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Video: How to Play
Start here, then follow the written guide
Step by step
Objective of the Game
In Hero Realms: The Ruin of Thandar Campaign Deck, one to five players cooperate to battle against the forces of evil (the Master). Each player chooses a Character Pack (Cleric, Fighter, Ranger, Thief, or Wizard) and plays as that character across three encounters. The goal is to defeat the Master by reducing its health to 0, as specified in the Adventure Book for each encounter. If all players are defeated (health reduced to 0), the Master wins.
Preparation (Setup)
- Choose Characters: Each player selects a Character Pack and sits around the table. The Master occupies a "seat" between two players (or next to the solo player). Nearby players are those directly to your left or right.
- Modify Decks: Replace standard ability/skill cards from Character Packs with the Campaign versions (marked "Campaign" under the title). Place these in your inventory (in front of you).
- Master Setup:
- Shuffle the Master’s deck (cards with the demon’s head icon). Remove Setting cards ("S") based on player count:
- 4 players: Remove 3.
- 3 players: Remove 6.
- 2 players: Remove 9.
- 1 player: Remove 12.
- Shuffle remaining Setting cards with the encounter cards ("1", "2", or "3"), split into five piles, and shuffle one Mastery card ("M") into each. Stack piles without shuffling further.
- Shuffle the Master’s deck (cards with the demon’s head icon). Remove Setting cards ("S") based on player count:
- Market Setup: Prepare the Market Deck and Fire Gems as in the base game.
- Starting Hands: Each player draws five cards. Track health using scorecards or pencil/paper.
Flow of the Game
Each player’s turn has two steps:
- Master Step:
- The Master flips cards from its deck (number shown on its oversized card). Match the symbol to the Master’s abilities (white symbols trigger favored abilities).
- Resolve flipped cards:
- Hazard: Place in the active player’s area.
- Action: Follow instructions, then discard.
- Mastery: Attach to the Master. If enough Mastery cards are attached (per diamond icons), flip the Master to its Level 2 side.
- Minion: Place in the active player’s area or Master’s area (if Elite).
- Minions in the active player’s area attack that player. Minions in the Master’s area attack all players.
- The Master uses its combat to attack the active player’s guards, champions, then the player.
- Prepare all minions (ready them for future turns).
- Player Step:
- Play cards, generate gold (to acquire cards) or combat (to attack).
- Attack minions in your area first. If none remain, attack the Master or nearby players’ minions.
- Health gain can be given to yourself or nearby players (if no minions block you).
Actions and How to Play
Key Concepts
- Areas: Each player and the Master has an area. Minions in your area block you from targeting others.
- Nearby Players: Only players directly adjacent can assist (e.g., share health or attack minions).
- Guard Minions: Protect non-guard minions and the Master. Must be stunned first.
- Support Keyword: Play during a nearby player’s turn.
- Focus Keyword: Bypasses area restrictions (but not guard protections).
Clearing Hazards
Hazards persist until cleared (e.g., Broken Tables and Chairs requires expending a champion). Follow card instructions to discard them.
End of Game and Scoring
The game ends when:
- Victory: The Master’s health reaches 0 (per the Adventure Book).
- Defeat: All players’ health reaches 0.
After winning, players may earn Treasure Cards (added to personal decks) or Character Points (to upgrade skills/abilities).
Tips for Winning
- Prioritize Guards: Stun guard minions first to unlock attacks on the Master or other minions.
- Coordinate Health Sharing: Use health gain to support nearby players when unblocked.
- Master Discard Rule: When the Master discards, peek at the top card of its deck and choose to discard it—this can prevent dangerous cards like Elite minions.
For details on adjusting difficulty or alternate game modes, consult the manual.
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