powerful item that the group shares.
During setup of all future Encounters with this group,
shuffle the group treasure into the Market Deck. (It then
works like a regular Market Deck card.)
Character Points
Sometimes when you complete an encounter, you’ll earn a Character Point. Spend it to upgrade your ability
or skill, or to buy an Additional Health card. It costs
exactly 1 Character Point to do any of these things,
and you must spend your Character Point right away (they can’t be saved up).
When you upgrade an ability or skill, put the new version
in front of your character and the old ability back in the box.
When you buy an Additional Health card, put it in front
of you Level 1 side up (the side with [symbol] in the
upper-left corner).
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Far down the campaigning road, once you’ve bought an Additional Health card, upgraded your Skill to its maximum level (3), and upgraded your ability to its maximum level (5), you will be allowed to spend Character Points to upgrade your Additional Health (to Level 2) and buy a SECOND skill and/or ability card (this will be placed in front of you next to your maximum level skill and ability cards).
The second skill and ability cards start out at Level 1 and you will be able use further Character Points to further upgrade those second skill and ability cards.
Upgrading your Skills and Abilities
Each skill and ability has its own upgrade “tree” which often gives two upgrade choices for each skill or ability, and those upgraded skills and abilities have two further upgrade choices. This allows for a great deal of customization when spending your Character Points.
The chart on page 36 shows what skills you are able to buy by spending a Character Point and turning in your current skill card.
The chart on page 38 shows what abilities you are able to buy by spending a Character Point and turning in your current ability card.
Note: This box contains all the skill and ability cards the Cleric, Fighter, Ranger, Thief, and Wizard can ever earn.
(When playing future campaigns, you will use the upgraded skills and abilities from this box.) This was done so that you will be able to think about what you want to buy for your character down the line when spending your first character point.
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Skill Tree
When starting the campaign, use the Level 1 skill for your
character. If you spend a character point to improve your
skill, you will have two different Level 2 upgrades to
choose from. If you later upgrade a Level 2 skill, you will
have two different Level 3 upgrades to choose from.
When you are eventually ready to buy a SECOND skill
(see page 24 - Character Points), you will start the tree
over again gaining the Level 1 skill. (You would have two
skills, and can use both of them each turn if you have
enough gold to do so.)
Ability Tree
The ability tree works just like the skill tree, but you start the campaign with the Level 3 ability.
But when you get to the point where you are buying a
SECOND ability, you will start the tree over again gaining
the Level 1 ability. You will then have two different abilities
that can be sacrificed during the game.
Additional Health Cards
You can spend a Character Point to buy an Additional
Health card for your class.
Once you have purchased an Additional Health card, it will
start each game in front of you (in your inventory). Place
it Level 1 up, and your starting health is increased by the
amount listed on the card.
If you eventually upgrade your Additional Health to Level
2, you will then use the Level 2 side.
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Additional Ways to Play
Arena Mode: Player-vs-Player Non-Campaign Games
When you are through playing the Campaign, you can face
off against other characters with your upgraded decks!
When you play in Arena Mode, use the non-campaign side
of the skill and ability cards. (Because there are no minions
or Masters in Arena Mode, we created PVP versions of
many abilities and skills.)
To make it fair, make sure that both characters have the
same number of Character Points spent on skill upgrades,
ability upgrades, and additional health cards. Or, to make it
unfair, let your opponent have additional upgrades!
Raid Mode: Teams of Characters Against One “Boss”
Using the multiplayer rules from the base game, you can
team two or three starting characters against one advanced
character for a new challenge! Experiment with Character
Points to see which setup works best for your play group.
You can also purchase Boss Decks from your local game
store or from our web site. Face off against a ferocious
Dragon or a treacherous Lich! These “side quests” are fun
challenges between adventures!
Additional Information
If you have any questions about The Ruin of Thandar,
answers can be found at http://HeroRealms.com/coop.
There you can find card-by-card rulings, gameplay hints,
and other useful information.
You can also visit our Hero Realms Facebook page and
discuss your adventures with other players.
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Hero Realms: The Ruins of Thandar - Card Notes
Campaign Abilities, Skills, and Treasures
CLERIC
Bless, Bless of Iron, Bless of Heart, Bless of Steel,
Bless the Flock, Bless of Soul
These cards “bless” a player. The blessed player gains the
health and ALL of that player’s champions (including
champions that player plays on their turn) will get the
bonus until the end of YOUR next turn.
Minor Resurrect, Lesser Resurrect
For these abilities, the Follower cards in your starting
deck count as champions with a cost of 0, and can be
brought back into play.
Mass Resurrect, Righteous Resurrect, Battle Resurrect
These abilities have the Support keyword, meaning that
in addition to being able to use them on your turn, you
can also use them on a nearby player’s turn! The “active
player” is the player whose turn it is.
Righteous Resurrect, Holy Resurrect
You can use these abilities to just gain health,
even if there are no champions to put into play.
Brightstar Shield
You can play this card even if there are no champions to
give it to. You will still draw a card, but you can’t attach
it later in the turn. Play your champions first, if you can.
THIEF
Pick Pocket
This is one of the only skills that won’t work if you
cannot target the Master. After all, if you can’t reach the
Master, how can you pick its pocket? The Master cannot
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be targeted if it has any guards in its area, so stun them
before trying to use this skill.
Pilfer
You can use Pilfer to acquire a Fire Gem from the
gem pile, even though normally there are no items
in the Market Deck.
Pick Pocket, Sleight of Hand, Swipe, Misdirection,
Distracted Exchange, Lift
If you look at a card and don’t put it into a discard pile,
you put it back on top of its deck.
Heist, Timely Heist, Skillful Heist, Practiced Heist,
Smooth Heist, Masterful Heist
When you acquire a card from the market, do not replace
it with another card from the market deck
until you acquire the second card. Then fill in both empty
spots in order.
Enchanted Garrote
Remember you cannot target outside of your area while
you have minions in your area. Deal with them first!
FIGHTER
Group Tackle
Expended minions do not prevent targeting or attacking
outside of your area. Expended guards don’t protect other
champions or Masters. They prepare at the END of the
Master Step part of your turn, which means the minion
you pull into your area won’t attack you next turn!
Group Tackle, Mighty Blow, Knock Back
These are great ways to pull an Elite minion out of
the Master’s area — it will only attack you instead of
everyone!
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30
Precision Blow, Powerful Blow
If there are guard minions in your area, you can’t hit non-guard minions in your area with these abilities.
Crushing Blow, Sweeping Blow, Smashing Blow, Whirling Blow, Mighty Blow
These cards let you deal damage “divided as you choose.” This damage must be dealt to guard minions first, then any remaining damage may be dealt to non-guard minions.
Jagged Spear
Remember that you cannot target outside of your area if you have minions in your area. Stun them first!
WIZARD
Fireball, Explosive Fireball, Searing Fireball
These cards target areas, and deal damage to every Master, minion, and guard minion in that area. Guards don’t protect Masters and non-guard minions from this. Note that you cannot target outside of your area if you have any minions in your area, so stun them first if you want to help a teammate or target the Master’s area!
Rolling Fireball, Barreling Fireball, Scorching Fireball
These cards also target areas, but have an added bonus. Because they have the Focus keyword, you can target other areas even if you have minions in your area!
KABOOM!
Serpentine Staff
Remember you cannot target outside of your area while you have minions in your area. Deal with them first! This card will deal damage to each minion — guards and non-guard minions alike.
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31
RANGER
Steady Shot, Well-Placed Shot
Remember you cannot target outside of your area while you have minions in your area. Deal with them first!
Headshot, Quickshot, Twin Shot, Snapshot, Longshot, Triple Shot
Remember you cannot target outside of your area while you have minions in your area. You may want to use these abilities for other reasons, even if there are no champions you can target with them. For instance, you can always use Headshot to draw a card.
Twin Shot, Longshot, Triple Shot
These cards allow you to stun multiple minions. These can be used on minions in multiple areas. For each area, you must first stun the guards in that area, then you can use any remaining stun effects on non-guards in that area.
Fast Track, Instinctive Track, Relentless Track
You cannot target outside of your area while you have minions in your area. You can use these skills on just yourself if you have to. Also, if you target other players, those players do not need to make the same choices you do. For instance, you could put one card in your discard pile and the other player(s) could put a different amount into their discard pile(s) if they want.
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32
PLAYER-VS-PLAYER ABILITIES AND SKILLS
CLERIC
Bless, Bless of Iron, Bless of Heart, Bless of Steel,
Bless the Flock, Bless of Soul
These cards “bless” a player. The blessed player
gains the health and ALL of that player’s champions
(including champions that player plays on their turn)
will get the bonus until the end of YOUR next turn. You
won’t usually bless other players in PVP, but in some
multiplayer games this might come in handy!
Minor Resurrect, Lesser Resurrect, Battle Resurrect,
Righteous Resurrect
For these abilities, the Follower cards in your starting
deck count as champions with a cost of 0, and can be
brought back into play.
Righteous Resurrect, Holy Resurrect
You can use these abilities to just gain health,
even if there are no champions to put into play.
THIEF
Timely Heist, Practiced Heist, Smooth Heist,
Masterful Heist
When you acquire a card from the market, do not replace it
with another card from the market deck until you acquire
the second card. Then fill in both empty spots in order.
FIGHTER
Sweeping Blow, Whirling Blow
These cards let you deal damage “divided as you
choose.” If your opponent has any guards in play, they
must be stunned with this damage before you can spend
any of this damage on non-guard champions. You can
also use these abilities to draw a card, even if there are
no opposing champions in play.
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33
Group Tackle, Mighty Blow, Knock Back
Expended guards do not prevent targeting or attacking
other champions and players. Also, champions prepare
at the end of a player’s turn, which means your opponent
cannot use them during their next turn when you use
these abilities!
WIZARD
Explosive Fireball, Rolling Fireball
The defense value of champions in a player’s hand is not
altered by cards in play. (The Cleric’s Bless skills will not
change which cards Explosive Fireball will cause to be
discarded.)
Fireball, Explosive Fireball, Searing Fireball,
Rolling Fireball, Barreling Fireball, Scorching Fireball
These cards target players, dealing damage to that player
and each of their champions and guard champions.
Guards don’t protect players and non-guard champions
from this.
RANGER
Headshot, Quickshot, Twin Shot, Snapshot,
Longshot, Triple Shot
You can always use these abilities to draw a card
(and get bows and arrows back into your hand),
even if your opponent has no champions in play.
Twin Shot, Longshot, Triple Shot
These cards allow you to stun multiple champions. Note
that guards protect non-guard champions, so you must
stun the guards first, then you may use any remaining
stun effects on non-guard champions.
Steady Shot, Well-Placed Shot
If your opponent has a guard in play, you cannot use
these abilities. Stun the guards first!
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CAMPAIGN DECK CARDS
Twisting Bolt
Players take this damage, not their champions. Guards don’t protect a player from this. A nearby player can elect to take this damage even if they have minions in their area, or even if they are Blocked Off.
Broken Tables and Chairs
If you are Blocked Off, you are stuck. Players cannot target your area, they can’t target you, and they can’t attack minions in your area! You can’t do anything outside of your area, either!
To make matters worse, in addition to the minions in your area being able to attack you, the Master and the elite minions in the Master’s area can attack you as well!
When playing at Beginner or Intermediate difficulty, a nearby player with no prepared minions in their area may expend one of their champions to clear this hazard.
When you “clear this hazard,” put it into the Master’s discard pile.
Temporary Insanity
A “villainous attack” is what the Master does with its combat. Follow the rules for the Master on page 13.
If you are Blocked Off, or if the nearby players are Blocked Off, or if there are no nearby players left, you will attack your own area! First your champions, and then yourself! (Insanity is bad.)
Escape!
If the Master’s deck has not been reshuffled, nothing special happens. Resolve the Master’s favored ability as normal.
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35
Fire Pentagram
To clear this hazard, play a card that costs exactly 5 gold.
When you do, put the hazard into the Master’s discard pile.
MASTERS
Enthralled Regulars
BLUE: The white shield icon refers to defense on any
champion, guards or non-guards alike.
Ruinos Zealot
GREEN: Flip again means that the Master gets to play
another card. This can happen over and over, if he keeps
flipping green cards!
Vexing Imp
YELLOW: There are ways for imp cards to be removed
from the game, and this will bring one back. It goes into
the active player’s area.
Ruinos Archpriestess (Level 1)
All four of her abilities are “favored.” You will do them in
order, starting from the top. Also, “Highest cost (Guild)
card or cards” means if the most-expensive Guild cards
in the Market both cost the same, they both are added to
the Ritual.
Karakan Flesh-of-Iron
BLUE: The white shield icon refers to defense on any
champion, guards or non-guards alike.
The Laughing Shadow
RED: The white shield icon refers to defense on any
champion, guards or non-guards alike.
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37
SKILL TREE
Level 1 Skills:
Channel, Shoulder Bash, Bless, Pick Pocket, Track
Level 2a Skills:
Deep Channel, Knock Back, Bless of Iron,
Sleight Of Hand, Fast Track
Level 2b Skills:
Calm Channel, Shoulder Smash, Bless of Heart,
Swipe, Careful Track
Level 3a Skills:
Soul Channel, Knock Down, Bless of Steel,
Misdirection, Instinctive Track
Level 3b Skills:
Pure Channel, Group Tackle, Bless The Flock,
Distracted Exchange, Relentless Track
Level 3c Skills:
Serene Channel, Shoulder Crush, Bless Of Soul,
Lift, Flawless Track
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39
ABILITY TREE
Level 1st Abilities:
Flame Burst, Precision Blow, Minor Resurrect,
Pilfer, Steady Shot
Level 2nd Abilities:
Fire Blast, Powerful Blow, Lesser Resurrect,
Theft, Well-Placed Shot
Level 3rd Abilities:
Fireball, Crushing Blow, Resurrect, Heist, Headshot
Level 4a Abilities:
Rolling Fireball, Sweeping Blow, Battle Resurrect,
Timely Heist, Quickshot
Level 4b Abilities:
Scorching Fireball, Smashing Blow, Holy Resurrect,
Skillful Heist, Twin Shot
Level 5a Abilities:
Barreling Fireball, Whirling Blow, Mass Resurrect,
Practiced Heist, Snapshot
Level 5b Abilities:
Explosive Fireball, Mighty Blow, Righteous Resurrect,
Smooth Heist, Longshot
Level 5c Abilities:
Searing Fireball, Devastating Blow, Divine Resurrect,
Masterly Heist, Triple Shot
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